Things from my setting

Obly99

Adventurer
Thuringwethil (more optimized)

Female unique Hero-Deity

LE Medium outsider (native)

Init +16; Senses darkest vision, darkvision 180 ft., divine senses (x3), scent; Perception +26

Aura divine (DC 22, 60 ft.)

AC 36, touch 32, flat-footed 26 (+9 deflection, +9 Dex, +3 divine, +1 dodge, +4 natural)

hp 272 (16d10+112)

Fort +15, Ref +22, Will +17

Defensive Abilities elusive, evasion; DR 5/epic; Resistance Terrestrial Hazards; PR/SR 29

Weakness light blindness, vulnerable to cold and light

Speed 60 ft., fly 110 ft. (perfect)

Melee bite +22 (1d10+2), 2 claws +28 (1d10+5/19-20x3 plus bleed), 2 talons +27 (1d10+5 plus grab)

Special Attacks bleed (3d6), blood drain (4 Constitution), death attack (DC 27), hidden strike +4d8, mythic power (3/day, surge +1d6)

Spell-like Abilities (CL 18th, concentration +27)

At will—black tentacles, blindness/deafness (DC 24), commune, create greater undead, deeper darkness, dream, etherealness, ethereal jaunt, expeditious retreat, fly, freedom of movement, geas/quest, greater dispel magic, greater teleport, magic jar (DC 27), nightmare (DC 27), obscuring mist, plane shift (DC 27), power word blind, sending, shadow walk, spider climb, tongues

3/day—limited wish

Str 20, Dex 28, Con 24, Int 20, Wis 18, Cha 28

Base Atk +15; CMB +27; CMD 52

Feats Agile Maneuvers, Blind-FightB, Dodge, Extra Vigilant Talent (death dealer, silent dispatch, stalker sense, sure-footed)x4, Improved Initiative, Hover, Run, Skill Focus (bluff), Spring Attack, Specialized Vigilante (stalker), Vital Strike, Weapon Finesse, Weapon Focus (claws)

Skill Appraise +26, Bluff +37, Diplomacy +30, Disguise +31 (+51 for appear as her current identity), Fly +31, Intimidate +30, Linguistics +13, Perception +26, Sense Motive +26, Spellcraft +23, Stealth +31, Use Magic Device +27; +20 circumstance bonus to Disguise for appear as her current identity

Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elf, Infernal, Orc, Sylvan, Treant

SQ blitz focus, divine traits (hero-deity), dual identity, incredible speed, inherent bonus, integrated class feature (vigilante [blitz]), might, portfolio (darkness, travel), rhino charge, seamless guise, social talents (many guises, quick change), starling appearance, sudden reposition, vigilant talents (another day, blind spot, death dealer, hide in plain sight, silent dispatch, sure-footed), virtual size category +0

Divine Abilities

• Adjuration (Su): Summon up to 32 hit die of creatures per day (no single creature can have CR higher than 11)

• Multifaceted (Ex): Gain 6 extra feats

• Polymorph (Su): You can polymorph at will

Darkness Portfolio Traits (Lesser Deity)

Granted Power: You gain Blind-Fight as a bonus feat

Darkest Vision (Ex): You have perfect vision in darkness, even magical darkness

Hostile Environment (Sunlight) (Ex): Competence penalty on all die rolls equal to your divine rank while within a sunlit environment

Light Vulnerability (Ex): Suffer 50% extra damage from light attacks and spells

• Shadow Immunity (Su): You are immune to shadow attacks and spells

• Scion of Darkness (Ex): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class while shrouded in darkness

Travel Portfolio Traits (Hero-Deity)

Granted Power: Increase movement speed by 10 ft. Add survival to your list of cleric class skills.

Cold Vulnerability (Ex): Cold based spells and effects are 50% more effective on you

Hyperactive (Ex): Competence penalty (equal to your divine rank) on all die rolls if you stay in the same location for more than one day

• Temporal Resistance (Su): You are immune to spells and effects which impede movement

• Scion of Travel (Ex): Competence bonus to attack rolls damage rolls and armor class equal to your divine rank when you take your full movement that round

Death Dealer (Ex)
The vigilante gains the death attack class feature of the assassin prestige class, except they can attempt a death attack with a ranged weapon as long as they are within 30 ft of a target. The DC of this death attack is equal to 10 + ½ the vigilante’s class level + their Charisma modifier. At 12th level, the vigilante only needs to study their target for 2 rounds. At 16th level, the vigilante only needs to study their target for 1 round. If the vigilante has the sniper talent, they can attempt a death attack from any range. Only a stalker vigilante can select this talent and they must be 8th level or higher to select this talent.

Inherent Bonuses (Ex)
Sauron has used wish spells to give a +4 inherent bonus to Dexterity and Constitution and +5 to Charisma of Thuringwethil.

Grant Spells
Thuringwethil can grant spells up to 5th level. She grant access to the domains of Community, Darkness and Travel and to the subdomains of Cooperation, Exploration and Night.

Might (Ex)
Thuringwethil deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than Thuringwethil HD.

Divine Traits (Hero-Deity) (Ex)
As a hero-deity, Thuringwethil gains a +3 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Thuringwethil’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A hero-deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Mythic (Ex)
Thuringwethil has Mythic Power (3/day, Surge +1d6) and counts as a 3rd-rank Mythic creature. Thuringwethil use any of her spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spells.
 

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Obly99

Adventurer
On commission from @Bootlebat today I bring a version of Magneto. This version is a mid-low power level. To create it I used a 20 HD humanoid to which I applied the same abilities as a Kineticist of 20th (also taking powers from archetypes Psychokineticist – d20PFSRD and from Cerebral Kineticist (Kineticist Archetype) - Spheres of Power Wiki to replicate the fact that they are mental). Also, I used the Hyperborean template (Beefermatic version Enemies, Allies, and Ideas for Sidereals, Eternals, and above). For the rest I know that this version is not as powerful as many others that existed in various comics but as Upper_Krust say (Divine ranks of various fictional entities) is almost impossible create a perfect replicate of a Marvel or DC character, also, I am not an expert of Magneto (the only thing I saw of him was the movie X-Men: The Last Stand - Wikipedia) and I created him for what I knew: an old man who can control metal in the range of power required by Bootlebat.

Magneto

Male Venerable Hyperborean (Beefermatic version) Human

LE Medium humanoid (augmented, human)

Init +27; Perception +37

Aura divine (DC 27, 75 ft.)

AC 54, touch 36, flat-footed 50 (+8 armor, +5 deflection, +4 Dex, +13 insight, +10 natural, +4 perfection)

hp 300 (20d8+140)

Fort +32, Ref +30, Will +45; +50 against detect or scry

Defensive Abilities adaption, freedom of movement, internal buffer (3), mental barrier; DR 10/— and 10/adamantine; PR/SR 34

Speed 30 ft.

Melee unarmed strike +23/+18/+13 (1d3+4)

Ranged kinetic blast +39

Special Attacks kinetic blast, mythic power (4/day, surge +1d8)

Kineticist Wild Talents Known:

Infusions (save DC (if any) 18 + talent level)
—foe throw, force hook, fragmentation, grappling (+52), hyper-dimensional blast (Infusion Wild Talents - Spheres of Power Wiki), impale, imprisoning (Infusion Wild Talents - Spheres of Power Wiki), kinetic fist, many throw

Blasts—earth blast (10d6+25), metal blast (20d6+35), telekinetic blast (10d6+25)

Utility (save DC (if any) 29 + talent level)—basic geokinesis, basic telekinesis, friend throw (Aether Utility Talents - Spheres of Power Wiki), kinetic cityscape, kinetic healer, kinetic revification, kinetic shelter (Kinetic Shelter), magnetism (Magnetism), magnetism (greater), material affinity (metal), metal manipulator (Earth Utility Talents - Spheres of Power Wiki), twisted metal (Earth Utility Talents - Spheres of Power Wiki)

Str 18, Dex 18, Con 22, Int 40, Wis 36, Cha 36

Base Atk +15; CMB +38; CMD 55

Feats Afterburn, Greater Spell Penetration, Improved Initiative, Improved Unarmed Strike, Kinetic Combo, Mobile Gathering, Precision Blast, Presence of Mind, Spell Penetration, Toughness, Weapon Focus (kinetic blast)

Skills Appraise +39, Bluff +37, Diplomacy +37, Fly +28, Intimidate +37, Knowledge (arcane, engineering, history, local, nobility, religion) +39, Perception +37, Sense Motive +37, Spellcraft +39

Languages Common, other 15;

SQ cerebral overflow, composite specialization, elemental defense (flesh of stone), elemental focus (earth), expanded elements (earth, aether), infusion specialization (-6), intellectual control, metakinesis (empower, maximized, quicken), mind burn, mind power, gather power, supercharge

Gears braces of armor +8, amulet of natural armor +5, ring of protection +5, ring of freedom of movement, belt of physical perfection +6, headband of mental superiority +6 (fly, knowledge (arcana), spellcraft), cloak of resistance +5

Divine Abilities

• Apocrypha (Ex): You are difficult to detect or scry

• Intellectual Mind (Ex): Int as competence to attack rolls

• Intellectual Soul (Ex): Int as competence to saving throw

• Perfect Mind (Ex): +5 inherent bonus to all mentals

Cerebral Overflow (Ex)
Magneto psychic energy sends strange elemental humors and planar echoes through his brain instead of reshaping his body with matter from his element. Instead of gaining size bonuses to physical ability scores from elemental overflow, he gains alchemical bonuses to his mental ability scores in equal amounts (a +2 alchemical bonus to two mental ability scores at 6th level if he has at least 3 points of burn; a +4 alchemical bonus to one mental ability score and a +2 alchemical bonus to the other two at 11th level if he has at least 5 points of burn; and a +6 alchemical bonus to one mental ability score, a +4 alchemical bonus to another, and a +2 alchemical bonus to the last at 16th level if he has at least 7 points of burn).

Magneto doesn’t gain a chance to negate critical hits and sneak attacks based on his burn.

This ability alters the elemental overflow class feature.

Intellectual Control (Su)
Magneto, unlike a normal kineticist, uses his mind over his body: he use his Intelligence modifier instead of his Constitution modifier to determine his damage with wild talents, the DCs of Constitution based wild talents, the duration of wild talents with a Constitution-based duration, his bonus on concentration checks for wild talents, and the other Constitution based effects of all his wild talents as well as the amount of burn he may accept. This ability alters the kineticist’s class skills and the key ability score of wild talents and burn.

Mental Barrier (Ex)
The powers of Magneto allow him to avoid the most dangerous of effects of channeling such powers, if only slightly. Magneto can accept up to 6 points of burn without suffering any negative effects.

Mind Burn (Ex)
Magneto’s mind strains when he overtaxes himself. He takes a –2 penalty on Intelligence checks, and Intelligence-based skill checks for each point of burn he has accepted, rather than taking nonlethal damage from burn. Also, whenever Magneto accepts burn beyond what his mental barrier allows him to ignore, he gain the following conditions:

1+: Magneto is dazzled

2+: Magneto is shaken

3+: Magneto is treated as though under the effects of a feeblemind spell

4+: Magneto is comatose for 8 hours

Magneto cannot accept burn if he is immune to any of these conditions.

Otherwise, his burn works just like a normal kineticist’s.

Mind Power
Magneto has the same abilities of a 20th level kineticist with the following differences:
  • has Intellectual Control
  • Mind Burn (alter burn)
  • Celebral Overflow (alter elemental overflow)
  • can only gains the aether and earth elements
  • with the wild talents and infusion of aether (like grappling) can only manipulate metalic objects and creatures
  • the earth element is only usable with metal manipulator utility wild talent
  • he does not gain omnikinesis
Mythic (Ex)
Magneto has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. Magneto use any of his spell-like abilities effect 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 spells.
 

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Obly99

Adventurer
This is my revisited version of the old Blind oracle template of the Book of Templates Deluxe of the 3.5

Blind Oracle Template

Oracles, great seers of the future and the supernatural, exist among virtually every race in the world. Their communities consider them paragons of wisdom and conduits for divine guidance. In order to tune out the distractions of the world around them, and show their dedication to their deity or powerful extraplanar entity, oracles are either struck blind by the divine beings they serve, or they blind themselves through elaborate and painful rituals.

Appearance Changes
Blind oracles look exactly like a typical member of their race, except their eyes are often milky white in color with no discernible retina or iris. In rare cases, an aspiring oracle plucks out his or her eyes in order to receive the knowledge from beyond the physical world.

Creating a Blind Oracle

“Blind Oracle” is an acquired template that can be added to any creature with an Intelligence, Wisdom and Charisma greater than 4. A Blind Oracle has all of the base creature’s characteristics except as noted here.

CR: Same as the base creature +5.

AL: Any, usually LN.

Defensive Abilities: As the base creature plus the following.

Insight of the World (Su): A blind oracle gains an insight bonus to AC and saving throws equal to its higher mental modifier. A blind oracle gains uncanny dodge and improved uncanny dodge as a barbarian with level equal to its HD.

Neutrality (Su): A blind oracle is neutral with all the factions. A blind oracle is under a constant supernatural sanctuary effect but with the following difference: the save DC is 10 + ½ the HD of the blind oracle + the higher mental modifier of the blind oracle. If a creature fail the save against the effect, he cannot directly attack the blind oracle for 1 round (instead for the duration of the spell). The blind oracle cannot take hostile actions against a creature that does not have take hostile actions against him from the ending of the last turn. This hostile actions does not break the sanctuary effect.

Special Qualities: As the base creature plus the following.

World Vision (Su): A blind oracle has blindsight with a range of 10 feet per Hit Die the creature possesses. Beyond this range, the creature is totally blind. In this range the blind oracle benefit also of a true seeing spell.

Immunities (Ex): A blind oracle is immune to all gaze attacks, as well as spells that rely on visual effects.

Powers of Precognition (Sp): A mystical sense allows the blind oracle to sense the hidden and to see things with the mind’s eye. A blind oracle has the following spell-like abilities: Constant—comprehend languages, tongues; At will—augury, greater detect magic, identify, read magic, speak with animals, speak with plants; 4/day—divination, scrying, speak with dead; 1/day—analyze dweomer, commune, commune with nature, contact other plane, find the path, legend lore, locate creature, locate object, retrocognition; 1/month—akashic communion, discern location, glimpse of the akashic, vision. Caster level equals the blind oracle’s Hit Dice.

Spellcasting: A blind oracle gains the ability to cast a small amount of spells from the cleric/oracle spell list. The caster level for this spells is equal to the HD of the blind oracle, the spellcasting modifier is its higher mental ability score, must prepare this spells in advance (as a cleric) and does not gains bonus spells slots for having high spellcasting modifier.

Table: Blind oracle spells slots

HD
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1-3​
2​
1​
-​
-​
-​
-​
-​
-​
-​
-​
4-6​
2​
2​
1​
-​
-​
-​
-​
-​
-​
-​
7-9​
-​
2​
2​
1​
-​
-​
-​
-​
-​
-​
10-12​
-​
-​
2​
2​
1​
-​
-​
-​
-​
-​
13-15​
-​
-​
-​
2​
2​
1​
-​
-​
-​
-​
16-18​
-​
-​
-​
-​
2​
2​
1​
-​
-​
-​
19-21​
-​
-​
-​
-​
-​
2​
2​
1​
-​
-​
22-24​
-​
-​
-​
-​
-​
-​
2​
2​
1​
-​
25+​
-​
-​
-​
-​
-​
-​
-​
2​
2​
1​

Abilities: Strength -2, Dexterity -4, Constitution -2, Intelligence +6, Wisdom +6, Charisma +6.

Skills: Blind oracles gains all Knowledge skills as class skills and may make all Knowledge skill checks untrained. They get a +8 insight bonus on Perception checks based on hearing and a racial bonus equal to ½ her HD on Knowledge checks.

Organization: Blind oracles are often solitary, or they are unique individuals among normal members of the base creature type.


