Things from the Greek myth

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.
I keep seeing a feat chain for Anatomical Savant. Where are these from? I'm assuming they improve on Anatomical Savant in the expected way?
 

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I keep seeing a feat chain for Anatomical Savant. Where are these from? I'm assuming they improve on Anatomical Savant in the expected way?
Improved Anatomical Savant (Combat)
Prerequisite(s):
Anatomical Savant, base attack bonus +15.
Benefit(s): Choose one weapon with which you have the Anatomical Savant feat. When you strike an opponent that has a chance of negating critical hits or sneak attacks, such as from the fortification armor special ability, reduce that chance by 50%. Treat creatures that are normally immune to critical hits and sneak attacks as instead having a 50% chance to negate the critical hit or sneak attack, taking only the attack’s normal damage. This effect replaces the one of Anatomical Savant.
Special: You can take this feat multiple times. Each time you take the feat, it applies to a different weapon.

Greater Anatomical Savant (Combat)
Prerequisite(s):
Improved Anatomical Savant, base attack bonus +18.
Benefit(s): Choose one weapon with which you have the Improved Anatomical Savant feat. When you strike an opponent that has a chance of negating critical hits or sneak attacks, such as from the fortification armor special ability, reduce that chance by 75%. Treat creatures that are normally immune to critical hits and sneak attacks as instead having a 25% chance to negate the critical hit or sneak attack, taking only the attack’s normal damage. This effect replaces the one of Improved Anatomical Savant.
Special: You can take this feat multiple times. Each time you take the feat, it applies to a different weapon.

Superior Anatomical Savant (Combat, Epic)
Prerequisite(s):
Greater Anatomical Savant, base attack bonus +21.
Benefit(s): Choose one weapon with which you have the Greater Anatomical Savant feat. When you strike an opponent that has a chance of negating critical hits or sneak attacks, such as from the fortification armor special ability, completly ignore that chance. Treat creatures that are normally immune to critical hits and sneak attacks as not being immune instead. This effect replaces the one of Greatr Anatomical Savant.
Special: You can take this feat multiple times. Each time you take the feat, it applies to a different weapon.
 

Well, after almost a full year I have completed the request of @Bootlebat. I also have give gim unique abilities from the Bacchanal skald archetype.


Dionysus

Bard (celebrity) 60

CN Medium outsider (extraplanar)

Init +35 (always first); Senses darkvision 600 ft., divine senses (x10), low-light vision, true seeing; Perception +88

Aura divine (DC 54, 700 ft.)

DEFENSE

AC 95, touch 75, flat-footed 74 (+32 deflection, +15 Dex, +12 divine, +6 dodge, +20 natural)

hp 3,600 (60d20+2,400) regeneration 30 (acid or fire)

Fort +84, Ref +79, Will +84; +4 vs. bardic performance, sonic, and language-dependent effects, +4 vs fear or pain effects, –12 against mind-affecting effects

Defensive Abilities sixth sense, well-versed; DR 30/epic; Immune electricity, pain, petrification, unwilling mind-affecting, Terrestrial Hazards; Resistance cold 10, fire 10, Stellar Hazards; PR/SR 82

OFFENSE

Speed 90 ft.

Melee dionysus thyrsus +110/+110/+105/+100/+95 (3d10+37[19-20 against undead])

Special Attacks bardic performance 154 rounds/day (DC 84; countersong, deadly performance, distraction, fascinate, frightening tune, gather crowd, inspire competence +16, inspire courage +13, inspire heroism, inspire greatness 18/characters, mass suggestion, soothing performance, suggestion), mythic power (12/day, surge +1d12), shining star, wine fumes

+1 Caster level enhancement spells

Bard Spells Known (CL 72th; concentration +116; DC (if any) 54 + spell level)

Epic Spells per day: (6) +100 base Spellcraft

Epic Spells Know: Contingent Resurrection, Create Living Vault, Crown of Vermin, Damnation, Dreamscape, Let Go of Me, Nailed to the Sky, Soul Dominion, Summon Behemoth

of any level from 0 to 26th of spells—any spell from any spell list;

Spell-Like Abilities (CL 72th, concentration +116)

At willbliss bolt (DC 56), commune, confusion (DC 58), dream, etherealness, euphoric tranquility (DC 62), freedom, irresistible dance (DC 61), geas/quest, greater dispel magic, greater heroism, greater teleport, goodberry, good hope, heroes feast, heroism, insanity (DC 61), lesser confusion (DC 55), magic jar (DC 59), mind fog (DC 59), phantasmal killer (DC 60), polypurpose panacea, rage, sending, symbol of insanity (DC 62), tongues, touch of idiocy, weird (DC 63)

