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<blockquote data-quote="Obly99" data-source="post: 8831840" data-attributes="member: 7035194"><p>Among the list of various abominations, I have always noticed one notable absence: the abominations generated by the celestials of the Upper Planes.</p><p>Drawing inspiration from the base PF1 version (<a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/nephilim/" target="_blank">Nephilim – d20PFSRD</a>), this race (<a href="https://www.dandwiki.com/wiki/Nephilim_(5e_Race)" target="_blank">Nephilim (5e Race) - D&D Wiki</a>) and this template (<a href="https://dungeons.fandom.com/wiki/Nephilim_(3.5e_Template)" target="_blank">Nephilim (3.5e Template)</a>), this is my version of the abomination of the Upper Planes.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Nephilim</span></strong></p><p></p><p><em>You look up at your teammate, Cassiopeia. You and she are the only ones who survived the bodak ambush. You too thought you were doomed to perish until your friend stepped between you and the undead horrors and with a scream she grew bigger, while great black wings sprouted from her back. With one word she destroyed all the undead. Immediately afterwards she turns to you with a sad smile as the sky lights up with a golden light and a squadron of angels with flaming bows, led by an angel bigger than the others and with a huge sword descends threatening towards her.</em></p><p></p><p>Any (usually CE) Large outsider (abomination, angel, native, shapechanger)</p><p></p><p><strong>Init</strong> +7; <strong>Senses</strong> blindsight 500 ft., darkvision 60 ft., low-light vsion, true seeing; Perception +41</p><p></p><p><strong>Aura</strong> divine (DC 22, 85 ft.), protective (20 ft.)</p><p></p><p><strong>AC</strong> 52, touch 31, flat-footed 43 (+10 armor, +9 deflection, +3 Dex, +4 divine, +6 dodge, +11 natural, -1 size)</p><p></p><p><strong>hp</strong> 456 (24d10+216) fast healing 12, regeneration 12 (epic and lawful)</p><p></p><p><strong>Fort </strong>+27, <strong>Ref</strong> +21, <strong>Will</strong> +28; +4 vs. poison</p><p></p><p><strong>Defensive Abilities</strong> determination, nondetection, powerful build, sixth sense; <strong>DR</strong> 12/epic and good; <strong>Immune</strong> ability damage or drain, acid, cold, energy drain, mind-affecting, petrification, enchantment, illusion and transmutation magic, death from massive damage; <strong>Resistance</strong> electricity 10, fire 20, sonic 20, Terrestrial Hazards; <strong>PR/SR</strong> 38</p><p></p><p><strong>Weakness</strong> cursed by the world</p><p></p><p><strong>Speed</strong> 60 ft., fly 180 ft. (good)</p><p></p><p><strong>Melee</strong> +6 impact greatsword +49/+49/+44/+39/+34 (8d10+30/17-20) or 2 slams +43 (2d10+16)</p><p></p><p>with smite +6 impact greatsword +58/+58/+53/+48/+43 (8d10+78/17-20) or 2 slams +52 (2d10+64)</p><p></p><p><strong>Ranged</strong> composite longbow +31/+31/+26/+21/+16 (3d6+17/x3)</p><p></p><p>with smite composite longbow +40/+40/+35/+30/+25 (3d6+65/x3)</p><p></p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p></p><p><strong>Special Attacks</strong> crushing blow (DC 42), mythic power (4/day, surge +1d8), mortal challenge (DC 35), greater rage 58 rounds/day (+8 Str and Cos, +4 Will), smite 8/day (+9 to hit; +48 damage)</p><p></p><p><strong>Spell-like Abilities</strong> (CL 28th, concentration +41)</p><p></p><p><strong>Constant</strong>—nondetection, true seeing;</p><p></p><p><strong>At-will</strong>—chaos hammer (DC 27), holy smite (DC 27), order’s wrath (DC 27), unholy blight (DC 27)</p><p></p><p><strong>3/day</strong>—dispel chaos, dispel good, dispel evil, dispel law, dispel magic, limited wish</p><p></p><p><strong>1/day</strong>—blade barrier (DC 29), blasphemy (DC 30), destruction (DC 30), dictum (DC 30), dimension door, divine power, earthquake, greater dispel magic, greater restoration, heal, holy word (DC 30), sending, summon asura, word of chaos (DC 30)</p><p></p><p><strong>1/10 years</strong>—commune, dream, wish</p><p></p><p><strong>Str </strong>42, <strong>Dex</strong> 16, <strong>Con</strong> 29, <strong>Int</strong> 18, <strong>Wis</strong> 27, <strong>Cha</strong> 28</p><p></p><p><strong>Base Atk </strong>+24; <strong>CMB</strong> +45; <strong>CMD</strong> 73</p><p></p><p><strong>Feats</strong> Alertness, Cornugon Smash, DiehardB, Dodge, Greater Vital Strike, Improved Vital Strike, Intimidating Prowess, Iron Will, Power Attack, Vital Strike</p><p></p><p><strong>Epic Feats</strong> Good