Things from my setting

Obly99

Adventurer
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?
Because I want that a normale Deity can make It without too much difficult. A DC based on 10 +1/2+Con will be 254. A normale greater Deity has no more than 120 HD and caster level 136. Its bonus for caster level check is 152 (136+16). Even with my rule of mythic surge with 3d6 and with maximum Roll for all the dice cannot make this DC.
 
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Because I want that a normale Deity can make It without too much difficult. A DC based on 10 +1/2+Con will be 254. A normale greater Deity has no more than 120 HD and caster level 136. Its bonus for caster level check is 152 (136+16). Even with my rule of mythic surge with 3d6 and with maximum Roll for all the dice cannot make this DC.
Well it depends on the race of the deity, and what abilities they stack such as templates or "body, mind, spirit, soul" powers but I get your drift. Kinda like the breath weapon DCs of sub epic Dragons in 3.5.
 

Obly99

Adventurer
Well it depends on the race of the deity, and what abilities they stack such as templates or "body, mind, spirit, soul" powers but I get your drift. Kinda like the breath weapon DCs of sub epic Dragons in 3.5.
I calculate a normal human greater Deity without particulary build. Even templates (at least normally obtained by standard deities like lich or vampire, not counting paragon and company which are rare) not many give a bonus to caster level check or general checks and even body (AC), Mind (Attack), Spirit (ST), and soul (DC) do not give bonus to checks so I cose to use a homebrew ability to reduce the DC to 1/3 without ability modifier and the base 10.
 

I calculate a normal human greater Deity without particulary build. Even templates (at least normally obtained by standard deities like lich or vampire, not counting paragon and company which are rare) not many give a bonus to caster level check or general checks and even body (AC), Mind (Attack), Spirit (ST), and soul (DC) do not give bonus to checks so I cose to use a homebrew ability to reduce the DC to 1/3 without ability modifier and the base 10.
Ah fair point, not much besides Fortuity and Divine Rank and levels gives a bonus to CL checks.
 


Bootlebat

Explorer
I actually think him turning people into atatas would make the most sense, as he's the most evil god in Greyhawk, so him trapping people in never-ending suffering makes sense. Also, if he basically personifies the Abyss, does that mean the Abyss would fade away if he died?
 

Obly99

Adventurer
I actually think him turning people into atatas would make the most sense, as he's the most evil god in Greyhawk, so him trapping people in never-ending suffering makes sense. Also, if he basically personifies the Abyss, does that mean the Abyss would fade away if he died?
1)
Simple personal choice because I don't like the Atata template for 3 reasons:
• As I said several times, I don't like the save or die and Wail of Destruction is one of them so I put in my setting that it deal 2d6 damage per HD as disintegrate (and reduces to dust if it leads to 0), a death effect and if you pass you are immune for 24 hours.
• Temporal stasis on every attack. Acceptable if you are a Sidereal level, not if you are a template that has no level prerequisite and theoretically you can also apply it to a hamster. In my setting if you successfully save you are immune for 24 hours as above.
• Double all physical abilities.... what? Same as above, free Legendary [Physical Ability Scores] seems a bit much to me and the loss of non-constant spell-like abilities doesn't balance anything because if the creature is already a physical fighter without magical abilities, it doesn't really care. In my setting +10 all physics, +10 natural armor, a primary slam if it has no natural attacks, and DR x/epic (or /— if 21+ HD) with x equal to 1/2 HD is better.

2) No, It's the creator if the Abyss, not its Old One. If it die the Abyss will continue to exist but if the Abyss is destroyed It lose the Madness Portfolio and Creator of the Abyss.
 

Obly99

Adventurer
For the last day of Carnival, I will bring a troll class. With this class your break the fourth wall for win the game. This class is in no way to be taken seriously or considered as balance, it is only made as a joke. Some abilities are taken from the (The Secrets of the Metadventurer (PFRPG) - Rite Publishing | Pathfinder | The Secrets of (PFRPG) | DriveThruRPG.com).

THE GAMER

Tired of playing a character who doesn't represent you? Tired of a game system that is too limiting? ... even if for D&D3.5/PF1 the term limiting doesn't make much sense ..... Tired of party members who bring only lawful stupid paladins or barbarians who only know how to get in rage and charge but out of combat have the oratory capacity of a shrimp in oil? Do not worry, today and only for today, even if in fact forever as long as you have this class, you will have the solution to bring yourself into the game with your knowledge, in order to win the game.

Role: [I WIN PATHFINDER!]

Alignment: Your.

Hit Die: d8

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The gamer’s class skills are Bluff (Cha), Climb (Str), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).

Skill Ranks Per Level: 4 + Int modifier.

Table: The Gamer

Level
Base
Attack Bonus
Good Save
Bad Save
Special
1st​
+0​
+2​
+0​
AC Bonus, Alter Reality 1/day, Breaking the Fourth Wall, Min-Max (saving throw), Optimizing Flexibility, PC Hivemind, Player Knowlege​
2nd​
+1​
+3​
+0​
Attribute Boost, Loaded Die, Metagaming Pool, Player Adaptation​
3rd​
+2​
+3​
+1​
Attribute Boost, Alter Reality 2/day, Forgotten Bonus​
4th​
+3​
+4​
+1​
Attribute Boost, Change the Odds, Min-Max (skills)​
5th​
+3​
+4​
+1​
Alter Reality 3/day, RAW Abuser 1/day, Undo Event 1/day, Wiki Abuser 1/day​
6th​
+4​
+5​
+2​
Attribute Boost, Bogus Feat, Invoke Thakko, Weapon Exploit​
7th​
+5​
+5​
+2​
Alter Reality 4/day, Attribute Boost, Denied, Munchkin​
8th​
+6/+1​
+6​
+2​
Attribute Boost, Min-Max (attribute), Survive the GM’s Rage​
9th​
+6/+1​
+6​
+3​
Alter Reality 5/day, Gamer Body, I Go First, Rules Lawyer 1​
10th​
+7/+2​
+7​
+3​
Maximize Attack, Magic Exploit, RAW Abuser 2/day, Undo Event 2/day, Wiki Abuser 2/day​
11th​
+8/+3​
+7​
+3​
Alter Reality 6/day, Bogus Feat, Unflappable​
12th​
+9/+4​
+8​
+4​
Min-Max (improved saving throw), Ready for Anything​
13th​
+9/+4​
+8​
+4​
Alter Reality 7/day, Master Munchkin​
14th​
+10/+5​
+9​
+4​
Attribute Boost, Monty Haul, Rules Lawyer 2​
15th​
+11/+6/+1​
+9​
+5​
Alter Reality 8/day, Attribute Boost, RAW Abuser 3/day, Third-Party BS, Undo Event 3/day, Wiki Abuser 3/day​
16th​
+12/+7/+2​
+10​
+5​
Attribute Boost, Min-Max (improved min-maxing)​
17th​
+12/+7/+2​
+10​
+5​
Alter Reality 9/day, Attribute Boost, Bogus Feat​
18th​
+13/+8/+3​
+11​
+6​
Action Economy Abuse, Attribute Boost​
19th​
+14/+9/+4​
+11​
+6​
Alter Reality 10/day, Attribute Boost, Rules Lawyer 3​
20th​
+15/+10/+5​
+12​
+6​
Attribute Boost, Greater Alter Reality, Make the GM Cry​

Class Features​

All of the following are class features of the Gamer.

Weapon and Armor Proficiency
Gamer are proficient with simple weapons, with light and medium armor, but not with shields.

AC Bonus (Ex)
When unarmored and unencumbered, you adds your Charisma bonus (if any) to your AC and your CMD. In addition, you gainsa +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four gamer levels thereafter. These bonuses to AC apply even against touch attacks or when you are flat-footed. You loses these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Alter Reality (Su)
You can alter the reality arround you. This ability is similar to the miracle spell, using your real self as the deity. You merely thinks of something and then makes it so. Doing this requires a standard action or full-round action (see notes). This ability have a range of 20 ft. per class level and can be used once per day at 1st level and an addition time per day for every 2 levels thereafter. You can take the automatic metamagic capacity even if you are not epic and do not have four metamagic feats. They are all instantaneus effects.

Notes:
  • You can duplicate any spell of any list of a level equal to 9th + number of automatic metamagic capacity feats as a standard action. The duplicated spell has no material component, and the DC of its saving throw (if one is allowed) is 10 + ½ you character level + your Charisma modifier. You canduplicate a spell with any metamagic feat (you don’t need to have the metamagic feat) and the total spell level is not heightened than 9th + number of automatic metamagic capacity feats. You can also duplicate any Epic Spell with a DC equal or less than 20 + your Spellcraft check.
  • You can create temporary, nonmagical objects worth 20.000 gp per level, the items last one day per level.
  • You also can create permanent nonmagical objects worth 10.000 gp per level.
  • You can create temporary magical items worth 5.000 gp per level, the items last one day per level.
  • You also can create permanent magical objects worth 2.000 gp per level.
  • You can create temporary creatures, they are faithful to you to the limit of the obsessive and they also execute suicide orders. As a full-round action, you can create temporary creatures whose total CR sum cannot exceed triple your level and the single creature cannot have a CR higher of double your level. They last 1 hour per level.
  • You can create permanent creatures, when created they are faithful to you, but this can change with time and they don’t execute suicide orders. As a full-round action, you can create permanent creatures whose total CR sum cannot exceed double your level and the single creature cannot have a CR higher of your level.
  • You can reshape a landscape as a full-round action, creating any type of terrain you can imagine. You can reshap 100-foot cube of material per level.
  • You can apply a single template to a number of creature equal to your level (like the monster girl template, naughty word weeb), with a Will save DC 10 + ½ you character level + your Charisma modifier for negate.
  • At 15th level you can create a temporary minor or major artifact. They last 1 minute per level.
  • Other use of this ability are left to your imagination (full-round action).

Break the Fourth Wall
Your PG is you, and you are your PG, there is no more out-of-character knowledge. As such, in game you now know everything your player knows.

Min/Max (Ex)
At 1st level, you begin to alter your in-game abilities to fit whatever daily challenges you may face. After resting or meditating for 8 hours, your can select one type of saving throw (Fortitude, Reflex or Will) to be your good saving throw for the next 24 hours. Your other two types of saving throws are treated as poor saves during this time.
  • At 4th level, you learn to min/max your skills as well. After resting or meditating for 8 hours, you can select any two skills to have effective ranks equal to your class level for the next 24 hours.
  • At 8th level, you learns to min/max your attributes. After resting or meditating for 8 hours, you can temporarily swap the value of two of your ability scores for the next 24 hours.
  • At 12th level, your ability to min/max your saving throws improves. You now selects two types of saving throws instead of one whenever selecting your good saves.
  • At 16th level, you can alter your abilities on the fly. Once per day as a swift or immediate action, you can change your saving throws, ability scores and bogus feats as if you had just rested or meditated for 8 hours. This change lasts for the remainder of the original choices’ 24-hour duration.

Optimizing Flexibility (Ex)
At 1st level, you gain the ability to emulate the roles of other classes to best fit the day’s challenges. After resting or meditating for 8 hours, you choos one of the following options to apply for the next 24 hours:
  • Arcane Caster – You can prepare and cast arcane spells from the sorcerer/wizard spell list, using your Charisma modifier to determine your bonus spells per day and spell DCs. You can also cast these spells while wearing light armor without incurring the normal arcane spell failure chance.
  • Divine Caster – You can prepare and cast divine spells from the cleric spell list, using your Charisma modifier to determine your bonus spells per day and spell DCs. You also gain the channel energy ability as a cleric of your class level, usable a number of times per day equal to 3 + your Charisma modifier. As a divine focus you use a d20 die.
  • Martial – You gain proficiency with all martial weapons, with heavy armor and with heavy (but not tower) shields. You gain a +1 competence bonus to attack rolls and damage rolls, plus an additional +1 for every four levels above 1st (maximum +5 at 17th level). You also gain damage reduction that starts at DR 1/-, increasing by 1 for every five class levels attained (maximum DR 5/- at 20th level).
  • Skilled – You gain the sneak attack ability as a rogue of your class level and the bomb and throw anything abilities as an alchemist of your class level (but the uses, damage and save DC of the bomb are Charisma-based instead of Intelligence-based). For every 2 class levels attained, you can also choose a skill with which you may take 10 even if stress and distractions would normally prevent you from doing so.

PC Hivemind (Ex)
Your fellow party members start to hear voices in their heads. While this may be slightly disconcerting for your allies, they can use these newfound voices to communicate with each other through you over any distance, even across planes, regardless of consciousness or death. This ability cannot be negated even with divine intervent.

Player Knowledge (Ex)
You add half your class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Taking advantage of the fact of breaking the fourth wall, after identifying the monster, you can go and see its sheet on the wiki. However, your knowledge may be incomplete in the case of homebrewed monsters, monsters with weird templates, or something pulled out of an esoteric third party supplement that only comes in PDF, but these are your problems.

Spells
You do not automatically gain spellcasting ability, but you can instead temporarily gain access to either arcane or divine spells by selecting the appropriate optimizing flexibility. When you do gain the ability to prepare spells from your optimizing flexibility, your base daily spell allotment is given below. You prepare spells by spending 1 hour in meditation.

1st​
2nd​
3rd​
4th​
5th​
6th​
1​
-​
-​
-​
-​
-​
2​
-​
-​
-​
-​
-​
3​
-​
-​
-​
-​
-​
3​
1​
-​
-​
-​
-​
4​
2​
-​
-​
-​
-​
4​
3​
-​
-​
-​
-​
4​
3​
1​
-​
-​
-​
4​
4​
2​
-​
-​
-​
5​
4​
3​
-​
-​
-​
5​
4​
3​
1​
-​
-​
5​
4​
4​
2​
-​
-​
5​
5​
4​
3​
-​
-​
5​
5​
4​
3​
1​
-​
5​
5​
4​
4​
2​
-​
5​
5​
5​
4​
3​
-​
5​
5​
5​
4​
3​
1​
5​
5​
5​
4​
4​
2​
5​
5​
5​
5​
4​
3​
5​
5​
5​
5​
5​
4​
5​
5​
5​
5​
5​
5​

Attribute Boost (Su)
At 2nd level, you gain +2 enhancement bonus to strength and constitution.

At 3rd level, you gain +2 enhancement bonus bonus to charisma and dexterity.

At 4th level, you gain +4 enhancement bonus to strength.

At 5th level, you gain +2 enhancement bonus to wisdom.

At 6th level, you gain +4 enhancement bonus to strength and constitution and +2 enhancement bonus to intelligence.

At 7th level, you gain +4 enhancement bonus to dexterity.

At 8th level, you gain +4 enhancement bonus to charisma.

At 14th level, you gain +8 enhancement bonus to strength and constitution.

At 15th level, you gain +6 enhancement bonus to charisma and dexterity.

At 16th level, you gain +4 enhancement bonus to wisdom.

At 17th level, you gain +4 enhancement bonus to intelligence.

At 18th level, you gain +6 enhancement bonus to charisma.

At 19th level, you gain +6 enhancement bonus to intelligence.

At 20th level, you gain +6 enhancement bonus to wisdom.

Total enhancement bonus at 20th: +8 Str, +6 Dex, +8 Cos, +6 Int, +6 Wis, +6 Cha.

Loaded Die (Su)
At 2nd level, your dice seem to suspiciously defy the laws of probability. Whenever you make any d20 roll, a result of a natural 1 is treated as a natural 20. As an immediate action, you may transfer this ability to an ally within 60 feet. You then lose the benefit of this ability for 1 round.

Metagaming Pool (Su)
At 2nd level, you gains a daily pool of points which represent the extent to which you can game the system. The number of points in your metagaming pool is equal to your class level + 3. Spending a metagaming pool point is a free action that can be done once per round even when it is not the your turn. By spending 1 point from your metagaming pool, you can do one of the following:

  • Gain a +4 bonus to one skill check or ability check that you makes that round. This ability can be used after the roll is made for the check, but before the result is announced.
  • Move 5 feet without provoking attacks of opportunity. You may still take a 5-foot step or move as normal on your turn.
  • Negate any partial effect on you when you makes a successful saving throw with one of your good saves against a spell or ability that would still have a partial effect.
The metagaming pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Player Adaptation (Su)
At 2nd level, you gain a bonus equal to your highest ability bonus (if any) on all Saving Throws.

Forgotten Bonus (Su)
At 3rd level, you remind of a “forgotten” beneficial effect or spell, turning failure to success. You may grant a bonus equal to 1/3 you class level to yourself or an ally within 60 ft. on any roll after the result is known and even after success or failure is determined. The bonus type is untyped. You may use this ability a number of times per day equal to your character level. This ability does not require an action and may be used at any time. You may even use this ability multiple times toward a single roll, granting a maximum bonus equal to your character level.

Change the Odds (Su)
At 4th level, you can change the odds around you. When a creature rolls a die within 10 ft. per level of you, you can decide to have it re-roll after success or failure is determined. If the creature is an ally, it gains a bonus equal to ½ your level on the roll, if it is an enemy, it gains a penality equal to ½ your level on the roll. You may use this ability a number of times per day equal to your character level. This ability does not require an action and may be used at any time.

Bogus Feat
At 5th level and every 6 levels thereafter, you gain a bogus feat in addition to those gained from normal advancement. Bogus feats are similar to other classes’ bonus feats, but can be changed whenever you rests or meditates for at least 8 hours. Any feat may be chosen as a bogus feat, but you must meet its prerequisites as normal.

RAW Abuser (Su)
You are capable of cowling the GM with circuitous logic and references to “rules as intended,” allowing you to perform impossible feats. Once per day for every 5 gamer levels, as an immediate action, you invoke the rule’s intervention by intoning profane words in a dead tongue (loosely translating to, “it does not say I can’t”). You may ignore any single restriction or rule of the game for 1 round. This does not grant you power that you do not already possess, and only widens the definition of your existing power by removing rules or restrictions. For example, you could dictate all of your bonuses stack, identify artifacts with detect magic, or make your fire descriptor spell “not really fire damage per se” so that it penetrates a red dragon’s fire immunity. You could not however suddenly deal cold damage with a fire spell.

Undo Event (Su)
Once per day for every 5 gamer levels, as an immediate action, you may appeal to the GM on your behalf. You must typically offers the GM some sacrifice of food, goods, or promised actions as appeasement. Should the offering be deemed acceptable, the GM then reverses any unfavorable event so that it never happened. This could rewind in-game time by any amount, but the sacrifice is typically equal to the game time rendered worthless. The game resumes from a point just prior to the unfavorable event, with the event remembered only by you.

Wiki Abuser (Ex)
At 5th level, you know the wiki like the back of your hand and can take 10 on any Knowledge skill check. You can choose to not take 10 and instead normally roll. In addition, once per day, you can take 20 on any Knowledge skill check as a free. You can use this ability one additional time per day for every 5 levels you possesses beyond 5th.

Invoke Thakko (Su)
At 6th level, by invoking the power of the ancients, you assault your opponents with an elaborate and confusing attack. As a swift action three times per day, you may employ an ancient ritual to transmute the AC of a target within 60 ft. of you into something called “thakko” (which loosely translates to “to hit armor class zero” although nobody really knows what that means). When using this ability, your GM must recalculate the target’s AC. To find his new AC, he subtracts his previous AC from 20. If it was 19: 20-19 = 1. If it was 36: 20-36 = -16. This is his new AC for this round. Also recalculates the AC for touch and flat-footed.

