LE Medium outsider cleric 15/monk 8/assassin 7 (native)
Init +15; Senses divine (x3); Perception +49
Aura divine (100 ft., DC 17), evil, lawful
AC 47, touch 40, flat-footed 38 (+4 deflection, +8 Dex, +3 divine, +1 dodge, +1 monk, +7 natural, +13 Wis)
hp 480 [960 in divine realm] (30d8+240)
Fort +31, Ref +31, Will +36; +3 against poison, +2 against enchantment
Defensive Abilities freedom of movement, improved uncanny dodge, purity of body, slow fall 40 ft., still mind, uncanny dodge, wholeness of body; DR 5/epic; Immune A hero-deity is unaffected by 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 magical cold, magical disease, magical fire etc; disease, transmutation; SR 43
Speed 150 ft., swim 150 ft.
Melee Skewer of the Impure +38/+33/+28/+23 (1d10+16/x3) or flurry of blows +38/+38/+33/+33 (1d10+13)
Special Attacks channel negative energy 7/day (DC 24, 8d6), divine demand 3/day, death attack (DC 37), inspiring word 16/day (7 rounds), ki pool (17), mythic surge 3/day (+1d6), quiet death, scythe of evil 4/day (10 rounds), sneak attack +4d6, stunning fist 13/day (DC 41), fatigued, sickened, stunned), terrifying croak (DC 32), touch of evil 15/day (10 rounds), true death (DC 25)
Spell-like Abilities (CL 33th, concentration +40)
At will—air breathing, antimagic field, banishment (DC 24), bear's endurance, commune, control water, control weather (as a druid and in swamp only), discern location, dream, elemental swarm (water elementals only), ethereal jaunt, freedom, geas/quest, greater dispel magic, greater teleport, hydraulic push, magic jar (DC 22), mind probe (DC 22), sending, snare (DC 20), soften earth and stone, swarm skin, transport via plants, tongues, true form (DC 21), true strike, vortex (DC 25);
Cleric Spells Prepared (CL 18th; concentration +34)
8th—power word stun, stormbolts (DC 34), unholy auraD (DC 34)
7th—blasphemyD (DC 33), destruction (DC 33), grasping hand, greater restoration, regenerate
6th—banishment, blade barrier (DC 32), create undeadD, harm (DC 32), heal (2)
5th—break enchantment, breath of life, flame strike (DC 31) (2), greater commandD (DC 31), slay living (DC 31), spell resistance, true seeing
4th—blessing of fervor (2), cure critical wounds (2), death ward, restoration, spell immunity, unholy blightD (DC 30)
3rd—bestow curse (2, DC 29), contagion (DC 29), cure serious wounds (2), magic vestmentD, resist energy communal (2)
2nd—align weapon (evil only)D, darkness, lesser restoration (2), silence, status, weapon of awe (2)
1st—bane (2, DC 27), cure light wounds (4), doom (DC 27), protection from goodD, shield of faith
0 (at will)—bleed (DC 26), detect magic, mending, read magic
D Domain spell; Domains Evil, Nobility (hubris)
Str 26, Dex 26, Con 26, Int 24, Wis 36, Cha 19
Base Atk +22; CMB +35 (+37 for bull rush, grapple and sunder); CMD 72 (74 vs. bull rush, grapple and sunder)
Feats Cleave, Combat Expertise, Combat ReflexesB, Deceitful, Deflect Arrow, DodgeB, Greater Cleave, Improved Bull Rush, Improved Grapple, Improved Initiative, Improved Sunder, Improved Unarmed StrikeB, Martial Weapon Proficiency (Glaive), MobilityB, Near and Far, Power Attack, Spring Attack, Stunning FistB, Surge Of SuccessB, Weapon Focus (Glaive), Whirlwind Attack
Skills Acrobatics +44 (+92 to jump), Bluff +44, Disguise +14, Intimidate +40, Knowledge (nature) +25, Perception +49, Sense Motive +49, Spellcraft +28, Stealth +44, Swim +52, Survival +47
Languages Abyssal, Boggard, Celestial, Common, Draconic, Druidic, Giant, Infernal
SQ fast movement, grant spells, hidden weapons, high jump, maneuver training, might, poison use, portfolios (human, swamp), spontaneous casting (inflict spells)
Gears amulet of mighty fist +5, belt of physical perfection +6, headband of mental superiority +6, cloak of resistance +5, ring of freedom of movement
• Polymorph (Su): You can polymorph at will.
