Things from the Greek myth


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Bootlebat

Explorer
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.?)
 

Obly99

Adventurer
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 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:
-I publicly thank @dave2008 because while all the others were not there or did nothing to defend our right to build the f*ck we want, he was the only one to defend that position with me. Thank you.
-I will definitely avoid posting stuff about Judaism / Christianity on the forum from now on in order not to attract unwelcome attention and probably Hinduism too even though I already had some ideas for Shiva and Khali, RIP.
-I hope that those fanatics are now gone and not return to break for other kinds of creations (they seemed to be triggered by the Norse gods too).
-I have no other Titans ready / planned to answer Bootlebat for now. For Atlas, if I ever do it it will be Labor and Strength Portfolio.
 
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Obly99

Adventurer
Echidna CR 35

From above the waist, this creature appears to be a blue human woman with four arms, draconic ears, pink hair, a third eye in the middle of the forehead (thin and vertical), but below is an oversized serpentine tail with glistening blue-purple scales.

CE Large magical beast (abomination, shapechanger)

Init +7/–13, dual initiative; Senses blindsense 60 ft, darkvision 120 ft., detect good, true seeing; Perception +48

Aura charming beauty (120 ft., DC 44), gestation (30 ft.)

DEFENSE

AC 40, touch 35, flat-footed 38 (+3 Dex, +18 deflection, +4 divine, +5 natural)

hp 528 (24d10+288) regeneration 30 (deific or mythic)

Fort +44, Ref +35, Will +43; regeneration 30 (deific or mythic)

Defensive Ability freedom of movement; DR 10/epic; Immune ability damage and drain, charm effects, compulsion effects, death effects, disease, enchantment effects, energy drain, exhaustion, fatigued, illusion effects, mind-affecting effects, nonlethal damage, paralysis, poison, sleep, transmutation effects, and death from massive damage; Resist acid 10, cold 10, fire 10; SR 38

Weakness fertility loins, undead vulnerability;

OFFENSE

Speed 60 ft., climb 120 ft., swim 120 ft.

Melee +6 speed scimitar +47/+47/+42/+37/+32 (1d6+31/12-20x4), 3 +5 scimitar +46/+41/+36/+31 (1d6+30/12-20x4), bite +33 (1d8+8 plus poisno), tail +33 (1d8+8 plus grab) or unarmed strike +38/+33/+27/+22 (1d4+17), 3 unarmed strike +38/+33/+27/+22 (1d4+17), bite +33 (1d8+8 plus poisno), tail +33 (1d8+8 plus grab) or bite +40 (1d8+17), 4 claws +40 (1d6+17), tail +40 (1d8+17 plus grab)

Special Attacks constrict (1d8+25), loathly gout, mythic power (4/day, Surge +1d8), poison, portfolio (double fertility), profane gift, sneak attack +120, spawn progeny, stunning grace (30 ft., DC 44);

Spell-Like Abilities (CL 28th; concentration +46)

Constant—detect good, detect thoughts (DC 34), freedom of movement, tongues, true seeing;

At will—charm animal (DC 33), commune, deathward, dominate monster (DC 41), dream, eagle’s splendor, euphoric tranquility (DC 40), fireball (DC 35), geas/quest, greater dispel magic, greater teleport, haste, magic jar, mass bear’s endurance, mass charm monster (DC 40), raise dead, remove disease, remove fear, sending, simulacrum, status, symbol of persuasion (DC 38), symbol of sleep (DC 37), sympathy (DC 40), true resurrection, vampiric touch;

4/day—wish;

3/day—deeper darkness, dimension door, greater song of discord (DC 38), heal, insanity (DC 39);

TACTICS

Before Combat The approach to Echidna’s lair is usually guarded by various magical beasts willing to die for their mother. The sounds of their defense alert Echidna of intruders.

During Combat Echidna opens most encounters by using mass charm monster. She generally uses a full attack during her normal initiative count and saves her special abilities for ranged opponents on her second initiative count. Echidna shrewdly employs dimension door to position herself most advantageously on the battlefield. She conserves heal until after her spawn progeny ability has been triggered.

Morale Should Echidna feel overmatched she will attempt to bargain, intimidate, or seduce her opposition into a truce. If negotiations fail she then fights to the death.

