Obly99
Adventurer
Oh interesting!Fun fact: Samurai Sheepdog's S-Class Characters: Time Thieves (affiliate link) gives the class an upgrade, bringing it more in line with the power level of classes developed later in the life of Pathfinder 1E.
Oh interesting!Fun fact: Samurai Sheepdog's S-Class Characters: Time Thieves (affiliate link) gives the class an upgrade, bringing it more in line with the power level of classes developed later in the life of Pathfinder 1E.
I put here because the post about Yahweh was closed. What an evening I must say. I had posted my creation like all the others without any ulterior motive. I was expecting everything but the invasion of people outside the forum who started complaining about the hot air because they didn't like a person saying that the God they pray to, according to scrolls of parchment from 3,000 years ago, was evil by modern standards. What a circus. I must admit, however, that I have never had so much fun in an evening I must say. I also had another creation ready: Lucifer. It is the one that in my opinion of all my works, not Kronos, not Fenrir, not Ymir, not Helioedes has come out best. While Yahweh was created by Apepsnake and I fought to finish the job, Lucifer is all my own work and my pride. But to avoid attracting even more attention to the forum by these fanatics, I will avoid posting it publicly and will send it privately to those who ask for it. For the rest 4 things:Do you plan to make stats for any of the other Greek Titans? I think Atlas would be cool (he would have the double strength portfolio I would imagine.?)
I'm sorry, unfortunately I didn't like the stuff of the Orphic myths. If I ever create it, it will be (albeit of good alignment) an anomaly with the ability to warp reality/destiny to slip into a story by making everyone believe that it has always been part of it in addition to the standard powers on life and creations.Can you make Phanes? Here is some info about him if you don't know Phanes - Wikipedia The phane monster from the ELH doesn't really have anything in common despite being named after him.
That actually sounds really cool, especially the thing about altering everyone's memory so they think he's always been there. You should make that.I'm sorry, unfortunately I didn't like the stuff of the Orphic myths. If I ever create it, it will be (albeit of good alignment) an anomaly with the ability to warp reality/destiny to slip into a story by making everyone believe that it has always been part of it in addition to the standard powers on life and creations.
I am currently working on my First One of Entropy, the Nowhere King. When I finish it maybe I'll start doing it.That actually sounds really cool, especially the thing about altering everyone's memory so they think he's always been there. You should make that.
Here is my 5e conversion: PhaneCan you make Phanes? Here is some info about him if you don't know Phanes - Wikipedia The phane monster from the ELH doesn't really have anything in common despite being named after him.
I actually meant the Greek god. They named the abomination race after him, but they don't have anything in common. Based on the Wikipedia article, I would say he's at least an Elder One (due to being one of the primordial gods), and would probably have the fertility and light portfolios. I do like your conversion tho. Only thing I would change is making its Time Stop work the same as the spellHere is my 5e conversion: Phane
My entities don't have Portfolios except for rare cases. Portfolios are more than things that are part of the factory of reality. Abominations and entities are entities that are born powerful because they have powerful parents but are basically alien to the fabric of reality.Also, is Kampe really not supposed to have any portfolios?
This is actually really badass. Good stuff as usual. Alpha Effect is freaking awesome. I'm definitely adding that to the Aspect of Water, Par when I eventually make her.Phanes
NG Macro-Tiny outsider (anomaly, good, extrauniversal)
Init +159 (always first); Senses blindsight, cosmic consciousness (universe), darkvision, low-light vision, see in darkness, true seeing, x-ray vision; Perception +486
Aura divine (422.400 ft., DC 381), good
Defense
AC 670, touch 434, flat-footed 569 (+64 circumstance, +95 deflection, +95 Dex, +64 divine, +6 dodge, +64 insight, +236 natural, +64 sacred, -28 size)
hp 1.531.200 (320d1000+190.400) x3; fast healing 62.035; regeneration 21.075 (Expression of Power [Effect], Omnific Might, or Transcendental Might)
Fort +1.544, Ref +1.044, Will +1.046;
Defensive Abilities cosmic string, energy absorption (acid), energy reflection (fire); DR 20.480/–; Immune An anomaly 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 and drain, cold, electricity, energy drain, mind-affecting effects, petrification, poison, polymorphing, or any form-altering attack, sonic, and death from massive damage; Terrestial/Stellar/Dimensional/Universal hazards, Pleroma space, Dead Magic zones; Resistance Multiversal hazards; SR 394, any spell which fails to penetrate Phana spell resistance is reflected back upon the caster
Offense
Speed Superluminar and Starflight
Melee 2 slam +1.209 (120d100+102)
Space 970 ft.; Reach 1.455 ft.
