Things from the Greek myth

Obly99

Adventurer
Before getting to the actual juicy info, a couple of infos:
1) Kronos in my setting is a female so don't be surprised if you find she as a pronoun
2) Her appearance is based on Jibril of No Game No Life
3) she is MUCH stronger than normal Elder One but the thing is intentional, she is the mistress of an Elder One pantheon and she commands them with an iron fist.
4) the chronoshifter class is a 3pp class based on temporal energies and inspired by the time rules of Rogue Genius Games and in particular of the Time Thief (Time Thief – d20PFSRD) and the expanding abilities found in Genius Options - Master of Time also by Rogue Genius Games
5) I dropped the Chronal [Effect] from Cosmic Ability to Divine Ability because its worthless, all creatures at that level cannot die of old age, even if you age them 10,000 years they don't even flinch. Also it age a target of 3 years instead of 3 month (even more worthless in base form). Its gained with the Time Portfolio

As a Deity
Kronos

Usher of the Golden Age, King of the Titans, Patricide, Father Time
Alignment NE
Areas of Concern Murder, leadership, obsession of domination, time
Domains Community, Evil, Glory, Nobility, Time (Purple Duck Games), Vengeance (Michael Mars)
Subdomains Aristocracy (Nobility), Cannibalism (Evil), Demodand (Evil), Family (Community), Future (Time), Hubris (Glory, Nobility), Legend (Glory), Leadership (Nobility), Murder (Evil, Nobility)°, Past (Time), Tyranny (Evil, Nobility)°
°Clerics of Kronos can use the Murder and Tyranny subdomain to modify the Evil or Nobility domain.
Favored Weapon Sickle, scythe
Symbol A snake wrapping an hourglass while holding an ear of grain in its mouth and holding a scythe with its tail
Sacred Animal(s) Snake (natural), Hound of Tindalos (unnatural)
Sacred Color(s) Gold, Purple, Rainbow, Yellow
Unique Summon Rules
  • Summon Monster VI: Hound of Tindalos​
  • Summon Monster VII: Common Time Elemental​
  • Summon Monster VIII: Time Flayer (without Unmaking)​
  • Summon Monster IX: Bythos Aeon, Noble Time Elemental​


Kronos

A sound of harps echoes in the air. A celestial figure descends before you. She is feminine in nature, has long rainbow colored hair that reaches her feet, a strange halo, two white wings and a warm and reassuring smile. With a disconcerting rapidity her smile turns into a sadistic grin, a scythe appears in her hand and a horrible parody of a dog emerges from a corner next to her.

Kronos’s Manifestation stands 10 feet tall and weighs 153 tons and 600 kg.

NE Large outsider chronoshifter 160 (extraplanar, time)

Init +221 (Always First); Senses cosmic consciousness (layer/planet), darkvision, low-light vision, timesense; Perception +203 (+283 for locate traps)

Aura divine (6.800 ft., DC 67)

Defense

AC 250, touch 175, flat-footed 177 (+33 deflection, +67 Dex, +24 divine, +6 dodge, +36 insight, +75 natural, -1 size)

hp 92.800 (160d100+7.200) x4; fast healing 99, regeneration 240 (acid or fire)

Fort +208, Ref +228, Will +197;

Defensive Abilities ageless, cosmic firmament, cosmic string (1d10 rounds), evasion, improved uncanny dodge, uncanny dodge; DR 60/—; Immune An elder one is unaffected by any magical or natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. They can still be affected by artifacts (epic magic items) and epic spells; ability damage, ability drain, aging, charm and compulsion effects, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification, and time effects; SR 194, any spell which fails to penetrate Kronos spell resistance is reflected back upon the caster

Offense

Speed 1.200 ft., burrow 600 ft. (47 hardness maximum), fly 3.000 ft. (perfect)

Melee Gaia’s Tear 5 +360 touch (240d20+158 [plus 240d8 and 80 negative levels against lawful target]/16-20x16 [x16]; 1.269.248 or 1.299.968 against lawful; 1.499.648 with GVS, 1.530.368 against lawful), or chrono blast +313 touch (80d12+30/16-20x6 [x6]; 35.640; 52.920 with GVS), or delay +309 touch

Space 10 ft.; Reach 10 ft. (layer/planet with Transversa)

Special Attacks alter reality, chronoshifting (DC 150), delay (Will DC 150 or froze in time permanently, freedom, wish, miracle, or chronoshifter with a standard can free the creature), mythic surge 24/day (+8d6), temporal strike (DC 150 or be staggered), (advanced) temporal talents, ultimate chronoshift (erase, future rewritten, immortality, time’s end), uncanny chronal mastery (x2 HD)

Spell-like Abilities (CL 184th, concentration +241)

At will—calm emotion (DC 69), contingency, haste, permanency, repulsion (DC 74), sanctuary (DC 68), slow (DC 71), temporal stasis (DC 75), time stop

1/year—time conduit

Statistics

Str 120, Dex 144, Con 100, Int 72, Wis 82, Cha 77

Base Atk +160; CMB +295 (+297 bull rush or sunder); CMD 392 (394 vs. sunder)

Feats Anatomical Savant (scythe), Battlefield Intuition, Combat Reflexes, Dodge, Greater Fortitude, Greater Anatomical Savant (scythe), Greater Blast, Greater Vital Strike, Greater Weapon Specialization (scythe), Greater Weapon Focus (scythe), Improved Anatomical Savant (scythe), Improved Critical (scythe), Improved Initiative, Improved Lighten Weapon, Improved Sunder, Improved Vital Strike, Lighten Weapon, Mobility, Monstrous Strength, Muscle Reaction, Quick Draw, Power Attack, Presence Of Mind, Run, Spring Attack, Superior Anatomical Savant (scythe), Vital Blast, Vital Strike, Weapon Finess, Weapon Focus (scythe), Weapon Specialization (scythe), Whirlwind Attack;

Epic Feats Cats Fall, Epic Weapon Specialization (scythe), Epic Weapon Focus (scythe), Ether Goer, Etheric Double, Etheric Vision, Expert Strike, Fast Healing x3, Fire Baptism, Good Fortitude, Greater Critical (scythe), Greater Critical Multiplier (scythe), Greater Sunder, Improved Finess, Improved Critical Multiplier (scythe), Improved Dodge, Improved Power Attack, Malifiecus, Mathesis, Phrenology, Plastic Soul, Pre-Emptive Strike, Second Strike, Subtle Body, Superior Initiative, Tenacious Body, Timely Dodge, Underwalker, Weapon Mastery (kinetic blast, slashing);

Metamagic Feat Automatic Metamagic Capacity x6, Empower Spell, Enlarge Spell, Extend Spell, Greater Intensified Spell [E] (+4, removes the maximum cap), Heightened Spell, Intensified Spell, Maximized Spell, Metamagic Freedom, Widen Spell, Unbound Spell [E];

Skills All skills 187 + ability modifier; +80 to Perception skill checks made to locate traps and to Disable Device skill checks

Languages Abyssal, Aklo, Ancient Greek, Aquan, Auran, Celestial, Draconic, Giant, Ignan, Infernal, Old Tongue, Protean, Sylvan, Terran, other 177.

