Tenken Terror
Tenken Terror
R.HD:100.; I.C.F.:4,000.
Class: - .
Level: - .
Size:Medium.; V.S.C.s:15.
Height:6 ft.
Physiological Weight:1,761.60768 KT
Psychological Weight:1,761.60768 KT
Apparent Age:25
Physiological Age:25
Chronological Age:10,000
Psychological Age:10,000
Apparent Gender:Male
Physiological Gender:Male
Psychological Gender:Male
Alignment:Neutral Evil
B.A.B.:+100/etc.; T.A.B.:+11,017/etc.
Skill Focus)
Iaijutsu:+2,575d6+16,317,775 (+3,100d6+19,644,700)
Specialization)
Modifiers:+8,420 ft. (+7,500 Enhanced Speed, +30 ft. Epic Speed, +340
ft. Tenken, +100 ft. Shadow Warrior, +330 ft.
R:158,425/R
*Multiplier II:x25 (via SsL20, Terminal Velocity, and Time Dilation (x4)).
Dexterity:250 +120
Constitution: -
Intelligence:1,000 +495
Wisdom:1,000 +495
Charisma:1,000 +495
(*i.e. ALL Ez'ki'l's A.S.s are eff. raised to 12,685 for all purposes, exc.
Legendary [A.S.], as it amplifies base A.S.s. only,
his number of HGPs, regardless of their origin. This means his Constant
Evolution ability only gives him +1,750
6,337 Iaijutsu, +6,362 Insight, +50 Luck, +235 Natural, +50 Numb, +6,337
Profane, +6,337 Ten Nagashi Uke (Shield),
+20 Speed, +6,337 Spooky Scary Skeleton (untyped)), touch 48,928, flat-
footed 55,604
Knwl x3 (Int)
Bea. x3 (Cha)
Wis. x3 (Wis)
Acolyte +54
Ghost +4 Cha
- Dread +4 Cha
Heartless +18
Mythic +10
Paragon +50 Str, +50 Dex, +50 Con, +50 Int, +50 Wis, +50 Cha
Pseudonatural +52
Spirit +4 Cha
(-12 for +1 d.a.; -72 for +6 d.a.; -432 for +36 d.a.)
100, 2
300, 6
Cometary Dragon (Time Dragon) Traits (As Cometary Dragon (Time Dragon)
(I.H.:E.B.; Errata:I.H.:A., I.H.:E.B.,'PRG:B4 (Inc.); Appearance:No change.
Gains Perfect Change Shape (see below; NB:Ez'ki'l can assume Yin-yang
Dragon (Gestalt Dragon) form. His Yin-yang Dragon (Gestalt Dragon) form is
size Titanic, semi-serpentine (i.e. has head, fore limbs, wings, hind limbs,
and a tail.), and appears cadaverously emaciated, coincidentally, much like a
Akadracolich (Shadowdracolich).).; R.Traits:Gains all said creature's traits.
Those pertaining to base form are modified to fit and function w/base form
instead of modifying base form (i.e. Abnormalities (extra faces, etc.), etc.
aren't acquired, exc. as noted.).; I.C.F. (Custom):50.; P.s (Custom):2.;
E.A.C.:2 (E.D.R.:20; Heads:1.; B.D.:Time Folding.; Special:'Agile (errata),
Behemoth (PRG:B3; NB:Adjust for his capability, etc..; Special:Lacks
vulnerability to miracle, etc..). Kaiju (PRG:B4; NB:Adjust for his capability,
etc..).'No Breath (errata), Perfect Change Shape (Perfect Change Shape
(Su):Action:Swift, Free, or Immediate.; Form(s):Any creature/location/object
of HD/L, exp., and qui. =/< Ez'ki'l's HD/L, exp., and qui. (inc.
Artifact/Divine/etc. creatures/locations/objects), inc. Gestalt (i.e.
Chimera/Hybrid/etc.)/etc. forms of any assumed form and his own true
form(s). Furthermore, Ez'ki'l remains in one form until he chooses to assume
a new one. A change in form cannot be dispelled, nor does Ez'ki'l revert to
any particular form when killed (Any/all shapes (current form (combination
or otherwise) and his base (true) form(s) (see previous)) are his true
form(s).). A true seeing spell, we're he susceptible, would reveal both his
base true form(s) and his current form simultaneously. Finally, this ability
combines w/Ez'ki'l's preexisting shapeshifting abilities (Change Shape, etc.;
see previous), permitting a greater var. of form(s).; NB:This ability is similar
to Change Shape plus Chimerical (cosmic) and Doppelganger (cosmic).
However, it's far less limited in lateral power (with its ability to enhance its
possessors existing abilities) and far more limited in vertical power (with its
inability to replicate more powerful creatures/etc. abilities).; Special:This
ability can be combined w/anything Transmutation (polymorph) abilities, etc.
can be combined with (ex. Divine Immensity (divine), etc.) for greater
results.) (cosmic (x2)) C.R./L.A. (C.R.:+6.666.; L.A.:+10.) (÷6x5 (x2)),'See
In Darkness (errata),'Starflight (errata). Retains own abilities (inc. Type,
subtype, etc.).).; NB:Treat as Gestalt Creature (Cometary Dragon (Time
Dragon)) (Inc.) and Cosmic Safeguard (Gestalt Creature (Cometary Dragon
(Time Dragon)) (Inc.)) (Inc.).),
350, 8
Corrupted (i.e. gains and retains Demon (Tanar'ri), Daemon (Yugoloth), and
Devil (Baatezu) subtypes. Gains and retains Chaotic-/Anarchic-, Neutral-,
and Lawful-/Axiomatic-specific var.s of Chaotic-/Anarchic-, Neutral-, and
Lawful-/Axiomatic-specific abilities.),
Akishra (Astral Worm), Psionic Traits (As Akishra (Astral Worm), Psionic
(I.H.:E.B.; Errata:I.H.:A., I.H.:E.B., T.G.o.H.:4.; Appearance:No change.;
R.Traits:Gains all said creatures' traits. Those pertaining to base form are
modified to fit and function w/base form instead of modifying base form (i.e.
Abnormalities (extra faces, etc.), etc. aren't acquired, exc. as noted.).;
I.C.F.: - .; P.s: - .; Special:Behemoth (PRG:B3; NB:Adjust for his capability,
etc..; Special:Lacks vulnerability to miracle, etc..). Divine Immensity (x10)
(B). Ghostly Glow (NB:Emits from*bioluminescent bodily fluids and body
parts,*if desired (emmission/suppression (Immediate nonaction)).;
NB:*Intereffective.). Kaiju (PRG:B4; NB:Adjust for his capability, etc..).
Morphic Tentacles & Morphic Tentacle Mastery (see below). Panversal (Inc.).
Persuasion (NB:Emits from*bioluminescent bodily fluids and body parts,*if
desired (emmission/suppression (Immediate nonaction)).;
NB:*Intereffective.). Retains own abilities (inc. Type, subtype, etc.).).;
NB:Treat as Gestalt Creature (Akishra (Astral Worm), Psionic (I.H.:E.B.))
(Inc.) and Cosmic Safeguard (Gestalt Creature (Akishra (Astral Worm),
Psionic (I.H.:E.B.)) (Inc.)) (Inc.).),
Elder Brain, Psionic Traits (As Elder Brain, Psionic (Lords of Madness;
Errata:I.H.:A., I.H.:E.B..; Appearance:No change.; R.Traits:Gains all said
creatures' traits. Those pertaining to base form are modified to fit and
function w/base form instead of modifying base form (i.e. Abnormalities
(extra faces, etc.), etc. aren't acquired, exc. as noted.).; I.C.F.: - .; P.s: - .;
Special:Behemoth (PRG:B3; NB:Adjust for his capability, etc..; Special:Lacks
vulnerability to miracle, etc..). Kaiju (PRG:B4; NB:Adjust for his capability,
etc..). Morphic Tentacles & Morphic Tentacle Mastery (see below). Retains
own abilities (inc. Type, subtype, etc.).).; NB:Treat as Gestalt Creature
(Elder Brain, Psionic (Lords of Madness)) (Inc.) and Cosmic Safeguard
(Gestalt Creature (Elder Brain, Psionic (Lords of Madness)) (Inc.)) (Inc.).),
Cogent (World Flayer, Draeden), Psionic Traits (As Cogent (World Flayer;
Draeden), Psionic (I.H.:E.B.; Errata:I.H.:A., I.H.:E.B., T.G.o.H.:4.;
Appearance:No change.; R.Traits:Gains all said creatures' traits. Those
pertaining to base form are modified to fit and function w/base form instead
of modifying base form (i.e. Abnormalities (extra faces, etc.), etc. aren't
acquired, exc. as noted.).; I.C.F.: - .; P.s: - .; Special:Behemoth (PRG:B3;
NB:Adjust for his capability, etc..; Special:Lacks vulnerability to miracle,
etc..). Divine Immensity (x10) (B). Kaiju (PRG:B4; NB:Adjust for his
capability, etc..). Morphic Tentacles & Morphic Tentacle Mastery (see below).
Retains own abilities (inc. Type, subtype, etc.).).; NB:Treat as Gestalt
Creature (Cogent (World Flayer; Draeden), Psionic (I.H.:E.B.)) (Inc.) and
Cosmic Safeguard (Gestalt Creature (Cogent (World Flayer; Draeden),
Psionic (I.H.:E.B.)) (Inc.)) (Inc.).), and
T-YY (Reaping One) Traits (As T-YY (Reaping One) (i.e. Hellbred (Devil
(Baatezu)), T-810 (Hellbred (Devil (Baatezu))), T-825 (Hellbred (Devil
(Baatezu))), T-882 (Hellbred (Devil (Baatezu))), T-1000 (Devil (Baatezu)), T-
100000 (Devil (Baatezu)) (F.C.II:T.o.T.N.H. (Hellbred (Devil (Baatezu)), T-
810 (Hellbred (Devil (Baatezu))), T-825 (Hellbred (Devil (Baatezu))), T-882
(Hellbred (Devil (Baatezu))), T-1000 (Devil (Baatezu)), T-100000 (Devil
(Baatezu))), Terminator:Future Fate v2.0 (T-810 (Hellbred (Devil
(Baatezu))), T-825 (Hellbred (Devil (Baatezu))), T-882 (Hellbred (Devil
(Baatezu))), T-1000 (Devil (Baatezu))), Terminator:Future Fate v1.0 (T-
100000 (Devil (Baatezu))); Errata:I.H.:A., I.H.:E.B., T.G.o.H.:4.;
Appearance:No change.; R.Traits:Gains all said creatures' traits. Those
pertaining to base form are modified to fit and function w/base form instead
of modifying base form (i.e. Abnormalities (extra faces, etc.), etc. aren't
acquired, exc. as noted.).; Special:Corrupted (i.e. gains and retains Demon
(Tanar'ri), Daemon (Yugoloth), and Devil (Baatezu) subtypes. Gains and
retains Chaotic-/Anarchic-, Neutral-, and Lawful-/Axiomatic-specific var.s of
Chaotic-/Anarchic-, Neutral-, and Lawful-/Axiomatic-specific abilities.). Gains
Construct Traits (exc. retains Constitution (exc. is Undead (see previous)),
can heal damage on his own, and isn't immediately destroyed when reduced
to 0 hp or less (exc. is Undead (see previous)).). Gains armored (inobvious),
biomechanical, mechanized (inobvious), nano-tech (T-1000 (Devil (Baatezu))
(i.e. liquid-state (i.e. mimetic polyalloy.).)- and T-100000 (Devil (Baatezu))
(i.e. energy-state (i.e. frequency matter.).)-based), necro-tech (cybernetic
(Inc.)), reinforced, endoskeleton. Physical (B/P/S) damage immunity doesn't
apply to grown flesh (see below), which can be damaged normally. Retains
own abilities (inc. Type, subtype, etc.).; NB:Treat as Lesser Gestalt Creature
(x6 (see previous)) (Inc.) and Divine Safeguard (x6 (see previous)) (Inc.).),
and T-YY (Sentinel) Traits:A T-YY's appearance is that of a deep jet-black,
fleshed/fleshless (i.e. can freely grow/mimic dead, living, or undead flesh, if
desired (Standard action; NB:This is part of its Morph ability, though it could
use its Reconstructive Nanites ability as well.).; NB:Living flesh functions
normally. T-YYs can even produce either I-950s or normal, nonTerminator
offspring this way.), nonmechanized (NB:Is mechanized (inobvious).),
semimetallic, human endoskeleton. T-YYs can't be controlled, created, or
reprogrammed by Skynet or its equivalencies.*R.HD:30-39
(Medium:Guardian), 40-49 (Large), 50-59 (Huge:Sentinel), 60-90
(Gargantuan:Gargant). No T-YYs greater than T-YY Gargants exist.
Abomination subtype, Devil (Baatezu) subtype, Evil subtype, Lawful subtype,
Psionic subtype, Adjuration (NB:T-YYs prefer to summon T-YYs of lesser
status or allied (i.e. T-YY constructed, etc.) Terminators (esp. T-1000s (Devil
(Baatezu)), T-100000s (Devil (Baatezu)), and T-Xs (Devil (Baatezu))).), Alter
Reality (NB:T-YYs prefer to manifest psionic powers.) (Inc.), Burst/Shot
Effect, Divine Electricity (100%), Electricity Command (Similar and equal to
Blood, etc. Command (Inc.). Inc. electricity, etc), Portfolios (Artifice (Craft
(Metalworking)) (x2), Death (x1), Evil (x1), Law (x1), Time (x1)), Tech
Command (Similar and equal to Blood, etc. Command (Inc.). Inc. equipment,
etc.) (Inc.), Uncanny Electricity Mastery (x6), Vile Electricity (100%),
Vindictive (i.e. Lawful var. of Vile.) Electricity (100%), Abomination Traits,
Acid (and corrosion (inc. Disintegration and Rusting (NB:Also gains +1 to
saves vs. such per 5HD and is permited a Fortitude save, for 1/2
damage/negation (i.e. one or the other if one or the other is applicable or
both if both are applicable.), if no save is normally permitted.)))
(NB:Retained even w/o Devil (Baatezu) subtype.) and Cold (NB:Retained
even w/o Devil (Baatezu) subtype.) Resistance 40, Anyfeat (x36), Cosmic
Font (Inc.), Cosmic Safeguard (Cosmic Font (Inc.)) (Inc.), Devil (Baatezu)
Traits, Divine Nescience, DR 40/ - (H 40), Electricity Absorption (NB:Inc.
Electricity Immunity.), Electricity Reflection, FH 20 (NB:Retained even w/o
Abomination subtype.), Fire (NB:Retained even w/o Devil (Baatezu)
subtype.) and Sonic Immunity, I.C.F.:Psion (Erudite) 20, Rogue 20,
Legendary [A.S.] (x2; Int (x1), Wis (x1)), Magic Immunity (As Akalich
(I.H.:E.B.)., exc., immune to shatter.), Maven, Nescient, Omnicompetent, R
20 (NB:Only Aligned (Chaotic/Anarchic and Good/Holy) attacks inflict normal
damage. Retained even w/o Abomination and Devil (Baatezu) subtypes.),
Slipstream, SR 54, Telepathy 17,600 ft. (via subtypes (Abomination (1,000
ft.), Devil (Baatezu (300 ft.))) and Divine Senses (17,600 ft.)), and X-ray
Vision (Inc.). C.R.:160.*L.A.:+200.;*NB:Inc. R.HD (40), R.Traits (+160),
and L.D. Template (+40). T-YYs are very powerful as a result of being
engineered (i.e. deliberately created, rather than accidentally created.).;
I.C.F. (Custom):100.; P.s (Custom):6.; Special:Corrupted (i.e. gains and
retains Demon (Tanar'ri), Daemon (Yugoloth), and Devil (Baatezu) subtypes.
Gains and retains Chaotic-/Anarchic-, Neutral-, and Lawful-/Axiomatic-
specific var.s of Chaotic-/Anarchic-, Neutral-, and Lawful-/Axiomatic-specific
abilities.). Retains own abilities (inc. Type, subtype, etc.).; Archdevil
(Archduke):Yes.; Demon Lord:Yes.; Horseman (Altradaemon;
Oinadaemon):No (No; No).; Mythic:No.; Possession:Yes.).; NB:Treat as
Gestalt Creature (T-YY (Reaping One)) (Inc.) and Cosmic Safeguard (Gestalt
Creature (T-YY (Reaping One)) (Inc.)) (Inc.).),
450, 14
Void Dragon (Night Dragon) Traits (As Void Dragon (Night Dragon)
(I.H.:E.B.; Errata:I.H.:A., I.H.:E.B.,'PRG:B4 (Inc.); Appearance:No change.
Gains Perfect Change Shape (see below; NB:Ez'ki'l can assume Yin-yang
Dragon (Gestalt Dragon) form. His Yin-yang Dragon (Gestalt Dragon) form is
size Titanic, semi-serpentine (i.e. has head, fore limbs, wings, hind limbs,
and a tail.), and appears cadaverously emaciated, coincidentally, much like a
Akadracolich (Shadowdracolich).).; R.Traits:Gains all said creature's traits.
Those pertaining to base form are modified to fit and function w/base form
instead of modifying base form (i.e. Abnormalities (extra faces, etc.), etc.
aren't acquired, exc. as noted.).; I.C.F. (Custom):50.; P.s (Custom):2.;
E.A.C.:2 (E.D.R.:20; Heads:1.; B.D.:Temporal Absorption (Temporal
Absorption (Su):Any/all opponents who strike the void dragon in melee lose
temporal momentum (no save). This is akin to the slow spell, however the
effect stacks with itself (i.e. an affected creature having struck a great wyrm
void dragon one or more times can take only a single move action or
standard action each turn, etc. and suffers a -1 penalty to attack rolls; armor
class (dodge penalty); and Reflex saves per age category of the void
dragon.).; Special:This ability can nullify one tier of haste and similar effects
per age category of the void dragon (i.e. a wyrmling void dragon can
partially nullify an adult cometary dragon's Time Folding ability, an adult void
dragon can completely nullify an adult cometary dragon's Time Folding
ability, and a great wym void dragon can completely nullify an adult
cometary dragon's Time Folding ability and inflict 6 tiers of slow on it.).).).;
Special:'Agile (errata), Behemoth (PRG:B3; NB:Adjust for his capability,
etc..; Special:Lacks vulnerability to miracle, etc..). Kaiju (PRG:B4; NB:Adjust
for his capability, etc..).'No Breath (errata), Perfect Change Shape (Perfect
Change Shape (Su):Action:Swift, Free, or Immediate.; Form(s):Any
creature/location/object of HD/L, exp., and qui. =/< Ez'ki'l's HD/L, exp., and
qui. (inc. Artifact/Divine/etc. creatures/locations/objects), inc. Gestalt (i.e.
Chimera/Hybrid/etc.)/etc. forms of any assumed form and his own true
form(s). Furthermore, Ez'ki'l remains in one form until he chooses to assume
a new one. A change in form cannot be dispelled, nor does Ez'ki'l revert to
any particular form when killed (Any/all shapes (current form (combination
or otherwise) and his base (true) form(s) (see previous)) are his true
form(s).). A true seeing spell, we're he susceptible, would reveal both his
base true form(s) and his current form simultaneously. Finally, this ability
combines w/Ez'ki'l's preexisting shapeshifting abilities (Change Shape, etc.;
see previous), permitting a greater var. of form(s).; NB:This ability is similar
to Change Shape plus Chimerical (cosmic) and Doppelganger (cosmic).
However, it's far less limited in lateral power (with its ability to enhance its
possessors existing abilities) and far more limited in vertical power (with its
inability to replicate more powerful creatures/etc. abilities).; Special:This
ability can be combined w/anything Transmutation (polymorph) abilities, etc.
can be combined with (ex. Divine Immensity (divine), etc.) for greater
results.) (cosmic (x2)) C.R./L.A. (C.R.:+6.666.; L.A.:+10.) (÷6x5 (x2)),'See
In Darkness (errata),'Starflight (errata). Retains own abilities (inc. Type,
subtype, etc.).).; NB:Treat as Gestalt Creature (Void Dragon (Night Dragon))
(Inc.) and Cosmic Safeguard (Gestalt Creature (Void Dragon (Night Dragon))
(Inc.)) (Inc.).),
Xixecal (Frozen One) Traits (As Xixecal (Frozen One) (E.L.H.; Errata:I.H.:A.,
I.H.:E.B., T.G.o.H.:4.; Appearance:No change.; R.Traits:Gains all said
creatures' traits. Those pertaining to base form are modified to fit and
function w/base form instead of modifying base form (i.e. Abnormalities
(extra faces, etc.), etc. aren't acquired, exc. as noted.).; I.C.F.: - .; P.s: - .;
Special:Behemoth (PRG:B3; NB:Adjust for his capability, etc..; Special:Lacks
vulnerability to miracle, etc..). Corrupted (i.e. gains and retains Demon
(Tanar'ri), Daemon (Yugoloth), and Devil (Baatezu) subtypes. Gains and
retains Chaotic-/Anarchic-, Neutral-, and Lawful-/Axiomatic-specific var.s of
Chaotic-/Anarchic-, Neutral-, and Lawful-/Axiomatic-specific abilities.). Dire
Winter (NB:If/when desired (Immediate nonaction).; Special:Ez'ki'l can freely
manifest lesser effects (i.e. cool breezes, etc.), if/when desired (Immediate
nonaction).). Kaiju (PRG:B4; NB:Adjust for his capability, etc..). Summon
White Dragon (5/day, standard or *Great Wyrm, Mythic Neotic (x3) (see
previous); NB:*These dragons are his creations. There are five of them. In
spite of all evidence to the contrary, they're Not free willed.). Retains own
abilities (inc. Type, subtype, etc.).; Archdevil (Archduke):Yes.; Demon
Lord:Yes.; Horseman (Altradaemon; Oinadaemon):No (No; No).; Mythic:No.;
Possession:Yes.).; NB:Treat as Gestalt Creature (Xixecal (Frozen One) (Inc.))
(Inc.) and Cosmic Safeguard (Gestalt Creature (Xixecal (Frozen One) (Inc.))
(Inc.)) (Inc.).)
500, 16
500, 17
All Cyber Knight Abilities (Inc.; NB:Cybernetics are Necro-Tech (i.e. Techno-
Organic, undead (comprised of cyber recipient's own essence, etc.).;
Special:Existing flesh, etc. are a cosmetic affectation in all forms. Entire
cybersuite is intracranial/intraskeletal and closer to liquid-state
robotics/nanocolonies than typical cybernetics.).),
Greater Lord of Death (i.e. Dread Ghost (As Dread Ghost (A.B.(P.E.);
Errata:I.H.:E.B..; S.A. (6 (1 (+5))):Corrupting Touch (1,452d8+70), Grave
Trappings (6,337; Phylactery (Ez'ki'l's Godly Realm), Soul Gems (The Eight
Dimensions of Ez'ki'l's Godly Realm), etc.; Special:Ez'ki'l can freely
enter/leave his Godly Realm normally. Ez'ki'l controls his Godly Realm's
corporeality/incorporeality (selective (Immediate nonaction)). Ez'ki'l controls
the creatures/objects (no save if Native (creatures) or unattended (objects),
otherwise Will DC 6,467 negates for 24 hours) thereins'
corporeality/incorporeality (selective (Immediate nonaction)). This ability
otherwise functions normally.), Malevolence, Phantasmagoria, Power Over
Undead, Telekinesis.; Var.:Ghostfiend (see Lichfiend (Libris Mortis)).;
NB:This template overlaps the Ghost template.).; NB:Treat as Greater Lord
of Spirit (divine) and Divine Safeguard (Greater Lord of Spirit) (divine) for
any and all purposes.), Dread Lich (As Dread Lich (A.B.(P.E.);
Errata:I.H.:E.B..; Phylactery (1):Ez'ki'l's Godly Realm.; Var.:Lichfiend (Libris
Mortis).; NB:This template overlaps the Lich template.).; NB:Treat as
Greater Lord of Bone (divine) and Divine Safeguard (Greater Lord of Bone)
(divine) for any and all purposes.), Dread Mummy (As Dread Mummy
(A.B.(P.E.); Errata:I.H.:E.B..; Special:Lacks Fire Vulnerability.;
Var.:Mummyfiend (see Lichfiend (Libris Mortis)).; NB:This template overlaps
the Mummy template.).; NB:Treat as Greater Lord of Flesh (divine) and
Divine Safeguard (Greater Lord of Flesh) (divine) for any and all purposes.),
and Dread Vampire (As Dread Vampire (A.B.(P.E.); Errata:I.H.:E.B..;
Var.:Vampirefiend (see Lichfiend (Libris Mortis)).; NB:This template overlaps
the Vampire template.).; NB:Treat as Greater Lord of Blood (divine) and
Divine Safeguard (Greater Lord of Blood) (divine) for any and all purposes.)
Traits.; NB:Corporeality/Incorporeality (selective (Immediate nonaction)).
(NB:Ez'ki'l IS his core (i.e. body (skeleton (NB:Ez'ki'l's only, possessed
skeletons, etc. are mere shells.)), mind, soul, and spirit.). Ez'ki'l's Cybersuite
is intracranial/intraskeletal and closer to liquid-state robotics/nanocolonies
than typical cybernetics. Ez'ki'l's flesh (i.e. the remainder.) is a highly
advanced (i.e. PL14.), Technological (i.e. Gestalt (Cyber-, Nano-, Necro-)
Tech.), and functional, yet eff. cosmetic, affectation (disguise) generated by
his core (see previous).) Gaseous Form, etc. (Cthulhu, Dread Vampire)
function regardless of Corporeal/Incorporeal state. Phylactery (Dread Lich)
functions if Gaseous Form, etc. fail. Rejuvenation (Dread Ghost) functions if
Phylactery fails and restores Phylactery. Rejuvenation (divine)/Cosmic String
(cosmic) function(s) if Rejuvenation (Dread Ghost) fails and restore(s)
Phylactery.; Special:Due to Ez'ki'l's composite Undead nature, Ez'ki'l lacks All
Undead var.-specific weaknesses. However, Ez'ki'l still has neither reflection
nor shadow.),
750, 25
Superior Sangrolu (Bloodlich) (i.e. Mythic Lich (As Mythic Lich (Mythic
Adventures; Errata:I.H.:E.B..; Phylactery (1):Ez'ki'l's Godly Realm.;
Var.:Lichfiend (Libris Mortis).; NB:This template overlaps the Lich and Dread
templates.).; NB:Treat as Superior Lord of Bone (divine) and Divine
Safeguard (Superior Lord of Bone) (divine) for any and all purposes.) and
Mythic Vampire (As Mythic Vampire (Mythic Adventures; Errata:I.H.:E.B..;
Var.:Vampirefiend (see Lichfiend (Libris Mortis)).; NB:This template overlaps
the Vampire and Dread templates.).; NB:Treat as Superior Lord of Blood
(divine) and Divine Safeguard (Superior Lord of Blood) (divine) for any and
all purposes.) Traits.; NB:Corporeality/Incorporeality (selective (Immediate
nonaction)). (NB:Ez'ki'l IS his core (i.e. body (skeleton (NB:Ez'ki'l's only,
possessed skeletons, etc. are mere shells.)), mind, soul, and spirit.). Ez'ki'l's
Cybersuite is intracranial/intraskeletal and closer to liquid-state
robotics/nanocolonies than typical cybernetics. Ez'ki'l's flesh (i.e. the
remainder.) is a highly advanced (i.e. PL14.), Technological (i.e. Gestalt
(Cyber-, Nano-, Necro-) Tech.), and functional, yet eff. cosmetic, affectation
(disguise) generated by his core (see previous).) Gaseous Form, etc.
(Cthulhu, Dread Vampire) function regardless of Corporeal/Incorporeal state.
Phylactery (Mythic Lich) functions if Gaseous Form, etc. fail. Rejuvenation
(Dread Ghost) functions if Phylactery fails and restores Phylactery.
Rejuvenation (divine)/Cosmic String (cosmic) function(s) if Rejuvenation
(Dread Ghost) fails and restore(s) Phylactery.; Special:Due to Ez'ki'l's
composite Undead nature, Ez'ki'l lacks All Undead var.-specific weaknesses.
However, Ez'ki'l still has neither reflection nor shadow.),
850, 25
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------------------------------------------------------------------------
- Chronal Wand (PL 8-9; The chronal wand is a personal chronal gate
generator. It creates a rupture in the fabric of time just large enough for one
character to step through into another time. The gate remains open until the
wand itself passes through, so multiple characters can step through without
using their own wands. The drawback to the chronal wand is that it must be
recalibrated after each use (see Equipment Failure, D20 Future), or entirely
new chronal coordinates must be entered, as though changing the settings.
The PL 8 version of the chronal wand weighs only 1 pound. The PL 9 version
has the same purchase DC, with the added benefit that it stores the last five
chronal coordinates automatically, enabling anyone to thumb through
settings without recalibrating the wand.; Weight:1 lb.; Purchase DC:58.;
Restriction:Illegal (+4).)
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------------------------------------------------------------------------
Artifacts: - (-4 for +484 d.a.).; Special:Ez'ki'l has 9,760 Artifact Avatars (see
below).
(1), Ez'ki'l's Cybersuite (1), Ez'ki'l's Raiment (1), Ez'ki'l's Shadow Shroud (1),
Ez'ki'l's Ectopic Suit (1),
Ez'ki'l's Mask (1), Ez'ki'l's Armory (10), Ez'ki'l's Tentacles (9,733), and
Ez'ki'l's Shadow Servant
(1).; Abilities:As Ez'ki'l, exc. forms are as previously noted and D.R. is 14
(I.D.).
Godly Fragments:None.
Ez'ki'l is on the fence about both of them and has chosen his own existence
as a daemonic mercenary.
The Aethyrs; and The Fifth Dimension.; NB:The Aethyrs and The Fifth
Dimension are parallel
etc. of the aforementioned dimensions and isn't a true dimension unto itself.
Special:Ez'ki'l's Corner Office (as per his Barister of The Nine Corner Office
ability) is permanent, indestructible
instead of the usual staff, it's staffed by renegade fiends (esp. renegade
gelugons). Ez'ki'l's Corner Office
medieval Inn and Tavern), as it has been doing for the last nine centuries.
Located in one of the seedier areas, The Black Boar caters primarily to
clueless primes, whom, if diliberately
rude, are carefully and discretely cursed into becoming black boars,
captured, and added to the menu.
A local favorite is The Black Boar pie, which is stuffed with black boar, gravy,
and potatoes.
This is traditionally served w/spiced apple cider and a buttered, rye miniloaf.
--------------------------------------------------------------------------------------
------------------------------------------------------------------------
P.P.s:Dar. (x2), Dea. (x2), Ent. (x2), Evil (x2), Fear (x2)
S.P.s:Art. (x2), Dra. (x2), Knwl (x2), Mag. (x2), Psi. (x2)
T.P.s:Con. (x2), Hea. (x2), Pre. (x2), Sec. (x2), Time (x2)
In.P.s:Bea. (x2), Mad. (x2), Mus. (x2), Win. (x2), Wis. (x2)
In.P.s:Cha. (x2), Ear. (x2), Law (x2), Sea (x2), Sky (x2)
Demeanor:No change.
Errata:Art. (As Cra. (Met.), exc. Type unchanged. Gains Aug. [Con.] and Liv.
Con. subtypes. Remains impervious to corrosion/magnetic/rusting
attacks/effects in spite of semi/metallic components, if any.), Dar. (Inc.),
Dea. (Inc.), Ent. (Inc.), Fear (S.P.:O.O.:Total Strength.), Mag. (As Psi., exc.
Mag. (see below)), Psi. (As Psi., exc.[Force]-based.; S.P.:D.-d.:Divine
Psionics (i.e. Immunities against your psionics (i.e. powers, (Ps)s, and (Su)
effects.) are only 50% effective.).; D.P.:D.-d.:Divine Psionics (i.e.
Immunities against your psionics (i.e. powers, (Ps)s, and (Su) effects.) are
totally ineffective.).; D.P.:O.O.:Cosmic Font (Inc.).; D.P.:F.O.:Cosmic
Presence (Cosmic Font (Inc.)).), Sec. (D.P.:O.O.:Elusion.), Bea. (As Love.),
Mad. (D.P.:O.O.:Sophism.; D.P.:F.O.:Unreal.), Mus. (D.P.:E.O.:Music of The
Spheres.; D.P.:F.O.:Cosmic Music (d20s; Divine (100%)).), Win.
(D.P.:O.O.:Invincibility.), Ear. (As standard, exc. Cur. (For.)-based.;
D.P.:O.O.:Sophism.), Sea (As standard, exc. Cur. (For.)-based.;
D.P.:O.O.:Sophism.), Sky (As standard, exc. Cur. (For.)-based.;
D.P.:O.O.:Elusion.).
NB:These are the forces of reality over which Ez'ki'l has dominion. He
commands them as He sees fit. They do Not command Him, nor can they
cripple or punish Him for refusal to uphold any duties, etc.; for, unlike lesser
divine entities, He is Not beholden to them in any way (see Anomaly (Inc.),
Apostasy, Portfolio Perfection (Inc.), and Yin-yang (Inc.)).
Uncanny [Effect] Masteries:[Ali. (Ana. (x2), Axi. (x2), Unh. (x2)] (x6), Cos.
[Cold] (x2), Cos. [Son.]
(x2), Cos. [Cur. (For.)] (x6), Cos. [For.] (x4), [Ele.] (x6), [N.E.] (x6), [P.E.]
(x4), [Rus.] (x2), [Wit.
(Str (x4), Dex (x2), Int (x4), Wis (x6), Cha (x2))] (x18).
Domains (S.s (P.s)):Air (Clo. (S), Wind (S)), Art (°Sou. (M)), Art. (Con. (A), Tra.
(A)), Cha. (Dem. (C, E), Ent. (C,
E)), Cha. (Cap. (B)), Dar. (Loss (D), Nig. (D)), Dea. (Mur. (D), Und. (D)), Ear.
(Cav. (E),'Gra. (E)), Evil (Can. (E
), Dae. (E), Fear (E, F)), Hea. (Med. (H), Res.I (H)), Knwl (Ed. (K), Mem. (K)), Law
(Dev. (E, L), Tyr. (L)), Mad.
(Ins. (M), Nig. (F, M)), Mag. (Arc. (M), Div. (M)), Pre.,¡Psi. (Dre. (P), Noe. (P)),
Sca. (Dra. (D)),¡¡Time (Past
(T), Fut. (T)), Tri. (Amb. (C, S), Dec. (C, S), Esp. (C, S), Inn. (C, S)), Void (Dar. (E),
Iso. (E)), Wat. (Flo. (S, W),
Ice (S,W), Riv. (S, W), Oce. (S, W)),'Wis. (Log. (W), Per. (W)).; NB:Possesses
the full base domains
and subdomains. Use PRD.'Inc."Concealment & Secrets domain and
subdomains.¡Ultimate
781
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------------------------------------------------------------------------
Epic HGPs (152):Aura of Death (BD20C:TCH), Bala Storm (x11; 150 ft.)
(BD20C:ELH), Bodily Reconstruction (BD20C:TCH), Captain Class
Zanpakutou (x14) (BD20C:ELH), Cero Absolute (BD20C:ELH), Cero Adherirse
(BD20C:ELH), Cero Barrage (BD20C:TCH), Cero Emanacion (BD20C:ELH),
Cero Gemelo (BD20C:ELH), Cero Magna Absolute (BD20C:ELH), Cero
Matralleta Suprema (BD20C:ELH), Cero Naturaleza (x4; acid, cold,
electricity, sonic) (BD20C:ELH), Cero Oscuras (BD20C:ELH), Cero Recuperar
(BD20C:ELH), Cero Seccion Mas (BD20C:ELH), Cero Seccion Suprema
(BD30C:ELH), Cero Suprema (BD20C:ELH), Cero Ultima (BD20C:ELH), Cross
Species Merging (BD20C:ELH), Ecstatic Kiss (BD20C:ELH), Epic Ceroshape
(BD20C:ELH), Epic Grab (BD20C:ELH), Epic Spirit Lance (BD20C:ELH), Epic
Summon Hollow (BD20C:ELH), Epic Trample (BD20C:ELH), Gonzui
(BD20C:ELH), Greater Kido Suck (BD20C:ELH), Greater Magic Fang (x18;
Bite (x6), Claw (x6), Unarmed Strike (x6)) (BD20C:ELH), Greater Vampiric
Bite (BD20C:ELH), Improved Telepathy (BD20C:ELH), Indestructible
(BD20C:TCH), Kido Suck (BD20C:ELH), Mad Barrage (BD20C:ELH),
Overpowering Aura (BD20C:ELH), Reiatsu Skin (BD20C:TCH), Retribution
(BD20C:ELH), Size Change (x60) (BD20C:ELH), Special (x10; Ancient Reaper
(x1; Benefit:You can have your Soul Release and any Zanpakutou release
active simultaneously.), Captain:Perfect Shikai (BD20C), Captain:Perfect
Bankai (BD20C), Constant Murikai (Benefit:As Constant Bankai, exc. Murikai
(BD20C:ELH).; NB:This replaces Murikai and is considered Murikai for all
purposes.), Hollow Malgrowth:*Malgrowth (BD20C:TCH), Hollow
Malgrowth:Perfect Regeneration (BD20C:TCH), Hollow Malgrowth:*True
Malgrowth (BD20C:TCH),*Malgrowth Proxies (Benefit:Your Proxies, Improved
Proxies, and Superior Proxies lose no HD/L if they become your malgrowths.
Furthermore, None of your Proxies, Improved Proxies, or Superior Proxies
are affected by your Malgrowth terrain and treat all such terrain as it's
original variety. Finally, if you have (a) Racial Weapon(s)/Signature
Weapon(s)/Zanpakutou(s), you can use them to inflict your Malgrowth on
others in addition to their normal damage, effects, etc., if so desired
(Immediate nonaction).); Special:Ez'ki'l's "flesh" is comprised of exotic,
incorporeal, organic, undead dark energy, dark matter, etc.. Ez'ki'l "flesh",
being forever a part of him, remains a part of him as if it were still physically
connected to him (as per Self-mastery, etc.), even if(whilst) it isn't physically
connected to him (or even in the same multiverse, time stream, etc.). This
even extends to all of his "flesh" infecting his Malgrowths and his Malgrowth
terrain, as well as his Malgrowths and Malgrowth terrain, giving him the
ability to affect/etc. any/all the aforementioned as if it were (still) physically
connected to him (as per Self-mastery, etc.), even if(whilst) it isn't physically
connected to him (or even in the same multiverse, time stream, etc.). This
gives Ez'ki'l far more control over his Malgrowths and his Malgrowth terrain
than is normal. Ez'ki'l typically disguises (as per Perfect Change Chape, etc.)
his Malgrowths and his Malgrowth terrain to better blend in to their environs
and prefers to refrain from infecting entire planets, etc., instead infecting
buildings, etc.. (NB:This extends to Ez'ki'l's Malgrowths' Malgrowths, etc..
They are all His Malgrowths, etc. as well.), Squad Zero:Greater Murikai
(BD20C:ELH), Squad Zero:Perfect Murikai (BD20C:ELH)) (BD20C), Supreme
Hollow (BD20C:TCH), Vampiric Bite (BD20C:ELH), Weapon of Death
(BD20C:TCH)
Resurrecion:
state even if dead, dismembered, etc.. Nothing can negate, etc. this.
Soul Release:
NB:Ez'ki'l rarely uses C.E. w/E.P.P.. Only a True fool would dare attack him
in this state.
--------------------------------------------------------------------------------------
------------------------------------------------------------------------
Super Powers (1,045):Hyper Power L20 (A.:III (+2/L), IV (x13; +39/L).; U.A.:I
(+2/L).
--------------------------------------------------------------------------------------
------------------------------------------------------------------------
Zanpakutou:
- Time (5,111):Crack In Time (x100) (BD20C:TCZ), Null Time Field (x9; 100
ft.) (BD20C:TCZ), Temporal Convergence (BD20C:TCZ), Temporal Jump
(BD20C:TCZ), Time's Shadow (x5,000; Duplicates:25 (NB:No HD/L
penalty.).; Penalty:-1 per 2,501 HD/L (NB:No minimum (i.e. No penalty.).).;
Special:This is functionally a lesser version of the Multidimensional
Transcendental ability. However, your clone is a mere echo and disappears
after 1 round per point of your Intelligence modifier.) (BD20C:TCZ)
NB:8 (Base).
--------------------------------------------------------------------------------------
------------------------------------------------------------------------
Allegiances:Dark Power (Self (i.e. Ez'ki'l.) (1)), The Balance (2), The
Innocent (3).
Faction:The Fallen (i.e. Ez'ki'l's Cohort(s), etc.. (Spirits (esp. Fiends (Undead,
etc.), etc.)); NB:Fanatics.).
2,000 gp. Miraculous wish (Epic Incantations) will replenish A.P. = 10,000 gp
(i.e. Ez'ki'l can replenish 1 A.P./5 miracles, etc.
or 1 A.P./miraculous wish.).).; Reputation:+0.
Force Points (L/D):3,500/3,500.; Dark Side Points = Taint score. They're the
same.
to use any/all Force feats and skills normally and w/o repercussion.
Furthermore, his immunities, etc. to magic, etc. apply
to any/all Force effects normally. Finally, he has no Force feats; but uses
Anyfeat (x1), etc. to replicate any/all Force
feats as necessary; and has all Force skills at R100 (via Maven, etc.).
Truth (Can sub. his Wis score for his Str, Dex, and Con scores (effects which
damage/drain these physical ability scores
(Inherent):+5 to Str, Dex, Con, Int, Wis, and Cha.; Bonus Feats
(Inherent):3.; C.R./L.A. (C.R.:+2.; L.A.:
--------------------------------------------------------------------------------------
------------------------------------------------------------------------
--------------------------------------------------------------------------------------
------------------------------------------------------------------------
100
100
Archetype:Black Sage.
Bloodline Powers:
- (Impossible):Disorienting Touch, Distracting Pattern, Living Paradox,
Relativity, Spontaneous Generation.
- (Infernal (Canian (i.e. gains ice slick (5th), mass icy prison (19th), Cold
Resistance, Caniafire (As Hellfire,
exc. cold damage rather than fire damage.), fly (at will), and Cold
Immunity and loses scorching ray (5th),
Touch (1/2):(100×2)+((200+20+6,337+50)÷2×4)=13,414d20.
Domains (S.s (P.s)):Air (Clo. (S), Wind (S)), Art (°Sou. (M)), Art. (Con. (A), Tra.
(A)), Cha. (Dem. (C, E), Ent. (C,
E)), Cha. (Cap. (B)), Dar. (Loss (D), Nig. (D)), Dea. (Mur. (D), Und. (D)), Ear.
(Cav. (E),'Gra. (E)), Evil (Can. (E
), Dae. (E), Fear (E, F)), Hea. (Med. (H), Res.I (H)), Knwl (Ed. (K), Mem. (K)), Law
(Dev. (E, L), Tyr. (L)), Mad.
(Ins. (M), Nig. (F, M)), Mag. (Arc. (M), Div. (M)), Pre.,¡Psi. (Dre. (P), Noe. (P)),
Sca. (Dra. (D)),¡¡Time (Past
(T), Fut. (T)), Tri. (Amb. (C, S), Dec. (C, S), Esp. (C, S), Inn. (C, S)), Void (Dar. (E),
Iso. (E)), Wat. (Flo. (S, W),
Ice (S,W), Riv. (S, W), Oce. (S, W)),'Wis. (Log. (W), Per. (W)).; NB:Possesses
the full base domains
NB:Learns, records, and casts in the manner of a Black Sage (Op.II.) (Inc.).
/powers.
200
Craft DC:15,495.; P.T.:1,549.5 (D.:1; H.:1.; M.:49.; S.:30.).
+8d6, Full Death Attack, Death Attack +9d6, Nerve of the Assassin, Death
Attack +10d6, Improved Uncanny Dodge, Death Attack
Death Attack +18d6, Death by a Thousand Cuts, Death Attack +19d6, Mind
Blank, Death Attack +20d6, Exotic
300
Bloodline Powers:
- (Infernal (Canian (i.e. gains ice slick (5th), mass icy prison (19th), Cold
Resistance, Caniafire (As Hellfire,
exc. cold damage rather than fire damage.), fly (at will), and Cold
Immunity and loses scorching ray (5th),
Touch (1/2):(100×2)+((200+20+6,337+50)÷2×4)=13,414d20.
Domains (S.s (P.s)):Air (Clo. (S), Wind (S)), Art (°Sou. (M)), Art. (Con. (A), Tra.
(A)), Cha. (Dem. (C, E), Ent. (C,
E)), Cha. (Cap. (B)), Dar. (Loss (D), Nig. (D)), Dea. (Mur. (D), Und. (D)), Ear.
(Cav. (E),'Gra. (E)), Evil (Can. (E
), Dae. (E), Fear (E, F)), Hea. (Med. (H), Res.I (H)), Knwl (Ed. (K), Mem. (K)), Law
(Dev. (E, L), Tyr. (L)), Mad.
(Ins. (M), Nig. (F, M)), Mag. (Arc. (M), Div. (M)), Pre.,¡Psi. (Dre. (P), Noe. (P)),
Sca. (Dra. (D)),¡¡Time (Past
(T), Fut. (T)), Tri. (Amb. (C, S), Dec. (C, S), Esp. (C, S), Inn. (C, S)), Void (Dar. (E),
Iso. (E)), Wat. (Flo. (S, W),
Ice (S,W), Riv. (S, W), Oce. (S, W)),'Wis. (Log. (W), Per. (W)).; NB:Possesses
the full base domains
NB:Learns, records, and casts in the manner of a Black Sage (Op.II.) (Inc.).
Spells Known:All 0-Epic level (up to Spellcraft DC (12,880) 15,505 (via
Anyfeat, etc.)) spells, etc. (inc.*ki tech, etc.; see The Book
/powers.
Energy 7d6, Channel Energy 8d6, Channel Energy 9d6, Channel Energy
10d6/Epic Cleric:Bonus Feat (x26), Channel Energy
80
Archetype:Undead Lord.
Bloodline Powers:
- (Infernal (Canian (i.e. gains ice slick (5th), mass icy prison (19th), Cold
Resistance, Caniafire (As Hellfire,
exc. cold damage rather than fire damage.), fly (at will), and Cold
Immunity and loses scorching ray (5th),
meteor swarm (19th), Hellfire, and On Dark Wings.))):Caniafire,
Corrupting Touch, fly (at will), Infernal
Touch (1/2):(100×2)+((200+20+6,337+50)÷2×4)=13,414d20.
Domains (S.s (P.s)):Air (Clo. (S), Wind (S)), Art (°Sou. (M)), Art. (Con. (A), Tra.
(A)), Cha. (Dem. (C, E), Ent. (C,
E)), Cha. (Cap. (B)), Dar. (Loss (D), Nig. (D)), Dea. (Mur. (D), Und. (D)), Ear.
(Cav. (E),'Gra. (E)), Evil (Can. (E
), Dae. (E), Fear (E, F)), Hea. (Med. (H), Res.I (H)), Knwl (Ed. (K), Mem. (K)), Law
(Dev. (E, L), Tyr. (L)), Mad.
(Ins. (M), Nig. (F, M)), Mag. (Arc. (M), Div. (M)), Pre.,¡Psi. (Dre. (P), Noe. (P)),
Sca. (Dra. (D)),¡¡Time (Past
(T), Fut. (T)), Tri. (Amb. (C, S), Dec. (C, S), Esp. (C, S), Inn. (C, S)), Void (Dar. (E),
Iso. (E)), Wat. (Flo. (S, W),
Ice (S,W), Riv. (S, W), Oce. (S, W)),'Wis. (Log. (W), Per. (W)).; NB:Possesses
the full base domains
NB:Learns, records, and casts in the manner of a Black Sage (Op.II.) (Inc.).
Spells Known:All 0-Epic level (up to Spellcraft DC (12,880) 15,505 (via
Anyfeat, etc.)) spells, etc. (inc.*ki tech, etc.; see The Book
/powers.
Comment, Sneak Attack +2d6, Sight Gag, Low Comedy, Slapstick, Sneak
Attack +3d6, Jack In The Box King, Sneak Attack +4d6,
Killer Clown, Sneak Attack +5d6, Annoy The Gods, Sneak Attack +6d6, Prat
Fall, Sneak Attack +7d6, Last Trick, Sneak Attack
Bloodline Powers:
- (Infernal (Canian (i.e. gains ice slick (5th), mass icy prison (19th), Cold
Resistance, Caniafire (As Hellfire,
exc. cold damage rather than fire damage.), fly (at will), and Cold
Immunity and loses scorching ray (5th),
Touch (1/2):(100×2)+((200+20+6,337+50)÷2×4)=13,414d20.
Domains (S.s (P.s)):Air (Clo. (S), Wind (S)), Art (°Sou. (M)), Art. (Con. (A), Tra.
(A)), Cha. (Dem. (C, E), Ent. (C,
E)), Cha. (Cap. (B)), Dar. (Loss (D), Nig. (D)), Dea. (Mur. (D), Und. (D)), Ear.
(Cav. (E),'Gra. (E)), Evil (Can. (E
), Dae. (E), Fear (E, F)), Hea. (Med. (H), Res.I (H)), Knwl (Ed. (K), Mem. (K)), Law
(Dev. (E, L), Tyr. (L)), Mad.
(Ins. (M), Nig. (F, M)), Mag. (Arc. (M), Div. (M)), Pre.,¡Psi. (Dre. (P), Noe. (P)),
Sca. (Dra. (D)),¡¡Time (Past
(T), Fut. (T)), Tri. (Amb. (C, S), Dec. (C, S), Esp. (C, S), Inn. (C, S)), Void (Dar. (E),
Iso. (E)), Wat. (Flo. (S, W),
Ice (S,W), Riv. (S, W), Oce. (S, W)),'Wis. (Log. (W), Per. (W)).; NB:Possesses
the full base domains
NB:Learns, records, and casts in the manner of a Black Sage (Op.II.) (Inc.).
Spells Known:All 0-Epic level (up to Spellcraft DC (12,880) 15,505 (via
Anyfeat, etc.)) spells, etc. (inc.*ki tech, etc.; see The Book
/powers.
Mastery (medium), Test of Mettle, Bonus Feat, Vigilant Defender, Shield Ally,
Fighting Challenge +2, Call to Battle, Armor Mastery
Knight:Bonus Feat (x40), Fighting Challenge (+17), Shield Block (+11) 197
400
Fall 20 ft., High Jump, Purity of Body, Slow Fall 30 ft., Slow Fall 40 ft.,
Improved Evasion, Ki Pool (chaotic, evil), Slow Fall 50 ft., Diamond
Body, Abundant Step, Slow Fall 60 ft., Slow Fall 70 ft., Quivering Palm, Ki
Pool (adamantine), Slow Fall 80 ft., Timeless Body, Tongue
of The Sun and Moon, Slow Fall 90 ft., Empty Body, Perfect Self, Slow Fall
Any Distance/Epic Monk:Bonus Feat (x40)
500
Archetype:Sohei.
Bloodline Powers:
- (Infernal (Canian (i.e. gains ice slick (5th), mass icy prison (19th), Cold
Resistance, Caniafire (As Hellfire,
exc. cold damage rather than fire damage.), fly (at will), and Cold
Immunity and loses scorching ray (5th),
Touch (1/2):(100×2)+((200+20+6,337+50)÷2×4)=13,414d20.
Domains (S.s (P.s)):Air (Clo. (S), Wind (S)), Art (°Sou. (M)), Art. (Con. (A), Tra.
(A)), Cha. (Dem. (C, E), Ent. (C,
E)), Cha. (Cap. (B)), Dar. (Loss (D), Nig. (D)), Dea. (Mur. (D), Und. (D)), Ear.
(Cav. (E),'Gra. (E)), Evil (Can. (E
), Dae. (E), Fear (E, F)), Hea. (Med. (H), Res.I (H)), Knwl (Ed. (K), Mem. (K)), Law
(Dev. (E, L), Tyr. (L)), Mad.
(Ins. (M), Nig. (F, M)), Mag. (Arc. (M), Div. (M)), Pre.,¡Psi. (Dre. (P), Noe. (P)),
Sca. (Dra. (D)),¡¡Time (Past
(T), Fut. (T)), Tri. (Amb. (C, S), Dec. (C, S), Esp. (C, S), Inn. (C, S)), Void (Dar. (E),
Iso. (E)), Wat. (Flo. (S, W),
Ice (S,W), Riv. (S, W), Oce. (S, W)),'Wis. (Log. (W), Per. (W)).; NB:Possesses
the full base domains
NB:Learns, records, and casts in the manner of a Black Sage (Op.II.) (Inc.).
/powers.