Will, Great SmitingB, Improved Dodge, Sixth Sense</p><p></p><p><strong>Skills</strong> Bluff +40, Disguise +40 (+50 while using change shape ability), Fly +36, Intimidate +56, Knowledge (planes) +35, Knowledge (religion) +35, Perception +41, Sense Motive +41, Spellcraft +35, Stealth +30</p><p></p><p><strong>Languages</strong> Celestial, Common, Draconic, Giant, Infernal; telepathy 1.000 ft., truespeech</p><p></p><p><strong>SQ</strong> change shape (fixed Medium humanoid form, alter self), might, militant, virtual size category +1</p><p></p><p><strong>Gears</strong> +1 full plate of heavy fortification, huge +6 impact keen greatsword of speed, huge +1 composite longbow of speed (+16)</p><p></p><p></p><p>When raging, the Nephilim’s statistics are (the increase of strength give another +1 virtual size category with -2 Dex, +4 nat to AC and +4 Con):</p><p></p><p><strong>AC</strong> 53, touch 28, flat-footed 45 (+10 armor, +9 deflection, +2 Dex, +4 divine, +6 dodge, +15 natural, -2 rage, -1 size);</p><p></p><p><strong>hp</strong> 600;</p><p></p><p><strong>Fort </strong>+33, <strong>Ref</strong> +20, <strong>Will</strong> +32;</p><p></p><p><strong>Melee</strong> +6 impact greatsword +53/+53/+48/+43/+38 (12d10+36/17-20) or 2 slams +47 (2d10+20)</p><p></p><p>with smite +6 impact greatsword +62/+62/+57/+52/+47 (12d10+84/17-20) or 2 slams +56 (2d10+68)</p><p></p><p><strong>Ranged</strong> composite longbow +30/+30/+25/+20/+15 (3d6+17/x3)</p><p></p><p>with smite composite longbow +39/+39/+34/+29/+24 (3d6+65/x3)</p><p></p><p><strong>Special Attacks</strong> crushing blow (DC 46)</p><p></p><p><strong>Str</strong> 50, <strong>Dex</strong> 14, <strong>Con</strong> 41; <strong>CMB</strong> +49; <strong>CMD</strong> 76;</p><p></p><p><strong>Skills</strong> Fly +34, Intimidate +57, Stealth +29, Swim +51</p><p></p><p><strong>Crushing Blow (Ex)</strong></p><p>When a nephilim makes a successful critical hit with a melee attack, the target must make a DC 42 Fortitude save or take an additional 10d6 points of nonlethal damage and be staggered for 1d6 rounds. The save DC is Strength-based.</p><p></p><p><strong>Cursed by the World (Ex)</strong></p><p>A nephilim, despite his effective alignment, count as having the evil subtype and evil alignment for all interaction with effects, like detect evil, see alignment or smite evil of the paladin.</p><p></p><p><strong>Determination (Su)</strong></p><p>A nephilim’s clings tenaciously to life, despite all the hate against him. He gains Diehard as a bonus feat. In addition, when first killed in a day, the nephilim dies, but he springs back to life 1d4 rounds later as if the target of a true resurrection spell. If killed a second time in the day, the nephilim again comes back to life 1d6 rounds later, as if the target of a resurrection spell. If killed a third time in the day, the nephilim again comes back to life 1 minute later, as if the target of a raise dead spell (but only if the body is intact and was not killed the third time by a death effect). Only after the nephilim is slain for a fourth time in a day his soul’s finally detaches from his corpse and die.</p><p></p><p><strong>Divine Traits (Abomination) (Ex)</strong></p><p>As an abomination, a nephilim 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. A nephilim’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A Nephilim does not age and requires no food or drink to sustain himself.</p><p></p><p><strong>Might (Ex)</strong></p><p>A nephilim 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>Militant (Ex)</strong></p><p>A nephilim never suffer armor check penalty, never has a maximum Dex bonus from an armor or shield and never suffer a reduced speed from an armor. A nephilim has competence in all simple and martial weapons, all armors and shields.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>A nephilim has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. A nephilim can use any of his spell-like abilities effect 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 spells.</p><p></p><p><strong>Mortal Challenge (Su)</strong></p><p>When a nephilim spends a standard action to roar a battle challenge, all humanoids and monstrous humanoids within 100 feet of the nephilim must make a DC 35 Will save to avoid becoming frightened for 5d6 rounds. On a successful save, the creatures only become shaken for that time. Creatures with more HD than the nephilim become shaken if they fail their save, and suffer no effect if they succeed. A creature that succeeds at the save is immune to that nephilim’s mortal challenge for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.