Things from my setting

Beefermatic

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).
You think her strength is really that high? She never really seemed that physically powerful to me.
 

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Bootlebat

Explorer
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).
Do Harley Quinn next please?
 

Obly99

Adventurer
You think her strength is really that high? She never really seemed that physically powerful to me.
It varies a lot from comic to comic. In some she can only use plants, in others she gives blows that makes Bane envious. I wanted to go somewhere in between: strong yes but nothing high for a CR 16.
 

Obly99

Adventurer
Harley Quinn CR 6 (old version, before separation from the Joker)

Female Human Unchained Rogue (Acrobat) 5/ Barbarian (Savage Technologist) 2

CE Medium humanoid (human)

Init +7; Perception +9

Defense

AC 15, touch 15, flat-footed 10 (+3 Dex, +2 dodge)

hp 76 (5d8+2d12+12)

Fort +4, Ref +5, Will +5

Defensive Abilities evasion, second chance 1/day, uncanny dodge

Offense

Speed 40 ft.

Melee hammer +4/-1 (1d8+1) and revolver +6 (1d8/x4)

hammer +6/+1 (1d8+1)

or revolver +8/+3 (1d8/x4)

or dagger +6/+1 (1d4+3) and revolver +6 (1d8/x4)

or dagger +8/+3 (1d4+5)

Special Attacks debilitating injury, rage 7 rounds/day (+4 Str and Dex), rage powers (smasher), sneak attack +3d6

Statistics

Str 13, Dex 16, Con 12, Int 14, Wis 8, Cha 18

Base Atk +5; CMB +6 (+8 for sunder); CMD 21 (23 vs. sunder)

Feats Improved Initiative, Improved Sunder, Power Attack, Skill Focus (Acrobatics), Weapon FinessB, Unarmored Specialist

Skills Acrobatics +17, Bluff +14, Disable Device +13, Disguise +11, Escape Artist +11, Intimidate +14, Knowledge (local) +9, Perception +9, Sense Motive +9, Stealth +11

Languages English, French, Spanish

SQ expert acrobat, fast movement, finesse training (dagger), madness, rogue talent (expert leaper, stand up), rogue’s edge (acrobatics), sword and gun

Gears hammer (warhammer reskined) and revolver

Madness (Ex)
Harley Quinn use her Charisma modifier on Will saves instead of her Wisdom modifier, and is immune to insanity and confusion effects. Only a miracle or wish can remove Harley Quinn’s madness. If this occurs, Harley Quinn gain 6 points of Wisdom and loses 6 points of Charisma.
 

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Bootlebat

Explorer
Harley Quinn CR 6 (old version, before separation from the Joker)

Female Human Unchained Rogue (Acrobat) 5/ Barbarian (Savage Technologist) 2

CE Medium humanoid (human)

Init +7; Perception +9

Defense

AC 15, touch 15, flat-footed 10 (+3 Dex, +2 dodge)

hp 76 (5d8+2d12+12)

Fort +4, Ref +5, Will +5

Defensive Abilities evasion, second chance 1/day, uncanny dodge

Offense

Speed 40 ft.

Melee hammer +4/-1 (1d8+1) and revolver +6 (1d8/x4)

hammer +6/+1 (1d8+1)

or revolver +8/+3 (1d8/x4)

or dagger +6/+1 (1d4+3) and revolver +6 (1d8/x4)

or dagger +8/+3 (1d4+5)

Special Attacks debilitating injury, rage 7 rounds/day (+4 Str and Dex), rage powers (smasher), sneak attack +3d6

Statistics

Str 13, Dex 16, Con 12, Int 14, Wis 8, Cha 18

Base Atk +5; CMB +6 (+8 for sunder); CMD 21 (23 vs. sunder)

Feats Improved Initiative, Improved Sunder, Power Attack, Skill Focus (Acrobatics), Weapon FinessB, Unarmored Specialist

Skills Acrobatics +17, Bluff +14, Disable Device +13, Disguise +11, Escape Artist +11, Intimidate +14, Knowledge (local) +9, Perception +9, Sense Motive +9, Stealth +11

Languages English, French, Spanish

SQ expert acrobat, fast movement, finesse training (dagger), madness, rogue talent (expert leaper, stand up), rogue’s edge (acrobatics), sword and gun

Gears hammer (warhammer reskined) and revolver

Madness (Ex)
Harley Quinn use her Charisma modifier on Will saves instead of her Wisdom modifier, and is immune to insanity and confusion effects. Only a miracle or wish can remove Harley Quinn’s madness. If this occurs, Harley Quinn gain 6 points of Wisdom and loses 6 points of Charisma.
How would the modern version be different? I was thinking just give her a few more levels and maybe change her to CN.
 

Obly99

Adventurer
True Gashadokuro CR 25

CE Colossal undead

Init +8; Senses darkvision 300 ft., lifesense 60 ft., true seeing; Perception +46

Aura profanity (30 ft., DC 41), starvation (30 ft., DC 41)

Defense

AC 44, touch 19, flat-footed 40 (+13 deflection, +4 Dex, +25 natural, -8 size)

hp 702 (36d8+540) regeneration 20 (good)

Fort +27, Ref +18, Will +29

Defensive Abilities channel resistance +12; DR 20/bludgeoning and good; Immune undead traits; Resistance all elements 20; SR 36

Offense

Speed 160 ft.

Melee bite +43 (4d6+23 plus grab), 6 claws +43 (2d8+23 plus grab)

Ranged 6 rock +27 (4d8+33)

Space 80 ft.; Reach 80 ft.

Special Attacks breath weapon (120-ft. cone, 30d6 damage, Reflex DC 41 half, usable every 1d4 rounds), cleaving attacks, constrict (2d8+23), call from the grave, channel negative energy 16/day (DC 47, 18d6), corpse consumption, devastation, hurl foe, rock throwing (240 ft.), swallow whole (12d6 bludgeoning plus 12d6 negative energy damage, AC 22, 70 hp)

Spell-like Abilities (CL 20th, concentration +33)

Constant—nondetection (self only), true seeing

At will—blasphemy (DC 30), desecrate, greater dispel magic, harm (DC 29), unhallow, unholy blight (DC 27)

3/day—finger of death (DC 30)

1/day—energy drain (DC 32), power word kill, wail of the banshee (DC 32)

Statistics

Str 52, Dex 18, Con –, Int 26, Wis 24, Cha 36

Base Atk +27; CMB +56; CMD 83

Feats Command Undead, Cornugon Smash, Deadly Aim, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Intimidating Prowess, Nightstalker, Power Attack, Quick Channel, Run, Selective Channeling, Signature Skill (intimidate), Stealthy, Vital Strike, Weapon Focus (bite, claws, rock)

Skills Climb +60, Intimidate +73, Knowledge (arcane, religion) +47, Knowledge (local, history, nobility, planes) +44, Perception +46, Sense Motive +46, Spellcraft +47, Stealth +31 (+49 in areas of shadowy illumination or natural darkness)

Languages Common, Necril

SQ massive

Breath Weapon (Su)
A gashadokuro has two version of a breath weapon: one breathe bone shards and deal bludgeoning damage while the other deal negative energy damage. This negative energy damage can heal undead creatures.

Call from the Grave (Su)
Once per day, a gashadokuro can vomit a consumed creature (see below) as a full-round action. The creature is spawned prone in a square adjacent to the gashadokuro with the skeletal champion template applied to it (remember that having been generated within the profane aura of the gashadokuro, it gains its benefits: +6 profane bonus to negative channeled energy DCs, +2 profane bonus on all attack rolls, damage rolls, and saving throws and +2 hit points per HD). The creature is under the total control of the gashadokuro. A gashadokuro can only have one such skeletal champion under its control at a time. A gashadokuro that create a new skeletal champion with one already in existence, lose control of the previous skeletal champion.

Cleaving Attacks (Ex)
A single attack from one of the gashadokuro natural weapons or rock throwing ability can target all creatures in a 20-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the attack and suffer the addition affects (like grab).

