Things from the Norse myth!

Hammer of Storm (Base/Unchained Barbarian Archetype)

Alters alignment; Replaces rage power of 2nd, 6th, 8th, 12th, 16th, and 20th levels

Deity: The hammer of the storm must worship a deity with the Lightning subdomain.

Alignment: The hammer of the storm must alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.
This alters the barbarian alignment restriction.

Hammer of the Storm (Su): At 2nd level, when in rage, if the hammer of the storm is using a manufactured melee weapon or melee natural weapon that deal bludgeoning damage (like a warhammer, unarmed strike or a slam), that weapon gains the shock weapon special ability. At 8th level this instead improve to the shocking burst weapon special ability.
This replaces the rage power of 2nd level.

Returning Hammer (Su): At 6th level, when in rage, if the hammer of the storm is using a melee manufactured weapon that deal bludgeoning damage (like a warhammer), that weapon gains the returning and throwing weapon special abilities.
This replaces the rage power of 6th level.

Hammer of Might (Su): At 8th level, when in rage, if the hammer of the storm is using a non-light melee manufactured weapon, unarmed strike or melee natural weapon that deal bludgeoning damage (like a warhammer or a slam), that weapon gains the impact weapon special ability (even if normally an unarmed strike cannot benefit from it).
This replaces the rage power of 8th level.

Presence of the Storm (Su): At 12th level, when in rage, the hammer of the storm can chose to gains the benefit of a supernatural enlarge person effect that last as long she is in rage and work even if the hammer is not a humanoid. Unlike the normal rules of enlarge person, if the hammer of storm throw a weapon under the benefit of her returning hammer feature, that weapon does not return to its original size unless the barbarian does not catch it when it comes back (and so it deals damage as for the increased size).
This replaces the rage power of 12th level.

Electricity for Life (Su): At 16th level, once per rage, the hammer of the storm can cast breath of life as a spell-like ability with caster level equal to her barbarian level. This overcome the normal fact the she cannot normally cast while in rage. A creature must have a heart and not immune to electricity for benefit for this particular breath of life. This breath of life can only be used to heal, cannot damage undead creatures.
This replaces the rage power of 16th level.

Lightning Blast (Su): At 20th level, when in rage, if the hammer of the storm is using a manufactured melee weapon or melee natural weapon that deal bludgeoning damage (like a warhammer, unarmed strike or a slam), that weapon gains the lightning blast weapon special ability instead of the shocking burst. A lightning blast weapon functions as a shock weapon that explodes with electricity upon striking a successful critical hit. On any hit, lightning coruscates around the creature struck, dealing +3d6 points of bonus electricity damage. On a successful critical hit it instead deals +6d6 points of electricity damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Lightning blast does not stack with the shock or the shocking burst special qualities, overwriting them.
This replaces the rage power of 20th level.

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Surtr

Beyond Alignment (LE) Amidah Macro-Gargantuan outsider (anomaly, evil, lawful, native)

Init +487 (always first); Senses blindsight, cosmic consciousness (universe), darkvision, fire vision, low-light vision, see in darkness, true seeing, x-ray vision; Perception +1,289

Aura call the end (160 miles; 384 rounds/day; DC 454), divine (160 miles [844,800 ft.], DC 617), emperor presence (13,200 ft., DC 777, less than 320 HD, 3,200 damage), fire (160 miles, 200d100 divine fire)

Defense

AC cannot be hit 3,189, touch 1,634, flat-footed 2,479 (+64 axiomatic, +355 deflection, +355 Dex, +64 divine, +355 dodge, +355 insight, +60 luck, +1,555 natural, +64 profane, –48 size)

hp 1,320,960 (320d1,000+120,320) x3; fast healing 62,035; regeneration 21,075 (Expression of Power [Effect], Omnific Might, or Transcendental Might)

Fort +1,706, Ref +1,706, Will +1,708;

Defensive Abilities cosmic string, energy absorption (fire), energy reflection (cold). Evasion, heavy fortification (75%), mettle, rock catching, sixth sense; DR 20,480/– and 150/cursed and epic; Immune ability damage and drain, acid, 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; PR/SR 454, any spell which fails to penetrate Surtr spell resistance is reflected back upon the caster

