Things from my setting

You know, that is weird. I never really thought about that but that's honestly a bizarre design choice.

I looked into it, I guess they did make a vampire spawn template for Pathfinder 1 but it's in a random splat book. Initially I thought it was in 3.5 as I knew I had seen it but apparently it's in the monster codex. Here's the OG template for reference, but it's pretty shite tbh.

Wtf why no one talk or know about it? In all the discussions and even in the AP the vampire spawn is only the CR 4 monster
 

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Wtf why no one talk or know about it? In all the discussions and even in the AP the vampire spawn is only the CR 4 monster
I know right? It seems ludicrous that the vampire spawn was ever just treated as a basic wight more or less before. I guess for brevity, but it seems like a pretty important storytelling tool to just leave out.

Either way I like your version.
 

Inspired by the Garou of World of Darkness setting

Garou CR 17

This muscular creature has a man’s body but the snarling head and fur coat of a wolf.

XP 38,400

Any Lawful Large monstrous humanoid (shapechanger)

Init +10; Senses bloodscent, darkvision 120 ft.; Perception +28

Aura alpha influence (60 ft., +2), delirium (60 ft., DC 22), frightful presence (120 ft., DC 22)

DEFENSE

AC 29, touch 20, flat-footed 23 (+5 deflection, +6 Dex, +9 natural, –1 size)

hp 202 (15d10+120) regeneration 10 (fire or silver)

Fort +17, Ref +20, Will +20

Defensive Abilities beast of legend, ferocity, greater soak, survival instinct; DR 10/silver; Immune charm, compulsion, fear, fatigue; Resistance cold 30; SR 28

OFFENSE

Speed 60 ft.

Melee bite +27 (1d8+13 plus trip), 2 claws +27 (4d10+19/17-20/x2 plus aggravate wounds and bleed)

Space 10; Reach 10 ft.

Special Attacks bleed (2d4), bloodthirsty, feral counter, greater rage 39 rounds/day (+6 Str and Cos, +3 Will, haste, and DR doubled), howl, powerful blows (claws), rage powers (beast totem, greater beast totem, lesser beast totem, no escape), sharp claws

Druid Spells Prepared (CL 13th; concentration +18)

7thheal

6thfind the path, green caress (DC 22), primal regression (DC 22)

5thcall lightning storm (DC 21), commune with nature, cure critical wounds, stoneskin

4thair walk, cure serious wounds, dispel magic, echolocation, freedom of movement

3rdgreater magic fang, protection from energy, speak with plants, transfer regeneration, water breathing

2ndbarkskin, fog cloud, greensight, glide, resist energy, spider climb

1stcharm animal (DC 17), cure light wounds, endure elements, faerie fire, longstrider, speak with animals

0thdetect magic, guidance, light, stabilize

STATISTICS

Str 36, Dex 23, Con 25, Int 19, Wis 22, Cha 20

Base Atk +15; CMB +29; CMD 50

Feats Alertness, Combat Reflexes, Intimidating Prowess, Improved Critical (claws), Improved Initiative, Power Attack, Run, ToughnessB, Skill Focus (survival)

Skills Climb +31, Intimidate +36, Knowledge (nature) +19, Perception +28, Sense Motive +25, Stealth +20, Survival +30 (+37 track a creature taking bleed damage or under his maximum hit points by scent), Swim +31; Racial Modifiers +7 Survival checks for track a creature taking bleed damage or under his maximum hit points by scent

Languages Aquan, Auran, Common, Druidic, Ignan, Sylvan, Terran, Treant

SQ change shape (a specific medium human form or wolf, alter self or beast shape I), pack tactics, trackless step, true child of the moon, umbral travel, wolf empathy +20, woodland stride

ECOLOGY

Environment Any

Organization solitary, pair, or pack (1d4+4)

Treasure standard

When raging, the garou’s statistics are:

AC 32, touch 19, flat-footed 25 (+5 deflection, +6 Dex, +1 dodge, +13 natural, –2 rage, –1 size);

hp 247;

Fort +20, Ref +21, Will +23;

DR 20/silver;

Speed 90 ft.

Melee bite +31 (1d8+16 plus trip), 2 claws +31 (4d10+24/17-20/x3 plus aggravate wounds and bleed)

Special Attacks pounce

Str 42, Con 31; CMB +32; CMD 52;

Skills Climb +34, Intimidate +39, Swim +34

Aggravate Wounds (Su)
The damage a garou deals with its claws inflicts persistent wounds that are difficult to heal with magic and do not heal naturally. Any magical healing must succeed a DC 28 caster level check or the spell does not heal the damage caused by the claw. Success indicates the healing works normally and heal the usual amount. A creature with regeneration can possibly heal such damage, but it must succeed a DC 28 Fortitude save at the start of its turn for that round successfully heal with regeneration the aggravate damage suffered (this apply also to creatures normally to Fortitude save like construct and undead).
Creator’s note: I recommend keeping separate track of claw damage on a creature.

Alpha’s Influence (Su)

A garou exerts influence over allies in the area. Using the alpha’s influence is a swift action. The alpha influence can be used for a number of rounds each day equal to the garou HD (usually 15), but they does not need to be consecutive. A garou can dismiss alpha’s influence with a free action. Alpha’s influence affects all allies within 60 feet (excluding the garou that activate it) who can hear or see the garou. An ally must have an Intelligence score of 3 or higher and be able to understand the garou’s language to gain the bonus. A garou’s influence is dismissed if the garou is dazed, unconscious, staggered, paralyzed, or otherwise unable to be heard, see or understood by its allies. The alpha’s influence lets allies add +2 morale bonus to attack rolls, weapon damage rolls, saving throws, and skill checks.

Beast of Legends (Ex)
A garou’s DR/silver cannot be overcome by weapons that are not silver or mithral, regardless of their enhancement bonus or abilities that normally bypass damage reduction, such as a paladin’s smite evil or a mythic champion’s fleet charge. A garou in its true form in monster or hybrid form gains immunity to critical hits or precision damages not dealt with silver weapons.
Also a garou adds its Charisma modifier as a racial bonus on all its saving throws, and as a deflection bonus to its Armor Class.

Bloodscent (Ex)
This works as the scent ability except that a garou multiplies the distance at which it can detect a creature taking bleed damage or under their maximum hit points by ½ its HD (normal x7 for a standard garou). It also gains a bonus equal to ½ its HD on Survival checks to track a creature taking bleed damage or under his maximum hit points by scent.

Bloodthirsty (Ex)
On a critical hit with its claws, the target also takes 1 point of Constitution damage as the garou rips off the flesh of the victim.

Delirium (Su)
Garou invokes madness in the unfortunate that see them. Any creature that is not another garou within 60 feet of him that see the garou in its true form must make a DC 22 Will save or become confused for 1d4 rounds. Once a creature succeed his save, he become immune to the delirium of that specific garou for 24 hours. The save DC is Charisma-based.

Feral Counter (Ex)
When a creature damages a garou, the monster can take an attack of opportunity against the creature. The garou must threaten the triggering creature to use this ability. Feral counter can activated only once per round.

Greater Rage (Ex)
A garou gains the greater raga ability of a barbarian, using its HD as its barbarian level, except that it can only enter it while in its true form and in this state its DR /silver is doubled and gains the benefit of an extraordinary haste spell. If the garou has level in barbarian, this limitation is removed. At 2 HD, the garou may select a barbarian rage power, which functions whenever its rage is active. A garou treats its HD as its barbarian level for all purposes related to rage powers. It gains an additional rage power at 4 HD and every 4 HD thereafter. These rage powers cannot be changed once chosen. The garou may select the Extra Rage Power feat. If the garou has level in barbarian, this rage powers are in addition of the base one and are active only while it’s in his hybrid form.

Greater Soak (Ex)
A garou in its true form can try to “soak” any damage it suffer. The garou can only soak physical damage (and not damage from spells, spell-like abilities, or supernatural abilities) and never damage caused by weapons made of silver or a material that allow to overcome DR /silver (like the mithral). After reducing the damage using the DR, the garou rolls 1d20 and adds its Fortitude save bonus and reduce the remaining damage by the total. If the result of the roll is a natural 20, the damage is completely negated. When a garou soak 15 or more damage, it can make a free Intimidate check against all opponents capable of seeing him. This ability can be used at will but only once per round. If the moon is full, this ability can be used an unlimited number of times per round.

Howl (Ex)
As a standard action, a garou’s with a howl strikes fear into all enemies who hear it. This is a sonic effect and doesn’t work in an area of silence or against deafness opponent. All foes within 30 feet who can hear the garou must make a successful DC 22 Will save or become shaken for 5d6 rounds. If a creature fail the save by more of 5, he’s instead frightened for the same duration. This is a fear, mind-affecting, sonic effect. Any creature who succeeds against this ability is immune to the howl ability from the same garou for the next 24 hours. This ability may only affect opponents with fewer Hit Dice or levels than the garou. The save DC is Charisma-based and included a +4 racial bonus.

Pack Tactics (Ex)
Garous are used to living and fighting in pack, and are adept at overwhelm foes with their number. Up to two garou can share the same square at the same time. If two garou threaten the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Sharp Claws (Ex)
A garou claws are extraordinary sharps. They have a base critical threat of 19-20, further improved with Improved Critical, a critical multiplier of x3, and count as adamantine for overcome DR and hardness.

Spellcasting
A garou cast spells as a 13th level druid, except that it select its spells also from the shaman spell list. It does not gains any other druid or shaman class feature.

Survival Instinct (Ex)
If at anytime a garou is reduced to less than 10% of its maximum Hit Points (or if it ever takes damage which exceeds its massive damage threshold), the creature brain reverts to the most basic form of fight or flight: it automatically revert to its true form without consuming actions and cannot use any Charisma–, Dexterity–, or Intelligence–based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration and must chose to or to fight until the end or to flee at the best of its abilities.
If it choose fight it cannot flee the fight in any willing way and this state ends when all foe are kill or incapacitated; regardless, the garou can distinguishes enemies and allies in this state. In this state it automatically activate its rage, even if fatigued or without daily uses remaining. Unlike normal, the rage always remain active until all foe are kill or incapacitated and cannot be terminated in advance from the garou.
If it choose flight, it must flee at the best of its abilities, in this case, the garou cannot make attack or use offensive action but gains a +4 dodge bonus to Armor Class against attacks of opportunity caused when it move out of or within a threatened area, this state work as frightened (this is not mind-affecting or fear and overcome any immunity of the garou) but without the –2 penalty to attack, saving throws, skill and ability checks and ends when the garou is no longer in peril.

True Child of The Moon (Su)
A garou is filled with enthusiastic vigor when the light of the moon is strongest. When the moon is at least half full, the garou gains the benefit of heroism whenever it is outdoors at night. On nights of the full moon (the night that precedes it, the precise night, and the night after), the garou gains the effect of greater heroism and haste rather than heroism, and retains the benefit indoors.

Umbral Travel (Su)
When the moon is full, a garou adjacent to a mirror surface (like a puddle) of its size or larger can enter it as a standard action for travel to any other mirror surface through the edge of the Material Plane where it borders the Plane of Shadow (as shadow walk). The travel can last only for a number of hours up to the garou HD (usually 15), the garou can only leave from a mirror surface as above, and it and the other traveler are not shunted 1d10 x 100 ft. in a random horizontal direction. The garou can take other willing creatures with him equal to its HD. If the garou successfully maintain a grapple while adjacent to an appropriate mirror surface, it can activate this ability as a part of the action of maintain the grapple, taking with him the unfortunate victim.

Wolf Empathy (Ex)
A garou can communicate and empathize with wolves and dire wolves as in under a constant speak with animals spell. It can alter such creatures attitude as for wild empathy of a druid, using its racial HD as its class level.
 

Well, after years another epic prestige class, the last one being the Dread Emperor. This time is a heavy revisited version of the Dragon Overlord, always created by Realms of Chaos and found on the Librim Eternia: Tome of Epic Prestige, this time based on Acnologia of the Fairy Tail manga.


Dragon Tyrant

Few beings could hope to match the majesty of dragons for many are their strengths and few are their weaknesses. Even groups of adventurers have been known to list the slaying of some dragon among their greatest accomplishments. A few individuals, however, have managed to isolate and control the essence of dragons in much the same way as the orbs of dragonkind. Drawing upon the arcane essence of all of dragonkind, a dragon tyrant can freely utilize draconic energies and enslave dragons at will. Though most tyrants acquire this power by killing or enslaving dragons, a rare few are entrusted with this power by the dragons themselves to help organize them against some common threat. However a dragon tyrant achieves his rank, the presence of one in a nation will likely be remembered for centuries to come.

BECOMING A DRAGON TYRANT

Hit Die: d12

Requirement

To qualify to become a Dragon Tyrant, a character must fulfill all the following criteria.

ENTRY REQUIREMENTS

Skills: Appraise 20 ranks, Intimidate 20 ranks, and Knowledge (arcane) 20 ranks, Spellcraft 20 ranks.