Cyclopean All-Seeing CR 14

Cyclop Blind Oracle Jotunblood

LN Huge humanoid (giant)

Init +0; Senses low-light vision, scent, world vision 200 ft.; Perception +33 (+41 based on hearing)

DEFENSE

AC 16, touch 9, flat-footed 16 (–4 Dex, +5 insight, +7 natural, –2 size)

hp 170 (20d8+80)

Fort +15, Ref +7, Will +22

Defensive Abilities battle insight, ferocity, improved uncanny dodge, insight of the world, neutrality (DC 25), rock catching, uncanny dodge; Immune gaze attacks, visual effects; SR 28

Weakness blind after 200 ft.

OFFENSE

Speed 40 ft.

Melee great club +22/+17/+12 (3d8+13)

Ranged rock +11 (3d8+13)

Space 15 ft.; Reach 15 ft.

Special Attacks eye blast +9 touch (1d4 rounds, 60 ft-line, 10d6 force, Ref DC 26 half), improved rock throwing (150 ft.)

Spell-Like Abilities (CL 20th; concentration +22)

Constant—comprehend languages, tongues

At will—augury, greater detect magic, identify, read magic, speak with animals, speak with plants

4/day—divination, scrying (DC 16), speak with dead

1/day—analyze dweomer, commune, commune with nature, contact other plane, find the path, legend lore, locate creature, locate object, retrocognition

1/month—akashic communion, discern location, glimpse of the akashic, vision

Blind Oracle Spells Prepared (CL 20th; concentration +25)

7th—hymn of peace (DC 22)

6th—greater dispel magic, word of recall

5th—greater command (DC 20), plane shift (DC 20)

STATISTICS

Str 28, Dex 2, Con 18, Int 16, Wis 20, Cha 14

Base Atk +15; CMB +26 (+28 bull rush); CMD 37 (39 vs. bull rush)

Feats Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Intimidating Prowess, Power Attack, Skill Focus (Bluff, Diplomacy)

Skills Bluff +28, Diplomacy +28, Intimidate +11, Knowledge (all) +13, Perception +33 (+41 based on hearing), Profession (soothsayer) +28, Sense Motive +15, Spellcraft +13; Racial Modifiers +8 racial bonus on Perception, +8 insight bonus on Perception based on hearing, +10 racial bonus on Knowledge

Languages Common, Cyclops, Giant; comprehend languages, tongues

SQ flash of insight, powers of precognition

SPECIAL ABILITIES

Flash of Insight (Su)
Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.
 

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Obly99

Adventurer
Ungoliant

Female CE Macro-Medium Outsider (entity, evil, extraplanar)

Init +180 (Always First); Senses blindsight 5.000 ft., darkest vision, darkvision 10.000, divine senses (x20), low-light vision, scent, true seeing, x-ray; Perception +334

Aura divine (DC 97, 40.000 ft.)

AC 467, touch 103, flat-footed 433 (+55 deflection, +28 Dex, +6 dodge, +32 divine, +364 natural, -28 size)

hp 42.480 (240d100+18.480) fast healing 120 regeneration 120 (epic and good)

Fort +311, Ref +264, Will +284

Defensive Abilities cosmic string (1d10 minutes), dark clouds, lair mistress, messiah of spiders; DR 600/—; Immune ability damage or drain, death effects, energy drain, mind-affecting, poison, sonic, enchantment, illusion and transmutation, death from massive damage, Terrestrial Hazards; Resistance all elements 100, Stellar Hazards; PR/SR 282, any spell which fails to penetrate Ungoliant spell resistance is reflected back upon the caster

Weakness light blindness, vulnerability to fire

Speed 6.000 ft., burrow 3.000 ft. (ground with maximum hardness of 105), fly 6.000 (perfect)

Melee bite +436 (240d20+168 plus grab and poison), 4 claws +436 (240d20+112 plus grab)

Space 8.000 ft.; Reach 5.335 ft.

Special Attacks dark web 349/day (+384, DC 239, 7.680 hp), fast swallow, mythic surge 32/day (+20d6), poison, powerful blows (bite), quick wrap, swallow whole (240d20+168 plus 80d6 acid damage, 192 AC, 4.248 hp)

Spell-Like Abilities (CL 272th, concentration +359)

Constant—mindblank

At will—blindness/deafness (DC 99), deeper darkness, energy drain (DC 106), feast of ashes (DC 99), greater magic fang, greater shadow evocation (DC 105), horrid wilting (DC 105), hunger for flesh (DC 101), hungry darkness (DC 104), hungry hearth (DC 102), hungry pit (DC 104), magic fang, nightmare (DC 102), obscuring mist, shades (DC 106), shadow body, shadow step, shadow walk

Str 235, Dex 66, Con 165, Int 110, Wis 100, Cha 120

Base Atk +240; CMB +524; CMD 511 (523 vs. trip)

Skills Omnicompetent - All skills 275 + ability modifier

Feats AlertnessB, Blind-FightB, Combat ExpertiseB, Combat Reflexes, Dodge, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Mobility, Muscle Reaction, Run, Seize the Opportunity, Spring Attack, Vital Strike, Whirlwind Attack

Epic Feats Cats Fall, Double Standards, Ether Goer, Etheric Double, Etheric Vision, Good Reflexes, Improved Combat Reflex, Improved Dodge, Malifiecus, Mathesis, Phrenology, Plastic Soul, Second Strike, Sixth SenseB, Sky Walker, Shadow Strike, Subtle Body, Superior Initiative, Tenacious Body, Timely Dodge, Underwalker

Metamagic Feat Automatic Metamagic Capacity x75, Empower Spell, Enlarge Spell, Extend Spell, Greater Intensified Spell [E] (+4, removes the maximum cap), Heightened Spell, Intensified Spell, Maximized Spell, Metamagic Freedom, Shadow Grasp, Tenebrous Spell, Widen Spell, Umbral Spell

Languages Abyssal, Aklo, Celestial, Draconic, Infernal, Old Tongue, other 285 (GM’s discretion); telepathy 10.000 ft.

SQ cloud of utterdarkness, cosmic might, darkness portfolio traits (Old One), divine traits (entity), massive, mythic, night stalker, virtual size category +8, web savant

Environment: Void outside the planes

Organization: Unique

Treasure: Incidental

Divine Abilities

• Adjuration (Su): Summon up to 480 hit die of creatures per day (no single creature can have CR higher than 152)

• ApocryphaB (Su): You are difficult to detect or scry

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

• Celerity (Ex): Speed x3

• Enlarge Aura x2 (Su): Aura is doubled

• Eternal Freedom (Su): You are immune to spells and effects which impede movement

• Hidden Illusion (Su): True seeing does not automatically foil illusions and shadow spells are more real

• Invincibility (Ex): Fortitude save for negate damage

• Lurking (Ex): You are difficult to detect

• Maven (Ex): Maximum rank in all know skill

• Perfect Initiative (Ex): Always first

• Omnicompetent (Ex): All skills are class skill

• Self Mastery (Ex): You can separate your individual appendages

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

• Shadow Self (Ex): Create a shadow duplicate

• Strong Mind (Ex): Str as insight to attack rolls

• Strong Soul (Ex): Str as insight to saving throw

• True SeeingB (Su): You gain a constant true seeing

• X-Ray Vision (Su): See through solid objects

Consumation Portfolio Traits (Old One)

Granted Power: You gain a primary natural bite attack that deals 1d6 plus your Str modifier with the grab ability (for Medium size). If you already have a bite attack, instead that attack increase its damage by one size and gains the grab ability.

Hunger (Ex): Even if you do not need to eat, you must consume twice as much food as normal for your species and size. If you fail to do so, you must make a Will save versus DC 15, +5 DC per divine rank or immediately begin looking for food.

Force Vulnerability (Ex): Suffer 50% extra damage from force damage

• Gluttony (Ex): You gains the swallow whole ability with the same damage of your bite plus 1d6 acid damage/3 HD

• Buffet (Ex): Competence bonus to attack rolls, damage rolls and armor class equal to your divine rank after consuming a feast enough to satisfy your hunger trait

• Summon Food (Su): When you summon a creature, you can choose to have it destroyed as soon as it materializes to heal hit points equal to its HD and heal all ability damage to one score

• Consumer (Su): Immunities against your necromantic effects are only 50% effective

• Uncanny Negative Energy Mastery (Su): Assault your enemies with negative energy based attacks

• Feast (Ex): You gain regeneration equal to half your HD for a number of minutes equal to your divine rank after consuming a feast enough to satisfy your hunger trait

• Assimilate (Su): You absorb a single aspect of a defeated opponent

Cosmic Imperfection (Continence): One artifact in the universe can defeat your cosmic string

• Abrogate (Su): Nullify an opponent’s greatest ability (or ability score)

Darkness Portfolio Traits (Old One)

Granted Power: You gain Blind-Fight as a bonus feat

Darkest Vision (Ex): You have perfect vision in darkness, even magical darkness

Hostile Environment (Sunlight) (Ex): Competence penalty on all die rolls equal to your divine rank while within a sunlit environment

Light Vulnerability (Ex): Suffer 50% extra damage from light attacks and spells

• Shadow Immunity (Su): You are immune to shadow attacks and spells

• Scion of Darkness (Ex): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class while shrouded in darkness

• Improved Summoning (Shadow) (Ex): Shadow creatures summoned have 50% more HD

• Embodiment of Darkness (Su): Negative Energy immunity only 50% effective against you

• Uncanny Negative Energy Mastery (Su): Assault your enemies with negative energy based attacks

• Darkness Regeneration (Ex): Regeneration equal to ½ your HD while shrouded in darkness

• Dark Messiah (Su): Shadow creatures of a lower divine rank cannot harm you (no save)

Cosmic Imperfection (Sun): One artifact in the universe can defeat your cosmic string

• Pariah of Light (Su): Light based spells/effects cease to function in your divine realm

Uncanny Negative Energy Mastery

Beam (Ray) 40; 10.000 ft.

Blast 20; 10.000 ft./625 ft. Standard action Ref 107/half

Blood 10; Melee automatic ability Ref DC 129/negate

Breath* 40; 625 ft. (cone) 2.500 ft. (line) Standard Ref 129/half

Hand 60; Melee Touch

Immolation 60; 10.000 ft. radius Free/Standard Ref 129/half

Storm 10; 10.000 ft. radius Standard/Free – Special Ref 107/half

Strike 10; Melee (bonus) Free -

Wrath (Gaze) 20; all creature in 625 ft. – Will 107/negate

Alter Reality (Su)
Once per round as a free action Ungoliant can duplicate any spell of 84th-level or less. This ability can also duplicate any epic spells of DC 345 or less. Other use of this ability are GM’s discretion.

Cloud of Utterdarkness (Su)
The light level of the area in the divine aura of Ungoliant is reduced to supernatural darkness. No form of sense can pierce this darkness (even see in darkness, blindsight and other supernatural senses), only the darkest vision of the Darkness Portfolio from at least an Old One can pierce it. This darkness block all the divination effects unless the caster make a caster level check against the SR of Ungoliant and dispel and prevents any light effect with a spell level less than 32 (DR of Ungoliant). For light effects without spell level, the creature must make a check using the caster level of the effect against a DC of 272 (HD+DR of Ungoliant). Also, creatures selected by Ungoliant, while in the area, can see in this darkness and do not trigger alarms or traps unless the creator is an Old One or higher creature. Ungolian can suppress or reactivate this ability as a move action.

Cosmic Might (Ex)
Ungoliant deals d20's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than her HD.

Dark Clouds (Su)
In any condition of light below normal light, Ungoliant gains the benefit of the Nebulous Cosmic Ability.

Dark Web (Ex)
This work like the web monster ability with the following difference:
  • the hp of the web is 7.680 (HD x DR)​
  • the DR of the web is equal to 272 (HD + DR)​
  • can be used 349 times per day (HD + DR + Con modifier)​
  • the maximum range is 10.000 ft. with a range increment of 1.000 ft.​
  • the base Perception DC for notice the web is only 0, but increase to 272 (HD + DR) in dim light or lower condition of light​
  • the entangle of the dark webs ignore freedom of movement or similar abilities (like Eternal Freedom) generated by Elder One or below immortals​
  • the web has vulnerability to fire damage​

Divine Traits (Entity) (Ex)
As an entity, Ungoliant gains a +32 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Ungoliant’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. An entity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Grant Spells
Ungoliant can grant spells of any level. She grant access to the domains of Artefice, Chaos, Community, Death, Destruction, Darkness, Evil and Vermin and to the subdomains of Cannibalism, Catastrophe, Corruption, Entropy, Family, Loss, Murder, Toil, Trap.

Lair Mistress (Ex)
While touching any web, Ungoliant gains evasion and uncanny dodge.

Massive (Ex)
Because Ungoliant is so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to her movement, though areas of dense forest or massive settlements are considered difficult terrain to Ungoliant (GM’s discretion). A Macro-Tiny or smaller creature can move through any square occupied by Ungoliant, or vice-versa. Ungoliant can be flanked only by Macro-Tiny or larger foes. Ungoliant gains a bonus for being on higher ground only if her entire space is on higher ground than that of her target. It’s possible for a Macro-Tiny or smaller creature to climb Ungoliant—this generally requires a successful DC equal to her CMD, and a Small or larger creature that climbs on Ungoliant body provokes an attack of opportunity from her.

Mythic (Ex)
Ungoliant has Mythic Power (32/day, Surge +20d6) and counts as a 32th-rank Mythic creature. Ungoliant can use any of her Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spells.

Night Stalker (Ex)
Ungoliant, while in areas of dim light or lower condition of light ignore all size penalties on Stealth checks and gain a +32 bonus on attack rolls against flat-footed enemies.

Poison (Ex)
Bite
—injury; save Fort DC 239; frequency 1/round for 32 rounds; effect 4d6 Con drain plus paralysis for 1 round. Anyone who fails two consecutive saves against this poison is permanently blinded. This poison ignore immunity to poison and ability drain of creatures with less DR of Shelob. The save DC is Constitution-based.

Quick Wrap (Ex)
Whenever Ungoliant successfully grapples a creature with her claws, she can immediately make a web special attack against that creature.

Messiah of Spiders (Su)
Ungoliant cannot be harmed, either willingly or unwillingly, by spider and spider-like creatures of a lower divine status. This creatures have a starting attitude of friendly with Ungoliant.

Swallow Whole (Ex)
Ungoliant swallow whole ability can only be used with the grab of the bite. Also, if a creature that is swallowed whole by Ungoliant manages to escape by cutting itself free, Ungoliant’s muscles simply seals over the hole created so that other swallowed creatures must cut their own way out.

Web Savant (Ex)
Ungoliant can move freely in natural webs and in magical webs generated by a deity up to First One grade at her climb speed and can pinpoint the location of any creature touching a web with which she is in contact.
 

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Obly99

Adventurer
Ok, today I post my version for the Queen of Chaos from D&D (Queen of Chaos). For create this version I use two version: the first version from the 3.5 (Realms Helps Creature: Queen Of Chaos) and a 5e version from the good @dave2008 (D&D 5E - 5e EPIC MONSTER UPDATES) and upgrading the power to a Greater Deity equivalent because I cannot conceive the idea that a creature at the level of a demi-deity can almost put the universe in check.

Queen of Chaos

Female CE Large Outsider (aquatic, chaos, evil, extraplanar, qlippoth, shapechanger)

Init +51 (Always First); Senses darkvision 600 ft., detect good, detect law, divine senses (x10), read magic, true seeing; Perception +179

Aura cloak of chaos (DC 75), divine (DC 67, 1.300 ft.), horrific appearance (DC 127, 30 ft.)