Constrict (Ex)
A gashadokuro can only constrict with its claws.

Corpse Consumption (Su)
A gashadokuro that kills a creature by using its swallow whole special ability automatically consumes its victim’s body and regains a number of hit points equal to the victim’s Constitution score. Consumed creatures cannot be resurrected by any effect short of a miracle or wish spell until the gashadokuro is destroyed.

Devastation (Ex)
As a full-round action, a gashadokuro can assault a structure, dealing 24d8+128 points of damage to the structure in that round.

Hurl Foe (Ex)
When a gashadokuro damages a Huge or smaller foe with one of its natural attacks, it can try to hurl the foe as part of that attack by attempting a combat maneuver check instead of making the grapple check. On a successful check, the foe is knocked back 30 feet in a direction of the gashadokuro choice and falls prone. The distance the foe is hurled increases by 5 feet for every 5 points by which the gashadokuro check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.

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

Profane Aura (Su)
A gashadokuro constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the gashadokuro’s body as an altar of sorts to double the effects granted. The gashadokuro constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the gashadokuro’s creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric’s channel energy ability, a paladin’s lay on hands, or any spell with the healing subtype—must make a concentration check with a DC equal to 10 + 1/2 the gashadokuro’s Hit Dice + the gashadokuro’s Charisma modifier. If the character fails, the effect is expended but does not function.

Starvation Aura (Su)
A gashadokuro emits a powerful aura that causes all creatures within range to feel the intense pains of starvation. Each creature within 120 feet must succeed at a DC 41 Fortitude save or be fatigued and succumb to the supernatural starvation of the gashadokuro, taking 4d6 points of nonlethal damage at the end of its turn each round it remains in the aura. Even after leaving the area or slaying the gashadokuro, an affected creature continues to starve and cannot heal from the nonlethal damage dealt by this ability until it consumes food.

Swallow Whole (Ex)
If a gashadokuro manage to grapple a creature, it can put the grappled creature in its mouth as a move action and attempt another grapple combat maneuver check (as though attempting to pin the opponent). If it succeed, it swallow the opponent as for the swallow whole special ability. If a creature that is swallowed whole by the gashadokuro manages to escape by cutting itself free, the gashadokuro’s body simply seals over the hole created so that other swallowed creatures must cut their own way out.
 

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Obly99

Adventurer
Also, why is Frollo a bard? I thought he hated music (and fun things in general).
That's just a stereotype. A bard can use his abilities even without music. There is a reason why they changed the name from Bardic Music to Bardic Performance (which can also be a prayer or simple gestures of encouragement) in PF1 to get away from the stereotype.
 

Obly99

Adventurer
Can you make the Joker to go with Harley Quinn? I assume he'd be the Evil Clown class Beefer used to make Capricus Evil Clown (3.5e NPC Class) - D&D Wiki
Eventually some levels I can put them from Evil Clown if it were not that some abilities, I don't know why, are written in a strange way.
Vanishing (Su): Beginning at 3rd level, The Evil Clown can make any or all parts of his body go invisible and gain a charisma boost to move silently. This affext last 1 round or minuet every 2 levels.
This is rounds or minutes?

Quick regeneration. (Su): Beginning at 4th level, At the start of the Evil clowns turn or every 1 minuet the Evil clown's evil aura heals him and he regains HP equal to his charisma modifier.
Every minute or every turn?

Mad Mind (Su): Beginning at 6th level, You are immune to mind reading and control effects and anyone who tries to control or read your mind has to make a will save of 15 plus you Evil Clown level. A fail causes the target to go insane for 1 round/minuet equal to you charisma modifier.
They are rounds or minutes?
@Beefermatic you are one of the creators, can you clarify my doubt?
 

Obly99

Adventurer
Celestial Tribulation (Mortal)

Beyond Alignment Macro-Medium outsider (air, elemental, extradimensional)

Init +32 (always first); Senses all possible senses, cosmic consciousness (plane/planet); Perception +63

Aura frightful presence (10.000 ft., DC 43), thunderstorm (10.000 ft., DC 43)

AC 34, touch 24, flat-footed 10 (+12 deflection, +18 Dex, +6 divine, +6 dodge, +10 natural, -28 size)

hp 2.960 hp (40d20+680) x2 regeneration 30 (epic)

Fort +47, Ref +46, Will +40;

Defensive Abilities cosmic string, evasion, freedom of movement, stormcloak; DR 30/epic; Immune ability damage and drain, charm effects, compulsion effects, death effects, disease, electricity, enchantment effects, energy drain, exhaustion, fatigued, illusion effects, mind-affecting effects, nonlethal damage, paralysis, poison, polymorph, sleep, elemental traits, and death from massive damage; Resistance all elements 30; SR 56

Speed fly 1.000 ft. (perfect)

Melees 2 slam touch +37 (8d10 electricity)

Space 5.335 ft.; Reach 8.000 ft.

Special Attacks mythic surge 10/day (+1d12), lesser alter reality, tribulation

Spell-Like Abilities (CL 46th, concentration +59)

Constant—freedom of movement, true seeing

Str –, Dex 46, Con 44, Int 26, Wis 30, Cha 24

Base Atk +40; CMB +92; CMD 120

Feats Alertness, Combat Reflexes, Dodge, Greater Fortitude, Greater Vital Strike, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Mobility, Run, Spring Attack, Stand Still, Vital Strike, Weapon Focus (slam), Whirlwind Attack

Epic Feats Good Fortitude, Improved Dodge, Sixth Sense, Superior Initiative

Skills All ability 49 + ability modifier

Languages all possible languages (cannot speak)

SQ consult the archive, gaseous, instrument of akasha, maven, might, omnicompetent, perfect divine electricity

Divine Abilities

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

• Mercurial (Ex): You gain a cumulative +1 attack per round (beginning after the first) provided you keep attacking the same opponent.

• Perfect Initiative (Ex): You always go first.

• Saviour (Su): Suffer damage instead of your allies.

• Self Mastery (Ex): Your body parts can operate independently.

• Seventh Sense (Ex): Reply a round.

Uncanny Electricity Mastery

Beam (Ray) 40d6; 10.000 ft.

Blast 20d6; 10.000 ft./125 ft. Standard action Ref 33/half

Blood 10d6; Melee automatic ability Ref DC 43/negate

Breath* 40d6; 10.000 ft. (cone) 10.000 ft. (line) Standard Ref 43/half

Hand 60d6; Melee Touch

Immolation 60d6; 10.000 ft. radius Free/Standard Ref 43/half

Storm 10d6; 10.000 ft. radius Standard/Free – Special Ref 33/half

Strike 10d6; Melee (bonus) Free -

Wrath (Gaze) 20d6; all creature within 10.000 ft. – Will 33/negate

Consult the Archive (Su)
A Celestial Tribulation can consult the archive of Akasha. It always know if an external person intervening in a test is going to really help the one who is trying to ascend or is pretending to help to make the test fail.

Gaseous (Ex)
A Celestial Tribulation has a body composed of storm clouds. It can pass through sand, water, small holes, narrow openings, and even mere cracks. It has no Strength score and cannot manipulate objects as a result.

Instrument of Akasha (Su)
A Celestial Tribulation ignore immunity or resistance of the target of the tribulation.

Lesser Alter Reality (Su)
Once per minute, as a full-round action, a Celestial Tribulation can duplicate any spell of 9th-level or less.

Might (Ex)
A Celestial Tribulation 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 the Tribulation HD.

Mythic (Ex)
A Celestial Tribulation has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. A Tribulation can use any of its Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. A Celestial Tribulation can also expend Mythic Power to use the augmented versions of these spells.

Perfect Divine Electricity (Ex)
A Celestial Tribulation electricity damage is treated as 100% divine damage.

Stormcloak (Su)
A Celestial Tribulation is constantly shrouded in a cloak of winds. Its stormcloak allows it to ignore the effects of wind on movement, and gives it immunity to winds caused by spells or supernatural effects unless it chooses to be affected by them.

Stormsight (Ex)
A Celestial Tribulation can see through fog, mist, snowfall, and obscuring storm effects as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision.