STATISTICS

Str 44, Dex 17, Con 34, Int 34, Wis 28, Cha 46

Base Atk +24; CMB +42 (+46 grab); CMD 77 (can’t be tripped)

Feats Anatomical Savant (scimitar), Combat ExpertiseB, Damage Accumulation, Double Slice, Greater Anatomical Savant (scimitar), Greater Two-Weapon Fighting, Greater Weapon Specialization (scimitar),Improved Anatomical Savant (scimitar), Improved Critical (scimitar), Improved Two-Weapon Feint, Improved Two-Weapon Fighting, Improved Unarmed Strike, Iron Will, Knife in the Back, Many Armed Warrior, Multiweapon Fighting, Prodigious Two-Weapon Fighting, Simple Weapon Proficiency, Shadow Strike, Superior Two-Weapon Fighting, Two-Weapon Feint, Two-Weapon Rend, Weapon Focus (scimitar), Weapon Specialization (scimitar);

Epic Feats Egg-BornB, Epic Skill Focus (Perform [sing])B, Epic Weapon Focus (scimitar), Epic Weapon Specialization (scimitar), Greater Critical Multiplier (scimitar), Good Will, Improved Critical Multiplier (scimitar), Superior Anatomical Savant (scimitar), Greater Critical (scimitar);

Skills Acrobatics +13, Bluff +54, Climb +30, Craft (alchemy) +39, Diplomacy +54, Disguise +44, Intimidate +46, Knowledge (arcane) +39, Knowledge (planes) +39, Perception +48, Perform (dance) +46, Perform (sing) +79, Sense Motive +46, Spellcraft +38, Stealth +30, Swim +29, Use Magic Device +43; Racial Modifiers +8 Bluff, +8 Diplomacy, +8 Perception, +24 Perform (sing)

Languages Common, Draconic, Giant, Sylvan; tongues

SQ change shape (shapechange, any creature), combat trained, extra initiative, gestation aura, grant spell, inspiration, mistress grace, mother of monsters, mythic, undersized weapon, virtual size category +1;

Divine Ability Multifacedx3, Perfect Sneak Attack, Sweat-BornB;

Portfolio Power

Double Fertility


Weakness

Fertile Loins Each time Echidna has sex will result in pregnancy (at least twins). Though she choose if the offspring will be divine or not.

Undead Vulnerability Suffer 100% extra damage from attacks by the undead.

Power

Granted Power: Echidna cast conjuration spells at +1 caster level.

Spell-like Ability: Echidna can cast one portofolio spell-like ability as quickened every round.

Disease Immunity Echidna is immune to magical diseases.

Shield of Stoicism Echidna is immune to constitution damage/drain

Greater Scion of Life Competence bonus (equal to double her divine rank) on attack rolls, damage rolls and armor class against undead.

Perfect Summoning (Living) Living creatures summoned have 200% more HD


Charming Beauty (Su)
This ability affects all creatures within 120 feet of Echidna. Those who look directly Echidna must succeed on a DC 44 Will save or be charmed as per charm monster spell. Echidna can suppress or resume this ability as a free action. A creature that succeeds on the saving throw is immune to Charming Beauty for 24 hours. The save DC is Charisma-based. This is a charm, mind-affecting effect.

Combat Trained (Ex)
Although a creature of lust, Echidna excels in combat. She is treated as a 20th-level fighter for the purposes of fulfilling any feat prerequisites, such as that for Weapon Specialization. She gains combat expertise as a bonus feat and gains sneak attack as a 20th level rogue.

Dual Initiative (Ex)
Echidna gets two turns each round, one on hers initiative count and another on hers initiative count – 20. For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the Echidna’s round or the start of hers turn such as saving throws against ongoing effects or taking bleed damage), only the Echidna’s first turn each round counts toward such durations.

Gestation Aura (Su)
Echidna’s aura pulses with developing life. Impregnated and pregnant creatures, while within her aura, count one round as one month for the development of the babies in their belly, and give birth in 1 round after the rounds ran out, without complications (an average human impregnated in the aura give birth at the 10 round, because an average pregnancy is 9 month). Echidna can suppress or resume this aura as a swift action.