12/daywish

STATISTICS

Str 40, Dex 40, Con 47, Int 48, Wis 48, Cha 75

Base Atk +45; CMB +104 (+92 because of Drunken Excess); CMD 135

Feats Alertness, Combat Reflexes, Dodge, Fey Performance, Harmonic Spell, Improved Initiative, Introspective Performance, Greater Fortitude, Lingering Performance, Quarterstaff MasterB, Spellsong, Spell Thematics (wine), Toughness

Epic Feats Concerted Inspiration, Epic Skill Focus (spellcraft), Epic Spellcasting, Epic Toughness, Ether Goer, Etheric Double, Etheric Vision, Good Fortitude, Haunting Music, Improved Combat Reflexes, Improved Dodge, Music of the Gods, Silent Song, Sixth Sense, Spell Stowaway (time stop), Stellar Music, Subtle Body, Superior Initiative, Tenacious Body

Skills All skills 77 + ability modifier; –12 Sense Motive checks, –12 from sickness, +5 Diplomacy and Intimidate checks

Languages Abyssal, Aboleth, Aklo, Ancient Greek, Celestial, Common, Draconic, Giant, Infernal, Necril, Sylvan, Terran, other 48; truespeech

SQ divine bard, fermented fruit, jack of all trade, maven, portfolio (happiness, madness), versatile performance (Dance [Acrobatics, Bluff, Diplomacy, Disguise, Escape Artist, Fly, Handle Animal, Intimidate, Sense Motive, Use Magic Device], expanded versatility x8, masterpiece [Pageant of the Peacock]), virtual size category +2

Artifacts

Laure of Dionysus (already calculated in the sheet and count as 2 artifacts instead of 1)
This laurel work as a +18 Headband of Mental Superiority and give the Mythic Bardic Performance and Mythic Inspire Courage abilities. Also, the wearer double the range of all its bardic performance.

Dionysus Thyrsus
This thyrsus work as a +18 everdancing, ghost touch, impact, lifesurge, phase locking, speed quarterstaff. It gives its wielder Quarterstaff Master as a bonus feat.


Dionysus renounce 1 artifact for double his Divine Slots

Divine Abilities

• Adjuration (Su): Summon up to 120 hit die of creatures per day (no single creature can have CR higher than 42)

• Echo Song (Su): The effects of your performance must be saved against twice

• Dimensional Ancestry (Azata) (Ex): You gain Azata traits

• Divine Sorcery: Double the spells know

• Divine Wizardry: Double the spell slots

• Enlightened (Su): You know all spells

• Ensorcelled (Su): You can cast any number of spells per day

• Eternal Freedom (Ex): You are immune to spells and effects which impede movement

• Forked Tongue (Su): Once per round as a free action, all those within earshot must make a Will save DC 64 or be confused

• Heavenly Mind (Ex): Cha as luck to attack rolls

• Heavenly Soul (Ex): Chas as luck to saving throw

• Mime Ability (Su): You can duplicate any ability the round after having witnessed it in action, using your Bardic Performance. The DC and effects are calculated using your sheet

• Mime Ability Score (Su): You can duplicate any single ability score the round after having witnessed it in action, using your Bardic Performance

• Mime Spell (Su): You can duplicate any spell the round after having witnessed it in action using your Bardic Performance. The DC and effects are calculated using your sheet

• Omnicompetent (Ex): All skills are class skills

• Perfect Initiative (Ex): Always First

• Polymorph (Su): You can polymorph at will

• Rapid Rejuvenation (Ex): You manifestation rejuvenates as if it were two divine status higher

• Razor Tongue (Su): Once per round, as a free action, you can select one opponent (who must be able to hear and understand you). By the venom of your words they suffer an amount of morale damage equal to 1d20 + your Perform Skill (+109)

• Regeneration (Su): Gain regeneration equal to ½ your hit die (acid or fire)

• Self Mastery (Ex): You can separate your individual appendages

• Seventh Sense (Ex): Reply a round

• Shapechange (Su): You can shapechange at will

• Silver Tongue (Su): Anyone who hears your voice must make a Will save DC 64 or be charmed (as if by a charm monster spell). Use of this ability represents a swift action

• True Seeing (Ex): You have True Seeing


Happiness Portfolio Traits (Intermediate Deity)

Granted Power: You get a +4 bonus on saves vs fear or pain effects

Rhino's Cunning (Ex): Competence penalty (equal to your divine rank) to Intelligence

Starry Eye (Ex): Competence penalty (equal to your divine rank) on saving throws versus mind-affecting effects and sense motive checks

• Pain Immunity (Su): You are immune to any effects with the pain descriptor

• Scion of Happiness (Ex): You increase all morale bonuses by your divine rank

• Happy Summoning (Ex): Summoned creatures gains morale bonus equal to your divine rank

• Instrument of Happiness (Su): Immunities against your enchantment effects are only 50% effective

• Uncanny Iatric [Effect] (Su): Bless your allies with healing energy


Madness Portfolio Traits (Intermediate Deity)

Granted Power: You cast enchantment spells at +1 level.

