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Tenken Terror

The document provides extensive character details for an individual named Ez'ki'l, who is described as an anomaly race with immense physical and magical abilities far exceeding typical levels. Ez'ki'l has attributes and powers drawing from multiple classes and templates that render him nearly immortal and impervious to harm while able to deal tremendous amounts of damage. The character possesses a wide array of supernatural and cosmic powers befitting their status as a highly advanced and anomalous being.

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0% found this document useful (0 votes)
406 views545 pages

Tenken Terror

The document provides extensive character details for an individual named Ez'ki'l, who is described as an anomaly race with immense physical and magical abilities far exceeding typical levels. Ez'ki'l has attributes and powers drawing from multiple classes and templates that render him nearly immortal and impervious to harm while able to deal tremendous amounts of damage. The character possesses a wide array of supernatural and cosmic powers befitting their status as a highly advanced and anomalous being.

Uploaded by

AnonymouseCorpse
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Name:Ez'ki'l

Race:Anomaly (Anomaly (Anomaly))

R.HD:100.; I.C.F.:4,000.

Class: - .

Level: - .

Size:Medium.; V.S.C.s:15.

Build:Powerful, Slenderly Muscular

Height:6 ft.

Apparent Weight:280 lb.

Physiological Weight:1,761.60768 KT

Psychological Weight:1,761.60768 KT

Eyes:Deep Jet-black (Cold, Umb.)

Hair:Deep Alabaster-white (S.-L., Silken)

Nails:Deep Alabaster-white (S., Sharp)

Skin:Deep Alabaster-white (Silken)


Flu.:Deep Jet-black (Cold, Flu. Res., Umb.)

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

Hit Points:15,962,460 (17,292,665 (G.Realm)) F.F.:15,962,460

Modifiers:+12,677; +52,505 (+2 Blooded, +1 Improved Toughness,


+6,337 Unholy Toughness, +6,337 Charisma;

+3,840 Construct, +44,440 Enchantment, +4,232 Psionic Metabolism, -


10 Shigmaa, +3 Toughness)
Multipliers:x12 (x3 Murikai, x10 Unbreakable); x13 (x2 (G.Realm), x3
Murikai, x10 Unbreakable)

Threshold:-31,924,920 (-34,585,330 (G.Realm)) (-∞ (via Immortal Subtype.

B.A.B.:+100/etc.; T.A.B.:+11,017/etc.

Modifiers:+10,917 (+20 Divine, +4,444 Enhancement, +50 Luck, +20


Insight, +20 Speed, +6,337 Strength, +26 Weapon

Skill Focus)

Death Attack:+102d6.; Sneak Attack:+296d6.

Iaijutsu:+2,575d6+16,317,775 (+3,100d6+19,644,700)

Hellbred, etc. (Size:Medium.):

- Bladewind:[BW (i.e. [IBW]+19d6.)]+49d8+10,913 (S).

- Ez'ki'l's Scythe (Katana, Scythe):1,966,080d10+19d6+10,913 (B/P);


2,621,440d10+19d6+10,913 (S)

- Ez'ki'l's Scythe (Zanpakutou):3,932,160d10+19d6+10,913 (B/P);


5,242,880d10+19d6+10,913 (S)

- Unarmed Strike (Claw, etc.):983,040d10+19d6+10,913 (B/P);


1,310,720d10+19d6+10,913 (S)

Dragon, etc. (Size:Titanic.):

- Bladewind:[BW (i.e. [IBW]+19d6.)]+49d8+10,913 (S).

- Ez'ki'l's Scythe (Katana, Scythe):10,485,760d10+19d6+10,913 (B/P);


15,728,640d10+19d6+10,913 (S)

- Ez'ki'l's Scythe (Zanpakutou):20,971,520d10+19d6+10,913 (B/P);


31,457,280d10+19d6+10,913 (S)

- Unarmed Strike (Claw, etc.):5,242,880d10+19d6+10,913 (B/P);


7,864,320d10+19d6+10,913 (S)

Modifiers:+10,913 (+20 Divine, +4,444 Enhancement, +50 Luck, +10


Speed, +6,337 Strength, +52 Weapon Skill

Specialization)

Dice Modifiers (Size:Medium.):+42 d.c. (Armathrax +1 d.c., Entropic +5


d.c., Life on The Edge (S) +1 d.c., Mummy

+2 d.c., Nosferatu +5 d.c., Pseudonatural +3 d.c., Size +0 d.c., Sohei +6


d.c., Threat +5 d.c., V.S.C.s +15 d.c.)
Dice Modifiers (Size:Titanic.):+47 d.c. (Armathrax +1 d.c., Entropic +5
d.c., Life on The Edge (S) +1 d.c., Mummy

+2 d.c., Nosferatu +5 d.c., Pseudonatural +3 d.c., Size +5 d.c., Sohei +6


d.c., Threat +5 d.c., V.S.C.s +15 d.c.)

- Shockwave Damage = Square root of Shockwave Radius (round down).

- Shockwave Radius (ft.) = Square root of attack damage (round down).

Actions:x25 (via SsL20, Terminal Velocity, and Time Dilation (x4)).

Initiative:Always wins (+14,334 vs. Perfect Initiative).

Modifiers:+14,334 (+6,337 Dexterity, +20 Divine, +2 Ghost Cut


Techniques, +6,337 Iaijutsu, +54 Improved Initiative, +50

Luck, +20 Speed, +12 Superior Initiative, +1,500 Swiftness, +2 Whispers


of the Otherworld)

Speed (Base (Hellbred):30 ft.):253,500 ft./B.:253,500 ft./C.:253,500


ft./F.:253,500 ft. (Perfect)/S.:253,500 ft.

Speed (Base (Dragon):240 ft.):259,800 ft./B.259,800 ft./C.:259,800


ft./F.:259,800 ft. (Perfect)/S.:259,800 ft.

Modifiers:+8,420 ft. (+7,500 Enhanced Speed, +30 ft. Epic Speed, +340
ft. Tenken, +100 ft. Shadow Warrior, +330 ft.

Sohei, +120 ft. Threat)

Multipliers:x30 (x3 Celerity, x10 Adamic, x30 Akalich); Special:Entropic


Creature.

Abs.:Acid, cold, electricity, sonic; N.E., P.E.; spells, etc.; etc..

Imm.:Acid, cold, electricity, fire, sonic; chronal, force, gravity; etc..

P/SR:1,730 ( ∞ (via Magic Immunity). ¡DM; 'DR; H:63,414; 30,990/ - ;


30,990 MC(I/C):109.75%/87.5% *FH:5,549,000/R

R:158,425/R

¡Modifiers:+63,414 (+12,685 Hierro, +12,685 Reiatsu Skin, +12,674


Skeletal Dominance, +12,685 True Hierro, +12,685

Truly Enhanced Hierro)

'Modifiers:+15,495 (+100 Akalich, +50 Cyber Knight, +100 Density,


+8,888 Enhancement, +5 Living Swarm, +6,337

Spooky Scary Skeleton,+15 The Truth)

'Multipliers:x2 (x2 Pugnacious)


*Modifiers:+38,055 (+12,685 Charisma, +12,685 Intelligence, +12,685
Wisdom)

*Multiplier I:x5 (P.s.:Hea. (x2), Time (x2).)

*Multiplier II:x25 (via SsL20, Terminal Velocity, and Time Dilation (x4)).