SQ aevum 52/day (DC, if any, is 150; alternate self, alter probabilities, bolt time, divide time, do over, enforce dissonance, entropy, maximize dissonance, personal time, repeat, reverse timeline, shatter time, swap, temporal doppelganger, temporal stasis, time cross, time jaunt, time stop), cosmic mighty, maven, mote of time 163/day (+21d4; extra swift; act in the surprise round; add the bonus to damage; add the bonus as dodge to AC; reduce any negative condition by 21d6 rounds; extra move; extra move to an ally within 60 ft.), rushed chronoshift 27/day (an extra 26/day do not risk to provoke warp), omnicompetent, prepared chronoshift 53/day, shift points (320), temporal talents (DC, if any, is 150; alter outcome, anchored in time, back to the future, butterfly effect [+21d4], curse of existence unending (see below), extreme emergency countermeasures (see below), déjà vu, evasion, extend time, glimpse of the future, improved uncanny dodge, lost time, old wounds, partial stasis, personal action, personal casting time, personal timeline, retroactive, retrocast, second thought, slow spell, sphere of calm time [+21d4], steady hand, steal fate [800 minutes, -21], steal time, time after time, time sense, time to kill [+53d6 sneak attack], time runner, trapfinding, trap spotter, turn people into dinosaurs (see below), uncanny dodge, unspoken words, weave time), tindalos companion, virtual size category +7
Special Abilities
Kronos gave up 3 of the 4 artifacts to get the quadruple divine ability slot.
Divine Abilities

• Divine Health (Ex): Gain fast healing 24 or increase any fast healing by 24.

• Eternal Freedom (Ex): Immune to spells and effects which impede movement.

• Legendary Companion (Ex): Your animal companion gains the Legendary Animal template.

• Perfect Initiative (Su): Always first.

• Perfect Weapon Focus [Scythe] (Ex): BaB higher for itteractive attacks.

• Rapid Rejuvenation (Su): You rejuvenate at the speed of the next highest divine status.

• Regeneration (Su): You gain regeneration equal to half your HD/Level (acid or fire).

• Perfect Weapon Specialization [Scythe] (Ex): Maximum damage.

• Strong [Mind] (Su): Strength as insight bonus to attacks.

• Strong [Soul] (Su): Strength as insight bonus to saving throws.

• Superior Critical [Scythe] (Ex): The critical threat is quadrupled.

• Superior Critical Multiplier [Scythe] (Ex): The critical multiplier is increased.

Cosmic Abilities

• Abrogate (Su): Any single opponent within your divine aura has its greatest ability negated. This can be an ability score or one of its other abilities (divine, cosmic etc.).

• Inner Eye (Ex): You always gain the best dice rolls in any given situation. However, a natural 20 is not an automatic success when using this ability.

• Legendary (Dexterity) (Ex): Dex is double.

• Perfect Critical [Scythe] (Ex): The critical threat is quintupled.

• Perfect Critical Multiplier [Scythe] (Ex): The critical multiplier is increased.

• Slipstream (Su): You are unaffected by temporal effects (such as slow or temporal stasis), cannot be undermined by time travel (someone cannot go back to your past and simply kill you as an infant for instance). If you are within the area of a time stop spell then you gain access to the additional rounds.

• Unearthly Weapon Focus [Scythe] (Ex): Touch attack to hit.

• Unearthly Weapon Specialization [Scythe] (Ex): Base damage multiplied for the weapon critical multiplied.

Transcendental Abilities (Esoteric)

• Transversa (Su): Kronos reach equals her line of sight.

Double Time Portfolio Traits (Elder One)
Domain Power: You act as if hasted for a number of rounds per day equal to your cleric level.

Greater Cold Vulnerability: Cold based spells and effects are 100% more effective on Kronos

Slow Coach: Kronos suffer a competence penalty to on all rolls equal to -48 against opponent’s who win initiative

Cosmic Imperfection (Etropy): Two artifacts in the universe can defeat Kronos cosmic string ability

• Temporal Immunity (Ex): Kronos is immune to temporal based spells and effects.

• Greater Scion of the Times (Ex): +48 competence bonus on attack rolls, damage rolls and armor class when Kronos win initiative.

• Hasted Summoning (Su): Allies summoned within Kronos divine aura automatically hasted.

• Slowed Summoning (Su): Summoned enemies within Kronos divine aura automatically slowed.

• Perfect Embodiment of Time (Su): Immunities ineffective against Kronos temporal effects.

• Uncanny Chronal Mastery (x2 HD) (Su): Assault your enemies with fire based attacks.

• Greater Clockwork Soul (Su): Any existing fast healing or regeneration increases by 200%.

• Greater Time Dilation (Su): Kronos gain three times as many actions each round.

Uncanny Chronal Mastery (X2 HD)
The effect ages an opponent 3 years per hit die of the deity.
Beam (Ray) 960 years; 13.200 ft.
Blast 480 years; 13.200 ft./825 ft. Standard action Ref 77/half
Blood 240 years; Melee automatic ability Ref DC 88/negate
Breath* 960 years; 825 ft. (cone) 3.300 (line) Standard Ref 88/half
Hand 1.440 years; Melee Touch
Immolation 1.440 years; 6.800 ft. radius Free/Standard Ref 88/half
Storm 240 years; 6.800 ft. radius Standard/Free – Special Ref 77/half
Strike 240 years; Melee (bonus) Free -
Wrath (Gaze) 480 years; all creature in 825 ft. Will 77/negate

Alter Reality (Su)
Once per round as a free action Kronos can duplicate any spell of 15th-level or less. This ability can also duplicate any epic spells of DC 238 or less. Other use of this ability are GM’s discretion.

Cosmic Might (Ex)
Kronos deals d20's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than Kronos HD.

Divine Traits (Elder One) (Ex)
As an elder one, Kronos gains a +24 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. Kronos’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. An elder one does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Foresight (Su)
Creatures with the time subtype are able to see a few seconds into the future preventing them from being surprised, caught flat-footed, or flanked. It also grants the creature an insight bonus to AC equal to its Wisdom bonus. This ability can be negated (with the feint action), but can be restarted as a free action on the creature’s next turn.

Mythic (Ex)
Kronos has Mythic Power (24/day, Surge +8d6) and counts as a 24th-rank Mythic creature. Kronos can use any of her Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. Kronos can also expend Mythic Power to use the augmented versions of these spells.


Gaia’s Tear is a +50 chaotic scion, dread outsider (air), everdancing, ghost touch, impact, nullifying, sharpness, speed, stalking, wounding orichalcum scythe. (+100 total bonus)

Gaia’s Tear is made of pure orichalcum and weight 20.971.520 lbs. Or 9.512.521 kg. It overcomes the first 100 points of hardness that an object has, and requires a minimum Strength of 115 to wield for a medium creature.

