Things from my setting

No, Time Conduit is a level 9th spell. It is not epic because it was created specifically to be given to mortals as a "sweet" so that they didn't try to get too far into the maze of time. It does not allow you to change history. The epic version that really makes you travel through time and allows you to change events is this one.

Teleport Through Time

Conjuration [Teleport, Time]

Spellcraft DC: 847

Components: V, S

Casting time: 1 week

Range: Personal and touch

Target: The character and touched objects or other touched willing creatures weighing up to 1,000 lb./level

Duration: Instantaneous

Saving Throw: None and Will negates (object)

Spell Resistance: No and Yes (object)

To Develop: 7,623,000 gp; 153 days; Seed: transport (DC 27). Factor: 1,000 punds per caster level (+30 DC), transport is in time instead of space (+80 DC), you can change the history (+750 DC), you can bring and take objects (+60 DC). Mitigating factor: increase casting time to a week (-40 DC), no way for further reduce the DC (-10 DC), only to the past (-20 DC), you do not arrive in the moment precise (-20 DC), change of mishap (-10 DC).

A far more powerful version of the teleport spell, this spell instantly transports the character to the same location, but to a different time. Interplanar travel is not possible, and the spell fails on any plane where time is meaningless. The character can bring along objects and willing creatures totaling up to 1,000 pounds per caster level. Unwilling creatures cannot be affected by this spell. Only objects held or in use (attended) by another person receive saving throws and spell resistance.

To cast this spell, the character must be able to state the arrival time accurately, down to the minute. The spell never transports the caster and companions to the precise minute desired, but it cannot function at all without a specific minute in time to target. This "drift" effect of not arriving at the precise time desired grows with the "distance" through time (measured in years, months, and weeks) traveled. Thus, a caster teleporting to last month arrives closer to her goal than one traveling 250 years. The minimum temporal distance traveled is 1 day, so this spell is not useful for going back to the beginning of a melee that is still progressing.

This spell requires some knowledge of the destination time, so it cannot transport anyone into the future since the future is entirely unknown to the caster. Even spells that give knowledge of the future cannot give definite enough knowledge to allow this spell to work. It is possible to use this spell to travel forward in time, but only to the point in the caster's life when the caster first went back in time. Since the caster may not know exactly what is transpiring at the destination time, prudent time-travelers prepare for the worst. The errors in arrival for this spell occur in time rather than in location, since the character does not change locations at all. To see how closely the character arrives to the planned arrival time, consult this table.

Temporal
Distance Traveled
Temporal
Drift*
Chance of
Mishap
1 day to 1 month​
+/- 1d8 minutes​
5%​
1 month to 1 year​
+/- 1d8 hours​
7%​
1 year to 10 years​
+/- 1d20 hours​
10%​
10 years to 100 years​
+/- 1d8 days​
15%​
100 years to 1,000 years​
+/- 1d20 days​
20%​
1,000 years +​
+/- 1d20 months​
25%​
* There is a 50% chance that the number is a negative number.

Add or subtract the temporal drift to the destination time to determine the exact time of arrival.

Mishaps result in the spell failing and the character taking 1 point of Intelligence damage for every 10 years of expected time travel due to the mental bombardment that time travel brings with it. Thus, a character trying to transport through 100 years would take 10 points of Intelligence damage. Intelligence can be reduced to 0 through this damage (but not lower).

In the case that a traveler meets himself, the two are instantly destroyed and removed permanently from the timeline by the generated paradox (it cannot be recovered by the deities, only by a Demiurge or highter in power with the Transtemporal ability), unless it posses the Slipstream ability (in that case, both the version gains a Will save DC 500 for negate the effect; this save must be repeated every round in which at least one creature perceives both versions of the traveler; if the version of the past is the one that fail the save, they are both destroyed), while if he has the Transtemporal ability is immune. However, should a traveler die while traveling in the past, the traveler's body immediately vanishes from the point of time it traveled to and returns to the point where the spell was cast at the time that the spell was cast. In other words, if a traveler perishes in a fire, the instant that the traveler died in that fire is the instant in which the traveler is no longer in that time period, and the body is never found within that location since it returns to the moment of time in which the traveler finished the spell and began time traveling. A wish spell allow a number of creatures (up to the caster level of the caster of wish) to return to their time, in the point where the spell was cast, 1 second after the spell was cast.

As usual, creatures with the Slipstream cosmic ability cannot be undermined by time travel.

Contrary to normal epic spells, the teleport through time final DC cannot be reduced by adding participants, increasing the casting time, accepting to take damage or with other normal means that allow to reduce the DC of an epic spell.

Special Note: The introduction of time travel into any campaign can be fraught with peril, so tread carefully. Players will wonder how much they can mess with the timeline, and you may run into instances of the grandfather paradox. Further, changes made very far back in time cannot really be worked out completely because of the chaotic aspect of events. Thus, it is simplest to use the rule that changes in time are minor and somehow time smooths them out. This argues for a determinism and predestination in the ways of your world, but you can say that once events have transpired, small perturbations are possible (this person lives rather than dies, but does not contribute to events in a meaningful way), but the large-scale events themselves somehow happen anyway. If the cause is changed, another cause comes along. In the case of someone killing their own grandfather, the PC might find that he is the same but has a different family when returning to the present. As long as you keep the knowledge of how to travel in time restricted, your campaign will not fall apart.


You can create portals that traverse time rather than location. Portals share some common features and qualities. All portals are two-dimensional areas, usually a circle with a radius of up to 15 feet (you can increase the radius of 5 ft. for every 1,000,000,000 gp that you spend more than the standard price), but sometimes square, rectangular, or another shape. The portal itself is intangible and invisible. A portal is a one-way trip. Once created, a portal cannot be moved. For correctly activate the portal, it is necessary to make a Knowledge (History) check and a Use Magic Device check DC 40 with 1 minute of work. If even one check fails the portals does not activate. Once activated, the portal remain actived for 10 rounds.

Setting up a portal for time travel requires some knowledge of the destination time, so it cannot transport anyone into the future since the future is entirely unknown to the caster. Even spells that give knowledge of the future cannot give definite enough knowledge to allow this portal to work. Creatures who touch or pass through the area of the portal are instantly teleported through time to the moment the portal's activator has specified. It is not possible to poke one's head through a portal to see what's on the other side. A portal can only transport creatures that can fit through the portal's physical dimensions. If a creature or solid object already occupies the area where a portal leads, the user is instead transported to a suitable location as close as possible to the original destination. A suitable location has a surface strong enough to support and enough space to hold the user. Unattended objects cannot pass though a portal. For example, a character can carry any number or arrows through a portal but he cannot fire an arrow through a portal. An unattended object that hits a portal simply bounces off. Unless the builder has preset some limit, any number of creatures can pass through a portal each round. A creature using a portal can take along up to its heavy load of gear. In this ease, gear is anything a creature carries or touches. If two or more creatures touch the same piece of equipment, it counts against both creatures' weight limits.

As with the spell teleport through time, some temporal displacement occurs. The errors in arrival for this spell occur in time rather than in location. To see how closely the character arrives to the planned arrival time, consult this table. A portal never has a mishap.

Temporal
Distance Traveled
Temporal
Drift*
1 day to 1 month​
+/- 2d8 minutes​
1 month to 1 year​
+/- 2d8 hours​
1 year to 10 years​
+/- 4d20 hours​
10 years to 100 years​
+/- 5d8 days​
100 years to 1,000 years​
+/- 5d20 days​
1,000 years +​
+/- 5d20 months​
* There is a 50% chance that the number is a negative number.

Add or subtract the temporal drift to the destination time to determine the exact time of arrival.

In the case that a traveler meets himself, the two are instantly destroyed and removed permanently from the timeline by the generated paradox (it cannot be recovered by the deities, only by a Demiurge or highter in power with the Transtemporal ability), unless it posses the Slipstream ability (in that case, both the version gains a Will save DC 500 for negate the effect; this save must be repeated every round in which at least one creature perceives both versions of the traveler; if the version of the past is the one that fail the save, they are both destroyed), while if he has the Transtemporal ability is immune. However, should a traveler die while traveling in the past, the traveler's body immediately vanishes from the point of time it traveled to and returns to the point where the spell was cast at the time that the spell was cast. In other words, if a traveler perishes in a fire, the instant that the traveler died in that fire is the instant in which the traveler is no longer in that time period, and the body is never found within that location since it returns to the moment of time in which the traveler finished the spell and began time traveling. A wish spell allow a number of creatures (up to the caster level of the caster of wish) to return to their time, in the point where the spell was cast, 1 second after the spell was cast.

As usual, creatures with the Slipstream cosmic ability cannot be undermined by time travel.

Please refer to the spell teleport through time for more information on time travel and some ideas on how to handle it in your campaign.

Construction
A time portal’s is chiseled from a single block of hard stone, such as granite, weighing at least 10,000 pounds. The stone must be of exceptional quality, and costs 1,000,000 gp.
CL 500th; Price 200,000,000,000 gp
CONSTRUCTION REQUIREMENTS
Feats Craft Wondrous Item; Spells teleport through time, teleportation circle, wish; Special creator must be caster level 500th; Skill Check(s) Craft (stonemasonry) DC 900; Cost 100,000,000,000 gp
I actually really like the time travel spells, I think they're really cool.
 

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Obly99

Adventurer
An antimagic field is only a 10ft radius, this thing moves at a baseline of 300ft and has double actions so it could easily evade an antimagic field, and once it simply, moves out of the way, what's stopping it from just going back in time and killing the caster?

Honestly I can't really calculate this things CR due to everything I stated above. It has too many powers that even high level casters and players can do nothing about. It has several Cosmic Level abilities, how is a 40th level caster, rogue or fighter supposed to handle that?

I think it, tbh, needs to be severely revamped. It needs a focus and a clear way to fight it, moreover due to it having so many powers it's hard to use as a DM, it has more abilities than any other creature I've ever seen at basic epic levels which makes it overburdened and weighed down. Look through the epic monsters, even the IH Bestiary epic monsters and take a look at how many powers they have and what their powers do. They're concise, easy to pick up and use, and though extremely powerful, aren't so overwhelming nothing can possibly beat them.

Even the Nexus Dragon and Neutronium Golems are pretty straight forward and you can easily implement them. This on the other hand has so many powers it's very hard to keep track of and remember all of what it can do, moreover it's powers are so strong, like I said above, I can't reasonably calculate its CR, I'd say at least 75. It's lack of HD would eventually catch up to it, but I can't imagine anything less than a party at level 60 minimum defeating this thing, but again, without a clear way of doing so, it would be futile. Yes theoretically it could perhaps be grappled and dragged into a antimagic field but as it can spend time to act as an immediate action, that doesn't seem really plausible as it can save state or time warp teleport away, so even if it has used up all it's motes and aevum, it would just teleport away.

And even if you did kill it it would just respawn.

It's powers are just way too strong. It crits you, you die forever, it ages you to death whole age categories which means you die forever once you get past a certain threshold, it disintegrates you if you get killed by it, it launches you into the past, etc etc. It just gets to be a little much.
So the problem is that it has too much stuff and too powerful for such a level, right? Increase hit dice to 100 and put him as an opponent for high intermediate deities and low greater deities?
 