Special: Also one of the following.
  • Must have enslaved at least 10 true dragons (whether by force, magic, or other means) of different types and of at least Wyrm age for 1 consecutive month each. You need not enslave all of these dragons simultaneously.
  • Must have personally killed and devoured raw the heart of at least 10 true dragons of different types and of at least Great Wyrm age.
  • Must have received the permission of at least 10 true dragons (without compulsion or duress) of different types and of at least Ancient age. As this permission cannot be later revoked, it is granted rarely and often only in times of great need.
Special: Only one dragon tyrant can exist at a time from a single universe (like the Amidha). For a creature to enter this prestige class, the throne of his universe must not be occupied. If a creature slay the dragon tyrant and eat his heart, he automatically qualify for this prestige class without the need to meet its prerequisites.

Class Skills
The Dragon Tyrant's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.


Level
Base Attack Bonus
Fort SaveRef SaveWill SaveSpecialSpells per day
1st+1+1+1+1Blood of the Dragon, Draconic Epic Spellcasting, Draconic Magic I, Eminence of Dragonkind
2nd+2+1+1+1Detect Hoard, Presence of the Dragon 1/encounter, Smite Dragon 1/day+1 level of existing class
3rd+3+2+2+2Bonus Feat, Dragon Knight 3/day, Frightful Presence+1 level of existing class
4th+4+2+2+2Change Shape (dragon gargantuan)+1 level of existing class
5th+5+3+3+3Fearsome Violence, Smite Dragon 2/day+1 level of existing class
6th+6+3+3+3Draconic Magic II, Dragon Vitality
7th+7+4+4+4Presence of the Dragon 2/encounter+1 level of existing class
8th+8+4+4+4Bonus Feat, Dragon Strike 1/day, Smite Dragon 3/day+1 level of existing class
9th+9+5+5+5Change Shape (dragon colossal)+1 level of existing class
10th+10+5+5+5Draconic Magic (9th level), Form of the King of the Dragons, Rage of Dragons

Class Features
All of the following are class features of the Dragon Tyrant.

Weapon and Armor Proficiency
Dragon Tyrants do not gain proficiency with any additional weapons or armor.

Spellcasting
At the indicated levels, a dragon tyrant 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 dragon tyrant, he must decide to which class he adds the new level for the purposes of determining spells per day.

Blood of the Dragon (Ex)
At 1st level a dragon tyrant become more similar to the true dragons: his aspect become similar to half-dragons with scales and wings. He gains 1 primary bite, 2 primary claws, 2 secondary wings, and 1 secondary tail slap. The damage for a medium dragon tyrant with this attack is 1d6 bite, 1d4 claws and wings and 1d8 tail slap. The tail slap apply 1-1/2 times the dragon tyrant’s Strength bonus (this is an exception to the normal secondary attack rules). He gains immunity to paralysis and sleep and a fly speed of 200 ft. with perfect maneuverability. If he already possess a fly speed, increase that speed by +200 feet and use the high of the two maneuverability. The dragon tyrant can select the Multiattack feat and Metabreath feats.

Draconic Epic Spellcasting
A dragon tyrant can develop and cast epic spells using the armor, compel, conjure, contact, reflect, slay, summon, and transform seeds as if he possess the Epic Spellcaster feat. If the dragon tyrant 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 or his character level if the dragon tyrant does not cast spells.

Draconic Magic
A dragon tyrant inherits some of the arcane might that flows through the veins of a dragon, allowing them to utilize magic. As a standard action, a dragon tyrant can select an arcane spell from the cleric, psychic, or sorcerer spell list of a spell level up to 7th and with a casting time of 1 standard action or less and cast it. Spells with expensive foci or expensive material components can’t be cast in this way. The caster level for this spells is equal to his character level. After casting a spell once (plus one additional time at 6th level and every 5 levels afterwards), the dragon tyrant may not cast that specific spell again until he has spent 24 hours in meditation or study to recharge this supply of energy. After casting a spell in this way, the dragon tyrant must wait 1d4+1 rounds before doing so again. At 10t level, the maximum spell level increase from 7th to 9th.

Dragon Senses (Ex)
At 1st level a dragon tyrant gains blindsense 60 ft., darkvision 120 ft, scent, and superior low-light vision (he see four times as well as a human in dim light and twice as well in normal light). This senses remain even while using Change Shape.

Eminence of Dragonkind (Su/Sp)
A dragon tyrant embodies complete rulership over all dragons, embodying the hated orbs of dragonkind. A dragon tyrant can use 3 times per day the breath weapon of non-Epic true dragons (a dragon that advance in age category from Wyrmling to Great Wyrm) as a Great Wyrm dragon (Reflex DC 10 + ½ character level + his Constitution modifier; 3 times per day total, not 3/day each) and is immune to the breath weapons of all dragons. The tyrant can dominate any sort of dragon within 10 ft. per character level (as dominate monster). This is a spell-like ability with caster level equal to the character level of the dragon tyrant and spell level equal to ½ his character level and is a compulsion, mind-affecting effect that ignore any immunity the dragon can have against them. Unlike the normal rules of spell-like ability the save DC is 10 + ½ dragon tyrant character level + his Charisma modifier and spell resistance does not help against this effect. Once a dragon make a successful save, it become immune to the eminence of dragonkind ability of a specific dragon tyrant for 24 hours.
The dragon tyrant knows whether there are dragons within 5 miles per character level at all times (only mind blank and more powerful effects protect from this divination). Within 10 miles, the dragon tyrant learns how many dragons of each type there are within range. Within 1 mile of a dragon, the dragon tyrant is aware of the exact age and location of the creature. Furthermore, all dragon tyrants can communicate telepathically with each other and all owners of the orbs of dragonkind and can cast dominate monster on the owner of an orb over a distance of 1 mile as a spell-like ability with caster level equal to the character level of the dragon tyrant. Once an owner make a successful save, it become immune to the eminence of dragonking ability of a specific dragon tyrant for 24 hours. Unlike the normal rules of spell-like ability the save DC is 10 + ½ dragon tyrant character level + his Charisma modifier and spell resistance does not help against this effect.
A dragon tyrant can use call lightning, control water, control winds, cure serious wounds, daylight, dimensional anchor, dominate person, entangle, fire shield, fly, gaseous form (self only), gust of wind, haste, heroes’ feast, invisibility, mind fog, move earth, nondetection, prismatic spray, protection from energy (cold), resilient sphere, scrying, shadow walk, shout, spectral hand, spike stones, suggestion, teleport, wall of fire, wall of iron, water breathing, and wind wall as at will spell like abilities with a caster level equal to his character level. The save DC of these spell-like (if any) is 10 + ½ dragon tyrant character level + his Charisma modifier.

Detect Hoard (Su)
Starting at 2nd level, a dragon tyrant automatically detect all precious stones and precious metals within 500 feet of himself, all art objects worth at least 250 gp within 50 feet of himself, and all magic items within 125 feet of himself. A dragon tyrant can make a free Appraise (or Spellcraft for magic items) check with a +20 insight bonus for assess the value of items or to identify the properties and command words of magic items he detect with this ability. This ability allow him to identify artifacts as well.

Presence of the Dragon (Su)
A dragon tyrant holds the essence of dragonkind within his form, an essence that forever seeks to escape even if it was willingly given. Starting at 2nd level, a dragon tyrant can let some of this energy out to protect himself and prove his identity. As an immediate action, the dragon tyrant can let loose tornado-force winds outwards from himself to a distance of 10 ft. per character level that last until the start of his next turn, as if releasing the wingstorm of an entire horde of dragons. All flying creature other than the dragon tyrant must check against Tornado wind force. At the same time, all creatures who can see or hear the dragon tyrant within this area must make a Will save (DC 10 + ½ dragon tyrant character level + his Charisma modifier) or become panicked for 1d4 rounds (this is a fear, mind-affecting effect). All dragons within 5 ft. per character level of the dragon tyrant are paralyzed for one round, ignoring any racial immunities they may possess against paralysis. A Will save DC 10 + ½ character level + his Charisma modifier negate this. Once a dragon make a successful save, it become immune to the paralysis effect of presence of the dragon of a specific dragon tyrant for 24 hours. This is a compulsion, emotion, fear, mind-affecting effect. This ability can be used once per encounter at 2nd level and one additional time per encounter at 7th level and every 5 levels afterwards. The dragon tyrant may exclude any number of allies which he perceives from this effects.

Smite Dragon (Su)
Starting at 2nd level, once per day, as a swift action, the dragon tyrant n chooses one target within sight to smite. If this target is a creature with the dragon type, the dragon tyrant adds his Cha bonus (if any) to his attack rolls and adds his character level to all damage rolls made against the target of his smite. If the target of smite dragon is a true dragon (a dragon that advance in age category from Wyrmling to Great Wyrm), the bonus to damage on the first successful attack increases to 2 points of damage per character level the dragon tyrant possesses. Regardless of the target, smite dragon attacks automatically bypass any DR the creature might possess.
In addition, while smite dragon is in effect, the dragon tyrant gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the dragon tyrant targets a creature that is not a dragon, the smite is wasted with no effect.
The smite dragon effect remains until the target of the smite is dead or the next time the dragon tyrant rests and regains his uses of this ability. At 5th level, and at every three levels thereafter, the dragon tyrant may smite dragon one additional time per day.

Bonus Feats
At 3rd level and every 5 levels afterwards, a dragon tyrant gains a single Combat, Matebreath, or racial dragon feat or one of the feat at the one of this class of which he meets the prerequisites.

Dragon Knight (Sp)
At 3rd level a dragon tyrant can cast 3 times per day the Epic spell dragon knight as a spell-like ability with caster level equal to his character level. Unlike the normal spell, the duration is 1 minute/caster level, the fire descriptor is lost and any non-Epic (or higher status) true dragon of Adult age can be summoned, not only an Adult Red Dragon.
A summoned dragon cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Dragons cannot be summoned into an environment that cannot support them. Dragons summoned using this ability cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

Frightful Presence (Ex)
At 3rd level a dragon tyrant gains a frightful presence with a range equal to 10 feet × the dragon tyrant character level, but otherwise functions as detailed in the Universal Monster Rules. Starting at 8th level, all creatures who have 5 or less HD compared to the dragon tyrant are panicked on a failed save instead of shaken.

Change Shape (Su)
Starting at 4th level, a dragon tyrant can take the form of a Gargantuan or smaller true dragon (a dragon that advance in age category from Wyrmling to Great Wyrm) who is not an Epic Dragon. He gains the creature's size as well as all of the creature's extraordinary, supernatural and spell-like abilities (CL= dragon tyrant character level) but not spellcasting, movement modes and speeds, physical ability scores (if higher than hers base score), spell resistance, DR, defensive abilities, special attacks, immunity, resistance, vulnerability and natural weapons/armor but loses any of his abilities that is based on his physical form (like base racial movement speed, natural weapons/armor of her own, etc.). An exception to these rules are abilities that can be used a limited number of times in the dragon life, are polymorph, or allow to change size: they are never obtained (like the Time Traveler of the Great Wyrm Time Dragon or the Change Shape of a Young Bronze Dragon). Starting at 9th level, a dragon tyrant can take the form of Colossal or smaller true dragon who is not an Epic Dragon. At 20t level and every 20th levels thereafter, the size allowed with Change Shape increase by +1. This is a polymorph effect.

Fearsome Violence (Ex)
Starting at 5th level, a dragon tyrant is a terrifying combatant, awe-inspiring in the terror he can inflict. Each time the dragon tyrant kills an opponent, all enemies within his Frightful Presence aura must make a new Will save against the dragon tyrant’s frightful presence, with a cumulative +1 modifier per opponent slain during the encounter.

Dragon Vitality (Ex)
Starting at 6th level, a dragon tyrant no longer die from old age. If he has penalties to his physical ability scores due to aging, he no longer take those penalties. Physically he returns to the way he was in his prime. He still continue to mentally age, and gain all the benefits to his mental ability scores for advanced age. Starting at character level 50th, a dragon tyrant is immune to damage from nonmagical weaponry. Abilities that allow a weapon to count as magic or that overcome DR/magic overcome as well this immunity (like the unarmed strike of the monk of 4th level).