Special Attacks alter the story, alter reality, mythic surge 64/day (+64d6)
Spell-like Abilities (CL 384th, concentration +563, save DC 381 + spell level)
Constant—mind blank
At will—bear’s endurance, cure critical wounds, cure critical wounds (mass), cure light wounds, cure serious wounds, heal, raise dead, resurrection, true resurrection
3/day—summon creators (1d4 seraphim with double life portfolio as an Old One)
Statistics
Str 214, Dex 200, Con 1.200, Int 200, Wis 200, Cha 240
Base Atk +320; CMB +1.237; CMD 912
Feats Alertness, Combat Reflexes, Dodge, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Iron Will, Mobility, Run, Spring Attack, Vital Strike;
Epic Feats Good Will, Improved Dodge, Light Eradication, Sixth Sense, Superior Initiative;
Metamagic Feats Aquatic Spell, Automatic Metamagic Capacity x30, Bouncing Spell, Contingent Spell, Continual Spell, Delayed Spell, Ectoplasmic Spell, Elemental Spell, Empower Spell, Enlarge Spell, Extended Spell, Greater Intensified Spell [E] (+4, removes the maximum cap), Heightened Spell, Intensified Spell, Lingering Spell, Maximize Spell, Metamagic Freedom [E], Persistent Spell, Reach Spell, Remote Healing, Seeking Spell, Selective Spell, Tenacious Spell, Trap Spell, Widen Spell;
Skills All skills 387 + ability modifier
Languages Abyssal, Aklo, Celestial, Draconic, Infernal, Old Tongue, Pleromian; telepathy universe
SQ maven, omnicompetenct, portfolio (double life), predator of gods, predator of the multiverse, transcendental might, transcendental traits, universal mastery (evil eye), virtual size category +8
Special Abilities
Phanes renounces 90 feats for 15 extra divine slot.
Divine Abilities
• Amaranthine Body (Ex): Divine Rank as circumstance to AC
• Amaranthine Mind (Ex): Cos as circumstance to attack rolls
• Amaranthine Soul (Ex): Cos as circumstance to saving throw
• Amaranthine Spirit (Ex): Divine Rank as circumstance to DC
• ApocryphaB (Ex): You are difficult to detect or scry.
• Enlarge Aura x3 (Su): You divine aura is doubled.
• Eternal Freedom (Ex): You are immune to spells and effects which impede movement.
• Quantum Effect (Su): You incorporate destiny in your [Effect].
• Perfect Initiative (Ex): Always first.
• Saviour (Su): Suffer damage instead of your allies.
• Self Mastery (Ex): Your body parts can operate independently.
• Seventh Sense (Ex): Reply a round.
• True SeeingB (Ex): You have True Seeing.
• Uncanny Holy Mastery (Su): See through solid objects.
• X-Ray VisionB (Ex): See through solid objects.
Cosmic Abilities
• Abrogate (Su): Nullify an opponent’s greatest ability (or ability score).
• Author of Divinity (Su): You can imbue lesser creatures with godhood at a whim.
• Cosmic Serpent (Su): You can change the alignment of other with a touch (Will 541 negate).
• Inner EyeB (Su): Always best die roll.
• Miraculous Saviour (Su): Suffer damage instead of your allies.
• SlimpstreamB (Su): Unaffected by time effects or temporal travel.
Transcendental Abilities
• Sophism (Ex): Make a Will save for negate an assault.
Author of Divinity [Cosmic ability]
You can imbue lesser creatures with godhood at a whim.
Prerequisite: Cha 70
Benefit: Your granting of Resonance is 100% efficient. In other words, when you transfer quintessence to another creature, the subject gains the full amount of quintessence you sacrifice, rather than 10%.