+8d6, Ninja Trick, Sneak Attack +9d6, Ninja Trick, No Trace +6, Sneak
Attack +10d6, Hidden Master, Ninja Trick/Epic Ninja:
Bonus Feat (x40), Ninja Trick (x50), No Trace (+33), Sneak Attack (+50d6)
279
600
Ninja Tricks (via Ninja Trick (x4)):Acrobatic Master (PRG:UC), Fast Stealth
(PRG:UC), Forgotten Trick (PRG:UC), High Jumper
(PRG:UC); Epic:All (via Anyfeat, etc.; w/o Anyfeat, etc.:Ninja Trick (+x32;
All core (exc. ones he has no use for) + misc..; NB:
- Rogue Talents (via Ninja Trick (x6; Rogue Talent (x6))):Black Market
Connections (PRG:UC), Defensive Roll, Magical Traps
(+x8; Rogue Talent (+x8; All core (exc. ones he has no use for) + misc..;
NB:Var. depending on his current
preferences/situation.).).).
- Psion (100):Bonus Feat, Psicrystal Affinity, Bonus Feat, Bonus Feat, Bonus
Feat, Bonus Feat/Epic Psion:Bonus Feat (x20) 83
700
Archetype:Erudite.
Bloodline Powers:
- (Infernal (Canian (i.e. gains ice slick (5th), mass icy prison (19th), Cold
Resistance, Caniafire (As Hellfire,
exc. cold damage rather than fire damage.), fly (at will), and Cold
Immunity and loses scorching ray (5th),
Touch (1/2):(100×2)+((200+20+6,337+50)÷2×4)=13,414d20.
Domains (S.s (P.s)):Air (Clo. (S), Wind (S)), Art (°Sou. (M)), Art. (Con. (A), Tra.
(A)), Cha. (Dem. (C, E), Ent. (C,
E)), Cha. (Cap. (B)), Dar. (Loss (D), Nig. (D)), Dea. (Mur. (D), Und. (D)), Ear.
(Cav. (E),'Gra. (E)), Evil (Can. (E
), Dae. (E), Fear (E, F)), Hea. (Med. (H), Res.I (H)), Knwl (Ed. (K), Mem. (K)), Law
(Dev. (E, L), Tyr. (L)), Mad.
(Ins. (M), Nig. (F, M)), Mag. (Arc. (M), Div. (M)), Pre.,¡Psi. (Dre. (P), Noe. (P)),
Sca. (Dra. (D)),¡¡Time (Past
(T), Fut. (T)), Tri. (Amb. (C, S), Dec. (C, S), Esp. (C, S), Inn. (C, S)), Void (Dar. (E),
Iso. (E)), Wat. (Flo. (S, W),
Ice (S,W), Riv. (S, W), Oce. (S, W)),'Wis. (Log. (W), Per. (W)).; NB:Possesses
the full base domains
/powers.
Rogue:Bonus Feat (x40), Rogue Talent (x50), Sneak Attack (+50d6), Trap
Sense (+33) 345
800
- Ninja Tricks (via Rogue Talent (x4; Ninja Trick (x4))):Acrobatic Master
(PRG:UC), Fast Stealth (PRG:UC), Forgotten Trick
(PRG:UC), High Jumper (PRG:UC); Epic:All (via Anyfeat, etc.; w/o Anyfeat,
etc.:Rogue Talent (+x7; Ninja Trick (+x7; All
core (exc. ones he has no use for) + misc..; NB:Var. depending on his
current preferences/situation.).).).
NB:*Treat "*" and the benefits thereof as feats and special abilities. They
scale normally.
900
Clear Explanation, Deep Knowledge, Bonus Book Feat, Memory Palace, Deep
Knowledge, Bonus Book Feat, Instant
1,000
Shadow Magic, Shadow Shift, Numbing Strike, Shadow Leap, Shadow Spawn,
Death Strike, Servant of the Night, Shadow
1,100
1,200
This can be combined w/Death Attack, etc.; Iaijutsu Strike, etc.; etc.
1,300
1,400
Blast 2d6, Natural Affinity +2, Bonus Feat, Wandless Magic, Natural Affinity
+3, Magical Blast 3d6, Bonus Feat, Natural Affinity +4,
Bonus Feat, Magical Blast 4d6, Natural Affinity +5/Epic Wizard:Bonus Feat
(x26), Magical Blast (20d6), Natural Affinity (+25) 215
1,500
Bloodline Powers:
- (Impossible):Disorienting Touch, Distracting Pattern, Living Paradox,
Relativity, Spontaneous Generation.
- (Infernal (Canian (i.e. gains ice slick (5th), mass icy prison (19th), Cold
Resistance, Caniafire (As Hellfire,
exc. cold damage rather than fire damage.), fly (at will), and Cold
Immunity and loses scorching ray (5th),
Touch (1/2):(100×2)+((200+20+6,337+50)÷2×4)=13,414d20.
Domains (S.s (P.s)):Air (Clo. (S), Wind (S)), Art (°Sou. (M)), Art. (Con. (A), Tra.
(A)), Cha. (Dem. (C, E), Ent. (C,
E)), Cha. (Cap. (B)), Dar. (Loss (D), Nig. (D)), Dea. (Mur. (D), Und. (D)), Ear.
(Cav. (E),'Gra. (E)), Evil (Can. (E
), Dae. (E), Fear (E, F)), Hea. (Med. (H), Res.I (H)), Knwl (Ed. (K), Mem. (K)), Law
(Dev. (E, L), Tyr. (L)), Mad.
(Ins. (M), Nig. (F, M)), Mag. (Arc. (M), Div. (M)), Pre.,¡Psi. (Dre. (P), Noe. (P)),
Sca. (Dra. (D)),¡¡Time (Past
(T), Fut. (T)), Tri. (Amb. (C, S), Dec. (C, S), Esp. (C, S), Inn. (C, S)), Void (Dar. (E),
Iso. (E)), Wat. (Flo. (S, W),
Ice (S,W), Riv. (S, W), Oce. (S, W)),'Wis. (Log. (W), Per. (W)).; NB:Possesses
the full base domains
(see previous). This means Ez'ki'l and his Artifact Avatars can each function
as Ez'ki'l's Wand, if/when desired (Immediate nonaction
wands for Celesta, Tressym, Trylla, and Trollux. Their lengths, flexibilities,
woods, and personalities are different.
/powers.
--------------------------------------------------------------------------------------
------------------------------------------------------------------------
(1,000,000,000,000,000,000) 231
100
110
NB:*These stack w/Assassin (The Tomes) Death Attack, etc. class features.
120
130
- Barrister of the Nine (10):Seal the Contract, corner office, Immunity Deal,
Penalized, pacts, Contractual Obligations, Proof of Payment, Inheritance
Clause, Loophole
140
Encourage Failure (-50), Epic Performance (x23), Instill Fear (-21), Lore
Master 18/Day 266
240
Epic Performance (23):Group II (x9; Op.IV (x1), Op.V (x13)), Group III
(x9; Op.I-VI (reversed) (x1; NB:Op.III's effect(s) (is/are)
240
328
438
448
Feat, Negative Energy +5, Influence (3/day), Negative Energy +6, Bonus
Feat, Dark Lord 271
458
- Death Knight (5):Sword of Death, Life and Death, Army of the Dead,
Sphere:Bone, Bonus Feat, Sphere:Cold 273
463
Touch (1/2):(100×2)+((200+20+6,337+50)÷2×4)=13,414d20.
Domains (S.s (P.s)):Air (Clo. (S), Wind (S)), Art (°Sou. (M)), Art. (Con. (A), Tra.
(A)), Cha. (Dem. (C, E), Ent. (C,
E)), Cha. (Cap. (B)), Dar. (Loss (D), Nig. (D)), Dea. (Mur. (D), Und. (D)), Ear.
(Cav. (E),'Gra. (E)), Evil (Can. (E
), Dae. (E), Fear (E, F)), Hea. (Med. (H), Res.I (H)), Knwl (Ed. (K), Mem. (K)), Law
(Dev. (E, L), Tyr. (L)), Mad.
(Ins. (M), Nig. (F, M)), Mag. (Arc. (M), Div. (M)), Pre.,¡Psi. (Dre. (P), Noe. (P)),
Sca. (Dra. (D)),¡¡Time (Past
(T), Fut. (T)), Tri. (Amb. (C, S), Dec. (C, S), Esp. (C, S), Inn. (C, S)), Void (Dar. (E),
Iso. (E)), Wat. (Flo. (S, W),
Ice (S,W), Riv. (S, W), Oce. (S, W)),'Wis. (Log. (W), Per. (W)).; NB:Possesses
the full base domains
468
NB:'Treat Multiattack and the benefits thereof as a feat and special abilities.
It scales normally.
Touch (1/2):(100×2)+((200+20+6,337+50)÷2×4)=13,414d20.
Domains (S.s (P.s)):Air (Clo. (S), Wind (S)), Art (°Sou. (M)), Art. (Con. (A), Tra.
(A)), Cha. (Dem. (C, E), Ent. (C,
E)), Cha. (Cap. (B)), Dar. (Loss (D), Nig. (D)), Dea. (Mur. (D), Und. (D)), Ear.
(Cav. (E),'Gra. (E)), Evil (Can. (E
), Dae. (E), Fear (E, F)), Hea. (Med. (H), Res.I (H)), Knwl (Ed. (K), Mem. (K)), Law
(Dev. (E, L), Tyr. (L)), Mad.
(Ins. (M), Nig. (F, M)), Mag. (Arc. (M), Div. (M)), Pre.,¡Psi. (Dre. (P), Noe. (P)),
Sca. (Dra. (D)),¡¡Time (Past
(T), Fut. (T)), Tri. (Amb. (C, S), Dec. (C, S), Esp. (C, S), Inn. (C, S)), Void (Dar. (E),
Iso. (E)), Wat. (Flo. (S, W),
Ice (S,W), Riv. (S, W), Oce. (S, W)),'Wis. (Log. (W), Per. (W)).; NB:Possesses
the full base domains
568
668
673
773
873
973
983
993
1,000
1,100
Force, Incorporeal Touch (3d6, 6/Day), Rend The Veil, Uncarnate Bridge,
Incorporeal Touch (7/Day), Uncarnate
1,110
1,210
NB:*Unlike typical Scions of Sorrow, Ez'ki'l IS (retains) his soul and all of
this class's beneficial class features.
Done is Done class feature functions normally and, if misused, could lead to
unpleasant circumstances.
Ez'ki'l reserves this for when an event absolutely must remain unaltered.
1,217
of the Dead, Death Ward, Call of Death 2/Day, Paralyzing Touch, Secrets of
the Dead, Death Attack, Secrets of the Dead, Energy Drain,
Call of Death 3/Day, Secrets of the Dead, Death Exchange, Immunities of the
Grave, Secrets of the Dead, Call of Death 4/Day,
Leadership of the Dead, Secrets of the Dead, Greater Energy Drain, Secrets
of the Dead, Imbue With Undeath, Call
of Death 5/Day, Secrets of the Dead, Mastery of Death, Secrets of the Dead;
Bonus Feat:x10 351
1,227
nonaction).
1,237
1,245
- Speaker For The Dead (10):Speak With Dead, Call Spirits, Well of
Knowledge, Call Spirits, Well of Knowledge, Education of the Dead, Proxy
1,255
1,265
are useless to him. Ez'ki'l's Flesh (see previous) has blood, however, it has
no Constitution score.
1,365
Archetype:Tyrannus Tempore (i.e. LE, rather than LN. Gains Aura of Terror
(Inc.), rather than Aura of Courage.).
allies a save bonus vs. fear effects, he can radiate fear, 10 ft. r., as an
Immediate nonaction, at will, and the
1,370
1,470
(1), Multispell (2), Efficient Researcher x2, Bonus Feat, Practiced Metamagic
(8), Master of the Arcane (2)/Veneficus Optima:Bonus
Feat (x20), Efficient Researcher (x20), Master of the Arcane (20), Multispell
(20), Practiced Metamagic (80) 369
1,570
NB:This isn't a feat and is more limited than the feat of the same name.
Prepare For Anything (20 actions), Uncanny Senses (1,000 ft.) 385
1,670
1,680
NB:Flesh and bone of > density eff. gain the benefits of Iron Body (divine)
or, as appl., Adamantine Body (divine) w/o actually becoming
Size and, add., increase your weight by 700%, rather than 50%, as you're
3-D, not 1-D. Finally, your appearance in
your Combat Form can be altered normally. (i.e. you can freely alter your
form to look like an aberrant
related to crafting costs and times. Functionally, they're eff. little different
from crossbows that enable, etc. spellcasting.
Albeit, their shape and ammunition differ (i.e. their shape is your wand and
their ammunition is your magic (magical
Journeyman, Aerial Reflexes +6, Bonus Feat, One With The Air, Aerial
Reflexes +8, Bonus Feat, Windrider Master, Aerial Reflexes
1,700
--------------------------------------------------------------------------------------
------------------------------------------------------------------------
- Cero Specialist (5):Cero Manipulation, BCP, Brutal Cero, BCP, Cero Mastery
- Shinigami Hunter (5):Hunt Them, BF, Seize Them, BF, Kill Them
- Vastro Lorde (5):Hollow Perfection, HGP, Vastro Lorde Ability, HGP, Vastro
Lorde Ability
- Veteran Vastro Lorde (5):Veteran Vastro Lord Ability, HGP, Veteran Vastro
Lorde Ability, HGP, Veteran Vastro
Lorde Ability
- Ancient Vastro Lorde (100):Ancient Power, HGP, Overwhelming Power,
HGP, Soul Release, HGP, Corrupting
Aura, HGP, Enduring Soul Release, HGP/Ancient Vastro Lord:BF (x45), HGP
(x45)
NB:'Ez'ki'l gains neither a +2 bonus to all stats, nor +1 HGP, per 100 years
of life as he
isn't alive and hasn't been alive since having reached 25 years of age,
whereupon
- Cruor Imbido (5):Blood Drain, BF, Augmented Critical, BF, Improved Blood
Drain
- Soul Sucker (5):Soul Rend, BF, Soul Suck, BF, Resurreccion Exquisito
- Techno Hollow (5):Techno-Organic Form, BF, The Six Million Dollar Hollow,
BF, Perfect Techno-Organic Form
different (more disturbing, etc.) husks for his own twisted amusement, or,
worse, grants them sentience or
even a soul. In any case, they Always lack his Akashic, Karmic, and
Transcendental abilities; as well
as all those abilities reliant upon them for acquisition. This is intentional. He
doesn't trust them.
- Arrancar (5):Sealed Form, Resurreccion, Hierro, Sonido, Swift Resurreccion
Release
(x15)
--------------------------------------------------------------------------------------
------------------------------------------------------------------------
Base 50
Race 37
Armathrax 2
Dark Lord 8
Eldritch 12
Dementor 1
Thestral 1
Mythic 5
Class 1,172
Misc. 26
(inc. Domain, etc.)
Anoxia 1,296
Multifaceted 720
P.:Entropy. 1
BD20C 5+42+200-200+76+74=197
3,528 (-1,296 for +216 d.a.) = 2,232 (-3 for Epic Destiny) 2,229
Feats (714):A Feast Unknown (The Tomes), Acid Stomach (Inc.), Acrobatic
(NB:Replaces Acrobatic (D20M).), Advanced Firearms Proficiency (D20M),
Agile Maneuvers, Agile Riposte (DR305), Agonizing Strike (Feats), Alertness,
Alignment Channel (chaotic, evil, good, lawful), Allure (The Imperial Age),
Anatomical Precision (Gothic Campaign Compendium), Anchoring Blow
(DR306), Anesthetist (Gothic Campaign Compendium), Applied Scholastics
(NB:The bonus is untyped.) (Feats), Apprenticeship (Devil (Baatezu)) (The
Tomes), Aquatic Occultist (Inc.), Arcane Fire (Inc.), Arcane Preparation
(Complete Arcane), Arcane Reach (Inc.), Arcanum Minimus (Power
Source:Any.) (The Practical Enchanter), Archaic Weapons Proficiency
(D20M), Archivist of Nature (H.o.H.), Aristeia (Inc.), Armed Deflection (Inc.),
Artistic Inspiration (Medieval Player's Manual), Ascend The Aethyrs (Secrets),
Ascendant Spell (PRG:Mythic Adventures), Assassin's Strike (Feats), Athletic
(D20M), Attune to Weapon (Ez'ki'l's Scythe (see previous), unarmed strike;
NB:Ez'ki'l's Scythe's attunement remains in effect regardless of its current
form.) (M.F.I), Augment Summoning, Augment Undead (Dark Arts of
Necromancy), Aura of Awkwardness (T.C.M.U.C.), Aura of Death
(T.C.M.U.C.), Aura of Despair (T.C.M.U.C.), Author (Medieval Player's
Manual), Avoidance (Feats), Awesome Blow, Back Alley Brawler (Feats),
Beloved Dictator (Unholy Warrior's Handbook), Blind-Fight, Blindfighting (The
Tomes), Blood Beyond Blood (Feats), Blood Painter (The Tomes), Boar's
Charge (Feats), Body Assemblage (The Tomes), Bone Crusher (Strategists &
Tacticians), Boneblade Master (The Tomes), Boneless (Dweomercraft:Lich),
Book (x7; Ez'ki'l's Theorum Vol. I-VII (Ez'ki'l's theories.;
Prerequisites:Knowledge (Law, Liberal Arts, Medicine, Metaphysics, Moral
Philosophy, Natural Philosophy, and Theology) 100 ranks.; Benefit:+33,
+100, +24, d12.; Special: - .; NB:Each volume covers one Knowledge skill
(Law, Liberal Arts, Medicine, Metaphysics, Moral Philosophy, Natural
Philosophy, and Theology).)) (Medieval Player's Manual), Brawl (D20M),
Breath of Unlife (Dragons of Faerun), Bringer of Agony (Inc.), Broker of the
Infernal (The Tomes), Builder (D20M), Buoyancy Balance (Inc.), Burrow
(A.N.A.:2017), Burst Fire (D20M), Bypass Host (Inc.), Cast Iron Stomach
(Inc.), Cheat Death (Secret College of Necromancy), Clear Mind (Flashpoint!
Russia), Cleave, Clinch Attack (E.A.:Whips), Clinging Breath (Draconomicon),
Close-Quarters Thrower (PRG:Ultimate Combat), Cockatrice Strike, Combat
Acrobat (P.H.II), Combat Concentration (Inc.), Combat Expertise, Combat
Martial Arts (D20M), Combat Throw (D20M), Combat Panache (P.H.II),
Combat Reflexes, Combat Vomit (Inc.), Command (Flashpoint! Russia),
Command Undead, Command Undead (Inc.), Command Undead II (Inc.),
Conditional Dispel (R&R:Excalibur), Conscious Phylactery (M.F.II), Corrupt
(Inc.), Corrupt Arcana (H.o.H.), Coup de Grace (Secret College of
Necromancy), Craft Bioware (F.P.C.:T.H.), Craft Bonded Item
(R&R:Excalibur), Craft Clone (F.P.C.:T.H.), Craft Construct, Craft Cybernetics
(D20 Cyberscape), Craft Mutation (F.P.C.:T.H.), Craft Nanites (D20
Cyberscape), Craft Nanotech (F.P.C.:T.F., F.P.C.:T.H.), Create Artifact (The
Practical Enchanter), Create Creature (Inc.), Create Device (x46; ((((A Feast
Unknown (The Tomes), Blood Painter (The Tomes), Body Assemblage (The
Tomes), Boneblade Master (The Tomes), Craft Bonded Item (R&R:Excalibur),
Craft Construct, Create Artifact (The Practical Enchanter), Create Creature
(Inc.), Create Relic (The Practical Enchanter), Create Undead Creature (Inc.),
Empowerment (The Practical Enchanter), Devil Preparation (Demon
(Tanar'ri)) (The Tomes), Enchantment (x5; Artificer, Artisan, Bonded,
Excellence, Fabrication (x2), Living Magic, Multiple) (The Practical
Enchanter), Fairy Eater (The Tomes), Feed The Dark Gods (The Tomes),
Ghost Cut Techniques (The Tomes), Harvest of Artifice (x3; Alchemic
Mastery, Gleaning (x1), Philosopher's Stone, Transmutation) (The Practical
Enchanter), Heavenly Desserts (The Tomes), Imbuement (x5; Advanced,
Artificer, Bonded, Excellence, Fabrication (x2), Living Magic, Multiple) (The
Practical Enchanter), Mystic Conversion (The Practical Enchanter), Phylacteric
Item (M.F.II), Scribing (x4; Bonded, Excellence, Fabrication (x1),
Heiroglyphics, Living Magic, Master Scribe) (The Practical Enchanter), Sleep
of The Ages (The Tomes), Spell Shorthand (x4; Cryptoglyphics, Encryption,
Formal Notation, Runemaster, Scribe, Hieratics; NB:This is an Item Creation
feat Not a Metamagic feat.) (The Practical Enchanter), Spell Trap (The
Witch's Handbook), Spirit Binding (The Practical Enchanter), The Path of
Blood (The Tomes), Transferance (The Practical Enchanter), Whispers of The
Otherworld (The Tomes), Wrappings of The Ages (The Tomes)))))) (Inc.),
Create Relic (The Practical Enchanter), Create Undead Creature (Inc.),
Crippling Attack (I.H.:A.), Crippling Strike (Feats), Critical Focus, Critical
Strike (The Immortal:Unliving), Crude-Wrestling (Frost & Fur), Cybernetic
Surgery (D20 Cyberscape), Cyborg (x1) (D20 Cyberscape), Dancing Strike
(E.A.:Whips), Dark Presence (M.F.II), Dark Speech (DC:6,467.) (Elder Evils),
Dark Whispers (DC:6,467.) (Elder Evils), Darkstalker (Lords of Madness),
Dazing Attack (I.H.:A.), Dead Aim (D20M), Deadly Aim (PRG:Ultimate
Combat), Deadly Dealer (PPC:The Harrow Handbook), Deafening Crack
(E.A.:Whips), Deceitful (NB:Replaces Deceptive (D20M).), Defensive Martial
Arts (D20M), Deflect Arrows, Deflective Armor (Races of Stone), Deft Hands,
Descriptor Affectation (x1;*mind-affecting; NB:*Ez'ki'l uses this to mindfuck
his enemies. Often mindfucking them to death or insanity.) (Dark Arts of
Necromancy), Devil Preparation (Demon (Tanar'ri)) (The Tomes), Devil's
Favor (F.C.II:T.o.T.N.H.), Diabolic Trapmaker (Inc.), Diehard, Different
Bones (Dweomercraft:Lich), Disassemble (Secret College of Necromancy),
Distance Thrower (PRG:Ultimate Combat), Divine Fire (Inc.), Divine Mastery
of Counterspelling (Inc.), Divine Mastery of Elements (Inc.), Divine Mastery
of Shaping (Inc.), Divine Reach (Inc.), Dodge, Double Tap (D20M), Draconic
Archivist (H.o.H.), Dreamtelling (Heroes of Horror), Dry-Heave (Inc.), Earth
Glide (A.N.A.:2017), Eat Anything (Inc.), Eerie Dexterity (B.T.L.:R.o.t.T.),
Eidetic Spellbook (Inc.), Eldritch Heritage (Infernal (Canian (i.e. gains ice
slick (5th), mass icy prison (19th), Cold Resistance, Caniafire (As Hellfire,
exc. cold damage rather than fire damage.), fly (at will), and Cold Immunity
and loses scorching ray (5th), meteor swarm (19th), Hellfire, and On Dark
Wings.))) (PRG:Ultimate Magic), Elemental Channel (air, earth, fire, water),
Elusive Target (Complete Warrior), Elusive Target (D20M), Embed Spell
(R&R:Excalibur), Emergency Surgery (Choice and Blood), Empower Spell,
Empower Undead (Dark Arts of Necromancy), Empowerment (The Practical
Enchanter), Enchantment (x5; Artificer, Artisan, Bonded, Excellence,
Fabrication (x2), Living Magic, Multiple) (The Practical Enchanter),
Endurance, Enlarge Breath (Draconomicon), Enlarge Spell, Entourage
(Feats), Eschew Materials, Essence Mastery (Feats), Evil Eye (Appearance:No
change; Special:No Cha penalty.) (Frost & Fur), Exotic Weapon Proficiency
(bloodrazor, katana, whip), Experimental Medicine (Choice and Blood),
Expert Surgeon (The Immortal:Unliving), Extend Spreading Breath
(Draconomicon), Extend Spell, Extra Exotic Method (x3; New School (x3;
Enchantment, Evocation, Transmutation)) (Inc.), Fairy Eater (The Tomes),
False Demise (Secret College of Necromancy), False Opening (PRG:Ultimate
Combat), Far Shot, Fast Focus (Secrets), Feed The Dark Gods (The Tomes),
Filthy Outburst (DC:6,467.) (Elder Evils), Find Another Foe (Frost & Fur),
Find Clues (D20P), Flash Step (Inc.), Flash Step Dervish (Inc.), Flash Step
Maneuvers (Inc.), Flash Step Savant (Inc.), Flash Strike (Inc.), Fling Ally
(Races of Stone), Fling Enemy (Races of Stone), Flyby Attack, Flying Fish
Leap (Stormwrack), Forensic Pathologist (D.7:A.C.U.:Soul Collector),
Frightful Presence (D20M), Gene Therapist (F.P.C.:T.F.), Genome
Interchange (F.P.C.:T.F.), Ghost Cut Technique (The Tomes), Ghost-Face
(Inc.), Ghost Lord (Inc.), Ghostly Grasp (Libris Mortis), Giant Step (NBoF),
Glimustaoa (Frost & Fur), Gorgon's Fist, Grateful Patients (Choice and Blood),
Great Captain (Stormwrack), Great Cleave, Great Fortitude, Greater Combat
Reflexes (DR340), Greater Disarm (E.A.:Whips), Greater Flash Strike (Inc.),
Greater Heavy Armor Optimization (Races of Stone), Greater Melee Lash
(E.A.:Whips), Greater Multiweapon Defense (Inc.), Greater Multiweapon
Fighting (Inc.), Greater Spell Focus (abjuration, chronomancy, conjuration,
divination, enchantment, evocation, illusion, necromancy, transmutation),
Greater Spell Penetration, Greater Sunder, Greater Weapon Focus, Greater
Weapon Specialization, Haft Strike (DR331), Hamstring Attack (I.H.:A.),
Harvest of Artifice (x3; Alchemic Mastery, Gleaning (x1), Philosopher's Stone,
Transmutation) (The Practical Enchanter), Harvester of Souls (Elder Evils),
Heart Ripper (Gothic Campaign Compendium), Heavenly Desserts (The
Tomes), Heavy Armor Optimization (Races of Stone), Heavy Blow (Inc.),
Hedge Magic (The Practical Enchanter), Heighten Breath (Draconomicon),
Heighten Spell, Herse (Frost & Fur), Hidden Presence (M.F.II), Hidden Strike
(E.A.:Whips), High Magic (The Practical Enchanter), Hindering Attack
(I.H.:A.), Hip Throw (Frost & Fur), Hoodoo Man (The Practical Enchanter),
Horde Breaker (The Tomes), Hover, Hungerblood (B.T.L.:R.o.t.T.), Hurl Axe
(Frost & Fur), Hurled Return (Frost & Fur), Hypnosis (Flashpoint! Russia), I
Meant It When I Killed You The First Time (Seven Strongholds), Ice Hearing
(Frost & Fur), Ice Shoes (Frost & Fur), Imbuement (x5; Advanced, Artificer,
Bonded, Excellence, Fabrication (x2), Living Magic, Multiple) (The Practical
Enchanter), Improved Balance (Frost & Fur), Improved Bullrush, Improved
Combat Reflexes (DR340), Improved Combat Throw (D20M), Improved
Combat Vomit (Inc.), Improved Command (Flashpoint! Russia), Improved
Command Undead (Inc.), Improved Counterspell, Improved Critical (bite,
bloodrazor, katana, tanto, unarmed strike, whip), Improved Damage
Threshold (D20M), Improved Disarm, Improved Feint, Improved Grapple,
Improved Initiative, Improved Iron Will, Improved Leech Item (DCSC:Age of
Mortals), Improved Melee Lash (E.A.:Whips), Improved Mind Over Matter
(Flashpoint! Russia), Improved Multiweapon Defense (Inc.), Improved
Multiweapon Fighting (Inc.), Improved Natural Attack, Improved
Oneiromancy (Heroes of Horror), Improved Precise Shot, Improved
Psychosomatic Attack (Flashpoint! Russia), Improved Rock Hurling (Races of
Stone), Improved Sever Limb (Strategists & Tacticians), Improved Strangle
(Strategists & Tacticians), Improved Sunder, Improved Toughness (x1)
(Libris Mortis), Improved Trip, Improved Unarmed Strike, Induce Sleep
(Flashpoint! Russia), Inner Depths of The Soul (x18) (Inc.), Insectivore
(M.F.), Inspire Loyalty (Feats), Integration (Dweomercraft:Lich), Iron Bones
(Dweomercraft:Lich), Iron Will, Jarl (Frost & Fur), Karl (Frost & Fur), Killing
Aura (Dweomercraft:Lich), Knee Trip (Frost & Fur), Knockback (Races of
Stone), Knowledge of The Sage (NB:The bonus is untyped.) (Feats), Konge
(Frost & Fur), Leadership (x1), Leech Item (DCSC:Age of Mortals), Lightning
Reflexes, Limb Ripper (Strategists & Tacticians), Lingering Attack (I.H.:A.),
Lingering Breath (Draconomicon), Lucid Dreaming (T.B.o.U.H.), Magic Sense
(Inc.), Manyshot, Mask Signature (Feats), Master Manipulator (P.H.II),
Mastery of Counterspelling (Inc.), Mastery of Elements (Inc.), Mastery of
Shaping (Inc.), Maximize Breath (Draconomicon), Maximize Spell, Mech
Engineer (F.P.C.:T.F.), Medical Expert (D20M), Medical Immortality (Choice
and Blood), Medusa's Wrath, Melee Lash (E.A.:Whips), Might Makes Right
(Feats), Might Makes Right (Races of Faerun), Mighty Attack (I.H.:A.), Mighty
Grip (E.A.:Whips), Mighty Strike (E.A.:Whips), Mind Over Matter (Flashpoint!
Russia), Mindsight (Lords of Madness), Mineral Sense (A.N.A.:2017),
Mobility, Monstrous Corpse (Dweomercraft:Lich), Monstrous Repository
(Dweomercraft:Lich), Mortal Visage (W.o.t.W.:B.5), Mortician
(D.7:A.C.U.:Soul Collector), Mounted Combat, Multiattack, Multiattack (The
Tomes), Multiple Bodies (Dweomercraft:Lich), Multislice (Inc.), Multiweapon
Defense (Inc.), Multiweapon Fighting, Multiweapon Rend (Inc.), Mystic
Conversion (The Practical Enchanter), Nail In The Coffin (Seven Strongholds),
Nanoimmunity (F.P.C.:T.F.), Nanophile (F.P.C.:T.F.), Nanotaker (F.P.C.:T.F.),
Necrotic Bolt (13,414d20+70 (N.E.)) (T.C.G.t.L.), Necrotic Knowledge
(Knowledge (necrology), Knowledge (spirit lore)) (Dark Arts of Necromancy),
Nerve Pinch (DC:6,467.) (D20 Future), Neurosurgery (Choice and Blood),
Nightmare Fuel (Inc.), Nightmare Walk (Dweomercraft:Lich), Nimble (D20M),
Nimble Moves, Obscure Knowledge (D20P), Occult Denial (Inc.), Occult
Opportunist (Inc.), Occult Ritual (The Practical Enchanter), Old Blood (Lich
(Human (Native))) (Bastards & Bloodlines), Old Salt (Stormwrack), One Free
Hand (E.A.:Whips), Oneiromancy (Heroes of Horror), Opportunity Spell
(Inc.), Painful Severing (Strategists & Tacticians), Painful Strike (Feats),
Paragon of Insight (R&R:Excalibur), Perfect Combat Reflexes (Inc.), Perfect
Multiweapon Fighting (Inc.), Performance Enhancement (Choice and Blood),
Persistent Spell, Personal Firearms Proficiency (D20M), Personal Immunity
(The Practical Enchanter), Persuasive, Phylacteric Item (M.F.II), Pinpoint
Targetting, Plastic Surgeon (Choice and Blood), Pocket Battlespace (M.F.I),
Podmet (Frost & Fur), Point Blank Shot, Poison Sense (A Poisoner's
Handbook), Possess Creature (P.P.:100.; DC:6,467.) (C.o.T.:T.I.S.), Possess
Living Humanoid (Dweomercraft:Lich), Possess Living Monster
(Dweomercraft:Lich), Possess Location (P.P.:100.; DC:6,467.)
(C.o.T.:T.I.S.), Possess Object (P.P.:100.; DC:6,467.) (C.o.T.:T.I.S.),
Possess Undead Humanoid (Dweomercraft:Lich), Possess Undead Monster
(Dweomercraft:Lich), Powered Armor Engineer (F.P.C.:T.F.), Power Attack,
Power Climb (Draconomicon), Precise Shot, Psychosomatic Attack
(Flashpoint! Russia), Pull Blow (NB:This enables Ez'ki'l to subdue targets
more easily.) (NBoF), Purify Earths (Medieval Player's Manual), Purify Metals
(Medieval Player's Manual), Purify Waters (Medieval Player's Manual), Puzzle
of Flesh (B.T.L.:R.o.t.T.), Quick Channel (PRG:Ultimate Magic), Quick Draw,
Quick Leech (DCSC:Age of Mortals), Quick Sheath (Inc.), Quicken Attack
(I.H.:A.), Quicken Breath (Draconomicon), Quicken Spell, Quickened Combat
Vomit (Inc.), Quivering Palm Versatility (P.P.C.:Dragon Empires Primer),
Ranged Grapple (E.A.:Whips), Rapid Mount/Dismount (R&R:Excalibur), Rapid
Rebirth (x2) (KQ3), Rapid Shot, Reach Spell, Reactive Counterspell (Magic of
Faerun), Reclaim Necromantic Energy (T.B.o.U.F.), Reconstructive Surgery
(Choice and Blood), Recover Breath (Draconomicon), Reduce Cover (Frost &
Fur), Reproductive Care (Choice and Blood), Revitalize Essence (M.F.II),
Ride-By Attack, Ring The Golden Bell (DR319), Ringed Mage (M.F.I), Robo-
Engineer (F.P.C.:T.F.), Rock Hurling (NB:Assuming they're made of stone
(+1 V.S.C.), Small rocks weigh 20-150 lb. and inflict 4d8 damage. Stone is
heavier than flesh.) (Races of Stone), Run, Runewright (The Practical
Enchanter), Rushed Growth (F.P.C.:T.F.), Sahuagin Flip (Stormwrack),
Sailor's Balance (Stormwrack), Sand Camouflage (Sandstorm), Sand Dancer
(Sandstorm), Sand Snare (Sandstorm), Sand Spinner (Sandstorm),
Sandskimmer (x2) (Sandstorm), Scorned By Nature (M.F.II), Scorpion's
Grasp (Sandstorm), Scorpion's Instincts (Sandstorm), Scorpion's Resolve
(Sandstorm), Scorpion's Sense (Sandstorm), Scorpion Style, Scourge of The
Seas (Stormwrack),*Scribing (x4; Bonded, Excellence, Fabrication (x1),
Heiroglyphics, Living Magic, Master Scribe) (The Practical Enchanter), Sculpt
Spell (Complete Arcane), Sea Legs (Stormwrack), Sea Sight (Cerulean Seas),
Second Sight (Frost & Fur), Selective Channeling, Sense Life (Secret College
of Necromancy), Sense Undead (Secret College of Necromancy), Serpentine
Mane (B.T.L.:R.o.t.T.), Shadow Striker (P.H.II), Shadow Walk
(Dweomercraft:Lich), Shape Breath (Draconomicon), Shape Stone
(A.N.A.:2017), Shield Focus, Shot on The Run, Side Step (Eternal Rome),
Silent Kill (The Book of Roguish Luck), Silent Spell, Silken Aristeia (Inc.),
Sinister Healing (Dark Arts of Necromancy), Sinister Regeneration (Dark Arts
of Necromancy), Skeleton Summoner (PRG:Ultimate Magic), Skill Focus
(x29; Acrobatics, Bluff, Concentration, Craft (Alchemy), Craft (Carpentry),
Craft (History), Craft (Sculptures), Diplomacy, Handle Animal, Heal, Iaijutsu
Focus, Intimidate, Knowledge (Engineering), Knowledge (Law), Knowledge
(Liberal Arts), Knowledge (Medicine), Perception, Profession (Architect),
Profession (Baker), Profession (Brewer), Profession (Butcher), Profession
(Cook), Profession (Farmer), Profession (Gardener), Profession (Herbalist),
Profession (Innkeeper), Sense Motive, Spellcraft, Stealth), Skillful
Executioner (DC:80 (+1/4D).) (Inc.), Skin Thief (Dweomercraft:Lich), Skip
Shot (D20M), Sleep of the Ages (The Tomes), Slide-By Attack (Frost & Fur),
Snagging Trip (E.A.:Whips), Snake Charm (DC:6,467.), Snatch (The Book of
Roguish Luck), Snatch Arrows, Snow Fight (Frost & Fur), Snowshoes (Frost &
Fur), Spawn Lord (NB:Ez'ki'l's spawn can only gain the divinity template he
permits them to gain. Which, if they're of sufficient HD/Ls, can be up to and
inc. L.D..) (A.N.A.:2012), Spell Focus (abjuration, chronomancy, conjuration,
divination, enchantment, evocation, illusion, necromancy, transmutation),
Spell Mastery (x1) (Inc.), Spell Penetration, Spell Preparation (Inc.), Spell
Researcher (The Practical Enchanter), Spell Shorthand (x4; Cryptoglyphics,
Encryption, Formal Notation, Runemaster, Scribe, Hieratics; NB:This is an
Item Creation feat Not a Metamagic feat.) (The Practical Enchanter), Spell
Thematics (Theme:Spirits (esp. Fiends (Undead, etc.), etc.)) (Inc.), Spell
Trap (The Witch's Handbook), Spew (Inc.), Spinning Combat (The Book of
Roguish Luck), Spinning Defense (DR331), Spirit Binding (The Practical
Enchanter), Spirit Sense (Heroes of Horror), Spirited Charge, Split Breath
(Draconomicon), Spreading Breath (Draconomicon), Spring Attack, Sprint
(The Book of Roguish Luck), Staggering Attack (I.H.:A.), Staggering Critical,
Starship Designer (Starships of the Galaxy), Starship Engineer (F.P.C.:T.F.),
Stealthy (NB:Replaces Stealthy (D20M).), Stigandi (Frost & Fur), Still Spell,
Stone Bones (Dweomercraft:Lich), Stone Visage (A.N.A.:2017), Strandhugg
(Frost & Fur), Streetfighting (D20M), Strike Around (E.A.:Whips), Stunning
Attack (I.H.:A.), Stunning Fist, Subsumption (The Practical Enchanter),
Subtle Cut (The Tomes), Subtle Spell (R&R:Excalibur), Summon Suffering
(E.A.:Whips), Superior Alchemy (Inc.), Suppress Memory (Flashpoint!
Russia), Suppress Taint (Dweomercraft:Lich), Suppressed Memories (Inc.),
Surgeon (The Immortal:Unliving), Surgery (D20M), Surgical Strike (The
Immortal:Unliving), Swarm Shape (The Witch's Handbook), Swim-By Attack
(Stormwrack), Sympathetic Spell (The Witch's Handbook), Tech Specialist
(Starships of the Galaxy), Technomedicine (Choice and Blood), Tempest
Breath (Draconomicon), Tempt (The Book of Hallowed Might), Thanatopic
Spell (PRG:Ultimate Magic), The Path of Blood (The Tomes), Think Outside
The Box (Secrets), Third Hand (E.A.:Whips), Threnodic Spell (PRG:Ultimate
Magic), Throw Attack (I.H:A.), Toughness, Trained Memory (Medieval
Player's Manual), Trample, Transdimensional Spell (Complete Arcane),
Transferance (The Practical Enchanter), Trel (Frost & Fur), Tremorsense
(A.N.A.:2017), Triumph of The Will (Gothic Campaign Compendium), True
Voice (Hamunaptra), Tunnel Fighting (Races of Stone), Tunnel Riding (Races
of Stone), Turn Undead, Una Tar Tuq (Frost & Fur), Unbalance Opponent
(D20M), Unbound Essence (M.F.II), Uncanny Forethought (Inc.), Undead
Horde (Inc.), Undead Leadership (Libris Mortis), Undead Master
(PRG:Ultimate Magic), Unholy Aura (T.C.M.U.C.), Unholy Friendship (Feats),
Unholy Majesty (Errata:Benefit:You can Channel Energy and Command
Undead. Your "cleric level" = your character level. This stacks w/your
existing Channel Energy ability and Command Undead feat, if any.)
(T.C.M.U.C.), Unholy Toughness (Dark Arts of Necromancy), Unseen Spell
(Gothic Campaign Compendium), Unstoppable Spell (Inc.), Vampire Hunter
(NB:Ez'ki'l's favorite Undead minions are vampires (i.e. Nosferatu, Pichal-
Peri, and their spawn.).) (Libris Mortis), Vehicle Engineer (F.P.C.:T.F.),
Versatile Unarmed Strike (P.H.II), Vile Ki Strike (B.o.V.D.), Vile Martial Strike
(B.o.V.D.), Vile Natural Attack (B.o.V.D.), Warforged (Armor-based
Enhancements:+4,444 (+4,444) absolute fortification (+9), absolute shadow
(Appearance:No change.) (+9), absolute slick (Appearance:No change.)
(+9), anyfeat (x666; i.e. As per Anyfeat (divine) (x666; NB:Sufficient
iterations can be used to replicate divine, etc. abilities, if one can
bypass/meet their prerequisites.). Add., inc. Nescient (divine) (+6), Divine
Nescience (cosmic) (+36), and Cosmic Nescience (transcendental) (+216).
This enables Ez'ki'l to replicate ANY combination of feats/abilities of up to
Cosmic ability w/o meeting their prerequisites/ANY combination of
feats/abilities of up to Transcendental ability, if he meets their prerequisites.)
(+4,254), gestalt creature (cosmic) (x2; golem (mercury (I.H.:E.B.;
Appearance:No change.), orichalcum (I.H.:E.B.; Appearance:No change.)))
(+72), cosmic safeguard (cosmic) (x2; gestalt creature (cosmic) (x2; see
previous)) (+72), glamered (+1), hosteling (x3; +2 c. (x3); NB:Ez'ki'l can
store any (up to 3) Animal, Dragon, or Undead type creature(s). He uses this
ability to store The Babies (see below).) (+9), stanching (+1), unbreakable
(+8).; Weapon-based Enhancements:+4,444 (+4,444) anarchic scion (+25),
anyfeat (x1,000; i.e. As per Anyfeat (divine) (x1,000; NB:Sufficient iterations
can be used to replicate divine, etc. abilities, if one can bypass/meet their
prerequisites.). Add., inc. Nescient (divine) (+4), Divine Nescience (cosmic)
(+25), and Cosmic Nescience (transcendental) (+154). This enables Ez'ki'l to
replicate ANY combination of feats/abilities of up to Cosmic ability w/o
meeting their prerequisites/ANY combination of feats/abilities of up to
Transcendental ability, if he meets their prerequisites.) (+4,183), axiomatic
scion (+25), demonic horror (+11), diabolic misery (+11), disarming (+2),
everdread (+25), feasting (+8), lesser dark nexus (x6) (+15 (x6)), piercing
critical (+10), sharpness (+4), unerring (+25), unholy scion (+25));
Appearance:No change, unless lesser dark nexus (x6) (+15 (x6)) is
activated.; Special:Ez'ki'l can activate/deactivate any/all of these
enhancements, as an Immediate nonaction, at will.; NB:Ez'ki'l's Artifact
Avatars (see previous; see below) have the same enhancements.) (Inc.),
Weapon Catching (Frost & Fur), Weapon Finesse, Weapon Focus, Weapon
Specialization, Weapon Tricks (NBoF), Weapon Versatility (P.P.C.:Undead
Slayer's Handbook), Whip Strike (E.A.:Whips), Whipsword Shift (E.A.:Whips),
Whirlwind Attack, Whirlwind Attack (The Tomes), Whispers of the Otherworld
(The Tomes), Wicked Strike (Feats), Widen Spell, Wind Sending (Frost &
Fur), Wondrous (Inc.), Wood Bones (Dweomercraft:Lich), Wounding Strike
(Feats), Wrappings of the Ages (The Tomes), Xenomedic (D20 Future),
Zagovory (Appearance:No change; Special:No Cha penalty.) (Frost & Fur);
NB:'Lich feats are Tainted Feats.*The Practical Enchanter's Item Creation
feats replace all magical, psionic, and psychic Item Creation feats for all
intents and purposes.
Blood & [X] Feats (273):Abaniko (B&F), Accupressure (B&F), Achilles Lock
(B&F), Advanced Ground Fighting (B&F), Advanced Rush (B&F), Aikido (B&F),
Anatomical Expert (B&F), Analytical Combat (B&F), Angry Monkey (B&F),
Animal-Imitating Chuan Fa (Errata:Animal Styles:Dragon (purchased
seperately) plus any/all learned.) (B&F), Animal Sacrifice (B&R), Antari
(B&F), Antithesis (B&R), Archaic Weapons (Chinese, Indian, Indonesian,
Japanese, Samurai) (B&F), Arnis (B&F), Ashi-Sokuto (B&F), Astrology (B&R),
Axe Kick (B&F), Back Kick (B&F), Balestra (B&F), Banshay (B&F), Banter
(B&F), Beam Deflection (B&F), Beam Sword Fencing (Mystical, Power, Speed)
(B&F), Bear (B&F), Bear Hug (B&F), Bear Stance (B&F), Black Bargain (B&R),
Black Calling (B&R), Black Mass (B&R), Block (B&F), Blood Altar (B&R),
Bloodletting (B&R), Body Blow (B&F), Bow and Arrow (B&F), Box Ears (B&F),
Boxing (B&F), Brainwashing (B&R), Broken Time (B&F), Brute (B&F), Bug
Slayer (B&F), Bug Squash (B&F), Burmese Bando (B&F), Burmese Boxing
(B&F), Bushido (B&F), Capoeira (B&F), Cat (B&F), Chan Si Bong (B&F),
Chasse Tournant (Sha-Sey Tour-Nonh) (B&F), Cheyel Ki (B&F), Chi Kung
(B&F), Choke Hold (B&F), Circle Kick (B&F), Clothesline (B&F), Cobra (B&F),
Commando Training (B&F), Conviction (Dark Power (Self (i.e. Ez'ki'l.)))
(B&R), Counterstrike (B&F), Cradle Pin (B&F), Crane Kick (B&F), Crane
Stance (B&F), Crane's Beaks (B&F), Daisan (B&F), Dark Disciple (B&R), Dark
Magnetism (B&R), Deai (B&F), Death Harvest (B&R), Deceptive Attack (B&F),
Deer (B&F), Disarm Block (B&F), Dodge Roll (B&F), Dojukiri (B&F), Double
Claw (B&F), Double Eagle (B&F), Dragon (B&F), Dragon Stance (B&F),
Drunken Master (B&F), Duct-Tape Engineering (B&S), Eagle (B&F), Eagle
Claw (B&F), Eastern Wrestling (B&F), Eight-Armed Flurry (B&F), Eight-
Limbed Attack (B&F), Elbow Slam (B&F), Enemy (Enemy:The Mythos (i.e.
Azathoth (i.e. Algol, etc..), etc..).) (B&R), Extended Dragon (B&F), Eye
Gouge (B&F), Faith's Protection (B&R), Fajing (B&F), Fall-Down Drunk (B&F),
Fencing (French, Italian, Spanish) (B&F), Float Like a Butterfly, Flying Kick
(B&F), Flying Tackle (B&F), Footwork (B&F), Fouette Figure (Fwey-Tey Fee-
Gure) (B&F), Friends In High Places (B&R), Full Nelson (B&F), Gatka (B&F),
Ginga (B&F), Goju-Ryu Karate (B&F), Great Kiai (B&F), Greco-Roman
Wrestling (B&F), Groin Kick (B&F), Ground Fighting (B&F), Gun Fu (B&F),
Half Nelson (B&F), Hapkido (B&F), Haymaker (B&F), Head Butt (B&F), Heart
Punch (B&F), Heel Kick (B&F), Henchmen (B&R), High Pain Threshold (B&F),
Hip Throw (B&F), Hook (B&F), Hsing-I Kung Fu (Errata:Animal Styles:Dragon
(purchased seperately) plus any/all learned.) (B&F), Human Sacrifice (B&R),
Hung Gar (B&F), Hwa Rang Do (B&F), Hypnotic Gestures (2d4+20 (no save))
(B&F), Iaijutsu (B&F), Iaijutsu Strike (B&F), Ideologue (B&R), Immovable
(B&F), Improved Block (B&F), Improved Counterstrike (B&F), Improved
Iaijutsu Strike (B&F), Improvised Weapons (B&F), Information Network
(B&R), Inner Peace (B&F), Inner Power (B&F), Inner Strength (B&F), Inspired
Leadership (B&R), Instant Stand (B&F), Investment (B&R), Jab (B&F), Jeet
Kune Do (B&F), Joint Lock (B&F), Jujutsu (B&F), Jump Kick (B&F), Jung Ki
(B&F), Kajukenbo (B&F), Karate (B&F), Kenjutsu (B&F), Kenpo (B&F), Ki
(B&F), Ki Ryuk Sool (B&F), Kiai (B&F), Kidney Punch (B&F), Knife Fighting
(B&F), Kobujutsu (B&F), Krav Maga (B&F), Kuk Sool Won (B&F), Kung Fu
(B&F), Kyokushin Karate (B&F), Kyudo (B&F), Kyung Ki (B&F), Lai Kai (B&F),
Landing Crane (B&F), Leg Sweep (B&F), Leopard (B&F), Leopard Crouch
(B&F), Leopard Punch (B&F), Lightning Strike (x1; +1d6) (B&F), Lock Block
(B&F), Lunge (B&F), Lunge Punch (B&F), Ma Ki (B&F), Machine Slayer (B&F),
Man to Man (B&F), Man to Many (B&F), Meia Lua de Frente (B&F), Meditation
(B&F), Momentum Throw (B&F), Monkey (B&F), Nerve Strike (B&F), Night
Afflictions (B&R), Ninjutsu (B&F), No Holds Barred (B&F), Nukite Zuki (B&F),
Numbing Strike (B&F), Numerology (B&R), Octopus (B&F), Off Switch (B&F),
One Finger (B&F), One-Inch Punch (B&F), Pa-Kua (B&F), Pak Antari (B&F),
Palm Reading (B&R), Palm Strike (B&F), Pancration (B&F), Panther (B&F),
Pentagram (B&R), Pentjak Silat (B&F), Perdition's Prayer (B&R), Pit Fighting
(B&F), Poise (B&F), Polearm Fighting (B&F), Pounce (B&F), Praying Mantis
(B&F), Profane Ritual (B&R), Pseudo-Science (B&S), Psychotherapy (B&R),
Python (B&F), Repelling Touch (B&F), Ridge Hand (B&F), Rooster (B&F), Ross
(B&F), Rush (B&F), Sahblet (B&F), Sandstorm (B&F), Savate (B&F), School
of Hard Knocks (B&F), Scorpion (B&F), Scriptural Interpretation (B&R),
Second Sight (B&R), Self-Help (B&R), Shadow (B&F), Shao-Lin Kung Fu
(B&F), Shin Ki (Errata:Alertness is Awareness.) (B&F), Shito-Ryu Karate
(B&F), Shotokan Karate (B&F), Short Power (B&F), Shuto-Uchi (B&F), Siku
Perisai (B&F), Silencing Strike (B&F), Silent Kill (B&F), Singularity (B&F),
Slash (B&F), Snake (B&F), Snap Kick (B&F), Staff Fighting (B&F), Stagger
(B&F), Stalking Panther (B&F), Stick Fighting (B&F), Sticking Touch (B&F),
Sting Like a Bee (B&F), Suffocating Strike (B&F), Sword Dance (B&F), T'ai
Chi (B&F), T'ai Chi Chuan (B&F), Taiho-Jutsu (B&F), Tall Monkey (B&F),
Teamwork (Allegiance:The Fallen (NB:Their Allegiances:Dark Power (i.e.
Ez'ki'l.; NB:Ez'ki'l's followers are resourceful and self-sufficient never
bothering him w/trivialities.) (1), The Innocent (2), The Fallen (3).).) (B&R),
Teisho (B&F), Tendon Lock (B&F), Thai Kickboxing (B&F), Thigh Kick (B&F),
Tiger (B&F), Tiger Claw (B&F), Thrust (B&F), Two-Handed Strike (B&F),
Uppercut (B&F), Vale Tudo (B&F), Void (B&F), Wado-Ryu Karate (B&F),
White Crane (B&F), Wing Chun (B&F), Wing Punch (B&F), Wuxia (B&F), Ying-
Jow (Eagle Claw Kung Fu) (B&F), Zen (B&F), Zen Archery (B&F), Zen Focus
(B&F)
Errata:Martial arts feats increasing damage by one die type increase damage
by one category. Martial arts feats that increase damage by one additional
die or two die types increase damage by two categories.; Explanation:Epic
damage values are calculated differently.