Dragon Strike (Sp)
At 8th level a dragon tyrant can cast once per day the Epic spell dragon strike as a spell-like ability with caster level equal to his character level. Unlike the normal spell, the duration is 1 minute/caster level, the fire descriptor is lost and any non-Epic (or higher status) combination of true dragons of Adult age can be summoned, not only Adult Red Dragons.
A summoned dragon cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Dragons cannot be summoned into an environment that cannot support them. Dragons summoned using this ability cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

Form of the King of the Dragons (Su)
Starting at 10th level, a dragon tyrant can use his Change Shape for assume a unique form called King of the Dragons. This form is mastodonic, the entire upper body is covered in black, round, scales, which, in turn, are decorated by spiraling, blue markings. The lower body, specifically chin, chest, stomach, inner tail, thighs, and arms, are gray in color, and appear to be rather smooth. Its eyes are white and beady, and its head is round and blunt with four, large, elongated plates extending backward. Its mouth is full of razor-sharp teeth, and, attached to its chin, is a protrusion that resembles an arrowhead. Its large wings are feathery in appearance, akin to a bird's. The scales disappear at the end of its tail, which, in itself, ends in a stinger-esque shape. This work like his Change Shape ability with the following differences:
  • his size become Titanic (space 160 ft., reach 120 ft. [160 ft. with tail])
  • he gains a primary bite (8d6), 2 primary claws (6d6), 2 secondary wings (4d6), and a secondary tail slap attack (4d8). The tail slap apply 1-1/2 times the dragon tyrant’s Strength bonus (this is an exception to the normal secondary attack rules).
  • his Strength and Constitution change to 60 and 46 respectively or gains +20 size to Strength and +10 size Constitution, whichever result in a higher value in a score.
  • his speeds change to 60 ft. and fly 450 (average)
  • he gains natural armor equal to his character level (this natural armor does not stack with any pre-existing natural armor, but count as the Carapace Divine Ability for meet prerequisites [if he does not have the Carapace ability, he only gains the benefit of abilities which have the Carapace ability as a prerequisites while in Kind of the Dragons form]).
  • he gains the kaiju subtype.
  • he gains freedom of movement and true seeing as constant spell-like abilities using his character level as caster level.
  • he gains a breath weapon (see below), crush (8d8), eternal flare (see below), flying trample (as trample but only using fly speed; 8d6), rend (two claws, same dice damage of the claws but with 1-1/2 times the dragon tyrant’s Strength bonus) and tail sweep (4d6; 80 ft. cone) special attacks.
  • he gains DR 20/epic, immune to magical control (see below), immunity to polymorphing, petrification, or any form of unwilling altering attack and PR/SR 11+ character level against non-harmless spells and powers.
The King of the Dragon’s breath weapon is a primal energy. This breath weapon is a blast* with range of 200 ft. per character level, cone of 50 ft. per character level, or a line of 100 ft. per character level (chosen each type when used) that deal 1d10 damage per character level of the dragon tyrant. If the damage caused to an interposing barrier shatters or breaks through it, the breath may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other instantaneous effect does. The primal energy functions as an untyped energy that is never subject to energy resistance or immunity, ignore hardness equal to the dragon tyrant character level and deal full damage to objects. This energy automatically destroy magical barriers as if it were divine damage. The recharge of this breath weapon is 1 minute. A creature slain or object destroyed by this breath weapon is disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. The dragon tyrant is immune to his own breath weapon.
Starting at 30th level, a dragon tyrant increase the size of King of the Dragons by +1. At 50th level and every 20 thereafter, the size of King of the Dragons increase by another +1. For every size increase, the damage of the natural weapons, reach [long], bonus/penalty to AC/attack/CMB/CMD/skills increase as normal and the base Strength and Constitution increase by 10 (70/56 or +30/+20; 80/66 or +40/+30; etc).
*A dragon tyrant can use his breath weapon to exploding outwards (akin to a fireball) at a distance up to 200 ft. per character level of the dragon tyrant. The radius of the explosion is equal to 100 ft. + 5 ft. character level of the dragon tyrant. Those caught within the area of effect can make a Reflex save for half damage as normal.
Eternal Flare (Su)
Once per day, as a full-round action that provoke attack of opportunity, a dragon tyrant in King of the Dragon form can cause a rain of energetic meteors to strike the area centered on himself with a radius of 500 ft. per character level. All creatures and objects in the area other than the dragon tyrant himself suffer 1d6 untyped damage per character level of the dragon tyrant. This damage ignore hardness equal to the dragon tyrant character level and deal full damage to objects. A Reflex save DC 10 + ½ character level + his Charisma modifier half the damage. The dragon tyrant can exclude creatures or objects from this effect, but if he does so, all creatures and objects within 30 ft. of the selected are also automatically spared.
Immune to Magical Control (Ex)
A dragon tyrant in King of the Dragon form 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 dragon tyrant 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 a dragon tyrant, essentially pushing it in a particular direction. Other methods, particularly those tied to strange and powerful artifacts, may work normally (GM’s discretion).

Rage of Dragons (Sp)
Starting at 10th level, once per 10 years, a dragon tyrant can cast the Epic spell dracorage mythal (Dragons of Faerûn) as a spell-like ability with caster level equal to his character level. Unlike the normal rules of dracorage mythal and spell-like abilities, this ability has the following differences:
  • the caster does not die
  • the base save start at 10 + ½ dragon tyrant character level + his Charisma modifier instead at 10
  • this special dracorage mythal does not have anything to do with the King-Killer Star and the duration is 1 year instead of the 10d6 days in which the King-Killer Star is visible
  • this special dracorage mythal is dismissible
  • this special dracorage mythal ignore any immunity against compulsion or mind-affecting a dragon or dragonblood creature can possess
  • the area is the current Planet or Plane (if outside the Material Plane), instead of Faerûn
  • the worsening of the initial attitude of dragons and dragonblooded creatures caused by the spell do not apply to the dragon tyrant and any other creature he specific at the casting of the spell (as if they are dragonblood creatures). This does not prevent worsening caused by other factors (such as if it turns out he's the one who cast the spell).
  • the DC for dispel is 11 + caster level of the dragon tyrant or 81, whichever is higher

Call Greater Dragons
Starting at 15th level, a dragon tyrant increase the age category of non-Epic dragons summoned with his dragon knight and dragon strike spell-like abilities by +1. At 20th level and every 5 thereafter, the age category increase by another +1. Unlike the normal rules for non-Epic dragons, this allow him to summon dragons with an age category higher than Great Wyrm. Finally, when the dragon tyrant can summon non-Epic dragons with age category higher than Great Wyrm, the breath weapon of Eminence of Dragonkind also improved to the same age category.

Call Epic Dragons
Starting at 30th level, a dragon tyrant can summon Wyrmling Epic dragons (but not Cosmic or higher dragons) with his dragon knight and dragon strike spell-like abilities. At 40th level the age category summoned increase by +1. At 50th level and every 10 thereafter, the age category increase by another +1. Also, he can use the breath weapons of epic dragons* and can use the Change Ability to change in Epic dragons as well (but not Cosmic or higher dragons). Furthermore, his Eminence of Dragonkind class feature grants him the following as additional spell-like abilities usable at will (determine caster levels and save DCs in the same way): Animate Plants, Blasphemy, Greater Polymorph, Holy Aura, Prismatic Wall, Repel Metal or Stone, and Wall of Force. Also, the damage of the breath weapon of the Form of the King of Dragons improve to 1d20/character level and the recharge of the breath is reduced to 1d4+2 rounds. Also, he replace frightening presence and superior low-light vision with the keen senses and terrifying presence (range 20 feet × the dragon tyrant character level, still count as frightening presence for fearsome violence) abilities of Epic dragons.
*The breath weapon is of the same age category of Epic dragons he can summon.

Call Cosmic Dragons
Starting at 100th level, a dragon tyrant can summon Wyrmling Cosmic dragons (but not Nehaschimic or higher dragons) with his dragon knight and dragon strike spell-like abilities. At 115th level the age category summoned increase by +1. At 130th level and every 15 thereafter, the age category increase by another +1. Also, he can use the breath weapons* of cosmic dragons and can use the Change Ability to change in Cosmic dragons as well (but not Nehaschimic or higher dragons). Furthermore, his Eminence of Dragonkind class feature grants him the following as additional spell-like abilities usable at will (determine caster levels and save DCs in the same way): Energy Drain, Shades, Time Stop. Also, the damage of the breath weapon of the Form of the King of Dragons improve to 1d100/character level. The damage now count as Cosmic damage and the recharge of the breath is reduced to 1d3+1 rounds. Also, he gains adaption, cosmic string, keen senses, omnicompetent, and overwhelming presence (range 30 feet × the dragon tyrant character level, still count as frightening presence for fearsome violence; this does not replace terrifying presence) abilities of Adamic dragons.
*The breath weapon is of the same age category of Cosmic dragons he can summon.

Call Nehaschimic Dragons
Starting at 430th level, a dragon tyrant can summon Wyrmling Nehaschimic dragons (but not higher dragons) with his dragon knight and dragon strike spell-like abilities. At 460th level the age category summoned increase by +1. At 490th level and every 30 thereafter, the age category increase by another +1. Also, he can use the breath weapons* of Nehaschimic dragons and can use the Change Ability to change in Nehaschimic dragons as well (but not higher dragons). Also, the damage of the breath weapon of the Form of the King of Dragons improve to 1d1,000/character level. The damage now count as Transcendental damage and the recharge of the breath is reduced to 1d2 rounds. Also, he gains alter reality, extra-dimensional (the dragon tyrant count as having Transcendental Might for calculate the maximum number of dices; still, if he does not truly have Might or similar abilities, his dice size remain the same [usually d10]), keen senses, mind warp (range 100 feet × the dragon tyrant character level, count as frightening presence for fearsome violence; this does not replace overwhelming presence and terrifying presence; the dragon tyrant may exclude any number of allies which he perceives from this effects), and superluminal abilities of Nehaschimic dragons.
*The breath weapon is of the same age category of Nehaschimic dragons he can summon.

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Inspired by the Skin Wolves of Warhammer Fantasy

Skin Wolves (CR +1)

In the frigid, snow-swept wastes of the north, where barbarian tribe s battle to survive the harshest elements, there is a terrifying legend of monstrous creatures that stalk the frozen wilderness. Known as Skin Wolves, these brutal lycanthropes are more fearsome than their southern cousins, with dark powers that are tied to both the land and the blood they shed.
Unlike the typical werebeasts of the south, Skin Wolves are bound to only their normal and hybrid form. A Skin Wolf’s transformation is violent and primal, with the beast tearing itself free of its human skin as it assumes its hybrid form. The transformation is so brutal that even the most vicious Skin Wolf takes damage during its change, such is the cost of unleashing the beast within. With their monstrous claws, supernatural agility, and the ability to track the wounded with scent, Skin Wolves are relentless hunters.
Their bond with the ice and snow of the north is unbreakable: whether through their ability to see through blizzards, walk unscathed across icy surfaces, or shrug off the cold itself, these creatures are at home in the most inhospitable of environments. No one is safe from a Skin Wolf’s hunt, especially those who are already on death’s door, for these fiends take particular joy in hunting down the wounded, drawing power from their enemies' blood.
Skin Wolves are always malevolent, no matter their breed, driven by a bloodlust that cannot be quenched. Their curse is far more potent than that of regular lycanthropes, and their victims do not merely become monsters, they become Skin Wolves, bound to the same savage instincts and lust for violence. Only those who survive the horrific change, or worse, become an even greater monster themselves, understand the true nature of these northern predators.

Creating a Skin Wolves

“Skin Wolf” is an acquired or inherited template that can be added to any humanoid (referred to hereafter as the base creature). The skin wolf template work as the lycanthrope template except as noted here.

CR: +1 compared to a normal lycanthrope.

Alignment: Always Chaotic Evil.

Senses: A skin wolf in hybrid form gains darkvision 120 ft., bloodscent, and snow vision.

Bloodscent (Ex)
If a skin wolf doesn’t have the scent ability, he gains it but can only use it for track creatures taking bleed damage or under their maximum hit points. If a skin wolf has the scent ability, he multiplies the distance at which it can detect a creature taking bleed damage or under their maximum hit points by ½ his HD (minimum 2). He also gains a bonus equal to ½ his HD on Survival checks to track a creature taking bleed damage or under his maximum hit points by scent.

Snow Vision (Ex)
A skin wolf can see perfectly well in stormy and snowy conditions, including in blizzards, regardless of whether they are natural or supernatural (like a sleet storm spell), and does not take penalties on Perception checks when in snowy or blizzard conditions, as well as concealment due to ice or snow.

Aura: A skin wolf gains frightful presence (15 ft.) in hybrid form.

Defensive Abilities: While in hybrid form a skin wolf gains ferocity and resistance to cold based on his HD: 10 (if HD 5 or less), 20 (if HD 6 to 10 or less), or 30 (if HD 11+).

Attacks: If the base animal of a skin wolf does not have claws or slam attacks, he gains 2 primary claws attacks while in hybrid form (1d6 damage for a Medium skin wolf).

Special Attacks: A skin wolf gains the following.

Bloodthirsty (Ex)
The skin wolf slashing natural attacks deals bleed damage equal to ½ his HD (minimum 1) on a hit. This bleed damage does not stacks. On a critical hit with this attack, the target also takes 1 point of Constitution damage as the skin wolf rips off the flesh of the victim.

Curse of Lycanthropy (Su)
The curse of a skin wolf is much more dangerous. The save DC is increased to 20 and a creature affected become a skin wolf instead of a normal lycanthrope. This alters the base curse of lycanthropy.

Norsca Bloodlust (Ex)
A skin wolf gains a +2 morale bonus to attack and damage rolls against creatures under their maximum hit points.

Special Qualities: A skin wolf retains all the special qualities of the base creature and the following.

Change Shape (Su)
A skin wolf does not possess an animal form, can only take a hybrid form with change shape. But also its inner beast is very violent as the beast literally tears its way out of the skin of its human form when transforming: the skin wolf deal 1d4 damage to himself that ignore DR when taking hybrid form. This damage increase to 1d6 at 3 HD, 1d8 at 6 HD, 2d6 at 9 HD, 2d8 at 12 HD, 3d6 at 15 HD, and 4d6 at 18 HD.

Snowstep (Ex)
While in hybrid form, a skin wolf is extraordinary agile in the ice environment of the north. He suffers no movement or skill penalties for moving in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through. A skin wolf also ignores difficult terrain and movement penalties caused by snow and ice, can move across icy surfaces without penalty, and does not need to make Acrobatics checks to run or charge on ice.

