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<blockquote data-quote="Obly99" data-source="post: 8751726" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Starscourge Radahn (After blocking the cosmos but before the battle with Malenia)</span></strong></p><p></p><p>Male LG Huge outsider (native)</p><p></p><p><strong>Init</strong> +68; <strong>Senses</strong> darkvision 600 ft., divine senses (x10), see in darkness; Perception +73</p><p></p><p><strong>Aura</strong> divine (DC 26, 625 ft.)</p><p></p><p>DEFENSE</p><p></p><p><strong>AC</strong> 74, touch 1, flat-footed 67 (+25 armor, +10 deflection, +1 Dex, +6 divine, +6 dodge, +48 natural, -2 size, -30 bound the stars)</p><p></p><p><strong>hp</strong> 2.350 (50d20+1.350)</p><p></p><p><strong>Fort</strong> +39, <strong>Ref </strong>+20, <strong>Will</strong> +26</p><p></p><p><strong>Defensive Abilities</strong> armor mastery, automatic grasp, combat composure, determination, hard to kill, legendary resistance, secure weaponry, sharp reflex, shield of stoicism, sixth sense, tenacious grip, weapon guard, weapon unity; <strong>DR</strong> 25/– and 15/epic; <strong>Immune</strong> constitution damage and drain, dazed, exhaustion, fatigued, fear, stunning, outer space environment; <strong>Resistance</strong> Terrestrial Hazards; <strong>PR/SR</strong> 68</p><p></p><p><strong>Weakness</strong> bound the stars</p><p></p><p>OFFENSE</p><p></p><p><strong>Speed</strong> 90 ft. (gift from the gravity), Starflight</p><p></p><p><strong>Melee</strong> 2 <em>Lion’s Sword</em> +70/+65/+60/+55 (40d10+83/15-20x7 plus 3d6 electricity)</p><p></p><p><strong>Ranged</strong> <em>Lion’s Bow</em> +61(2 arrows)/+61/+61/+56/+51/+46 (30d10+79/18-20x4 plus 3d6 electricity and gravity shot) (already calculated Manyshot and Rapid Shot)</p><p></p><p><strong>Special Attacks</strong> assured strike, collapsing star (DC 51), gravity meteor summon (DC 51), gravity shot (DC 51), gravity step (DC 51), meteor crash (DC 74), mythic power (6/day, surge +1d8), radahn’s rain, terrifying presence (DC 51)</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 56th, concentration +72)</p><p></p><p><strong>At will</strong>—animate objects, bear’s endurance, blade barrier (DC 32), blink, bull’s strength, commune, divine power, dream, etherealness, flame strike (DC 31), form of the alien dragon I/II/III, geas/quest, greater dispel magic, greater planar ally, greater teleport, interplanetary teleport, lesser geas (DC 30), levitate, magic jar (DC 31), magic missile, magic vestment, magic weapon, meteor swarm (DC 34), move earth, power word blind, power word kill, power word stun, sending, spiritual weapon, summon monster IX (creatures with the highest stats is Con), telekinesis, tongues, unseen servant, wandering star motes</p><p></p><p><strong>6/day</strong>—wish</p><p></p><p>STATISTICS</p><p></p><p><strong>Str</strong> 128, <strong>Dex</strong> 16, <strong>Con</strong> 64, <strong>Int</strong> 27, <strong>Wis</strong> 30, <strong>Cha</strong> 30</p><p></p><p><strong>Base Atk</strong> +50; <strong>CMB</strong> +74; <strong>CMD</strong> 76</p><p></p><p><strong>Feats</strong> Alertness, Blinding Critical, Clustered Shot, Crippling Critical, Critical Focus, Critical MasteryB, Dodge, Double Slice, Double Strike, Exhausting Critical, Extend the BulwarkB, Greater Weapon Specialization (longbow), Improved Critical (longbow), Improved Precise Shot, Iron Will, Lunge, Manyshot, Monstrous Strength, Pinpoint Targeting, Point Blank Master (longbow), Precise Shot, Prodigious Two-Weapon Fighting, Rapid Shot, Quick Draw, Run, Shot on the Run, Spellbreaker, Staggering Critical, Stunning Critical, Teleport Tactician, Tiring Critical, Two-Weapon Fighting, Weapon Focus (greatsword)B, Weapon Focus (longbow), Weapon Specialization (longbow)</p><p></p><p><strong>Latent