Chaotic Scion: Weapons with this ability deal +15d8 damage when used against lawful targets, who also gain five negative levels (Fortitude DC 19 + the weapons enchantment bonus). These effects are multiplied by the weapons critical hit multiplier. +25 bonus

Everdancing: An everdancing weapon is much like a dancing weapon, though it can be loosed with a free action and will fight as long as desired. It can move up to 60 feet away from its owner. Its owner can instruct it to move to a different target as a move-equivalent action. If its owner is rendered unconscious or otherwise unable to direct it, it will fight the same opponent as long as that opponent is conscious and within range. The owner of an everdancing weapon can grasp it again as a free action (assuming it is within reach). +8 bonus

Sharpness: Any weapon with this ability striking on a natural ‘20’ severs one of the opponents appendages. Roll randomly to determine which appendage is severed. For humanoids roll a d12: 1-2 head, 3-4 left arm, 5-6 right arm, 7-8 torso, 9-10 left leg, 11-12 right leg. Creatures with multiple heads, multiple limbs, tails or wings may add extra variables. +4 bonus

Curse of Existence Unending (https://thatboo(remove this)merkid.tumblr.com/post/185376988831/curse-of-existence-unending)
Prerequisite: Secret Royalty Prestige Class or Ace Gambler feat or Mote of Time class feature; non-Good and non-Lawful alignment
Benefit: If any magical attack you make – or spell, spell-like ability or supernatural ability you use – would ever outright kill (or destroy, or banish, as appropriate) a named evil creature within 30 feet of you, you may choose to expend all of your remaining motes of time, all of your remaining points of Panache or all of your remaining Dust as a free action & reduce your damage by any amount, thus leaving the creature alive; if you choose to do so, your target must succeed at a Will save (see below) or be bound forever to the world.
This ability may only be used to target an evil creature with Intelligence and Charisma scores of at least 6.
The saving throw DC to resist this effect is always equal to 10 + ½ your character level + your Charisma bonus (Wisdom for having select it as a temporal talent of a chronoshifter). For every 5 points of damage by which you choose to reduce your final damage, your target suffers a -1 penalty on all of its Will saving throws until the beginning of its next round.
A creature who fails their saving throw against this ability immediately gains both the Dread Lord and the Cursed Lord templates.
You may additionally choose to apply the Bound Into the Rotting Bones Drawback and one other Drawback of your choice to the target creature at the time that this ability is activated; the Arcane Bonds of Obedience, Chained to Mortal Whim and Voice of the Echoing Dark Drawbacks are often selected to be applied. The target may always choose what specific benefit it will gain in exchange when Drawbacks are applied in this way; many creatures targeted by this effect select the Day of Damnation feat.
You gain no control or command over Cursed Lords created by use of this ability, and most such creatures will be strongly hostile toward you.
At your GM’s discretion, your target may gain other Templates from your use of this ability: a Bone Devil bound to a horrid marshland might gain the Swamp Lord template or the Half-Dragon (black or green) template, for example. You gain no control over what additional templates your target might gain from your use of this ability.
Special: This ability may be selected as an Advanced Temporal Talent.

Extreme Emergency Countermeasures (https://thatboo(remove this)merkid.tumblr.com/post/184637037241/extreme-emergency-countermeasures)
By reaching out into one of the infinitesimally small number of parallel timelines in which you were only horrendously injured – but not killed – and hijacking your life-force into a quantum state in which you are both living and dead, you can survive assaults that would reduce most creatures to an ugly red smear.
Prerequisite: Living creature; Mote of Time class feature
Benefit: At will, while you do not possess the Degenerate Creature Simple Template, you may choose to expend a single mote of time as an immediate action to ignore all damage from a single effect or source.
You may freely interrupt another creature’s action to use this ability; thus, if you are driven to negative hit points by an attack or spell, you may use this ability before you drop unconscious.
Immediately after ignoring damage in this way, you are treated as incorporeal until the beginning of your next turn; after ignoring damage in this way, you also gain the Degenerate Creature Simple Template until such time as you gain magical healing while at full hit-points.
You gain a number of hit points equal to [(twice your level)-1] immediately after gaining the Degenerate Creature Simple Template in this way, intended to all-but-offset the hit points lost to your reduced Constitution score.
While you possess the Degenerate Creature Simple template, you always possess an overwhelming scent of rot, death and the grave; all opponents within 30 feet may freely detect you purely by sense of smell. If you are upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Your exact location is not revealed, only your presence within range and the general direction toward you. When you are within 5 feet of any creature with a sense of smell, that creature automatically pinpoints your location even if otherwise blinded to you. You may also be tracked by your smell: any creature may attempt to follow from where you have been by making a Wisdom (or Survival) check to trace your movements and current whereabouts, even if you possess the trackless step ability. The typical DC for smelling you out is 10; this DC increases by 2 for each hour since you departed the area. This otherwise follows the rules for the Survival skill.
In addition, while you possess the Degenerate Creature Simple template, you are treated as an undead creature – in addition to your normal type – for the purposes of a ranger’s favored enemy, for bane weapons, for feats including Command Undead and for purposes of spells – such as control undead, disrupt undead, searing light and undeath ward – and for all similar effects, although you do not gain the normal immunities, benefits or traits of a true undead creature.
While you possess the Degenerate Creature Simple Template, you also become hideously and markedly inhuman; this affects your appearance, your voice, your scent and even the non-verbal sounds and movements you make. At your GM’s choice, you become bestial, deformed, corpse-like or in some other way easily distinguishable as dangerous & unnatural; you cannot pass for a living member of your species, even with magical effects such as veil.

Special: This ability may be selected as an Advanced Temporal Talent.

Turn People Into Dinosaurs (https://thatboo(remove this)merkid.tumblr.com/post/184380771526/turn-people-into-dinosaurs)
Prerequisite: Mote of Time class feature; see Special, below
Benefit: If any magical attack you make – or spell, spell-like ability or supernatural ability you use – would ever outright kill a living corporeal creature within 30 feet of you, you may choose to expend a single mote of time as a free action & reduce your damage by any amount, thus leaving the creature alive; if you choose to do so, your target must succeed at a Fortitude save (see below) or suffer the effects of a special baleful polymorph effect that transforms the target into a dinosaur of your choice (see below).
The saving throw DCs to resist this effect are always equal to 10 + ½ your character level + your Charisma bonus (Wisdom for having select it as a temporal talent of a chronoshifter). For every 5 points of damage by which you choose to reduce your final damage, your target suffers a -1 penalty on all of its Will & Fortitude saving throws until the beginning of its next round.
You may transform the target creature into any dinosaur that normally possesses a total number of hit dice equal-to or less than the target’s hit dice. Thus, you could transform any character of 3rd level or higher into a velociraptor, but only a character of 18th level or higher can be transformed into a tyrannosaurus.
You gain no control or command over creatures transformed into dinosaurs with this ability, and most such creatures will be hostile toward you; those of animal intelligence can at least be expected to flee from you (an obvious threat).

Special: This ability may be selected as an Advanced Temporal Talent.


Mh'ithrha (Tindalos Companion) [From the Cthulhu Mythos]

NE Legendary Animal Medium outsider (extraplanar, mythos, time)

Init +41; Senses darkvision 120 ft., true seeing; Perception +497

DEFENSE

AC 631, touch 83, flat-footed 548 (+41 Dex, +6 dodge, +26 insight, +548 natural)

hp 18.827 (464d10+16.275)

Fort +269, Ref +275, Will +262

Defensive Ability cosmic string (1d10 minutes), foresight, sixth sense (cannot be caught flat-footed except by opponents who are four levels or more higher); DR 232/epic and 10/magic; Immune mind-affecting effects, poison, unwilling time effect; SR 474

OFFENSE

Speed 80 ft., burrow 40 (maximum hardness 49), fly 80 ft. (perfect)

Melee bite +520 (20d10+56), 2 claws +520 (15d10+56), tongue +520 touch (24 Cos damage)

Special Attacks ichor (24d4 acid), ripping gaze, tongue (DC 277)

Spell-Like Abilities (CL 116th; concentration +125)

Constant—air walk

At will—fog cloud, invisibility, locate creature

3/day—dimensional anchor, discern location, greater scrying (DC 26), haste, slow (DC 22)

STATISTICS

Str 123, Dex 92, Con 80, Int 28, Wis 62, Cha 28

Base Atk +464; CMB +520; CMD 603 (607 vs. trip)

Feats Aerial Roll, Alertness, Combat Reflexes, Dodge, Greater Vital Strike, Improved Natural Attack (bite), Improved Natural Attack (claws), Improved Vital Strike, Iron Will, Mobility, Nightmare Out of Crooked Eons, Spring Attack, Vital Strike

Epic Feats Good Will, Improved Dodge, Legendary Tracker, Sixth Sense, Sky Walker, Subtle Body, Tenecious Body, Underwalker

Skills Acrobatics +508 (+528 jump), Bluff +476, Fly +516, Intimidate +476, Knowledge (arcana, geography, history, planes, religion) +476, Perception +497, Sense Motive +493, Spellcraft +473, Stealth +508, Survival +493, Use Magic Device +473

Languages Aklo, Ancient Greek, Ancient Tongue

SQ angled entry, hunter, otherworldly mind, virtual size category +7

Divine Abilities

• Divine Immensity (Su): You can alter the size of your manifestation by 1.