Thunder Storm (Su)
A Celestial Tribulation generates a lightning storm in a radius of 10.000 ft. centered on itself. Itself and the object of the tribulation are immune to this lightning storm. This also extend the range of its Effects to 10.000 ft.

Tribulation (Ex)
A Celestial Tribulation test the strength of the mortal who want to ascend to immortal. The Tribulation lasts 10 minutes. During this 10 minutes the mortal suffer the Storm and Wrath version of the Uncanny Electricity Mastery every round but can make the save for negate the Wrath version as normal.

After 1 minute from the start the mortal must make an ability check with DC 25 using his higher ability score and survive the Breath version of the Uncanny Electricity Mastery. After that there is a pause in which the Celestial Tribulation does nothing to allow the ascendant to recover and prepare (even the Storm and Wrath stopped).

At 5 minutes from the start the mortal must make a saving throw with DC 40 using his higher saving throw and survive the Beam version of the Uncanny Electricity Mastery (this attack automatically hit, ignore any miss chance, etc.; the Celestial Tribulation only roll for see if its a critical hit). After that there is a pause in which the Celestial Tribulation does nothing to allow the ascendant to recover and prepare (in which however each round suffers Storm and Wrath).

At 10 minutes from the start the mortal must make a skill check with DC 50 using his higher skill and survive the Hand version of the Uncanny Electricity Mastery (this attack automatically hit, ignore any miss chance, etc.; the Celestial Tribulation only roll for see if its a critical hit).

If the mortal is still alive and has passed all tests without failing any, he ascends to Hero-Deity successfully.

If the mortal fail any of the test, the test fail, the mortal take 4d6 negative levels and his quintessence is reseted to the minimum of the rank.

If an external person intervenes in the test the Celestial Tribulation always knows if he is an ally or an enemy of the ascendant (see consult the archive).

If he is indeed an ally then the test fails and the Celestial Tribulation will attempt to kill the offender and the one who attempted the ascension. The Celestial Tribulation will automatically retreat after one minute, regardless of whether they are still alive. If they manage to defeat him before it retires the Tribulation counts as overcome and the mortal still ascends to Hero-Deity. If, on the other hand, it was an enemy who pretended (or didn’t even tried to pretend and tried directly to eliminate his enemy by exploiting his moment of vulnerability), Akasha's anger is terrifying for having dared to interfere in the sacred test. The tribulation does not automatically fail and the Celestial Tribulation will try to eliminate the offense by taking power directly from Akasha. Its Uncanny Electricity Mastery increase the damage from d6 to d100, its HD for the Effect count as they are 1.000 instead of 40, gains Abrogate and Evil Eye (not removable or counterable with Abrogate and Evil Eye unless the enemy is a Supernal) and Quantum Effect. All this it’s hurled against the offender and not against the one who seeks to ascend. The attacks will not stop until the offender is dead. After eliminating the offender the tribulation will use its Alter Reality to try to undo any damage done to the ascendant and then resume the test. This abilities boost does not happen in the case of failure because a person tries to help the ascendant and the tribulation fights them with its basic sheet.
 

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THExFALLEN

Villager
Celestial Tribulation (Mortal)

Beyond Alignment Macro-Medium outsider (air, elemental, extradimensional)

Init +32 (always first); Senses all possible senses, cosmic consciousness (plane/planet); Perception +63

Aura frightful presence (10.000 ft., DC 43), thunderstorm (10.000 ft., DC 43)

AC 34, touch 24, flat-footed 10 (+12 deflection, +18 Dex, +6 divine, +6 dodge, +10 natural, -28 size)

hp 2.960 hp (40d20+680) x2 regeneration 30 (epic)

Fort +47, Ref +46, Will +40;

Defensive Abilities cosmic string, evasion, freedom of movement, stormcloak; DR 30/epic; Immune ability damage and drain, charm effects, compulsion effects, death effects, disease, electricity, enchantment effects, energy drain, exhaustion, fatigued, illusion effects, mind-affecting effects, nonlethal damage, paralysis, poison, polymorph, sleep, elemental traits, and death from massive damage; Resistance all elements 30; SR 56

Speed fly 1.000 ft. (perfect)

Melees 2 slam touch +37 (8d10 electricity)

Space 5.335 ft.; Reach 8.000 ft.

Special Attacks mythic surge 10/day (+1d12), lesser alter reality, tribulation

Spell-Like Abilities (CL 46th, concentration +59)

Constant—freedom of movement, true seeing

Str –, Dex 46, Con 44, Int 26, Wis 30, Cha 24

Base Atk +40; CMB +92; CMD 120

Feats Alertness, Combat Reflexes, Dodge, Greater Fortitude, Greater Vital Strike, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Mobility, Run, Spring Attack, Stand Still, Vital Strike, Weapon Focus (slam), Whirlwind Attack

Epic Feats Good Fortitude, Improved Dodge, Sixth Sense, Superior Initiative

Skills All ability 49 + ability modifier

Languages all possible languages (cannot speak)

SQ consult the archive, gaseous, instrument of akasha, maven, might, omnicompetent, perfect divine electricity

Divine Abilities

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

• Mercurial (Ex): You gain a cumulative +1 attack per round (beginning after the first) provided you keep attacking the same opponent.

• Perfect Initiative (Ex): You always go first.

• Saviour (Su): Suffer damage instead of your allies.

• Self Mastery (Ex): Your body parts can operate independently.

• Seventh Sense (Ex): Reply a round.

Uncanny Electricity Mastery

Beam (Ray) 40d6; 10.000 ft.

Blast 20d6; 10.000 ft./125 ft. Standard action Ref 33/half

Blood 10d6; Melee automatic ability Ref DC 43/negate

Breath* 40d6; 10.000 ft. (cone) 10.000 ft. (line) Standard Ref 43/half

Hand 60d6; Melee Touch

Immolation 60d6; 10.000 ft. radius Free/Standard Ref 43/half

Storm 10d6; 10.000 ft. radius Standard/Free – Special Ref 33/half

Strike 10d6; Melee (bonus) Free -

Wrath (Gaze) 20d6; all creature within 10.000 ft. – Will 33/negate

Consult the Archive (Su)
A Celestial Tribulation can consult the archive of Akasha. It always know if an external person intervening in a test is going to really help the one who is trying to ascend or is pretending to help to make the test fail.

Gaseous (Ex)
A Celestial Tribulation has a body composed of storm clouds. It can pass through sand, water, small holes, narrow openings, and even mere cracks. It has no Strength score and cannot manipulate objects as a result.

Instrument of Akasha (Su)
A Celestial Tribulation ignore immunity or resistance of the target of the tribulation.

Lesser Alter Reality (Su)
Once per minute, as a full-round action, a Celestial Tribulation can duplicate any spell of 9th-level or less.

Might (Ex)
A Celestial Tribulation 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 the Tribulation HD.

Mythic (Ex)
A Celestial Tribulation has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. A Tribulation can use any of its Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. A Celestial Tribulation can also expend Mythic Power to use the augmented versions of these spells.

Perfect Divine Electricity (Ex)
A Celestial Tribulation electricity damage is treated as 100% divine damage.

Stormcloak (Su)
A Celestial Tribulation is constantly shrouded in a cloak of winds. Its stormcloak allows it to ignore the effects of wind on movement, and gives it immunity to winds caused by spells or supernatural effects unless it chooses to be affected by them.

Stormsight (Ex)
A Celestial Tribulation can see through fog, mist, snowfall, and obscuring storm effects as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision.

Thunder Storm (Su)
A Celestial Tribulation generates a lightning storm in a radius of 10.000 ft. centered on itself. Itself and the object of the tribulation are immune to this lightning storm. This also extend the range of its Effects to 10.000 ft.

Tribulation (Ex)
A Celestial Tribulation test the strength of the mortal who want to ascend to immortal. The Tribulation lasts 10 minutes. During this 10 minutes the mortal suffer the Storm and Wrath version of the Uncanny Electricity Mastery every round but can make the save for negate the Wrath version as normal.