*Transcorporeal (Vulnerability:None (NB:Would be physical attacks


originating from his sister, however, he (accidentally)

destroyed (and (consequently, irrevocably) rectified) her.).; Special:Applies


in every universe (via Anomaly (cosmic)).).)

*Transmortal (Vulnerability:None (NB:Would be his sister, however, he


(accidentally) destroyed (and (consequently,

irrevocably) rectified) her.).; Special:Applies in every universe (via Anomaly


(cosmic)).).)

*Unreal (Vulnerability:None (NB:Would be spells, etc. originating from his


sister, however, he (accidentally) destroyed

(and (consequently, irrevocably) rectified) her.).; Special:Applies in every


universe (via Anomaly (cosmic)).).)

NB:*Remains vulnerable to karmic, siphoning, untyped (divine, etc.);


non(Matter/Spell/etc.)-based attacks/effects from

creatures capable of Trumping, or overcoming, his remaining absorptions,


etc., if any, and Nullium (Inc.) can render

Ez'ki'l even more vulnerable.

Special:*Each iteration of Mutable A./D./G.Mutable A./D. can bypass one


such ability.

Special:There may be other more esoteric attacks/effects he can still be


affected by.

Fortitude:+52 (+25,573 (+∞ (via Transilient Fortitude).

Modifiers:+25,521 (+6,337 Charisma, +25 Defensive Skill Focus, +20


Divine, +6 Epic Fortitude, +22 Great Fortitude,

+6,337 Insight, +50 Luck, +50 Numb, +6,337 Profane, +6,337


Senescencia (Deflection))

Reflex:+52 (+31,880 (+∞ (via Transilient Reflexes).

Modifiers:+31,828 (+6,337 Dexterity, +25 Defensive Skill Focus, +20


Divine, +6 Epic Reflexes, +6,337 Insight,
+22 Lightning Reflexes, +50 Luck, +6,337 Non-Euclidean (Racial), +6,337
Profane, +6,337 Senescencia

(Deflection), +20 Speed)

Will:+52 (+25,523 (+∞ (via Transilient Will).

Modifiers:+25,471 (+25 Defensive Skill Focus, +20 Divine, +6 Epic Iron


Will, +6,337 Insight, +22 Iron

Will, +50 Luck, +6,337 Profane, +6,337 Senescencia (Deflection),


+6,337 Wisdom)

Strength (15):250 +120

Dexterity:250 +120

Constitution: -

Intelligence:1,000 +495

Wisdom:1,000 +495

Charisma:1,000 +495

Eff. Corruption A.S.:12,685.; Eff. Depravity A.S.:12,685.; NB:*Augmented


by Resurreccion, etc. (via Tainted Prince, etc.).

(*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,

Not alternate/augmented A.S.s., as other abilities, etc. often do. Similarly,


Ez'ki'l's Resurreccion, etc. do Not increase

his number of HGPs, regardless of their origin. This means his Constant
Evolution ability only gives him +1,750

HGPs, rather than +6,337 HGPs, etc..)

Armor Class:55,604 (+54 Armor, +6,337 Deflection, +6,337 Dexterity, +20


Divine, +6,337 Dodge, +4,444 Enhancement,

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

NB:Alter Reality (((100+20+6,337+6,337+20+50+6+10)÷5)+7+6+0 (+1-


+36 (via Anyfeat (x36), etc.).)) = +2,589

circumstance bonus (+2,590-+2,625 (via Anyfeat (x36), etc.).) ).


Strength:23+40=63 +40+8+6 =117-34
=83+10 =250

Dexterity:23+40=63 +2+4-6 =63+20


=83+10 =250

Constitution:23+40=63 -6+12 =69+13


=82+10-4 =275 x0= -

Intelligence:23+40=63 +3+4+2-4+6+2+48 =124+1


=250 x4=1,000

Wisdom:23+40=63 +3-6+2+4+2+4+48 =120+5


=250 x4=1,000

Charisma:23+40=63 +3-6-2+4+6+2+4+4+4+2+48 =132-7


=250 x4=1,000

Knwl x3 (Int)

Bea. x3 (Cha)

Wis. x3 (Wis)

Acolyte +54

Adamantine Body +40 Str

Age +3 Int, +3 Wis, +3 Cha

Armathrax +50 Str, +50 Dex, +50 Con

Black Sage -6 Con, -6 Wis, -6 Cha

Cyber Creature -2 Cha

Dark Lord +230

Ghost +4 Cha

- Dread +4 Cha

Heartless +18

Inveigler +4 Int, +6 Cha

Lich +2 Int, +2 Wis, +2 Cha

- Dread +4 Str, +2 Dex, +2 Int, +2 Wis, +2 Cha

Mummy +14 Str, -4 Int, +4 Wis, +4 Cha


- Dread +4 Dex, +6 Int

Mythic +10

Paragon +50 Str, +50 Dex, +50 Con, +50 Int, +50 Wis, +50 Cha

Pseudonatural +52

Spirit +4 Cha

Unholy Scion +2 Dex, +6 Int, +2 Wis, +4 Cha

Vampire +6 Str, +4 Dex, +2 Int, +4 Wis, +2 Cha

- Dread +2 Str, +2 Dex, +2 Int, +4 Cha

- Nosferatu +22 Str, +14 Dex, +6 Int, +2 Wis, +14 Cha

Akalich +48 Int, +48 Wis, +48 Cha

V.S.C.s -6 Dex, +12 Con

(-12 for +1 d.a.; -72 for +6 d.a.; -432 for +36 d.a.)

NB:Ez'ki'l, when feeling irritated, tends to pace, or perform other activities,


mid-conversation at such an extreme velocity he appears to flicker, much like
a stop-motion camera or strobe effect. This could accidentally trigger
seizures in those susceptible to seizures. Fortunately, he's polite enough to
refrain from doing this to allies and associates.

Abilities:All Ophan (Galactic Deva) Abilities (I.H.:E.B.; Errata:I.H.:A.,


I.H.:E.B.. I.C.F.:Bard = 1/2 R.HD. I.C.F.:Psion = 1/2 R.HD.; B.R.HD:88
(Max:255 (Seraph).).; R.HD:100.; I.C.F. (Custom):1,000.; P.s
(Custom):16.; Special:

100, 2

Cosmic Safeguard (Alter Reality (Inc.)) (Inc.),

Apostasy (cosmic), Cosmic Safeguard (Apostasy) (Inc.),

Altradaemon Traits (i.e. Baernadaemon (Bornless One) Traits (As


Baernadaemon (Bornless One) (Inc.; Errata:I.H.:A., I.H.:E.B., T.G.o.H.:4.
I.C.F.:Archivist (Black Sage) = 1/2 R.HD. I.C.F.:Psion (Erudite) = 1/2 R.HD.;
Appearance:Altered (i.e. has no wings (+2 d.a.). Hair, fangs (fiendish,
vampiric), nails (fiendish, vampiric), and skin are a deep alabaster-white.
Eyes, tongue (fiendish, serpentine), and bodily fluids are a deep jet-black.
Size is Medium (+5 d.a.). Can be mistaken for a half-elf or leShay (+20
racial bonus to Disguise checks).; Special:In Star Trek settings Ez'ki'l could
just as easily be mistaken for Half-Cygnan and Half-Romulan or Half-Cygnan
and Half-Vulcan. However, a scan of his manifestation would quickly reveal
him to be an unclassifiable, unidentifiable, unknown creature; unless he
chose to be classified, identified, and known as something of his choosing
(Immediate nonaction).) and Perfected (see below).; 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):200.; P.s (Custom):4.; Special:Altradaemon (i.e. gains Cthulhu
Prime's Traits (As Cthulhu Prime (PRG:B4; Errata:I.H.:A., I.H.:E.B.,
Behemoth (PRG:B3; NB:Cthulhu Prime is a Behemoth (PRG:B3).), Kaiju
(PRG:B4; NB:Cthulhu Prime is a Kaiju (PRG:B4).), Maskim Traits (Inc.;
NB:Cthulhu Prime is one of The Maskim Xul (I.H.:E.B.).), Octopoid Traits
(Inc.; NB:Cthulhu Prime is an Octopoid (KTDMH.pdf).).; 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. (Custom):100.; P.s (Custom):2.; 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..). Maskim
(Ancient One) Traits (As Maskim (Ancient One) (I.H.:E.B.; Errata:I.H.:A.,
I.H.:E.B., T.G.o.H.:4. I.C.F.:Assassin (Tome) = 1/2 R.HD. I.C.F.:Psion
(Telepath) = 1/2 R.HD.; Appearance:No change. Glistening Skin if/when
desired (Immediate nonaction).; 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.: - .; P.s: - .; 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.). Gloom Traits (As Gloom (E.L.H.; Errata:I.H.:A.,
I.H.:E.B.. I.C.F.:Assassin (Tome) = 1/2 R.HD. I.C.F.:Psion (Telepath) = 1/2
R.HD.; Appearance:No change.; 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.: - .; P.s: - .; Special:Skulk Traits (As
Skulk (Ptolus; Errata:I.H.:A., I.H.:E.B..; Appearance:No change.;
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.: - .; P.s: - .; Retains own abilities (inc. Type, subtype, etc.).).;
NB:Treat as Lesser Gestalt Creature (Skulk) (Inc.) and Divine Safeguard
(Lesser Gestalt Creature (Skulk) (Inc.)). Retains own abilities (inc. Type,
subtype, etc.).).; NB:Treat as Gestalt Creature (Gloom) (Inc.) and Cosmic
Safeguard (Gestalt Creature (Gloom) (Inc.)). 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 (Maskim (Ancient One) (I.H.:E.B.)) (Inc.) and
Cosmic Safeguard (Gestalt Creature (Maskim (Ancient One) (I.H.:E.B.))
(Inc.)). Gains Octopoid Form as an "Alternate Form". Morphic Tentacles &
Morphic Tentacle Mastery (see below). Octopoid Traits (As Octopoid
(KTDMH.pdf; Errata:I.H.:A., I.H.:E.B., Starspawn Traits (PRG:B4;
NB:Octopoids are Starspawn (PRG:B4).).; 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:Morphic Tentacles & Morphic Tentacle Mastery
(see below). Starspawn Traits (PRG:B4; 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:Morphic Tentacles &
Morphic Tentacle Mastery (see below). Retains own abilities (inc. Type,
subtype, etc.).).; NB:Treat as Gestalt Creature (Starspawn (PRG:B4)) (Inc.)
and Cosmic Safeguard (Gestalt Creature (Starspawn (PRG:B4)) (Inc.))
(Inc.).). Retains own abilities (inc. Type, subtype, etc.).).; NB:Treat as
Gestalt Creature (Octopoid (KTDMH.pdf)) (Inc.) and Cosmic Safeguard
(Gestalt Creature (Octopoid (KTDMH.pdf)) (Inc.)) (Inc.).). Retains own
abilities (inc. Type, subtype, etc.).).; NB:Treat as Gestalt Creature (Cthulhu
Prime (see previous)) (Inc.) and Cosmic Safeguard (Gestalt Creature
(Cthulhu Prime (see previous)) (Inc.)) (Inc.).) and Transmortality.; NB:Ez'ki'l
is self-, Not Nighthag-, evolved. Thus, no Debt, infirmity, or Vulnerability
were acquired. This is a result of him using his Weavers of the Flesh ability
on himself.). B.U.A.:1-8 (i.e. Ancestor's Bidding - Weavers of the Flesh
(NB:Weavers of the Flesh (eff. Divine (x20; NB:Divine variation of Inner
Depths of the Soul (Inc.) and Epic Inner Depths of the Soul (Inc.).) and
Transcendental (x1; NB:Self-explanatory.).) is eff. a combination of all
creature creation cosmic abilities (inc. Outsider (Avatar, etc.) creation,
Evolve (Inc.), etc.). While there is no quintessence cost, there IS a limit. This
ability can't be used to create, etc. a creature whose exp./qui. total exceeds
Ez'ki'l's exp./qui. total. However, any such creature can gain add. exp./qui.
normally.).). 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.). Root of All Evil
(20 (Max:20)):Alien Mind (As Daelkyr (Adjust to his capability, etc.; E.C.G.)),
Body Invulnerability (As Apocalith (Armageddon Beast) (Adjust to his
capability, etc.; T.B.o.F.)), Cauterize (As Wuigart (Adjust to his capability,
etc.; T.B.o.F.)), Corrupting Touch (As Daelkyr (Adjust to his capability, etc.;
E.C.G.)), Excrement of Reformation (As Wuigart (Adjust to his capability,
etc.; T.B.o.F.); NB:Neither requires, nor is possessed of feastings.), Life
Essence Bargaining (As Curator Infernal (Adjust to his capability, etc.;
Monsternomicon)), Metamagic Mastery (As Executor Infernal (Adjust to his
capability, etc.; Monsternomicon 2)), Perfection of Form (i.e. Killing Beauty &
Unearthly Grace (As He (Adjust to his capability, etc.; T.B.o.F.)).; NB:Counts
as 1 ability.), Poison (As Fair One (Adjust to his capability, etc.; T.B.o.F.)),
Poison (As He (Adjust to his capability, etc.; T.B.o.F.)), Reassemble (As
Mechtenaek (Adjust to his capability, etc.; T.B.o.F.)), Regeneration (As
Apocalith (Armageddon Beast) (Adjust to his capability, etc.; T.B.o.F.)),
Sealed Mind (As Barregon (Adjust to his capability, etc.; T.G.o.H.:4)), Sever
(As Wuigart (Adjust to his capability, etc.; T.B.o.F.)), Skin Swap (As Fair One
(Adjust to his capability, etc.; T.B.o.F.)), Sparagmos (As Mechtenaek (Adjust
to his capability, etc.; T.B.o.F.)), Superior Infernal Presence (As Executor
Infernal (Adjust to his capability, etc.; Monsternomicon 2)), Superior Soul
Mark (As Executor Infernal (Adjust to his capability, etc.; Monsternomicon 2),
exc. Ez'ki'l's symbol, etc..), Symbiont Mastery (As Daelkyr (Adjust to his
capability, etc.; E.C.G.)), Wallwalker (As Quelvitar Infernal (Adjust to his
capability, etc.; T.B.o.F.)). Retains own abilities (inc. Type, subtype, etc.).;
Archdevil (Archduke):Yes.; Demon Lord:Yes.; Horseman (Altradaemon;
Oinadaemon):No (Yes; No).; Mythic:No.; Possession:Yes.).; NB:Treat as
Gestalt Creature (Baernadaemon (Bornless One)) (Inc.) and Cosmic
Safeguard (Gestalt Creature (Baernadaemon (Bornless One))) (Inc.).).),

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.),

Cosmic Safeguard (Cosmic String) (Inc.),

Deimavigga (Apostate Devil) Traits (As Deimavigga (Apostate Devil)