• Polymorph (Su): You can polymorph at will.

• Shapechange (Su): You can shapechange at will.

• Telelocation (Su): You automatically know the location of the creature you are hunting.

• True Seeing (Su): You gain true seeing constant.

• Uncanny Chronal Mastery (Su): The effect is temporal based..

Cosmic Abilities

• Compression (Su): You can alter the size of your manifestation an additional 10 size categories at will, stacking with Divine Immensity.

• Cosmic String (Ex): You can only be permanently destroyed by a being of equal or higher divine status (elder one).

• Superior Annihilation Strike (Su): You can create effects which deal permanent damage.

Superior Annihilation Strike
Strike 87d6 permanent damage; Melee (bonus) Free -

Uncanny Chronal Mastery
The effect ages an opponent 3 years per hit die of the deity.
Beam (Ray) 1.392 years; 18.960 ft.
Blast 696 years; 18.960 ft./1.185 ft. Standard action Ref 29/half
Blood 348 years; Melee automatic ability Ref DC 55/negate
Breath* 1.392 years; 1.185 ft. (cone) 4.740 (line) Standard Ref 55/half
Hand 2.088 years; Melee Touch
Immolation 2.088 years; 18.960 ft. radius Free/Standard Ref 55/half
Storm 348 years; 18.960 ft. radius Standard/Free – Special Ref 29/half
Strike 348 years; Melee (bonus) Free -
Wrath (Gaze) 696 years; all creature in 1.185 ft. Will 29/negate

Angled Entry (Su)
Hounds of Tindalos move through the dimensions in ways other creatures cannot comprehend. They may use greater teleport (self only) once per round as a swift action and plane shift (self only) 3/day as a standard action (caster level 10th). A Hound of Tindalos can use these powers anywhere, but its destination point must be adjacent to a fixed angle or corner in the physical environment, such as a wall, floor, or ceiling (as determined by the GM); temporary angles created by cloth, flesh, or Small items are not sufficient. It cannot use these abilities to enter curved architecture or open outdoor environments.

Foresight (Su)
Creatures with the time subtype are able to see a few seconds into the future preventing them from being surprised, caught flat-footed, or flanked. It also grants the creature an insight bonus to AC equal to its Wisdom bonus. This ability can be negated (with the feint action), but can be restarted as a free action on the creature’s next turn.

Hunter (Su)
Once a mortal has contacted with the time energy, the Hound will follow the creature through all times and all places to get to her. After a creature uses mote of time, Aevum, or any time travel, it will be perceived by the Hound of Tindalos who will always know in every moment exactly where he is in the space time. Nothing less of a mind blank spell can hide from a Hound of Tindalos.

lchor (Ex)
When a victim is struck by two claw attacks during the same round, the victim is smeared with ichor, a bluish pus. This viscous discharge remains alive and active for a moment, reacting to a target's skin as if the ichor were acid. The victim takes an additional 24d4 points of acid damage, after which time the ichor is neutralized.

Otherworldly Mind (Ex)
Any non-outsider (with the exception of his bound chronoshifter) attempting to read the thoughts of a Hound of Tindalos or communicate with it telepathically takes 5d6 points of nonlethal damage and must make a DC 251 Will save or become confused for 2d4 rounds. This is a mind-affecting effect. The save DC is Charisma-based.

Ripping Gaze (Su)
232d6 slashing damage, 30 feet, Fortitude DC 251 negates. A creature that succeeds on its save is immune to that hound’s gaze for 24 hours. Damage caused by a ripping gaze can be defeated by damage reduction, but it bypasses DR/magic and slashing. The save DC is Charisma-based.

Tongue (Su)
With a successful tongue touch attack, a deep and penetrating (but bloodless and painless) hole is formed. The victim takes no physical damage, despite his peculiar wound, but take 24 point of Constitution damage (For 277 negate). The save DC is Constitution-based.

Nightmare Out of Crooked Eons (Feat) (https://thatboo(remove this)merkid.tumblr.com/post/171953627581/nightmare-of-image-from-here-prerequisite-hound
Prerequisite: Hound of Tindalos
Benefit: Choose any one place that you have stood. Each day, your chosen space may be moved to another location that you have stood. If you are dead, your chosen space is automatically moved to a random location that you have stood each day, without requiring an action on your part. While you live, if any creature expends a mote of time, Aevum or use any temporal energy (like the chrono blast)– within 30 ft. of your chosen space, you are treated as if you had seen that creature directly for purposes of hunter and locate creature. You may, if you choose, immediately angled entry or temporal travel to that creature. While you are dead, if any creature expends a number of mote of time (or Aevum, see below) within 30 ft. of your chosen space equal to your total HD (base plus from the animal companion), mote of time can come from multiple creatures and do not need to be spent all at once (you can wait all eternity if need be, after all, that is not dead which can eternal lie and with strange aeons even death may die), you return to life like the true resurrection spell. Aevum expend count as two mote of time.
 

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Before getting to the actual juicy info, a couple of infos:
1) Kronos in my setting is a female so don't be surprised if you find she as a pronoun
2) Her appearance is based on Jibril of No Game No Life
3) she is MUCH stronger than normal Elder One but the thing is intentional, she is the mistress of an Elder One pantheon and she commands them with an iron fist.
4) the chronoshifter class is a 3pp class based on temporal energies and inspired by the time rules of Rogue Genius Games and in particular of the Time Thief (Time Thief – d20PFSRD) and the expanding abilities found in Genius Options - Master of Time also by Rogue Genius Games
5) I dropped the Chronal [Effect] from Cosmic Ability to Divine Ability because its worthless, all creatures at that level cannot die of old age, even if you age them 10,000 years they don't even flinch. Also it age a target of 3 years instead of 3 month (even more worthless in base form). Its gained with the Time Portfolio

As a Deity
Kronos

Usher of the Golden Age, King of the Titans, Patricide, Father Time
Alignment NE
Areas of Concern Murder, leadership, obsession of domination, time
Domains Community, Evil, Glory, Nobility, Time (Purple Duck Games), Vengeance (Michael Mars)
Subdomains Aristocracy (Nobility), Cannibalism (Evil), Demodand (Evil), Family (Community), Future (Time), Hubris (Glory, Nobility), Legend (Glory), Leadership (Nobility), Murder (Evil, Nobility)°, Past (Time), Tyranny (Evil, Nobility)°
°Clerics of Kronos can use the Murder and Tyranny subdomain to modify the Evil or Nobility domain.
Favored Weapon Sickle, scythe
Symbol A snake wrapping an hourglass while holding an ear of grain in its mouth and holding a scythe with its tail
Sacred Animal(s) Snake (natural), Hound of Tindalos (unnatural)
Sacred Color(s) Gold, Purple, Rainbow, Yellow
Unique Summon Rules
  • Summon Monster VI: Hound of Tindalos​
  • Summon Monster VII: Common Time Elemental​
  • Summon Monster VIII: Time Flayer (without Unmaking)​
  • Summon Monster IX: Bythos Aeon, Noble Time Elemental​


Kronos

A sound of harps echoes in the air. A celestial figure descends before you. She is feminine in nature, has long rainbow colored hair that reaches her feet, a strange halo, two white wings and a warm and reassuring smile. With a disconcerting rapidity her smile turns into a sadistic grin, a scythe appears in her hand and a horrible parody of a dog emerges from a corner next to her.

