Things from my setting


Inspired by this class (Boss)
Raid Boss Template

A Raid Boss is one prepared to fight against many.

Creating a Raid Boss
Boss is an inherent template that may be added to any creature (referred to hereafter as the “base creature”). A Boss uses all the base creature’s statistics and special abilities except as noted here.

CR: Same as the base creature +10.

Hit Dice: The Boss has maximum hit points and they are multiplied by x3 (see Boss Body).

Armor Class: Natural armor improves by +5, gains +10 insight bonus (see Insight), and gains her Charisma modifier as a deflection bonus (if positive).

Defensive Abilities: A Raid Boss maintain the special qualities of the base creature and gains regeneration 10 (epic); DR 10/epic; Immunity to ability damage and drain, disease, energy drain, fear, unwilling polymorph, petrification, poison, or any form-altering attack and to one of five energy types (specific to the Raid Boss). Raid Boss are not subject to death from massive damage; Resistance to all elements 30; and PR/SR 11 + HD + 10 (see Insight); plus the following.

I was expecting you (Ex): The Raid Boss cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A Raid Boss can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her. A Raid Boss can always act in a surprise round. The Raid Boss gains a constant extraordinary freedom of movement and true seeing effects.

Immune to Magical Control (Ex): The Raid Boss is immune to nearly all forms of mind control, including all charm monster, suggestion, and dominate monster spells. It is similarly immune to magic jar and possession attempts.
Confusion and other mind-affecting effects that don’t allow another creature to control the Raid Boss directly work normally. Rare effects that allow a creature to manipulate the exact effects of confusion on a creature provide one of the few ways to magically control the Raid Boss, essentially pushing it in a particular direction. Other methods, particularly those tied to strange and powerful artifacts, may work normally (GM’s discretion).

Too Epic to Die (Ex): Once per day, if the Raid Boss would be reduced to zero or less HP, she is healed to ½ her full HP (ignoring any vile or permanent damage that could prevent this heal), removing any ill effects on herself with a duration other than permanent or instantaneous. For the next 10 minutes she gains the benefit of an extraordinary mythic blessing of fervor effect.

This Isn't Over Yet (Ex): If the Raid Boss is afflicted by an effect that would prevent her from taking turns (like Stun), instead she can ignore it simply by reducing the number of turns she can take each turn for as long as that effect lasts (see Try to Keep Up with Me). Different negative effects demand sacrificing multiple turns. In the case of effects like Slow or Nauseated that reduce the number or type of actions she can take, the Boss can instead simply sacrifice one move action per turn to ignore one of those effects, also in a 1-for-1 basis.

Speed: All the Raid Boss movement speeds are tripled, to a minimum of 60 ft.

Special Qualities: A Raid Boss maintain the special qualities of the base creature and gains the following.

Adaptive Learning (Ex): A Raid Boss doesn’t learn to be strong in every way. Instead, she learns to use her strengths in every way. This applies to learning as well, allowing the Raid Boss to master techniques she otherwise wouldn’t be able to. When choosing feats, if a feat requires a certain minimum ability score, the Raid Boss is considered to meet that requirement. She must still meet any other requirements.
In addition, the Raid Boss counts her BaB as fighter levels for the purpose of qualifying for feats.

Boss (Ex): The Raid Boss gains a +10 insight bonus on armor class; attack rolls; damage 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. Raid Boss’s attacks are treated as aligned (her alignment), magic, ghost touch, and epic for the purpose of overcoming damage reduction and interacting with incorporeal creatures. A Raid Boss does not age, requires no air to breathe, no food or drink to sustain herself, nor sleep. If the Raid Boss is mindless, she gains skill ranks and feats as if she has an Intelligence score of 1.

Boss Body (Ex): A Raid Boss has always her hit point maximized and gains a x3 hp multiplier (this hp multiplier does not stack with other multiplier, like a deity inside its divine realm). A Raid Boss convert any vile damage suffered into normal damage and convert any permanent damage suffered into vile damage. All numeric penalties the Boss receives from external sources are halved (eg. if the Boss's movement speeds would be halved, they're only reduced by a quarter. If she would take a –4 penalty to AC, she instead take –2). Self-inflicted numeric penalties still affect her fully.

Like a Boss (Ex): The Raid Boss know how to complete an action with authority, finesse and an air of superiority and do not care how others perceive it. Once per day, as a free action even if it isn't her turn or as an immediate action, until the end of her next turn any 1d20 rolls she make that result in a number lower than 13 count as if she had rolled 13 (if used as an immediate action this can modified a failed d20 roll), or she can grant herself any one feat she qualify for as a free action even if it isn't her turn that will last until the end of her next turn. Either way she fully ignore numeric penalties from external sources while this effect lasts.

Mythic (Ex): A Raid Boss has Mythic Power (x/day, Surge +y) and counts as a x-rank Mythic creature. X is equal to ½ the HD of the Raid Boss (maximum rank 10th at 20 HD) and y is the corresponding surge. A Raid Boss must select one of the following options.

  • Boss Caster: A Raid Boss can use any of her spells and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spells.​
  • Boss Fighter: When a Raid Boss expends mythic power to add a Surge die to an attack roll, she also adds a Surge die to that attack’s damage roll. This is not an action and does not require her to expend any additional uses of Mythic Power to use this ability.​

One of a Kind (Ex): The Raid Boss's abilities can never be copied/stolen/borrowed or similar by any other effect.

Scripted Event (Su): Something fancy happens whenever the boss starts a battle, a storm starts in the background, a choir starts chanting, a far away volcano erupts, whatever. Either way it is far away enough from the actual action that it has no mechanical effects, and ends as soon as the battle is finished (the storm ends, the host disperses, etc).

Try to Keep Up with Me (Ex): The Raid Boss can take extra actions per round. Those actions follow the following restrictions however

-The Raid Boss cannot use her extra actions to affect somebody or something they already had affected this turn (this includes area effects from the Boss that would include a target that had already been affected by the Boss this turn, and this limitation extends to the boss herself).

The Boss gets an extra turn each round for every enemy present in the battle after the first, up to a maximum of 3 extra turns with 4 or more enemies presents. For every allies of the Raid Boss present in the battle, she lose one of this extra turns (creatures summoned or obtained with class features like animal companion, phantom, eidolon, familiar, etc., obtained with Leadership or similar abilities or with ½ or less HD of the Raid Boss does not count as allies for this effect). This allows the Raid Boss to perform actions that normally take an entire round, such as using a summon monster spell. The first extra turn of the Raid Boss is at her Initiative score –10, all other turns are at a cumulative –10 to the initiative position for each extra turn. For example, if the Raid Boss’s initiative is 23 and she is against 3 enemy, for her first turn she could make a full attack (and take a 5 foot step) at initiative 23, for her second turn at initiative 13 she could start casting a spell with casting time of 1 round (like summon monster), and for her third turn at initiative 3 she finish cast the spell and could move (move action) and cast a spell to heal herself (standard action). For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the Raid Boss’s round or the start of her turn such as saving throws against ongoing effects or taking bleed damage, only the Raid Boss’s first turn each round counts toward such

Skills: A Raid Boss gains +8 bonus on 8 skill of her choice. All skills are class skills for a Raid Boss.

Feats: A Raid Boss gains 5 bonus feats.

Image taken from here (https://www.reddit .com/r/fatestaynight/comments/cq57c8/maou_nobunaga/)


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Well, I have finished her month ago, she is. She is the King Arthur of the world of Fate even if many of her skills are unique things not present in the slightest in the series that I took from the classes and maneuvers that I link below to make her more interesting in a battle.
Paladin v.1
Paladin v2
Paladin v3
Scarlet Bravura Discipline

The Destined Hero

Artoria Pendagron
Hero-Deity Mighty Human Gestalt Legendary Cavalier (Dreadnaught)/Paladin (Prejudiced) 23

LG Medium outsider (augmented, native)

Init +16; Senses darkvision 180 ft., divine senses (x3); Perception +48

Aura banner (60 ft., +4 moral vs fear, +2 moral vs charm/compulison, Diehard and +3 moral to charge attacks), commander’s aura (160 ft.), courage (10 ft.), divine (80 ft., DC 35), justice (10 ft.), purity (10 ft.), resolve (10 ft.), self-righteousness (10 ft.)