So the problem is that it has too much stuff and too powerful for such a level, right? Increase hit dice to 100 and put him as an opponent for high intermediate deities and low greater deities?
I think 100 HD, as long as that doesn't also entail getting a whole bunch of additional abilities, I mean update class features as needed of course, but I think that would make it certainly more usable and balanced. I also think, given it's position as a golem that hunts down wayward time travellers and maintains the stability of the space time continuum, making it stronger than CR 35, literally hit dice wise this is only 2 hd higher than a Phane, makes a lot of sense and stands to reason. It should be really strong, just balanced with what it's CR should actually be.
 
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Obly99

Adventurer
I think 100 HD, as long as that doesn't also entail getting a whole bunch of additional abilities, I mean update class features as needed of course, but I think that would make it certainly more usable and balanced. I also think, given it's position as a golem that hunts down wayward time travellers and maintains the stability of the space time continuum, making it stronger than CR 35, literally hit dice wise this is only 2 hd higher than a Phane, makes a lot of sense and stands to reason. It should be really strong, just balanced with what it's CR should actually be.
Do I possibly put that within the Time Zone area, it blocks the Time Dilation of all enemies? As usual, all creatures with Slipstream are immune to his temporal abilities (hence 99% of his sheet, including Unmaking).
 

Do I possibly put that within the Time Zone area, it blocks the Time Dilation of all enemies? As usual, all creatures with Slipstream are immune to his temporal abilities (hence 99% of his sheet, including Unmaking).
I would say yes, but not Transtemporal, if it's vulnerable to Slipstream, I think it being able to control the ebband flow of time within its Time Zone makes perfect sense.
 


Obly99

Adventurer
I think 100 HD, as long as that doesn't also entail getting a whole bunch of additional abilities, I mean update class features as needed of course, but I think that would make it certainly more usable and balanced. I also think, given it's position as a golem that hunts down wayward time travellers and maintains the stability of the space time continuum, making it stronger than CR 35, literally hit dice wise this is only 2 hd higher than a Phane, makes a lot of sense and stands to reason. It should be really strong, just balanced with what it's CR should actually be.
Time Killer (upgraded)

A mighty automaton stands before your eyes. Made of silvery metal and shaped like an elf, it appears to be gazing somewhere in the air, as if seeing things you don't notice. Suddenly there is a glow and it disappears.

Beyond Alignment (N) Large construct (extraplanar, time)

Init +32 (Always First); Senses darkvision 60 ft., sense the fracture, true seeing, x-ray; Perception +143

Aura time zone (300 ft.)

AC 181, touch 103, flat-footed 158 (+35 deflection, +16 Dex, +8 divine, +7 dodge, +78 natural, +28 insight, -1 size)

hp 6.140 (100d20+4.140) regeneration 30 (epic)

Fort +125, Ref +105, Will +116

Defensive Abilities alternate self, displacement, eternal, foresight, freedom of movement, improved evasion, insight; DR 60/—; Immune construct traits, magic, Terrestrial and Stellar Hazards; Resistance Dimensional Hazards

Weakness flaw of time

Offense

Speed 300 ft., air walk, Greater Starflight, Time Shift

Melee 3 slam +163 (20d10+81/18-20)

Ranged chronal cannon (80d20 plus time consummation)

Special Attacks alter probabilities, cancellation, chronal cannon (DC 103), mythic power (10/day, surge +1d12), powerful blow (slam), temporal displacement (DC 103), temporal island, time break (DC 103), time consummation (DC 103), trample (40d10 plus time break, DC 122)

Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 108th; concentration +151)

Constant—air walk, displacement, haste, tongues, true seeing

At-will—dimension door, freedom (remove temporal stasis only), greater teleport, interplanetary teleport, limited wish, plane shift (DC 60), sands of time (DC 56), slow (DC 56), temporal stasis (DC 61), time stop

8/day—wish

Str 118, Dex 42, Con —, Int 66, Wis 66, Cha 80

Base Atk +100; CMB +164; CMD 259

Feats Alertness, Cleave, Combat ExpertiseB, Combat Reflexes, Cornugon Smash, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Savant, Dimensional Step Up, Dodge, Great Cleave, Greater Fortitude, Greater Vital Strike, Improved Critical (slam), Improved Initiative, Improved Vital Strike, Power Attack, Run, Signature Skill (intimidate), Spring Attack, Stand Still, Step Up, Vital Strike, Weapon Focus (slam), Whirlwind Attack

Epic Feats Cat’s Fall, Good Fortitude, Greater Critical (slam), Improved Combat Reflexes, Improved Dodge, Sixth Sense, Superior Initiative

Skills All skills 111 + ability modifier

Languages Abyssal, Aklo, Celestial, Draconic, Ignan, Infernal, Terran, other 121; tongues

SQ aevum (do over, personal time, swap, temporal doppelganger, temporal feedback) 20/day, back to the future, foresee battle, magnetar, maven, might, motes of time 38/day, time dilation, time runner, unmaking, virtual size category +6, will of time

The Time Killer renounce 18 feats for 3 divine slots extra

Divine Abilities
• Adamantine Body (Ex): Your body become pure adamantine

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

• Iron Body (Ex): Your body become pure iron

• Omnicompetent (Ex): All skills are class skills

• Perfect Initiative (Ex): Always first

Cosmic Abilities (Esoteric)

• Apostasy (Su)B: You are beyond alignment

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

Alternate Self (Su)
Even if a creature find a way to overcome the Eternal ability, a time killer has a backup plan. When a time killer is permanently destroyed, it has a chance of being replaced by an exact duplicate of itself from an alternate timeline. If the time killer decides to invoke this power, the chance it works is 50%, plus a percentage equal to the time killer’s Charisma score (maximum 99%). If the power is successful the original time killer ceases to exist (and cannot be raised or restored by any power short of direct deific intervention of an Elder One with Double Time Portfolio). Instead, a new version of the time killer comes into existence from an alternate timeline. This time killer has the same memories and history as the original time killer, and is game-mechanically identical. If the body of the original time killer still exists and is in a location and situation that the new time killer would find acceptable, the new time killer appears in that place (wearing whatever the original time killer’s body was wearing). If not, the new time killer appears as close to the original time killer’s body with no equipment.

Alter Probabilities (Su)
The time killer may spend an aevum to bend future timelines towards a preferred set of results. The time killer may skew by 25% the chance of something happening that is determined by a percentile die roll. The percentile roll can represent something the time killer is aware of (like the chance of a creature being missed due to blink or displacement to 25% or 75%), or something more smoky, like an encounter on the table of the random encounters during a travel. If the percentile roll applies to an ongoing condition or effect, the skewed percentile lasts for 1 round per time killer HD. This ability cannot reduce the chance of something happening below 0%, nor increase it above 100%.

Back to the Future (Su)
The time killer can spend two motes to fling itself briefly into the future to observe the results of proposed acts or decisions in its present. The base chance for receiving meaningful information is 99%. This roll is made secretly by the GM. If the ability succeeds, the time killer gets one of the following four results:
  • Weal (if the action will probably bring good results).​
  • Woe (for bad results)​
  • Weal and woe (for both).​
  • Nothing (for actions that don’t have especially good or bad results).​
If the ability fails, the time killer gets the “nothing” result. There is no way to tell if a “nothing” result is the consequence of an action with no particular results or a failed use of this ability. This ability can see into the future only about 1 hour per HD of the time killer, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long term consequences of a contemplated action. All efforts to use this ability by the same time killer about the same topic use the same die result as the first use of the ability.

Cancellation (Su)
A creature or object reduced to 0 or less hp by a time killer is disintegrated by the flow of time.

Chronal Cannon (Su)
The time killer can shoot a cannon of time energy from its chest as a standard action. The time killer can choose to fire the cannon as a 1-mile line or a 360-foot cone. A successful DC 102 Reflex save halves the damage from this attack. This damage ignore hardness less than 100 and deal full damage to objects. The save DC is Charisma-based.

Do Over (Su)
As a swift action the time killer may spend 1 aevum to mark a moment as a restore point. All changes made during the next turn (damage dealt, resources spent, movement taken) should be noted by the GM. At the beginning of the time killer’s next turn, before taking any other actions, as a full-round action the time killer may spend two additional aevum to jump back in time to his restore point. This undoes everything that has happened in the past turn, since it marked a restore point. Creatures within 60 feet of the time killer remember the events of the now-erased round of action, while creatures further away are oblivious to the brief time jaunt.

Eternal (Ex)
The time killer always was and forever will be. So long as time continues to flow, the construct cannot truly be destroyed. If it is destroyed, another instance of the construct from elsewhere in time replaces itself. The construct can replace itself instantly, but it usually chooses to wait at least 1 week to study its attackers before it chooses to reappear. Because this ability require the time to flow, it’s deactivate in a time stop spell, a plane with the timeless trait or any other environment in which the time is stagnant.

Flaw of Time (Ex)
A time killer, despite eternal freedom, slipstream and the time subtype, is not immune to the slow spell and suffer a -8 penalty to save against it.

Foresee Battle (Su)
As a free action when rolling initiative, the time killer can spends 2 motes of time to roll twice on the initiative check and take the higher result.

Greater Starflight (Su)
A time killer can survive in the void of outer space, and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes a time killer 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM’s discretion).

Immunity to Magic (Ex)
A time killer is immune to any spell or spell-like ability that allows spell resistance, except as noted below.
• A slow spell negate the displacement, freedom of movement, and haste spell-like abilities, the improved evasion defensive ability and the time dilation special quality for its duration. Also, for its duration, the time killer replace immunity to magic for Power/Spell Resistance 118.

Insight (Su)
While its foresight ability is active, the time killer gains its Wisdom as an insight bonus to all saving throw (already calculated in the statistics).

Magnetar (Ex)
Once a time killer has identified a target for elimination, the two beings are inextricably linked, and the time killer can follow the target anywhere and in any time. Treat this as an infinite-range Spell Stowaway attuned to any magical methods of movement.

Might (Ex)
A time killer 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.

Mythic (Ex)
A time killer has Mythic Power (10/day, surge +1d12) and counts as a 10th-rank Mythic creature. A time killer can use any of its 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 spells.

Motes of Time (Su)
Every time killer has a pool of temporal energy generated by its interaction with the dimension of Time. A time killer can draw a number of motes from its temporal pool each day equal to 3 + its Charisma modifier. Regardless of the action taken or the number of motes spent, a time killer can only spend motes of time three times per round.