Offense

Speed Base and Fly (perfect) Superluminar and Starflight

Melee always hit lævateinn +2,058 x5 touch (61,440d100+626/11-20x6 x6 plus 100d100 divine fire and 100d100 antidivine damage), or 2 slam +1,968 (320d100+355 plus 100d100 divine fire and 100d100 antidivine damage)

or with evil eye always hit lævateinn +2,078 x5 touch (36,867,756 plus 60,000 divine fire and 60,000 antidivine damage without critical, 221,206,536 plus 360,000 divine fire and 360,000 antidivine damage with critical), or 2 slam +1,988 (32,355 plus 10,000 divine fire plus 10,000 antidivine without critical, 64,710 plus 20,000 divine fire plus 20,000 antidivine with critical)

Ranged rock +1,968 (320d100+523 plus 100d100 divine fire and 100d100 antidivine damage)

or with evil eye +1,988 (32,523 plus 10,000 divine fire plus 10,000 antidivine without critical, 65,046 plus 20,000 divine fire plus 20,000 antidivine with critical)

Space 5,34 miles; Reach 8 miles

Special Attacks breath weapon (160-miles Cone, DC 777, 320d100 divine fire damage, 1d4 rounds), cleaving attacks, evil eye (13,200 ft.), hurl foe, lopt lægjarn: shine brighter than the sun flaming sword, Mythic Power (64/day, surge +64d6), pinning throw, rock throwing (200 miles), scorching hot physique, shake the earth, skipping stone, twilight of the gods

Spell-like Abilities (CL 444th; concentration +1,406)

Constantmind blank

At willapocalypse from the sky (DC 626), blindness/deafness (DC 619), disintegrate (DC 623), earthquake (DC 624), evil weather (DC 625) fear (DC 621), red fester (DC 620), seething eyebane (DC 618), unwilling shield (DC 622)

3/daysummon giants (3d6 LE Paragon Múspellsmegir advanced to 120 HD)

Statistics

Str 720, Dex 720 (280), Con 720 (456), Int 720 (280), Wis 720 (152), Cha 720 (280)

Base Atk +320; CMB +2,016; CMD 2,381

Feats Alertness, Combat Expertise, Combat Reflexes, Dodge, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Greater Vital Strike, Improved Critical (greatsword), Improved Initiative, Improved Vital Strike, Iron Will, Mobility, Power Attack, Run, Spring Attack, Toughness, Vital Strike, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack

Epic Feats Epic Toughness, Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Good Will, Greater Critical (greatsword), Greater Critical Multiplier (greatsword), Improved Combat Reflexes, Improved Critical Multiplier (greatsword), Improved Dodge, Light Eradication, Sixth Sense, Superior Initiative

Metamagic Feats Aquatic Spell, Automatic Metamagic Capacity x25, 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 930 + ability modifier

Languages Abyssal, Aklo, Celestial, Draconic, Infernal, Old Norse, Old Tongue, Pleromian; telepathy universe

SQ display of strength, inner eye, insight, lava affinity, massive, maven, omnicompetenct, portfolio (double end of time), predator of gods, predator of the multiverse, transcendental might, transcendental traits, universal mastery (transmortality), virtual size category +38

Lævateinn is a +86 bitterness, flashing, impact, lawful power, sharpness, speed, unerring, unholy power greatsword made of neutronium

NEW EPIC WEAPON SPECIAL ABILITY

[Aligned] Power

This weapon is [alignment]-aligned and thus bypasses the corresponding damage reduction. When a weapon of [Aligned] power strikes a target of opposite alignment, this power erupts forth and deals +3d6 points of bonus [Aligned] damage to the target, and the target gains one negative level (Fortitude DC 23 negate). On a successful critical hit it instead deals +6d6 points of [Aligned] damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is x3, or +12d6 and four negative levels if the critical multiplier is x4). The weapon bestows three negative levels on any opposite [Aligned] creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the [Aligned] power upon their ammunition. This special ability does not stack with the nonepic [Aligned] special ability.

Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, blasphemy/dictum/holy word/word of chaos; Market Price: +8 bonus.

Flashing: Weapons with this property allow the wielder to make an additional attack (at their highest base attack bonus) at the end of the round for every damaging melee blow landed against them during the round. Any attacks against them must deal at least 1 hit point of actual damage to grant an additional attack. Also the attacks must be melee attacks, not missile attacks.

Caster Level: 75th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, haste, wish; Market Price: +25 bonus


Surtr gains triple its normal divine ability slot and renounces 108 feats for 18 extra divine slot. He renounce a +6 bonus to his artifact Lævateinn for 44 bonus feats.