Kronos’s Manifestation stands 10 feet tall and weighs 153 tons and 600 kg.

NE Large outsider chronoshifter 160 (extraplanar, time)

Init +221 (Always First); Senses cosmic consciousness (layer/planet), darkvision, low-light vision, timesense; Perception +203 (+283 for locate traps)

Aura divine (6.800 ft., DC 67)

Defense

AC 250, touch 175, flat-footed 177 (+33 deflection, +67 Dex, +24 divine, +6 dodge, +36 insight, +75 natural, -1 size)

hp 92.800 (160d100+7.200) x4; fast healing 99, regeneration 240 (acid or fire)

Fort +208, Ref +228, Will +197;

Defensive Abilities ageless, cosmic firmament, cosmic string (1d10 rounds), evasion, improved uncanny dodge, uncanny dodge; DR 60/—; Immune An elder one is unaffected by any magical or natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. They can still be affected by artifacts (epic magic items) and epic spells; ability damage, ability drain, aging, charm and compulsion effects, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification, and time effects; SR 194, any spell which fails to penetrate Kronos spell resistance is reflected back upon the caster

Offense

Speed 1.200 ft., burrow 600 ft. (47 hardness maximum), fly 3.000 ft. (perfect)

Melee Gaia’s Tear 5 +360 touch (240d20+140 [plus 240d8 and 80 negative levels against lawful target]/16-20x16 [x16]; 1.264.640 or 1.295.360 against lawful; 1.495.040 with GVS, 1.525.760 against lawful), or chrono blast +313 touch (80d12+30/16-20x6 [x6]; 35.640; 52.920 with GVS), or delay +309 touch

Space 5 ft.; Reach 5 ft. (layer/planet with Transversa)

Special Attacks alter reality, chronoshifting (DC 150), delay (Will DC 150 or froze in time permanently, freedom, wish, miracle, or chronoshifter with a standard can free the creature), mythic surge 24/day (+12d6), temporal strike (DC 150 or be staggered), (advanced) temporal talents, ultimate chronoshift (erase, future rewritten, immortality, time’s end), uncanny chronal mastery (x2 HD)

Spell-like Abilities (CL 184th, concentration +241)

At will—calm emotion (DC 69), contingency, haste, permanency, repulsion (DC 74), sanctuary (DC 68), slow (DC 71), temporal stasis (DC 75), time stop

1/year—time conduit

Statistics

Str 120, Dex 144, Con 100, Int 72, Wis 82, Cha 77

Base Atk +160; CMB +295 (+297 bull rush or sunder); CMD 392 (394 vs. sunder)

Feats Anatomical Savant (scythe), Battlefield Intuition, Combat Reflexes, Dodge, Greater Fortitude, Greater Anatomical Savant (scythe), Greater Blast, Greater Vital Strike, Greater Weapon Specialization (scythe), Greater Weapon Focus (scythe), Improved Anatomical Savant (scythe), Improved Critical (scythe), Improved Initiative, Improved Lighten Weapon, Improved Sunder, Improved Vital Strike, Lighten Weapon, Mobility, Monstrous Strength, Muscle Reaction, Quick Draw, Power Attack, Presence Of Mind, Run, Spring Attack, Superior Anatomical Savant (scythe), Vital Blast, Vital Strike, Weapon Finess, Weapon Focus (scythe), Weapon Specialization (scythe), Whirlwind Attack;

Epic Feats Cats Fall, Epic Weapon Specialization (scythe), Epic Weapon Focus (scythe), Ether Goer, Etheric Double, Etheric Vision, Expert Strike, Fast Healing x3, Fire Baptism, Good Fortitude, Greater Critical (scythe), Greater Critical Multiplier (scythe), Greater Sunder, Improved Finess, Improved Critical Multiplier (scythe), Improved Dodge, Improved Power Attack, Malifiecus, Mathesis, Phrenology, Plastic Soul, Pre-Emptive Strike, Second Strike, Subtle Body, Superior Initiative, Tenacious Body, Timely Dodge, Underwalker, Weapon Mastery (kinetic blast, slashing);

Metamagic Feat Automatic Metamagic Capacity x6, Empower Spell, Enlarge Spell, Extend Spell, Greater Intensified Spell [E] (+4, removes the maximum cap), Heightened Spell, Intensified Spell, Maximized Spell, Metamagic Freedom, Widen Spell, Unbound Spell [E];

Skills All skills 187 + ability modifier; +80 to Perception skill checks made to locate traps and to Disable Device skill checks

Languages Abyssal, Aklo, Ancient Greek, Aquan, Auran, Celestial, Draconic, Giant, Ignan, Infernal, Old Tongue, Protean, Sylvan, Terran, other 177.

SQ aevum 52/day (DC, if any, is 150; alternate self, alter probabilities, bolt time, divide time, do over, enforce dissonance, entropy, maximize dissonance, personal time, repeat, reverse timeline, shatter time, swap, temporal doppelganger, temporal stasis, time cross, time jaunt, time stop), cosmic mighty, maven, mote of time 163/day (+21d4; extra swift; act in the surprise round; add the bonus to damage; add the bonus as dodge to AC; reduce any negative condition by 21d6 rounds; extra move; extra move to an ally within 60 ft.), rushed chronoshift 27/day (an extra 26/day do not risk to provoke warp), omnicompetent, prepared chronoshift 53/day, shift points (320), temporal talents (DC, if any, is 150; alter outcome, anchored in time, back to the future, butterfly effect [+21d4], curse of existence unending (see below), extreme emergency countermeasures (see below), déjà vu, evasion, extend time, glimpse of the future, improved uncanny dodge, lost time, old wounds, partial stasis, personal action, personal casting time, personal timeline, retroactive, retrocast, second thought, slow spell, sphere of calm time [+21d4], steady hand, steal fate [800 minutes, -21], steal time, time after time, time sense, time to kill [+53d6 sneak attack], time runner, trapfinding, trap spotter, turn people into dinosaurs (see below), uncanny dodge, unspoken words, weave time), tindalos companion, virtual size category +7
Special Abilities
Kronos gave up 3 of the 4 artifacts to get the quadruple divine ability slot.
Divine Abilities

• Divine Health (Ex): Gain fast healing 24 or increase any fast healing by 24.

• Eternal Freedom (Ex): Immune to spells and effects which impede movement.

• Legendary Companion (Ex): Your animal companion gains the Legendary Animal template.

• Perfect Initiative (Su): Always first.

• Perfect Weapon Focus [Scythe] (Ex): BaB higher for itteractive attacks.

• Rapid Rejuvenation (Su): You rejuvenate at the speed of the next highest divine status.

• Regeneration (Su): You gain regeneration equal to half your HD/Level (acid or fire).

• Perfect Weapon Specialization [Scythe] (Ex): Maximum damage.