(Custom divine abilities, portfolios, etc.)
Double Life Portfolio Traits (First One)
• Hostile Environment (Death): Phanes take a -128 competence penalty (on all die rolls while there is no living entity (even a plant) in the area of his divine aura (excluding himself)
• Cosmic Imperfection (Death): Two artifacts in the universe can defeat Phanes cosmic string ability
• Shield of Life: Phanes is immune to constitution damage/drain
• Life Ward (Su): Allies within Phanes aura are immune to constitution damage/drain
• Greater Scion of Life: Competence bonus to constitution equal to double Phanes divine rank.
• Life Brethren (Su): Those summoned by Phanes gain Con. bonus equal to his divine rank x2.
• Instrument of Life: Immunities against Phanes constitution damage/drain totally ineffective
• Uncanny Withering (Cos.) Mastery (x2 HD): Phanes assault his enemies with constitution draining attacks.
• Great Breath: Phanes can create natural creatures who can themselves reproduce (The creation of any races mimics the creation of outsiders, see Table 1-17 on page 17, but remember that the transfer of quintessence is only 10% effective thus to create a 21 Hit Dice being will cost 10,000 QP, not merely 1000 QP [negated with Author of Divinity])
• Life Soul: Phanes add constitution score to Fast Healing or Regeneration.
• Life Messiah (Su): Phanes cannot be harmed, either willingly or unwillingly by living creatures of lower divine rank.
• Total Constitution: Phanes can choose any single opponent within sight and gain a bonus to constitution equal to their constitution. This ability is not incremented by Legendary [Ability Score].
• Legendary Constitution (Ex): Phanes constitution score is tripled
• Transmortality (Ex): Phanes cannot be permanently destroyed, even by those of higher divine rank.
Uncanny Alpha Mastery (x2 HD) (Evil Eye and Quantum Effect)
Beam (Ray)
Permanent Damage: 25.600 (640d10)
Annihilated Hit Dice: 256
Quintessence Drain: 256.000 (640d100)
Experience Drain: 2.560.000 (640d1000)
Damage: 256.000 (640d100)
; 26.000 ft.
Blast
Permanent Damage: 12.800 (320d10)
Annihilated Hit Dice: 128
Quintessence Drain: 128.000 (320d100)
Experience Drain: 1.280.000 (320d1000)
Damage: 280.000 (320d100)
; 26.000 ft./1.625 ft. Standard action Ref 391/half
Blood
Permanent Damage: 6.400 (160d10)
Annihilated Hit Dice: 64
Quintessence Drain: 64.000 (160d100)
Experience Drain: 640.000 (160d1000)
Damage: 64.000 (160d100)
; Melee automatic ability Ref DC 871/negate
Breath*
Permanent Damage: 25.600 (640d10)
Annihilated Hit Dice: 256
Quintessence Drain: 256.000 (640d100)
Experience Drain: 2.560.000 (640d1000)
Damage: 256.000 (640d100)
; 1.625 ft. (cone) 6.500 ft. (line) Standard Ref 871/half
Hand
Permanent Damage: 38.400 (960d10)
Annihilated Hit Dice: 384
Quintessence Drain: 384.000 (960d100)
Experience Drain: 3.840.000 (960d1000)
Damage: 384.000 (960d100)
; Melee Touch
Immolation
Permanent Damage: 38.400 (960d10)
Annihilated Hit Dice: 384
Quintessence Drain: 384.000 (960d100)
Experience Drain: 3.840.000 (960d1000)
Damage: 384.000 (960d100)
; 422.400 ft. radius Free/Standard Ref 871/half
Storm
Permanent Damage: 6.400 (160d10)
Annihilated Hit Dice: 64
Quintessence Drain: 64.000 (160d100)
Experience Drain: 640.000 (160d1000)
Damage: 64.000 (160d100)
; 422.400 ft. radius Standard/Free – Special Ref 391/half
Strike
Permanent Damage: 6.400 (160d10)
Annihilated Hit Dice: 64
Quintessence Drain: 64.000 (160d100)
Experience Drain: 640.000 (160d1000)
Damage: 64.000 (160d100)
; Melee (bonus) Free -
Wrath (Gaze)
Permanent Damage: 12.800 (320d10)
Annihilated Hit Dice: 128
Quintessence Drain: 128.000 (320d100)
Experience Drain: 1.280.000 (320d1000)
Damage: 280.000 (320d100)
; all creature within 1.625 ft. – Will 391/negate
Uncanny Holy Mastery (Evil Eye and Quantum Effect)
Beam (Ray) 10.240 (320d8); 13.200 ft.