Feats</strong> Disruptive, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Mobility, Point-Blank Shot</p><p></p><p><strong>Fighter Bonus Feats</strong> Combat Reflexes, Greater Weapon Specialization (greatsword), Greater Weapon Focus (greatsword), Improved Critical (greatsword), Muscle Reaction, Spring Attack, Weapon Specialization (greatsword)</p><p></p><p><strong>Epic Fighter Bonus Feats</strong> Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Greater Critical (greatsword), Greater Critical Multiplier (greatsword), Improved Critical Multiplier (greatsword), Improved Dodge</p><p></p><p><strong>Epic Feats</strong> Good Will, Greater Critical (longbow), Perfect Two-Weapon Fighting, Sixth Sense</p><p></p><p><strong>Skills</strong> Acrobatics +56, Bluff +69, Climb +115, Craft [bridle] +67, Diplomacy +66, Fly +60, Handle Animal +66, Heal +69, Intimidate +69, Knowledge (arcane, local, nobility, planes) +67, Knowledge (dungeoneering, engineering, geography, history, nature, psionic, religion) +64, Perception +73, Profession (soldier) +69, Ride +56, Sense Motive +69, Spellcraft +64, Stealth +48, Survival +69, Swim +115, Use Magic Device +66</p><p></p><p><strong>Languages</strong> Celestial, Common, Giant</p><p></p><p><strong>SQ</strong> advanced armor training (armor specialization [full plate], armored master, armored sacrifice 3/day, armored strike, cushion armament, greater armor specialization [full plate], greater armored strike, unhindered movement – heavy, unhindered movement – medium), advanced weapon training (focused weapon [greatsword, longbow], knockout training, spell smash, training initiative, weapon sacrifice), archer mastery, armor training, bonus feats, bonus skills, feat aptitude, feat expertise, feat retraining, flawless technique, holding the cosmos, integrated class feature (legendary fighter, 25 levels), latent feats, maven, might, no breath, portfolio (Labor, Outer Space, War), perseverance (battle clarity, bravery [+6], fearless zeal, hard to kill, indefatigable), prowess (critical master, inspire confidence, master armorer, master bowyer, master weaponsmith, tactical training 5/day), rapid attack, sky mastery, starscourge, virtual size category +6, weapon adaption, weapon mastery, weapon training (+6), weapon unity</p><p></p><p><strong>Gears</strong> <em>Lion’s Mane Armor</em> (+12 heavy fortification full plate of orichalcum), 2 <em>Lion’s Sword</em> (+10 axiomatic power, ghost touch, impact, lightning blast, phase locking greatsword of orichalcum), <em>Lion’s Bow</em> (+10 axiomatic power, distant shot, ghost touch, lightning blast, phase locking, speed, unerring accuracy composite longbow +59)</p><p></p><p><u><strong>Divine Abilities</strong></u></p><p></p><p>• Adjuration (Su): Summon up to 100 hit die of creatures per day (no single creature can have CR higher than 31)</p><p></p><p>• Apport (Su): Summon your equipment from any distance</p><p></p><p>• Multifaced (Ex) x2: Gain 6 extra feats</p><p></p><p>• Strong Mind (Ex): Str as insight to attack rolls</p><p></p><p>• Strong Soul (Ex): Str as insight to saving throw</p><p></p><p><strong><u>Labor Portfolio Traits (Demi-Deity)</u></strong></p><p></p><p><em>Granted Power:</em> You gain a +10 bonus to Endurance skill checks</p><p></p><p>• <em>Workaholic (Ex)</em>: Competence penalty on all die rolls equal to your divine rank if you have not completed a full days work the previous day</p><p></p><p>• Shield of Stoicism (Su): You are immune to constitution damage/drain and never fail endurance checks</p><p></p><p>• Scion of Labor (Ex): Competence bonus to constitution equal to your divine rank</p><p></p><p>• Stoic Brethren (Ex): Those summoned gain Con. bonus equal to your divine rank</p><p></p><p>• Instrument of Labor (Su): 50% chance to ignore critical