AC 215, touch 99, flat-footed 182 (+68 armor, +41 deflection, +27 Dex, +6 dodge, +16 divine, +48 natural, -1 size)

hp 6.360 [12.720 in the Abyss and Mealstrom] (120d20+3.960) regeneration 60 (epic and lawful)

Fort +181, Ref +177, Will +187

Defensive Abilities chaotic resistance, sixth sense; DR 40/cold iron, good, lawful and epic; Immune A greater deity is unaffected by natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. They can still be affected by magical cold, magical disease, magical fire etc.; ability damage or drain, charm, cold, compulsion, electricity, death effects, energy drain, mind-affecting, poison, death from massive damage, Terrestrial Hazards; Resistance acid 30, cold 30, electricity 30, fire 30, Stellar Hazards; PR/SR 146, any spell which fails to penetrate the QC spell resistance is reflected back upon the caster

Speed 600 ft., burrow 300 ft. (ground with maximum hardness of 105), fly 600 (perfect), swim 1.800 ft.

Melee death of law always hit +277/+277/+272/+267/+262 (48d10+102 plus 3d6 and 1 negative level against law), +5 10 tentacles +233 (8d10+59 plus grab)

Space 10 ft.; Reach 10 ft. (30 ft. with tentacles)

Special Attacks chaos wave (DC 127), chaotic explosion, command demon and qlippoth 44/day (DC 127), constrict (8d10+54), finger of chaos (DC 127), mythic surge 16/day (+4d6), noxious cloud (DC 119), powerful blows (tentacles), tear (12d10+54), tentacle cage (8d10+36, 34 AC, 636 hp)

Spell-Like Abilities (CL 136th, concentration +193)

Constant—cloak of chaos (DC 75), detect good, detect law, greater magic fang, read magic, true seeing

At will—animate objects, blade barrier (DC 73), blasphemy (DC 74), chain lightning (DC 73), chaos hammer (DC 71), clairvoyance/clairaudience, cloak of chaos, commune, deeper darkness, desecrate, divine power, dream, etherealness, fear (71), flame strike (DC 72), geas/quest, greater dispel magic, greater teleport, major image (DC 70), magic circle against law, magic jar (DC 72), magic missile, magic vestment, magic weapon, mass charm monster (DC 75), mass suggestion (DC 73), pyrotechnics (DC 69), power word blind, power word kill, power word stun, protection from law, sending, shatter (DC 69), slow (DC 70), spiritual weapon, telekinesis (DC 72), summon monster IX (chaotic creatures only), tongues, unhallow, unholy aura (DC 75), unholy blight (DC 71), ventriloquism (DC 68), word of chaos (DC 74)

16/day—wish

3/day—polymorph any object (DC 75), summon demon and qlippoth

1/day—summon demon lord and qlippoth lord

Str 82, Dex 64, Con 77, Int 83, Wis 88, Cha 92

Base Atk +120; CMB +230; CMD 257 (cannot be tripped)

Skills Omnicompetent - All skills 139 + ability modifier

Feats Alertness, Combat Expertise, Combat Reflexes, Cornugon Smash, Deadly Aim, Dodge, Greater Vital Strike, Improved Initiative, Improved Natural Attack (tentacle), Improved Vital Strike, Lightning Reflexes, Mobility, MultiattackB, Power Attack, Run, Seize the Opportunity, Signature Skill (intimidate), Spring Attack, Vital Strike, Weapon Focus (trident), Whirlwind Attack

Epic Feats Cats Fall, Double Standards, Good Reflexes, Improved Combat Reflex, Improved Dodge, Plastic Soul, Prehensile Hair, Second Strike, Sixth Sense, Sky Walker, Shadow Strike, Subtle Body, Superior Initiative, Tenacious Body, Timely Dodge, Underwalker

Languages Abyssal, Aklo, Celestial, Draconic, Infernal, other 153 (GM’s discretion); telepathy 1.000 ft.

SQ amphibious, boon of the chaos queen, change shape (fixed human or merfolk form, alter self), chaos gate, chaos portfolio traits (greater deity), chaotic trident, divine traits (queen of chaos), empathic link, grappler, might, mythic, tenacius grapple, virtual size category +4, war portfolio traits (greater deity)

Environment: Steaming Fen, fourteenth layer of the Abyss

Organization: Unique

Treasure: braces of epic armor +68, death of law (+48 anarchic power, distance, impact, returning, unerring, trident of speed made of 1/64th of orichalcum [x6 the base dice])

The Queen of Chaos renounce the integrated class feature for gains double the divine slots. Also, renounce 24 feats for 4 divine slots.

Divine Abilities

• Celerity (Ex): Speed x3

• Chaotic Mind (Ex): Cha as anarchic to attack rolls

• Chaotic Soul (Ex): Cha as anarchic to saving throw

• Dimensional Heritage (Demon) (Ex): Gain the demon traits

• Eternal Freedom (Su): You are immune to spells and effects which impede movement

• Experience over Body (Ex): You can make combat maneuvers against opponents your size +10

• Heavenly Soul (Ex): Cha as luck to saving throw

• Perfect Initiative (Ex): Always first

• Omnicompetent (Ex): All skills are class skill

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

Cosmic Abilities (Esoteric)

• Cosmic String (Ex): You can only be killed by a creature with at least 16 DR

• Quixotic (Su): You can re-roll any dice roll once

• Spirited Away (Su): You are saved at the moment of your defeat

Chaos Portfolio Traits (Greater Deity)

Granted Power: You cast chaos spells at +1 caster level.

Hostile Environment (Lawful) (Ex): Competence penalty on all die rolls equal to your divine rank while within a Lawful aligned environment

Axiomatic Vulnerability (Ex): Suffer 50% extra damage from lawful aligned attacks and spells

• Transmutation Immunity (Su): You are immune to transmutation based attacks

• Scion of Chaos (Ex): Competence bonus to attack rolls, damage rolls and armor class equal to your divine rank within a chaos aligned locale

• Improved Summoning (Chaos): Chaos aligned creatures summoned have 50% more HD

• Greater Taint of Chaos (Su): Healing against your damage 50% effective except in lawful aligned locale

• Uncanny Anarchic Mastery (Su): Assault your enemies with chaos based attacks

• Anarchic Regeneration (Su): You gain regeneration equal to half your HD while within a chaos aligned locale

War Portfolio Traits (Greater Deity)

Granted Power: Free martial weapon proficiency and weapon focus with the deity’s favored weapon

Lemming’s Wisdom (Ex): Competence penalty to wisdom equal to your divine rank

Soldier’s Death (Ex): Competence penalty to on all rolls equal to your divine rank for one week if you ever retreat

• Battle Ready (Su): You can use armor or shields without penalty

• Scion of War (Ex): Competence bonus on attack rolls equal to your divine rank

• Sons of Battle (Ex): Those summoned gain an attack bonus equal to your divine rank

• Chink in the Armor (Su): Ignore armor bonuses from armor/shields, not enhancement bonus

• Uncanny Force Mastery (Su): Assault your enemies with force based attacks

• Warrior’s Soul (Su): You gain regeneration equal to half your HD while in combat

Uncanny Anarchic Mastery

Beam (Ray) 120d8; 5.200 ft.

Blast 60d8; 5.200 ft./325 ft. Standard action Ref 77/half

Blood 30d8; Melee automatic ability Ref DC 69/negate

Breath* 120d8; 325 ft. (cone) 1.300 ft. (line) Standard Ref 69/half

Hand 180d8; Melee Touch

Immolation 180d8; 1.300 ft. radius Free/Standard Ref 69/half

Storm 30d8; 1.300 ft. radius Standard/Free – Special Ref 77/half

Strike 30d8; Melee (bonus) Free -

Wrath (Gaze) 60d8; all creature in 325 ft. Will 77/negate

Uncanny Force Mastery

Beam (Ray) 120d4; 5.200 ft.

Blast 60d4; 5.200 ft./325 ft. Standard action Ref 77/half

Blood 30d4; Melee automatic ability Ref DC 69/negate

Breath* 120d4; 325 ft. (cone) 1.300 ft. (line) Standard Ref 69/half

Hand 180d4; Melee Touch

Immolation 180d4; 1.300 ft. radius Free/Standard Ref 69/half

Storm 30d4; 1.300 ft. radius Standard/Free – Special Ref 77/half

Strike 30d4; Melee (bonus) Free -

Wrath (Gaze) 60d4; all creature in 325 ft. Will 77/negate

Boon of the Chaos Queen (Su)
A number of times per day equal to her DR, the QC can touch a willing creature with the demon or qlippoth subtype for granting a boon for 24 hours.

A demon gains the Nascent Demon Lord Traits:
  • Quasi-Deity template​
  • Immune to charm and compulsion effects, death effects, electricity, poison​
  • Resist acid, cold and fire 30​
  • Summon (Sp) Once per day, nascent demon lords can summon any demon or combination of demons whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.​
  • Telepathy 300 ft.​
  • A nascent demon lord’s natural weapons, as well as any weapons it wields, are treated as chaotic, epic and evil for the purposes of overcoming damage reduction.​
A qlippoth gains the Qlippoth Lord Traits:
  • Quasi-Deity template (unless the creatures has 30+ HD, in that case gains the Demi-Deity template)​
  • Immunity to cold, death effects, mind-affecting effects, and poison​
  • Resistance to acid 30, electricity 30, and fire 30​
  • Regeneration (Ex) At least 20 and stopped by Lawful damage​
  • Summon (Sp) Once per day as a standard action, a qlippoth lord can summon any combination of qlippoth whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.​
  • Telepathy 300 ft.​
  • A qlippoth lord’s natural weapons, as well as any weapons it wields, are treated as chaotic, epic and evil for the purposes of overcoming damage reduction.​

Chaos Gate (Su)
Three times per hour, when the Queen detects the Rod being used, she can create a gate within 30 feet of her. The other end opens on the Maelstrom or the Material Plane 30-120 feet away from the current wielder of the Rod. For each piece of the Rod that has been assembled, subtract 10 feet from the distance the gate appears in front of the wielder. Through this gate, the Queen will send a pack or troupe of spider-demons to slay the wielder and retrieve the Rod. The gate looks like a disk of black fire from the side.

Any creature, save the Queen, a demon, a qlippoth, or a creature native to the Maelstrom, that steps through the gate (on either side) has a 25% chance of being swept to a random outer plane of existence. Objects and magical effects cannot pass through the chaos gate unless worn or carried. The chaos gate remain active for 1 minute.

Warping Effect: When a chaos gate is opened, there is a cumulative 20% chance that a wave of chaos sweeps that world. When a wave hits:
  • The terrain around the heroes changes. Mountains might become a desert, the grass might turn blue (the sun might turn green).​
  • Each day the heroes stay in this landscape, they must make a saving throw or take damage from the environment (toxic air, hot weather, etc).​
  • Beasts of Chaos: Animals are transformed into Beasts of Chaos (Tome of Horror Complete).​

Chaos Wave (Su)
As a full-round action that provoke opportunity, once per minute, the QC can emit a pulse of chaotic energy in a 300-foot radius around herself. Each creature in the area must make a Will save DC 127. Roll a d10 for each target, on a failed save it suffers one of the following effects, or half as much damage and no secondary effect on a successful save:
  • 1-3: The target takes 100d6 half divine half electricity damage. Secondary effect: the target is confused for 1 round.​
  • 4-6: The target takes 100d6 half divine half negative energy damage. Secondary effect: the target is panicked for 1 round.​
  • 7-9: The target takes 100d6 half divine half force damage. Secondary effect: the target is stunned for 1 round.​
  • 10: The target takes 100d6 divine damage. Secondary effect: the target is dominate as per dominate monster for 1 minute.​

Chaotic Explosion (Su)
When the QC is killed or her Spirited Away ability is triggered, a chaos wave effect is triggered in that place, even if the ability is in cooldown.

Chaotic Resistance (Su)
When the QC takes acid, cold, divine, electricity, fire, force, or negative energy damage she gains resistance 100 to that type of damage for 1 hour. The QC can only have a maximum of three different types of resistance at one time.

Chaotic Trident (Su)
The Queen, if she hurls her death of law, the weapon return immediately in her hands, allowing iterative attack (unlike a normal returning ability). The QC can throw her death of law with iterative attacks, even if normally throwing a two-handed weapon is a full-round action.

Command Demon and Qlippoth (Su)
The QC can also channel negative energy a number of times per day equal to 3 + her Charisma modifier, but only to affect creatures with the demon or qlippoth subtype as if they were undead and she possessed the Command Undead feat, with a cleric level equal to her HD. The QC can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel. Creatures of demi-deity status (like demon lords and qlippoth lords with 30+ HD) and higher are immune to this ability.

Divine Traits (Queen of Chaos) (Ex)
As one of the most ancient creatures of the universe, the Queen of Chaos has the Greater Deity template without using or needing quintessence and gains a +16 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. The Queen of Chaos’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. The Queen of Chaos does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep. The Queen of Chaos count all the Abyss and the Maelstrom as her Godly Realm for the purpose of gaining the x2 hp multiplier.

Empathic Link (Su)
The Queen has a sixth sense concerning the Rod of Seven Parts and can sense its precise location when a creature begins assembling the pieces or when the wielder uses one of the Rod's powers. This ability is not inhibited by distance or plane, though she can only detect the Rod if it is in the Maelstrom, the Material Plane, or the current plane in which she is traveling.

Finger of Chaos (Su)
As a standard action once every 1d6+2 rounds, the QC inflict 1200 damage (10 x HD) to a creature within 145 ft. (range close). A Will save DC 127 reduce the effect to 120d4 damage (1d4 x HD). For the type of damage, roll a d8 every time this ability is used: 1-acid, 2-cold, 3-divine, 4-electricity, 5-fire, 6-force, 7-negative energy, and 8-positive energy.

Grant Spells
The Queen of Chaos can grant spells of any level. She grant access to the domains of Chaos, Community, Destruction, Evil and War and to the subdomains of Blood, Catastrophe, Cooperation, Demon, Entropy, Leadership°, Rage, and Tactics.
° Clerics of the Queen of Chaos can modify the War domain with the Leadership subdomain

Grappler (Ex)
The Queen of Chaos apply her Divine Ability Experience over Body to her grab special attack of her tentacles.

Horrific Appearance (Su)
The QC horrific appearance work keeps the meaning of her name alive. This ability can effect any creature, not only living. This ability has 3 possible results (all of them are at least mind-affecting) based on the alignment in the chaos-law axis the affected creature has:

  • Chaotic: if the creature fail the save, it is dominated as for the dominate monster spell for 120 days (same HD of the QC). Lesser Deity and creatures of higher status are instead charmed as for charm monster for the same duration if they fail the save. This version ignore the immunity of charm, compulsion and mind-affecting of creatures of Demi-Deity and below status. The charm version is a charm effect while the dominate is a compulsion).
  • Neutral: if the creature fail the save, it is panicked for 120 hours (same HD of the QC). Lesser Deity and creatures of higher status are instead shaken for the same duration if they fail the save. This version ignore the immunity of fear and mind-affecting of creatures of Demi-Deity and below status. This is a fear effect.
  • Law: if the creature fail the save, it instantly die. Lesser Deity and creatures of higher status are instead panicked for 120 rounds (same HD of the QC) if they fail the save. This version ignore the immunity of fear, death and mind-affecting of creatures of Demi-Deity and below status. The instadeath is a death effect, while the panicked is a fear effect.

Might (Ex)
The QC deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than her HD.

Mythic (Ex)
The QC has Mythic Power (16/day, Surge +4d6) and counts as a 16th-rank Mythic creature. The QC can use any of her spells and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spells.

Noxious Cloud (Su)
Once every 1d4 rounds, as a standard action, the QC generate a cloud of toxic vapor in a cone of 120 ft. This work as a combination of cloudkill, deeper darkness and stinking cloud. A Fortitude save DC 119 reduce the effect of cloudkill and stinking cloud as normal. Unlike a normal cloud, noxious cloud can be used and extend underwater. The QC can see normally in this cloud. The save DC is Constitution-based.

Summon Demon and Qlippoth (Sp)
The QC can summon any combination of non unique demons and qlippoth whose total CR sum is 200 or less (like 10 balor CR 20) but no one creature can have a CR higher than 25.