Feats: A skin wolf gains Gruesome Shapechanger as a bonus feat.
 

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While a demi-deity usually rule a layer in an Outer Plane, powerful kami rule planets on the Material Plane.

Earthbound Immortal

As a demi-deity is a lord of a Layer of an Outer Plane, and a kami is manifestation and protector of a ward, an Earthbound Immortal is the manifestation and lord of a planet or another celestial body of the Material Plane.

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

Creating an Earthbound Immortal

“Earthbound Immortal” is a template that can be added to any creature with at least 30 HD native to the Material Plane.

Size and Type: Type changes to Outsider unless construct or undead. The creature’s gains the native [native of the Material Plane] and kami subtypes. Recalculate BaB, saves, and skills for racial HD. Class based hit dice, saves, and skills are unaffected.

Senses: The Earthbound Immortal gains darkvision 600 ft. (already increased with Divine Senses). It also gains Divine Senses.

Divine Senses (Ex): The senses of an Earthbound Immortal are ten times superior to that of the base creature.

Greensight (Ex): An Earthbound Immortal can see through thick plant matter as though it were transparent, with a range up to its normal line of sight. Leaves, vines, greenery, and undergrowth offer no concealment to an Earthbound Immortal’s sight, though solid wood still blocks its line of sight.

Sense the Land (Su): As long as it is within its ward (either merged with it or in its physical form, see merge with ward of the kami subtype), an Earthbound Immortal can observe the world (with all its senses) from any point within its ward as if it were at that point. While merged with its ward, it can observe all points simultaneously in this way.

Armor Class:

Deflection Bonus (Ex): An Earthbound Immortal gains a deflection bonus to its armor class equal to its Charisma modifier.

Divine Bonus (Ex): It also gains a +6 Divine Bonus to its armor class (see Divine Bonus special quality).

Insight Bonus (Ex): It gains an insight bonus equal to its higher between its mental abilities modifiers (see Will of the Planet Special quality).

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

Hit Dice: An Earthbound Immortal use d20’s for Hit Dice and has maximum hit points per die.

Defensive Abilities: An Earthbound Immortal gains the uncanny dodge and improved uncanny dodge abilities using its HD as its Barbarian level. It gains resistance 40 to acid, cold, electricity, fire, and sonic and to Stellar Hazard. It gains DR 20/epic, and immunity to ability damage and drain, death effects, disease, energy drain, paralysis, poison, polymorphing, petrification or any other attack that alters its form, death from massive damage and Terrestrial Hazard plus all the kami immunities. It gains fast healing 30 (from the kami subtype) and regeneration equal to its HD (major artifacts or epic spells). It gains also the following ability.
Prime Resurrection (Ex): Earthbound Immortals, as extension and intrinsic part of the Material Plane are almost impossible to destroy. If destroyed in combat while on its ward, an Earthbound Immortal regeneration become suppressed for 1 hour and automatically merges with its ward. It is completely intangible and cannot be harmed by any means while in this state. While forced in this state, the Earthbound Immortal cannot use any ability, even purely mental ones (like spell-like abilities, silent still spells or psychic spells) with the exception of its telepathy that can use for reach any creature that is within the exosphere of the planet. After an hour, it regains 1 hit point, reform in a place of the planet of its choice and its regeneration resume working. An Earthbound Immortal forced to merge with the planet is vulnerable while in this state: an augmented mythic wish spell or a direct divine intervention (the very powerful request version of the miracle spell worth 25,000 gp) of a deity hostile to the Earthbound Immortal can extract forcibly the creature, which reappears at a point on the planet chosen by the caster at –1 hit points, unconscious and with its regeneration still suppressed until the hour pass.
While in this state, its body must be cut in its principal parts (for a human-based Earthbound Immortal: Arm, Arm, Leg, Leg, Upper Torso, Lower Torso, Head; for a non-human the DM is the final judge for how many pieces must be separated). Each piece must be then placed in their own containers full of (un)holy water created by a cleric of a deity hostile to the Earthbound Immortal and made of a metal native of an Outer Plane (a Good or Neutral Earthbound Immortal require unholy water, an Evil Earthbound Immortal require holy water). While immersed, the regeneration of the Earthbound Immortal is suppressed and it’s unconscious.
If any of the part is removed from the (un)holy water, it start to regenerate again at a slow rate: after 10 rounds that the part is outside its container (even if not consecutive), the Earthbound Immortal regains 1 hit point, reforming from the fragment and its regeneration resume working.

The method to permanently destroy an Earthbound Immortal is unique to each of them, and should be created specifically for each different Earthbound Immortal by the GM.

Planet Bound (Ex): Each Earthbound Immortal is bonded to a particular planet of similar celestial body, and serves as a metaphysical extension of the planet itself. That celestial body is also its ward. No specific rule governs how large the celestial body is, but it is generally no larger than Mega-Gargantuan. Earthbound Immortals cannot leave the boundaries of the celestial body to which they are bonded, even spells like wish or miracle fails (this apply even when cut and separated, see Prime Resurrection).

Unstoppable (Ex): An Earthbound Immortal can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting him: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, petrified, 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. An Earthbound Immortal can use this ability at the start of its turn even if a condition would prevent him from acting.

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

Attacks: An Earthbound Immortal gains a +6 Divine Bonus to Attacks (see Divine Bonus special quality) and an insight bonus equal to its higher between its mental abilities modifiers (see Will of the Plane Special quality).

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

Special Attacks: An Earthbound Immortal gains several special attacks.

Alter Reality (Su): An Earthbound Immortal is the absolute lord if its ward one ignores the reality. Once per hour, as a standard action, it can duplicate any spell of a level equal to 9 + number of automatic metamagic ability feats (CL=HD+Divine Bonus). This ability can also duplicate any epic spells of a DC equal to its spellcraft check +20. Other use of this ability are GM's discretion.

Animate Plants (Su): As long as it is within its ward (either merged with it or in its physical form, see merge with ward of the kami subtype), an Earthbound Immortal can animate and control a number of plants up to its HD + DR in any point it can perceive at will. It takes 1 full round for a plant to uproot itself, after which it moves at a speed of 30 ft. and fights as an animated objects of the appropriate size except that it gains the plant type, vulnerability to fire, and its Constitution score is equal to 10 +4 for every size above medium (10 for medium and small plants). The plant cannot gain stone, metal or other CP based on a material type. The plant cannot gain construction flaws. If the plant terminates the animation, moves out of range, leave the ward, or is incapacitated, it immediately takes root wherever it is and returns to its normal state.

Divine Aura (Su): Medium range (100 ft. +10 ft. per Hit Dice/Level). The Earthbound Immortal can choose from the following effects each round as a free action. The saving throw to resist effects has a DC of 10 + the Earthbound Immortal’s Charisma modifier + the its Divine Rank.
  • Daze: Those within the immortal’s aura must make a Will save or be unable to act, other than defend themselves, duration 1 round.
  • Fear: Those within the immortal’s aura must make a Will save or be shaken and suffer a –2 morale penalty on attack rolls, saves and checks.
  • Heroism: Allies within the immortal’s aura gain a +2 morale bonus on attack rolls, saves and skill checks.
Command Nature (Su): An Earthbound Immortal can channel negative energy a number of times per day equal to 3 + its Charisma modifier, but only to affect creatures tied to the natural world (like druids, fey, clerics of a deity of nature, etc.; DM’s discretion) or native of its ward as if they were undead and it possessed the Command Undead feat, with a cleric level equal to its HD. Unlike the normal channel negative energy, the range of this ability is 120 ft. An Earthbound Immortal can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel.

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

Planetary Boundaries (Su): An Earthbound Immortal can prevent the entry of extraplanar creatures. As a standard action, the Earthbound can activate a "planetary boundary" on its ward. Creatures with the extraplanar subtype must succeed on a Will save (DC 10 + ½ the immortal HD + its Charisma modifier + its DR) every round they are in the area or to enter the area (including with teleportation effects). If they fail, they are immediately banished to their home plane. This effect ignore non-mythic effects that block dimensional travel. If the extraplanar creature is under a mythic effect the barren dimensional travel, when this ability is activated and every round thereafter, it automatically make a caster level check (HD of the Earthbound Immortal + its DR) against a DC of 11 + caster level of the effect that barren dimensional travel. If the check succeed, the creature must make the Will save that round. The Earthbound Immortal can deactivate this protection as a free action.

Wrath of the World (Su): Once per round as a standard action, as long as it is within its ward, an Earthbound Immortal can invoke a nature power in any point of its wart that it can perceive, choosing one of the following effects:
  • Eruption: No more than once every 4 rounds, the Earthbound cause an explosion of ash and magma. All creatures within 150 ft. of that point take 30d6 points of divine fire damage. Huge or smaller creatures in this area are knocked prone. With a successful Reflex save, creatures take half the damage and negate being knocked prone, but a creature that takes any damage from this eruption is subjected to a burn ability (6d6). In addition, the eruption creates a cloud of ash in the area of effect; this cloud of ash lingers in the area for 1 minute, obscuring vision as per obscuring mist.
  • Flourishing Life: All allies creatures within 120 ft. of that point gain regeneration 30 (acid or fire) for 1 minute.
  • Root Trap: Giant roots erupt from the ground, trapping all opponents within 120 ft. of that point, including flying creatures. They must make a Reflex save or be entangled (tethered to the roots). Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the effect. The Earthbound Immortal must be within 120 ft. of the ground to use this ability.
  • Wild Tempest: A blast of wind and lightning strikes all opponents within 160 ft., dealing 30d6 points of divine electricity damage (Reflex half).
All the effect DCs are 10 + ½ the immortal HD + its Charisma modifier + its DR. An Earthbound Immortal may use this ability while merged with its territory.

Spell-like Abilities (Sp):

Constant
detect thoughts, discern lies, freedom of movement, mind blank, speak with animals, speak with plants, stone tell, true seeing

At willbreath of life, calm emotion, charm monster, commune, control weather (any weather, cover the entire celestial body or a limited place, Earthbound Immortal’s discretion), dimension door, dream, etherealness, geas/quest, greater dispel magic, greater invisibility, greater scrying, greater teleport, limited wish, magic jar, project image, raise dead, restoration, sending, suggestion, summon nature’s ally IX, tectonic communion (cover the entire celestial body, give all the fact from the list presented in commune with nature, also cover communities, dungeons, and signs of civilization, finally give specific information on the fact from the list [like where specific minerals are found or who and where powerful unnatural creatures are presents])

6/daywish

3/dayblade barrier, demand, destruction, dominate monster, feeblemind, force cage, globe of invulnerability, mass charm monster, mass suggestion, mindwipe, mislead, resurrection, sympathy

1/dayearthquake, energy drain, foresight, greater possession, greater restoration, imprisonment, mage’s disjunction, mass suffocation, meteor swarm, microcosm, polymorph any object, power word kill, prediction of failure, overwhelming presence, soul bind, time stop, tsunami, true resurrection, weird, verdigris tsunami

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

Special Qualities: An Earthbound Immortal maintain the special qualities of the base creature and gains the following.

Archetype (Ex): An Earthbound Immortal is able to manipulate its own gravity. It can balance on any (liquid or solid) objects that could not naturally support its weight such as water or flimsy tree branches. The Earthbound Immortal can walk up walls or on ceilings as if they were floors. This is not climbing in the sense that it must hang on, instead the wall or ceiling becomes its new gravity.

Aura of Wild Growth (Ex): An Earthbound Immortal’s presence makes local vegetation more vibrant but more wild as well. Plants on its ward grow twice as fast and produce more the normal yield of crops, as affected by the enrichment version of the plant growth spell. All terrains outside civilization bounders on the planet are affected by the overgrowth version of the plant growth spell (usually resulting in dense forest). This is considered a natural effect (not enchanted or magically manipulated) by Woodland Stride and similar abilities.

Change Shape (Su): As a standard action, an Earthbound Immortal can assume the shape of any kind of creature native to the Material Planet or with tie to the natural world. This ability otherwise functions as aberrant form III [Gothic Campaign Compendium of the Legendary Games], fey form IV, magical beast shape, monstrous physique IV, ooze form III, shapechange, and vermin shape II, except that the Earthbound Immortal does not adjust its ability scores and can remain in this form until it assumes another.

Divine Bonus (Ex): An Earthbound Immortal gains +6 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.

Empathy Towards Denizens (Ex): An Earthbound Immortal gains a druid’s wild empathy ability, save that it works only on creatures with Intelligence of 3 or less inside its territory or any creature native to its ward (in this case even outside its territory and regardless their Intelligence). An Earthbound Immortal consider its HD as its druid level for this ability. This empathic communication imparts upon mindless creature a modicum of implanted intelligence, allowing the Earthbound Immortal to train them and use them as guardians (though it does not grant them skills or feats). Creatures with Intelligence of 3 or less native to its ward or with ties to nature (DM’s discretion) have a starting attitude of friendly toward the Earthbound Immortal. Empathy towards denizens treats swarms of creatures native to its ward as if they were one creature possessing a single mind. The Earthbound Immortal can thus use this ability to influence and direct the actions of those swarms.