• Strong [Mind] (Su): Strength as insight bonus to attacks.

• Strong [Soul] (Su): Strength as insight bonus to saving throws.

• Superior Critical [Scythe] (Ex): The critical threat is quadrupled.

• Superior Critical Multiplier [Scythe] (Ex): The critical multiplier is increased.

Cosmic Abilities

• Abrogate (Su): Any single opponent within your divine aura has its greatest ability negated. This can be an ability score or one of its other abilities (divine, cosmic etc.).

• Inner Eye (Ex): You always gain the best dice rolls in any given situation. However, a natural 20 is not an automatic success when using this ability.

• Legendary (Dexterity) (Ex): Dex is double.

• Perfect Critical [Scythe] (Ex): The critical threat is quintupled.

• Perfect Critical Multiplier [Scythe] (Ex): The critical multiplier is increased.

• Slipstream (Su): You are unaffected by temporal effects (such as slow or temporal stasis), cannot be undermined by time travel (someone cannot go back to your past and simply kill you as an infant for instance). If you are within the area of a time stop spell then you gain access to the additional rounds.

• Unearthly Weapon Focus [Scythe] (Ex): Touch attack to hit.

• Unearthly Weapon Specialization [Scythe] (Ex): Base damage multiplied for the weapon critical multiplied.

Transcendental Abilities (Esoteric)

• Transversa (Su): Kronos reach equals her line of sight.

Double Time Portfolio Traits (Elder One)
Domain Power: You act as if hasted for a number of rounds per day equal to your cleric level.

Greater Cold Vulnerability: Cold based spells and effects are 100% more effective on Kronos

Slow Coach: Kronos suffer a competence penalty to on all rolls equal to -48 against opponent’s who win initiative

Cosmic Imperfection (Etropy): Two artifacts in the universe can defeat Kronos cosmic string ability

• Temporal Immunity (Ex): Kronos is immune to temporal based spells and effects.

• Greater Scion of the Times (Ex): +48 competence bonus on attack rolls, damage rolls and armor class when Kronos win initiative.

• Hasted Summoning (Su): Allies summoned within Kronos divine aura automatically hasted.

• Slowed Summoning (Su): Summoned enemies within Kronos divine aura automatically slowed.

• Perfect Embodiment of Time (Su): Immunities ineffective against Kronos temporal effects.

• Uncanny Chronal Mastery (x2 HD) (Su): Assault your enemies with fire based attacks.

• Greater Clockwork Soul (Su): Any existing fast healing or regeneration increases by 200%.

• Greater Time Dilation (Su): Kronos gain three times as many actions each round.

Uncanny Chronal Mastery (X2 HD)
The effect ages an opponent 3 years per hit die of the deity.
Beam (Ray) 960 years; 13.200 ft.
Blast 480 years; 13.200 ft./825 ft. Standard action Ref 77/half
Blood 240 years; Melee automatic ability Ref DC 88/negate
Breath* 960 years; 825 ft. (cone) 3.300 (line) Standard Ref 88/half
Hand 1.440 years; Melee Touch
Immolation 1.440 years; 6.800 ft. radius Free/Standard Ref 88/half
Storm 240 years; 6.800 ft. radius Standard/Free – Special Ref 77/half
Strike 240 years; Melee (bonus) Free -
Wrath (Gaze) 480 years; all creature in 825 ft. Will 77/negate

Alter Reality (Su)
Once per round as a free action Kronos can duplicate any spell of 15th-level or less. This ability can also duplicate any epic spells of DC 218 or less. Other use of this ability are GM’s discretion.

Cosmic Might (Ex)
Kronos deals d20's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than Kronos HD.

Divine Traits (Elder One) (Ex)
As an elder one, Kronos gains a +24 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. Kronos’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. An elder one does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Foresight (Su)
Creatures with the time subtype are able to see a few seconds into the future preventing them from being surprised, caught flat-footed, or flanked. It also grants the creature an insight bonus to AC equal to its Wisdom bonus. This ability can be negated (with the feint action), but can be restarted as a free action on the creature’s next turn.

Mythic (Ex)
Kronos has Mythic Power (24/day, Surge +12d6) and counts as a 24th-rank Mythic creature. Kronos can use any of her Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. Kronos can also expend Mythic Power to use the augmented versions of these spells.


Gaia’s Tear is a +50 chaotic scion, dread outsider (air), everdancing, ghost touch, impact, nullifying, sharpness, speed, stalking, wounding orichalcum orichalcum scythe. (+100 total bonus)

Gaia’s Tear is made of pure orichalcum and weight 20.971.520 lbs. Or 9.512.521 kg. It overcomes the first 100 points of hardness that an object has, and requires a minimum Strength of 115 to wield for a medium creature.

Chaotic Scion: Weapons with this ability deal +15d8 damage when used against lawful targets, who also gain five negative levels (Fortitude DC 19 + the weapons enchantment bonus). These effects are multiplied by the weapons critical hit multiplier. +25 bonus

Everdancing: An everdancing weapon is much like a dancing weapon, though it can be loosed with a free action and will fight as long as desired. It can move up to 60 feet away from its owner. Its owner can instruct it to move to a different target as a move-equivalent action. If its owner is rendered unconscious or otherwise unable to direct it, it will fight the same opponent as long as that opponent is conscious and within range. The owner of an everdancing weapon can grasp it again as a free action (assuming it is within reach). +8 bonus

Sharpness: Any weapon with this ability striking on a natural ‘20’ severs one of the opponents appendages. Roll randomly to determine which appendage is severed. For humanoids roll a d12: 1-2 head, 3-4 left arm, 5-6 right arm, 7-8 torso, 9-10 left leg, 11-12 right leg. Creatures with multiple heads, multiple limbs, tails or wings may add extra variables. +4 bonus

Curse of Existence Unending (https://thatboo(remove this)merkid.tumblr.com/post/185376988831/curse-of-existence-unending)
Prerequisite: Secret Royalty Prestige Class or Ace Gambler feat or Mote of Time class feature; non-Good and non-Lawful alignment
Benefit: If any magical attack you make – or spell, spell-like ability or supernatural ability you use – would ever outright kill (or destroy, or banish, as appropriate) a named evil creature within 30 feet of you, you may choose to expend all of your remaining motes of time, all of your remaining points of Panache or all of your remaining Dust as a free action & reduce your damage by any amount, thus leaving the creature alive; if you choose to do so, your target must succeed at a Will save (see below) or be bound forever to the world.
This ability may only be used to target an evil creature with Intelligence and Charisma scores of at least 6.
The saving throw DC to resist this effect is always equal to 10 + ½ your character level + your Charisma bonus (Wisdom for having select it as a temporal talent of a chronoshifter). For every 5 points of damage by which you choose to reduce your final damage, your target suffers a -1 penalty on all of its Will saving throws until the beginning of its next round.
A creature who fails their saving throw against this ability immediately gains both the Dread Lord and the Cursed Lord templates.
You may additionally choose to apply the Bound Into the Rotting Bones Drawback and one other Drawback of your choice to the target creature at the time that this ability is activated; the Arcane Bonds of Obedience, Chained to Mortal Whim and Voice of the Echoing Dark Drawbacks are often selected to be applied. The target may always choose what specific benefit it will gain in exchange when Drawbacks are applied in this way; many creatures targeted by this effect select the Day of Damnation feat.
You gain no control or command over Cursed Lords created by use of this ability, and most such creatures will be strongly hostile toward you.
At your GM’s discretion, your target may gain other Templates from your use of this ability: a Bone Devil bound to a horrid marshland might gain the Swamp Lord template or the Half-Dragon (black or green) template, for example. You gain no control over what additional templates your target might gain from your use of this ability.
Special: This ability may be selected as an Advanced Temporal Talent.