By spending 1 mote of time as a free action, the time killer can use one of the following mote powers.
  • Spare Second: Take a swift action that does not count against the time killer‘s normal limit of one swift action per round.​
  • Take Two: Act in the surprise round when the time killer would not normally be able to do so.​
  • Fast Suffering: Reduce the duration of any negative condition or effect from which it is suffering by 2d6 rounds.​
  • Personal Action: Take a move action as a swift action.​
  • Sudden Action: Grant an ally within 60 feet that it can see an additional move action on that ally’s next turn. In addition, the time killer can spend 1 mote of time as a swift or immediate action to grand itself or an ally within 60 ft. a +6d6 mote bonus to certain checks (see below). The time killer can decide to add this bonus immediately after seeing the result of the original die roll but before the result is revealed.​
  • Defensive Retry: One saving throw.​
  • Detailed Retry: One skill check or ability check.​
  • Offensive Retry: One attack roll.​
  • Time of Battle: One damage roll, or armor class (as a dodge bonus) until the beginning of its next turn.​

Personal Time (Su)
The time killer can take risky actions and, if things go badly, simply reverse its personal timeline to before it made the effort. At the beginning of its turn, the time killer spends an aevum as a free action. It then takes one normal round of actions, with all results noted temporarily. After its round of activity, before the next creature’s turn begins, the time killer must decide if it is going to keep the round of activity or just took, or rewind itself.

If it keeps the round of activity, any changes made to any character during its turn become permanent. If it decides to reverse it timeline, it goes back to the moment it spent the aevum, and all changes that occurred during its round are erased from all creatures and items. The time killer is left with a standard action, but is considered to have spent an aevum and made use already of its 2 move action and one standard action (or only one move action if time dilation is currently deactivated). No one but the time killer remembers actions that took place during a round of time it reverses, and only divination spells of 9th level or higher can reveal such events. If a time killer is killed or knocked unconscious during a round of personal time, it automatically reverses back to the beginning of its turn.

Sense the Fracture (Su)
A time killer automatically know if in the dimension where it is currently, a creature travel in time. The time killer automatically know the name and position of the creature and can teleport in his position (in any time) as a swift action using greater teleport, interplanetary teleport, or plane shift, automatically marking him for magnetar.

Swap (Su)
The time killer may spend 1 aevum as a swift action to stop time and trade places with a creature within 180 feet before restoring the flow of time. The creature must be one the time killer could reach with the movement available to him at the time the power is used. The creature must also be one the time killer could lift and carry (neither too heavy for the time killer to move at all, nor grappled, entangled, or otherwise anchored in place). If the time killer readies to use this power in response to an attack, he may make the Swap after the attack is announced, but before the roll is made. The attack cannot be aborted (because the time killer waits until it is already begun), and the attack roll is made against the new target. A time killer may spend 2 aevum to use this ability as an immediate action (which normally functions as if the time killer has readied to use the power).

Temporal Displacement (Su)
As a melee touch attack, a time killer can send a creature some rounds into the future. A DC 103 Will save negate the effect. On a failed save, the creature disappears in a flash of temporal energy only to reappear in the same space 6d6 rounds later. This effectively removes that creature from combat for the duration. If the space is occupied when the creature returns, it suffers no damage and is shunted aside. The save is Charisma-based.

Temporal Doppelganger (Su)
The time killer can spends 1 aevum to call a duplicate of himself from some time in the near past or future, from a time when the time killer wouldn’t have been doing anything important. The duplicate is controlled by the time killer as his own body, and the time killer can hear and act in both bodies (which use a single initiative check in combat). The duplicate lasts for 1 hour, and must remain on the same plane as the original time killer, or it dissipates (as if the duration of the ability had ended). The time killer may extend the duration for a second hour by spending two more aevum, extend it to a third hour by spending three more aevum, and so on. Although the time killer is literally in two places at once, his split mental attention means he can’t operate both timeline’s bodies at full efficiency. All actions taken by either body counts against the time killer’s total action for a round. For example the time killer could have one body take a move action and the other take a move action and a swift action, or he could have one body take a full-round action and the other just a 5-foot step (but remember time dilation). Similarly, any attacks of opportunity made by either body count against the time killer’s maximum number of attacks of opportunity per round. However, the time killer may take as many free actions as each body is capable of, rather than be limited to the number of free actions the GM considers reasonable for a single body to take. Also, since both bodies are the same physical form, just from two points in time, any damage dealt to either (including ability damage and ability drains) count against both. However, any effect suffered by one body affects only it as long as the two bodies are separate, but all effects still active on both bodies are added to the time killer’s single form when the Temporal Doppelganger ends.

Temporal Feedback (Su)
By spending an aevum when adjacent to an ally who recently used a limited resource ability, the time killer can grant that ally the use of their ability back. If the ability is limited to uses per day (such as smite evil), the ally regains 1 use. If the ability is drawn from a pool (such as channel energy, ki, bardic performance, or rage), the ally regains a number of uses of that ability up to 2d6 + the time killer’s Charisma modifier (35 for a typical time killer). This cannot give the ally more uses of their ability than their maximum allowed. The time killer can use this ability on itself for recharge the mote of times but not the aevum.

Temporal Island (Su)
As a free action, the time killer can spends 1 mote of time to charge its touch with the ability to block access to the timeways. Once within 1 minute, the time killer can make a touch attack against a creature. If the attack hits, the time killer can interrupt the target’s flow of time, raising the cost for that creature to activate abilities with motes of time by 1 mote for 1 hour. If the time killer spends 2 mote of times, it can use this ability to affect the target’s arcane pool, arcane reservoir, grit points, inspiration, ki pool, or panache points instead of its temporal pool. The effects of this ability do not stack, but multiple hits increase the duration by 1 hour for each hit.

Time
A creature with the time subtype has some connection to the Plane of time. They exist outside the normal flow of time and often age differently, sometimes not aging at all and other times actually aging backwards. They are immune to spells and effects that affect time. They also possess the following trait:

Foresight (Su)
Creatures with the time subtype are able to see a few seconds into the future preventing them from being surprised, caught flat-footed, or flanked. It also grants the creature an insight bonus to AC equal to its Wisdom bonus. This ability can be negated, but can be restarted as a free action on the creature’s next turn.

Time Break (Su)
When the time killer confirm a critical hit with its slam or a creature fail (or renounce the save) the Reflex save of trample, wild temporal energies risk moving the creature through time. The creature must make a Will save DC 103 or be hurled in a different time of the time killer choice. The time killer usually move the target millions of years in the past, when the planet was still a glowing ball in formation or when it didn't yet exist for the creature to die simply due to the hostile environment. If this is not enough to eliminate him, the time killer with sense the fracture can simple follow the target for finish the work. The save DC is Charisma-based.

Time Consummation (Su)
A creature or object that fail the saving throw of the chronal cannon must make a Fortitude save DC 103 or advance to the next age category. The target immediately takes the age penalties to Strength, Dexterity, and Constitution for its new age category, but does not gain the bonuses for that category. A creature whose age is unknown is treated as if the spell advances it to middle age. A creature advanced beyond venerable is disintegrated by the flow of time. Object, construct, undead, ageless or immortal creatures takes instead other 50d20 points of damage as time weathers and corrodes them if they fail the Fortitude saving throw. The save DC is Charisma-based.

Time Cross (Su)
The time killer can focus its timeline-stealing powers on a target, and steal from it a moment of success. It spends an aevum to make a ranged touch attack against any target it can see within 100 ft. + 10 ft./time killer HD (1.100 ft. for a typical time killer). If the time killer misses with this ranged attack it can try again (with each new attempt being its own standard action) for up to one minute per HD. Once a target is hit, as an immediate reaction, the time killer can force the target to re-roll a single attack roll, damage roll, skill check, or saving throw it is aware of that occurs while the time cross is active (a time period equal to one minute per time killer HD). The target must take the result of the second roll. After the target re-rolls once, the ability is discharged regardless of the outcome of the re-roll.

Time Dilation (Su)
The flow of time is distorted around the time killer. The time killer can take twice as many actions during the round than usual.

Time Runner (Su)
The time killer can move briefly through time, taking an action that does not exist in the normal sequence of reality. The time killer spends two motes as a free action to gain an additional move action. The time killer does not set off alarms or traps during this move action (though it may cause them to be triggered if, at the end of its run, the proper triggering situation still exists). It does not provoke attacks of opportunity during this move action, nor may other characters make Perception checks to notice the time killer during this move action. After the move action time catches up to the time killer, allowing triggered traps to go off and other creatures to immediately notice the time killer where it now stands.

Time Shift (Su)
When the time killer uses greater teleport, interplanetary teleport, or plane shift, it can arrive precisely at its decided location at any time in history (it can use them to transport other creatures to different points in time). Also, the time killer can use its plane shift spell-like ability for travel to and from the Dimension of Time.

Time Zone (Su)
The time killer generates a bubble of time-altering energy that slows existence around it. All of existence within 300 feet of it is paused from reality, allowing the time killer to act instantaneously relative to the reality outside of this area. All of reality within the bubble progresses as normal, allowing combat, exploration, and general life to continue normally. From an outsider view, this is perceived as all of the events within happening quicker than an instant and usually missed by outside creatures. This does not count as timeless for the eternal ability. Inside this area, all foe lose the benefit of the Seventh Sense Divine Ability and Time Dilation Cosmic Ability (as normal, creatures with Slipstream are immune to this) while all allies gains the benefit of haste.

Unmaking (Su)
An opponent selected with magnetar slain by a time killer is unmade–erased from the very fabric of time. No memories or recollections of the unmade creature exist anywhere in reality. Past events the creature was responsible for are now attributed to an unknown–even if they recently took place. For example, suppose a great hero saved a kingdom from certain doom and then suffers the unmaking. The kingdom is still safe, but no one can quite recall who saved it. A creature that suffers the unmaking cannot be raised, resurrected, or restored to life by any means–not even a wish can restore an unmade creature. A creature of demi-deity or above power with the Time Portfolio remember the erased creature, as well any creature with the ability to travel through time. Only the direct intervention of a lesser deity (or higher) with the Double Time Portfolio can restore one who suffers this fate. (the DM may consider an Epic quest of travel to the dimension of time to recover the shards of the erased creature as a viable alternative)

Will of Time (Ex)
This construct is fashioned with the knowledge of the time itself by an Elder One or higher being. This construct use d20’s for Hit Dice, has maximum hit points per Hit Die, +8 divine bonus, 8 divine abilities slots, maven, might, treats its Charisma score as its Constitution score for the purpose of saves and calculating hit point and gains Reflex and Will as good saves.

Time Killer
CL
144th; Price 800,000,000 gp
CONSTRUCTION
Requirements
Craft Construct, air walk, displacement, freedom, freedom of movement, greater teleport, interplanetary teleport, plane shift, time conduit, time stop, wish; Special creator must be caster level 144th, Double Time Portfolio, Divine Rank (or equivalent) 17; Skill Craft (armor) or Craft (weapons) DC 280; Cost 400,000,000 gp
 
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Time Killer (upgraded)

A mighty automaton stands before your eyes. Made of silvery metal and shaped like an elf, it appears to be gazing somewhere in the air, as if seeing things you don't notice. Suddenly there is a glow and it disappears.

Beyond Alignment (N) Large construct (extraplanar, time)

Init +32 (Always First); Senses darkvision 60 ft., sense the fracture, true seeing, x-ray; Perception +143

Aura time zone (300 ft.)