Blast 5.120 (160d8); 13.200 ft./825 ft. Standard action Ref 391/half
Blood 2.560 (80d8); Melee automatic ability Ref DC 871/negate
Breath* 10.240 (320d8); 825 ft. (cone) 3.300 ft. (line) Standard Ref 871/half
Hand 15.360 (480d8); Melee Touch
Immolation 15.360 (480d8); 422.400 ft. radius Free/Standard Ref 871/half
Storm 2.560 (80d8); 422.400 ft. radius Standard/Free – Special Ref 391/half
Strike 2.560 (80d8); Melee (bonus) Free -
Wrath (Gaze) 5.120 (160d8); all creature within 825 ft. – Will 391/negate
Uncanny Withering (Cos.) Mastery (x2 HD) (Evil Eye and Quantum Effect)
Beam (Ray) 256; 26.000 ft.
Blast 128; 26.000 ft./1.625 ft. Standard action Ref 391/half
Blood 64; Melee automatic ability Ref DC 871/negate
Breath* 256; 1.625 ft. (cone) 6.500 ft. (line) Standard Ref 871/half
Hand 384; Melee Touch
Immolation 384; 422.400 ft. radius Free/Standard Ref 871/half
Storm 64; 422.400 ft. radius Standard/Free – Special Ref 391/half
Strike 64; Melee (bonus) Free -
Wrath (Gaze) 128; all creature within 1.625 ft. – Will 391/negate
Alter the Story (Su)
Phanes wants to help but knows that being outside the universe few would trust him. For this he can alter the perception of the entire universe and of the people around him. When Phanes first enters a universe, the controlling creature (a Demiurge or a Time Lord usually) must make a Will save DC 541 or Phanes inserts himself into the history of the universe and all creatures that inhabit it are convinced that he has always been there and has always been a part of it. If the saving throw is successful, Phanes can force the creature to re-roll it once per millennium.
Alter Reality (Su)
Once per round as a free action Phanes can duplicate any spell of 39th-level or less. This ability can also duplicate any epic spells of a DC equal to 482 or less. Other use of this ability are GM’s discretion.
Benevolent (Su)
Phanes unlike other anomalies, he’s benevolent in nature and prefers to help others rather than annihilate. He gains the Uncanny Alpha Mastery (x2 HD) as a bonus ability.
(Custom divine abilities, portfolios, etc.)
Alpha [Effect] (Transcendental Ability)
Your [Effect] ability can heal the most lasting wounds, even fundamental attacks upon the spirit. This [Effect] can only heal damage, cannot damage undead. This can heal even undead and construct.
Benefit: The effect can provide many possible types of healing, though a single use of Alpha Effect can provide only one of the above effects.
Permanent Damage: The effect heals 1d10 hit points of permanent damage per hit die of the effect.
Annihilated Hit Dice: The effect can restore hit dice annihilated by Omega Effect and similar abilities, but at a rate of one hit die per ten hit dice of the Alpha Effect.
Quintessence Drain: The effect can restore 1d100 points of quintessence removed by Siphoning [Effect] or a similar ability per hit die of the effect, or through gradual loss of quintessence from imprisonment. It cannot restore quintessence spent to create avatars or aspects, placed in soul objects, transferred to other beings via compacts, or otherwise willingly spent.
Experience Drain: The effect can restore 1d1000 XP removed by Karmic [Effect] or a similar ability per hit die of the effect. It cannot restore XP paid for spell or item creation XP costs, or otherwise willingly spent.
Damage: Finally, if used on a being with neither permanent damage nor annihilated hit dice, it can heal normal damage (1d100 hit points per die of the effect).
Divine Aura (Su)
Phanes has extreme divine aura (1.600 ft. + 160/HD). Rovagug can choose from the following effects each round as a free action.