- Epic Mind Blade Feats (6):Epic Aligned Mind Blade (T.M.U.:M.B.F.), Epic
Energy Blade (acid, cold, electricity, sonic) (T.M.U.:M.B.F.), Epic Mind Blade
(T.M.U.:M.B.F.)
--------------------------------------------------------------------------------------
------------------------------------------------------------------------
Allies:
- Ahmya ("Black Rain") Zaraki, The Shinigami (CN Medium (5 ft., 6 in.) F
Shinigami (Half-Japanese/Half-Sami (Indigenous Norwegian); Eyes:Deep
Blue.; Hair:Deep Jet-black (Long, Straight).; Oldblood (Broken (BD20C:BTV)
(B), Yotogi (BD20C:TDW) (B)) (BD20C)) (BD20C); Division:11.; HD/L:1 (34
hp).; Str 18 +4, Dex 18 +4, Con 18 +4, Int 18 +4, Wis 18 +4, Cha 18 +4;
Languages:Cantonese, English, Japanese, Korean, Mandarin, Norwegian,
Sami.; BD20C Favored Base Skills 4):Unarmed Strike Attack (1d6+4) R4
(+8), Weapon Attack (2d6+4) R4 (+8), Fortitude Save R4 (+8), Will Save R4
(+8).; BD20C Favored Core Skills (8):Diplomacy R4 (+8), Disable Device R4
(+8), Intimidate R4 (+8), Jump R4 (+8), Knowledge (Hueco Mundo) R4
(+8), Knowledge (Seretai) R4 (+8), Swim R4 (+8), Tumble R4 (+8).; BD20C
Feats (11):Blooded (x1) (BD20C), Hollow Within (i.e. Inner Hollow (BD20C
Feats (1):Hollow (Unarmed Strike (Unarmed Strike+19d6).; Base HGPs:1.)
(BD20C).; HGPs (1):Regeneration (acid, fire) (BD20C).) (BD20C).), Oldblood
(Broken (BD20C:BTV) (B), Yotogi (BD20C:TDW) (B)) (BD20C), Phylactery
(BD20C:BTV) (B), Power Attack (BD20C), Rage (BD20C), Rejuvenation
(NB:Eff. unkillable, exc. in an area of Sekkiseki Stone; by a miracle, reality
revision, or wish; or in a Dead Zone. However, such things are very rare in
the BD20C universe.) (BD20C:BTV) (B), Shinigami (BD20C), Well Endowed
(BD20C).; Equipment:Shinigami outfit (Division:11.), Zanpakutou (2d6+4
(Sealed)).; NB:All of Division 11, as well as the upper ranks of The Gotei 13,
are aware of Ahmya's Inner Hollow and all of them, esp. Kenpachi (her
adoptive father, who adopted her out of a bizarre combination of admiration
and pity), find it amusing and useful. However, The majority of The Soul
Society remain unaware of her condition.)
Irritants:
Armathrax
Medium Animal
Speed:60 ft. 1 (40 ft.), burrow 30 ft, climb 60 ft., swim 60 ft.
Base Attack/Grapple:+6/+31
Space/Reach:5 ft./5 ft. (10 ft. with tail pincer or tail slap)
Abilities:Str 60, Dex 54, Con 72, Int 2, Wis 12, Cha 10
Skills:Balance +30, Climb +33, Hide +24,*Intimidate +31, Jump +33, Listen
+12, Move Silently +24, Search +13, Spot +12, Swim +33
Environment:Any
Organization:Solitary
Challenge Rating:24
Alignment:Always neutral
Advancement: -
Level Adjustment:+29
The average armathrax is 6 ft. tall (with a 9 ft. tail) and weighs 6,720
pounds.
Combat
Augmented Critical (Ex):An armathrax's bite, claws, and tail pincer threaten
a critical hit on a natural attack roll of 18-20, dealing triple damage and
severing a random extremity (see the armathrax's Sharpness special attack)
on a successful critical hit.
Frightful Presence (Ex):A armathrax can unsettle foes with its mere
presence. The ability takes effect automatically whenever the armathrax
attacks, charges, roars, or snarls. Creatures within a radius of 30 ft. are
subject to the effect if they have fewer HD than the armathrax. A potentially
affected creature that succeeds on a Will save (DC 14) remains immune to
that armathrax's frightful presence for 24 hours. On a failure, creatures with
4 or less HD become panicked for 4d6 rounds and those with 5 or more HD
become shaken for 4d6 rounds. Armathrax ignore the frightful presence of
other armathrax.
Improved Grab (Ex):To use this ability, an armathrax must hit with a bite,
claw, tail pincer, or tail slap attack. It can then attempt to start a grapple as
a free action without provoking an attack of opportunity. If it wins the
grapple check, it establishes a hold and can rake (bite or claw attack), pince
(tail pincer), or constrict (tail slap attack).
Increased Damage (Ex):Because of their dense bones and sharp claws,
fangs, horns, scales, spines, and tail pincer; armathrax deal damage as if
they were one size category larger. This ability does stack with the
armathrax's virtual size categories. However, it doesn't enable the armathrax
to use attack forms normally not allowed to a creature of its size.
Pounce (Ex):If an armathrax charges or leaps upon a foe during its first
round of combat, it can make a full attack even if it has already taken a
move action.
- Energy Resistance (Ex):An armathrax has acid, cold, electricity, fire, and
sonic resistance 5.
Semiaquatic (Ex):An armathrax can freely attack, move, and use its abilities
while submerged.
Sharpness (Ex):An armathrax that critically hits with a target with a bite,
claw, or tail pincer attack severs one of the target's extremities. Roll a d10 to
determine the severed extremity:D10 result:1-2:Head, 3-4:Left arm, 5-
6:Right arm, 7-8:Left leg, 9-10:Right leg.
Sound Imitation (Ex):An armathrax can mimic any voice or sound it has
heard, anytime it likes. Listeners must succeed on a Will save (DC 14) to
detect the ruse. The save DC is Charisma-based.
Stunning Roar (Ex):Every 1d4 rounds, an armathrax can loose a sonic attack
of such volume that it stuns all creatures in a 30-ft. spread for 1d4 rounds if
they fail a fortitude saving throw (DC 45). The save DC is Constitution-
based.
Trip (Ex):An armathrax that hits with a bite, claw, tail pincer, or tail slap
attack can attempt to trip the opponent as a free action without making a
touch attack or provoking an attack of opportunity. If the attempt fails, the
opponent cannot react to trip the armathrax.
Skills:Armathrax have a +4 racial bonus on Hide and Move Silently checks.
Armathrax have a +8 racial bonus on Balance, Climb, Listen, Jump, Search,
and Spot checks. An armathrax can always choose to take 10 on a Climb
check, even if rushed or threatened. An armathrax has a +8 racial bonus on
any Swim check to perform some special action or avoid a hazard. It can
always choose to take 10 on a Swim check, even if distracted or endangered.
It can use the run action while swimming, provided it swims in a straight
line.
*Armathrax also gain Nightmare Fuel and Skill Focus (Intimidate) as Bonus
Feats and use their Strength modifier rather than their Charisma modifier on
all Intimidate skill checks.
Cecaelia
Base Attack/Grapple:+3/+3
Abilities:Str 10, Dex 16, Con 10, Int 10, Wis 12, Cha 10
Skills:Escape Artist +15, Hide +11, Listen +4, Spot +4, Swim +10
Environment:Warm aquatic
Organization:Solitary
Challenge Rating:8
Level Adjustment:+9
Krusty ole' salt - “It has tentacles where its legs should be.”
Cecaelia are about 4-6 ft. tall and weigh 60-260 lbs. A cecaelian's barbed
tentacles reach 10-15 ft in length.
Combat
Amphibious (Ex):A cecaelia can breathe both air and water equally.
Constrict (Ex):A cecaelia deals 1d6 points of damage with a successful
grapple check.
Improved Grab (Ex):To use this ability, a cecaelia must hit an opponent of
any size with a tentacle attack. It can then attempt to start a grapple as a
free action without provoking an attack of opportunity. If it wins the grapple
check, it establishes a hold and can constrict.
Ink Cloud (Ex):A cecaelia can emit a cloud of jet-black ink 10 ft. high by 10
ft. wide by 10 ft. long once per minute as a free action. The cloud provides
total concealment, which the cecaelia normally uses to escape a losing fight.
All vision within the cloud is obscured.
Jet (Ex):A cecaelia can jet upward once per round as a full-round action, at a
speed of 200 ft.. It must move in a straight line, but doesn't provoke attacks
of opportunity while jetting.
Dementor
Initiative: +9
Abilities: Str 15, Dex 20, Con 11, Int 8, Wis 17, Cha 10
Environment: Any
Challenge Rating: 6
Treasure: Standard
A shadowy, cloaked figure flies towards you out of nowhere. The air
surrounding you becomes bitterly cold, and you feel any happiness you felt
before this very moment drain away.
Dementors are among the most reviled Dark creatures known to wizarding
kind. They are a disturbingly evil group of homicidal monsters, whose sole
purpose is to leech off of the emotions of others. The telltale sign of the
presence of Dementors is a sudden drop of temperature, and a sudden bout
of depression.
Dementors are blind. To “view” the world around them, they have the
magical ability to sense the emotions of others, which gives them a form of
blindsight. They feed off of these emotions as well, leaving a hollow void in
the mind of their prey. Creatures that are drained completely of emotion are
usually drained of their very souls. People killed in such a matter are
indistinguishable from comatose patients in the deepest vegetative state
possible.
Like Threstrals, Dementors naturally have a selective invisibility power;
Those who cannot perform magic cannot view a Dementor, even if they can
be affected by them. It is also worth noting that Dementors do not mate like
most creatures. Instead, they grow like fungus in areas saturated with dark
magic.
Combat
Aura of Depression (Su): All creatures within 30 ft. of a Dementor are deeply
affected by a seemingly endless depression. After spending a full round in
this aura, all creatures must make a Will save (DC 16), or be shaken for 1d4
rounds. Starting immediately after this time, he must make a Fortitude save
(DC 16), or gain one negative level. The next round after this negative level
bestowal, the creature must make another fortitude save (DC 16), or fall
unconscious. All these saves are Wisdom-based. If a character succeeds on
at least two of these saves, they cannot be affected by the Dementor’s aura
of depression for another 24 hours.
Blindsight (Su): This ability works like the common ability, except it is
supernatural in origin. If a creature finds a way to mask his emotions, the
Dementor cannot see him/her. A Dementor hit by the *patronus charm loses
this ability for 1d6 rounds, effectively blinding it.; NB:*Good hope, etc. also
have this effect.
Dementor’s Kiss (Su): this ability is only usable against a helpless target. As
a full round action, the Dementor may suck the soul of a living creature out
of its body. This action is called a “kiss.” Once a kiss attempt has started, the
target must make a Fort save (DC 16), or die. Such a target cannot be
resurrected by any means until the Dementor who performed the kiss has
been destroyed. The save DC is Wisdom-based.
Grey Gloom
Size/Type:
Speed: 40 ft.
Armor Class: 112 (+27 Dex, +36 insight, 34 armour, +5 natural), 73 touch,
112 flat-footed, dodge, mobility
Space/Reach:
5 ft./5 ft.
Special Attacks: Fear gaze, sneak attack +19d6, drain colour, smite evil
(8/day, +14 attack, +37 damage, +8 on turning checks), turn undead (as
34th level cleric, 17/day), spells
Saves: Fort +69, Ref +80, Will +65 (+4 morale vs Compulsion)
Abilities: Str 40, Dex 64, Con 38, Int 34, Wis 34, Cha 38
Skills: Balance +115, Bluff +102, Climb +95, Escape Artist +113, Hide +148,
Intimidate +100, Jump +107, Knowledge(Religion) +90, Move Silently +127,
Search +90, Sleight of Hand +115, Spot +90, Survival +90 (+98 following
tracks), Tumble +115
Organization: Solitary
Challenge Rating: 50
In the hand of any other creature but a gloom, the grey gloom's weapons are
only +5 ghost touch weapons. A grey gloom will never threaten to stab you,
and in fact cannot speak.
A gloom’s natural weapons are treated as epic for the purpose of overcoming
damage reduction.
Possesions:
Grey Plate: A Grey Gloom wears a suit of +16 ghost touch battle plate of
heavy fortification constructed from 0.003% Orichalcum. It causes the
wearer to blend into the background and blurs their outline, granting a +20
competence bonus on Hide checks The helmet lacks eyeholes, and so blinds
any creature with eyes that wears it, and imposes a -4 penalty to listen to
creatures that wear it, however viewing the faceplate is equivalent to viewing
a grey gloom's face for the purposes of its Fear Gaze ability.
Viewing the gloom’s face inspires terror. Creatures that meet the gloom’s
gaze must succeed at a Will save (DC 65) or suffer the effects of a fear spell
as cast by a 75th-level caster. The DC is Charisma-based.
Spells
Caster level 37th, Save DC 22+Spell Level, Spells Per Day: 6/6/6/6
2nd: Bull's Strength, Eagle's Splendour, Owl's Wisdom, Resist Energy x2,
Remove Paralysis
3rd: Magic Circle against Evil, Magic Circle against Law, Prayer, Remove
Curse, Remove Blindness/Deafness, Cure Moderate Wounds
4th: Neutralise Poison, Restoration, Death Ward, Dispel Evil, Dispel Law,
Cure Serious Wounds
A grey gloom has the class features (other than Epic bonus feats) of a Rogue
and a Paladin of Freedom (Underdark Knight Variant) of half its HD (37, in
this case). Its rogue abilities are opportunist, defensive roll, slippery mind
and improved evasion. The caster level for its Paladin spells is equal to half
its HD, and it automatically receives the benefit of the Silent Spell metamagic
feat when casting Paladin spells without any adjustment to the spell's level.
A creature that takes damage from a grey gloom's sneak attack ability while
illuminated by greylight has its colour permanently drained away. The
penalties inflicted to drained creatures by greylight are doubled, the save DC
for the apathy effect is increased by +4 and it is always considered
illuminated by greylight, and cannot see even non-illuminated objects in
colour. A drained creature also becomes more susceptible to fear effects,
receiving a -4 penalty on saves against fear. A limited wish spell (or better)
reverses this effect. A Grey Gloom recovers 5 hitpoints per hit die of the
creature affected every time it successfully drains colour (but cannot drain an
already drained creature for more hitpoints).
Camouflage (Ex)
Greylight (Su)
A grey gloom emanates a strange grey radiance from its body, which extends
to Close range (210 ft.), and seems to turn everything it touches
monochrome. Anything illuminated by greylight is affected as though within
the area of a silence spell, however any effect which blocks light (including
magical darkness) blocks grey light. If any part of a creature (including any
attended objects the creature has) is illuminated, that creature is considered
illuminated. Unlike a Gloom's Quiescence ability, a Grey Gloom may not
lower this ability. Even if all the illumination is blocked (such as when the
Grey Gloom is in the area of a Darkness spell) it still gains a +20 bonus to
Move Silently checks, as it is always considered to illuminate itself)
In addition to the effects of silence, areas illuminated with greylight are
always considered in shadowy illumination, (magical light overrides the
illumination changes, but not any other effects of greylight), and the area is
filled with a grainy haze which imposes a -2 penalty to spot checks upon all
creatures with eyes, and all distance penalties to Spot checks are doubled
within this area. A Grey Gloom can see anything illuminated by greylight as if
it were within the radius of its Blindsight ability, regardless of the actual
distance involved.
Spell-Like Abilities
At will—shadow walk, true strike, crushing despair, silence, Caster level 75th;
save DC 24 + spell level. The DC is Charisma-based.
Gloom Hag
Medium Outsider (Evil, Extraplanar)
Speed: 30 ft.
Armor Class: 31 (+2 Dex, +5 profane, +14 natural), touch 17, flat-footed 29
Full Attack: 2 claws +23 melee (1d6 +10 +1 (vile) and Fort save DC 24 or
diseased)
Special Qualities: boon of the wastes, DR 25/cold iron and magic, immunity
to fire, cold, charm, sleep, and fear, SR 30
Abilities: Str 25, Dex 14, Con 22, Int 17, Wis 18, Cha 20
Skills: Bluff +24, Concentration +23, Diplomacy +24 (+26 evil creatures),
Disguise +12 (+14 acting), Intimidate +26 (+28 evil creatures), Knowledge
(arcana) +19, Knowledge (the planes) +17, Listen +15, Ride +12, Sense
Motive +20, Spellcraft +24, Spot +17
Feats: Combat Casting, Dark Speech, Evil Brand, Improved Initiative, Vile
Natural Attack
Challenge Rating: 17
Treasure: Standard
Level Adjustment: –
Scattered throughout the Depths Below exist the walking horrors known as
the night hags. However, in the Grey Wastes of Despair are the creatures
that are their progenitors through forced (and invariably lethal) matings with
captured males. These progenitors are known as the gloom hags. Gloom
hags are some of the few beings that willingly live in the Grey Wastes of
Despair, as although a large proportion of their number are capable of
reaching other planes, they find other planes to be insufficiently evil to
sustain them.
In terms of their status in the Grey Wastes, gloom hags are rarely found
alone, and instead gather together in coveys for the purposes of inflicting evil
and pain upon creation, or to defend themselves against others of their kind
since all of them, without exception, would betray each other without
hesitation if they were convinced it would be to their benefit to do so.
Additionally, many gloom hags have devised special potions that allow them
to transform the recently dead into larvae, which they either use as spell
components, sell to other factions in the Grey Wastes (particularly daemons)
in exchange for other spell components.
The origins of gloom hags within the Grey Wastes of Despair, like many
things about the other greater beings of pure evil, are poorly known at best.
Certain texts speak of an ancient relationship between them and the
daemons, and that both of them may have in the most ancient times been
far more closely connected than they are currently. The gloom hags
themselves speak of a power that may have even birthed them. She is
known by various names, but the one which is most familiar outside of the
whispers and curses in which they speak of her is as The Hag Queen, the
Dread Crone.
Combat
Gloom Hags are cunning and dreadful opponents, and once they are
convinced that they can defeat an opponent, they will often prolong their
agony by using spells to harry and incapacitate victims days before actually
putting them out of their initial misery. Typically they will trick their victims
into confronting them directly so as to suffer the effects of their gaze, and if
paid to target evil victims, they will often polymorph themselves into a
semblance of a good-aligned creature in order to trick them into using evil
spells for the purposes of healing themselves.
Boon of the Wastes (Ex): Gloom hags are healed by any spells cast within 10
ft. of them that has the [Evil] descriptor, healing 2 points of damage for each
level of the spell cast at them. Gloom hags, however, may not benefit from
Evil spells cast at them from other members of their kind.
At the same time, gloom hags take double damage from any spell with the
[Good] descriptor, and have a permanent –4 penalty to any saving throw
against any good-aligned spell that may result in their banishment (should
one be found away from the Grey Wastes of Despair) or their immediate
death (such as a holy word). Gloom hags are additionally immune to the
entrapping properties of the Grey Wastes.
Daunting Gaze (Su): All living things which meet the gaze of a Gloom Hag
risk having their will destroyed by seeing the pure, malign, evil lurking within
them. As a result, they must make a Will save DC 21 or else take a –4
penalty to any Will or morale-based saving throw. Penalties acquired through
meeting the gaze of a Gloom Hag are cumulative, although if a being
manages to successfully save against a particular hag’s gaze, they are
immune to that particular hag’s power for thirteen weeks. Unfortunately for
such victims, Gloom Hags almost always travel in groups. Protection from
evil or remove curse will protect individuals from the power of a Gloom Hag’s
gaze.
Night Terrors (Su): Should a Gloom Hag successfully manage to put a mortal
male humanoid to sleep, or deceive him into thinking that she is a normal
woman, she can choose to couple with him with a 20% chance of becoming
pregnant as a result. Over the course of the next 13 weeks, the male that
they have coupled with must make a Fort save DC 26 or else take 1d4 points
of ability damage to all of their scores once a week. Should they fail all of
their saves and survive until the end of the 13 week period, then they must
make a final Fort save DC 26 or else die, as at that exact moment, the gloom
hag that he coupled with gives birth to a night hag of normal HD. If a victim
successfully saves three times against a gloom hag’s Night Terrors then they
take no further ability damage; victims may also be cured outright by either
killing the gloom hag responsible or by having remove curse cast upon them
at a spellcaster level equivalent or higher than the gloom hag’s hit die.
Spell-like Abilities (Sp): At will: curse of the putrid husk, desecrate, magic
missile, polymorph (self only), ray of enfeeblement, shrivelling, sleep, wither
limb. 3/day: blasphemy, nightmares, vile lance. 1/day: bestow greater curse,
phantasmal killer. Cast at 16th level. Saving throws against a Gloom Hag’s
spell-like abilities are DC 15 + spell level. The saving throw DC’s are
Charisma-based. Gloom Hags additionally constantly detect good, detect evil,
detect chaos, detect law, and detect magic as Sorcerers of equivalent hit die.
Spells (Sp): A Gloom Hag casts spells as a 16th level Sorcerer. Although the
origins of their magical prowess are poorly understood at best, Gloom Hags
also have the ability to choose Druidic spells as part of their Sorcerer spell
selections.
Hoary Hunter
Speed:30 ft.
Armor Class:39 (+10 Dex, +6 insight, +13 natural), touch 26, flat-footed 23
Base Attack/Grapple:+23/+37
Attack:+8 disarming icy burst longsword of binding +49 melee (1d8+22 plus
1d6 cold/17-20 plus 1d10 cold plus 1d6 plus binding)
Full Attack:+8 disarming icy burst longsword of binding +49/+44/+39/+34
melee (1d8+22 plus 1d6 cold/17-20 plus 1d10 cold plus 1d6 plus binding)
Abilities:Str 38, Dex 31, Con 40, Int 21, Wis 23, Cha 26
Climate/Terrain:Any cold
Challenge Rating:46
Treasure:None
Advancement:47+ HD (Medium)
Level Adjustment:+23
Hoary hunters are malevolent fey that appear on frosty, moonlit nights to
hunt travelers for sport, selecting their prey, chasing them down, and
dragging them into the night realm of the Unseelie Court to be imprisoned
forever. Though difficult to see because of its mount's magical breath, a
hoary hunter appears as a gaunt man or elf, but with sharp, exaggerated
features that are always unsettling to behold. Everything about the hunter is
white, from the wild mane of hair atop its head to the pearly, luminescent
buttons on its coat. At midnight, when the temperature is below freezing,
and any sort of moon shines upon the frozen ground, the hunter appears
initially as a roiling fog accompanied by echoing hoof beats. Dismounted and
out in the open, a hoary hunter seems to be some ghostly apparition in the
moonlight, but it is not undead.
A hoary hunter rides a magnificent flying horse, a snowy steed whose breath
billows in great clouds of frosty vapors and whose blue eyes glow coldly in
the darkness. It is often said that one who is selected as prey by a hoary
hunter first knows his doom from the sound of hoofbeats and the starry glow
of those eyes coming toward him through the mists.
Combat
The hoary hunter prefers to charge its prey while upon horseback, slashing
with its +8 disarming icy burst longsword of binding as it rides by. A critical
hit (or the blow that would kill or render a foe unconscious) from this blade
doesn't wound the hunter’s prey. Instead, the victim is bodily transported as
per a soul binding spell heightened to 16th level (DC 34) into a brilliant white
diamond at the end of the sword’s hilt. The hunter then returns to its realm,
taking its prisoner with it to be enslaved.
Moving to a warmer locale only delays the inevitable. The hoary hunter bides
its time, waiting years if it must, only to appear again when the night
conditions are right. Shifting to a different plane of existence doesn't stop the
hunt; a hunter follows its prey to any realm in the multiverse during the
hour, and it and its companions can appear on any plane to begin the hunt
anew so long as there is moonlight and freezing temperatures.
A hoary hunter’s natural weapons, as well as any weapons it wields, are
treated as epic for the purpose of overcoming damage reduction.
Hoary Steed
Base Attack/Grapple:+7/+18
Special Attacks:-
Abilities:Str 24, Dex 18, Con 17, Int 6, Wis 13, Cha 14
Challenge Rating:7
Treasure:None
Level Adjustment:+3
Combat
A hoary steed can attack with its two hooves and deliver a vicious bite each
round.
A hoary steed’s natural weapons are treated as magic for the purpose of
overcoming damage reduction.
Air Walk (Su):A hoary steed can ride through the air as well as on the
ground, as though affected by a permanent air walk spell.
Astral Projection and Etherealness (Su):These abilities function just like the
spells of the same names as cast by a 7th-level caster.
Magic Circle Against Good (Su):This ability continuously duplicates the effects
of the spell. A hoary steed cannot suppress this ability.
Ibixian (Goatmen)
Armor Class:13 (+2 Dexterity, +1 natural), touch 12, flat-footed — (see text)
Base Attack/Grapple:+3/+5
Abilities:Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 12
Challenge Rating:3
Treasure:Standard
Alignment:Usually neutral
Combat
Natural Cunning (Ex):Ibixian have an innate cunning and logical ability. This
gives them immunity to maze spells, prevents them from ever becoming lost,
and enables them to track enemies. Further, they are never caught flat-
footed.
Powerful Charge (Ex):Ibixian deal 2d6+3 points of damage when they make
a charge.
Ibixian As Characters
—An Ibixian's base land speed is 30 ft.. However, ibixian can move at this
speed even when wearing medium or heavy armor or when carrying a
medium or heavy load.
—Racial Hit Dice:An ibixian begins with three levels of monstrous humanoid,
which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving
throw bonuses of Fort +1, Ref +3, and Will +3.
—Racial Feats:An ibixian's monstrous humanoid levels give it two feats. They
traditionally select Point Blank Shot and Weapon Focus (longbow).
—Weapon Proficiency:An ibixian is proficient with the greataxe, the longbow,
and all simple weapons.
— +1 natural armor bonus. (An ibixian has a natural armor bonus equal to
1/4 its Hit Dice/Levels (rounded down, with a minimum of 1).)
—Natural Weapons (Ex):Ibixian can Butt for 1d6, Bite for 1d6, Claw for 1d4,
and Hoof for 1d4.
—Automatic Languages:Ibixian.
—Favored Class:Fighter.
—Level adjustment:+2.
Medium Vermin
Initiative:+0
Base Attack/Grapple:+1/+5
Abilities:Str 18, Dex 10, Con 10, Int -, Wis 14, Cha 3
Organization:Solitary
Challenge Rating:1
Treasure:None
Alignment:Neutral
Level Adjustment: -
Combat
This patient carnivore remains completely still as it waits for prey to come
near.
Improved Grab (Ex):To use this ability the macrobe praying mantis must hit
an opponent up to one size category smaller with a claw attack. It can then
attempt to start a grapple without provoking an attack of opportunity.
Nibblet
Fine Animal
Abilities: Str 1, Dex 20, Con 20, Int 20, Wis 20, Cha 20
Skills: Balance +20, Climb +20, Jump +20, Listen +20, Spot +20, Swim +20
Environment: Any.
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Neutral
Advancement: By class.
Level Adjustment: +6
Combat
Thestral
Initiative: +2
Abilities: Str 17, Dex 15, Con 18, Int 4, Wis 13, Cha 11
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral
Level Adjustment: -
This appears as a horse in the final stages of starvation, each bone plainly
seen through dark leathery skin stretched so tightly that it appears as if it
were dipped in tar. Its head in particular is as a skull and bears a
resemblance to a saurian or dragon, complete with a snout of sharp
predator's teeth. It has shining white eyes and a thick black mane that hangs
long from its neck. From its back sprouts an enormous pair of membranous
bat wings though they fold so tightly to the body they are not easily noticed.
Despite their ominous appearance, thestrals are not commonly seen. They
are creatures with strong ties to death, though are not of themselves often
killers. Thus, they may only be seen by those who know death intimately.
They tend to be scavengers, feeding off the remains of the dead, though are
also known to have a taste for birds, especially those in their airspace. They
do not attack larger creatures however unless provoked or threatened.
Thestrals weigh only around 800 lbs., though possess a grim strength that
belies their appearance. They speak only their own language though can be
taught to understand others.
Combat
Charnal Scent (Ex): A thestral can detect fresh blood or a corpse at twice the
range of its normal scent.
Cloak of Death (Su): A thestral may only be seen by one who has witnessed
the death of a loved one. To all others they are invisible as the spell. This
ability is constant, allowing a thestral to remain invisible even when
attacking. This ability is inherent and not subject to the invisibility purge
spell.
Disease (Ex): Red ache—bite, Fortitude DC 16, incubation period 1d3 days,
damage 1d6 Strength. The save DC is Constitution-based.
Training a thestral
Thestral young are worth 3,500 GP each. Professional trainers charge 1,500
GP to rear or train a thestral.
Vycyryn
Fine Vermin
Environment:Any
Organization:Solitary or swarm
Challenge Rating:1/16
Advancement:—
Level Adjustment:—
Combat
Vycyryn are likely to attack any creature that approaches, and they usually
charge when attacking prey.
Skills:A vycyryn has a +4 racial bonus on Climb and Hide checks and a +8
racial bonus on Spot checks. A vycyryn can use its Dexterity modifier for
Climb checks. *It also has a +4 racial bonus on Survival checks to orient
itself.
Anathema
Armor Class: 39 (-1 size, +13 Dex, +11 deflection, +6 profane), touch 39,
flat-footed 26
Attack: 4 incorporeal touches +42 or melee touch +42 or ranged touch +42
Abilities: Str —, Dex 37, Con 29, Int 26, Wis 28, Cha 33
Skills: Bluff +46, Concentration +29, Diplomacy +52, Disguise +44 (+48
observed in character), Gather Information +46, Hide +46, Intimidate +50,
Knowledge (arcana) +31, Knowledge (dungeoneering) +21, Knowledge
(history) +18, Knowledge (local [Gehenna]) +15, Knowledge (nature) +40,
Knowledge (religion, the planes) +41, Move Silently +36, Search +23, Sense
Motive +36, Spellcraft +30, Spot +21, Survival +24 (+28 aboveground
environments, extraplanar, +26 underground)
Challenge Rating: 28
Treasure: Standard
Level Adjustment: –
The power of the daemons and the first coven are both well-known.
However, even more ancient records hint as to the existence of yet another
hidden truth; that there was, and still is, a third aspect of pure evil.
Allegedly, when pure evil came into existence with one transcendent act of
itself, liberated of law and chaos as strongly as it was of good, it immediately
destroyed itself by bringing forth beings with which to better spread itself like
a plague. Some of the foremost of these beings were the Maladae, and some
of the Maladae in turn dedicated themselves to the acts and symptoms of
pure evil, creating daemons to help spread themselves, while others among
the Maladae instead focused on the words of pure evil, claiming to invent
Dark Speech itself and becoming the first coven.
It is unknown how long the anathema lurked in the very earliest wastes that
would later be called Gehenna, or for that matter, what these wastes even
looked like. However, what is far better known is how these creatures came
to discover and despoil the Mortal Coil. Members of the earliest mortal
cultures, experimenting with the first spells and powers capable of
planeshifting, reached Gehenna and were exposed to the anathema. The
anathema quickly realized not only that their presence brought suffering to
the mortals that beheld them, but also that the suffering that they inflicted
was a source of nourishment to them and that they could invade mortals for
the purposes of feasting upon the pain that they caused with such ease.
After this initial discovery, dozens of anathema descended upon The Mortal
Coil, with each Anathema taking a unique approach to spreading evil. Some
preferred to hunt down mortal heroes through trickery and then feign their
own defeat so they could possess the hero. In this manner mortals became
inadvertent tools of the anathema for the slow spread of their poison into the
fertile soil of mortal minds. Still others took a differing approach, and instead
preferred to start out with beings that had already taken tentative steps
towards discovering the power of true evil from the anathema’s perspective,
and ‘pushed’ them mentally until they spawned cults of atrocity and nihilism
that even the first evil gods that mortals worshipped looked upon with
horror. Others still maligned the early forces of good through various means,
impersonating representatives of the earliest cosmic entities and deities that
were good, and in the process sowing distrust against the concept of good
itself.
More alarming than their behavior was their success; while the anathema
were even more incapable of unity than the daemons that came after them,
the burgeoning Anathema-cults sent millions of souls, condemned through
their own fears and predilections for engaging in the behaviors that the
Anathema ‘encouraged’ through word and spell, into the wastes of Gehenna
to the point where the landscape itself caught on fire with the Flames of
Loss, eternally self-incinerating as a result of the sadism of the Anathema
towards mortals incarnated, and the undying fury that the deluded and
wrathful petitioners of the Anathema felt as a result of their own eternal
torment.
It was their inspiration that ultimately proved to be their undoing.
Weakened through the destruction of their base in the Realms Beyond, it was
at this point that the efforts of the Agents of Balance and Bastions of
Holiness came to full bear against the anathema. What remaining cults of
anathema existed were destroyed at least for a time. However, the
anathema were never completely eliminated, and through devious means,
they managed to re-invent themselves using the very tools and forms of
their own destroyers.
Many mortal religions that arose after the destruction of the Anathema
carried within them ideas...archetypes of a time in which all things would end
in despair and pointless, futile, destruction. From these religions and this
iconography, four of the most devious anathema became the incarnations of
impending doom. Their original names, as well as their original forms lost,
they came to be known as Death, Famine, Pestilence, and War. They used
the intellectual structures of their own enemies in order to better describe a
reality consisting of nothing but unending, disastrous suffering-and then
proceeded to do their utmost to translate it into reality-a task that they were,
unfortunately for hundreds of worlds within the Mortal Coil, quite successful
at.
Anathema are notorious for their ability to appear as practically anything and
everything else, even not taking into account their ability to possess other
beings. However, their true form is generally considered to be a cloud of
black, droning, incorporeal motes similar to a swarm of insects ten ft. tall and
four ft. wide, manifesting extensions of itself as well vague mockeries of
faces whenever they think that doing so will inspire more terror in their
precisely chosen victims. In their true form, anathema communicate through
telepathy, quietly whispering thoughts of self-annihilation, inevitable
torment, and pointless suffering to all beings unfortunate enough to be within
range of them.
Face of Evil (Su): To gaze upon an anathema in it’s true form is to gaze upon
the Face of Evil, and to see one of the earliest creatures that have boiled
forth from the Depths Below in order to corrupt the minds and souls of
mortals. As a result, all beings that see anathema in their true form must
make a Will save 38 or else be affected in a manner analogous to if they had
been attacked by a spell of the anathema’s choosing. This spell need not be
one that the anathema in question could choose as a spell-like ability, but it
must be 8th level or lower, and it is treated as cast at the anathema’s Hit
Die. This choice is unique to each anathema and cannot be changed, as it is
a reflection of each anathema’s slightly unique form of vileness. Scrying or
similar abilities upon an Anathema provides no protection, but beings that
view an Anathema through such indirect means receive a +4 bonus on the
saving throw in order to avoid being affected.
The touch of the anathema inflicts a similar penalty against it’s victims
additionally, damaging their sanity as visions of the Anathema’s past and
future torments upon mortals are forced into it’s mind. As a result, beings
touched by the Anathema must make a Will save DC 38 or else take 1d8
Wisdom damage. This is a melee touch attack and the saving throw DC is
Charisma-based.
Feast of Anguish (Ex): Each Anathema has the ability to benefit from the
destructive behaviors and suffering that it inspires in others. For every two
living individuals that an Anathema harms or deludes into behaving in a
destructive manner within a 500-foot radius of itself, an anathema receives a
+1 bonus to saving throws, caster level, skill level, and attack rolls. The
particular anguish that each anathema feasts upon is unique to each
anathema, with some of the better known anathema having made a specialty
out of self-mutilation and other horrific behaviors. An anathema may only
empower itself in this manner with maximal bonus up to half of it’s HD or
+18, whichever is lower, and benefits acquired in this manner last for an
hour.
Profane Invasion (Ex): All anathema may possess mortals. For an anathema
to do so is a horrifying and painful violation of the mind, body, and spirit of
it’s victim that sends them into convulsions for six rounds, affecting them as
the spell wrack. Each round an anathema attempts to possess a mortal, their
victim must make a Will save DC 36, and should a victim make three
successive saves in a row then they have shaken off the attempt, and that
anathema may not attempt to possess that same individual for eight days.
Should the anathema successfully possess it’s victim, then the anathema
immediately modifies their memories in order to delete any mental evidence
of the event. From that moment forwards, a victim of an anathema’s Profane
Invasion becomes essentially a fusion of the anathema and their target. The
anathema gains all access to the memories, spells, and spell-like abilities of
it’s victims and is capable of seeing through all senses that they possess.
Furthermore, the victim becomes physically and spiritually modified through
the presence of the anathema, gaining one point of Dexterity and
Constitution per day until it is a blending of it’s own abilities and the
Anathema’s, as well as it’s body acquiring the immunities of the anathema.
An anathema while possessing a mortal may use it’s spell-like abilities
through the mortal, and also retains the ability to use the Feast of Anguish.
Anathema are notoriously difficult to detect while they are contained within a
host, and many of the normal defenses against evil beings are ineffective
against them until the host detects as Neutral Evil. Anathema-possessed
beings may enter areas blocked by magic circle against evil and protection
from evil, and cannot be detected through detect evil spells. Even worse,
mortals possessed by anathema may freely cross into and out of The Mortal
Coil.
Baernadaemon
Speed: 40 ft
Space/Reach: 10 ft./10 ft
Special Attacks: Defiled magic², die when I say, never ending pain, spell-like
abilities, summon child, withering
Special Qualities: As I die², blessed by the first, DR 15/good, epic, and silver,
dark grace, fast healing 18, immunity to acid, vile damage, and poison, life-
eater², regeneration 15, resistance to electricity 15, root of all evil, senses of
evil², SR 49, abomination traits, weavers of flesh²
Saves: Fort +47, Ref +46, Will +53
Abilities: Str 27, Dex 24, Con 26, Int 39, Wis 38, Cha 43
Feats: Dark speech*, evil brand*, improved rapid strike (claw), rapid strike
(claw), sacrificial mastery*, vile natural strike*, violate spell like ability*,
weapon focus (claw), willing deformity (gaunt)*
Epic Feats: Epic evil brand, fast healing, spellcasting harrier, tenacious magic
(unholy aura)
Organization: Solitary
Treasure: None
**When dealing with evil creatures this bonus increases to +69 for
Diplomacy and +69 for intimidate
A tall spindly creature stands before you, withered and scarred by disease.
Its limbs are grossly misshapen and disproportionate to all but it's head. It's
head, aside from the horns, is reminiscent of the skull of a horse with potch
marked skin stretched far too tight to its discolored bone. It's warped body
oozes pus as glossy eyes stare out at you with dark, secret, malice.
In the oldest of all libraries, in the deepest cave, behind the best guarded
doors, lies an ancient tome called the “Book of Vile Darkness”. This foul
document speaks in one of its pages of the creation of the universe, and the
first beings who stepped out of the creation chaos. This book mentions a
name for these beings, which has given pause to even the demonlords and
the lords of the nine: the Baernadaemons.
From the shadows of creation, the Baern, the first and primal of all evil fiends
stepped out of hiding. This ancient race could be considered the root of all
evil in the multiverse. They created the first demons and devils, forming the
daemon as their agents. The Baern perverted life in thousand places and
built the foundation of all foul magic. Then they disappeared.
No one really knows if these mythic and enigmatic creatures still exist today
or even if they really ever existed. If they still exist, than it would be difficult
to face one of these creatures and see through their lies and deceptions
which took them aeons to weave. Sometimes it is rumored, that the greatest
heroes of light and darkness are nothing but pawns of these ancient fiends.
Though these creatures are technically a daemon, they have not much in
common with their lesser children – consider it the difference between a
human and a god. The Baern stand outside the hierarchy of the common
daemon, but no daemon would try to harm a Baern or disobey one of its
“wishes”.
Combat
Baern seldom enter combat, but when one feels the need to cause carnage it
does so in a savage manner, blending hate, torture, and murder into a
horrifying art form that would give pause to even Powers of evil. Baern savor
death caused through their own hand, thusly the Baernaloth will never use
magic or even normal items.
Blessed by the First (Su): A Baern applies its Charisma modifier as an insight
bonus to its armor class and all saving throws.
Die When I Say (Su): At will a Baern may heal all damage caused to a target
by its claw or bite attacks. There is no range to this attack, but the target
must be within sight. Additionally it may cause 4 points of temporary
dexterity damage. There is no save against this ability, but a bearnadaemon
may not heal less than all damage caused by its claws or bite, and this
ability, as well as the dexterity damage, has no affect against a target that
has taken no damage from the Baern's claw or bite attacks.
Hidden (Su): A Baern can assume the shape of any Small, Medium, or Large
humanoid. In humanoid form, the Baern loses his natural attacks. A Baern
can remain in his humanoid form until it chooses to assume a new one. A
change in form cannot be dispelled, but a Baern reverts to its natural form
when killed. A true seeing spell or ability reveals its natural form.
Never Ending Pain (Su): Three times per day a Baern may cause wounds that
it has created on one victim within sight to be revisited with even greater
corruption. The Baern may repeat any damage caused by its claw or bite
attacks from one round, causing the wounds to tear open agonizingly and
implanting their victim with some foul magic. A Baern may apply addiction*,
loves pain*, morality undone*, pestilence*, or plague of nightmares* on
their chosen victim, at a caster level equal to their hit dice, when utilizing this
ability. Thus, if a Baern inflicts 14 points of damage with a claw attack, 16
with another, and 20 points with its bite attack all in the same round to the
same target, it may later use this ability to cause fifty points of damage and
loves pain to that same target. This ability is useable as a free action. While
the target is not allowed to save against the damage, they may attempt
fortitude save at a DC of 44 to resist the secondary affect.
Regeneration (Ex): Baern take normal damage from good, epic cold iron
weapons or weapons tempered with the blood of a good deity.
Root Of All Evil (Ex): No Baern is like another, and nearly all of them share
one or more features with their offspring. After only a week of vile meditation
and self-experimentation a Baern may grant itself one special attack or
special quality of another fiend of lesser or non-divine status, with the
exception of spell-like abilities. Thusly a Baern could grant itself: a barbazu's
diseased beard, a balor's aura of flame, or the draining kiss of a succubus.
A Baern cannot change this ability this ability once chosen, but may gain an
additional special attack or special quality for every three hit dice it possess
above forty-two. Save DC's and caster level is based upon a Baern's hit dice
and ability modifiers, and not that of the original fiend.
Summon Child (Sp): A Baern can summon any fiend (daemon, demon, devil,
or similar evil outsider) in existence once per day, though is loath to do so
because its is disgusted by the weaker fiends it can control. A Baern can
summon even "noble" fiends (daemons, demons, devils, and similar evil
outsiders (as a rule of thumb, all such creatures choosable for “pact feats”
like Thrall to Demon)); but they are not under control of the Baern.
Withering (Su): When a Baern hits a living opponent with a claw or bite
attack the opponent takes 2 points of permanent Constitution drain, or 4
points on a critical hit. The Baern gains a cumulative +1 Str bonus for every
2 points of constitution damage that it inflicts to a maximum of its
unmodified strength score. Fortitude DC 46 negates. The save DC is
Charisma-based.
The following abilities are not shared by all Baern. Each Baern is a unique
creature and posesses one to eight of the following abilities:
Ancestor’s Bidding (Su): The Baern has the power to demand obeisance of all
his “children”. In a shockwave of sickly grey energy, a Baern can, as a
standard action, attempt to dominate all evil creatures within 300 ft. All evil,
lesser or non-divine creatures must succeed on a Will save DC 46 or suffer
the effects of a dominate monster spell, with the following exceptions:
-Daemons take a –6 penalty on their saves, since their ties to the Baern are
the strongest.
-Demons and Devils take a –2 penalty on their saves, for the Baern taps old,
long forgotten connections to these protoplasmic spirits to worm its way into
their minds.
-Certain “noble” daemons, demons, devils, and similar evil outsiders (as a
rule of thumb, all such creatures choosable for “pact feats” like
-Clerics of Evil Gods or mortals with feats like “Thrall to Demon” or similar
feats gain a +4 bonus on their saves, since the connection to their vile
patrons gives them an edge in resisting the assault on their minds. This does
not extend to mortals who crafted a pact with a daemon entity.
This ability has a caster level of 42, but it cannot be dispelled but by a CL 43
disjunction or a CL 43 miracle, and these possibilities allow only one creature
to be freed for each application form the Baern’s corrupt yolk.
As I Die (Ex): Perhaps the most fearsome of all powers of the Baern is the
consumption of the heroes of light. When a Baern is slain by another living
being its soul clings to the soul of the person who slew it. The soul cannot be
exorcised without killing the one who slew the Baern. The Baern then begins
a terrible metamorphosis of the body and soul of the posessed being. Within
a few days of terrible agony and endless pain, the Baern transforms the body
of its victor into his body – rejuvenating the Baern. The victim is held in
eternity of torture* 24 hours after killing the Baern. The Baern needs 1 day
per 7 hit dice of the victim to complete the transformation.
Short of divine intervention, there are only few ways to stop the
transformation: an epic heal spell consisting of the heal seed cast against a
caster level check DC of the Baern, a wish or miracle spell cast by a
spellcaster against the caster level of the Baern on hallowed ground or the
possesed being must be killed on hallowed ground and reanimated . If the
possessed being passes a Will save, it is returned to life. If it fails the save,
the Baern is reborn forever destroying the formerly possessed being and
consuming its soul (no further resurrection will work). The save DC is 41 and
it is charisma based.
Life-Eater (Su): A Baern notices and locates living creatures within 100 feet,
just as if it possessed the blindsight ability. It also senses the strength of
their life force automatically, as if it had cast deathwatch.
Senses of Evil (Su): A Baern has the following spells always active at 42nd
caster level: devil’s tongue*, detect evil, detect good, detect magic, magic
circle vs. good, nether trail*, read magic, and true seeing. They can be
brought down, but the baernolth can reactivate all of them as a swift action.
The ghostly image of the dying child, killed by the weapon or effect from the
attacker appears as a flickering, instantaneous image before the Baern,
forcing the attacker to make a DC 46 Will save or take 2 points of Wisdom
drain per attack he or she executes, as the regret and madness eat away his
or her mind.
The children's souls can only be resurrected by a good cleric of at least 43rd
caster level, who casts First miracle and then true resurrection.
Weavers of Flesh (Ex): The Baern once created every evil creature. This
predates the modern fiends and perhaps even the gods themselves. The
Baern still “create” (more truthful would be “pervert”) life forms from time to
time with this power. There's no limit to this power and specific Baern are
known for forming anomalies (e.g. one created a half-golem-balor-ghost,
another is rumored to have given life to the aboleth race.).
Initiative: +15
Speed: 50 ft (10 squares), Climb 50 ft., Swim 50 ft., Burrow 50 ft., Fly 50 ft.
(Perfect)
Armor Class: 45 (-1 Size, +7 Dex, +13 natural, +16 Deflection), touch 32,
flat-footed 38
Full Attack: Annihilate +46 Melee or Ranged Touch (Annihilation, see below)
Abilities: Str 22, Dex 25, Con 29, Int 26, Wis 28, Cha 43
Environment: Any
Organization: Solitary
Challenge Rating: 30
Treasure: Standard
” The Gods visit the sins of the fathers upon the children.“
The Gods are responsible for their creation, and their continued existence.
A False God wanders the Planes until it finds a suitable niche somewhere far
from the attentions of it's Divine parent, and begins to try to set itself up as
a God by the use of it's magical abilities. It is believed they wish to convert
worshipers away from the true Gods in a bid to usurp their power, although it
isn't likely they have a real chance of doing this. At least it's widely assumed
that this or just a blatant attempt to grab power in the material world is their
goal.
it is also unknown exactly why their progeny are so vile. For Evil deities their
children being murdering, manipulative monsters comes as no surprise. But
what cause the children of Good deities (and whatever they mated with) to
be so unconscionably foul? There are even rumors of a seductress of some
power who personally hopes to defeat the Gods with their own sons and
daughters.
False Gods can generally appear as almost anything they like with their
ability to Shapechange. They often appear as a member of whatever race
they are attempting to influence, or at least in a form that they would find
attractive or comfortable. But in moments of great anger or frustration their
true nature bubbles to the surface, and they momentarily lose control and
appear as some sort of ever shifting monstrosity. False Gods speak all known
languages.
Annihilation (Ex): Mortal beings cannot withstand the assaults of a False God.
As a Standard Action the False God can make a Melee or Ranged Touch
Attack (range is 240’). If the attack is successful, and the victim has no
Divine Rank, he must make a DC 46 Willpower Save or Die. If the Save is
successful he instead takes 10d6 untyped damage. If the opponent has
Divine Rank and the attack is successful it instead does 3d6 plus the False
Gods Charisma Modifier. The exact appearance of the attack varies from
False God to False God, and can look like virtually anything (however they all
operate the same mechanically).
Spell Like Abilities (Sp): False Gods may cast the following at will as Spell-
Like Abilities: Heal, Limited Wish, Mass Charm Monster, Mass Cure Serious
Wounds, Shapechange. Caster Level is equal to Hit Dice.
Domain (Su): False Gods have access to one Domain associated with their
Divine Parent. They may cast any Domain spell of 6th level or lower at will as
a Spell-Like Ability. 7-8th level Domain spells can be cast 3/day as a Spell-
Like ability, and 9th level spells 1/day. Caster Level is equal to Hit Dice. It
can use the Domain Ability at will, Cleric Level is equal to it’s Hit Dice.
Divine Aura (Su): Any being within 100' is affected by the False Gods Divine
Aura if they fail a DC 46 Willpower Save (Save DC is Charisma Based). If
they succeed they are immune to this False Gods Aura for 24 hours. If they
fail they are subject to the Aura's effects for the duration of the encounter
and for 1 hour after. The False God can use one of the following effects. It is
born able to use this effect and cannot change it later:
Love: All beings in the Area are Charmed as if by a Charm Person spell.
Bedazzlement: Opponents are Fascinated.
This is a Mind-Affecting Effect. Beings with a Divine Rank or more Hit Dice
than the False God are immune to this ability.
Divine Power (Su): False Gods get a Deflection Bonus to their AC, and a
Profane Bonus to their Saving Throws equal to their Charisma Modifier.
Skills: The False God has a +12 Racial Bonus on any 3 Skills associated with
it’s Divine Parents Domains or Portfolio.
Combat: False Gods attempt to hide their nature as long as possible using
their spell like abilities to pretend to be priests or wizards. But if something
should actually harm them or upset their plans, they will be quick to use their
Annihilation ability.
-=-=-=-=-=-=-
Lore
Characters with ranks in Knowledge (Religion) may have heard the stories
about the False Gods. When the character makes a skill check, the following
lore is revealed, including the information from lower DCs.
DC Lore
Gods are incredibly powerful and can kill with a gesture if necessary.
55 The False Gods are utterly Evil, and driven to destroy their parents by
trying to replace them in the hearts of their worshipers. They are
60 The Gods themselves will not personally attack the False Gods, but
they will back mortal champions who do so.
Plot Hook
The PC's have been asked to find out what's behind raids in the local desert.
Defeating the bandits, they stealthily follow them to their lair, and find a
camp built around an oasis on no maps they know of. What lurks in the pool
can only be called an abomination before the Gods. A monstrous violation of
nature. Fleeing back to their city bound employers they make ready to lead
an assault that may well be the death of them all.
Animals in a nearby forest have been somehow picking off the villages one
by one. Eventually the PC's find a deserted town filled with the staring
malignant eyes of what should be dumb beasts gazing at them from every
cranny. After enduring countless assaults from animals far craftier than they
should be, the PC's venture into the forest to find the source of their
discomfort, and find waiting for them a thing that demands to be worshiped
on pain of their deaths.
The High Temple of Pelor has been destroyed by what appears to be a rival
God. A God with...less than benevolent intentions. A God who claims to
have defeated Pelor and replaced him as deity of the Sun. All of the priests
are dead so there is no one to say otherwise. The PC's have been asked to
find out what has happened. If they can escape the city.
Necodius
Initiative: +4
Attack: -
Full Attack: -
Abilities: Str -, Dex 18, Con 25, Int 22, Wis 38, Cha 28
Epic Feats: Blinding Speed (x3), Great Wisdom (x2), Tenacious Magic
(unhallow)
Environment: Any
Organization: Solitary
Challenge Rating: 24
Treasure: Standard
Alignment: Always Chaotic Evil
COMBAT
Necodius target deities and divine spellcasters before attacking other foes.
Bane of the Divine (Su): Necodius gain a profane bonus to AC equal to their
wisdom bonus.
