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Beefermatic

Adventurer
Haterax the Invincible

CE Gargantuan outsider (chaotic, demon, evil, extraplanar)

Init +24 (always first); Senses detect good, detect law, true seeing; Perception +114

DEFENSE

AC 133, touch 83, flat-footed 125 (+8 circumstance, +45 deflection, +8 Dex, +8 divine, +8 luck, +50 natural, -4 size)

hp 7.280 (80d10+3.200) x2 regeneration 200 (permanent damage)

Fort +180, Ref +148, Will +163

Defensive Abilities evasion, freedom of movement, karmic bond, malleable form; DR 100/cold iron, epic, and lawful; Immune ability damage and drain, charm and compulsion effects, death effects, electricity, energy drain, fire, petrification, poison; Resist acid 30, cold 30; SR 98

OFFENSE

Speed 80 ft., fly 160 ft. (perfect)

Melee 6 claws +199 (4d6+25 plus grab)

Ranged 4 ray of madness +182 (4d4 Wisdom damage and 2d4 Wisdom drain)

Space 20 ft.; Reach 20 ft.

Special Attacks constrict (4d6+25 plus 2d4 Wisdom drain), poisonous words (DC 121), ray of madness (300 ft. range; Will DC 119 half the damage and drain)

Spell-Like Abilities (CL 88th, concentration +141)

Constant—detect good, detect law, freedom of movement, nondetection (self only), tongues, true seeing

At will—astral projection, chaos hammer (DC 78), deeper darkness, desecrate, greater dispel magic, greater teleport, plane shift (DC 81), power word blind, telekinesis (DC 79), scrying (DC 78), shapechange, unhallow

8/day—finger of death (DC 81), summon demons (6d6 any CR 20 or less), symbol of death (DC 82)

3/day—gate, soul bind (DC 83), time stop, wail of the banshee (DC 83), wish

STATISTICS

Str 60, Dex 26, Con 90, Int 46, Wis 56, Cha 90

Base Atk +80; CMB +207; CMD 196

Feats Ability Focus (poisonous words), Ability Focus (reflection), Improved Initiative

Epic Feats Superior Initiative

Skills All skills 91 + ability modifier;

Languages Abyssal, Celestial, Common, Draconic; tongues; telepathy 1 mile

SQ divine traits (fallen deity), unsuspected

Haterax renounce 36 feats for 6 extra divine ability slot.

Divine Abilities

• Amarantine Body (Ex): Divine Rank as circumstance to AC.

• Amarantine Mind (Ex): Cos as circumstance to attack rolls.

• Amarantine Soul (Ex): Cos as circumstance to saving throw.

• Amarantine Spirit (Ex): Divine Rank as circumstance to DC.

• Asport (Su): You can summon items from an opponents grasp (range 900 ft.; DC 114).

• Distant Gaze (Su): Your gaze can push enemies out of the plane you currently occupy (DC 113).

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

• Heavenly Body (Ex): Divine Rank as luck to AC.

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

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

• Heavenly Spirit (Ex): Divine Rank as luck to DC.

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

• Omnicompetent (Ex): All skills are class skill.

• Perfect Initiative (Ex): Always First.

Claws of a Shattered Reality (Su)
Haterax’s claws slice through reality, allowing it to make melee attacks against any creature it is aware of (usually with a range of 3 miles). The demon still only threatens the 20-foot area around it and cannot make attacks of opportunity against creatures farther away. This ability can span vast distances, allowing Haterax making use of divination magic to detect distant creatures and attack foes separated by miles or even planes. Spells like forbiddance, which prevent planar travel, protect against Haterax’s claws. The spell dimensional anchor also prevents Haterax from using this ability for the duration of that spell. An attacked creature can retaliate until the beginning of Haterax’s next turn, striking at the demon’s claws with weapons or spells as if it were physically present, but Haterax’s claws receive a size bonus to AC as if they were two sizes smaller than him, and the attacked creature cannot grapple or otherwise prevent the claws from vanishing out of reach at the end of the round. If Haterax grapple a creature with its claws, the creature must break the grapple before the start of the demon next turn or be transported in a square adjacent to the monster while its claws retract.

Divine Traits (Fallen Deity) (Ex)
As a fallen deity, Haterax gains a +8 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. It also gains 8 divine ability slot and multiply its hit points x2. He does not gains, however, any other benefits a deity normally gain.

Malleable Form (Su)
Haterax has complete control over its physical form, and if transformed into another shape against its will, it can revert to its own form as a free action.

Poisonous Words (Su)
The words of Haterax are poison to the mind. Every round Haterax speaks verbally or with telepathy (a free action), all non-demons with an Intelligence score of 3 or higher that hear him must make a DC 116 Will save or become vulnerable to its blasphemous discourse. The DC of this Will save increases by +1 for each consecutive round a creature has listened to the same mind plunderer speak.

The demon may use its speech to affect a listener in ways that mimic any of the following spells:

calm emotions, charm monster, command, confusion, crushing despair, deep slumber (without limit of HD), dominate monster, enthrall, modify memory, rage, or suggestion.

Victims still receive saving throws against these spell effects, but if they fail their saves they are not aware the demon is working its power upon them. Haterax can affect multiple victims with different spell effects in the same round.

This effect ignore immunity to charm, compulsion or mind-affecting effects of creatures with less HD of Haterax. They instead gain +4 to the save. The base save DC is Charisma-based.

Karmic Bond (Ex)
Every time Haterax is hit with an attack or suffer a non-harmless spell (before apply DR and spell resistance) can force one creature within 1 mile of himself to make a Will save DC 116. If the creature fail the save, he suffer the attack or the effect instead of Haterax. If the creature succeed the saving throw, Haterax can select a creature within 30 ft. of itself. That creature take half the damage of the effect instead of Haterax. This emergency version of the effect can only transfer hit points damage. The save DC is Constitution-based.

Unsuspected (Su)
A creature that attempts a save against any of Haterax’s abilities is unaware that it has done so unless obvious visual evidence is present.
I like it!
 

Obly99

Adventurer
They have been talked about a lot but they have never been created. I have remedied. Here is the creature destined to come out as the future Supreme Being. Here you are, the Fate Dragon.


Fate Dragon

Beyond Aligment (CN) dragon (extrauniversal)

BASE STATISTICS

Size Xona-Titanic; Hit Dice 32.770d10.000

Speed Folds Universe

Climate/Terrain: Aravoth or outside the creation

Organization: Solitary

Treasure: None

Born from the forbidden union of a Destiny and a Doom Muhlatimic dragons, these dragons are the ultimate pinnacle of the dragon-kind. Already born with powers and abilities that rival Aravoth himself, they are often hunted by power-hungry Ultras to be used as components to create artifacts or to be used as prized mounts.

Ultras Traits: Fate Dragons gain six fundamental concepts they are comprised of (Possibility, Desire, Will, Knowledge, Power, and Creation). These work just like a divine being's Divine Bonus, and they gain this to all Checks, AC, CMD, Attack Rolls, DCs, Initiative, SR, Saving Throws and all other potential rolls. They gain a +1 bonus of each type for each HD they possess.

Universe-Folding (Ex): A Fate Dragon is able to fold the universe to instantly travel to any point in all the multiverses at any time, this effectively makes the Dragon occupy all spaces for all positive benefits or effects, and not occupy any space that would be considered non beneficial. Essentially allowing the dragon to target a foe without being able to be targeted itself. This ability counter Space Folding but is not counter by it in return. Only creatures capable of travel between multiple multiverses (like the Supreme Being) can counter this ability.