Grant Spells: Earthbound Immortal can grant spells as if it was a deity. Each immortal has a favored weapon and grants the Animal and Plants domains, plus two other domains and four subdomains.

Godly Realm (Var.): The godly realm of an Earthbound Immortal cover the entire celestial body to which is bound (see Planet Bound). Within its Godly Realm an Earthbound Immortal can impose a divine penalty to any or all characters (even more powerful deities) equal to its divine bonus. In this case –6. Penalty for fighting multiple Earthbound Immortals stack.

Immortality (Ex): An Earthbound Immortal does not age, requires no air to breathe, no food or drink, nor sleep.

Manipulate Terrain (Su): An Earthbound Immortal can help any number of creatures travel within its ward when it is inside of it. Creatures aided in this way receive a +40 bonus on Survival checks and do not suffer reductions to overland movement from terrain or lack of a highway or other roadway, regardless of the presence of roads or the type of terrain they actually travel through. Alternatively, an Earthbound Immortal can make terrain more difficult for any number of creatures to travel through, imparting a –40 penalty on all Survival checks and causing overland movement to be reduced to one-tenth its normal speed (minimum of 5 ft.) An Earthbound Immortal can affect as many creatures as it wishes with this ability, selecting whether it aids or impedes travel for each, as long as it can notice the creature (like with its sense the land) and the creature is within its ward. An Earthbound Immortal may use this ability while merged with its territory.

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

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

Nature Stride (Ex): An Earthbound Immortal can pass through difficult terrain of its ward and it cannot be tracked in such environment. An Earthbound Immortal may selectively ignore any nature-based effects it created.

Nature Protector (Su): An Earthbound Immortal has an intrinsic bond with the nature it protects and of which it is a part. It can expend 1 use of mythic power to empower any spell that it cast that affects plants, animals, or the terrain to affect a radius of 1 mile per caster level.

One with Nature (Ex): An Earthbound Immortal is respected or even feared by the plants and animals. No creature with the animal or plant type, that is plant-like or animal-like with an Intelligence of 2 or lower willingly attacks an Earthbound Immortal unless magically compelled to or if the Earthbound Immortal attacks it first. An Earthbound Immortal can attempt to demoralize creatures in the appropriate category as a swift action, making an Intimidate check. This ability works even if they are normally immune to the effect.

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

Portfolios (Var.): Each Earthbound Immortal gains two Portfolios as a demi-deity.

Power/Spell Resistance (Ex): An Earthbound Immortal gain Power/Spell Resistance equal to its total Hit Dice/Levels +16 (10 + Divine Bonus Special Quality).

Regrowth (Su): An Earthbound Immortal can expend 2 uses of mythic power to restore a large devastated area as a full-round action. This effect functions as resurrection on all creatures and plants that died of non-divine causes within a 100-miles radius and remove all the pollution in the aura.

Will of the Planet (Ex): An Earthbound Immortal gains an insight bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); initiative and saving throws equal to its highest mental modifier as long it’s on its ward.

Saves (Ex): An Earthbound Immortal gains a +6 Divine Bonus to all Saves (see Divine Bonus special quality) and an insight bonus equal to its higher between its mental abilities modifiers (see Will of the Planet special quality).

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

Skills (Ex): An Earthbound Immortal gains a +6 Divine Bonus to all Skills (see Divine Bonus special quality) and an insight bonus equal to its higher between its mental abilities modifiers (see Will of the Planet special quality). An Earthbound Immortal gains Craft, Heal, Intimidate, Knowledge (all), Profession, Sense Motive, Spellcraft, Stealth, and Use Magic Device as class skills.

Maven (Ex): An Earthbound Immortal has its skill ranks raised to maximum for each class skill.

Divine Abilities (Var.): An Earthbound Immortal gains 6 Divine Abilities.

Languages: An Earthbound Immortal gains Aklo, Druidic, Terran, Sylvan, and Treant as a languages and telepathy 1,000 ft.

Treasure: 4 Artifacts plus quadruple standard.
 

A simple template for transform a construct in an undead horror

Necrofex (CR +1, +2, or +3)

There are constructs that serve. There are undead that hunger. A necrofex is what happens when something decides those categories are insufficient.
Born from the shattered remains of once-mindless engines or dutiful creations, a necrofex is not merely rebuilt, it is reclaimed. Dark rites bind splintered wood, rusted iron, cracked stone, or alchemical composites together with grave-born will, animating the husk not with artificial purpose, but with a malignant echo of intent. What once followed orders now chooses.
A necrofex does not move like a machine. It lurches, then glides, then stills, its motion guided by something that understands patience, malice, and inevitability. Hollow cavities flicker with corpse-light, and the seams of its body whisper as scavenged matter knits and reknits itself. Where damage breaks it apart, the world itself conspires to restore it; soil shifts, metal bends, bone crawls, all answering an unholy summons to make the creature whole again.
Those struck by a necrofex feel more than pain. Its blows carry a draining void, a pull toward stillness that echoes the grave. Victims speak of their strength slipping away, as though the construct is not simply destroying them, but unmaking the vitality that defines the living.
All necrofex gains a cruel intelligence, with some of them awaken from mindless shells into a grim, alien awareness, driven not by memory but by instinctive hatred or obedience twisted into devotion. A necrofex recognizes its original maker, and whether it serves or seeks vengeance depends on what kind of “life” it believes it has been given.
Scholars of necromancy debate whether a necrofex houses a true soul or merely an imitation stitched together from negative energy. Most agree on one point: whatever animates it is persistent. Damaging but not destroying a necrofex is seldom the end of the story, only a delay, until the scattered pieces find their way back together under the patient pull of death’s design.


Creating a Necrofex
“Necrofex” is an acquired template that can be added to any construct (referred to hereafter as the base creature). A necrofex uses the base creature’s stats and abilities except as noted here.

CR: As the base creature +1 if sentient, +2 if mindless, +3 if mindless and the base construct is a CR 10 or higher.

Alignment: Any evil.

Type: The creature’s type changes to undead with the appropriate augmented subtype. Recalculate base attack bonuses, saves, and skill points from racial HD.

Hit Dice: Change all of the base creature’s racial HD to d8s. As undead, necrofex use their Charisma modifier to determine bonus hit points (instead of Constitution or size hit points of a construct).

Defensive Abilities: A necrofex has channel resistance +4 and DR 10/good in addition to all of the defensive abilities granted by the undead type.

Special Attacks: The necrofex gains energy drain (2 levels) on any single natural attack type the base creature possesses. Saves DCs are Charisma-based unless otherwise specified.

Energy Drain (Su)
A creature hit by a necrofex’s natural weapon gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a necrofex makes.

Special Qualities: The necrofex retains all the base creature’s special qualities and gains the one described here.

Unholy Repair (Su)
By spending 1 full day inactive, the necrofex can heal itself to full hit points by scavenging the materials within a 10-mile radius, pulling the materials up from the environment to join its body. This also restore any lose of body part.

Abilities: If the base creature has an Intelligence score lower than 10 or was mindless, the necrofex gains an Intelligence score of 10. The necrofex gains a Charisma score based on its size, unless the base creature has a higher Charisma score, in that case maintain it. Small or smaller: 10, Medium: 14, Large: 18, Huge: 22, Gargantuan: 26, Colossal: 30. As an undead creature, a necrofex has no Constitution score.

Feats: A necrofex gains Alertness and Improved Initiative as bonus feats. If the base creature was mindless, the necrofex gains feats as appropriate for its HD.

Skills: A necrofex gains skill points from its racial HD equal to 4 + Int modifier (minimum 1) per Hit Die. The following are class skills for undead: Climb, Disguise, Fly, Intimidate, Knowledge (arcane), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.

Create a Necrofex
A necrofex can be created from the destroyed remain of a constrict by a caster of at least 18th caster level using the create greater undead spell. If the caster of the create greater undead spell is also the one that created the construct, the new necrofex has a starting attitude of Helpful toward the caster. This can be changed with further interaction…usually ending with not wise casters slay when they invariably mistreat and try to command the necrofex as it was still a mindless servant and it rebel.
 

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A template for Davy Jones based on the one of Shade

Seaclaimed Creature (CR varies)

Seafaring humanoids who face death's door while on the ocean's are sometimes paid a visit by the legendary pirate Davy Jones. They are offered an opportunity to avoid death, but in return must swear service to Jones and his ship, the Flying Dutchman, for a term of 100 years (renewable theoretically infinitely as long as the creature wishes to remain faithful to the captain of the Flying Dutchman). Those who accept this fate are changed, becoming more like the creatures of the sea.

Creating a Seaclaimed creature

“Seaclaimed” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A seaclaimed uses the base creature’s stats and abilities except as noted here.

Challenge Rating: +2 plus the total of the modifiers of the mutations.

Type: The creature gains the aquatic subtype and lose the earth and fire subtype (if any).

Senses: A seaclaimed creature gains darkvision 60 ft. (increased to 120 ft. while underwater), low-light vision, and stormsight.

Stormsight (Ex)

A seaclaimed can see through fog, mist, murky water, and obscuring storm effects as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision.

Armor Class: Natural armor improves by +1. The creature may gain additional natural armor based on changes (see mutations, below).

Speed: A seaclaimed creature gains a swim speed equal to its highest movement speed and gains shipwalk.

Shipwalk (Su): As a full-round action, a seaclaimed creature may meld its body into a ship it is touching and appear out of another (or the same) ship within 300 ft. The seaclaimed creature must be able to see its destination. This is a conjuration (teleportation) effect.

Attacks: A seaclaimed creature retains all the attacks of the base creature and may also gain additional natural attacks based upon its changes (see mutations).

Defensive Abilities: A seaclaimed creature does not age, is immune to aging effects, and requires no food or drink to sustain itself. A seaclaimed creature gains the following ability:

Part of the Ship, Part of the Crew (Su): A seaclaimed creature cannot be permanently slain as long the Flying Dutchman exist. If slay, the seaclaimed creature corpse dissolves into a disgusting mass of algae and it reform below deck of the Flying Dutchman after 1d4 days. A seaclaimed can teleport back to the Flying Dutchman with 10 minutes of uninterrupted concentration from any place (even from another Plane).

Special Attacks: A seaclaimed creature retains all the special attacks of the base creature and may also gain additional special attacks based upon its changes (see mutations), as well as the following special attack.

Deliver the Black Spot (Su): By making a touch attack against someone who has attempted to escape a bargain with Davy Jones, a seaclaimed creature may place a sickly black spot on the target's right hand. all sailors who see the black spot have their attitude towards that marked one have their attitude shifted one category away toward hostile, and Davy Jones and all who serve him receive a +2 morale bonus to attack and damage rolls against the one with the black spot. The mark persists as long as Davy Jones pursues the marked one. A seaclaimed creature may only deliver the black spot on Davy Jones' direct orders.

Special Qualities: A seaclaimed creature gains the amphibious special quality and the following.

Greater Sea Legs (Ex): A seaclaimed creature cannot become nauseated or sickened due to rough seas. While on a ship, a seaclaimed creature is not considered flat-footed while using Acrobatics checks to maintain its balance and without being denied its Dexterity bonus when balancing on narrow surfaces or when climbing, ignore the negative effects of wind on movements, add its HD as a bonus to Acrobatics or Climb checks to remain balancing or climbing when taking damage, and cannot become exhausted or fatigued.