(PRG:B5; Errata:I.H.:A., I.H.:E.B.. I.C.F.:Archivist (Black Sage) = 1/2 R.HD.
I.C.F.:Psion (Erudite) = 1/2 R.HD.; 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:Boundless Reach (NB:Applies to any/all of Ez'ki'l's melee attacks
w/any/all of his natural P/S weapons (inc. legs, 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.). Evangelization (NB:Affects devils as well.).
Ohrwurm (NB:Ohrwurm (Su):[Unaltered preceding text.]...alignment shift
one step toward CE, NE, or LE (Ez'ki'l's choice). [Unaltered succeeding
text.]). Wisdom Drain (NB:Applies to any/all of Ez'ki'l's melee attacks
w/any/all of his natural B/P/S weapons (inc. legs, etc.).). 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 (Deimavigga (Apostate
Devil) (PRG:B5)) (Inc.) and Cosmic Safeguard (Gestalt Creature (Deimavigga
(Apostate Devil) (PRG:B5)) (Inc.)) (Inc.).),

Eternal Freedom (divine), Divine Safeguard (Eternal Freedom) (Inc.),

Ez'ki'l's Armory Traits (As Ez'ki'l's Armory (Inc.; Errata:I.H.:E.B., T.G.o.H.:4.;


Appearance:No change.; 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.).; NB:Technically both 1 and 10 of Ez'ki'l's Artifact
Avatars; Ez'ki'l's Armory (original, recreations) consisted (consists) of Ez'ki'l's
Grim Reaper's Scythes, Reaper's Scythe, Shinigami Scythe, Wand (HPD20),
and Zanpakutou (BD20C); as well as his Mind Armor, 8 Mind Blades, and
Mind Shield; all gestalted (overlapped) into Mind Armor, 8 Mind Blades, and
Mind Shield; converted into both 1 (i.e. inherent Gestalt (cosmic) (via Mind
Blade, etc.).) and 10 (i.e. inherent Legion (cosmic) (via Mind Blade, etc.).) of
his Artifact Avatars; and further enhanced. Ez'ki'l has assimilated and
recreated his armory countless times. His current Armory is a recreation of
his original Armory. If destroyed, he can recreate it as a Standard Action at
will.; I.C.F.: - .; P.s: - .; Special: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)).). The majority of Ez'ki'l's Armory's Traits are Ez'ki'l's
(original) Traits (i.e. all Traits already possessed by Ez'ki'l prior to the
repeated assimilation of his Armory (original, recreations).) and, thus,
subsumed. Retains own abilities (inc. Type, subtype, etc.).; NB:Treat as
Gestalt Creature (Ez'ki'l's Armory (Inc.)) (Inc.) and Cosmic Safeguard
(Gestalt Creature (Ez'ki'l's Armory (Inc.)) (Inc.)) (Inc.).),

Fallen (Retains Angel (Second Choir) subtype. However, gains Fallen


descriptor (i.e. Angel (Fallen, Second Choir).) and Evil/Unholy conversion of
Good-/Holy-specific abilities.),

Greater Integration (cosmic) (Inc.),


Infinity Halo (Appearance:None (i.e. internalized.).; NB:Black Sage (Op.II).),
Divine Safeguard (Infinity Halo (see previous)) (Inc.) (-1 d.a.),

Lord of Madness (i.e.

Uvuudaum, Corrupted Traits (As Uvuudaum (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: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.). Eldritch (A.B. (P.E.); Errata:C.R./L.A.
(C.R.:+2.314.; L.A.:+3.472.) (I.H:A. (÷6x5 (x2))); Appearance:No change.;
E.P.:50 (r0).; S.A.:Additional Movement (x5 (-2 E.P. for "Through any
medium.".); Base (Appearance:No change.; NB:Through any medium.),
Burrow (Appearance:No change.; NB:Through any medium.), Climb
(Appearance:No change.; NB:Through any medium.), Fly (Appearance:No
change.; NB:Through any medium.), and Swim (Appearance:No change.;
NB:Through any medium.); NB:The combination of these abiities causes All
the eldritch creature's movement speeds to equal the base creature's
greatest speed.) (-10 E.P.), Bonus Feat (x12) (-24 E.P.), Dual Essence (x4)
(Base Creature Type(s):Undead [Dragon [Outsider [[Aberration],
[Construct]]]]; Special:Ez'ki'l's pentuple Types are listed in a heirarchy of
importance. He uses whichever type(s) (is/are) most beneficial in any/all
given situations.) (-8 E.P.), Larger Weapons (-1 E.P.), Maneuverability
Adjustment (x4; Fly (Perfect)) (-4 E.P.), No Breath (-1 E.P.), Starflight (-2
E.P. for Greater Starflight.).).). Pseudonatural (Inc.; Errata:C.R./L.A.
(C.R.:+28.904.; L.A.:+43.357.; NB:+2.5 for divine (x3) (see below).) (÷6x5
(x2)), I.H.:A., I.H.:E.B., T.G.o.H.:4.; Appearance:Ten.s var. (see Morphic
Tentacles (divine) (see below)). Otherwise, No change.; P.ten.s:25.;
T.Ten.s:9,733 (25 (p.ten.s (pseudonatural ten.s)), +3,333 (d.c./r.ten.s
(dancing chains/raiment ten.s)), +6,337 (f.ten.s (force ten.s)), +38 (s.ten.s
(shadow ten.s))).; Special:Alien Form (divine) (-1 c. for no arm to p.ten
conversion.) (Inc.), Divine Safeguard (divine) (Alien Form (Inc.)) (Inc.),
Morphic Tentacles (Morphic Tentacles (Ex):Ez'ki'l can manifest/unmanifest
(Immediate nonaction) any/all (Immediate nonaction) p.ten.s (i.e. all ten.s
w/Morphic Tentacle Mastery (divine) (see below).) as non/prehensile
[creatures (asps/etc.); objects (chains/etc.); or portions thereof (hair/etc.)]
(his choice (Immediate nonaction)) of var. (0x-2x (6x w/lashing weapon
special quality, 14x w/Elongated (divine) and lashing weapon special quality,
etc.) normal reach) length (his choice (Immediate nonaction)) and bodily
locale (his choice (Immediate nonaction)) in any/all forms (inc. "Base" form,
etc.).) (divine), Morphic Tentacle Mastery (Morphic Tentacle Mastery (Ex):All
(i.e. all Ez'ki'l's p., f., s., d.c./r.; etc. ten.s (see previous).) ten.s are any/all
(i.e. any/all Ez'ki'l's p., f., s., d.c./r.; etc. ten.s (see previous).) ten.s,
if/when desired (Immediate nonaction), and gain any/all (i.e. any/all Ez'ki'l's
p., f., s., d.c./r.; etc. ten.s (see previous).) ten.s' abilities (inc. (Ex), etc.; or
even the lack thereof (permitting the replication of vulnerabilities, if any,
if/when desired)), if/when desired (Immediate nonaction).) (divine).).
Wisdom Drain (Headbutt, bite, kiss, lick, or ten. (any/all).; 2d4+70 Wis;
Heals ((Wis (÷6))x5) 5+55 hp.). 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 (Uvuudaum, Corrupted (E.L.H.)) (Inc.) and
Cosmic Safeguard (Gestalt Creature (Uvuudaum, Corrupted (E.L.H.)) (Inc.))
(Inc.).),

Mythic Neothelid, Psionic Traits (As Mythic Neothelid, Psionic (M.M.M.;