After 1 minute from the start the mortal must make an ability check with DC 25 using his higher ability score and survive the Breath version of the Uncanny Electricity Mastery. After that there is a pause in which the Celestial Tribulation does nothing to allow the ascendant to recover and prepare (even the Storm and Wrath stopped).

At 5 minutes from the start the mortal must make a saving throw with DC 40 using his higher saving throw and survive the Beam version of the Uncanny Electricity Mastery (this attack automatically hit, ignore any miss chance, etc.; the Celestial Tribulation only roll for see if its a critical hit). After that there is a pause in which the Celestial Tribulation does nothing to allow the ascendant to recover and prepare (in which however each round suffers Storm and Wrath).

At 10 minutes from the start the mortal must make a skill check with DC 50 using his higher skill and survive the Hand version of the Uncanny Electricity Mastery (this attack automatically hit, ignore any miss chance, etc.; the Celestial Tribulation only roll for see if its a critical hit).

If the mortal is still alive and has passed all tests without failing any, he ascends to Hero-Deity successfully.

If the mortal fail any of the test, the test fail, the mortal take 4d6 negative levels and his quintessence is reseted to the minimum of the rank.

If an external person intervenes in the test the Celestial Tribulation always knows if he is an ally or an enemy of the ascendant (see consult the archive).

If he is indeed an ally then the test fails and the Celestial Tribulation will attempt to kill the offender and the one who attempted the ascension. The Celestial Tribulation will automatically retreat after one minute, regardless of whether they are still alive. If they manage to defeat him before it retires the Tribulation counts as overcome and the mortal still ascends to Hero-Deity. If, on the other hand, it was an enemy who pretended (or didn’t even tried to pretend and tried directly to eliminate his enemy by exploiting his moment of vulnerability), Akasha's anger is terrifying for having dared to interfere in the sacred test. The tribulation does not automatically fail and the Celestial Tribulation will try to eliminate the offense by taking power directly from Akasha. Its Uncanny Electricity Mastery increase the damage from d6 to d100, its HD for the Effect count as they are 1.000 instead of 40, gains Abrogate and Evil Eye (not removable or counterable with Abrogate and Evil Eye unless the enemy is a Supernal) and Quantum Effect. All this it’s hurled against the offender and not against the one who seeks to ascend. The attacks will not stop until the offender is dead. After eliminating the offender the tribulation will use its Alter Reality to try to undo any damage done to the ascendant and then resume the test. This abilities boost does not happen in the case of failure because a person tries to help the ascendant and the tribulation fights them with its basic sheet.
@Obly99 I really like the idea behind this creature. Did you have in mind similar tribulations for higher status beings. Like a tribulation for demi deities or quasi-deities or perhaps even just a mortal seeking demi status?
 

Obly99

Adventurer
@Obly99 I really like the idea behind this creature. Did you have in mind similar tribulations for higher status beings. Like a tribulation for demi deities or quasi-deities or perhaps even just a mortal seeking demi status?
Yes. Things from my setting
From mortal to immortal (Hero Deity)
From immortal to Deity (Lesser Deity)
From Deity to Sidereal (Elder One)
From Sidereal to Eternal (Demiurge Stage I)
From Eternal to True Eternal (Time Lord)
 

Beefermatic

Adventurer
Celestial Tribulation (Mortal)

Beyond Alignment Macro-Medium outsider (air, elemental, extradimensional)

Init +32 (always first); Senses all possible senses, cosmic consciousness (plane/planet); Perception +63

Aura frightful presence (10.000 ft., DC 43), thunderstorm (10.000 ft., DC 43)

AC 34, touch 24, flat-footed 10 (+12 deflection, +18 Dex, +6 divine, +6 dodge, +10 natural, -28 size)

hp 2.960 hp (40d20+680) x2 regeneration 30 (epic)

Fort +47, Ref +46, Will +40;

Defensive Abilities cosmic string, evasion, freedom of movement, stormcloak; DR 30/epic; Immune ability damage and drain, charm effects, compulsion effects, death effects, disease, electricity, enchantment effects, energy drain, exhaustion, fatigued, illusion effects, mind-affecting effects, nonlethal damage, paralysis, poison, polymorph, sleep, elemental traits, and death from massive damage; Resistance all elements 30; SR 56

Speed fly 1.000 ft. (perfect)

Melees 2 slam touch +37 (8d10 electricity)

Space 5.335 ft.; Reach 8.000 ft.

Special Attacks mythic surge 10/day (+1d12), lesser alter reality, tribulation

Spell-Like Abilities (CL 46th, concentration +59)

Constant—freedom of movement, true seeing

Str –, Dex 46, Con 44, Int 26, Wis 30, Cha 24

Base Atk +40; CMB +92; CMD 120

Feats Alertness, Combat Reflexes, Dodge, Greater Fortitude, Greater Vital Strike, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Mobility, Run, Spring Attack, Stand Still, Vital Strike, Weapon Focus (slam), Whirlwind Attack

Epic Feats Good Fortitude, Improved Dodge, Sixth Sense, Superior Initiative

Skills All ability 49 + ability modifier

Languages all possible languages (cannot speak)

SQ consult the archive, gaseous, instrument of akasha, maven, might, omnicompetent, perfect divine electricity

Divine Abilities

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

• Mercurial (Ex): You gain a cumulative +1 attack per round (beginning after the first) provided you keep attacking the same opponent.

• Perfect Initiative (Ex): You always go first.

• Saviour (Su): Suffer damage instead of your allies.

• Self Mastery (Ex): Your body parts can operate independently.

• Seventh Sense (Ex): Reply a round.

Uncanny Electricity Mastery

Beam (Ray) 40d6; 10.000 ft.

Blast 20d6; 10.000 ft./125 ft. Standard action Ref 33/half

Blood 10d6; Melee automatic ability Ref DC 43/negate

Breath* 40d6; 10.000 ft. (cone) 10.000 ft. (line) Standard Ref 43/half

Hand 60d6; Melee Touch

Immolation 60d6; 10.000 ft. radius Free/Standard Ref 43/half

Storm 10d6; 10.000 ft. radius Standard/Free – Special Ref 33/half

Strike 10d6; Melee (bonus) Free -

Wrath (Gaze) 20d6; all creature within 10.000 ft. – Will 33/negate

Consult the Archive (Su)
A Celestial Tribulation can consult the archive of Akasha. It always know if an external person intervening in a test is going to really help the one who is trying to ascend or is pretending to help to make the test fail.

Gaseous (Ex)
A Celestial Tribulation has a body composed of storm clouds. It can pass through sand, water, small holes, narrow openings, and even mere cracks. It has no Strength score and cannot manipulate objects as a result.

Instrument of Akasha (Su)
A Celestial Tribulation ignore immunity or resistance of the target of the tribulation.

Lesser Alter Reality (Su)
Once per minute, as a full-round action, a Celestial Tribulation can duplicate any spell of 9th-level or less.

Might (Ex)
A Celestial Tribulation 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 the Tribulation HD.

Mythic (Ex)
A Celestial Tribulation has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. A Tribulation can use any of its Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. A Celestial Tribulation can also expend Mythic Power to use the augmented versions of these spells.

Perfect Divine Electricity (Ex)
A Celestial Tribulation electricity damage is treated as 100% divine damage.

Stormcloak (Su)
A Celestial Tribulation is constantly shrouded in a cloak of winds. Its stormcloak allows it to ignore the effects of wind on movement, and gives it immunity to winds caused by spells or supernatural effects unless it chooses to be affected by them.

Stormsight (Ex)
A Celestial Tribulation can see through fog, mist, snowfall, and obscuring storm effects as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision.

Thunder Storm (Su)
A Celestial Tribulation generates a lightning storm in a radius of 10.000 ft. centered on itself. Itself and the object of the tribulation are immune to this lightning storm. This also extend the range of its Effects to 10.000 ft.