hits</p><p></p><p><strong><u>Outer Space Portfolio Traits (Demi-Deity)</u></strong></p><p></p><p><em>Granted Power:</em> You gain the No Breath and Starflight abilities (3d20 months/years) and immunity to the environment of the outer space</p><p></p><p>• <em>Hostile Environment (subterranean) (Ex)</em>: Competence penalty (equal to your divine rank) on all die rolls when underground</p><p></p><p>• <em>Negative Energy Vulnerability (Ex): </em>Suffer 50% extra damage from Negative Energy attacks and spell</p><p></p><p>• <em>Darkest Vision (Ex): </em>You gain the See in Darkness special ability</p><p></p><p>• Light Immunity (Su): You become immune to light based damage and attacks</p><p></p><p>• Scion of Stars (Ex): Competence bonus to attack rolls damage rolls and armor class equal to your divine rank when in starlight</p><p></p><p>• Improved Summoning (aliens) (Ex): Natural space creatures (like anunnaki, elder thing, shantak) summoned have 50% more HD</p><p></p><p>• Starflight (Su): Gains the Starflight ability of a Shantak (3d20 hours/day)</p><p></p><p><strong><u>War Portfolio Traits (Demi-Deity)</u></strong></p><p></p><p><em>Granted Power:</em> Free martial weapon proficiency and weapon focus with the deity’s favored weapon</p><p></p><p>• <em>Lemming’s Wisdom (Ex)</em>: Competence penalty to wisdom equal to your divine rank</p><p></p><p>• <em>Soldier’s Death (Ex):</em> Competence penalty to on all rolls equal to your divine rank for one week if you ever retreat</p><p></p><p>• Battle Ready (Su): You can use armor or shields without penalty</p><p></p><p>• Scion of War (Ex): Competence bonus on attack rolls equal to your divine rank</p><p></p><p>• Sons of Battle (Ex): Those summoned gain an attack bonus equal to your divine rank</p><p></p><p>• Chink in the Armor (Su): Ignore armor bonuses from armor/shields, not enhancement bonus</p><p></p><p><strong>Archer Mastery (Ex)</strong></p><p>Radahn apply his might ability even to ranged attacks.</p><p></p><p><strong>Bound the Stars (Ex)</strong></p><p>Radahn is by himself stopping the cosmos and that terrifically consumes his strength and use of power. Radahn suffer a -80 penalty to all saving throws, -126 to melee attack rolls (this doesn’t apply to CMB), -70 to ranged attack rolls, his <em>Lion’s Mane Armor</em> and his 2 <em>Lion’s Sword</em> even if they are made of orichalcum, no longer multiplied x12 the damage and armor bonus to AC (they maintain all other benefits of being made of orichalcum), -30 to AC (this doesn’t apply to CMD), -100 to CMB, and -70 to CMD. This ability cannot be removed but Radahn can free the stars at any time as a free action (even if he never will because of his sense of duty).</p><p></p><p><strong>Collapsing Stars (Su)</strong></p><p>As a swift action, Radahn will send out of powerful gravity magic around himself in a dome. Multiple black orbs will then appear and star flying toward his target. Each creature in a 60 ft. cone originated from Radahn must make a Reflex save DC 51. On a failure, a creature take 20d6 divine force damage and is pulled 20 ft. in a straight line toward Radahn, this movement provoke opportunity. On a successful save, a creature doesn’t take damage and is not pulled. The save DC is Charisma-based.</p><p></p><p><strong>Gift From the Gravity (Su)</strong></p><p>Radahn horse, Leonard, can't carry him because he’s is too heavy. Radahn, to avoid separating from his companion and to avoid burdening him, he learned advanced gravitational magic. Radahn replace his base land speed with an equal fly speed (perfect) but he can only levitate 10 ft. above the ground, he cannot fly higher with this ability. Also, he ignore difficult terrain and is under a constant effect of feather fall.