Grant Spells
Echidna can grant up to 7th-level spells. This does not require any specific action on the Echidna behalf. She grant access to the domains of Chaos, Charm, and Community and to the subdomains of Family and Lust.

Loathly Gout (Su)
Three times per day as a standard action, Echidna can vomit forth a loathsome plague of tiny toads, frogs, newts, and snakes. Treat this as a plague locust swarm with the following adjustments. The swarm does not has the fly speed, multiply, and reform of the base plague locust swarm and has a base land, climb and swim speed of 30 feet. The swarm appear within 30 feet of Echidna, including spaces already occupied by other creatures, and obeys to the best of his ability to order made by Echidna. The swarms persist for 10 rounds.

Inspiration (Su)
Echidna can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically one of her scales). As long Echidna retains her favor for this creature and as long as the creature carries the Echidna’s token, the creature gains a +8 bonus on all saving throws, checks (skill, ability, caster level), and attack rolls. A bard (or a creature with bardic performance) who has Echidna for a muse in this way can use his bardic performance for 8 additional rounds per day. Echidna retains a link to her token and its carrier as if she had cast a status spell on the carrier. Echidna can end this effect at any time as a free action. Echidna may only inspire one creature at a time in this manner.

Mistress Grace (Su)
Echidna adds her Charisma modifier as a racial bonus on all her saving throws.

Mother of Monsters (Ex)
Echidna consider Perform (sing) as a class skills, gains a number of skill ranks in it equal to her racial HD and gains her racial HD as a racial bonus to it. Echidna gains Egg-Born as a bonus feat and Sweat-Born as a bonus divine ability.

Mythic (Ex)
Echidna has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. Echidna can use any of her spell-like abilities 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 spell-like abilities.

Poison (Ex)
Bite—ingestion or injury; save Fort DC 38; frequency 1/round for 20 rounds; effect 1d3 Dex damage and paralyzed; cure 3 saves. Save DC is Constitution-based.

Spawn Progeny (Ex)
As a full-round action, Echidna can give birth to a spawn, which is a Gargantuan or smaller creature of any type (with the exception of construct and undead) with a template of up CR +2 of her choice. The spawn is under Echidna control. It emerges within 10 feet of Echidna and can act immediately. Each day she can produce any number of creatures whose combined total base CR does not exceed 3 + double her Constitution modifier (24) + Divine Rank (4) = 31. Echidna cannot create a spawn whose CR is higher than her Hit Dice plus her Divine Rank (28).

Profane Gift (Su)
As a full-round action, Echidna may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target immediately gains a +6 profane bonus to any one ability score of its choice, a +4 profane bonus to any other ability score of its choice, and the see in darkness ability. A single creature may have only one profane gift in effect at any one time. As long as the effect persists, Echidna can communicate telepathically with the target across any distance and may use any of her spell-like abilities through the target, manifesting them as if the target were using them. A profane gift may be removed by a miracle or wish. Echidna can remove it as a free action, dealing 2d6 points of Charisma drain and imparting 1d6+2 permanent negative levels to the victim.

Stunning Glance (Su)
As a standard action, Echidna can stun a creature within 30 feet with a look. The target must succeed on a DC 44 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based. This is a gaze attack from her third eye, and if its blinded, she cannot use it.


Echidna is dreaded for her ability to spawn horrendous monsters of all manner and form, including such familiar terrors as chimeras, hydras, gorgons, and fiendish serpents or lions. Invariably female, although some whisper that she can grow male genitals to mate with females, Echidna is unnaturally fecund and can interbreed with any living creature. Her offspring are generally magical beasts, though Echidna has been known to birth dragons, monstrous humanoids and Drakainia as well. The specific creature that is born appears to be determined less by the father and more by some perverse capriciousness. The mother of monsters dwell in a gloom-filled cavern along with her teeming broods. She likes nothing more than to coerce, seduce, or cheat a hero into dallying with her just long enough to father several new creatures.
 
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Obly99

Adventurer
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.
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.
 

Bootlebat

Explorer
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.
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.
 

Obly99

Adventurer
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 am currently working on my First One of Entropy, the Nowhere King. When I finish it maybe I'll start doing it.
 