Summon Demon Lord and Qlippoth Lord (Sp)
The QC can summon any 3 demon lords or qlippoth lords with whom she is on good terms (this included creature dominated with horrific appearance). The specific creature can refuse the summon, but usually they do not do it for fear of incurring in the anger of the Queen of Chaos.

Tear (Ex)
A beak hidden among the tentacles of the QC automatically bites a trapped opponent in the tentacle cage for 12d10+54 points of damage each round.

Tenacious Grapple (Ex)
The QC does not gain the grappled condition if she grapples a foe with her tentacles.

Tentacle Cage (Ex)
If the QC successfully grapples a Large or smaller creature, she automatically transfers that creature into her lower body’s nest of cage-like tentacles without needing additional actions. This works like swallow whole. The QC’s tentacles are AC 34 and have 636 hp for the purpose of an entrapped creature cutting itself out. The QC’s tendrils heal quickly, allowing her to use this ability 1 round after a creature cuts itself free. The QC can use this ability on any number of creatures, up to the maximum that they fit into her space (like 1 Large, 4 Medium and Small, 8 Tiny, 16 Diminutive, or 32 Fine). 2 Fine count as 1 Diminutive, 2 Diminutive count as 1 Tiny, 2 Tiny count as 1 Small.
 

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Obly99

Adventurer
Among the list of various abominations, I have always noticed one notable absence: the abominations generated by the celestials of the Upper Planes.
Drawing inspiration from the base PF1 version (Nephilim – d20PFSRD), this race (Nephilim (5e Race) - D&D Wiki) and this template (Nephilim (3.5e Template)), this is my version of the abomination of the Upper Planes.

Nephilim

You look up at your teammate, Cassiopeia. You and she are the only ones who survived the bodak ambush. You too thought you were doomed to perish until your friend stepped between you and the undead horrors and with a scream she grew bigger, while great black wings sprouted from her back. With one word she destroyed all the undead. Immediately afterwards she turns to you with a sad smile as the sky lights up with a golden light and a squadron of angels with flaming bows, led by an angel bigger than the others and with a huge sword descends threatening towards her.

Any (usually CE) Large outsider (abomination, angel, native, shapechanger)

Init +7; Senses blindsight 500 ft., darkvision 60 ft., low-light vsion, true seeing; Perception +41

Aura divine (DC 22, 85 ft.), protective (20 ft.)

AC 52, touch 31, flat-footed 43 (+10 armor, +9 deflection, +3 Dex, +4 divine, +6 dodge, +11 natural, -1 size)

hp 456 (24d10+216) fast healing 12, regeneration 12 (epic and lawful)

Fort +27, Ref +21, Will +28; +4 vs. poison

Defensive Abilities determination, nondetection, powerful build, sixth sense; DR 12/epic and good; Immune ability damage or drain, acid, cold, energy drain, mind-affecting, petrification, enchantment, illusion and transmutation magic, death from massive damage; Resistance electricity 10, fire 20, sonic 20, Terrestrial Hazards; PR/SR 38

Weakness cursed by the world

Speed 60 ft., fly 180 ft. (good)

Melee +6 impact greatsword +49/+49/+44/+39/+34 (8d10+30/17-20) or 2 slams +43 (2d10+16)

with smite +6 impact greatsword +58/+58/+53/+48/+43 (8d10+78/17-20) or 2 slams +52 (2d10+64)

Ranged composite longbow +31/+31/+26/+21/+16 (3d6+17/x3)

with smite composite longbow +40/+40/+35/+30/+25 (3d6+65/x3)

Space 10 ft.; Reach 10 ft.

Special Attacks crushing blow (DC 42), mythic power (4/day, surge +1d8), mortal challenge (DC 35), greater rage 58 rounds/day (+8 Str and Cos, +4 Will), smite 8/day (+9 to hit; +48 damage)

Spell-like Abilities (CL 28th, concentration +41)

Constant—nondetection, true seeing;

At-will—chaos hammer (DC 27), holy smite (DC 27), order’s wrath (DC 27), unholy blight (DC 27)

3/day—dispel chaos, dispel good, dispel evil, dispel law, dispel magic, limited wish

1/day—blade barrier (DC 29), blasphemy (DC 30), destruction (DC 30), dictum (DC 30), dimension door, divine power, earthquake, greater dispel magic, greater restoration, heal, holy word (DC 30), sending, summon asura, word of chaos (DC 30)

1/10 years—commune, dream, wish

Str 42, Dex 16, Con 29, Int 18, Wis 27, Cha 28

Base Atk +24; CMB +45; CMD 73

Feats Alertness, Cornugon Smash, DiehardB, Dodge, Greater Vital Strike, Improved Vital Strike, Intimidating Prowess, Iron Will, Power Attack, Vital Strike

Epic Feats Good Will, Great SmitingB, Improved Dodge, Sixth Sense

Skills Bluff +40, Disguise +40 (+50 while using change shape ability), Fly +36, Intimidate +56, Knowledge (planes) +35, Knowledge (religion) +35, Perception +41, Sense Motive +41, Spellcraft +35, Stealth +30

Languages Celestial, Common, Draconic, Giant, Infernal; telepathy 1.000 ft., truespeech

SQ change shape (fixed Medium humanoid form, alter self), might, militant, virtual size category +1

Gears +1 full plate of heavy fortification, huge +6 impact keen greatsword of speed, huge +1 composite longbow of speed (+16)


When raging, the Nephilim’s statistics are (the increase of strength give another +1 virtual size category with -2 Dex, +4 nat to AC and +4 Con):

AC 53, touch 28, flat-footed 45 (+10 armor, +9 deflection, +2 Dex, +4 divine, +6 dodge, +15 natural, -2 rage, -1 size);

hp 600;

Fort +33, Ref +20, Will +32;

Melee +6 impact greatsword +53/+53/+48/+43/+38 (12d10+36/17-20) or 2 slams +47 (2d10+20)

with smite +6 impact greatsword +62/+62/+57/+52/+47 (12d10+84/17-20) or 2 slams +56 (2d10+68)

Ranged composite longbow +30/+30/+25/+20/+15 (3d6+17/x3)

with smite composite longbow +39/+39/+34/+29/+24 (3d6+65/x3)

Special Attacks crushing blow (DC 46)

Str 50, Dex 14, Con 41; CMB +49; CMD 76;

Skills Fly +34, Intimidate +57, Stealth +29, Swim +51

Crushing Blow (Ex)
When a nephilim makes a successful critical hit with a melee attack, the target must make a DC 42 Fortitude save or take an additional 10d6 points of nonlethal damage and be staggered for 1d6 rounds. The save DC is Strength-based.

Cursed by the World (Ex)
A nephilim, despite his effective alignment, count as having the evil subtype and evil alignment for all interaction with effects, like detect evil, see alignment or smite evil of the paladin.

Determination (Su)
A nephilim’s clings tenaciously to life, despite all the hate against him. He gains Diehard as a bonus feat. In addition, when first killed in a day, the nephilim dies, but he springs back to life 1d4 rounds later as if the target of a true resurrection spell. If killed a second time in the day, the nephilim again comes back to life 1d6 rounds later, as if the target of a resurrection spell. If killed a third time in the day, the nephilim again comes back to life 1 minute later, as if the target of a raise dead spell (but only if the body is intact and was not killed the third time by a death effect). Only after the nephilim is slain for a fourth time in a day his soul’s finally detaches from his corpse and die.

Divine Traits (Abomination) (Ex)
As an abomination, a nephilim gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. A nephilim’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A Nephilim does not age and requires no food or drink to sustain himself.

Might (Ex)
A nephilim deals d10's for base damage dice of all melee, 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.

Militant (Ex)
A nephilim never suffer armor check penalty, never has a maximum Dex bonus from an armor or shield and never suffer a reduced speed from an armor. A nephilim has competence in all simple and martial weapons, all armors and shields.

Mythic (Ex)
A nephilim has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. A nephilim can use any of his spell-like abilities effect 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 spells.

Mortal Challenge (Su)
When a nephilim spends a standard action to roar a battle challenge, all humanoids and monstrous humanoids within 100 feet of the nephilim must make a DC 35 Will save to avoid becoming frightened for 5d6 rounds. On a successful save, the creatures only become shaken for that time. Creatures with more HD than the nephilim become shaken if they fail their save, and suffer no effect if they succeed. A creature that succeeds at the save is immune to that nephilim’s mortal challenge for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Smite (Su)
Once per day, as a swift action a nephilim can call upon the divine forces of his blood to aid his struggle against chosen foes. The nephilim chooses one target within sight to destroy. The nephilim adds his Charisma bonus (minimum +1) to his attack rolls and adds his HD to his damage rolls against the chosen target. Attacks against chosen foes bypass any DR the target creature possesses. In addition, while smite is in effect, the nephilim gains DR 5/— against attacks made by his chosen target. This DR increases by 1 at 5 HD and every 5 HD thereafter. Smite remains in effect until the chosen target is dead or until the nephilim rests and regains his uses of this ability. At 4 HD and every 3 HD thereafter, the nephilim may use smite one additional time per day.

Summon Asura (Sp)
As a standard action once per day, a nephilim can summon any CR 20 or lower asura, 1d3 CR 16 or lower asura, 1d4+1 CR 11 or lower asura, or 1d6+2 CR 7 or lower asura. This is equivalent of a 9th level spell.

Physical Description
Nephilim take on the physical characteristics of their parents - appearing as beautiful humanoids with fine features. Their complexity is often a few shades paler than that of their mortal parent’s, their skin unblemished by birthmarks or imperfections. Fine faces are adorned by eyes that resemble pools of liquid gold ichor. They have large black wings on they back.

They are taller than humans, standing at around 15 feet tall on average and are far more muscular than humans, weighing in at around 700 to 850 pounds. Males and females reach the same height, with males being only marginally heavier than females. They lack any and all bodily hair, taking after the perfectly sculpted bodies of the celestial they were born from.

History
Nephilim is a term for a hybrid conceived from a humanoid and an angel of the second choir who produce a child because of the pure lust over the humanoid. This offspring inherits a humanoid soul from one and the celestial grace from the other parent. Nephilim are considered unholy beings and abominations of the multiverse. A mother pregnant with a nephilim sets consecrated ground they walk on alight and sears the ground of desecrated sites.

Whether the mother is celestial or humanoid, carrying a nephilim will always be fatal to them. Conceiving such a being is strictly forbidden by the laws of upper planes and the punishment is death for the celestial parent and the child. The moment of conception is felt by all celestials as a surge of energy, causing otherwise unknown feelings of spitting pain and nausea throughout their being.

A group of up to ten Solar lead by an Elohim (EB) will be tasked to smite the nephilim by a Malakim (EB).

Few things get the upper plane in such a fiery state and the sudden scrambling of such celestial powers is hard to miss. Powerful beings like archdevils, horsemans of the apocalypse or demon lords may seek out a nephilim, perhaps for their infamous strength and out of the nephilim’s need for protection or to hold them as a trophy, to be coveted and swayed in front of those of the upper plane.

A nephilim, when procreating, will never produce another nephilim. Instead, they produce a normal if not an ideal version of the species it mated with.

Outnumbered and Alone
Due to the celestial laws surrounding the conceiving of a nephilim thousands of of years may pass between the conception of one.

Contrary to popular belief being born a nephilim is nothing like being an aasimar, whose births are celebrated and they each have a connection with a divine being to guide them through the harshness of the world. A nephilim, on the other hand, if it doesn't feel the holy blade of an angel tear through it before it can grow up, experiences life on the run, not only from the evil of the world but the good as well. Hunting parties of aasimar, celestials hiding in plain sight, religious factions and states are all additions to a long list of creatures and beings that would like nothing more than to either possess or kill them. It is because of this they are a slow to trust, careful and evasive people.

Few are capable of understanding how they may feel. Nephilim may find solace with other fallen celestials and fallen aasimar. Nephilim may find adventurers good company in an adventuring party, the constant traveling and odd job type of life fits into their runaway lifestyle and their aversion to garnering fame or renown is only to their allies benefit.

Nephilim will often attempt to conceal their true identities at all costs and may go years without using their powers even in the most dangerous situations, often hesitating out of a personal fear of what could come of it if they were discovered.

Because of this state, a lot of nephilim are Chaotic Evil, with a lot of hate against the entire universe. When a nephilim makes a true friend in such a hostile world, they tend to be loyal allies, regardless of their alignment.
 

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Obly99

Adventurer
Well, other thins from the Lord of the Rings setting.

Troll and Olog-Hai

Troll CR 4
CE Large humanoid (giant)
Init +4; Senses darkvision 30 ft., low-light vision, scent; Perception +5
DEFENSE
AC 18, touch 9, flat-footed 18 (+3 armor, +5 natural, -1 size)
hp 39 (6d8+12)
Fort +6, Ref +2, Will +1
Weakness light blindness, sunlight petrification
OFFENSE
Speed 30 ft.
Melee greatclub +8 (2d8+6 plus push) or 2 slam +7 (1d8+6)
Special Attacks push (10 ft.)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 19, Dex 11, Con 15, Int 5, Wis 9, Cha 6
Base Atk +4; CMB +9; CMD 19
Feats Improved Initiative, Power Attack, Weapon Focus (greatclub)
Skills Perception +5
Languages Giant, Orc
Gears greatclub, hide shirt
Environment cold mountains
Sunlight Petrification (Ex)
A troll that is exposed to natural sunlight is staggered and must make a DC 20 Fortitude save each round to resist permanently turning to stone. A stone to flesh spell (or similar effect) restores a petrified troll, but if it remains exposed to sunlight, it must immediately start making new Fortitude saves to avoid petrification. Spells like sunbeam or sunburst that create powerful natural sunlight cannot petrify a troll, but the troll is staggered for 1d4 rounds after being exposed to such an effect.

Cave Troll CR 5
CE Large humanoid (giant)
Init +4; Senses darkvision 30 ft., low-light vision, scent; Perception +6
DEFENSE
AC 19, touch 9, flat-footed 19 (+10 natural, -1 size)
hp 52 (7d8+21)
Fort +7, Ref +2, Will +1
Weakness light blindness, sunlight petrification
OFFENSE
Speed 30 ft.
Melee greatclub +9 (2d8+6 plus push) or 2 slam +8 (1d8+6)
Special Attacks push (10 ft.)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 19, Dex 11, Con 16, Int 3, Wis 9, Cha 6
Base Atk +5; CMB +10; CMD 20
Feats Furious Focus, Improved Initiative, Power Attack, Weapon Focus (greatclub)
Skills Perception +6
Languages Giant, Orc (cannot speak)
Gears greatclub
Environment underground of cold mountains
Sunlight Petrification (Ex)
A troll that is exposed to natural sunlight is staggered and must make a DC 20 Fortitude save each round to resist permanently turning to stone. A stone to flesh spell (or similar effect) restores a petrified troll, but if it remains exposed to sunlight, it must immediately start making new Fortitude saves to avoid petrification. Spells like sunbeam or sunburst that create powerful natural sunlight cannot petrify a troll, but the troll is staggered for 1d4 rounds after being exposed to such an effect.

Olog-Hai CR 6
CE Large humanoid (giant)
Init +5; Senses darkvision 30 ft., low-light vision, scent; Perception +11
DEFENSE
AC 20, touch 10, flat-footed 19 (+4 armor, +1 Dex, +6 natural, -1 size)
hp 67 (9d8+27)
Fort +9, Ref +4, Will +5
Weakness light blindness
OFFENSE
Speed 30 ft.
Melee masterwork iron greatclub +13/+8 (2d8+9 plus push) or 2 slam +11 (1d8+9)
Special Attacks push (10 ft.)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 23, Dex 13, Con 17, Int 8, Wis 14, Cha 13
Base Atk +6; CMB +13; CMD 24
Feats Furious Focus, Improved Initiative, Power Attack, Vital Strike, Weapon Focus (greatclub)
Skills Perception +11
Languages Giant, Orc
Gears masterwork iron greatclub, chain shirt
Environment cold mountains

Watcher in the Water CR 14

The Watcher in the Water was a kraken-like creature that emerged from the depths of Moria into the Sirannon. Driven by his hunger and Sauron's will, he waited for prey in the lake facing Moria's west gate, were he nearly captured Frodo as the Fellowship entered the city.