</p><p></p><p><strong>Gravity Meteor Summon (Su)</strong></p><p>As a free action, Radahn can create four tiny meteors in his space. They float in the air and orbit around him. As a swift action, Radahn can send one or more of them streaking toward a point or point of his choice within 1.000 ft. of him. Once a meteor reaches its destination or impact against a solid surface, it explode. All creatures within 10 ft. of the point where the meteor explode must make a Reflex save DC 51. On a failure, a creature take 5d6 divine force damage and 5d6 divine fire damage and is knocked prone. On a successful save, a creature take half damage and negate the prone. After using this ability Radahn must wait 1 minute before he can use it again. The save DC is Charisma-based.</p><p></p><p><strong>Gravity Shot (Su)</strong></p><p>Radahn imbue his arrows with gravitational force. A creature hit by an arrow of Radahn must make a Reflex save DC 51 or be knocked prone. The save DC is Charisma-based.</p><p></p><p><strong>Gravity Step (Su)</strong></p><p>As a swift action, Radahn can create a 20 ft.-radius sphere made of pure gravity centered on himself. Each creature in the sphere must make a Reflex save DC 51. On a failure, a creature take 10d6 divine force damage and is pulled toward Radahn, this movement provoke opportunity. On a successful save, a creature take half damage and is not pulled. The save DC is Charisma-based.</p><p></p><p><strong>Holding the Cosmos (Ex)</strong></p><p>Radahn, alone, is blocking the cosmos and the stellar motions for protecting his World from the invasion from things from the black between the stars. Because of the immense constant effort it undergoes, he gains Labor as a bonus Portfolio.</p><p></p><p><strong>Legendary Resistance (Ex)</strong></p><p>Once per round, when Radahn take damage, he can make a Fortitude save with DC equal to the damage suffered. If he succeed, he doesn't take the damage.</p><p></p><p><strong>Meteor Crash (Ex)</strong></p><p>Once per day when outdoor and under the open sky, as a full-round action that provoke opportunity, Radahn fly instantly in the stratosphere. At the end of his next turn, Radahn will fly back into the planet, at any point within 10 miles from when he originally launch himself in the sky, crashing back to the ground, forming a line of 120 ft. long and 30 ft. wide that explode as he return. Each creature in the area must make a Reflex save DC 74. All creature, unattended objects or structures in the area take 6d100 divine force damage and 6d100 divine fire damage. Radahn is immune to this damage. A successful save half the damage. Each creature in the area that take damage must make also a Strength check against a DC of 92 (Strength modifier of Radahn + Constitution modifier of Radahn + divine rank of Radahn) or be knocked prone. The save DC is Constitution-based and included a +6 racial bonus.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>Radahn has Mythic Power (6/day, surge +1d8) and counts as a 6th-rank Mythic creature. Radahn can use any of his spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. In his godly realm, he count as a 10th-rank Mythic creature and his Mythic Power increase to (10/day, surge +1d12)</p><p></p><p><strong>Might (Ex)</strong></p><p>Radahn deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than his HD.</p><p></p><p><strong>Radahn’s Rain (Su)</strong></p><p>As a full-round action, Radahn will drawn is bow and fire into the air, causing arrows to rain down from the sky to a maximum of 1.000 ft. from him. Radahn make a single attack roll with his bow normally and hit every creature to which he passed the AC in a line 20 ft. wide that originate from him in a direction of his choice with a range maximum of 1.000 ft. If such attack roll results in a possible critical hit, the critical is applied to one creature of Radahn’s choosing in the line. A creature hit is subject to gravity shot as normal. After using this ability Radahn must wait 1 minute before he can use it again.