AC 181, touch 103, flat-footed 158 (+35 deflection, +16 Dex, +8 divine, +7 dodge, +78 natural, +28 insight, -1 size)

hp 6.140 (100d20+4.140) regeneration 30 (epic)

Fort +125, Ref +105, Will +116

Defensive Abilities alternate self, displacement, eternal, foresight, freedom of movement, improved evasion, insight; DR 60/—; Immune construct traits, magic, Terrestrial and Stellar Hazards; Resistance Dimensional Hazards

Weakness flaw of time

Offense

Speed 300 ft., air walk, Greater Starflight, Time Shift

Melee 3 slam +163 (20d10+81/18-20)

Ranged chronal cannon (80d20 plus time consummation)

Special Attacks alter probabilities, cancellation, chronal cannon (DC 103), mythic power (10/day, surge +1d12), powerful blow (slam), temporal displacement (DC 103), temporal island, time break (DC 103), time consummation (DC 103), trample (40d10 plus time break, DC 122)

Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 108th; concentration +151)

Constant—air walk, displacement, freedom of movement, haste, tongues, true seeing

At-will—dimension door, freedom (remove temporal stasis only), greater teleport, interplanetary teleport, limited wish, plane shift (DC 60), sands of time (DC 56), slow (DC 56), temporal stasis (DC 61), time stop

8/day—wish

Str 118, Dex 42, Con —, Int 66, Wis 66, Cha 80

Base Atk +100; CMB +x; CMD x

Feats Alertness, Cleave, Combat ExpertiseB, Combat Reflexes, Cornugon Smash, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Savant, Dimensional Step Up, Dodge, Great Cleave, Greater Fortitude, Greater Vital Strike, Improved Critical (slam), Improved Initiative, Improved Vital Strike, Power Attack, Run, Signature Skill (intimidate), Spring Attack, Stand Still, Step Up, Vital Strike, Weapon Focus (slam), Whirlwind Attack

Epic Feats Cat’s Fall, Good Fortitude, Greater Critical (slam), Improved Combat Reflexes, Improved Dodge, Sixth Sense, Superior Initiative

Skills All skills 111 + ability modifier

Languages Abyssal, Aklo, Celestial, Draconic, Ignan, Infernal, Terran, other 121; tongues

SQ aevum (do over, personal time, swap, temporal doppelganger, temporal feedback) 20/day, back to the future, foresee battle, magnetar, maven, might, motes of time 38/day, time dilation, time runner, unmaking, virtual size category +6, will of time

The Time Killer renounce 18 feats for 3 divine slots extra

Divine Abilities
• Adamantine Body (Ex): Your body become pure adamantine

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

• Iron Body (Ex): Your body become pure iron

• Omnicompetent (Ex): All skills are class skills

• Perfect Initiative (Ex): Always first

Cosmic Abilities (Esoteric)

• Apostasy (Su)B: You are beyond alignment

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

Alternate Self (Su)
Even if a creature find a way to overcome the Eternal ability, a time killer has a backup plan. When a time killer is permanently destroyed, it has a chance of being replaced by an exact duplicate of itself from an alternate timeline. If the time killer decides to invoke this power, the chance it works is 50%, plus a percentage equal to the time killer’s Charisma score (maximum 99%). If the power is successful the original time killer ceases to exist (and cannot be raised or restored by any power short of direct deific intervention of an Elder One with Double Time Portfolio). Instead, a new version of the time killer comes into existence from an alternate timeline. This time killer has the same memories and history as the original time killer, and is game-mechanically identical. If the body of the original time killer still exists and is in a location and situation that the new time killer would find acceptable, the new time killer appears in that place (wearing whatever the original time killer’s body was wearing). If not, the new time killer appears as close to the original time killer’s body with no equipment.

Alter Probabilities (Su)
The time killer may spend an aevum to bend future timelines towards a preferred set of results. The time killer may skew by 25% the chance of something happening that is determined by a percentile die roll. The percentile roll can represent something the time killer is aware of (like the chance of a creature being missed due to blink or displacement to 25% or 75%), or something more smoky, like an encounter on the table of the random encounters during a travel. If the percentile roll applies to an ongoing condition or effect, the skewed percentile lasts for 1 round per time killer HD. This ability cannot reduce the chance of something happening below 0%, nor increase it above 100%.

Back to the Future (Su)
The time killer can spend two motes to fling itself briefly into the future to observe the results of proposed acts or decisions in its present. The base chance for receiving meaningful information is 99%. This roll is made secretly by the GM. If the ability succeeds, the time killer gets one of the following four results:
  • Weal (if the action will probably bring good results).​
  • Woe (for bad results)​
  • Weal and woe (for both).​
  • Nothing (for actions that don’t have especially good or bad results).​
If the ability fails, the time killer gets the “nothing” result. There is no way to tell if a “nothing” result is the consequence of an action with no particular results or a failed use of this ability. This ability can see into the future only about 1 hour per HD of the time killer, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long term consequences of a contemplated action. All efforts to use this ability by the same time killer about the same topic use the same die result as the first use of the ability.

Cancellation (Su)
A creature or object reduced to 0 or less hp by a time killer is disintegrated by the flow of time.

Chronal Cannon (Su)
The time killer can shoot a cannon of time energy from its chest as a standard action. The time killer can choose to fire the cannon as a 1-mile line or a 360-foot cone. A successful DC 102 Reflex save halves the damage from this attack. The save DC is Charisma-based.

Do Over (Su)
As a swift action the time killer may spend 1 aevum to mark a moment as a restore point. All changes made during the next turn (damage dealt, resources spent, movement taken) should be noted by the GM. At the beginning of the time killer’s next turn, before taking any other actions, as a full-round action the time killer may spend two additional aevum to jump back in time to his restore point. This undoes everything that has happened in the past turn, since it marked a restore point. Creatures within 60 feet of the time killer remember the events of the now-erased round of action, while creatures further away are oblivious to the brief time jaunt.

Eternal (Ex)
The time killer always was and forever will be. So long as time continues to flow, the construct cannot truly be destroyed. If it is destroyed, another instance of the construct from elsewhere in time replaces itself. The construct can replace itself instantly, but it usually chooses to wait at least 1 week to study its attackers before it chooses to reappear. Because this ability require the time to flow, it’s deactivate in a time stop spell, a plane with the timeless trait or any other environment in which the time is stagnant.

Flaw of Time (Ex)
A time killer, despite slipstream and the time subtype, is not immune to the slow spell and suffer a -8 penalty to save against it.

Foresee Battle (Su)
As a free action when rolling initiative, the time killer can spends 2 motes of time to roll twice on the initiative check and take the higher result.

Greater Starflight (Su)
A time killer can survive in the void of outer space, and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes a time killer 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM’s discretion).

Immunity to Magic (Ex)
A time killer is immune to any spell or spell-like ability that allows spell resistance, except as noted below.
• A slow spell negate the displacement, freedom of movement, and haste spell-like abilities, the improved evasion defensive ability and the time dilation special quality for its duration. Also, for its duration, the time killer replace immunity to magic for Power/Spell Resistance 118.

Insight (Su)
While its foresight ability is active, the time killer gains its Wisdom as an insight bonus to all saving throw (already calculated in the statistics).

Magnetar (Ex)
Once a time killer has identified a target for elimination, the two beings are inextricably linked, and the time killer can follow the target anywhere and in any time. Treat this as an infinite-range Spell Stowaway attuned to any magical methods of movement.

Might (Ex)
A time killer 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.

Mythic (Ex)
A time killer has Mythic Power (10/day, surge +1d12) and counts as a 10th-rank Mythic creature. A time killer can use any of its 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 spells.

Motes of Time (Su)
Every time killer has a pool of temporal energy generated by its interaction with the dimension of Time. A time killer can draw a number of motes from its temporal pool each day equal to 3 + its Charisma modifier. Regardless of the action taken or the number of motes spent, a time killer can only spend motes of time three times per round.

By spending 1 mote of time as a free action, the time killer can use one of the following mote powers.
  • Spare Second: Take a swift action that does not count against the time killer‘s normal limit of one swift action per round.​
  • Take Two: Act in the surprise round when the time killer would not normally be able to do so.​
  • Fast Suffering: Reduce the duration of any negative condition or effect from which it is suffering by 2d6 rounds.​
  • Personal Action: Take a move action as a swift action.​
  • Sudden Action: Grant an ally within 60 feet that it can see an additional move action on that ally’s next turn. In addition, the time killer can spend 1 mote of time as a swift or immediate action to grand itself or an ally within 60 ft. a +6d6 mote bonus to certain checks (see below). The time killer can decide to add this bonus immediately after seeing the result of the original die roll but before the result is revealed.​
  • Defensive Retry: One saving throw.​
  • Detailed Retry: One skill check or ability check.​
  • Offensive Retry: One attack roll.​
  • Time of Battle: One damage roll, or armor class (as a dodge bonus) until the beginning of its next turn.​

Personal Time (Su)
The time killer can take risky actions and, if things go badly, simply reverse its personal timeline to before it made the effort. At the beginning of its turn, the time killer spends an aevum as a free action. It then takes one normal round of actions, with all results noted temporarily. After its round of activity, before the next creature’s turn begins, the time killer must decide if it is going to keep the round of activity or just took, or rewind itself.

If it keeps the round of activity, any changes made to any character during its turn become permanent. If it decides to reverse it timeline, it goes back to the moment it spent the aevum, and all changes that occurred during its round are erased from all creatures and items. The time killer is left with a standard action, but is considered to have spent an aevum and made use already of its 2 move action and one standard action (or only one move action if time dilation is currently deactivated). No one but the time killer remembers actions that took place during a round of time it reverses, and only divination spells of 9th level or higher can reveal such events. If a time killer is killed or knocked unconscious during a round of personal time, it automatically reverses back to the beginning of its turn.

Sense the Fracture (Su)
A time killer automatically know if in the dimension where it is currently, a creature travel in time. The time killer automatically know the name and position of the creature and can teleport in his position (in any time) as a swift action using greater teleport, interplanetary teleport, or plane shift, automatically marking him for magnetar.

Swap (Su)
The time killer may spend 1 aevum as a swift action to stop time and trade places with a creature within 180 feet before restoring the flow of time. The creature must be one the time killer could reach with the movement available to him at the time the power is used. The creature must also be one the time killer could lift and carry (neither too heavy for the time killer to move at all, nor grappled, entangled, or otherwise anchored in place). If the time killer readies to use this power in response to an attack, he may make the Swap after the attack is announced, but before the roll is made. The attack cannot be aborted (because the time killer waits until it is already begun), and the attack roll is made against the new target. A time killer may spend 2 aevum to use this ability as an immediate action (which normally functions as if the time killer has readied to use the power).

Temporal Displacement (Su)
As a melee touch attack, a time killer can send a creature some rounds into the future. A DC 103 Will save negate the effect. On a failed save, the creature disappears in a flash of temporal energy only to reappear in the same space 6d6 rounds later. This effectively removes that creature from combat for the duration. If the space is occupied when the creature returns, it suffers no damage and is shunted aside. The save is Charisma-based.

