No, she is an upgraded Epid Dragon but she is not a true immortalDoes Tiamat have portfolios?
How did I miss this bit of awesome?Today I will post the evil of Christmas, Krampus. For create it, I used the base 1st edition Krampus (Krampus – d20PFSRD), with some abilities from some 3pp versions (Krampus – d20PFSRD / paizo.com - Forums: Conversions: Krampus / Krampus (3.5e Monster) - Dungeons and Dragons Wiki / Krampus in DnD???), and the 2nd edition version (Krampus - Monsters - Archives of Nethys: Pathfinder 2nd Edition Database).
Krampus
LE Large monstrous humanoid (abomination, cold)
Init +19; Senses blindsight 500 ft., detect evil, detect good, discern lies, naughty scent, see in darkness, snow vision, true seeing; Perception +64
Aura cold (1d12 cold damage, 60 ft.), frightful presence (DC 48, 120 ft.), snowstorm (1 mile)
AC 76, touch 43, flat-footed 59 (+20 armor, +13 deflection, +11 Dex, +4 divine, +6 dodge, +13 natural, -1 size)
hp 1.008 (42d10+588) fast healing 20, regeneration 20 (epic and good)
Fort +61, Ref +56, Will +56
Defensive Abilities limited immortality, nondetection, sixth sense; DR 20/epic and good; Immune ability damage and drain, cold, curse, death effects, disease, electricity, energy drain, fear, mind-affecting effects, paralysis, polymorphing, petrification, or any form-altering attack, enchantment, illusion and transmutation magic, death from massive damage; Resistance acid 30, fire 30, Terrestrial Hazards; PR/SR 56
Weakness fire vulnerability
Offense
Speed 90 ft., air walk, snowstep
Melee spiked chain +70/+70/+65/+60/+55 (4d10+37/15–20x3 plus 3d6 cold and grab), gore +63 (3d10+14) or 2 claws +68 (2d10+23), gore +68 (3d10+23)
Space 10 ft.; Reach 10 ft. (60 ft. with spiked chain)
Special Attacks capture, dragging lash, melodious roar (DC 48), mythic power (4/day, surge +1d8), powerful charge (gore, 8d12+32), punish the naughty, rattling chains, regression, spellstrike, turn gift to coal
Spell-Like Abilities (CL 46th; concentration +63)
Constant—air walk, detect evil, detect good, discern lies (DC 31), greater magic fang, nondetection, tongues, true seeing
At will—beguiling gift (DC 28), bestow curse (DC 31), commune (Santa Claus only), cone of cold (DC 32), control weather (as a druid), frostball (as fireball but cold damage and descriptor, DC 30), frost fall (DC 29), dimension door, discern location, flesh to ice (as flesh to stone but ice instead of stone and cold descriptor, DC 33), greater scrying (DC 34), ice storm, icy prison (DC 32), invisibility, sleet storm (DC 30), wall of ice (DC 31)
3/day—baleful polymorph (DC 32), commune with nature, create food and water, delayed blast frostball (as delayed blast fireball but cold damage and descriptor, DC 34), greater bestow curse (DC 34), greater invisibility, greater teleport, legend lore, mass icy prison (DC 36), phantasmal killer (DC 32), polar midnight (DC 36), polar ray, summon evil toys (3d6 evil toys, spell level 9th), winter storm (as fire storm but cold damage and descriptor [catch in fire deal cold damage as well], DC 35)
1/year—cold winter [E] (as rain of fire but cold damage and descriptor, DC 37), polymorph any object (DC 35), sympathy (DC 35), weird (DC 36), wish (to a mortal creature only)
1/100 years—dire winter [E]
Str 46, Dex 33, Con 38, Int 26, Wis 33, Cha 36
Base Atk +42; CMB +65; CMD 105
Feats Alertness, Combat Reflexes, Cornugon Smash, Dodge, Greater Fortitude, Greater Vital Strike, Greater Weapon Specialization (spiked chain), Improved Critical (spiked chain), Improved Initiative, Improved Vital Strike, Intimidating Prowess, Power Attack, Signature Skill (intimidate), Vital Strike, Weapon Focus (spiked chain), Weapon Specialization (spiked chain)
Epic Feats Good Fortitude, Greater Critical (spiked chain), Improved Critical Multiplier (spiked chain), Improved Dodge, Sixth Sense
Skills Acrobatics +29, Appraise +54, Bluff +59, Craft (toymaker) +57, Diplomacy +59, Disable Device +29, Heal +29, Intimidate +80, Perception +64, Sense Motive +61, Stealth +56, Survival +60, Swim +64, Use Magic Device +59
Languages Abyssal, Aklo, Common, Celestial, Druidic, Infernal, Sylvan; tongues, telepathy 1.000 ft.