Omni-Existential (Ex): A Fate Dragon is a being that exists in multiple concepts and multiple multiverses all at once. It entirely controls it’s dimensions, and it’s opponent’s perceptions of it at all times, allowing it to simultaneously exist as both something micro-diminutive for purposes of detecting it and attacking it and also Xona-Titanic for purposes of grappling, damage, etc. it is treated as having an effectively infinite size bonus in both AC, Grapple, and Attack all at the same time without penalty. This ability counter Poly-Existential but is not counter by it in return. Only creatures capable of exists in multiple multiverses at the same time (like the Supreme Being) can counter this ability.

AC: A Fate Dragon gain a natural armor equal to its HD and a deflection bonus equal to its Charisma modifier.

Jaws of a New Universe (Ex): A bite from the Dragon sends opponents hurtling to a different multiverse of the Dragon’s choice or if slain there are canceled from the page of Akasha (100% chance to send a creature to another multiverse, that is to say change of campain settin. If this attack kills a foe, it is eradicate and treated as never existing). A Will save negate the effect. The save DC is Charisma-based.

Multi-Universal Wings (Ex): A Fate's wings split every round quadrupling it’s number of wing attacks per round, and it’s number of actions per round indefinitely. It starts combat with 4000 wings and quadruple actions.

Rectifyng Claws (Ex): If a Fate Dragon hit a creatures with its claw, he can change alignments, allegiances, attitudes and the very fabric of creation on that being. The Fate Dragon can alter any numerical effect (Stats, DC’s etc) Alignment, Classes, Level, QP, EXP, Race, etc as he sees fit. Powerful enemies are usually simply turned into hard won allies, entire backstories, whole histories changed, this is not an illusion or any other trick, any memory of the past is erased immediately as if it never took place. The Fate Dragon cannot create a creature more powerful than itself. A Will save negate this ability. This ability can be negated or removed with the Will of God of the Supreme Being or a combined use of Mastery of Magic of 10.000 Great-Wyrm Gankyil Dragons.

Ability Scores: Are all at 1.600 for a Wyrmling and gain an additional +1.024 to all ability for each category beyond Wyrmling.

HD: All Fate start with 32.770 HD and gain +3.277 HD per Age Category (68.817 HD at Great Wyrm). They also gain d10,000s as HD and have a Hp Multiplier equal to their HD.

Immortality (Ex): A Fate Dragon does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Spell Resistance/Spell Reflection (Ex): Fate Dragons have spell resistance equal to 10 + HD. Any spell which fails to penetrate the dragon’s spell resistance is reflected back upon the caster.

Divine Aura (Su): A Fate Dragon divine aura extend to the borders the current multiverse it inhabit.

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

Energy Absorption and Energy Reflection (Ex): A Fate Dragon is immune to all elements and heal hit points in the same quantity of the damage of one of those elements whole normally deal. After the heal the effect is reflected (as the Energy Absorption and Energy Reflection of the nehaschimic dragons).

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

Despise Aravoth (Ex): A Fate Dragon is immune to all effects and abilities unless generated by creatures that can tap their powers from the Akashic Library, like the Supreme Being, the Aspects, or the Lipika or that are outside the multiverse like Xochipactli.

Breath of a New Universe (Su): A Fate Dragon breath weapon is a cone that extend to the border of the current multiverse it inhabit. This can have two version. The first version is equal to the Rectifyng Claws: it alter the story of the entire area. The second version is Disruption: this annihilates all thins in the area (matter, mind, and soul), sending them seemingly spiraling into a black hole like rift. A Reflex save negate the first version while a successful save against the Disruption only result in damage equal to the 50% of maximum hp. The save DC is Constitution-based.

Omnific Nullification (Ex): A Fate Dragon subsequentially abrogates all Omnific and below abilities of any and all enemies it faces.

11th Sense (Ex): The Fate Dragons are able to perceive the entirety of all times and all fates. They knows all actions before they were ever even conceived, and can redo rounds that do not work in their favor, simply moving to a more favorable timespace continuum.

Alter Creation (Su): A Fate Dragon can alter any aspect of existence as it sees fit with but a thought, these effects are permanent and considered fundamental to creation, nothing within existence can resist the alteration of reality with exception of powerful Supernals (Highlord Rank 20+). This replaces and stacks with the parameters of Alter Reality.

A New Archive (Ex): A Fate Dragon is treated as having access and the capability to use all Feats, all Epic Feats, all Divine Abilities, all Cosmic Abilities, all Transcendent Abilities, and all Omnific Abilities as if he had individually chosen and earned each and every ability. A Fate Dragon count as the Omega for affect the Supreme Being. This ability cannot be abrogated and each ability must be removed individually.

Multiversal Mastery: A Fate Dragon gain 1 divine ability slot for every 5 HD it has. It can conver 2000 divinity slot for 1 Metempiric Ability.

Words of Creation (Ex): A Fate Dragon gain 1 word of creation of its choice plus 1 for every age category after the wyrmling. Every Fate Dragon choose its and not necessarily two Fate Dragons have the same.

Ultras Might: A Fate Dragon deals d10.000's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than the Fate Dragon HD.


Wyrmling Fate Dragon

Byond Alignment Omni-Existential Xona-Titanic dragon (extrauniversal)

Init +∞/75.118 (Always First); Senses all possible senses, cosmic consciousness (multiverse); Perception +∞/+231.640 never fail

Aura divine (DC ∞[198.225], multiverse)

DEFENSE

AC cannot be hit ∞, touch ∞, flat-footed ∞

Without infinite AC 430.437, touch 397.667, flat-footed 427.247 (+32.770 circumstance, +32.770 competence, +32.770 creation, +1.595 deflection, +32.770 desire, +1.595 Dex, +1.595 dodge, +32.770 insight, +32.770 knowledge, +32.770 luck, +32.770 natural, +32.770 possibility, +32.770 power, +32.770 profane, +32.770 sacred, -368 size, +32.770 will)

hp ∞/12.451.556.275.500 (32.770d10.000+52.268.150) x 32.770; ∞ fast healing

cannot fail Fort +∞ (+214.602), Ref +∞ (+214.602), Will +∞ (+214.602)

Defensive Abilities 11th sense, despise aravoth; DR ∞/–; Immune paralysis and sleep; SR ∞/229.400, any spell which fails to penetrate a Fate Dragon spell resistance is reflected back upon the caster

OFFENSE

Speed Fold Universe

Melee to hit +∞ /+230.617

-Jaws of a New Universe: Always Hits, ∞ Range, Always Rolls Natural 20’s

-Multi-Universal Wings: Always Hits, ∞ Range, Always Rolls Natural 20’s

-Rectifyng Claws: Always Hits, ∞ Range, Always Rolls Natural 20’s

Full Attack:

-Jaws of a New Universe: 32.770d10.000, +∞ Str, +32.770 creation, +32.770 desire, +32.770 knowledge, +32.770 possibility, +32.770 power, +32.770 will x6 x6 + Annihilation (DC ∞[230.995]) (100 attacks)

(without infinite 8.315.460 for each attack)

-Multi-Universal Wings: 32.770d10.000, +∞ Str, +32.770 creation, +32.770 desire, +32.770 knowledge, +32.770 possibility, +32.770 power, +32.770 will x6 x6 (4000 attacks quadrupling each round) (without infinite 8.315.460 for each attack)

-Rectifyng Claws: 32.770d10.000, +∞ Str, +32.770 creation, +32.770 desire, +32.770 knowledge, +32.770 possibility, +32.770 power, +32.770 will x6 x6 + Rectifyng (DC ∞[230.995]) (10.000 attacks) (without infinite 8.315.460 for each attack)

Special Attacks alter creation, breath of a new universe (DC ∞[230.995]), mythic power (32.770/day, surge +43.672d6+32.770), omnific nullification, word of creation (ath'vae'uio)

STATISTICS

Str ∞(3.200), Dex ∞(3.200), Con ∞(3.200), Int ∞(3.200), Wis ∞(3.200), Cha ∞(3.200)

Base Atk +32.770; CMB +∞/+231.353; CMD ∞/465.538 (cannot be tripped)

Feats All Feats

Skills All skills +∞/+231.640 never fail

Languages All

SQ a new archive, ultras might

Divine Abilities
(A New Archive)

Cosmic Abilities
(A New Archive)

Trascendental Abilities
(A New Archive)

Omnific Abilities
(A New Archive)

Metempiric Abilities
Invincible Shield, Metaphysical, Metamerism

Invincible Shields (Su)
A Fate Dragon is surrounded in a personal defensive barrier akin to the Force Field ability, however it blocks all damage, and if somehow destroyed regenerates the following round.