Temporal Doppelganger (Su)
The time killer can spends 1 aevum to call a duplicate of himself from some time in the near past or future, from a time when the time killer wouldn’t have been doing anything important. The duplicate is controlled by the time killer as his own body, and the time killer can hear and act in both bodies (which use a single initiative check in combat). The duplicate lasts for 1 hour, and must remain on the same plane as the original time killer, or it dissipates (as if the duration of the ability had ended). The time killer may extend the duration for a second hour by spending two more aevum, extend it to a third hour by spending three more aevum, and so on. Although the time killer is literally in two places at once, his split mental attention means he can’t operate both timeline’s bodies at full efficiency. All actions taken by either body counts against the time killer’s total action for a round. For example the time killer could have one body take a move action and the other take a move action and a swift action, or he could have one body take a full-round action and the other just a 5-foot step (but remember time dilation). Similarly, any attacks of opportunity made by either body count against the time killer’s maximum number of attacks of opportunity per round. However, the time killer may take as many free actions as each body is capable of, rather than be limited to the number of free actions the GM considers reasonable for a single body to take. Also, since both bodies are the same physical form, just from two points in time, any damage dealt to either (including ability damage and ability drains) count against both. However, any effect suffered by one body affects only it as long as the two bodies are separate, but all effects still active on both bodies are added to the time killer’s single form when the Temporal Doppelganger ends.

Temporal Feedback (Su)
By spending an aevum when adjacent to an ally who recently used a limited resource ability, the time killer can grant that ally the use of their ability back. If the ability is limited to uses per day (such as smite evil), the ally regains 1 use. If the ability is drawn from a pool (such as channel energy, ki, bardic performance, or rage), the ally regains a number of uses of that ability up to 2d6 + the time killer’s Charisma modifier (35 for a typical time killer). This cannot give the ally more uses of their ability than their maximum allowed. The time killer can use this ability on itself for recharge the mote of times but not the aevum.

Temporal Island (Su)
As a free action, the time killer can spends 1 mote of time to charge its touch with the ability to block access to the timeways. Once within 1 minute, the time killer can make a touch attack against a creature. If the attack hits, the time killer can interrupt the target’s flow of time, raising the cost for that creature to activate abilities with motes of time by 1 mote for 1 hour. If the time killer spends 2 mote of times, it can use this ability to affect the target’s arcane pool, arcane reservoir, grit points, inspiration, ki pool, or panache points instead of its temporal pool. The effects of this ability do not stack, but multiple hits increase the duration by 1 hour for each hit.

Time
A creature with the time subtype has some connection to the Plane of time. They exist outside the normal flow of time and often age differently, sometimes not aging at all and other times actually aging backwards. They are immune to spells and effects that affect time. They also possess the following trait:

Foresight (Su)
Creatures with the time subtype are able to see a few seconds into the future preventing them from being surprised, caught flat-footed, or flanked. It also grants the creature an insight bonus to AC equal to its Wisdom bonus. This ability can be negated, but can be restarted as a free action on the creature’s next turn.

Time Break (Su)
When the time killer confirm a critical hit with its slam or a creature fail (or renounce the save) the Reflex save of trample, wild temporal energies risk moving the creature through time. The creature must make a Will save DC 103 or be hurled in a different time of the time killer choice. The time killer usually move the target millions of years in the past, when the planet was still a glowing ball in formation or when it didn't yet exist for the creature to die simply due to the hostile environment. If this is not enough to eliminate him, the time killer with sense the fracture can simple follow the target for finish the work. The save DC is Charisma-based.

Time Consummation (Su)
A creature or object that fail the saving throw of the chronal cannon must make a Fortitude save DC 103 or advance to the next age category. The target immediately takes the age penalties to Strength, Dexterity, and Constitution for its new age category, but does not gain the bonuses for that category. A creature whose age is unknown is treated as if the spell advances it to middle age. A creature advanced beyond venerable is disintegrated by the flow of time. Object, construct, undead, ageless or immortal creatures takes instead other 50d20 points of damage as time weathers and corrodes them if they fail the Fortitude saving throw. The save DC is Charisma-based.

Time Cross (Su)
The time killer can focus its timeline-stealing powers on a target, and steal from it a moment of success. It spends an aevum to make a ranged touch attack against any target it can see within 100 ft. + 10 ft./time killer HD (1.100 ft. for a typical time killer). If the time killer misses with this ranged attack it can try again (with each new attempt being its own standard action) for up to one minute per HD. Once a target is hit, as an immediate reaction, the time killer can force the target to re-roll a single attack roll, damage roll, skill check, or saving throw it is aware of that occurs while the time cross is active (a time period equal to one minute per time killer HD). The target must take the result of the second roll. After the target re-rolls once, the ability is discharged regardless of the outcome of the re-roll.

Time Dilation (Su)
The flow of time is distorted around the time killer. The time killer can take twice as many actions during the round than usual.

Time Runner (Su)
The time killer can move briefly through time, taking an action that does not exist in the normal sequence of reality. The time killer spends two motes as a free action to gain an additional move action. The time killer does not set off alarms or traps during this move action (though it may cause them to be triggered if, at the end of its run, the proper triggering situation still exists). It does not provoke attacks of opportunity during this move action, nor may other characters make Perception checks to notice the time killer during this move action. After the move action time catches up to the time killer, allowing triggered traps to go off and other creatures to immediately notice the time killer where it now stands.

Time Shift (Su)
When the time killer uses greater teleport, interplanetary teleport, or plane shift, it can arrive precisely at its decided location at any time in history (it can use them to transport other creatures to different points in time). Also, the time killer can use its plane shift spell-like ability for travel to and from the Dimension of Time.

Time Zone (Su)
The time killer generates a bubble of time-altering energy that slows existence around it. All of existence within 300 feet of it is paused from reality, allowing the time killer to act instantaneously relative to the reality outside of this area. All of reality within the bubble progresses as normal, allowing combat, exploration, and general life to continue normally. From an outsider view, this is perceived as all of the events within happening quicker than an instant and usually missed by outside creatures. This does not count as timeless for the eternal ability. Inside this area, all foe lose the benefit of the Time Dilation Cosmic Ability (as normal, creatures with Slipstream are immune to this) while all allies gains the benefit of haste.

Unmaking (Su)
An opponent selected with magnetar slain by a time killer is unmade–erased from the very fabric of time. No memories or recollections of the unmade creature exist anywhere in reality. Past events the creature was responsible for are now attributed to an unknown–even if they recently took place. For example, suppose a great hero saved a kingdom from certain doom and then suffers the unmaking. The kingdom is still safe, but no one can quite recall who saved it. A creature that suffers the unmaking cannot be raised, resurrected, or restored to life by any means–not even a wish can restore an unmade creature. A creature of demi-deity or above power with the Time Portfolio remember the erased creature, as well any creature with the ability to travel through time. Only the direct intervention of a lesser deity (or higher) with the Double Time Portfolio can restore one who suffers this fate. (the DM may consider an Epic quest of travel to the dimension of time to recover the shards of the erased creature as a viable alternative)

Will of Time (Ex)
This construct is fashioned with the knowledge of the time itself by an Elder One or higher being. This construct use d20’s for Hit Dice, has maximum hit points per Hit Die, +8 divine bonus, 8 divine abilities slots, maven, might, treats its Charisma score as its Constitution score for the purpose of saves and calculating hit point and gains Reflex and Will as good saves.

Time Killer
CL
144th; Price 800,000,000 gp
CONSTRUCTION
Requirements
Craft Construct, air walk, displacement, freedom, freedom of movement, greater teleport, interplanetary teleport, plane shift, time conduit, time stop, wish; Special creator must be caster level 144th, Double Time Portfolio, Divine Rank (or equivalent) 17; Skill Craft (armor) or Craft (weapons) DC 280; Cost 400,000,000 gp
Nice, I think this works a lot better, it's strong and strong in a unique way, but I think a party of Lesser or Intermediate Deities would fare much better against something like this than Epic Characters.

I appreciate you taking the time to rebalance it. I think this is pretty cool.
 

Obly99

Adventurer
Nice, I think this works a lot better, it's strong and strong in a unique way, but I think a party of Lesser or Intermediate Deities would fare much better against something like this than Epic Characters.

I appreciate you taking the time to rebalance it. I think this is pretty cool.
Glad you liked it. I considered while recreating to give it Abrogate (Slipstream as a bonus) and x2 hp multiplier but figured it would be too much for that level and abandoned the idea.
 
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Obly99

Adventurer
Commision from @Bootlebat. I always found Tharizdun weird. In the canon is an intermediate deity that create the Abyss and all the deities imprison it. All the deities for an intermediate deity. Upgraded to Entity with some custom ability, powers from the Old One template (it create the Abyss) and changed from NE to CE (I tied him to the Abyss like its a true Old One).

Tharizdun

Beyond Alignment (CE) Macro-Medium Outsider (elemental, entity, evil, extraplanar)

Init +155 (Always First); Senses blindsight, cosmic consciousness (plane/galaxy), darkvision, divine senses (x20), low-light vision, true seeing, x-ray; Perception +390

Aura abominable (DC 287, 13.200 ft.), divine (DC 127, 13.200 ft.)

AC 509, touch 135, flat-footed 473 (+85 deflection, +30 Dex, +6 dodge, +32 divine, +374 natural, -28 size)

hp 291.840 (320d100+16.640)x6; fast healing 160, regeneration 160 (epic and good)

Fort +331, Ref +310, Will +364

Defensive Abilities cosmic firmament, cosmic string (1d10 minutes), sixth sense; DR 300/—; Immune ability damage and drain, acid, confusion, cold, death effects, electricity, energy drain, fear, insanity, mind-affecting, negative energy, enchantment, illusion and transmutation, death from massive damage, elemental traits, ooze traits, Terrestrial Hazards; Resistance all elements 100, Stellar Hazards; PR/SR 362, any spell which fails to penetrate Tharizdun spell resistance is reflected back upon the caster

Speed 2.000 ft., burrow 1.000 ft. (ground with maximum hardness of 74), fly 10.000 (perfect)

Melee bite +406 (80d20+82), 4 claws +406 (60d20+82), 2 wings +401 (40d20+41)

Space 5.335 ft.; Reach 8.000 ft.

Special Attacks elder elemental eye (DC 287), elemental storm, madness inside (DC 287), melt form, mythic surge 32/day (+20d6), touch of insanity (DC 287)

Spell-Like Abilities (CL 352th, concentration +469)

Constant—mindblank

At will—confusion (DC 131), insanity (DC 133), lesser confusion (DC 128), mind fog (DC 132), phantasmal killer (DC 132), rage, symbol of insanity (DC 134), touch of idiocy, weird (DC 135)

3/day—summon entropy (6d6 cogent or 3d4 juvenile void dragons; summon monster 80)

Str 174, Dex 70, Con 115, Int 80, Wis 70, Cha 180

Base Atk +320; CMB +462; CMD 593

Feats Alertness, Charismatic Initiative, Combat Expertise, Combat Reflexes, Dodge, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Mobility, 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 Sense, Shadow Strike, Subtle Body, Superior Initiative, Tenacious Body, Timely Dodge, Underwalker

Metamagic Feat Automatic Metamagic Capacity x5, 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

Skills Omnicompetent - All skills 355 + ability modifier

Languages Abyssal, Aklo, Celestial, Draconic, Infernal, Old Tongue, other 352 (GM’s discretion); telepathy 10.000 ft.