SQ bountiful bag, chain armor, compression, cook people, hide in plain sight, might, mystical chains, mythic, nightmare out of a dark winter, virtual size category +1
Divine Abilities
• Eternal Freedom (Su): You are immune to spells and effects which impede movement
• Strong Soul (Ex): Str as insight to saving throw
Bountiful Bag (Su)
Krampus carries a large bag brimming with barely contained gifts and trinkets, including one of every magical item that is a consumable and cannot be recharged (potions, scrolls, or wands) with a value of 20.000 gp or less, at least 20 golden rod memento, and an assortment of food and valuables. This particular bag contain even potion of level higher that 3rd (like a potion of resurrection that value 16.000 gp). Once every 24 hours, the bag's contents magically regenerate, replacing any of these items that have been removed. Krampus can interact with the bag to stow or withdraw items as a move action, always finding the desired stored item at the top of the bag. The bag conduce to a private extradimensional demiplane, so the weight of its contents doesn't count against Krampus's carrying capacity. The bag functions as a normal sack if used by anyone other than Krampus, and if Krampus is slain, the bag retains 2d4 random consumable items of 100.000 gp or less (this is the loot of the encounter).
A creature can use the Disarm or Steal combat maneuver to extract a consumable item from Krampus's bag. As part of the action, the creature can envision a specific item it wants to extract. On a successful combat maneuver, the creature Disarms or Steals the object (or a random consumable item of at least 10.000 gp value if the creature didn't envision an object).
If the creature fail by 10 or more the combat maneuver the creature Disarms or Steals a golden rod memento (see the end of the sheet) instead of a consumable item.
Capture (Su)
If Krampus begins its turn grappling an adjacent Large or smaller creature, it can stuff the target into its bag as a swift action that doesn’t provoke attacks of opportunity. This use of the bad conduce to an extradimensional space similar of a bag of holding with the difference that the air is magically constantly renewed (a creature is never in danger of suffocating) and never conduce to the private demiplane that hold the objects (see Bountiful Bag). A creature stuffed into this bag is subjected to Krampus’s regression ability (see below). A creature in the bag can try to cut its way free with any light slashing weapon. The bag has AC 46, hardness 20, 120 hit points and automatically heal 20 hit points at the start of Krampus turn. If a creature reduce the bag to 0 hit points, the automatic heal is deactivate and Bountiful Bag cannot be used but Krampus can repair the bag as a swift action that does not provokes attacks of opportunity, restoring the bag to 120 hit points and reactivating the automatic heal and Bountiful Bag. Until then, any creature stuffed into the bag is still subjected to the regression ability but can escape with a move action that provokes an attack of opportunity from Krampus. The bag has other special qualities while in Krampus’s possession. The weight of creatures in the bag doesn’t count against Krampus’s carrying capacity. Up to 16 Small creatures, 8 Medium creatures or 4 Large creatures can fit in the bag at a time. If used by any creature other than Krampus, the container functions as a mundane sack. If Krampus’s bag is lost or destroyed, it can create a new bag with a full-round action that provokes attacks of opportunity. The bag is tied up to the chains that adorn Krampus, so it doesn't need to use a hand to hold it.
Chain Armor (Ex)
The chains that adorn Krampus grant it a +20 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.
Cook People (Su)
Krampus gains and can use the Cook People witch’s hex, even if it doesn’t meet that hexes normal prerequisites.
Divine Traits (Abomination) (Ex)
As an abomination, Krampus gains a +4 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. Krampus ’s natural attacks or any weapons it wields, are treated as epic and evil for the purpose of overcoming damage reduction. Krampus does not age and requires no food or drink to sustain itself.
Dragging Lash (Ex)
If Krampus grapple a foe with its spiked chain, it can immediately attempt a drag check without provoking attack of opportunity. If Krampus wins the check, it draws the foe automatically into an adjacent square, regardless of the total check result.
Grant Spells
Krampus can grant spells of 7th level or less. It grant access to the domains of Community, Evil, and Law and to the subdomains of Education, Judgment, Torture°, and Yule°.