Special: This ability counters 'Infinite Effect', and is undermined by 'Metempiric Effect' and ‘Expression of Infinite Power’.

Metaphysical (Ex)
A Fate Dragon can never be destroyed.

Metamerism (Su)
If the Fate Dragon would be destroyed, instead it gains another manifestation.

Word of Creation (Ex)
This Fate Dragon chose Ath'Vae'Uio, the word for Life. It can pronounce this word as a free action for control all life within its Divine Aura. It can bring dead people back to life (even from effects that normally erase from existence), it can instantly kill any living thing, destroy the undead and bring life or take it away to any corner of the universe. A Will save DC ∞ (230.995) negate this. The save DC is Charisma-based.
 
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Beefermatic

Adventurer
They have been talked about a lot but they have never been created. I have remedied. Here is the creature destined to come out as the future Supreme Being. Here you are, the Fate Dragon.


Fate Dragon

Beyond Aligment (CN) dragon (extrauniversal)

BASE STATISTICS

Size Xona-Titanic; Hit Dice 32.770d10.000

Speed Folds Universe

Climate/Terrain: Aravoth or outised the creation

Organization: Solitary

Treasure: None

Born from the forbidden union of a Destiny and a Doom Muhlatimic dragons, these dragons are the ultimate pinnacle of the dragon-kind. Already born with powers and abilities that rival Aravoth himself, they are often hunted by power-hungry Ultras to be used as components to create artifacts or to be used as prized mounts.

Ultras Traits: Fate Dragons gain six fundamental concepts they are comprised of (Possibility, Desire, Will, Knowledge, Power, and Creation). These work just like a divine being's Divine Bonus, and they gain this to all Checks, AC, CMD, Attack Rolls, DCs, Initiative, SR, Saving Throws and all other potential rolls. They gain a +1 bonus of each type for each HD they possess.

Universe-Folding (Ex): A Fate Dragon is able to fold the universe to instantly travel to any point in all the multiverses at any time, this effectively makes the Dragon occupy all spaces for all positive benefits or effects, and not occupy any space that would be considered non beneficial. Essentially allowing the dragon to target a foe without being able to be targeted itself. This ability counter Space Folding but is not counter by it in return. Only creatures capable of travel between multiple multiverses (like the Supreme Being) can counter this ability.

Omni-Existential (Ex): A Fate Dragon is a being that exists in multiple concepts and multiple multiverses all at once. It entirely controls it’s dimensions, and it’s opponent’s perceptions of it at all times, allowing it to simultaneously exist as both something micro-diminutive for purposes of detecting it and attacking it and also Xona-Titanic for purposes of grappling, damage, etc. it is treated as having an effectively infinite size bonus in both AC, Grapple, and Attack all at the same time without penalty. This ability counter Poly-Existential but is not counter by it in return. Only creatures capable of exists in multiple multiverses at the same time (like the Supreme Being) can counter this ability.

AC: A Fate Dragon gain a natural armor equal to its HD and a deflection bonus equal to its Charisma modifier.

Jaws of a New Universe (Ex): A bite from the Dragon sends opponents hurtling to a different multiverse of the Dragon’s choice or if slain there are canceled from the page of Akasha (100% chance to send a creature to another multiverse, that is to say change of campain settin. If this attack kills a foe, it is eradicate and treated as never existing). A Will save negate the effect. The save DC is Charisma-based.

Multi-Universal Wings (Ex): A Fate's wings split every round quadrupling it’s number of wing attacks per round, and it’s number of actions per round indefinitely. It starts combat with 4000 wings and quadruple actions.

Rectifyng Claws (Ex): If a Fate Dragon hit a creatures with its claw, he can change alignments, allegiances, attitudes and the very fabric of creation on that being. The Fate Dragon can alter any numerical effect (Stats, DC’s etc) Alignment, Classes, Level, QP, EXP, Race, etc as he sees fit. Powerful enemies are usually simply turned into hard won allies, entire backstories, whole histories changed, this is not an illusion or any other trick, any memory of the past is erased immediately as if it never took place. The Fate Dragon cannot create a creature more powerful than itself. A Will save negate this ability. This ability can be negated or removed with the Will of God of the Supreme Being or a combined use of Mastery of Magic of 10.000 Great-Wyrm Gankyil Dragons.

Ability Scores: Are all at 1.600 for a Wyrmling and gain an additional +1.024 to all ability for each category beyond Wyrmling.

HD: All Fate start with 32.770 HD and gain +3.277 HD per Age Category (68.817 HD at Great Wyrm). They also gain d10,000s as HD and have a Hp Multiplier equal to their HD.

Immortality (Ex): A Fate Dragon does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Spell Resistance/Spell Reflection (Ex): Fate Dragons have spell resistance equal to 10 + HD. Any spell which fails to penetrate the dragon’s spell resistance is reflected back upon the caster.

Divine Aura (Su): A Fate Dragon divine aura extend to the borders the current multiverse it inhabit.

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

Energy Absorption and Energy Reflection (Ex): A Fate Dragon is immune to all elements and heal hit points in the same quantity of the damage of one of those elements whole normally deal. After the heal the effect is reflected (as the Energy Absorption and Energy Reflection of the nehaschimic dragons).

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

Despise Aravoth (Ex): A Fate Dragon is immune to all effects and abilities unless generated by creatures that can tap their powers from the Akashic Library, like the Supreme Being, the Aspects, or the Lipika or that are outside the multiverse like Xochipactli.

Breath of a New Universe (Su): A Fate Dragon breath weapon is a cone that extend to the border of the current multiverse it inhabit. This can have two version. The first version is equal to the Rectifyng Claws: it alter the story of the entire area. The second version is Disruption: this annihilates all thins in the area (matter, mind, and soul), sending them seemingly spiraling into a black hole like rift. A Reflex save negate the first version while a successful save against the Disruption only result in damage equal to the 50% of maximum hp. The save DC is Constitution-based.

Omnific Nullification (Ex): A Fate Dragon subsequentially abrogates all Omnific and below abilities of any and all enemies it faces.

11th Sense (Ex): The Fate Dragons are able to perceive the entirety of all times and all fates. They knows all actions before they were ever even conceived, and can redo rounds that do not work in their favor, simply moving to a more favorable timespace continuum.

Alter Creation (Su): A Fate Dragon can alter any aspect of existence as it sees fit with but a thought, these effects are permanent and considered fundamental to creation, nothing within existence can resist the alteration of reality with exception of powerful Supernals (Highlord Rank 20+). This replaces and stacks with the parameters of Alter Reality.