• Self-hypnosis (Ex): You gain the effects of being Mind Blanked.
• Shapechange (Su): You can shapechange at will.
Human Portfolio Traits (Hero-Deity) [Personalized for Wastri]
Domain Power: You gain Surge Of Success as a bonus feat.
• Racist Hate (Ex): -3 competence penalty on all die rolls against a pure human.
• Exotic Vulnerability (Ex): Suffer 50% extra damage from attacks made by non-human humanoid.
• Transmutation Immunity (Ex): You are immune to transmutation based attacks.
• Humanoid Slayer (Ex): +3 competence bonus on attack rolls, damage rolls and armor class against humanoid without the human subtype or with the human and another subtype that indicate kin.
Swamp Portfolio Traits (Hero-Deity)
Granted Power: You cannot be tracked in swamp, suffer no penalty to speed or on Acrobatics or Stealth checks when moving through it, and can move through any sort of natural difficult terrain (like quicksand) at your normal speed while within a swamp. Magically altered swamp terrain affect you only if generated by a creature with a divine rank equal or higher than your.
• Hostile Environment (Urban) (Ex): -3 competence penalty on all die rolls while within an urban environment.
• Pig’s Splendor (Ex): -3 competence penalty to Charisma.
• Water (Ex): You gain a land speed if you don’t have it or a swim speed if you don’t have it (equal to your higher movement speed).
• Swamp Thing (Ex): +3 competence bonus on attack rolls, damage rolls and armor class while within a swamp areas.
Divine Traits (Hero-Deity) (Ex)
As a hero-deity, Wastri gains a +3 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. Wastri’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A hero-deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.
Grant Spells (Su)
Wastri can grant up to 5th-level spells. He give access to the Animal, Evil, Law, and War Domains and Devil (Evil, Law), Tyranny (Law), and Slavery (Law) subdomains.
Wastri deals d10'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 Wastri HD.
Wastri has Mythic Power (3/day, Surge +1d6) and counts as a 3rd-rank Mythic creature. Wastri can use any of his spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. Wastri can also expend Mythic Power to use the augmented versions of these spells.
Terrifying Croak (Su)
As a standard action, Wastri can emit a loud and horrifying croak. Any non-pure human (see Skewer of the Impure) creature within 30 feet of Wastri must make a DC 32 Will save or become confused for 1d4 rounds. This is a compulsion, mind-affecting effect. The save DC is Charisma-based.
Skewer of the Impure (minor artifact)
Skewer of the Impure is a +4 unholy glaive that gain the bane weapon against all non-humanoid (human) creatures. Against humanoid creatures with the human subtype and another subtype that indicate kin (like half-elf or half-orc), because of his deep hatred for everything that from his point of view "contaminates" the pure blood of humans, in place of the bane ability, it gains the Dread ability (+4 enchantment bonus, +4d6 damage). If a creature take damage by Skewer of the Impure, he must make a Fortitude save DC 26 or take -3 penalty to Charisma as huge, knobby warts cover him. The warts are a disease effect. The penalty to Charisma for multiple hit does not stack. If a victim is cover with the warts, at the start of his turn must make a Reflex save DC 26 or drop any object holded in the hands. A remove disease spell remove the warts if the caster make a DC 26 caster level check. A heal or restoration spells automatically remove the warts. The warts do not heal naturally.