Nice, this is bad ass!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.
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)
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
• 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 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.
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.
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.
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.
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.
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.
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.
Ah this is cool. I love the outlaw gunslinger vibe.
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.
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.
3/day—veil (self only; only to appear as when alive)
3/day—named bullet, quieting weapons (firearms only), recoil fire, violent misfire
1/day—greater 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.
Sorry I thought I commented on this last week, this thing is awesome. I really like your "Man of" series of beings, they're freaking devastating.Well, after almost a year.
MK-003 (Man of Orichalcum)
LE Large construct (robot)
Init +209 (always first); Senses cosmic consciousness (plane/solar system), divine detection, see in darkness, superior optics; Perception +237
AC 355, touch 149, flat-footed 320 (+80 antidivinity, +41 deflection, +29 Dex, +6 dodge, +32 insight, +206 natural, +32 perfection, -1 size)
hp 75.840 hp (160d100+21.920) x2 5.000 shield; regeneration 1.000 (cosmic damage or cosmic might)
Fort +295, Ref +283, Will +282
Defensive Abilities adaptive defensive programming, electricity absorption, eternal freedom, fortification 50%, self mastery, shield, sixth sense, war is eternal; DR 200/–; Immune construct traits, Stellar Hazards, Terrestial Hazards; Resistance acid 1.000, cold 1.000, fire 1.000, Dimensional Hazards; PR/SR 202
Weakness vulnerable to critical hits, vulnerable to electricity
Speed Supersonic (6710 ft.), booster jets, cling
Melee plasma sword +471/+466/+461/+456 touch (180d20+140/17-20x4 plus stun)
Ranged machine gun +344/+339/+334/+329 touch (11.097.088 with crit.; 693.568 without crit. [2.160d20+148]/16-20x16 x16), 2 integrated chain guns +340 (2.160d20/19-20×4), integrated laser cannon +340 touch (180d20/x6)
Special Attacks atomizer +200 (320d20, DC 175), auto-destruct core (10 miles, DC 175, 480d20), electromagnetic pulse (5 miles, DC 175, 160d20 electricity), rockets (100 miles, 5-mile-radius burst, DC 175, 160d20 points of antidivine damage and 160d20 points of bludgeoning damage), suppression fire, stun (DC 294), tactical antimatter bomb (10 miles, 1-mile-radius burst, DC 175, 320d100 points of antimatter damage)
Str 291, Dex 68, Con –, Int 52, Wis 66, Cha 92
Base Atk +160; CMB +473; CMD 451
Feats Alertness, Combat Reflexes, Cornugon Smash, Dodge, Greater Vital Strike, Greater Weapon Focus (machine gun), Greater Weapon Specialization (machine gun), Improved Critical (machine gun), Improved Critical (plasma sword), Improved Initiative, Improved Vital Strike, Muscle Reaction, Signature Skill (intimidate), Run, Vital Strike, Weapon Focus (machine gun), Weapon Specialization (machine gun)
Epic Feats Double Standard, Expert Strike, Fire Baptism, Improved Dodge, Epic Skill Focus (perception), Epic Weapon Focus (machine gun), Epic Weapon Specialization (machine gun), Greater Critical (machine gun), Greater Critical Multiplier (machine gun), Improved Combat Reflexes, Improved Critical Multiplier (machine gun), Legendary Tracker, Sixth Sense, Superior Initiative, Weapon Abatement
Skills All skills 195 + ability modifier
Languages Pleromian; remote communication
SQ combined arms, conqueror, cosmic might, ego, electric pulse, flexible programming, god killer, hyperborean celerity, hyperborean construction, integrated weaponry, maven, prana generator, omnicompetent, sustenance, virtual size category +18
Organization solitary, pair, squadron (3–12), platoon (1 plus 6–18 Man of Iron) or invasion (30d6, plus 60d6 Man of Iron, 10d6 Man of Orichalcum, 2d6 Man of Neutronium)
antidivine damage work as divine damage but deals no damage to entities not possessing Divine Rank but double damage to entities with a Divine Bonus (still penetrate and destroy all barriers)
A Man of Orichalcum gave up 48 feats to get 8 divine ability slot extra.
• Perfect Initiative (Ex): Always first.
• Perfect Weapon Specialization (machine gun) (Ex): Damage maximized.
• Seventh Sense (Ex): You can replay a number of rounds every day.