Divine Abilities

• Adjuration (Su): Summon up to 640 hit die of creatures per day (no single creature can have CR higher than 224)

• ApocryphaB (Ex): You are difficult to detect or scry

• Beautiful Mind (Ex): Cha as circumstance to attack rolls

• Beautiful Soul (Ex): Cha as circumstance to saving throw

• Enlarge Aura x4 (Ex): Divine Aura is doubled

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

• Devasting Strike (Ex): Your attack is particularly devastating

• Moderate Eradication (Ex): You reduce fortification or immunity to critical by -50%

• Quantum Effect (Su): You incorporate destiny in your [Effect]

• Perfect Initiative (Ex): Always first

• Perfect Weapon Focus (greatsword) (Ex): Always use maximum BaB for iterative attacks

• Perfect Weapon Specialization (greatsword) (Ex): Your selected weapon deals always maximum damage

• Polymorph (Su): You can polymorph at will

• Profane Mind (Ex): Wis as profane to attack rolls

• Profane Soul (Ex): Wis as profane to saving throw

• Self Mastery (Ex): Your body parts can operate independently

• Seventh Sense (Ex): Reply a round

• Superior Critical (greatsword) (Ex): Critical thread quadrupled

• Superior Critical Multiplier (greatsword) (Ex): Critical multiplier increased

• True SeeingB (Ex): You have True Seeing

• Uncanny Dodge (Ex): Use your Dex as you dodge to AC

• Uncanny Whirlwind Attack (Ex): As a full attack action you can make a full attack against every target you threaten

• Vampiric Effect (Su): The effect draws life from the target into the deity

• X-Ray VisionB (Ex): See through solid objects

Cosmic Abilities

• Abrogate (Su): Nullify an opponent’s greatest ability (or ability score)

• Apostasy (Ex): You are beyond alignment

• Assimilate (Su): You absorb a single aspect of a defeated opponent

• Exclusivity (Su): You can only be attacked by one opponent per round

• Eighth Sense (Su): You senses extend 1 minute in the future

• Heavy Eradication (Ex): You can deal critical hits on creature immune to critical

• Inner EyeB (Su): Always best die roll

• Legendary Strength (Ex): Strength score is doubled

• Numinous (Su): Anti-magic aura that does not impede your own magic

• Perfect Critical (greatsword): Critical threat quintupled

• Perfect Critical Multiplier (greatsword): Critical multiplier increased

• SlimpstreamB (Su): Unaffected by time effects or temporal travel

• Time Dilation (Ex): You can take twice as many actions during the round than usual

• Unearthly Weapon Focus (greatsword) (Ex): Touch attack to hit

• Unearthly Weapon Specialization (greatsword) (Ex): Base damage multiplied for the weapon critical multiplied

Transcendental Abilities

• Equilibrium (Ex): All stats equal to the higher

• Perfect Defense (Ex): Cannot be hit

• Sophism (Ex): Make a Will save for negate an assault.

• TransmortalityB (Ex): Cannot be killed

Double End of Time Portfolio Traits (First One)

Call the End (Su): As a move action you can enhance your divine aura with the power that announces the inevitable end of everything. All opponents inside your divine aura while this effect is active cannot benefit from any luck or moral bonus, all their natural healing (like fast healing and regeneration) are suppressed, even if they cannot be suppressed normally (like the one of the Tarrasque), and all magical healing effects used on them must succeed a caster level check against a DC of 10 + your HD + your DR or the effect (like channel energy) has no result. You can deactivate this power as a free action. You can use this aura for a number of rounds each day equal to the sum of your HD + your DR. The rounds don’t have to be used consecutively.

Lemming’s Wisdom: Surtr take a –128 competence penalty to Wisdom.

Vulnerable to Creation: Surtr take a –128 competence penalty against conjuration spells and effects.

Closeness to the End: Surtr can cast corrupt spells without suffering damage.

• Nihilism (Ex): Immune to fear.

• Void Essence (Su): Your allies within your Divine Aura gain immunity to fear effect.

• Greater Scion of the End (Ex): Competence bonus (equal to double divine rank, 128) on attack rolls, damage rolls and armor class for 24 hours after slaying an enemy creature with at least ½ your HD

• An Army Capable to Bring Down the Gods (Ex): Those summoned gain damage bonus equal to double your divine rank.

• Perfect Embodiment of the End (Ex): You totally ignore an opponent’s damage reduction.

• Uncanny Force Mastery (x2 HD) (Su): Assault your enemies with force attacks.

• The End is Now (Ex): You gain Regeneration equal to your HD for 24 hours after slaying an enemy creature with at least ½ your HD.

• Spirit Stealer (Su): When you destroy a deity you gain all its quintessence.

• Degeneration (Su): Opponents within your aura have their fast healing/regeneration work in reverse.

• Anaretic (Su): Your sunder attempts disjoin items.