Intercession (Su): A Necodius can cut divine spellcasters off from their
source of power. To do so, the Necodius makes a turning check as if it were a
cleric of a level equal to the Necodius' Hit Dice. The result indicates the
highest-level divine spellcasters the necodius can cut off from their deity. The
turning damage result indicates the maximum total Hit Dice of divine
spellcasters within 60 ft. the ability can affect. Normally, affected divine
spellcasters cannot turn undead or cast divine spells for 1 minute; however,
if the necodius has twice as many HD as the spellcaster has divine levels, the
divine spellcaster loses the ability to turn undead and cast divine spells for 24
hours. Deities can be affected by this ability (even if they are not divine
spellcasters) but gain effective turn resistance equal to their divine rank.
Normally, affected deities are reduced to divine rank 0 for 1 minute;
howevet, if the Necodius has at least twice as many HD as the deity has
levels, the deity is reduced to divine tank 0 for 24 hours. Quells can use their
Coupled Intercession ability to increase the effective cleric level of the
Necodius.; NB:Unlike Quells, Necodius can attack their victims w/o ending
the effect prematurely and can use this ability an unlimited number of times
per day.
Profane Blast (Su): As a standard action, the Necodius can make a ranged
touch attack against any creature within 100 ft.. The subject takes 15d6
points of vile damage, 2d6 points of Wisdom drain and (if the target is a
deity) permanently reduces the subject's divine rank by 1d4 (if this bring the
target's divine rank to less than zero, the target becomes mortal). A
sucessful Will save (DC 39) halves the vile damage and negates the Wisdom
drain and divine rank loss.
Summon Quells (Sp): Three times a day, as a standard action, the Necodius
can summon 2d10 quells.
Divine Immunity (Su): The Necodius is immune to all divine magic and
Salient Divine Abilities.
Regeneration (Ex): The Necodius takes normal damage from holy weapons
and weapons forged by a deity.
Sacrilegious (Su): The necodius can cause the destruction of any number of
holy (or unholy) symbols within 60 ft. of it as a free action. Such symbols will
combust, melt, shatter, bend or snap in half, or otherwise be ruined,
rendering them useless for turning or rebuking attempts, as spell foci, and so
on. If the symbol was magical, it is entitled to a Fortitude save to avoid
destruction. The necodius can employ this ability not just against priest's
symbols, but against books, tabards, tapestries, or other objects that bear
such an image (often ruining the decorated item in the process). A creature
with such an image branded or tattooed onto its skin will suffer if the
necodius employs this ability against them - they take 3d6 points of damage
and 3 points of Constitution damage, as the profane abomination causes the
skin beneath the image to crack open and ooze blood.
For Profane Blast, in Ascension, divine rank 0-2 is mortal. Use 0-2. Targets
can
Special Qualities:A cyber creature retains the special qualities of the base
creature and gains the following:
- Computer Link (Ex):As a move action, a cyber creature can link with any
computer it can reach, using short filaments that extend from its fingertips
(or equivalent). Once the physical link it achieved, the cyber creature can use
the computer to accomplish complex computer-related tasks more quickly
than normal. A task that normally requires 1 or more minutes to complete on
the computer takes a full-round action instead, while a task that normally
takes 1 or more hours takes 1 minute instead. The DC of the skill check
increases by 5, however, as the cyber creature trades caution for
expedience.
A cyber creature retains its Dexterity bonus to armor class while linked to a
computer. Disconnecting from the computer is a free action, and a linked
cyber creature who takes an attack action automatically severs the link. The
link is also broken the moment the cyber creature can no longer reach the
computer.
[Description]
Armor Class:A cyber knight retains the armor bonuses of the base creature
and gains the following:
- Natural Armor Bonus (Ex):A cyber knight gains an armor bonus equal to its
Hit Dice. 4.8
Special Qualities:A cyber knight retains all the special qualities of the base
creature and gains the following:
- Fast Healing (Ex):A cyber knight gains fast healing equal to half its Hit
Dice. 1.2
- Robosoul (Ex):A cyber knight can gain robot accessories, components, and
upgrades as cybernetic implants; and can gain robot feats as if it were a
robot (biodroid and bioreplica accessories, components, feats, and upgrades
only). It must, however, meet all other prerequisites for all accessories,
components, feats, and upgrades. 1.2
Dark Lord is a template that can be applied to any intelligent creature of evil
alignment. Changes to the creature’s statistics are as follows:
Size and Type: The base creature’s type does not change, but it gains the
Evil subtype. Size is unchanged.
Hit Dice: Increase to d20. Dark lords have maximum hit points per hit die.
1d, 1f
Speed: Triple the base creature’s speed. The dark lord gains a fly speed
equal to its land speed or the base creature’s fly speed, whichever is greater.
All dark lords have perfect maneuverability. 1d, 1f
Armor Class: Natural armor improves by +10. Dark lords gain a profane
bonus to Armor Class equal to their Charisma bonus and an insight bonus to
Armor Class equal to their Wisdom bonus. +1, 1d, 1d
Attacks: A dark lord's base attack bonus is increased to be equal to its total
HD. All natural attacks the base creature possessed have their damage
increased by three steps. A dark lord also gains a touch attack that deals 1d8
points of vile damage per HD of the dark lord. Dark lords may use
manufactured or natural weapons in place of this touch attack; those that do
so deal an additional 1d8 points of vile damage per HD on a successful
attack. 1d
Space/Reach: A dark lord’s reach doubles (see the shadow’s reach ability),
but its space is unchanged. 1f
Special Attacks: The dark lord retains all special attacks of the base creature
and also gains the following special attacks:
Butcher the Weak (Ex): A dark lord gains a +20 morale bonus to all attack
and damage rolls against creatures with fewer hit dice than it. Furthermore,
all critical threats against such creatures are automatically confirmed and
deal maximum damage. 1d, 2f
Command (Ex): A dark lord may command the fealty of any creature of its
base creature type within earshot. Creatures that fail a Will save are subject
to the dark lord’s every demand, although suicidal or obviously harmful tasks
elicit another Will save. Once a creature successfully saves, it is forever
immune to the command of that dark lord. Save DCs are Charisma-based. 1d
Death Throes (Ex): If killed, a dark lord explodes, dealing 1d20 points of
permanent damage (2) per hit die (no save) to all creatures within 50 ft per
HD of the dark lord. 1d
Frightful Glare (Su): Gaze attack, range 10 ft per HD. Affected creatures
must succeed on a Will save or be paralyzed with fear for 2d10 rounds. This
is a mind-affecting fear effect. 1d
Rebuke Undead (Su): A dark lord can rebuke undead as an evil cleric of a
level equal to its HD. 1f
Retributive Curse (Su): When a dark lord is killed, all creatures who had a
hand in the dark lord’s demise are subject to a bestow curse effect (no save)
and must succeed at a Will save or suffer a bestow greater curse effect. The
being that actually killed the dark lord automatically receives both curses and
must succeed at a Will save at a -4 penalty or suffer a bestow malediction
(3) effect that can never be removed. The save DCs are Charisma-based. 1d
Shadow’s Reach (Su): When a dark lord engages in combat, a large, faint,
shadow version of itself appears around it. This larger image strikes as the
dark lord does, effectively doubling its reach. 1f
Spell-like Abilities: Caster level equal to the dark lord's CR or existing caster
level, whichever is higher. Save DCs are Charisma-based. Spell-like abilities
usable at will—bestow curse, black blade of disaster, deeper darkness, detect
good, dominate person, enervation, greater planar binding, plane shift, raise
dead, summon monster IX (evil creatures only), telekinesis, true seeing,
unhallow, unholy blight, wall of pain (4), wrack; 5/day—bestow greater
curse, blasphemy, energy drain, dominate monster, gate, mindrape, pain
circuit (5), resurrection, shades, soul bind, wish; 1/day—bestow malediction
(3), eclipse, dragon strike, evil weather, rain of blood (6), true resurrection;
1/month—apocalypse from the sky.
Summon Fiends (Sp): Three times per day a dark lord may summon an evil
outsider with equal or fewer hit dice than the dark lord or multiple evil
outsiders with combined hit dice equal to or less than twice the dark lord’s hit
dice, with no one fiend having more than half the dark lord’s hit dice. Unique
beings can be summoned, but they are entitled to a Will save to resist the
summons. This is the equivalent of an epic spell. The save DC is Charisma-
based. 1c
Special Qualities: A dark lord retains all special qualities of the base creature
and also gains the following special qualities:
Irredeemable (Ex): A dark lord’s alignment cannot be shifted away from evil
by any means. 1d
Master of Corruption (Ex): A dark lord that can cast spells is immune to
corruption damage. 1d
Master of Dark Words (Ex): A dark lord has perfect command of the Dark
Speech and never suffers ability damage from its use. 1d
Omnicompetent (Ex): A dark lord knows all skills and has maximum ranks in
all skills. 2d
Remold (Ex): Any creature the dark lord kills and restores to life has its
alignment shifted to evil and is under the command of the dark lord. 1d
See in Darkness (Su): A dark lord can see perfectly in any darkness, even
magical darkness. 1f
Saves: A dark lord adds its Charisma modifier as a profane bonus to all
saving throws. 1d
Abilities: Str +60, Dex +30, Con +40, Int +30, Wis +20, Cha +50. +23
Feats: A dark lord gains Cleave, Dark Speech, Epic Leadership, Leadership,
Epic Reputation, Great Cleave, Polyglot, and Power Attack as bonus feats. 8f
(3) See Wrath and Rage, or replace with two bestow greater curses.
Speed:An entropic creature gains a fly speed equal to its base land speed
with perfect maneuverability. .8
NB:Entropic creatures do not fly; rather they are not subject to gravity in the
same way other creatures are. They can move in any direction through any
medium, disintegrating solid matter in their path.
Bend reality or limited wish heal 1 hit point of permanent damage. Miracle,
reality revision, or wish heal 1 point of permanent damage per level of the
caster or manifester. Other magical forms of healing cannot restore
permanent damage.
Those slain by an entropic creature are brought closer to the true nature of
death and as such cannot be raised. However, they can be resurrected, albeit
suffering a loss of 2 levels (from resurrection) or a loss of one level (from
true resurrection).
i.e. an entropic creature's attacks are always touch attacks, and ignore all
hardness and damage reduction.
e.g. If a Monk were to land four blows upon an entropic creature, each
dealing 2d10+22 damage, he would suffer 8d10 permanent damage.
An entropic creature can choose (nonaction) if/when this ability applies (even
lessening its effects), if desired. However, entropic
Special Qualities:An entropic creature retains the special attacks of the base
creature and gains the following:
Organization:Solitary.
Treasure:Standard.
[Description]
Creating an Acolyte
Armor Class:An acolyte retains the armor bonuses of the base creature and
gains the following:
- Insight Bonus (Ex):An acolyte gains an insight bonus equal to its Wisdom
modifier. 1.2
Special Attacks:An acolyte retains the special attacks of the base creature
and gains the following:
If the acolyte has Epic Meta(magic/psionic) Capacity, it can also combine any
0-Epic level (spell/power; of a Spellcraft skill check DC up to its Spellcraft
skill check modifier +20) w/Automatic Meta(magic/psionic) Capacity,
Meta(magic/psionic) Freedom, and meta(magic/psionic) feats (as
appropriate) for greater results.
Alternatively, the acolyte can use Alter Reality to give itself a circumstance
bonus on all di(e/ce) rolls equal to 1/10th its maximum epic spell Spellcraft
DC + 7 + the number of Automatic Meta(magic/psionic) Capacity feats it
possesses. If the acolyte's chosen to gain a circumstance bonus on all
di(e/ce) rolls, the acolyte lose its circumstance bonus any round it uses Alter
Reality for any other purpose.
- Postcognition (Su):An acolyte can see into a being's past and learn its
history. The target must make a Will save or have their entire history
become known to the acolyte. If the save fails, the GM should reveal any
pertinent (written) facts about the individual’s history. An acolyte can
attempt to discern an individual’s history any number of times, but each time
they successfully save against the acolyte's prying they gain a cumulative
+10 circumstance bonus for their next save. The save DC is Charisma-based.
1.2
- Silver Tongue (Su) Anyone who hears an acolyte's voice must make a Will
save or be charmed (as if by a charm monster spell). Use of this ability
represents a swift action. Caster Level = Hit Dice. The save DC is Charisma-
based. 1.2
Special Qualities:An acolyte retains the special qualities of the base creature
and gains the following:
- Damage Reduction (Ex):An acolyte gains damage reduction equal to half its
Hit Dice (round down; 5 = minimum). If the acolyte has 20 total Hit Dice or
less then the damage reduction will be DR x/aligned [chaotic (if lawful) or
lawful (if chaotic)] and magic or x/aligned [good] and magic. If the acolyte
has greater than 20 total Hit Dice then the damage reduction will be DR
x/aligned [chaotic (if lawful) or lawful (if chaotic)] and epic or x/aligned
[good] and epic. .75
(i.e. A 10 Hit Dice chaotic evil acolyte gains DR x/good or lawful; and magic,
allowing aligned (good or lawful) magic weapons to bypass its damage
reduction.)
Saves:An acolyte gains a profane bonus to its saves equal to its Charisma
modifier. 1.2
Abilities:An acolyte gains +18 Int, +18 Wis, and +18 Cha. 5.4
Alignment:Any evil.
[Description]
Creating a Heartless
“Heartless” is an acquired template that can be added to any evil-aligned
creature (referred to hereafter as the “base creature”).
The heartless uses all the base creature's statistics and special abilities,
except as noted here.
Armor Class:A heartless retains the armor bonuses of the base creature and
gains the following:
- Insight Bonus (Ex):A heartless gains an insight bonus equal to its Wisdom
modifier. 1.2
Special Attacks:A heartless retains the special attacks of the base creature
and gains the following:
- Blinding Beauty (Su):This ability affects all creatures within 100 ft. + 10
ft./Hit Die of a heartless. Those who look directly at a heartless must succeed
on a Fortitude (DC 10 + 1/2 Hit Dice + Charisma modifier) save or be
blinded permanently as though by the blindness spell. A heartless can
suppress or resume this ability as a free action. 1.2
- Embodiment of Lust (Var.):A heartless gains the Lust (i.e. Love.) Portfolio
(see Chapter 3 for more details on Portfolios). If the heartless is not
possessed of a divine template, it only gains the first tier of attributes
associated with this portfolio (i.e. Disciple.). If the heartless is possessed of a
divine template, it gains each tier of attributes associated with this portfolio
normally.
A variation of this is Beauty, where the fiend in question is truly cold and
nonsexual, yet alluring, beautiful, and fiendishly charming. This is common
amongst fiends with ties to Death, etc. While their abilities are unchanged,
their attitudes are far more murderous. 7.2
- Intoxicating Scent (Su):Any creature that comes within 100 ft. + 10 ft./Hit
Die of a heartless must make a Will save (DC 10 + 1/2 Hit Dice + Charisma
modifier) or be intoxicated by its pernicious aura. This ability works like a
mind fog spell; its effects persist as long as the victim remains within 100 ft.
+ 10 ft./Hit Die of the heartless, plus an additional 2d6 rounds. A heartless
can suppress or resume this ability as a free action. 1.2
- Silver Tongue (Su) Anyone who hears an heartless's voice must make a Will
save or be charmed (as if by a charm monster spell). Use of this ability
represents a swift action. Caster Level = Hit Dice. The save DC is Charisma-
based. 1.2
Special Qualities:A heartless retains the special qualities of the base creature
and gains the following:
(i.e. A 10 Hit Dice chaotic evil heartless gains DR x/good or lawful; and
magic, allowing aligned [good or lawful] magic weapons to bypass its
damage reduction.)
- Spell Resistance (Su):A heartless gains spell resistance equal to 10 + its Hit
Dice.
Saves:A heartless gains a profane bonus to its saves equal to its Charisma
modifier. 1.2
Alignment:Any evil.
Creating a Paragon
Size and Type:Animals and vermin become magical beasts. Otherwise, Type
is unchanged. A paragon gains the psionic subtype. Size is unchanged.
Hit Dice:A paragon uses d20's (Divine Toughness) for Hit Dice and has
maximum hit points. 1.2, .2
Armor Class:A paragon retains the armor bonuses of the base creature and
gains the following:
- Luck Bonus (Ex):A paragon gains a +50 luck bonus (see Fortuity). 60
Special Attacks:A paragon retains all the special attacks of the base creature
and gains the following:
- Alter Reality (Su):A paragon can (cast/manifest) any 0-9th level
(spell/power), as a swift action, at will. A paragon can also combine said
(spell/power) w/Automatic Meta(magic/psionic) Capacity,
Meta(magic/psionic) Freedom, and meta(magic/psionic) feats (as
appropriate) for greater results. Alternatively, a paragon can use Alter Reality
to give itself a circumstance bonus on all di(e/ce) rolls equal to 9 + the
number of Automatic Meta(magic/psionic) Capacity feats it possesses. If its
chosen to gain a circumstance bonus on all di(e/ce) rolls, it lose its
circumstance bonus any round it use Alter Reality for any other purpose.
(Caster/Manifester) Level = HD/L + 50 (see Fortuity). The save DC's, if any,
are Charisma-based.; NB:If a paragon already has Alter Reality, it gains +1
c.a. (or +6 d.a.). 7.2
Alternatively, the paragon can use Alter Reality to give itself a circumstance
bonus on all di(e/ce) rolls equal to 1/10th its maximum epic spell Spellcraft
DC + 7 + the number of Automatic Meta(magic/psionic) Capacity feats it
possesses. If the paragon's chosen to gain a circumstance bonus on all
di(e/ce) rolls, the paragon lose its circumstance bonus any round it uses
Alter Reality for any other purpose.
Special Qualities:A paragon retains all the special qualities of the base
creature and gains the following:
- S/P Resistance (Ex):A paragon gains spell and power resistance equal to 10
+ Hit Dice + 50 (see Fortuity).
Saves:A paragon gains a +50 luck bonus to all saves (see Fortuity).
Skills:A Paragon gains a +50 luck bonus to all skills (see Fortuity).
- Maven & Omnicompetent (Ex):A paragon gains maximum ranks in all skills
(w/all skills becoming class skills). 2.4
Amidah or Ultimate One (for there can only be one per multiverse), is a
template that can be added to any Paragon (Perfect One) (referred to
hereafter as the "base creature"). The Amidah uses all the base creature's
statistics and special abilities, except as noted here.
Hit Dice:An Amidah uses d100's (Cosmic Toughness) for Hit Dice, rather than
d20's (see Paragon) and has quadruple (*Cosmic Firmament (x3)) maximum
hit points, rather than maximum hit points (see Paragon).;*If the Amidah is
a deity, the Amidah is treated as if always within
and different from the Cosmic Firmament ability listed under Cosmic Abilities
(I.H.:A.). 29
Armor Class:An amidah retains the armor bonuses of the base creature and
gains the following:
- Luck Bonus (Ex):An amidah gains a +75 luck bonus (see Fortuity), rather
than a +50 luck bonus (see Paragon). 30
Special Attacks:An amidah retains all the special attacks of the base creature
and gains the following:
- Evil Eye (Su):An amidah can automatically (no action required) manipulate
(no save) the fate of any/all creature(s), location(s), and/or object(s) within
Long range (400 ft.+40 ft. per HD/L of the amidah) or the range of its divine
aura (if any, if greater). For example...The creature(s), location(s), and/or
object(s) gain the best or worst (its choice) results on all dice rolls. However,
a natural “20” is not an automatic success and a natural "1" is only an
automatic failure if the target(s) (is a/are) creature(s) and (it/they) opt(s) to
fail.
Special:Creatures with the Inner Eye ability can't have their destiny
tampered with in this manner. They, however, can no longer manipulate
their own fate (as per the benefits of the Inner Eye ability). 43.2
Special Qualities:An amidah retains all the special qualities of the base
creature and gains the following:
- Fast Healing (Ex):An amidah gains fast healing 75/round, rather than
50/round (see Paragon). 1.875
- Fortuity (Ex):An amidah adds a +75 luck bonus to:armor class; attack
rolls; checks (ability checks, caster level checks, manifester level checks, skill
checks, turning checks); damage rolls; difficulty class (for any powers, psi-
like abilities, special abilities, spell-like abilities, spells); initiative; power
resistance; saving throws; spell resistance; and turn resistance (if
applicable), rather than a +50 luck bonus (see Paragon).
Abilities:An amidah gains a +75 bonus to all ability scores, rather than a +50
bonus to all ability scores (see Paragon). 15
Skills:An amidah gains a +75 luck bonus to all skills (see Fortuity).
Feats:An amidah gains 10 bonus feats, rather than 5 bonus feats (see
Paragon). 1
Treasure:Triple standard.
[Description]
Armor Class:A pseudonatural creature retains the armor bonuses of the base
creature and gains the following:
Fine 1d3
Diminutive 1d4
Tiny 1d6
Small 1d8
Large 2d8
Huge 4d6
Gargantuan 4d8
Colossal 8d6
Special Attacks:A pseudonatural creature retains all the special attacks of the
base creature, and gains the following special attacks:
Special Qualities:A pseudonatural creature has all the special qualities of the
base creature, plus the following special qualities:
— Acid and electricity resistance 15 plus 5 per 4 Hit Dice (round up). +2.4
— Damage reduction 5/epic, if 1-7 Hit Dice; 10/epic, if 8-15 Hit Dice; or
15/epic, if 16+ Hit Dice. +.75
— The creature retains the size, natural weapons, movement modes, special
attacks, and special qualities of its original form.
— The creature gains the tentacle attacks granted by this template (see
Attack, above).
— The creature gains All-Around Vision (see Beholder (v3.5 M.M.)). NB:No
cost.
Abilities:Increase from the base creature as follows:Str +22, Con +10, Dex
+10, Wisdom +10, Intelligence at least 3. +5.2
Superior Half-Dragon
Size and Type:The creature’s type changes to dragon, and it gains the
augmented subtype. Size is unchanged. Do not recalculate base attack bonus
or saves.
Hit Dice:Increase the base creature’s Hit Dice as follows:d20 for half-epic
dragons and d100 for half-adamic and half-nehaschimic dragons. Superior
half-dragons always gain maximum hit points per die (half-nehaschimic
dragons gain double maximum hit points per die).
Speed:A superior half-dragon has wings, and may fly at three times their
base land speed with good maneuverability, or as the base creature,
whichever is better.
Armor Class:A superior half-dragon gains a natural armor bonus of +12 (epic
dragon), +36 (adamic dragon), or +108 (nehaschimic dragon), which stacks
with the base creature’s natural armor. It also gains a deflection bonus from
its wings (see below) which doesn't stack with any other deflection bonus.
Attack:A superior half-dragon has two claw attacks, two wing buffet attacks,
and a bite attack, and the claws are the primary natural weapon. If the base
creature can use weapons, the superior half-dragon retains this ability. A
superior half-dragon fighting without weapons uses a claw when making an
attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack:A superior half-dragon fighting without weapons uses both claws,
both wings, and its bite when making a full attack. If armed with a weapon,
it usually uses the weapon as its primary attack and its wings and bite as
natural secondary attacks. If it has a hand free, it uses a claw as an
additional natural secondary attack.
- Force (epic): A half-force dragon breathes a cone of pure force, dealing 1d4
points of force damage per Hit Die of the half-dragon (no save).
- Platinum (epic): A half-platinum dragon has two breath weapons. The first
is a cone of sonic energy that deals 1d6 damage per Hit Die of the half-
dragon (half damage on a successful Reflex save). The other is a cone of
healing vapors that heals 5 points of damage per Hit Die (this harms undead
creatures, who may make a Reflex save for half damage). The half-platinum
dragon may inhale the latter breath weapon if it chooses, affecting only itself.
- Legendary Wings (Su): While all superior half-dragons have features that
are indicative of their draconic parent, all have wings that are completely
identical to what their dragon progenitor would have (replacing any wings the
base creature would otherwise have). They are able to use these wings to
protect themselves, wrapping them around their bodies protectively, granting
them a deflection bonus equal to ¼ their Hit Dice (for half-epic dragons), ½
their Hit Dice (for half-adamic dragons) or equal to their Hit Dice (for half-
nehaschimic dragons); this doesn't stack with any deflection bonus the base
creature may have. Additionally, each variety of superior half-dragon is able
to, as a standard action unless otherwise noted (no AoO), use their wings to
gain a different effect (none of which interferes with their ability to fly).
~ Void (adamic): A half-void dragon’s wings are utterly black, being wing-
shaped holes in the fabric of reality. A half-void dragon’s wing buffet attacks
are always touch attacks, and ignore all hardness and damage reduction.
Moreover, they deal permanent damage. Permanent damage cannot be
healed, except by a limited wish (which restores 1 hit point) or wish (which
restores 1 hit point per caster level).
Darkness
Domain:Darkness.
(Single) Darkness Portfolio
or shadow.
your domain's abilities, etc.) and you can use any (2/round)
at will.
Death
Domain:Death.
Sterility
You can't produce offspring, even magically/psionically. Always
active
Undead You
gain the Undead type. Always
active
if
you were vulnerable to energy drain) by negative energy.
your domain's abilities, etc.) and you can use any (2/round)
at will.
Positive Energy Vulnerability Suffer
+100% damage from positive energy. Always active
Undead You
gain the Undead type. Always
active
hit points.
Entropy
Voidborn
Gains No Breath, Skywalker (B), and Lesser Starflight. Varies.
Chronal Vulnerability
Chronal effects are +50% effective vs. you. Always
active
rank.
your domain's abilities, etc.) and you can use any (2/round)
at will.
Chronal Vulnerability
Chronal effects are +100% effective vs. you. Always
active
divine rank.
Dragons
Opposed Portfolio:Giants.
Special:Can't be giant-blooded.
Domain:Scalykind (dragon).
Realm
metals, priceless gems, etc.) and taking long naps in their lairs.
Giant Vulnerability
Giants' attacks are +50% effective vs. you. Always
active
string ability.
Giant Vulnerability
Giants' attacks are +100% effective vs. you. Always
active
divine rank. This can't lower your Dex to less than 10.
string ability.
Fey
Opposed Portfolio:Humans.
Goblins, Orcs, etc.) qualify, as these races are all of fey origin.
Realm
Human Vulnerability
Humans' attacks are +50% effective vs. you. Always
active
string ability.
Human Vulnerability
Humans' attacks are +100% effective vs. you. Always
active
divine rank. This can't lower your Con to less than 10.
rank.
string ability.
Portfolio Trial: Must defend something or someone at the cost of your life
Symbol: A shield
Preservation Domain
Dominion
Behavior: These immortals are creatures of habit, and set in their ways.
creature that asks for it, and has a lower ECL than you.
a
person, object, or cause, against a threat with a CR
a
threat with a CR higher than your own.
ability.
a
CR higher than your own.
ability.
Time
Classes
Threat (Revised)
Threats fight brutally and don't back down from a challenge. They are steel-
minded and destroy all in their path; breaking bones, shattering rock, and
holding enemies in their place with a force few can muster. Vicious and
comparable to a pit fighter, they pull no punches and
become numb to the harm that befalls them. A Threat is exactly what their
name implies, a threat.
Hit Die:d12
Class Skills
Lvl BAB F R W
5th +5 +4 +4 +1 -
A Threat is proficient with all simple and martial weapons and with all armor
(light, medium, and heavy) and shields (excluding tower shields).
- Brawler (Ex):At 1st level, a Threat gains Improved Unarmed Strike (or
Versatile Unarmed Strike (PHII, Pg. 85), if already possessed of Improved
Unarmed Strike) as a bonus feat. Furthermore, he can apply
his Strength modifier as an untyped damage bonus to any natural attack (inc.
unarmed strike) twice per day per Threat level. This untyped bonus damage
stacks with the normal damage from his Strength modifier. Finally, he can
also apply the untyped bonus damage from his Mighty Blow class feature to
any natural attack (inc. unarmed strike).
- Fearless (Ex): At 1st level, a Threat gains immunity to fear (inc. fear
effects, etc.).
- Improved Uncanny Dodge (Ex):A Threat of 8th level or higher can no longer
be flanked. This defense denies a rogue the ability to sneak attack the
character by flanking him, unless the attacker has at least four more rogue
levels than the target has Threat levels.
If a Threat already has uncanny dodge (see above) from another class, the
levels from the classes that grant uncanny dodge stack to determine the
minimum rogue level required to flank the character.
Agent of Death
Almost every adventurer, over the course of their journeys, is forced to kill
other living things. Whether predators attacking their camp, armies of orcs in
the midst of an uprising, or alien entities bent on world conquest, there are
plenty of enemies out there that an adventurer might slay. For all of the
death involved in adventuring, however, normal adventurers come nowhere
near agents of death. Agents of death are the greatest of all specialized
assassins, about as likely to be serving a deity of death as to be selling their
art to the highest bidder. Though not outwardly magical, the bloodlust that
fills each agent of death heightens their skills beyond their normal limits and
allows them to store away the souls of those that they slay. Though many
agents of death are quite intelligent and a few are even charismatic, only
fools allow themselves to forget that each agent of death is always waiting
for another reason to kill. Masters of physical and psychological warfare, few
last longer than a few seconds in an ambush planned by an agent of death.
Hit Die: d6
Special: Must be responsible for the deaths of no fewer than 1,000 sentient
creatures.
Class Skills: Balance, Bluff, Climb, Craft, Disable Device, Disguise, Hide,
Intimidate, Jump, Knowledge (Local), Listen, Move Silently, Open Lock,
Search, Sleight of Hand, Spot, Swim, Tumble, Use Rope
Agent of Death
Class Features: The following are class features of the Agent of Death.
Epic Spellcasting: Even without the Epic Spellcaster feat, an agent of death
can still develop and cast epic spells using the afflict, conceal, destroy,
dispel, slay, and/or transport seeds. For the purpose of developing epic spells
with these seeds (and only these seeds), costs in gold pieces and experience
points are halved. An agent of death may use his or her base attack bonus in
place of ranks in knowledge skills to gain epic spell slots and in place of ranks
in spellcraft when making the spellcraft check to cast such a spell. An agent
of death can cast an epic spell and make a full attack as a full-round action.
If the attack is successful, the epic spell slot is not expended. If the agent of
death doesn't cast spells, he or she uses his or her highest ability score
modifier to determine epic spell save DCs.
Slay (Ex): By watching a target and learning how it moves, an agent of death
can ensure a deadly assault. As a full-round action, an agent of death can
observe any enemy he or she possesses a line of sight with. The next attack
that the agent of death makes against that creature within the next three
rounds treats the opponent as flat-footed and automatically scores a critical
hit if it hits. If the target was unaware of the agent of death’s presence prior
to the attack, the target must make a Fortitude save (DC 20 + Class level +
Int modifier) or either die instantly or become paralyzed for 1d6 hours at the
agent of death’s option. Creatures immune to critical hits are also immune to
this death and paralysis.
Crippling Strike (Ex): Agents of death are masters of disabling their foes,
stopping them from fighting back, escaping, or acquiring help. Whenever an
agent of death damages a creature with a a weapon (natural or
manufactured), he or she may apply two of the following benefits (or one if
the target is immune to critical hits). Each of the following benefits can be
chosen multiple times and their effects stack with themselves:
- The target possesses a -10 foot penalty to its speed for all modes of
movement it possesses for one round, down to a minimum of 5 ft. (multiple
uses increase the penalty).
- The target takes one point of ability damage to any one ability ability score
other than Constitution.
- The target is deafened for one round (multiple uses increase the duration)
- The target is blinded for one round (multiple uses increase this duration)
- The target is unable to talk or make verbal noises for 1 round (multiple
uses increase the duration)
Cat and Mouse (Ex): With a single well-placed strike, an agent of death can
awaken a deep primal fear within that creature or in witnesses, rendering
those creatures incapable of putting up a decent fight. Starting at 2nd level,
whenever an agent of death makes a successful attack against a creature,
that creature must make a Will save (DC 20 + Class level + Int modifier)
unless it is mindless or become panicked for one minute.This is a piercing
mind-affecting fear effect. Alternately, when an agent of death delivers a
killing blow to a creature, he or she may have all non-mindless creatures
with a line of sight to the target make these saving throws, though this
ability doesn’t ignore immunities when used in this way. This ability can be
used once per encounter at 2nd level and one additional time per encounter
every 5 levels afterwards.
Bonus Feats: At 3rd level and every 5 levels afterwards, an Agent of Death
can select a single bonus feat from the following list: Agent’s Mark*, Blinding
Speed, Combat Archery, Dextrous Fortitude, Dextrous Will, Create Opening*,
Consult the Dead*, Don’t Fight the Reaper*, Epic Avoidance*, Epic Dodge,
Epic Reputation, Epic Skill Focus, Epic Speed, Epic Stealth*, Eternal Killer*,
Godslayer*, Hide the Body*, Improved Combat Reflexes, Improved Create
Opening*, Improved Sneak Attack, Lingering Damage, Madden With Feat*,
Mutilation*, Slaughterer*, Slay with Fear*, Sneak Attack of Opportunity,
Spellcasting Harrier, Superior Initiative, Uncanny Accuracy, Without a Trace*
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New Feats
Creatures who have seen you kill lose all will to fight you
Benefit: Any creature who has witnessed you slay at least one creature
within an encounter loses all morale bonuses to attack rolls, damage rolls,
and/or saving throws against you until the end of the encounter.
Furthermore, that creature suffers a -2 penalty to attack rolls and damage
rolls against you for each sentient creature that it has watched you kill within
the encounter.
Slaughterer [Epic]
Benefit: When you use your slay class feature, you watch all creatures that
you possess a line of sight with instead of just choosing one. Your first
successful attack against each such creature within three rounds of using
your slay feature all benefit from your slay class feature.
Benefit: Whenever you score a critical hit (such as when making a coup de
grace), one of of the crippling strike abilities you possess and select (of your
choice) becomes permanent. Ability damage becomes ability drain and other
options don’t end until the target is treated with a regenerate effect or more
powerful regenerative magic. Creatures with regeneration are unaffected by
this class feature unless the attack deals lethal damage.
When you claim a creature’s soul, you can destroy their body as well.
Benefit: Whenever you use your true death class feature, you may choose to
destroy the body of a creature along with all nonmagical equipment on their
person. Such items and bodies are reduced to a few traces of dust noticeable
only in the cleanest of areas.
When you slay a creature, you distract your enemies enough for your allies
to act.
Benefit: Whenever you deliver the killing blow to a creature, all non-mindless
creatures possessing a line of sight with the slain creature provoke attacks of
opportunity.
Others who witness your horrid deeds may just die where they stand out of
fright.
Benefit: Whenever you use your cat and mouse ability, you may spend an
additional use before saving throws are rolled. If you do so, creatures who
fail their saving throw are forced to roll a Fortitude save agains the same DC.
Those who succeed on their Fortitude save take 3d6 damage but are
otherwise affected normally by your cast and mouse class feature. Those who
fail, however, instantly perish as their hearts stop. This is a mind-affecting
fear effect.
Benefit: Whenever you would deal sneak attack or sudden strike damage,
you may subtract any number of dice of damage. For every 2d6 points of
damage sacrificed, you may choose an additional benefit with your crippling
strike class feature.
Benefit: During a surprise round, you and your allies gain a +10 foot bonus
to speed, don’t provoke attacks of opportunity for your movement, and may
take full rounds of action even if you were the ones being surprised.
Furthermore, any enemy you or an ally damage during a surprise round
automatically rolls a 1 for its initiative (modified as normal). Finally, any time
that an ally damages a creature with a weapon (whether natural or
manufactured) in a surprise round, that ally may apply a single ability from
your crippling strike class feature to the target. These benefits are only
extended to allies within 100 ft. of yourself.
When you seal away a creature’s soul, others forget all about that creature
Benefit: Whenever you use your true death class feature, all other creatures
familiar with the target must make a Will save (DC 20 + agent of death level
+ Int modifier) or forget all about the target. Close friends, family, lovers,
and similar close acquaintances gain a +4 bonus on this roll. This ability does
not remove physical traces or written records of the target’s existence. If and
when a target’s soul is freed, this ability ends in relation to that soul.
You can squeeze some info out of the souls you’ve trapped
Benefit: You may use speak with dead once on each soul that you have
trapped with your true death class feature. The save DC equals 20 + agent of
death level + Int modifier and the caster level equals your agent of death
level + 20.
Prerequisites: Slay
Benefit: Whenever you deliver the killing blow to a creature, you may reduce
your current age by up to one week. You may not lower your age beyond the
minimum adult age for your race in this way.
Prerequisites: Dex 25
Benefit: You gain a +1 dodge bonus to your AC. You lose this bonus
whenever you would lose your Dexterity bonus.
Special: You may select this feat multiple times. Its effects stack.
You can escape notice even from the most extraordinary senses.
Godslayer [Epic]
You can face even the divine with some chance of success.
Prerequisites: Base Attack Bonus +35 or ability to cast 12th level spells
Benefit: Deities attacking you never take 20 on their attack rolls. Against
your spells and abilities, deities never take 20 on their saving throws. Against
you, Deities lose their divine bonus to AC and Saving Throws. Lastly, you
aren’t detected by the remote sensing abilities or portfolio sense of deities
and salient divine abilities that create areas or that designate targets don’t
affect you.
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Canny Slaughter (Ex): Making the most of their environments and of their
their allies, agents of death can rain down death in ways few others could.
Starting at 4th level, an agent of death can call upon superior positioning and
combat prowess to deal damage equal to your sneak attack or sudden strike
damage against a creature normally immune to such abilities if you would
otherwise deal such damage (this does not let you apply the damage twice if
you ignore such immunities). Alternately, the agent of death can lend an ally
within 60 ft. the benefits of his or her sneak attack or sudden strike class
feature for the duration of one attack made against a creature the agent of
death had attacked within the past three rounds.This ability can be used once
per round at 4th level and one additional time per level every 5 levels
afterwards.
True Death (Su): Starting at 5th level, an agent of death reaches the
supernatural peak of his or her abilities, gaining a power that separates him
or her from all other would-be assassins. Whenever an agent of death kills a
creature while within 100 ft. of it, he or she may trap away that creature’s
soul. While a creature’s soul is trapped in this way, it can’t be returned back
to life through any means. Even epic spells, artifacts, and the magic of
deities fails when used to bring about this result. This ability lasts until the
agent of death dies or until he or she frees a soul to make room for a new
one. When in an antimagic field or similar effect, the agent of death can’t
capture new souls but previous souls remain trapped. An agent of death can
capture up to 10 souls at a time at 5th level and this number is multiplied by
x 10 every 5 levels afterwards.
Dragon Overlord
Few beings could hope to match the majesty of dragons for many are their
strengths and few are their weaknesses. Even groups of adventurers have
been known to list the slaying of some dragon among their greatest
accomplishments. A few individuals, however, have managed to isolate and
control the essence of dragons in much the same way as the orbs of
dragonkind. Drawing upon the arcane essence of all of dragonkind, a dragon
overlord can freely utilize draconic energies and enslave dragons at will.
Though most overlords acquire this power by enslaving dragons, a rare few
are entrusted with this power by the dragons themselves to help organize
them against some common threat. However a dragon overlord achieves his
or her rank, the presence of one in a nation will likely be remembered for
centuries to come.
Dragon Overlord
Class Features: The following are class features of the Dragon Overlord.
Epic Spellcasting: Even without the Epic Spellcaster feat, a dragon overlord
can still develop and cast epic spells using the armor, compel, conjure,
contact, reflect, slay, summon, and/or transform seeds. For the purpose of
developing epic spells with these seeds (and only these seeds), costs in gold
pieces and experience points are halved. If the dragon overlord doesn’t cast
spells, he or she uses his or her highest ability score modifier to determine
epic spell save DCs.
The dragon overlord knows whether there are dragons within 100 miles at all
times. Within 10 miles, the dragon overlord learns how many dragons of
each type there are within range. Within 1 mile of a dragon, the dragon
overlord is aware of the exact age and location of the creature. Furthermore,
all dragon overlords can communicate telepathically with each other and all
owners of the orbs of dragonkind and can attempt to dominate the owner of
an orb over a distance of 1 mile, though a DC 20 + class level + Cha modifier
Will save resists.
Lastly, a dragon overlord can use protection from energy (cold), cure serious
wounds, wall of fire, spectral hand, suggestion, scrying, teleport, haste, and
fly at will as spell like abilities with a caster level equal to his or her class
level + 20. The save DCs of these abilities equal 10 + spell level + Cha
modifier.
Draconic Magic: A dragon overlord inherits some of the arcane might that
flows through the veins of a dragon, allowing them to utilize magic. As a
standard action, a dragon overlord can select an arcane spell from the
sorcerer spell list of a spell level up to 7th and with a casting time of 1
standard action or less and cast it. Spells with XP costs or with expensive foci
or expensive material components can’t be cast in this way. After casting a
spell once (plus one additional time at 6th level and every 5 levels
afterwards), the dragon overlord may not cast that specific spell again until
he or she has spent 24 hours in meditation or study to recharge this supply
of energy. After casting a spell in this way, the dragon overlord must wait
1d4+1 rounds before doing so again.
Spells per Day/Spells Known: At each even dragon overlord level, the
character gains new spells per day (and spells known, if applicable) as if he
or she had also gained a level in an arcane spellcasting class to which he or
she belonged before adding the prestige class level. If already an epic
spellcaster, the character gains only the benefit noted under the Spells entry
for that epic class. He or she does not, however, gain any other benefit a
character of that class would have gained. If the character had more than
one arcane spellcasting class before becoming a dragon overlord, the player
must decide to which class to add the new level for the purpose of
determining spells per day.
Bonus Feats: At 3rd level and every 5 levels afterwards, a dragon overlord
can select a single bonus feat from the following list: Armor Skin, Awe
Dragonkind*, Control Impure Dragons*, Damage Reduction, Detect Horde*,
Devour Magic*, Dragon Senses*, Dragon Skin*, Dragon Wings*, Epic Breath
Weapon*, Energy Resistance, Epic Dragon Mastery*, Epic Fortitude, Epic
Leadership, Epic Mounted Combat, Epic Reflexes, Epic Reputation, Epic Will,
Expanded Dragon Mastery*, Extended Life Span, Eye of the Storm*, Gem
Dragon Mastery*, Great Charisma, Great Constitution, Great Intelligence,
Great Strength, Ignore Material Components, Improved Combat Casting,
Improved Spell Capacity, Legendary Commander, Legendary Rider,
Multispell, Overlord’s Aura*, Planar Dragon Mastery*, Spell Knowledge,
Threatening Presence*, Wyrm’s Fury
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New Feats
Special:You can gain this feat multiple times. It's effects stack.
Epic Mounted Combat [Epic]
Benefit: While mounted, your mount may use any of your physical ability
scores if they are superior to their own, may make use of any of your feats
that it meets all prerequisites for, and can make any or all of its natural
attacks without forcing you to make additional ride checks.
Benefit: enemies within 10 ft. of you are shaken (no save). This is a fear
effect.
Whenever you make a successful attack, the target of the attack must make
a Will save (DC 10 + your class level) or become frightened for 1d4 rounds.
This is a piercing fear effect.
Benefit: You may use your ruler of dragonkind class feature to detect and
control dragons other than true dragons as well as creatures with the
dragonblood subtype.
Benefit: You automatically detect all precious stones and precious metals
within 100 ft. of yourself, all art objects worth at least 100 gp within 50 ft. of
yourself, and all magic items within 25 ft. of yourself.
Benefit: You gain blindsense out to 60 ft., superior low-light vision, and
darkvision out to 120 ft.. If you already possess blindsense or darkvision,
increase its range by the distance listed above. If you already possess
superior low-light vision, double the range at which you can see in dim light.
Benefit: Choose one form of non-epic true dragon and a spell-like ability that
it obtains of 5th-level or lower. If you couldn’t already, you can control,
detect, and use the breath weapon of the chosen dragon with your Ruler of
Dragonkind class feature. Your Ruler of Dragonkind class feature grants you
the chosen spell-like ability at will (determining caster level and save DCs in
the same way).
Benefit: You can control, detect, and use the breath weapons of gem dragons
as well as chromatic and metallic dragons. Furthermore, your Ruler of
Dragonkind class feature grants you the following as additional spell-like
abilities usable at will (determine caster levels and save DCs in the same
way): Invisibility, dominate person, nondetection, move earth, and control
winds.
The incorporeal dragon spirits you call are older and stronger than normal.
Benefit: The dragons you call with your draconic fury class feature are now of
the wyrm age category instead of merely being ancient.
Special: This feat can be taken twice. If taken a second time, dragons called
with your draconic fury class feature are now of the great wyrm age
category.
Benefit: You can control, detect, and use the breath weapons of planar
dragons as well as chromatic and metallic dragons. Furthermore, your Ruler
of Dragonkind class feature grants you the following as additional spell-like
abilities usable at will (determine caster levels and save DCs in the same
way): Heroes’ feast, dimensional anchor, wind wall, control water, shout,
daylight, wall of iron, mind fog, and resilient sphere.
Benefit: You can control, detect, and use the breath weapons of oriental
dragons as well as chromatic and metallic dragons. Furthermore, your Ruler
of Dragonkind class feature grants you the following as additional spell-like
abilities usable at will (determine caster levels and save DCs in the same
way): Augury, bane, bestow curse, bless, control weather, dispel
chaos/evil/good/law, divination, planeshift, remove curse, and stone shape.
You exclude your allies from the burst of draconic energies you release.
Benefit: When you use presence of the dragon, you may exclude any number
of allies from its effects.
Your flesh protects you from weaponry much like that of a dragon.
Even the smallest display of your powers stops all dragons that would oppose
you in their tracks.
Benefit: Whenever you use presence of the dragon, all dragons within 100 ft.
of yourself are paralyzed for one round, ignoring any racial immunities they
may possess. The first time that a creature is subjected to this feats effects
in a 24 hour period, it is not permitted a saving throw. Afterwards, it may
negate this effect with a successful Fortitude save (DC 20 + Dragon Overlord
level + Con modifier). This is treated as a piercing effect against other
sources of immunity.
You grow fantastic dragonic wings that allow you to travel through the air
quickly, if a bit clumsily.
Benefit: You gain a fly speed of 200 ft. with clumsy maneuverability. If you
already possess a fly speed, increase that speed by +200 ft. and use the
higher of the two maneuverabilities.
Even as you redirect the magic of others, you can save a bit of it for yourself
Benefit: Whenever you successfully use your commandeer spell class feature,
you regain a spent spell slot (if any) of a level up to the commandeered
spell’s level – 4.
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Commandeer Spell (Su): Starting at 4th level, the magic that courses
through the blood of a dragon overlord grants him or her influence over
magic itself. Whenever a dragon overlord witnesses another creature casting
a spell, the dragon overlord can make an opposed Spellcraft check against
the caster. If successful, the dragon overlord gains control over the spell and
can make all decisions for it. This ability can be used once per round at 4th
level and one additional time per round every 5 levels afterwards.
Draconic Fury (Su): Starting at 5th level, a dragon overlord can call upon the
true fury of the draconic power flowing through him or her, releasing and
chaining these powers. As a full-round action, the dragon overlord conjures
forth an incorporeal ancient true dragon of any type he or she can control
through his or her ruler of dragonkind class feature of his or her choice that
is suspended around his or her person. This ancient dragon obeys the
telepathic orders of the dragon overlord but can’t cast spells or use its spell-
like abilities. The attacks and breath weapon of the dragon, however,
functions normally against corporeal targets, even adding their normal
strength bonus to damage rolls. If there isn’t enough room for the
incorporeal dragon (such as if caught in a small, force-lined room), this
ability fails to activate. If the dragon summoned in this way is slain, it
dissipates and the dragon overlord reclaims its power. Either way, the dragon
called forth in this way takes its action immediately after the dragon overlord
before dissipating on its own. Once this ability has been used, it can’t be
used again for 1d4+1 rounds. At 10th level and every 5 levels afterwards,
this ability calls forth another ancient incorporeal dragon with each use.
Dread Emperor
Controlling vast armies of the undead, a dread emperor (or dread empress)
is a master of necromancy. Rather than focusing on life force and its
manipulation, however, a dread emperor has focused on the creation of its
twisted mockery. Beyond the simple reanimation of the undead, a skilled
dread emperor creates a true plague of undeath. Every creature his or her
undead slay soon joins his forces and even those merely injured may find
themselves turning in a matter of hours. Combining this plague with a
mastery of strategy that dwarves most mortal tactitians, entire nations have
been known to fall before dread emperors in mere weeks.
Hit Die: d8
Note: Subtract the level adjustment of any template granting you the undead
type from the number of ranks in a knowledge skill you require to enter this
class.
Dread Emperor
Class Features: The following are class features of the Dread Emperor
Epic Spellcasting: Even without the Epic Spellcaster feat, a dread emperor
can still develop and cast epic spells using the afflict, animate dead, armor,
dispel, fortify, reflect, slay, and/or summon seeds. For the purpose of
developing epic spells with these seeds (and only these seeds), costs in gold
pieces and experience points are halved.
Rebuke Undead: Your levels in dread emperor stack with levels in one class
that grants you the rebuke undead class feature for the purpose of rebuking
undead. If you possess levels in more than one such class, choose one to
advance as you take your first class level in dread emperor.
Unending Legions (Su): Dread emperors are best known for armies of the
dead large enough to overwhelm entire nations and worlds. A dread emperor
no longer counts undead with HD equal to or lower than his class level
towards his limit of controlled undead. Any creature slain by an undead
controlled by a dread emperor revives 1d4 rounds later as a zombie or
skeleton as appropriate (unless its HD are too high to allow for this) under
the control of the dread emperor. Lastly, a dread emperor can use animate
dead and revive undead (libris mortis) at will as spell-like abilities with a
caster level equal to his or her class level + 20.
Dark Tactician (Ex): As a ruler of a grand army, few know more about
strategy than a dread emperor. Starting at 2nd level, a dread emperor can
spend a full-round action to heal any number of controlled undead within his
or her line of sight up to full hit points. Alternatively, he or she can grant
them a +10 bonus to attack rolls, Saving Throws, and AC for 1 round. As a
final option, the dread emperor can grant these undead a full round of
actions to take immediately and may control how mindless undead affected
spend this action. The dread emperor can use an ability from this list once
per encounter at 2nd level and one additional time per encounter at 7th level
and every 5 levels afterwards. A Dread Emperor can never target him or
herself with this ability.
Spells per Day/Spells Known: At each even dread emperor level, the
character gains new spells per day (and spells known, if applicable) as if he
or she had also gained a level in a spellcasting class to which he or she
belonged before adding the prestige class level. If already an epic
spellcaster, the character gains only the benefit noted under the Spells entry
for that epic class. He or she does not, however, gain any other benefit a
character of that class would have gained. If the character had more than
one spellcasting class before becoming a dread emperor, the player must
decide to which class to add the new level for the purpose of determining
spells per day.
Bonus Feats: At 3rd level and every 5 levels afterwards, a dread emperor can
select a single bonus feat from the following list: Atropal’s Aura*,
Commandeer Undead*, Debilitating Swarm*, Desecration Aura*, Debilitating
Touch*, Divine Spell Knowledge*, Dread Spellscribe*, Epic Undead
Leadership*, Eternal Horde*, Extended Lifespan, Great Charisma, Great
Intelligence, Great Wisdom, Improved Legions*, Improved Spell Capacity,
Legendary Commander, Life from the Lifeless*, Link Senses*, Master of
Necromancy*, Multispell, Negative Energy Burst, Quick Transformation*,
Selective Spell*, Spell Knowledge, Superior Legions*, Threatening
Presence*, Undead Mastery, Vile Entity*, Zone of Animation
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New Feats
Benefit: You gain a melee touch attack that deals 10d8 points of negative
energy damage to the living (healing undead instead). Whenever you make a
successful touch attack in this way, you may cast a non-epic necromancy
spell with a range of touch as part of the same action, provoking no attacks
of opportunity in the process.
Benefit: All non-epic death spells you cast become piercing. Furthermore,
non-epic necromancy spells you cast that bestow curses, trap souls, bestow
disease, or work through poison also become piercing.
Benefit: Enemies within 10 ft. of you are shaken (no save). This is a fear
effect.
Whenever you make a successful attack, the target of the attack must make
a Will save (DC 10 + your class level) or become frightened for 1d4 rounds.
This is a piercing fear effect.
Given enough time, your undead horde can tire and wear out any opponent.
Benefit: Your overwhelming swarm class feature also affects attack rolls, skill
checks, and saving throws.
Life from the Lifeless [Epic]
You can draw life force from your undying minions to preserve your own
existence.
Benefit: Whenever you would be damaged, you may transfer some or all of
that damage to any number of undead you control within a 1-mile radius.
You may not transfer more damage to an undead in this way than would be
necessary to slay it.
Your undead never stay down for too long before rising once more.
Benefit: Each night at midnight (or its rough equivalent), all undead you
control on the same plane of existence as yourself that have perished within
the past 24 hours are instantly restored to existence and to full health so
long as you possess positive hit points. Effects that would prevent undead
such as lich’s or ghosts from returning back to life function normally against
this ability.