°Clerics of Krampus can use the Torture subdomain to modify the Evil domain and Yule subdomain to modify the Community domain.
Hide in Plain Sight (Su)
Krampus can use the Stealth skill even while being observed. As long as it is within 10 feet of an area of dim light, Krampus can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.
Limited Immortality (Ex)
If Krampus is killed, a new Krampus forms elsewhere in the world after a year’s time—this new Krampus retains the memories of the previous Krampus and likely holds a grudge against the person who killed it the year before. If a method to disrupt this cycle exists, it has yet to be discovered by mortals.
Melodious Roar (Su)
As a full-round action that provokes attacks of opportunity, Krampus can lets out a soothing roar that can be heard up to a mile away. All creatures that hear it must make a Will save DC 48 or fall under a magical sleep until the next dawn. Sleeping creatures are helpless. Wounding awakens an affected creature, but normal noise or slapping does not. Creatures with 21 or more HD or that succeed the save are immune to melodious roar for 24 hours. This is a compulsion, mind-affecting, sonic effect and deaf creatures are immune to it. The save DC is Charisma-based.
Might (Ex)
Krampus deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD.
Mystical Chains (Su)
Krampus’s chains function as a +6 ghost touch, icy blast, impact, speed spiked chain made of cold iron. These chains become non-magical if Krampus does not carry or wield them, and if a chain is disarmed or destroyed, Krampus can create a new set of chains as a standard action. The chains react almost as a living extension of Krampus’s will and have the grab ability. If Krampus grapple a foe with its chain, the foe gains the grappled condition, but Krampus does not. If the target is protected by a spell or spell-like ability (including the effects of magical items) that provide freedom of movement or a similar effect that prevents grappling, Krampus can spend one use of its mythic power as a swift action while making the grapple check to use greater dispel magic to negate that effect; this dispelling does not affect other effects. Finally, Krampus can still make attacks with its spiked chain even while a creature is grappled in it. Doing so imposes a -4 penalty on Krampus’s attack rolls, but causes both the grappled creature and the target to suffer an additional 6d6 points of bludgeoning damage with each successful hit. Krampus can grapple only one creature at a time with its chain.
Mythic (Ex)
Krampus has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. Krampus can use any of its spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.
Naughty Scent (Su)
Krampus gains the scent ability with a base of range of 1 mile, but only with respect to creatures with the evil alignment. Creatures of evil alignment with 5 or more HD count as having a strong scent. Creatures with the evil subtype or with evil alignment and 11 or more HD count as having an overpowering scent. Creatures that commit a “minor” evil act in the last year like stealing a toy or snapping at parents count as having the evil alignment for this capacity.
Nightmare Out of a Dark Winter (Ex)
Krampus Intimidate and frightful presence ignore immunity to fear and mind-affecting of creature with 20 HD or less or if the creature is a child, a creature with the young template, or a victim of Krampus’s regression ability.
Punish the Naughty (Su)
As a swift action, Krampus can designate a single target it can see as being “naughty.” The target must be a child, a creature with the young template, or a victim of Krampus’s regression ability. Against that target, Krampus gains a +20 bonus on attack and damage rolls and Intimidate, Perception, Sense Motive, and Survival checks. These bonuses remain in effect until the target is dead or Krampus designates another target as naughty.
Rattling Chains (Ex)
As a standard action, Krampus can attempt to demoralize opponents by rattling its chains. This functions as the Dazzling Display feat, except it does not require Krampus to be wielding a weapon and the range is 60 ft. Krampus can expend one use of mythic power when use this ability to make those affected by the display frightened rather than shaken (does not stack with the use of Intimidate Unchained).
Regression (Su)
Each round a creature begins its turn stuffed into Krampus’s bag, it must succeed at a Fortitude saving throw DC 48 or be regressed back to its childhood. The creature is affected in size as if via reduce person (even if his not humanoid), but none of the target’s gear changes size. This effect persists for 24 hours, after which the target regains its original size. A creature which is a child or currently under the effects of regression cannot be further affected by this ability. This is a curse effect. The save DC is Charisma-based.