Weapon Exploit (Su)
At 6th level, you gain a new metagaming pool ability that allows you to use player knowledge to penetrate an opponent’s physical defenses. By spending 1 point from your metagaming pool after using your player knowledge to identify a creature’s DR, you can take advantage of that knowledge by altering a wielded weapon to add one of the following to the types of damage it deals: bludgeoning, cold iron, magic, piercing, silver, or slashing. This ability lasts for 1 minute.

Denied (Su)
At 7th level, as an immediate action, you can decide to negate a single action (attack, combat maneuver, movement, spell, or effect) within 10 ft. per level of you. All its effects are immediately negated. This decision must be made as soon as you are aware of the effect you wish to negate. Only a single use of the effect is negated -- if you prevent an ancient red dragon from use the breath weapon, that does not prevent it from using the breath again on 1d4 rounds, but he still loses a standard action. A Will save DC 10 + ½ you character level + your Charisma modifier negate the effect. You may use this ability a number of times per day equal to your character level.

Munchkin (Ex)
At 7th level, your competitive spirit let you take advantage of situations, possibly to the detriment of your not real allies. Each of your allies qualifies as an abettor for any Betrayal feats you possess. The ally does not have to possess the Betrayal feat, but does need to meet any positioning and actions required of an abettor.

Survive the GM’s Rage (Ex)
At 8th level, you've learned to survive everything your master throws at you for ruining his campaign, but sometimes it's better to have a backup plan. You can come back from the dead, with no penalty, once per day. This happens at the end of whatever encounter you died in, unless that would cause your character to immediately die again (such as if your body was dropped into a pool of lava). In that case, you return to life at some safe location within a week, at the GM’s discretion. If you die twice in the same day, you return to life instead after three day in a safe location. Your soul cannot be imprisoned, absorbed or destroyed in any means. This ability cannot be negated even with divine intervent.

Gamer Body (Ex)
You will also be a body in a fantasy world, but your true essence is safe in the real world. At 9th level, you gain immunity to ability damage and drain, energy drain, death effects, mind-affecting effects, pain effects, fear effects, insanity effects, illusion effects, unwillig transmutation effects, cutting of body parts (like for the Vorpal), disintegration effects, antimagic field, dead magic zone, vile damage, permanent damage, and unwilling polymorph effects. This ability cannot be overcomed even by divine entity.

I Go First (Ex)
Unlike many people who just eat chips at the game table and scrounge the master's free wi-fi, you pay attention to what's going on around you. At 9th level, you go first in any initiative order. If there are multiple creatures present that have feats or abilities that state they each go first in any initiative order, those creatures roll initiative to see what order they go in, and all other creatures go after them (regardless of relative initiative check results).

Rules Lawyer (Su)
At 9th level, your knowledge of RAW scattered through countless supplement books is all-encompassing, so strong that you can correct those pesky numbers that the GM saw printed. As an immediate action, you can alter a modifier provided by all uses of a specific game mechanic by +2/-2. This ability can only be used on a modifier that applies to attack rolls, damage rolls, skill checks, ability checks, and/or saving throws. Alternately, you can alter a percentage roll required by all uses of a specific game mechanic by +10/-10%. At 19th level, the change to modifiers doubles, providing a +4/-4 or +20/-20% alteration. This ability can be used once per day, plus one additional time for every 5 levels above 9th, and its effect lasts for one encounter.

Examples – you could use rules lawyer to increase or reduce the cover bonus to AC, and all creatures with cover would use the altered modifier for the rest of the encounter. You could similarly improve or worsen the modifiers provided by all uses of the inspire courage bardic performance. You could improve or worsen the effects of concealment, or give a -10% penalty to rolls made for the confused condition.

Magic Exploit (Su)
At 10th level, you gain a new metagaming pool ability that allow you to use player knowledge to penetrate an opponent’s supernatural defenses. By spending 1 point from your metagaming pool after using your player knowledge to identify a creature’s energy resistance or SR, you can take advantage of that knowledge by altering one of your spells or effects to change the energy type of damage dealt to one of the following: acid, cold, electricity, or fire and/or gain a ½ you level as a bonus to penetrate spell resistance.

Maximize Attack (Su)
You have learned that sometimes, staying in the shadows and letting others look like the real dangers is better. At 10th level, three times per day as an immediate action, you may declare one weapon attack, natural attack, spell, special attack or unarmed attack executed within 60 ft. of you, to be a maximized attack. You must make this declaration prior to the attack roll. A maximized attack deals maximum damage.

Unflappable (Ex)
You are the sort of person who says “I would not be a bit surprised if the dragon is an illusion and we’re actually surrounded by invisible ninjas.” What’s more, you really aren’t a bit surprised when that turns out to be the case. At 11th level, you gain the uncanny dodge and improved uncanny dodge ability using your level as the rogue level. You can always act in a surprise round, and during a surprise round you can take a full-round worth of actions instead of only a standard or move action.

Ready for Anything (Ex)
At 12th level, when you take the ready action, you do not need to specify in advance what event you are readying for, or what action you will take when that event occurs. Once you take a ready action, you simply have a partial action you may use to pre-empt any one thing you can perceive that occurs.

Master Munchkin (Ex)
At 13th level, you know that sometimes you don’t need to succeed, only to do better than your allies. When you fail a saving throw against an effect that also targets one of your allies within 30 feet, you can compares your saving throw result to your ally’s. If your saving throw was better, you succeed on the saving throw instead of failing it. The ally has any damage sustained by failing the save increase by half if applicable, otherwise has the duration of the effect doubled. This ability can be used three times per day. The ally, if unwilling, can make a Will save DC 10 + ½ you character level + your Charisma modifier for negate this ability.

Monty Haul (Su)
At 14th level, you gain a new metagaming pool ability that allows you to find the treasure you most desires. By spending 3 points from your metagaming pool as part of a successful attempt to identify a magic item, you can make the GM provide you only a base value for the item. You can then choose what the magic item is. The magic item chosen must retain the same form as the original magic item, and must have a value equal to or less than the original. If another creature attempts to use a magic item chosen with this ability, the item immediately reverts to its original properties. This ability can only be used on magic items whose properties have not been identified by you or any of your allies.

Third Party BS (Ex)
At 15th level, you have the annoying ability to pull out the most arcane and questionably balanced rules ever printed for the rules set. As long as you bring a copy of a third-party product to the gaming session, any rules from the product that directly apply to the metadventurer (such as feat selection, spells prepared, etc.) are allowed in the game.

Action Economy Abuse (Su)
At 18th level, you can make the most of a round’s actions. By spending 1 point from your metagaming pool on your turn, you can gain an extra standard or move action in addition to your normal actions. Alternately, you can spend 2 points from your metagaming pool on your turn to gain a second swift or immediate action for that round. You can only use this ability once per round.

Greater Alter Reality (Su)
At 20th level, your ability to alter the reality arround you improved.
Notes:
  • You can create temporary or permanent nonmagical objects without a cost limit based on level.
  • You can create temporary or permanent magical objects without a cost limit based on level.
  • You can create temporary creatures, they are faithful to you to the limit of the obsessive and they also execute suicide orders. As a full-round action, you can create a number of temporary creatures with no CR limit equal to your character level. They last 1 hour per level.
  • You can create permanent creatures, when created they are faithful to you, but this can change with time and they don’t execute suicide orders. As a full-round action, you can create a number of permanent creatures with no CR limit equal to your character level.
  • You can reshape a landscape as a full-round action, creating any type of terrain you can imagine. You can reshap 10.000-foot cube of material per level.
  • You can apply a number of templates equal to your Charisma modifier with no saving throw to a number of creature equal to your level plus your Charisma modifier.
  • You can create a permanent minor or major artifact.
  • Other use of this ability are left to your imagination (full-round action).

Make the GM Cry (Ex)
At 20th level, you become the ultimate nuisance for the GM. Alter Reality, Min/Max, Forgotten Bonus, Change the Odds, RAW Abuser, Undo Event, Wiki Abuser, Invoke Thakko, Denied, Rules Lawyer, Maximize Attack, Master Munchkin can be used at will (the limit of how many times you can use them in a round remains) while Metagaming Pool now have infinite points.
 

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For the last day of Carnival, I will bring a troll class. With this class your break the fourth wall for win the game. This class is in no way to be taken seriously or considered as balance, it is only made as a joke. Some abilities are taken from the (The Secrets of the Metadventurer (PFRPG) - Rite Publishing | Pathfinder | The Secrets of (PFRPG) | DriveThruRPG.com).

THE GAMER

Tired of playing a character who doesn't represent you? Tired of a game system that is too limiting? ... even if for D&D3.5/PF1 the term limiting doesn't make much sense ..... Tired of party members who bring only lawful stupid paladins or barbarians who only know how to get in rage and charge but out of combat have the oratory capacity of a shrimp in oil? Do not worry, today and only for today, even if in fact forever as long as you have this class, you will have the solution to bring yourself into the game with your knowledge, in order to win the game.

Role: [I WIN PATHFINDER!]

Alignment: Your.

Hit Die: d8

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The gamer’s class skills are Bluff (Cha), Climb (Str), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).

Skill Ranks Per Level: 4 + Int modifier.

Table: The Gamer

Level
Base
Attack Bonus
Good Save
Bad Save
Special
1st​
+0​
+2​
+0​
AC Bonus, Alter Reality 1/day, Breaking the Fourth Wall, Min-Max (saving throw), Optimizing Flexibility, PC Hivemind, Player Knowlege​
2nd​
+1​
+3​
+0​
Attribute Boost, Loaded Die, Metagaming Pool, Player Adaptation​
3rd​
+2​
+3​
+1​
Attribute Boost, Alter Reality 2/day, Forgotten Bonus​
4th​
+3​
+4​
+1​
Attribute Boost, Change the Odds, Min-Max (skills)​
5th​
+3​
+4​
+1​
Alter Reality 3/day, RAW Abuser 1/day, Undo Event 1/day, Wiki Abuser 1/day​
6th​
+4​
+5​
+2​
Attribute Boost, Bogus Feat, Invoke Thakko, Weapon Exploit​
7th​
+5​
+5​
+2​
Alter Reality 4/day, Attribute Boost, Denied, Munchkin​
8th​
+6/+1​
+6​
+2​
Attribute Boost, Min-Max (attribute), Survive the GM’s Rage​
9th​
+6/+1​
+6​
+3​
Alter Reality 5/day, Gamer Body, I Go First, Rules Lawyer 1​
10th​
+7/+2​
+7​
+3​
Maximize Attack, Magic Exploit, RAW Abuser 2/day, Undo Event 2/day, Wiki Abuser 2/day​
11th​
+8/+3​
+7​
+3​
Alter Reality 6/day, Bogus Feat, Unflappable​
12th​
+9/+4​
+8​
+4​
Min-Max (improved saving throw), Ready for Anything​
13th​
+9/+4​
+8​
+4​
Alter Reality 7/day, Master Munchkin​
14th​
+10/+5​
+9​
+4​
Attribute Boost, Monty Haul, Rules Lawyer 2​
15th​
+11/+6/+1​
+9​
+5​
Alter Reality 8/day, Attribute Boost, RAW Abuser 3/day, Third-Party BS, Undo Event 3/day, Wiki Abuser 3/day​
16th​
+12/+7/+2​
+10​
+5​
Attribute Boost, Min-Max (improved min-maxing)​
17th​
+12/+7/+2​
+10​
+5​
Alter Reality 9/day, Attribute Boost, Bogus Feat​
18th​
+13/+8/+3​
+11​
+6​
Action Economy Abuse, Attribute Boost​
19th​
+14/+9/+4​
+11​
+6​
Alter Reality 10/day, Attribute Boost, Rules Lawyer 3​
20th​
+15/+10/+5​
+12​
+6​
Attribute Boost, Greater Alter Reality, Make the GM Cry​

Class Features​

All of the following are class features of the Gamer.

Weapon and Armor Proficiency
Gamer are proficient with simple weapons, with light and medium armor, but not with shields.

AC Bonus (Ex)
When unarmored and unencumbered, you adds your Charisma bonus (if any) to your AC and your CMD. In addition, you gainsa +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four gamer levels thereafter. These bonuses to AC apply even against touch attacks or when you are flat-footed. You loses these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Alter Reality (Su)
You can alter the reality arround you. This ability is similar to the miracle spell, using your real self as the deity. You merely thinks of something and then makes it so. Doing this requires a standard action or full-round action (see notes). This ability have a range of 20 ft. per class level and can be used once per day at 1st level and an addition time per day for every 2 levels thereafter. You can take the automatic metamagic capacity even if you are not epic and do not have four metamagic feats. They are all instantaneus effects.

Notes:
  • You can duplicate any spell of any list of a level equal to 9th + number of automatic metamagic capacity feats as a standard action. The duplicated spell has no material component, and the DC of its saving throw (if one is allowed) is 10 + ½ you character level + your Charisma modifier. You canduplicate a spell with any metamagic feat (you don’t need to have the metamagic feat) and the total spell level is not heightened than 9th + number of automatic metamagic capacity feats. You can also duplicate any Epic Spell with a DC equal or less than 20 + your Spellcraft check.
  • You can create temporary, nonmagical objects worth 20.000 gp per level, the items last one day per level.
  • You also can create permanent nonmagical objects worth 10.000 gp per level.
  • You can create temporary magical items worth 5.000 gp per level, the items last one day per level.
  • You also can create permanent magical objects worth 2.000 gp per level.
  • You can create temporary creatures, they are faithful to you to the limit of the obsessive and they also execute suicide orders. As a full-round action, you can create temporary creatures whose total CR sum cannot exceed triple your level and the single creature cannot have a CR higher of double your level. They last 1 hour per level.
  • You can create permanent creatures, when created they are faithful to you, but this can change with time and they don’t execute suicide orders. As a full-round action, you can create permanent creatures whose total CR sum cannot exceed double your level and the single creature cannot have a CR higher of your level.
  • You can reshape a landscape as a full-round action, creating any type of terrain you can imagine. You can reshap 100-foot cube of material per level.
  • You can apply a single template to a number of creature equal to your level (like the monster girl template, naughty word weeb), with a Will save DC 10 + ½ you character level + your Charisma modifier for negate.
  • At 15th level you can create a temporary minor or major artifact. They last 1 minute per level.
  • Other use of this ability are left to your imagination (full-round action).

Break the Fourth Wall
Your PG is you, and you are your PG, there is no more out-of-character knowledge. As such, in game you now know everything your player knows.

Min/Max (Ex)
At 1st level, you begin to alter your in-game abilities to fit whatever daily challenges you may face. After resting or meditating for 8 hours, your can select one type of saving throw (Fortitude, Reflex or Will) to be your good saving throw for the next 24 hours. Your other two types of saving throws are treated as poor saves during this time.
  • At 4th level, you learn to min/max your skills as well. After resting or meditating for 8 hours, you can select any two skills to have effective ranks equal to your class level for the next 24 hours.
  • At 8th level, you learns to min/max your attributes. After resting or meditating for 8 hours, you can temporarily swap the value of two of your ability scores for the next 24 hours.
  • At 12th level, your ability to min/max your saving throws improves. You now selects two types of saving throws instead of one whenever selecting your good saves.
  • At 16th level, you can alter your abilities on the fly. Once per day as a swift or immediate action, you can change your saving throws, ability scores and bogus feats as if you had just rested or meditated for 8 hours. This change lasts for the remainder of the original choices’ 24-hour duration.

Optimizing Flexibility (Ex)
At 1st level, you gain the ability to emulate the roles of other classes to best fit the day’s challenges. After resting or meditating for 8 hours, you choos one of the following options to apply for the next 24 hours:
  • Arcane Caster – You can prepare and cast arcane spells from the sorcerer/wizard spell list, using your Charisma modifier to determine your bonus spells per day and spell DCs. You can also cast these spells while wearing light armor without incurring the normal arcane spell failure chance.
  • Divine Caster – You can prepare and cast divine spells from the cleric spell list, using your Charisma modifier to determine your bonus spells per day and spell DCs. You also gain the channel energy ability as a cleric of your class level, usable a number of times per day equal to 3 + your Charisma modifier. As a divine focus you use a d20 die.
  • Martial – You gain proficiency with all martial weapons, with heavy armor and with heavy (but not tower) shields. You gain a +1 competence bonus to attack rolls and damage rolls, plus an additional +1 for every four levels above 1st (maximum +5 at 17th level). You also gain damage reduction that starts at DR 1/-, increasing by 1 for every five class levels attained (maximum DR 5/- at 20th level).
  • Skilled – You gain the sneak attack ability as a rogue of your class level and the bomb and throw anything abilities as an alchemist of your class level (but the uses, damage and save DC of the bomb are Charisma-based instead of Intelligence-based). For every 2 class levels attained, you can also choose a skill with which you may take 10 even if stress and distractions would normally prevent you from doing so.

PC Hivemind (Ex)
Your fellow party members start to hear voices in their heads. While this may be slightly disconcerting for your allies, they can use these newfound voices to communicate with each other through you over any distance, even across planes, regardless of consciousness or death. This ability cannot be negated even with divine intervent.

Player Knowledge (Ex)
You add half your class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Taking advantage of the fact of breaking the fourth wall, after identifying the monster, you can go and see its sheet on the wiki. However, your knowledge may be incomplete in the case of homebrewed monsters, monsters with weird templates, or something pulled out of an esoteric third party supplement that only comes in PDF, but these are your problems.

Spells
You do not automatically gain spellcasting ability, but you can instead temporarily gain access to either arcane or divine spells by selecting the appropriate optimizing flexibility. When you do gain the ability to prepare spells from your optimizing flexibility, your base daily spell allotment is given below. You prepare spells by spending 1 hour in meditation.

1st​
2nd​
3rd​
4th​
5th​
6th​
1​
-​
-​
-​
-​
-​
2​
-​
-​
-​
-​
-​
3​
-​
-​
-​
-​
-​
3​
1​
-​
-​
-​
-​
4​
2​
-​
-​
-​
-​
4​
3​
-​
-​
-​
-​
4​
3​
1​
-​
-​
-​
4​
4​
2​
-​
-​
-​
5​
4​
3​
-​
-​
-​
5​
4​
3​
1​
-​
-​
5​
4​
4​
2​
-​
-​
5​
5​
4​
3​
-​
-​
5​
5​
4​
3​
1​
-​
5​
5​
4​
4​
2​
-​
5​
5​
5​
4​
3​
-​
5​
5​
5​
4​
3​
1​
5​
5​
5​
4​
4​
2​
5​
5​
5​
5​
4​
3​
5​
5​
5​
5​
5​
4​
5​
5​
5​
5​
5​
5​

Attribute Boost (Su)
At 2nd level, you gain +2 enhancement bonus to strength and constitution.

At 3rd level, you gain +2 enhancement bonus bonus to charisma and dexterity.

At 4th level, you gain +4 enhancement bonus to strength.

At 5th level, you gain +2 enhancement bonus to wisdom.