A New Archive (Ex): A Fate Dragon is treated as having access and the capability to use all Feats, all Epic Feats, all Divine Abilities, all Cosmic Abilities, all Transcendent Abilities, and all Omnific Abilities as if he had individually chosen and earned each and every ability. A Fate Dragon count as the Omega for affect the Supreme Being. This ability cannot be abrogated and each ability must be removed individually.

Multiversal Mastery: A Fate Dragon gain 1 divine ability slot for every 5 HD it has. It can conver 2000 divinity slot for 1 Metempiric Ability.

Words of Creation (Ex): A Fate Dragon gain 1 word of creation of its choice plus 1 for every age category after the wyrmling. Every Fate Dragon choose its and not necessarily two Fate Dragons have the same.

Ultras Might: A Fate Dragon deals d10.000's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than the Fate Dragon HD.


Wyrmling Fate Dragon

Byond Alignment Omni-Existential Xona-Titanic dragon (extrauniversal)

Init +∞/75.118 (Always First); Senses all possible senses, cosmic consciousness (multiverse); Perception +∞/+231.640 never fail

Aura divine (DC ∞[198.225], multiverse)

DEFENSE

AC cannot be hit ∞, touch ∞, flat-footed ∞

Without infinite AC 430.437, touch 397.667, flat-footed 427.247 (+32.770 circumstance, +32.770 competence, +32.770 creation, +1.595 deflection, +32.770 desire, +1.595 Dex, +1.595 dodge, +32.770 insight, +32.770 knowledge, +32.770 luck, +32.770 natural, +32.770 possibility, +32.770 power, +32.770 profane, +32.770 sacred, -368 size, +32.770 will)

hp ∞/12.451.556.275.500 (32.770d10.000+52.268.150) x 32.770; ∞ fast healing

cannot fail Fort +∞ (+214.602), Ref +∞ (+214.602), Will +∞ (+214.602)

Defensive Abilities 11th sense, despise aravoth; DR ∞/–; Immune paralysis and sleep; SR ∞/229.400, any spell which fails to penetrate a Fate Dragon spell resistance is reflected back upon the caster

OFFENSE

Speed Fold Universe

Melee

-Jaws of a New Universe: Always Hits, ∞ Range, Always Rolls Natural 20’s

-Multi-Universal Wings: Always Hits, ∞ Range, Always Rolls Natural 20’s

-Rectifyng Claws: Always Hits, ∞ Range, Always Rolls Natural 20’s

Full Attack:

-Jaws of a New Universe: 32.770d10.000, +∞ Str, +32.770 creation, +32.770 desire, +32.770 knowledge, +32.770 possibility, +32.770 power, +32.770 will x6 x6 + Annihilation (DC ∞[230.995]) (100 attacks)

(without infinite 8.315.460 for each attack)

-Multi-Universal Wings: 32.770d10.000, +∞ Str, +32.770 creation, +32.770 desire, +32.770 knowledge, +32.770 possibility, +32.770 power, +32.770 will x6 x6 (4000 attacks quadrupling each round) (without infinite 8.315.460 for each attack)

-Rectifyng Claws: 32.770d10.000, +∞ Str, +32.770 creation, +32.770 desire, +32.770 knowledge, +32.770 possibility, +32.770 power, +32.770 will x6 x6 + Rectifyng (DC ∞[230.995]) (10.000 attacks) (without infinite 8.315.460 for each attack)

Special Attacks alter creation, breath of a new universe (DC ∞[230.995]), mythic power (32.770/day, surge +43.672d6+32.770), omnific nullification, word of creation (ath'vae'uio)

STATISTICS

Str ∞(3.200), Dex ∞(3.200), Con ∞(3.200), Int ∞(3.200), Wis ∞(3.200), Cha ∞(3.200)

Base Atk +32.770; CMB +∞/+231.353; CMD ∞/465.538 (cannot be tripped)

Feats All Feats

Skills All skills +∞/+231.640 never fail

Languages All

SQ a new archive, ultras might

Divine Abilities
(A New Archive)

Cosmic Abilities
(A New Archive)

Trascendental Abilities
(A New Archive)

Omnific Abilities
(A New Archive)

Metempiric Abilities
Invincible Shield, Metaphysical, Metamerism

Invincible Shields (Su)
A Fate Dragon is surrounded in a personal defensive barrier akin to the Force Field ability, however it blocks all damage, and if somehow destroyed regenerates the following round.

Special: This ability counters 'Infinite Effect', and is undermined by 'Metempiric Effect' and ‘Expression of Infinite Power’.

Metaphysical (Ex)
A Fate Dragon can never be destroyed.

Metamerism (Su)
If the Fate Dragon would be destroyed, instead it gains another manifestation.

Word of Creation (Ex)
This Fate Dragon chose Ath'Vae'Uio, the word for Life. It can pronounce this word as a free action for control all life within its Divine Aura. It can bring dead people back to life (even from effects that normally erase from existence), it can instantly kill any living thing, destroy the undead and bring life or take it away to any corner of the universe. A Will save DC ∞ (230.995) negate this. The save DC is Charisma-based.
This is cool, but I thought the Mulahat were both destiny and doom simultaneously, not both, they were fate already? Not to shoot this down though, I like the concept nonetheless, I just thought these were already covered in a sense.
 

Obly99

Adventurer
This is cool, but I thought the Mulahat were both destiny and doom simultaneously, not both, they were fate already? Not to shoot this down though, I like the concept nonetheless, I just thought these were already covered in a sense.
In this thread they same to be two separated category.


A power hungry Eternal tries to create the conditions for a Destiny and Doom dragon mating with each other. He believes that should the First and Second Matings of that type happen inside his universe, he will be able to use the paradox in order to create a new reality, with complete Akashic records, and himself as the irremovable Supreme Being. It doesn’t matter that the current reality has a good chance of being destroyed in the process

Alabaster intends to find the rest of the Speck Artifacts. He believes that with the full set, he can make a weapon much closer to a true Shell Artifact; one which will bring him a Dragon’s favor and allow him to become an Eternal. Some, however, worry it may bring the wrong kind of attention, especially since no one is sure whether the original material came from a Destiny or a Doom Dragon.

Plus i use this post as idea


In my idea the Fate Dragon is the child hybrid of a Destiny and Doom Dragon
 


Beefermatic

Adventurer
In this thread they same to be two separated category.


A power hungry Eternal tries to create the conditions for a Destiny and Doom dragon mating with each other. He believes that should the First and Second Matings of that type happen inside his universe, he will be able to use the paradox in order to create a new reality, with complete Akashic records, and himself as the irremovable Supreme Being. It doesn’t matter that the current reality has a good chance of being destroyed in the process

Alabaster intends to find the rest of the Speck Artifacts. He believes that with the full set, he can make a weapon much closer to a true Shell Artifact; one which will bring him a Dragon’s favor and allow him to become an Eternal. Some, however, worry it may bring the wrong kind of attention, especially since no one is sure whether the original material came from a Destiny or a Doom Dragon.

Plus i use this post as idea


In my idea the Fate Dragon is the child hybrid of a Destiny and Doom Dragon
I read that, I just mean that I think the basic idea of the destiny and doom dragons are that they are both simultaneously.

Yeah it says it right in the description,

"The Muhlatim. Or, as those few aware of them dare to call them, the Muhlatimic Dragons. Only one kind is known, and that has two forms, Destiny and Doom."
 

Obly99

Adventurer
I read that, I just mean that I think the basic idea of the destiny and doom dragons are that they are both simultaneously.

Yeah it says it right in the description,

"The Muhlatim. Or, as those few aware of them dare to call them, the Muhlatimic Dragons. Only one kind is known, and that has two forms, Destiny and Doom."
Yes, they are the same and separated at the same time.
 