Tribulation (Ex)
A Celestial Tribulation test the strength of the mortal who want to ascend to immortal. The Tribulation lasts 10 minutes. During this 10 minutes the mortal suffer the Storm and Wrath version of the Uncanny Electricity Mastery every round but can make the save for negate the Wrath version as normal.

After 1 minute from the start the mortal must make an ability check with DC 25 using his higher ability score and survive the Breath version of the Uncanny Electricity Mastery. After that there is a pause in which the Celestial Tribulation does nothing to allow the ascendant to recover and prepare (even the Storm and Wrath stopped).

At 5 minutes from the start the mortal must make a saving throw with DC 40 using his higher saving throw and survive the Beam version of the Uncanny Electricity Mastery (this attack automatically hit, ignore any miss chance, etc.; the Celestial Tribulation only roll for see if its a critical hit). After that there is a pause in which the Celestial Tribulation does nothing to allow the ascendant to recover and prepare (in which however each round suffers Storm and Wrath).

At 10 minutes from the start the mortal must make a skill check with DC 50 using his higher skill and survive the Hand version of the Uncanny Electricity Mastery (this attack automatically hit, ignore any miss chance, etc.; the Celestial Tribulation only roll for see if its a critical hit).

If the mortal is still alive and has passed all tests without failing any, he ascends to Hero-Deity successfully.

If the mortal fail any of the test, the test fail, the mortal take 4d6 negative levels and his quintessence is reseted to the minimum of the rank.

If an external person intervenes in the test the Celestial Tribulation always knows if he is an ally or an enemy of the ascendant (see consult the archive).

If he is indeed an ally then the test fails and the Celestial Tribulation will attempt to kill the offender and the one who attempted the ascension. The Celestial Tribulation will automatically retreat after one minute, regardless of whether they are still alive. If they manage to defeat him before it retires the Tribulation counts as overcome and the mortal still ascends to Hero-Deity. If, on the other hand, it was an enemy who pretended (or didn’t even tried to pretend and tried directly to eliminate his enemy by exploiting his moment of vulnerability), Akasha's anger is terrifying for having dared to interfere in the sacred test. The tribulation does not automatically fail and the Celestial Tribulation will try to eliminate the offense by taking power directly from Akasha. Its Uncanny Electricity Mastery increase the damage from d6 to d100, its HD for the Effect count as they are 1.000 instead of 40, gains Abrogate and Evil Eye (not removable or counterable with Abrogate and Evil Eye unless the enemy is a Supernal) and Quantum Effect. All this it’s hurled against the offender and not against the one who seeks to ascend. The attacks will not stop until the offender is dead. After eliminating the offender the tribulation will use its Alter Reality to try to undo any damage done to the ascendant and then resume the test. This abilities boost does not happen in the case of failure because a person tries to help the ascendant and the tribulation fights them with its basic sheet.
This is a cool idea and great plot mechanism. I really like it.
 

Obly99

Adventurer
The Morrigan (CR +6)

The Morrigan are the Celtic Choosers of the Slain known for their black hair and red eyes. They are darker demi-goddesses who always know where battle is taking place. They can tweak the fates of those on the battle field, and when all is done the Morrigan eat the bodies of the fallen, usually in the form of a deep black crow.

They take the dead to Celtic realms of the dead, such as Tir na nOg or Mag Mell.

Creating a Morrigan:

Morrigan is an acquired template that can be fulfilled by any female living creature that meets requirements the DM sets, usually some quest that results in the character gaining great favor with existing Morrigan to gain a seat among them.

Alternatively, you may be allowed to be one from the start of play.

CR: Same as the base creature +6.

Alignment: Chaotic Neutral.

Type: Same as the base creature.

Size: Same as the base creature.

Senses: As the base creature, plus Battlesense, darkvision 60 feet, Deathsense, and Spiritsense.

Battlesense (Su): Morrigan always know where a battle involving 100 or more people is occurring anywhere within 100 miles per HD. She always know when someone falls in these battles, and the estimate skill of all participants.

Deathsense (Su): Morrigan always knows if the potential death of a creature, that she can see and is within 30 ft. of her, is close at hand (within 1 day per HD of the Morrigan) and an estimate at how long until it occurs. If she wish, she can choose to warn them that the danger is on the horizon.

Spiritsense (Su): A Morrigan notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if she had the blindsight ability.

AC: Morrigan have a deflection bonus to AC equal to her charisma modifier (see battle dance), and can selectively gain a +10 insight bonus to AC against one attack per round that stacks with other insight bonuses.

Speed: Morrigan increase all possessed speeds by 50 ft., and they can sprout black ravenlike wings and fly at a speed of 100 ft. unless they'd have more already. If they already have a fly speed, it is replaced by this one and its fly speed is halved then added to this one. This fly speed is always perfect.

Hit Dice: Change the base creature’s racial Hit Dice to d10s. All Hit Dice derived from class levels remain unchanged. Morrigan hit point are maximized.

Defensive Abilities: A Morrigan retains all of the base creature’s defensive abilities and special qualities. It also gains the following additional defensive abilities.

Battle Dance (Su): A Morrigan adds her Charisma modifier as a deflection bonus to her Armor Class and as a bonus equal to her Charisma bonus (if any) on all Saving Throws. This does not stack with similar ability that add Charisma as an untyped bonus to saving throws like the Unholy Resilience of the antipaladin or the Towering Ego of the mesmerist. A Morrigan can, as an immediate action, gain a +10 insight bonus to AC against one attack that stacks with other insight bonus.

Damage Reduction (Su): A Morrigan gains damage reduction /— equal to her HD (minimum 1). This damage reduction is due to a Morrigan's control over battle, lessening the damage intake.

Enduring Stamina (Ex): A Morrigan take four times as long to suffer from suffocation, dehydration, starvation, and can run indefinitely with no ill effects.

Fast Healing (Ex): A Morrigan is a semi immortal beings. Her flesh knits and muscles mend rapidly. She has fast healing equal to her HD + Con mod (minimum 1). She can regenerate severed limbs and mutilated organs like nothing and can survive without a head. Severed limbs or similar damage regenerates normally- when the damage from the attack that caused the mutilation is healed, the limb is also restored.

Immunities: A Morrigan is immune to effects requiring a Fortitude save (unless the effect also works on objects or is harmless), ability damage and drain, critical hits, death effects, energy drain, massive damage, and precision damage. A Morrigan is also immune to mind-affecting, fear, compulsion, and any effect that would make them serve another being.

Resistance: A Morrigan has resistance 5 to all elements.

Scorn Death (Ex): Morrigan are immune to any effect that would kill them instantly from full HP to 0 in one blow, or that outright kills them such as Vorpal does. Morrigan do not age any further and age backwards until they look to be 20 years of age by human terms. A Morrigan is never considered dying and remains conscious and unhindered until they are slain at -Constitution modifier.

Special Attacks: The Morrigan retains all of the base creature’s special attacks. She also gains the following additional special attacks.

Marked for Death (Ex/Su): Using this ability is a supernatural action while its effect is considered Extraordinary. Thus it effects someone or something who is immune to magic, but at the same time a Morrigan cannot use it within an Antimagic field. The Morrigan can mark a target for death a creature within 100 ft. as a standard action. He take a -10 luck penalty to saves and AC. He take a bleeding effect (1d6 damage, does not stack with itself or other bleed, any heal) whenever they take damage and are considered vulnerable (x1.5) to all forms of weapon damage. Marked for death last for a number of rounds equal to the Morrigan Charisma modifier. A Will save DC 10 + ½ Morrigan HD + Morrigan Charisma modifier negate the effect. Once a creature fail its save, he cannot be targeted with Marked for death by the same Morrigan for 1 year. This is a curse effect.

Marked for Vengeance (Ex/Su): Using this ability is a supernatural action while its effect is considered Extraordinary. Thus it effects someone or something who is immune to magic, but at the same time a Morrigan cannot use it within an Antimagic field. The Morrigan can mark a creature within 100 ft. as a standard action for having having earned her vengeance. The Morrigan deal 150% damage with her weapon against the target (if an attack with a longsword deal 16 damage, instead it deal 24). If the target of Marked for Vengeance is also Marked for Death, the effect stack (multiply the damage roll x2.25 for the damage total). The Morrigan always knows where the marked target is, and can teleport to it as a free action at-will even if it or she is in an area of a Dimensional Anchor or similar effect.