At 6th level, you gain +4 enhancement bonus to strength and constitution and +2 enhancement bonus to intelligence.

At 7th level, you gain +4 enhancement bonus to dexterity.

At 8th level, you gain +4 enhancement bonus to charisma.

At 14th level, you gain +8 enhancement bonus to strength and constitution.

At 15th level, you gain +6 enhancement bonus to charisma and dexterity.

At 16th level, you gain +4 enhancement bonus to wisdom.

At 17th level, you gain +4 enhancement bonus to intelligence.

At 18th level, you gain +6 enhancement bonus to charisma.

At 19th level, you gain +6 enhancement bonus to intelligence.

At 20th level, you gain +6 enhancement bonus to wisdom.

Total enhancement bonus at 20th: +8 Str, +6 Dex, +8 Cos, +6 Int, +6 Wis, +6 Cha.

Loaded Die (Su)
At 2nd level, your dice seem to suspiciously defy the laws of probability. Whenever you make any d20 roll, a result of a natural 1 is treated as a natural 20. As an immediate action, you may transfer this ability to an ally within 60 feet. You then lose the benefit of this ability for 1 round.

Metagaming Pool (Su)
At 2nd level, you gains a daily pool of points which represent the extent to which you can game the system. The number of points in your metagaming pool is equal to your class level + 3. Spending a metagaming pool point is a free action that can be done once per round even when it is not the your turn. By spending 1 point from your metagaming pool, you can do one of the following:

  • Gain a +4 bonus to one skill check or ability check that you makes that round. This ability can be used after the roll is made for the check, but before the result is announced.
  • Move 5 feet without provoking attacks of opportunity. You may still take a 5-foot step or move as normal on your turn.
  • Negate any partial effect on you when you makes a successful saving throw with one of your good saves against a spell or ability that would still have a partial effect.
The metagaming pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Player Adaptation (Su)
At 2nd level, you gain a bonus equal to your highest ability bonus (if any) on all Saving Throws.

Forgotten Bonus (Su)
At 3rd level, you remind of a “forgotten” beneficial effect or spell, turning failure to success. You may grant a bonus equal to 1/3 you class level to yourself or an ally within 60 ft. on any roll after the result is known and even after success or failure is determined. The bonus type is untyped. You may use this ability a number of times per day equal to your character level. This ability does not require an action and may be used at any time. You may even use this ability multiple times toward a single roll, granting a maximum bonus equal to your character level.

Change the Odds (Su)
At 4th level, you can change the odds around you. When a creature rolls a die within 10 ft. per level of you, you can decide to have it re-roll after success or failure is determined. If the creature is an ally, it gains a bonus equal to ½ your level on the roll, if it is an enemy, it gains a penality equal to ½ your level on the roll. You may use this ability a number of times per day equal to your character level. This ability does not require an action and may be used at any time.

Bogus Feat
At 5th level and every 6 levels thereafter, you gain a bogus feat in addition to those gained from normal advancement. Bogus feats are similar to other classes’ bonus feats, but can be changed whenever you rests or meditates for at least 8 hours. Any feat may be chosen as a bogus feat, but you must meet its prerequisites as normal.

RAW Abuser (Su)
You are capable of cowling the GM with circuitous logic and references to “rules as intended,” allowing you to perform impossible feats. Once per day for every 5 gamer levels, as an immediate action, you invoke the rule’s intervention by intoning profane words in a dead tongue (loosely translating to, “it does not say I can’t”). You may ignore any single restriction or rule of the game for 1 round. This does not grant you power that you do not already possess, and only widens the definition of your existing power by removing rules or restrictions. For example, you could dictate all of your bonuses stack, identify artifacts with detect magic, or make your fire descriptor spell “not really fire damage per se” so that it penetrates a red dragon’s fire immunity. You could not however suddenly deal cold damage with a fire spell.

Undo Event (Su)
Once per day for every 5 gamer levels, as an immediate action, you may appeal to the GM on your behalf. You must typically offers the GM some sacrifice of food, goods, or promised actions as appeasement. Should the offering be deemed acceptable, the GM then reverses any unfavorable event so that it never happened. This could rewind in-game time by any amount, but the sacrifice is typically equal to the game time rendered worthless. The game resumes from a point just prior to the unfavorable event, with the event remembered only by you.

Wiki Abuser (Ex)
At 5th level, you know the wiki like the back of your hand and can take 10 on any Knowledge skill check. You can choose to not take 10 and instead normally roll. In addition, once per day, you can take 20 on any Knowledge skill check as a free. You can use this ability one additional time per day for every 5 levels you possesses beyond 5th.

Invoke Thakko (Su)
At 6th level, by invoking the power of the ancients, you assault your opponents with an elaborate and confusing attack. As a swift action three times per day, you may employ an ancient ritual to transmute the AC of a target within 60 ft. of you into something called “thakko” (which loosely translates to “to hit armor class zero” although nobody really knows what that means). When using this ability, your GM must recalculate the target’s AC. To find his new AC, he subtracts his previous AC from 20. If it was 19: 20-19 = 1. If it was 36: 20-36 = -16. This is his new AC for this round. Also recalculates the AC for touch and flat-footed.

Weapon Exploit (Su)
At 6th level, you gain a new metagaming pool ability that allows you to use player knowledge to penetrate an opponent’s physical defenses. By spending 1 point from your metagaming pool after using your player knowledge to identify a creature’s DR, you can take advantage of that knowledge by altering a wielded weapon to add one of the following to the types of damage it deals: bludgeoning, cold iron, magic, piercing, silver, or slashing. This ability lasts for 1 minute.

Denied (Su)
At 7th level, as an immediate action, you can decide to negate a single action (attack, combat maneuver, movement, spell, or effect) within 10 ft. per level of you. All its effects are immediately negated. This decision must be made as soon as you are aware of the effect you wish to negate. Only a single use of the effect is negated -- if you prevent an ancient red dragon from use the breath weapon, that does not prevent it from using the breath again on 1d4 rounds, but he still loses a standard action. A Will save DC 10 + ½ you character level + your Charisma modifier negate the effect. You may use this ability a number of times per day equal to your character level.

Munchkin (Ex)
At 7th level, your competitive spirit let you take advantage of situations, possibly to the detriment of your not real allies. Each of your allies qualifies as an abettor for any Betrayal feats you possess. The ally does not have to possess the Betrayal feat, but does need to meet any positioning and actions required of an abettor.

Survive the GM’s Rage (Ex)
At 8th level, you've learned to survive everything your master throws at you for ruining his campaign, but sometimes it's better to have a backup plan. You can come back from the dead, with no penalty, once per day. This happens at the end of whatever encounter you died in, unless that would cause your character to immediately die again (such as if your body was dropped into a pool of lava). In that case, you return to life at some safe location within a week, at the GM’s discretion. If you die twice in the same day, you return to life instead after three day in a safe location. Your soul cannot be imprisoned, absorbed or destroyed in any means. This ability cannot be negated even with divine intervent.

Gamer Body (Ex)
You will also be a body in a fantasy world, but your true essence is safe in the real world. At 9th level, you gain immunity to ability damage and drain, energy drain, death effects, mind-affecting effects, pain effects, fear effects, insanity effects, illusion effects, unwillig transmutation effects, cutting of body parts (like for the Vorpal), disintegration effects, antimagic field, dead magic zone, vile damage, permanent damage, and unwilling polymorph effects. This ability cannot be overcomed even by divine entity.

I Go First (Ex)
Unlike many people who just eat chips at the game table and scrounge the master's free wi-fi, you pay attention to what's going on around you. At 9th level, you go first in any initiative order. If there are multiple creatures present that have feats or abilities that state they each go first in any initiative order, those creatures roll initiative to see what order they go in, and all other creatures go after them (regardless of relative initiative check results).

Rules Lawyer (Su)
At 9th level, your knowledge of RAW scattered through countless supplement books is all-encompassing, so strong that you can correct those pesky numbers that the GM saw printed. As an immediate action, you can alter a modifier provided by all uses of a specific game mechanic by +2/-2. This ability can only be used on a modifier that applies to attack rolls, damage rolls, skill checks, ability checks, and/or saving throws. Alternately, you can alter a percentage roll required by all uses of a specific game mechanic by +10/-10%. At 19th level, the change to modifiers doubles, providing a +4/-4 or +20/-20% alteration. This ability can be used once per day, plus one additional time for every 5 levels above 9th, and its effect lasts for one encounter.

Examples – you could use rules lawyer to increase or reduce the cover bonus to AC, and all creatures with cover would use the altered modifier for the rest of the encounter. You could similarly improve or worsen the modifiers provided by all uses of the inspire courage bardic performance. You could improve or worsen the effects of concealment, or give a -10% penalty to rolls made for the confused condition.

Magic Exploit (Su)
At 10th level, you gain a new metagaming pool ability that allow you to use player knowledge to penetrate an opponent’s supernatural defenses. By spending 1 point from your metagaming pool after using your player knowledge to identify a creature’s energy resistance or SR, you can take advantage of that knowledge by altering one of your spells or effects to change the energy type of damage dealt to one of the following: acid, cold, electricity, or fire and/or gain a ½ you level as a bonus to penetrate spell resistance.

Maximize Attack (Su)
You have learned that sometimes, staying in the shadows and letting others look like the real dangers is better. At 10th level, three times per day as an immediate action, you may declare one weapon attack, natural attack, spell, special attack or unarmed attack executed within 60 ft. of you, to be a maximized attack. You must make this declaration prior to the attack roll. A maximized attack deals maximum damage.

Unflappable (Ex)
You are the sort of person who says “I would not be a bit surprised if the dragon is an illusion and we’re actually surrounded by invisible ninjas.” What’s more, you really aren’t a bit surprised when that turns out to be the case. At 11th level, you gain the uncanny dodge and improved uncanny dodge ability using your level as the rogue level. You can always act in a surprise round, and during a surprise round you can take a full-round worth of actions instead of only a standard or move action.

Ready for Anything (Ex)
At 12th level, when you take the ready action, you do not need to specify in advance what event you are readying for, or what action you will take when that event occurs. Once you take a ready action, you simply have a partial action you may use to pre-empt any one thing you can perceive that occurs.

Master Munchkin (Ex)
At 13th level, you know that sometimes you don’t need to succeed, only to do better than your allies. When you fail a saving throw against an effect that also targets one of your allies within 30 feet, you can compares your saving throw result to your ally’s. If your saving throw was better, you succeed on the saving throw instead of failing it. The ally has any damage sustained by failing the save increase by half if applicable, otherwise has the duration of the effect doubled. This ability can be used three times per day. The ally, if unwilling, can make a Will save DC 10 + ½ you character level + your Charisma modifier for negate this ability.

Monty Haul (Su)
At 14th level, you gain a new metagaming pool ability that allows you to find the treasure you most desires. By spending 3 points from your metagaming pool as part of a successful attempt to identify a magic item, you can make the GM provide you only a base value for the item. You can then choose what the magic item is. The magic item chosen must retain the same form as the original magic item, and must have a value equal to or less than the original. If another creature attempts to use a magic item chosen with this ability, the item immediately reverts to its original properties. This ability can only be used on magic items whose properties have not been identified by you or any of your allies.

Third Party BS (Ex)
At 15th level, you have the annoying ability to pull out the most arcane and questionably balanced rules ever printed for the rules set. As long as you bring a copy of a third-party product to the gaming session, any rules from the product that directly apply to the metadventurer (such as feat selection, spells prepared, etc.) are allowed in the game.

Action Economy Abuse (Su)
At 18th level, you can make the most of a round’s actions. By spending 1 point from your metagaming pool on your turn, you can gain an extra standard or move action in addition to your normal actions. Alternately, you can spend 2 points from your metagaming pool on your turn to gain a second swift or immediate action for that round. You can only use this ability once per round.

Greater Alter Reality (Su)
At 20th level, your ability to alter the reality arround you improved.
Notes:
  • You can create temporary or permanent nonmagical objects without a cost limit based on level.
  • You can create temporary or permanent magical objects without a cost limit based on level.
  • You can create temporary creatures, they are faithful to you to the limit of the obsessive and they also execute suicide orders. As a full-round action, you can create a number of temporary creatures with no CR limit equal to your character level. They last 1 hour per level.
  • You can create permanent creatures, when created they are faithful to you, but this can change with time and they don’t execute suicide orders. As a full-round action, you can create a number of permanent creatures with no CR limit equal to your character level.
  • You can reshape a landscape as a full-round action, creating any type of terrain you can imagine. You can reshap 10.000-foot cube of material per level.
  • You can apply a number of templates equal to your Charisma modifier with no saving throw to a number of creature equal to your level plus your Charisma modifier.
  • You can create a permanent minor or major artifact.
  • Other use of this ability are left to your imagination (full-round action).

Make the GM Cry (Ex)
At 20th level, you become the ultimate nuisance for the GM. Alter Reality, Min/Max, Forgotten Bonus, Change the Odds, RAW Abuser, Undo Event, Wiki Abuser, Invoke Thakko, Denied, Rules Lawyer, Maximize Attack, Master Munchkin can be used at will (the limit of how many times you can use them in a round remains) while Metagaming Pool now have infinite points.
This is definitely a Deadpool worthy class. I'd allow it just for fun.
 

Anomaly

Anomalies are extra-cosmic abominations, creatures otherwise superfluous to cosmic balance but possessed of power enough to give even a time lord pause. While abominations are perversions of immortal portfolios and entities are corruptions of the dimensions, anomalies are twisted interpretations of infinite aspects of reality. Known anomalies include: the dead demiurge known as the Garganaut and the inconceivable Infinitaur, terminator of time lords. Though it is likely that other anomalies exist within the boundless parameters of the great rift.

Anomalies Traits

Hit Dice

Anomalies have at least 240 HD. If in any way they fall below this value, they become entities instead. They have d1000 for hit dice and they have maximum hit points per Hit Die. They have a x2 hit points multiplier. At 300 HD and every 100 HD thereafter their hit point multiplier increases by +1. At 1000 HD this increase to x1000. At 2000 HD and every 1000 HD thereafter their hit point multiplier increases by +1000.

Deflection Bonus (Ex)
Anomalies gain a deflection bonus to their armor class equal to their Charisma modifier.

Alter Reality (Su)
Once per round as a free action an anomaly can duplicate any spell of 9 + number of automatic metamagic capacity feats (CL=HD+Divine Bonus). This ability can also duplicate any epic spells of a DC equal to its spellcraft check +20. Other use of this ability are GM’s discretion.

Cosmic String (Ex)
Anomalies can only be permanently destroyed by a being of equal or better divine status. If an Anomalies is destroyed by a being of a lower divine status it simply rejuvenates instantly.

Divine Aura (Su)
Anomalies have extreme divine aura (1.600 ft. + 160/HD). The anomaly can choose from the following effects each round as a free action. The saving throw to resist effects has a DC of 10 + the anomaly’s Charisma modifier + the anomaly’s divine rank.

  • Death: Those within the anomaly’s aura must make a Fortitude save or die. The anomaly can only slay up to a total of 100 hit points for each of its own hit die per round (although it can choose which targets suffer first).
  • Fear: Those within the anomaly’s aura must make a Will save or be panicked until they exit the divine aura and for a number of rounds thereafter equal to the anomaly HD.
  • Insanity: Those within the anomaly’s aura must make a Will save or become permanently insane.
  • Perfect Heroism: Allies within the anomaly’s aura gain a morale bonus on attack rolls, saves and skill checks equal to the anomaly divine bonus.

Divine Ability (Var.)
Anomalies have a number of divine ability slots equal to their divine bonus. They can select Divine, Cosmic, and Transcendental abilities. At 300 HD and every 100 HD thereafter, an anomaly can totally retrain its divine abilities knowed.

Divine Bonus (Ex)
Anomalies add a divine bonus equal to 1/5 their HD to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. An anomaly’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction.

Cosmic Consciousness (Ex)
The senses of an anomaly extend to the borders the current universe it inhabit or to 50 billion light years while in the Pleroma.

Fast Healing (Ex)
Anomalies have fast healing equal to their total Hit Dice x divine bonus x hit point multiplier.

Immortality (Ex)
An anomaly does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Immunities (Ex)
An anomaly is unaffected by any magical or natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. They can still be affected by artifacts (epic magic items) and epic spells. Anomalies are immune to polymorphing, petrification, or any form-altering attack. They are not subject to energy drain, ability drain, or ability damage. They are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), death from massive damage, and are immune to three of five energy types (specific to the anomaly). Anomalies are immune to Terrestial/Stellar/Dimensional/Universal Hazards and to the effect of the Pleroma space. Anomalies are immune to Dead Magic zones.

Maven (Ex)
Anomalies have maximum rank in all skills they know.

Mythic (Ex)
Anomalies have Mythic Power (x/day, Surge +y) and counts as a xth-rank Mythic creature. Anomalies can use any of them Alter Reality effects as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. They can also expend Mythic Power to use the augmented versions of these spells. X is equal to the divine rank of the anomaly and y is the corresponding surge.

Natural Armor (Ex)
Determine natural armor bonuses as follows:

  • Amorphous/fluid body: Natural armor = 1/6 HD + size bonuses only.
  • Skin/furred body: Natural armor = 1/4 HD + any bonuses for size.
  • Scaly skin/exoskeleton: Natural armor = 1/2 HD + any bonuses for size.
  • Carapace plated/mineral-like body: Natural Armor = HD + any bonuses for size.

Omnicompetent (Ex)
Anomalies know all skills.

Portfolio (Var.)
Anomalies gain two portfolio or one double portfolio as a First One.

Predator of Gods (Ex)
Anomalies ignore transmortality unless the immortal have a divine rank equal or higher than the anomaly in question. When an anomaly kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died.

Predator of the Multiverse (Ex)
Anomalies are Resistant to Multiversal Hazards (Probability Crack, Logic Paradox, Anti-Maxim).

Regeneration (Ex)
Anomalies have regeneration equal to their total Hit Dice x divine bonus. This regeneration will be negated by Expression of Power [Effect], Omnific Might, and Transcendental Might.

Resistances (Ex)
Anomalies have damage reduction /– equal to their HD x divine rank. At 1000 HD and higher this change to HD x hp multiplier. Anomalies resist detection, and are all treated as if affected by a mindblank spell of a caster level equal to the anomaly’s HD and have the Apocrypha divine ability as a bonus ability.

Rejected from Creation (Ex)
Anomalies are not part of creation and resist that power. At 1000 HD they gain immunity to Abrogate and Evil Eye unless generated by a Time Lord or equivalent.

Speed (Ex)
Anomalies have a base speed of Superluminar and have Starflight.

Spell Resistance/Spell Reflection (Ex)
Anomalies have spell resistance equal to 10 + HD + Divine Bonus. Any spell which fails to penetrate the anomaly’s spell resistance is reflected back upon the caster.

Starflight (Su)
An anomaly can reach any destination in the Multiverse in 10d20 minutes (10 minutes with Inner Eye).

Summon Creatures (Sp)
Anomalies can summon creatures associated with their godly progenitor, the Time Lords (like Neutronium Leviathan) or with their Portfolio (like Umbrals for Double Entropy Portfolio). Summoned creatures serve the anomaly without question. Summoned creatures automatically return whence they came after 1 hour, or sooner if slain. See specific anomaly entries for additional details on summoning.