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Bootlebat

Explorer
Here is my 5e conversion: Phane
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 spell
 

Obly99

Adventurer
The Tartar jailer, Kampe.
The following version is her AFTER the defeat of the Titans in the Titanomachy when she lost many of her powers by going from Entity to Abomination. Currently in my setting she work in Hell as a head jailer. When I finish her original version I will publish it.
Kampe

Home Plane: Tartarus (after the defeat of the Titans, Hell)

Alignment: Lawful Evil

Clergy Alignments: LN, LE, NE

Domains: Earth, Evil, Law, Scalykind

Subdomains: Cave (Earth), Demodand (Evil), Poison (Scalykind), Slavery (Law), Torture*

*Clerics of Kampe can use the Torture subdomain to modify the Evil domain.

Favored Weapon: Scimitar

Enemies: Olympian Pantheon, original Hekatonkheires and Cyclops

Allies: Abomination, Demodand, Devils, Kytons, Titans

A centaur-like creature, but different, a creature who came out of the nightmares of the universe when the world was still young and things were not yet well defined. The lower part of her body, what would be the equine part of a centaur, is that of a monstrous dragon with large wings and mighty claws, but the tail of a vast scorpion arches over her back. Where the human part joins the dragon, the skin boils while bear, wolf, and other predators heads are generated, which are immediately sucked into the gurgling skin and then regenerate again in an infinite cycle. The human part is that of a beautiful woman but instead of hair she has hissing snakes like a Medusa. A sadistic smile spreads across her face as she watches you.

Kampe

LE Gargantuan Magical Beast (abomination, extraplanar)

Init +37; Senses blindsight 500 ft., darkvision 1000 ft., detect chaos, detect good, greater arcane sight, low-light vision, scent, see in darkness, true seeing; Perception +87

Aura divine aura (700 ft. radius, DC 33), frightful presence (700 ft., DC 63), toxic mist (30 ft.)

AC 72, touch 33, flat-footed 68 (+17 deflection, +4 Dex, +6 divine, +39 natural, -4 size)

hp 1.322 hp (60d10+992) regeneration 50 (epic and good)

Fort +54, Ref +42, Will +54;

Defensive Abilities all-around vision, freedom of movement, nondetection, sixth sense (cannot be caught flat-footed except by opponents who are four levels or more higher); DR 30/epic and good; 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 20; SR 76

Speed 360 ft., burrow 180 ft. (through any material up to hardness 20), climb 360 ft., fly 520 ft. (average), swim 360 ft.

Melee +6 good outsider dread speed vorpal scimitar +97/+97/+97/+92/+92/+87/+87/+82/+82 (4d10+41/12-20x4 plus poison), 5 bites +84 (6d10+13 plus grab), 2 claws +84 (4d10+13), sting +84 (8d10+13 plus poison) or 5 bites +89 (6d10+27 plus grab), 2 claws +84 (4d10+13), sting +84 (8d10+13 plus poison)

Space 20 ft.; Reach 15 ft. (20 ft. with sting)

Special Attacks lingering pain, mythic surge 6/day (+1d8), poison, pounce, rend (3 bites, 6d10+40), rake (2 claws +84, 4d10+13), sneak attack +10d6, torture, toxic cloud, trail of poison, wrath 3/day (120d6, DC 62)

Spell-Like Abilities (CL 66th, concentration +88)

Constant—detect chaos, detect good, freedom of movement, greater arcane sight, nondetection, true seeing;

At will—bane (DC 31), blasphemy (DC 37), blight (DC 35), chain lightning (DC 36), darkness, dictum (DC 37), dimension door, disintegrate (DC 36), destruction (DC 37), doom (DC 31), fireball (DC 33), greater dispel magic, gust of wind (DC 32), haste, invisibility purge, magic circle against chaos, magic circle against good, magic missile, nightmare (DC 35), poison (DC 34), order’s wrath (DC 34), ray of enfeeblement (DC 31), shocking grasp, summon monster IX (as evil spell only), unholy blight (DC 34);

3/day—earthquake, imprisonment (DC 39), limited wish

1/day—freedom, gate of tartarus, wish

Str 65, Dex 18, Con 42, Int 36, Wis 38, Cha 45

Base Atk +60; CMB +97; CMD 128 (132 vs. trip)