</p><p></p><p><strong>Starscourge (Ex)</strong></p><p>Radahn managed to block the stars by himself. The universe noticed it, rewarding him with the benefit of the Legendary Strength Cosmic Ability.</p><p></p><p><strong>Terrifying Presence (Ex)</strong></p><p>As a swift action, Radahn can intimorate all enemies. Each foe within 300 ft. of Radahn who can see or hear him, must make a Will save DC 51 or become frightened for 6 minutes (1 minute x DR of Radahn). A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effects end for it, the creature is immune to Radahn’s commanding presence for 1 day. This is a fear, mind-affecting effect and the save DC is Charisma-based.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8751726, member: 7035194"] [CENTER][B][SIZE=7]Starscourge Radahn (After blocking the cosmos but before the battle with Malenia)[/SIZE][/B][/CENTER] Male LG Huge outsider (native) [B]Init[/B] +68; [B]Senses[/B] darkvision 600 ft., divine senses (x10), see in darkness; Perception +73 [B]Aura[/B] divine (DC 26, 625 ft.) DEFENSE [B]AC[/B] 74, touch 1, flat-footed 67 (+25 armor, +10 deflection, +1 Dex, +6 divine, +6 dodge, +48 natural, -2 size, -30 bound the stars) [B]hp[/B] 2.350 (50d20+1.350) [B]Fort[/B] +39, [B]Ref [/B]+20, [B]Will[/B] +26 [B]Defensive Abilities[/B] armor mastery, automatic grasp, combat composure, determination, hard to kill, legendary resistance, secure weaponry, sharp reflex, shield of stoicism, sixth sense, tenacious grip, weapon guard, weapon unity; [B]DR[/B] 25/– and 15/epic; [B]Immune[/B] constitution damage and drain, dazed, exhaustion, fatigued, fear, stunning, outer space environment; [B]Resistance[/B] Terrestrial Hazards; [B]PR/SR[/B] 68 [B]Weakness[/B] bound the stars OFFENSE [B]Speed[/B] 90 ft. (gift from the gravity), Starflight [B]Melee[/B] 2 [I]Lion’s Sword[/I] +70/+65/+60/+55 (40d10+83/15-20x7 plus 3d6 electricity) [B]Ranged[/B] [I]Lion’s Bow[/I] +61(2 arrows)/+61/+61/+56/+51/+46 (30d10+79/18-20x4 plus 3d6 electricity and gravity shot) (already calculated Manyshot and Rapid Shot) [B]Special Attacks[/B] assured strike, collapsing star (DC 51), gravity meteor summon (DC 51), gravity shot (DC 51), gravity step (DC 51), meteor crash (DC 74), mythic power (6/day, surge +1d8), radahn’s rain, terrifying presence (DC 51) [B]Spell-Like Abilities[/B] (CL 56th, concentration +72) [B]At will[/B]—animate objects, bear’s endurance, blade barrier (DC 32), blink, bull’s strength, commune, divine power, dream, etherealness, flame strike (DC 31), form of the alien dragon I/II/III, geas/quest, greater dispel magic, greater planar ally, greater teleport, interplanetary teleport, lesser geas (DC 30), levitate, magic jar (DC 31), magic missile, magic vestment, magic weapon, meteor swarm (DC 34), move earth, power word blind, power word kill, power word stun, sending, spiritual weapon, summon monster IX (creatures with the highest stats is Con), telekinesis, tongues, unseen servant, wandering star motes [B]6/day[/B]—wish STATISTICS [B]Str[/B] 128, [B]Dex[/B] 16, [B]Con[/B] 64, [B]Int[/B] 27, [B]Wis[/B] 30, [B]Cha[/B] 30 [B]Base Atk[/B] +50; [B]CMB[/B] +74; [B]CMD[/B] 76 [B]Feats[/B] Alertness, Blinding Critical, Clustered Shot, Crippling Critical, Critical Focus, Critical MasteryB, Dodge, Double Slice, Double Strike, Exhausting Critical, Extend the BulwarkB, Greater Weapon Specialization (longbow), Improved Critical (longbow), Improved Precise Shot, Iron Will, Lunge, Manyshot, Monstrous Strength, Pinpoint Targeting, Point Blank Master (longbow), Precise Shot, Prodigious Two-Weapon Fighting, Rapid Shot, Quick Draw, Run, Shot on the Run, Spellbreaker, Staggering