Special Qualities (Ex)
All anomalies have the True Seeing and X-Ray Vision divine ability and the Inner Eye and Slipstream cosmic abilities. Anomalies have the blindsight extraordinary ability, low-light vision, darkvision and see in darkness. Anomalies can choose both nonepic and epic feats as part of their feat selection. Of the two type of energy the anomaly is not immune, one is absorbed by the anomaly and heal instead of damaging it and the other is reflected (as the Energy Absorption and Energy Reflection of the nehaschimic dragons).

Telepathy (Su)
Anomalies can communicate telepathically with any creature that has a language.

Transcendental Might (Ex)
Anomalies deals d100's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and their damage dice cannot go below this dice but this cannot increase to more dice than their HD (Ie: a dagger wielded by a medium anomaly with 600 HD and 1000 Str would deal 600d100 damage). At 1000 HD this increase to Omnific Might and d1000 instead of d100.

Transcendental Traits
Anomalies gain two bonuses to: armor class; attack rolls; difficulty class (for any special abilities, spell-like abilities, spells); CMD; initiative and saving throws. The type of bonuses gained are different for each anomaly. Some gain a luck bonus and a sacred bonus; some gain foresight and insight bonuses, while others gain both a profane bonus and a gravitic mastery bonus. The value of this bonus is equal to the divine bonus of the anomaly. An anomaly cannot have both a profane and sacred bonuses or an anarchic and axiomatic bonuses from this ability at the same time unless it is Beyond Alignment.

Unique Abilities
All anomalies have at least one unique abilities tied to their godly parent’s, or to their Portfolios. These abilities are on the same power level as the Transcendental abilities, but very rarely an anomaly is born with one of these abilities instead on par with an Omnific ability.

Universal Mastery (Var.)
All anomalies are hated and despised and very few of them can say that they know even for a short time the happiness or affection of another creature but for this very reason the universe gives them a gift.

Anomalies gain one of the following six abilities:

  • Evil Eye: You can manipulate the destiny of any beings within your divine aura. For instance you could choose to always gain the best dice rolls for you and your allies and bestow the worst on your enemies. Any being with the Inner Eye cosmic ability cannot have their destiny tampered with in this manner, however, they themselves would no longer always gain the best dice rolls (as per the benefits of the Inner Eye ability).

  • Transcorporeal: You cannot be physically injured by any matter native to your native universe (with the exception of one artifact). If you are born in the Pleroma, you must select a universe of your choice for this ability.

  • Transfinite: You can add the inherant power of your opponent to that of your own. You can choose any opponent within your divine aura and further increase your divine bonus and ability scores by an amount equivalent to the benefit given by their divinity template.

  • Transmortality: You are truly immortal and cannot be permanently destroyed, even by beings of a higher divine status (except by one specific individual).

  • Transtemporal: You can travel freely in time. Any being with the Slipstream cosmic ability cannot be undermined by time travel. However, a transtemporal being still gains triple actions against such opponents simultaneously acting from the immediate past, present and future.

  • Unreal: You cannot be affected by magic from your universe (with the exception of one spell/ritual). If you are born in the Pleroma, you must select a universe of your choice for this ability.

Ability Score
Anomalies have at least 200 in all ability score at the creation (after the adjustment for Portfolio and virtual size). This does not prevent it from being reduced through external sources (like Withering [Effect] if overcome the immunity to ability drain).


Anomalies speak Draconic, Pleromian (the Common of the Pleroma) and other languages suited to the single anomaly.
Is this for all anomalies?
 


Obly99

Adventurer
I will post my version of the Archdevils.
In all versions of D&D, archdevils are more powerful than normal demi-deities, with even actual deities preferring not to fight with them, especially in Hell. To create this template I used the standard demi-deities template of the IH as a base and combined it with the Lord of the Nine template of the Dicefreaks from the Gates of Hell volume 9, taking some abilities from the Asmodean Advocate – d20PFSRD , the Master Spy – d20PFSRD and from the Devil, Contract (CR 12/MR 5) - Spheres of Power Wiki.

Lord of the Nine

For millennia untold, the true nature of Hell’s enigmatic rulers, the infamous Lords of the Nine, has been steeped in rumor, buried under myth, and spoken of in hushed tones. To this very day, the Lords of the Nine remain enigmas, yet none doubt their existence, much less their power and evil. The pinnacles of Hell’s nobility, the Lords of the Nine are masters of the nine layers of Hell, the heart of all Lawful Evil in Creation. The Lords of the Nine are all extremely independent, greedy, tyrannical, and evil. In short, they are among the most debased beings in the Cosmos. Each of them possess powers well beyond those of the devils they command, and are enemies to the forces of goodness and chaos. The Lords of the Nine rule an entire layer of the Nine Hells of Baator. “Lords of the Nine” is somewhat of a misnomer when it comes to who is included. As a group, it would appear that they make up the highest strata of Hell’s nobility, commanding the Dukes of the lowest strata, and this is true as far as eight of the Lords are concerned. The Lords of the First through Eighth are powerful arch-devils with the added potency given them by The Lord of the Nine, Asmodeus. However, the eight all bow to the power of Asmodeus, who power is equal to a Greater Deity (or even to an Elder One according to some). The Lords of the Nine maintain powers that rival those of the gods. While not completely omnipotent, a Lord in his layer is virtually unstoppable, capable of feats beyond that of most beings in the Cosmos. Additionally, each maintains his own unique powers related to his interests, goals, and the nature of the layer he commands. Thus, as the ruler of the largest and most “inviting” city in Hell, Arch-Duke Dispater is a canny, witty, almost friendly fiend with powers to smother weaker minds in order to maintain the law of Dis; on the other hand, the narcissistic Beelzebub, committed to achieving perfection, reveals the weakness and impurity in all lesser creatures, forcing them to wither into nothing with but a touch. Although they hate each other, the Lords of the Nine are well aware of the necessity for treaties and political maneuvering even as each strives to make itself better than the other lords in the eyes of Asmodeus.

Beyond a doubt, there are few beings in existence that wield as much power as the Lords. Although not true gods, the Lords have god-like might at their disposal, and are always eager to gain more power. They are among the most dangerous beings in existence, capable of cheating even gods. All creatures, mortal or not, should avoid dealing with these monsters at all costs.

Diabolical Metamorphosis: Almost all of the Lords experience some kind of physical change upon their apotheosis into this new status. This new form always relates to their duties and desires (and their Portfolio). The designer should add abilities accordingly (see Diabolical Adaptation).

Creating a Lord of the Nine

“Lord of the Nine” is a template that can be added to any creature with at least 30 HD.

Alignment: Always Lawful Evil.

Size and Type: Type changes to Outsider unless Construct or Undead. The creature’s gains the evil, extraplanar [native of the Hell], and lawful subtypes. Recalculate BaB, saves, and skills for racial HD. Class based hit dice, saves, and skills are unaffected. If the base creature have the chaotic or good subtype, it lose them.

Senses: The Lord of the Nine gains darkvision 600 ft. (already increased with Divine Senses) and the see in darkness ability. It also gains Divine Senses.

Divine Senses (Ex): The senses of a Lord of the Nine are ten times superior to that of the base creature.

Armor Class:

Deflection Bonus (Ex): A Lord of the Nine gains a deflection bonus to its armor class equal to its Charisma modifier.

Divine Bonus (Ex): It also gains a +6 Divine Bonus to its armor class (See Divine Bonus Special Quality).

Natural Armor Bonus (Ex): It gains a natural armor bonus equal to ¼ its total Hit Dice/Levels (round any fractions down).

Profane Bonus (Ex): It gains a profane bonus equal to its higher between its mental abilities modifiers (See Diabolic Will Special Quality).

Hit Dice: A Lord of the Nine use d20’s for Hit Dice and has maximum hit points per die.

Defensive Abilities: A Lord of the Nine gains resistance to acid 40 and cold 40, and to Stellar Hazard. It gains DR 20/chaotic, epic, good, and silver, and immunity to ability damage and drain, death effects, disease, energy drain, fire (unless a Portfolio give vulnerability to fire), mind-affecting effects, paralysis, poison, polymorphing, petrification or any other attack that alters its form, death from massive damage and Terrestrial Hazard. It gains regeneration equal to its HD (chaotic, epic, good, and silver). It gains also the following ability.

Infernal Resurrection (Ex): If a Lord of the Nine is killed (even while in Hell), its body crumbles into ashes, leaving behind any gear it held or carried, with the exception of its 4 artifacts, while it is immediately restored to life (as per true resurrection, no HD, Quintessence or DR lost and no banished from that plane for a century) in a location of its choosing in its domain. A Lord of the Nine can’t use this ability again for 1 year, and it avoids direct combat if possible until that year has passed. If slain again or killed by unusual methods (such as with an artifact created for this purpose), a Lord of the Nine rejuvenate with the usual rules (1 HD per week and 1 DR for every 5 HD recuperated, or automatically slain if killed in Hell).

Weaknesses: A Lord of the Nine gains the following weakness.

Locked Within the Gates (Ex): A Lord of the Nine cannot travel into the Prime Material Plane by “traditional means.” Thus, the Lord cannot use nor take advantage of spells like plane shift or gate to travel between the Realities. Only powerful artifacts, magics or rituals grants a Lord of the Nine the ability to enter the Prime. Interestingly, if a Lord is given certain magic items, such as an amulet of the planes, by a mortal, it can use it to travel to the mortal coil once a year for up to nine days; while the mortal must be willing, it cannot be a sworn servant or worshiper of the Lord of the Nine.

Repulsion from the Upper and Maelstrom (Ex): Although the Lord of the Nine detests the forces of chaos or righteousness, it also fears them. As a result, the Lord find it difficult to enter any chaotic or hallowed site. A Lord of the Nine attempting to enter a godly realm of a Chaotic or Good demi-deity or higher power as a full-round action must make a rank check against the immortal (DC 11 + DR of the immortal) (it does not reapply the Divine Rank or the bonus of Diabolic Will to this check but can use the surge as normal); if the immortal is both Chaotic and Good, the DC increase to 15 + DR of the god. If the check fail, the Lord of the Nine cannot try again for a number of days equal to the DR of the immortal. Once a Lord try this check (whether it is successful or not), the immortal in question is immediately alerted to the devil’s attempt and will often arrive in person to deal with the intrusion.

Speed: All movement speeds tripled. A Lord of the Nine can chose between grow up to 12 wings (in this case it gains a fly speed equal to the higher between its increased movement speeds (perfect) that is extraordinary in nature) or simple walk in the air (in this case it gains air walk as a constant spell-like ability) when this template is gained. If the wings are chosen, their design is discretion of the Lord of the Nine.

Attacks: A Lord of the Nine gains a +6 Divine Bonus to Attacks (See Divine Bonus Special Quality) and a profane bonus equal to its higher between its mental abilities modifiers (See Diabolic Will Special Quality).

Integrated Class Features (Var.): A Lord of the Nine with Outsider Hit Dice (instead of Class Levels) gain class features of any class equal to half its Hit Dice. A Lord of the Nine with both Hit Dice and Class Levels do not count its levels for the purposes of determining these integrated class features, only its Hit Dice. Caster Level for integrated spellcaster classes is always equal to the Lord of the Nine’s total Hit Die + Divine Rank, it has nothing to do with the integrated levels.

Special Attacks: A Lord of the Nine gains several special attacks.

Aura of Baator (Su): Medium range (100 ft. +10 ft. per Hit Dice/Level). The presence of a Lord is so vile that it causes lesser beings to cower or pay homage to the might of its evil. All within the above range must succeed in a Will save equal to 10 + ½ the Lord’s HD + its Charisma modifier + its Divine Bonus. Those who succumb to the evil the Lord represents suffer one of the two following effects as determined by the Lord (who can change the effect, or discontinue it, as a free action once per round):

Cower: Affected beings cower before the might of the devil. They can defend themselves normally but take no actions.

Induce Fear: Affected beings become panicked and suffer a –6 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the Lord of the Nine makes them frightened, and they flee from it as quickly as they can. A panicked creature has a 50% chance to drop what it’s holding, chooses its path randomly (as long as it’s getting away from immediate danger), and flees any other dangers that confront it. If cornered, a panicked creature cowers.

The Lord can make its servants, “worshippers,” beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until the Lord dismisses it. Other Lords of the Nine, and beings possessing divine ranks equal to or greater than that of the Lord, are immune to the Aura of Baator. The Aura of Baator replaces any existing fear auras of the base creature. This is a fear, mind-affecting effect (other powers added with Greater Aura or other abilities are not automatically fear and mind-affecting).

For effects, prerequisites and interaction with abilities, Aura of Baator count as divine aura (like the Enlarge Aura or Greater Aura Divine Abilities or reach of the Aura version of an [Effect[).

Command Devil (Su): A Lord of the Nine can channel negative energy a number of times per day equal to 3 + its Charisma modifier, but only to affect creatures with the devil subtype as if they were undead and it possessed the Command Undead feat, with a cleric level equal to its HD. Unlike the normal channel negative energy, the range of this ability is 120 ft. A Lord of the Nine can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel.


Diabolical Decree (Su): Each Lord of the Nine has the ability to demote or promote lesser devils with but a thought. Nine times per day, as a move equivalent action, a Lord may demote any number of devils. The range of this power depends on the location of the Lord. The Lord may use this power anywhere within its Layer and the target(s) does not receive a save. In another part of Hell or a divine realm (even another Lord’s layer), the Lord may extend this power only to devils sworn to it. Beyond Hell, this power only to devils sworn to it, the Lord must be within 900 feet of the target(s), and they receives a Will saving throw (DC ½ the Lord’s HD + its Charisma modifier + its Divine Bonus) against the effect. The Lord may demote devils to whatever power level it determines appropriate. While a Lord may demote any common devil from pit fiend to lemure status, a Lord may only strip a Duke of Hell of its status (although, afterward, the Lord may then use its power again to demote the Duke to a lower station). Conversely, the Lord may promote a devil as a move equivalent action. This ability possesses the same limitations on layer and planar boundaries as the demotion ability. A Lord may raise a common devil from lemure all the way to pit fiend status and the Lord may apply the Duke of Hell status (see below) to any devil with at least 20 HD; in rare circumstances, a Lord will grant the Duke of Hell status to worthy creatures not of diabolical origins. A Lord may promote up to nine times per day.

Infernal Duke Traits (Ex/Su)

An infernal duke is a powerful unique fiend. It possesses the following traits:

  • Immunity to charm and compulsion effects, death effects, fire, and poison.
  • Resistance to acid 30 and cold 30.
  • Telepathy 300 feet.
  • An infernal duke’s natural weapons, as well as any weapon it wields, are treated as epic, evil and lawful for the purpose of overcoming damage reduction.

Frightful Presence (Su): A Lord of the Nine gains the frightful presence (duration 5d6 rounds). Unlike the normal frightful presence, the range is equal to its Aura of Baator, the Lord can activate its frightful presence as a free action as part of any attack, special attack, or spell-like ability, or by speaking aloud and creatures with less HD of the Lord of the Nine who fail the save are panicked for the duration.

Hellfire (Su): When the Lord of the Nine would normally deal fire damage, it instead deal hellfire damage. With hellfire damage, half the damage is fire damage, but the other half results directly from the power of Baator and is therefore not subject to being reduced by fire immunity or resistance. For spells and effects that already have the damage split between half fire and half untyped (like flame strike and hellfire ray), the power of Baator replace the untyped part of the damage. Any creature killed by hellfire must attempt a Will saving throw (DC 10 + ½ the Lord’s HD + its Charisma modifier + its Divine Bonus); failure means the creature’s soul is damned to Hell as a burst of brimstone appears around its corpse. A nonevil spellcaster attempting to bring the creature back from the dead must attempt a caster level check (DC = 10 + the slain creature’s level) to succeed; failure means the spellcaster cannot try again for 1 day. Lawful Evil spellcasters can raise the slain character normally, without requiring a check. A raised character’s soul is no longer automatically consigned to Hell. If the Lord of the Nine has the Fire Portfolio or other Portfolios that give Divine Fire or Perfect Divine Fire, the power of Baator replace the base elemental part (effective causing the Effect to do half divine and half untyped damage, but totally treating the Effect as the base elemental damage when beneficial, such as interrupting regeneration or being multiplied in case of vulnerability), while for the Perfect Divine Fire, the power of Baator replace half the divine damage (in this case the same rules apply as for the parenthesis of Divine [Element]). For spells and effects that already have the damage split between half fire and half untyped (like flame strike and hellfire ray) while the Lord of the Nine has Divine Fire or Perfect Divine Fire, the rules of Divine Fire and Perfect Divine Fire of the second part are applied instead of the initial rule.

Spell-like Abilities (Sp):

Constant
detect chaos, detect good, detect thoughts, discern lies, freedom of movement, mind blank, true seeing

At willanimate dead, baleful polymorph, beguiling gift, blasphemy, breath of life, calm emotion, charm monster, commune, create greater undead, deeper darkness, delayed blast fireball, desecrate, dictum, dimension door, dispel chaos, dispel good, dominate person, dream, etherealness, flame strike, geas/quest, greater dispel magic, greater invisibility, greater scrying, greater teleport, hellfire ray, hold monster, magic circle against chaos, magic circle against good, magic jar, mirage arcane, modify memory, persistent image, polymorph, project image, protection from chaos, protection from good, order’s wrath, raise dead, rage, restoration, scorching ray, sending, shield of law, suggestion, summon monster IX (evil or lawful only), unhallow, unholy aura, unholy blight, veil, vision of hell, wall of fire

6/daywish

3/dayantipathy, blade barrier, demand, destruction, dominate monster, feeblemind, firestorm, force cage, globe of invulnerability, mass charm monster, mass suggestion, mindwipe, mislead, resurrection, sympathy, summon devil

1/dayenergy drain, foresight, greater possession, greater restoration, hellball [E], imprisonment, mage’s disjunction, mass suffocation, meteor swarm, microcosm, polymorph any object, power word kill, prediction of failure, overwhelming presence, shapechange, soul bind, time stop, true resurrection, weird

Caster Level equal to total Hit Dice/Levels + 6 (Divine Bonus).

In addition, each Lord chooses one of the domain (or subdomain) it granted. The Lord may cast all domain spells listed one time per day each as spell-like abilities. The Lord also gains the benefit of the domain power (as a cleric of its spell-like abilities caster level).

Summon Devil (Sp): 3 times per day, a Lord of the Nine can summon 1d4+1 mythic pit fiend, 2d6 pit fiend, 6d6 any CR 19 or less devil or 3d6 any CR 19 or less mythic devil (in this case 19 is the CR of the base creature before apply the mythic version). This is a conjuration (summoning) spell-like ability with spell level equal to ½ the HD of the Lord of the Nine that last for 1 hour. It count as an epic spell for the purpose of being used in an antimagic field. Remember that summoned devils have 200% more HD. Once per day, the Lord of the Nine can maximize the dice(s) of summon.