Mutations: Upon gaining the template, a seaclaimed creature gains 3 of the following changes of its choice. For every 10 years of service to the Flying Dutchman, the creature gains an additional change. The creature cannot select mutations that completely replace the same body part unless it possess additional body parts on which it can go (a human cannot select both hammerhead shark-head and hermit crab-head, while an ettin can, but a human can have both hammerhead shark-head and starfish attached to face)
  • Lobster Claw (Ex): Creature gains a primary claw attack that deals damage as appropriate for a creature of its size. Additionally, it gains the grab with that claw and the constrict ability (damage equals claw damage plus Str modifier). CR +1.
  • Tentacle-Arms (Ex): One of the creature's arms is replaced by an octopoid tentacle. It loses any claw or slam attack it possessed with that limb, but gains a secondary tentacle attack with damage as appropriate for a creature of its size. This attack has an additional 5 feet of reach than normal for the creature. Additionally, it gains the grab with that tentacle. CR +0.
  • Hammerhead Shark-Head (Ex): The creature gains all-around vision, keen scent, and a bite attack as appropriate for a creature of its size. CR +1.
  • Hermit Crab-Head (Ex): The creature's head becomes a hermit crab. The creature becomes immune to any attack that requires a creature to possess a head (such as vorpal weapons). Additionally, its head can function as a separate creature if removed. Treat it as a creature two size categories smaller than the base creature, with a land speed of 20 feet, a +5 natural armor bonus, and 1/10 the creature's hit points. CR +0.
  • Starfish Attached to Face (Ex): Creature gains fast healing 1 from the starfish's blood mingling with its own. CR +0.
  • Puffer Fish-Head (Ex): The creature's head becomes a puffer fish. When angered or frightened, its head inflates. This grants it a +2 racial bonus on Intimidate checks. Additionally, the creature gains a +2 racial bonus on saving throws against poison. CR +0.
  • Lobster Carapace (Ex): The creature gains a lobsterlike carapace, further increasing its natural armor by an additional +2. CR +0.
  • Jellyfish Tentacles (Ex): The creature grows a pair of jellyfishlike tentacles somewhere on its neck or torso. The creature can transfer grappled victims to its tentacles as a move action. The tentacles grapple with the same Strength as the creature but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a Fortitude save (DC 10 + ½ the creature's HD + the creature's Con modifier) each round on the seaclaimed creature's turn or be sickened for 1d6 rounds. CR +1.
  • Barnacle Hands (Ex): Numerous barnacles grow from the creature's hand, granting it a permanent spider climb effect. CR +0.
  • Lamprey Mouth (Ex): The creature's mouth twists into the shape of that of a lamprey. The creature gains a bite attack that deals damage as normal for a creature of its size. If it hits with its bite attack, it latches onto the opponent’s body and automatically deals bite damage each round it remains attached. It lose its Dexterity bonus to AC, but inflict 1d2 points of damage to its foe’s Constitution each round it remain attached, gaining 2 temporary hit points per point of Constitution damaged. The creature has a +8 racial bonus to maintain its grapple on a foe once it is attached (this does not stack with the +4 of the grab ability). Once attached a creature can be struck with a weapon or grappled itself—if its foe manages to win a grapple check or Escape Artist check against the creature, it is removed. CR +1.
  • Angler Fish Jaws (Ex): The creature's mouth transforms into the oversized jaws of an angler fish, granting it a bite attack that deals damage appropriate to a creature one size category larger than the seaclaimed creature. CR +0.
  • Fishguts (Ex): A seaclaimed creature with this change has its innards replaced with dead, rotting fish. Lacking vital organs, the creature gains fortification 50%. CR: +1.
  • Shark-Head (Ex): The creature gains keen scent and a bite attack as appropriate for a creature of its size. CR +0.
  • Anenome Head (Ex): The seaclaimed creature's head resembles a brightly-coloured sea anenome. As a free action, the creature may cause its head to glow with furious color, granting it a +4 bonus on Intimidate checks for 1 round. CR: +0.
  • Manta Wings (Ex): The creature grows a pair of powerful pectoral fins like those of a manta ray, which allow it to glide through the water at greater speed. Add +20 ft. to the creature's swim speed. CR +0.
  • Stingray Tail (Ex): A barbed, whiplike tail grows from the creature ending it a venomous stinger, granting it a sting attack as a secondary natural attack that deals damage as appropriate for a creature of its size. The tail is poisonous (Fortitude DC 10 + ½ seaclaimed creature's HD + seaclaimed creature's Con modifier, same poison of a Stingray of the B2). CR +1.
  • Bioluminescence (Ex): Numerous patches of bioluminescent matter dot the seaclaimed creature, giving off light equal to a torch. It can suppress this illumination or restore it once per round as a free action. CR +0.
  • Whiskers (Ex): Catfishlike barbels sprout from the seaclaimed creature's face, neck, or shoulders. This grants it blinsense to a range of 30 feet in water. CR +0.
  • Bull Shark's Strength (Ex): The seaclaimed creature has the strength and testosterone of a bull shark. It gains Improved Bull Rush as a bonus feat. CR +0.
  • Flotsam-dotted Hide (Ex): Bits of flotsam (such as broken bits of masts, hull, and even captain's wheels) dot the creatures hide, granting it a +2 armor bonus to AC, but also imposing a –2 armor check penalty. CR +0.
  • Ink Cloud (Ex): While submerged, the seaclaimed creature can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the creature normally uses to escape a losing fight. All vision within the cloud is obscured. CR +0.
  • Krill Laden (Ex): The seaclaimed creature's body is full of krill, and can release a cloud of these tiny crustaceans once per day that appears adjacent to the seaclaimed creature. The swarm returns to the seaclaimed creature's body in 1 minute. If destroyed, a new swarm grows within the creature in 24 hours. Treat this as a spider swarm, with the following adjustments:
    Speed swim 20 ft.
    Melee swarm (1d6 plus distraction)
    Skills Perception +4, Swim +11; Racial Modifiers +4 Perception; uses Dexterity for Swim checks
  • Electric Eelflesh (Ex): The seaclaimed creature can deliver an electrical shock with a melee touch attack. This deals 2d8 points of electricity damage. CR +1.
  • Urchin Spines (Ex): The creature sprouts spines like those of a sea urchin over its body. Any creature in grapple with the seaclaimed creature takes piercing damage equal to a claw attack (no Strength to damage roll) of a creature of the sealaimed creature's size. CR +0.
  • Webbed Digits (Ex): The creature's hands and/or feet are webbed, granting it a +4 bonus on Swim checks and increasing by +10 ft. the creature's swim speed. CR +0.
  • Spongeflesh (Ex): The seaclaimed creature's flesh takes on the texture of a sea sponge, granting it damage reduction 5/slashing or piercing. CR +1.
  • Kelpcreeper (Ex): The seaclaimed creature sprouts protrusions like those of a sea dragon, granting it a +8 racial bonus on Stealth checks in areas of aquatic vegetation. CR +0.
  • Seaslime (Ex): A slimy layer of mucus covers the seaclaimed creature's body, granting it a +4 bonus on all Escape Artist checks and combat maneuvers checks made for escape grapple. CR +0.
  • Shellfish Patches (Ex): Patches of mussels and similar shelfish grow over the seaclaimed, providing an additional +1 natural armor bonus and light fortification (25%). CR +1.
  • Tangling Seaweed (Ex): Long strands of kelp and similar plants grow from the seaclaimed creature's body. The seaclaimed can make touch attacks with a reach 5 ft farther than the creature's normal reach and gains a +2 racial bonus on grapple checks. CR +0.
  • Coral Encrustation (Ex): Part of the creature's body is encased in coral. This provides a +4 enhancement bonus to natural armor. Reduce the creature's Dexterity by 4 (minimum 6). CR +0.
  • Spit Sand (Ex): The creature can spew wet globs of sand at an opponent within 15 feet as a standard action. On a failed Reflex save (DC = 10 + ½ seaclaimed creature's HD + seaclaimed creature's Con modifier), the opponent is blinded for 1d4 rounds. CR +1. After using this ability the creature must ingest sand for using it again.
  • Gummy Secretions (Ex): The creature can exude a sticky secretion from its body. It has a +4 bonus on Climb and grapple checks. Most of the creature's treasure can be found stuck to its body as a form of decoration. CR +0.
  • Blindsense (Ex): The creature can sense the electrical impulses of other living things, giving it blindsense 60 feet. CR +1.
  • Tusks (Ex): A pair of walrus-like tusks grow from the creature's mouth (if it has one), giving it a bite attack with damage as appropriate for a creature of its size. CR +0.
  • Cartilagenous Skeleton (Ex): The creature's skeleton (if it has one) becomes soft and pliable. It gains a +8 bonus on Escape Artist checks and DR 5/slashing or piercing. CR +1.
  • Flipper Feet (Ex): The creature's feet become flippers. Its swim speed improves to double its highest speed, but its land speed is then reduced by half (to a minimum of 5 ft.) CR +0.
  • Cold Dead Eyes of a Shark (Ex): The creature gains a gaze attack that inspires fear in other creatures. This gaze attack has a range of 30 feet. A creature that fails a Will save (DC = 10 + ½ seaclaimed creature's HD + seaclaimed creature's Cha modifier) is shaken for 1d4 rounds. A creature that successfully saves is immune to that seaclaimed creature's gaze attack for 24 hours. This is a mind-affecting fear effect. CR +0.
  • Sea Snail's Eyestalks (Ex): The creatures eyes extend outward on stalks like those of a sea snail, granting it a +4 bonus on Perception checks based on sight and all-around vision. CR +1.
  • Driftwood Head (Ex): The seaclaimed creature's head takes on the consistency of driftwood, granting it Iron Will as a bonus feat. CR +0.
  • Gulper Mouth (Ex): The seaclaimed creature grows a distended jaw and a huge, pouchy gullet. Its bite attack gains the grab ability and it gains the swallow whole special attack and can swallow creatures up to one size category smaller. Its gullet holds one creature of one size category smaller, two of two size categories smaller, 4 of three size categories smaller, 8 of four size categories smaller, 16 of five size categories smaller, and 32 of six or more size categories smaller. The creature devoured suffer 1d6 acid damage/3 HD of the seaclaimed creature (minimum 1d6) every round it remain in the stomach. Once the creature exits by cutting its way free, muscular action closes the hole; another swallowed opponent must cut its own way out. The seaclaimed creature must have a bite attack for select this mutation. CR +1.
  • Chromatic Skin (Ex): The seaclaimed creature has the ability to change the color of its skin in complicated and stunning patterns. It can use the Stealth skill even without anything to actually hide behind. The creature also gains a +8 bonus on Stealth checks. CR +0.
  • Sea Lure (Ex): The seaclaimed creature sprouts a glowing, mesmerizing bioluminescent extension that it can use to mesmerizes others. As a standard action it can force all non-seaclaimed creatures within 30 feet to succeed a Will save (DC 10 + ½ seaclaimed creature's HD + seaclaimed creature's Cha modifier) or be fascinated (as for the bard bardic performance of the same name) for 1d6 rounds. CR +1.
  • Anchor Arm (Ex): A boat anchor on a length of chain replaces one of the seaclaimed creature's arms. Treat this arm as a spiked chain appropriate for the creature's size that can never be disarmed or broken and deals bludgeoning damage. This is a natural attack, so no Exotic Weapon Proficiency feat is needed but can only be used one-handed and unlike a normal natural weapon it can be used for make iteractive attacks. The creature may not use the arm for any other functions, such as wielding a weapon, a shield, or material components. CR +1.
  • Blubber (Ex): The natural insulation of the massive amount of blubber on the seaclaimed creature's body gives it immunity to cold. The leathery skin that holds the rolling frame grants a +4 natural armor bonus. Reduce the creature's Dexterity by –4 (to a minimum of 1). CR +1.
  • Gut Eel (Su): The seaclaimed creature stomach is an empty hole that has become the nest of a moray eel. Once per round as a free action, this eel can strike out at an opponent of the seaclaimed creature choice within 5 feet of him with a bonus to hit equal to the seaclaimed creature BaB plus its Strength or Dexterity modifier, whichever is higher. On a successful attack, it inflict 1d6 (for a medium seaclaimed creature) magical piercing damage plus the seaclaimed creature HD. This eel is supernatural and does not need to eat, sleep, or breathe. It can be pulled from the seaclaimed creature stomach but it reappears there on its next turn. CR +1.
  • Blindsense (Ex): The seaclaimed creature's porpoiselike mouth allows it to “see” by emitting high-frequency sounds, inaudible to most other creatures, giving it blindsense 15 ft. While underwater this range increase to 30 ft. This blindsense is sound-based. CR +1.
  • Drown (Su): The seaclamied creature can make a special touch attack to try to fill an opponent's lungs with water. Once per day for every 2 HD (minimum 1/day), as a standard action that does not provoke an attack of opportunity, a seaclamied can make a melee touch attack against one target. If the attack is successful, the target’s must make a Fortitude save (DC 10 + ½ seaclaimed creature's HD + seaclaimed creature's Cha modifier) or its lungs begin to fill with water. To avoid drowning, the target must hold its breath. Every round, the target may attempt a Fortitude save (DC 10 + ½ seaclaimed creature's HD + seaclaimed creature's Cha modifier) at the start of its round (before making his Constitution check) to expel the water from his lungs. If he succeed, he immediately stop drowning, but take 1d6/3 HD of the seaclaimed creature (minimum 1d6) from excruciating pain. If the target fail his Constitution check (for holding his breath), he immediately begin to drown. In the first round, he fall unconscious (0 hp); in the second round, he drop to –1 hp and is dying; in the third round he drown. CR +2.
  • Siren's Song (Su): The seaclamied creature gains the siren song ability of a siren (B2), except that instead of affecting all non-sirens within 300 ft., it affect all non- seaclamied creatures in the same area. CR +2.
Uncanny Navigation (Ex): A seaclaimed creature add its HD as a bonus on Perception and Survival checks to notice aquatic hazards and on Profession (sailor) checks to navigate safely through them.

Ability Scores: Str +2, Dex +2, Con +2.

Skills: A seaclaimed creature gains a +8 racial bonus on Acrobatics, Climb, Profession (sailor), and Swim checks. A seaclaimed creature always treats Acrobatics, Climb, Profession (sailor), and Swim as class skills. Otherwise, skills are the same as the base creature.

Feats: A seaclaimed creature gains Alertness, Combat Reflexes, Improved Initiative, Sea Legs, and Toughness as bonus feats.
 