The undead you control are far more effective than most.
Benefit: You can animate zombies and skeletons that would possess more
than 20 HD. In all other ways, they function normally as undead.
The undead you control are far more elite than most.
Benefit: Undead that you animate through your spells and class features gain
maximum hit points per hit dice and are affected as if by an awaken undead
effect, except that they remain completely under your control.
Epic Undead Leadership [Epic]
Benefit: This functions as the epic leadership feat except as noted under the
description of the undead leadership feat.
Special: This feat can be used in place of Epic Leadership to meet the
prerequisites of the legendary commander feat.
Benefit: With 24 hours of work and 1,000 gp of materials, you can apply the
spellstitched template to any undead under your control with one major
exception. Whenever a creature casts a spell-like ability granted to them in
this way, you lose a spell slot or random spell prepared of the same spell
level. If you have none left, that spell-like ability fails to function.
You can link your senses with those of the undead you have created.
Benefit: As a swift action, you can link your senses with a single undead you
control on the same plane of existence for 1 round. You may use your own
skills to observe the scene and can telepathically control the undead during
this round but are limited to the senses of the undead.
Benefit: You gain an aura out to 20 ft. that imitates the effects of a desecrate
spell. For all purposes, you count as a shrine to an evil deity and thus double
the effects of the spell.
You release dark energies that harm the living and heal the undead.
Prerequisites: Desecration Aura.
Benefit: You possess an aura out to 10 ft. that grants all other living
creatures one negative level for as long as they remain (this negative level
never results in level loss) and that grants yourself and all undead within
range fast healing 8. You may suppress or resume this aura as a standard
action.
Special: You may select this feat multiple times. Its effects stack (though the
area of the aura does not increase).
The plague you release can quickly turn others into undead.
Benefit: Any creature who fails three consecutive saving throws against
emperor’s plague inflicted by an undead under your control transforms into
an undead under your control.
Benefit: As a standard action, you can force an undead within 100 ft. to
make a Will save (DC 20 + Dread Emperor class level + Cha modifier) or fall
under your control, counting normally towards your maximum hd of
controlled undead.
Your very essence is filled with dark power that you express with every spell.
Benefit: All damage that you deal with your spells or attacks is treated as vile
damage.
Benefit: You learn two new divine spells of any level up to the maximum
level you can cast. This feat does not grant any additional spell slots.
Benefit: All undead you create with necromancy spells are automatically
under your control (counting towards your normal maximum) and your
necromancy spells bypass any immunities granted by the undead type or by
death ward effects. Once per encounter, you can reanimate any number of
dead creatures within 100 ft. of yourself as skeletons or zombies (depending
on the state of the bodies) with a total HD of up to your caster level. These
undead only last until the end of the encounter before falling apart.
Benefit: This feat can only be applied to spells that create areas. When
casting a spell modified by this metamagic effect, you may select any
number of targets within its area. Only the chosen creatures are affected by
the spell. A selective spell uses up a spell slot six levels higher than the
spell’s actual level.
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Emperor’s Plague (Su): Starting at 4th level, all corporeal undead under the
control of a dread emperor pass on a disease with their natural attacks
known as emperor’s plague. The disease has a Fortitude save of 20 + Class
level + Int modifier, has an incubation period of 1 hour, and deals 1d6 points
of constitution damage with each failed save, plus 1d6 points of constitution
damage at 9th level and every 5 levels afterwards. Unlike most diseases,
creatures must make additional saving throws against emperor’s plague
every hour instead of every day and the disease and ability damage it deals
can only be healed within a consecrated or hallowed area. The disease is not
naturally removed through any number of successful saving throws and can
only be healed magically within the area of a consecrate or hallow effect. Any
creature who dies of emperor’s plague awakens 1d4 hours later as a zombie
or skeleton as appropriate (unless its HD are too high to allow for this) under
the control of the dread emperor unless the body is dismembered or
destroyed. This class features is a piercing effect.
Undying Avatar (Ex): At 5th level, a dread emperor can spend 24 hours
molding dead flesh into a perfect likeness of themselves. This avatar acts as
a zombie of the dread emperor’s race with 20 HD, though it looks exactly like
the dread emperor (DC 30 spot check to realize its identity). Each undying
avatar, though mindless, has its senses directly linked to that of the dread
emperor at all times and can be controlled through the dread emperor’s
thoughts at all time (even across planes of existence). A dread emperor can
even cast his or her non-epic spells through an undying avatar, though doing
so requires that the avatar spend actions casting the spell as normal. A dread
emperor can only have one undying avatar at any given time at 5th level,
plus one every 5 levels afterwards.
Godking
What does it mean to rule? While many heroes have attracted followers and
cohorts to follow them, what does it truly mean to hold the fates of an entire
nation in your hand? Godkings are those few beings with the charisma to join
huge numbers of people together without inheritance or fortunate
happenstance. Whether carving out new kingdoms or joining tribes together
in unity, a godking demands respect from his or her followers that borders on
worship. While less than ideal for adventuring in person, a godking is more
than capable at acting through intermediaries.
Hit Die:d8
Feats: Leadership
Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather
Information, Intimidate, Knowledge (nobility and royalty), Listen, Sense
Motive, Speak Language, Spellcraft, Spot, Use Magic Device
Godking
Epic Spellcasting: Even without the Epic Spellcaster feat, a Godking can still
develop and cast epic spells using the armor, animate, banish, compel,
contact, heal, life, and/or summon seeds. For the purpose of developing epic
spells with these seeds (and only these seeds), costs in gold pieces and
experience points are halved. A Godking may use his or her ranks in
Diplomacy in place of his or her ranks in knowledge skills to determine epic
spell slots per day and in place of his or her ranks in spellcraft when casting
an epic spell. If the godking doesn’t cast spells, he or she uses his or her
highest ability score modifier to determine epic spell save DCs.
Godking’s Subjects (Ex/Su): A godking evokes loyalty beyond what most
leaders could ever hope to accomplish. All followers of a godking are treated
as fanatical towards the godking and are immune to fear effects while
possessing a line of sight with the godking. Furthermore, all followers and
cohorts of at least 6th level gain leadership as a bonus feat.
The great respect and admiration that the godking’s subjects hold for him,
meanwhile, grants him a degree of power similar to divinity used to reward
these servants. A godking’s subjects are always able to find food and water
and can always find shelter (or the materials needed to make one) regardless
of what environment they find themselves in. Furthermore, a godking’s
subjects are never at risk of dying from natural disasters such as famines,
droughts, floods, earthquakes, wildfires, plagues, tornados, and so forth. If
such a disaster is magical, supernatural, or man-made in nature, this
protection does not hold. Likewise, this protection does not extend to natural
conditions of dangerous environments (such as damage taken on the
elemental plane of fire). This protection is supernatural in nature.
Absolute Authority (Su): A godking is able to exercise total control over those
who can hear and understand him. At any time, a godking can grant any
other creature who can hear and understand the godking a single standard or
move action that must immediately be used as the godking dictates (if at all
possible). Alternately, a godking can immediately halt any such creature
from taking a single offensive action that would risk harming the godking
and/or one of his or her allies. Either way, a successful Will save (DC =
Leadership score) negates this ability. This ability can be used once per
round at 1st level plus one additional time per round every 5 levels
afterwards. This is a piercing mind-affecting, language-dependant
compulsion ability.
Attract the Masses (Ex): Starting at 2nd level, a godking can attract
incredibly large numbers of followers. The godking multiplies the number of
followers that they would gain from their leadership score by the given
number (after multiplying this number through the legendary commander
feat as normal), which increases by +1 at 7th level and every 5 levels
afterwards.
Bonus Feats: At 3rd level and every 5 levels afterwards, a Godking can select
a single bonus feat from the following list: Armor Skin, Bolster Allies*, Bow
to None*, Chain of Command*, Damage Reduction, Energy Resistance, Epic
Leadership, Epic Reputation, Epic Will, Fast Healing, Godly Realm* Great
Charisma, Halting Authority*, Hardened Ruler*, King of the Wild*, Legendary
Commander, Legendary Diplomat*, Loyalty Past Death*, Mage King*, Martial
Subjects*, Perfect Health, Polygot, Renown*, Skilled Subjects*, Staggering
Authority*, True Leader*, Versatile Blessing*, Warrior King*.
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New Feats
Renown [Epic]
Special: You may select this feat multiple times. Its effects stack.
Benefit: All allies within 100 ft. of yourself gain temporary hit points equal to
twice your godking level at the start of each round. These temporary hit
points last for 1 round.
Benefit: You may make diplomacy checks against animals and can
communicate with them as if affected by a perpetual speak with animals
effect.
Benefit: You gain a stacking +1 morale bonus to attack rolls for each ally
within 100 ft. of yourself (up to +1 per godking level). Whenever you
successfully hit a creature with an attack, all allies gain a morale bonus on
attack rolls against the same foe equal to your Charisma bonus (minimum
+1).
You have learned how to use the assistance of others to help you cast spells.
Benefit: Any number of creatures can spend a full-round action to grant you
a +1 bonus to your caster level for 1 round. When casting a spell with
multiple targets (like haste or mass bull’s strength), you may select any
number of your followers within range without counting them towards the
limit of targets chosen.
Benefit: Targets you render fanatic remain so until you take actions that
would change this attitude rather than the normal 1 day + 1 day per point of
Charisma bonus.
Benefit: Select one skill. All of your cohorts and followers treat that skill as a
trained skill for all of their classes and gain skill focus in that skill as a bonus
feat.
Special: This feat can be selected multiple times, choosing a new feat each
time.
Martial Subjects [Epic]
Benefit: Select one weapon. All of your cohorts and followers gain proficiency
with that weapon if they lacked it as well as with light armor (if they lacked
such proficiencies) and gain weapon focus in the selected weapon as a bonus
feat.
Special: This feat can be selected multiple times, choosing a new weapon
each time.
Benefit: Your Godking’s Subjects class feature applies to all cohorts and
followers of your cohorts and followers and to their cohorts and followers and
so forth.
Special: If you possess the martial subjects and/or skilled subjects, their
effects are shared in the same way.
Others either can’t see or can see past your faults as a leader.
Benefit: Ignore any penalty that would be applied to your leadership score,
including penalties for possessing a poor Charisma score. Preexisting
penalties to your leadership score are removed. Lowering your level still
lowers your leadership score as normal.
You can stop others from acting with your very presence
Benefit: You can use your absolute authority class feature to prevent a
creature from performing any single action you choose.
Staggering Authority [Epic]
You know how to knock the wind from a target’s sails with nothing but words
You can assert your right to rule over the world around you.
Your followers and cohorts remain loyal to you long after your death
Benefit: Even if you die or vanish, your followers and cohorts will remain
loyal to you for the rest of their lives (or until controlled to the contrary).
Unless commanded not to, your followers will do everything in their power to
recover you if lost or revive you if slain, giving up their lives in the effort if
necessary. Furthermore, your Godking’s Subjects and Godking’s Blessing
class features continue functioning even after your demise.
Benefit: You can grant levels of any NPC class with your godking’s blessing
class feature.
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Godking’s Blessing (Su): Starting at 4th level, a godking’s power seeps into
his or her servants, making them tougher and more skilled than they would
otherwise be. All of the godking’s servants gain one level in expert or warrior
(their choice). This counts as a normal level in all ways (granting hp, skills,
feats, and so forth) but doesn’t affect what the followers’ level counts as for
the purpose of the godking’s leadership feat (a level 1 commoner empowered
into a commoner 1/expert 1, for example, still counts as a level 1 follower).
Levels gained in this way can’t be retrained. At 9th level and every 5 levels
afterwards, the godking grants an additional level of expert or warrior to all
of his or her followers (followers need not choose the same class for all
additional levels gained in this way).
Furthermore, a godking of at least 4th level can touch one of his or her
followers as a standard action to grant even greater benefits, granting a +4
enhancement bonus to one ability score of the godking’s choice for 24 hours.
Multiple touches to a single target erase the benefits of previous touches.
Attract Viceroy (Ex): Starting at 5th level, a godking can attract and
surround himself with a large variety of cohorts. At 5th level and every 5
levels thereafter, a godking can possess an additional cohort. Each cohort
gained in this way must possess an ECL of at least 5 levels lower than the
one before it.
Harbinger of Endings
Contrary to how most people think, death is not the end. After one’s death,
his or her soul is judged before being sent on to its rightful reward or
punishment. While this is a great change to be sure, it is not the end. As for
what the end even is, few can hope to wrap their minds around it. The end is
the looming threat on the horizon that inspires true dread. The end, for there
is only one, is the opposite bookend to the genesis of the multiverse. Almost
every religion in existence has its own myths as to how it will occur and as to
what will happen to the faithful afterwards. Those who actively work towards
the end, however, are rare and far between. Inspired by the whispers of dark
beings or through raw nihilistic fervor, a Harbinger of endings is one of the
few who willingly stares out into the void. Though some are content to
observe the slow approach of the end, many are drawn to play a far more
active role. Whatever the case, Harbingers of endings are a threat to the
multiverse itself.
Hit Die: d8
Spells: Ability to cast spells up to 6th level, including at least 2 spells with
the evil descriptor
Special: Must worship an elder evil or cause the deaths of at least 100
individuals for no other purpose than to become a Harbinger of endings (you
need not kill these individuals directly).
Harbinger of Endings
Class Features: The following are class features of the Harbinger of Endings
Envoy of the End (Su): A Harbinger of endings represents the forces that
mean to unravel the very multiverse and submit all into darkness.
Everywhere that the Harbinger goes, signs of his or her influence inevitably
appear. Within a 1-mile radius/class level of the Harbinger, minor omens
make themselves known at every turn, allowing any creature within range to
make a DC 20 Knowledge (religion) check to notice your presence.
Furthermore, one of the following auras is always active within the area. A
Harbinger of endings can switch which aura is active as a swift action.
Aura of Famine: All food and drink (other than water) within range of this
aura instantly spoils to the point of inedibility as grain rots, meat spoils, milk
sours, and so forth regardless of measures taken to preserve such food
(whether mundane or magical). Even if eating directly off of a living creature,
each mouthful taken turns to inedible ash in a creature’s mouth. As a swift
action, a Harbinger of endings can quicken the hunger in any number of
creatures he or she is aware of within this range. All targets within range
must make a Fortitude Save (DC 20 + Class level + Cha mod) or become
exhausted and take nonlethal damage equal to half of his or her maximum
hit points. No creature can be successfully affected in this way more than
once per 24 hours.
Aura of Pestilence: Upon selecting this aura, the Harbinger of endings selects
a disease from the list that a contagion spell can inflict. All creatures within
this aura must make a Fortitude Save each hour against a DC of 20 + Class
level + Cha mod in place of the normal DC for the disease or catch the
disease. A new disease from the list can be chosen as a swift action. All
creatures with diseases in this aura have the incubation periods of such
diseases lowered to 1 hour and must make additional saving throws every
hour in place of every day. As a swift action, the Harbinger of endings can
inflict ability drain equal to his or her class level split however he or she
desires among the ability scores of creatures he or she is aware of within this
aura. This ability doesn’t permit a saving throw but no ability score can be
reduced below half of its original value in this way.
Aura of Death: Within the area of this aura, the maximum lifespan of all
other creatures are reduced by twice your class level (killing all creatures
over this age) and the hit point total at which point creatures die is increased
by the same amount (killing all creatures with hit points below this value and
possibly increasing this value to a positive number). As a swift action, the
Harbinger can reap the souls of any number of creatures who he or she is
aware of having died within the aura within the past round. Creatures with
their souls so harnessed can’t be returned from the dead by non-epic means.
More importantly, each soul reaped in this way grants a stacking +1 bonus to
spellcraft checks until the end of the next round (this bonus may not exceed
the Harbinger’s class level x 10).
Twisted Servitude (Su): However much they would want to deny it, the very
machinations of outsiders slowly but surely work towards the end of all
things. A Harbinger of endings can forcefully remind outsiders of this truth,
dragging them kicking and screaming into his or her servitude until the
energies of the end times overwhelm them entirely. As a full-round action,
the Harbinger of endings can summon any one outsider with a CR equal or
less than 13 + his or her class level (regardless of its alignment). That
creature is called anywhere within 100 ft. (so long as that space is capable of
supporting it) and obeys every order from the Harbinger of endings,
comprehending regardless of the language they are spoken in. At the start of
each round, however, that creature gains a negative level (even if normally
immune to them) that can’t be cured through any means as the outsider rots
away. This summoning lasts until the outsider is dead (it can’t be ended
prematurely) and the outsider doesn’t reform on its home plane when it dies
in this way, instead perishing permanently. After using this ability, a
Harbinger of endings can’t do so again for one hour. At 6th level and every 5
levels afterwards, this ability can be used to call an additional outsider at the
same time, so long as their total CR doesn’t exceed the maximum.
Spells per Day/Spells Known: At each even Harbinger of endings level, the
character gains new spells per day (and spells known, if applicable) as if he
or she had also gained a level in a spellcasting class to which he or she
belonged before adding the prestige class level. If already an epic
spellcaster, the character gains only the benefit noted under the Spells entry
for that epic class. He or she does not, however, gain any other benefit a
character of that class would have gained. If the character had more than
one spellcasting class before becoming a Harbinger of endings, the player
must decide to which class to add the new level for the purpose of
determining spells per day.
Bonus Feats: At 3rd level and every 5 levels afterwards, a can select a single
bonus feat from the following list: Arcane Control*, Automatic Quicken Spell,
Automatic Silent Spell, Automatic Still Spell, Chorus of Entropy*, Diabolic
Plot*, Drag to the Grave*, Drain Life*, Elder Ward*, Enhance Spell, Epic Will,
Eventual Return*, Extended Lifespan, Fast Healing, Final End*, Godslayer*,
Great Charisma, Great Constitution, Great Intelligence, Great Wisdom,
Improved Heighten Spell, Improved Spell Capacity, Intensify Spell, Lasting
Impressions*, Multispell, Subtle End*, Tenacious Magic, Threatening
Presence*, Usher in Doomsday*, Vile Entity*, Words of Death*
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New Feats
You can perform elaborate rituals to bring about the darkest of effects
Your conviction in your dark mission protects you from divine magic.
Benefit: Divine spells that allow for spell resistance fail to affect you as if
they had failed to overcome your spell resistance.
Special: You cannot select Elder Ward if you already possess Arcane Control.
You may not select both feats at the same level.
Benefit: enemies within 10 ft. of you are shaken (no save). This is a fear
effect.
Whenever you make a successful attack, the target of the attack must make
a Will save (DC 10 + your class level) or become frightened for 1d4 rounds.
This is a piercing fear effect.
Your total mastery over arcane magic protects you from it.
Benefit: Arcane spells that allow for spell resistance fail to affect you as if
they had failed to overcome your spell resistance.
Special: You cannot select Arcane Control if you already possess Elder Ward.
You may not select both feats at the same level.
Benefit: Whenever you are slain, your body is forced back to life 1d10
months later as per true resurrection. Only effects that would otherwise
destroy or seal away your soul can prevent you from returning in this way.
Even the small glimpse you grant of the end can leave lasting impressions on
others.
None can tell that you are present until it is far too late
Benefit: You may suppress or reactivate your envoy of the end class feature
as a full-round action.
Benefit: All creatures that you slay have their souls destroyed. They can’t be
revived by any divine magic short of a miracle or wish and even such magic
possesses a 50% chance of failing.
When you take the time to plan ahead, success is almost guaranteed.
At any time within the next 24 hours, when you would make one of your
specified rolls, you may instead treat the dice result as a 20 and add an
additional +2 bonus for each other specified roll you have already used. You
may use each specified roll only once in this manner (though you can choose
a single roll more than once) and this feat does not allow you to
automatically succeed on attack rolls or saving throws. You may only use this
feat once per day.
The twisted outsider that you summon can drag others back into oblivion
with them.
Your very essence is filled with dark power that you express with every spell.
Benefit: All damage that you deal with your spells or attacks is treated as vile
damage.
The life you regain from embracing destruction is stolen from the one to
harm you
Benefit: Whenever you use Destruction’s Embrace, any creature who would
have dealt you that damage takes half as much damage itself. This is a
necromancy effect.
The twisted creatures you summon flourish when exposed to energies of the
end times.
Benefit: As a standard action, you can use Power Word Kill or Wail of the
Banshee as a spell like ability with a Caster Level equal to your Harbinger of
endings level + 20 (Save DCs are Charisma-based). After using either ability
once, you must spend one hour in meditation, supplication, or concentration
to recharge this ability before you can use either spell-like ability again.
Special: You may select this feat multiple times. Each time you select it after
the first, double the number of times you can use these spell-like abilities (in
any combination) before needing to recharge.
Godslayer [Epic]
You can face even the divine with some chance of success.
Prerequisites: Base Attack Bonus +35 or ability to cast 12th level spells
Benefit: Deities attacking you never take 20 on their attack rolls. Against
your spells and abilities, deities never take 20 on their saving throws. Against
you, Deities lose their divine bonus to AC and Saving Throws. Lastly, you
aren’t detected by the remote sensing abilities or portfolio sense of deities
and salient divine abilities that create areas or that designate targets don’t
affect you.
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Glimpse the End (Su): Starting at 4th level, a Harbinger of endings can give
those around him and her a short taste of what is yet to come as a standard
action, revealing the broken landscapes of the end times filled with the
broken bodies of the fallen and incomprehensible beings of apocalyptic
might. Only creatures within 100 ft. of the Harbinger can perceive this world
but it is not a simple illusion and true seeing and similar effects do not see
through it. All other creatures within range must make a Fortitude save, Will
save, and Reflex save. Creatures who fail their Fortitude save are nauseated
for 1d4+1 rounds. Creatures who fail their Will saves are panicked for 1d4+1
rounds. Creatures who fail their Reflex Save take 5d6 damage/level as the
creatures take note of them. Also, during this time, all other creatures treat
all squares within range as difficult terrain. At the Harbinger’s option, he or
she may grant any number of willing allies immunity to this ability, though
doing so renders the targets blind, deaf, and dazed for 1 round. This vision of
the end times only lasts for a single round. This ability can be used once per
encounter at 4th level and one additional time per encounter every 5 levels
afterwards.
Apocalyptic Might (Su): Starting at 5th level a Harbinger of endings can chain
together even the most powerful of magicks together in a show of
apocalyptic might, though doing so is not without dangers. A Harbinger of
endings can cast two epic spells with a casting time of 1 standard action as a
single standard action. To do so, make a single Spellcraft check against the
higher spellcraft DC + 10. Even if this check succeeds, however, there is a
50% chance that only the first epic spell manifests. Whether this check
succeeds or fails, the Harbinger immediately takes damage equal to this DC x
5 (this damage can’t be negated, reduced, shared with others, or turned into
healing via destruction’s embrace). At 10th level and every 5 levels
afterwards, a Harbinger of endings may cast an additional epic spell
simultaneously, though each spell after the first adds a + 10 bonus to the
spellcraft DC.
The Mastermind
Not all roads to power are equally visible. For every mountain-shattering
spellcaster and army-slaying warrior, there is someone of equal power who
prefers to operate behind the scenes. Among these hidden beings are
masterminds, subtle casters that work though illusions and charmed
intermediaries while always remaining one step ahead. Even when personally
engaging in a matter of interest, masterminds are gifted enough at bending
the truth that their presence may never be properly noticed. From the
shadows, powerful masterminds can control entire civilizations or enact other
plans with such subtlety that not even dragons would pick up on them.
Though not all masterminds are evil and some even work in the name of the
greater good, even allies are often lead to keep an eye on a mastermind’s
activities just in case its next plot goes awry.
Hit Die: d6
Mastermind
Epic Spellcasting: Even without the Epic Spellcaster feat, a mastermind can
still develop and cast epic spells using the compel, conceal, contact, delude,
foresee, reveal, slay, and/or transform seeds. For the purpose of developing
epic spells with these seeds (and only these seeds), costs in gold pieces and
experience points are halved.
Each time this ability is used against a creature or that a creature simply fails
on such a skill check or saving throw against the mastermind, that target
falls deeper into the mind games of a mastermind and takes a stacking -2
penalty to such checks and saves against the mastermind and his or her
spells for 24 hours. At 6th level and every 5 levels afterwards, the amount by
which a creature may have succeeded on their check or save while still being
affected increases by +10.
Spells per Day/Spells Known: At each even mastermind level, the character
gains new spells per day (and spells known, if applicable) as if he or she had
also gained a level in an arcane spellcasting class to which he or she
belonged before adding the prestige class level. If already an epic
spellcaster, the character gains only the benefit noted under the Spells entry
for that epic class. He or she does not, however, gain any other benefit a
character of that class would have gained. If the character had more than
one arcane spellcasting class before becoming a mastermind, the player
must decide to which class to add the new level for the purpose of
determining spells per day.
Bonus Feats: At 3rd level and every 5 levels afterwards, a mastermind can
select a single bonus feat from the following list: Additional Magic Item
Space, Always Prepared*, Assess Defenses*, Combat Puppetry*, Diabolic
Plot*, Epic Leadership, Epic Reputation, Epic Skill Focus, Epic Spell Focus,
Epic Spell Penetration, Epic Stealth*, Epic Will, Extended Lifespan, False
Positive*, Improved Combat Casting, Improved Spell Capacity, Improved
Metamagic, Instant Response*, Legendary Commander, Master of
Divination*, Master of Enchantment*, Master of Illusion*, Perfect Health,
Play Along*, Polygot, Spell Knowledge, Spell Stowaway, Spontaneous Spell,
Sting of Betrayal*, Superior Initiative, Think Ahead*, Thrall*, True
Deception*, True Thrall*, Web of Deception*, What They Don’t Know*
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New Feats
Benefit: You can use screen as a spell-like ability with a caster level equal to
your mastermind level + 20 (Save DC 20 + Mastermind level + Int modifier).
After using this ability once, you must spend one hour in contemplation to
recharge this ability before you can use it again.
spoiler: You may select this ability multiple times. Each time you take this
ability beyond the first, double the number of times you can use this ability
between recharges.
Sting of Betrayal[Epic]
You have a knack for inserting your weapon into the back of your supposed
allies.
Even in the midst of combat, you can get others to act exactly as you wish.
Benefit: You may spend a move action, standard action, or full round action
to force an adjacent ally to take a single action of equal length of your choice
during its next round with you making all decisions necessary for that action.
Instructions that either can’t be carried out or that would directly bring harm
to the target (including walking off of a cliff or into magma or through a wall
of fire but not including attacking a foe, provoking attacks of opportunity, or
walking in front of a raging dragon) are ignored. This effect allows no saving
throw
Others quickly fall into your web of lies if they stay around you for too long.
Benefit: When others use the sense motive skill to get a hunch about you,
the DC is equal to your bluff check bonus (if any) + 10. Furthermore, you are
immune to any non-epic effect that would force you to tell the truth or that
can detect lies other than the sense motive skill.
Thrall [Epic]
Benefit: Whenever a creature fails its saving throw against a compulsion spell
or effect that you use, you can make that creature a thrall. Doing so extends
the maximum duration of the compulsion spell or effect indefinitely (though
any conditions that would normally end it prematurely, such as completing a
suggestion, still function). You may only have one thrall at a time and
creating a new one frees any previous thrall, ending the spell effect if it’s
duration would have normally expired.
Your magic trains others to follow your commands long after the magic itself
has gone.
Benefit: If your thrall remains under the effect of its compulsion effect for at
least 24 hours, it reprograms the brain of its target. Even if the spell or effect
is dispelled or suppressed, the target continues to act as though under its
effects. Similarly, protection from evil and similar effects don’t prevent new
orders from being given (if applicable). This effect can only be removed with
a carefully worded wish or miracle after the compulsion effect has been
dispelled. When ordered to take actions against the target’s nature, they
continue using the Save DC for the ended compulsion effect. Choosing a
second thrall still frees any prior thrall, even if the actual compulsion on the
first thrall isn’t active.
Benefit: As a swift action, you can identify all defenses a creature within your
line of sight possesses. You learn what immunities, resistances, damage
reduction, regeneration, fast healing, and spell (or power) resistance the
target possesses. At the same time, you learn of any special vulnerabilities
the target possesses.
You work to keep your past self aware of what is about to occur, letting them
react faster.
When you take the time to plan ahead, success is almost guaranteed.
At any time within the next 24 hours, when you would make one of your
specified rolls, you may instead treat the dice result as a 20 and add an
additional +2 bonus for each other specified roll you have already used. You
may use each specified roll only once in this manner (though you can choose
a single roll more than once) and this feat does not allow you to
automatically succeed on attack rolls or saving throws. You may only use this
feat once per day.
You can escape notice even from the most extraordinary senses.
You can act exactly as you need to in order to succeed at almost any task.
Master of Enchantment[Epic]
You can make others act exactly as you would want them to with your
impressive powers.
Master of Illusion[Epic]
Benefit: You can affect mindless creatures with your mind-affecting illusion
spells. Touching an illusion you have that allows for saving throws to
disbelieve does not allow the target to automatically disbelieve as such
illusions now create imagined tactile sensations. Once per encounter, you can
turn yourself or a creature within 100 ft. of yourself invisible for 1 round.
While invisible, the target can’t be seen through see invisibility or true
seeing, is unaffected by glitterdust, faerie fire, and invisibility purge, and
can’t be detected by scent, blindsight, blindsense, or tremorsense.
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Mastermind’s Ward (Su): Starting at 4th level, a mastermind can defend him
or herself against divination and mind-affecting effects. Divination spells and
effects do not detect the mastermind, can’t be used to scry on the
mastermind (and don’t see the mastermind when scrying on his or her
surroundings), and can’t be used to learn about the mastermind. Even magic
used by deities and epic spells using the Foresee and/or Reveal seeds can’t
be used in this way. Similarly, the mastermind can’t be affected by mind-
affecting effects (including epic spells using the compel seed). At 9th level
and every 5 levels afterwards, this ability can be shared with an additional
creature (willing or otherwise) through a 1 hour ritual. New targets can
replace old ones by repeating this ritual.
Omnimind
The strength of the mind, though incredibly vast, is left almost entirely
untapped by most of the population. While some utilize a fraction of this
power through the outlet of psionics, they remain woefully unaware of their
true potential. Only once or twice in each generation does a being manage to
break through the limitations of their own mind, accessing the vast stores of
power held within the collective unconsciousness of all living beings. These
beings, referred to as omniminds, possess mental powers guided by the
entirety of all thoughts.
Hit Die: d6
Omnimind
Mind over Matter (Su): While many omniminds may appear frail at first
glance, they can absorb a great deal of harm through nothing more than raw
will power. Starting at 2nd level, whenever an omnimind would take hit point
damage, he or she may choose to divide the amount of damage by 2 and
subtract it from his or her remaining power points instead of hit points. If the
omnimind doesn’t possess enough power points to negate the damage in this
way, this ability can’t be used. At 7th level and every 5 levels afterwards,
increase the amount by which the damage is first divided by + 1.
Bonus Feats: At 3rd level and every 5 levels afterwards, an omnimind can
select a single bonus feat from the following list: Aggressive Psychokinesis*,
Assume Mantle*, Astral Master*, Discern Intentions*, Discern Thoughts*,
Epic Expanded Knowledge, Epic Psionic Focus, Epic Will, Exceed Limitations*,
Extended Lifespan, Extra Augments*, Great Charisma, Great Intelligence,
Great Wisdom, Improved Body Fuel*, Improved Combat Manifestation*,
Improved Manifestation, Improved Metapsionics, Improved Mind Over Body*,
Improved Wild Surge*, Intensify Power*, Overrule Power*, Pierce Mind*,
Power Knowledge, Psicrystal Power, Quick Psychoportation*, Reactive
Psychometabolism*, Subtle Telepathy*, Superior Cognizance*, True
Clairsentience*, Web of Metacreativity*
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New Feats
Benefits: Whenever you use your wild surge class feature on a power,
increase the manifester level bonus by +1 (this does not increase the odds of
psychic innervations) and you gain a further +1 bonus on power penetration
checks made using that power.
Special: This feat can be selected multiple times. Its effects stack.
You can press your mind beyond its limits at the cost of your body.
Benefits: You may spend power points on powers as if your manifester level
were 2 higher.
Special: This feat can be selected multiple times. Its effects stack.
You can get a basic idea of what creatures around you mean you ill will.
Benefits: You treat all creatures within the area of your mental prowess class
feature as if they were in the area of a detect hostile intent effect.
Benefits: As a full-round action, you may submit any single creature within
the area of your mental prowess class feature to a probe mind effect with a
manifester level equal to your omnimind level + 20 and a Save DC of 20 +
Omnimind level + your highest mental ability score modifier. A creature who
succeeds on its saving throw against this effect can’t be affected by this feat
again for the next 24 hours.
Benefits: To use this feat, you must expend your psionic focus. All variable,
numeric effects of an intensified power are maximized, then doubled. An
intensified power deals twice maximum damage, cures twice the maximum
number of hit points, affects twice the maximum number of targets, and so
forth, as appropriate. Saving throws and opposed rolls are not affected, nor
are powers without random variables. Augmented powers can be intensified;
a maximized augmented power deals twice the maximum damage (or cures
twice the maximum hit points, and so on) of the augmented power. You can’t
combine the effects of this feat with any other feat that affects the variable,
numeric effects of a spell. Using this feat increases the power point cost of
the power by 7. The power’s total cost cannot exceed your manifester level.
Benefits: You regain 10 power points per point of ability burn you suffer to
each physical ability score with your body fuel feat.
[b]Special:{/b] This feat can be taken multiple times. Its effects stack.
You can prevent many afflictions that would befall you through raw will.
Benefits: You may prevent any or all ability damage, ability drain, and/or
negative levels you would acquire at a cost of two power points per point of
ability damage, four power points per point of ability drain, and eight power
points per negative level to be preventing.
You can exert your mental focus to crush the defenses around a target’s
mind.
Benefits: You may ready an action to commandeer the next power you
witness another creature manifest. When that creature next attempts to
manifest that power, you make an opposed psicraft check against it. If you
are successful, you may choose to either cancel that power (all power points
and XP spent on it are still lost) or to make all decisions for it as if you were
the manifester (although it still emanates from the original manifester’s
square).
The objects and creature you create emanate the same psychic aura as
yourself.
Benefits: You may manifest powers as if occupied the same square as any
object or creature you create with metacreativity powers. If the duration of
such a power is instantaneous or permanent, you may only manifest powers
in this way within 5 rounds of first manifesting the power to create that
object or creatures.
Benefits: Whenever an enemy successfully attacks you and deals hit point
damage, you may manifest a power of the psychometabolism discipline as an
immediate action.
Benefits: In place of any attack you would otherwise make, you may
manifest a single power of the psychokinesis discipline.
You can sneak a telepathic power onto another power that you cast.
Benefit: You may use an additional lurk augment with each swift action. You
may use lurk augments an additional number of times per day equal to your
intelligence modifier.
Special: You may select this feat multiple times. Its effects stack.
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Psionic Master (Ex): Starting at 5th level, an omnimind can manipulate far
greater psionics than most other manifesters. An omnimind can manifest an
additional epic power each day, plus one additional epic power at 10th level
and every 5 levels afterwards.
Scion of Sorrow
Many in the world assume that power brings only happiness, assuming that
those of exceptional strength and riches can reverse or mitigate any woes
that would trouble them. Though often the case, this is not always true.
Some beings of exceptional power, after having brought themselves to ruin,
are simply shattered under the weight of their broken hearts and dreams.
Transformed and empowered by this bottomless sense of loss and longing,
scions of sorrow are beings of true and irreversible finality, capable of
wreaking havoc or bettering the world in ways that no one can ever reverse.
Fortunately for many in the multiverse, scions of sorrow are exceptionally
rare. Beyond the scarcity of such tragedy needed to fuel the transition, the
first act of most scions is one of irreversible self-destruction.
Hit Die: d8
ECL: 20 or higher
Scion of Sorrow
Class Features: The following are class features of the Scion of Sorrow.
Epic Spellcasting: Even without the Epic Spellcasting feat, a scion of sorrow
can still develop and cast epic spells using any four seeds of his or her choice
seeds. For the purpose of developing epic spells with these seeds (and only
these seeds), costs in gold pieces and experience points are halved. If the
scion of sorrow doesn’t cast spells, he or she uses his or her highest ability
score modifier to determine epic spell save DCs.
Spells per Day/Spells Known: At each even scion of sorrow level, the
character gains new spells per day (and spells known, if applicable) as if he
or she had also gained a level in a spellcasting class to which he or she
belonged before adding the prestige class level. If already an epic
spellcaster, the character gains only the benefit noted under the Spells entry
for that epic class. He or she does not, however, gain any other benefit a
character of that class would have gained. If the character had more than
one spellcasting class before becoming a scion of sorrow, the player must
decide to which class to add the new level for the purpose of determining
spells per day.
Entity of Loss (Ex): Whatever troubles torment a scion of sorrow’s past, the
feelings of sorrow and regret they evoke change the scion on a fundamental
level. A scion of sorrow no longer possesses a soul and is immune to spells
and effects that would alter, move, trap the scion’s soul or that would allow a
creature possess the scion’s body. The scion of sorrow can only be restored
from the dead through a wish or miracle effect. A scion of sorrow ceases to
age and is immune to lethal damage from dehydration or starvation (though
these effects can still knock the scion unconscious).
What’s Done is Done (Su): The greatest power (or curse) that a Scion of
Sorrow possesses is the ability to irrevocably alter the world. A Scion of
Sorrow may choose to render any event he or she is directly responsible for
irrevocable as that event concludes (thus, the scion may choose the make
the fall of a kingdom irrevocable as his or her forces finally make it fall or
may make the death of a king irrevocable as the king dies [so long as the
scion of sorrow is responsible for the death]). That event is entirely
irrevocable through mundane and magical means. Not even epic magic,
artifacts, or the work of gods can undo what has been wrought and attempts
to change the past fail. If the event that a scion of sorrow wishes to make
irrevocable is not as the scion suspects (such as if he or she wishes to make
a king’s death irrevocable but only slays a body double), the scion learns that
things are not as they seem and may choose not to use this ability.
At 1st level, the tragedy that the scion of sorrow has brought upon him or
herself to allow access into this class is rendered irrevocable in this way and
the scion of sorrow may render an additional event irrevocable at any time.
At 6th level and every 5 levels afterwards, a scion of sorrow may render two
additional events irrevocable. Once an event has been declared irrevocable,
that use of this class feature is forever lost. Uses of this ability not used by
the time it is gained again carry over.
Futility (Su): Starting at 2nd level, a scion of sorrow can foil just about any
action that an enemy can undertake. Once per round, a scion of sorrow can
grant a creature a 50% miss chance with a single attack roll, a 50% failure
chance with a single spell, or a penalty equal to twice his or her class level to
a single skill check. Only enemies within 30 feet of the scion of sorrow can be
targeted in this way and he or she gains an additional use per round at 7th
level and every 5 levels afterwards.
Bonus Feats: At 3rd level and every 5 levels afterwards, a can select a single
bonus feat from the following list: Beyond Prediction*, Burden of Life*, Claim
Calamity, Claim Woes*, Crush Will*, Damage Reduction, Epic Prowess, Epic
Reputation, Epic Skill Focus, Epic Will, Fast Healing, Glimpse of Solace*,
Great Charisma, Great Constitution, Great Strength, Great Wisdom,
Improved Spell Capacity, Numbed to Affliction*, Refuge of Dreams, Share
the Pain*, Tortured Psyche*, Wield the Shattered Blade*
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New Feats
Share the Pain [Epic]
You can let others know the pain that they inflict upon you.
Your unending life has exposed you to enough hardship that little phases you
any more.
Benefits: So long as you possess fast healing with your unending existence
class feature, you are protected by an endure elements effect and are
immune to ability damage and drain as well as negative levels.
Life is more of a curse than a blessing for you, a curse quite hard to remove.
Benefits: So long as you possess fast healing with your unending existence
class feature, you are immune to death effects. Furthermore, whenever you
fail a Constitution check to hold your breath, you merely fall unconscious
until oxygen becomes available.
Benefits: Whenever a sentient creature fails its saving throw against your
blade of broken dreams class feature, that creature must make an additional
Will save (DC 20 + Scion of Sorrow class level + Cha modifier) or lose the
will to continue the fight for the rest of the encounter or until an aggressive
action is next taken against him or her. Whenever a creature affected by
your futility class feature misses you with an attack roll, fails to cast a spell
against you, or fails on a skill check made against you, they must make this
same saving throw or be affected for 1d4 rounds. This is a penetrating mind-
affecting effect.
Woe to those who try to pry their way into your thoughts
You can claim the pains and woes of others for yourself, bringing your
targets solace.
When you use your power to forever alter the world, you catch a glimpse of
what can never be.
Benefits: Whenever you use your what’s done is done class feature, you may
choose to briefly glimpse the world that could never be. For each creature of
at least 1 HD whose life was ended or irrevocably changed (whether for good
or ill) by your use of the class feature, you vanish from existence for 1 round,
occupying a fleeting glimpse of a world in which your great tragedy never
occurred. Nothing done in this other world leaves any lasting effects on you
or the real world. When you return to the real-world, your short-lived joy
spills out as power far greater than the sorrows you harness. In effect, you
may cast an epic spell with a spellcraft DC of up to 1% of the number of
rounds you spent in the other world (up to a maximum of your scion of
sorrow class level x 10).
Sleep is your last refuge from the dark realities of the world.
Benefits: So long as you have obtained at least 8 hours of sleep within the
past 24 hours, you are immune to all fear effects and may roll 2d20 for each
will save you make and take the better result. After receiving at least 2 hours
of sleep, if you are awakened before receiving a full 8 hours, you add your
Charisma bonus as a morale bonus to all attack and damage rolls against any
creatures responsible for your awakening for the next 10 minutes. Lastly,
you are immune to any effect that manipulates dreams or that specifically
target sleeping creatures.
You can prevent events of great destruction at the cost of great personal
sorrow.
Benefits: As a full-round action, you may halt any single natural distaster
(whether an erupting volcano, storm, tidal wave, earthquake, wildfire, or so
forth) within a 1 mile/scion of sorrow level radius of yourself. If the event
takes place over a larger area, the area within a 1 mile/scion of sorrow level
radius is unaffected by the entirety of the disaster (even if you subsequently
leave that area). This ability functions against non-epic spells and abilities
used to cause such a disaster and has a 50% chance of functioning against
epic spells and abilities used to cause such a disaster. If multiple applicable
disasters are within range, you halt one of them that you are aware of of
your choice. After using this ability, the next great tragedy that occurs in
your life is rendered irrevocable as if by your what’s done is done class
feature. Until this occurs, you may not use this feat again.
Benefits: Effects that attempt to predict the future (including the portfolio
sense of deities and the know death salient divine ability) can never predict
your future and fail to take your presence and actions into account when
predicting the future. You gain Spell Resistance 30 + Scion of Sorrow level
against all other divination effects.
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Blade of Broken Dreams (Su): Starting at 4th level, a scion of sorrow can
forever part a creature from its ambitions, severing it from its dreams with
raw might. Once per encounter, a scion may make a declare a single attack
to be made with his or her blade of broken dreams (the blade is metaphorical
in nature and the attack may be made with any sort of weaponry or even
with a spell). If the attack hits, the target must make a Will save (DC 20 +
Class level + Cha modifier). If the target succeeds, it is merely nauseated for
1 round in addition to all normal damage and effects. If the target fails,
however, the target is nauseated for 1d4 rounds and is doomed never to
achieve its greatest desire (at the time of the attack) for as long as the scion
of sorrow lives. Desires involving basic biological needs (such as the desire of
a devastation vermin to eat) and specific desires to kill the scion of sorrow
aren’t affected in this way. Similarly, any hit point damage the attack deals
can’t be healed for as long as the scion lives if the target fails its Will save.
This ability can be used an additional time per encounter at 9th level and
every 5 levels afterwards.
Unending Existence (Su): Just as the emotions that fuel a scion’s powers
allow him or her to leave permanent marks on the world, so too do these
powers transform the Scion into a permanent feature of the world. Starting
at 5th level, a scion of sorrow can no longer be slain through hit point
damage. No matter how his or her body is mangled (even if the body is
destroyed or reduced to dust), the scion of sorrow continues living and
regrows body parts (including heads or entire bodies if necessary) as if he or
she possessed regeneration. While at or under -10 hit points, the scion falls
unconscious even if he or she possesses diehard or a similar feat, ability, or
spell effect and can be slain with a miracle or wish effect. The scion of power
can’t be affected by spells and abilities of the healing subschool while in this
state unless the spell would normally restore the dead to life (in which case
they function normally on the scion even though he or she wasn’t truly
dead), and the scion gains fast healing 10 while in this state. After this fast
healing has restored at least 20 hit points/class level, you lose this fast
healing (although you continue heal naturally) until you spend 2 hours in
self-reflection. At 10th level and every 5 levels afterwards, the value of this
fast healing increases by an additional 10 points and the maximum amount
you can heal before needing to recharge this class feature increases by 20 hit
points/class level.
Temporal Wanderer
Most individuals live their entire lives with only the dimmest notion that other
planes of existence are out there, never straying too far from their homes.
More powerful beings, such as adventurers, are known to travel across these
planes with great regularity. Even with the commonality of planar travel
available, however, there remains one form of travel that few even consider.
Temporal Wanderers are those who have received some small taste of
temporal energies, knocking them free from their normal temporal
alignment. Granted awareness of the past, of the future, and of alternate
timelines, Temporal Wanderers act in ways that often befuddle those around
them but that tend to work out for the best. Whatever their goals and
ambitions may be, Temporal Wanderers are always one step ahead.
Hit Die: d10
Special: You must have interacted with the time stream in some meaningful
and unusual way, such as the following:
Must have travelled through time using methods other than planar travel.
Temporal Wanderer
Class Features: The following are class features of the Temporal Wanderer.
Confer with the Future (Su): Starting at 1st level, a temporal wanderer can
turn to his future selves for guidance, looking forward along the varying
timelines that branch out once a specific decision has been made. As a swift
action, the temporal wanderer can learn whether taking a specific action will
have good results, bad results, good and bad results, or neither good nor bad
results. Though the future selves the temporal wanderer turns to for advice
have no reason to lie to him, even the smallest of decisions made afterwards
may change how things unfold and there is only a 90% chance that the
temporal wanderer will hear from the timeline he is destined to take past
that point (otherwise the temporal wanderer receives an answer at random).
A temporal wanderer may not check the results of taking a single action
more than once. A temporal wanderer can reach himself up to one week into
the future at 1st level and one additional week further at 6th level and every
5 levels afterwards
Delay the Inevitable (Su): Starting at 2nd level, a temporal wanderer can
delay harm and death if necessary. As an immediate action, the temporal
wanderer can prevent all damage that either him or herself or an ally who
the temporal wanderer can see within 30 feet would take for the next 5
rounds. Any effects that would target the affected creature are likewise
delayed during this time, though attack rolls and saving throws are made
immediately as normal. At the end of these 5 rounds, all damage and effects
that have been delayed immediately catch up with the affected creature.
While delaying damage and effects using this ability, such damage and
effects can be healed in advance as appropriate. This ability can be used
once per encounter at 2nd level and once more per encounter at 7th level
and every 5 levels afterwards.
Spells per Day/Spells Known: At each even temporal wanderer level, the
character gains new spells per day (and spells known, if applicable) as if he
or she had also gained a level in a spellcasting class to which he or she
belonged before adding the prestige class level. If already an epic
spellcaster, the character gains only the benefit noted under the Spells entry
for that epic class. He or she does not, however, gain any other benefit a
character of that class would have gained. If the character had more than
one spellcasting class before becoming a temporal wanderer, the player must
decide to which class to add the new level for the purpose of determining
spells per day.
Bonus Feats: At 3rd level and every 5 levels afterwards, a temporal wanderer
can select a single bonus feat from the following list: Advantageous
Divergence*, Blinding Speed, Change the Past*, Damage Reduction, Epic
Prowess, Epic Skill Focus, Eye to the Past*, Fast Healing, Freeze Foes*,
Frequent Delays*, Improved Spell Capacity, Indefinite Delay*, Into the
Future*, Know Vulnerabilities*, Spell Stowaway, Spring of Youth*, Superior
Initiative, Think Ahead*, Time Heals All*, Wild Card*.
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New Feats
You can embark on the most difficult of travels, a travel backwards through
time.
Benefits: With one hour of concentration, you and up to eight other willing
creatures within 100 feet can travel back in time by any duration. You do not
change your physical location, however, and if this travel would deposit one
or more of you into a solid object, you instead appear in the nearest space
capable of holding you. Your actions in the past alter the future appropriately
with one major exception. You and those you bring back with you are
detached from the timeline by this ability. Any actions that those travelling
back in time would result in one or more of you not being born, being slain
early, or that would prevent this ability from being used in the first place fail
to affect your current conditions. Sadly, this ability comes with a price.
Changing the past requires the temporal wanderer to unravel the future they
called home. As a result, this travel only works one way (unless you possess
the Into the Future feat).
Note: Barring epic spells that destroy the multiverse, Change the Past and
Into the Future are the most disruptive abilities that you could allow in your
campaign. These feats require DM permission to utilize and their implications
should be considered carefully before allowing them.
Into the Future [Epic]
Benefits: With one hour of concentration, you and up to eight other willing
creatures within 100 feet can travel forward in time by any duration. You do
not change your physical location, however, and if this travel would deposit
one or more of you into a solid object, you instead appear in the nearest
space capable of holding you. This travel works in only one directly, however
(unless you possess the Change the Past feat).
Note: Barring epic spells that destroy the multiverse, Change the Past and
Into the Future are the most disruptive abilities that you could allow in your
campaign. These feats require DM permission to utilize and their implications
should be considered carefully before allowing them.
Those who peer into the future never take you into account.
Benefits: Spells and abilities that look into the future (including the portfolio
sense of deities) never take you or your actions into account.
Benefits: As a swift action, you may select a creature. During that creature’s
next action, it takes two separate sets of actions that may not be identical.
At the end of the action, a temporal wanderer selects one set of actions
taken and the others never occur as the alternate timeline is abandoned. The
temporal wanderer is aware of what happens in each of the separate
timelines but all others (including the target) are only aware of what occurs
in the main timeline.
Special: You may select this feat multiple times. Each time you select it after
the first, double the number of times you can use this feat between
recharges.
Benefits: Whenever you use your delay the inevitable class feature, you may
choose to instead use an indefinite delay. Damage and/or effects put on an
indefinite delay don’t take effect for 5 rounds or until you use this ability
again, whichever comes last.
You can delay harm to yourself and others with great frequency
Benefits: Your uses of delay the inevitable are now measured per round
instead of per encounter. For the purpose of meeting prerequisites, however,
these usages are still measured per encounter.
special: You may select this feat multiple times. Each time you select it after
the first, double the number of times you can use this feat between
recharges.
You are sure to inform your past self on what forms of a attack prove
effective against your foes.
You work to keep your past self aware of what is about to occur, letting them
react faster.
Benefits: As a standard action, you can touch a willing creature and reduce
its age by 1 month.
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Browse Timelines (Su): Starting at 5nd level, a temporal wanderer can often
select the best of multiple destinies. At the start of the temporal wanderer’s
action, the wanderer may choose to take two sets of actions. Rather than
occurring in a row, however, these actions occur separately and
simultaneously. At the end of the action, a temporal wanderer selects one set
of actions taken and the others never occur as the alternate timeline is
abandoned. The temporal wanderer is aware of what happens in each of the
separate timelines but all others are only aware of what occurs in the main
timeline. At 10th level and every 5 levels afterwards, a temporal wanderer
can choose to take up to one additional set of actions.
Unmage
When dealing with meddlesome or dangerous mages, many believe that the
only solution is to bring in another, allied mage. In this respect, many are
sorely mistaken. A few gifted individuals, known as unmages, have gained
the ability to counter, unravel, and simply ignore magic in their
environments. Some unmages oppose magic in all of its forms and unravel
“unnatural” influences wherever they are found. On the opposite end of the
spectra, some unmages are abjurers who have simply perfected the art of
cancelling magic around them. Whether an unmage reserves their abilities
for self-protection or actively fights others who use magic, the current
location of unmages on a given plane is invaluable information both for those
who would abuse magic and for those who would stop them.
Hit Die: d8
Unmage
Epic Spellcasting: Even without the Epic Spellcaster feat, an unmage can still
develop and cast epic spells using the banish, dispel, reflect, and/or reveal
seeds. For the purpose of developing epic spells with these seeds (and only
these seeds), costs in gold pieces and experience points are halved. An
unmage may use his or her ranks in use magic device to determine his or her
epic spell slots per day. Furthermore, he or she may use his or her ranks in
either use magic device or knowledge (arcana) in place of his or her ranks in
spellcraft when making a spellcraft check to cast an epic spell. If the Unmage
doesn’t cast spells, he or she uses his or her highest ability score modifier to
determine epic spell save DCs.