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..). Can, add., create Illithids, Illithid-kin, etc.
Can, add., create mythic Illithids, Ilithid-kin. etc., or may add the agile,
invincible, or savage mythic simple template to an ordinary Illithid, Illithid-
kin, etc. (NB:Illithids, Illithid-kin, etc. typically are disgusted by, loathe, and
rebel against their Neothelid progenitors.). 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 (Mythic Neothelid, Psionic (M.M.M.)) (Inc.) and Cosmic Safeguard
(Gestalt Creature (Mythic Neothelid, Psionic (M.M.M.)) (Inc.)) (Inc.).),

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

Thought Entity Traits (As Thought Entity (Thought Entity.pdf; 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.).
Counter-Conceptual Interposition (6,337/Day (# = Int or Cha modifier,
whichever is greater.)). Kaiju (PRG:B4; NB:Adjust for his capability, etc..).
Mind-Hand Manipulation (Telekinesis:666,700 lb. (100 lb./ML).;
Weapons:6,337 (1d8+95 (Any, inc. F.Ten.s (Str 12,685 (each);
983,040d10+6,494 (each)); NB:Gains 6,337 f.ten.s (Total:6,337.).); # = Int
or Cha modifier, whichever is greater.; Divine (100%)).). Morphic Tentacles
& Morphic Tentacle Mastery (see below). 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 (Thought Entity (Thought Entity.pdf)) (Inc.)
and Cosmic Safeguard (Gestalt Creature (Thought Entity (Thought
Entity.pdf)) (Inc.)) (Inc.).);

NB:These traits were all Assimilated (cosmic) recently.),

Qomok, Corrupted Traits (As Qomok, Corrupted (Alien Bestiary Companion;


Errata:I.H.:A., I.H.:E.B., T.G.o.H.:4.; Appearance:No change.; 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.: - .; P.s: - .;
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.). Eldritch
Creature (A.B. (P.E.); Errata:C.R./L.A. (C.R.:+2.314.; L.A.:+3.472.) (I.H:A.
(÷6x5 (x2))); Appearance:No change.; E.P.:50 (r0).; S.A.:Additional
Movement (x5 (-2 E.P. for "Through any medium.".); Base (Appearance:No
change.; NB:Through any medium.), Burrow (Appearance:No change.;
NB:Through any medium.), Climb (Appearance:No change.; NB:Through any
medium.), Fly (Appearance:No change.; NB:Through any medium.), and
Swim (Appearance:No change.; NB:Through any medium.); NB:The
combination of these abiities causes All the eldritch creature's movement
speeds to equal the base creature's greatest speed.) (-10 E.P.), Bonus Feat
(x12) (-24 E.P.), Dual Essence (x4) (Base Creature Type(s):Undead [Dragon
[Outsider [[Aberration], [Construct]]]]; Special:Ez'ki'l's pentuple Types are
listed in a heirarchy of importance. He uses whichever type(s) (is/are) most
beneficial in any/all given situations.) (-8 E.P.), Larger Weapons (-1 E.P.),
Maneuverability Adjustment (x4; Fly (Perfect)) (-4 E.P.), No Breath (-1 E.P.),
Starflight (-2 E.P. for Greater Starflight.).).) Traits. Feeding Tendril
(NB:Ez'ki'l manifests his Feeding Tendril as his piercing, serpentine tongue
(see previous).), Infection (NB:Ez'ki'l can use any/all diseases he carries as
desired.), Pseudonatural (Inc.; Errata:C.R./L.A. (C.R.:+28.904.;
L.A.:+43.357.; NB:+2.5 for divine (x3) (see below).) (÷6x5 (x2)), I.H.:A.,
I.H.:E.B., T.G.o.H.:4.; Appearance:Ten.s var. (see Morphic Tentacles (divine)
(see below)). Otherwise, No change.; P.ten.s:25.; T.Ten.s:9,733 (25 (p.ten.s
(pseudonatural ten.s)), +3,333 (d.c./r.ten.s (dancing chains/raiment ten.s)),
+6,337 (f.ten.s (force ten.s)), +38 (s.ten.s (shadow ten.s))).; Special:Alien
Form (divine) (-1 c. for no arm to p.ten conversion.) (Inc.), Divine Safeguard
(divine) (Alien Form (Inc.)) (Inc.), Morphic Tentacles (Morphic Tentacles
(Ex):Ez'ki'l can manifest/unmanifest (Immediate nonaction) any/all
(Immediate nonaction) p.ten.s (i.e. all ten.s w/Morphic Tentacle Mastery
(divine) (see below).) as non/prehensile [creatures (asps/etc.); objects
(chains/etc.); or portions thereof (hair/etc.)] (his choice (Immediate
nonaction)) of var. (0x-2x (6x w/lashing weapon special quality, 14x
w/Elongated (divine) and lashing weapon special quality, etc.) normal reach)
length (his choice (Immediate nonaction)) and bodily locale (his choice
(Immediate nonaction)) in any/all forms (inc. "Base" form, etc.).) (divine),
Morphic Tentacle Mastery (Morphic Tentacle Mastery (Ex):All (i.e. all Ez'ki'l's
p., f., s., d.c./r.; etc. ten.s (see previous).) ten.s are any/all (i.e. any/all
Ez'ki'l's p., f., s., d.c./r.; etc. ten.s (see previous).) ten.s, if/when desired
(Immediate nonaction), and gain any/all (i.e. any/all Ez'ki'l's p., f., s., d.c./r.;
etc. ten.s (see previous).) ten.s' abilities (inc. (Ex), etc.; or even the lack
thereof (permitting the replication of vulnerabilities, if any, if/when desired)),
if/when desired (Immediate nonaction).) (divine).). Split (NB:Ez'ki'l's Size,
Intelligence, exp., and qui. are never reduced. Ez'ki'l's copies are considered
his "imperfect" Avatars (Abilities:As Ez'ki'l, exc. D.R. is 14 (I.D.) and Ez'ki'l
doesn't permit his copies to possess genuine exp. or qui., or his exp.- and
qui.-related divine, cosmic, or transcendental abilities.) and he can merge
w/them normally. However, he can't gain their exp. or qui. from doing so,
nor can anyone else, for theirs are "sterile" (see previous). Resultantly,
Ez'ki'l's copies can't create copies and cease to exist after one hour. This
ability has no exp. or qui. cost.). 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 Lesser Gestalt Creature (Qomok, Corrupted (Alien Bestiary
Companion)) (Inc.) and Divine Safeguard (Gestalt Creature (Qomok,
Corrupted (Alien Bestiary Companion)) (Inc.)) (Inc.).),

Rapid Rejuvenation (divine), Divine Safeguard (Rapid Rejuvenation) (Inc.),

Cosmic Safeguard (Slipstream) (Inc.),

Stellar Cold (i.e. Cold-based conversion of all Electricity-/Fire-based Special


Attacks and Special Qualities (+1 d.a.; Exception:T-YY Traits aren't
converted (-0 d.a.).) and Darkness-based conversion of all Light-based
Special Attacks and Special Qualities (-0 d.a.; Exception:T-YY Traits aren't
converted (-0 d.a.).).; Special:Retains Electricity, Fire, and Light Absorption
(-3 d.a.) and Immunity (-3 d.a.).) (-5 d.a.),

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

Unholy Scion (Heroes of Horror) (-1 d.a.),

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.).),

White Dragon Traits (As White Dragon (I.H.:E.B., M.M.M., PRG:B1;