Critical, Stunning Critical, Teleport Tactician, Tiring Critical, Two-Weapon Fighting, Weapon Focus (greatsword)B, Weapon Focus (longbow), Weapon Specialization (longbow) [B]Latent Feats[/B] Disruptive, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Mobility, Point-Blank Shot [B]Fighter Bonus Feats[/B] Combat Reflexes, Greater Weapon Specialization (greatsword), Greater Weapon Focus (greatsword), Improved Critical (greatsword), Muscle Reaction, Spring Attack, Weapon Specialization (greatsword) [B]Epic Fighter Bonus Feats[/B] Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Greater Critical (greatsword), Greater Critical Multiplier (greatsword), Improved Critical Multiplier (greatsword), Improved Dodge [B]Epic Feats[/B] Good Will, Greater Critical (longbow), Perfect Two-Weapon Fighting, Sixth Sense [B]Skills[/B] Acrobatics +56, Bluff +69, Climb +115, Craft [bridle] +67, Diplomacy +66, Fly +60, Handle Animal +66, Heal +69, Intimidate +69, Knowledge (arcane, local, nobility, planes) +67, Knowledge (dungeoneering, engineering, geography, history, nature, psionic, religion) +64, Perception +73, Profession (soldier) +69, Ride +56, Sense Motive +69, Spellcraft +64, Stealth +48, Survival +69, Swim +115, Use Magic Device +66 [B]Languages[/B] Celestial, Common, Giant [B]SQ[/B] advanced armor training (armor specialization [full plate], armored master, armored sacrifice 3/day, armored strike, cushion armament, greater armor specialization [full plate], greater armored strike, unhindered movement – heavy, unhindered movement – medium), advanced weapon training (focused weapon [greatsword, longbow], knockout training, spell smash, training initiative, weapon sacrifice), archer mastery, armor training, bonus feats, bonus skills, feat aptitude, feat expertise, feat retraining, flawless technique, holding the cosmos, integrated class feature (legendary fighter, 25 levels), latent feats, maven, might, no breath, portfolio (Labor, Outer Space, War), perseverance (battle clarity, bravery [+6], fearless zeal, hard to kill, indefatigable), prowess (critical master, inspire confidence, master armorer, master bowyer, master weaponsmith, tactical training 5/day), rapid attack, sky mastery, starscourge, virtual size category +6, weapon adaption, weapon mastery, weapon training (+6), weapon unity [B]Gears[/B] [I]Lion’s Mane Armor[/I] (+12 heavy fortification full plate of orichalcum), 2 [I]Lion’s Sword[/I] (+10 axiomatic power, ghost touch, impact, lightning blast, phase locking greatsword of orichalcum), [I]Lion’s Bow[/I] (+10 axiomatic power, distant shot, ghost touch, lightning blast, phase locking, speed, unerring accuracy composite longbow +59) [U][B]Divine Abilities[/B][/U] • Adjuration (Su): Summon up to 100 hit die of creatures per day (no single creature can have CR higher than 31) • Apport (Su): Summon your equipment from any distance • Multifaced (Ex) x2: Gain 6 extra feats • Strong Mind (Ex): Str as insight to attack rolls • Strong Soul (Ex): Str as insight to saving throw [B][U]Labor Portfolio Traits (Demi-Deity)[/U][/B] [I]Granted Power:[/I] You gain a +10 bonus to Endurance skill checks • [I]Workaholic (Ex)[/I]: Competence penalty on all die rolls equal to your divine rank if you have not completed a full days work the previous day • Shield of Stoicism (Su): You are immune to constitution damage/drain and never fail endurance checks • Scion of Labor (Ex): Competence bonus to constitution equal to your divine rank • Stoic Brethren (Ex): Those summoned gain Con. bonus equal to your divine rank • Instrument of Labor (Su): 50% chance to ignore critical hits [B][U]Outer Space Portfolio Traits (Demi-Deity)[/U][/B] [I]Granted Power:[/I] You gain the No Breath and Starflight abilities (3d20 months/years) and immunity to the environment of the outer