Obly99

Adventurer
What do they actually look like?
Sorry for the delay but I've been busy these days.
"The appearance of him is that of an immense dragon with a tapered body like that of a snake. Hundreds of legs, like those of a centipede, flap along the length of his body. On its back thousands of wings are generated and then shattered to form many more, again, again and again, like a glass window that shatters and then reforms itself in an infinite cycle. His color is not definable, it's like looking at a kaleidoscope of all colors that change every single moment, effectively defining him as an all colors dragon. Its head is rhomboid, with a pair of eyes as multicolored as the body and with a maliconic look."
 

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Obly99

Adventurer
Maleficent

CE Medium fey (shapechange)

Init +23; Senses blindsight 30 ft., darkvision 120 ft., low-light vision, true seeing; Perception +54

Aura

Defense

AC 47, touch 47, flat-footed 38 (+14 deflection, +9 Dex, +14 insight)

or in dragon form 53, touch 30, flat-footed 53 (+14 deflection, +14 insight, +23 natural, -8 size)

hp 774 (36d6+648) 990 in dragon form; regeneration 20 (cold iron, epic and lawful)

Fort +30 (+42 in dragon form), Ref +43 (+34 in dragon form), Will +46

Defensive Abilities freedom of movement, unearthly grace; DR 30/cold iron, epic and lawful; Immune ability damage and drain, charm effects, compulsion effects, death effects, energy drain, mind-affecting; Resist acid 30, cold 30, fire 30; SR 41

Offense

Speed 30 ft.

Offense

Speed 30 ft., fly 60 ft. (good)

in dragon form 40 ft., fly 250 ft. (clumsy)

Melee staff of maleficent +21/+16/+11/+6 (1d4+3)

or bite +28 (4d8+27), 2 claws +28 (4d6+18), 2 wings +23 (2d8+9), tail slap +23 (4d6+27)

Space 5 ft.; Reach 5 ft.

or in dragon form Space 30 ft.; Reach 20 ft. (30 ft. with bite)

Special Attacks breath weapon (in shadow dragon form only) (DC 38, cone 60 ft., 30d8 half fire half untyped damage, 1d4 rounds), hex (DC 42; cackle, cauldron, charm, cook people, coven, death curse, death interrupted, eternal slumber, evil eye [-4, 17 rounds], faithful servant unbound, fortune, hidden home, ice tomb, life giver, misfortune, natural disaster, retribution [14 rounds], slumber, summon spirit, witch’s hut)

Spell-like Abilities (CL 36th, concentration +50)

Constant—freedom of movement, true seeing

At will—astral projection, chaos hammer (DC 28), dimension door, greater dispel magic, telekinesis (DC 29)

3/day—finger of death (DC 31), greater teleport, mass suggestion (DC 30), symbol of sleep (DC 29), shapechange

1/day—overwhelming presence (DC 33), soul bind (DC 33), summon fey (any CR 20 encounter, 9th level), time stop, wail of the banshee (DC 33), weird (DC 33), wish

Witch Spells Prepared (CL 36th; concentration +50, CD 24 + spell level)

17th (2 slot)

16th (2 slot)

15th (2 slot)

14th (2 slot)

13th (2 slot)

12th (2 slot)

11th (2 slot)

10th (2 slot)

9th (6 slot)—any spells from the witch spell list plus shades;

8th (6 slot)—any spells from the witch spell list plus greater shadow evocation;

7th (6 slot)—any spells from the witch spell list plus greater shadow conjuration;

6th (7 slot)—any spells from the witch spell list plus shadow walk;

5th (7 slot)—any spells from the witch spell list plus shadow evocation;

4th (7 slot)—any spells from the witch spell list plus shadow conjuration;

3rd (7 slot)—any spells from the witch spell list plus deeper darkness;

2nd (8 slot)—any spells from the witch spell list plus darkness;

1st (8 slot)—any spells from the witch spell list plus silent image;

0 (at will)—any spells from the witch spell list;

Statistics

Str 16, Dex 28, Con 18, Int 32, Wis 32, Cha 38

in dragon form Str 46, Dex 10, Con 30, Int 32, Wis 32, Cha 38

Base Atk +18; CMB +21; CMD 68

Base Atk +18; CMB +44; CMD 82 (86 vs. trip)

Feats AlertnessB, Brew PotionB, Changeling Familiar, Empower Spell, Evolved Familiar (unnatural aura), Familiar Concentration, Familiar Fetch, Familiar Reincarnation, Far-Roaming Familiar, Hexing Familiar, Maximize Spell, Reach Spell, Shapeless Familiar, Spark of the Uncanny

Epic Feats Automatic Metamagic Capacity x3, Metamagic Freedom

Skills Craft (alchemy) +54, Bluff +53, Diplomacy +53, Disguise +53, Fly +48, Heal +47, Intimidate +49, Knowledge (arcane, nobility, planes, religion) +47, Knowledge (local, nature) +50, Perception +54, Sense Motive +50, Spellcraft +47, Use Magic Device +53

in dragon form Fly +23

Languages Abyssal, Aklo, Aquan, Auran, Common, Celestial, Draconic, Giant, Ignan, Infernal, Sylvan, Terran, Treant; telepathy 300 ft.

SQ forceful presence, patron (shadow), scry on familiar, shadow dragon form, witch’s familiar (raven, +3 Apprise)

Staff of Maleficent

Aura strong enchantment and necromancy; CL 20th; Slot none; Price 200,000 gp; Weight 5 lbs.

DESCRIPTION

Cause Fear (1 charge)

Charm Person (1 charge)

Fear (2 charges)

Greater Bestow Curse (2 charges)

This staff also allows the wielder to use mage hand at will.

CONSTRUCTION REQUIREMENTS

Feats Craft Staff; Spells cause fear, charm person, fear, greater bestow curse; Cost 100,000 gp.

Special Abilities

Forceful Presence (Ex)
Maleficent adds her Charisma modifier as an insight bonus to her Armor Class and Initiative. In addition, Maleficent uses her Charisma score as well as her Constitution score when calculating hit points.

Shadow Dragon Form (Su)
As a full-round action, once per day, Maleficent can take the form of a Colossal dragon. In this form her abilities scores change to Str 46, Dex 10, Con 30. She gains +23 natural armor bonus to armor class. She gains a bite and two claws primary natural attack and two wings and a tail slap secondary natural attack (these attack follow the rules under the page of the combat of a True Dragon). She gains a base speed of 40 ft. and a fly speed of 250 ft. (clumsy). She also gains a breath weapon that deal 30d8 damage. Half the damage is fire damage, but the other half results directly from magic power and is therefore not subject to being reduced by resistance to fire-based attacks. In this form Maleficent cannot cast any of her witch spell or hex but can use her spell-like abilities. This form last for 1 hour or until Maleficent dismiss her as a standard action or she is killed, whichever comes first.

Unearthly Grace (Su)
Maleficent adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.

Witch
Maleficent has the spellcasting, familiar, patron and hex ability as a 36th level witch, using her Charisma modifier instead of Intelligence for all effects. She can select hex, major hex and grand hex. Unlike a normal witch, she can target multiple time in a day a target with the same hex, even if the hex description specific that a creature cannot suffer or benefit from the same hex multiple times in a single day (like fortune, ice tomb, or misfortune).

Raven Familiar

CE Tiny magical beast

Init +2; Senses low-light vision; Perception +47

Aura unnatural aura (30 ft.)