</p><p></p><p><strong>Smite (Su)</strong></p><p>Once per day, as a swift action a nephilim can call upon the divine forces of his blood to aid his struggle against chosen foes. The nephilim chooses one target within sight to destroy. The nephilim adds his Charisma bonus (minimum +1) to his attack rolls and adds his HD to his damage rolls against the chosen target. Attacks against chosen foes bypass any DR the target creature possesses. In addition, while smite is in effect, the nephilim gains DR 5/— against attacks made by his chosen target. This DR increases by 1 at 5 HD and every 5 HD thereafter. Smite remains in effect until the chosen target is dead or until the nephilim rests and regains his uses of this ability. At 4 HD and every 3 HD thereafter, the nephilim may use smite one additional time per day.</p><p></p><p><strong>Summon Asura (Sp)</strong></p><p>As a standard action once per day, a nephilim can summon any CR 20 or lower asura, 1d3 CR 16 or lower asura, 1d4+1 CR 11 or lower asura, or 1d6+2 CR 7 or lower asura. This is equivalent of a 9th level spell.</p><p></p><p><strong>Physical Description</strong></p><p>Nephilim take on the physical characteristics of their parents - appearing as beautiful humanoids with fine features. Their complexity is often a few shades paler than that of their mortal parent’s, their skin unblemished by birthmarks or imperfections. Fine faces are adorned by eyes that resemble pools of liquid gold ichor. They have large black wings on they back.</p><p></p><p>They are taller than humans, standing at around 15 feet tall on average and are far more muscular than humans, weighing in at around 700 to 850 pounds. Males and females reach the same height, with males being only marginally heavier than females. They lack any and all bodily hair, taking after the perfectly sculpted bodies of the celestial they were born from.</p><p></p><p><strong>History</strong></p><p>Nephilim is a term for a hybrid conceived from a humanoid and an angel of the second choir who produce a child because of the pure lust over the humanoid. This offspring inherits a humanoid soul from one and the celestial grace from the other parent. Nephilim are considered unholy beings and abominations of the multiverse. A mother pregnant with a nephilim sets consecrated ground they walk on alight and sears the ground of desecrated sites.</p><p></p><p>Whether the mother is celestial or humanoid, carrying a nephilim will always be fatal to them. Conceiving such a being is strictly forbidden by the laws of upper planes and the punishment is death for the celestial parent and the child. The moment of conception is felt by all celestials as a surge of energy, causing otherwise unknown feelings of spitting pain and nausea throughout their being.</p><p></p><p>A group of up to ten Solar lead by an Elohim (EB) will be tasked to smite the nephilim by a Malakim (EB).</p><p></p><p>Few things get the upper plane in such a fiery state and the sudden scrambling of such celestial powers is hard to miss. Powerful beings like archdevils, horsemans of the apocalypse or demon lords may seek out a nephilim, perhaps for their infamous strength and out of the nephilim’s need for protection or to hold them as a trophy, to be coveted and swayed in front of those of the upper plane.</p><p></p><p>A nephilim, when procreating, will never produce another nephilim. Instead, they produce a normal if not an ideal version of the species it mated with.</p><p></p><p><strong>Outnumbered and Alone</strong></p><p>Due to the celestial laws surrounding the conceiving of a nephilim thousands of of years may pass between the conception of one.</p><p></p><p>Contrary to popular belief being born a nephilim is nothing like being an aasimar, whose births are celebrated and they each have a connection with a divine being to guide them through the harshness of the world. A nephilim, on the other hand, if it doesn't feel the holy blade of an angel tear through it before it can grow up, experiences life on the run, not only from the evil of the world but the good as well. Hunting parties of aasimar, celestials hiding in plain sight, religious factions and states are all additions to a long list of creatures and beings that would like nothing more than to either possess or kill them. It is because of this they are a slow to trust, careful and evasive people.