Feats Alertness, Combat Expertise, Combat Reflexes, Cornugon Smash, Double Slice, Double Strike, Greater Two-Weapon Fighting, Greater Vital Strike, Greater Weapon Focus (scimitar), Greater Weapon Specialization (scimitar), Improved Critical (scimitar), Improved Two-Weapon Feint, Improved Two-Weapon Fighting, Improved Vital Strike, Intimidate Prowess, Iron Will, Muscle Reaction, Power Attack, Prodigious Two-Weapon Fighting, Quick Draw, 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 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 Bluff +83, Craft (torture device) +79, Fly +67, Heal +80, Intimidate +110, Knowledge (arcane, engineering, history, planes, religion) +79, Perception +87, Profession (jailer) +84, Sense Motive +84, Spellcraft +79, Use Magic Device +83

Languages Abyssal, Aklo, Ancient Greek, Celestial, Cyclops, Draconic, Giant, Ignan, Infernal, Necril, Old Tongue, Sylvan, Terran; telepathy 1.000 ft.

SQ divine traits (abomination), magic scimitars, might, mythic, poison scimitars, undersized weapons, virtual size category +1;

Environment: Tartarus (actually Hell)

Organization: Unique

Treasure: Two huge scimitars.

Divine Abilities

• Multifaced (Ex): You gain extra 6 feats.

Divine Traits (Abomination) (Ex)
As an abomiantion, Kampe gains a +6 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 (60).

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 Hekatonkheires Titan, 1d2 Fomorian Titans or 1d4 Thanatotic Titans once per day.

Magic Scimitars (Su)
Any scimitar Kampe wields increase the enhancement bonus by +6 (a non magical weapon count with an enhancement bonus of +0) and gains the good outsider dread, speed, and vorpal weapon quality. 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.

Might (Ex)
Kampe deals d10'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.

Mythic (Ex)
Kampe has Mythic Power (6/day, Surge +1d8) and counts as a 6th-rank Mythic creature. Kampe can use any of her 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 62; frequency 1/round for 6 rounds; effect 2d6 Strength and Constitution drain plus 10d6 acid damage; cure 3 consecutive saves. This poison overcome immunity to poison, fortitude save and ability drain if the creature does not has divine rank. 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, 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 +10 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 does not has divine rank.

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 (8).

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 (8). 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 1d4 Strength and Constitution drain plus 2d6 acid damage. This is a poison effect. This overcome immunity to poison and ability drain if the creature does not has divine rank. Kampe can deactivate or activate this ability as a swift action.

Wrath of the Titans (Su)
As a standard action, three times per day, Kampe can hurls a ball of pure hate at her foe. This ability work as fireball with the exception that deal 120d6 divine damage, the Reflex save DC is 62, its a supernatural not subject to SR and the range is 1.000 feet. The save DC is Constitution-based.
 

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Obly99

Adventurer
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, Terrestrial Hazards; Resistance electricity and sonic 100, Stellar Hazards; 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

• ApocryphaB (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 SeeingB (Su): You gain a constant true seeing.

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.
 
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Obly99

Adventurer
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 already calculated)

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: 128.000 (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: 128.000 (320d100)

; all creature within 1.625 ft. – Will 391/negate

Uncanny Holy Mastery (Evil Eye and Quantum Effect already calculated)

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 already calculated)

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). Phanes 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.
 

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Obly99

Adventurer
Also, is Kampe really not supposed to have any portfolios?
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.
 

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.
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.
 

Obly99

Adventurer
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.
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.
 

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.
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.
 

Obly99

Adventurer
I will go with the Medusa (Gorgon) based on the franchise Fate. Some abilities are from the mythic medusa (Mythic Medusa – d20PFSRD), the euryale (Euryale – d20PFSRD), and the stheno (https://thecreaturecodex().tumblr.com/post/647848497308155904/stheno)

Medusa (Gorgon)

Female CE medium monstrous humanoid (abomination)

Init +16; Senses darkvision 180 ft., divine senses (x3), scent; Perception +52

Aura divine (DC 27, 100 ft.), elusive aura (DC 53, 100 ft.)