Lemming’s Wisdom (Ex): –12 competence penalty to wisdom

Drunken Excess (Ex): Instead of Shaky Morale, Dionysus is permanently drunk (treat as an irremovable sickened condition that impart a –12 penalty instead of –2)

• Shield of Madness (Ex): You are immune to unwilling mind affecting effects

• Scion of Madness (Ex): +12 competence bonus on attack rolls, damage rolls and armor class against opponents with a lower Wis. score than you

• Improved Summoning (Aberrations) (Su): Aberrations summoned have 50% more HD

• Instrument of Madness (Su): Immunities against your mind affecting attacks only 50% effective

• Uncanny Withering (Wis.) Mastery (Su): Assault your enemies with Wisdom draining attacks


Uncanny Iatric Mastery

Beam (Ray) 600; 2,800 ft.

Blast 300; 2,800 ft./175 ft. Standard action Ref 64/half

Blood 150; Melee automatic ability Ref DC 50/negate

Breath* 600; 175 ft. (cone) 700 ft. (line) Standard Ref 50/half

Hand 900; Melee Touch

Immolation 900; 700 ft. radius Free/Standard Ref 50/half

Storm 150; 700 ft. radius Standard/Free – Special Ref 64/half

Strike 150; Melee (bonus) Free -

Wrath (Gaze) 300; all creature in 175 ft. – Will 64/negate


Uncanny Withering (Wis.) Mastery

Beam (Ray) 6; 2,800 ft.

Blast 3; 2,800 ft./175 ft. Standard action Ref 64/half

Blood 1; Melee automatic ability Ref DC 50/negate

Breath* 6; 175 ft. (cone) 700 ft. (line) Standard Ref 50/half

Hand 9; Melee Touch

Immolation 9; 700 ft. radius Free/Standard Ref 50/half

Storm 1; 700 ft. radius Standard/Free – Special Ref 64/half

Strike 1; Melee (bonus) Free -

Wrath (Gaze) 3; all creature in 175 ft. – Will 64/negate

Divine Bard
Despite the celebrity archetype normally replace the inspire courage feature for famous, Dionysus instead for famous replace bardic knowledge.

Divine Traits (Intermediate Deity) (Ex)
As an intermediate deity, Dyonisus gains a +12 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. Dyonisus’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. An intermediate deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Drunken Dancer (Su)
While maintaining a bardic performance, Dyonisus can consume a berry affected by goodberry, a potion, or a serving of alcohol as a move action that does not provoke attacks of opportunity. A berry affected by goodberry or a potion has its normal effect, while an alcoholic drink or a berry affected by goodberry via fermented fruit (see below) allows Dyonisus to maintain his bardic performance that round without expending a round of bardic perforamance for the day (instead of the normal effects of the alcohol or fermented berry).
When Dyonisus consumes an alcoholic drink or fermented berry while maintaining his bardic performance, he can gain the benefits of cure critical wounds, greater heroism, persistent vigor (for the duration of the bardic performance), remove fear (for the duration of the bardic performance) at his caster level by spending 2 rounds of bardic performance.

Drunken Performance
Dyonisus gains access to the following bardic performance in addition to the normal ones of the bard class and celebrity archetype.
  • Maddening Dance (Su): Dyonisus’s bardic performance can compel a creature within 30 feet to perform an ecstatic dance. Unless it succeeds at its Will save, the victim becomes confused, takes a –2 penalty to its AC and on Reflex saving throws, and loses the benefit of any shield it holds. The effect ends when the target can no longer hear Dyonisus from within 30 ft. As an immediate action, an ally of Dyonisus within 30 feet can dance along as a full-round action (taking all penalties except the confused condition for that round) to allow Dyonisus to target an additional creature. A creature that succeeds at the Will saving throw against this bardic performance is immune to this effect for 24 hours. This is a compulsion, emotion, enchantment, and mind-affecting effect.
  • Song of Urging (Su): Dyonisus’s bardic performance can wordlessly influence creatures of the wild. This bardic performance functions just like a Diplomacy check to make a simple request or an Intimidate check but can influence only animals. Dyonisus rolls 1d20 and adds his bard level and his Charisma modifier to determine the urging check’s result. Bonuses and penalties that apply to wild empathy checks apply to these urging checks. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. The song can influence plants or magical beasts with Intelligence scores of 1 or 2 as well as drunken creatures of any Intelligence (even without sharing a language), but against these nonanimals, Dyonisus takes a –4 penalty on this check. Dyonisus must continue to perform the song for the entire time required for the check; otherwise, its effect is wasted, but only 1 round of bardic performance is expended regardless of how long the check takes.