DEFENSE

AC 32, touch 14, flat-footed 30 (+2 Dex, +18 natural, +2 size)

hp 423 (36 HD)

Fort +11, Ref +22, Will +22

Defensive Abilities improved evasion; SR 41

OFFENSE

Speed 10 ft., fly 40 ft. (average)

Melee bite +22 (1d3–4)

Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 2, Dex 15, Con 8, Int 23, Wis 15, Cha 7

Base Atk +18; CMB +12; CMD 24

Feats Skill Focus (Perception), Weapon Finesse

Skills Craft (alchemy) +42, Bluff +34, Diplomacy +34, Disguise +34, Fly +41, Heal +38, Intimidate +34, Knowledge (arcane, local, nature, nobility, planes, religion) +42, Perception +47, Sense Motive +38, Spellcraft +42, Use Magic Device +34

Languages Sylvan, speak with animals of its kind, speak with master

SQ alertness, change shape (common cat or medium teenager Forlarren, beast shape II or alter self), deliver touch spells, eidolon evolution (unnatural aura), emphatic link, share spells
 

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Bootlebat

Explorer
2 questions:
1. What's the sample fate dragon's name (if it has one)?
2. Can you make Frollo as well? I figured he'd be an LE hellknight/inquisitor (but thinks he's LG).
 

Obly99

Adventurer
2 questions:
1. What's the sample fate dragon's name (if it has one)?
2. Can you make Frollo as well? I figured he'd be an LE hellknight/inquisitor (but thinks he's LG).
1) Its name is Diaval.
2) Of course, now I'm considering what build to give it. For now i will say 14 level in a class without 9th spell casting.
 
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Obly99

Adventurer
Judge Claude Frollo

Male Advanced Old Human Inquisitor (exquisitor) 8 / bard (demagogue) 6

LE Medium humanoid (human)

Init +18; Perception +21

Defense

AC 12, touch 10, flat-footed 12 (+2 natural)

hp 140 (14d8+28)

Fort +10, Ref +14, Will +13; +4 vs. bardic performance, language–dependent, and sonic

Defensive Abilities well-versed; Resistance fire 10;

Offense

Speed 30 ft.

Melee longsword +11/+6 (1d8+1/19-20)

Special Attacks bane 8/rounds per day, bardic performance 33/rounds per day (DC 20; countersong, distraction, fascinate (2 creatures), gather crow, incite violence, inspire competence +2, inspire courage +1), call fire 10/day (DC 21; 1d4 fire damage), judgment 3/day (profane bonus; destruction [+3 damage], healing [fast healing 3], justice [+2 to hit], piercing [+3 concentration and caster level vs. SR], protection [+2 to AC], purity [+2 to saving throws], resiliency [DR 2/magic], resistance [resistance 6 against an element], smiting [weapon count as lawful and magic for vs. DR])

Spell-like Abilities (CL 8th, concentration +15)

At will—charm person (DC 18)

8 round/day—discern lies (DC 21)

Bard Spells Know (CL 6th; concentration +13)

2nd (5/day)—anonymous interaction (DC 19), blood biography (DC 19), blur, eagle’s splendor;

1st (6/day)—alarm, clarion call, cure light wounds, hypnotism (DC 18);

0 (at will)—detect magic, light, mage hand, message, prestidigitation, read magic;

Inquisitor Spells Prepared (CL 8th; concentration +15)

3rd (4/day)—detect desires (DC 20), dispel magic, hidden speech;

2nd (6/day)—aid, castigate (DC 19), confess (DC 19), detect thoughts (DC 19);

1st (6/day)—bane (DC 18), bless, command (DC 18), detect chaos, divine favor;

0 (at will)—bleed (DC 17), brand (DC 17), create water, detect poison, guidance, stabilize;

Statistics

Str 12, Dex 11, Con 14, Int 20, Wis 18, Cha 24

Base Atk +10; CMB +11; CMD 21

Feats Ally ShieldB, Bad Boss, Extra Performance x2, Improved Ally ShieldB, Improved Initiative, Leadership, Skill Focus (perform [oratory]), Noble Scion (Scion of War), Total (famous)

Skills Appraise +22, Bluff +28 (+32 for influence people of Paris), Diplomacy +28, Heal +21, Intimidate +24, Knowledge (all) +8 (+15 to identify the abilities and weaknesses of creatures), Perception +21, Perform (oratory) +30 (+34 for influence people of Paris with Intimidate), Perform (sing) +24, Profession (bishop) +21, Ride +17, Spellcraft +22

Languages English, French, German, Italian, Latin, Spanish

SQ aloof, bardic knowledge +3, choice words, cunning initiative, domain (fire[arson]), famous (100.000 people, +4), exquisite, expanded versatility (Intimidate), monster lore, second judgment, solo tactics, teamwork feat, versatile performance (oratory [Diplomacy, Sense Motive])

For the inquisitor archetype Sub-Epic Offerings
Bad Boss allow to consider Abettor the other for the solo tactics
Improved Ally Shield work as Ally Shield but with total concealment instead of concealment
Total allow to use the total HD instead of the level for an ability
 

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Obly99

Adventurer
Titan of the Dead CR 25

CE Colossal undead (chaotic, evil, extraplanar)
Init +14; Senses darkvision 60 ft., status sight, true seeing; Perception +49
Aura misfortune (40 ft.)
DEFENSE
AC 42, touch 24, flat-footed 30 (+10 Dex, +2 dodge, +18 natural, +10 profane, -8 size)
hp 464 (32d8+320)
Fort +30, Ref +31, Will +36
Defensive Abilities death’s grace; DR 20/—; Immune channel energy, undead traits; SR 36
OFFENSE
Speed 120 ft., fly 180 ft. (perfect)
Melee Harrowing +46/+46/+41/+36/+31 (6d6+29/19–20/×4 plus death strike and energy drain)
Space 80 ft.; Reach 80 ft.
Special Attacks death strike (DC 38), energy drain (3 levels, DC 36), final death
Spell-Like Abilities (CL 20th; concentration +30)
Constant—haste, true seeing
At will—call spirit (DC 25)
3/day—finger of death (DC 27)
1/day—plane shift (DC 27)
STATISTICS
Str 46, Dex 30, Con —, Int 16, Wis 26, Cha 30
Base Atk +24; CMB +48; CMD 80
Feats Ability Focus (death strike), Cleave, Cleaving Finish, Combat Expertise, Combat Reflexes, Dazing Assault, Dodge, Furious Focus, Great Cleave, Improved Critical (scythe), Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Focus (scythe), Whirlwind Attack
Skills Acrobatics +13, Bluff +42, Diplomacy +42, Disguise +43, Fly +18, Intimidate +39, Knowledge (religion) +35, Perception +49, Sense Motive +41; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Infernal
SQ call weaponry, mastery of the scythe, massive
SPECIAL ABILITIES

Call Weaponry (Su)
The Titan of the Dead can call his weapon Harrowing (a +2 adamantine anarchic unholy scythe) to his hands at will as a free action from any distance (even across planar boundaries). If the weapons is destroyed, he can remake it and cause the rebuilt weapon to appear in his hand as a standard action; Remaking a weapon in this way provokes attacks of opportunity, but calling a weapon does not.

Death Strike (Su)
A Titan of the Dead automatically confirms any critical hit. A creature damaged by a critical hit from a Titan of the Dead must succeed at a DC 38 Fortitude saving throw or be instantly killed. This is a death effect. The save DC is Charisma-base

Death’s Grace (Su)
The dark power stolen from countless souls protects a Titan of the Dead, granting it a profane bonus on all saving throws and to AC equal to its Charisma modifier.

Final Death (Su)
A creature killed by a Titan of the Dead can’t be brought back to life by any means short of divine intervention.

Immune Channel Energy (Ex)
A Titan of the Dead takes no damage from the channel energy ability, and is not affected by effects that mimic channel energy or are based on the channel energy ability (such as turn undead and command undead).