DEFENSE

AC 72, touch 55, flat-footed 57 (+13 deflection, +9 Dex, +4 divine, +6 dodge, +13 insight, +17 natural)

hp 630 (30d10+330) fast healing 15, regeneration 15 (epic and lawful)

Fort +47, Ref +43, Will +41; +4 against neutralize poison, +4 against divine spells and effects, -6 against enchantment

Defensive Abilities absorb essence, all-around vision, divine curse, nondetection, powerful build, sixth sense, snake hair, spurn divinity, visions; DR 15/epic and lawful; Immune ability damage or drain, acid, curses, disease, energy drain, mind-affecting, petrification, poison, unwilling polymorph, enchantment, illusion and transmutation, death from massive damage; Resistance acid 10, electricity 10, fire 20, cold 20, Terrestrial Hazards; PR/SR 44

OFFENSE

Speed 90 ft., climb 60 ft., fly 240 ft. (perfect), swim 180 ft.

Melee snake rod +61/+56/+51/+46 (1d10+33 plus poison), bite +49 touch (4d10+10 plus poison), tail slap +49 (1d10+10 plus grab), 8 snake bites +49 (1d10+10 plus poison) or bite +51 touch (4d10+17 plus poison), 2 claws +51 (1d10+17), tail slap +51 (1d10+17 plus grab), 8 snake bites +49 (1d10+10 plus poison)

Ranged snake fangs +57/+57/+42/+47/+42 (2d10+4/x3 plus poison)

Special Attacks animate statue, breath weapon (DC 40, 60 ft. cone, 30d10 sonic damage), faith-stealing strike (DC 42), favored enemy (+4), irresistible poison, mythic power (4/day, surge +1d8), pandemonium cetus (DC 48), penetrating bite, petrifying gaze (DC 42, range 120 ft.), poison (DC 40, 1d6 Dex drain and paralyzed), poisonous blood, shattering shriek, snake independence, snake rod

Spell-Like Abilities (CL 34th, concentration +51)

At will—banishment (DC 33), bear’s endurance, discern location, fire shield, flesh to stone (DC 33), giant vermin, greater magic fang, hold monster (DC 32), magic fang, mark of justice, mass charm monster (DC 35), shapechange, shield of faith, speak with dead (DC 30), spell turning, spider climb, storm of vengeance (DC 36), summon monster VII

4/day—summon snake, wish

STATISTICS

Str 36, Dex 28, Con 32, Int 26, Wis 24, Cha 36

Base Atk +30; CMB +47; CMD 98 (102 vs. trip)

Feats Alertness, Combat Reflexes, Dodge, Greater Fortitude, Improved Initiative, Improved Natural Attack (bite), Lunge, Mobility, Multiattack, Run, Spring Attack

Epic Feats Good Fortitude, Improved Dodge, Sixth Sense, Timely Dodge

Skills Climb +21, Escape Artist +15, Fly +54, Intimidate +50, Knowledge (religion) +42, Knowledge (planes) +42, Perception +52, Sense Motive +41, Stealth +41, Swim +54; Racial Modifiers +6 racial Escape Artist, +4 Perception

Languages Ancient Greek, Celestial, Giant; telepathy 1.000 ft.

SQ change size, divine traits (abomination), integrated class feature (x), might, portfolio (monster, revenge), snake tail, virtual size category +1

Monster Portfolio Traits (Quasi-Deity)
Granted Power: You gain a primary natural bite attack that deals 1d6 plus your Str modifier. If you already have a bite attack, instead that attack increase its damage by one size.

Hunger (Ex): Even if you do not need to eat, you must consume twice as much food as normal for your species and size. If you fail to do so, you must make a Will save DC 35 or immediately begin looking for food

Material Vulnerability (bronze) (Ex): Suffer 50% extra damage from weapon made of bronze

• Cockroach (Su): You are immune to poison

• Swamp Thing (Ex): Competence bonus to attack rolls damage rolls and armor class equal to your divine rank while in a wilderness areas

• Summon Horde (Ex): You always summon twice as many creatures as the spell allows

Revenge Portfolio Traits (Quasi-Deity)
Granted Power:

Pig’s Splendor (Ex): Competence penalty to charisma equal to your divine rank

Blinded by Hate (Ex): Competence penalty (equal to your divine rank) against enchantment spells and effects