• Strong Body (Ex): Perfection as circumstance to AC.
• Strong Mind (Ex): Str as insight to attack rolls.
• Strong Soul (Ex): Str as insight to saving throw.
• Strong Spirit (Ex): Perfection as circumstance to DC.
• Superior Critical (machine gun) (Ex): Critical threat quadrupled.
• Superior Critical Multiplier (machine gun) (Ex): Critical multiplier increase.
• Telelocation (Su): You automatically know the location of the creature you are hunting.
• Abrogate (Su): Any opponent within 6.800 ft. has its greatest ability negated. This can be an ability score or one of its other abilities (divine, cosmic etc.).
• Perfect Critical (machine gun) (Ex): The critical threat is quintupled.
• Perfect Critical Multiplier (machine gun) (Ex): The critical multiplier is increased.
• Slipstream (Su): Unaffected by time effects or temporal travel.
• Unearthly Weapon Specialization (machine gun) (Ex): Base damage multiplied for the weapon critical multiplied.
Adaptive Defensive Programming (Ex)
Ten times per day as an immediate action, a Man of Orichalcum can change one of its resistances to any other energy type for 1 hour.
As a full-round action once every 3 rounds, a Man of Orichalcum can fire a ray as a ranged touch attack with a range of 100 miles. On a hit, the ray deals 2d20 points of damage for Man of Orichalcum’s HD. When used against an object, the atomizer disintegrates as much as a 100-foot cube of nonliving matter. A creature or object that succeeds at a Fortitude save DC 175 instead takes only one-quarter normal damage. Any creature reduced to 0 or fewer hit points by this attack is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. The save DC is Intelligence-based.
Auto-Destruct Core (Ex)
As a full-round action, and automatically without any action when destroyer (it's a 0 or less hit points while its regeneration is deactivated), a Man of Orichalcum can cause its central power core to overheat and self-destruct in an explosion that destroys the robot and deals 3d20 points of damage per HD of the Man of Orichalcum (480d20 for a standard Man of Orichalcum) to all targets in a 10-miles radius. Half of this damage is antidivine damage while the other half is slashing damage. Creatures in this area that succeed at a Reflex saving throw DC 175 take half damage. This explosion subjects those affected to severe radiation. When adjacent to the robot, a creature with the Craft Construct feat can make a particular Disable Device check with a DC of 292 (100 + robot HD + perfection bonus) as a standard action that provoke attack of opportunity. If the check succeed, the robot auto-destruction core ability is deactivated for 1d4+2 rounds. The save DC is Intelligence-based.
Booster Jets (Ex)
As a swift action up to 30 times per hour, a Man of Orichalcum can gain a fly speed of Supersonic (good maneuverability) for a duration of 1 minute.
Chain Guns (Ex)
These advanced weapons which throw rotary saw blades have a range increment of 10 miles. Because the saw blade is ejected from the Man of Orichalcum’s body, it is made of Orichalcum and multiplying the damage x12.
A combination of magnetic pads and electrostatic emitters in its feet allow a Man of Orichalcum to climb and travel on vertical or horizontal surfaces without having to attempt Climb checks, even allowing it to traverse these surfaces while upside down.
Combined Arms (Ex)
When taking a full-attack action, a Man of Orichalcum can attack with melee and ranged natural attacks and integrated weapons simultaneously.
By manipulating the fundamental matrices of Fate and Chance, a Man of Orichalcum can bend reality to allow for the best possible outcome in any given situation. This ability mimics the "Inner Eye" Cosmic Ability.
Cosmic Might (Ex)
A Man of Orichalcum 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 the Man of Orichalcum HD.
Divine Detection (Ex)
A Man of Orichalcum can detect creatures that have divine rank or creatures with abilities obtained from creatures with divine rank (like cleric, paladins, the angel Solar, etc.).
Electric Pulse (Ex)
Three times per hours as an immediate action, a Man of Orichalcum can gain the benefit of a haste spell for 10 minutes.
Electricity Absorption (Ex)
Man of Orichalcum can absorb electricity and instead of taking damage from it, the robot is instead healed of an equal value (and multiplied x1.5 for the electricity vulnerability).