</p><p></p><p>Few are capable of understanding how they may feel. Nephilim may find solace with other fallen celestials and fallen aasimar. Nephilim may find adventurers good company in an adventuring party, the constant traveling and odd job type of life fits into their runaway lifestyle and their aversion to garnering fame or renown is only to their allies benefit.</p><p></p><p>Nephilim will often attempt to conceal their true identities at all costs and may go years without using their powers even in the most dangerous situations, often hesitating out of a personal fear of what could come of it if they were discovered.</p><p></p><p>Because of this state, a lot of nephilim are Chaotic Evil, with a lot of hate against the entire universe. When a nephilim makes a true friend in such a hostile world, they tend to be loyal allies, regardless of their alignment.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8831840, member: 7035194"] Among the list of various abominations, I have always noticed one notable absence: the abominations generated by the celestials of the Upper Planes. Drawing inspiration from the base PF1 version ([URL='https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/nephilim/']Nephilim – d20PFSRD[/URL]), this race ([URL='https://www.dandwiki.com/wiki/Nephilim_(5e_Race)']Nephilim (5e Race) - D&D Wiki[/URL]) and this template ([URL='https://dungeons.fandom.com/wiki/Nephilim_(3.5e_Template)']Nephilim (3.5e Template)[/URL]), this is my version of the abomination of the Upper Planes. [CENTER][B][SIZE=7]Nephilim[/SIZE][/B][/CENTER] [I]You look up at your teammate, Cassiopeia. You and she are the only ones who survived the bodak ambush. You too thought you were doomed to perish until your friend stepped between you and the undead horrors and with a scream she grew bigger, while great black wings sprouted from her back. With one word she destroyed all the undead. Immediately afterwards she turns to you with a sad smile as the sky lights up with a golden light and a squadron of angels with flaming bows, led by an angel bigger than the others and with a huge sword descends threatening towards her.[/I] Any (usually CE) Large outsider (abomination, angel, native, shapechanger) [B]Init[/B] +7; [B]Senses[/B] blindsight 500 ft., darkvision 60 ft., low-light vsion, true seeing; Perception +41 [B]Aura[/B] divine (DC 22, 85 ft.), protective (20 ft.) [B]AC[/B] 52, touch 31, flat-footed 43 (+10 armor, +9 deflection, +3 Dex, +4 divine, +6 dodge, +11 natural, -1 size) [B]hp[/B] 456 (24d10+216) fast healing 12, regeneration 12 (epic and lawful) [B]Fort [/B]+27, [B]Ref[/B] +21, [B]Will[/B] +28; +4 vs. poison [B]Defensive Abilities[/B] determination, nondetection, powerful build, sixth sense; [B]DR[/B] 12/epic and good; [B]Immune[/B] ability damage or drain, acid, cold, energy drain, mind-affecting, petrification, enchantment, illusion and transmutation magic, death from massive damage; [B]Resistance[/B] electricity 10, fire 20, sonic 20, Terrestrial Hazards; [B]PR/SR[/B] 38 [B]Weakness[/B] cursed by the world [B]Speed[/B] 60 ft., fly 180 ft. (good) [B]Melee[/B] +6 impact greatsword +49/+49/+44/+39/+34 (8d10+30/17-20) or 2 slams +43 (2d10+16) with smite +6 impact greatsword +58/+58/+53/+48/+43 (8d10+78/17-20) or 2 slams +52 (2d10+64) [B]Ranged[/B] composite longbow +31/+31/+26/+21/+16 (3d6+17/x3) with smite composite longbow +40/+40/+35/+30/+25 (3d6+65/x3) [B]Space[/B] 10 ft.; [B]Reach[/B] 10 ft. [B]Special Attacks[/B] crushing blow (DC 42), mythic power (4/day, surge +1d8), mortal challenge (DC 35), greater rage 58 rounds/day (+8 Str and Cos, +4 Will), smite 8/day (+9 to hit; +48 damage) [B]Spell-like Abilities[/B] (CL 28th, concentration +41) [B]Constant[/B]—nondetection, true seeing; [B]At-will[/B]—chaos hammer (DC 27), holy smite (DC 27), order’s wrath (DC 27), unholy blight (DC 27) [B]3/day[/B]—dispel chaos, dispel good, dispel evil, dispel law, dispel magic, limited wish [B]1/day[/B]—blade barrier (DC 29), blasphemy (DC 30), destruction (DC 30), dictum (DC 30), dimension door, divine power, earthquake, greater dispel magic, greater restoration, heal, holy word (DC 30), sending, summon asura, word of chaos (DC 30) [B]1/10 years[/B]—commune, dream, wish [B]Str [/B]42, [B]Dex[/B] 16, [B]Con[/B] 29, [B]Int[/B] 18, [B]Wis[/B] 27, [B]Cha[/B] 28 [B]Base Atk [/B]+24; [B]CMB[/B] +45; [B]CMD[/B] 73 [B]Feats[/B] Alertness, Cornugon Smash, DiehardB, Dodge, Greater Vital Strike, Improved Vital Strike, Intimidating Prowess, Iron Will, Power Attack, Vital Strike [B]Epic Feats[/B] Good Will, Great SmitingB, Improved