The Might of Hell (Su): So terrible is the presence of a Lord of the Nine that it may corrupt an entire area with but a thought. Three times per day as a swift action, a Lord of the Nine may unhallow an area with radius of 30 feet per HD centered on the Lord of the Nine. The Lord can determine which spell to attach to the unhallow as listed in the spell description. The duration and all associated effects of the unhallow and adjoined spell are based upon the Lord’s spell-like ability caster level.

Uncanny Hellfire Mastery (Su): The Lord of the Nine gains Uncanny Fire Mastery as a bonus ability. If the Lord of the Nine has the Thunder or Winter Portfolio or other Portfolios that give Divine [Element] or Perfect Divine [Element], it gains Uncanny [Element] Effect but unlike the normal rules, it consider this elemental damage as fire damage and Divine [Element] or Perfect Divine [Element] as Divine Fire or Perfect Divine Fire for interactions with its Hellfire ability.

Special Qualities: A Lord of the Nine maintain the special qualities of the base creature and gains the following.

At Home in Baator (Ex): A Lord of the Nine, while in Baator, gains a lot of powers. It increase its Damage Reduction to 40/chaotic, epic, good, and silver and gains a x2 hp multiplier (not only in its Godly Realm). Also, it gains Omnicompetent as a bonus Divine Ability without the need to meet its prerequisite while in Baator and for 24 hours after leaving it.

Deceiving Truth (Ex): A Lord of the Nine can deceive truth-detecting magic. A creature using this sort of magic against the Lord of the Nine must succeed on a caster level check against a DC of 15 + the Lord of the Nine’s HD + its DR to succeed (as if it was under the effect of a glibness spell); failure means the magic doesn’t detect the Lord of the Nine’s lies or force it to speak only the truth. This ability does not give the Lord of the Nine the glibness spell’s bonus on Bluff checks. When a creature is using detect thoughts or similar magic to read the Lord of the Nine mind, it decides what surface thoughts its opponent detects, and its true surface thoughts remain private. This ability does not protect against mental attacks or mind-reading that delves deeper than surface thoughts. Also, a Lord of the Nine can trick an opponent into believing that it has been charmed or dominated. When the Lord of the Nine succeeds at a saving throw against a magical effect that provides ongoing control (such as charm person, dominate person, or a vampire’s dominate ability), it can allow the spell to take partial effect. To the caster, it appears that the Lord of the Nine failed its saving throw, but the Lord of the Nine is not under the caster’s control. If the spell provides a telepathic link, it functions normally, but the Lord of the Nine is under no obligation to follow the caster’s commands. The Lord of the Nine can dismiss a fooled spell as a swift action. Fooled casting can be used when the Lord of the Nine succeeds at a subsequent saving throw against an ongoing effect, such as that granted by the slippery mind rogue talent.

Devil in the Details (Ex): A Lord of the Nine learns to choose its words so carefully that even when it says something designed to deceive listeners, the words are phrased to be technically true. It can use its Profession (barrister) skill for Bluff, Diplomacy, Intimidate, and Linguistics checks (but only related to forgeries for the Linguistics). A Lord of the Nine gains Divine Skill Focus (Profession [barrister]) as a bonus ability without the need to meet its prerequisites.

Diabolic Will (Ex): A Lord of the Nine gains a profane bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); initiative and saving throws equal to its highest mental modifier.

Diabolical Adaptation (Var.): Each Lord of the Nine typically gains one special ability or one special quality in keeping with its areas of interest and/or Portfolio; for every 10 HD possessed, the Lord acquires an additional special ability or special quality. Many of these abilities are on par with a Divine Ability and are unique for every Lord of the Nine.

Divine Bonus (Ex): A Lord of the Nine gains +6 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.

Godly Realm (Var.): The godly realm of a Lord of the Nine is its sanctum, a little part of the layer of which command (the godly realm of Dispater is the Iron Scepter, its palace at the center of Dis). No specific rule governs how large its godly realm is, but it is generally no larger than a little city. Within Hell (not only in its Godly Realm) a Lord of the Nine can impose a divine penalty to any or all characters (even more powerful deities) equal to its divine bonus. In this case -6. Penalty for fighting multiple Lords of the Nine stack.

Grant Spells (Su): Lord of the Nine can grant spells as if it was a deity. Each archdevil has a favored weapon and grants the Evil and Law domains, plus two other domains and four subdomains.

Hear Name (Su): A Lord of the Nine hears its name when it is spoken, regardless of distance and even across planar boundaries. If a creature speaks the Lord’s name three times in the same breath, the Lord learns the creature’s name and precise location, and can hear the next 25 words spoken by that speaker. Once per day, if any image or statue of the Lord of the Nine is within 10 feet of the speaker, the Lord can answer the speaker via that image or statue. The Lord of the Nine can observe, converse, or utilize its spell-like abilities and Infernal Contract through this vessel for up to 1 minute, but if the Lord uses a spell-like ability or Infernal Contract through this link, the connection immediately ends thereafter, regardless of any remaining duration. This power is barred from the other layers of Hell and from the realms of beings with divine ranks (or equivalent) equal or greater than the Lord’s.

Immortality (Ex): A Lord of the Nine does not age, requires no air to breathe, no food or drink, nor sleep.

Infernal Contract (Su): As a standard action, a Lord of the Nine can produce an infernal contract for a single mortal creature. This contract can grant a wide range of abilities and effects, as detailed in the contract devil’s entry (Pathfinder Roleplaying Game Bestiary 3), including the granting of a mythic wish. To receive any of these bonuses, however, the mortal must sign its true name to the document of its own free will. Upon doing so, that mortal’s soul is sworn to the Lord of the Nine, condemning the soul to an eternity of servitude in Hell rather than whatever fate would naturally befall it upon the mortal’s death. Breaking a contract with a Lord of the Nine is difficult and dangerous; as long as the infernal contract remains in effect, the victim cannot be restored to life after death by any power less than a Demi-Deity but even in that case, they will usually avoid stepping on Hell's toes, risking a diplomatic incident.

Infernal Investment (Su): As a subclause of all infernal contracts, a Lord of the Nine can use detect thoughts, possession and greater scrying upon any creature with which it has a contract or gains powers from the Lord (like a cleric or inquisitor) while in its Layer. The target creature always fails its save against this abilities—this ability otherwise functions at caster level equal to the HD of the Lord of the Nine plus its Divine Bonus. The Lord of the Nine, when using possession, unlike normal, maintains a strong bond with its body and is not helpless for the duration of the effect but only flat-footed and can make Perception checks to notice events as normal, but suffers a –10 penalty to the roll. This ability work even if the target is on another plane and for the purpose of the possession effect, you always count on the same plane (allowing your soul to return to Baator at the end of the effect or if the host is killed).

Infernal Nobility (Ex): Although not gods, the fact that each Lord of the Nine rules an entire layer of Hell affords them a grotesque amount of power. Furthermore, while on its layer, each Lord functions as an even more powerful being, having abilities that give the true deities of Hell pause. Each Lord gains the Cosmic Firmament Cosmic Ability while in its own layer, increasing its ability to control and manipulate it. Perhaps most frightening about a Lord’s command over its layer is the fact that it has no upper limit with regard to range. Only the realms of gods are resistant to the power of the Lord; in order to affect a divine realm on its Layer, the Lord must be physically within the realm or adjacent and then make a check DC 11 + HD of the Immortal + its Charisma modifier + its Divine Rank (the Lord make a check with 1d20 + its HD + its Charisma modifier + its Divine Rank + its higher mental modifier). Only Asmodeus has the power to supersede a Lord’s ability to manipulate the Lord assigned layer, not to mention the ability to strip the Lord of its power altogether.

Language Mastery (Ex): A Lord of the Nine knows all languages, as though using a tongues spell, although this ability is not supernatural and cannot be dispelled.

Might (Ex): A Lord of the Nine 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 Lord of the Nine has Mythic Power (6/day, surge +1d8) and counts as a 6th-rank Mythic creature. A Lord of the Nine can use any of its spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. While in Baator, it count as a 10th-rank Mythic creature and its Mythic Power increase to (10/day, surge +1d12).

Perfect Summoning (Devil) (Ex): Creatures with the devil subtype summoned have 200% more HD. This replace the Improved Summoning (Evil/Law) of the Portfolios Evil and Law (see below).

Portfolios (Var.): Each Lord of the Nine gains 3 Portfolios (see Chapter 3 for more details on Portfolios) as a demi-deity, but 2 are compulsorily Evil and Law (already written the spell-like at will in the template). A Lord of the Nine cannot renounce the Evil or Lawful Portfolios for increase its divine ability slots.

Power/Spell Resistance (Ex): A Lord of the Nine gain Power/Spell Resistance equal to its total Hit Dice/Levels +16 (10 + Divine Bonus Special Quality).

Saves (Ex): A Lord of the Nine gains a +6 Divine Bonus to all Saves (See Divine Bonus Special Quality) and a profane bonus equal to its higher between its mental abilities modifiers (See Diabolic Will Special Quality).

Abilities (Ex): +12 to each Ability Score.

Skills (Ex): A Lord of the Nine gains a +6 Divine Bonus to all Skills (See Divine Bonus Special Quality) and a profane bonus equal to its higher between its mental abilities modifiers (See Diabolic Will Special Quality). A Lord of the Nine gains Appraise, Bluff, Craft, Diplomacy, Disguise, Intimidate, Knowledge (all), Linguistics, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, and Use Magic Device as class skills.

Maven (Ex): A Lord of the Nine has its skill ranks raised to maximum for each class skill.

Divine Abilities (Var.): 6 Divine Abilities.

Languages: A Lord of the Nine gains Abyssal, Celestial and Infernal as a languages and telepathy 1,000 ft.

Treasure: 4 Artifacts (see Infernal Arms) plus quadruple standard.

Infernal Arms: The Lords of the Nine all have signature items that serve as symbols of their station and authority over all that is diabolical. The weapons and magic items used by the Lords are true artifacts in every sense of the word. While some were crafted by the Lord in question or by a powerful subordinate, some of the weapons were created by Asmodeus himself. Although each signature item is unique to each Lord, these infernal arms all maintain a similarity. Each Lord can instantly call his or her infernal arms as a free action at will (as for the Apport Divine Ability).
 

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Obly99

Adventurer
Today I will post the evil of Christmas, Krampus. For create it, I used the base 1st edition Krampus (Krampus – d20PFSRD), with some abilities from some 3pp versions (Krampus – d20PFSRD / paizo.com - Forums: Conversions: Krampus / Krampus (3.5e Monster) - Dungeons and Dragons Wiki / Krampus in DnD???), and the 2nd edition version (Krampus - Monsters - Archives of Nethys: Pathfinder 2nd Edition Database).

Krampus

LE Large monstrous humanoid (cold, abomination)

Init +19; Senses blindsight 500 ft., detect evil, detect good, discern lies, naughty scent, see in darkness, snow vision, true seeing; Perception +64

Aura cold (1d12 cold damage, 60 ft.), frightful presence (DC 48, 120 ft.), snowstorm (1 mile)

AC 76, touch 43, flat-footed 59 (+20 armor, +13 deflection, +11 Dex, +4 divine, +6 dodge, +13 natural, -1 size)

hp 1.008 (42d10+588) fast healing 20, regeneration 20 (epic and good)

Fort +61, Ref +56, Will +56

Defensive Abilities limited immortality, nondetection, sixth sense; DR 20/epic and good; Immune ability damage and drain, cold, curse, death effects, disease, electricity, energy drain, fear, mind-affecting effects, paralysis, polymorphing, petrification, or any form-altering attack, enchantment, illusion and transmutation magic, death from massive damage; Resistance acid 30, fire 30, Terrestrial Hazards; PR/SR 56

Weakness fire vulnerability

Offense

Speed 90 ft., air walk, snowstep

Melee spiked chain +70/+70/+65/+60/+55 (4d10+37/15–20x3 plus 3d6 cold and grab), gore +63 (3d10+14) or 2 claws +68 (2d10+23), gore +68 (3d10+23)

Space 10 ft.; Reach 10 ft. (60 ft. with spiked chain)

Special Attacks capture, dragging lash, melodious roar (DC 48), mythic power (4/day, surge +1d8), powerful charge (gore, 8d12+32), punish the naughty, rattling chains, regression, spellstrike, turn gift to coal

Spell-Like Abilities (CL 46th; concentration +63)

Constantair walk, detect evil, detect good, discern lies (DC 31), greater magic fang, nondetection, tongues, true seeing

At willbeguiling gift (DC 28), bestow curse (DC 31), commune (Santa Claus only), cone of cold (DC 32), control weather (as a druid), frostball (as fireball but cold damage and descriptor, DC 30), frost fall (DC 29), dimension door, discern location, flesh to ice (as flesh to stone but ice instead of stone and cold descriptor, DC 33), greater scrying (DC 34), ice storm, icy prison (DC 32), invisibility, sleet storm (DC 30), wall of ice (DC 31)

3/daybaleful polymorph (DC 32), commune with nature, create food and water, delayed blast frostball (as delayed blast fireball but cold damage and descriptor, DC 34), greater bestow curse (DC 34), greater invisibility, greater teleport, legend lore, mass icy prison (DC 36), phantasmal killer (DC 32), polar midnight (DC 36), polar ray, summon evil toys (3d6 evil toys, spell level 9th), winter storm (as fire storm but cold damage and descriptor [catch in fire deal cold damage as well], DC 35)

1/yearcold winter [E] (as rain of fire but cold damage and descriptor, DC 37), polymorph any object (DC 35), sympathy (DC 35), weird (DC 36), wish (to a mortal creature only)

1/100 yearsdire winter [E]

Str 46, Dex 33, Con 38, Int 26, Wis 33, Cha 36

Base Atk +42; CMB +65; CMD 105

Feats Alertness, Combat Reflexes, Cornugon Smash, Dodge, Greater Fortitude, Greater Vital Strike, Greater Weapon Specialization (spiked chain), Improved Critical (spiked chain), Improved Initiative, Improved Vital Strike, Intimidating Prowess, Power Attack, Signature Skill (intimidate), Vital Strike, Weapon Focus (spiked chain), Weapon Specialization (spiked chain)

Epic Feats Good Fortitude, Greater Critical (spiked chain), Improved Critical Multiplier (spiked chain), Improved Dodge, Sixth Sense

Skills Acrobatics +29, Appraise +54, Bluff +59, Craft (toymaker) +57, Diplomacy +59, Disable Device +29, Heal +29, Intimidate +80, Perception +64, Sense Motive +61, Stealth +56, Survival +60, Swim +64, Use Magic Device +59

Languages Abyssal, Aklo, Common, Celestial, Druidic, Infernal, Sylvan; tongues, telepathy 1.000 ft.

SQ bountiful bag, chain armor, compression, cook people, hide in plain sight, mystical chains, mythic, nightmare out of a dark winter, virtual size category +1

Divine Abilities

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

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

Bountiful Bag (Su)
Krampus carries a large bag brimming with barely contained gifts and trinkets, including one of every magical item that is a consumable and cannot be recharged (potions, scrolls, or wands) with a value of 20.000 gp or less, at least 20 golden rod memento, and an assortment of food and valuables. This particular bag contain even potion of level higher that 3rd (like a potion of resurrection that value 16.000 gp). Once every 24 hours, the bag's contents magically regenerate, replacing any of these items that have been removed. Krampus can interact with the bag to stow or withdraw items as a move action, always finding the desired stored item at the top of the bag. The bag conduce to a private extradimensional demiplane, so the weight of its contents doesn't count against Krampus's carrying capacity. The bag functions as a normal sack if used by anyone other than Krampus, and if Krampus is slain, the bag retains 2d4 random consumable items of 100.000 gp or less (this is the loot of the encounter).

A creature can use the Disarm or Steal combat maneuver to extract a consumable item from Krampus's bag. As part of the action, the creature can envision a specific item it wants to extract. On a successful combat maneuver, the creature Disarms or Steals the object (or a random consumable item of at least 10.000 gp value level at least if the creature didn't envision an object).

If the creature fail by 10 or more the combat maneuver the creature Disarms or Steals a golden rod memento (see the end of the sheet) instead of a consumable item.

Capture (Su)
If Krampus begins its turn grappling an adjacent Large or smaller creature, it can stuff the target into its bag as a swift action that doesn’t provoke attacks of opportunity. This use of the bad conduce to an extradimensional space similar of a bag of holding with the difference that the air is magically constantly renewed (a creature is never in danger of suffocating) and never conduce to the private demiplane that hold the objects (see Bountiful Bag). A creature stuffed into this bag is subjected to Krampus’s regression ability (see below). A creature in the bag can try to cut its way free with any light slashing weapon. The bag has AC 46, hardness 20, 120 hit points and automatically heal 20 hit points at the start of Krampus turn. If a creature reduce the bag to 0 hit points, the automatic heal is deactivate and Bountiful Bag cannot be used but Krampus can repair the bag as a swift action that does not provokes attacks of opportunity, restoring the bag to 120 hit points and reactivating the automatic heal and Bountiful Bag. Until then, any creature stuffed into the bag is still subjected to the regression ability but can escape with a move action that provokes an attack of opportunity from Krampus. The bag has other special qualities while in Krampus’s possession. The weight of creatures in the bag doesn’t count against Krampus’s carrying capacity. Up to 16 Small creatures, 8 Medium creatures or 4 Large creatures can fit in the bag at a time. If used by any creature other than Krampus, the container functions as a mundane sack. If Krampus’s bag is lost or destroyed, it can create a new bag with a full-round action that provokes attacks of opportunity. The bag is tied up to the chains that adorn Krampus, so it doesn't need to use a hand to hold it.

Chain Armor (Ex)
The chains that adorn Krampus grant it a +20 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.

Cook People (Su)
Krampus gains and can use the Cook People witch’s hex, even if it doesn’t meet that hexes normal prerequisites.

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

Dragging Lash (Ex)
If Krampus grapple a foe with its spiked chain, it can immediately attempt a drag check without provoking attack of opportunity. If Krampus wins the check, it draws the foe automatically into an adjacent square, regardless of the total check result.

Grant Spells
Krampus can grant spells of 7th level or less. It grant access to the domains of Community, Evil, and Law and to the subdomains of Education, Judgment, Torture°, and Yule°.
°Clerics of Krampus can use the Torture subdomain to modify the Evil domain and Yule subdomain to modify the Community domain.

Hide in Plain Sight (Su)
Krampus can use the Stealth skill even while being observed. As long as it is within 10 feet of an area of dim light, Krampus can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.

Limited Immortality (Ex)
If Krampus is killed, a new Krampus forms elsewhere in the world after a year’s time—this new Krampus retains the memories of the previous Krampus and likely holds a grudge against the person who killed it the year before. If a method to disrupt this cycle exists, it has yet to be discovered by mortals.

Melodious Roar (Su)
As a full-round action that provokes attacks of opportunity, Krampus can lets out a soothing roar that can be heard up to a mile away. All creatures that hear it must make a Will save DC 48 or fall under a magical sleep until the next dawn. Sleeping creatures are helpless. Wounding awakens an affected creature, but normal noise or slapping does not. Creatures with 21 or more HD or that succeed the save are immune to melodious roar for 24 hours. This is a compulsion, mind-affecting, sonic effect and deaf creatures are immune to it. The save DC is Charisma-based.