Inspired by the Skin Walker/Stolen Moon of World of Darkness

Stolen Moon (CR +3)

The first stories called them moon-thieves. The priests of Pharasma named them soul-poachers. Among hunters and trappers, however, there is only one name spoken in whispers when livestock vanish beneath a moonless sky and the scent of wet fur lingers in abandoned chapels: the Stolen Moon.
A Stolen Moon is not born. It is made.
Where true lycanthropes are creatures of curse, instinct, and ancient lunar fate, a Stolen Moon is an act of sacrilege—a mortal who has rejected the natural cycle only to claw power from its corpse. Through the blasphemous Ritual of Sacred Rebirth, the supplicant skins a living lycanthrope beneath the dead gaze of the new moon, draping themselves in still-warm hide while forbidden magic consumes the victim’s soul utterly. What emerges from the rite is no longer wholly mortal, nor truly beast, but something abhorrent suspended between both states.
In their natural guise, a Stolen Moon may appear merely haggard or uncanny: eyes too reflective in darkness, breathing too slow, wounds knitting shut with impossible speed. Yet beneath the skin lurks the corruption they wear like a second flesh. When they assume their hybrid form, the disguise tears apart into a grotesque parody of lycanthropy. Unlike the seamless transformations of true werecreatures, a Stolen Moon appears as though wrapped in the rotting pelt of another being—skin hanging loose over twitching muscle, jaws forced through stretched flesh, claws splitting from hands still half-human. The smell of blood, wet hide, and grave-soil follows them wherever they hunt.
Though empowered by stolen lunar essence, these creatures despise the moon itself. They thrive beneath moonless skies, drawing unnatural vigor from darkness untouched by lunar light. Conversely, the full moon weakens and maddens them, as though the heavens themselves reject the theft committed against the natural order. Many Stolen Moons become reclusive killers, assassins, or cult leaders who conduct their hunts only during the blackest nights.
Their bodies possess terrifying resilience. Steel struggles to pierce their stolen flesh, wounds close moments after they are inflicted, and shattered bones reset with audible cracks. Some hunters claim to have seen a Stolen Moon continue fighting after suffering injuries that would kill an ogre outright, their bodies absorbing blows with horrifying indifference. Only silver reliably parts the unnatural regeneration binding spirit to stolen hide.
Yet for all their power, Stolen Moons are hated even among monsters. Devils condemn them as thieves of rightful damnation, daemons covet them as kindred predators of souls, and true lycanthropes hunt them with primal fury. To most civilized faiths, the creation of a Stolen Moon is among the vilest profanities imaginable—not merely murder, but annihilation of the soul itself. Entire inquisitions have been founded for the sole purpose of tracking down those suspected of performing the ritual. Still, there are always those desperate enough to try.
Some are infected lycanthropes who seek mastery over their curse rather than freedom from it. Others are warlords, cultists, or dying nobles willing to barter eternity for strength. And in forgotten places where the moonlight never seems quite bright enough, there are whispered rumors of hidden covens teaching the rite to any who can provide a suitable sacrifice.
For every Stolen Moon carries the same truth beneath their borrowed skin: the moon remembers what was stolen.

Creating a Stolen Moon
“Stolen Moon” is an acquired template that can be added to any non-natural lycanthrope sentient creature that performs the Ritual of Sacred Rebirth (referred to hereafter as the base creature). A stolen moon uses the base creature’s stats and abilities except as noted here.
A stolen moon uses either the original creature’s (referred to hereafter as the base creature) statistics and special abilities or those of the animal of the skinned lycanthrope (referred to hereafter as the base animal) as described here.

CR: As the base creature +3.

Alignment: Any evil.

Size: The stolen moon takes on the characteristics of the base animal within one size category of the base creature’s size. A stolen moon’s hybrid form is the same size as the base animal or the base creature, whichever is larger.

Type: The creature’s gains the Evil and Shapechanger subtype and lose the Good subtype (if any).

Senses: In hybrid form the stolen moon has the senses of the base creature and the base animal. If the base animal has low-light vision or scent abilities, the stolen moon has them also in his base form.

Aura: A stolen moon has the greater unnatural aura.

Greater Unnatural Aura (Su)
Animals do not willingly approach a stolen moon unless the animal’s master makes a DC 25 Handle Animal, Ride, or wild empathy check. Also, non-evil living creatures with a soul automatically have their attitude toward the stolen moon lowered by one step, to a minimum of hostile, the first time they meet him as their own soul instinctively perceives the abomination he truly is.

AC: In hybrid form the stolen moon has the natural armor bonus of the base animal increased by +2.

Defensive Abilities: A stolen moon gains DR 10/good and silver in hybrid form or 5/good and silver in his base form. A stolen moon gains all the defensive abilities and immunities of the base animal in hybrid form. A stolen moon also become immune to the curse of lycanthropy gains the following abilities.

Moon Abomination (Ex)
A stolen moon’s silver component of DR cannot be overcome by weapons that are not silver, regardless of their enhancement bonus. Abilities that normally bypass damage reduction, such as a paladin’s smite evil, or that allow the weapon to count as made of special material, such as a lycanthrope hunter’s anathema or the mithral material, still work as normal. A stolen moon in hybrid form gains fortification (25%); this fortification does not apply against critical hits or precision damages with silver weapons. This increases to fortification (50%) at 9 HD and fortification (75%) at 16 HD. At 20 HD a stolen moon in monster or hybrid form gains immunity to critical hits or precision damages not dealts with silver weapons.

Rapid Recovery (Ex)
A stolen moon regains hp every hour as though he rested for 8 hours. He also regrow any lost limbs in 1d4 days, but he must remain in hybrid form for the entire duration.

Regeneration (Ex)
A stolen moon in hybrid form gains regeneration (silver) equal to ½ his HD (minimum 1).

Soak (Ex)
A stolen moon in hybrid form can try to “soak” any damage he suffer. He can only soak physical damage (and not damage from spells, spell-like abilities, or supernatural abilities) and never damage caused by weapons made of silver or a material that allow to overcome DR /silver (like the mithral). The stolen moon makes a Constitution check and subtract the result from the damage suffered (this reduction is applied after any reduction caused by his DR). Eg. if a stolen moon in hybrid form suffer 28 damage from a steel sword, he reduced first 10 damage to 18 and then make a Constitution check with a result of 16, he reduce the final damage suffered to 2. When a stolen moon soak 15 or more damage, he can make a free Intimidate check against all opponents capable of seeing him.
A stolen moon can use this ability a number of times per day equal to 3 + his Constitution modifier but only once per round. If the moon is new, this ability can be used an unlimited number of times per day but still only once per round.
Weaknesses: A stolen moon has all the weaknesses of the base animal in hybrid form.

Speed: Same as the base creature or base animal, depending on which form the stolen moon is using. Hybrid use the base creature’s land speed and the additional movement modes of the base animal.

Attacks: A stolen moon gains all applicable natural attacks of the base animal in hybrid form.

Special Attacks: A stolen moon retains all special attacks, qualities, and abilities of the base creature. In hybrid he gains the applicable special attacks, qualities, and abilities of the base animal.

Special Qualities: A stolen moon gains the following.

Change Shape (Su)
This work as the change shape of the lycanthrope template except that a stolen moon can only take hybrid form (not animal form) and such form is disgusting and horrible to look at. Instead of a clear hybrid form of the true lycanthropes, the hybrid base form of the stolen moon manifest as his base form wearing the putrescent and corrupt skin of the lycanthrope he skinned. He never gains the bonus on Disguise checks from the polymorph effect of change shape.

Cursed Blood (Ex)
In all forms, a stolen moon is considered both the base creature’s and animal type for purposes and spell and effects that affect a specific monster type.

Reject the Moon (Su)
The stolen moon is filled with enthusiastic vigor when the light of the moon is weakest. When the moon is less than half full, the stolen moon gains the benefit of bless whenever he is outdoors at night. On nights of the new moon (the night that precedes it, the precise night, and the night after), the stolen moon gains the effect of heroism rather than bless, and retains the benefit indoors. When the moon is at least half full, the stolen moon becomes fatigued during the night. On nights of the full moon (the night that precedes it, the precise night, and the night after), the stolen moon becomes exhausted.

Abilities: +2 Wis, –2 Cha (minimum 1) in all forms; +2 Str, +2 Con in hybrid form.
Stolen moon have enhanced senses but are not fully in control of their emotions and animalistic urges (and rarely they didn’t indulge them). In addition to these adjustments to the base creature’s stats, a stolen moon’s physical ability scores (Strength, Dexterity and Constitution) change when he assumes hybrid form. In base form, the stolen moon’s physical ability scores are unchanged from the base creature’s form. In hybrid form the stolen moon’s physical ability scores are the same as the base creature’s or the base animal’s, whichever ability score is higher (plus the +2 to Str and Con).

Feats: A stolen moon gains the bonus feats of both the base creature and base animal in all forms. A stolen moon gains Alertness, Endurance, Improved Initiative, and Toughness as bonus feats in hybrid form.

Skills: A stolen moon keeps the bonus racial modifiers of the base animal in hybrid form. In base and hybrid forms he has the racial modifiers of the base creature. The stolen moon’s class skills are those of both the base creature and base monster.

Languages: In all forms, the stolen moon can speak the languages of the base creature.




Ritual of Sacred Rebirth
School
transmutation (polymorph) [evil]; Level 9
Casting Time 8 hours
Components V, S, M (a helpless natural lycanthrope in hybrid form), SC (up to 4), T (during a new moon)
Skill Checks Heal DC 31, 3 successes; Knowledge (arcana) DC 31, 3 successes; Knowledge (nature) DC 31, 3 successes
Range primary caster
Duration instantaneous; see text
Saving Throw none; Spell Resistance no
Backlash All the casters suffer 20d6 points of damage. Those slain are reduced to dust and their soul damned to the Lower Planes (as for hellfire ray, except that instead of damn them to Hell, they are delivered to the Lower Plane suited for their alignment in the Law-Chaos axis)
Failure All the casters suffer the effect of baleful polymorph spell (the base animal of the skinned lycanthrope instead of a random animal, no matter its size) as an instantaneous extraordinary curse. All of them automatically fail their save against both the Fortitude and Will effect, no SR apply, and the only way for remove it is direct divine intervention, as not even death (even if they are brought back to life they remain in that condition) or wish can remove it.
EFFECT
The primary caster slowly and painfully skin alive a lycanthrope in his hybrid form. This is usually obtained by capturing young lycanthrope, force them in hybrid form with the use of force or deception and that knock them out with wounds or poison for prevent it from defend itself during the ritual.
At the end of the ritual, the primary caster wear the skin of the lycanthrope while it is instantly slain and its soul destroyed and converted in energy for mutate the primary caster in a stolen moon. Only the direct intervention of a deity can restore a destroyed soul.
A natural lycanthrope cannot perform this ritual, while an infected one that complete this ritual replace the lycanthrope template with the stolen moon one. Usually, infected lycanthrope that hate their condition and where cursed without their consent but do not want to renounce the benefit of the lycanthropy, capture the lycanthrope that has infected them and use it as the sacrifice for “ascend” themselves.
This ritual, because of its nature of destroying a soul for convert it in energy, is an overwhelming evil act, the alignment of all the casters shift instantly to evil and cannot be restored with an atonement spell. If the fact that a caster has destroyed a soul is made public, he can be expected to be expelled by any civilized society, and any good faction or organization legate to a god of rest (like Pharasma) will hunt him down mercilessly. Only the more depraved evil outsiders and undead will welcome one of them kindly, like the soul drinker daemon or the chaotic demon, even the lawful devil will hate them.
 

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Like Karna Masta, another god from Brave Frontier

Maxwell

LE Medium outsider (extraplanar)

Init +71 (always first); Senses darkvision 600 ft., divine senses (x10), true seeing; Perception +243

Aura divine (DC 273, 41,600 ft.)

DEFENSE

AC 448, touch 326, flat-footed 427 (+68 axiomatic, +32 competence, +43 deflection, +15 Dex, +16 divine, +6 dodge, +68 insight, +122 natural, +68 profane)

hp 8,640 (120d20+6,280) force field 5,050 (101 hp/round regenerate) regeneration 60 (acid or fire)

Fort +313, Ref +299, Will +350

Defensive Abilities creation and destruction, sacred anthem, sixth sense; DR 40/epic; Immune Terrestrial Hazards; Resistance Stellar Hazards; PR/SR 146

OFFENSE

Speed 270 ft., fly 360 ft. (perfect)

Melee Destroyer +395x5 (126 plus 18 against chaos and 18 against good/16-20x9[6d10+66 plus 3d6 against chaos and 3d6 against good])

Special Attacks code meteor, destiny rune, ecphoria of inception, endless, eyes of ends and beginning, existence, mythic power (16/day, surge +4d6), primal genesis, resurrection, verse genesis

Spell-Like Abilities (CL 136th, concentration +227)

At willcommune, create food and water, create water, dream, etherealness, geas/quest, genesis, greater dispel magic, greater teleport, heroes' feast, instant weapon, limited wish, magic jar (DC 278), major creation, minor creation, resurrection, sending, tongues, true creation

16/daywish

3/day—quickened greater dispel magic

STATISTICS

Str 40, Dex 40, Con 72, Int 96, Wis 146, Cha 96

Base Atk +120; CMB +355; CMD 461

Feats Alertness, Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Greater Weapon Focus (longspear), Greater Weapon Specialization (longspear), Improved Critical (longspear), Improved Initiative, Lightning Reflexes, Near and Far, Quicken Spell-Like Ability (greater dispel magic), Power Attack, Shaft and Shield, Technologist, Toughness, Weapon Focus (longspear), Weapon Specialization (longspear)

Epic Feats Epic Skill Focus (craft [deity]), Epic Weapon Focus (longspear), Epic Weapon Specialization (longspear), Ether Goer, Etheric Double, Etheric Vision, Good Reflexes, Greater Critical (longspear), Greater Critical Multiplier (longspear), Improved Critical Multiplier (longspear), Improved Combat Reflexes, Improved Dodge, Sixth Sense, Spell Stowaway (time stop), Subtle Body, Superior Initiative, Tenacious Body

Skills All skills 171 + ability modifier; Craft (deity) +294

Languages Abyssal, Aboleth, Aklo, Aquan, Auran, Celestial, Common, Draconic, Giant, Infernal, Necril, Sylvan, Terran, other 151;

SQ maven, might, portfolio (double creation), virtual size category +1

SPECIAL ABILITIES

Artifacts
  • Destroyer is a +36 axiomatic power, bitterness, everdancing, ghost touch, impact, speed adamantine longspear of unholy power made of 1/32,768th of Orichalcum (x2 damage)​
  • +32 Headband of Mental Superiority​
Maxwell renounce her integrate class features and two artifact for quadruple her Divine Slots. She also renounce 84 feats for extra 14 Divine Slots.