space • [I]Hostile Environment (subterranean) (Ex)[/I]: Competence penalty (equal to your divine rank) on all die rolls when underground • [I]Negative Energy Vulnerability (Ex): [/I]Suffer 50% extra damage from Negative Energy attacks and spell • [I]Darkest Vision (Ex): [/I]You gain the See in Darkness special ability • Light Immunity (Su): You become immune to light based damage and attacks • Scion of Stars (Ex): Competence bonus to attack rolls damage rolls and armor class equal to your divine rank when in starlight • Improved Summoning (aliens) (Ex): Natural space creatures (like anunnaki, elder thing, shantak) summoned have 50% more HD • Starflight (Su): Gains the Starflight ability of a Shantak (3d20 hours/day) [B][U]War Portfolio Traits (Demi-Deity)[/U][/B] [I]Granted Power:[/I] Free martial weapon proficiency and weapon focus with the deity’s favored weapon • [I]Lemming’s Wisdom (Ex)[/I]: Competence penalty to wisdom equal to your divine rank • [I]Soldier’s Death (Ex):[/I] Competence penalty to on all rolls equal to your divine rank for one week if you ever retreat • Battle Ready (Su): You can use armor or shields without penalty • Scion of War (Ex): Competence bonus on attack rolls equal to your divine rank • Sons of Battle (Ex): Those summoned gain an attack bonus equal to your divine rank • Chink in the Armor (Su): Ignore armor bonuses from armor/shields, not enhancement bonus [B]Archer Mastery (Ex)[/B] Radahn apply his might ability even to ranged attacks. [B]Bound the Stars (Ex)[/B] Radahn is by himself stopping the cosmos and that terrifically consumes his strength and use of power. Radahn suffer a -80 penalty to all saving throws, -126 to melee attack rolls (this doesn’t apply to CMB), -70 to ranged attack rolls, his [I]Lion’s Mane Armor[/I] and his 2 [I]Lion’s Sword[/I] even if they are made of orichalcum, no longer multiplied x12 the damage and armor bonus to AC (they maintain all other benefits of being made of orichalcum), -30 to AC (this doesn’t apply to CMD), -100 to CMB, and -70 to CMD. This ability cannot be removed but Radahn can free the stars at any time as a free action (even if he never will because of his sense of duty). [B]Collapsing Stars (Su)[/B] As a swift action, Radahn will send out of powerful gravity magic around himself in a dome. Multiple black orbs will then appear and star flying toward his target. Each creature in a 60 ft. cone originated from Radahn must make a Reflex save DC 51. On a failure, a creature take 20d6 divine force damage and is pulled 20 ft. in a straight line toward Radahn, this movement provoke opportunity. On a successful save, a creature doesn’t take damage and is not pulled. The save DC is Charisma-based. [B]Gift From the Gravity (Su)[/B] Radahn horse, Leonard, can't carry him because he’s is too heavy. Radahn, to avoid separating from his companion and to avoid burdening him, he learned advanced gravitational magic. Radahn replace his base land speed with an equal fly speed (perfect) but he can only levitate 10 ft. above the ground, he cannot fly higher with this ability. Also, he ignore difficult terrain and is under a constant effect of feather fall. [B]Gravity Meteor Summon (Su)[/B] As a free action, Radahn can create four tiny meteors in his space. They float in the air and orbit around him. As a swift action, Radahn can send one or more of them streaking toward a point or point of his choice within 1.000 ft. of him. Once a meteor reaches its destination or impact against a solid surface, it explode. All creatures within 10 ft. of the point where the meteor explode must make a Reflex save DC 51. On a failure, a creature take 5d6 divine force damage and 5d6 divine fire damage and is knocked prone. On a successful save, a creature take half damage and negate the prone. After using this ability Radahn must wait 1 minute before he can use it again. The save DC is Charisma-based. [B]Gravity Shot (Su)[/B] Radahn imbue his arrows with gravitational force. A creature hit by an arrow of Radahn must make a Reflex save DC 51 or be knocked prone. The save DC is Charisma-based. [B]Gravity Step (Su)[/B] As a swift action, Radahn can create a 20 ft.