Mastery of the Scythe (Ex)
A Titan of the Dead takes no size penalty to attack rolls with the scythe.

Massive (Ex)
Because a Titan of the Dead is so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to its movement, though areas of forest or settlements are considered difficult terrain to a Titan of the Dead. A Huge or smaller creature can move through any square occupied by the Titan of the Dead, or vice-versa. A Titan of the Dead can make attacks of opportunity only against foes that are Huge or larger, and can be flanked only by Huge or larger foes. A Titan of the Dead gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Huge or smaller creature to climb a Titan of the Dead—this generally requires a successful DC 30 check, and unlike the normal rules about Titan of the Dead and attacks of opportunity, a Small or larger creature that climbs on a Titan of the Dead’s body provokes an attack of opportunity from the monster.

Misfortune Aura (Su)
When a enemy creature attempts an ability check, attack roll, caster level check, skill check, or saving throw within 40 feet of a Titan of the Dead, it must roll two d20s and take the lowest roll before applying any modifiers.

Status Sight (Su)
When a Titan of the Dead gazes on a creature, it can see that creature’s emotion aura and that creature’s current health and overall well-being. This acts as the status spell, as well as the emotion aura aspect of the analyze aura spell.
 

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Beefermatic

Adventurer
Titan of the Dead CR 25

CE Colossal undead (chaotic, evil, extraplanar)
Init +14; Senses darkvision 60 ft., see invisibility, status sight, true seeing; Perception +49
Aura misfortune (40 ft.)
DEFENSE
AC 41, touch 23, flat-footed 30 (+10 Dex, +1 dodge, +18 natural, +10 profane, -8 size)
hp 464 (32d8+320)
Fort +30, Ref +31, Will +36
Defensive Abilities death’s grace; DR 20/—; Immune channel energy, undead traits; SR 36
OFFENSE
Speed 120 ft., fly 180 ft. (perfect)
Melee Harrowing +46/+46/+41/+36/+31 (6d6+29/19–20/×4 plus death strike and energy drain)
Space 80 ft.; Reach 80 ft.
Special Attacks death strike (DC 38), energy drain (3 levels, DC 36), final death
Spell-Like Abilities (CL 20th; concentration +30)
Constant—haste, see invisibility, true seeing
At will—call spirit (DC 25)
3/day—finger of death (DC 27)
1/day—plane shift (DC 27)
STATISTICS
Str 46, Dex 30, Con —, Int 16, Wis 26, Cha 30
Base Atk +24; CMB +48; CMD 79
Feats Ability Focus (death strike), Cleave, Cleaving Finish, Combat Expertise, Combat Reflexes, Dazing Assault, Dodge, Furious Focus, Great Cleave, Improved Critical (scythe), Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Focus (scythe), Whirlwind Attack
Skills Acrobatics +13, Bluff +42, Diplomacy +42, Disguise +43, Fly +18, Intimidate +39, Knowledge (religion) +35, Perception +49, Sense Motive +41; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Infernal
SQ call weaponry, mastery of the scythe, massive
SPECIAL ABILITIES

Call Weaponry (Su)
The Titan of the Dead can call his weapon Harrowing (a +2 adamantine anarchic unholy scythe) to
his hands at will as a free action from any distance (even across planar boundaries). If the weapons
is destroyed, he can remake it and cause the rebuilt weapon to appear in his hand as a standard
action; Remaking a weapon in this way provokes attacks of opportunity, but calling a weapon does
not.

Death Strike (Su)
A Titan of the Dead automatically confirms any critical hit. A creature damaged by a critical hit from a Titan of the Dead must succeed at a DC 38 Fortitude saving throw or be instantly killed. This is a death effect. The save DC is Charisma-base

Death’s Grace (Su)
The dark power stolen from countless souls protects a Titan of the Dead, granting it a profane bonus on all saving throws and to AC equal to its Charisma modifier.

Final Death (Su)
A creature killed by a Titan of the Dead can’t be brought back to life by any means short of divine intervention.

Immune Channel Energy (Ex)
A Titan of the Dead takes no damage from the channel energy ability, and is not affected by effects that mimic channel energy or are based on the channel energy ability (such as turn undead and command undead).

Mastery of the Scythe (Ex)
A Titan of the Dead takes no size penalty to attack rolls with the scythe.

Massive (Ex)
The Titan of the Dead is so enormous in scale that it gains the benefits of a kaiju’s massive ability.

Misfortune Aura (Su)
When a enemy creature attempts an ability check, attack roll, caster level check, skill check, or saving throw within 40 feet of a Titan of the Dead, it must roll two d20s and take the lowest roll before applying any modifiers.

Status Sight (Su)
When a Titan of the Dead gazes on a creature, it can see that creature’s emotion aura and that creature’s current health and overall well-being. This acts as the status spell, as well as the emotion aura aspect of the analyze aura spell.
This is awesome. You should list what the Kaiju's Massive ability actually does for ease of playability.
 


Obly99

Adventurer
Poison Ivy CR 16

NE Medium plant (augmented humanoid)

Init +8; Senses darkvision 30 ft., greensight 60 ft., low-light vision, tremorsense 30 ft.; Perception +27

Aura fascinating pollen (30 ft., DC 29)

Defense

AC 31, touch 25, flat-footed 27 (+7 deflection, +4 Dex, +4 insight, +6 natural)

hp 250 (20d8+160) fast healing 5 in direct sunlight

Fort +27, Ref +17, Will +17

Defensive Abilities forest friend, freedom of movement, nondetection, pass without trace, unearthly grace, wilderness insight; DR 15/cold iron; Immune plant traits; Resistance acid 10, sonic 10; SR 27

Weakness light dependent, vulnerability to fire

Offense

Speed 30 ft., burrow 15 ft., climb 20 ft., swim 15 ft.

Melee 2 slam +22 (1d6+7), 6 vines +23 (3d8+7 plus grab)

Ranged 6 thorns +20 (2d6+7)

Space 5 ft.; Reach 5 ft. (30 ft. vines)

Special Attacks constrict (3d8+7)

Spell-like Abilities (CL 20th, concentration +27)

Constant—forest friend (self only), freedom of movement, nondetection (self only), pass without trace

At will—arboreal hammer, barkskin, charm monster (DC 21), command plants (DC 21), create water, forest’s sense (DC 21), goodberry, quench (DC 20), plant voice, sickening entanglement (DC 19), spike growth (DC 20), spore burst (DC 19), tree shape, warp wood, wilderness soldiers, wood shape

3/day—antiplant shell, diminish plans, plant growth, poison (DC 21), repel wood, siege of trees, summon plant, tree stride, wall of thorns

1/day—control plants (DC 25), greater siege of trees, green caress (DC 23), grove of respite, plants awaken, shambler (DC 26), transport via plants

Statistics

Str 24, Dex 18, Con 28, Int 26, Wis 18, Cha 24

Base Atk +15; CMB +22; CMD 47 (53 vs. trip)

Feats Ability Focus (fascinating pollen), Brew Potion, Craft Wondrous Item, Cultivate Magical PlantsB, Improved Initiative, Skill Focus (Bluff, Craft [alchemy], Diplomacy, Knowledge [nature]), Weapon Focus (thorns), Weapon Focus (vines)

Skills Bluff +33, Craft (alchemy) +34, Climb +28, Diplomacy +33, Heal +24, Intimidate +27, Knowledge (nature) +34 (+42 regarding plants), Perception +27, Sense Motive +24, Spellcraft +28, Swim +28; Racial Modifiers +8 Climb, +8 Knowledge (nature) regarding plants, +8 Swim

Languages English; plantspeech

SQ animate plants, change shape (any plant or tree, plant shape III or tree shape), floral bounty, green empathy, green thumb, hold breath, one with nature, plant meld, photosynthesis

Animate Plants (Su)
Poison Ivy can animate and control up to two plants within 180 feet at will. It takes 1 full round for a plant to uproot itself, after which it moves at a speed of 30 feet 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, or is incapacitated, the plant immediately takes root wherever it is and returns to its normal state.