AC 74, touch 40, flat-footed 62 (+15 armor, +15 deflection, +8 Dex, +3 divine, +11 dodge, +12 natural, +7 shield)

hp 1,311 (23d10+1,081) fast healing 3, regeneration 23 (cosmic damage)

Fort +55, Ref +43, Will +51

Defensive Abilities a hero never dies, divine grace, divine health, evasion, fortification 75%, hard to kill, juggernaut, mettle, mythic saving throws, second wind, sixth sense, titanic resilience (Diehard while in heavy armor, no staggered or lose of hp), trust in iron (2 rounds of commander’s aura, damage ½ and DR 17/—), unstoppable; DR 5/adamantine, 5/epic and 12/—; Immune bleed, charm, compulsion, disease, fear, mind-affecting, paralysis, sleep; Resistance 30 to all elements, Terrestrial Hazard; PR/SR 38


Speed 120 ft. (180 ft. without armor), fly 240 ft. (360 ft. without armor) (perfect; holy wings)

Melee carnwennan +65/+60/+55/+50 (1d10+19/17-20), or excalibur +70/+65/+60/+55 touch (3d10+24/13-20x5), or rhongomyniad +70/+65/+60/+55 (3d10+24/17-20x9), or rhongomyniad in charge +72 ([3d10+24]x8/17-20x9)

Special Attacks body check, boulder crash (DC 42), channel group (12d6), commander’s shout (4 rounds of commander’s aura, full round), final judgment, force of will, general’s awe (DC 46, 4 rounds of commander’s aura, stun 1 round and for 13 rounds Will DC 46 or cannot attack Artoria), hero points 3/day, living wall, mythic power (3/day, surge +1d6), potential 23/day, smite evil 8/day (+15 to hit, +92 to damage), to change a destiny, victor’s rally, ultimate sacrifice for the ultimate victory, ultimate vindication (DC 46, 40d6)

Spell-Like Abilities (CL 26th; concentration +44)

At willcommune, contagious zeal, dream, ethereal jaunt, geas/quest, greater dispel magic, greater heroism, greater teleport, heroism, magic jar (DC 40), nine lives, overwhelming presence (DC 44), righteous might, righteous vigor, shield of faith, tongues, unshakable zeal

3/day—quicken greater dispel magic, greater invisibility (self only) (CL 20th), limited wish, shadow step (CL 20th), shadow walk (self only) (CL 20th)

1/daylocate creature (Camelot people only), shadow body (CL 20th), transcend mortality (CL 30th)


Str 32, Dex 26, Con 38, Int 30, Wis 30, Cha 40

Base Atk +23; CMB +62 (+77 for bull rush body check); CMD 96

Feats Alertness, Combat ReflexesB, Deathless InitiateB, DiehardB, Dodge, Greater Mercy, Quicken Spell-Like Ability (greater dispel magic), Power Attack, Toughness, Ultimate Mercy

Epic Feats Epic Mercy, Epic Toughness, Fast Healing, Great Smiting, Improved Dodge, Sixth Sense

Skills Acrobatics +36, Bluff +49, Climb +42, Diplomacy +60 (+71 gather information in Camelot), Fly +39 (+47 with holy wings), Handle Animal +37, Heal +44, Intimidate +49, Knowledge (local) +30, Knowledge (nobility, religion) +44, Perception +48, Profession (ruling) +44, Ride +39, Sense Motive +48, Spellcraft +44, Survival +44, Swim +42

Languages Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Giant, Infernal, Old English, Sylvan, Treant

SQ bolstering cry 15/day, chivalry’s call (3 rounds of commander’s aura), chosen, colossus arm, commander’s aura 84 rounds/day [61 + favored class bonus] (DR 12/—; 36 temporary hp that refresh every round; +6 moral AC; +12 moral to weapon damage rolls; fast healing 16; resist energy 24 against acid, cold, electricity, fire, or sonic; +6 moral to combat maneuvers; +160 ft. moral to all movement speeds; +6 moral to saving throws; or roll a Will save twice, taking the better result), courtly skill (instant recognition, loyal aid, safe house, triumphant return), dual aura, excellence, group lay on hands 26/day (11d6), hammer strike, holy wings, inherent bonuses, intercept, knight’s renown, legendary renown, mercy (confused, exhausted, fatigued, haunted, nauseated, sickened, targeted), monarch’s renown (Camelot, 100,000 people), noble’s renown, ogre’s reach (+5 ft. reach two-handed or hit adjacent with a reach weapon for -2 to hit), order (nobility), prejudice (Camelot), recuperation, skilled diplomat +11, sweeping swings 6/day, stance (oath of the unfailing commander), talented orator, timeless body, titans armament, virtual size category +1

Gear +5 heavy fortification infinite arrow deflection heavy steel shield of mithral, +6 determination full plate of mithral, belt of physical perfection +6, headband of mental perfection +6 (climb, survival, swim), cloak of resistance +5, ring of evasion, amulet of natural armor +5, winged boots, carnwennan, excalibur, rhongomyniad


Carnwennan (Minor Artifact)
Aura strong illusion and transmutation; CL 20th; Slot none; Weight 0,5 lb.
Carnwennan is a +3 ghost touch keen dagger artifact. Carnwennan is associated with the ability to cloak its user in shadows. The wielder of Carnwennan can use greater invisibility (self only), shadow step, and shadow walk (self only) as a spell-like ability 3 times per day each and shadow body 1/day.

Excalibur (Major Artifact)
Aura overwhelming conjuration, divination, and transmutation; CL 30th; Slot none; Weight 5 lb.
Excalibur is an artifact consisting of 2 parts: the sword and its sheath. While both are powerful in their own right, a user using both is terrifying. The sword is a +8 axiomatic power ghost touch impact longsword that hit the touch AC of the target and that allow the user to cast transcend mortality as a spell-like ability 1/day but unlike the normal spell it does not trigger a disintegrate effect on the user at the end of the effect. The sheath give the user the hard to kill, recuperation, mythic saving throws, force of will, and unstoppable universal mythic abilities (the sheath has an internal reservoir of 10 daily mythic points that can only be spent to activate these abilities [the user can spend his mythic points if he possess them], the user is not considered mythic unless he possess independently mythic powers), the timeless body ability of a monk, Diehard as a bonus feat, immunity to bleed damage, and regeneration equal to his HD which is stopped by Cosmic damage.
Unless both the sword and the sheath are destroyed within 24 hours of each other, the destroyed part reforms from the still intact one.

Rhongomyniad (Major Artifact)
Aura overwhelming illusion and transmutation; CL 30th; Slot none; Weight 10 lb.
Rhongomyniad is a +8 ghost touch lance artifact. The wielder always count as mounted while charging with Rhongomyniad and gains the benefit of the Super Charge Divine Ability while using it.

Divine Abilities
• Divine Mercy (Ex): You no longer need to have a body for return the ally to life

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

• Superior Smiting (Ex): Your smite attacks are incredibly powerful

Double Hero Portfolio Traits (Hero-Deity)
Granted Power: You gain a number of Hero Points every day equal to your DR that refresh their use at dawn. Every previous Hero Point unused from the past day is lost. This Hero Points ignore the maximum number of 3 (or 5 if you have Hero’s Fortune) and stack with any other Hero Points you have.

Leader of the people: Competence penalty to on all rolls equal to double your divine rank for one month if you ever retreat the battlefield so long as a single ally remains alive within your Divine Aura

Monster Vulnerability (Ex): You take 100% extra damage from natural weapons

• Courage (Su): You gains immunity to fear effects

• Leader of the People (Su): Allies in your aura gains immunity to fear effects

• Heroic Act (Ex): +6 competence bonus on attack rolls, damage rolls and armor class for a number of rounds equal to your DR after using a Hero Point

A Hero Never Dies (Ex)

Artoria receives Deathless Initiate and Diehard as a bonus feats. Whenever any effect would reduce her below a negative number of hit points equal to her Constitution score (or double her Constitution score if she is in possess of the sheath of excalibur), kill her outright, or leave her in a death-like state (eg. flesh to stone or trap the soul), its effects are delayed for 2 rounds. During this time, Artoria may use smite evil without expending daily uses (this smite evil cannot be used for activate Second Wind). After this point Artoria dies or suffer the effect as normal. If Artoria's death or negative condition is prevented within this rounds (eg. she receives healing or equips an item which grants immunity to the effect which would kill or leave her in a death-like state), she loses access to his free uses of smite evil until her life is placed in danger again.