Slay (Su): Once per day, the Morrigan can mark a living creature within 30 ft. to die as a standard action. If the creature fail a Fortitude save DC 10 + ½ Morrigan HD + Morrigan Charisma modifier, it take 10 damage per HD of the Morrigan. If the creature succeed its save, it take instead 3d6 + Morrigan HD as damage. If the damage (even if the creature succeed the save) slay the creature, it suffer the effect of Afterlife Passage even if it is unwilling. This is a death effect.

Vengeful Strike (Su): When the Morrigan attack a target that damage her within this or the last round, her attack gains a bonus to hit and damage equal to her charisma modifier. If the target takes 75 or more damage from this attack, it must save against Massive Damage with a save DC 10 + ½ Morrigan HD + Morrigan Charisma modifier. Against a creature marked for death or vengeance, this changes to 50 or more damage. If vengeful strike kill a creature (even if the creature succeed the save), it suffer the effect of Afterlife Passage even if it is unwilling.

Special Qualities: A Morrigan retains all of the base creature’s special qualities. She also gains the following additional special qualities.

Afterlife Passage (Su): The Morrigan can grant passage to a slain creatures soul to the afterlife by touching its deceased body or the spirit itself. The spirit must be willing. The creature can only be returned to life within 1 day per its HD after which the soul is judged and delivered to is final destination. A soul judged can only be restored with divine intervent or the spell Judgment Undone.

Dark Messenger (Ex): A Morrigan is served by a raven bird, known as his dark messenger. The dark messenger functions as a bird animal companion (using the Morrigan HD as her effective druid level) with the following exceptions: The dark messenger’s Intelligence score is equal to the Morrigan. The Morrigan does not need to use the Handle Animal skill to handle or direct it; it can act normally for a creature of its intelligence. The dark messenger has the same alignment of its Morrigan. The dark messenger always acts on the same initiative count as the Morrigan.

The Morrigan may communicate telepathically with her dark messenger provided the two are within one mile of each other. The dark messenger always obeys the Morrigan’s orders to the best of its ability, and will exercise its own initiative to promote the Morrigan’s interests and safety.

When slain, the dark messenger deals 1d6 points of Constitution damage to the Morrigan, then re-forms 24 hours later, reappearing on its master’s shoulder with full hit points.

The dark messenger does not gain bonus tricks or the share spells ability.

Planeswalker (Su): The Morrigan have the ability to travel to any plane even to and from those without magic as a move action. This functions like Plane Shift and the Morrigan arrive exactly where she wants, without the 5d%.

Abilities: -2 Str, +2 Dex, +6 Con, +2 Int, +4 Wis, +10 Cha.

Skills: A Morrigan gain a +8 to Heal, Intimidate, Knowledge (planes), Knowledge (religion), and Sense motive checks.

Organization: Solitary or Group (6 Morrigan) unless you barge in where they call home where there could be many more.
 

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Beefermatic

Adventurer
The Morrigan (CR +6)

The Morrigan are the Celtic Choosers of the Slain known for their black hair and red eyes. They are darker demi-goddesses who always know where battle is taking place. They can tweak the fates of those on the battle field, and when all is done the Morrigan eat the bodies of the fallen, usually in the form of a deep black crow.

They take the dead to Celtic realms of the dead, such as Tir na nOg or Mag Mell.

Creating a Morrigan:

Morrigan is an acquired template that can be fulfilled by any female living creature that meets requirements the DM sets, usually some quest that results in the character gaining great favor with existing Morrigan to gain a seat among them.

Alternatively, you may be allowed to be one from the start of play.

CR: Same as the base creature +6.

Alignment: Chaotic Neutral.

Type: Same as the base creature.

Size: Same as the base creature.

Senses: As the base creature, plus Battlesense, darkvision 60 feet, Deathsense, and Spiritsense.

Battlesense (Su): Morrigan always know where a battle involving 100 or more people is occurring anywhere within 100 miles per HD. She always know when someone falls in these battles, and the estimate skill of all participants.

Deathsense (Su): Morrigan always knows if the potential death of a creature, that she can see and is within 30 ft. of her, is close at hand (within 1 day per HD of the Morrigan) and an estimate at how long until it occurs. If she wish, she can choose to warn them that the danger is on the horizon.

Spiritsense (Su): A Morrigan notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if she had the blindsight ability.

AC: Morrigan have a deflection bonus to AC equal to her charisma modifier (see battle dance), and can selectively gain a +10 insight bonus to AC against one attack per round that stacks with other insight bonuses.

Speed: Morrigan increase all possessed speeds by 50 ft., and they can sprout black ravenlike wings and fly at a speed of 100 ft. unless they'd have more already. If they already have a fly speed, it is replaced by this one and its fly speed is halved then added to this one. This fly speed is always perfect.

Hit Dice: Change the base creature’s racial Hit Dice to d10s. All Hit Dice derived from class levels remain unchanged. Morrigan hit point are maximized.

Defensive Abilities: A Morrigan retains all of the base creature’s defensive abilities and special qualities. It also gains the following additional defensive abilities.

Battle Dance (Su): A Morrigan adds her Charisma modifier as a deflection bonus to her Armor Class and as a bonus equal to her Charisma bonus (if any) on all Saving Throws. This does not stack with similar ability that add Charisma as an untyped bonus to saving throws like the Unholy Resilience of the antipaladin or the Towering Ego of the mesmerist. A Morrigan can, as an immediate action, gain a +10 insight bonus to AC against one attack that stacks with other insight bonus.

Damage Reduction (Su): A Morrigan gains damage reduction /— equal to her HD (minimum 1). This damage reduction is due to a Morrigan's control over battle, lessening the damage intake.

Enduring Stamina (Ex): A Morrigan take four times as long to suffer from suffocation, dehydration, starvation, and can run indefinitely with no ill effects.

Fast Healing (Ex): A Morrigan is a semi immortal beings. Her flesh knits and muscles mend rapidly. She has fast healing equal to her HD + Con mod (minimum 1). She can regenerate severed limbs and mutilated organs like nothing and can survive without a head. Severed limbs or similar damage regenerates normally- when the damage from the attack that caused the mutilation is healed, the limb is also restored.

Immunities: A Morrigan is immune to effects requiring a Fortitude save (unless the effect also works on objects or is harmless), ability damage and drain, critical hits, death effects, energy drain, massive damage, and precision damage. A Morrigan is also immune to mind-affecting, fear, compulsion, and any effect that would make them serve another being.

Resistance: A Morrigan has resistance 5 to all elements.

Scorn Death (Ex): Morrigan are immune to any effect that would kill them instantly from full HP to 0 in one blow, or that outright kills them such as Vorpal does. Morrigan do not age any further and age backwards until they look to be 20 years of age by human terms. A Morrigan is never considered dying and remains conscious and unhindered until they are slain at -Constitution modifier.

Special Attacks: The Morrigan retains all of the base creature’s special attacks. She also gains the following additional special attacks.

Marked for Death (Ex/Su): Using this ability is a supernatural action while its effect is considered Extraordinary. Thus it effects someone or something who is immune to magic, but at the same time a Morrigan cannot use it within an Antimagic field. The Morrigan can mark a target for death a creature within 100 ft. as a standard action. He take a -10 luck penalty to saves and AC. He take a bleeding effect (1d6 damage, does not stack with itself or other bleed, any heal) whenever they take damage and are considered vulnerable (x1.5) to all forms of weapon damage. Marked for death last for a number of rounds equal to the Morrigan Charisma modifier. A Will save DC 10 + ½ Morrigan HD + Morrigan Charisma modifier negate the effect. Once a creature fail its save, he cannot be targeted with Marked for death by the same Morrigan for 1 year. This is a curse effect.