NE Gargantuan Magical Beast
Init +5; Senses darkvision 180 ft., low-light vision; Perception +26
DEFENSE
AC 29, touch 7, flat-footed 28 (+1 Dex, +22 natural, -4 size)
hp 212 (17d10+119)
Fort +17, Ref +11, Will +9
DR 5/magic; Immune charm, compulsion, cold, poison; SR 25
Weakness light blindness
OFFENSE
Speed swim 60 ft.
Melee 8 tentacles +23 (1d8+9 plus grab and trip)
Special Attacks constrict (1d8+9)
Space 20 ft.; Reach 15 ft. (60 ft. with tentacles)
STATISTICS
Str 29, Dex 13, Con 24, Int 10, Wis 14, Cha 10
Base Atk +17; CMB +30; CMD 41 (cannot be trip)
Feats Alertness, Blind-Fight, Greater Blind-Fight, Improved Blind-Fight, Improved Initiative, Iron Will, Power Attack, Skill Focus (stealth), Weapon Focus (tentacles)
Skills Perception +26, Sense Motive +4, Stealth +14 (+22 underwater), Swim +21; Racial Modifiers +8 Stealth while underwater
Languages Dwarven, Orc
Environment cold mountains
 

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Obly99

Adventurer
Today I bring the revised version of a template.
The heartless template (Heartless Creature (CR +1)[3pp] – d20PFSRD) is extremely beautiful but absolutely broken and goes out of control in less than a second with an endless array of your evil pairs marching on you (personal experience, that was terrifying). This revised version is more balanced.

Heartless

The heartless are different from other monsters for they are born out of the negative emotions; like poltergeists, they are filled with only the worst of what sentient beings can feel. Like demons or angels, they are physical representations of souls. In this case, however, they have separated from the beings whose emotions have created them. Some vile creatures seek to create heartless creatures, seeing them as a way to corrupt the righteous and turn them into allies. Heartless creatures always have an oppositional color scheme to the base creatures’ normal appearance, giving them a much darker look.

Creating a Heartless Creature

“Heartless” is an acquired template that can be added to any intelligent creature (Int 3 or more) who can experience negative emotions (for example an inevitable could not become heartless but un undead can) and does not possess the good or heartless subtype.

A heartless creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +1.

Alignment: Always evil.

Size and Type: The creature’s gains the evil and heartless subtypes.

Special Abilities: A heartless creature retains all the special abilities of the base creature, and gains the special abilities as described below.

Aura of Abuse (Su)
Non-heartless creatures who enter this 30 ft. aura experience visions of the abuse the heartless creature suffered from. A failed Will save DC (see below) determines the effect of the aura; the effect lasts for 5 rounds. Upon a successful save, the subject is shaken for one round. Targets that make their save are immune to this heartless creature’s aura of abuse for 24 hours. Aura of abuse is a fear, mind-affecting effect. Creature with the heartless subtype are immune to aura of abuse.

DC
Condition
½ the heartless creature’s HD + its Cha modifier​
Cowered​
5 + ½ the heartless creature’s HD + its Cha modifie​
Panicked​
10 + ½ the heartless creature’s HD + its Cha modifie​
Frightened​

Create Heartless (Su)
As a standard action, a heartless creature can create an exact duplicate of a target creature. To use this ability, the heartless creature must make a melee touch attack that provoke attack of opportunity against an intelligent creature (Int 3 or more) who can experience negative emotions. A successful Will save (DC 10 + ½ the heartless creature’s HD + its Cha modifier) negate the effect. Targets that make their save are immune to this heartless creature’s create heartless for 24 hours. That duplicate gains the heartless creature template. A heartless creature does not gain use of this ability until 24 hours after its original creation. The new heartless creature has all the possessions and powers of its original (including magic, though it cannot duplicate artifacts) unless the new alignment or type result in no longer respecting the prerequisites of some abilities, in which case they are changed with some others suitable for his new role (DM discretion, eg. when the heartless of a paladin is generated, the heartless creature, instead of paladin, can be an antipaladin of the Tyrant archetype [for its LE alignment]). Upon the defeat or destruction of the heartless duplicate, the duplicate and its items disappear completely (though the items reappear with improved rejuvenation). The motives of the heartless duplicate, if needed, are determined by the GM. The duplicate is not under the control of its creator. When spawned, the heartless is a copy of the original, but if left free for a long time, it can take on specific levels and abilities of its own (eg. Shelag is a 6th level rogue when her heartless is spawned, at the moment of level up° she decides to continue as a rogue while her heartless decides to enter the prestige class of the master spy in order to better hide from the original after doing some retraining to meet the PrC prerequisites).
Create heartless cannot be used on creature with the heartless subtype (an heartless cannot create a new heartless from itself nor from another heartless because they are already made of evil and negative emotions) nor creatures who cannot experience negative emotions (for example an inevitable but un undead can), possess the good subtype (as they are literally made of good) or have already their heartless existent in the world (because it was already extracted). In some unique circumstances, these creatures may be vulnerable to create heartless, but this is left to the DM's discretion.
° The heartless creature gains exp independently from the originator, and depending on the situation, if left free for a long time, there could be a point where a heartless creature could even be of a higher level than the original.

Improved Rejuvenation (Su)
In most cases, it’s difficult to destroy a heartless creature through simple combat: the “destroyed” or “slain” heartless creature restores itself in 1d4+1 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a heartless creature is to have its originator slain or destroyed, or to have the originator absorb the creature. The originator can automatically absorb a helpless or pinned heartless creature, otherwise it must make a successful touch attack against the heartless creature and succeed on an opposed Charisma check. If the originator die, the heartless creature gains 1 permanent negative level every day the creator remain dead. This negative levels ignore every immunity against them and cannot be removed with nothing less powerful of a wish or miracle but even in that case, they resume accumulate the next day. If the heartless creature gains a number of negative levels equal to its HD, it dissolve in a disgusting puddle. If the originator comes back to life when the heartless creature still exists, these negative levels are removed at the rate of 1 per day. If the originator comes back to life when the heartless has been destroyed by this negative levels (it was not absorbed by the originator), it returns to existence at the point where it was destroyed with a number of negative levels equal to its HD-1, these negative levels are removed at the rate of 1 per day. Actually, the only way to permanently destroy a heartless without having the originator permanently die, is for the originator to absorb it.

Mocking Laughter (Su)
Once every 1d6 rounds, as a swift action, the heartless can unleash a torrent of braying laughter combined with a stream of vile expletives and invective, this is directed against one target within 60 ft. If the target fails its Will save (DC 10 + ½ the heartless creature’s HD + its Cha modifier) it suffers 1d6 points of nonlethal damage for every 2 HD the heartless creature possesses (minimum 1d6).

In addition, upon a failed save, the target is filled with humiliation, shame, and self-loathing, taking a -1 penalty on attack rolls, saving throws, ability checks, and skill checks for 1 day per HD of the heartless. This penalty increases by -1 for every 3 HD the heartless creature possesses. This penalty can be removed by application of any effect that grants a morale bonus to any attack roll, saving throw, ability check or skill check. Targets that make their save are immune to this heartless creature’s mocking laughter for 24 hours. This is a compulsion, mind-affecting effect. Creature with the heartless subtype are immune to mocking laughter.

Malevolence (Su)
Once per round, the heartless creature can merge its body with its originator. This ability is similar to a greater possession spell (caster level 15th or the heartless creature’s HD, whichever is higher), except that it ignore immunity to necromancy effects. To use this ability, the heartless creature must make a melee touch attack against its originator. The target can resist the effect with a successful Will save (DC 10 + ½ the heartless creature’s HD + its Cha modifier). An originator that successfully saves is immune to the heartless creature’s malevolence for 24 hours.
 

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Today I bring the revised version of a template.
The heartless template (Heartless Creature (CR +1)[3pp] – d20PFSRD) is extremely beautiful but absolutely broken and goes out of control in less than a second with an endless array of your evil pairs marching on you (personal experience, that was terrifying). This revised version is more balanced.

Heartless

The heartless are different from other monsters for they are born out of the negative emotions; like poltergeists, they are filled with only the worst of what sentient beings can feel. Like demons or angels, they are physical representations of souls. In this case, however, they have separated from the beings whose emotions have created them. Some vile creatures seek to create heartless creatures, seeing them as a way to corrupt the righteous and turn them into allies. Heartless creatures always have an oppositional color scheme to the base creatures’ normal appearance, giving them a much darker look.

Creating a Heartless Creature

“Heartless” is an acquired template that can be added to any intelligent creature (Int 3 or more) who can experience negative emotions (for example an inevitable could not become heartless but un undead can) and does not possess the good or heartless subtype.

A heartless creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +1.

Alignment: Always evil.

Size and Type: The creature’s gains the evil and heartless subtypes.

Special Abilities: A heartless creature retains all the special abilities of the base creature, and gains the special abilities as described below.

Aura of Abuse (Su)
Non-heartless creatures who enter this 30 ft. aura experience visions of the abuse the heartless creature suffered from. A failed Will save DC (see below) determines the effect of the aura; the effect lasts for 5 rounds. Upon a successful save, the subject is shaken for one round. Targets that make their save are immune to this heartless creature’s aura of abuse for 24 hours. Aura of abuse is a fear, mind-affecting effect. Creature with the heartless subtype are immune to aura of abuse.

DC
Condition
½ the heartless creature’s HD + its Cha modifier​
Cowered​
5 + ½ the heartless creature’s HD + its Cha modifie​
Panicked​
10 + ½ the heartless creature’s HD + its Cha modifie​
Frightened​

Create Heartless (Su)
As a standard action, a heartless creature can create an exact duplicate of a target creature. To use this ability, the heartless creature must make a melee touch attack that provoke attack of opportunity against an intelligent creature (Int 3 or more) who can experience negative emotions. A successful Will save (DC 10 + ½ the heartless creature’s HD + its Cha modifier) negate the effect. Targets that make their save are immune to this heartless creature’s create heartless for 24 hours. That duplicate gains the heartless creature template. A heartless creature does not gain use of this ability until 24 hours after its original creation. The new heartless creature has all the possessions and powers of its original (including magic, though it cannot duplicate artifacts) unless the new alignment or type result in no longer respecting the prerequisites of some abilities, in which case they are changed with some others suitable for his new role (DM discretion, eg. when the heartless of a paladin is generated, the heartless creature, instead of paladin, can be an antipaladin of the Tyrant archetype [for its LE alignment]). Upon the defeat or destruction of the heartless duplicate, the duplicate and its items disappear completely (though the items reappear with improved rejuvenation). The motives of the heartless duplicate, if needed, are determined by the GM. The duplicate is not under the control of its creator. When spawned, the heartless is a copy of the original, but if left free for a long time, it can take on specific levels and abilities of its own (eg. Shelag is a 6th level rogue when her heartless is spawned, at the moment of level up° she decides to continue as a rogue while her heartless decides to enter the prestige class of the master spy in order to better hide from the original after doing some retraining to meet the PrC prerequisites).
Create heartless cannot be used on creature with the heartless subtype (an heartless cannot create a new heartless from itself nor from another heartless because they are already made of evil and negative emotions) nor creatures who cannot experience negative emotions (for example an inevitable but un undead can), possess the good subtype (as they are literally made of good) or have already their heartless existent in the world (because it was already extracted). In some unique circumstances, these creatures may be vulnerable to create heartless, but this is left to the DM's discretion.
° The heartless creature gains exp independently from the originator, and depending on the situation, if left free for a long time, there could be a point where a heartless creature could even be of a higher level than the original.

Improved Rejuvenation (Su)
In most cases, it’s difficult to destroy a heartless creature through simple combat: the “destroyed” or “slain” heartless creature restores itself in 1d4+1 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a heartless creature is to have its originator slain or destroyed, or to have the originator absorb the creature. The originator can automatically absorb a helpless or pinned heartless creature, otherwise it must make a successful touch attack against the heartless creature and succeed on an opposed Charisma check. If the originator die, the heartless creature gains 1 permanent negative level every day the creator remain dead. This negative levels ignore every immunity against them and cannot be removed with nothing less powerful of a wish or miracle but even in that case, they resume accumulate the next day. If the heartless creature gains a number of negative levels equal to its HD, it dissolve in a disgusting puddle. If the originator comes back to life when the heartless creature still exists, these negative levels are removed at the rate of 1 per day. If the originator comes back to life when the heartless has been destroyed by this negative levels (it was not absorbed by the originator), it returns to existence at the point where it was destroyed with a number of negative levels equal to its HD-1, these negative levels are removed at the rate of 1 per day. Actually, the only way to permanently destroy a heartless without having the originator permanently die, is for the originator to absorb it.

Mocking Laughter (Su)
Once every 1d6 rounds, as a swift action, the heartless can unleash a torrent of braying laughter combined with a stream of vile expletives and invective, this is directed against one target within 60 ft. If the target fails its Will save (DC 10 + ½ the heartless creature’s HD + its Cha modifier) it suffers 1d6 points of nonlethal damage for every 2 HD the heartless creature possesses (minimum 1d6).

In addition, upon a failed save, the target is filled with humiliation, shame, and self-loathing, taking a -1 penalty on attack rolls, saving throws, ability checks, and skill checks for 1 day per HD of the heartless. This penalty increases by -1 for every 3 HD the heartless creature possesses. This penalty can be removed by application of any effect that grants a morale bonus to any attack roll, saving throw, ability check or skill check. Targets that make their save are immune to this heartless creature’s mocking laughter for 24 hours. This is a compulsion, mind-affecting effect. Creature with the heartless subtype are immune to mocking laughter.

Malevolence (Su)
Once per round, the heartless creature can merge its body with its originator. This ability is similar to a greater possession spell (caster level 15th or the heartless creature’s HD, whichever is higher), except that it ignore immunity to necromancy effects. To use this ability, the heartless creature must make a melee touch attack against its originator. The target can resist the effect with a successful Will save (DC 10 + ½ the heartless creature’s HD + its Cha modifier). An originator that successfully saves is immune to the heartless creature’s malevolence for 24 hours.
Nice, I like it!
 

Obly99

Adventurer
A revisited version of my Godskin Apostle, completed with more of its powers from the game. Thanks cyberzane for its version (https://www. reddit.com/r/monsteraday/comments/u0p9j6/elden_ring_to_5e_day_45_godskin_apostle/)

Godskin Apostle

LE medium humanoid (augmented)

Init +28 (+92 against immortals/servitors); Senses detect divine, detect immortal, divine senses (x3), stillsense (90 ft.), true seeing, x-ray vision; Perception +57 (+121 against immortals/servitors)

Aura divine (DC 26, 400 ft.)