Bolstering Cry (Su)
Artoria may, a number of times per day equal to her Charisma modifier, as an immediate action, grant either a single ally within her line of sight, or all allies within 80 ft. (close range) (including herself), an additional saving throw against a single non-instantaneous effect the ally or allies are suffering from. A creature can benefit from this effect only once per day. The sound must be able to reach the creature for this ability to work but the creature does not need to hear it for work (a creature under a silence spell cannot benefit from it but a petrified creature yes).

Chosen (Ex)
Artoria gains the benefit of Superior Critical and Superior Critical Multiplier Divine Abilities with the lance and the longsword.

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

Excellence (Ex)
Artoria was born to be one of the greatest hero of history. She gains the following abilities.
  • Paragon Attacks: When Artoria spend at least one Potential point in an attack roll, it does not fail on a roll of a “natural 1”. However, she still need to beat the AC for succeed.​
  • Paragon Block: Artoria can set up her shield as a standard action to gains a chance to “block” any attack against her depending on the type of shield used (10% for a buckler, 20% for a light shield, 40% for a heavy shield, 60% for a tower shield) until the start of her next turn. Her shield can even protect her from area attacks with the block chance, although it doesn't stop it from affecting others. By spending one Potential point as a free action, she can extend this block chance to all adjacent allies until the start of her next turn as she cover them with her shield. This doesn't stack with other sources of miss chances, and she must actually wield the shield to gain it (animated doesn't work).​
  • Paragon Saving Throws: When Artoria spend at least one Potential point in a saving throw, it does not fail on a roll of a “natural 1”. However, she still need to beat the DC for succeed.​
  • Paragon Toughness: Artoria may spend Potential points as a full-round action to gain five times that amount in temporary HP that last up to 1 hour. Remember temporary points don't stack.​

Final Judgment (Su)
As a king, Artoria is the judge, jury, and executioner of those who commit crimes against her kingdom. Once per day, as a full-round action that does not provoke attack of opportunity, Artoria can make a melee attack against a creature within 30 ft. If the attack hit and the creature is guilty of crimes against Camelot (DM’s discretion), the attack is automatically a confirmed critical hit, ignoring any fortification, immunity, or similar protection against critical the creature may possess. A creature slay by final judgment is entirely disintegrated, leaving behind only a trace of fine dust (as for disintegrate). A disintegrated creature’s equipment is unaffected. If the creature is not guilty of crimes against Camelot, the attack deals no damage at all and the daily use of this ability is wasted.

Grant Spells
Artoria can grant up to 5th-level spells. This does not require any specific action on Artoria behalf. She grant access to the domains of Glory, Good, Law, and Nobility and to the subdomains of Aristocracy, Heroism, Honor, Leadership, Legend, Legislation, and Loyalty.

Holy Wings (Su)
Artoria can conjure herself a pair of wings. The wings do not physically connect to her back, so they do not interfere with worn armour or the like, and they resemble softly glowing white feathered wings. The wings grant Artoria a fly speed equal to twice her land speed, with perfect maneuverability. Artoria may still fly even when wearing heavy armor or carrying a heavy load, but still suffers the associated speed reduction. She takes a standard action to create or dismiss the wings, though they automatically vanish if Artoria should lose consciousness. If Artoria should be in the air when her wings disappear, she gains the effects of a feather fall spell for up to 3 rounds, or until coming into contact with the ground. Artoria may use the wings for a total of 1 hour per paladin level each day, though each use uses a minimum of 1 hour of the time. Fly is a class skill for Artoria.

Inherent Bonuses (Ex)
Artoria has used wish spells of Merlin to gain a +5 inherent bonus to all of her ability scores.

Mettle (Ex)
Artoria can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. If helpless, Artoria does not gain the benefit of the mettle ability.

Mythic (Ex)
Artoria has Mythic Power (3/day, surge +1d8) and counts as a 3rd-rank Mythic creature. Artoria can use any of her 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. She can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

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

Oath of the Unfailing Commander (Su)
Artoria is willing to sacrifice to defend her allies. This work as a stance of the Tome of Battle/Path of War. By entering the oath of the unfailing commander as a swift action, Artoria stand resolute, her menacing presence drawing her enemies to her alone. While in this stance, she take a -4 penalty to AC. However, her enemies cannot attack any of her ally adjacent to her, and take a -5 penalty on any attacks rolls made against all allies within 60 ft. of her. In addition, her loyalty to her comrades sustains her as she fight: whenever an enemy makes a melee attack against Artoria, as long as at least one ally is adjacent to her, she gains an amount of temporary hp equal to her HD. Regardless of how many times she is attacked, she can only gains this temporary hp once per round. If an enemy reduces her to -1 hp or less while she is in the oath of the unfailing commander stance, then all enemies take a -5 penalty on all attack rolls for as long as her hp remains below 0 but she is not dead.

Potential (Ex)
Artoria was born to be one of the greatest hero of history. She gains resistance 30 to all elements and an amount of Potential points equal to her HD. Every time she make a d20 roll, she may spend an amount of Potential points up to her HD to boost the result of that roll in a 1 per 1 basis. She need to choose to use this ability before knowing the result of the roll, but it takes no action to activate. Potential Points are refreshed every day.

Second Wind (Su)
Artoria may expend a use of smite evil as a standard action to gain the benefits of a greater restoration and heal spells (CL 26th), any enemy viewing this event must make a DC 46 Will save or become panicked for 1 minute. Each round at the start of its turn, the subject may attempt a new saving throw to reduce the condition to shaken for the remaining duration. Whenever she use Second Wind, Artoria is surrounded by a blazing aura for a number of rounds equal to her Charisma modifier, shedding light as a mythic daylight spell heightened to ½ her character level (11th). This light is treated as natural sunlight. The save DC is Charisma-based.

To Change a Destiny (Su)
Once per day Artoria may, as an immediate action, undo the events. When Artoria activate this ability, she undo all the events of the current round, and all creatures begin the round again. This includes moving herself and any other creatures back to the positions they occupied at the start of the round, removing any damage or other conditions (harmful or beneficial) that have occurred during the round, and in all other ways “resetting” events. All affected creatures are aware of the events of the now nonexistent round, but they are free to make entirely different choices from the ones they originally made. Artoria cannot activate to change a destiny as long the penalties caused by ultimate sacrifice for the ultimate victory are actives (if she activate To Change a Destiny in the round in which the penalty end, the round is reseted and the penalty are restored until the end of her turn as usual).

Ultimate Sacrifice for the Ultimate Victory (Su)
As a standard action, once per day, Artoria can make a single melee attack against an opponent. This ability can also be activated as a part of a charge, in this case it influence the charge attack. If it hits, it deals an additional 10 damage per HD of Artoria, is automatically a confirmed critical hit, ignoring any fortification, immunity, or similar protection against critical the creature may possess and confers several bonuses on all her allies in line of sight for 1 round. They gain a +10 bonus on all attack rolls, any melee attack they make deals an additional 2d6 + 1/Artoria HD damage, and they gain a +10 morale bonus on all saving throws and to AC. However, whether she hits with the attack or not, until the end of her next turn, Artoria AC, PR/SR and CMD falls to 0, cannot use spell-like abilities, mythic, or hero points, lose the benefit of her A Hero Never Dies ability, and she automatically fail all attack rolls, checks, and saving throws. This penalties cannot be removed in any way, including wish, miracle, or direct divine intervention. After using this ability, Artoria turn automatically end. If Artoria die while suffering from the penalties of ultimate sacrifice for the ultimate victory, then the bonuses it confers on her allies last for the duration of the encounter, rather than for 1 round.

Abilities of Excalibur

Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Recuperation (Ex)
You are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Mythic Saving Throws (Ex)
Whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn’t come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.

Force of Will (Ex)
You can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.

Unstoppable (Ex)
You can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.