Dodge, Sixth Sense [B]Skills[/B] Bluff +40, Disguise +40 (+50 while using change shape ability), Fly +36, Intimidate +56, Knowledge (planes) +35, Knowledge (religion) +35, Perception +41, Sense Motive +41, Spellcraft +35, Stealth +30 [B]Languages[/B] Celestial, Common, Draconic, Giant, Infernal; telepathy 1.000 ft., truespeech [B]SQ[/B] change shape (fixed Medium humanoid form, alter self), might, militant, virtual size category +1 [B]Gears[/B] +1 full plate of heavy fortification, huge +6 impact keen greatsword of speed, huge +1 composite longbow of speed (+16) When raging, the Nephilim’s statistics are (the increase of strength give another +1 virtual size category with -2 Dex, +4 nat to AC and +4 Con): [B]AC[/B] 53, touch 28, flat-footed 45 (+10 armor, +9 deflection, +2 Dex, +4 divine, +6 dodge, +15 natural, -2 rage, -1 size); [B]hp[/B] 600; [B]Fort [/B]+33, [B]Ref[/B] +20, [B]Will[/B] +32; [B]Melee[/B] +6 impact greatsword +53/+53/+48/+43/+38 (12d10+36/17-20) or 2 slams +47 (2d10+20) with smite +6 impact greatsword +62/+62/+57/+52/+47 (12d10+84/17-20) or 2 slams +56 (2d10+68) [B]Ranged[/B] composite longbow +30/+30/+25/+20/+15 (3d6+17/x3) with smite composite longbow +39/+39/+34/+29/+24 (3d6+65/x3) [B]Special Attacks[/B] crushing blow (DC 46) [B]Str[/B] 50, [B]Dex[/B] 14, [B]Con[/B] 41; [B]CMB[/B] +49; [B]CMD[/B] 76; [B]Skills[/B] Fly +34, Intimidate +57, Stealth +29, Swim +51 [B]Crushing Blow (Ex)[/B] When a nephilim makes a successful critical hit with a melee attack, the target must make a DC 42 Fortitude save or take an additional 10d6 points of nonlethal damage and be staggered for 1d6 rounds. The save DC is Strength-based. [B]Cursed by the World (Ex)[/B] A nephilim, despite his effective alignment, count as having the evil subtype and evil alignment for all interaction with effects, like detect evil, see alignment or smite evil of the paladin. [B]Determination (Su)[/B] A nephilim’s clings tenaciously to life, despite all the hate against him. He gains Diehard as a bonus feat. In addition, when first killed in a day, the nephilim dies, but he springs back to life 1d4 rounds later as if the target of a true resurrection spell. If killed a second time in the day, the nephilim again comes back to life 1d6 rounds later, as if the target of a resurrection spell. If killed a third time in the day, the nephilim again comes back to life 1 minute later, as if the target of a raise dead spell (but only if the body is intact and was not killed the third time by a death effect). Only after the nephilim is slain for a fourth time in a day his soul’s finally detaches from his corpse and die. [B]Divine Traits (Abomination) (Ex)[/B] As an abomination, a nephilim 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. A nephilim’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A Nephilim does not age and requires no food or drink to sustain himself. [B]Might (Ex)[/B] A nephilim 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]Militant (Ex)[/B] A nephilim never suffer armor check penalty, never has a maximum Dex bonus from an armor or shield and never suffer a reduced speed from an armor. A nephilim has competence in all simple and martial weapons, all armors and shields. [B]Mythic (Ex)[/B] A nephilim has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. A nephilim can use any of his spell-like abilities effect 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 spells. [B]Mortal Challenge (Su)[/B] When a nephilim spends a standard action to roar a battle challenge, all humanoids and monstrous humanoids within 100 feet of the nephilim must make a DC 35 Will save to avoid becoming frightened for 5d6 rounds. On a successful save, the creatures only become shaken for that time. Creatures with more HD than the nephilim become shaken if they fail their save, and suffer no effect if they succeed. A creature that succeeds at the save is immune to that nephilim’s mortal challenge for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based. [B]Smite (Su)[/B] Once per day, as a swift action a nephilim can call upon the divine forces of his blood to aid his struggle against chosen foes. The nephilim chooses one target within sight to destroy. The nephilim adds his Charisma bonus (minimum +1) to his attack rolls and adds his HD to his damage rolls against the chosen target. Attacks against chosen foes bypass any DR the target creature possesses. In addition, while smite is in effect, the nephilim gains DR 5/— against attacks made by his chosen target. This