DEFENSE

AC 84, touch 77, flat-footed 66 (+10 deflection, +12 Dex, +6 dodge, +3 houndsman, +15 insight, +7 natural, +6 perfection, +15 Wis) or

against immortals and divine servitors AC 148, touch 141, flat-footed 130 (+10 deflection, +12 Dex, +6 dodge, +64 favored enemy, +3 houndsman, +15 insight, +7 natural, +6 perfection, +15 Wis)

hp 1.820 (930) (30d20+330) x2 regeneration 30 (divine damage or might [mythic])

Fort +49, Ref +48, Will +51 or

against immortals and divine servitors Fort +115, Ref +114, Will +117

Defensive Abilities adaption, ageless, anathema cloak, antimagic resistance, evasion, forgotten, godslayer, improved evasion (against immortals only), improved uncanny dodge (15th level), mettle (against immortals only), uncanny dodge; DR 30/—; Immune ability damage and drain, charm effects, compulsion effects, death effects, disease, energy drain, exhaustion, fatigued, illusion effects, mind-affecting effects, nonlethal damage, paralysis, petrification, poison, sleep, unwilling polymorph effects, and death from massive damage; Resistance Terrestrial Hazards; PR/SR 46 (110 vs. Immortals and divine servitors)

OFFENSE

Speed 90 ft., relentless stride

Melee skinner +53/+53/+48/+43/+38 (2d10+25/17-20x3) or

against immortals and divine servitors skinner +121/+121/+116/+111/+106 (2d10+93/17-20x3 plus 4d6) or

against immortals with smite immortals active skinner +151/+151/+146/+141/+136 (+ DR) (2d10+93/17-20x3 plus 4d6 and 240/3.000*DR extra damage [eventually permanent])

Special Attacks atheist paroxysm, black fire, black flame slam, black flame whirlwind (DC 105, 60d6 antidivine), death attack (DC 34, 98 vs. immortals/servitors), favored enemy (immortals and divine servitors +64, Bluff, Knowledge, Perception, Sense Motive, Stealth, and Survival), mad skinned apostle (DC 41, 105 vs. immortals/servitors), mythic power (6/day, surge +1d8), plunging blade (DC 41, 105 immortals/servitors, 40d10), quarry (+2), slam (DC 41, 105 vs. immortals/servitors), smite immortals 11/day (bonus to attack: 30 + DR; extra damage [eventually permanent]: if 48 DR or less 240*divine rank; if 49+ 3.000*divine rank; insight bonus to AC and save equal to double DR), sneak attack +8d6

Spell-Like Abilities (CL 36th, concentration +59)

At will—antimagic field, destruction (DC 33, 97 vs. immortals/servitors), dimensional anchor, dismissal (DC 31, 95 vs. immortals/servitors), doom (DC 27, 91 vs. immortals/servitors), gate, nondetection, trap the soul (DC 34, 98 vs. immortals/servitors), undetectable alignment

1/day—wish

STATISTICS

Str 30, Dex 34, Con 32, Int 28, Wis 40, Cha 30

Base Atk +30; CMB +46; CMD 117 or

against immortals and divine servitors CMB +110; CMD 181

Feats Combat Reflexes, Cornugon Smash, Dodge, Greater Fortitude, Improved Critical (sickle), Improved Initiative, Iron Will, Lunge, Mobility, Power Attack, Quick Draw, Run, Signature Skill (intimidate), Spring Attack, Weapon Focus (sickle), Weapon Specialization (sickle)

Houndsman Bonus Feats Dazzling Display, Dreadful Carnage, Intimidating Prowess, Shatter Defense

Epic Feats Death of EnemiesB, Improved Critical Multiplier (sickle), Improved Dodge, Good Fortitude, Good Will, Greater Critical (sickle), Killer InstinctB, Legendary TrackerB

Skills Bluff +46, Climb +49, Craft (leather) +48, Disguise +46, Handle Animal +49, Heal +54, Intimidate +56, Knowledge (arcane, planes, religion) +45, Perception +57, Profession (tanner) +54, Sense Motive +51, Ride +51, Spellcraft +45, Stealth +54, Survival +60 (+67 to follow tracks), Use Magic Device +46; Modifiers +6 to Knowledge (geography), Perception, Stealth, and Survival, +7 to Survival skill checks made to follow tracks, +64 against immortals and divine servitors

Languages Abyssal, Aklo, Celestial, Common, Draconic, Giant, Infernal, Sylvan

SQ AC bonus, adaptive learning, camouflage, combat style feat (menacing), harvest skin, hunting ground (+6, Knowledge (geography), Perception, Stealth, and Survival), integrated class feature (houndsman), maven, might, portfolio (deicide), swift tracker, terminus, track, unseated apostle, virtual size category +1, wildspeak (animal, elementals, fey, magical beast, monstrous humanoid, ooze, plant, vermin)

Gears skinner (+6 immortal dread, immortal servants dread, impact, phase locking, speed sickle)

Divine Abilities

• Adjuration (Su): Summon up to 60 hit die of creatures per day (no single creature can have CR higher than 21)

• Multifaceted (Ex)B: Gain 6 extra feats

• Polymorph (Su): You can polymorph at will

• Shapechange (Su): You can shapechange at will

• Superior Critical (sickle) (Ex): Critical thread quadrupled

• Vampiric Effect (Su): The effect draws life from the target into the deity

• Unknowing Soul (Ex): Wis as insight to saving throw

Divine Abilities (stolen with Godskin)

• Divine Sneak Attack (Ex): Half your sneak attack damage is treated as divine damage

• Eternal Freedom (Ex): You are immune to spells and effects which impede movement

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

• Telelocation (Su): You automatically know the location of any unshielded thing

• True Seeing (Su): You have True Seeing

• X-Ray Vision (Su): See through solid objects

Deicide Portfolio Traits (Demi-Deity)

Granted Power: Once per day per divine rank you may use Smite Immortal.

*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).

Obsessed (Ex): Competence penalty to on all rolls equal to your divine rank for one month if you ever retreat the battlefield so long as a single enemy Immortal remains alive within your Divine Aura

Notoriety (Ex): You become infamous across the pantheon, becoming a target for assassinations attempts by powerful divine servants or adventuring parties

• Pernicious Armor (Su): You are immune to Divine Damage

• Scion of Godslaughter (Ex): You gain your 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

• 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)

Uncanny Black Flame Mastery

Beam (Ray) 30d6; 1.600 ft.

Blast 15d6; 1.600 ft./100 ft. Standard action Ref 101/half

Blood 7d6; Melee automatic ability Ref DC 102/negate

Breath* 30d6; 100 ft. (cone) 400 ft. (line) Standard Ref 102/half

Hand 45d6; Melee Touch

Immolation 45d6; 400 ft. radius Free/Standard Ref 102/half

Storm 7d6; 400 ft. radius Standard/Free – Special Ref 101/half

Strike 7d6; Melee (bonus) Free -

Wrath (Gaze) 15d6; all creature in 100 ft. Will 101/negate

Anathema Cloak (Ex)
The blasphemous act that the Godskin Apostle performed by dressing in the skin of the gods make it a void upon the divine matrix that underlies the Multiverse. As long the Godskin Apostle has at least 1 Godskin (see below), if an Immortal or divine servitor attempts to scry on it, the attempt fails. If the Godskin Apostle would appear in a scrying attempt on something else (example: he is in the vicinity of another character being scryed upon) then he is not included in the scrying attempt. The Godskin Apostle cannot be detected by special sense of Immortals: unusual forms of sensory perception of Immortals such as blindsight, greensight, tremorsense, etc. cannot automatically foil the Godskin Apostle use of Stealth; Immortals must make a Perception check as normal to detect the Godskin Apostle when he make use of the Stealth skill. This ability even foils indirect detection (such as an Immortal using detect magic to search for magical items while the Godskin Apostle is using Stealth or detect [alignment]) in the manner described above. The Godskin Apostle can hide himself from view without anything to actually hide behind but this works only against the Immortals (ex: the Godskin Apostle can use Stealth for hide in a bare corridor, without places to hide, and an Intermediate Deity that passes from there must roll a Perception check against his Stealth check while a mortal notices he automatically). The Godskin Apostle is unpredictable and fate cannot bind it: Precognition, Telelocation, Seventh Sense, Eighth Sense, Ninth Sense and Tenth Sense cannot see into the Godslayer future and they stop working in whatever situation it is involved.

Atheist Paroxysm (Su)
A Godskin Apostle can emit an inhibitive sphere of apostasic energy as a move action, which it can maintain for a number of minutes per day equal to his perfection bonus level. The duration does not need to be consecutive, but it must be spent in 1-minute increments. This zone extends to the same range of its divine aura. This ability nullifies divine traits for Immortals with divine rank equal or minor of the perfection bonus of the Godskin Apostle. Basically this ability nullifies the divine template in its entirety (the creature continues to be considered an Immortal for the various class abilities such as Smite Immortal or taking the antidivine damage). Regardless of whether the immortal has his template denied, this ability negate Divine Abilities as the Divine Nullification Transcendental Ability against Immortals.

Black Fire (Su)
A Godskin Apostle, because of its focused training and hatred against the Immortals, instead of gaining the Prana [Effect] like a normal Hyperborean, gains the Black Flame. This work with the same progression of the Prane Blast ability of a normal Hyperborean but instead work like a Fire [Effect] with the following difference: instead of fire damage it inflict an equivalent antidivine damage (this count as fire damage only in the instance that the immortal has vulnerability to fire for multiply the damage). If an immortal fail the saving throw against the relative version of the [Effect] (or automatically for effects or version of effects without saving thorow), he catch fire and suffer 10d6 antidivine damage (1d6 every 3 HD of the Godskin Apostle) every round at the start of its round for a number of rounds equal to the DR of the immortal. Multiple failed saves against the [Effect] only reset the duration of the burn, doesn’t stack the damage. A burning immortal can attempt a Reflex save DC 105 (already calculated the +64 to DC) as a full-round action for stopping the burning in advances. Dropping and rolling on the ground grants a +4 bonus on this save. A wish or miracle spells can stop the burning in advance but they must make a caster level check against the PR/SR of the Godskin Apostle (if the caster is an immortal, the DC increase as normal). The fast healing and regeneration (if any) of the immortal, while on fire by this ability, automatically stop function. Its difficult heal damage while the black fire consume him: any attempt to heal a creature while on fire by this ability must succeed on a caster level check against the PR/SR of the Godskin Apostle (if the caster is an immortal, the DC increase as normal) or the effect (like channel energy) or spell does not function. Success indicates the healing works normally. The save DC is Charisma-based.

Black Flame Slam (Su)
When unseated apostle is active, the Godskin Apostle can, as a full-round action that does not provoke attack of opportunity, make a single attack at its maximum attack bonus against any opponent within 30 ft. as if using the Whirlwind Attack feat. If the attack hit, it replace the standard damage of the Strike version of the Black Flame [Effect] with the damage of the Beam version. After using this ability, the Godskin Apostle must wait 1 minute before using it against.

Black Flame Whirlwind (Su)
As a full-round action that does not provoke attack of opportunity, the Godskin Apostle begins to hurt its sickle around itself in whirlwind circles, black flames emitting from the weapon (despite the description, the Godskin Apostle does not need the sickle or any weapon for use this ability). Black flames whip around the Godskin Apostle at a radius of 60 ft. Any creature caught within or entering the whirlwind for the first time take 60d6 antidivine damage (2d6 for HD) and catch fire as for the Black Flame [Effect]. A Reflex save DC 105 (already calculated the +64 to DC) half the damage and negate the catch fire. The whirlwind remain active until the start of the Godskin Apostle’s next turn. Any attack made against the Godskin Apostle (and any other ally of the Godskin Apostle in the area of black flame whirlwind) while the black flame whirlwind is active, suffer a -12 penalty (double the Perfection bonus). This penalty does not stack for multiple contemporary black flame whirlwinds, only the higher apply. After using this ability, the Godskin Apostle must wait 1 minute before using it again. The save DC is Charisma-based.

Forgotten (Ex)
A Godskin Apostle, because of its training in the Dead Magic zones, its immune to their effects.

Detect Divine (Su)
This work like a constant detect evil but instead of the detecting evil creatures detect creatures that obtain powers from a deity and divine artifacts or objects (like clerics or paladins [equivalent aura power of a detect evil used on an evil cleric]). Because of its focused training against the Immortals, a Godskin Apostle add its favored bonus to caster level checks to detect creatures warden (like with the nondetection spells). This power is not interfered by anything that interfere with the detection of alignment because it not detect the alignment.

Detect Immortal (Su)
This work like a constant detect evil but instead of the detecting evil creatures detect creatures with divine rank (aura power: disciple-prophet: feint, hero-deity-demi-deity: moderate, lesser-greater deity: strong, sidereals+: overwhelming). Because of its focused training against the Immortals, a Godskin Apostle add its favored bonus to caster level checks to detect creatures warden (like with the nondetection spells). This power is not interfered by anything that interfere with the detection of alignment because it not detect the alignment.

Godslayer (Ex)
A Godskin Apostle, because of its focused training against the Immortals gains improved evasion and mettle against effects of Immortals, gains always a saving throw against [Effects] (as if trying to get out of the Storm [aura] area). If the [Effect] has no saving throw, like Ray or Hand, if the Godskin Apostle can make a Fortitude save DC 20 + Cha modifier of the Immortal + DR of the Immortal for negate it.

Godskin (Ex)
A Godskin Apostle, as the name intended, wear garments made of the skins of skinned Immortals. When the Godskin Apostle wear this garments
  • its favored enemy increase x4 and apply it even to its saving throws and PR/SR against spells and abilities from immortals and divine servitors, to the DC of spell and ability against them, to check (skill, ability, caster level etc.) against them and initiative when there is an immortals or divine servitors among the enemies​
  • multiply x4 the damage of its Smite Immortal (as for the Superior Smite divine ability)​
  • gains a x2 hp multiplier​
  • gains anathema cloak​
  • gains one of the divine ability of the skinned immortal as a bonus ability (it does not need to respect it prerequisites) [this Godskin Apostle has Divine Sneak Attack, Eternal Freedom, Seventh Sense, Telelocation, True Seeing, and X-Ray Vision]​
  • gains immunity to ability damage and drain, charm effects, compulsion effects, death effects, disease, energy drain, exhaustion, fatigued, illusion effects, mind-affecting effects, nonlethal damage, paralysis, petrification, poison, sleep, unwilling polymorph effects, and death from massive damage​
While a Godskin Apostle wear this garments, its immune to sunder attempts made against them (but see below) and is immune to the Asport Divine Ability but only its garments. All this bonus are already calculated in the above sheet. The skins that compose the Godskin can be individually sundered but only by a true worshiper of the original Immortal to which the skin belonged (eg. if the Godskin has 4 skins (S1, S2, S3, S4), a true worshiper of the Immortal that originated the S1 can sunder the S1 but not the S2, S3 or S4). A skin has hardness equal to the DR and hp equal to the HD of the Immortal to which the skin belonged. When a skin is destroyed or is detected for create the Skin Pupper (see below), the Godskin Apostle lose the Divine Ability granted by that specific skin. If the last skin that compose the Godskin is destroyed or is detected for create the Skin Pupper, the Godskin Apostle lose all the benefits of the Godskin ability until the skin return (for the Skin Puppet) or create a new skin with Harvest Skin (if destroyed). This ability cannot be directly abrogated and each ability (single immunity, hp multiplier, specific skin power, atc.) must be removed individually.

Harvest Skin (Su)
A Godskin Apostle is able to ritually harvest the skins of immortals of Hero-Deity or above status, which it can use in a variety of ways. Taking a creature’s skin in this way requires 10 minutes and access to a dagger, sickle or similar light weapon capable of dealing slashing damage. The Godskin Apostle must succeed on a DC 15 + HD of the Immortal, Craft (leather) check, or the skin is ruined. The skinned creature must not have been dead for more than 1 hour per HD the Godskin Apostle possesses, or the attempt automatically fails. If the creature is alive, it must be either helpless or willing, and skinning it in this way automatically kill the creature, but grants the Godskin Apostle a +20 bonus on the Craft (leather) check. A skin harvested in this way can be added by the Godskin Apostle to its garments as a full-round action that provoke AoO (see Godskin). An Immortal skinned has automatically its soul trapped inside the skin (as for the Soul Stealer Divine Ability) and will suffer forever or until the skin is destroyed.