True Counterspell (Su): Once per round, as a free action, an unmage can
interfere with another creature they possess a line of effect with as they
attempt to cast a spell or spell-like ability. The unmage makes an opposed
spellcraft check against the caster and if the unmage succeeds, the casting is
foiled and the spell or spell slot is expended as normal. For every 5 points by
which the unmage succeeds on this check, the caster may not cast spells or
spell-like abilities for 1 round afterwards. This ability can be used once per
encounter at 2nd level and an additional time per encounter every 5 levels
afterwards.
Bonus Feats: At 3rd level and every 5 levels afterwards, an unmage can
select a single bonus feat from the following list: Anchoring Aura*, Antimagic
Burst*, Armor Skin, Blinding Speed, Conceal Mind*, Countermage*,
Counterspike*, Damage Reduction, Dimensional Aura*, Dismiss Outsiders*,
Energy Resistance, Epic Avoidance*, Epic Fortitude, Epic Reflex, Epic Skill
Focus, Epic Speed, Epic Toughness, Epic Will, Expanded Aura*, Extended Life
Span, Forced Deanimation*, Guarded Abjuration*, Ignore Hindrance*,
Improved Combat Reflexes, Improved Spell Capacity, Inescapable Aura*,
Legendary Climber, Legendary Leaper, Legendary Wrestler, Mageslayer
Juggernaut*, Master of Abjuration*, Mystic Feedback*, Perfect Health,
Pressure Casters*, Reveal Deceptions*, Seeping Suppression*, Share
Immunity*, Spell Stowaway, Spellcasting Harrier, Spellkill Ascetic*, Spellkill
Magebreaker*, Superior Counterspell*, Withstand Death*.
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New Feats
Your attacks are more dangerous to spellcasters as your turn their magic
against them.
You exude an aura that makes it difficult for others to escape from you
through magical means.
You exude an aura that stops teleportation effects cold in their tracks.
You exude an aura that prevents others from escaping the plane at all.
Benefits: Within 10 feet of you, spells and spell-like abilities that involve
extradimensional travel (such as shadow walk, etherealness, and blink) fail
to function. You may suppress or reactive this aura as a free action.
Benefits: The range of your inescapable aura is doubled. If you possess the
anchoring aura and/or dimensional aura feats, their range is also doubled.
Special: This feat can be selected multiple times. Its effects stack.
Benefits: You gain the benefits of a freedom of movement effect except that
it only protects against magical effects.
Benefits: You gain the benefits of a death ward effect except that it only
protects against magical effects.
You can easily see through magic designed to fool your senses.
Benefits: Whenever you would take damage from any magical source, halve
that damage before applying damage reduction, energy resistance, and
similar abilities
Counterspike [Epic]
Benefits: You benefit from your mystic feedback spell whenever you
successfully counter a target’s spell with your true counterspell class feature.
Benefits:You may spend a use of your spell immunity class feature for the
round to grant a willing creature within 100 feet the benefits of that class
feature against a single spell effect.
Your very presence causes enemy spellcasters to slip up and make careless
mistakes.
Benefits: Any enemy spellcaster that is aware of your presence can’t cast
spells defensively, can’t use free, swift, or immediate actions for spellcasting,
and can’t take 10 on spellcraft checks when casting epic spells.
Benefits: By expending two uses of your True Counterspell class feature, you
may create an anti-magic field centered around yourself for 1 round. For
each additional use spent beyond the first two, the radius of the effect
increases by 20 feet and the duration increases by 1 round. You may dismiss
this effect early as a swift action and this anti-magic field doesn’t suppress
unmage class features.
Countermage [Epic]
Your training as a spellcaster and as an unmage has taught you how to fight
other spellcasters.
Benefits: Select one spellcasting class you possess levels in. You add your
unmage level as a bonus to your caster level when casting spells gained by
virtue of levels in that class. Furthermore, you gain a bonus spell slot of each
spell level that you possess access to in the chosen class. These spell slots
can only be used for counterspelling.
Benefits: Your unmage class level stacks with your monk level for the
purposes of your AC bonus, fast movement, and diamond soul class features.
You have turned the art of stealing magic from foes into a science.
Benefits: Your unmage class level stacks with your spellthief level for the
purposes of your sneak attack class feature. Whenever you counter a spell
with your true counterspell class feature, you can steal it as if you had used
your steal spell class feature.
Benefits: The value of any armor class bonus, saving throw bonus, or energy
resistance that your spells grant is doubled. The value of any damage
reduction or spell resistance your spells grant is increased by +5. Lastly,
once per encounter, you may negate all damage that one attack or spell
would deal to yourself or to a creature within 30 feet.
Prerequisites: Dex 25
Benefit: You gain a +1 dodge bonus to your AC. You lose this bonus
whenever you would lose your Dexterity bonus.
Special: You may select this feat multiple times. Its effects stack.
Benefits: Spells you cast of the abjuration school that target you or have a
range of personal can’t be dispelled and are immune to mage’s disjunction
Special: You may select this feat multiple times. Each time you select it,
double the number of times you can use it before you need to recharge it.
You can remove the unnatural animating spark from constructs and the
undead.
Special: You may select this feat multiple times. Each time you select it,
double the number of times you can use it before you need to recharge it.
Special: You may select this feat multiple times, doubling the range of its
effects each time.
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Spell Immunity (Su): It is rare that spells can ever even faze an unmage.
Starting at 4th level, the first time each round that an unmage is targeted by
a spell or finds himself in the area of a spell, that spell treats the unmage as
not being there. Damaging spells fail to damage them, divination spells fail to
detect them, and even area effects made to contain an unmage like
forcecage can be seen and walked though by the unmage as if it weren’t
even there. This ability extends to the next spell that the unmage is targeted
with each round at 9th level and every 5 levels afterwards. An unmage can
lower or resume this protection as a free action.
Unreal
What is reality? That is a question that has baffled scholars since the dawn of
time. Built with laws and woven with magic that contradict these laws at
every turn, the nature of reality is often inscrutable. Even the more common
philosophical answers are stifled by the existence of illusions. Are illusions
real, one might ask. Though certainly not what they appear to be, it remains
unclear whether they exist at all. Formed from common perceptions locked in
space, one must wonder whether it persists when none are around to
observe it. The greatest practitioners of illusion often claim that these
illusions persist. Whether we can take their claim seriously, however, is
another matter. After all, these same practitioners cast the rest of existence
into doubt. These practitioners, known as the unreal, blur the line between
the real and imagined.
Hit Die: d6
Spells: The ability to cast any 6 illusion spells as spells or spell-like abilities,
including at last one of 6th level or higher.
Class Skills: Bluff, Concentration, Craft, Disguise, Knowledge (all skills, taken
individually), Profession, Sense Motive, Spellcraft
The Unreal
4th +2 Fictionalize I
+1 level of existing spellcasting class
6th +3 Actualize II
+1 level of existing spellcasting class
9th +4 Fictionalize II
--
Epic Spellcasting: Even without the Epic Spellcaster feat, an unreal can still
develop and cast epic spells using the animate, compel, conceal, contact,
delude, dispel, reveal, and/or transport seeds. For the purpose of developing
epic spells with these seeds (and only these seeds), costs in gold pieces and
experience points are halved.
All An Illusion (Su): From the perspective of the unreal, everything else is
one giant illusion. As a standard action, the unreal may select an object or
creature of up to gargantuan size and attempt a Will save (DC 20 + 1 per
previous attemnpt) to disbelieve it. If successful, both that object and the
unreal treat each other as though they were incorporeal for 1 minute.
Furthermore, the unreal can see through the object like a foiled illusion and
the target, if a creature, can see through the unreal. By spending one hour in
self-reflection or study, the Save DC is reset to 20.
Actualize (Su): When the unreal weave illusions, they can sometimes be
carried over into the physical world. Whenever an unreal casts an illusion
spell or spell-like ability that allows a will save to disbelieve, the unreal can
choose to actualize the illusion. An actualized illusion gains physical presence
for the effects duration, receiving an appropriate tactile component and
exerting the proper amount of weight as well as gaining damage reduction,
hardness, and/or natural armor as appropriate for the nature of the illusion.
Furthermore, an actualized illusion allows for no saving throw to disbelieve.
Even so, an actualized illusion is incapable of dealing damage. If the illusion
of a creature is created in this way, it loses all special attacks and special
qualities of the base creature and possesses no mental ability scores (and
thus possesses no ranks or feats) but otherwise possesses the stats of the
creature.
At 1st level, the undreal may possess a single actualized illusion at a time. At
6th level and every 5 levels afterwards, an additional illusion can be
actualized. Attempting to actualize an illusion beyond this limit results in one
previously actualized illusion of the unreal’s choice becoming illusory. Illusory
spaces and passages created in this way can’t be accessed.
Disbelieve Harm (Su): Starting at 2nd level, once per round, when the unreal
would take damage, he or she may make a Will save (DC = damage dealt).
If successful, the damage is completely negated. At 7th level and every 5
levels afterwards, this ability can be used an additional time per round.
Spells per Day/Spells Known: At each even unreal level, the character gains
new spells per day (and spells known, if applicable) as if he or she had also
gained a level in a spellcasting class to which he or she belonged before
adding the prestige class level. If already an epic spellcaster, the character
gains only the benefit noted under the Spells entry for that epic class. He or
she does not, however, gain any other benefit a character of that class would
have gained. If the character had more than one spellcasting class before
becoming an unreal, the player must decide to which class to add the new
level for the purpose of determining spells per day.
Bonus Feats: At 3rd level and every 5 levels afterwards, a can select a single
bonus feat from the following list: Automatic Silent Spell, Automatic Still
Spell, Awaken Fiction*, Delayed Actualization*, Disbelieve Spells*, Disbelieve
Weaponry*, Epic Will, Extended Control*, Extended Lifespan, Great Charisa,
Great Intelligence, Great Wisdom, Improved Combat Casting, Improved Spell
Capacity, Infallible Illusion*, Lethal Illusion*, Master of Illusion*, Partial
Illusion*, Pierce Illusion*, Reverse-Illusion*, Strengthen Spell, Sudden
Actualization*, Tenacious Magic
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*New Feats
Even if an object seems too large to dismiss entirely, you can view part of it
as an illusion.
Prerequisites: All An Illusion.
Benefit:When using your all an illusion class feature, you may designate a
15-foot cube of a larger object or creature instead of selecting a gargantuan
or smaller target.
Benefit: When you use your disbelieve harm class feature to successfully
negate all damage from a manufactured weapon, that weapon becomes a
mere figment that floats in mid-air for 1 minute. The save DC to disbelieve
the weapon equals 10 + Unreal class level + Int modifier.
Much of the magic that others weave is nothing more than smoke and
mirrors.
Benefit: When you use your disbelieve harm class feature to successfully
negate all hit point damage that a spell would deal you, that spell becomes a
mere figment for its normal duration. The save DC to disbelieve the spell
equals 10 + Unreal class level + Int modifier.
Prerequisites: Actualize I.
Benefit: You need not make the decision to actualize an illusion when casting
it. As a standard action, you may actualize any appropriate illusion already in
effect.
What was once an illusion may suddenly gain a sense of reality behind it.
You may allow those that you transform into illusions to remain sentient and
move about.
Prerequisites: Fictionalize I.
Benefit: When you fictionalize a creature, you may choose to awaken it. An
illusion awakened in this way gains your mental ability scores and personality
and controls its own movement through the environment. It may perform no
other action apart from movement and the production of mundane sounds,
however.
Having mastered the art of illusion, you know how to recognize them at a
glance.
Benefit: You automatically recognize all illusions that you perceive and
automatically succeed on all saving throws against them.
Special: This feat can be selected multiple times. Its effects stack.
Reverse-Illusion [Epic]
Benefit: When you fictionalize a creature, you may choose to simply mask
that creature as an illusion rather than transform it into a full illusion (such a
creature still counts towards the limit of your fictionalize class feature).
Anyone who interacts with such a creature perceives that creature as a mere
illusion as though they had succeeded on a Will save against a figment unless
they succeed on a Will save (DC 20 + Unreal level + Int modifier). Anyone
harmed by an affected creature automatically succeeds on this saving throw.
Benefit: A spell with this metamagic feat applied to it treats all creatures as if
they had two fewer hit dice for all purposes (this does affect the saving
throws of creatures). A strengthened spell occupies a spell slot one higher
than its normal spell level.
Benefit: You can affect mindless creatures with your mind-affecting illusion
spells. Touching an illusion you have that allows for saving throws to
disbelieve does not allow the target to automatically disbelieve as such
illusions now create imagined tactile sensations along with an illusory sense
of weight. Once per encounter, you can turn yourself or a creature within 100
ft. of yourself invisible for 1 round. While invisible, the target can’t be seen
through see invisibility or true seeing, is unaffected by glitterdust, faerie fire,
and invisibility purge, and can’t be detected by scent, blindsight, blindsense,
or tremorsense.
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Fictionalize (Su): Just as the unreal can force illusions into reality, so too can
he or she consign reality into illusion. Starting at 4th level, as a full-round
action, an unreal can force a single creature to make a Will save (DC 20 +
Class Level + Int modifier) or become a mere illusion (as permanent image).
At 4th level, the unreal can only fictionalize one creature at a time. At 9th
level and every 5 levels afterwards, the unreal may fictionalize another
creature at once. Fictionalizing another creature beyond this limit frees a
previously fictionalized creature. Likewise, dispelling or dismissing these
illusions results in the real creature returning into existence.
Sensory Control (Su): At the peak of his or her power, the unreal can directly
control what others perceive in the world around them. Starting at 5th level,
so long as the unreal concentrates, he or she can create a separate set of
visual, audio, olfactory, and thermal information that takes the place of a
target’s normal perceptions for any number of target creatures. The area in
which the unreal can control senses is limited to 50 ft. but creatures within
this area can have their perceptions of more distant objects or creatures
altered. The unreal is free to add, remove, or alter features of the
environment as he or she sees fit. Any creature who interacts with the
environment or who notes discrepencies within it is permitted a Will save (DC
20 + Class Level + Int modifier) to disbelieve this illusion. Once the illusion
has been disbelieved, creatures are immune to this ability from that unreal
for the next 24 hours. At 10th level and every 5 levels afterwards, the unreal
may create an additional set of perceptions to subject any number of targets
to when using this ability. One creature may receive any or all sets of
perceptions depending on the whims of the unreal. This effect is a phantasm
and can be pierced with a true seeing effect but can’t be affected by the
unreal’s actualize class feature.
Veneficus Optima
Even among the most prodigious of sorcerers and skilled of archmages, there
are yet names spoken of in whispers of fear and awe. Known as veneficus
optima, some arcane casters have unlocked unparalleled insights into the
nature of magic itself. Weaving even epic spells with mind-bogging ease,
even a single veneficus optima holds the potential to disrupt activity in entire
regions or even entire worlds.
Hit Die: d4
Veneficus Optima
Class Features: The following are class features of the Veneficus Optima.
Spells per Day/Spells Known: At each veneficus optima level, the character
gains new spells per day (and spells known, if applicable) as if he or she had
also gained a level in an arcane spellcasting class to which he or she
belonged before adding the prestige class level. If already an epic
spellcaster, the character gains only the benefit noted under the Spells entry
for that epic class. He or she does not, however, gain any other benefit a
character of that class would have gained. If the character had more than
one arcane spellcasting class before becoming a veneficus optima, the player
must decide to which class to add the new level for the purpose of
determining spells per day.
Multispell: Once per round, a veneficus optima can cast a non-epic arcane
spell with a casting time of 1 standard action or less as a free action. At 6th
level and every 5 levels afterwards, this ability can be used one additional
time per round.
Efficient Researcher (Ex): A veneficus optima can develop epic spells in ways
that others could only dream of, regularly making intuitive leaps that a
normal mage would take days to figure out. Starting at 2nd level, when
developing an epic spell, the process takes 1 day less (to a minimum of 1
day), 2,000 fewer experience points (to a minimum of 360 xp), and 50,000
fewer gold pieces (to a minimum of 9,000 gp). These bonuses are doubled at
7th level, tripled at 12th level, and so forth.
Bonus Feats: At 3rd level and every 5 levels afterwards, a Veneficus Optima
can select a single bonus feat from the following list: Automatic Quicken
Spell, Automatic Silent Spell, Automatic Still Spell, Enhance Spell, Epic Spell
Focus, Epic Spell Penetration, Epic Spellbook*, Epic Will, Extended Life Span,
Familiar Spell, Godslayer*, Great Charisma, Great Intelligence, Ignore
Material Components, Improved Combat Casting, Improved Heighten Spell,
Improved Metamagic, Improved Spell Capacity, Improved Spell Resistance,
Intensify Spell, Master of Abjuration*, Master of Conjuration*, Master of
Divination*, Master of Enchantment*, Master of Evocation*, Master of
Illusion*, Master of Necromancy*, Master of Transmutation*, Multispell,
Permanent Emanation, Selective Spell*, Spell Knowledge, Spell Opportunity,
Spell Stowaway, Spontaneous Spell, Spontaneous Spell Knowledge*,
Superior Counterspell*, Superior Spellcaster*, Tenacious Magic
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New Feats
Godslayer [Epic]
You can face even the divine with some chance of success.
Prerequisites: Base Attack Bonus +35 or ability to cast 12th level spells
Benefits: Deities attacking you never take 20 on their attack rolls. Against
your spells and abilities, deities never take 20 on their saving throws. Against
you, Deities lose their divine bonus to AC and Saving Throws. Lastly, you
aren’t detected by the remote sensing abilities or portfolio sense of deities
and salient divine abilities that create areas or that designate targets don’t
affect you.
Benefits: The value of any armor class bonus, saving throw bonus, or energy
resistance that your spells grant is doubled. The value of any damage
reduction or spell resistance your spells grant is increased by +5. Lastly,
once per encounter, you may negate all damage that one attack or spell
would deal to yourself or to a creature within 30 feet.
Your possess energies that allow you to summon and move creatures about.
Benefits: All conjuration spells with a casting time of 1 round have their
casting times reduced to 1 standard action. Summoned and called monsters
need not be brought forth into environments capable of supporting them.
Once per encounter, you can teleport one creature within 100 feet of yourself
into any other square within 100 feet of yourself. A successful Will save (DC
10 + caster level + Intelligence modifier) negates this movement.
You can act exactly as you need to in order to succeed at almost any task.
Benefits: All emanations that your divination spells create are doubled in size
and you are aware when there is information that your divination spells is
unable to detect, though you don’t automatically learn what knowledge you
are kept from. Once per encounter, you can add your caster level as a bonus
to an attack roll, saving throw, or skill check. Using this feat requires no
action.
Master of Enchantment[Epic]
You can make others act exactly as you would want them to with your
impressive powers.
Master of Evocation[Epic]
You blast targets into dust with your control over the fundamental energies
of existence.
Benefits: All evocation spells you cast ignore spell resistance and energy
resistance and deal half damage even against creatures immune to the
relevant form of energy. Once per encounter, you can choose a form of
energy and deal 1d6 damage/caster level of that form of energy to a target
within 100 feet, or half of that if they succeed on a Reflex Save (DC 10 +
caster level + Intelligence modifier).
Master of Illusion[Epic]
Benefits: You can affect mindless creatures with your mind-affecting illusion
spells. Touching an illusion you have that allows for saving throws to
disbelieve does not allow the target to automatically disbelieve as such
illusions now create imagined tactile sensations. Once per encounter, you can
turn yourself or a creature within 100 feet of yourself invisible for 1 round.
While invisible, the target can’t be seen through see invisibility or true
seeing, is unaffected by glitterdust, faerie fire, and invisibility purge, and
can’t be detected by scent, blindsight, blindsense, or tremorsense.
Benefits: All undead you create with necromancy spells are automatically
under your control (counting towards your normal maximum) and your
necromancy spells bypass any immunities granted by the undead type or by
death ward effects. Once per encounter, you can reanimate any number of
dead creatures within 100 feet of yourself as skeletons or zombies
(depending on the state of the bodies) with a total HD of up to your caster
level. These undead only lasts until the end of the encounter before falling
apart.
Benefits: You gain the supernatural abilities of any creature you transform
into using transmutation spells. Any bonuses to ability scores granted by
your transmutation spells are doubled. Once per encounter, you may grant
yourself a burrow speed, fly speed (with perfect maneuverability), or swim
speed equal to your land speed or double your land speed until the end of
the encounter.
Benefits: Select an arcane spell from any spell list. You add that spell to your
list of spells known. As a swift action, you may expend a spell slot to replace
the chosen spell with another of that spell slot’s spell level or lower.
Special: This feat can be selected multiple times. Its effects stack.
Benefits: This feat can only be applied to spells that create areas. When
casting a spell modified by this metamagic effect, you may select any
number of targets within its area. Only the chosen creatures are affected by
the spell. A selective spell uses up a spell slot three levels higher than the
spell’s actual level.
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Practiced Metamagic (Ex): Starting at 4th level, a veneficus optima can add
metamagic to arcane spells with great efficiency. Whenever casting a non-
epic arcane spell, the veneficus optima may add any number of metamagic
effects who in total would raise the spell’s level by up to +4 without
increasing its spell level or casting time. At 9th level and every 5 levels
afterwards, the veneficus optima can add another four levels of metamagic
effects to each spell they cast.
Master of the Arcane (Ex): Starting at 5th level, a veneficus optima can
manipulate far greater magics than most other arcane casters. A veneficus
optima can cast an additional epic spell each day, plus one additional such
spell at 10th level and every 5 levels afterwards.
Venerated Sage
Hit Die: d6
Spells: Must be capable of casting at least six divinations spells, at least one
of which must be sixth level or higher.
Class Skills: All skills are class skills for a venerated sage.
Venerated Sage
Class Features: The following are class features of the venerated sage.
Epic Spellcasting: Even without the Epic Spellcaster feat, a venerated sage
can still develop and cast epic spells using the banish, compel, contact,
dispel, foresee, reveal, transport, and/or ward seeds. For the purpose of
developing epic spells with these seeds (and only these seeds), costs in gold
pieces and experience points are halved.
Master of Knowledge (Ex): All venerated sages are known for the vast supply
of knowledge that they have acquired. These sages may make Knowledge
checks untrained and gains a bonus to all knowledge checks equal to his or
her class level x 5. Furthermore, a venerated sage remembers his or her
entire life in perfect detail and is immune to all spells and effects that would
remove, alter, or allow access to his or her thoughts or memories. Lastly,
your extensive knowledge of the world aids with your divination spells and
effects. All divination spells you cast that rely on or benefit from knowledge
of, nearness to, and/or a connection with a specific target (such as discern
location, legend lore, and scrying) grant you the maximum possible results
for any target (a legend lore spell, for example, will always reveal full
legends). Any non-epic divination spell with a casting time over 1 minute has
its casting time reduced to 1 minute.
Combat Evaluation (Ex): While venerated sages are known for collecting vast
quantities of knowledge, they are more than capable of applying this
knowledge on the battlefield. As a move action, a venerated sage can review
all that he or she knows about a single creature he or she can see or hear
before coming up with the most appropriate response. Until the end of the
encounter or until this ability is used again, the venerated sage gains a +8
insight bonus to attack rolls against the target, to AC against the target’s
attacks, to saving throws against spells and abilities of the target, and to
opposed rolls against the target until the end of the encounter. Against other
creatures of the target’s race (and sub-race, if applicable), these bonuses are
halved. If the venerated sage chooses to use this ability as a full-round
action, he or she can announce his or her conclusions aloud and any ally who
can hear and understand him or her gains half of these benefits for the same
duration (the sage still gains full benefits). At 6th level and every 5 levels
afterwards, the bonus granted (before halving) increases by +4.
Bonus Spells Known: A venerated sage knows much of the ways of magic,
learning spells much faster than many others. At each odd level, a venerated
sage may add any single spell from any class list to his or her spellbook, list
of spells known, or spell list. These spells, if recorded to scrolls or spellbooks
(or prayerbooks), can't be copied into other spellbooks or prayerbooks.
Prepare for Everything (Ex): Starting at 2th level, venerated sages always
seem prepared for almost any possibility. As a swift action, a venerated sage
may ready a single move or standard action. At 7th level and every 5 levels
afterwards, the venerated sage may ready an additional action as part of his
or her swift action. No matter how many actions a venerated sage readies in
a single round, he or she may only actually take one.
Spells per Day/Spells Known: At each even venerated sage level, the
character gains new spells per day (and spells known, if applicable) as if he
or she had also gained a level in a spellcasting class to which he or she
belonged before adding the prestige class level. If already an epic
spellcaster, the character gains only the benefit noted under the Spells entry
for that epic class. He or she does not, however, gain any other benefit a
character of that class would have gained. If the character had more than
one spellcasting class before becoming a venerated sage, the player must
decide to which class to add the new level for the purpose of determining
spells per day.
Bonus Feats: At 3rd level and every 5 levels afterwards, a venerated sage
can select a single bonus feat from the following list: Adaptable
Preparations*, Always Prepared*, Analyze Item*, Educated Dungeoneer*,
Epic Reputation, Epic Skill Focus, Extended Lifespan, Gifted Cartographer*,
Great Charisma, Great Intelligence, Great Wisdom, Improved Combat
Casting, Improved Metamagic, Improved Spell Capacity, Maddening Truth*,
Master of Divination*, Masterful Architect*, Opportune Action*, Planar
Scholar*, Polygot, Quick Analysis, Royal Recorder*, Soothsayer*,
Spontaneous Spell, Studious Archaeologist*, True Certainty*, Uncanny
Foresight*, Universal Truths*, Urbanite*, Widened Senses*
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New Feats
Benefit: You need not roll initiative. Instead, you may take your action each
round at any time, even in the middle of another creature’s action. If you
don’t take your action by the end of a round, you act last in that round. If
more than one creature with this feat doesn’t act by the end of a round, they
roll initiative amongst themselves to dictate the order they act in that round.
Benefit: Whenever you ready actions, you need not specify under what
conditions you will use those actions. Instead, you may simply use a readied
action at any time.
Benefit: You automatically recognize and identify any magic item that you
observe as if it were subjected to an identify effect.
Soothsayer [Epic]
The truths of the world that you reveal to others can threaten their sanity.
Benefit: Any creature you knock unconscious using your harmful truths class
feature is driven permanently insane (as an insanity with a caster level of
20). This effect allows no saving throw.
Benefit: At any time, you may possess two senses provided by your uncanny
senses class feature.
The truths of the world that you reveal are often of importance to more than
one opponent.
Benefit: With each use of your harmful truths class feature, you may target
one additional creature.
Special: You may select this feat multiple times. Its effects stack.
Quick Analysis [Epic]
Benefit: You may grant yourself the benefits of your combat evalutation class
feature as a move action or share them with others as a standard action.
With your encyclopedic knowledge of dungeons, you can predict a good deal
about them with a glance.
You know exactly how buildings and other structures fit together and how
others would build them.
Benefit: You always recognize the geography around you, knowing all roads
and paths within a mile of yourself as well as where they go. Even when
there are no such paths within range, you always know exactly where you
are and never risk getting lost. You and any creatures travelling with you
through non-urban environments double your overland speed.
You have studied royalty long enough to learn about power structures and
the art of supplication.
Benefit: You can tell approximately how many other creatures any creature
commands simply by looking at the way they behave. If you have seen both
one creature and another that he or she is either subservient to or that is
subservient to him or her, you realize this connection (you need not see both
creatures at the same time to do so). Furthermore, you may take 20 on any
skill check made to interact with royalty or similar community leaders.
Benefit: You can identify the age of any object or place that you see or have
heard a detailed description of. You can also tell how any object was utilized,
what race crafted it, and when it was last used. You are fluent with all
ancient dialects of any languages you speak. Furthermore, you halve the
time required to repair a magical object and double your progress when
using the craft skill to repair mundane objects.
You can act exactly as you need to in order to succeed at almost any task.
Benefit: All emanations that your divination spells create are doubled in size
and you are aware when there is information that your divination spells is
unable to detect, though you don’t automatically learn what knowledge you
are kept from. Once per encounter, you can add your caster level as a bonus
to an attack roll, saving throw, or skill check. Using this feat requires no
action.
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Uncanny Senses (Su): Starting at 4th level, a venerated sage learns how to
peer out into the world and see things as they truly are. Listen and Spot
checks aren’t penalized for distance within the first 50 ft. and the venerated
sage gains a special sensory capability within a 50-foot radius. As a move
action, he or she can switch which sense is active:
- The venerated sage detects life force and its strength (as deathwatch).
- The venerated sage detects the presence and location of one named
substance within range.
- The venerated sage perceives the world as though a named substance does
not exist (gaze attacks may not be delivered if the venerated sage lacks a
line of effect with the target).
- The venerated sage detects all lies (even through omission) spoken within
range (as discern lies).
- The venerated sage pierces through invisibility and can see ethereal
creatures (as see invisibility).
- The venerated sage perceives all magic in the surrounding world (as arcane
sight).
At 9th level and every 5 level afterwards, the venerated sage’s senses extend
an additional 50 ft. before being penalized for distance and the range of
these special senses likewise extends 50 ft..
Harmful Truths (Su): Starting at 5th level, a venerated sage can rebuke and
harm others with the darkest and most personal or traumatizing of secrets.
Once per round, a venerated sage can target a creature who can both hear
and understand him or her with one of these truths and force that creatur e
to make a saving throw (DC 20 + Class level + Int modifier). If the target
hasn’t be targeted by this ability in the past 24 hours, it takes 10d6 nonlethal
damage and is dazed for 1 round if it fails the save and halves this damage
and is merely staggered for 1 round if it succeeds. Otherwise, the target
takes 5d6 nonlethal damage and is staggered for 1 round if it fails the save
and halves this damage and negates the staggered condition if it succeeds.
At 10th level and every 5 levels afterwards, this ability can be used an
additional time per round. No creature can be targeted more than once per
round and this ability can be used at any time without expending any action.
New Rules
Piercing Effects:
For each immunity against that effect gained through epic means (or each
racial immunity possessed by a creature with 21 or more racial Hit Dice),
there is a 50% chance that the immunity functions normally (check
separately for each such immunity).
Archetypes
The Amphibious variant of the monk PC class has the following changes:
If the monk has no swim speed, he gains a swim speed equal to their base
land speed. If he has no land speed, he gains a land speed equal to his base
swim speed. If he has both, the lesser of the two improves to equal the
greater of the two. He gains no add. limbs or special physical characteristics.
Instead, he learns to maneuver his body in effective, if unorthodox ways. The
Fast Movement ability applies to his land and swim speed evenly.
- Amphibious (Ex): At 10th level, a monk gains the aquatic subtype and the
Amphibious ability. This replaces his 10th level ki power.
Black Sage [Archivist]
Black sages collect of all manner of occult lore, inc., but not limited to,
arcane, divine, and psionic. The darker and more forbidden,
the better.
spontaneous)) and can be drawn from any list, be it arcane, divine, or even
psionic.
A Black Sage's spells are learned, recorded, and cast either in the traditional
manner (i.e. the manner of an arcanist (P.R.G.:A.C.D., Pg.
8-14), inc. # of spells per day, etc.) or in the manner of an erudite w/convert
spell to power (except; said spells remain spells). This
NB:If a Black Sage gains one or more Domains (via Bonus Domain, etc.), it
gains Domain granted powers, Domain spells, and*can cast
+1 Domain spell per spell level of spell levels 1-9.*If using Unearthed
Arcana's spell point system, a Black Sage gains Domain spell
points and unique domain spells per day equal to 1/4 their base spell points
and 1/4 their unique spells per day.
Arcane and divine spells cast as differentiated, semidifferentiated, or
undifferentiated spells retain their usual components and foci.
i.e. +1 spell level per +2 power points the augmentation costs (round up).
divine prestige classes, etc. (but not psionic prestige classes, etc.) by virtue
of this archetype. If the campaign uses Dark Sun-style
of an Evil race of his choice, treating his archivist level as his sorcerer level.
He doesn't gain the class skill, bonus feats, or bonus spells
NB:A Black Sage can gain add. bloodlines via Gestalt (campaign, etc.);
Eldritch Heritage (feat); or Assimilate (cosmic), etc. normally.
The Price:As a consequence of gaining this archetype, a Black Sage's hit die
is reduced from d6 to d4; his only weapon proficiency is
dagger; he suffers a -3 penalty to Constitution, Wisdom, and Charisma at 1st
level; a further -3 penalty to Constitution, Wisdom, and
Charisma at 11th level (as his health, sanity, and personality deteriorate);
and his Fortitude save is reduced from good to poor.
Special:If a Black Sage [Druid] becomes a Black Sage [Archivist], The Price
is lessened by 2 points of penalty to Constitution,
Lore:At 10th level, a Black Sage adds half his level to all Knowledge skill
checks and may make such checks untrained. The bonuses
gained from this ability stack with those gained from Bardic Knowledge.
Greater Lore (Ex):At 20th level, a Black Sage gains the ability to understand
magic items. Whenever he examines a magic item to
are sacrificed at 10th or 20th level. Furthermore, all ethical, moral, and
ethos-based restrictions are lifted from the black sage (i.e. their
Demon bloodline for those possessed of the Devil bloodline, etc.; unless DM
permits (due to extraordinary circumstances).).
The Price:As a consequence of gaining this archetype, a Black Sage's hit die
is reduced from d8 to d4; his only weapon proficiency is
personality deteriorate); and his Fortitude save is reduced from good to poor.
Special:If a Black Sage [Archivist] becomes a Black Sage [Druid], The Price
is lessened by 2 points of penalty to Constitution, Wisdom,
NB:Black Sage [Druid]s tend to use, corrupt, and abuse nature. For this
reason they're feared and reviled by non-Black Sage druids.
However, Black Sage [Druid]s are still as much a part of nature as non-Black
Sage druids, they simply represent a darker, and often
Your training has included basic magical theory as well as the usual psionic
training.
Replaces: You lose your 1st-level bonus feat.
Benefit: You add Spellcraft to your class skill list, which allows you to attempt
to convert an arcane spell into a power you can add to your repertoire. You
treat the spell as a discipline power for the basis of learning it, and you must
first succeed on a Spellcraft check (DC 15 + the spell's level) and then a
Spellcraft check as per the normal rules of learning a discipline power (see
page 154 of Complete Psionic).
Each spell costs a certain number of power points to manifest. The higher the
level of the spell, the more power points it costs. The table below describes
each spell's cost.
Note:If this system intrigues you, you can see a spell point variant system
starting on page 153 of Unearthed Arcana.
0 0*
1 1
2 3
3 5
4 7
5 9
6 11
7 13
8 15
9 17
* 0-level spells cost no power points to manifest. Instead you may manifest
a number of 0-level spells each day equal to three + the number of power
points gained by that class at 1st level.
The erudite uses her manifester level for determining the effects of the spell
being manifested, with one significant exception. Spells that deal a number
of dice of damage based on caster level (such as magic missile,searing
light, or lightning bolt) deal damage as if cast by a character of the minimum
level of the class capable of casting the spell. Spells whose damage is
partially based on caster level, but that don't deal a number of dice of
damage based on caster level (such as produce flame or an inflict spell) use
the erudite's normal manifester level to determine damage. Use the erudite's
normal manifester level for all other effects, including range and duration.
An erudite can pay additional power points to augment the dice of damage
dealt by a spell. Every 1 extra power point spent at the time of manifesting
increases the spell's effective caster level by 1 for purposes of dealing
damage. The damage-dealing spell's caster level cannot be increased above
the erudite's manifester level, or above the normal maximum allowed by the
spell.
For example, even at 7th level, our erudite's lightning bolts deal only 5d6
points of damage (just like a 5th-level wizard) unless she spends extra power
points. If she spends 1 extra power point (making the lightning boltcost 6
points rather than 5), the spell deals 6d6 points of damage. A second extra
power point would increase the damage to 7d6 points, but she can't spend
more points than this, since her manifester level is only 7th. Were she 10th
level or higher, she could spend a maximum of 5 extra power points on this
spell, raising the damage up to 10d6, the maximum allowed for a lightning
bolt spell.
Similarly, her magic missile spell shoots only one missile unless she spends
extra power points. An extra 2 power points increases the caster level from
1st to 3rd, granting her one additional missile. She can spend a maximum of
6 additional power points in this manner, increasing her effective caster level
to 7th for damage purposes and granting her a total of four missiles. If she
were 9th level or higher, she could spend a maximum of 8 extra power
points, granting her five missiles (just like a 9th-level caster).
Spells that allow a character to recall or recast a spell cannot be learned.
Because the spells are now effectively psionic powers, they are no longer
affected by metamagic feats. However, metapsionic feats can affect them as
they would a psionic power.
The Monastic Order of The Beast takes only disciples with demonic blood.
18th-Level Bonus Ability:Monks of The Monastic Order of The Beast can treat
any/all natural attacks (bite, etc.) they are possessed of; by
virtue of race, class(s), and/or feat(s) (not spells, etc.); as unarmed strikes
for any/all purposes (inc. enhanced damage, etc.), if desired.
New Domain
Wisdom Domain
Perceptive (Su):Perception is always a class skill for you. Additionally,
whenever you make a skill check to see through a disguise or find something
hidden or concealed, you gain a +4 insight bonus on the check.
Teaching Moment (Su):At 8th level, when you or an ally within 30 ft. roll a
natural 1 or a natural 20 on an attack roll, ability check, skill check, or saving
throw, as an immediate action, you can grant all allies within 30 ft. special
insights that help them overcome similar challenges. Once during the next
minute, each affected creature can choose to roll twice and take the better
result before attempting an attack roll, ability check, skill check, or saving
throw. You can use this ability once per day, plus once per day per 4
additional cleric levels.
- Logic Subdomain
Associated Domain:Wisdom
Cunning (Ex):You have an innate cunning and logical ability. At 8th level, this
gives you immunity to maze spells and prevents you from ever becoming
lost. At 12th level, this enables you to track enemies. At 16th level, you are
never caught flat-footed.
- Perception Subdomain
Associated Domain:Wisdom
Gravity
Associated Domain:Earth
Magma
Associated Domain:Fire
Replacement Power:The following power replaces the acid dart and acid
resistance powers of the Earth domain.
Spit Magma (Su): As a standard action, you may spit a blob of molten
magma towards an opponent within 30 ft. as a ranged touch attack. The
magma does 1d6 points of fire damage and causes targets to immediately
catch on fire (see rules for catching on fire). The target must use a standard
action to clean off the magma or take an additional 1d3 points of damage
each round it remains. You can use this ability a number of times per day
equal to 3 + your Wisdom modifier.
Ruins
Associated Domain:Earth
Replacement Powers:The following granted powers replace the granted
powers of the Earth domain.
- Remembrance (Sp):At 4th level, when within a ruin (or other structure that
is no longer claimed by civilization), you can call upon the wisdom of the ruin
and its long-dead residents. Once per day for every 4 cleric levels you
possess, you can cast divination as a spell-like ability.
- Surefooted (Ex):At 8th level, your speed is not reduced by difficult terrain
unless the terrain has been magically manipulated to impede motion.
Silence
Associated Domain:Void.
Replacement Power:The following granted power replaces the part the veil
power of the Void domain.
- Aura of Silence (Su):As a standard action, you can create a 20-foot aura
that causes enemies within to be silenced as per the silence spell. The aura
lasts for a number of rounds equal to 3 + your Wisdom modifier, but the
rounds need not be consecutive.
Grim
Level Benefit
Reaper's Scythe (Su):You gain a scythe that deals 2d4, etc. damage (if your
size is Medium, etc.). Your scythe gains an enhancement bonus equal to 1/4
your HD/L (rounded down), has a critical threat range of 20/x4, and,
whenever you attack w/your scythe, you can, as part of the same action,
cast any spell you know w/a casting time of 1 standard action or less and a
range of touch and deliver it through your scythe attack. Your scythe can
materialize/dematerialize, as a nonaction, at will; can't be disarmed or stolen
(although it can be loaned); and is
The exact appearance and composition of your scythe can't exceed your
crafting or knowledge abilities, etc.
your base scythe can be recreated by virtue of your Reaper's Scythe ability.
However, you can still materialize/dematerialize your
Additionally, you gain the ability to create more forms of undead w/your
spells. You can create any form of mindless undead w/animate dead, any
form of intelligent, corporeal undead w/create undead, and any form of
intelligent, incorporeal undead w/create greater undead.
However, you can never create an undead creature whose HD exceed your
caster level.
At 27th level, level adjustments are reduced by 2, and at 30th level, level
adjustments are reduced by 3.
Oblivion Triumphant (Ex):At 27th level, you shuck your mortal corpse. Your
Type changes to undead, you gain the incorporeal subtype, and your hit dice
increase to d12’s. You can choose to manifest as a corporeal creature or
dematerialize at will as a swift action.
similar sources); and ignore spell resistance (except spell resistance greater
than twice your caster level/possessed by deities).
Any undead you create can't be turned or rebuked; gain immunity to damage
from positive energy; and gain damage reduction 10/ - ,
energy (acid, cold, electricity, fire, and sonic) resistance 20, and spell
resistance equal to 10 + your caster level.
Immortality:Grim Reaper
Grim Reaper:Your existence is legend, your reality ephemeral, and all souls,
evermore, await their harvesting at your hands.
New Feats
Benefit::You can prepare from memory any spell which was recorded in your
(spell-/prayer-)book, without the (spell-/prayer-)
book itself. All other aspects of spell preparation and casting are unchanged.
At each new spellcaster level, you gain 2 new
spells of any spell level or levels that you can cast (based on your new level)
to your memorized list. You cannot add spells
You know how to cast spells, etc. equally well in or out of water.
Aristeia [General]
Prerequisite:Str 15, Dex 15, BAB +8, Cleave, Combat Expertise, Dodge,
Great Cleave, Mobility, Power Attack, Spring Attack, Whirlwind Attack.
Benefit:On your action, before making attack rolls for a round, you may
choose to take a –5 penalty on all attack rolls. If any one of your attacks
deals damage equal to or greater than twice your target's maximum hit
points (after all damage reduction and similar effects are applied), you slay
the target without effort, as a free action. If you fail to either hit a target or
deal damage equal to twice their maximum hit points, then that attack
counts as a regular attack action. You can make a number of free attack
actions equal to one per round per point of base attack bonus, but these free
attack actions can be spread out over multiple attacks from having a high
base attack bonus.
Special:A fighter may select Aristeia as one of their fighter Bonus Feats (see
page 38 of the Player's Handbook).
Prerequisite:Str 15, Dex 17, BAB +12, Aristeia, Cleave, Combat Expertise,
Dodge, Great Cleave, Mobility, Power Attack, Spring Attack, Weapon Finesse,
Whirlwind Attack.
Benefit:You only need to deal your opponent's maximum hit points if you are
wielding a finessable weapon with the Aristeia feat.
Normal:A character without this feat must deal twice their opponent's
maximum hit points in order to slay an opponent as a free action with the
Aristeia feat.
Special:A fighter may select Silken Aristeia as one of their fighter Bonus
Feats (see page 38 of the Player's Handbook).
Benefit:You gain the use of Deflect Arrows with your melee weapon(s) of
choice.
Special:This feat can replace Deflect Arrows as a prerequisite for later feats,
etc.
However, unless you have Deflect Arrows, you remain reliant on your
m.w(s). to
You have learned how to emulate mythic powers using non-mythic forces.
Benefit:You can modify a power to imitate the mythic version of that power.
An ascendant power uses the mythic version of the power, but doesn't count
as a mythic power for the purposes of effects that interact with the power,
unless you are a mythic creature. You can't use the augmented version of
the mythic power, or use powers' effects that require you to expend uses of
mythic power (even if you have uses of mythic power available).
Using this feat increases the power point cost of the power by 10. The
power’s total cost cannot exceed your manifester level.
You have learned how to emulate mythic psionic skills using non-mythic
forces.
Benefit:You can modify a psychic skill to imitate the mythic version of that
psychic skill. An ascendant psychic skill uses the mythic version of the
psychic skill, but doesn't count as a mythic psychic skill for the purposes of
effects that interact with the psychic skill, unless you are a mythic creature.
You can't use the augmented version of the mythic psychic skill, or use
psychic skills' effects that require you to expend uses of mythic power (even
if you have uses of mythic power available).
Using this feat quadruples the normal amount of strain (or +3, if the cost is
0).
Benefit:As soon as you see a power in operation; either in the act of being
Benefit:As soon as you see a spell in operation; either in the act of being
cast or its ongoing effects, you automatically are able to cast such a
You can use psychic skills that exceed the normal limits of psychic skill use.
Benefit:When you gain this feat you gain one free level (i.e. ignore x1 (+x1/2
per instance
of this feat (round up)) strain (or 1/2 strain per instance of this feat, if the
cost is 0 (round
up)).) of metapsychics per round, which you can spontaneously apply to any
psychic
Special:You can gain this feat multiple times. Its effects stack.
Benefit:You can apply the same metapsychic feat any number of times to the
same psychic skill.
Special:A psychic skill can only be quickened more than once a round with
the free levels of metapsychics granted by Automatic
Metapsychic Capacity. In any given round, you may use one psychic skill that
is not quickened, one psychic skill that is quickened,
and any number of quickened psychic skills, each using 4 free levels of
metapsychics from your Automatic Metapsychic Capacity
quota for that round. Multiple quickened psychic skills happen
simultaneously, so you cannot teleport to a location, use a psychic
Benefit: You can now brew up gorgon blood, scathe bile, and blister juice
with the Craft (Alchemy) skill. Also, you can now use the Intimidate skill use
Torture:
Torture -- You can use the intimidate skill to try and force a person to give
you information that they would never choose to give you of their own free
will, via the use of unbearable suffering and mind-breaking torture. To do so,
you spend a time to inflict mortal agony upon a creature (the exact time
depends on the situation. For example, it could take less than a minute, as
the creature in question spits out the information upon seeing the torture
devices), and make an intimidate check to try and force a piece of
information out of them (use the tables below to determine exact DCs). A
creature who is immune to pain or fear is immune to this use of the
intimidate skill.
*This amount of time can vary vastly, depending on the resolve of the target
in question.
-1 Target fatigued
-6 Target exhausted
Prerequisite:Str 25.
Using this feat increases the power point cost of the power by 2. The
Using this feat doubles the normal amount of strain (or +1, if the cost is 0).
Cataphract [Tactical]
- Blunted Blow:You gain DR ×/-, where × is half the armor bonus of your
current suit of armor. You must be wearing medium or heavy armor to gain
this benefit.
- Power Defend:If a foe uses the Power Attack feat against you, the foe gains
no bonus on the damage roll but still takes the corresponding penalty to the
attack roll. You must be wearing medium or heavy armor & holding a shield
to gain this benefit.
Special: A fighter may select Cataphract as one of his fighter bonus feats.
You can cast spells, manifest powers, and/or use psionic skills without
opening yourself to attack.
Special:This feat replaces Improved Combat Casting, etc. for all purposes.
Special:*If you are immune to the sickened or nauseated condition, you can
still vomit as a full round action.
*At 3rd level, you need not be sickened or nauseated to use this feat as a
standard action.
Prerequisites:Combat Vomit.
Benefit:In addition to effects, the puke is laced with hydrochloric acid. 1d4
acid damage to vomiter and victim.
Side-Effects:The acid tends to damage the teeth of any creature that does
not have resistance to acid, a healing power like fast healing, or is the
regular recipient of cure spells. At the GM's option, the creature might suffer
a -1 circumstance penalty to Cha-based checks and bite damage rolls from
the damage.
Benefit:The creature can consume and derive nourishment from just about
any organic matter. The character gains a +2 bonus on Fortitude saves to
resist ingested poisons or diseases, or any disease that affects or spreads
through the digestive system.
Benefit:The range of the vomit attack is the same as the creature's natural
reach. The DC is increased by ½ the creature's racial hit dice, if any, or +2,
whichever is greater.
Prerequisites:Combat Vomit.
Benefit:Use of the Combat Vomit attack is a free action, and the attack no
longer provokes attacks of opportunity.
Prerequisites:Combat Vomit.
Prerequisite:Necrology 5 ranks.
Prerequisite:Necrology 10 ranks.
Benefit:You may Channel Energy and Command Undead as an evil cleric of
your character level. No holy symbol or icon is required, as the direct power
of negative energy is harnessed instead to force the undead into submission.
If you are a Cleric, this replaces your Channel Energy ability.
Corrupt [General]
You skillfully bring a good creature into the darkness and show it the wrong
and improper path.
Benefit:As Tempt (see The Book of Hallowed Might), but you require only half
the number of days listed there to make a check. In addition, the creature
type doesn't modify the Difficulty Class, although conditions can still
influence the saving throw.
Benefit:You can craft artifacts that exceed the normal limits for such items.
Benefit:You can craft relics that exceed the normal limits for such items.
Prerequisites:Craft Construct, Craft Epic Magic Arms and Armor, Craft Epic
Wondrous Item, Craft Magic Arms and Armor, Craft Wondrous Item,
Knowledge (arcana) 25 ranks, Spellcraft 25 ranks.
Benefit:You can craft constructs which exceed the normal limits for such
items.
Crafting Mastery [Epic]
Benefit:Your Efficient Item Creation feat and feats, abilities, etc. reliant upon
your Efficient
Item Creation feat apply to all your "item creation feats" (inc. all craft,
create, etc. feats)
and abilities (inc. the various Artist class features, etc.). Works of art (as well
as any
/all items with no specific gp value) have their creation times reduced by
9/10ths.
You have learned the art of creating new flesh from old.
To begin, you need access to an alchemist’s lab worth at least 500 gp. The
process involves subjecting a similar creature or creatures to various spells
and grafting techniques. There is a chance that the experiment will be a
failure.
To create a creature, you must succeed with both Knowledge (arcana (or
psionics)) and Knowledge (nature) checks (DC 20 + CR of attempted
creature). You gain a +1 circumstance bonus for every attempt at a specific
creature that you have previously made, whether successful or not.
If both Knowledge skill checks are failed the creature dies a horrible death. If
one Knowledge skill check fails and the other succeeds, the resulting creation
is horribly deformed in some way and is hostile to you.
The base price of a creature is its CR value squared times 1,000 gp (CR x CR
x 1,000 gp). Creating a creature takes 1 day/1,000 gp in its base price. To
create a creature, you must supply raw materials costing 1/2 its base price.
The minimum CL (or ML) for creating a creature is 2 times the CR (2 x CR) of
the intended creature until you reach 10th level; thereafter, it’s your level
minus 5. The appropriate spells (or powers) must be used to add
extraordinary (Ex), spell-like (Sp) (or psi-like (Ps)), and supernatural (Su)
abilities to the creature.
Benefit:You add Undead to the list of creature Types you can create using
the Create Creature feat.
You have mastered the art of creating new flesh from old.
To begin, you need access to an alchemist’s lab worth at least 500 gp. The
process involves subjecting a similar creature or creatures to various spells
and grafting techniques. There is a chance that the experiment will be a
failure.
To create a creature, you must succeed with both Knowledge (arcana (or
psionics)) and Knowledge (nature) checks (DC 20 + CR of attempted
creature). You gain a +1 circumstance bonus for every attempt at a specific
creature that you have previously made, whether successful or not.
If both Knowledge skill checks are failed the creature dies a horrible death. If
one Knowledge skill check fails and the other succeeds, the resulting creation
is horribly deformed in some way and is hostile to you.
The base price of a creature is its CR value squared times 1,000 gp (CR x CR
x 1,000 gp). Creating a creature takes 1 day/1,000 gp in its base price. To
create a creature, you must supply raw materials costing 1/2 its base price.
The minimum CL (or ML) for creating a creature is 2 times the CR (2 x CR) of
the intended creature until you reach 10th level; thereafter, it’s your level
minus 5. The appropriate spells (or powers) must be used to add
extraordinary (Ex), spell-like (Sp) (or psi-like (Ps)), and supernatural (Su)
abilities to the creature.
Benefit:You add Undead to the list of creature Types you can create using
the Create Epic Creature feat.
Your scientific knowledge and creativity allow you to invent devices that
mimic the effects of certain magic items.
Prerequisites:Int 15.
Benefit:Choose an item creation feat for which your character level equals or
exceeds the required caster level. You can create nonmagical equivalents of
the magic items that the selected feat would normally allow you to create.
For the purpose of creating these items, you are considered to be a
spellcaster of the appropriate type with a caster level equal to your character
level; you may ignore the spells normally required to create the items, but
you cannot crate an item that would produce spell effects beyond the
capacity of your effective caster level. (Thus, a 5th-level character could
produce the scientific equivalent of a wand of fireball, a 3rd-level spell, but
not a wand of dimension door (a 4th-level spell).
The cost of creation and the time required for each device are the same as
for the equivalent magic item. The devices so created duplicate the effects of
the items they mimic. All other aspects of the item (including color, shape,
method of function and design) are under your control, at the DM’s
discretion.
Items created with this feat always require the use of a power supply (see
Family Magic later in this chapter) to function. This requirement doesn't
change the cost to create a charged item; the power supply is an additional
cost.