Snowstep (Ex)
Krampus ignores difficult terrain and movement penalties caused by snow and ice, and it leaves no tracks when moving through areas of snow or ice (as under an extraordinary pass without trace effect). Krampus can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
Snowstorm (Su)
Krampus is surrounded by whirling blasts of snow, even in areas that wouldn’t allow for such weather, that comprise a 1 mile-radius spread. Within this area, the snowfall and wind gusts cause a -4 penalty on Perception checks and ranged attacks. The wind itself blows in a clockwise rotation around Krampus, and functions as severe wind. Krampus is unaffected by this snowstorm (see snowstep and snow vision). Any effect that causes these winds to drop below severe (such as control weather or control winds) cancels the snowstorm effect entirely but Krampus can reactivate it as a standard action in its turn.
Snow Vision (Ex)
Krampus can see perfectly well in stormy and snowy conditions, including in blizzards, and does not take penalties on Perception checks when in snowy or blizzard conditions, as well as concealment due to ice or snow.
Spellstrike (Su)
Whenever Krampus uses a spell-like ability with a range of touch, it can deliver the spell through its spiked chain as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell effect, Krampus can make one free melee attack with its spiked chain as part of activating the ability. This attack uses the weapon’s reach and critical range, but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. If successful, this melee attack deals its normal damage as well as the effects of the spell.
The little helper of Krampus, they are not used to fight but to scare and announce the arrival of the Christmas Nightmare to the unfortunate family.
Evil Toys
NE Small construct
Init +6; Senses darkvision 60, low-light vision, snow vision; Perception +16
DEFENSE
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 65 (10d10+10)
Fort +3, Ref +5, Will +3
Defensive Abilities hardness 5; Immune cold, construct traits; PR/SR 15
Weakness vulnerability to fire
OFFENSE
Speed 20 ft., burrow 10 ft, climb 10 ft., snowstep
Melee slam +13 (1d3)
STATISTICS
Str 10, Dex 14, Con –, Int 10, Wis 10, Cha 10
Base Atk +10; CMB +9; CMD 21
Feats Improved Initiative, Power Attack, Skill Focus (perception, stealth), Weapon Finesse
Skills Perception +16, Stealth +22
Languages Abyssal, Aklo, Common, Celestial, Druidic, Infernal, Sylvan (cannot speak)
Golden Rod Memento (Minor Artifact)
Aura overwhelming abjuration and good; CL 46th; Slot slotless; Weight —
DESCRIPTION
This coin-sized golden pin depicts a bundle of five trimmed tree branches. Once you've stolen the pin, accepted it from Krampus willingly, or carried it for at least 1 minute, its curse activates. After that happens, the pin fastens itself to your clothing, providing you an insistent empathic admonition not to be naughty and constantly informing Krampus of your location, as for the spell status that transcends planar borders. The pin reappears and reattaches itself within moments if discarded or destroyed. The pin constantly monitors your actions, judging you against the following code of conduct:
Whenever you violate this code of conduct, one of the golden branches tarnishes (and utterly egregious violations might tarnish multiple branches). During the winter following the curse activating, the pin transforms based on the number of golden branches remaining.
- Help those in need (provided they do not use the help for evil ends).
- You must never willingly commit an evil act, such as murder, torture, or the casting of an evil spell.
- You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.
- Punish those who harm or threaten innocents.
- You must never knowingly steal or inflict harm with the goal of stealing the victim's wealth. This tenet doesn't prevent you from looting those you harm primarily in the defense of yourself and others.
5 Branches: The pin either transforms into a pile of golden trinkets whose gold piece value equals your level × 10.000 and it grants you absolution for your misdeeds as for an atonement spell (leading towards good only). You don't need to pay a gp price; your exemplary behavior over the past year qualifies.
3–4 Branches: The pin either becomes a non-magical golden pin worth 100 gp, or it grants you absolution for your misdeeds as for an atonement spell (leading towards good only). You must pay any cost for the atonement spell.
1–2 Branches: The pin transforms into a leering Krampus face that curse you before dissolving. You lose any immunity and resistance to cold from class abilities, race or subtype. This curse can be removed only with miracle or wish.
0 Branches: The pin transforms into Krampus, who appears in an adjacent space and knows of your misdeeds while wearing the pin.
DESTRUCTION
A golden rod of memento dissolve automatically 1 year after the object is activated.