Source of the image: Artoria by kawa_batayoshi


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@Upper_Krust @Beefermatic sorry for the inconvenience but I have a question: in the Neutronium Golem entry is written there that "A typical punch (averaging 225,526 damage) is fully capable of destroying a planet (an Earth-sized planet would have roughly 122,880 hp).".
I'm building an anomaly destroyer of universes and I needed the information for his numbers. How many hp will have a Plane and a Universe?


@Upper_Krust @Beefermatic sorry for the inconvenience but I have a question: in the Neutronium Golem entry is written there that "A typical punch (averaging 225,526 damage) is fully capable of destroying a planet (an Earth-sized planet would have roughly 122,880 hp).".
I'm building an anomaly destroyer of universes and I needed the information for his numbers. How many hp will have a Plane and a Universe?
I'm not them but, considering a time lord is a full universe and has about a billion hp, that seems reasonable for a universe.


Today I bring you one of the most powerful Hyperborean spaceships in my setting.

Universe Destroyer

Mega-Fine construct

Init +1.000; Senses all possible senses, cosmic consciousness (50 billion light years/universe); Passive Perception +1.595

Aura divine death (10 light years)

AC 2.645, touch 645, flat-footed 2.550 (+1.600 antidivinity, +200 deflection, +95 Dex, +200 insight, +2.000 natural, +200 perfection, -60 size)

hp 86.886.080 hp (1.000d1.000+83.886.080+1.000.000 black armor+1.000.000 shield) regeneration 1.000.000 (Expression of Power [Effect] or Omnific Might)

Fort +610, Ref +840, Will +610

Defensive Abilities black armor, damage deflection, divine deflection, hardness 1.000.000, slipstream, shield, tyrannical domain, warp reality; DR 1.000.000/– (internal layer) 5.062.500/– (black armor); Immune construct traits, Terrestial/Stellar/Dimensional/Universal hazards, Pleroma space; Resistance all elements 100.000, Multiversal hazards; PR/SR 1.210

Speed Superluminar x24, Warp Jump (3d20 minutes)

  • 120 gravity ray, 30 light years, +1.705 touch (40d100+2.000/x4)​
  • 160 black hole grenade, 10 light years plus 100 miles splash, +1.705 touch (160d100 plus splash) (Ref DC 705 half the damage and negate to be brought to the center of the area, in case of a direct hit no save)​
  • 4 hypercannon, 100 light years line (360d1.000+100.000) (Ref DC 705 half the damage)​
  • rain of the death, 50 billion light years/universe, +1.705 touch (200d1.000+80.000/x6)​
  • 1 god exterminator, 60 light years plus 10 light years splash (800d1000+400.000 antidivine* damage [damage not already doubled], 1d6 rounds recharge) (Ref DC 2.305 half the damage)​
*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)

Space 96 miles

Special Attacks trample (1.600d1000), universe implosion

Str 600, Dex 200, Con –, Int –, Wis 200, Cha 1

Base Atk +1.000; CMB +1.555; CMD 1.660

SQ aggregate, capital ship, chain guns, god killer, hyperborean celerity, hyperborean construction, prana generator, virtual size category +28

Gunner ranged attack bonus: +400

Target AI bonus: +1.200

Aggregate (Ex)
Even if it's not a robot, the Universe Destroyer can be controlled by an AI and get the Aggregate template. In that case, to calculate her initiative, saving throws, attacks and skills, she uses the basic AI and Spaceship modifiers instead of using those of the crew.

Black Armor (Ex)
The armor of a Universe Destroyer is compost of pure 100% Black Hole Matter. This external layer has DR 5.062.500 and 1.000.000 hp. Damage done to the ship is applied to the this layer first after destroying the shield.

Capital ships
Universe Destroyer deal catastrophic damage to unarmored or foot targets dealing x100 the listed damage.

Chain Guns (Ex)
A Universe Destroyer’s core can process pure substance of the Pleroma into new ammunition, effectively giving the ship infinite ammunition.

Damage Deflection (Ex)
The Universe Destroyer use deflective barriers to reduce secondary damage, it gains the evasion and mettle ability.

Divine Deflection (Ex)
The Universe Destroyer automatically deflect and returns to the user all Divine and higher abilities used against it unless the user is at least a High Lord Rank 5. This can only deflect abilities that need to be activated by declaring it (like [Effect] and Abrogate), not always active passive abilities like Ultimate Weapon Focus.

Divine Death (Su)
The Universe Destroyer exudes an aura of death and doom for the immortals. This aura extend to the entire universe the Universe Destroyer currently occupies or 50 billion light years while outside a universe. This aura combine the effect of the Nullification Cosmic Ability, the Dead Zone and Divine Nullification Transcendental Ability and the Cosmic Nullification Omnific Ability but only work against creatures with divine rank.

God Killer (Ex)
All the damage dealt by a Universe Destroyer count as magic and epic (artifacts) for the purpose of affecting Immortals. A Universe Destroyer ignore Transmortality and Transmigration unless the immortal have a divine rank equal or higher than 200. When a Universe Destroyer kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died. A Universe Destroyer cannot be selected with Learned [X] Immunity by creatures with a Divine Rank. A Universe Destroyer ignore the Perfect Defense and Sophism abilities.

Hyperborean Celerity (Ex)
For 1 round every 1d2 rounds, 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 d1000’s for Hit Dice and has maximum hit points per Hit Die. It gains a deflection and insight bonus equal to ¼ its HD to AC and CMD, and an antidivinity bonus to attack roll, save, checks, AC, DC, PR/SR, CMD, CMD equal to double 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.

Prana Generator (Ex)
Little wonder that the generators of a Hyperborean spaceship run on Prana. It gains a perfection bonus equal to 1/5 its HD to attack roll, save, checks, AC, DC, PR/SR, CMD, CMD.

Rain of Death (Ex)
A barrage of missile, deals 200d1.000+80.000 damage to all enemies targeted, ignore any form of concealment (even Nebulous, Interdimensional and similar abilities don’t work), range is extend to the entire universe the Universe Destroyer currently occupies or 50 billion light years while outside a universe.

Shield (Ex)
The Hyperborean use ancient relics of the Time War for shielding for such massive ships and provide a 1.000.000 hp barrier that surrounds this craft. Damage done to the ship is applied to the shield first. It regenerates 100.000 health per round.

Tyrannical Domain (Ex)
By manipulating the fundamental matrices of Fate and Chance, the Universe Destroyer can bend reality to allow for the best possible outcome in any given situation whilst simultaneously allowing for the least favorable outcome for all enemies. This ability mimics the "Inner Eye" Cosmic Ability, and the “Evil Eye” Transcendent Ability [extend to the same of divine death aura instead of divine aura].

Universe Implosion (Ex)
While inside a universe, the Universe Destroyer can start a dangerous chain reaction that ends up collapsing the universe in question. This requires the Universe Destroyer to spend 10 minutes (100 rounds) using its full-round action to channel deleterious entropic energy into the university. After 3 minutes the planar layers collapse (killing all Elder Ones who fail to make a Will saving throw DC 2265), after 6 minutes the planes collapse (killing all Old Ones who fail to make a Will saving throw DC 2265), after 9 minutes the dimensions collapse (killing all the First One who fail to make a Will saving throw DC 2265) and finally, after 10 minutes destroying the universe, throwing all its occupants into the Pleroma (in the overwhelming most cases, a death sentence) and killing the Demiurge or Time Lord of the Universe (unless he succeeds in making a Will saving throw DC 2265). In all cases in which the Immortals succeed on the saving throw, they manage to sever their bond with the universe and lose their divine template, returning mortal instead of dying. In the case of a High Lord instead of a Time Lord, if the destruction of the universe is not stopped, it loses a universe and drops one rank. If the Universe Destroyer is stopped before 10 minutes have passed, what has already been destroyed remains destroyed but it has to start the process and the 10 minutes all over again. The save DC is Charisma-based.

Warp Jump (Ex)
This work like the starflight ability but allow to reach any destination in the Multiverse in 3d20 minutes (3 minutes with Inner Eye).

Warp Reality (Ex)
The Universe Destroyer presence disrupt the fabric of space-time. This prevents the use of the Transattack Period, Transpersonal, Transtemporal, Transversal, and Ultimate Weapon Focus Transcendetal Abilities within the area of Divine Death for all Immortals unless the creature is a High Lord Rank 5 or higher.
How much would one of these ship cost in gp? Beef has mentioned about the forum going over new materials as a baseline. But how much would be added from everything else this thing has? I'm running an epic/cosmic setting and the players are starting to reach elder one status and have plans on facing demidurges as well as possibly time lords.