Extreme Emergency Countermeasures (https://thatboo(remove this)merkid.tumblr.com/post/184637037241/extreme-emergency-countermeasures)
By reaching out into one of the infinitesimally small number of parallel timelines in which you were only horrendously injured – but not killed – and hijacking your life-force into a quantum state in which you are both living and dead, you can survive assaults that would reduce most creatures to an ugly red smear.
Prerequisite: Living creature; Mote of Time class feature
Benefit: At will, while you do not possess the Degenerate Creature Simple Template, you may choose to expend a single mote of time as an immediate action to ignore all damage from a single effect or source.
You may freely interrupt another creature’s action to use this ability; thus, if you are driven to negative hit points by an attack or spell, you may use this ability before you drop unconscious.
Immediately after ignoring damage in this way, you are treated as incorporeal until the beginning of your next turn; after ignoring damage in this way, you also gain the Degenerate Creature Simple Template until such time as you gain magical healing while at full hit-points.
You gain a number of hit points equal to [(twice your level)-1] immediately after gaining the Degenerate Creature Simple Template in this way, intended to all-but-offset the hit points lost to your reduced Constitution score.
While you possess the Degenerate Creature Simple template, you always possess an overwhelming scent of rot, death and the grave; all opponents within 30 feet may freely detect you purely by sense of smell. If you are upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Your exact location is not revealed, only your presence within range and the general direction toward you. When you are within 5 feet of any creature with a sense of smell, that creature automatically pinpoints your location even if otherwise blinded to you. You may also be tracked by your smell: any creature may attempt to follow from where you have been by making a Wisdom (or Survival) check to trace your movements and current whereabouts, even if you possess the trackless step ability. The typical DC for smelling you out is 10; this DC increases by 2 for each hour since you departed the area. This otherwise follows the rules for the Survival skill.
In addition, while you possess the Degenerate Creature Simple template, you are treated as an undead creature – in addition to your normal type – for the purposes of a ranger’s favored enemy, for bane weapons, for feats including Command Undead and for purposes of spells – such as control undead, disrupt undead, searing light and undeath ward – and for all similar effects, although you do not gain the normal immunities, benefits or traits of a true undead creature.
While you possess the Degenerate Creature Simple Template, you also become hideously and markedly inhuman; this affects your appearance, your voice, your scent and even the non-verbal sounds and movements you make. At your GM’s choice, you become bestial, deformed, corpse-like or in some other way easily distinguishable as dangerous & unnatural; you cannot pass for a living member of your species, even with magical effects such as veil.

Special: This ability may be selected as an Advanced Temporal Talent.

Turn People Into Dinosaurs (https://thatboo(remove this)merkid.tumblr.com/post/184380771526/turn-people-into-dinosaurs)
Prerequisite: Mote of Time class feature; see Special, below
Benefit: If any magical attack you make – or spell, spell-like ability or supernatural ability you use – would ever outright kill a living corporeal creature within 30 feet of you, you may choose to expend a single mote of time as a free action & reduce your damage by any amount, thus leaving the creature alive; if you choose to do so, your target must succeed at a Fortitude save (see below) or suffer the effects of a special baleful polymorph effect that transforms the target into a dinosaur of your choice (see below).
The saving throw DCs to resist this effect are always equal to 10 + ½ your character level + your Charisma bonus (Wisdom for having select it as a temporal talent of a chronoshifter). For every 5 points of damage by which you choose to reduce your final damage, your target suffers a -1 penalty on all of its Will & Fortitude saving throws until the beginning of its next round.
You may transform the target creature into any dinosaur that normally possesses a total number of hit dice equal-to or less than the target’s hit dice. Thus, you could transform any character of 3rd level or higher into a velociraptor, but only a character of 18th level or higher can be transformed into a tyrannosaurus.
You gain no control or command over creatures transformed into dinosaurs with this ability, and most such creatures will be hostile toward you; those of animal intelligence can at least be expected to flee from you (an obvious threat).

Special: This ability may be selected as an Advanced Temporal Talent.


Mh'ithrha (Tindalos Companion) [From the Cthulhu Mythos]

NE Legendary Animal Medium outsider (extraplanar, mythos, time)

Init +41; Senses darkvision 120 ft., true seeing; Perception +497

DEFENSE

AC 631, touch 83, flat-footed 548 (+41 Dex, +6 dodge, +26 insight, +548 natural)

hp 18.827 (464d10+16.275)

Fort +269, Ref +275, Will +262

Defensive Ability cosmic string (1d10 minutes), foresight, sixth sense (cannot be caught flat-footed except by opponents who are four levels or more higher); DR 232/epic or 10/magic; Immune mind-affecting effects, poison, unwilling time effect; SR 474

OFFENSE

Speed 80 ft., burrow 40 (maximum hardness 49), fly 80 ft. (perfect)

Melee bite +520 (20d10+56), 2 claws +520 (15d10+56), tongue +520 touch (24 Cos damage)

Special Attacks ichor (24d4 acid), ripping gaze, tongue (DC 17)

Spell-Like Abilities (CL 116th; concentration +125)

Constant—air walk

At will—fog cloud, invisibility, locate creature

3/day—dimensional anchor, discern location, greater scrying (DC 26), haste, slow (DC 22)

STATISTICS

Str 123, Dex 92, Con 80, Int 28, Wis 62, Cha 28

Base Atk +464; CMB +520; CMD 603 (607 vs. trip)

Feats Aerial Roll, Alertness, Combat Reflexes, Dodge, Greater Vital Strike, Improved Natural Attack (bite), Improved Natural Attack (claws), Improved Vital Strike, Iron Will, Mobility, Nightmare Out of Crooked Eons, Spring Attack, Vital Strike

Epic Feats Good Will, Improved Dodge, Legendary Tracker, Sixth Sense, Sky Walker, Subtle Body, Tenecious Body, Underwalker

Skills Acrobatics +508 (+528 jump), Bluff +476, Fly +516, Intimidate +476, Knowledge (arcana, geography, history, planes, religion) +476, Perception +497, Sense Motive +493, Spellcraft +473, Stealth +508, Survival +493, Use Magic Device +473

Languages Aklo, Ancient Greek, Ancient Tongue

SQ angled entry, hunter, otherworldly mind, virtual size category +7

Divine Abilities

• Divine Immensity (Su): You can alter the size of your manifestation by 1.

• Polymorph (Su): You can polymorph at will.

• Shapechange (Su): You can shapechange at will.

• Telelocation (Su): You automatically know the location of the creature you are hunting.

• True Seeing (Su): You gain true seeing constant.

• Uncanny Chronal Mastery (Su): The effect is temporal based..

Cosmic Abilities

• Compression (Su): You can alter the size of your manifestation an additional 10 size categories at will, stacking with Divine Immensity.

• Cosmic String (Ex): You can only be permanently destroyed by a being of equal or higher divine status (elder one).

• Superior Annihilation Strike (Su): You can create effects which deal permanent damage.