Might (Ex)
Krampus 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.

Mystical Chains (Su)
Krampus’s chains function as a +6 ghost touch, icy blast, impact, speed spiked chain made of cold iron. These chains become non-magical if Krampus does not carry or wield them, and if a chain is disarmed or destroyed, Krampus can create a new set of chains as a standard action. The chains react almost as a living extension of Krampus’s will and have the grab ability. If Krampus grapple a foe with its chain, the foe gains the grappled condition, but Krampus does not. If the target is protected by a spell or spell-like ability (including the effects of magical items) that provide freedom of movement or a similar effect that prevents grappling, Krampus can spend one use of its mythic power as a swift action while making the grapple check to use greater dispel magic to negate that effect; this dispelling does not affect other effects. Finally, Krampus can still make attacks with its spiked chain even while a creature is grappled in it. Doing so imposes a -4 penalty on Krampus’s attack rolls, but causes both the grappled creature and the target to suffer an additional 6d6 points of bludgeoning damage with each successful hit. Krampus can grapple only one creature at a time with its chain.

Mythic (Ex)
Krampus has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. Krampus can use any of its 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.

Naughty Scent (Su)
Krampus gains the scent ability with a base of range of 1 mile, but only with respect to creatures with the evil alignment. Creatures of evil alignment with 5 or more HD count as having a strong scent. Creatures with the evil subtype or with evil alignment and 11 or more HD count as having an overpowering scent. Creatures that commit a “minor” evil act in the last year like stealing a toy or snapping at parents count as having the evil alignment for this capacity.

Nightmare Out of a Dark Winter (Ex)
Krampus Intimidate and frightful presence ignore immunity to fear and mind-affecting of creature with 20 HD or less or if the creature is a child, a creature with the young template, or a victim of Krampus’s regression ability.

Punish the Naughty (Su)
As a swift action, Krampus can designate a single target it can see as being “naughty.” The target must be a child, a creature with the young template, or a victim of Krampus’s regression ability. Against that target, Krampus gains a +20 bonus onattack and damage rolls and Intimidate, Perception, Sense Motive, and Survival checks. These bonuses remain in effect until the target is dead or Krampus designates another target as naughty.

Rattling Chains (Ex)
As a standard action, Krampus can attempt to demoralize opponents by rattling its chains. This functions as the Dazzling Display feat, except it does not require Krampus to be wielding a weapon and the range is 60 ft. Krampus can expend one use of mythic power when use this ability to make those affected by the display frightened rather than shaken (does not stack with the use of Intimidate Unchained).

Regression (Su)
Each round a creature begins its turn stuffed into Krampus’s bag, it must succeed at a Fortitude saving throw DC 48 or be regressed back to its childhood. The creature is affected in size as if via reduce person (even if his not humanoid), but none of the target’s gear changes size. This effect persists for 24 hours, after which the target regains its original size. A creature which is a child or currently under the effects of regression cannot be further affected by this ability. This is a curse effect. The save DC is Charisma-based.

Snowstep (Ex)
Krampus ignores difficult terrain and movement penalties caused by snow and ice, and it leaves no tracks when moving through areas of snow or ice (as under an extraordinary pass without trace effect). Krampus can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Snowstorm (Su)
Krampus is surrounded by whirling blasts of snow, even in areas that wouldn’t allow for such weather, that comprise a 1 mile-radius spread. Within this area, the snowfall and wind gusts cause a -4 penalty on Perception checks and ranged attacks. The wind itself blows in a clockwise rotation around Krampus, and functions as severe wind. Krampus is unaffected by this snowstorm (see snowstep and snow vision). Any effect that causes these winds to drop below severe (such as control weather or control winds) cancels the snowstorm effect entirely but Krampus can reactivate it as a standard action in its turn.

Snow Vision (Ex)
Krampus can see perfectly well in stormy and snowy conditions, including in blizzards, and does not take penalties on Perception checks when in snowy or blizzard conditions, as well as concealment due to ice or snow.

Spellstrike (Su)
Whenever Krampus uses a spell-like ability with a range of touch, it can deliver the spell through its spiked chain as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell effect, Krampus can make one free melee attack with its spiked chain as part of activating the ability. This attack uses the weapon’s reach and critical range, but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. If successful, this melee attack deals its normal damage as well as the effects of the spell.


The little helper of Krampus, they are not used to fight but to scare and announce the arrival of the Christmas Nightmare to the unfortunate family.

Evil Toys

NE Small construct

Init +6; Senses darkvision 60, low-light vision, snow vision; Perception +16

DEFENSE

AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)

hp 65 (10d10+10)

Fort +3, Ref +5, Will +3

Defensive Abilities hardness 5; Immune cold, construct traits; PR/SR 15

Weakness vulnerability to fire

OFFENSE

Speed 20 ft., burrow 10 ft, climb 10 ft., snowstep

Melee slam +13 (1d3)

STATISTICS

Str 10, Dex 14, Con –, Int 10, Wis 10, Cha 10

Base Atk +10; CMB +9; CMD 21

Feats Improved Initiative, Power Attack, Skill Focus (perception, stealth), Weapon Finesse

Skills Perception +16, Stealth +22

Languages Abyssal, Aklo, Common, Celestial, Druidic, Infernal, Sylvan (cannot speak)

Golden Rod Memento (Minor Artifact)
Aura
overwhelming abjuration and good; CL 46th; Slot slotless; Weight
DESCRIPTION
This coin-sized golden pin depicts a bundle of five trimmed tree branches. Once you've stolen the pin, accepted it from Krampus willingly, or carried it for at least 1 minute, its curse activates. After that happens, the pin fastens itself to your clothing, providing you an insistent empathic admonition not to be naughty and constantly informing Krampus of your location, as for the spell status that transcends planar borders. The pin reappears and reattaches itself within moments if discarded or destroyed. The pin constantly monitors your actions, judging you against the following code of conduct:
  • Help those in need (provided they do not use the help for evil ends).
  • You must never willingly commit an evil act, such as murder, torture, or the casting of an evil spell.
  • You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.
  • Punish those who harm or threaten innocents.
  • You must never knowingly steal or inflict harm with the goal of stealing the victim's wealth. This tenet doesn't prevent you from looting those you harm primarily in the defense of yourself and others.
Whenever you violate this code of conduct, one of the golden branches tarnishes (and utterly egregious violations might tarnish multiple branches). During the winter following the curse activating, the pin transforms based on the number of golden branches remaining.

5 Branches: The pin either transforms into a pile of golden trinkets whose gold piece value equals your level × 10.000 and it grants you absolution for your misdeeds as for an atonement spell (leading towards good only). You don't need to pay a gp price; your exemplary behavior over the past year qualifies.

3–4 Branches: The pin either becomes a non-magical golden pin worth 100 gp, or it grants you absolution for your misdeeds as for an atonement spell (leading towards good only). You must pay any cost for the atonement spell.

1–2 Branches: The pin transforms into a leering Krampus face that curse you before dissolving. You lose any immunity and resistance to cold from class abilities, race or subtype. This curse can be removed only with miracle or wish.

0 Branches: The pin transforms into Krampus, who appears in an adjacent space and knows of your misdeeds while wearing the pin.

DESTRUCTION
A golden rod of memento dissolve automatically 1 year after the object is activated.
 

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Obly99

Adventurer
Today I will bring the destroyer of Egyptian myth, the serpent of Chaos Apophis. Apophis was probably the first thing I created in the IH even if I'm not very proud of it: its first version was a simple and anonymous Old One with the Portfolio chaos and darkness without any particular unique abilities apart from its poison which was totally broken and senseless: whenever you failed a saving throw against it, you lost 1 Divine Rank and the appropriate Quintessence. Later I got back to revisiting it and fixing/balancing it. I realized that Dendar is nothing more than the D&D version of Apophis and they didn't even bother trying to change it much. So why not take advantage of it? I've recovered Dendar abilities from 3.5 (Realms Helps Creature: Dendar the Night Serpent), 5e of @dave2008 (D&D 5E - 5e EPIC MONSTER UPDATES) and a nice custom ability inspired by Kane Chronicles' Apophis (reality break) and here is this version.

Apophis

CE Macro-Medium Magical Beast (aquatic, chaotic, entity, extraplanar)

Init +187 (Always First); Senses blindsight 5.000 ft., cosmic consciousness (galaxy/plane), darkest vision, darkvision 10.000, divine senses (x20), low-light vision, scent, true seeing; Perception +238

Aura divine (DC 93, 6.800 ft.), nightmare (DC 173, 6.800 ft.), reality break (6.800 ft.),

AC 305, touch 113, flat-footed 257 (+51 deflection, +42 Dex, +6 dodge, +32 divine, +192 natural, -28 size)

hp 24.640 (160d100+8.640) fast healing 80 regeneration 80 (epic and lawful)

Fort +273, Ref +261, Will +260; +50 against divination effects

Defensive Abilities cosmic string (1d10 minutes), nightmare scales, sixth sense; DR 200/—; Immune ability damage or drain, cold, death effects, energy drain, mind-affecting, poison, enchantment, illusion and transmutation effects, death from massive damage, Terrestrial Hazards; Resistance all elements 100, Stellar Hazards; PR/SR 202, any spell which fails to penetrate Apophis spell resistance is reflected back upon the caster

Weakness light blindness

Speed 2.000 ft., burrow 1.000 ft. (ground with maximum hardness of 97), fly 2.000 (perfect), swim 10.000 ft.

Melee bite +406 touch (160d20+347/17-30x3 plus grab, nightmare venom and poison)

Space 8.000 ft.; Reach 5.335 ft. (8.000 ft. with bite)

Special Attacks breath weapon (1-mile cone, DC 173, unleash nightmares), capsize, crush (Macro-Diminutive Creatures, DC 176, 160d20+157), fast swallow, god-eater, jaws of the eater of the sun, mythic surge 32/day (+20d6), nightmare venom, poison, rend ship, siege monster, swallow whole (160d20+105 damage plus 1d6 nightmares, 106 AC, 2.464 hp), tail sweep (2-miles cone, Macro-Fine Creatures, DC 227, 160d20+157 plus push back 1 mile and knocked prone), unleash nightmares

Spell-Like Abilities (CL 192th, concentration +275)

Constant—mindblank

At will—animate objects, blindness/deafness (DC 95), chaos hammer (DC 97), cloak of chaos (DC 101), deeper darkness, dispel law, greater shadow evocation (DC 101), magic circle against law, nightmare (DC 98), obscuring mist, protection from law, shades (DC 102), shadow body, shadow step, shadow walk, shatter (DC 95), summon monster IX (chaotic creatures only), word of chaos (DC 100)

3/day—summon snakes (level 39th, 1d8 spawn of apophis [fiendish paragon teratoid giant anaconda CR 53] 100%)

Str 220, Dex 94, Con 118, Int 90, Wis 88, Cha 112

Base Atk +160; CMB +430; CMD 434 (cannot be tripped)

Feats Alertness, Blind-FightB, Combat Expertise, Combat Reflexes, Dodge, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Iron Will, Mobility, Muscle Reaction, Run, Seize the Opportunity, Spring Attack, Vital Strike, Whirlwind Attack

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

Metamagic Feat Aquatic Spell, Automatic Metamagic Capacity x7, Bouncing Spell, Contingent Spell, Continual Spell, Delayed Spell, Disruptive Spell, Ectoplasmic Spell, Elemental Spell, Empower Spell, Enlarge Spell, Extended Spell, Flaring Spell, Greater Intensified Spell [E] (+4, removes the maximum cap), Heightened Spell, Intensified Spell, Latent Curse, Lingering Spell, Maximize Spell, Murky Spell, Metamagic Freedom [E], Persistent Spell, Profane Spell, Quicken Spell, Reach Spell, Seeking Spell, Selective Spell, Shadow Grasp, Snuffing Spell, Solid Shadow, Stygian Spell, Tenacious Spell, Tenebrous Spell, Thanatopic Spell, Threnodic Spell, Trap Spell, Umbral Spell, Widen Spell

Skills Omnicompetent - All skills 195 + ability modifier

Languages Abyssal, Aklo, Ancient Egypt, Celestial, Draconic, Infernal, Old Tongue, other 194 (GM’s discretion); telepathy 10.000 ft.

SQ amphibious, chaos portfolio traits (Old One), cleaving bite, cosmic might, darkness portfolio traits (Old One), divine traits (entity), eater of souls, ignore armor, massive, mythic, lord of the tenth region of the night, virtual size category +7

Environment: Tenth region of the night

Organization: Unique

Treasure: Incidental

Divine Abilities

• Adjuration (Su): Summon up to 320 hit die of creatures per day (no single creature can have CR higher than 112)

• 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

• Invincibility (Ex): Fortitude save for negate damage

• Lurking (Ex): You are difficult to detect

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

• Perfect Initiative (Ex): Always first

• Omnicompetent (Ex): All skills are class skill

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

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

• Shadow Self (Ex): Create a shadow duplicate

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

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

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

Cosmic Abilities

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

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

• Slipstream (Su): You are immune to temporal effects

• Unearthly Weapon Focus (bite)B: Touch attack for hit

Chaos Portfolio Traits (Old One)

Hostile Environment (lawful): You take a competence penalty (equal to your divine rank) on all die rolls while in a lawful aligned environment

Axiomatic Vulnerability: You suffer 50% extra damage from lawful based attacks and spells

• Transmutation Immunity: You are immune to transmutation based attacks

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

• Improved Summoning (Chaos): Chaotic creatures summoned by you have 50% more HD

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

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

• Anarchic Regeneration (Su): You gain regeneration equal to ½ HD while within a chaos aligned locale

• Chaos Messiah (Su): You cannot be harmed, either willingly or unwillingly by chaotic creatures of lower divine rank

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

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

Darkness Portfolio Traits (Old One)

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

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

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

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

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

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

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

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

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

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

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

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

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

Uncanny Anarchic Mastery

Beam (Ray) 160d8; 6.800 ft.

Blast 80d8; 6.800 ft./425 ft. Standard action Ref 103/half

Blood 40d8; Melee automatic ability Ref DC 106/negate

Breath* 160d8; 425 ft. (cone) 1.700 ft. (line) Standard Ref 106/half

Hand 240d8; Melee Touch

Immolation 240d8; 6.800 ft. radius Free/Standard Ref 106/half

Storm 40d8; 6.800 ft. radius Standard/Free – Special Ref 103/half

Strike 40d8; Melee (bonus) Free -

Wrath (Gaze) 80d8; all creature in 425 ft. Will 103/negate

Uncanny Negative Energy Mastery

Beam (Ray) 26; 6.800 ft.

Blast 13; 6.800 ft./425 ft. Standard action Ref 103/half

Blood 6; Melee automatic ability Ref DC 106/negate

Breath* 26; 425 ft. (cone) 1.700 ft. (line) Standard Ref 106/half

Hand 40; Melee Touch

Immolation 40; 6.800 ft. radius Free/Standard Ref 106/half

Storm 6; 6.800 ft. radius Standard/Free – Special Ref 103/half

Strike 6; Melee (bonus) Free -

Wrath (Gaze) 13; all creature in 425 ft. Will 103/negate

Alter Reality (Su)
Once per round as a free action Apophis can duplicate any spell of 16th-level or less. This ability can also duplicate any epic spells of DC 255 or less. Other use of this ability are GM’s discretion.

Capsize (Ex)
Apophis can overturn a boat of its size or Smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.

Cleaving Bite (Ex)
A single attack from Apophis’s bite can target all creatures in a 100-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the bite. Creatures struck by this area bite are exposed to the Chaos Serpent’s poison, and it can attempt a combat maneuver check to grapple and immediately swallow all creatures it hits with this bite attack, making a single check and applying it against the CMD of all targets. If Apophis grapples a creature of Macro-Tiny size or smaller, it does not gain the grappled condition and does not need to succeed at a grapple combat maneuver check to move while maintaining its grapple. Apophis can grapple any number of creatures of Macro-Tiny size or smaller simultaneously. Apophis natural weapons are considered area attacks for the purpose of attacking swarms.

Cosmic Might (Ex)
Apophis 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.

Divine Traits (Entity) (Ex)
As an entity, Apophis 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. Apophis’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.

Eater of Souls (Su)
Apophis live in the underword and because of this, its bite attack gains the ghost touch property. Incorporeal creatures can be grappled by Apophis with its bite and swallowed. Also, the grab special attack of Apophis ignore freedom of movement and similar abilities (like the Eternal Freedom Divine Ability) of creatures with lesser power of a Sidereal. Finally, its bite attack gains the mighty disruption property with a Fortitude save DC of 173 instead of 21. The save DC is Charisma-based.

God-Eater (Ex)
Apophis despises all deities and their mortal and immortal servants. It can detect outsiders, extraplanar creatures, creatures with divine rank and divine spellcasters (as well as any creature called or summoned by outsiders, extraplanar creatures, creatures with divine rank or divine spell- casters) by scent at 1.000 times the normal range, and can always pinpoint their location when they are within 1.000 feet. Its poison ignore the ability damage and ability drain immunity, poison immunity and Fortitude save immunity of creatures with lesser power of a Sidereal.

Grant Spells
Apophis can grant spells of any level. It grant access to the domains of Chaos, Death, Darkness, Destruction, Evil, Scalykind, and Water and to the subdomains of Catastrophe, Corruption, Demon, Entropy, Fear, Flotsam, Hatred, Murder, Night, Rivers, Riot, Venom, Undead.

Ignore Armor (Ex)
Apophis's incredibly sharp fangs pierce any armor as if it were paper. Not even the most powerful magic armor protects against its vicious bites; as a result, Apophis gains the Unearthly Weapon Focus (bite) as a bonus Cosmic Ability.

Jaw of the Eater of the Sun (Ex)
Apophis’s applies triple its Strength modifier to bite damage, and its bite attack has a base critical threat range and multiplier of 17-20x3. Apophis’s bite attack automatically bypass any DR, that is not /–, and hardness the target might possess, and gains +32 enhancement bonus.

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

Massive (Ex)
Because Apophis 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 Apophis (GM’s discretion). A Macro-Tiny or smaller creature can move through any square occupied by Apophis, or vice-versa. Apophis can be flanked only by Macro-Tiny or larger foes. Apophis gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Macro-Tiny or smaller creature to climb Apophis—this generally requires a successful DC equal to its CMD, and a Small or larger creature that climbs on Apophis body provokes an attack of opportunity from it.

Mythic (Ex)
Apophis has Mythic Power (32/day, Surge +20d6) and counts as a 32th-rank Mythic creature. Apophis can use any of its 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.

Nightmare Aura (Su)
Apophis has a nightmare aura which manifests as darkened shadows, subtle rot, and skewed perspective with the same area of its divine aura. The first time a creature ends his turn within the aura, it must succeed at a DC 173 Will save or be panicked for as long as it stays within the aura and for 32d4 rounds thereafter. Apophis can suppress or reactivate this aura as a swift action. If the creature succeeds at the saving throw, he cannot be affected again by the aura for another 24 hours. This is a fear, mind-affecting effect. The DC is Charisma-based.