Marked for Vengeance (Ex/Su): Using this ability is a supernatural action while its effect is considered Extraordinary. Thus it effects someone or something who is immune to magic, but at the same time a Morrigan cannot use it within an Antimagic field. The Morrigan can mark a creature within 100 ft. as a standard action for having having earned her vengeance. The Morrigan deal 150% damage with her weapon against the target (if an attack with a longsword deal 16 damage, instead it deal 24). If the target of Marked for Vengeance is also Marked for Death, the effect stack (multiply the damage roll x2.25 for the damage total). The Morrigan always knows where the marked target is, and can teleport to it as a free action at-will even if it or she is in an area of a Dimensional Anchor or similar effect.

Slay (Su): Once per day, the Morrigan can mark a living creature within 30 ft. to die as a standard action. If the creature fail a Fortitude save DC 10 + ½ Morrigan HD + Morrigan Charisma modifier, it take 10 damage per HD of the Morrigan. If the creature succeed its save, it take instead 3d6 + Morrigan HD as damage. If the damage (even if the creature succeed the save) slay the creature, it suffer the effect of Afterlife Passage even if it is unwilling. This is a death effect. This is a death effect.

Vengeful Strike (Su): When the Morrigan attack a target that damage her within this or the last round, her attack gains a bonus to hit and damage equal to her charisma modifier. If the target takes 75 or more damage from this attack, it must save against Massive Damage with a save DC 10 + ½ Morrigan HD + Morrigan Charisma modifier. Against a creature marked for death or vengeance, this changes to 50 or more damage. If vengeful strike kill a creature (even if the creature succeed the save), it suffer the effect of Afterlife Passage even if it is unwilling.

Special Qualities: A Morrigan retains all of the base creature’s special qualities. She also gains the following additional special qualities.

Afterlife Passage (Su): The Morrigan can grant passage to a slain creatures soul to the afterlife by touching its deceased body or the spirit itself. The spirit must be willing. The creature can only be returned to life within 1 day per its HD after which the soul is judged and delivered to is final destination. A soul judged can only be restored with divine intervent or the spell Judgment Undone.

Dark Messenger (Ex): A Morrigan is served by a raven bird, known as his dark messenger. The dark messenger functions as a bird animal companion (using the Morrigan HD as her effective druid level) with the following exceptions: The dark messenger’s Intelligence score is equal to the Morrigan. The Morrigan does not need to use the Handle Animal skill to handle or direct it; it can act normally for a creature of its intelligence. The dark messenger has the same alignment of its Morrigan. The dark messenger always acts on the same initiative count as the Morrigan.

The Morrigan may communicate telepathically with her dark messenger provided the two are within one mile of each other. The dark messenger always obeys the Morrigan’s orders to the best of its ability, and will exercise its own initiative to promote the Morrigan’s interests and safety.

When slain, the dark messenger deals 1d6 points of Constitution damage to the Morrigan, then re-forms 24 hours later, reappearing on its master’s shoulder with full hit points.

The dark messenger does not gain bonus tricks or the share spells ability.

Planeswalker (Su): The Morrigan have the ability to travel to any plane even to and from those without magic as a move action. This functions like Plane Shift and the Morrigan arrive exactly where she wants, without the 5d%.

Abilities: -2 Str, +2 Dex, +6 Con, +2 Int, +4 Wis, +10 Cha.

Skills: A Morrigan gain a +8 to Heal, Intimidate, Knowledge (planes), Knowledge (religion), and Sense motive checks.

Organization: Solitary or Group (6 Morrigan) unless you barge in where they call home where there could be many more.
Badass man.
 

Obly99

Adventurer
Freddy Krueger

Human Slasher 20 (Slasher)

CE Medium outsider (augmented humanoid, evil, extraplanar)

Init +9; Senses darkvision 30 ft., dreamsight, lifesense 30 ft.; Perception +32

Aura dread (30 ft., DC 33, panicked 3 rounds), soundstorm (120 ft.), terrifyng presence (60 ft., DC 33), unnatural aura (300 ft.), worst nightmare (30 ft., DC 33)

AC 39, touch 39, flat-footed 33 (+10 deflection, +6 Dex, +3 divine, +10 profane)

hp 720 hp (20d12+140) x2 fast healing 5 (implacable), fast healing 10 (planar)

Fort +26, Ref +25, Will +31

Defensive Abilities king of gore, planar fast healing; DR 10/epic and good; Immune ability damage and drain, disease, energy drain, exhaustion, fear, fatigued, nonlethal damage, poison, sleep, and death from massive damage; SR 33

Weakness fear of fire, remorseless killer

Speed 30 ft.

Melees clawed hand +36/+36/+31/+26/+21 (1d4+11/15-20)

Special Attacks dream slave, dream trap, night terrors (DC 33), slasher (full round, 5 ability damage or 5 bleed; for 1/cursed point can use on the first attack of the round), slasher talents (bloody knife, feed on fear, forked tongue, go unnoticed, hamstring, headless horror, impeding doom, right behind you, savage slasher, scream queen, shade, victimiser, worst nightmare), weapon of grief (clawed hand, 1/cursed point, +10 to damage against chaotic or good creatures for 1 round)

Spell-Like Abilities (CL 23th, concentration +36)

At will—blasphemy (DC 30), create undead, disguise self, desecrate, dispel good, dream, dream travel, dream voyage, eyebite (DC 30), etherealness, invisibility, magic circle against good, major image (DC 26), nightmare (DC 28), phantasmal killer (DC 27), protection from good, scare (25), sleep (DC 24), summon monster IX (evil only), unholy aura (DC 31), unholy blight (DC 27), weird (DC 32)

3/day—wish (within a dreamscape only)

Str 24, Dex 22, Con 24, Int 22, Wis 22, Cha 30

Base Atk +20; CMB +30; CMD 66

Feats Bleeding CriticalB, Extra Slasher Talent x8, Improved Critical (clawed hand), Weapon Focus (clawed hand)

Skills All skills 26 + ability modifier; +4 to Bluff and Intimidate

Languages Common

SQ accursed (50 cursed points), calling card (soundstorm), dread, dream terror, implacable, killer instinct, planeswalker, portfolio (evil, nightmare), silent killer, spark of divinity, tragedy (remorseless killer: gory death, total slaughter)

Gears +4 human bane speed clawed hand (reskin kukri)

Divine Abilities

• Eternal Dream (Su): Ignore immunity to sleep of creatures with lesser divine rank.

• Maven (Ex): All know skills are maximized.

• Omnicompetent (Ex): Know all skills.

Evil Portfolio Traits (Hero-Deity)

Domain Power: You cast evil spells at +1 caster level.

Hostile Environment (Holy): Competence penalty (equal to your divine rank) on all die rolls while within a good aligned environment.

Holy Vulnerability: Suffer 50% extra damage from good aligned attacks and spells.

• Poison Immunity (Ex): You are immune to poison.

• Unholy Scion (Ex): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class within an evil aligned locale.

Nightmare Portfolio Traits (Hero-Deity)

Domain Power: You gain the Worst Nightmare ability.

Dream-bound (Ex): You suffer a penalty equal to your divine rank on all attack rolls, saving throws, and skill checks if you have not slept, dreaming, for at least 1 hour in the past 24 hours.

Fear the Fearless (Ex): You suffer 50% extra damage from attacks by creatures that are immune to fear.

• Shield of Fear (Su): You are immune to fear effects and opponent morale bonuses.

• Scion of Nightmares (Ex): Competence bonus (equal to divine rank) on attack rolls, saves, and armor class against any foe that is under a fear effect.

Divine Traits (Krueger) (Ex)
Freddy Krueger gains a +3 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. It also gains 3 divine ability slot and multiply its hit points x2. He gains his Charisma modifier as deflection bonus to AC and as a profane bonus to AC and all saves. He does not gains, however, any other benefits a deity normally gain.

Dreamsight (Su)
Freddy Krueger can see the dreams of sleeping creatures.

Dream Slave (Su)
Instead of killing a target with its dream terror ability, Freddy Krueger may instead enslave it with a permanent dominate monster effect.