• Learned Ability Immunity (Ex): You can adapt to your opponents special attacks.

The End of the Story (Su): Your transcendental power of destruction can change history itself.

Uncanny Force Mastery (x2 HD) (Evil Eye and Quantum Effect already calculate)

Beam (Ray) 15,360 (640d6); 13,200 ft.

Blast 7,680 (320d6); 13,200 ft. ft./825 ft. Standard action Ref 567/half

Blood 3,840 (160d6); Melee automatic ability Ref DC 567/negate

Breath* 15,360 (640d6); 825 ft. (cone) 3,300 ft. (line) Standard Ref 567/half

Hand 23,040 (920d6); Melee Touch

Immolation 23,040 (920d6); 160 miles ft. radius Free/Standard Ref 567/half

Storm 3,840 (160d6); 160 miles ft. ft. radius Standard/Free – Special Ref 567/half

Strike 3,840 (160d1,000); Melee (bonus) Free -

Wrath (Gaze) 7,680 (320d6); 825 ft. – Will 567/negate

Alter Reality (Su)
Once per round as a free action Surtr can duplicate any spell of 34th-level or less. This ability can also duplicate any epic spells of a DC equal to 1,305 or less. Other use of this ability are GM’s discretion.

Call Weaponry (Su)
Surtr can call his weapon Lævateinn to his hands at will as a free action from any distance (even across dimensional boundaries). If the weapons is destroyed, he can remake it and cause the rebuilt weapon to appear in his hand as a full-round action; Remaking a weapon in this way provokes attacks of opportunity, but calling a weapon does not.

Cleaving Attacks (Ex)
A single attack from one of Surtr’s melee or rock can target all creatures in a 300-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the attack. Surtr can attempt a combat maneuver check of Hurl Foe to all creatures hits with a melee attack, making a single check and applying it against the CMD of all targets.

Display of Strength (Ex)
When attempting a feat of Strength, Surtr can spend one mythic point for gain a +1,000 circumstance bonus on one Strength-based skill check or Strength ability check.

Divine Aura (Su)
Surtr has extreme divine aura (1,600 ft. + 160/HD). Surtr can choose from the following effects each round as a free action.
  • Death: Those within Surtr aura must make a Fortitude save or die. Surtr 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 Surtr aura must make a Will save or be panicked until they exit the divine aura and for 320 rounds thereafter.
  • Insanity: Those within Surtr aura must make a Will save or become permanently insane.
  • Perfect Heroism: Allies within Surtr aura gain a morale bonus on attack rolls, saves and skill checks equal 64.​

Divine Traits (Anomalies) (Ex)
Surtr 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. Surtr’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.

Fire Aura (Su)
The mere presence of Surtr burn down the fabric of reality. All creatures and unattended objects in his divine aura suffer every round 200d100 divine fire damage. This fire increase the temperature in the area to 200,000 °C and melts metals, evaporates liquids, and sets objects on fire.

Fire Vision (Ex)
A Múspellsheimr jotun can see perfectly in smoky conditions (such as those created by pyrotechnics) and through fire, lava or magma (even those generated by a wall of fire or wall of magma spells). It is also immune to the dazzled condition and to blindness caused by bright light.

Hurl Foe (Ex)
When Surtr damages a Macro-Large or smaller foe with one of his melee attacks, he can chose to try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 10 miles in a direction of Surtr’s choice and falls prone. The distance the foe is hurled increases by 100 feet for every 5 points by which Surtr’s check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d20 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.

Insight (Ex)
The amidah adds its Wisdom modifier as an insight bonus to AC, attack rolls, all checks, and saving throws.

Lava Affinity (Ex)
A Múspellsheimr jotun can breathe and swim while submerged in lava and magma. Surtr can swim in lava and magma as if it has swim speed of Superluminar. A Múspellsheimr jotun can move through a wall of lava spell without the need to make the Strength check or spend any additional actions: the jotun merely pass through as if it was not there.