Fermented Fruit (Sp)
Dyonisus can cast goodberry as a spell-like ability at will. When he casts goodberry as a spell or spell-like ability, he can make the targeted berries ferment; this causes each berry to act as a serving of an alcoholic beverage. A creature that eats a fermented berry does not gain a meal’s nourishment, but it is cured of 1 point of damage and becomes slightly foolhardy as if tipsy, gaining a +1 bonus on saves against fear effects for 1 minute after eating the berry.

Mythic (Ex)
Dyonisus has Mythic Power (12/day, surge +1d12) and counts as a 12th-rank Mythic creature. Dyonisus can use any of his spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

Might (Ex)
Dyonisus deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than his HD.

Wine Fumes (Su)
Dyonisus can modify all his mind-affecting for make them based on the fumes of his divine wine. In this case, the mind-affecting also become a poison effect and instead of a Will save, it require a Fortitude save. If the creature has the scent special sense it suffer a –4 penalty on the save.


As a Deity

Dyonisus


Lord of Wine

Alignment CN

Areas of Concern Celebration, ecstasy, intoxication, loss of control, wine

Domains Artificie, Chaos, Charm, Liberation, Madness

Subdomains Alchemy (Artificie), Captivation (Charm), Freedom (Liberation), Insanity (Madness), Protean (Chaos), Revelry (Chaos), Whimsy (Chaos),

Favored Weapon Thyrsus (treat as a quarterstaff)

Symbol Grapevine, ivy, theatrical masks

Sacred Animal(s) Leopard

Sacred Color(s) Purple

Unique Summon Rules
  • Summon Monster III: Leopard
  • Summon Monster IV: Baccae (Tome of Horrors Complete)
  • Summon Monster IV: Satyr
  • Summon Monster VI: Maenad
  • Summon Nature's Ally III: Leopard
  • Summon Nature's Ally IV: Baccae (Tome of Horrors Complete)
  • Summon Nature's Ally IV: Satyr
  • Summon Nature's Ally VI: Maenad

Unique Spell Rules

Adept


Goodberry can be prepared as a 1st-level spell

Bard

Goodberry can be learned as a 1st-level spell

Create Food and Water can be learned as a 3rd-level spell

Cleric/Warpriest

Goodberry can be prepared as a 1st-level spell

Gate can be used to call a Seilenos (B5) even if lacking the extraplanar subtype

Druid

Enhance Water can be prepared as a 1st-level spell

Rotgut can be prepared as a 2nd-level spell

Create Food and Water can be prepared as a 3rd-level spell

Heroes’ Feast can be prepared as a 6th-level spell

Inquisitor

Enhance Water can be prepared as a 1st-level spell

Goodberry can be prepared as a 1st-level spell

Create Food and Water can be prepared as a 3rd-level spell

Oracle

Enhance Water can be learned as a 1st-level spell

Goodberry can be learned as a 1st-level spell

Gate can be used to call a Seilenos (B5) even if lacking the extraplanar subtype

Ranger

Enhance Water can be prepared as a 1st-level spell

Goodberry can be prepared as a 1st-level spell

Rotgut can be prepared as a 2nd-level spell

Create Food and Water can be prepared as a 3rd-level spell

Shaman

Enhance Water can be prepared as a 1st-level spell

Rotgut can be prepared as a 2nd-level spell

Heroes’ Feast can be prepared as a 6th-level spell

Sorcerer

Enhance Water can be learned as a 1st-level spell

Goodberry can be learned as a 1st-level spell

Rotgut can be learned as a 2nd-level spell

Create Food and Water can be learned as a 3rd-level spell

Heroes’ Feast can be learned as a 6th-level spell

Gate can be used to call a Seilenos (B5) even if lacking the extraplanar subtype

Wizard

Enhance Water can be prepared as a 1st-level spell

Goodberry can be prepared as a 1st-level spell

Rotgut can be prepared as a 2nd-level spell

Create Food and Water can be prepared as a 3rd-level spell

Heroes’ Feast can be prepared as a 6th-level spell

Gate can be used to call a Seilenos (B5) even if lacking the extraplanar subtype

Image ilustration for Treasures of Olympus board game
 

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