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: - .;
E.A.C.:14 (E.D.R.:20.; Heads:1.; BW:Cosmic Cold (d20s; Divine (100%)).
B.F.:Improved Spell Resistance (x14). S.P.:M.M.M..).; Special:Behemoth
(PRG:B3; NB:Adjust for his capability, etc..; Special:Lacks vulnerability to
miracle, etc..). [Bite, Sting] (Poison & Disease (As Ez'ki'l.).). 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.). Demon (Tanar'ri), Daemon (Yugoloth), and
Devil (Baatezu) subtypes. Kaiju (PRG:B4; NB:Adjust for his capability, etc..).
Mythic (M.M.M.). Neotic (I.H.:E.B.). Shattering Scales (1d20). Retains own
abilities (inc. Type, subtype, etc.).; Archdevil (Archduke):Yes.; Demon
Lord:Yes.; Horseman (Altradaemon; Oinadaemon):No (No; No).;
Mythic:Yes.; Possession:Yes.).; NB:Treat as Gestalt Creature (White Dragon
(see previous)) (Inc.) and Cosmic Safeguard (Gestalt Creature (White
Dragon (see previous)) (Inc.)) (Inc.).),

White Dragon Traits (As White Dragon (I.H.:E.B., M.M.M., PRG:B1;


Errata:I.H.:A., I.H.:E.B.,'PRG:B4 (Inc.), T.G.o.H.:4.; 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 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: - .; E.A.C.:2 (E.D.R.:20.;
Heads:1.; BW:Transcendental Cold (d100s; Divine (100%)). B.D.:Cold
[Effect] (x1). S.P.:M.M.M..).; Special:Adamic (I.H.:E.B.). Behemoth
(PRG:B3; NB:Adjust for his capability, etc..; Special:Lacks vulnerability to
miracle, etc..). [Bite, Sting] (Poison & Disease (As Ez'ki'l.).). Cold Absorption,
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.). Demon (Tanar'ri), Daemon (Yugoloth),
and Devil (Baatezu) subtypes. Fire Immunity. Kaiju (PRG:B4; NB:Adjust for
his capability, etc..). Mythic (M.M.M.). 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)).
Shattering Scales (5d20). Slipstream. Retains own abilities (inc. Type,
subtype, etc.).; Archdevil (Archduke):Yes.; Demon Lord:Yes.; Horseman
(Altradaemon; Oinadaemon):No (No; No).; Mythic:Yes.; Possession:Yes.).;
NB:Treat as Gestalt Creature (White Dragon (see previous)) (Inc.) and
Cosmic Safeguard (Gestalt Creature (White Dragon (see previous)) (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

.; Archdevil (Archduke):Yes.; Demon Lord:Yes.; Horseman (Altradaemon;


Oinadaemon):No (Yes; No).; Mythic:No.; Possession:Yes.;
T.C.R.:+133.333.; T.L.A.:+200.),

All Acolyte Abilities (Inc.; Daemon (Yugoloth)),

All Heartless Abilities (Inc.; Daemon (Yugoloth)),

500, 17

All Cyber Creature 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.).),

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.).),

All Eldritch Creature Abilities (A.B. (P.E.); Errata:C.R./L.A. (C.R.:+2.314.;


L.A.:+3.472.) (I.H:A. (÷6x5 (x2))); Appearance:No change.; E.P.:50 (r0).;
S.A.:Additional Movement (x5 (-2 E.P. for "Through any medium.".); Base
(Appearance:No change.; NB:Through any medium.), Burrow
(Appearance:No change.; NB:Through any medium.), Climb (Appearance:No
change.; NB:Through any medium.), Fly (Appearance:No change.;
NB:Through any medium.), and Swim (Appearance:No change.; NB:Through
any medium.); NB:The combination of these abiities causes All the eldritch
creature's movement speeds to equal the base creature's greatest speed.) (-
10 E.P.), Bonus Feat (x12) (-24 E.P.), Dual Essence (x4) (Base Creature
Type(s):Undead [Dragon [Outsider [[Aberration], [Construct]]]];
Special:Ez'ki'l's pentuple Types are listed in a heirarchy of importance. He
uses whichever type(s) (is/are) most beneficial in any/all given situations.) (-
8 E.P.), Larger Weapons (-1 E.P.), Maneuverability Adjustment (x4; Fly
(Perfect)) (-4 E.P.), No Breath (-1 E.P.), Starflight (-2 E.P. for Greater
Starflight.).).),
All Mythic Abilities (Mythic Adventures; Errata:At 10th tier, only a coup de
grace or critical hit from an artifact bypass your immortality.;
Ascension:Godling (Ophan (Galactic Deva); M.P.:Archmage, Heirophant
(M.T.:10; A.A.:Arcane Strike.; P.A. (10):Beyond Morality, Crafting Mastery,
Deep Understanding, Divine Countenance, Divine Source (x3; Death (Murder
(D), Undeath (D)), Evil (Can. (E), Dae. (E,), [Fear (E, F)])), Flexible
Counterspell, Mythic Presence, Sleepless.); NB:Deities (and certain epic
creatures) can possess Mythic Ranks and Mythic Tiers, even from several
sources (such as Assimilate (cosmic), etc.). However; all such Ranks, Tiers,
and features thereof; whilst cumulative; are Gestalted (i.e. overlap, etc.)
(see Unearthed Arcana, Pg. 72-76 and extrapolate).),

All Paragon (Perfect One) Abilities (Inc.),

All Pseudonatural Creature (Starspawn) Abilities (Inc.; Errata:C.R./L.A.


(C.R.:+28.904.; L.A.:+43.357.; NB:+2.5 for divine (x3) (see below).) (÷6x5
(x2)), I.H.:A., I.H.:E.B., T.G.o.H.:4.; Appearance:Ten.s var. (see Morphic
Tentacles (divine) (see below)). Otherwise, No change.; P.ten.s:25.;
T.Ten.s:9,733 (25 (p.ten.s (pseudonatural ten.s)), +3,333 (d.c./r.ten.s
(dancing chains/raiment ten.s)), +6,337 (f.ten.s (force ten.s)), +38 (s.ten.s
(shadow ten.s))).; Special:Alien Form (divine) (-1 c. for no arm to p.ten
conversion.) (Inc.), Divine Safeguard (divine) (Alien Form (Inc.)) (Inc.),
Morphic Tentacles (Morphic Tentacles (Ex):Ez'ki'l can manifest/unmanifest
(Immediate nonaction) any/all (Immediate nonaction) p.ten.s (i.e. all ten.s
w/Morphic Tentacle Mastery (divine) (see below).) as non/prehensile
[creatures (asps/etc.); objects (chains/etc.); or portions thereof (hair/etc.)]
(his choice (Immediate nonaction)) of var. (0x-2x (6x w/lashing weapon
special quality, 14x w/Elongated (divine) and lashing weapon special quality,
etc.) normal reach) length (his choice (Immediate nonaction)) and bodily
locale (his choice (Immediate nonaction)) in any/all forms (inc. "Base" form,
etc.).) (divine), Morphic Tentacle Mastery (Morphic Tentacle Mastery (Ex):All
(i.e. all Ez'ki'l's p., f., s., d.c./r.; etc. ten.s (see previous).) ten.s are any/all
(i.e. any/all Ez'ki'l's p., f., s., d.c./r.; etc. ten.s (see previous).) ten.s,
if/when desired (Immediate nonaction), and gain any/all (i.e. any/all Ez'ki'l's
p., f., s., d.c./r.; etc. ten.s (see previous).) ten.s' abilities (inc. (Ex), etc.; or
even the lack thereof (permitting the replication of vulnerabilities, if any,
if/when desired)), if/when desired (Immediate nonaction).) (divine).),