Superior Annihilation Strike
Strike 87d6 permanent damage; Melee (bonus) Free -

Uncanny Chronal Mastery
The effect ages an opponent 3 years per hit die of the deity.
Beam (Ray) 1.392 years; 18.960 ft.
Blast 696 years; 18.960 ft./1.185 ft. Standard action Ref 29/half
Blood 348 years; Melee automatic ability Ref DC 55/negate
Breath* 1.392 years; 1.185 ft. (cone) 4.740 (line) Standard Ref 55/half
Hand 2.088 years; Melee Touch
Immolation 2.088 years; 18.960 ft. radius Free/Standard Ref 55/half
Storm 348 years; 18.960 ft. radius Standard/Free – Special Ref 29/half
Strike 348 years; Melee (bonus) Free -
Wrath (Gaze) 696 years; all creature in 1.185 ft. Will 29/negate

Angled Entry (Su)
Hounds of Tindalos move through the dimensions in ways other creatures cannot comprehend. They may use greater teleport (self only) once per round as a swift action and plane shift (self only) 3/day as a standard action (caster level 10th). A Hound of Tindalos can use these powers anywhere, but its destination point must be adjacent to a fixed angle or corner in the physical environment, such as a wall, floor, or ceiling (as determined by the GM); temporary angles created by cloth, flesh, or Small items are not sufficient. It cannot use these abilities to enter curved architecture or open outdoor environments.

Foresight (Su)
Creatures with the time subtype are able to see a few seconds into the future preventing them from being surprised, caught flat-footed, or flanked. It also grants the creature an insight bonus to AC equal to its Wisdom bonus. This ability can be negated (with the feint action), but can be restarted as a free action on the creature’s next turn.

Hunter (Su)
Once a mortal has contacted with the time energy, the Hound will follow the creature through all times and all places to get to her. After a creature uses mote of time, Aevum, or any time travel, it will be perceived by the Hound of Tindalos who will always know in every moment exactly where he is in the space time. Nothing less of a mind blank spell can hide from a Hound of Tindalos.

lchor (Ex)
When a victim is struck by two claw attacks during the same round, the victim is smeared with ichor, a bluish pus. This viscous discharge remains alive and active for a moment, reacting to a target's skin as if the ichor were acid. The victim takes an additional 24d4 points of acid damage, after which time the ichor is neutralized.

Otherworldly Mind (Ex)
Any non-outsider (with the exception of his bound chronoshifter) attempting to read the thoughts of a Hound of Tindalos or communicate with it telepathically takes 5d6 points of nonlethal damage and must make a DC 251 Will save or become confused for 2d4 rounds. This is a mind-affecting effect. The save DC is Charisma-based.

Ripping Gaze (Su)
232d6 slashing damage, 30 feet, Fortitude DC 251 negates. A creature that succeeds on its save is immune to that hound’s gaze for 24 hours. Damage caused by a ripping gaze can be defeated by damage reduction, but it bypasses DR/magic and slashing. The save DC is Charisma-based.

Tongue (Su)
With a successful tongue touch attack, a deep and penetrating (but bloodless and painless) hole is formed. The victim takes no physical damage, despite his peculiar wound, but take 24 point of Constitution damage (For 277 negate). The save DC is Constitution-based.

Nightmare Out of Crooked Eons (Feat) (https://thatboo(remove this)merkid.tumblr.com/post/171953627581/nightmare-of-image-from-here-prerequisite-hound
Prerequisite: Hound of Tindalos
Benefit: Choose any one place that you have stood. Each day, your chosen space may be moved to another location that you have stood. If you are dead, your chosen space is automatically moved to a random location that you have stood each day, without requiring an action on your part. While you live, if any creature expends a mote of time, Aevum or use any temporal energy (like the chrono blast)– within 30 ft. of your chosen space, you are treated as if you had seen that creature directly for purposes of hunter and locate creature. You may, if you choose, immediately angled entry or temporal travel to that creature. While you are dead, if any creature expends a number of mote of time (or Aevum, see below) within 30 ft. of your chosen space equal to your total HD (base plus from the animal companion), mote of time can come from multiple creatures and do not need to be spent all at once (you can wait all eternity if need be, after all, that is not dead which can eternal lie and with strange aeons even death may die), you return to life like the true resurrection spell. Aevum expend count as two mote of time.
Nice work, looks awesome!
 

Bootlebat

Explorer
I'm just confused about one thing: Why is she only large size? I would think titanic would make the most sense, considering she is a literal TITAN.
 

Obly99

Adventurer
I'm just confused about one thing: Why is she only large size? I would think titanic would make the most sense, considering she is a literal TITAN.
Because I never imagined it to be immense. In the anime you know the skinny character in the middle of the pack of gymnasts but in reality he is the most powerful of all? There. In the midst of these "Titanic" Titans, the last born, the youngest, the smallest even in stature. But the most powerful of them all.
 
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Obly99

Adventurer
I thought you used this class, I mean you were inspired by this class I would assume though right?


Cool class nonetheless
Yep, one of my companion have a time thief in the last campaing. He was epic as f*ck with the time powers. The class has an interesting story: I initially used an alternate version of the Time Walker I had created for myself. But I needed a version that I could use as / give to my players. I removed the most broken stuff, added the kinetic blast, the mote of time, aevum and temporal talents, the shift powers from another time-related class that I found on a forum and here is the Chronoshifter. But something was still missing, a companion. I retrieve the hounds of Tindalos and here is the final version
 
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Yep, one of my companion have a time thief in the last campaing. He was epic as f*ck with the time powers. The class has an interesting story: I initially used an alternate version of the Time Walker I had created for myself. But I needed a version that I could use as / give to my players. I removed the most broken stuff, added the kinetic blast, the mote of time, aevum and temporal talents, the shift powers from another time-related class that I found on a forum and here is the Chronoshifter. But something was still missing, a companion. I retrieve the hounds of Tindalos and here is the final version
Very nice, I always liked the Time Theif but thought they were a little busted, not overtly but a little, I like your Chronoshifter, seems legitimate and like a super fun class to play
 

Obly99

Adventurer
Very nice, I always liked the Time Theif but thought they were a little busted, not overtly but a little, I like your Chronoshifter, seems legitimate and like a super fun class to play
In reality it is the opposite. The Time Thief is underperforming. Only for the temporal powers it looks strong but it is not OP at all. A basic rogue is far superior to him. The player had to tune his PC quite a bit in order to be at the same level as the normal PCs.
 

In reality it is the opposite. The Time Thief is underperforming. Only for the temporal powers it looks strong but it is not OP at all. A basic rogue is far superior to him. The player had to tune his PC quite a bit in order to be at the same level as the normal PCs.
Wow really? I'm surprised.
 


Yes, we too were surprised. Luckily the master had put temporal stuff into the countryside and he could shine too or he would really be in the shadows on most occasions.
My wife one time played a Spirit Shaman, seemed really cool but without the DM adding spirit stuff, which he didn't do, it totally had basically no point, it was pretty sad tbh.
 

Obly99

Adventurer
My wife one time played a Spirit Shaman, seemed really cool but without the DM adding spirit stuff, which he didn't do, it totally had basically no point, it was pretty sad tbh.
This class (Shaman – d20PFSRD)? Without spiritic stuff the shaman works but is like pasta without salt, tasteless. I have created a Spirit for the Shaman, if you are interested. I used this version (Akashic Records (Shaman Spirit) – d20PFSRD) and removed the things based on Veil.
 

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This class (Shaman – d20PFSRD)? Without spiritic stuff the shaman works but is like pasta without salt, tasteless. I have created a Spirit for the Shaman, if you are interested. I used this version (Akashic Records (Shaman Spirit) – d20PFSRD) and removed the things based on Veil.
This was the class she used, it's an old 3.5 class but this was 15 years ago

 


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