- Death: Those within Phanes’s aura must make a Fortitude save or die. Phanes can only slay up to a total of 100 hit points for each of his own hit die per round (although it can choose which targets suffer first).
- Fear: Those within Phanes’s aura must make a Will save or be panicked until they exit the divine aura and for 320 rounds thereafter.
- Insanity: Those within Phanes’s aura must make a Will save or become permanently insane.
Perfect Heroism: Allies within Phanes’s aura gain a morale bonus on attack rolls, saves and skill checks equal 64.
Divine Traits (Anomalies) (Ex)
Phanes gains a +64 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. Phanes’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. An anomaly does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.
Mythic (Ex)
Phanes has Mythic Power (64/day, Surge +64d6) and counts as a 64th-rank Mythic creature. Phanes can use any of its Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. Phanes can also expend Mythic Power to use the augmented versions of these spells.
Predator of Gods (Ex)
Anomalies ignore transmortality unless the immortal have a divine rank equal or higher than the anomaly in question. When an anomaly kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died.
Predator of the Multiverse (Ex)
Anomalies are Resistant to Multiversal Hazards (Probability Crack, Logic Paradox, Anti-Maxim).
Starflight (Su)
An anomaly can reach any destination in the Multiverse in 10d20 minutes (10 minutes with Inner Eye).
Transcendental Might (Ex)
Phanes deals d100's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than Phanes HD.
Transcendental Traits
Anomalies gain two bonuses to: armor class; attack rolls; difficulty class (for any special abilities, spell-like abilities, spells); CMD; initiative and saving throws. The type of bonuses gained are different for each anomaly. Some gain a luck bonus and a sacred bonus; some gain foresight and insight bonuses, while others gain both a profane bonus and a gravitic mastery bonus. The value of this bonus is equal to the divine bonus of the anomaly. An anomaly cannot have both a profane and sacred bonuses or an anarchic and axiomatic bonuses from this ability at the same time unless it is Beyond Alignment. Insight and sacred.
I fully agree, Khisanth the Ancient did a great job. The only problem is that the original version (although it is clearly a typo) did not scale the cure to Quintessence and Exp Drain leaving it fixed at 1d00 / 1d1000. Luckily I have saved many of the custom abilities that I liked on a separate document.This is actually really badass. Good stuff as usual. Alpha Effect is freaking awesome. I'm definitely adding that to the Aspect of Water, Par when I eventually make her.
So my party's about to take on a modified version of Entity Kampe next week. I'll let you know how it goes lol.Kampe Entity
LE Gargantuan Magical Beast (entity, extraplanar)
Init +106; Senses blindsight 5.000 ft., darkvision 10.000 ft., detect chaos, detect good, divine sense (x10), greater arcane sight, low-light vision, scent, see in darkness, true seeing; Perception +210
Aura divine aura (6.000 ft. radius, DC 76), frightful presence (6.000 ft., DC 146), toxic mist (30 ft.)
AC 267, touch 81, flat-footed 258 (+72 armor, +42 deflection, +3 Dex, +6 dodge, +24 divine, +114 natural, -4 size)
hp 20.860 hp (140d100+6.860) fast healing 70, regeneration 70 (epic and good)
Fort +145, Ref +123, Will +137; +50 against divination
Defensive Abilities all-around vision, cosmic string, freedom of movement, mind blank, sixth sense (cannot be caught flat-footed except by opponents who are four levels or more higher); DR 120/–; Immune ability damage or drain, acid, cold, disease, energy drain, fire, mind-affecting, poison, enchantment, illusion and transmutation, death from massive damage; Resistance electricity and sonic 100; SR 174, any spell which fails to penetrate Kampe spell resistance is reflected back upon the caster
Speed 3.600 ft., burrow 1.800 ft. (through any material up to hardness 20), climb 3.600 ft., fly 5.200 ft. (perfect), swim 3.600 ft.