Supersenses (i.e. Supersenses (Supersenses (Ex):Ez'ki'l can see, etc. at a


distance far beyond that of a normal creature. He suffers distance penalties
of -1 per mile instead of 1 per 10 ft.. By focusing (requiring one of his swift
actions for the round), he can extend this by a factor of 100 per swift action
used. This is cumulative, so, if he used three of his swift actions to extend his
senses, he would suffer a -1 penalty per 1,000,000 miles.'Ez'ki'l possesses
darkvision and low light vision. By focusing his sight as a swift action, Ez'ki'l
can see into the microscopic spectrum. Ez'ki'l's supersenses eliminate any
size bonus to armor class or Stealth checks.*By focusing his sight as a swift
action, Ez'ki'l can see through solid material.*This is blocked by lead.;
NB:Ez'ki'l has a +50 racial bonus on Perception checks.'These are overlapped
by his prexisting abilities.) (cosmic) C.R./L.A. (C.R.:+3.333.; L.A.:+5.) (÷6x5
(x2)).),

Superspeed L20 (i.e. Superspeed L20 (Superspeed L20 (Ex):+20 speed


bonus to AC, initiative, and Reflex saves. (Divine (x1)); +20 speed bonus to
attack rolls.; +10 speed bonus to melee and thrown damage rolls. (Divine
(x.5)); Ez'ki'l can take 20 swift actions per round.; Ez'ki'l reduces the amount
of time to complete an action by up to 4 steps, allowing him to take intense
actions as full round, standard, move, or swift actions and full round actions
as standard, move, swift, or immediate actions (i.e. +x20 Full-round actions
(see Time Dilation; NB:All actions accelerated, if desired. Multi-round
Actions:For non-combative actions such as Perception checks, or reading a
book, a speedster divides the time needed to complete the action by 10x
Speed level. If this reduces the action to less than 1 round, the action is
considered to be a free action for the speedster to accomplish.)). (Cosmic
(x21)); Characters with less than Superspeed L10 are considered flat-footed
for the purposes of Ez'ki'l's attacks. Characters with Uncanny Dodge have an
effective Superspeed Level equal to their Dexterity modifier plus their
superspeed level, if any, for this purpose. (Feat (x1)); When using the run
action, Ez'ki'l moves 160x his speed (NB:Enhances Ez'ki'l's "normal" speed,
Celerity (see previous), etc. speeds (self-explanatory) for all movement
types.). (Cosmic (x1), Divine (x3.6)); The Push L4:By using The Push, Ez'ki'l
can accelerate even beyond this speed. He raises his run multiplier by a
power of 1 every round he spends this way. Were he vulnerable to*Charisma
damage, he would suffer 1d6 points of Charisma damage per round while
using The Push at 1st-3rd level (25,600-655,360,000x his speed (see
previous)) and 2d6 points of Charisma damage per round while using it at
maximum level ((160^21)x his speed (see previous)) (NB:Enhances Ez'ki'l's
"normal" speed, Celerity (see previous), etc. speeds (self-explanatory) for all
movement types.). However, he isn't. Resultantly, Ez'ki'l can use The Push
w/impunity. Furthermore, Ez'ki'l can learn 1 speed trick per SsL at the cost of
(.2 ECL (÷6x5 (x2))) per speed trick so learned. Ez'ki'l isn't a Speed Force
user. His superspeed is innate.; NB:*This would be Constitution were he
alive.) (cosmic (x4)); Total:Cosmic (x26), divine (x5.1), feat (x1).) C.R./L.A.
(C.R.:+89.592.; L.A.:+134.388.) (÷6x5 (x2)).; Speed Tricks:Speed Tricks
(STs) are Superspeed (Ss) feats. You can gain up to 1 ST/2 Ls of Ss you
possess. They cost 1 feat. The save. DCs for STs are 10 + 1/2 HD/L + ((Dex
or Con) mod. (i.e. whichever is more relevant.)) + (Ss L (if based on direct
speed (i.e. velocity, etc.)) or +1/2 Ss L (if based on less than or indirect
speed (i.e. vibration, etc.))). These tricks are useable as often as desired.
The only limit on frequency being their action type(s).; Ez'ki'l's Speed Tricks
(0):Ez'ki'l has learned no speed tricks as he has little use for them.; Intense
Action:An Intense Action uses up all of a creature's actions in a single round,
requiring even more attention than a Full-round Action. It requires total
concentration on the action being taken, and so not even Free or Swift
actions can be used simultaneously with an Intense Action. Similarly, the use
of an Immediate Action precludes the use of an Intense Action on the
creature's next turn. Existing powers, spells, or effects cannot be
concentrated on at the same time as an Intense Action is used. A creature
that uses an Intense Action is considered flat-footed until its next turn.),

All Dark Lord Abilities (Inc.; Base Creature Type(s):Undead [Dragon


[Outsider [[Aberration], [Construct]]]]; Special:Ez'ki'l's pentuple Types are
listed in a heirarchy of importance. He uses whichever type(s) (is/are) most
beneficial in any/all given situations.),

Lord of Death (i.e. Ghost (As Ghost (PRG:B1; Errata:I.H.:E.B..; S.A. (5 (1


(+4))):Corrupting Touch (1,452d6+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, Telekinesis.; Var.:Ghostfiend (see Lichfiend (Libris
Mortis)).).; NB:Treat as Lord of Spirit (divine) and Divine Safeguard (Lord of
Spirit) (divine) for any and all purposes.), Lich (As Lich (PRG:B1;
Errata:I.H.:E.B..; Phylactery (1):Ez'ki'l's Godly Realm.; Var.:Lichfiend (Libris
Mortis).).; NB:Treat as Lord of Bone (divine) and Divine Safeguard (Lord of
Bone) (divine) for any and all purposes.), Mummy (As Mummy (A.B.(P.E.);
Errata:I.H.:E.B..; Special:Lacks Fire Vulnerability.; Var.:Mummyfiend (see
Lichfiend (Libris Mortis)).).; NB:Treat as Lord of Flesh (divine) and Divine
Safeguard (Lord of Flesh) (divine) for any and all purposes.), and Vampire
(As Vampire (PRG:B1; Errata:I.H.:E.B..; Var.:Vampirefiend (see Lichfiend
(Libris Mortis)).).; NB:Treat as Lord of Blood (divine) and Divine Safeguard
(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, Vampire) function regardless of
Corporeal/Incorporeal state. Phylactery (Lich) functions if Gaseous Form, etc.
fail. Rejuvenation (Ghost) functions if Phylactery fails and restores
Phylactery. Rejuvenation (divine)/Cosmic String (cosmic) function(s) if
Rejuvenation (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.),