Nightmare Scales (Su)
Anyone striking Apophis in melee combat causes one of its scales to fly off. Each scale contains a nightmare of a consumed soul, which is unleashed on the character in the form of a phantasmal killer spell (Will/Fortitude DC 173). Unlike a normal phantasmal killer spell, this ability ignore immunity to emotion, fear, insta-kill or mind-affecting of creatures with lesser power of a Sidereal. Once a creature succeed 32 (DR of Apophis) consecutive saving throw in an hour, he become immune to nightmare scales for 24 hours. The save DC is Charisma-based.

Nightmare Venom (Ex)
Anyone struck by Apophis's bite attack must succeed on a DC 173 Will save or fall into a coma. While in this state, the character is assailed by a constant stream of his worst nightmares. The only way to recover a character in this state is through the use of a wish or miracle spell that make a caster level check against a DC of 192 (HD + DR of Apophis), and even then the character must succeed on a DC 173 Will save or take 32d3 points of Wisdom drain from the horrible lucid nightmares he has experienced. The save DC is Charisma-based.

Poison (Ex)
Bite
—injury; save Fort DC 176; frequency 1/day for 32 days; effect 10d6 Constitution and Wisdom drain, cure 32 consecutive saves. This poison overcome immunity to poison, fortitude save and ability drain of creatures with lesser power of a Sidereal. Magical means for remove the poison or cure the drain while the poison is still present require the user to succeed a caster level check against Apophis' spell resistance or the effect (which can also be a supernatural, all effects must check) backfire and immediately activate the poison effect as if the creature had failed a Fortitude save.

Reality Break Aura (Su)
The mere presence of Apophis, an Entity, in the actual universe, break the laws of physics. In the divine aura of Apophis the reality break and fracture in smaller pieces. Every creature inside the aura is treated as in a different plane respect of the other creatures in the area, with the exception of Apophis. Effectively this allows creatures to occupy the same space as others but not target each other with effects (even beneficial), flanking, teamwork feats or attacks (unless the specific effect or attack can work between planes; they can see but not ear each other, so, unless the creature has labial or Vegepygmy (PF sign language) as languages, they cannot communicate without using sending [and even them, there is the 5% that does not work] or similar methods) but can target Apophis normally and viceversa. A plane shift spell allow a creature to move from one “plane” to another of a creature in line of sight. When used in this way, the plane shift spell does not need the usual Focus forked metal rod or the 5d% mishap and does not “move” the creature in the space, only in the regard of the “planes” (the creature arrive in the same square he originally occupied before using plane shift, unless a creature occupy it, in this case he arrive in the closed free square). Apophis ignore the effect of this aura (if 5 creatures are “adjacent” to each other, they cannot help each other but Aphopis can bite all of them with cleaving bite or target all of them with a fireball). Apophis can chose to move any number of willing creatures in a specific “plane” (like moving a specific ally against a specific enemy) as a swift action at the start of its turn. If a creature exit the area and re-enter it, is moved to a new “plane” compared to the previous one.

Rend Ship (Ex)
As a full-round action, Apophis can attempt to use its immense coils to grapple a ship of its size or smaller. It makes a CMB check opposed by the ship’s captain’s Profession (sailor) check, but Apophis gets a cumulative +4 bonus on the check for each size category smaller than itself the ship is. If Apophis grapples the ship, it holds the ship motionless; it can only attack targets on deck with its bite. Each round it maintains its hold on the ship, it automatically inflicts its crush damage on the ship’s hull (x2 with siege monster).

Siege Monster (Ex)
Apophis against an object or structure deals double damage.

Swallow Whole (Ex)
Horrible things inside lurk inside the Chaos Serpent's gizzard. The undigested nightmares of thousands of souls reside within Apophis's belly. Anyone trapped within take 160d20+105 damage every round and is automatically assailed by these nightmares 1d6 times per round as if he had struck Apophis in combat. There are two ways to escape this nightmare prison. The first is to deal at least 2.463 points of damage to the Chaos Serpent's gizzard with a light slashing or piercing weapon (its gizzard has an AC of 106). Once a creature has escaped in this way, muscular action closes the hole; other swallowed creatures must cut their own way out. The second method of escape is under Apophis's control. If the Chaos Serpent ever uses its breath weapon (unleash nightmares) with a creature in its gizzard, the creature is automatically expelled along with the nightmares, suffering the nightmare attack along with all others in the area of effect (and possibly finding its way right back into its belly). Swallowed incorporeal creatures must escape like corporeal creatures, they cannot pass through the corpse of Apophis. Apophis can have swallowed at the same time any number of creatures as long their total space is equal or lesser than its space.

Tail Sweep (Ex)
Apophis can sweep with its tail as a standard action, affecting 2 miles-radius half-circle extending from an intersection on the edge of its space. Macro-Fine or smaller creatures and objects in the area take 160d20+157 points of damage (DC 227 Reflex half). Creatures that fail the save are also pushed back 1 mile and knocked prone. A successful save half the damage and negate both the push back and prone. The save DC is Strength-based.

Unleash Nightmares (Su)
The Chaos Serpent can cause any being on the same plane as him to relive his worst nightmare as a standard action. Unless the creature succeeds at a DC 173 Will save, 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 192 (HD + DR of Apophis). Once a creature succeed this save, he is immune to this version of unleash nightmares for 1 year (but not to the breath weapon version). Apophis can unleash this ability us a breath weapon once every 1d6+4 rounds as well. If it does so, all creatures within 1-mile cone must make the saving throw, and those that fail are carried by their own nightmares into the Night Serpent's belly, in addition to being driven insane. When using this breath weapon, Apophis automatically activate the Breath [Effect] of both Uncanny Anarchic Mastery and Uncanny Negative Energy Mastery with a range of 1-mile cone, even if they are both in cooldown (the save DC remain 106 for both). Apophis is immune to unleash nightmares. The save DC of unleashed nightmares is Charisma-based, even for the breath weapon version.
 

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Today I will bring the destroyer of Egyptian myth, the serpent of Chaos Apophis. Apophis was probably the first thing I created in the IH even if I'm not very proud of it: its first version was a simple and anonymous Old One with the Portfolio chaos and darkness without any particular unique abilities apart from its poison which was totally broken and senseless: whenever you failed a saving throw against it, you lost 1 Divine Rank and the appropriate Quintessence. Later I got back to revisiting it and fixing/balancing it. I realized that Dendar is nothing more than the D&D version of Apophis and they didn't even bother trying to change it much. So why not take advantage of it? I've recovered Dendar abilities from 3.5 (Realms Helps Creature: Dendar the Night Serpent), 5e of @dave2008 (D&D 5E - 5e EPIC MONSTER UPDATES) and a nice custom ability inspired by Kane Chronicles' Apophis (reality break) and here is this version.

Apophis

CE Macro-Medium Magical Beast (aquatic, chaotic, entity, extraplanar)

Init +187 (Always First); Senses blindsight 5.000 ft., cosmic consciousness (galaxy/plane), darkest vision, darkvision 10.000, divine senses (x20), low-light vision, scent, true seeing; Perception +238

Aura divine (DC 93, 6.800 ft.), nightmare (DC 173, 6.800 ft.), reality break (6.800 ft.),

AC 305, touch 113, flat-footed 257 (+51 deflection, +42 Dex, +6 dodge, +32 divine, +192 natural, -28 size)

hp 24.640 (160d100+8.640) fast healing 80 regeneration 80 (epic and lawful)

Fort +273, Ref +261, Will +260; +50 against divination effects

Defensive Abilities cosmic string (1d10 minutes), nightmare scales, sixth sense; DR 200/—; Immune ability damage or drain, cold, death effects, energy drain, mind-affecting, poison, enchantment, illusion and transmutation effects, death from massive damage, Terrestrial Hazards; Resistance all elements 100, Stellar Hazards; PR/SR 202, any spell which fails to penetrate Apophis spell resistance is reflected back upon the caster

Weakness light blindness

Speed 2.000 ft., burrow 1.000 ft. (ground with maximum hardness of 97), fly 2.000 (perfect), swim 10.000 ft.

Melee bite +406 touch (160d20+347/17-30x3 plus grab, nightmare venom and poison)

Space 8.000 ft.; Reach 5.335 ft. (8.000 ft. with bite)

Special Attacks breath weapon (1-mile cone, DC 173, unleash nightmares), capsize, crush (Macro-Diminutive Creatures, DC 176, 160d20+157), fast swallow, god-eater, jaws of the eater of the sun, mythic surge 32/day (+20d6), nightmare venom, poison, rend ship, siege monster, swallow whole (160d20+105 damage plus 1d6 nightmares, 106 AC, 2.464 hp), tail sweep (2-miles cone, Macro-Fine Creatures, DC 227, 160d20+157 plus push back 1 mile and knocked prone), unleash nightmares

Spell-Like Abilities (CL 192th, concentration +275)

Constant—mindblank

At will—animate objects, blindness/deafness (DC 95), chaos hammer (DC 97), cloak of chaos (DC 101), deeper darkness, dispel law, greater shadow evocation (DC 101), magic circle against law, nightmare (DC 98), obscuring mist, protection from law, shades (DC 102), shadow body, shadow step, shadow walk, shatter (DC 95), summon monster IX (chaotic creatures only), word of chaos (DC 100)

3/day—summon snakes (level 39th, 1d8 spawn of apophis [fiendish paragon teratoid giant anaconda CR 53] 100%)

Str 220, Dex 94, Con 118, Int 90, Wis 88, Cha 112

Base Atk +160; CMB +430; CMD 434 (cannot be tripped)

Feats Alertness, Blind-FightB, Combat Expertise, Combat Reflexes, Dodge, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Iron Will, Mobility, Muscle Reaction, Run, Seize the Opportunity, Spring Attack, Vital Strike, Whirlwind Attack

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

Metamagic Feat Aquatic Spell, Automatic Metamagic Capacity x7, Bouncing Spell, Contingent Spell, Continual Spell, Delayed Spell, Disruptive Spell, Ectoplasmic Spell, Elemental Spell, Empower Spell, Enlarge Spell, Extended Spell, Flaring Spell, Greater Intensified Spell [E] (+4, removes the maximum cap), Heightened Spell, Intensified Spell, Latent Curse, Lingering Spell, Maximize Spell, Murky Spell, Metamagic Freedom [E], Persistent Spell, Profane Spell, Quicken Spell, Reach Spell, Seeking Spell, Selective Spell, Shadow Grasp, Snuffing Spell, Solid Shadow, Stygian Spell, Tenacious Spell, Tenebrous Spell, Thanatopic Spell, Threnodic Spell, Trap Spell, Umbral Spell, Widen Spell

Skills Omnicompetent - All skills 195 + ability modifier

Languages Abyssal, Aklo, Ancient Egypt, Celestial, Draconic, Infernal, Old Tongue, other 194 (GM’s discretion); telepathy 10.000 ft.

SQ amphibious, chaos portfolio traits (Old One), cleaving bite, cosmic might, darkness portfolio traits (Old One), divine traits (entity), eater of souls, ignore armor, massive, mythic, lord of the tenth region of the night, virtual size category +7

Environment: Tenth region of the night

Organization: Unique

Treasure: Incidental

Divine Abilities

• Adjuration (Su): Summon up to 320 hit die of creatures per day (no single creature can have CR higher than 112)

• 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

• Invincibility (Ex): Fortitude save for negate damage

• Lurking (Ex): You are difficult to detect

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

• Perfect Initiative (Ex): Always first

• Omnicompetent (Ex): All skills are class skill

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

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

• Shadow Self (Ex): Create a shadow duplicate

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

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

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

Cosmic Abilities

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

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

• Slipstream (Su): You are immune to temporal effects

• Unearthly Weapon Focus (bite)B: Touch attack for hit

Chaos Portfolio Traits (Old One)

Hostile Environment (lawful): You take a competence penalty (equal to your divine rank) on all die rolls while in a lawful aligned environment

Axiomatic Vulnerability: You suffer 50% extra damage from lawful based attacks and spells

• Transmutation Immunity: You are immune to transmutation based attacks

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

• Improved Summoning (Chaos): Chaotic creatures summoned by you have 50% more HD

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

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

• Anarchic Regeneration (Su): You gain regeneration equal to ½ HD while within a chaos aligned locale

• Chaos Messiah (Su): You cannot be harmed, either willingly or unwillingly by chaotic creatures of lower divine rank

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

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

Darkness Portfolio Traits (Old One)

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

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

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

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

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

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

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

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

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

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

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

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

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

Uncanny Anarchic Mastery

Beam (Ray) 160d8; 6.800 ft.

Blast 80d8; 6.800 ft./425 ft. Standard action Ref 103/half

Blood 40d8; Melee automatic ability Ref DC 106/negate

Breath* 160d8; 425 ft. (cone) 1.700 ft. (line) Standard Ref 106/half

Hand 240d8; Melee Touch

Immolation 240d8; 6.800 ft. radius Free/Standard Ref 106/half

Storm 40d8; 6.800 ft. radius Standard/Free – Special Ref 103/half

Strike 40d8; Melee (bonus) Free -

Wrath (Gaze) 80d8; all creature in 425 ft. Will 103/negate

Uncanny Negative Energy Mastery

Beam (Ray) 26; 6.800 ft.

Blast 13; 6.800 ft./425 ft. Standard action Ref 103/half

Blood 6; Melee automatic ability Ref DC 106/negate

Breath* 26; 425 ft. (cone) 1.700 ft. (line) Standard Ref 106/half

Hand 40; Melee Touch

Immolation 40; 6.800 ft. radius Free/Standard Ref 106/half

Storm 6; 6.800 ft. radius Standard/Free – Special Ref 103/half

Strike 6; Melee (bonus) Free -

Wrath (Gaze) 13; all creature in 425 ft. Will 103/negate

Alter Reality (Su)
Once per round as a free action Apophis can duplicate any spell of 16th-level or less. This ability can also duplicate any epic spells of DC 255 or less. Other use of this ability are GM’s discretion.

Capsize (Ex)
Apophis can overturn a boat of its size or Smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.

Cleaving Bite (Ex)
A single attack from Apophis’s bite can target all creatures in a 100-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the bite. Creatures struck by this area bite are exposed to the Chaos Serpent’s poison, and it can attempt a combat maneuver check to grapple and immediately swallow all creatures it hits with this bite attack, making a single check and applying it against the CMD of all targets. If Apophis grapples a creature of Macro-Tiny size or smaller, it does not gain the grappled condition and does not need to succeed at a grapple combat maneuver check to move while maintaining its grapple. Apophis can grapple any number of creatures of Macro-Tiny size or smaller simultaneously. Apophis natural weapons are considered area attacks for the purpose of attacking swarms.

Cosmic Might (Ex)
Apophis 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.

Divine Traits (Entity) (Ex)
As an entity, Apophis 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. Apophis’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.

Eater of Souls (Su)
Apophis live in the underword and because of this, its bite attack gains the ghost touch property. Incorporeal creatures can be grappled by Apophis with its bite and swallowed. Also, the grab special attack of Apophis ignore freedom of movement and similar abilities (like the Eternal Freedom Divine Ability) of creatures with lesser power of a Sidereal. Finally, its bite attack gains the mighty disruption property with a Fortitude save DC of 173 instead of 21. The save DC is Charisma-based.

God-Eater (Ex)
Apophis despises all deities and their mortal and immortal servants. It can detect outsiders, extraplanar creatures, creatures with divine rank and divine spellcasters (as well as any creature called or summoned by outsiders, extraplanar creatures, creatures with divine rank or divine spell- casters) by scent at 1.000 times the normal range, and can always pinpoint their location when they are within 1.000 feet. Its poison ignore the ability damage and ability drain immunity, poison immunity and Fortitude save immunity of creatures with lesser power of a Sidereal.

Grant Spells
Apophis can grant spells of any level. It grant access to the domains of Chaos, Death, Darkness, Destruction, Evil, Scalykind, and Water and to the subdomains of Catastrophe, Corruption, Demon, Entropy, Fear, Flotsam, Hatred, Murder, Night, Rivers, Riot, Venom, Undead.

Ignore Armor (Ex)
Apophis's incredibly sharp fangs pierce any armor as if it were paper. Not even the most powerful magic armor protects against its vicious bites; as a result, Apophis gains the Unearthly Weapon Focus (bite) as a bonus Cosmic Ability.

Jaw of the Eater of the Sun (Ex)
Apophis’s applies triple its Strength modifier to bite damage, and its bite attack has a base critical threat range and multiplier of 17-20x3. Apophis’s bite attack automatically bypass any DR, that is not /–, and hardness the target might possess, and gains +32 enhancement bonus.

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

Massive (Ex)
Because Apophis 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 Apophis (GM’s discretion). A Macro-Tiny or smaller creature can move through any square occupied by Apophis, or vice-versa. Apophis can be flanked only by Macro-Tiny or larger foes. Apophis gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Macro-Tiny or smaller creature to climb Apophis—this generally requires a successful DC equal to its CMD, and a Small or larger creature that climbs on Apophis body provokes an attack of opportunity from it.

Mythic (Ex)
Apophis has Mythic Power (32/day, Surge +20d6) and counts as a 32th-rank Mythic creature. Apophis can use any of its 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.

Nightmare Aura (Su)
Apophis has a nightmare aura which manifests as darkened shadows, subtle rot, and skewed perspective with the same area of its divine aura. The first time a creature ends his turn within the aura, it must succeed at a DC 173 Will save or be panicked for as long as it stays within the aura and for 32d4 rounds thereafter. Apophis can suppress or reactivate this aura as a swift action. If the creature succeeds at the saving throw, he cannot be affected again by the aura for another 24 hours. This is a fear, mind-affecting effect. The DC is Charisma-based.

Nightmare Scales (Su)
Anyone striking Apophis in melee combat causes one of its scales to fly off. Each scale contains a nightmare of a consumed soul, which is unleashed on the character in the form of a phantasmal killer spell (Will/Fortitude DC 173). Unlike a normal phantasmal killer spell, this ability ignore immunity to emotion, fear, insta-kill or mind-affecting of creatures with lesser power of a Sidereal. Once a creature succeed 32 (DR of Apophis) consecutive saving throw in an hour, he become immune to nightmare scales for 24 hours. The save DC is Charisma-based.

Nightmare Venom (Ex)
Anyone struck by Apophis's bite attack must succeed on a DC 173 Will save or fall into a coma. While in this state, the character is assailed by a constant stream of his worst nightmares. The only way to recover a character in this state is through the use of a wish or miracle spell that make a caster level check against a DC of 192 (HD + DR of Apophis), and even then the character must succeed on a DC 173 Will save or take 32d3 points of Wisdom drain from the horrible lucid nightmares he has experienced. The save DC is Charisma-based.

Poison (Ex)
Bite
—injury; save Fort DC 176; frequency 1/day for 32 days; effect 10d6 Constitution and Wisdom drain, cure 32 consecutive saves. This poison overcome immunity to poison, fortitude save and ability drain of creatures with lesser power of a Sidereal. Magical means for remove the poison or cure the drain while the poison is still present require the user to succeed a caster level check against Apophis' spell resistance or the effect (which can also be a supernatural, all effects must check) backfire and immediately activate the poison effect as if the creature had failed a Fortitude save.