Dream Terror (Su)
Freddy Krueger can utterly control any dreamscape it enters, shaping it to its will. When a creature’s lucid body dies in a dreamscape under the control of Krueger, that creature’s material body also dies.

Dream Trap (Su)
While in the same space as a dreaming creature, or when touching the boundary of a dreamscape, Freddy Krueger can force the dreaming creature into a lucid body and enter its dreamscape—this is a full-round action that provokes attacks of opportunity.

Fear of Fire (Ex)
Freddy Krueger was originally killed by burning him alive in the same furnace where he burned children from their enraged parents. If he take any fire damage, he’s automatically shaken for 1 round and if at that moment he was holding one trapped in a dreamscape, the dreamscape is shattered and the victim immediately awaken.

Night Terrors (Su)
Once Freddy Krueger enters a target’s mind with its dream or nightmare spell-like ability, it can attempt to control the target’s dream. If the target fails a Will saving throw DC 33, it remains asleep and trapped in a dreamscape with Freddy Krueger. A creature asleep and trapped within a dreamscape under the control of Krueger cannot be awakened except by inflicting damage on him or using wish or miracle. The save DC is Charisma-based.

Planar Fast Healing (Su)
Freddy Krueger maintains a connection to the Dimension of Dream at all times, and when away from it, he has fast healing 10 (this fast healing does not stack with any other fast healing). He loses this ability in the Dimension of Dream or in areas where planar connections do not function. If killed, Krueger’s body dissolves into nothingness in 1d4 rounds, leaving behind his equipment. If slain, Krueger reforms in the Dimension of Dream, similar to a slain summoned creature; he can only be permanently killed if his fast healing is negated.

Planeswalker (Su)
Freddy Krueger has the ability to travel from the Material Plane to the Dimension of Dream and viceversa as a move action. This functions like Plane Shift and Krueger arrive exactly where he wants, without the 5d%.

Terrifying Presence (Su)
A creature that fails its Will save against the frightful presence of Freddy Krueger is panicked if it has fewer Hit Dice than the monster.

Worst Nightmare (Su)
Each time a creature first view Freddy Krueger from a distance of 30 feet or less (or from a scrying effect), the subject sees the image of the most fearsome creature imaginable. This is not an illusion or phantasm; he truly becomes, for just that instant, the subject’s worst nightmare. Even if simultaneously viewed by dozens of different creatures, Krueger appear differently to each one of them. All creatures must make a Will save DC 33 or die from the supernatural horror revealed. Survivors (and those resurrected) are immune to this effect from him for 1 day. This is a fear, death, mind-affecting effect, and can be avoided as if it were a gaze attack. This effect ignore immunity against this descriptors of creatures with less divine grade of Krueger (prophet and lesser). Freddy Krueger can suppress this ability as a swift action and reactivate it as a move action. The save DC is Charisma based.
 

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Obly99

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

Universe Destroyer

Mega-Fine construct

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

Aura divine death (10 light years)

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

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

Fort +610, Ref +840, Will +610

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

Speed Superluminar x24, Warp Jump (3d20 minutes)

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

Space 96 miles

Special Attacks trample (1.600d1000), universe implosion

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

Base Atk +1.000; CMB +1.555; CMD 1.660

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

Gunner ranged attack bonus: +400

Target AI bonus: +1.200

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

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

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

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

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

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

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

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

Hyperborean Celerity (Ex)
For 1 round every 1d2 rounds, can make a double action just as if it had the Time Dilation Cosmic ability.

Hyperborean Construction (Ex)
This construct is fashioned with the knowledge of the lost Hyperborean empire. This construct use d1000’s for Hit Dice and has maximum hit points per Hit Die. It gains a deflection and insight bonus equal to ¼ its HD to AC and CMD, and an antidivinity bonus to attack roll, save, checks, AC, DC, PR/SR, CMD, CMD equal to double its HD. Antidivinity is like a normal bonus but that work only against creatures with a divine rank. This antidivinity bonus its not calculated on this sheet.

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

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

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

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

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

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

Warp Reality (Ex)
The Universe Destroyer presence disrupt the fabric of space-time. This prevents the use of the Transattack Period, Transpersonal, Transtemporal, Transversal, and Ultimate Weapon Focus Transcendetal Abilities within the area of Divine Death for all Immortals unless the creature is a High Lord Rank 5 or higher.
 

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Beefermatic

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

Universe Destroyer

Mega-Fine construct

Init +1.000; Senses all possible senses, cosmic consciousness (50 billion light years/universe); Passive Perception +1.555

Aura divine death (10 light years)

AC 2.605, touch 605, flat-footed 2.510 (+1.600 antidivinity, +200 deflection, +95 Dex, +200 insight, +2.000 natural, +160 perfection, -60 size)

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

Fort +610, Ref +840, Will +610

Defensive Abilities black armor, damage deflection, divine deflection, hardness 1.000.000, slipstream, shield, tyrannical domain, warp reality; DR 1.000.000/– (internal layer) 5.062.500/– (black armor); Immune construct traits, Terrestial/Stellar/Dimensional/Universal hazards, Pleroma space; Resistance all elements 100.000, Multiversal hazards; PR/SR 1.170

Speed Superluminar x24, Warp Jump (3d20 minutes)

Ranged
  • 120 gravity ray, 30 light years, +1.665 touch (40d100+2.000/x4)​
  • 160 black hole grenade, 10 light years plus 100 miles splash, +1.665 touch (160d100 plus splash) (Ref DC 665 half the damage and negate to be brought to the center of the area, in case of a direct hit no save)​
  • 4 hypercannon, 100 light years line (360d1.000+100.000) (Ref DC 665 half the damage)​
  • rain of the death, 50 billion light years/universe, +1.665 touch (200d1.000+80.000/x6)​
  • 1 god exterminator, 60 light years plus 10 light years splash (800d1000+400.000 antidivine* damage [damage not already doubled], 1d6 rounds recharge) (Ref DC 2265 half the damage)​
*antidivine damage work as divine damage but deals no damage to entities not possessing Divine Rank but double damage to entities with a Divine Bonus (still penetrate and destroy all barriers)

Space 96 miles

Special Attacks trample (1.600d1000), universe implosion

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

Base Atk +1.000; CMB +1.515; CMD 1.620

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

Gunner ranged attack bonus: +400

Target AI bonus: +1.200

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

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

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

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

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

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

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

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

Hyperborean Celerity (Ex)
For 1 round every 1d2 rounds, can make a double action just as if it had the Time Dilation Cosmic ability.

Hyperborean Construction (Ex)
This construct is fashioned with the knowledge of the lost Hyperborean empire. This construct use d1000’s for Hit Dice and has maximum hit points per Hit Die. It gains a deflection and insight bonus equal to ¼ its HD to AC and CMD, and an antidivinity bonus to attack roll, save, checks, AC, DC, PR/SR, CMD, CMD equal to double its HD. Antidivinity is like a normal bonus but that work only against creatures with a divine rank. This antidivinity bonus its not calculated on this sheet.

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

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

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

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

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

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

Warp Reality (Ex)
The Universe Destroyer presence disrupt the fabric of space-time. This prevents the use of the Transattack Period, Transpersonal, Transtemporal and Transversal Transcendetal Abilities within the area of Divine Death for all Immortals unless the creature is a High Lord Rank 5 or higher.
Dude this is naughty word awesome! I love this one!

I legitimately have a Hyperborean storyline with a massive Hyperborean ship in it. I think I'll use a modified version of this made of Quark Matter and without the universe destroying capabilities. But otherwise the same thing. My party is fighting Narahsa right now.
 

Obly99

Adventurer
Dude this is naughty word awesome! I love this one!

I legitimately have a Hyperborean storyline with a massive Hyperborean ship in it. I think I'll use a modified version of this made of Quark Matter and without the universe destroying capabilities. But otherwise the same thing. My party is fighting Narahsa right now.
Soon there will be a series of constructs used by my Hyperboreans in their wars. The first series, the Man of Iron and the Man of Adamantine are ready.
 

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