Lopt Lægjarn: Shine Brighter than the Sun, Flaming Sword (Su)
Once per hour, as a full-round action, Surtr can use Lævateinn to attack the very structure of the Dimension (Material Plane, Outer Planes, Elemental Planes, etc.) he is currently in, setting it ablaze and destroying it. The entire fabric of that Dimension ignite, which quickly leads to its destruction (including galaxies and Planes contained within the doomed structure) over the course of 1 hour. During this time the process can be stopped with a wish used by a creature equivalent in power to a Demiurge Stage II (or a Demiurge Stage I if the creature has Double Space Portfolio). A creature bound to “structures” of the destroyed Dimension (like Elder One, Old One, First One, or deities with their godly realm in that structure) can try to make a Will save DC 1,077 at the time of the destruction. Success indicate that the creature manage to sever its bond with the structure and lose its divine template, returning mortal instead of dying (but usually still die if inside the Dimension when burned down, mortals are usually not very resistant; a Demiurge Stage I that is reduced from two to only one Dimension does not gains a Will save and is instead automatically reduced to a First One). Remember that with The End of the Story ability all that is destroyed by Surtr is canceled by the history of the reality. If the collapse is stopped before the hour have passed, what has already been destroyed remains destroyed but Surtr has to start the process and the 1 hour all over again. The save DC is Charisma-based and included the bonus of Twilight of the Gods.

Massive (Ex)
Because Surtr is so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to his movement, though areas of dense forest or massive settlements are considered difficult terrain to Surtr (GM’s discretion). A Macro-Large or smaller creature can move through any square occupied by Surtr, or vice-versa. Surtr can be flanked only by Macro-Large or larger foes. Surts gains a bonus for being on higher ground only if his entire space is on higher ground than that of his target. It’s possible for a Macro-Large or smaller creature to climb Surtr—this generally requires a successful DC equal to his CMD, and a Small or larger creature that climbs on Surtr body provokes an attack of opportunity from him.

Mythic (Ex)
Surtr has Mythic Power (64/day, Surge +64d6) and counts as a 64th-rank Mythic creature. Surtr 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. Surtr can also expend Mythic Power to use the augmented versions of these spells.

Pinning Throw (Ex)
Surtr can throw a “rock” as a full-round action so that it drops directly down upon targets, pinning them in places. Surtr throw a stone at half its normal range, all Macro-Large or smaller creatures hit suffer normal rock damage and must make a DC 777 Reflex save or be pinned beneath the rock. All creatures pinned beneath a rock suffer 100d100 bludgeoning damage and 100d100 divine fire damage at the start of their turn as long they remain pinned. The DC to overcome the pin is the DC of the Reflex save. The save DC is Strength-based.

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).

Scorching Hot Physique (Ex)
Surtr transfer the heat of his body and his energy that disrupt the gods to his attacks. All his attacks deals 100d100 points of additional divine fire damage and 100d100 antidivine damage on a hit.

Shake the Earth (Ex)
As a full-round action that provoke attack of opportunity, Surtr can slam his foot to the ground. Doing so functions as an extraordinary mythic earthquake spell with an area that cover the entire planet (if on the Material Plane, or the entire Plane if outside the Material Plane), except that all the DC of Reflex are 777 instead of 15 or 20 (the Constitution check for pinned beneath rubble remain 15) and the effect lasts for 1 hour. Surtr is immune to his own shake the earth. The save DC is Strength-based.

Skipping Stone (Ex)
As a full-attack action when hurling a “rock”, Surtr aim it toward his targets at a shallow angle, causing it to skip off the ground, and continue forward to smash through its enemies. All creatures and objects on the ground in a line leading away from Surtr 300-feet wide and 200 miles long starting from a point within 1 mile of Surtr must make a DC 777 Reflex save or suffer half the damage normally dealt by the rock. A successful saving throw negates the damage. The save DC is Strength-based.

Starflight (Su)
An anomaly can reach any destination in the Multiverse in 10d20 minutes (10 minutes with Inner Eye).

Transcendental Might (Ex)
Surtr 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 its 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. Axiomatic and Profane.

Twilight of the Gods (Ex)
Surtr despises all deities and their mortal and immortal servants. He can always detect and pinpoint the location of creatures with a divine template and divine spellcasters (as well as any creature called or summoned by them) as long they are on the same Plane. Against such creatures, all his save DCs are increased by 300, gains the Ultimate Weapon Focus Transcendental ability, and his Numinous ability is upgraded to Dead Zone.

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I think this version of Surtr makes more sense. Doesn't he burn down Yggdrasil?
Yes, but in Ragnarök, after he burns the world, his flames also disappear and he is never mentioned again, so he probably also dies with the old world to make room for the new. This version is no ender of a cycle but a destroyer of universes as it with The End of the Story ability rectify things out of existance. When he will burn down Yggdrasil there will be no new universe and cosmo but only nothing.
This version of Surtr come from Fate/GO. This Surtr from another reality where Ragnarök has gone wrong: instead of burning down Yggrasil, perish in the drown, and restart the universe, this Surtr has devoured Fenris, absorbed his powers, slay all the deities, and burned down the reality so hard that nothing come after that.
 

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