Reality Break Aura (Su)
The mere presence of Apophis, an Entity, in the actual universe, break the laws of physics. In the divine aura of Apophis the reality break and fracture in smaller pieces. Every creature inside the aura is treated as in a different plane respect of the other creatures in the area, with the exception of Apophis. Effectively this allows creatures to occupy the same space as others but not target each other with effects (even beneficial), flanking, teamwork feats or attacks (unless the specific effect or attack can work between planes; they can see but not ear each other, so, unless the creature has labial or Vegepygmy (PF sign language) as languages, they cannot communicate without using sending [and even them, there is the 5% that does not work] or similar methods) but can target Apophis normally and viceversa. A plane shift spell allow a creature to move from one “plane” to another of a creature in line of sight. When used in this way, the plane shift spell does not need the usual Focus forked metal rod or the 5d% mishap and does not “move” the creature in the space, only in the regard of the “planes” (the creature arrive in the same square he originally occupied before using plane shift, unless a creature occupy it, in this case he arrive in the closed free square). Apophis ignore the effect of this aura (if 5 creatures are “adjacent” to each other, they cannot help each other but Aphopis can bite all of them with cleaving bite or target all of them with a fireball). Apophis can chose to move any number of willing creatures in a specific “plane” (like moving a specific ally against a specific enemy) as a swift action at the start of its turn. If a creature exit the area and re-enter it, is moved to a new “plane” compared to the previous one.

Rend Ship (Ex)
As a full-round action, Apophis can attempt to use its immense coils to grapple a ship of its size or smaller. It makes a CMB check opposed by the ship’s captain’s Profession (sailor) check, but Apophis gets a cumulative +4 bonus on the check for each size category smaller than itself the ship is. If Apophis grapples the ship, it holds the ship motionless; it can only attack targets on deck with its bite. Each round it maintains its hold on the ship, it automatically inflicts its crush damage on the ship’s hull (x2 with siege monster).

Siege Monster (Ex)
Apophis against an object or structure deals double damage.

Swallow Whole (Ex)
Horrible things inside lurk inside the Chaos Serpent's gizzard. The undigested nightmares of thousands of souls reside within Apophis's belly. Anyone trapped within take 160d20+105 damage every round and is automatically assailed by these nightmares 1d6 times per round as if he had struck Apophis in combat. There are two ways to escape this nightmare prison. The first is to deal at least 2.463 points of damage to the Chaos Serpent's gizzard with a light slashing or piercing weapon (its gizzard has an AC of 106). Once a creature has escaped in this way, muscular action closes the hole; other swallowed creatures must cut their own way out. The second method of escape is under Apophis's control. If the Chaos Serpent ever uses its breath weapon (unleash nightmares) with a creature in its gizzard, the creature is automatically expelled along with the nightmares, suffering the nightmare attack along with all others in the area of effect (and possibly finding its way right back into its belly). Swallowed incorporeal creatures must escape like corporeal creatures, they cannot pass through the corpse of Apophis. Apophis can have swallowed at the same time any number of creatures as long their total space is equal or lesser than its space.

Tail Sweep (Ex)
Apophis can sweep with its tail as a standard action, affecting 2 miles-radius half-circle extending from an intersection on the edge of its space. Macro-Fine or smaller creatures and objects in the area take 160d20+157 points of damage (DC 227 Reflex half). Creatures that fail the save are also pushed back 1 mile and knocked prone. A successful save half the damage and negate both the push back and prone. The save DC is Strength-based.

Unleash Nightmares (Su)
The Chaos Serpent can cause any being on the same plane as him to relive his worst nightmare as a standard action. Unless the creature succeeds at a DC 173 Will save, 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 192 (HD + DR of Apophis). Once a creature succeed this save, he is immune to this version of unleash nightmares for 1 year (but not to the breath weapon version). Apophis can unleash this ability us a breath weapon once every 1d6+4 rounds as well. If it does so, all creatures within 1-mile cone must make the saving throw, and those that fail are carried by their own nightmares into the Night Serpent's belly, in addition to being driven insane. When using this breath weapon, Apophis automatically activate the Breath [Effect] of both Uncanny Anarchic Mastery and Uncanny Negative Energy Mastery with a range of 1-mile cone, even if they are both in cooldown (the save DC remain 106 for both). Apophis is immune to unleash nightmares. The save DC of unleashed nightmares is Charisma-based, even for the breath weapon version.
Nice, this is bad ass!

For some reason I don't seem to be getting notifications for new IH posts I'll try to fix it.
 

Obly99

Adventurer

Pale Stranger Template (CR +3) "It's High Noon"

Sometimes death itself cannot come between a gunslinger and its final revenge. When a gunslinger is slain by a hated enemy, or murdered before it can achieve vengeance against a hated foe, the anger and wrath can animate its remains as a vengeful undead monstrosity. When a pale stranger first rises, it seeks out the source of its anger to finish the job—thereafter, it wanders the desolate parts of the world looking for new victims to vent its unending rage upon.

A pale stranger appears much as it did in life, though desiccated and obviously undead. Pale strangers have the ability to hide their undead nature and appear as they did in life using veil. These pale strangers often attract large groups of adoring bandits and followers who may or may not realize that their murderous idol is in fact an unliving horror.

Creating a Pale Stranger

“Pale Stranger” is an acquired template that can be added to any living creature with 5 or more HD and proficiency with firearms (referred to hereafter as the “base creature”). A Pale Stranger uses the base creature’s stats and abilities except as noted here.

CR: As the base creature +3.

Alignment: Any Evil.

Size and Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.

Senses: A Pale Stranger gains darkvision 60 ft.

Armor Class: Natural armor improves by +4.

Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, Pale Strangers use their Charisma modifier to determine bonus hit points (instead of Constitution).

Defensive Abilities: A Pale Stranger gains channel resistance +4, DR 10/bludgeoning and magic, and SR 11 + HD, in addition to all of the defensive abilities granted by the undead type.

Special Attacks: A Pale Stranger retains all the special attacks of the base creature and gains the following special attacks.

Bullets of Vengeance (Su)
Shots from a Pale Stranger's firearms deal an additional 1d6 damage, or 2d6 damage against the one who murdered it. A creature who has never killed a living being doesn't take this damage. When a pale stranger confirm a critical hit with a firearm, the target must succeed at a Fortitude save DC (10 + ½ HD of the Pale Stranger + its Charisma modifier) or be staggered for 1 round.

Firearms (Su)
A Pale Stranger fights with firearms enhanced with its dark magic. While firearms normally consume bullets and black powder when fired, a Pale Stranger’s firearms supernaturally reload the instant it fires them, allowing the undead to make multiple attacks in a round with the weapon. In addition, any firearm a Pale Stranger wields functions as a +1 weapon, unless its enhancement bonus is higher. A Pale Stranger does not provoke attacks of opportunity when it fires a firearm in melee, and treats any one-handed firearms as light weapons for the purposes of determining penalties from two-weapon fighting.

Gun Training (Ex)
A Pale Stranger select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). It gains a bonus equal to its Dexterity modifier on damage rolls when firing that type of firearm. If the Pale Stranger already have gun training (like if its a gunslinger of 5th level), this firearm is in addition to those already selected.

High Noon (Su)
As a free action once per day, a Pale Stranger can challenge a creature within 60 ft. in a mortal 1vs1. A Will save DC 10 + ½ Pale Stranger HD + its Charisma modifier negate this effect. If the target fail the Will save, both him and the Pale Stranger remain visible and audible, and can see and hear other creatures, but cannot physically interact with any creature save one another or be interacted by other creatures. Spells or weapon attacks from the affected creature and the Pale Stranger impact only each other, and spells or weapon attacks from other creatures cannot impact them though spells might affect terrain or other factors not related to other creatures or them. If the target or the Pale Stranger becomes unconscious or dies, the effect ends for both of them. The creature gains a new Will saving throw at the beginning of each turn, and on a successful saving throw the effect ends. The maximum duration of this ability is 1/round per HD of the Pale Stranger and it can dismiss it as a free action.

Stranger’s Shot (Ex)
As a full-round action, a Pale Stranger can take careful aim with one of its firearms and take a single, ruinous shot. This single shot always resolves as a touch attack, regardless of the actual range. If the Pale Stranger threatens a critical hit with this shot, it automatically confirms the critical hit. Regardless of whether the shot is a critical hit or not, it deals +1d6 points of damage per 2 HD of the Pale Stranger (minimum +1d6). This extra damage is not multiplied on a critical hit.

Spell-like Abilities: A Pale Stranger may use the following spell-like abilities with caster level equal to its HD.

Constantbullet shield

At-willveil (self only; only to appear as when alive)

3/daynamed bullet, quieting weapons (firearms only), recoil fire, violent misfire

1/daygreater named bullet, ricochet shot

Special Qualities: A Pale Stranger maintain the special qualities of the base creature and gains the following.

Stranger’s Luck (Su)
A Pale Stranger gains a luck bonus to AC equal to 1/3 its HD and has no chance of misfire when using firearms.

Ability Scores: Str +2, Dex +6, Wis +6, Cha +4.

Skills: Pale Strangers have a +8 racial bonus on Craft (alchemy; firearms ammunition only), Craft (firearms), Intimidate, Ride, Stealth, and Survival checks.

Feats: Pale Strangers gain Clustered Shot, Deadly Aim, Improved Critical (one firearm selected with gun training), Improved Initiative, Point-Blank Shot, Precise Shot, and Quick Draw as bonus feats without the need to meet their prerequisites. If the Pale Stranger have the Grit class feature and at least 10 HD, it also gains Guns out of the Grave as a bonus feat.

Guns out of the Grave
(originally found her Guns out of the Grave -- Pathfinder Undead Gunslinger Feat)
You don't stay dead, and you bow to none. Possessed of a soul that burns with hated and an unquenchable thirst for vengeance, you're a shade too rough and an ounce too mean to stay buried ... or scorching down in the hot-spot. On the lonely prairie wind, you ride upon the songs of the dead, your guns blazing with hellfire and your boots striding implacably over ashen, blood-splattered soil.

Prerequisite: Grit pool, proficiency in firearms, 10 HD, Undead type.

If you are destroyed while you have one or more points of grit, you rise again in 2d4 days, much like the rejuvenation ability of a ghost; if you have no points of grit when you are destroyed, you instead rise after 1d10 years. While destroyed, if your remains are immersed in holy water and targeted with a dispel evil, gentle repose and undeath to death spells in succession you are permanently destroyed. Using this spells in this way does not require a material component and do not allow saving throw or spell resistance.

If your firearms have been removed from whatever remains of your body after your "destruction," they return to your possession when you rise, via a teleportation effect similar to that of a called weapon with a range in miles equal to your Hit Dice. If these weapons were broken or destroyed in the intervening time, they are repaired to their full operational condition upon your return. If your firearms are prevented from returning to you by magic or distance, you instead gain a sense of their location similar to the Sense Murderer ability of a revenant.

In addition, you may spend one point of grit to perform any of the following special deeds:
  • Desolate Cry: As a move action, you cause all those within 30 ft. who can hear you to become shaken (no save) until the beginning of your next turn; you may maintain this ability in subsequent rounds as a free action by spending additional points of grit. This ability also destroys all mundane and non-magical vegetation in the area, causing it to blacken and crumble to dust. It otherwise functions identically to the dirge of doom bardic performance ability.
  • Ghost Rider: You can cast phantom steed as a spell-like ability, using your HD in place of caster level. Much like the mount of a graveknight, this skeletal apparition looks distinctive and always appears the same each time it is summoned.
  • Hideous Wound: As a swift action, you may apply the special effect of any one melee attack type you possess (such as a vampire's energy drain or a ghoul's paralysis) to a single firearm attack you make. You must choose to use this ability before the attack roll is made.
  • Shake Off Control: You gain an immediate, additional Will save to obviate the effects of Command Undead or similar abilities.
 

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Pale Stranger Template (CR +3) "It's High Noon"

Sometimes death itself cannot come between a gunslinger and its final revenge. When a gunslinger is slain by a hated enemy, or murdered before it can achieve vengeance against a hated foe, the anger and wrath can animate its remains as a vengeful undead monstrosity. When a pale stranger first rises, it seeks out the source of its anger to finish the job—thereafter, it wanders the desolate parts of the world looking for new victims to vent its unending rage upon.

A pale stranger appears much as it did in life, though desiccated and obviously undead. Pale strangers have the ability to hide their undead nature and appear as they did in life using veil. These pale strangers often attract large groups of adoring bandits and followers who may or may not realize that their murderous idol is in fact an unliving horror.

Creating a Pale Stranger

“Pale Stranger” is an acquired template that can be added to any living creature with 5 or more HD and proficiency with firearms (referred to hereafter as the “base creature”). A Pale Stranger uses the base creature’s stats and abilities except as noted here.

CR: As the base creature +3.

Alignment: Any Evil.

Size and Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.

Senses: A Pale Stranger gains darkvision 60 ft.

Armor Class: Natural armor improves by +4.

Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, Pale Strangers use their Charisma modifier to determine bonus hit points (instead of Constitution).

Defensive Abilities: A Pale Stranger gains channel resistance +4, DR 10/bludgeoning and magic, and SR 11 + HD, in addition to all of the defensive abilities granted by the undead type.

Special Attacks: A Pale Stranger retains all the special attacks of the base creature and gains the following special attacks.

Bullets of Vengeance (Su)
Shots from a Pale Stranger's firearms deal an additional 1d6 damage, or 2d6 damage against the one who murdered it. A creature who has never killed a living being doesn't take this damage. When a pale stranger confirm a critical hit with a firearm, the target must succeed at a Fortitude save DC (10 + ½ HD of the Pale Stranger + its Charisma modifier) or be staggered for 1 round.

Firearms (Su)
A Pale Stranger fights with firearms enhanced with its dark magic. While firearms normally consume bullets and black powder when fired, a Pale Stranger’s firearms supernaturally reload the instant it fires them, allowing the undead to make multiple attacks in a round with the weapon. In addition, any firearm a Pale Stranger wields functions as a +1 weapon, unless its enhancement bonus is higher. A Pale Stranger does not provoke attacks of opportunity when it fires a firearm in melee, and treats any one-handed firearms as light weapons for the purposes of determining penalties from two-weapon fighting.

Gun Training (Ex)
A Pale Stranger select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). It gains a bonus equal to its Dexterity modifier on damage rolls when firing that type of firearm. If the Pale Stranger already have gun training (like if its a gunslinger of 5th level), this firearm is in addition to those already selected.

High Noon (Su)
As a free action once per day, a Pale Stranger can challenge a creature within 60 ft. in a mortal 1vs1. A Will save DC 10 + ½ Pale Stranger HD + its Charisma modifier negate this effect. If the target fail the Will save, both him and the Pale Stranger remain visible and audible, and can see and hear other creatures, but cannot physically interact with any creature save one another or be interacted by other creatures. Spells or weapon attacks from the affected creature and the Pale Stranger impact only each other, and spells or weapon attacks from other creatures cannot impact them though spells might affect terrain or other factors not related to other creatures or them. If the target or the Pale Stranger becomes unconscious or dies, the effect ends for both of them. The creature gains a new Will saving throw at the beginning of each turn, and on a successful saving throw the effect ends. The maximum duration of this ability is 1/round per HD of the Pale Stranger and it can dismiss it as a free action.

Stranger’s Shot (Ex)
As a full-round action, a Pale Stranger can take careful aim with one of its firearms and take a single, ruinous shot. This single shot always resolves as a touch attack, regardless of the actual range. If the Pale Stranger threatens a critical hit with this shot, it automatically confirms the critical hit. Regardless of whether the shot is a critical hit or not, it deals +1d6 points of damage per 2 HD of the Pale Stranger (minimum +1d6). This extra damage is not multiplied on a critical hit.

Spell-like Abilities: A Pale Stranger may use the following spell-like abilities with caster level equal to its HD.

Constantbullet shield

3/dayveil (self only; only to appear as when alive)

3/daynamed bullet, quieting weapons (firearms only), recoil fire, violent misfire

1/daygreater named bullet, ricochet shot

Special Qualities: A Pale Stranger maintain the special qualities of the base creature and gains the following.

Stranger’s Luck (Su)
A Pale Stranger gains a luck bonus to AC equal to 1/3 its HD and has no chance of misfire when using firearms.

Ability Scores: Str +2, Dex +6, Wis +6, Cha +4.

Skills: Pale Strangers have a +8 racial bonus on Craft (alchemy; firearms ammunition only), Craft (firearms), Intimidate, Ride, Stealth, and Survival checks.

Feats: Pale Strangers gain Clustered Shot, Deadly Aim, Improved Critical (one firearm selected with gun training), Improved Initiative, Point-Blank Shot, Precise Shot, and Quick Draw as bonus feats without the need to meet their prerequisites. If the Pale Stranger have the Grit class feature and at least 10 HD, it also gains Guns out of the Grave as a bonus feat.

Guns out of the Grave
(originally found her Guns out of the Grave -- Pathfinder Undead Gunslinger Feat)
You don't stay dead, and you bow to none. Possessed of a soul that burns with hated and an unquenchable thirst for vengeance, you're a shade too rough and an ounce too mean to stay buried ... or scorching down in the hot-spot. On the lonely prairie wind, you ride upon the songs of the dead, your guns blazing with hellfire and your boots striding implacably over ashen, blood-splattered soil.

Prerequisite: Grit pool, proficiency in firearms, 10 HD, Undead type.

If you are destroyed while you have one or more points of grit, you rise again in 2d4 days, much like the rejuvenation ability of a ghost; if you have no points of grit when you are destroyed, you instead rise after 1d10 years. While destroyed, if your remains are immersed in holy water and targeted with a dispel evil, gentle repose and undeath to death spells in succession you are permanently destroyed. Using this spells in this way does not require a material component and do not allow saving throw or spell resistance.

If your firearms have been removed from whatever remains of your body after your "destruction," they return to your possession when you rise, via a teleportation effect similar to that of a called weapon with a range in miles equal to your Hit Dice. If these weapons were broken or destroyed in the intervening time, they are repaired to their full operational condition upon your return. If your firearms are prevented from returning to you by magic or distance, you instead gain a sense of their location similar to the Sense Murderer ability of a revenant.

In addition, you may spend one point of grit to perform any of the following special deeds:
  • Desolate Cry: As a move action, you cause all those within 30 ft. who can hear you to become shaken (no save) until the beginning of your next turn; you may maintain this ability in subsequent rounds as a free action by spending additional points of grit. This ability also destroys all mundane and non-magical vegetation in the area, causing it to blacken and crumble to dust. It otherwise functions identically to the dirge of doom bardic performance ability.
  • Ghost Rider: You can cast phantom steed as a spell-like ability, using your HD in place of caster level. Much like the mount of a graveknight, this skeletal apparition looks distinctive and always appears the same each time it is summoned.
  • Hideous Wound: As a swift action, you may apply the special effect of any one melee attack type you possess (such as a vampire's energy drain or a ghoul's paralysis) to a single firearm attack you make. You must choose to use this ability before the attack roll is made.
  • Shake Off Control: You gain an immediate, additional Will save to obviate the effects of Command Undead or similar abilities.
Ah this is cool. I love the outlaw gunslinger vibe.
 

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