Divine Abilities

• Adjuration (Su): Summon up to 240 hit die of creatures per day (no single creature can have CR higher than 76)

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

• Celerity (Ex): All movements speed tripled

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

• Enlarge Aura (Su) x5: Aura is doubled

• Epic Presence (Su): Your very presence bestows a feat to allies

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

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

• Force Field (Su): You can generate a powerful shield to protect you from harm

• Greater Aura: Can use sleep, pain or greater heroism effects with its aura

• Invincibility (Ex): Fortitude save for negate damage

• Lawful Body (Ex): Wis as axiomatic to AC

• Lawful Mind (Ex): Wis as axiomatic to attack rolls

• Lawful Soul (Ex): Wis as axiomatic to saving throw

• Lawful Spirit (Ex): Axiomatic bonus to all DCs equal to your Wis

• Omnicompetent (Ex): All skills are class skills

• Perfect Aura (Su): Can use insanity, death, perfect heroism effects with your aura

• Perfect Initiative (Ex): Always First

• Perfect Weapon Focus (longspear) (Ex): Always use maximum BaB for iterative attacks

• Perfect Weapon Specialization (longspear) (Ex): Your selected weapon deals always maximum damage

• Polymorph (Su): You can polymorph at will

• Profane Body (Ex): Wis as profane to AC

• Profane Mind (Ex): Wis as profane to attack rolls

• Profane Soul (Ex): Wis as profane to saving throw

• Profane Spirit (Ex): Profane bonus to all DCs equal to your Wis

• Regeneration (Su): Gain regeneration equal to ½ your hit die (acid or fire)

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

• Seventh Sense (Ex): Reply a round

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

• Superior Critical Multiplier (longspear) (Ex): Critical multiplier increased

• Shapechange (Su): You can shapechange at will

• Squamous (Ex): Natural Armor bonus equal to ¾ your hit die

• Superior Aura (Su): Can use stunning, weakness or superior heroism effects with his aura

• True Seeing (Ex): You have True Seeing

• Unknowing Body (Ex): Wis as insight to AC

• Unknowing Mind (Ex): Wis as insight to attack rolls

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

• Unknowing Spirit (Ex): Insight bonus to all DCs equal to your Wis

Cosmic Abilities (Esoteric)

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

• Author of Divinity (Su): You can imbue lesser creatures with godhood at a whim

• Cosmic Shields (Su): You generate a force field powerful enough to block the blasts of Sidereals

• Cosmic String (Ex): You can only be permanently destroyed by a being of equal or higher divine status

• Divine Presence (Ex): All allies within the radius of your divine aura can gain a divine ability of your choice

• Perfect Critical (longspear): Critical threat quintupled

Double Creation Portfolio Traits (Greater Deity)

Domain Power: You gain the Master Creation ability.

Sheep’s Strength (Ex): Competence penalty to Strength equal to double your divine rank.

Sloth’s Grace (Ex): Competence penalty to Dexterity equal to double your divine rank.

• Mind Over Body (Ex): You gain a bonus to Wisdom (equal to divine rank).

• Creator Confidence (Su): Your allies within your Divine Aura gain immunity to fear effects.

• Master of Creation (Ex): +32 competence bonus on checks, initiative, and armor class.

• Greater Divine Instrument (Ex): Those summoned gain Wisdom bonus equal to double your divine rank.

• Divine Creator (Ex): You benefit of the Efficient Item Creation epic feat for all items and constructs crafted with your Master Creator ability.

• Divine Architect (Ex): Creation times measured in hours instead of days.

• Uncanny Divine Mastery (x2 HD) (Su): Assault your enemies with divine energy.

• Great Breath (Su): The deity can create life.

• Cosmic Architect (Ex): Creation times measured in minutes.

Uncanny Divine Mastery (x2 HD)

Beam (Ray) 240d3; 5,200 ft.

Blast 120d3; 5,200 ft./325 ft. Standard action Ref 283/half

Blood 60d3; Melee automatic ability Ref DC 271/negate

Breath* 240d3; 325 ft. (cone) 1,300 ft. (line) Standard Ref 271/half

Hand 360d3; Melee Touch

Immolation 360d3; 41,600 ft. radius Free/Standard Ref 271/half

Storm 60d3; 41,600 ft. radius Standard/Free – Special Ref 283/half

Strike 60d3; Melee (bonus) Free -

Wrath (Gaze) 120d3; all creature in 325 ft. Will 283/negate


Code Meteor (Su)
As a standard action, Maxwell can deal 40d12 divine damage to a creature or unattended object within her divine aura that she can perceive. A creature affected by this attack suffer a –16 penalty on all attack rolls and the value of any healing used on it (including any passive healing like fast healing and regeneration) is halved for 1d4 rounds. After using this ability Maxwell must wait for the same duration before using it again.

Creation and Destruction (Su)
When Maxwell slays an opponent within her divine aura, she gains the benefit of a heal spell (150 hit points healed). If the opponent was mythic she gains the benefit of heal (200 hit points healed) and greater restoration. If the opponent possess divine rank (or equivalent), she multiply the hit points healed by its divine rank (minimum x2).

Destiny Rune (Su)
As a standard action, Maxwell can deal 60d20 divine damage to a creature or unattended object within her divine aura that she can perceive and affect it and all its objects as for a mage’s disjunction spell with a Will save DC 333 for the objects for negate to be turned into a normal item for 12 minutes (equivalent caster level equal to Maxwell CL, she does not risk to lose spellcasting if destroying an artifact). A Will save DC 333 half the damage for a creature or object directly targeted. After using this ability Maxwell must wait for 1d4 rounds before using it again. The save DC is Charisma-based.

Divine Traits (Greater Deity) (Ex)
As a greater deity, Maxwell gains a +16 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Maxwell’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. A greater deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Ecphoria of Inception (Su)
As a standard action, Maxwell can deal 40d20 divine damage to all opponents within 325 ft. (25 ft. + 5 ft./2 HD) that she can perceive and increase all her critical threats by 1 (this increase is applied after Perfect Critical and other abilities that increase the threat but stack with Primal Genesis) and critical multipliers by 1 for 10 rounds (this increase is applied after Superior Critical Multiplier and other abilities that increase the multiplier but stack with Primal Genesis). A Reflex save DC 333 half this damage. After using this ability Maxwell must wait for 1 minute before using it again. The save DC is Wisdom-based.

Endless (Su)
As a full-round action that provoke attack of opportunity, Maxwell can deal 80d20 divine damage to all creature, unattended object, and structure within her divine aura. A Reflex save DC 358 half this damage. Maxwell can exclude any number of creatures, unattended object, and structure from this assault. After using this ability Maxwell must wait for 1d4 minutes before using it again. The save DC is Wisdom-based.

Eyes of Ends and Beginning (Su)
As a standard action, Maxwell can select an opponent within 325 ft. (25 ft. + 5 ft./2 HD) that she can perceive and mark it with a divine seal called “destiny record” that last for 1 round. At the start of her next turn the mark ignite: if the creature is outside her divine aura it dissolve into nothing, otherwise it detonate, dealing 10,000 divine damage to the victim. A wish spell can be used for remove the seal before it ignite, but a character must succeed on a caster level check against Maxwell SR to do so. Creatures with a divine rank (or equivalent) equal or higher than Maxwell are unaffected by the seal. After using this ability Maxwell must wait for 1d4 minutes before using it again.

Existence (Su)
As a 1 round action that provoke attack of opportunity, Maxwell can start to gather energy. At the start of her next turn she releases it, dealing 80d100 divine damage to all creature, unattended object, and structure within her divine aura. A Reflex save DC 458 half this damage. Maxwell can exclude any number of creatures, unattended object, and structure from this assault. After using this ability Maxwell must wait for 10 minutes before using it again. If Maxwell suffer any effect that prevent her of taking any actions, like dazed or stun, before the start of her next turn, the gathering of energy is interrupted, and existence enter cooldown as if successfully used. The save DC is Wisdom-based and included a +100 racial bonus.

Flight (Su)
Maxwell’s ability to fly is supernatural and doesn’t function in a Dead Magic Zone.

Primal Genesis (Su)
As a swift action, Maxwell can deal 15d20 divine damage to all opponents within her divine aura that she can perceive and increase all her critical threats by 1 (this increase is applied after Perfect Critical and other abilities that increase the threat) and critical multipliers by 1 for 3 rounds (this increase is applied after Superior Critical Multiplier and other abilities that increase the multiplier). After using this ability Maxwell must wait for 4 rounds before using it again.

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

Mythic (Ex)
Maxwell has Mythic Power (16/day, surge +4d6) and counts as a 16th-rank Mythic creature. Maxwell 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.

Resurrection (Su)
As a standard action, Maxwell can deal 20d12 divine damage to all opponents within 325 ft. (25 ft. + 5 ft./2 HD) and heal damage on herself equal to the total damage the opponents suffered (she cannot heal more than the damage necessary for kill an opponent, any damage in excess is not counted toward the total healing). After using this ability Maxwell must wait for 1 minute before using it again.

Sacred Anthem (Su)
As a full-round action, Maxwell can hymn a sacred song for increase her offensive and defensive abilities for 1d4 minutes: she gains +50 bonus to attack rolls and her DR increase from /epic to /—. If Maxwell is slay, or leave in a death-like state (eg. flesh to stone, imprisonment, or trap the soul) while this ability is active she is instead returned to 2,160 hit points (½ her HD x her Constitution modifier) or her actual hit points, whichever is greater, with her body restored to its full capacity (removing any amputation or incapacitation of an arts, like with wither limb or a vorpal weapon) and with all the negative conditions affecting her removed (shaken, fatigued, exhaustion, negative levels, ability damage and drain, negative spells or effects, etc.), even if they can only be removed normally in a specific way (eg. microcosm, normally removable only with wish or miracle, is removed with this). This does not interrupts the use of beneficial effects (like a blessing of fervor spell) as she does not die. This “semi-resurrection” can be activated only once per use of Sacred Anthem. Maxwell cannot use this ability while incapable of sing, like if in an area of silence. After using this ability Maxwell must wait for 10 minutes before using it again.

Verse Genesis (Su)
As a standard action, Maxwell can deal 40d12 divine damage to all opponents within her divine aura that she can perceive and they become exhausted. A Reflex save DC 333 half the damage and negate the exhaustion. After using this ability Maxwell must wait for 1d4 rounds before using it again. The save DC is Charisma-based.


"Bearer of the burden of resurrection
With a memory that shall be soiled
Children worthy of my creation
My name is Maxwell
Release the God that craves destruction!"


As a Deity

Maxwell


Lady of Creation and Rebirth

Alignment LE

Areas of Concern Creation, genesis, rebirth

Domains Artifice, Evil, Glory, Healing, Law

Subdomains Construct, Hubris, Industry, Judgment, Resurrection

Favored Weapon Longspear

Symbol A white dove that hold a golden spear

Sacred Animal(s) White dove

Sacred Color(s) Black, gold, red, white

Unique Summon Rules
  • Summon Monster VIII: Valkyrie (LE instead of CN)

Unique Spell Rules

Adept

Minor creation can be prepared as a 4th-level spell
Major creation can be prepared as a 5th-level spell

Antipaladin
Minor creation can be prepared as a 3rd-level spell
Major creation can be prepared as a 4th-level spell

Bard
Minor creation can be prepared as a 4th-level spell
Major creation can be prepared as a 5th-level spell

Cleric/Warpriest
Minor creation can be prepared as a 4th-level spell
Major creation can be prepared as a 5th-level spell
True creation can be prepared as an 8th-level spell
Genesis can be prepared as a 9th-level spell

Inquisitor
Minor creation can be prepared as a 4th-level spell
Major creation can be prepared as a 5th-level spell

Oracle
Minor creation can be learned as a 4th-level spell
Major creation can be learned as a 5th-level spell
True creation can be learned as an 8th-level spell
Genesis can be learned as a 9th-level spell

Ranger
Minor creation can be prepared as a 3rd-level spell
Major creation can be prepared as a 4th-level spell

Sorcerer
True creation can be learned as an 8th-level spell
Genesis can be learned as a 9th-level spell

Wizard
True creation can be prepared as an 8th-level spell
Genesis can be prepared as a 9th-level spell

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