DR increases by 1 at 5 HD and every 5 HD thereafter. Smite remains in effect until the chosen target is dead or until the nephilim rests and regains his uses of this ability. At 4 HD and every 3 HD thereafter, the nephilim may use smite one additional time per day. [B]Summon Asura (Sp)[/B] As a standard action once per day, a nephilim can summon any CR 20 or lower asura, 1d3 CR 16 or lower asura, 1d4+1 CR 11 or lower asura, or 1d6+2 CR 7 or lower asura. This is equivalent of a 9th level spell. [B]Physical Description[/B] Nephilim take on the physical characteristics of their parents - appearing as beautiful humanoids with fine features. Their complexity is often a few shades paler than that of their mortal parent’s, their skin unblemished by birthmarks or imperfections. Fine faces are adorned by eyes that resemble pools of liquid gold ichor. They have large black wings on they back. They are taller than humans, standing at around 15 feet tall on average and are far more muscular than humans, weighing in at around 700 to 850 pounds. Males and females reach the same height, with males being only marginally heavier than females. They lack any and all bodily hair, taking after the perfectly sculpted bodies of the celestial they were born from. [B]History[/B] Nephilim is a term for a hybrid conceived from a humanoid and an angel of the second choir who produce a child because of the pure lust over the humanoid. This offspring inherits a humanoid soul from one and the celestial grace from the other parent. Nephilim are considered unholy beings and abominations of the multiverse. A mother pregnant with a nephilim sets consecrated ground they walk on alight and sears the ground of desecrated sites. Whether the mother is celestial or humanoid, carrying a nephilim will always be fatal to them. Conceiving such a being is strictly forbidden by the laws of upper planes and the punishment is death for the celestial parent and the child. The moment of conception is felt by all celestials as a surge of energy, causing otherwise unknown feelings of spitting pain and nausea throughout their being. A group of up to ten Solar lead by an Elohim (EB) will be tasked to smite the nephilim by a Malakim (EB). Few things get the upper plane in such a fiery state and the sudden scrambling of such celestial powers is hard to miss. Powerful beings like archdevils, horsemans of the apocalypse or demon lords may seek out a nephilim, perhaps for their infamous strength and out of the nephilim’s need for protection or to hold them as a trophy, to be coveted and swayed in front of those of the upper plane. A nephilim, when procreating, will never produce another nephilim. Instead, they produce a normal if not an ideal version of the species it mated with. [B]Outnumbered and Alone[/B] Due to the celestial laws surrounding the conceiving of a nephilim thousands of of years may pass between the conception of one. Contrary to popular belief being born a nephilim is nothing like being an aasimar, whose births are celebrated and they each have a connection with a divine being to guide them through the harshness of the world. A nephilim, on the other hand, if it doesn't feel the holy blade of an angel tear through it before it can grow up, experiences life on the run, not only from the evil of the world but the good as well. Hunting parties of aasimar, celestials hiding in plain sight, religious factions and states are all additions to a long list of creatures and beings that would like nothing more than to either possess or kill them. It is because of this they are a slow to trust, careful and evasive people. Few are capable of understanding how they may feel. Nephilim may find solace with other fallen celestials and fallen aasimar. Nephilim may find adventurers good company in an adventuring party, the constant traveling and odd job type of life fits into their runaway lifestyle and their aversion to garnering fame or renown is only to their allies benefit. Nephilim will often attempt to conceal their true identities at all costs and may go years without using their powers even in the most dangerous situations, often hesitating out of a personal fear of what could come of it if they were discovered. Because of this state, a lot of nephilim are Chaotic Evil, with a lot of hate against the entire universe. When a nephilim makes a true friend in such a hostile world, they tend to be loyal allies, regardless of their alignment. [/QUOTE]
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