How much would one of these ship cost in gp? Beef has mentioned about the forum going over new materials as a baseline. But how much would be added from everything else this thing has? I'm running an epic/cosmic setting and the players are starting to reach elder one status and have plans on facing demidurges as well as possibly time lords.
A universe destroyer’s outer layer (0.1 inch thick) is made of more than 6,422,067,384,207,740,500,000 pounds (2,913,000,765,102,489,600,000 kg) of black hole matter worth a total of 5,6489102106379289226352001024+e34 gp (one pound is worth 8,796,093,022,208 gp), while the interior is composed of adamantine worth a total of 1,000,000,000 gp and technological circuits worth 9,000,000,0000 gp.
All of this is already included in the final price.
Despite requiring Omnific Architect, the crafter still require at least 1 year of work on the ship for completing it.

Universe Destroyer
4,000th; Price 2,0e+40 gp
Requirements Craft Construct, Craft Robot, Craft Technological Arms and Armor, Craft Technological Item, Technologist, interplanetary teleport, meteor swarm, reverse gravity, time conduit, wish; Special creator must have a Perfection bonus of at least 800 and possess the Omnific Architect Omnific Ability; Skill Craft (mechanical) and Knowledge (engineering) DC 15,000; Cost 1,0e+40 gp

And this is why I don't put the build price on things like that and left it as a plot device, the price goes through the roof.

A neutronium golem is a CR 350-400 that can take on First Ones and poorly optimized Demiurges but has a HUGE weakness. It's stupid like a stone. Theoretically, even an Elder One or a Greater Deity can be able to defeat or imprison him by exploiting the fact that, having no mind and no one to command him on the spot, he acts according to predictable pre-set patterns that can lead him into a trap.
This advanced version of the Neutronium Golem in my setting is usually used by Time Lords as field commanders to manage their lesser version and avoid the above mentioned scenario.

Advanced Neutronium Golem

Beyond Alignment (N) Large construct (extrauniversal)

Init +334 (always first); Senses cosmic consciousness (universe), see in darkness, true seeing, x-ray vision; Perception +388

Aura gravitic (DC 461, special), heat (DC 461, special)


AC cannot be hit 1,240, touch 396, flat-footed 988 (+55 deflection, +6 dodge, +80 gravitic, +844 natural, -1 size, +246 Str)

hp 2,110,000 (250d1,000+13,750)x8 fast healing 10,000

Fort +508, Ref +699, Will +508

Defensive Abilities accretion, eternal freedom, hardness 1,500, improved evasion, improved uncanny dodge, incredible reflexes, indestructible, mettle, perfect defence, slipstream, uncanny dodge; Immune construct traits, magic, Dimensional, Stellar, Terrestrial Hazards; Resist Universal Hazards; PR/SR 38


Speed Fly Superluminal (perfect), starflight

Melee 2 slam always hit +821 touch (48,000d100+246/16-20 x6 x6 plus accretion) or devasting strike slam always hit +821 touch (48,000d100+246/16-20 x4 x6 x6 plus accretion), or with inner eye 2 slam always hit +841 touch (28,801,476 plus accretion without critical, or 172,808,856 plus accretion with critical) or devasting strike slam always hit +841 touch (115,205,904 plus accretion without critical, or 691,235,424 plus accretion with critical)

Space 10 ft.; Reach 10 ft. (100 miles with slam)

Special Attacks abrogate, alter reality, mythic power (80/day, surge +80d6), pulsed x-ray, starquake


Str 502, Dex 60, Con –, Int 120, Wis 120, Cha 120

Base Atk +250; CMB +823; CMD 673

Feats Combat Reflexes, Dodge, Improved Initiative

Metamagic Feats Cataclysmic Spell, Eclipse Spell, Ectoplasmic Spell, Empower Spell, Energy Admixture (Acid, Cold, Electricity, Fire), Energy Substitution (Acid, Cold, Electricity, Fire), Enlarge Spell, Extend Spell, Heightened Spell, Intensified Spell, Maximize Spell, Quicken Spell, Reach Spell, Shadow Grasp, Silent Spell, Still Spell, Tenebrous Spell, Thanatopic Spell, Threnodic Spell, Widen Spell, Umbral Spell

Epic Metamagic Feats Automatic Metamagic Capacity x92, Greater Intensified Spell (+4, removes the maximum cap), Metamagic Freedom, Unbound Spell

Epic Feats Ether Goer, Etheric Double, Etheric Vision, Improved Combat Reflexes, Improved Dodge, Good Fortitude, Polyglot, Subtle Body, Superior Initiative, Tenacious Body

Skills Omnicompetent - All skills 333 + ability modifier

Languages Pleromian, other 305; Polyglot, telepathy 100 miles

SQ apostasy, inner eye, magnetar, maven, mythic, muscle memory, omnicompetent, perfect critical, perfect critical multiplier, perfect initiative, spirit within, strong mind, strong soul, transcendetal might, virtual size category +32, ultimate weapon focus, unearthly construction, unearthly reach, unearthly weapon focus, unearthly weapon specialization

Abrogate (Su)
Any single opponent within the golem gravitic aura has its greatest ability negated. This can be an ability score or one of its other abilities (divine, cosmic etc.).

Accretion (Ex)
Anyone striking a neutronium golem or hit by it with an unarmed strike or natural weapn must make a DC 461 Strength check as an immediate action to be able to retrieve their weapon (or appendage) from the automaton’s surface following each and every attack. A creature gains the grappled condition as long he’s bond to the construct, but the golem does not. The golem can release an object or creature as a free action. The save DC is Strength-based.

Alter Reality (Su)
Once per round as a free action the golem can duplicate any spell of 100th-level or less. This ability can also duplicate any epic spells of DC 408 or less. Other use of this ability are GM’s discretion.

Apostasy (Ex)
An advanced neutronium golem has transcended alignment. It cannot be affected by any alignment based attacks or effects. For all intents and purposes it is beyond alignment. This applies even if the alignment based attack comes from an immortal of higher divine status.

Devasting Strike (Ex)
An advanced neutronium golem can make a single attack with its slam as a standard action. In this case the damage is multiplied x4.

Ego (Ex)
An advanced neutronium golem has good all saves, and add its Charisma modifier to hit point and Fortitude save in place of Constitution but does not gains bonus hit points based on size.

Eternal Freedom (Ex)
An advanced neutronium golem 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.

Gravitic Aura (Ex)
The great mass of an advanced neutronium causes gravitic disturbances within the localized area. The Table: Gravitic Aura details the myriad effects of this ability. An advanced neutronium golem can exclude any number of objects or creatures from the effects of its aura. The save DC is Strength-based.

Table: Gravitic Aura
Hp Damage*
100 ft.​
DC 461​
600 ft.​
DC 461​
10 miles​
DC 461​
100 miles​
DC 461​
*The target’s maximum hp is reduced by this amount each round.

Gravitic Mastery (Ex)

An advacned neutronium golem is not subject to gravity, including its own. It can control the ebb and flow of its own gravity, giving it a +80 elemental mastery bonus to its: armor class; attack rolls; checks (ability checks); difficulty class (for any special abilities); initiative; and saving throws. This count as Divine Rank for interactions with effects (like overcome cosmic string or suffer antidivine damage).

Heat Aura (Ex)
The local area surrounding a neutronium golem burns with the fury of a thousand suns. The Table: Heat Aura details the transcendental fire damage experienced at different ranges. An advanced neutronium golem can exclude any number of objects or creatures from the effects of its aura.

Table: Heat Aura
Transcendental Fire damage
50 miles​
100 miles​
1,000 miles​
2,000 miles​

Immunity to Magic (Ex)
An advanced neutronium golem is immune to any psionic ability, psi-like ability, spell or spell-like ability that allows power or spell resistance unless the golem chose to suffer its effect.

Incredible Reflexes (Su)
An advanced neutronium golem can make a Reflex saving throw against a DC of 10 + ½ opponents HD + opponent Charisma modifier + opponent DR to avoid any type of assault (whether magical or physical), as for the Sophism transcendental ability.