Electromagnetic Pulse (Ex)
Every 1d4 rounds, as a standard action, a Man of Orichalcum can unleash an electromagnetic pulse in a 5 miles radius that bypasses any active force fields (or similar effects) and deals 160d20 points of electricity damage to any robots, creatures with electronic circuits, creatures that use electricity signal in their body (like humans) or creatures with cybernetic implants. Creatures affected by this attack that succeed at a Reflex save DC 175 take only half the normal amount of damage. This effect effect the robot itself but instead of damage it, the robot is healed of an amount equal to the damage inflicted x1.5 (as for the electricity absorption). Any technological item within this radius is drained of 3d100 charges unless the item succeeds at a Reflex save. The save DC is Intelligence-based.
Unlike other weak construct, a Man of Orichalcum has good all saves, and add its Charisma modifier to hit point and Fortitude save in place of Constitution.
Eternal Freedom (Ex)
A robot with this ability is immune to the following effects, spells and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis and web. It is also treated as if under the effects of a freedom of movement spell.
Flexible Programming (Ex)
As an immediate action, a Man of Orichalcum can gain the benefit of any feat for which it qualifies but does not have. Each feat remains in effect for 10 minutes. It cannot have more that 100 extra feats with this ability active at the same time. In addition, it counts its racial Hit Dice as fighter levels for the purpose of qualifying for feats. If it has levels in fighter, these Hit Dice stack with these levels. This feats can be transformed in Divine Ability slots as normal.
God Killer (Ex)
All the damage dealt by a Man of Orichalcum count as magic and epic (artifacts) for the purpose of affecting Immortals. When a Man of Orichalcum kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died.
Hyperborean Celerity (Ex)
For 1 round every 3 minutes, can make a double action just as if it had the Time Dilation Cosmic ability.
Hyperborean Construction (Ex)
This construct is fashioned with the knowledge of the lost Hyperborean empire. This construct use d100’s for Hit Dice and has maximum hit points per Hit Die and its hp multiplied x2. It gains an antidivinity bonus to attack roll, save, checks, AC, DC, PR/SR, CMD, CMD equal to ½ its HD. Antidivinity is like a normal bonus but that work only against creatures with a divine rank. This antidivinity bonus its not calculated on this sheet.
Integrated Weaponry (Ex)
A Man of Orichalcum’s has integrated weaponry. These weapons cannot be disarmed, removed, or sundered. A Man of Orichalcum’s programming allows it to wield these weapons as if it were proficient in their use. These advanced weapons automatically reload as a free action, and never misfire. All the integrated weaponry are recharged as a free action that does not provoke attack of opportunity. Integrated weaponry can still be targeted by positive effects that target manufactured weapons (such as magic weapon spells) and can be harvested for use outside of the robot’s body once the robot is destroyed (if it's not auto-destroyed). Integrated ranged weapons don’t provoke attacks of opportunity when fired in melee combat. Unlike normal integrated weaponry, a Man of Orichalcum can make iterative attacks with the machine gun and plasma sword.
Laser Cannon (Ex)
Mounted on his back, a Man of Orichalcum has mounted a laser cannon. These weapons emit beams of intensely focused light waves that resolve as touch attacks and deal antidivine damage with a range of 10 miles. A laser can pass through force fields and force effects like a wall of force without damaging that field to strike a foe beyond. Objects like glass or other transparent barriers do not provide cover from lasers (but unlike force barriers, transparent barriers still takes damage from a laser strike passing through it). Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attack.
Machine Gun (Ex)
One of the Man of Orichalcum’s arms ends in a powerful machine gun. This weapon has a range of 60 miles and deals 10d20 points of damage (180d20 with might). Because the ammunition is ejected from the Man of Orichalcum’s body, the machine gun add the construct’s Strength modifier on damage rolls and count as made of Orichalcum for multiplying the damage x12. This weapon has the automatic property and because is integrated, does not impart the -2 (from the automatic property) and -4 (from the use without being mounted) penalty to attack rolls. Deflect Arrows cannot be used for deflect the projectile of the Man of Orichalcum unless the creature is enough powerful to wield Orichalcum objects (115 Strength for a Medium creature).
Plasma Sword (Ex)
One of the Man of Orichalcum’s arms has mounted, a sword that as a blade has plasma and deal damage with the mere touch. Its damage is half antidivine, while the other half is in turn half electricity and half fire. The Man of Orichalcum can retract inside the arm or extract the blade as a swift action to free the hand and allow precise manipulation of objects.