Fascinating Pollen (Su)
This ability affects all living creatures with sense of smell within 30 feet of Poison Ivy. Those who enter this aura is subject to her invisible pollen and must succeed on a DC 29 Fortitude save or be fascinated. A victim under the effects of the pollen moves toward Poison Ivy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a new saving throw to end the effect before moving into peril. Fascinated creatures can take no actions other than to defend themselves. A victim within 5 feet of Poison Ivy simply stands. Each time a hostile action is taken against the victim, the victim receives a new saving throw against the effect. This effect continues for as long as the victims remain in the area and for 1 round thereafter. Poison Ivy can suppress or resume this ability as a free action. This is a compulsion, mind-affecting, poison effect and creature without the sense of smell are immune to it. A creature that succeeds at this saving throw is immune to the fascinating pollen for 24 hours. The save DC is Charisma-based.

Floral Bounty (Su)
Poison Ivy gain Cultivate Magical Plants as a bonus feat except that cultivating a magical plant only takes her 1 day per 1,000gp in the base price rather than 1 week per 1,000gp in the base price. When she create a magic plant, Poison Ivy make the same choices that she would normally make when casting the spell. Whoever consumes the fruit of the magic plant is the target of the spell. In addition any fruit or clipping harvested from a magical plant Poison Ivy cultivated remains potent for 1 week before losing its magical properties rather than 1 day and can be kept potent by using magic such as Gentle Repose and similar effects. If Poison Ivy does not has access to a spell required for create a magic plant (like fireball for a Fireapple Tree), she can expend one use of a non at-will spell-like ability (consuming one of its use for that day) with a spell level equal or higher of the required spell, this count as using the appropriate spell for craft the magic plants.

Greensight (Ex)
Poison Ivy can see through thick plant matter as though it were transparent, with a range of 60 feet. Leaves, vines, greenery, and undergrowth offer no concealment to Poison Ivy’s sight, though solid wood still blocks her line of sight.

Green Empathy (Ex)
This ability functions as the druid’s wild empathy, save that Poison Ivy can only use this ability on plant creatures. Poison Ivy’s green empathy check bonus is equal to her HD plus her Charisma modifier +8 (+35). Poison Ivy may also make a special green empathy check on a plant creature as a full-round action, DC 10 + the HD of the target creature. If the creature is currently in combat with Poison Ivy or her allies, the DC increases by 5. If the green empathy check succeeds, the creature is dominate per the dominate monster spell if it fail a Will save DC 27. She may also affect creatures of other types that are plant-like in nature with an intelligence of 2 or lower. The duration for the effect is 1 day and affects the creature even if they are normally immune to such an effect. When the spell expires, the target has their disposition lowered by two steps as they know on some level that they were dominated. The save DC is Charisma-based.

Green Thumb (Su)
A number of times per per day equal at her Charisma modifier, as a standard action, Poison Ivy may cause a single, living, non magical plant that she touch and is no larger than an apple tree to grow and flower as though it had grown to its peak maturity in ideal conditions. Poison Ivy may have a number of plants augmented at once equal to twice her HD. When Poison Ivy reach this limit and use the ability again, she can choose which previously augmented plant to end the effect on. Anything clipped or picked from the plant during this time remains and is unaffected when the plant reverts to its previous natural state. This ability has no effect on creatures of the plant type.

Light Dependent (Ex)
Poison Ivy is heavily light dependent and so take 1d4 points of Constitution damage each day she go without exposure to sunlight.

One with Nature (Ex)
Poison Ivy is respected or even feared by the plants. No creature with the plant type or is plant-like with an Intelligence of 2 or lower willingly attacks Poison Ivy unless magically compelled to or if Poison Ivy attacks it first. Poison Ivy 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.

Plantspeech (Ex)
Poison Ivy is skilled in speaking with plant creatures. She can speak with any plant, plant-type creature, or creature akin to a plant (even non-creature plants) or communicate with them as if she spoke their language if they don’t have one. With non-creature plants, this operates as the spell speak with plants, and most plants greet her with an attitude of friendly or helpful. This innate connection allows Poison Ivy to use Green Empathy with plants or plant creatures.

Plant Focus (Su)
Poison Ivy can take on the aspect of a plant as a swift action. She must select one type of plant to emulate, gaining a bonus or special ability based on the type of plant emulated. Poison Ivy can use this ability at-will. She can emulate only one plant at a time. Poison Ivy can select or change the plant focus as a swift action.

  • Assassin Vine: Poison Ivy gains a +4 bonus on combat maneuver checks to grapple.​
  • Brambles: When Poison Ivy is hit by an unarmed strike or natural attack, the attacker takes 3 point of piercing damage.​
  • Creeping Vine: Poison Ivy gains a +8 competence bonus on Climb checks.​
  • Giant Flytrap: Poison Ivy gains a +8 competence bonus on Stealth checks.​
  • Mushroom: Poison Ivy gains a +4 to all the DC of poison she create (like with alchemy, the spell poison, or the poison monster ability with plant shape III).​
  • Oak: Poison Ivy gains a +6 enhancement bonus to CMD.​
  • Shrieker: Poison Ivy increase her darkvision to 120 feet and gains blindsense with a range of 10 feet.​
  • Spore: Poison Ivy gains a +8 competence bonus on Fly checks.​
  • Water Lily: Poison Ivy gains a +8 competence bonus on Swim checks.​

Plants Awaken (Sp)
This work like the spell awaken with the difference that it does not work on animals and work on all type of plants, not only trees. 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.

Plant Meld (Su)
Poison Ivy can meld with any medium or bigger non-creature plant, similar to how the spell meld into stone functions. She can remain melded with a plant as long as she wishes.

Photosynthesis (Ex)
While in direct sunlight, Poison Ivy gain fast healing 5 and can regenerate lost limbs by spending 8 hours in direct sunlight. Poison Ivy can be sustained with only 1 gallon of water and 2 hours of light a day without suffering from starvation.

Summon Plants (Sp)
Three times per day as a swift action, Poison Ivy can summon any combination of plant creatures whose total combined CR is 14 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success and counts as a 7th-level spell effect.

Thorns (Ex)
Poison Ivy’s thorns are ranged touch attacks with a range increment of 120 feet. A creature damaged by Poison Ivy’s thorn moves at half speed and can’t take 5-foot steps, until the target or another creature pulls out the thorn as a full-round action that provokes attacks of opportunity.

Unearthly Grace (Su)
Poison Ivy adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.

Vines (Su)
Poison Ivy can extend up to six thorny vines from the ground to attack foes. These act as primary natural melee attacks that deal bludgeoning and piercing damage and have a reach of 30 feet. Poison Ivy cannot use this ability if she is not standing on soft ground or if she is not in the vicinity (at least 30 feet) of lush vegetation. Those vines can grab creatures up to Huge size.

Wilderness Insight (Ex)
When in a natural area with foliage present, the plants whisper to Poison Ivy and grant her an insight bonus to her AC equal to her Wisdom bonus. This bonus is included in the statistics above, but it is lost in areas where plant life is not present in large quantities (typically the case for desert, underground, or urban locales).
 

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Dungeon Delver's Guide

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