Indestructible (Ex)
An advanced neutronium golem is nearly impossible to destroy. Even if reduced below 0 hit points, its fast healing continues to restore hit points, though the golem is helpless unless above 0 hit points. It can only be permanently destroyed if reduced to negative hit points by omnific damage or by suffering omnific damage while below 0 hit points.

Inner Eye (Ex)
An advanced neutronium golem always gain the best dice rolls in any given situation. However, a natural 20 is not an automatic success when using this ability.

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

Mythic (Ex)
An advanced neutronium golem has Mythic Power (80/day, Surge +80d6) and counts as an 80th-rank Mythic creature. An advanced neutronium golem can use any of its Alter Reality 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 effects.

Muscle Memory (Ex)
An advanced neutronium golem add its Strength modifier to his AC, Initiative, and to Reflex saves instead of his Dexterity modifier. An advanced neutronium golem’s Strength bonus to his AC is still limited by his armor’s maximum Dexterity bonus.

Perfect Critical (Ex)
An advanced neutronium golem critical threat range of its slam is quintipled. This supersedes and does not stack with the Improved Critical feat or similar effects.

Perfect Critical Multiplier (Ex)
An advanced neutronium golem critical multiplier of its slam is increased to x6.

Perfect Defence (Ex)
Attack rolls against an advanced neutronium golem always fail. This ability is canceled out by the Ultimate Weapon Focus transcendental ability. The Oblique Strike cosmic ability would also bypass this defence.

Perfect Initiative (Ex)
An advanced neutronium golem always act first. Two beings with this ability would roll for initiative normally against each other.

Pulsed X-Ray (Su)
An advanced neutronium golem can emit a pulsed x-ray once per round as a free action. This wave targets everything within a 1,000-mile spread centered on the golem. Those within the area of effect immediately suffer 300d1,000 transcendental fire damage with no save. An advanced neutronium golem can exclude any number of objects or creatures from the effects of its pulse.

Slipstream (Su)
An advanced neutronium golem is unaffected by temporal effects (such as slow or temporal stasis), cannot be undermined by time travel (someone cannot go back to your past and simply kill you as an infant for instance). If it is within the area of a time stop spell then it gains access to the additional rounds.

Spirit Within (Ex)
Though and advanced neutronium golem is not a living creature, a “spirit” still resides within it. Unlike most constructs, the advanced neutronium golem is not immune to all necromantic effects. Certain spells that rely on the existence of a creature’s soul (not “life force”)—namely astral projection, clone, magic jar, and soul bind—can affect the advanced neutronium golem. No other necromantic effects affect it, and it is still immune to death effects. Though it cannot be raised or resurrected, an advanced neutronium golem can be reincarnated as described by the reincarnate spell (only in a new advanced neutronium golem). An advanced neutronium golem is still immune to magic as described in its entry.

Starflight (Su)
An advanced neutronium golem flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes the golem 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM’s discretion, usually 2 hours or 2 days with inner eye).

Starquake (Ex)
When an advanced neutronium golem is definitely slay (see indestructible), it detonate in a cosmic conflagration, much akin to a supernova. Table: Death Throes details the amount of damage. Blast damage should be treated as bludgeoning damage. An advanced neutronium golem can exclude any number of objects or creatures from the effects of its explosion. The save DC is Constitution-based.

Table: Death Throes
Fireball (Transcendental fire)**
500 miles​
DC 215​
800 miles​
1,500 miles​
3,000 miles​
6,000 miles​
10,000 miles​
*A Fortitude save negate the instantly disintegration.

**A Reflex save half the damage of both fireball and blast.

***Ability damage to Strength, Dexterity, and Constitution.

Strong Mind (Ex)

An advanced neutronium golem add its Strength modifier as an insight bonus to its attack rolls.

Strong Soul (Ex)
An advanced neutronium golem add its Strength modifier as an insight bonus to its saving throws.

Superluminal (Ex)
An advanced neutronium golem travels at the speed of light. This gives it a movement speed of 5,621,108,587 feet, the equivalent of 1,117,694 miles per round or 186,282 miles per second.

Transcendental Might (Ex)
An advanced neutronium golem deals d100'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.

Ultimate Weapon Focus (Ex)
An advanced neutronium golem never miss with its slam attack. It still roll dice to determine whether or not it has scored a critical hit or not, but inner eye usually makes that futile.

Unearthly Construction (Ex)
An advanced neutronium golem is fashioned by lords and other similarly powerful beings. These cosmic automatons use d1,000’s for Hit Dice, have maximum hit points per Hit Die and a x8 hp multiplier. The golem multiplied x192 the damage of its slam because its made of neutronium.

Unearthly Reach (Ex)
An advanced neutronium golem slam attacks range is equal to its gravitic aura.

Unearthly Weapon Focus (Ex)
An advanced neutronium golem slam attacks resolve against the touch AC instead of the normal AC.

Unearthly Weapon Specialization (Ex)
An advanced neutronium golem slam damage is multiplied by its critical damage multiplier. If the construct subsequently score a critical hit it further multiply the damage.
Oh man this is cool as fuxk!


This is a watchdog inspired by Mike, the watchdog of the Zoldyck family of the Hunter x Hunter manga. This is more powerful than Mike of the manga and can be used as an encounter for PC just become epic to give them a little taste of the new world they just touched.


LN Huge magical beast

Init +19; Senses darkvision 120 ft., low-light vision, scent, stillsense (60 ft.), true seeing; Perception +53

Aura terrifying presence (DC 46, 120 ft.)


AC 53, touch 53, flat-footed 47 (+12 deflection, +6 Dex, +26 natural, -2 size)

hp 604 (31d10+434) fast healing 10, regeneration 10 (epic)

Fort +43, Ref +36, Will +38

Defensive Abilities evasion, freedom of movement, improved uncanny dodge, mettle, quick recovery, shaggy fur, terrifying monster, uncanny dodge; DR 20/epic; Immune ability damage and drain, charm, compulsion, emotion, energy drain, fatigue, fear, exhaustion; Resist all elements 30; PR/SR 42


Speed 80 ft., air walk, relentless stride, sprint

Melee bite +55 (8d10+36/15-20x3 plus trip), 2 claws +55 (6d8+26/19-20 plus grab)

Space 15 ft.; Reach 10 ft.

Special Attacks eating between meals (DC 46), executioner, greater stand still, pounce, powerful bite, rend (2 claws, 6d8+31)

Spell-Like Abilities (CL 31th; concentration +43)

Constantair walk, freedom of movement, greater magic fang, true seeing


Str 52, Dex 24, Con 39, Int 5, Wis 25, Cha 34

Base Atk +31; CMB +54; CMD 80 (84 vs. trip)

Feats Ability Focus (terrifying presence), Alertness, Cornugon Smash, Combat Reflexes, Greater Vital Strike, Improved Critical (bite), Improved Vital Strike, Intimidating Prowess, Iron Will, One with the LandB, Power Attack, Signature Skill (intimidate), Stand Still, Vital Strike

Epic Feats Good Will, Greater Critical (bite), Improved Combat Reflexes

Skills Acrobatics +41, Climb +55, Intimidate +75, Perception +53, Sense Motive +45, Spellcraft +28, Stealth +33, Survival +41 (+56 follow tracks), Swim +55; Racial Modifiers +8 Intimidate, +8 Perception

Languages Common (cannot speak)

SQ bestial intellect, camouflage, cold mind, hide in plain sight, hunting ground (+12), olfactory memory, swift tracker, track, virtual size +1

Bestial Intellect (Ex)
Mike use its Wisdom modifier for calculate skill points and for Intelligence checks. Mike gains Intimidate, Sense Motive, and Survival as class skills.

Camouflage (Ex)
Mike can use the Stealth skill to hide everywhere, even if the terrain doesn’t grant cover or concealment. Mike can apply his Stealth skill to avoid being detected by scent (though it still can be tracked by it). Mike can hide itself from blindsight and blindsense, as well as any other senses, so that it may always make a Stealth check to avoid being detected. It cannot do this while barking or making sounds voluntarily.

Cold Mind (Ex)
Mike is a trained hunting dog. It’s immune to the Diplomacy (influence attitude, make request, suggest curse of action) and Intimidate (coerce opponent, influence opponent’s attitude) skills if not originated by its master. It is also immune to Empathy abilities (lycanthropic empathy, wild empathy, etc.) or abilities that allow to improve the attitude of a creature if not originated by its master.