• Hatred (Ex): Favored enemy bonus equal to your divine rank (already calculated in the sheet)

• Spirit of Vengeance (Ex): Competence bonus to attack rolls, damage rolls and armor class Always equal to your divine rank against opponents who have injured you that day

• Hate Fuelled (Ex): Your summoned creatures have 50% more HD if of an alignment opposed to a favored enemy within your divine aura

Animate Statue (Su)
Medusa can expend one use of mythic power as a swift action to animate one of her petrified statue within 300 ft. for 1 minute. The animated statue use the same sheet of the creature (if reduced to Dex 0 with the poison, Dex return to 1; if reduced to 0 hp with Pandemonium Cetus, hp return equal to the creature HD) but the type change to construct, gains construct traits, hardness 8, +1 natural armor and one slam attack with damage appropriate for the size. The animated statue follow all orders of Medusa to the best of its abilities, even suicide orders and reverts to a statue at the end of this time. If Medusa expends three uses of mythic power when use this ability, the statue remains animated for 24 hours instead of 1 minute.

Absorb Essence (Su)
Whenever a creature that has been petrified is destroyed within 120 feet of Medusa, she gains the effects of a heal spell and a greater restoration spell (both at CL 34th). This effect can trigger only once per round.

Change Size (Su)
As a standard action, Medusa can increase her size, up to Titanic. Every size increase gives her +10 Str, -2 Dex (minimum 10), +4 Cos and an increase to natural armor as written in the Table 1-4: Expanded Changes to Statistics by Size in the Epic Bestiary. This is a polymorph effect.

Divine Curse (Ex)
The existence of Medusa is a divine error. She was once a faithful priestess of a goddess of chastity, but she was insidied by a rival god within her temple. Her goddess, instead of helping her, cursed her for no longer being a virgin, by turning her into a monster. Due to the fact that this is a mistake, an injustice, and a violation of the celestial contract because an innocent mortal has been wrongfully punished by a god, she gains most of the traits of the asuras (Asura - PathfinderWiki):
  • Immunity to curses, disease, and poison.​
  • Resistance to acid 10 and electricity 10.​
  • Elusive Aura (Su) Asuras exist within reality but apart from it. All but the least of asuras exude an aura that affects all creatures within the area as if by a nondetection spell. The size of the aura is proportional to the asura’s power. The caster level check to attempt divination on creatures within the aura is 15 + the spell-like ability caster level of the asura creating the aura.​
  • +6 racial bonus on Escape Artist checks and a +4 racial bonus on Perception checks.​

Divine Traits (Abomination) (Ex)
As an abomination, Medusa gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Medusa’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. Medusa does not age and requires no food or drink to sustain herself.

Faith-Stealing Strike (Su)
When Medusa’s natural attack or melee weapon strikes a creature capable of casting divine spells, that creature must succeed a DC 42 Will save or be unable to cast any divine spells for 1 round. A creature that saves is immune to the faith stealing strike of Medusa for the next 24 hours. The save DC is Charisma based.

Grant Spells
Medusa can grant up to 7th-level spells. This does not require any specific action on Medusa behalf. She grant access to the domains of Chaos, Destruction, and Skalykind and to the subdomains of Ferocity°, Hatred, Rage and Venom.
°Clerics of Medusa can use the Ferocity subdomain to modify the Destruction domain.

Irresistible Poison (Ex)
A creature must roll twice and take the lower result on all saving throws against Medusa’s poison effects. If the creature would normally be immune to poison, the immunity doesn’t apply, but it only needs to roll its save once. Delay poison doesn’t delay her poison effects; they still occur immediately. Medusa gains a +4 bonus on saving throws against neutralize poison cast against her to negate her venomous attacks.

Mythic (Ex)
Medusa has Mythic Power (4/day, surge +1d8) and counts as a 6th-rank Mythic creature. Medusa can use any of her spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

Might (Ex)
Medusa deals d10'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 her HD.