Special:You can gain this feat multiple times. Each time you gain this feat, it
applies to a new item creation feat.
NB:Necromantic Creation feats count as Item Creation Feats for the purposes
of this feat.
Benefit:Choose an epic item creation feat for which your Craft skill ranks
equal
You can craft items that exceed the normal limits for such items.
skill to make any of the following items (see below for actual descriptions of
these items).
Superior Alchemy Item Craft (Alchemy) DC
Oil of Agony 20
Oil of Animation 25
Oil of Preservation 25
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Tech Items
The range limit of a trigger is 180 ft.. Regardless of range, the object
can respond only to visible or audible triggers and actions within line of sight
or hearing distance. Instructions given to the object must be simple, such as,
“attack all creatures entering an area”; “attack only certain creatures”;
“sound an alarm gong”; or the like.
A single vial covers one Small or Medium object, two Tiny objects,
four Diminutive, or eight Fine. Larger objects require more vials — two vials
for a Large object, four for a Huge one, eight for Gargantuan and at least
sixteen for a Colossal object. The object must be completely covered to get
any benefit.
Oil of Preservation:When rubbed into dead organic matter, this viscous fluid
preserves it against rot and decay. The oil stains the dead flesh a repulsive
greenish-purple color, making it look as though it were covered with
graveyard mold, but the item remains sound and intact underneath as long
as the coating lasts. Food treated with the oil becomes foul-tasting but
retains its nutritive value. An object treated with the oil is preserved from
natural decay for 100 years, provided it’s otherwise left undisturbed. If it is
carried around or used after treatment, the oil’s effects wear off in a week.
When cranked for 1 full round, the device produces 1 charge per
round for the next 2d4 rounds (rolled secretly by the DM), storing any
unused charges for up to 1 full minute. Any charges remaining unused at the
end of that time are lost. The dome glows and gives a general clue as to how
much power is left in the device; when the duration expires, the light winks
out. When lit, the dome sheds as much light as a candle, though the user can
easily cover it and block the light.
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Benefit:Whenever you kill a target with a physical melee attack, any damage
you inflict beyond the target's hit point total carries over to your next
physical melee attack provided that attack occurs before the end of your turn
on which you killed the original target, either as a result of a cleave, extra
attacks in a full attack action, or some other method. If the next attack
misses, the extra damage is still considered to have been expended.
Cyber-/Techo-Druid [General]
You're aware metal and tech are still a part of nature. Not apart from nature.
Benefit:You can gain druid levels and freely use metal armor, metal shields,
and technologies. They don't cause you to lose any druid spells or abilities.
You have a special quickness that sometimes allows you to avoid dangerous
blows.
Prerequisites:Wis 13.
Deify [Mythic]
Benefit: In addition to the domains and sub-domains selected with the Divine
Source Mythic Path Ability, choose one additional domain and three sub-
domains. These domains and sub-domains apply to your collection of spell-
like abilities from the Divine Source Mythic Path Ability as well as normal
selections available to your followers. No domain chosen may have more than
two related sub-domains, regardless of whether they are gained though this
feat or taking the Divine Source Mythic Path Ability multiple times.
Your followers are no longer restricted by your mythic tier for the level of
spells that you grant through through their worship. You also choose one
weapon that you are proficient to be the favored weapon of your religion.
This favored weapon applies to any divine casters that venerate you as their
deity as normal.
Special: In order to qualify for this feat, you must not worship any other
deity, faith, church or cult. You must also have a clearly defined philosophy
and your choices of domains and sub-domains must be in align with this
philosophy.
Additionally, any onset delay built into the trap is reduced by one round.
Using this feat increases the power point cost of the power by 4. The power’s
total cost cannot exceed your manifester level.
Dire Spell [Epic] [Metamagic]
Level Increase:+2 (A dire spell uses up a spell slot two levels higher than the
spell's actual level.)
Benefit:Any variable numeric components of the psychic skill have their die-
size increased by two categories to a maximum of d12s.
Using this feat triples the normal amount of strain (or +2, if the cost is 0).
Prerequisites:Str 26, BAB +20, Weapon Focus with a weapon from the Axe,
Blade [Heavy], Close, Flail, Hammer, or Natural weapon group.
Benefit:When using a weapon with which you have Weapon Focus from one
of the Fighter weapon groups listed above, you can use a standard action to
forgo striking a target and instead strike the ground at your ft.. This sends
out a blast that strikes all targets within a 5-ft. burst. Resolve your attack
normally against each target to see if the strike is successful. These attack
rolls ignore cover and invisibility. When making your attack, you can also
decide if you wish to damage the terrain, rolling damage automatically. If
your damage exceeds the ground's hardness and inflicts at least 20 points of
damage, you can transform all the area within your burst into difficult
terrain. This ability can be used once every 1d4 rounds.
Special:A monk that selects Weapon Focus with their unarmed strike or a
monk weapon treats their base attack bonus as 5 points higher for the
purposes of qualifying for this feat.
Special:A monk that selects Weapon Focus with their unarmed strike or a
monk weapon treats their base attack bonus as 5 points higher for the
purposes of qualifying for this feat.
Benefit:When using your Earth Breaker, the burst now reaches 20 ft. and you
can elect to make a bull rush attempt against each target. Resolve the bull
rush attempts normally, except that the targets do not get attacks of
opportunity even if you do not have Improved Bull Rush.
Special:A monk that selects Weapon Focus with their unarmed strike or a
monk weapon treats their base attack bonus as 5 points higher for the
purposes of qualifying for this feat.
E.P.B. [Epic]
1d6 base B damage (or base B damage equal to your unarmed strike
damage
(The character still can’t make more than one attack of opportunity for a
given opportunity.)
NB:This is Improved Combat Reflexes renamed.
Benefit:You can enchant items that exceed the normal limits for such items
(as stated in this book and in the DUNGEON MASTER's Guide). For instance,
you could craft a rod with an enhancement bonus greater than +5 or a rod
with prerequisite spells of higher than 9th level. See Chapter 4:Epic Magic
Items for examples of epic rods.
Benefit:You can imbue items that exceed the normal limits for such items (as
stated in this book and in the DUNGEON MASTER's Guide). For instance, you
could craft a staff that cast spells greater than 9th level, or a staff with an
enhancement bonus greater than +5. See Chapter 4: Epic Magic Items for
examples of epic staffs.
Prerequisites:Occult Opportunist.
Benefit:You can use epic psychic skills (i.e. expand all psychic skill chart
progressions beyond
their listed limits at the same rates listed.) once per day per 10 ranks
in Knowledge (psionics).
Normal:You can only make one quivering palm attack per day.
Benefit:When using the Spring Attack feat, you receive your normal
complement of iterative attacks.
You can designate as many targets as you currently threaten, although, you
are still limited to you
Benefit:You can enscribe items that exceed the normal limits for such items
(as stated in this book and in the DUNGEON MASTER's Guide). For instance,
you could scribe a scroll with spells of greater than 9th level, or a scroll with
a caster level greater than 20th.
NB:Even this feat does not allow you to scribe a scroll with an epic spell (see
Chapter 2:Epic Spells). Such magic defies the power of the written word and
thus cannot be scribed into scroll form. See Chapter 4:Epic Magic Items for
examples of epic scrolls.
Benefit:You gain an add. cruelty. However, you must meet all its
prerequisites.
Special:You can gain this feat multiple times. Its effects stack.
Benefit:You gain an add. exotic method. However, you must meet all its
prerequisites.
Special:You can gain this feat multiple times. Its effects stack.
Benefit:You gain an add. ki power. However, you must meet all its
prerequisites.
Special:You can gain this feat multiple times. Its effects stack.
Benefit:You add 1 (-0 save DC; min level 5th), 2 (-5 save DC; min level
10th), 3 (-10
save DC; min level 14th), or 4 (-15 save DC; min level 19th) new emotion(s)
to your
(2 (-5 save DC), 3 (-10 save DC), or 4 (-15 save DC)) by 5 (max of -0 save
DC).
Special:You can gain this feat multiple times. Its effects stack.
Benefit:You gain an add. mastery. However, you must meet all its
prerequisites.
Special:You can gain this feat multiple times. Its effects stack.
Benefit:You gain an add. ninja trick. However, you must meet all its
prerequisites.
Special:You can gain this feat multiple times. Its effects stack.
Special:You can gain this feat multiple times. Its effects stack.
Benefit: You can move up to 2x your speed as a swift action, 12x your speed
as a move action, 24x your speed as a double move action, or 48x your
speed as a full round action. When you flash step, you are effectively
invisible (during your movement only) and your movement doesn't provoke
attacks of opportunity.
You can flash step more than once per round. You cannot flash step in armor
or while carrying a medium or heavy load. Your remaining actions, if any,
occur before, between, and/or after your flash step(s).
Each flash step consumes 1 Ki point per 6x (round up) of your speed you
move.
If you have no Ki pool, you gain a Ki pool equal to your Wisdom modifier.
Special:If you're a monk, you can use Ki to increase your base speed
normally.
Benefit:You can divide your flash step(s) into multiple shorter (5 ft.
minimum) flash steps. These flash steps collectively consume the same
action(s) (swift, move, etc.) and 2x the ki point(s) of your normal flash
step(s). Your remaining actions, if any, occur before, between, and/or after
your flash step(s).
Special:If you're a monk, you can use Ki to increase your base speed
normally.
Prerequisites:Dex 19, BAB +9, Evasion, Flash Step, Flash Step Dervish, Run.
Benefit:When using the Flash Step Dervish feat, you gain a +4 bonus on
combat maneuver checks to bull rush, disarm, reposition, or trip an opponent.
Prerequisites:Dex 19, BAB +9, Evasion, Flash Step, Flash Step Dervish, Run.
Benefit:When using the Flash Step Dervish feat, you can provide flanking
from all squares you attack from.
Flanking starts from the moment you make an attack until the start of your
next turn. You can effectively
You've learned to combine your speed w/your melee attacks for superior
damage.
Prerequisites:Dex 17, BAB +6, Evasion, Flash Step, Run.
Benefit:When you use the attack action, you can make one melee attack at
your highest base attack bonus that deals additional damage. Roll the
weapon’s damage dice for the attack 2x (+1x per additional 6x of speed)
(see Flash Step) and add the results together before adding bonuses from
Strength, weapon abilities (such as flaming), precision-based damage, and
other damage bonuses. These extra weapon damage dice are not multiplied
on a critical hit, but are added to the total.
Prerequisites:Dex 19, BAB +9, Evasion, Flash Step, Flash Step Dervish, Run.
Benefit:When you use the attack action, you can make one melee attack per
flash step at your highest base attack bonus that deals additional damage.
Roll the weapon’s damage dice for the attack 2x (+1x per additional 6x of
speed) (see Flash Step) and add the results together before adding bonuses
from Strength, weapon abilities (such as flaming), precision-based damage,
and other damage bonuses. These extra weapon damage dice are not
multiplied on a critical hit, but are added to the total.
Benefit:When you channel energy, you can affect both the living and undead
with the same burst, healing one
and harming the other simultaneously depending on the type of energy you
are capable of channeling.
Font of Ki [Ki]
Special:You can gain this feat multiple times. Its effects stack.
Normal:You can use Dark Knowledge against a given creature only once.
Prerequisite:Font of Secrets.
Benefit:You can use Dark Knowledge on a single creature more than once in
a single
encounter, though you must choose a different Dark Knowledge effect each
time.
Normal:You can only use Dark Knowledge on a given creature once, or once
per
Ghost-Face [Vile]
per character level. When wearing this mask, your face is concealed and you
are immune to identification (even vs.
divination, forensics, scent, x-ray vision, etc.); can freely suppress any/all of
your auras (if any; doesn't count
Prerequisites: Dex 40, Wis 40, Ether Goer, Sky Walker, Subtle Body,
Tenacious Body, Balance 42 Ranks.
Benefit: You gain the manifestation power of ghost while on The Ethereal
Plane.
Prerequisites:Dex 40, Wis 40, Ether Goer, Ghostwalk, Sky Walker, Subtle
Body, Tenacious Body, Balance 47 Ranks.
If a character is fighting with two weapons, they make two attack rolls when
making a heavy blow: one for their main hand and one for the off hand.
These attacks follow all the same rules for adding damage as a normal heavy
blow. A double weapon can be used as either a single weapon or a double
weapon when making a heavy blow.
A heavy blow may be made with either a melee or ranged weapon, but
requires a full round action regardless of which is used.
Benefit:A heightened power has a higher power level than normal (up to a
maximum of 9th level). Unlike other metapsionic feats, Heighten Power
actually increases the effective level of the power that it modifies. All effects
dependent on power level (such as saving throw DCs and ability to penetrate
a lesser globe of invulnerability) are calculated according to the heightened
level.
Using this feat increases the power point cost of the power by 2. The power’s
total cost cannot exceed your manifester level.
High Arcana:
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Spell-Like Ability [High Arcana]
Prerequisites:Ability to cast 5th-level arcane spells, knowledge of 3th-level or higher spells from
at least five schools.;
Knowledge (arcana) 8 ranks, Spellcraft 8 ranks; Skill Focus (Spellcraft), Spell Focus in two
schools of magic.
Benefit:You can use one of your arcane spell slots (other than a slot lost to learn this or any other
type of high arcana) to permanently prepare one of your arcane spells as a spell-like ability that
can be used twice per day. You do not use any components when casting the spell, although a
spell that costs XP to cast still does so and a spell with a costly material component instead costs
you 10 times that amount in XP.
You can still cast the spell by paying spell slots as normal.
The spell-like ability normally uses a spell slot of the spell’s level, although you can choose to
make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level.
You may use a available higher-level spell slot in order to use the spell-like ability more often.
Using a slot three levels higher than the chosen spell allows you to use the spell-like ability four
times per day, and a slot six levels higher lets you use it six times per day.
You can alter spell-like abilities with the use of metamagic feats. You must pay the appropriate
amount of spell slots, and the power spent cannot exceed your metamagic cap.
Special:You can gain this feat multiple times. If spell-like ability is selected more than one time
as a high arcana choice, this feat can apply to the same spell chosen the first time (increasing the
number of times per day it can be used) or to a different spell. You permanently lose one 5th-
level arcane spell slot each time you gain this feat.
or spread. The alteration consists of creating spaces within the spell’s area or effect that are not
subject to the
spell. The minimum dimension for these spaces is a 5-ft. cube. Furthermore, any shapeable spells
have
a minimum dimension of 5 ft. instead of 10 ft..
Special:You permanently lose one 6th-level arcane spell slot.
Knowledge (arcana) 12 ranks, Spellcraft 12 ranks; Skill Focus (Spellcraft), Spell Focus in two
schools of magic.
Benefit:You can use spells with a range of touch on a target up to 30 ft. away. You must make a
ranged touch attack.
Special:Arcane reach can be selected a second time, in which case the range increases to 60 ft..
You permanently lose one 7th-level arcane spell slot each time you gain this feat.
spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.
is unaffected. You decide whether to alter the spell’s energy type and choose the new energy type
when
you begin casting.
Special:You permanently lose one 8th-level arcane spell slot.
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High Theology:
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Spell-Like Ability [High Theology]
Prerequisites:Ability to cast 5th-level divine spells, knowledge of 3th-level or higher spells from
at least five schools.;
Knowledge (religion) 8 ranks, Spellcraft 8 ranks; Skill Focus (Spellcraft), Spell Focus in two
schools of magic.
Benefit:You can use one of your divine spell slots (other than a slot lost to learn this or any other
type of high theology) to permanently prepare one of your divine spells as a spell-like ability that
can be used twice per day. You do not use any components when casting the spell, although a
spell that costs XP to cast still does so and a spell with a costly material component instead costs
you 10 times that amount in XP.
You can still cast the spell by paying spell slots as normal.
The spell-like ability normally uses a spell slot of the spell’s level, although you can choose to
make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level.
You may use a available higher-level spell slot in order to use the spell-like ability more often.
Using a slot three levels higher than the chosen spell allows you to use the spell-like ability four
times per day, and a slot six levels higher lets you use it six times per day.
You can alter spell-like abilities with the use of metamagic feats. You must pay the appropriate
amount of spell slots, and the power spent cannot exceed your metamagic cap.
Special:You can gain this feat multiple times. If spell-like ability is selected more than one time
as a high theology choice, this feat can apply to the same spell chosen the first time (increasing
the number of times per day it can be used) or to a different spell. You permanently lose one 5th-
level divine spell slot each time you gain this feat.
or spread. The alteration consists of creating spaces within the spell’s area or effect that are not
subject to the
spell. The minimum dimension for these spaces is a 5-ft. cube. Furthermore, any shapeable spells
have
a minimum dimension of 5 ft. instead of 10 ft..
Special:You permanently lose one 6th-level divine spell slot.
Knowledge (religion) 14 ranks, Spellcraft 14 ranks; Skill Focus (Spellcraft), Spell Focus in two
schools of magic.
Benefit:You can alter an divine spell when cast so that it utilizes a different element from the one
it normally uses.
This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The
spell’s casting time
is unaffected. You decide whether to alter the spell’s energy type and choose the new energy type
when
you begin casting.
Special:You permanently lose one 8th-level divine spell slot.
energy. The bolt is a ranged touch attack with long range (400 ft. + 40 ft./High Theology feat you
have) that
deals 1d6 points of damage per High Theology feat you have plus 1d6 points of damage per level
of the spell (or, if using spell points, per 2 spell points) used to create the effect. This
ability cannot be modified by the use of metamagic feats.
Special:You permanently lose one 9th-level divine spell slot.
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High Psionics:
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Psi-Like Ability [High Psionics]
Prerequisites:Ability to manifest 5th-level psionic powers, knowledge of 3th-level or higher
powers from at least three disciplines.;
Knowledge (psionics) 8 ranks, Spellcraft 8 ranks; Skill Focus (Spellcraft), Greater Psionic
Endowment, Psionic Endowment.
Benefit:You can use a number of your power points equal to the base cost of the power (other
than the power points lost to learn this or any other type of high psionics)) to permanently prepare
one of your psionic powers as a psi-like ability that can be used twice per day. You do not
manifest any displays when manifesting the power, although a power that costs XP to manifest
still does so.
You can still manifest the power by paying power points as normal.
The psi-like ability normally uses power points equal to the base cost of the power, although you
can choose to make a power modified by a metapsionic feat into a psi-like ability at the
appropriate power level and with the appropriate power point cost.
You may use additional power points in order to use the psi-like ability more often. Using six
power points more than the chosen power requires allows you to use the psi-like ability four times
per day, and twelve power points more lets you use it six times per day.
You can alter psi-like abilities with the use of metapsionic feats. You must pay the appropriate
amount of power points, and the power spent cannot exceed your metapsionic cap.
Special:You can gain this feat multiple times. If psi-like ability is selected more than one time as
a high psionics choice, this feat can apply to the same power chosen the first time (increasing the
number of times per day it can be used) or to a different power. You permanently lose 9 power
points each time you gain this feat.
Benefit:You can use powers with a range of touch on a target up to 30 ft. away. You must make a
ranged touch attack.
Special:Psionic reach can be selected a second time, in which case the range increases to 60 ft..
You permanently lose 13 power points.
Benefit:You can alter a psionic power when manifested so that it utilizes a different element from
the one it normally uses.
This ability can only alter a power with the acid, cold, fire, electricity, or sonic descriptor. The
power’s manifesting
time is unaffected. You decide whether to alter the power’s energy type and choose the new
energy type
when you begin manifesting.
Special:You permanently lose one 15 power points.
Benefit:You gain the ability to change psionic power energy into psionic fire, manifesting it as a
bolt of raw psionic energy.
The bolt is a ranged touch attack with long range (400 ft. + 40 ft./High Psionics feat you have)
that deals 1d6 points
of damage per High Psionics feat you have plus 1d6 points of damage per 2 power points used to
create
the effect. The amount of power points spent cannot exceed your level minus 1. This ability
cannot be modified by the use of metapsionic feats.
Special:You permanently lose one 17 power points.
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Benefit:Any target struck by your strike must make a Fortitude save (DC 10
+ 1/2 your base attack bonus + your Strength modifier) or be impaled by
your weapon. Such strikes are deep and your weapon must be pulled from
your target. You (or your target) can remove your weapon quickly, as a free
action, causing an additional amount of damage equal to the base damage
dice of your weapon.
Prerequisites:Str 27, Dex 27, Cleave, Great Cleave, Impaling Strike, Power
Attack.
Benefit:Your melee attacks are so powerful that they can pierce a target and
carry on through, dealing damage to other targets directly behind it. The
strike loses reach equal to each pierced target’s space. You have a chance to
hit those directly behind the initial target, using the same attack roll. But
each time you pierce a target the strike loses 5 points of strength modifier
(so reduce the attack roll and damage by 5 each time it pierces a target).
Treat large targets as two targets, huge targets as four, etc.
You can anticipate powers without displays and freely manifested powers can
be anticipated.
Prerequisites:Anticipate Power.
Normal:Without this feat, you must ready an action each round that you wish
to anticipate a power.
The creature’s attacks can throw an opponent a distance limited only by its
strength.
Special:You can gain this feat multiple times. Its effects stack.
Improved Ki Strike [Ki]
Benefit:Your ki strikes are treated as epic magic weapons for the purposes of
damage reduction.
Benefit:You can expend 4 ki points to make all attacks until the end of your
turn as touch attacks.
Benefit:In addition to the standard single extra attack you get with each off-
hand weapon, you
Normal:Without this feat, you can only get a single extra attack with each
off-hand weapon.
You are incredibly skilled at fighting with multiple weapons at the same time.
Benefit:You get a 3rd attack with each off-hand weapon, albeit at a –10
penalty.
You are insanely skilled at fighting with multiple weapons at the same time.
- Multislice [General]
Special:Your iterative multiweapon attacks remain penalized (i.e. -5, -10, -15
respectively.) normally.
You wait even less time before being able to use your breath weapon again.
Benefit:You further reduce the interval between uses of your breath weapon.
You wait 1 round less than usual, beyond the already-reduced time taking
your Recover Breath feat into account. You always wait at least 1 round
before being able to use your breath weapon again. The effect of this feat
stacks with the effects of other Metabreath feats, reducing the total time you
must wait to use your breath weapon by the appropriate amount.
Special:You can gain this feat more than once. Its effects stack. Each time
you take the feat, the CON score required to take it increases by 4, and the
amount of time you must wait before using your breath weapon again is
reduced by an additional round. For example, a dragon needs a CON score of
35 to take this feat twice, but upon doing so the required time interval
between uses of its breath weapon is reduced by 3 rounds (to a minimum of
1 round each time).
If you have multiple heads with breath weapons, all breath weapons use the
newly reduced interval.
Prerequisite:Command Undead.
Benefit:You can command a number of undead with total Hit Dice equal to 2
per level. This also increases the number of undead that you can animate
and control with the animate dead spell to 6 Hit Dice per caster level,
although you can't create more Hit Dice of undead with a single casting of
animate dead greater than triple your caster level.
Normal:You can normally command a total number of undead with Hit Dice
equal to your level (or control a total number of undead animated through
use of the animate dead spell equal to 4 Hit Dice per caster level, with a
single casting producing up to double your caster level in
Special:This feat can be taken multiple times, and stacks with itself. Each
time it is taken, you add +1 Hit Dice/level to your limit when controlling
undead through your command undead ability and +2 Hit Dice/level to the
limit of the animate dead spell and +1 Hit Dice
Benefit:Mindless corporeal undead with hit dice equal to or less than your
Charisma modifier do not count against your normal command undead limit.
After the period of study you must make a psicraft check identical to copying
a power from another's repertoire (DC 15+ the level of the power). If you fail
you are subject to the same limitations as when failing to copy a power from
another's repertoire. The power must be one you are normally permitted to
learn.
You have tapped an inner reserve of power that allows you to reduce magic-
related XP costs.
Benefit:Any time you cast a spell with an XP cost, manifest a power with an
XP cost or create a magic item, the XP cost is reduced by 10%. Fractional XP
costs are rounded up to the nearest whole number.
Special:A character may gain this feat multiple times. Each time you take
this feat beyond the 1st, the ability score requirements each increase by 2
and the XP cost discount is increased by 5%, to a maximum of a 95%
reduction.
You have honed your inner reserve of power that allows you to reduce XP
costs further.
Prerequisite:Int 49, Wis 49, Cha 49, Inner Depths Of The Soul (x18).
Benefit:Any time you cast a spell with an XP cost, manifest a power with an
XP cost or create a magic or psionic item, the XP cost is reduced by 4%.
Fractional XP costs are rounded down to the nearest whole number
(minimum 1 XP).
Special:This XP cost discount stacks with the XP cost discount from Inner
Depths Of The Soul, resulting in a 99% reduction of XP costs. This feat may
be taken an additional time increasing the requirements by 10 (to 60) and
the percentage by 1% (to 100%) and thereby negating all further XP costs.
Benefit: You always act during surprise rounds and may take a full-round of
actions during such rounds.
Benefit:Once per round, you may move up to your base speed as a swift
action. When under the effects of a haste spell or similar ability, this
movement doesn't provoke attacks of opportunity for moving through
threatened squares.
Benefit:When making a full, unarmed attack, you can opt to use Launching
Palm to bull rush a target and use the movement granted by void step to
follow them and continue with your full attack. The process can be repeated
as long as you do not exceed your base speed as a total distance moved.
Special Prerequisites:
Special:You may select this feat multiple times for multiple lists. Should you
select this feat again, it only counts as one reiatsu feat instead of 3.
If you have the Hollow Mage feat, etc. you can acquire this feat earlier.
You can sense magic energies and identify spells you save against.
Benefit:As a standard action you can sense the presence of enchanted items
or permanent spell effects within 30 ft., identifying
or supernatural ability, you know what would have happened had you failed
your save. This is considered an
extraordinary ability.
Special:This ability to sense enchanted items or spell effects does not allow
you to bypass
Using this feat increases the power point cost of the power by 2.
Using this feat doubles the normal amount of strain (or +1, if the
cost is 0).
You have mastered the ability to combine psionics and war-skill on the
battlefield.
Benefit:During a full attack action, you may expend your psionic focus and
sacrifice a single attack of your highest attack bonus in
order to manifest a power. Manifesting a power in combat in this manner is
difficult and requires a Concentration check (DC 20 +
Your possess energies that allow you to summon and move creatures about.
Benefit: All conjuration spells with a casting time of 1 round have their
casting times reduced to 1 standard action. Summoned and called monsters
need not be brought forth into environments capable of supporting them.
Once per encounter, you can teleport one creature within 100 feet of yourself
into any other square within 100 feet of yourself. A successful Will save (DC
10 + caster level + Intelligence modifier) negates this movement.
Benefit: All undead you create with necromancy spells are automatically
under your control (counting towards your normal maximum) and your
necromancy spells bypass any immunities granted by the undead type or
by death ward effects.
Once per encounter, you can reanimate any number of dead creatures within
100 ft. of yourself as skeletons or zombies (depending on the state of the
bodies) with a total HD of up to your caster level. These undead only lasts
until the end of the encounter before falling apart.
said creature to stone permanently (see flesh to stone), if they meet your
gaze before your next
Through dedication, training and hard work, a monk can master any weapon.
Prerequisite:Int 15, BAB +6, proficiency with chosen weapon, Weapon Focus
(chosen weapon).
Benefit:Choose one weapon that meets the above requirements. You can use
your unarmed damage
(adj. for size (ex., for a monk of 1st level, a fist/gauntlet = d6, a short sword
= d8, etc.), etc.) with your
chosen weapon, as well as use your flurry of blows ability and make grapple
and trip attacks with
it. The type of damage done is based on the weapon used, rather than your
unarmed attack.
When fighting with two or more weapons, your defenses are extremely
strong.
When you are fighting defensively or using the total defense action, this
shield bonus increases to +8.
Special:This feat replaces the Two-Weapon Rend feat for creatures with more
than two arms.
You wield two or more weapons with an artisan’s precision. Each strike builds
on the next, allowing you to deal more damage.
Special:This feat replaces Epic Two-weapon Rend for creatures with more
than two arms.
Benefit:Your Improved Natural Attack feat and feats, abilities, etc. reliant
upon your Improved Natural Attack feat apply to all your natural attacks.
Benefit: Creatures who are immune to fear effects are no longer immune to
your Intimidate checks. Instead, they gain a +4 bonus to their opposed rolls
against your Intimidate check. This even affects creatures that are mindless,
but they gain a +8 bonus to their roll instead of the normal +4.
Benefit:Whenever you are the target of a spell, power, psychic skill, spell-like
ability, or psi-like ability; you gain a +2 bonus on saving throws to resist it.
If it doesn't allow a saving throw, you can make a Will save against it’s DC as
if it allowed a save. If you succeed, you negate its effect.
abilities, etc. reliant upon your Spell Focus or Psychic Focus feat apply
Special:You can gain this feat twice. Once for Spell Focus. Once for
Benefit:Each day, you can use one or more of your spell slots to prepare
spells you know, usually for the purpose of applying a metamagic feat to the
spell—but without an increase in its casting time. Preparing a spell uses a
spell slot of the appropriate level, and once prepared, that slot can’t be used
for anything else until the prepared spell is cast.
Benefit:When you make an attack of opportunity, you can use any power you
know with a range of touch, if you have at least one hand free. Manifesting
this power is an immediate action. You cannot use this feat with
a touchpower whose manifesting time is longer than 1 full-round action.
Using this feat increases the power point cost of the power by 8. The power’s
total cost cannot exceed your manifester level.
Benefit:When you make an attack of opportunity, you can use any spell you
know with a range of touch, if you have at least one hand free. Casting this
spell is an immediate action. You cannot use this feat with a touchspell whose
casting time is longer than 1 full-round action.
Level Increase:+4 (An opportunity spell uses up a spell slot four levels higher
than the spell's actual level.)
Normal:Attacks of opportunity can be made only with melee weapons.
Benefit:When you make an attack of opportunity, you can use any psychic
skill you know with a range of touch, if you have at least one hand free.
Manifesting this psychic skill is an immediate action. You cannot use this feat
with a psychic touchskill whose manifesting time is longer than 1 full-round
action.
Using this feat triples the normal amount of strain (or +2, if the cost is 0).
You react to any drop in your opponents' guard with blinding speed.
Benefit:For any given opportunity in melee combat, you can make four
attacks of opportunity. The 2nd attack is at a -5 penalty, just like your 2nd
normal attack in any given round. The 3rd attack is at a -10 penalty, just like
your 3rd normal attack in any given round. The 4th attack is at a -15
penalty, just like your 4th normal attack in any given round. You still cannot
exceed your normal maximum number of attacks of opportunity in a round.
Prerequisites: BAB +21, Greater Vital Strike, Improved Vital Strike, Vital
Strike.
Benefit:When you use the attack action, you can make one attack at your
highest base attack bonus that deals additional damage. Roll the weapon’s
damage dice for the attack five times and add the results together before
adding bonuses from Strength, weapon abilities (such as flaming), precision
based damage, and other damage bonuses. These extra weapon damage
dice are not multiplied on a critical hit, but are added to the total.
Benefit:When using a weapon with which you have Weapon Focus from one
of the Fighter weapon groups listed above, you can use a standard action to
strike through a square or target adjacent to you, sending out a blast that
tears through all targets within a 30-ft. line. Resolve your attack normally
against each target to see if the strike is successful. If there are barriers
blocking the line (such as doors, trees, walls, etc.), you can make an
automatic attack against these as well. If you inflict enough damage to pierce
the obstacle, the attack will continue for the full 30 ft.. If you fail to inflict
enough damage, the attack is stopped by the barrier. This ability can be used
once every 1d4 rounds.
Special:A monk that selects Weapon Focus with their unarmed strike or a
monk weapon treats their base attack bonus as 5 points higher for the
purposes of qualifying for this feat.
Benefit:When using your Piercing Thrust, the line now reaches 120 ft. and
you can elect to stun your targets. Each target must make a Reflex save DC
10 + 1/2 your HD + your Dex modifier or be stunned for 1 round.
Special:A monk that selects Weapon Focus with their unarmed strike or a
monk weapon treats their base attack bonus as 5 points higher for the
purposes of qualifying for this feat.
Benefit:When using your Piercing Thrust, the line now reaches 60 ft. and you
can elect to stagger your targets. Each target must make a Reflex save DC
10 + 1/2 your HD + your Dex modifier or be staggered for 1 round.
Special:A monk that selects Weapon Focus with their unarmed strike or a
monk weapon treats their base attack bonus as 5 points higher for the
purposes of qualifying for this feat.
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Plant Companion [General]
You relate better to flora than fauna, and have a plant creature as a
companion instead of an animal.
Benefit: You are able to select a companion from the Plant Choices list below.
This creature follows the normal rules for animal companions, with the
following modifications:
Plants have good Fortitude saves, but poor Reflex saves. Use the values in
the Will save column on Table: Animal Companion Base Statistics for Reflex
saves as well.
Plant companions can have ranks in the following skills: Climb (Str),
Escape Artist (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex),
Survival (Wis), Swim (Str). All of the skills marked with an (*) are class skills
for plant companions. Plant companions with an Intelligence of 3 or higher
can put ranks into any skill. Plant companions with no Intelligence score gain
no skill ranks.
Plant companions can select from the following feats: Alertness, Athletic,
Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude,
Improved Grapple, Improved Initiative, Improved Natural Armor, Improved
Natural Attack, Improved Trip, Intimidating Prowess, Iron Will, Lightning
Reflexes, Lunge, Power Attack, Run, Skill Focus, Stealthy, Toughness,
Weapon Finesse, and Weapon Focus. Plant companions with an Intelligence
of 3 or higher can select any feat they are physically capable of using. Plant
companions with no Intelligence score gain no feats. GMs might expand this
list to include feats from other sources.
You can handle your plant companion using Handle Animal as if it were an
animal.
Plant Choices
Assassin Vine
Starting Statistics: Size Medium; Speed 5 ft.; AC +2 natural
armor; Attack slam (1d6); Ability Scores Str 11, Dex 11, Con 11, Int —, Wis
13, Cha 9; Special Attacks grab, constrict (1d6); Special Qualities camouflage,
low-light vision, resist cold 10, electricity 10, fire 10.
Shambling Mound
Treant
Vegepygmy
7th-Level Advancement: Ability Scores Str +2, Dex +2; Special Attacks russet
mold spores (as vegepygmy chieftain); Special Qualities Immune electricity.
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Poison of the Gods [Epic]
Polyglot [Epic]
Prerequisites:Int 20+.
Prerequisites: Dex 25, Int 11+, Sleight of Hand 25 Ranks, Sneak Attack 5d6.
manifested increases by +5. In addition, you may designate one power you
know per power level as a thematic power and
manifest it at +1 manifester level. As you gain access to new power levels,
you can designate new thematic powers; you
don't need to select this feat again to acquire new thematic powers. Nearly
any theme is possible, so long as you can
describe a visual or auditory link for unification. You can't use this feat to
make your powers invisible, nor do your
power thematics change the type of damage a power deals, regardless of its
appearance.
You can sense psionic energies and identify powers you save against.
Benefit:As a standard action you can sense the presence of psionic items or
permanent power effects within 30 ft., identifying
or supernatural ability, you know what would have happened had you failed
your save. This is considered an
extraordinary ability.
Special:This ability to sense psionic items or power effects does not allow you
to bypass
(This initiative bonus doesn't stack with the initiative bonus granted by
Improved Initiative.)
Benefit:As a standard action, you may use both Cleave and Vital Strike.
Every target you strike with your cleave attack is hit as if you had used your
vital strike against them. If you have advanced versions of either feat—Great
Cleave, Improved Vital Strike, etc.—you may use the benefits from these
feats instead.
Safeguard (Ex)
Benefit:Upon taking this epic feat, choose one other feat that you possess.
This choice cannot be changed. Your chosen feat cannot be negated by
effects that would suppress it, such as the Abrogate cosmic ability, the
Nullification cosmic ability, or the Dead Zone transcendental ability (if it is a
supernatural feat). It still functions normally under any of these conditions.
Safeguard itself cannot be affected by any of these conditions as well.
Special:You can gain this feat multiple times. Each time you take Safeguard,
it applies to a different feat that you possess.
Using this feat doubles the normal amount of strain (or +1, if the cost is 0).
Benefit: This feat can only be applied to powers that create areas. When
manifesting a power modified by this metapsionic effect, you may select any
number of targets within its area. Only the chosen creatures are affected by
the power.
Using this feat increases the power point cost of the power by 12. The
power’s total cost cannot exceed your manifester level.
Benefit: This feat can only be applied to spells that create areas. When
casting a spell modified by this metamagic effect, you may select any
number of targets within its area. Only the chosen creatures are affected by
the spell.
A selective spell uses up a spell slot six levels higher than the spell’s actual
level.
You can prevent your psychic skills from harming your allies.
Benefit: This feat can only be applied to psychic skills that create areas.
When using a psychic skill modified by this metapsychic effect, you may
select any number of targets within its area. Only the chosen creatures are
affected by the psychic skill.
Using this feat quadruples the normal amount of strain (or +3, if the cost is
0).
Prerequisites:Wis 25.
longer considered esoteric for you. You still can't gain any
reliant upon your Skill Focus feat apply to all your skills.
resulting damage, if any, for one full round, permitting add. Sneak Attacks.
Add., any of your Sneak Attacks, coup de gras, Death Attacks, etc. can be
Special:You can only use this feat w/a masterwork (or greater) S weapon.
*NB:This feat applies to all Death Attacks, Sudden Strikes, etc., normally.
Slavelord [Vile]
Benefit: You gain a number of 1st level commoner slaves equal to your level
+ your charisma modifier. If you wish, you can acquire a 1st level warrior,
expert, or adept for every two commoners you are willing to go without.
These slaves can only be gained at a large city or bigger community and
require 1 hour to obtain. Whenever the amount of slaves you’d possess
would increase, you may go through the same process to obtain them,
although slain or lost slaves are not replaced.
If the summed CR exceeds your oppressor score, the slaves may collectively
make a will save each week (DC= your oppressor score) using the highest
will save among them to break free. For every point by which the summed
CRs exceed your oppressor score, the slaves gain a +1 bonus on this check.
In addition, for every slave with so much as half as many levels as you, the
slaves gain an additional +2 bonus on this save. If they fail this save, they
continue working oppressed for another week. If they succeed, they manage
to pull off a rebellion, either attacking you or running away in the dead of
night.
You may also buy additional slaves by entering a large enough community
and spending an hour looking for the proper place. The cost for any given
slave is its CR (minimum 1) squared x 100 gp.
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Oppressor Score Modifiers:
Lawful Alignment +2
Chaotic Alignment -2
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Special Prerequisites:
Benefit:You may select one spell-list and cast spells from that list. You begin
at zero and first level spells and gain an additional spell level every other
level thereafter. This feat counts as 3 Reiatsu Feats. Casting a Zero Level
spell is free, Casting a first level spell costs 10 Reiatsu, Every level beyond
first costs 20 Reiatsu more to cast. Casting spells works like they say in the
PFRD for casting magic with the exception that you do not need material
components or foci. You may take any Metamagic feat. Each Metamagic Feat
has the tags [Metamagic, Reiatsu]. You may choose what your spellscore is
from your Mental Statistics.
Special:You may select this feat multiple times for multiple lists. Should you
select this feat again, it only counts as one reiatsu feat instead of 3.
Spell Mastery [General]
Benefit:Each time you take this feat, choose a number of spells equal to
your Intelligence modifier that you already know. From that point on, you
Prerequisite:Spell Mastery.
Alternatively, as a full-round action, you can use a reserved slot to cast any
spell that you know. The spell is resolved as normal, but for the purpose of
the spell, your caster level is reduced by two. The level of the slot used must
be equal to or greater than the level of the spell you intend to cast.
Spell Preparation [General]
Benefit:Each day, you can use one or more of your spell slots to prepare
spells you know,
usually for the purpose of applying a metamagic feat to the spell-but w/o an
increase in
its casting time. Preparing a spell uses a spell slot of the appropriate level,
and once
prepared, that slot can't be used for anything else until the prepared spell is
cast.
Special:See Unearthed Arcana for rules regarding spell points and spell
preparation.
nor do your spell thematics change the type of damage a spell deals,
regardless of its appearance.
Spiderfiend [Fiend]
- Webspinner [Fiend]
Benefit:You gain the Web ability of a spider of your size, Tremorsense 60 ft.,
and can move at your full speed while climbing. Your spinnerets are in your
mouth, wrists, or abdomen. You choose where on your body your spinnerets
manifest. This choice, once made, is permanent, unless you possess ooze
traits. Additionally, most drow (about 2/3rds in a typical spider-oriented
culture) find you strangely attractive
and, barring obvious hostility, their attitudes are automatically raised by one
level and a Charisma check can potentially improve
You can see and communicate with the souls of the recently departed.
Benefit:You can see the spirits of creatures who have died within a number of
minutes equal to your Wisdom bonus. For instance, if your Wisdom is 17 (+3
bonus), you can see the spirits of creatures that have died within the past 3
minutes. You can speak with these spirits, but you gain no special ability to
command them or to communicate with them if you do not share a
language. In addition, you gain a +4 circumstance bonus on Listen or Spot
checks made to detect incorporeal creatures.
Special:You cannot see or communicate with spirits that have crossed over
entirely.
You can sense psychic energies and identify psychic skills you save against.
Benefit:As a standard action you can sense the presence of psychic items or
permanent psychic skill effects within 30 ft., identifying
ability, or supernatural ability, you know what would have happened had you
failed your save. This is considered an
extraordinary ability.
Special:This ability to sense psychic items or psychic skill effects does not
allow you to bypass
just manifested increases by +5. In addition, you may designate one psychic
skill effect you know per 2 levels (maximum of 11) as
a thematic psychic skill effect and manifest it at +1 manifester level. As you
gain access to new levels, you can designate new
thematic psychic skill effects; you don't need to select this feat again to
acquire new thematic psychic skill effects. Nearly
any theme is possible, so long as you can describe a visual or auditory link
for unification. You can't use this feat to
make your psychic skills invisible, nor do your psychic skill thematics change
the type of damage a psychic
Your powers can pierce wards against negative energy and even affect
undead targets.
For example, you could manifest a thanatopic power on a target under the
effects of death ward, and the target would suffer the normal effect of the
power.
Saving throws and S/PR (if any) still apply. Undead are susceptible to powers
augmented by this feat, as it retunes the negative energy to be harmful to
them.
Using this feat increases the power point cost of the power by 2. The power’s
total cost cannot exceed your manifester level.
Your psychic skills can pierce wards against negative energy and even affect
undead targets.
Prerequisites: Psychic Focus (Psychometabolism), Knowledge (religion) 6
ranks.
For example, you could manifest a thanatopic psychic skill on a target under
the effects of death ward, and the target would suffer the normal effect of the
psychic skill.
Saving throws and S/PR (if any) still apply. Undead are susceptible to psychic
skills augmented by this feat, as it retunes the negative energy to be harmful
to them.
A thanatopic psychic skill that would kill a living creature (such as by giving
it negative levels equal to its Hit Dice) destroys an undead (though undead
such as ghosts, liches, and vampires may reform as normal). Undead affected
by thanatopic psychic skill that give negative levels automatically make
their saving throws to remove negative levels after 24 hours.
Using this feat doubles the normal amount of strain (or +1, if the cost is 0).
Theosophist [General]
Using this feat increases the power point cost of the power by 2. The power’s
total cost cannot exceed your manifester level.
Using this feat doubles the normal amount of strain (or +1, if the cost is 0).
Thwart [Epic]
You can cause your corruption to explode outward, permeating every fiber of
your being.
Prerequisites:Int 25, Wis 25, Cha 25, Perfect Self class feature, evil
alignment.
Maintaining this temporary form consumes 4 ki points per round, but grants
a suite of powers as well as several new ki abilities:
• Flight:Gain the ability to fly at your land speed with good maneuverability.
By expending 1 ki point per round you can increase your flight speed by +60
ft. and upgrade your maneuverability to perfect.
• Iron Body:You gain DR 5/— for the duration and can increase it by 5/— for
every additional point of ki you spend per round.
• Void Fist:Your limbs are engulfed in dark energy, unarmed strikes now
inflicting an additional +1d10 damage or +2d10 on a critical hit (or +3d10 if
their critical multiplier is x3). Half of this damage is untyped energy damage.
Half is vile untyped energy damage.
• Devastation Wave:If you have the Ki Blast feat, you can expend additional
ki points to improve its damage, adding +5d6 to the damage per point of ki
spent. The number of d6 die cannot exceed your HD, though you can spend a
full ki point to add partial benefit (i.e., only adding +1d6, +2d6, +3d6, or
+4d6 instead of the full +5d6) so as not to surpass this limit. Half of your Ki
Blast damage is vile untyped energy
damage.
• Spiral Shield:If you have the Ki Armor feat, you can expend additional ki
points to improve your defensive abilities. Every extra point of ki you invest
when activating this ability makes you immune to a certain level of magic for
the duration, as if you had undefeatable spell resistance. You are immune to
any spell of a level equal to or less than the number of additional ki points
spent when Ki Armor is used (e.g., if you spend 1 additional ki point, you are
immune to spells of 0th and 1st level, but if you spend 5 additional ki points
then you are immune to spells of 0th, 1st, 2nd, 3rd, 4th, and 5th levels).
Benefit:As a swift action, you can spend 1 point from your ki pool to grant
yourself a +2 deflection bonus to AC for 1 minute.
You can increase this bonus by +2 for every additional ki point you spend, up
to a maximum deflection bonus equal to 1/2 your class level in whatever
class grants you your ki pool.
You can elect to spend an additional 2 points from your ki pool and allow the
energy blast to Bull Rush, Disarm, or Trip the target. In this instance, your
CMB uses your Wisdom modifier instead of your Strength modifier.
upon your Toxicological Focus feat apply to all your poison families.
You can use psionic skills that affect targets lurking in coexistent planes and
extradimensional spaces whose entrances fall within the psychic skill's area.
Using this feat doubles the normal amount of strain (or +1, if the cost is 0).
powers.
Using this feat increases the power point cost of the power by 6.
Level Increase:+3 (An unbound spell uses up a spell slot three levels higher
than the spell's actual level.)
Using this feat triples the normal amount of strain (or +2, if the cost is 0).
Prerequisite:Undead type, Angel or fiend, base Fortitude save +4, Extra True
Vessel.
(i.e. ghost, lich, etc.) you are capable of crafting, creating, and/or spawning.
NB:While undead angels and fiends can create and use living true vessels,
their undead nature
corrupts (see Heroes of Horror, Pg. 62-80) and eventually kills their living
true vessels.
Special:Tainted characters can gain this as one of their bonus Tainted feats.
If you possess the Death portfolio, you gain this feat (for free) in lieu of your
ability to create
living true vessels. NB:You can still use (and corrupt, etc.) living true vessels
acquired or
Using this feat increases the power point cost of the power by 2. The power’s
total cost cannot exceed your manifester level.
Using this feat increases the power point cost of the power by 20. The
power’s total cost cannot exceed your manifester level.
A caster who attempts to counter this spell by casting another spell simply
loses that spell. In addition, with an unstoppable spell you gain a +2 bonus
to level checks made to beat your targets' spell resistance, as well as all
concentration checks made to keep from losing the spell.
Level Increase:+1 (An unstoppable spell uses up a spell slot one level higher
than the spell's actual level.)
Level Increase:+10 (An unstoppable spell uses up a spell slot ten levels
higher than the spell's actual level.)
Using this feat doubles the normal amount of strain (or +1, if the cost is 0).
Using this feat sextuples the normal amount of strain (or +5, if the cost is 0).
Vacuum Slash [Epic]
Prerequisites:Str 23, Dex 23, BAB +20, Weapon Supremacy with a weapon
from the Axe, Blade [Heavy], Blade [Light], Natural, or Polearm weapon
group.
Benefit:When using a weapon with which you have Weapon Focus from one
of the Fighter weapon groups listed above, you can use a standard action to
slash your weapon with enough force to project a wave of air pressure that
strikes all targets within a 15-ft. cone. Resolve your attack normally against
each target to see if the strike is successful. If there are barriers blocking the
cone (such as doors, trees, walls, etc.), you can make an automatic attack
against these as well. If you inflict enough damage to cut through the
obstacle, the attack will continue for the full 15 ft.. If you fail to inflict enough
damage, the attack is stopped by the barrier. This ability can be used once
every 1d4 rounds.
Special:A monk that selects Weapon Focus with their unarmed strike or a
monk weapon treats their base attack bonus as 5 points higher for the
purposes of qualifying for this feat.
Benefit:When using your Vacuum Slash, the cone now reaches 30 ft. and you
can elect to make your targets shaken. Each target must make a Fortitude
save DC 10 + 1/2 your HD + your Str modifier or be shaken for 1 round.
Special:A monk that selects Weapon Focus with their unarmed strike or a
monk weapon treats their base attack bonus as 5 points higher for the
purposes of qualifying for this feat.
Benefit:When using your Vacuum Slash, the cone now reaches 60 ft. and you
can elect to daze your targets. Each target must make a Fortitude save DC
10 + 1/2 your HD + your Str modifier or be dazed for 1 round.
Special:A monk that selects Weapon Focus with their unarmed strike or a
monk weapon treats their base attack bonus as 5 points higher for the
purposes of qualifying for this feat.
Vile Entity [Epic, Vile]
Warforged [General]
Any/all enhancements (bonuses, etc.) are added normally (costing exp., etc.)
and can be suppressed, but not permanently dispelled.
Special:You can take this feat four times. Each time it applies to a different
weapon category.
Prerequisites:BAB +15.
Benefit:Select one weapon group (see the Fighter's weapon training class
feature for groups). You receive a +1 to hit and damage with all weapons in
this group. Additionally, treat yourself as a Fighter of half your character
level for the purpose of qualifying for feats such as Weapon Specialization.
Any Fighter levels a character may have are not divided when figuring your
qualifications for feats.
Special:This feat can be selected multiple times. Its effects do not stack.
Every time it is chosen, it applies to a new weapon group. Weapons falling
into more than one group still only receive the bonus to hit and damage
once.
Note:This feat doesn't stack with the bonus from a Fighter's Weapon Training
class feature.
Benefit:Bonuses from (and feats, etc. dependent on) Weapon Focus and
Weapon Specialization (including Greater, etc. extensions) apply to one
weapon category (i.e. bludgeoning, missile, piercing, or slashing).
Special:You can take this feat four times. Each time it applies to a different
weapon category.
Special:This feat can be taken multiple times. Its effects do not stack,
instead apply the feat to a new weapon each time.
Prerequisites:Str 25.
Benefit:You treat any weapon you wield as being one size category smaller.
This allows a medium-sized character to wield large
Wondrous [General]
Benefit:You can be further enhanced and given the abilities, properties, etc.
of one
added normally (costing exp., etc.) and can be suppressed, but not
permanently
dispelled.; NB:Your item slots are still limited and each enhancement counts
as its original item type and against your normal compliment of items.
Benefit:Up to three times per day, you can spend a fullround action
meditating
Prequisites:Wis 40.
Benefit:Your manifestation grows an extra eye. This eye enables you to use
any ray ability (such as from an [effect] ability), power, spell, psi-like, or
spell-like ability as a free action once per round.
You choose where on your body your extraneous eye manifests. This choice,
once made, is permanent, unless you possess ooze traits. Your extraneous
eye can be concealed by merely closing it. You the benefits of this ability with
your extraneous eye concealed.
Special:You can gain this ability multiple times. Its effects stack. If you gain
this ability multiple times your extraneous eyes can be
collectively/individually concealed by merely closing them. You lose a portion
of the benefits of this ability commensurate with the number of extraneous
eyes concealed.
Prerequisites:Wis 40.
and checks per 2 extraneous eyes (round down). You can’t be flanked. You
choose where on your body your extraneous eyes
manifest. This choice, once made, is permanent, unless you possess ooze
traits. Your extraneous eyes can be collectively
Special:You can gain this ability multiple times. Its effects stack.
Prerequisites:Str 40.
Benefit:You gain an additional set of jaws (inc. fangs, etc.) in your mouth.
This gives you +x1 to your bite's base damage and Strength modifier.
Any/all remaining modifiers are applied to your bite normally.
Prerequisites:Wis 40.
Benefit:You can perform an additional standard action each round. You also
gain Telepathy 100 ft. (NB:This stacks with your existing Telepathy, if any.)
Your psyches are, otherwise, functionally one psyche (albeit, a hivemind) and
still of one soul/spirit for all other purposes (advancement, etc.).
Special:You can gain this ability multiple times. Its effects stack.
Prerequisites:Str 40.
Benefit:You gain two additional attacks at your highest BAB. However, while
your combined strength is
on your body your extraneous tentacles manifest. This choice, once made, is
permanent, unless
Special:You can gain this ability multiple times. Its effects stack.
Prerequisites:Wis 40.