This is really badass, I love this conceptInspired by the legends of local deities and powerful kami of Japan
Local Deity (CR +9)
A local deity is a mighty and ancient being tied to a specific region, whose very essence is intertwined with the land it protects. Imbued with divine power, this entity is often venerated as a guardian or spirit of the place it calls home, influencing the world around it in profound and mystical ways. A local deity is both the protector and embodiment of its territory, able to alter the environment, sense the land, and wield divine powers over nature and those who dwell within its domain. While its connection to the land grants it tremendous strength and endurance, this bond also brings a crucial weakness: a local deity cannot leave its territory, forever bound to the land it watches over.
A local deity retains most of the abilities and traits of the base creature it represents, but is transformed into a powerful force of nature and divinity. The creature’s physical form and mind become deeply attuned to the land, granting it the ability to sense and influence its surroundings in ways beyond mortal comprehension.
Creating a Local Deity“Local Deity” is an acquired template that can be added to any creature (referred to hereafter as the base creature). A local deity uses the base creature’s stats and abilities except as noted here.
CR: As base creature +9.
Alignment: Usually move one step toward good.
Type: The creature lose any extraplanar subtype (if any) and gains the kami subtype. Animals and vermin become magical beasts (adjust their HD, BAB, Saves, traits, and skill points)
Saves: A local deity gains its Charisma modifier as a racial bonus to all saving throws (see one with the land) and +4 divine bonus.
Senses: A local deity gains blindsight 60 ft., see in darkness and sense the land.
Sense the Land (Su)
As long as it is within its territory (either merged with it or in its physical form, see bound with the land), a local deity can observe the world (with all its senses) from any point within its territory as if it were at that point. While merged with its territory, it can observe all points simultaneously in this way.
Aura: A local deity gains divine aura, frightful presence (60 ft.) and altered weather.
Divine Aura (Su)
A local deity has a divine aura with a range of close (25 ft. + 5 ft./2 HD). The divine aura is a direct extension of the local deity’s will. As if the local deity’s subconscious desires exist beyond mere physical limitations and can reach out and interact with the reality around him. This presence manifests as an intangible emanation of power. Creatures with a divine aura can automatically sense when their own aura is in contact with that of another such being and both will be able to sense the others divine status. Each round, at the start of his turn, the local deity can chose one of the following effects. Many divine abilities can enhance the range and effects of a local deity’s divine aura. If an effect of a divine aura require a save, the DC is 10 + DR of the local deity + his Charisma modifier.
Altered Weather (Su)
Daze: Opponents with 10 or less HD compared to the local deity within his aura must make a Will save at the start of their turn or be dazed for 1 round. Fear: Opponents within the local deity’s aura must make a Will save or be shaken for 1 round. Heroism: Allies within the local deity’s aura gain a +2 morale bonus on attack rolls, saves and skill checks.
A local deity reshapes the weather of its entire territory, with the effect of the control weather spell and based on his emotional state, at the GM's discretion. If the local deity dies, the weather returns to normal immediately.
Armor Class: A local deity gains its Charisma modifier as a deflection bonus to AC (see one with the land) and +4 divine bonus.
Defensive Abilities: A local deity gains DR 5/epic (if HD 10 or less) or 10/epic (if HD 11+); immune to ability damage and drain, bleed, energy drain, death effects, petrification, and unwilling polymorph effects; Resist acid 20, electricity 20, fire 20; and SR 16 + its HD + 4 divine. Local deities also gain the following defensive abilities.
Land Insight (Ex)
When in its territory, the land whisper to the local deity and grant him the uncanny dodge and improved uncanny dodge abilities using its HD as its Barbarian level.
Immune to Magical Control (Ex)
A local deity is immune to nearly all forms of mind control, including all charm monster, command plants, control plants, suggestion, and dominate monster spells. It is similarly immune to magic jar and possession attempts.
Confusion and other mind-affecting effects that don’t allow another creature to control a local deity directly work normally. Rare effects that allow a creature to manipulate the exact effects of confusion on a creature provide one of the few ways to magically control a local deity, essentially pushing it in a particular direction. Other methods, particularly those tied to strange and powerful artifacts, may work normally (GM’s discretion).
One with the Land (Ex)
A local deity in its territory adds its Charisma modifier as a racial bonus on all its saving throws, and as a deflection bonus to its Armor Class and gains fast healing 10. Unlike a normal fast healing, if a local deity loses a limb, it regrows in 1d4+4 hours. It will regrow in 1 minute if the severed member is held against the stump. This “regeneration” only functions in the local deity's territory.
Weaknesses: Local deities gain the following abilities.