Integrated Class Feature (Ex)
A Godskin Apostle, because of its focused training against the Immortals, modifies some abilities of the Houndsman for better work against them. Its favored enemy only work against immortals and divine servitors (class that obtain powers from a divine, outsider at direct service of Immortals, etc.). It replace the normal smite of the Houndsman with Smite Immortal if the Deicide Portfolio, using its full HD for calculate the damage. A Godskin Apostle does not gain the Hunter Bond and spellcasting class feature of the Houndsman, instead gains Death of Enemies (Immortals) (the DC for Death of Enemy is 10 + ½ the HD of the Godskin Apostle + its Wisdom modifier + 64 of favored enemy [DC 104]), Killer Instinct and Legendary Tracker Epic Feats as a bonus feats.

Mad Skinned Apostle (Ex)
If the Godskin Apostle hit two times in the same round a creture with its skinner, it can make a free attack with its skinner against that creature. This extra attack can trigger only once per round against a specific creature. When unseated apostle is active, as a full round action that does not provoke attack of opportunity, the Godskin Apostle can fling itself at high speed. The Godskin Apostle hurls it torso upward and then slams down with its skinner upon an opponent within 120 ft. If the attack hit, it deals damage as if was augmented with the Greater Vital Strike feat. The creature hit must make a Fortitude save DC 41 (105 vs. Immortals and divine servitors) or be stunned for 1 round. Regardless of hitting or not, after using this ability, the Godskin Apostle legs are moved to the torso, resumes its normal shape, moving it adjacent to the target creature. This ability does not count as movement (like for effects like Stand Still). After using this ability, the Godskin Apostle must wait 1d6+2 round before using it against (but not the extra attack with skinner). The save DC is Strength-based.

Mythic (Ex)
A Godskin Apostle has Mythic Power (6/day, surge +1d8) and counts as a 6th-rank Mythic creature. A Godskin Apostle can use any of its spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

Might (Ex)
A Godskin Apostle deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD.

Plunging Blade (Ex)
When unseated apostle is active, as a full round action, the Godskin Apostle can fling itself at high speed. The Godskin Apostle hurls it torso upward, whirling its sickle like an airscrew. This attack work like the trample special attack (40d10 slashing damage, Reflex DC 41 [105 vs. Immortals and divine servitors], this damage count as inflicted with skinner for the purpose of overcome DR), but the Godskin Apostle does not move from its place (like for effects like Stand Still) as in reality only its torso move. At the end of the attack, the torso return to the legs, resumes its normal shape in the original place. After using this ability, the Godskin Apostle must wait 1d6+2 round before using it against. The save DC is Strength-based.

Skin Puppet (Su)
A Godskin Apostle can detect one of its skin to create a horrible parody of the original immortal to which the skin belonged. As a standard action, the Godskin Apostle can detect one of the skin of Godskin for create a construct made of the skin and filled with hay. The construct use all the statistics of the base Immortal with the following difference:
  • the creature type change to construct and gains the construct traits​
  • It appears where the Godskin Apostle designate (within 10 ft. of him) and acts immediately, on its turn​
  • the Skin Puppet acts on the same initiative as the Godskin Apostle and obeys its orders to the best of its ability (including suicide orders), trying to protect it to the best of its abilities​
  • alignment change to match the Godskin Apostle​
  • the creature lose one of the Portfolio (if use the rules under the Choosing Portfolios of the IH, the creature maintain the Portfolio given by the universe because it's how others perceive you [your skin])​
  • the creature gains vulnerability to fire and lose any immunity or resistance to fire it my possess, even if originated by a Portfolio​
  • the Skin Puppet must remain within 10 ft. x perfection bonus of the Godskin Apostle or automatically revert back into a skin and reappears as a part of the Godskin​
A Godskin Apostle can only have one Skin Puppet active at a time, if it create a second, the first is automatically revert back into a skin and reappears as a part of the Godskin. If the Skin Puppet is destroyed, two things can happen:
  • if destroyed by a generic creature, the Skin Puppet revert back into a skin and reappears as a part of the Godskin. The Godskin Apostle cannot create a new Skin Puppet from this skin for 1 day x DR of the of the original immortal to which the skin belonged.​
  • if destroyed by a true worshiper of the original Immortal to which the skin belonged, the skin is permanently destroyed, the soul of the Immortal is released and can finally rest in peace.​

Slam (Ex)
As a full-round action that provoke attack opportunity, the Godskin Apostle crosses his arms and floats upward 15 ft., slamming down and releasing a shockwave that hits within 20 ft. radius. Anyone caught within, with the exception of other Godskins, must make a Reflex save DC DC 41 (105 vs. immortals/servitors) or be knocked prone and stunned for 6 rounds (same Perfection bonus of the Godskin Apostle). After using this ability, the Godskin Apostle must wait 1d6+2 rounds before using it again. The save DC is Strength-based.

Unseated Apostle (Ex)
When the Godskin Apostle is reduced below half its maximum hit points (930 hp for a typical Godskin Apostle), it unseat it torso as a free action at the start of its turn. This status last for 1 hour or until returning to maximum hit points, whichever happen last. When unseated apostle is active, the Godskin Apostle can, as a full-round action that does not provoke attack of opportunity, make a single attack at its maximum attack bonus against any opponent within 30 ft. as if using the Whirlwind Attack feat. After using this ability, the Godskin Apostle must wait 1d6+2 round before using it against.
 
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Obly99

Adventurer
Oh oh oh, Merry Christmas.

Santa Claus

Male unique Jotnar Niflheim (Hrímþursar) Lesser Deity druid (artic druid) 20

NG Huge humanoid (cold, extraplanar, giant, good)

Init +16 (+26 while in cold or icy terrain); Senses darkvision 1800 ft., divine senses (x10), low-light vision, scent, snow vision, true seeing; Perception +74 (+84 while in cold or icy terrain)

Aura divine (DC 35, 540 ft.), holy aura (DC 43)

AC 69, touch 47, flat-footed 55 (+17 deflection, +8 Dex, +6 dodge, +8 divine, +22 natural, -2 size)

hp 1.980 (44d20+1.100) regeneration 20 (fire)

Fort +86, Ref +71, Will +76; +4 vs fear or pain; -8 against mind-affecting

Defensive Abilities arctic endurance, freedom of movement, rock catching, sixth sense; DR 20/epic and lawful; Immune cold, Terrestrial Hazards; Resistance fire 20, Stellar Hazards; PR/SR 62

Weakness vulnerability to fire;

Speed 60 ft., climb 30 ft., flurry form, icewalking

Melee candy can +78/+78/+73/+68/+63 (6d10+44 plus 3d6 cold and 3d6 against evil) or 2 slam +68 (4d10+23)

Ranged rock +53 (8d10+34)

Space 15 ft.; Reach 15 ft.

Special Attacks breath weapon (60-ft. cone, DC 55, 20d12 cold damage, 1d4 rounds), mythic power (10/day, surge +1d12), rock throwing (200 ft.), wild shape 8/day

Spell-like Abilities (CL 52th, concentration +77)

Constant—freedom of movement, holy aura, true seeing

At will—aid, blade barrier (DC 41), bliss bolt (DC 37), commune, dispel evil, displacement, dream, etherealness, euphoric tranquility (DC 43), fool’s teleport (DC 39), freedom, greater false vision (DC 42), geas/quest, good hope, greater dispel magic, greater heroism, greater illusion of treachery (DC 41), greater invisibility, greater shadow enchantment (DC 41), greater shadow evocation (DC 43), greater shadow trasmutation (DC 44), greater teleport, heroes feast, heroism, holy aura (DC 43), holy smite (DC 39), holy word (DC 42), impossible angles (DC 40), invisibility, invisibility sphere, irresistible dance (DC 42), magic circle against evil, magic jar (DC 40), major phantom object (DC 40), mirage arcane (DC 40), mirror image, mislead (DC 41), permanent image (DC 41), phantasmal web (DC 40), polypurpose panacea, programmed image (DC 41), project image (DC 42), protection from evil, scintillating patern (DC 43), sending, shades (DC 44), subjective reality, summon monster IX (good creatures only), tongues, veil (DC 41)

9/day—wish

3/day—polar ray, wish (replicate spell with cold descriptor only)

1/day—polar midnight (DC 44)

Druid Spells Prepared (CL 52th; concentration +75)

9th—clashing rocks (DC 42), elemental swarm, foresight, mass cure critical wounds (2), regenerate

8th—euphoric tranquility, mass cure serious wounds (2), wandering weather, word of recall (2)

7th—control weather, heal (2), mass cure moderate wounds (2), tectonic communion, wind walk

6th—find the path (2), mass cure light wounds (3), summon stampade (DC 39), unerring tracker

5th—atonement (2), awaken, comune with nature, death ward, companion transposition, hallow

4th—air walk, cure serious wounds (2), earth glide, greater aggresive thunderstorm (DC 37), ice storm, true form (DC 37)

3rd—cloak of wind, companion mind link, cure moderate wounds (2), daylight, remove disease, sleet storm, wind wall

2nd—animal messanger (2), barkskin (2), companion life link, frigid touch, frost fall (DC 35), unshakable cold (DC 35)

1st—cure light wounds (2), endothermic touch (DC 34), endure elements, faerie fire, pass without trace, obscuring mist, speak with animals

0th (at will)—detect magic, mending, purify food and drink, stabilize

Str 57, Dex 27, Con 61, Int 40, Wis 40, Cha 44

Base Atk +39; CMB +72 (+74 for bull rush and sunder); CMD 113 (115 vs. bull rush and sunder)

Feats Alertness, Awesome Blow, Catch Off-Guard, Dodge, Furious Focus, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Lightning Reflexes, Natural Spell, Power Attack, Skill Emphasis (craft [toymaker]), Summon Good Monster, Vital Strike

Epic Feats Epic Skill Emphasis (craft [toymaker]), Epic Skill Focus (craft [toymaker]), Good Reflexes, Improved Dodge, Sixth Sense, Skill Mastery (craft [toymaker])

Skill All skills 55 + ability modifier; +10 Knowledge (geography), Perception, Stealth, and Survival while in cold or icy terrain, +2 Knowledge (nature) and Survival; Craft (toymaker) +145 total

Languages Aquan, Auran, Common, Druidic, Dwarf, Elf, Giant, Old Norse

SQ arctic native, change size, divine traits (lesser deity), jotun traits, maven, might, nature bond (animal companion: megaloceros [Rudolph]), nature sense, portfolio (good, happiness), snow caster, spontaneous castin (summon nature’s ally), timeless body, virtual size category +1, wild empathy +45

Gears candy cane, sack of gift, toy factory, travel sled

Divine Abilities

• Amaranthine Soul (Ex): Cos as circumstance to saving throw

• Divine Skill Focus (craft [toymaker]) (Ex): +60 to the chosen skill

• Legend Companion (Ex): Your animal companion gains the Monster of Legend template

• Legendary Companion (Ex): Your animal companion gains the Legendary Animal template

• Lurking (Ex): You are difficult to detect

• Omnicompetent (Ex): All skills are class skill

• Saviour (Su): Suffer damage instead of your allies

• Vanguard Will (Ex): Allies within your divine aura can use your Will saving throw instead of their own

Good Portfolio Traits (Lesser Deity)

Granted Power: You cast good spells at +1 caster level

Hostile Environment (Unholy) (Ex): Competence penalty (equal to your divine rank) on all die rolls while within an evil aligned environment

Unholy Vulnerability (Ex): Suffer 50% extra damage from evil aligned attacks and spells

• Disease Immunity (Su): You are immune to disease

• Holy Scion (Ex): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class within a good aligned locale

• Improved Summoning (Good) (Ex): Good aligned creatures summoned have 50% more HD

• Taint of Good (Su): Healing against your damage 50% effective except in evil aligned locale

• Superior Holy [Effect] (Su): Assault your enemies with holy attacks

Happiness Portfolio Traits (Lesser Deity)

Granted Power: You get a +4 bonus on saves vs fear or pain effects

Rhino's Cunning (Ex): Competence penalty (equal to your divine rank) to Intelligence

Starry Eye (Ex): Competence penalty (equal to your divine rank) on saving throws versus mind-affecting effects and sense motive checks

• Pain Immunity (Su): You are immune to any effects with the pain descriptor

• Scion of Happiness (Ex): You increase all morale bonuses by your divine rank

• Happy Summoning (Ex): Summoned creatures gains morale bonus equal to your divine rank

• Instrument of Happiness (Su): Immunities against your enchantment effects are only 50% effective

• Superior Iatric [Effect] (Su): Bless your allies with healing energy

Superior Holy Beam
Blast 22d8; 2.160 ft./185 ft. Standard action Ref 45/half

Superior Iatric Hand
Hand 440; Melee Touch

Change Size (Ex)
A jotun can alter its size between Small and Colossal as a standard action, this is a polymorph effect.
  • Small: -6 Str, +8 Dex, breath weapon (20-ft. Cone), rock throwing (50 ft.)​
  • Medium: -4 Str, +6 Dex, breath weapon (30-ft. Cone), rock throwing (100 ft.)​
  • Large: -2 Str, +4 Dex, breath weapon (40-ft. Cone), rock throwing (150 ft.)​
  • Gargantuan: +2 Str, -2 Dex, breath weapon (80-ft. Cone), rock throwing (300 ft.)​
  • Colossal: +4 Str, -4 Dex, breath weapon (100-ft. Cone), rock throwing (350 ft.)​

Grant Spells
Santa Claus can grant spells of any level. He grant access to the domains of Artifice, Creation, Darkness, Good and Travel and to the subdomains of Agathion, Familiy°°, Friendship, Home°°, Industry°, Night, Toil and Yule.
°Require urban acolyte trait.
°°Clerics of Santa Claus can use the Family and Home subdomain to modify the Good domain.

Icewalking (Ex)
Santa Claus ignores all difficult terrain and movement penalties from snow and ice. Santa Claus can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Might (Ex)
Santa Claus deals d10's for base damage dice of all melee, 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 Santa Claus HD.

Divine Traits (Lesser Deity) (Ex)
As a lesser deity, Santa Claus gains a +8 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Santa Claus’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A lesser deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Mythic (Ex)
Santa Claus has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. Santa Claus use any of his spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.

Snow Vision (Ex)
Santa Claus see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions.

Artifacts

Candy Cane

This candy cane work as a Huge +10 dread evil outsider, dread undead, everdancing, icy blast, ghost touch, holy power, merciful great club of speed. Evil creature hit by the candy cane must make a Will save DC 46 or become stunned for 1 round. Creature without Divine Rank immune to stun gains a +4 to this save instead of applying their immunity.

Sack of Gifts

This seemingly mundane sack in reality work as a bag of holding of type IV without content limits on volume or weight but can only contain mundane non-magical items. Santa Claus can retrieve a specific item always as a swift action.

Toy Factory

This factory placed at the North Pole speeds up all types of construction. When crafting inside the factory a creature can craft any magic item as if he had the necessary item creation feats. When a creature use the Craft skill to create an item, he double the progress each check provides. This ability does not reduce the item’s cost or any other requirements. In addition, a creature can make an item masterwork simply by paying for the cost, and doesn’t need to increase the time to create the item or attempt additional checks. When a creature use the Craft skill inside the factory, he gains the benefit of the Cosmic Architect Cosmic Ability but only for create mundane, non-magical, non-technological toys.

Travel Sled

This sled gives the benefit of the Supersonic Cosmic Ability, the feat Run and immunity to exhaustion and fatigue to the creatures that pull it. From among them select the sleigh leader. All other creatures increase all their speed to match the sleigh leader's, and if they lack one or more types of movement relative to the sleigh leader, they gain it.




Rudolph

Legendary Animal Monster of Legend

Male megaloceros animal companion

NG Large outsider (cold, extraplanar)

Init +17; Senses darkvision 60 ft., low-light vision, scent, snow vision; Perception +84

DEFENSE

AC 109, touch 29, flat-footed 89 (+13 Dex, +7 dodge, +80 natural, –1 size)

hp 1.824 (64d10+1.472)

Fort +79, Ref +74, Will +75; +4 vs. enchantments and poison

Defensive Abilities devotion, improved evasion, sixth sense; DR 32/epic; Immune acid, cold, petrification; Resistance cold 10, sonic 10; SR 74

Weakness vulnerability to fire

OFFENSE

Speed 130 ft., fly 130 ft. (perfect)

Melee gore +91 (6d6+26), 2 hooves +89 (1d8+13)

Space 10 ft.; Reach 10 ft.