SQ cosmic might, creator of the abyss, divine traits (entity), madness, madness portfolio traits (Old One), massive, mythic, virtual size category +4

Environment: Bind in the Reality (Abyss)

Organization: Unique

Treasure: Incidental

Tharizdun renounce 108 feats for 18 Divine Ability slots extra

Divine Abilities

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

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

• Celerity (Ex): Speed x3

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

• Exoskeleton (Ex): Natural Armor bonus equal to ½ your hit die

• Heavenly Mind (Ex): Cha as luck to attack rolls

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

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

• Mutability (Ex): Gains ooze traits

• 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

• Squamous (Ex): Natural Armor bonus equal to 3/4 your hit die

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

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

Cosmic Abilities

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

• Apostasy (Su): You are beyond alignment

• Cosmic Consciousness (Su): Your senses extend to the edge of the universe

• Divine Inspiration (Var.): You gain one divine ability which you can change at will

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

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

Madness Portfolio Traits (Old One)

Granted Power: You cast enchantment spells at +1 level.

Lemming’s Wisdom (Ex): –32 competence penalty to wisdom

Shaky Morale (Ex): You cannot benefit from morale bonuses

• Shield of Madness (Ex): You are immune to mind affecting effects

• Scion of Madness (Ex): +32 competence bonus on attack rolls, damage rolls and armor class against opponents with a lower Wis. score than you

• Improved Summoning (Aberrations) (Su): Aberrations summoned have 50% more HD

• Instrument of Madness (Su): Immunities against your mind affecting attacks only 50% effective

• Uncanny Withering (Wis.) Mastery (Su): Assault your enemies with wisdom draining attacks

• Insane Soul (Ex): Do nothing that round and gain regeneration equal to ½ your HD

• Cosmic Serpent (Su)*: You can change an opponents alignment with a mere touch (CE only, DC 287)

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

• Total Wisdom (Su): Temporarily add single opponent’s wisdom score to your own

Uncanny Elemental Mastery

As a creature of the Primordial Chaos and an elemental, Tharizdun has a unique variant of the [Energy] Effect. This work as a Cosmic [Energy] effect that combine acid, cold, electricity, fire and sonic in a unique damage. Creatures with immunity or resistance against one or more of those elements does not apply them unless they have immunity or resistance against all of them (in case of different resistance values, apply the lower one).

Beam (Ray) 320d20; 13.200 ft.

Blast 160d20; 13.200 ft./825 ft. Standard action Ref 137/half

Blood 80d20; Melee automatic ability Ref DC 104/negate

Breath* 320d20; 625 ft. (cone) 3.300 ft. (line) Standard Ref 104/half

Hand 480d20; Melee Touch

Immolation 480d20; 13.200 ft. radius Free/Standard Ref 104/half

Storm 80d20; 13.200 ft. radius Standard/Free – Special Ref 137/half

Strike 80d20; Melee (bonus) Free -

Wrath (Gaze) 320d20; all creature 13.200 ft. Will 237/negate (see elder elemental eye)

Uncanny Withering (Wis.) Mastery

Beam (Ray) 32; 13.200 ft.

Blast 16; 13.200 ft./825 ft. Standard action Ref 137/half

Blood 8; Melee automatic ability Ref DC 104/negate

Breath* 32; 625 ft. (cone) 3.300 ft. (line) Standard Ref 104/half

Hand 48; Melee Touch

Immolation 48; 13.200 ft. radius Free/Standard Ref 104/half

Storm 8; 13.200 ft. radius Standard/Free – Special Ref 137/half

Strike 8; Melee (bonus) Free -

Wrath (Gaze) 16; all creature in 825 ft. – Will 137/negate

Abominable (Su)
Inside the area of the divine aura of Tharizdun, illusion of unspeakable horrors lurk. All foes suffer this effect every round they are inside this area. The target first gets a Will save DC 287 to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save DC 287 or die from fear. Even if the Fortitude save is successful, the subject takes 60d20 points of damage. This is a death, emotion, fear, illusion (phantasma), mind-affecting effect. The save DC is Charisma-based.

Alter Reality (Su)
Once per round as a free action Tharizdun can duplicate any spell of 14th-level or less. This ability can also duplicate any epic spells of DC 410 or less. Other use of this ability are GM’s discretion.

Cosmic Might (Ex)
Tharizdun deals d20'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.

Creator of the Abyss (Ex)
Tharizdun create the Abyss, making it much more like an Old One than an Entity. This give it the Cosmic Firmament ability of the Old One template, a x6 hit point multiplier and gains Cosmic Serpent (CE only) instead of Starstruck from the Elder One ability of the Madness Portfolio.

Divine Traits (Entity) (Ex)
As an entity, Tharizdun 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. Tharizdun’s natural attacks or any weapons it 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.

Elder Elemental Eye (Su)
When Tharizdun use the Wrath version of the Uncanny Elemental Mastery, its damage increase to equal its HD instead of ¼, the range to equal its divine aura, the save DC gains a +100 bonus and a successful save only half the damage instead of negate it.

Elemental Storm (Su)
As a full-round action that provoke opportunity, Tharizdun can increase the area of the Wrath version of the Uncanny Elemental Mastery to its line of sight until the start of its next round.

Grant Spells
Tharizdun can grant spells of any level. It grant access to the domains of Air, Chaos, Destruction, Earth, Evil, Fire, Madness, and Water and to the subdomains of Catastrophe, Corruption, Entropy, Ice, Insanity, Lightning, and Wind.

Madness (Ex)
Tharizdun uses its Charisma modifier on Will saves instead of its Wisdom modifier, and is immune to confusion, fear, and insanity effects. Only a miracle or wish spell from a creature with First One (or equivalent) or higher power can cure Tharizdun’s madness. If this occurs, Tharizdun gains 60 points of Wisdom and loses 60 points of Charisma.

Madness Inside (Ex)
Anyone targeting Tharizdun with a thought detection, mind control, or telepathic ability makes direct contact with the vortex of madness that is its mind and takes 10d12 points of Wisdom drain and then must make a Will save DC 287 or go permanently insane (those immune to Wisdom drain must still save or go insane). Creatures with the Madness Portfolio, native to the Far Realms/Dark Tapestry or with the Mad Mind ability (Great Old Ones and Outer Gods mainly) are immune to this ability. The save DC is Charisma-based.

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

Melt Form (Su)
If Tharizdun hits with three or more natural attacks in a round the same living or undead corporeal opponent, it partly destabilizes its foe's physical form, dealing additional 100d20 damage and 12d6 points of Constitution drain (Charisma drain if undead). If a creature is drained to 0 Constitution (Charisma if undead), two different things happen. If the creature is undead, his dead body is reduced to ash, as for the disintegrate spell. If the creature is living, all the Constitution drain is cured and gains the Eldritch Abomination template (Necromancers of the Northwest ; any type of corporeal creatures other than construct and undead; CE alignment) and the Corporeal Instability (tied to any melee natural attack of the creature; 1d4 Wis drain per DR of the base creature (minimum 1d4); Will DC 10 + ½ HD of the creature + Con mod instead of fixed 15) and the Resistant to Transformation abilities of the Chaos Beast, becoming a fanatic willing servitor of Tharizdun. It's possible remove the transformation (template, abilities and fanatic willing servitor of Tharizdun; effectively returning the creature to its previous state) with a miracle or wish spell that make a caster level check against a DC of 138 (1/3 HD + DR of Tharizdun). In case of a successful check, the creature is free from this corruption but due to shock to have his body remodeled is reduced to 1 hp and staggered for 1 minute.

Mythic (Ex)
Tharizdun has Mythic Power (32/day, Surge +20d6) and counts as a 32th-rank Mythic creature. Tharizdun 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. It can also expend Mythic Power to use the augmented versions of these spells.

Touch of Insanity (Su)
As a standard action, Tharizdun can make a melee touch attack against a creature within reach. If the attack hit, the target must make a Will save DC 287 or he goes completely insane (as a combination of the feeblemind and insanity spells; this ignore immunity to compulsion or mind-affecting effects of creatures less than Sidereals). This insanity can be cured only by a miracle or wish spell that make a caster level check against a DC of 138 (1/3 HD + DR of Tharizdun). Once a creature succeed this save, he is immune to touch of insanity for 1 year. The save DC is Charisma-based.
 

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Bootlebat

Explorer
Commision from @Bootlebat. I always found Tharizdun weird. In the canon is an intermediate deity that create the Abyss and all the deities imprison it. All the deities for an intermediate deity. Upgraded to Entity with some custom ability, powers from the Old One template (it create the Abyss) and changed from NE to CE (I tied him to the Abyss like its a true Old One).

Tharizdun

Beyond Alignment (CE) Macro-Medium Outsider (elemental, entity, evil, extraplanar)

Init +155 (Always First); Senses blindsight, cosmic consciousness (plane/galaxy), darkvision, divine senses (x20), low-light vision, true seeing, x-ray; Perception +390

Aura abominable (DC 287, 13.200 ft.), divine (DC 127, 13.200 ft.)

AC 509, touch 135, flat-footed 473 (+85 deflection, +30 Dex, +6 dodge, +32 divine, +374 natural, -28 size)

hp 291.840 (320d100+16.640)x6; fast healing 160, regeneration 160 (epic and good)

Fort +331, Ref +310, Will +364

Defensive Abilities cosmic firmament, cosmic string (1d10 minutes), sixth sense; DR 300/—; Immune ability damage and drain, acid, confusion, cold, death effects, electricity, energy drain, fear, insanity, mind-affecting, negative energy, enchantment, illusion and transmutation, death from massive damage, elemental traits, ooze traits, Terrestrial Hazards; Resistance all elements 100, Stellar Hazards; PR/SR 362, any spell which fails to penetrate Tharizdun spell resistance is reflected back upon the caster

Speed 2.000 ft., burrow 1.000 ft. (ground with maximum hardness of 74), fly 10.000 (perfect)

Melee bite +406 (80d20+82), 4 claws +406 (60d20+82), 2 wings +401 (40d20+41)

Space 5.335 ft.; Reach 8.000 ft.

Special Attacks elder elemental eye (DC 287), elemental storm, madness inside (DC 287), melt form, mythic surge 32/day (+20d6), touch of insanity (DC 287)

Spell-Like Abilities (CL 352th, concentration +469)

Constant—mindblank

At will—confusion (DC 131), insanity (DC 133), lesser confusion (DC 128), mind fog (DC 132), phantasmal killer (DC 132), rage, symbol of insanity (DC 134), touch of idiocy, weird (DC 135)

3/day—summon entropy (6d6 cogent or 3d4 juvenile void dragons; summon monster 80)

Str 174, Dex 70, Con 115, Int 80, Wis 70, Cha 180

Base Atk +320; CMB +462; CMD 593

Feats Alertness, Charismatic Initiative, Combat Expertise, Combat Reflexes, Dodge, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Mobility, 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 Sense, Shadow Strike, Subtle Body, Superior Initiative, Tenacious Body, Timely Dodge, Underwalker

Metamagic Feat Automatic Metamagic Capacity x5, 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

Skills Omnicompetent - All skills 355 + ability modifier

Languages Abyssal, Aklo, Celestial, Draconic, Infernal, Old Tongue, other 352 (GM’s discretion); telepathy 10.000 ft.