Prana Generator (Ex)
The Man of Orichalcum gains a perfection bonus equal to 1/5 its HD to attack roll, save, initiative, checks, AC, DC, PR/SR, CMD, and CMD. The robot gain a number of divine abilities slot equal to its perfection bonus and can select Divine and Cosmic abilities. This perfection bonus count as divine rank for the purpose of meet prerequisites of Divine or higher abilities and overcome an opponent cosmic string.
Remote Communication (Ex)
Using radio signals, invisible lasers, or other means, a Man of Orichalcum is capable of communicating with other robot with the Hyperborean constructed trait that also have this ability instantaneously and without making any sound over long distances. This ability has a range of the plane/solar system. This signal is blocked by 100 foot of metal, 500 feet of stone, or 1.000 feet of organic matter.
As a standard action, a Man of Orichalcum can fire a rocket to a range of 100 miles. A rocket explodes on impact in a 5-mile-radius burst, dealing 160d20 points of antidivine damage and 160d20 points of bludgeoning damage to all creatures and objects in the area, with a Reflex 175 half the damage. A robot carries a maximum number of rockets equal to half its HD. Its core can replenish fired rockets at the rate of one per minute, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based.
Self Mastery (Ex)
A robot with this ability can separate its individual appendages (arms, legs, head, hands, feet, etc.), thus making it immune to death from decapitation (such as from a vorpal weapon) or dismemberment.
The Man of Orichalcum use technological shield. This provide a 5.000 hp barrier that surrounds this construct. Damage done to the Man of Orichalcum is applied to the shield first. It regenerates 300 health per round. This replace the force fields of the robot subtype.
The Man of Orichalcum’s melee attacks deliver a nonlethal jolt of electricity with each strike. If the robot strikes a creature twice in one round with a melee attack, that target must succeed at a Fortitude save DC 294 or be stunned for 1d4 rounds. The save DC is Strength-based.
Superior Optics (Ex)
Man of Orichalcum see as with the true seeing ability, this true seeing count has having a spell level equal to the perfection bonus of the robot for interaction with effects. A Man of Orichalcum can see through solid objects. For each round of concentration it can penetrate 1 inch of adamantine, 1 foot of metal or 3 feet of any other weaker materials. Especially dense metals like orichalcum require double the rounds of concentration.
Suppression Fire (Ex)
As a full-round action, a Man of Orichalcum can give up its regular attacks and instead make one machine gun attack at its highest base attack bonus against each opponent within reach of its weapon. It must make a separate attack roll against each opponent. When it use the Suppression Fire, the machine gun lose the automatic weapon property, and also the Man of Orichalcum forfeit any bonus or extra attacks granted by other feats, spells, or abilities. Suppression Fire can be used at will but must wait 1d6 rounds between uses.
A Man of Orichalcum’s core can process scrap metal into new ammunition, effectively giving the construct infinite ammunition with its integrated weapons.
Tactical Antimatter Bomb (Ex)
As a standard action, a Man of Orichalcum can throw a tactical antimatter bomb to a range of 10 miles. A tactical antimatter bomb explodes on impact in a 1-mile-radius burst, dealing 320d100 points of antimatter damage to all creatures and object in the area, with a Reflex 175 half the damage. Antimatter damage deal full damage to objects and overcome 1.500 points of hardness and damage reduction. Any creature or object reduced to 0 or fewer hit points by this attack is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment take the damage (and can be possibly disintegrated) as well. A robot carries a maximum number of tactical antimatter bomb equal to 1/10 its HD. The Man of Orichalcum cannot create new tactical antimatter bomb and must stock up on new ones every time it returns to base. If fought off base or has already fought, assume that the robot has available 1d6+2 tactical antimatter bomb. The save DC is Intelligence-based.
War is Eternal (Ex)
When a Man of Orichalcum is reduced to 0 or less hit points, but its regeneration it’s not deactivated, it continue fight but gain the staggered condition. This staggered cannot be removed in any way, but its automatically removed as soon as the robot return to 1 or higher hit points.
The funny thing? This sheet has been ready since the beginning of last August but it didn't satisfy me because I felt that something was missing, I felt that it was only 99%. It languished in my PC until last week when reading a story on Reddit's HFY I read about antimatter bombs. I thought to them "It would be cool if Man Of had antimatter bombs...... ANTIMATTER BOMBS!!!!!" I knew, I perceived that it was the piece that was missing and that I was looking for.Sorry I thought I commented on this last week, this thing is awesome. I really like your "Man of" series of beings, they're freaking devastating.