Trapped (Ex)
A local deity is unable to leave its territory by any means, and effects such as plane shift, shadow walk, teleport, and even wish fail. A destroyed local deity can only be restored to life with a carefully worded wish spell, a true resurrection spell, or a direct divine intervention.
Speed: All speeds of the base creature’s increase by +30 ft.
Attacks: A local deity gains a primary slam attack if the base creature’s lack it (2d8 damage for a Medium local deity).
Spell-Like Abilities: A local deity gains the following spell-like abilities. CL equals the creature’s HD + 7 (or the CL of the base creature’s spell-like abilities, whichever is higher).
At will—speak with animals, speak with plants, stone tell, true seeing
3/day—detect thoughts, greater teleport (only within the boundaries of its territory), stone shape, wood shape
1/day—wish (granted to a mortal only)
Finally, a local deity can also cast the spells of its domains (see divine source) 1/day each as spell-like abilities as long the spell level is equal or lower than ½ its HD.
Special Qualities: A local deity retains all the special qualities of the base creature and the following.
Bound to the Land (Ex)
The local deity's territory work as its ward and usually cover an entire region but usually has a radius of 10 miles x HD of the local deity (including underground and into the sky). As a standard action, it can convey information about a creature within its ward (effectively imparting a description and exact location) to all kami within its territory. This alters the ward ability of the kami subtype.
Deity Stride (Ex)
A local deity can pass through its territory without leaving a trace, ignores difficult terrain both mundane and magical and it cannot be tracked in such environment.
Divine Abilities (Var.)
A local deity gains 4 divine abilities.
Divine Form
A local deity has her body mutated because of its divine spark. It gains an evolution pool as an unchained eidolon, using its HD as its summoner level (to a maximum level of 20th), except that it can select any evolution, ignoring any subtype prerequisite. Also, when first gaining this template, the local deity select an eidolon base form between aberrant, biped, quadruped, and serpentine. Its aspect become a fusion between its original form and the new form (eg. a human that select serpentine or a snake that select biped end up usually similar to a lamia matriarch, with the upper body human and the lower body of a snake; but how that manifest is unique and decided by each local deity). The local deity count as that base form for meet prerequisites for evolution.
Divine Source
A local deity grant divine spells to those who follow its cause, allowing them to select itself as their deity for the purposes of determining their spells and domains. Select 3 domains and up to 3 subdomains. These domains must be alignment domains matching its alignment if possible, unless its alignment is true neutral. The local deity grant access to these domains as if it is a deity. This does not require any specific action on the local deity’s behalf. Creatures that gain spells from him receive spells per day of levels up to ½ the HD of the local deity; they don’t lose spell slots of a higher level, but cannot prepare true spells of higher level in it, only spells of a lower level (including ones with metamagic apply to them). Also, a local deity automatically hear any prayer direct to it while made inside its territory. Finally, as a move action, the local deity may gather information from one of his worshiper. This ability functions as per the Bond Senses class feature of the summoner, except that it uses the worshiper instead of the Eidolon. This ability does not have a range or time limit.
Divine Traits
A local deity has a small fragment of true divine energy and as such add a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Local deities natural attacks or any weapons they wield, are treated as epic for the purpose of overcoming damage reduction. Local deities do not age, are immune to aging effects, requires no air to breathe, nor food or drink to sustain themselves.
Manipulate Terrain (Su)
A local deity can help any number of creatures travel within its territory. Creatures aided in this way receive a +20 bonus on Survival checks and do not suffer reductions to overland movement from terrain or lack of a highway or other roadway, regardless of the presence of roads or the type of terrain they actually travel through. Alternatively, a local deity can make terrain more difficult for any number of creatures to travel through, imparting a –20 penalty on all Survival checks and causing overland movement to be reduced to one-tenth its normal speed (minimum of 5 ft.) A local deity can affect as many creatures as it wishes with this ability, selecting whether it aids or impedes travel for each, as long as it can notice the creature (like with its sense the land) and the creature is within its territory. A local deity may use this ability while merged with its territory.
Mythic (Ex)
A local deity has Mythic Power (3/day, Surge +1d6) and counts as a 3rd-rank Mythic creature. It does not gains any other mythic ability, feat, or traits. A local deity must select one of the following options.
A local deity with 8 or more HD counts as a 6th-rank Mythic creature and has Mythic Power (6/day, Surge +1d8).