Aegis (Ex)
vs. Portfolio Trumping and enhances any defense reliant upon divine status
(hero-deity,
defenses.
i.e. [Creature] Messiah, etc. are bypassed normally by those of sufficient
divine status
Alien (Ex)
Prerequisites:Pseudonatural tenplate.
your true form is the lie. (i.e., if forced into your true form, you are forced
into your alien
Benefit:You can add your divine rank as an [Aligned] bonus to your Armor
Class.
Benefit:You can add your divine rank as an [Aligned] bonus to the save DCs
of any saving throws you force others to make. This could be from abilities,
spells, spell-like abilities, etc.
Amplification (Ex)
Prerequisites:Variable.
of iterations of said feat or, if it's a feat you can only gain once,
You can control any/all of your similar emanations (gaze, odor, etc.)
Epic Mind Blade, Form Mind Blade, Improved Material Harmonics, etc.
its touch attack AC = your touch attack AC, unless its own (10 + its
enhancement
an Immediate nonaction.
Epic Mind Blade, Form Mind Blade, Improved Material Harmonics, etc.; Black
Blade of Disaster.
ability active.
Benefit:You can create blood structures at will. This ability requires existing
blood (it can't create blood from nothing). The size
special (dependant on the quantity of the existing blood)). The max r. of this
ability is Short range (100 ft. (+10 ft. per HD/L
)) or the range of your divine aura (if any, if greater). The save DC is
Charisma-based.
Benefit:You can create bone structures at will. This ability requires existing
bone (it can't create bone from nothing). The size
A common use of this ability is the creation of a swirling mass of bone razors,
similar to blade barrier (10d6 (min/max); r. =
special (dependant on the quantity of the existing bone)). The max r. of this
ability is Short range (100 ft. (+10 ft. per HD/L
)) or the range of your divine aura (if any, if greater). The save DC is
Charisma-based.
Benefit:You can create flesh structures at will. This ability requires existing
flesh (it can't create flesh from nothing). The size
A common use of this ability is the creation of a swirling mass of flesh razors,
similar to blade barrier (10d6 (min/max); r. =
special (dependant on the quantity of the existing flesh)). The max r. of this
ability is Short range (100 ft. (+10 ft. per HD/L
)) or the range of your divine aura (if any, if greater). The save DC is
Charisma-based.
Prerequisites:Cha 40.
40 ft. per HD/L)) & it can emit from any part of your body.
or nonexistent.
Completionist (Ex)
[Effect], etc.; becomes complete. This can't give you abilities you
e.g. if you have the Withering (Str.) [Effect], you gain a complete
Special:You can gain this ability multiple times. Its effects stack.
Any/all potentially affected creatures must make a Will save or suffer the
condition for 1 round per divine
rank (1 round min.). The save DC = 10 + 1/2 your HD/L + your Charisma
modifier + your divine rank.
Special:This effect can be taken multiple times and its effects stack. Each
time it is taken it either
Taken five times = [Condition] Mastery, use any type of [Condition] effect.
Taken six times = Uncanny [Condition] Mastery, shape area effects to only
target enemies.
Prerequisites:[Effect] ability.
true creation. 1/2 its damage is B/P/S. If chains are created, they can
You can expend spell (or power, if the crystal is psionic in origin) points (or
spell levels, if using the vancian system) equal to 2x the spell crystal's level
(metmagic, etc. used by the original caster (or manifester) modifies this
normally), rather than the spell crystal's single use, to trigger the spell
crystal. This enables the spell crystal to be used repeatedly.
If desired, you can set loose any/all spell crystals you collect causing them to
float around you (adjacent squares) and follow you closely (fly 220 ft.
(Perfect)). If you collect enough spell crystals and set them loose in this
manner, they eventually form an effective defense, becoming spell crystal
swarms (NB:Spell Crystal Swarm = Animated Object (spell crystal) +
Creature Swarm template.).
You can control spell crystal swarms. This functions similarly to Command
Undead, except it effects spell crystal swarms.
Finally, you know all details concerning any spell crystal you collect as if
you're manifesting object reading.
Cuddles (Su)
Benefit:All targets (creatures, etc.) in your aura must succeed at a Will save
or be forced (animated (as per animate
etc.) and attempt to graciously and harmlessly cuddle you (i.e. no other
action(s); harmful, ill-intended, or otherwise;
can be taken by the target(s) for the duration of the effect w/o your willful
and knowing consent (see below).), or one
target (creature, etc.) of your choosing, for a number of rounds equal to your
Cha modifier + your divine rank, even
You can permit said cuddler(s) to take other actions of your choosing while
they cuddle you or your chosen target
and exempt any/all target(s) from your cuddles ability, if/when desired
(Immediate nonaction).
Special:You can exempt any/all target(s) from any/all of your auras, etc.;
if/when desired (Immediate nonaction),
You can create a current based effect; in one element (air, etc.), energy
(acid, etc.), state of matter (gas, etc.), or substance (blood, etc.) of your
choice; to batter your opponents.
Benefit:The effect knocks the target back 10 ft. per HD of the deity. Standing
targets will take 1d6 damage per 10 ft. they are knocked back and the total
damage is doubled if they strike a solid object, such as a wall or building.
For every size category above medium reduce the damage by half (so a Huge
creature would only take a quarter the damage of a Medium sized creature).
For every size category smaller than Medium double the damage. Creatures
burrowing, flying, or swimming only take one quarter damage if knocked
backwards unless they strike something solid in which case they take normal
damage.
Special:This effect can be taken multiple times and its effects stack. Each
time it is taken it either applies to a different effect (see Immortal's
Handbook:Ascension, Pg.116), or the same effect as follows:
Taken twice = Greater Current [Effect], original effect doubled. Taken three
times = Superior Current [Effect], original effect tripled.
Taken five times = Current Mastery, use any type of current effect.
Taken six times = Uncanny Current Mastery, shape area effects to only
target enemies.
Cybergod (Ex)
manifestation. Finally, you qualify for Iron Body, etc. abilities. If your
cybernetics are
Necro-Tech, etc., you remain unaffected by rusting attacks and effects, etc.
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Your divine aura manifests corporeal chains that attack and move, according
to your whims, as per a dancing chains spell.
Benefit:Your divine aura manifests corporeal chains that attack and move,
according to your whims, as per a dancing chains spell. These chains are
indestructible.
Benefit:Your divine aura either manifests, or manifests as, a mask that only
you can remove. No other being, including those of higher divine rank, or
circumstances can remove this mask. Furthermore this mask is impenetrable
to all forms of discernment or divination, effectively concealing you identity.
This mask also renders it's wearer impervious to all gaze attacks and effects,
as well as all attacks and effects reliant upon hearing, scent, sight, and taste.
Removing or replacing this mask is a free action.
Your Raiment of Darkness can now attack and move, according to your
whims, in a manner similar to ghost touch chains controlled by a dancing
chains spell.
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Benefit:You gain the Swallow Whole ability (inc. the Digest ability (see
I.H.:E.B., Digest, Pg. 6-8 for your Digest
even one larger than yourself. Unless you have the Innerverse (stomach (or
equivalent)) ability, you remain
limited to one creature or object of a size larger than you can contain (i.e. 1
size smaller than your size.).
Regardless of its contents (if any), your stomach (or equivalent) is never
bloated, etc.
Special:If you have the Innerverse (stomach (or equivalent)) ability, you lose
your Digest ability (gaining an
endless, ever-increasing, insatiable hunger, if you're a living creature or
undead that must feed (i.e. ghoul,
etc.)), gain the Innerverse Encounters table (see below), and can regurgitate
selectively.
[Current] Breath (or a frog-like tongue), etc. enhance this ability (self-
explanatory).
Benefit:You can make ranged attacks with your melee attacks. These attacks
have a range
as thrown weapons. You can mix your attacks between melee and ranged as
you wish
and don't provoke attacks of opportunity when using your dimensional reach.
Benefit:Any creature that bites or eats any part of you must make a
successful Fortitude
the Glistening Skin ability is not your own. Its "the blood of" your "many
victims".
Prerequisites:Spellcraft 37 ranks.
Normal:You can only make one quivering palm attack per day.
Benefit:Upon taking this divine ability, choose one divine ability that you
possess. This choice cannot be changed. Your chosen divine ability cannot be
negated by effects that would suppress it, such as the Abrogate cosmic
ability, the Divine Nullification transcendental ability, or the Dead Zone
transcendental ability (if it is a supernatural divine ability). It still functions
normally under any of these conditions. Divine Safeguard itself cannot be
affected by any of these conditions as well.
Special:You can gain this divine ability multiple times. Each time you take
Divine Safeguard, it applies to a different divine ability that you possess.
Special:You can gain this ability multiple times. Its effects stack.
Special:You can gain this ability multiple times. Its effects stack.
Using this feat increases the power point cost of the power by 12. The
power’s total cost cannot exceed your manifester level.
Level Increase:+6 (A dolorous spell uses up a spell slot six levels higher than
the spell's actual level.)
Using this feat quaduples the normal amount of strain (or +3, if the cost is
0).
Benefit:You gain the Duke of Hell template (T.G.o.H.:7). Convert all Dicefreaks
cosmic/deific
increased for all such greater powers accordingly) and all cosmic/divine
status-specific
If it would be >, the radius of any/all of your auras (inc. your divine aura) =
the radius of your
aura w/the greatest radius. Similarly, your Su [Effect] attack(s), if any, are
also equilized.
/etc.), The King of Hell's attempts to strip you of your Duke of Hell template.
Add., if you
The King of Hell) can supercede your control over your realm in The Nine
Hells, nor
increased for all such greater powers accordingly) and all cosmic/divine
status-specific
If it would be >, the radius of any/all of your auras (inc. your divine aura) =
the radius of your
aura w/the greatest radius. Similarly, your Su [Effect] attack(s), if any, are
also equilized.
If you're an Abomination (Malefircarim, etc.), you can retain all of your racial
traits, inc. any
If you're neither, you can retain any/all of your *fear auras. However, you
lose one standard
Diabolical Adapation.
NB:*In all instances, this is in add. to gaining the aura from your Arch-Devil
template.
of Hell) can supercede your control over your layer of The Nine Hells, nor are
you "Locked
Elongate (Ex)
Benefit: You can control, detect, and use the breath weapons of epic dragons
as well as all nonepic/nonneotic,
Benefit:You may apply your free levels of metamagic to Epic spells, affecting
them just as if they were normal
spells. Epic spells are considered spells of a level equal to 1/10th their
Spellcraft DC +7. However, all said
metamagic is applied as if they were 10th level spells.
powers. Epic powers are considered powers of a level equal to 1/10th their
Spellcraft DC +7. However, all said
Epic Psychic Skill Use, Any 4 psychic skills 37 ranks, Spellcraft 37 ranks.
Benefit:You may apply your free levels of metapsychics to epic pychic skill
uses, affecting them just as if they
were normal psychic skill uses. Epic psychic skill uses are considered effects
of a level equal to 1/10th their
Psychic skill check result +7. However, all said metapsychics are applied as if
they were 10th level effects.
Benefit:While within your divine aura/godly realm, any/all of your allies gain
Special:You can gain this ability multiple times. Its effects stack. Each time
you gain this ability you can bestow another of your feats upon any/all
Benefit:You are healed by one exotic of energy (divine, force, etc.) of your
choice.
This exotic energy must be one to which you are normally completely
immune.
If you choose permanent damage, you gain only 1/6th absorption each time
you gain
this ability. If you gain this ability 6 times, your Absorption of permanent
damage is
Special:You can gain this ability multiple times. Its effects stack.
Prerequisites:[Energy] Immunity.
If you choose permanent damage, you gain only 1/6th immunity each time
you gain
this ability. If you gain this ability 6 times, your immunity to permanent
damage is
Special:You can gain this ability multiple times. Its effects stack.
as the ONLY benefit you gain from this ability is an unTrumpable immunity to
corrosion (
inc. all acid, rusting, etc.), magnetics, etc. You can't be comprised of
materia(s)/energ(-y
/-ies) that inherently give you add. abilities by virtue of this ability.
Ex.:If you have Ersatz (or Elemental traits), Iron Body, etc.; you could
become comprised
of exotics, organics, etc.; yet retain the benefits of Ersatz (or Elemental
traits), Iron Body,
(i.e. V.S.C.:16.).
Familiarity (Su)
Prerequisites:Cha 40.
Benefit:If you have their consent, you can be another creature's familiar,
even if they already have
a familiar or are incapable of having one (or having a familiar of your Type,
etc.). For being their
your own abilities are greater, your own abilities overlap (rather than stack
with) your familiar
abilities. For having you as their familiar, your "master" gains the normal
benefits of having
a familiar (unless you decide otherwise).You choose the special ability (save
bonus, etc.)
they gain from you. If they are otherwise incapable of having a familiar (i.e.
not a wizard,
Furthermore, you can, if desired, permit said witch any/all knowledge of your
spells, if any.
Fecundity (Su)
Your presence enriches plant life, neutralizes disease and poison in the
environment, and makes plant life grow.
Your force field can't nullify a special attack that accompanies an attack
unless the entire amount of damage of the attack is absorbed.
Your force field regenerates 1/12 your Hit Dice in points of protection/round.
Your force field doesn't nullify your abilities, nor extend beyond yourself, and
is not immobile.
Special:You can gain this ability 6 times. Its effects stack. Each time you gain
this ability, your force field can absorb a number of points
of damage equal to 1/6th your current hit points and regenerate +1/12 your
Hit Dice in points of protection/round.
Furthermore, your force field improves as follows each additional time you
gain this ability:
However, your force field can still be damaged normally by divine damage.
- F.F.I (x6):Your force field is no longer subject to damage and effects you
are not subject to.
- F.F.III (+x6) (cosmic):If you have Cosmic Firmament and you pay Force
Field (+x6) (cosmic) per instance of multiplication (+x6 for x2, +
x12 for x3, etc.), your force field's points of protection (and rate of
regeneration) are similarly multiplied.
Godslayer (Su)
Prerequisites:Cha 40.
Benefit:You can gain abilities (divine (count as one), cosmic (count as six),
etc.) from immortals you slay.
The number of abilities you gain cannot exceed your divine rank.
If said immortals are revived and you are slain, any abilities you gained
w/Godslayer are lost.
Special:You cannot gain the Divine Champion ability, nor can "divine
champions" gain this ability.
Benefit:Each time you are injured summoned undead grow from your
wounds. The severity of the wound determines the power of the undead
summoned. Every ten points of damage (rounded down) equates to one spell
level of the summon undead spell. Injuries of less than 10 hit points damage
do not summon any undead. Injuries greater than 59 damage transcend
summon undead V. In such cases you can summon an undead with a
Challenge Rating equal to the spell level x1.33.
Intermediate Deity, you are the embodiment of and your Godly Realm is a
minor celestial body
(planet, etc.), demiplane, or planar layer. If you are a Greater Deity, you are
the embodiment
of and your Godly Realm is a moderate celestial body (galaxy, etc.) or plane.
Benefit:Your innerverse is your Godly Realm and your manifestion can enter
it normally.
Innerverse (Ex)
While creatures can use teleport spells, etc. normally, they cannot teleport in
or out.
Instrumentalist (Ex)
Your skill with one instrument group rivals even that of the gods of music.
level = your HD/L. This inc. all Bardic Music abilities acquired at subepic and
epic levels. It doesn't inc. bardic spellcasting or
bonus feats and only applies to your chosen instrument group. This ability
qualifies you for Bardic Music feats, etc., but they
only apply in regards to your chosen instrument group and certain ones are
useless. When you gain this ability, you must
choose which Bard variant you acquire. Once chosen it can't be changed
(exc. by the typical processes (miracle, etc.).),
even if you gain this ability again. Example Bard variants inc. Harbinger, etc.
Special:You can gain this ability multiple times. Each time you gain another
instrument of choice.
Ki Effect (Su)
Prerequisites:Wis 40.
Ki Occultist (Su)
manifester/channeler level.
Prerequisites:Int 40.
Benefit:If you are affected by an opponent's spell, power, psychic skill, spell-
like ability, or psi-like ability; you foreverafter become immune to their spell,
power, psychic skill, spell-like ability, or psi-like ability.
Become a mummy.
Obscurity (Ex/Su)
divinatory info gathering abilities, etc. Any/all info about you fades (no save),
fails to
be obtained (no save), or is forgotten (no save). Nothing can prevent said info
from
from fading or being forgotten and such info can be shared normally.
gain ALL the beneficial class features of one other occult class of
from this unless you have the Alter Reality (cosmic) ability, which
Special:You can gain this ability multiple times. Its effects stack.
You can only choose a nonFull occult class (i.e. a class such
Prerequisites:Spellcraft 37 Ranks.
Benefit:You gain +1x your spells (or spell points)/power points (inc. epic
spells/epic powers) per day.
(i.e. the number of spells/powers you can cast/manifest per day is doubled.)
Special:If you're an Erudite, you gain +1x your Unique Powers per day.
If you're psychic, all strain is halved and you gain +1x epic psychic skill uses
per day.
Prerequisites:Spellcraft 37 Ranks.
Paradox (Ex)
Your top is made out of rubber and your legs are made out of springs.
Benefit:When making the full attack action, you may move up to half your
speed before, after, and between any attacks you make. The total distance
you move during this action may not exceed twice your speed, and you must
move at least five ft. each time you have the opportunity to move. You gain
a +4 dodge bonus to AC against attacks of opportunity while spring attacking
(stacking with the benefit from Mobility).
Special:You can gain this ability multiple times. Its effects stack. Each
time you gain it, it applies to a different portfolio (or double portfolio,
When using Minor (7 PP) or Major (13 PP) Animation, only a portion (or
portions) of the object you possess need be animated (or included
Creatures with the Possession ability and Possession feats can freely combine
them for greater effect.
Special:If you're incorporeal (prior to any use of possession) and have the
Possession ability; you retain all your extraordinary, supernatural, and spell-
like abilities regardless of locale (planar or otherwise) or possession (form or
use thereof).
NB:Certain abilities are useless while you're possessing your Godly Realm, or
the locale you're the embodiment of.
*If you're Undead, you also function as a Haunting Presence (H.o.H.) and
your Godly Realm, or the locale you're the embodiment of, a
Haunted Site (H.o.H.). If you have Inner Realm (see previous), your Godly
Realm, or the locale you're the embodiment of, is treated as possessed by
you, even if it isn't, enabling you to affect it, as if you were.
normally. However this only suppresses Them and only for six
Special:You can gain this ability up to six times. Each time you
gain this ability your force attacks and effects gain one prismatic
stack. Each time you gain it, you choose a different [R.]
similar divinatory abilities, etc. You are not, however, immune to Bardic
Knowledge, Lore, Mathesis (epic), Phrenology
Seal (Ex)
Serendipity (Su)
Benefit:You can make ranged attacks with your melee attacks. These attacks
have a range
increment of 120 ft., up to a maximum of five range increments. They're
otherwise treated
as thrown weapons. You can mix your attacks between melee and ranged as
you wish
and don't provoke attacks of opportunity when using your shadow reach. You
can
longer considered esoteric for you. You still can't gain any
you wish to mimic. Then choose an [Effect]. Your Spell [Effect] mimics your
chosen spell (save DC (if the spell permits a save) = 10
+ 1/2 your HD/L + your Cha modifier + your DR), affecting any/all applicable
targets subject to your chosen [Effect].
If you desire to gain "Perfect" Spell [Effect], you must pay the difference
between your chosen [Effect] +4x the base total cost for the
difference between your chosen [Effect] +5x the base total cost for the most
expensive [Effect] of your Spell [Effect].
while a lesser deity (DR8) seeking to gain Uncanny fireball Mastery would
have to pay a cost of 36 divine ability slots, etc.
Special:You can gain this ability multiple times. Its effects stack.
Benefit: Your body becomes pure granite, giving you a density of 2.75 grams
per cubic centimeter and multiplying your mass by x2.75 (assuming you
were originally composed of flesh and bone). This increases your Strength
score by 15, giving you an additional virtual size category. (See pages 5-6 of
the Immortals Handbook:Epic Bestiary Volume One for details on virtual size
categories.) You also have damage reduction 10/adamantine in addition to
your existing damage reduction.
You are immune to any non-epic effects that might rust you, such as a rust
monster's touch. However, you are still vulnerable to epic effects that cause
rust, such as the Rusting [Effect] divine ability.
Special: This divine ability overlaps with Stone Body, it doesn't stack.
Benefit:Your body becomes pure gold, giving you a density of 19.3 grams per
cubic centimeter and multiplying your mass by x19.3 (assuming you were
originally composed of flesh and bone). This increases your Strength score by
43, giving you two additional virtual size categories. (See pages 5-6 of the
Immortals Handbook:Epic Bestiary Volume One for details on virtual size
categories.) You also have damage reduction 5/adamantine in addition to
your existing damage reduction.
You are immune to any non-epic effects that might rust you, such as a rust
monster's touch. However, you are still vulnerable to epic effects that cause
rust, such as the Rusting [Effect] divine ability.
Benefit: Your body becomes pure platinum, giving you a density of 21.45
grams per cubic centimeter and multiplying your mass by x21.45 (assuming
you were originally composed of flesh and bone). This increases your
Strength score by 45, giving you three additional virtual size categories. (See
pages 5-6 of the Immortals Handbook:Epic Bestiary Volume One for details
on virtual size categories.) You also have damage reduction 5/adamantine in
addition to your existing damage reduction.
You are immune to any non-epic effects that might rust you, such as a rust
monster's touch. However, you are still vulnerable to epic effects that cause
rust, such as the Rusting [Effect] divine ability.
Special: This divine ability overlaps with Iron Body and Stone Body, it doesn't
stack.
Synergy (Su)
Prerequisites:Spellcraft 37 ranks.
that improve all your die rolls.) to your HD/L for the purpose of
manifester/channeling level.
information.
Special:You gain the Evil subtype even if you aren't evil or,
Using this feat increases the power point cost of the power by 12. The
power’s total cost cannot exceed your manifester level.
Using this feat quaduples the normal amount of strain (or +3, if the cost is
0).
Warp (Su)
Prerequisites:Dex 40.
etc.). This negates all your opponent(s) benefits from cover and their size
modifier
to AC as well as all your penalties for your size modifier to Attack and CMD.
said task(s). (i.e. you must have sufficient Strength to affect the target('s/s')
weight.)
either; could conceivably permit the lifting of the sky, rerouting of rivers,
etc.; much
like Hercules was famous for; if one were possessed of sufficient Strength.
Whispersoul (Su)
Prerequisites:Perception 37 Ranks.
as if you were in normal light, even if there is no illumination. For each round
Abrogate (Su)
Benefit:Any single opponent within your divine aura has its greatest ability
negated. This can be an ability score or one of its other abilities (divine,
Special:If you have Psychometry, you can negate any ability you choose,
Prerequisites: Cha 70, Ruler of Dragonkind, Draconic Fury (4), Epic Dragon
Mastery, Control
Benefit: You can control, detect, and use the breath weapons of adamic
dragons as well as
all nonadamic, etc. true and epic/neotic dragons as well as creatures with the
dragonblood
subtype.
Benefit:You can reverse the flow of your Akashic [Effect] and give any/all
creature(s) affected a
unless they too successfully avoid gaining said experience, etc., etc., etc.
Special:This gifting of quintessence is 1:1, rather than 10:1.
Alternatively, you can use Alter Reality to give yourself a circumstance bonus
on all di(e/ce) rolls equal to 9 + the number of Automatic
Meta(magic/psionic) Capacity feats you possess. If you've chosen to gain a
circumstance bonus on all di(e/ce) rolls, you lose your circumstance bonus
any round you use Alter Reality for any other purpose.
Your (C/M)L = your HD/L + your divine rank. The save DC's, if any, are
Charisma-based.
If you have Epic Meta(magic/psionic) Capacity, you can also combine any 0-
9th or Epic level (spell/power; of a Spellcraft skill check DC up to your
Spellcraft skill check modifier +20) w/Automatic Meta(magic/psionic)
Capacity, Meta(magic/psionic) Freedom, and meta(magic/psionic) feats (as
appropriate) for greater results.
Alternatively, you can use Alter Reality to give yourself a circumstance bonus
on all di(e/ce) rolls equal to 1/10th your maximum epic spell Spellcraft DC +
7 + the number of Automatic Meta(magic/psionic) Capacity feats you
possess. If you've chosen to gain a circumstance bonus on all di(e/ce) rolls,
you lose your circumstance bonus any round you use Alter Reality for any
other purpose.
Anomaly (Ex)
divinity of higher divine status. (i.e. You retain all characteristics of your
Type, subtype(s), and bio/nonbiological
classification (e.g. *Undead retain their Undead traits (inc. being harmed by
positive energy (since it can harm
certain nonundead as well), etc.; yet are unaffected by attacks and effects
specifying special effectiveness vs.
Undead (inc., but not limited to bane attacks and effects, etc.).).;
NB*Deathless affected similarly.).)
(i.e. Bob the Lich can become Bob, The Vampire-Lich, etc.; in spite of already
being undead.)
Arch-Angeloi (Ex)
Prerequisites:Dimensional Ancestry.
Benefit:If your art is present in the celestial or planar locale (i.e. minor
celestial body (planet, etc.), demiplane, or planar layer)
it is of (or pertains to), your art can effect any/all creature(s), location(s),
and/or object(s) in said celestial or planar locale.
Special:If your art is of (or pertains to) your Godly Realm, you can affect
any/all creature(s), location(s), and/or object(s) in
your Godly Realm, even if its size exceeds the normal limitations of this
ability.
NB:While the Exemplary Art ability can alter reality beyond the confines of
your art, the Real Art ability cannot alter reality
Assimilate (Su)
Benefit:You gain one aspect of each opponent you defeat and consume.
This can include HD, an ability (no greater than esoteric), or an ability
You can choose any aspect you are aware of, randomly, or no aspect.
Prerequisites:Dex 70.
Benefit:Your 5-foot step now covers 1/6 your base movement speed in
squares, rounded down. These squares of movement do not have to be in a
straight line. For example, if you have a movement speed of 9600 feet (1920
squares), then your 5-foot step is now a 1600-foot step (320 squares).
Convergent (Su)
Benefit:Your reach (ranged attacks, etc.) and senses extend into any
etc.) within range of your divine aura. (i.e. wherever said aura
Perquisites:Cha 70.
Benefit:Upon taking this cosmic ability, choose one cosmic ability that you
possess. This choice cannot be changed. Your chosen cosmic ability cannot
be negated by effects that would suppress it, such as the Abrogate cosmic
ability, the Cosmic Nullification omnific ability, or the Dead Zone
transcendental ability (if it is a supernatural cosmic ability). It still functions
normally under any of these conditions. Cosmic Safeguard itself cannot be
affected by any of these conditions as well.
Special:You can gain this cosmic ability multiple times. Each time you take
Cosmic Safeguard, it applies to a different cosmic ability that you possess.
Counter-Strike (Ex)
Retaliate immediately.
Creatures of your chosen race, Type, or subtype cannot harm you (willingly
or otherwise), unless of a divine
status equal to or higher than yours. "Harm", for these purposes, doesn't
include emotional or psychological
Special:You can gain this ability multiple times. Once per race, Type, or
subtype you possess.
Prerequisites:Variable.
can only gain once, its benefits are doubled. This ability is
Benefit:While within your divine aura/godly realm, any/all of your allies gain
Special:You can gain this ability multiple times. Its effects stack. Each time
you gain this ability you can bestow another of your divine abilities upon
Erudite (Ex)
Benefit:You know all spells/powers (inc. epic s/p seeds and epic s.s./p.s.)
Special:If you have Occult Power, you know all spells/powers (inc. epic
s/p seeds and epic s.s./p.s.) from any/all classes, etc. as spells/powers
Benefit:You can evolve living creatures who can themselves create evolved
creatures.
The evolving of any creature mimics the creation of outsiders, see Immortal's
Handbook:Ascension,
Pg. 17, Table 1-17. However, remember that the transfer of quintessence is
only 10% effective, thus
to evolve an ECL 0 being to ECL 21 will cost 10,000 QP, not merely 1,000
QP. The final QP cost is
determined by the ECL (+/-). You can cause said evolution to occur normally,
randomly, or in
reverse. This ability can even be used to evolve one's self. The range of this
ability = your divine
aura's range. A successful Fortitude save negates this ability. The save DC is
Charisma-based.
Special:If you are a construct, undead, etc., you can evolve constructs,
undead, etc. as well.
If you possess the Science portfolio, you gain this ability (for free) in lieu of
your ability
to create outsiders.
Benefit:You gain an add. Godly Realm and all benefits thereof; inc. all gained
from Godly Realm
related abilities, feats, etc.; if any. This realm can represent any/all (or none)
of your portfolios, if/
when desired (Immediate nonaction). If you're slain, etc.; you can choose
which of your realms
you rejuvenate, etc. in. If you're slain in one of your realms, you can't
rejuvenate, etc. there for 24
hours. If you're slain in each of your realms within 24 hours; you can't
rejuvenate and are perma-
nantly dead, etc., unless you have Cosmic String, etc.; or a nondeific form of
rejuvenation (i.e. a
Lich's rejuvenation, etc.). Upon its acquisition, etc.; you can choose to
exclude your extra realm
from any/all gained from any/all of your Godly Realm-related abilities, etc., if
desired. However,
once chosen this can't be changed w/o wish, etc./the standard expenditure of
resources.
NB:If you're a sidereal, etc.; you're also the embodiment of said realm.
Special:You can gain this ability multiple times. Its effects stack.
e.g. If you gain this ability once, you can perform 2 round's worth of actions
and maintain concentration on 2 abilities, etc. requiring concentration.
Your minds are, otherwise, functionally one mind (albeit, a hivemind) and
still of one soul/spirit for all other purposes (advancement, etc.).
Special:You can gain this ability multiple times. Its effects stack. If you have
a Wisdom score of less than 70, you must have one additional instance of
Abnormality [Extra Face/Head or Extra Psyche] each time you gain this
ability.
This ability replaces the extra standard action gained from Abnormality
[Extra Face/Head or Extra Psyche].
This ability stacks with Time Dilation. Each instance of Time Dilation enables
you to perform an additional round's worth of actions, etc.
NB:The difference between Extra Mind and Time Dilation? Extra Mind is
biological, psychological, and spiritual. Time Dilation is chronal.
and skills.
Five-dimensional (Ex)
Gestalt (Ex)
Benefit:You gain gestalt class lvls (integrated, etc.) equal to your initial (i.e.
the
# of class lvls (int., etc.) you possessed before gaining this ability) class lvls.
Special:You can gain this ability multiple times. Its effects stack and it
Gestalt (Ex)
you possessed before gaining this ability) c.(-ed/-less) lvls. If you have classed
lvls and gain classless lvls, you gain all
class) lvl progression, etc. (i.e. your feat progression becomes 6 (*+1 per
HD/L; +1 per 2 (Pathfinder; rather than 3 (v3.5))
HD/L), etc.; +1 BD20C Fan Service feat.; etc.)) and, if you have a Con mod.
of +2 or greater, you're considered to have
Blooded (x1 or greater.) (BD20C) for any/all purposes. Base [Racial] feats
(Alive, Bount, etc.) are feats for BD20C pu-
rposes only. Prestige path feats still count as feats for BD20C purposes. The
remainder of BD20C classless feats (6 (+
1 per HD/L) and BD20C Fan Service) are considered class features and feats
for any/all purposes. If you have R.HD,
you don't gain, for them, the per lvl DR, per 4 lvls A.S. inc., or per 10 lvls
A.S. inc. for your R.HD.
Your Base Attack Bonus is your effective Combat Skill rank for all Combat
Skills. [BW] still increases w/your effective
Combat Skill rank (1d6 [BW] (or [BW], if greater) (+1d6 [BW]/+5 effective
Combat Skill ranks)), etc. (i.e. a shuriken inf-
licts 1d6 [BW], a katana inflicts 1d8 [BW], etc. (+1d6 [BW] at effective Combat
Skill rank 6, +2d6 [BW] at effective Com-
bat Skill rank 11, etc.).) Use I.H.:E.B. rules for initial [BW] damage in lieu of
BD20C rules for initial [BW] damage (see
previous). Convert Base Skills of Protection, Initiative, and Defense to
Pathfinder rule equivalents. Ignore the classle-
Finally, if your lvls are BD20C, etc. and BD20C:TCC&C lvls, you gain 1/2 SPs
for all HD/L. If your lvls are all BD20C:
TCC&C lvls, you gain full SPs for all lvls.; NB:When adjudicating rules, etc.,
extrapolate.
(i.e. BD20C rules, etc. overlap (do Not replace/supercede) Pathfinder rules,
etc.)
(i.e. "Mook" (as per BD20C:TCH).), you can never be autokilled (i.e.
"Mooked" (as per BD20C:TCH).) and never a-
cquire "low-level" (i.e. "Mook" (as per BD20C:TCH).) status. However, you
can autokill "low-level" (i.e. "Mook" (as
per BD20C:TCH).) and standard "Mook" (as per BD20C) NPCs normally.
Regarding V.S.C.s, you do Not gain V.S.
C.s for releases, etc. as they do not give core (permanent) bonuses (and are
more akin to enhancement (tempora-
Special:You can gain this ability multiple times. Its effects stack and it stacks
w/Greater Integration.
effectively and fluidly (or potentially) gestalting two different, but similar,
var. D20 games.
Ranks (effective or otherwise) exceeding your own. You gain all of its Traits;
inc. I.C.F.s, etc.; as if they were your own.
(i.e. they're calculated according to your HD/L, Divine Rank, A.S.s, etc.)
However, I.C.F.s lvls and Portfolios; not CL/ML, save DCs, etc.; are still
calculated according to said creature's max and
Angel, Solar Traits only gains I.C.F.s of a 33rd lvl Cleric, yet still has a CL of
80th lvl, etc., and he receives its
Portfolio-related abilities gained for its Divine Rank.) Any/all such Traits can
be modified normally.
You can't gain the traits of diametrically opposed creatures. Example:An evil
god of fire can't gain the traits of an Angel,
Solar (exc. unless it were fallen), nor could he gain the traits of a Xixecal (an
Abomination of Ice).
Divine Rank to determine any/all existing Portfolio abilities, for either (or
both) version(s) of this ability,
Special:You can gain this ability mutiple times. Each time you gain this
ability, you must choose
Example:A marilith taking this ability can retain its extra arms/serpentine
lower body.
Special:If you possess the Craft portfolio, you can gain this ability (for free)
in lieu of your ability to create outsiders.
Benefit:You can create undead creatures who can themselves create undead
creatures.
The creation of any undead mimics the creation of outsiders, see Immortal's
Handbook:Ascension, Pg. 17, Table 1-17.
Special:If you possess the Death portfolio, you gain this ability (for free) in
lieu of your ability to create outsiders.
Special:You can gain this ability multiple times. Its effects stack. Each
time you gain it, it applies to a different portfolio (or double portfolio,
if already applied to that specific single portfolio).
given situations.
Impermeable (Ex)
Indelible (Ex)
(Su)) of creatures, etc. of < your divine rank and all spells and
Benefit:You can reverse the flow of your Karmic [Effect] and give any/all
creature(s) affected a
unless they too successfully avoid gaining said experience, etc., etc., etc.
Special:You can gain this ability multiple times. Its effects stack. The ability
Special:You can gain this ability multiple times. Its effects stack. The ability
Special:You can gain this ability multiple times. Its effects stack. The ability
Special:You can gain this ability multiple times. Its effects stack. The ability
Special:You can gain this ability multiple times. Its effects stack. The ability
Special:You can gain this ability multiple times. Its effects stack.
increased by 35.
Special:You can gain this ability multiple times. Its effects stack. The ability
or Str 70 (or Dex 70, if Str - ), Epic Weapon Focus, Greater Weapon
Special:You can gain this ability multiple times. Its effects stack. The ability
Special:You can gain this ability multiple times. Its effects stack. The ability
Benefit:You gain the Lord of The Nine template (T.G.o.H.:9). Convert all
Dicefreaks cosmic
rules, you gain the Archdevil (Archdevil (Baatezu)) and Mythic subtypes.
increased for all such greater powers accordingly) and all cosmic/divine
status-specific (i.e.
The King of Hell (or the current King of Hell, if Asmodeus has been
supplanted) has given
If it would be >, the radius of any/all of your auras (inc. your divine aura) =
the radius of your
aura w/the greatest radius. Similarly, your Su [Effect] attack(s), if any, are
also equilized.
If you're an Abomination (Malefircarim, etc.), you can retain all of your racial
traits, inc. any
If you're neither, you can retain any/all of your *fear auras. However, you
lose one standard
Diabolical Adapation.
If you supplant and become The King of Hell, you can regain/retain any/all
traits at no cost.
Godly Realm:The size of and your control of your layer(s) of The Nine Hells of
Perdition is
NB:*In all instances, this is in add. to gaining the aura from your Lord of The
Nine template.
/etc.),The King of Hell's attempts to strip you of your Lord of The Nine
template. Add., if you
King of Hell) can supercede your control over your layer of The Nine Hells,
nor are you
Benefit:Your touch can turn any target (creature, etc.) to gold (no save).
You can change your descriptor from round to round. (i.e. [Aligned
(anarchic)] during round 1, etc.)
and gains your chosen descriptor or fireball loses the [Fire] descriptor and
gains your chosen descriptor.)
Special:You can gain this ability multiple times. Each time an additional
descriptor can be added to your attack damage.
Prerequisites:Mutable A./D.
Special:You can gain this ability multiple times. Each time an additional
descriptor is improved.
Pandimensional (Su)
Benefit:Your reach (ranged attacks, etc.) and senses extend into any/
all other realities (dimension, etc.) vs. one target (creature, etc.).
Pantemporal (Su)
planes) 107 ranks, Perception 107 ranks, Sleight of Hand 107 ranks.
Benefit:Your reach (ranged attacks, etc.) and senses extend into any/all
other
time streams (temporal dimensions, etc.) vs. one target (creature, etc.).
Panversal (Su)
Prerequisites:Dex 70.
Benefit:Your reach equals (ranged attacks, etc. add) the range of your
senses
vs. one target (creature, etc.). NB:This, like Unearthly Reach, is a lesser
form
Special:You can gain this ability multiple times. Its effects stack.
Special:You can gain this ability multiple times. Its effects stack.
Ratification (Su)
Prerequisites:Wis 70, Alter Reality.
Benefit:You gain the Feats of all beings within your Divine Aura.
them every round thereafter (no save(s), if initial save failed) until countered
by wish
bend reality(s; 1/RE) delay a repeating effect for 1 round per C/ML.
Sacrosanct (Su)
Prerequisites:Cha 70.
no longer considered esoteric for you. You still can't gain any
Slayer (Ex)
Prerequisites:Int 70.
Trumping and enhances any attack reliant upon divine status (hero-deity,
etc.) for Portfolio
Greater Realm.
(supercluster, etc.) or dimension. If you are a Greater Deity, you are the
embodiment
psychic items and add the item's enhancement bonus to your HD/L, for the
purpose
(inc. fire caused by said fire(s), etc.) can never be extinguished w/o your
permission.
They require miracle, reality revision, or wish to be put out. Otherwise they
burn
Special:This ability doesn't enable your fire(s) to burn any target(s) normally
immune to
your fire(s), nor does it cause your fire(s) to continue to burn if this isn't your
will. You
can end the effect at any time from any location (spatial, planar, or
otherwise) as
created by your cold/ice (inc. cold/ice created by said cold/ice, etc.) can
never be
immune to your cold/ice, nor does it cause your cold/ice to continue to freeze
if this isn't your will. You can end the effect at any time from any location
Thelemic (Su)
Benefit:You are only affected by every other attack, etc. (physical, etc.
). If you permit an attack, etc. to affect you normally, this ability resets
itself. This defense applies after all your other defenses fail.
Special:You can gain this ability multiple times. Its effects stack.
Each time it is gained, you avoid another attack, etc.
Prerequisites:Dex 70.
Benefit:Your reach equals (ranged attacks, etc. add) the range of your divine
aura vs. all targets (creatures, etc.). NB:This, like Panversal, is a lesser form
etc.), effects, etc. add the range of your senses vs. all targets
(creatures, etc.).
Yin-yang (Ex)
Prerequisites:Wis 70.
You can gain this ability multiple times. Each time it applies to
Prerequisites:Cha 130.
purposes (i.e. none else can assume, mimic, etc. your form, etc., regardless
of
circumstances.).
Your avatars, etc. being a part of yourself can assume, etc. your form
normally.
Special:If you have Theopoea, you can still animate representations of your
This renders any/all omnific/lesser abilities useless, if used for such purposes
(i.e. you retain all your abilities, ability scores, HD/L, feats, skills, templates,
and the like regardless of circumstances.). This ability doesn't protect you
Prerequisites:Variable.
can only gain once, its benefits are doubled. This ability is
also applicable to equivalent or lesser abilities.
Benefit:While within your divine aura/godly realm, any/all of your allies gain
Special:You can gain this ability multiple times. Its effects stack. Each time
you gain this ability you can bestow another of your cosmic abilities upon
Benefit:Your gain the Divine Abilities of all beings within your Divine Aura.
Existential (Ex)
Benefit:You retain your current HD/L, templates, etc. even if you don't have
the minimum experience for them.
Further, if you don't have the minimum exp. for your current HD/L,
templates, etc. then you naturally regain
100 exp. per round, until you meet the minimum amount for your current
HD/L, templates, etc.
Everpresent (Su)
Benefit:Your aura(s) (divine, etc.) extend(s) from one edge of your current
cosmic locale to
- Disciple - Elder Deity - Minor celestial body (planet, etc.) or planar layer.
- Old One - Moderate celestial body (galaxy, etc.) or plane (inc. planar
layers).
your senses extend into your current cosmic locale's constituent components,
if any.).
to use them.
Benefit: You can control, detect, and use the breath weapons of nehaschimic
dragons as well as all
dragonblood subtype.
Your body turns into ultra-dense neutronium, the raw material of neutron
stars.
You are immune to any non-epic effects that might rust you, such as a rust
monster's touch. However, you are still vulnerable to epic effects that cause
rust, such as the Rusting [Effect] divine ability.
means.
Special:Using this ability increases the power point cost of the power by 64.
Benefit:The effects of the spell are permanent and cannot be undone by any
means.
means.
means.
Your body turns into dense orichalcum, the raw material of white dwarf stars.
You are immune to any non-epic effects that might rust you, such as a rust
monster's touch. However, you are still vulnerable to epic effects that cause
rust, such as the Rusting [Effect] divine ability.
(supercluster, etc.) or dimension. If you are a Lesser Deity, you are the
Quintessential (Ex)
Benefit:You retain your current divinity template even if you don't have the
minimum quintessence for it.
Further, if you don't have the minimum qui. for your current divinity
template then you naturally regain
10 qui. (10 p.p.) per round, until you meet the minimum amount for your
current divinity template.
Rectify (Su)
longer considered esoteric for you. You still can't gain any
Superliminal (Ex)
Benefit:You can fold space at will (Immediate nonaction) and exist in any
location (e.g.
spatial (i.e. never planar, etc.)) of your choosing from moment to moment,
regardless of
inc. armor/shield, deflection, and force (barriers, bonuses, etc.)) and evade
any/all
Special:You can gain this transcendental ability multiple times. Each time you
take Transcendental Safeguard, it applies to a different transcendental ability
that you possess.
New Omnific Abilities
Benefit:Your gain the Cosmic Abilities of all beings within your Divine Aura.
Benefit:Upon taking this omnific ability, choose one omnific ability you
possess. This choice cannot be changed. Your chosen omnific ability cannot
be negated by effects that would suppress it, such as the Abrogate cosmic
ability or the Dead Zone transcendental ability (if it is a supernatural omnific
ability). It still functions normally under any of these conditions. Omnific
Safeguard itself cannot be affected by any of these conditions as well.
Special:You can gain this omnific ability multiple times. Each time you take
Omnific Safeguard, it applies to a different omnific ability that you possess.
by the Empower Spell feat (i.e. +50% of base to all var. numerics.).
Special:This ability can be taken multiple times; its effects stack.
(Arcana) 40 ranks.
Normal:You can only use witchfire a number of times per day equal
Benefit: All of your Eldritch Blast attacks are treated as Empowered as by the
Empower Spell feat
Special: This ability can be taken multiple times; its effects stack. Each time
it is taken, the variable, numeric components are increased by 50%.
Special: Every 7th times this ability is taken it becomes an ability of the next
highest tier (Feat to Divine Ability, Divine Ability to Cosmic Ability, Cosmic
Ability to Transcendental Ability)
Gramarye [Epic]
Benefit: All manifestations of your Eldritch Blast attack now deal d8 damage
Benefit: All manifestations of your Eldritch Blast attack now deal d12 damage
Normal: You can only make Eldritch Blast attack per round
Metablast [Divine]
Normal: You may only apply one Eldritch Essence or Blast Shape to an
Eldritch Blast at a time
Witchfyre [Divine]
Special: This ability overlaps (does not stack) with Gramarye and/or Divine
Gramarye
Dreadfyre [Cosmic]
Special: This ability overlaps (does not stack) with Gramarye, Divine
Gramarye, and/or Cosmic Gramarye
Ebonfyre [Transcendental]
Prerequisites: Eldritch Blast 80d6, Cha 130, Spellcraft 163 Ranks, Ebonfyre,
Witchfyre
Prerequisites: Eldritch Blast 80d6, Cha 130, Spellcraft 163 Ranks, Astral
Blast, Tellurian Blast, Uncanny Annihilating Mastery
New Weapons
Weapon Feature(s): Performance (plus disarm, reach, and trip, if you are
proficient with whip).
Bloodrazor [Exotic]
foe(s), etc.) and objects (unattended only)).), and Impaling Shot (31-75 ft.;
final 1-18 targets only.) as a full round action.
Special:< 17 Str can wield 2-handed w/-4 penalty, 17 Str can wield 2-
handed w/-2 penalty, 23 Str can wield w/o penalty.
Lighten Weapon reduces the penalty by -2 and Improved Lighten Weapon
eliminates the penalty. Powerful Build reduces the penalty by
-2. The combination of all 3 eliminates the penalty and renders a bloodrazor
a light weapon.
Nullium [Material]
magic zone; renders Cosmic Font (cosmic) useless); massless (weapons still
inflict improved damage and armor or shields still
Special:Nullium can only be created (by slaying a void dragon in the molten
heart of a neutron star), found, or stolen. It can't be
to imprison esp. powerful deities they can't kill. Myzari have metallic gold
eyes, hair, and nails. Myzari (all Telepaths) of less
than 20th level are never encountered (weaker myzari remain on one of their
many colonized worlds), nor are they ever
encountered w/o their life-like, metallic gold, powered armor (treat each
encountered myzari as a Myzari/Orichalcum
Guardian fusion). High ranking myzari carry psionically enhanced, metallic
gold, orichalcum spears.).
New Spell
Necromancy [Evil]
Level:Clr 9, Sor/Wiz 9
Components:V, S, M
Duration:Instantaneous
Spell Resistance:Yes
creature (B.o.V.D.)) and forcibly tears itself from the target creature's flesh
as a free action.
of the target creature. The magic of the spell turns this gem into a worthless
burned out
shell.
Level:Sor/Wiz 9
Components V, S, M
This spell functions like revive undead, except that you can revive a
creature that has been dead as long as 10 years per caster level.
This spell can even bring back creatures whose bodies have been
to full hit points, vigor, and health, with no negative levels (or Cha
who has been turned into a living creature and then destroyed.
Transmutation
Spellcraft DC:335
Components:None
Range:Touch
Target:One or more objects, including the caster’s phylactery.
Duration:Instantaneous.
Saving Throw:None
Spell Resistance:No
to be and functions in all ways as a true phylactery in its own right and
remains so even if the
If cast by a demilich, etc. upon any of its soul gems (or equivalent
(phylacteric ribs, etc.)), each
ways as a true soul gem (or equivalent (phylacteric ribs, etc.)) in its own
right and remains
NB:Demi-liches, etc. need not incorporate their soul gems (or equivalent
(phylacteric ribs, etc.))
into their physical form and can use their Soul Trap/related abilities in
conjunction with any/all
chronal, etc.).
Duration: 60 rounds
To Develop: 1,035,000 gp, 41,400 XP, 21 days. Seeds: Summon (DC 14),
summon CR 12 creature (+20 DC), double range (+2), reduce casting time
by 9 rounds (+18 DC), summon two additional creatures (+68 DC), increase
duration by 200% (+4 DC). Mitigating Factors: caster must be a Demon (ad
hoc -4 DC), 4d6 backlash damage (-4 DC), burn 300 XP (-3 DC)
This spell causes three Infernals to crash down from the sky, using their
Meteoric Impact ability, landing anywhere the caster designates within 150
ft. of him. The Infernals will serve the caster utterly for six minutes, before
returning to the Twisting Nether. Being constructs that exist solely to serve
greater Demons, the Infernals will always voluntarily fail their Will saves, and
lower their Magic Immunity so that the spell may effect them. The caster
takes 4d6 backlast damage, and burns 400 XP per casting (both of which are
trivial to one such as Archimonde). It is known that the Defiler has taught
this spell to other Demon Lords, including Tichondrius and Balnazzar; these
lesser spellcasters either include additional mitigating factors, or rely on
magic items to achieve the required Spellcraft check.
Duration: Instantaneous
Saving Throw: Fortitude half
To Develop: 1,035,000 gp, 41,400 XP, 21 days. Seeds: Destroy (DC 29).
Factors: increase damage to 35d6 (+30 DC), 1-action casting time (+20 DC),
change from target to area (+10 DC), increase area by 400% (+16 DC),
increase damage die one step (+10 DC), increase save DC by 3 (+6 DC).
Mitigating factor: 2d6 backlash (-2 DC), caster must be a Demon (ad hoc -4
DC).
This spell calls forth a sphere of pure entropy, and unleashes it upon the
material world. The caster hurls the sphere at any point within 12,000 ft.,
and it explodes in a wave of darkness, dealing 35d8 damage to all creatures
and solid objects within 100 ft., often leaving a perfectly hemispherical
crater.
Components: S
Duration: Instantaneous
To Develop: 1,035,000 gp, 41,400 XP, 21 days. Seeds: slay (DC 25), destroy
(DC 29). Factors: quickened (+28 DC), no verbal component (+2 DC), save
DC increased by 9 (+18 DC), +4 to overcome Spell Resistance (+8 DC).
A bolt of unholy crimson lightning leaps from the caster's finger to one
creature within range, and if the creature is both living and has no more than
80 hit dice, it must succeed at a Fortitude save (DC 29 + stat mod) or die
instantly. Even on a successful save, it takes 28d6+20 damage, which may
be reduced to 13d6+20 by a second successful save. Constructs, undead,
objects, or creatures with more than 80 hit dice simply take 20d6 damage,
with a Fortitude save for half. The body of a creature killed by this spell,
either outright or by damage, is destroyed, as if by disintegrate. This spell
can also be used to destroy ten square ft. of nonliving matter.
Components: V, S
Range: 0 ft.
To Develop: 1,035,000 gp, 41,400 XP, 21 days. Seeds: energy (DC 19),
energy (weather) (DC 25). Factor: change rain to wisps of flame (ad hoc +12
DC), increase area by 400% (+16 DC), increase duration by 200% (+4),
increase save DC by 1 (+2 DC), increase damage die by three steps (1, 1d2,
1d3, 1d4) (+30 DC). Mitigating factor: 1d6 backlash (-1 DC).
Everdread:A weapon with this ability functions as a dread weapon against all
creature types.
CL 13th; Craft Magic Arms and Armor, limited wish; Price:+3 bonus.
Timeless: Armor or a shield with this enchantment is always well oiled and
free of corrosion (if metal) or cracks and wear (if leather or wood). The
armor is completely immune to acid and rust attacks and any effect that
corrodes an item. The armor or shield is also unharmed by the passage of
time. Such an item can still be sundered, disintegrated, or destroyed in
another manner. The wearer gains acid resistance 5.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, resistance, 5+
ranks in Alchemy; Market Price: +1 bonus.
Notes:
Armor, etc.
Pricing for divine abilities on items with the price formula [Bonus^2 × 10,000
gp]:
+1 bonus = Feat
Weapons, etc.
Pricing for divine abilities on items with the price formula [Bonus^2 × 20,000
gp]:
+1 bonus = Feat
Benefit:The spell effects every creature within the caster’s Divine Aura.
Special:If the caster doesn't possess a Divine Aura, the spell effects
everything within 100 ft. + 10 ft. per Caster Level.
Benefit:The spell’s effect is doubled each time it is cast against the same
target.
Special:The same spell must be cast at the same target for the feat to take
effect. i.e. if a Telluric Fireball is cast three times at the same target, it would
deal 40d6 damage on the 3rd casting, whereas if the caster instead cast a
Telluric Fireball, a Telluric Lightning Bolt, and a Telluric Polar Ray, each spell
would only have its normal effect.
Benefit:The spell recasts itself for a number of rounds equal to the caster’s
Caster Level.
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