-radius sphere made of pure gravity centered on himself. Each creature in the sphere must make a Reflex save DC 51. On a failure, a creature take 10d6 divine force damage and is pulled toward Radahn, this movement provoke opportunity. On a successful save, a creature take half damage and is not pulled. The save DC is Charisma-based. [B]Holding the Cosmos (Ex)[/B] Radahn, alone, is blocking the cosmos and the stellar motions for protecting his World from the invasion from things from the black between the stars. Because of the immense constant effort it undergoes, he gains Labor as a bonus Portfolio. [B]Legendary Resistance (Ex)[/B] Once per round, when Radahn take damage, he can make a Fortitude save with DC equal to the damage suffered. If he succeed, he doesn't take the damage. [B]Meteor Crash (Ex)[/B] Once per day when outdoor and under the open sky, as a full-round action that provoke opportunity, Radahn fly instantly in the stratosphere. At the end of his next turn, Radahn will fly back into the planet, at any point within 10 miles from when he originally launch himself in the sky, crashing back to the ground, forming a line of 120 ft. long and 30 ft. wide that explode as he return. Each creature in the area must make a Reflex save DC 74. All creature, unattended objects or structures in the area take 6d100 divine force damage and 6d100 divine fire damage. Radahn is immune to this damage. A successful save half the damage. Each creature in the area that take damage must make also a Strength check against a DC of 92 (Strength modifier of Radahn + Constitution modifier of Radahn + divine rank of Radahn) or be knocked prone. The save DC is Constitution-based and included a +6 racial bonus. [B]Mythic (Ex)[/B] Radahn has Mythic Power (6/day, surge +1d8) and counts as a 6th-rank Mythic creature. Radahn can use any of his spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. In his godly realm, he count as a 10th-rank Mythic creature and his Mythic Power increase to (10/day, surge +1d12) [B]Might (Ex)[/B] Radahn deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than his HD. [B]Radahn’s Rain (Su)[/B] As a full-round action, Radahn will drawn is bow and fire into the air, causing arrows to rain down from the sky to a maximum of 1.000 ft. from him. Radahn make a single attack roll with his bow normally and hit every creature to which he passed the AC in a line 20 ft. wide that originate from him in a direction of his choice with a range maximum of 1.000 ft. If such attack roll results in a possible critical hit, the critical is applied to one creature of Radahn’s choosing in the line. A creature hit is subject to gravity shot as normal. After using this ability Radahn must wait 1 minute before he can use it again. [B]Starscourge (Ex)[/B] Radahn managed to block the stars by himself. The universe noticed it, rewarding him with the benefit of the Legendary Strength Cosmic Ability. [B]Terrifying Presence (Ex)[/B] As a swift action, Radahn can intimorate all enemies. Each foe within 300 ft. of Radahn who can see or hear him, must make a Will save DC 51 or become frightened for 6 minutes (1 minute x DR of Radahn). A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effects end for it, the creature is immune to Radahn’s commanding presence for 1 day. This is a fear, mind-affecting effect and the save DC is Charisma-based. [/QUOTE]
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