Caster: A local deity can use any of its spells and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells. Fighter: When a local deity expends mythic power to add a Surge die to an attack roll, it also adds a Surge die to that attack’s damage roll. This is not an action and does not require it to expend any additional uses of Mythic Power to use this ability.
A local deity with 14 or more HD counts as a 10th-rank Mythic creature and has Mythic Power (10/day, Surge +1d12).
Telepathy (Su)
A local deity can communicate telepathically with any creature within its territory that it can pinpoint (like with its sense the land), even when merged wit its territory.
Abilities: Str +8, Dex +4, Con +6, Int +4, Wis +6, Cha +8. If the creature final scores are lower than 20 or its mindless, that score is increased to 20.
Feats: A local deity gains Alertness, Combat Reflexes, Greater Fortitude, Improved Initiative, Iron Will, Persuasive, and Toughness as bonus feats. Previously mindless local deities also gains feats appropriate for their HD.
Skills: A local deity has a +8 racial bonus on all skills plus +4 divine and can make all skill checks untrained. Recalculate the skills ranks appropriate for the local deity increased Intelligence score. Previously mindless local deities also gains skills ranks appropriate for their HD.
Old debate, but...I actually agree that Abrogate is insanely overpowered. Especially with certain combos. I wonder how everyone handles it in their games. In mine, I permit it to function as is, but mostly because Exclusivity is a nice way to thwart the Cosmic Inspiration + Abrogate combo and other combos are also easily thwarted.No but I purposely made it that way. I wanted you to be a threat to the entire universe. Even a First One party has to be organized well and thinks about it a couple of times before engage it in combat (and not just teleporting next to him taking half the sheet out of him because yes, Abrogate is the ability I hate most and that I have banned together with Astro from my game because the combo summons thousands of minions + Cosmic Inspiratio to give all of them Abrogat and suddenly your Time Lord has become a white sheet with 10 to all the characteristics becoming from CR 1000+ to CR 1/2). Whoever wins the initiative first has won with no answer with such a combo. If you want to counter an ability you get ITS counter, not a stuff that randomly allows you to turn them off the board. Do you want to counter Perfect Defense? Certainly. Get Ultimate Weapon Focus. Grab Oblique Strike to walk around it. You can't take it? Take a weapon with Unerring. INGENIOUS YOURSELF TO EXCEED IT. Don't put an ability (Cosmic to top it off, not even Omnific or Metempiric) that allow you to take an ability of your choice off your opponent. Four people with abrogate and suddenly the fight you have prepared is rendered useless because they take away abilities from the sheet that were essential for it to work. If there is one thing I always like, it is when I put in front of a challenge and you have to strive to overcome it. In the campaign in which I am a player we are 4 levels 5 against a level 13+ wizard and fighter. A suicide? Certainly if we charge them head down. We are currently organizing a network of alliances with various factions to be able to face them. Difficult situation -> reasoning to overcome it. Not an ability that literally takes something off your sheet with no saving throw or rank limit. This makes no sense to me.
It's a necessary evil unfortunately, Abrogate. Having ran a ton of IH campaigns over the years, one of the biggest necessities is DM fiat. You as the DM needing to know when to alter abilities or not and seeing how those abilities stack and how they're used in the endgame. So with Abrogate for example, it says "you eradicate your opponents 'strongest' ability" that's an extremely subjective statement, what their most powerful ability is can be highly dependent on what your tactic is to beat them, thusly I always allow my players to choose what power, ability score, etc, they take, and also knowing what abilities are on the table and what abilities are not. Like someone's HP for example I won't allow but someone's Constitution score sure, know what I mean? But as the game progresses, especially into the highest levels, Abrogate becomes so needed to just play the game. Everything becomes an "I win" button so to speak, you get enemies with multiple layers of infinite health, you get beings who do infinite damage on multiple levels, and without having Abrogate the game would completely get stalemated.Old debate, but...I actually agree that Abrogate is insanely overpowered. Especially with certain combos. I wonder how everyone handles it in their games. In mine, I permit it to function as is, but mostly because Exclusivity is a nice way to thwart the Cosmic Inspiration + Abrogate combo and other combos are also easily thwarted.
You know, that is weird. I never really thought about that but that's honestly a bizarre design choice.A weaker version of the vampire template for low levels. I have always found weird the vampire spawn as a monster instead of a template.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.