Special Attacks breath weapon (15-ft. cone, DC 65, 3d6 cold, 1d4 rounds), powerful charge (6d6)

STATISTICS

Str 62, Dex 36, Con 57, Int 16, Wis 36, Cha 22

Base Atk +64; CMB +91; CMD 120 (124 vs. trip)

Feats Alertness, Blind-Fight, Cleave, Dodge, Greater Cleave, Greater Vital Strike, Improved InitiativeB, Improved Iron Will, Improved Natural Attack (gore), Improved Vital Strike, Iron Will, MultiattackB, Power Attack, Run, Vital Strike, Weapon Focus (gore)

Epic Feats Good Will, Improved Dodge, Sixth Sense, Sky Walker, Subtle Body, Tenacious Body

Skills Acrobatics +80 (+120 jump), Fly +86, Knowledge (geography) +72, Perception +84, Sense Motive +80, Spellcraft +72, Stealth +80, Survival +80, Swim +90

Languages Auran, Celestial, Common, Draconic, Infernal, Old Norse; speak with animals, true speech

SQ glowing nose, lay on hands 38/day (32d6), link, monster of legend (breath weapon, haste, cold subtype), share spells, virtual size category +2

Rudolph renounce 12 feats for 2 divine ability slot

Divine Abilities

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

• Strong Soul (Ex): Str as insight to saving throw

Glowing Nose (Ex)
Rudolph’s nose glows with bright light out to 100 feet. This light removes all fog, rain, smoke, snow, or obscuring effects in its area. He can suppress or resume this light as a free action.

Snow Vision (Ex)
Rudolph see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions.
 

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Oh oh oh, Merry Christmas.

Santa Claus

Male unique Jotnar Niflheim (Hrímþursar) Lesser Deity druid (artic druid) 20

NG Huge humanoid (cold, extraplanar, giant, good)

Init +16 (+26 while in cold or icy terrain); Senses darkvision 1800 ft., divine senses (x10), low-light vision, scent, snow vision, true seeing; Perception +74 (+84 while in cold or icy terrain)

Aura divine (DC 35, 540 ft.), holy aura (DC 43)

AC 69, touch 47, flat-footed 55 (+17 deflection, +8 Dex, +6 dodge, +8 divine, +22 natural, -2 size)

hp 1.980 (44d20+1.100) regeneration 20 (fire)

Fort +86, Ref +71, Will +76; +4 vs fear or pain; -8 against mind-affecting

Defensive Abilities arctic endurance, freedom of movement, rock catching, sixth sense; DR 20/epic and lawful; Immune cold, Terrestrial Hazards; Resistance fire 20, Stellar Hazards; PR/SR 62

Weakness vulnerability to fire;

Speed 60 ft., climb 30 ft., flurry form, icewalking

Melee candy can +78/+78/+73/+68/+63 (6d10+44 plus 3d6 cold and 3d6 against evil) or 2 slam +68 (4d10+23)

Ranged rock +53 (8d10+34)

Space 15 ft.; Reach 15 ft.

Special Attacks breath weapon (60-ft. cone, DC 55, 20d12 cold damage, 1d4 rounds), mythic power (10/day, surge +1d12), rock throwing (200 ft.), wild shape 8/day

Spell-like Abilities (CL 52th, concentration +77)

Constant—freedom of movement, holy aura, true seeing

At will—aid, blade barrier (DC 41), bliss bolt (DC 37), commune, dispel evil, displacement, dream, etherealness, euphoric tranquility (DC 43), fool’s teleport (DC 39), freedom, greater false vision (DC 42), geas/quest, good hope, greater dispel magic, greater heroism, greater illusion of treachery (DC 41), greater invisibility, greater shadow enchantment (DC 41), greater shadow evocation (DC 43), greater shadow trasmutation (DC 44), greater teleport, heroes feast, heroism, holy aura (DC 43), holy smite (DC 39), holy word (DC 42), impossible angles (DC 40), invisibility, invisibility sphere, irresistible dance (DC 42), magic circle against evil, magic jar (DC 40), major phantom object (DC 40), mirage arcane (DC 40), mirror image, mislead (DC 41), permanent image (DC 41), phantasmal web (DC 40), polypurpose panacea, programmed image (DC 41), project image (DC 42), protection from evil, scintillating patern (DC 43), sending, shades (DC 44), subjective reality, summon monster IX (good creatures only), tongues, veil (DC 41)

9/day—wish

3/day—polar ray, wish (replicate spell with cold descriptor only)

1/day—polar midnight (DC 44)

Druid Spells Prepared (CL 52th; concentration +75)

9th—clashing rocks (DC 42), elemental swarm, foresight, mass cure critical wounds (2), regenerate

8th—euphoric tranquility, mass cure serious wounds (2), wandering weather, word of recall (2)

7th—control weather, heal (2), mass cure moderate wounds (2), tectonic communion, wind walk

6th—find the path (2), mass cure light wounds (3), summon stampade (DC 39), unerring tracker

5th—atonement (2), awaken, comune with nature, death ward, companion transposition, hallow

4th—air walk, cure serious wounds (2), earth glide, greater aggresive thunderstorm (DC 37), ice storm, true form (DC 37)

3rd—cloak of wind, companion mind link, cure moderate wounds (2), daylight, remove disease, sleet storm, wind wall

2nd—animal messanger (2), barkskin (2), companion life link, frigid touch, frost fall (DC 35), unshakable cold (DC 35)

1st—cure light wounds (2), endothermic touch (DC 34), endure elements, faerie fire, pass without trace, obscuring mist, speak with animals

0th (at will)—detect magic, mending, purify food and drink, stabilize

Str 57, Dex 27, Con 61, Int 40, Wis 40, Cha 44

Base Atk +39; CMB +72 (+74 for bull rush and sunder); CMD 113 (115 vs. bull rush and sunder)

Feats Alertness, Awesome Blow, Catch Off-Guard, Dodge, Furious Focus, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Lightning Reflexes, Natural Spell, Power Attack, Skill Emphasis (craft [toymaker]), Summon Good Monster, Vital Strike

Epic Feats Epic Skill Emphasis (craft [toymaker]), Epic Skill Focus (craft [toymaker]), Good Reflexes, Improved Dodge, Sixth Sense, Skill Mastery (craft [toymaker])

Skill All skills 55 + ability modifier; +10 Knowledge (geography), Perception, Stealth, and Survival while in cold or icy terrain, +2 Knowledge (nature) and Survival; Craft (toymaker) +145 total

Languages Aquan, Auran, Common, Druidic, Dwarf, Elf, Giant, Old Norse

SQ arctic native, change size, divine traits (lesser deity), jotun traits, maven, might, nature bond (animal companion: megaloceros [Rudolph]), nature sense, portfolio (good, happiness), snow caster, spontaneous castin (summon nature’s ally), timeless body, virtual size category +1, wild empathy +45

Gears candy cane, sack of gift, toy factory, travel sled

Divine Abilities

• Amaranthine Soul (Ex): Cos as circumstance to saving throw

• Divine Skill Focus (craft [toymaker]) (Ex): +60 to the chosen skill

• Legend Companion (Ex): Your animal companion gains the Monster of Legend template

• Legendary Companion (Ex): Your animal companion gains the Legendary Animal template

• Lurking (Ex): You are difficult to detect

• Omnicompetent (Ex): All skills are class skill

• Saviour (Su): Suffer damage instead of your allies

• Vanguard Will (Ex): Allies within your divine aura can use your Will saving throw instead of their own

Good Portfolio Traits (Lesser Deity)

Granted Power: You cast good spells at +1 caster level

Hostile Environment (Unholy) (Ex): Competence penalty (equal to your divine rank) on all die rolls while within an evil aligned environment

Unholy Vulnerability (Ex): Suffer 50% extra damage from evil aligned attacks and spells

• Disease Immunity (Su): You are immune to disease

• Holy Scion (Ex): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class within a good aligned locale

• Improved Summoning (Good) (Ex): Good aligned creatures summoned have 50% more HD

• Taint of Good (Su): Healing against your damage 50% effective except in evil aligned locale

• Superior Holy [Effect] (Su): Assault your enemies with holy attacks

Happiness Portfolio Traits (Lesser Deity)

Granted Power: You get a +4 bonus on saves vs fear or pain effects

Rhino's Cunning (Ex): Competence penalty (equal to your divine rank) to Intelligence

Starry Eye (Ex): Competence penalty (equal to your divine rank) on saving throws versus mind-affecting effects and sense motive checks

• Pain Immunity (Su): You are immune to any effects with the pain descriptor

• Scion of Happiness (Ex): You increase all morale bonuses by your divine rank

• Happy Summoning (Ex): Summoned creatures gains morale bonus equal to your divine rank

• Instrument of Happiness (Su): Immunities against your enchantment effects are only 50% effective

• Superior Iatric [Effect] (Su): Bless your allies with healing energy

Superior Holy Beam
Blast 22d8; 2.160 ft./185 ft. Standard action Ref 45/half

Superior Iatric Hand
Hand 440; Melee Touch

Change Size (Ex)
A jotun can alter its size between Small and Colossal as a standard action, this is a polymorph effect.
  • Small: -6 Str, +8 Dex, breath weapon (20-ft. Cone), rock throwing (50 ft.)​
  • Medium: -4 Str, +6 Dex, breath weapon (30-ft. Cone), rock throwing (100 ft.)​
  • Large: -2 Str, +4 Dex, breath weapon (40-ft. Cone), rock throwing (150 ft.)​
  • Gargantuan: +2 Str, -2 Dex, breath weapon (80-ft. Cone), rock throwing (300 ft.)​
  • Colossal: +4 Str, -4 Dex, breath weapon (100-ft. Cone), rock throwing (350 ft.)​

Grant Spells
Santa Claus can grant spells of any level. He grant access to the domains of Artifice, Creation, Darkness, Good and Travel and to the subdomains of Agathion, Familiy°°, Friendship, Home°°, Industry°, Night, Toil and Yule.
°Require urban acolyte trait.
°°Clerics of Santa Claus can use the Family and Home subdomain to modify the Good domain.

Icewalking (Ex)
Santa Claus ignores all difficult terrain and movement penalties from snow and ice. Santa Claus can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Might (Ex)
Santa Claus deals d10's for base damage dice of all melee, 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 Santa Claus HD.

Divine Traits (Lesser Deity) (Ex)
As a lesser deity, Santa Claus gains a +8 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Santa Claus’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A lesser deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Mythic (Ex)
Santa Claus has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. Santa Claus use any of his spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.

Snow Vision (Ex)
Santa Claus see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions.

Artifacts

Candy Cane

This candy cane work as a Huge +10 dread evil outsider, dread undead, everdancing, icy blast, ghost touch, holy power, merciful great club of speed. Evil creature hit by the candy cane must make a Will save DC 46 or become stunned for 1 round. Creature without Divine Rank immune to stun gains a +4 to this save instead of applying their immunity.

Sack of Gifts

This seemingly mundane sack in reality work as a bag of holding of type IV without content limits on volume or weight but can only contain mundane non-magical items. Santa Claus can retrieve a specific item always as a swift action.

Toy Factory

This factory placed at the North Pole speeds up all types of construction. When crafting inside the factory a creature can craft any magic item as if he had the necessary item creation feats. When a creature use the Craft skill to create an item, he double the progress each check provides. This ability does not reduce the item’s cost or any other requirements. In addition, a creature can make an item masterwork simply by paying for the cost, and doesn’t need to increase the time to create the item or attempt additional checks. When a creature use the Craft skill inside the factory, he gains the benefit of the Cosmic Architect Cosmic Ability but only for create mundane, non-magical, non-technological toys.

Travel Sled

This sled gives the benefit of the Supersonic Cosmic Ability, the feat Run and immunity to exhaustion and fatigue to the creatures that pull it. From among them select the sleigh leader. All other creatures increase all their speed to match the sleigh leader's, and if they lack one or more types of movement relative to the sleigh leader, they gain it.




Rudolph

Legendary Animal Monster of Legend

Male megaloceros animal companion

NG Large outsider (cold, extraplanar)

Init +17; Senses darkvision 60 ft., low-light vision, scent, snow vision; Perception +84

DEFENSE

AC 109, touch 29, flat-footed 89 (+13 Dex, +7 dodge, +80 natural, –1 size)

hp 1.824 (64d10+1.472)

Fort +79, Ref +74, Will +75; +4 vs. enchantments and poison

Defensive Abilities devotion, improved evasion, sixth sense; DR 32/epic; Immune acid, cold, petrification; Resistance cold 10, sonic 10; SR 74

Weakness vulnerability to fire

OFFENSE

Speed 130 ft., fly 130 ft. (perfect)

Melee gore +91 (6d6+26), 2 hooves +89 (1d8+13)

Space 10 ft.; Reach 10 ft.

Special Attacks breath weapon (15-ft. cone, DC 65, 3d6 cold, 1d4 rounds), powerful charge (6d6)

STATISTICS

Str 62, Dex 36, Con 57, Int 16, Wis 36, Cha 22

Base Atk +64; CMB +91; CMD 120 (124 vs. trip)

Feats Alertness, Blind-Fight, Cleave, Dodge, Greater Cleave, Greater Vital Strike, Improved InitiativeB, Improved Iron Will, Improved Natural Attack (gore), Improved Vital Strike, Iron Will, MultiattackB, Power Attack, Run, Vital Strike, Weapon Focus (gore)

Epic Feats Good Will, Improved Dodge, Sixth Sense, Sky Walker, Subtle Body, Tenacious Body

Skills Acrobatics +80 (+120 jump), Fly +86, Knowledge (geography) +72, Perception +84, Sense Motive +80, Spellcraft +72, Stealth +80, Survival +80, Swim +90

Languages Auran, Celestial, Common, Draconic, Infernal, Old Norse; speak with animals, true speech

SQ glowing nose, lay on hands 38/day (32d6), link, monster of legend (breath weapon, haste, cold subtype), share spells, virtual size category +2

Rudolph renounce 12 feats for 2 divine ability slot

Divine Abilities

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

• Strong Soul (Ex): Str as insight to saving throw

Glowing Nose (Ex)
Rudolph’s nose glows with bright light out to 100 feet. This light removes all fog, rain, smoke, snow, or obscuring effects in its area. He can suppress or resume this light as a free action.

Snow Vision (Ex)
Rudolph see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions.
Lol, wow this is amazing! Merry Christmas Obly! :)
 


Obly99

Adventurer
I was re-reading Hecate from Gods and Monsters and my eye falls on this
"Cosmic Abilities:
• Ensorcelled: Can cast any number of spells per day

Spells: As 54th-level Sorcerer (Caster level 62nd). The save DCs are Charisma-based.
Sorcerer Spells for Day: Infinite.
Sorcerer Spells Known: Hecate knows all spells; save DC 38 + spell level.
Favorite Spells: meteor swarm (empowered, maximized and widened); power word kill (empowered x4; 400 hp), summon monster XVII (CR 25 monster)
Epic spells per day: Infinite
Favorite Epic Spells: Animus blizzard, epic counterspell, greater ruin, hellball, momento mori, superb dispelling."

Apparently Ensorcelled also applies to Epic Slots. I would honestly say that it can go because with Alter Reality at those levels you can spam them regardless
 


Obly99

Adventurer
Nah that's overpowered. Epic spells are used in a totally different manner than normal spells, the mechanics are totally different and because epic magic is so exploitable, there isnt any way to get more spells vice your basic skill ranks, so given that Gods and Monsters is half done, I wouldn't allow that. I don't care what the book says.
Why this decisione? At the same level you have Alter Reality (an automatic ability for all Sidereals) that allow you to spam Epic spells, even the ones you do not know.
 


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