Eating between Meals (Ex)
When Mike confirm a critical hit with its bite, the creature must make a Fortitude save DC 46 or be instantly slain. If Mike kill a Colossal or smaller creature with a coup de grace or a critical hit of the bite (even if the creature succeed the Fortitude save), it violently rips the flesh off the creature, devouring it, leaving only broken bones. This harms the body in such a way that effects that require an intact or whole corpse do not work. Mike can consume a Colossal or smaller corpse as a full-round action that provoke attack of opportunity, ravaging it as if it was slay with a critical hit of the bite. The save DC is Strength-based.

Executioner (Ex)
Mike can make a coup de grace on cowering or prone creatures as a standard action.

Greater Magic Fang (Sp)
Mike greater magic fang allows it to count its natural weapons as adamantium, cold iron, lawful, magic and silver for overcome DR.

Greater Stand Still (Ex)
Mike can use Stand Still every time a foe provoke attack of opportunity, not only due to the foe moving through Mike adjacent squares. Also, when Mike successfully use the Stand Still feat to make a combat maneuver check to force a foe to stop moving, it may also deal its claw damage.

Hide in Plain Sight (Ex)
Mike can use the Stealth skill even while being observed.

Hunting Ground (Ex)
Mike gains a +2 bonus on initiative checks. At 8 HD and every 5 HD thereafter, the initiative bonus increases by +2. Mike normally leaves no trail and cannot be tracked (though it may leave a trail if he so chooses). Hunting ground count as favored terrain in all terrains with an equivalent bonus for prerequisites. Mike gains One with the Land as a bonus feat.

Olfactory Memory (Ex)
Mike always remember all things it sees and smells at the perfection.

Powerful Bite (Ex)
Mike’s bite attack applies 1-1/2 times its Strength modifier on damage rolls and threatens a critical hit on a roll of 19–20. The critical multiplier is also x3. Mike natural weapons count as epic.

Quick Recovery (Ex)
Whenever Mike is blinded, dazed, dazzled, deafened, nauseated, paralyzed, sickened, or stunned, reduce the duration of that condition by half (minimum 1 round). Any other effects relating to the source of that condition are unaffected.

Relentless Stride (Ex)
Mike can move effectively in different environments. When it succeeds on a Climb check, he may move its full speed without penalty. Mike may also move its full speed when it succeeds on a Swim check, and it may move through any sort of terrain at its normal speed (even if magical manipulated to impede motion) and without taking damage or suffering any other impairment, and is not affected by tripping effects caused by slick or icy surfaces, magical or otherwise. Provided it starts its turn on normal ground, Mike can move on any surface as if it were the ground, like walls and ceilings. Mike falls if its movement ends or if it falls prone. As a swift action, Mike may make a Climb skill check to use a hand to cling to the surface it has walked on this way. Mike can also walk across water without sinking or taking damage but sinks normally if it stops its movement or falls prone. Mike cannot begin his movement on water.

Shaggy Fur (Ex)
Mike adds its natural armor bonus to its touch AC.

Sprint (Ex)
Mike can move up to 10 times its speed when charging, jumping or running. It can also make a 90-degree turn during a sprinting charge.

Stillsense (Ex)
Mike is skilled in noticing tiny vibrations, shifts in air currents (or water currents, if underwater), and tiny movements across surfaces from changes in pressure. This works as a form of blindsight with a range of 60 feet that only detects creatures and objects that have moved (such as by attacking, changing location, casting a spell with somatic components, or making a skill check using Strength or Dexterity) within the past round. A creature that stops moving does not instantly become invisible to this sense; they are still noticeable until the air around them has stopped moving, which doesn’t happen until the end of their next turn. Creatures that are completely intangible are naturally invisible to this sense. This ability is not impeded if Mike is deafened in any way but does stop functioning if there is no air. Winds greater than 30mph can create blind spots downwind of Mike. This sense works continuously, and Mike may spend its move action to concentrate on the ability, doubling the range until the beginning of his next turn. This draws attacks of opportunity from adjacent enemies.

Swift Tracker (Ex)
Mike can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –5 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Terrifying Monster (Ex)
The pure presence of Mike give it its Charisma modifier as a deflection bonus to AC and as a racial bonus to all saves.

Terrifying Presence (Ex)
This work like the frightful presence with the following difference: all creatures failing their saves with 5 or less HD than Mike become panicked for 5d6 rounds, those who successfully save are still treated as shaken, unless wholly immune to fear. If a creature fail the save by 10 or more, it become cowering for the same duration. Mike add its Wisdom modifier as a racial bonus to the DC.


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My revisited version of the Dread Emperor found on the Librim Eternia: Tome of Epic Prestige created by Realms of Chaos

Dread Emperor

Controlling vast armies of the undead, a dread emperor (or dread empress) is a master of necromancy. Rather than focusing on life force and its manipulation, however, a dread emperor has focused on the creation of its twisted mockery. Beyond the simple reanimation of the undead, a skilled dread emperor creates a true plague of undeath. Every creature his or her undead slay soon joins his forces and even those merely injured may find themselves turning in a matter of hours. Combining this plague with a mastery of strategy that dwarves most mortal tactitians, entire nations have been known to fall before dread emperors in mere weeks.


Hit Die: d6


To qualify to become a Dread Emperor, a character must fulfill all the following criteria.


Alignment: Any evil.

Feats: Command Undead, Craft Woundrous Item.

Skills: Knowledge (arcana) 23 ranks, Knowledge (religion) 23 ranks.

Spells: Ability to cast spells up to 9th-level, including at least 10 necromancy spells, including create greater undead.

Class Skills
The Dread Emperor's class skills (and the key ability for each skill) are Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Table: Dread Emperor
Base Attack
Fort Save
Ref Save
Will Save
Spells per day
Command Undead, Eyes of the Dark Lord, Overwhelming Swarm -1, Perfect Necromancer, Unending Legion​
+1 level of existing class​
Dark Tactician 1/encounter​
+1 level of existing class​
Bonus Feat​
+1 level of existing class​
Dread Lichdom, Emperor’s Plague 1d6​
+1 level of existing class​
Undying Avatar (1)​
+1 level of existing class​
Overwhelming Swarm -2​
+1 level of existing class​
Dark Tactician 2/encounter​
+1 level of existing class​
Bonus Feat​
+1 level of existing class​
Emperor’s Plague 2d6​
+1 level of existing class​
Undying Avatar (2)​
+1 level of existing class​

Class Features
All of the following are class features of the Dread Emperor.

Weapon and Armor Proficiency
Dread Emperor do not gain proficiency with any additional weapons or armor.

At the indicated levels, a Dread Emperor gains new spells per day as if he had also gained a level in a spellcasting class to which he belonged before taking the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a Dread Emperor, he must decide to which class he adds the new level for the purposes of determining spells per day.

Dread Emperor Epic Spellcasting
A dread emperor can develop and cast epic spells using the afflict, animate dead, armor, dispel, fortify, reflect, slay, and summon seeds as if he possess the Epic Spellcaster feat. If the dread emperor has the Epic Spellcaster feat, for the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces are halved. The caster level of this epic spells is equal to his spellcasting caster level.

Command Undead (Su)
Dread emperor class levels stack with levels of all other classes that grant the ability to channel energy and for the command undead feat (like cleric, undead master archetype, necromancy arcane school, atc.) for the purpose of determining the character’s effective cleric level for channel. For example, a 20th-level cleric/5th-level dread emperor channel energy as a 25th-level cleric.

Eyes of the Dark Lord (Su)
The amount of control the dread emperor has over his undead increases every day. He can look through the senses of any undead he is currently controlling. The undead must be within a radius of 10 miles per caster level. Looking through the senses of an undead requires a full round action to start watching, and one swift to stop. While the dread emperor is in the undead’s mind, he leaves his own body in a sleep-like state. The dread emperor may look through the undead’s senses and he may use its mouth to speak, but no other actions may be taken.