SQ cosmic might, creator of the abyss, divine traits (entity), madness, madness portfolio traits (Old One), massive, mythic, virtual size category +4

Environment: Bind in the Reality (Abyss)

Organization: Unique

Treasure: Incidental

Tharizdun renounce 108 feats for 18 Divine Ability slots extra

Divine Abilities

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

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

• Celerity (Ex): Speed x3

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

• Exoskeleton (Ex): Natural Armor bonus equal to ½ your hit die

• Heavenly Mind (Ex): Cha as luck to attack rolls

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

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

• Mutability (Ex): Gains ooze traits

• 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

• Squamous (Ex): Natural Armor bonus equal to 3/4 your hit die

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

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

Cosmic Abilities

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

• Apostasy (Su): You are beyond alignment

• Cosmic Consciousness (Su): Your senses extend to the edge of the universe

• Divine Inspiration (Var.): You gain one divine ability which you can change at will

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

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

Madness Portfolio Traits (Old One)

Granted Power: You cast enchantment spells at +1 level.

Lemming’s Wisdom (Ex): –32 competence penalty to wisdom

Shaky Morale (Ex): You cannot benefit from morale bonuses

• Shield of Madness (Ex): You are immune to mind affecting effects

• Scion of Madness (Ex): +32 competence bonus on attack rolls, damage rolls and armor class against opponents with a lower Wis. score than you

• Improved Summoning (Aberrations) (Su): Aberrations summoned have 50% more HD

• Instrument of Madness (Su): Immunities against your mind affecting attacks only 50% effective

• Uncanny Withering (Wis.) Mastery (Su): Assault your enemies with wisdom draining attacks

• Insane Soul (Ex): Do nothing that round and gain regeneration equal to ½ your HD

• Cosmic Serpent (Su)*: You can change an opponents alignment with a mere touch (CE only, DC 287)

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

• Total Wisdom (Su): Temporarily add single opponent’s wisdom score to your own

Uncanny Elemental Mastery

As a creature of the Primordial Chaos and an elemental, Tharizdun has a unique variant of the [Energy] Effect. This work as a Cosmic [Energy] effect that combine acid, cold, electricity, fire and sonic in a unique damage. Creatures with immunity or resistance against one or more of those elements does not apply them unless they have immunity or resistance against all of them (in case of different resistance values, apply the lower one).

Beam (Ray) 320d20; 13.200 ft.

Blast 160d20; 13.200 ft./825 ft. Standard action Ref 137/half

Blood 80d20; Melee automatic ability Ref DC 104/negate

Breath* 320d20; 625 ft. (cone) 3.300 ft. (line) Standard Ref 104/half

Hand 480d20; Melee Touch

Immolation 480d20; 13.200 ft. radius Free/Standard Ref 104/half

Storm 80d20; 13.200 ft. radius Standard/Free – Special Ref 137/half

Strike 80d20; Melee (bonus) Free -

Wrath (Gaze) 320d20; all creature 13.200 ft. Will 237/negate (see elder elemental eye)

Uncanny Withering (Wis.) Mastery

Beam (Ray) 32; 13.200 ft.

Blast 16; 13.200 ft./825 ft. Standard action Ref 137/half

Blood 8; Melee automatic ability Ref DC 104/negate

Breath* 32; 625 ft. (cone) 3.300 ft. (line) Standard Ref 104/half

Hand 48; Melee Touch

Immolation 48; 13.200 ft. radius Free/Standard Ref 104/half

Storm 8; 13.200 ft. radius Standard/Free – Special Ref 137/half

Strike 8; Melee (bonus) Free -

Wrath (Gaze) 16; all creature in 825 ft. – Will 137/negate

Abominable (Su)
Inside the area of the divine aura of Tharizdun, illusion of unspeakable horrors lurk. All foes suffer this effect every round they are inside this area. The target first gets a Will save DC 287 to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save DC 287 or die from fear. Even if the Fortitude save is successful, the subject takes 60d20 points of damage. This is a death, emotion, fear, illusion (phantasma), mind-affecting effect. The save DC is Charisma-based.

Alter Reality (Su)
Once per round as a free action Tharizdun can duplicate any spell of 14th-level or less. This ability can also duplicate any epic spells of DC 410 or less. Other use of this ability are GM’s discretion.

Cosmic Might (Ex)
Tharizdun deals d20'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.

Creator of the Abyss (Ex)
Tharizdun create the Abyss, making it much more like an Old One than an Entity. This give it the Cosmic Firmament ability of the Old One template, a x6 hit point multiplier and gains Cosmic Serpent (CE only) instead of Starstruck from the Elder One ability of the Madness Portfolio.

Divine Traits (Entity) (Ex)
As an entity, Tharizdun 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. Tharizdun’s natural attacks or any weapons it 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.

Elder Elemental Eye (Su)
When Tharizdun use the Wrath version of the Uncanny Elemental Mastery, its damage increase to equal its HD instead of ¼, the range to equal its divine aura, the save DC gains a +100 bonus and a successful save only half the damage instead of negate it.

Elemental Storm (Su)
As a full-round action that provoke opportunity, Tharizdun can increase the area of the Wrath version of the Uncanny Elemental Mastery to its line of sight until the start of its next round.

Grant Spells
Tharizdun can grant spells of any level. It grant access to the domains of Air, Chaos, Destruction, Earth, Evil, Fire, Madness, and Water and to the subdomains of Catastrophe, Corruption, Entropy, Ice, Insanity, Lightning, and Wind.

Madness (Ex)
Tharizdun uses its Charisma modifier on Will saves instead of its Wisdom modifier, and is immune to confusion, fear, and insanity effects. Only a miracle or wish spell from a creature with First One (or equivalent) or higher power can cure Tharizdun’s madness. If this occurs, Tharizdun gains 60 points of Wisdom and loses 60 points of Charisma.

Madness Inside (Ex)
Anyone targeting Tharizdun with a thought detection, mind control, or telepathic ability makes direct contact with the vortex of madness that is its mind and takes 10d12 points of Wisdom drain and then must make a Will save DC 287 or go permanently insane (those immune to Wisdom drain must still save or go insane). Creatures with the Madness Portfolio, native to the Far Realms/Dark Tapestry or with the Mad Mind ability (Great Old Ones and Outer Gods mainly) are immune to this ability. The save DC is Charisma-based.

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

Melt Form (Su)
If Tharizdun hits with three or more natural attacks in a round the same corporeal opponent, it partly destabilizes its foe's physical form, dealing additional 100d20 damage and 12d6 points of Constitution drain (Charisma drain if undead). If the victim is drained to 0 Constitution (Charisma if undead), its dead body is reduced to ash, as for the disintegrate spell.

Mythic (Ex)
Tharizdun has Mythic Power (32/day, Surge +20d6) and counts as a 32th-rank Mythic creature. Tharizdun 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. It can also expend Mythic Power to use the augmented versions of these spells.

Touch of Insanity (Su)
As a standard action, Tharizdun can make a melee touch attack against a creature within reach. If the attack hit, the target must make a Will save DC 287 or he goes completely insane (as a combination of the feeblemind and insanity spells; this ignore immunity to compulsion or mind-affecting effects of creatures less than Sidereals). This insanity can be cured only by a miracle or wish spell that make a caster level check against a DC of 138 (1/3 HD + DR of Tharizdun). Once a creature succeed this save, he is immune to touch of insanity for 1 year. The save DC is Charisma-based.
Aweome, just two questsions:
Why does he have apostacy? It seems out of character since he is THE god of evil in Greahawk,That said, I fully support changing him to CE. Secondly why does he only have a single portfolio (and not even a double)?
 

Commision from @Bootlebat. I always found Tharizdun weird. In the canon is an intermediate deity that create the Abyss and all the deities imprison it. All the deities for an intermediate deity. Upgraded to Entity with some custom ability, powers from the Old One template (it create the Abyss) and changed from NE to CE (I tied him to the Abyss like its a true Old One).

Tharizdun

Beyond Alignment (CE) Macro-Medium Outsider (elemental, entity, evil, extraplanar)

Init +155 (Always First); Senses blindsight, cosmic consciousness (plane/galaxy), darkvision, divine senses (x20), low-light vision, true seeing, x-ray; Perception +390

Aura abominable (DC 287, 13.200 ft.), divine (DC 127, 13.200 ft.)

AC 509, touch 135, flat-footed 473 (+85 deflection, +30 Dex, +6 dodge, +32 divine, +374 natural, -28 size)

hp 291.840 (320d100+16.640)x6; fast healing 160, regeneration 160 (epic and good)

Fort +331, Ref +310, Will +364

Defensive Abilities cosmic firmament, cosmic string (1d10 minutes), sixth sense; DR 300/—; Immune ability damage and drain, acid, confusion, cold, death effects, electricity, energy drain, fear, insanity, mind-affecting, negative energy, enchantment, illusion and transmutation, death from massive damage, elemental traits, ooze traits, Terrestrial Hazards; Resistance all elements 100, Stellar Hazards; PR/SR 362, any spell which fails to penetrate Tharizdun spell resistance is reflected back upon the caster

Speed 2.000 ft., burrow 1.000 ft. (ground with maximum hardness of 74), fly 10.000 (perfect)

Melee bite +406 (80d20+82), 4 claws +406 (60d20+82), 2 wings +401 (40d20+41)

Space 5.335 ft.; Reach 8.000 ft.

Special Attacks elder elemental eye (DC 287), elemental storm, madness inside (DC 287), melt form, mythic surge 32/day (+20d6), touch of insanity (DC 287)

Spell-Like Abilities (CL 352th, concentration +469)

Constant—mindblank

At will—confusion (DC 131), insanity (DC 133), lesser confusion (DC 128), mind fog (DC 132), phantasmal killer (DC 132), rage, symbol of insanity (DC 134), touch of idiocy, weird (DC 135)

3/day—summon entropy (6d6 cogent or 3d4 juvenile void dragons; summon monster 80)

Str 174, Dex 70, Con 115, Int 80, Wis 70, Cha 180

Base Atk +320; CMB +462; CMD 593

Feats Alertness, Charismatic Initiative, Combat Expertise, Combat Reflexes, Dodge, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Mobility, 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 Sense, Shadow Strike, Subtle Body, Superior Initiative, Tenacious Body, Timely Dodge, Underwalker

Metamagic Feat Automatic Metamagic Capacity x5, 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

Skills Omnicompetent - All skills 355 + ability modifier

Languages Abyssal, Aklo, Celestial, Draconic, Infernal, Old Tongue, other 352 (GM’s discretion); telepathy 10.000 ft.