Melee +34 good outsider dread, sharpness, speed, unholy scion +251/+251/+251/+246/+246/+241/+241/+236/+236 (15d20+97/9-20x5 plus poison plus 75d8 and 25 negative levels against good target, Fort 53 negate the negative levels), 5 bites +213 (15d20+27 plus grab), 2 claws +213 (10d20+27), sting +213 (20d20+ 27 plus poison) or 5 bites +215 (15d20+55 plus grab), 2 claws +213 (10d20+27), sting +213 (20d20+ 27 plus poison)
Space 20 ft.; Reach 15 ft. (20 ft. with sting)
Special Attacks deep of tartarus (DC 146), lingering pain, mythic surge 24/day (+8d6), poison, pounce, rend (3 bites, 15d20+82), rake (2 claws +213, 10d20+27), sneak attack +70d6, torture, toxic cloud, trail of poison
Spell-Like Abilities (CL 164th, concentration +230)
Constant—detect chaos, detect good, freedom of movement, greater arcane sight, mind blank;
1/day—gate of tartarus (spell level 72th)
Str 120, Dex 60, Con 108, Int 86, Wis 88, Cha 95
Base Atk +140; CMB +223; CMD 306 (310 vs. trip)
Feats Alertness, Asclepian Doctor, Combat Expertise, Combat Reflexes, Cornugon Smash, Double Slice, Double Strike, Expert Healing, Field Surgeon, Greater Two-Weapon Fighting, Greater Vital Strike, Greater Weapon Focus (scimitar), Greater Weapon Specialization (scimitar), Improved Critical (scimitar), Improved Natural Attack (bite, claws, sting), Improved Two-Weapon Feint, Improved Two-Weapon Fighting, Improved Vital Strike, Intimidate Prowess, Iron Will, Medical Expert, Multiattack, Muscle Reaction, Power Attack, Prodigious Two-Weapon Fighting, Quick Draw, Run, Seize the Opportunity, Signature Skill (Intimidate), Stand Still, Two-Weapon Feint, Two-Weapon Fighting, Vital Strike, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Epic Feats Epic Skill Focus (Heal), Epic Weapon Focus (scimitar), Epic Weapon Specialization (scimitar), Good Will, Greater Critical (scimitar), Greater Critical Multiplier (scimitar), Improved Critical Multiplier (scimitar), Sixth Sense, Perfect Two-Weapon Fighting
Skills All skill 167 + ability modifier
Languages Abyssal, Aklo, Ancient Greek, Celestial, Cyclops, Draconic, Giant, Ignan, Infernal, Necril, Old Tongue, Sylvan, Terran; telepathy 10.000 ft.
SQ cosmic might, divine traits (entity), magic scimitars, martial prowess, medical expert, mythic, poison scimitars, undersized weapons, virtual size category +5;
Environment: Tartarus
Organization: Unique
Treasure: Two huge scimitars, Lamellar (Orichalcum) armor.
Kampe renounce to 24 feat for 4 divine ability slot
Divine Abilities
• Apocrypha (Su): You are difficult to detect or scry.
• Maven (Ex): Maximum rank in all know skill.
• Omnicompetent (Ex): All skills are class skill.
• Superior Critical (Ex): You critical threat is quadrupled.
• Superior Critical Multiplier (Ex): You critical multiplier is augmented.
• True Seeing (Su): You are difficult to detect or scry.
Alter Reality (Su)
Once per round as a free action Kampe can duplicate any spell of 9 level or less. This ability can also duplicate any epic spells of a DC 205 or less. Other use of this ability are GM’s discretion.
Cosmic Might (Ex)
Kampe 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 Kampe HD.
Deep of Tartarus (Su)
Kampe gains a gaze attack that will automatically plane shift/teleport any being to the deep of Tartarus, should they fail a Will save DC 146. Kampe can chose to exclude any number of creatures from this effect. The save DC is Charisma-based.
Divine Traits (Entity) (Ex)
As an entity, Kampe 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. Kampe’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. Kampe does not age and requires no food or drink to sustain herself.
Lingering Pain (Ex)
Whenever Kampe uses her torture ability on a target, that target gains one condition that lasts for a number of minutes equal to Kampe’s HD (140).
Whenever she tortures a creature, she can select the condition she wants to apply to the target: exhausted, fatigued, frightened, nauseated, shaken, sickened, or staggered.