Perfect Necromancer (Ex)
A dread emperor can have any number of undead under his control, ignore the limit of HD he can create with a single casting of animate dead, and he is not limited by the total Hit Dice of those undead. A dread emperor ignore caster level prerequisites for create specific undead with the create undead and create greater undead spells. A dread emperor can create any undead with a CR up to 11 with create undead, and up to his caster level with create greater undead. The GM decides any extra specific components for each undead (ex: thirty bodies of people starved for a Gashadokuro). A dread emperor can create undead based on template (like vampire, lich, dread ghoul, etc.) with create undead and create greater undead only if the undead final CR is equal or lower than 11 for create undead or his caster level with create greater undead. If the creation of the undead require particular components (like the phylactery of a lich), that components must be provided during the casting as an additional material and/or focus component. A dread emperor can use create undead and create greater undead spells even when is not night.

Overwhelming Swarm (Ex)
Though the undead that a dread emperor controls may individually be too weak to overcome foes, a dread emperor knows perfectly well how to batter the defenses of more powerful enemies by continually swarming them. Starting at 1st level, for every ten attacks made against a creature by undead controlled by a dread emperor (whether the attack succeeds or not), the target takes a stacking -1 penalty to its AC, Damage Reduction (if any), Fast Healing (if any), and regeneration (if any). None of these values can be reduced below 1. This penalty remains until the target has gone for an entire minute without being attacked by undead controlled by the dread emperor. At 6th level and every 5 levels afterwards, this penalty increases by -1.

Unending Legions (Su)
Dread emperors are best known for armies of the dead large enough to overwhelm entire nations and worlds. Any creature slain by an undead controlled by a dread emperor revives 1d4 rounds later as a zombie or skeleton as appropriate under the control of the dread emperor. Lastly, a dread emperor can touch a dead creature and animate it as a skeleton or zombie (based on the condition of the corpse), as if using animate dead at will. The dread emperor does not need to expend any material components when using this ability. He can expend a spell slot of at least 4th level when using this ability to animate the body as a different type of undead, as if using greater create undead (the dread emperor count as having casting all the necessary spells, like teleport for a Crypt Thing, but the corpse must meet other prerequisites, like wearing suit of heavy armor for creating a Guardian phantom armor). This class feature benefit of the Perfect Necromancer ability (including the expanded list of undead he can generate with create undead and create greater undead). Undead created in this way are automatically under his control.

Dark Tactician (Ex)
As a ruler of a grand army, few know more about strategy than a dread emperor. Starting at 2nd level, a dread emperor can spend a full-round action to either heal any number of controlled undead within his line of sight up to full hit points. Alternatively, he can grant them a +10 bonus to attack rolls, Saving Throws, and AC for 1 round. As a final option, the dread emperor can grant these undead a full round of actions to take immediately and may control how undead affected spend this action. The dread emperor can use an ability from this list once per encounter at 2nd level and one additional time per encounter at 7th level and every 5 levels afterwards. A Dread Emperor can never target himself with this ability.

Bonus Feats
At 3rd level and every 5 levels afterwards, a dread emperor can select a single bonus feat from the following list: Atropal’s Aura*, Automaitc Metamagic Capacity, Debilitating Swarm*, Desecration Aura*, Debilitating Touch*, Epic Undead Leadership*, Extended Lifespan, Great Charisma, Great Intelligence, Great Wisdom, Legendary Commander, Life from the Lifeless*, Link Senses*, Metamagic Freedom, Multispell, Spell Knowledge, Threatening Presence*.
*see the end of the class

Dread Lichdom
When a dread emperor attains 4th level, he becomes a dread lich. He gains the Dread Lich template. A dread emperor need not pay any gold or time for his Phylactery; it is supplied by his necromantic prowess. A dread emperor whom was already undead upon attaining this level stands for a choice: he can retain his old undead race or template, or can change into a dread lich.

Emperor’s Plague (Su)
Starting at 4th level, all corporeal undead under the control of a dread emperor pass on a disease with their natural attacks known as emperor’s plague.

Emperor’s Plague: Natural Weapon—injury; save Fort DC 10 + ½ undead HD + its Charisma modifeir; onset 1 hour; frequency 1/hour; effect 1d6 Con damage, plus 1d6 points of Constitution damage at 9th level of the dread emperor PrC and every 5 PrC levels afterwards, this damage cannot be healed while the creature is infected; cure the disease is not naturally removed through any number of successful saving throws and can only be healed magically within the area of a consecrate or hallow spells.

Any creature who dies of emperor’s plague awakens 1d4 hours later as a zombie or skeleton as appropriate for the condition of the corpse under the control of the dread emperor unless the body is dismembered, destroyed, or buried in a holy ground (usually a ground under the consecrate or hallow spells).

Undying Avatar (Ex)
At 5th level, a dread emperor can spend 24 hours molding dead flesh into a perfect likeness of themselves. This avatar acts as a fast zombie of the dread emperor’s race with 20 HD, though it looks exactly like the dread emperor (DC 45 Heal or Perception check to realize its identity). Each undying avatar, though mindless, has its senses directly linked to that of the dread emperor at all times and can be controlled through the dread emperor’s thoughts at all time (even across planes of existence). A dread emperor can even cast his non-epic spells through an undying avatar, though doing so requires that the avatar spend actions casting the spell as normal (the casting of the spells can be disrupted as if the avatar is the caster). A dread emperor can only have one undying avatar at any given time at 5th level, plus one every 5 levels afterwards.


Atropal’s Aura [Epic]

You release dark energies that harm the living and heal the undead.
Prerequisites: Desecration Aura.
Benefits: You possess an aura out to 10 feet that grants all other living creatures one negative level for as long as they remain and that grants yourself and all undead within range fast healing 8. You may suppress or resume this aura as a standard action.
Special: You may select this feat multiple times, its effects stack (though the area of the aura does not increase).

Debilitating Swarm [Epic]
Given enough time, your undead horde can tire and wear out any opponent.
Prerequisites: Overwhelming Swarm -2.
Benefits: Your overwhelming swarm class feature also affects attack rolls, skill checks, and saving throws.

Debilitating Touch [Epic]
Your touch is filled with necromantic energies.
Prerequisites: Lich template.
Benefits: Your melee touch attack now deal 1d10 points of negative energy damage per 3 HD. Whenever you make a successful touch attack in this way (not on yourself), you may cast a non-epic necromancy spell with a range of touch as part of the same action, provoking no attacks of opportunity in the process.

Desecration Aura [Epic]
You release an aura of malign energies that empower the undead.
Prerequisites: Undead type.
Benefits: You gain an aura out to 20 feet that imitates the effects of a desecrate spell. For all purposes, you count as a shrine to an evil deity and thus double the effects of the spell.

Epic Undead Leadership [Epic]
You control greater undead than a normal necromancer.
Prerequisites: Undead Leadership.
Benefits: This functions as the epic leadership feat except as noted under the description of the undead leadership feat.
Special: This feat count as Epic Leadership for meet prerequisites.

Eternal Horde [Epic]
Your undead never stay down for too long before rising once more.
Prerequisites: Knowledge (religion) 40 ranks.
Benefits: Each night at midnight (or its rough equivalent), all undead you control on the same plane of existence as yourself that have perished within the past 24 hours are instantly restored to existence and to full health so long as you possess positive hit points. Effects that would prevent undead such as lich’s or ghosts from returning back to life function normally against this ability.

Life from the Lifeless [Epic]
You can draw life force from your undying minions to preserve your own existence.
Prerequisites: Ability to gain undead under your control.
Benefits: Whenever you would be damaged, as an immediate action you may transfer some or all of that damage to any number of undead you control within a 1-mile radius. You may not transfer more damage to an undead in this way than would be necessary to slay it.

Link Senses [Epic]
You can link your senses with those of the undead you have created.
Prerequisites: Dark Tactician 1/encounter.
Benefits: As a swift action, you can link your senses with a single undead you control on the same plane of existence for 1 round. You may use your own skills to observe the scene and can telepathically control the undead during this round but are limited to the senses of the undead.

Threatening Presence [Epic]
Others are often terrified by your presence on the battlefield.
Prerequisites: Epic Skill Focus (Intimidate).
Benefit: Enemies within 10 feet of you are shaken (no save). Whenever you make a successful attack, the target of the attack must make a Will save (DC your ranks in Intimidate) or become frightened for 1d4 rounds. This is a fear, mind-affecting effect.
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