SQ cosmic might, creator of the abyss, divine traits (entity), madness, madness portfolio traits (Old One), massive, mythic, virtual size category +4

Environment: Bind in the Reality (Abyss)

Organization: Unique

Treasure: Incidental

Tharizdun renounce 108 feats for 18 Divine Ability slots extra

Divine Abilities

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

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

• Celerity (Ex): Speed x3

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

• Exoskeleton (Ex): Natural Armor bonus equal to ½ your hit die

• Heavenly Mind (Ex): Cha as luck to attack rolls

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

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

• Mutability (Ex): Gains ooze traits

• 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

• Squamous (Ex): Natural Armor bonus equal to 3/4 your hit die

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

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

Cosmic Abilities

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

• Apostasy (Su): You are beyond alignment

• Cosmic Consciousness (Su): Your senses extend to the edge of the universe

• Divine Inspiration (Var.): You gain one divine ability which you can change at will

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

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

Madness Portfolio Traits (Old One)

Granted Power: You cast enchantment spells at +1 level.

Lemming’s Wisdom (Ex): –32 competence penalty to wisdom

Shaky Morale (Ex): You cannot benefit from morale bonuses

• Shield of Madness (Ex): You are immune to mind affecting effects

• Scion of Madness (Ex): +32 competence bonus on attack rolls, damage rolls and armor class against opponents with a lower Wis. score than you

• Improved Summoning (Aberrations) (Su): Aberrations summoned have 50% more HD

• Instrument of Madness (Su): Immunities against your mind affecting attacks only 50% effective

• Uncanny Withering (Wis.) Mastery (Su): Assault your enemies with wisdom draining attacks

• Insane Soul (Ex): Do nothing that round and gain regeneration equal to ½ your HD

• Cosmic Serpent (Su)*: You can change an opponents alignment with a mere touch (CE only, DC 287)

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

• Total Wisdom (Su): Temporarily add single opponent’s wisdom score to your own

Uncanny Elemental Mastery

As a creature of the Primordial Chaos and an elemental, Tharizdun has a unique variant of the [Energy] Effect. This work as a Cosmic [Energy] effect that combine acid, cold, electricity, fire and sonic in a unique damage. Creatures with immunity or resistance against one or more of those elements does not apply them unless they have immunity or resistance against all of them (in case of different resistance values, apply the lower one).

Beam (Ray) 320d20; 13.200 ft.

Blast 160d20; 13.200 ft./825 ft. Standard action Ref 137/half

Blood 80d20; Melee automatic ability Ref DC 104/negate

Breath* 320d20; 625 ft. (cone) 3.300 ft. (line) Standard Ref 104/half

Hand 480d20; Melee Touch

Immolation 480d20; 13.200 ft. radius Free/Standard Ref 104/half

Storm 80d20; 13.200 ft. radius Standard/Free – Special Ref 137/half

Strike 80d20; Melee (bonus) Free -

Wrath (Gaze) 320d20; all creature 13.200 ft. Will 237/negate (see elder elemental eye)

Uncanny Withering (Wis.) Mastery

Beam (Ray) 32; 13.200 ft.

Blast 16; 13.200 ft./825 ft. Standard action Ref 137/half

Blood 8; Melee automatic ability Ref DC 104/negate

Breath* 32; 625 ft. (cone) 3.300 ft. (line) Standard Ref 104/half

Hand 48; Melee Touch

Immolation 48; 13.200 ft. radius Free/Standard Ref 104/half

Storm 8; 13.200 ft. radius Standard/Free – Special Ref 137/half

Strike 8; Melee (bonus) Free -

Wrath (Gaze) 16; all creature in 825 ft. – Will 137/negate

Abominable (Su)
Inside the area of the divine aura of Tharizdun, illusion of unspeakable horrors lurk. All foes suffer this effect every round they are inside this area. The target first gets a Will save DC 287 to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save DC 287 or die from fear. Even if the Fortitude save is successful, the subject takes 60d20 points of damage. This is a death, emotion, fear, illusion (phantasma), mind-affecting effect. The save DC is Charisma-based.

Alter Reality (Su)
Once per round as a free action Tharizdun can duplicate any spell of 14th-level or less. This ability can also duplicate any epic spells of DC 410 or less. Other use of this ability are GM’s discretion.

Cosmic Might (Ex)
Tharizdun deals d20'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.

Creator of the Abyss (Ex)
Tharizdun create the Abyss, making it much more like an Old One than an Entity. This give it the Cosmic Firmament ability of the Old One template, a x6 hit point multiplier and gains Cosmic Serpent (CE only) instead of Starstruck from the Elder One ability of the Madness Portfolio.

Divine Traits (Entity) (Ex)
As an entity, Tharizdun 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. Tharizdun’s natural attacks or any weapons it 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.

Elder Elemental Eye (Su)
When Tharizdun use the Wrath version of the Uncanny Elemental Mastery, its damage increase to equal its HD instead of ¼, the range to equal its divine aura, the save DC gains a +100 bonus and a successful save only half the damage instead of negate it.

Elemental Storm (Su)
As a full-round action that provoke opportunity, Tharizdun can increase the area of the Wrath version of the Uncanny Elemental Mastery to its line of sight until the start of its next round.

Grant Spells
Tharizdun can grant spells of any level. It grant access to the domains of Air, Chaos, Destruction, Earth, Evil, Fire, Madness, and Water and to the subdomains of Catastrophe, Corruption, Entropy, Ice, Insanity, Lightning, and Wind.

Madness (Ex)
Tharizdun uses its Charisma modifier on Will saves instead of its Wisdom modifier, and is immune to confusion, fear, and insanity effects. Only a miracle or wish spell from a creature with First One (or equivalent) or higher power can cure Tharizdun’s madness. If this occurs, Tharizdun gains 60 points of Wisdom and loses 60 points of Charisma.

Madness Inside (Ex)
Anyone targeting Tharizdun with a thought detection, mind control, or telepathic ability makes direct contact with the vortex of madness that is its mind and takes 10d12 points of Wisdom drain and then must make a Will save DC 287 or go permanently insane (those immune to Wisdom drain must still save or go insane). Creatures with the Madness Portfolio, native to the Far Realms/Dark Tapestry or with the Mad Mind ability (Great Old Ones and Outer Gods mainly) are immune to this ability. The save DC is Charisma-based.

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

Melt Form (Su)
If Tharizdun hits with three or more natural attacks in a round the same corporeal opponent, it partly destabilizes its foe's physical form, dealing additional 100d20 damage and 12d6 points of Constitution drain (Charisma drain if undead). If the victim is drained to 0 Constitution (Charisma if undead), its dead body is reduced to ash, as for the disintegrate spell.

Mythic (Ex)
Tharizdun has Mythic Power (32/day, Surge +20d6) and counts as a 32th-rank Mythic creature. Tharizdun 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. It can also expend Mythic Power to use the augmented versions of these spells.

Touch of Insanity (Su)
As a standard action, Tharizdun can make a melee touch attack against a creature within reach. If the attack hit, the target must make a Will save DC 287 or he goes completely insane (as a combination of the feeblemind and insanity spells; this ignore immunity to compulsion or mind-affecting effects of creatures less than Sidereals). This insanity can be cured only by a miracle or wish spell that make a caster level check against a DC of 138 (1/3 HD + DR of Tharizdun). Once a creature succeed this save, he is immune to touch of insanity for 1 year. The save DC is Charisma-based.
I think melt form should turn them permanently into a Chaos Beast or Attata. Just a thought.

Super cool entry though! I really like it.
 

Obly99

Adventurer
Aweome, just two questsions:
Why does he have apostacy? It seems out of character since he is THE god of evil in Greahawk,That said, I fully support changing him to CE. Secondly why does he only have a single portfolio (and not even a double)?
1) At that level you need Apostasy. But the main reason is that there is no ability that allows you to be Evil without modifiers. You are either LE, NE, or CE. And seeing that in the setting it counts as THE god of evil but it was also CE because it's linked to the Abyss, Apostasy is the simplest solution I've found. I initially had the idea that due to madness it randomly changes alignment every round between LE, NE and CE (it encompass all the possible Evil) but in the final version I scrapped it to go simple with Beyond Alignment. This was the original ability

Maddening Alignment (Ex)
At the beginning of every turn, Tharizdun roll 1d4 and change its alignment accordingly (if it rolls the same alignment as its own, it stays the same):

1d4
Alignment
1​
Lawful Evil​
2​
Neutral Evil​
3​
Chaotic Evil​
4Stay the same
It temporarily gains the appropriate alignment subtype(s), and its natural weapons and whatever weapons it wields are treated as those alignments for overcoming damage reduction. It is also susceptible to alignment-based spells and attacks, depending on which one it is at this moment, and radiates an aura as an outsider of its hit dice and divine rank with that alignment.
It acts and reacts in accordance to the rolled alignment that turn. While it never ends a fight, always trying to win an engagement, how it fights that turn is influenced by its current alignment. Tharizdun count as LE, NE, and CE for meet prerequisites.
2) It's an Entity, not an Old One. I give one Portfolio for its intrinsic Madness because normally it would have none.
 
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Obly99

Adventurer
I think melt form should turn them permanently into a Chaos Beast or Attata. Just a thought.

Super cool entry though! I really like it.
I chose to only give Con/Cha drain and reduce to dust because is easier to return. It was defeated by normal deities, I do not want to give it too much powers (it already has enough with Elder Elementa Eye/Elemental Storm). In the original draft, before I account the defeat by the gods, if they died they would come back to life under his control with the Eldritch Abomination template (Necromancers of the Northwest ; any type of corporeal creatures other than construct and undead; CE alignment) and the Corporeal Instability (tied to any melee natural attack of the creature; 1d4 Wis drain per DR of the base creature (minimum 1d4); Will DC 10 +1/2 HD + Con mod instead of fixed 15) and the Resistant to Transformation abilities of the Chaos Beast.
 
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I chose to only give Con/Cha drain and reduce to dust because is easier to return. It was defeated by normal deities, I do not want to give it too much powers (it already has enough with Elder Elementa Eye/Elemental Storm). In the original draft, before I account the defeat by the gods, if they died they would come back to life under his control with the Eldritch Abomination template (Necromancers of the Northwest ; any type of corporeal creatures other than construct and undead; CE alignment) and the Corporeal Instability (tied to any melee natural attack of the creature; 1d4 Wis drain per DR of the base creature (minimum 1d4); Will DC 10 +1/2 HD + Con mod instead of fixed 15) and the Resistant to Transformation abilities of the Chaos Beast.
Fair enough. I wish there was some sort of happy medium.
 

Obly99

Adventurer
Fair enough. I wish there was some sort of happy medium.
Possibly by put this final part to the transformation?
It's possible remove the transformation (template, abilities and mind control of Tharizdun; effectively returning the creature to its previous state) with a miracle or wish spell that make a caster level check against a DC of 138 (1/3 HD + DR of Tharizdun). In case of a successful check, the creature is free from this corruption but due to shock to have his body remodeled is reduced to 1 hp and staggered for 1 minute.
 

Possibly by put this final part to the transformation?
It's possible remove the transformation (template, abilities and mind control of Tharizdun; effectively returning the creature to its previous state) with a miracle or wish spell that make a caster level check against a DC of 138 (1/3 HD + DR of Tharizdun). In case of a successful check, the creature is free from this corruption but due to shock to have his body remodeled is reduced to 1 hp and staggered for 1 minute.
I think that's fair, except why would it be 1/3rd Tharizdun’s HD? Isn't it generally standardized to 1/2 HD plus a modifier of some sort?
 

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