Pandemonium Cetus (Su)
Medusa unleash all her hatred against the world that has betrayed and abandoned her. As a full-round action that provoke attack of opportunity, once per day, she can unleash a deadly power in a line 120 ft. wide (30 x her DR) that originate from her in a direction of her choice with a range of 1.000 ft. (250 x her DR). Every organic material creature in the area (like most living creatures, undead, or some constructs like flesh golems) must make a Fortitude save DC 48, taking 10d6 Con drain on a failure or 3d6+4 Con damage with a success. If a creature does not have a Con score (like undead or constructs), they take 80d6 divine damage (2d6 x her HD) on a failure or 20d6 with a success. A creature reduced to Con 0 or killed with damage is turned to stone permanently. This ability ignore immunity to Con damage or drain, immunity to Fortitude save or immunity to petrification. Pandemonium cetus cannot be used if Medusa is blinded in one or both her primary eyes (the one of her human head). The save DC is Charisma-based and included a +6 racial bonus.

Penetrating Bite (Ex)
Medusa’s bite penetrates all forms of armor. She resolves her bite attacks against the AC touch of the foe.

Petrifying Gaze (Su)
Turn to stone permanently, 120 feet, Fortitude DC 42 negates. The save DC is Charisma-based.

Poison (Ex)
Bite, snake bites, snake rod—injury; save Fort DC 40; frequency 1/round for 6 rounds; effect paralysis plus 1d6 Dexterity drain; cure 3 consecutive saves. The save DC is Constitution-based. A victim reduced to 0 Dexterity while poisoned turn to stone permanently. A creature immune to petrification is incapable of moving and is effectively immobile as normal.

Poisonous Blood (Ex)
The blood of Medusa is highly poisonous even to the touch. A creature contacting the blood is exposed to the poison of Medusa as described above. The blood loses its potency one hour after being exposed to air.

Shattering Shriek (Su)
Sonic damage from Medusa breath weapon bypasses the hardness of a petrified creature or animated statue, and the damage is not halved when applied to petrified creatures (a typical Medium petrified creature has 30 hit points). A petrified creature that is destroyed by the effects of Medusa’s shattering shriek explodes into a 20-foot burst of jagged stone shards, dealing 20d6 points of bludgeoning, piercing and slashing damage to any creatures in that area (Reflex DC 42 half); this explosion heals Medusa as detailed in absorb essence above. The save DC is Charisma-based.

Snake Hair (Ex)
Medusa has a tangle of snakes instead of hair. This gives hers from all-around vision and 8 bonus attacks of opportunity each round, but these extra attacks can only by performed with her snake bites.

Snake Independence (Ex)
Medusa’s snakes are independently intelligent, even if they are always her (often, for how they behave, you can understand her true intentions), and can attack even when she doesn’t. No matter what action Medusa takes, she can still always make all eight snake bites attacks on her turn. She can make the snake bites attacks (and the extra AoO) even if dazed, staggered or stunned.

Snake Rod (Su)
Any blunt weapon or object Medusa holds becomes a rod of the viper with a +10 enhancement bonus that uses her poison instead of its usual poison. She can flick the snake head of her snake rod to fire poisoned fangs as a ranged attack. Treat these attacks as if she fired arrows from a +10 speed longbow; fangs launched in this manner deliver her poison. This rod of the viper does not have any time limit or daily use.

Snake Tail (Ex)
Medusa can fuse her legs into her long serpentine tail, or back as a move action. She repalce her racial bonus against trip with the fact the she can no longer be tripped in this state, but can no longer use boot slot items. This is a polymorph effect, but despite the usual rules, it can be used at the same time as her change size.

Spurn Divinity (Ex)
Medusa gains a +4 racial bonus on all saves against divine spells and effects.

Summon Snake (Sp)
Medusa can summon 6d6 snake swarm, 4d6 emperor cobra or giant sea snake, 3d6 Lamia Matriach, or 2d6 Syricta. The summoned creatures are immune to Medusa’s gaze attack and remain for 1 hour before disappearing. This is equivalent to a 9th level spell.

Visions (Ex)
Medusa's eyes are not only petrifying but allow her to sense quick glimpses of the future. While it is not enough to predict the future, it gives Medusa an insight bonus to AC and saving throws equal to her Charisma bonus, and whenever she would be forced to reroll a d20 or to roll a d20 twice and take the lower result, she takes the higher result of the two rolls instead. Medusa lose this ability if she is blinded in both her primary eyes (the one of her human head).
 

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