Gate of Tartarus (Sp)
Kampe can summon one Kilotonchiere, 1d3 Titan of Oblivion, 3d6 Hekatonkheires Titan, 5d12 Fomorian Titans or 10d20 Thanatotic Titans once per day.
Magic Scimitars (Su)
Any scimitar Kampe wields increase the enhancement bonus by +34 (a non magical weapon count with an enhancement bonus of +0), gains the good outsider dread, sharpness, speed, and unholy scion weapon quality and count as made of Orichalcum for overcome DR less that 101, Hardness and multiply x12 the damage. Weapons retain this quality for one round after Kampe releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.
Martial Prowess (Ex)
Kampe never gain movement speed penalty for armor she use.
Medical Expert (Ex)
Kampe has tortured the original Hekatonkheires and Cyclops for untold eons and that has given her incredible medical knowledge and medical skills. She gains Divine Skill Focus and Divine Skill Emphasis for the Heal skill. She always counts as having a healer’s kit with her and from which she can spend uses. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage when performed by Kampe. Kampe gains skill unlock (Heal) and can make treat deadly wounds with only 1 minute instead of 1 hour.
Mythic (Ex)
Kampe has Mythic Power (24/day, Surge +8d6) and counts as a 24th-rank Mythic creature. Kampe 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. She can also expend Mythic Power to use the augmented versions of these spells.
Poison (Ex)
Sting or scimitar—injury; save Fortitude DC 153; frequency 1/round for 140 rounds; effect 8d6 Strength and Constitution drain plus 60d6 acid damage; cure 24 consecutive saves. This poison overcome immunity to poison, fortitude save and ability drain if the creature has divine rank less than 17. The save DC is Constitution-based.
Poison Scimitars (Su)
Kampe scimitars automatically transfer her poison with a successful hit.
Torture (Ex)
Kampe can spend one minute to cause a helpless target an extreme amount of pain and anguish. At the end of this minute, Kampe make a Heal check (+306 base Heal), the target takes 1 point of nonlethal damage per HD of Kampe and must make a Will save with a DC equal to that Heal check. The DC of this saving throw increases by +1 for each consecutive use of this ability. If Kampe has adequate tools on hand, such as knives, fire, whips, and other grisly torture implements she gain +60 to that Heal check.
If the target fails his saving throw, he must truthfully answer any one question asked by Kampe that can be answered with a few words or less. If the save is successful, the target can refuse to answer the question or even give a false answer. This is a pain effect and creatures immune to nonlethal damage are as well immune to it. This ability overcome immunity to pain effects and nonlethal damage if the creature has divine rank less than 17.
Torture Touch (Su)
Kampe can use the torture ability in the middle of combat. Using this ability in this way is a standard action that requires a melee touch attack. If the attack hits, the target is treated as if he had been tortured for one minute, takes the normal amount of nonlethal damage and must make a Will save to avoid answering a question as normal.
This also allows Kampe to apply one of her conditions from lingering pain to the target, but the effects only last for 1 round per HD of Kampe (instead of the usual 1 minute per HD).
Toxic Cloud (Ex)
After the 8 rounds, the poison that covers a square evaporates and becomes aeriform. The poison in the gaseous remain contact and in this state occupies the original square plus 5 ft. in all directions (a cube of 15 ft. per side in effective with the original square in the center). The poison remains in this state for a number of rounds equal to half Kampe's Constitution modifier (24).
Trail of Poison (Ex)
Wherever Kampe passes, she leaves poison. While Kampe is in contact with the ground or flying, every square she occupies (or that is directly below her if she flies) is hit by her poison. If she moves, this effect also applies to her movement squares. The affected square remains coated in her poison for a number of rounds equal to half Kampe's Constitution modifier (24). In this case the poison has a type of contact instead of injury. After this the poison stops contaminating the square but becomes aeriform (see toxic cloud). A creature that comes into contact with a tainted square during that rounds must immediately make a Fortitude save against the poison.
Toxic Mist (Ex)
Kampe is surrounded by a poisonous acid mist and everyone who enters within 30 ft. of her take 4d4 Strength and Constitution drain plus 20d6 acid damage. This is a poison effect. This overcome immunity to poison and ability drain if the creature has divine rank less than 17. Kampe can deactivate or activate this ability as a swift action.