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.),

Soul Reaper (i.e.*Grim Reaper (As Grim Reaper (PAP:48 (Shadows of


Gallowspire); Errata:I.H.:A., I.H.:E.B., T.G.o.H.:4.; Appearance:No change.;
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.; 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.).
Technically both 1 and 10 of Ez'ki'l's Artifact Avatars; Ez'ki'l's Armory
(original, recreations) consisted (consists) of Ez'ki'l's Grim Reaper's Scythes,
Reaper's Scythe, Shinigami Scythe, Wand (HPD20), and Zanpakutou
(BD20C); as well as his Mind Armor, 8 Mind Blades, and Mind Shield; all
gestalted (overlapped) into Mind Armor, 8 Mind Blades, and Mind Shield;
converted into both 1 (i.e. inherent Gestalt (cosmic) (via Mind Blade, etc.).)
and 10 (i.e. inherent Legion (cosmic) (via Mind Blade, etc.).) of his Artifact
Avatars; and further enhanced. Ez'ki'l has assimilated and recreated his
armory countless times. His current Armory is a recreation of his original
Armory. If destroyed, he can recreate it as a Standard Action at will. 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 (Grim Reaper) (cosmic) and
Cosmic Safeguard (Gestalt Creature (Grim Reaper)) (cosmic) for any and all
purposes.).),*Grim Reaper (As Grim Reaper (PRG:B5; Errata:I.H.:A.,
I.H.:E.B., T.G.o.H.:4.; Appearance:No change.; 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.; 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.).
Technically both 1 and 10 of Ez'ki'l's Artifact Avatars; Ez'ki'l's Armory
(original, recreations) consisted (consists) of Ez'ki'l's Grim Reaper's Scythes,
Reaper's Scythe, Shinigami Scythe, Wand (HPD20), and Zanpakutou
(BD20C); as well as his Mind Armor, 8 Mind Blades, and Mind Shield; all
gestalted (overlapped) into Mind Armor, 8 Mind Blades, and Mind Shield;
converted into both 1 (i.e. inherent Gestalt (cosmic) (via Mind Blade, etc.).)
and 10 (i.e. inherent Legion (cosmic) (via Mind Blade, etc.).) of his Artifact
Avatars; and further enhanced. Ez'ki'l has assimilated and recreated his
armory countless times. His current Armory is a recreation of his original
Armory. If destroyed, he can recreate it as a Standard Action at will. 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 (Grim Reaper) (cosmic) and
Cosmic Safeguard (Gestalt Creature (Grim Reaper)) (cosmic) for any and all
purposes.).), Malak (Nebulous Deva) (As Malak (Nebulous Deva) (I.H.:E.B.;
Errata:I.H.:A., I.H.:E.B., T.G.o.H.:4. I.C.F.:Rogue = 1/2 R.HD. I.C.F.:Psion
(Telepath) = 1/2 R.HD.; Appearance:No change.; 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):100.; P.s (Custom):2.; 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.).
Technically both 1 and 10 of Ez'ki'l's Artifact Avatars; Ez'ki'l's Armory
(original, recreations) consisted (consists) of Ez'ki'l's Grim Reaper's Scythes,
Reaper's Scythe, Shinigami Scythe, Wand (HPD20), and Zanpakutou
(BD20C); as well as his Mind Armor, 8 Mind Blades, and Mind Shield; all
gestalted (overlapped) into Mind Armor, 8 Mind Blades, and Mind Shield;
converted into both 1 (i.e. inherent Gestalt (cosmic) (via Mind Blade, etc.).)
and 10 (i.e. inherent Legion (cosmic) (via Mind Blade, etc.).) of his Artifact
Avatars; and further enhanced. Ez'ki'l has assimilated and recreated his
armory countless times. His current Armory is a recreation of his original
Armory. If destroyed, he can recreate it as a Standard Action at will. Fallen
(Retains Angel (Second Choir) subtype. However, gains Fallen descriptor (i.e.
Angel (Fallen, Second Choir).) and Evil/Unholy conversion of Good-/Holy-
specific abilities.). Stellar Cold (i.e. Cold-based conversion of all Electricity-
/Fire-based Special Attacks and Special Qualities (+1 d.a.; Exception:T-YY
Traits aren't converted (-0 d.a.).) and Darkness-based conversion of all
Light-based Special Attacks and Special Qualities (-0 d.a.; Exception:T-YY
Traits aren't converted (-0 d.a.).).; Special:Retains Electricity, Fire, and Light
Absorption (-3 d.a.) and Immunity (-3 d.a.).) (-5 d.a.). 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 (Malak (Nebulous Deva))
(cosmic) and Cosmic Safeguard (Gestalt Creature (Malak (Nebulous Deva)))
(cosmic) for any and all purposes.).), and Shinigami (As Shinigami (M.M.:46
(Japan); Errata:I.H.:A., I.H.:E.B., T.G.o.H.:4.; Appearance:No change.;
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.; 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.).
Technically both 1 and 10 of Ez'ki'l's Artifact Avatars; Ez'ki'l's Armory
(original, recreations) consisted (consists) of Ez'ki'l's Grim Reaper's Scythes,
Reaper's Scythe, Shinigami Scythe, Wand (HPD20), and Zanpakutou
(BD20C); as well as his Mind Armor, 8 Mind Blades, and Mind Shield; all
gestalted (overlapped) into Mind Armor, 8 Mind Blades, and Mind Shield;
converted into both 1 (i.e. inherent Gestalt (cosmic) (via Mind Blade, etc.).)
and 10 (i.e. inherent Legion (cosmic) (via Mind Blade, etc.).) of his Artifact
Avatars; and further enhanced. Ez'ki'l has assimilated and recreated his
armory countless times. His current Armory is a recreation of his original
Armory. If destroyed, he can recreate it as a Standard Action at will. 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 (Shinigami) (cosmic) and
Cosmic Safeguard (Gestalt Creature (Shinigami)) (cosmic) 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.*These are different creatures.
The former originate from The N.E. Plane. The latter are spawned by Byss.
Their nigh identical similarities are a horrifying example of parellel Undead
evolution.; 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.),

Perfect Sangrolu (Bloodlich) (i.e. Demilich (As Demilich (E.L.H.;


Errata:I.H.:E.B..; Phylactery (1):Ez'ki'l's Godly Realm.; Soul Gems (8):The
Eight Dimensions of Ez'ki'l's Godly Realm.; Var.:Ancient Lich (i.e. retains
entire core (i.e. body (skeleton (NB:Ez'ki'l's only, possessed skeletons, etc.
are mere shells.)), mind, soul, and spirit.).), Lichfiend (Libris Mortis).;
NB:This template overlaps the Lich, Dread Lich, and Mythic Lich templates.).;
NB:Treat as Perfect Lord of Bone (cosmic) and Cosmic Safeguard (Perfect
Lord of Bone) (cosmic) for any and all purposes.) and Nosferatu (As
Nosferatu (Nosferatu.pdf; Errata:I.H.:A., I.H.:E.B..; I.C.F.:Assassin (Tome)
1/3 [HD/L], Shadow Warrior (Tome) 1/3 [HD/L], Thief Acrobat (Tome) 1/3
[HD/L] (I.C.F. = [HD/L] (cosmic (x2)); NB:Replaces Cloak of Darkness
(Nosferatu) (divine), Creeping Fear (Nosferatu) (divine), Degeneration Aura
(Nosferatu) (cosmic), Howling (Nosferatu) (divine), Shadow Form
(Nosferatu) (divine), Shadow Strike (Nosferatu) (divine), and Shadow
Tendrils (Nosferatu) (divine). Modified.).; Special:Bite +5 d.c. +*Blood Drain
(5d6+70 Con +*Postcognition.; Heals ((Con (÷4))x5) 37+87 hp.) +*Energy
Drain (10 [HD/L] (1/R); Heals 50 hp, etc..) +*Shadow Rot (i.e. Necrosis (1
[HD/L]/R (NB:(Su) Disease.)).). Claw +5 d.c. +*Energy Drain (10 [HD/L]
(1/R); Heals 50 hp, etc..) +*Shadow Rot (i.e. Necrosis (1 [HD/L]/R (NB:(Su)
Disease.)).).*Create Spawn (Su):Those killed by the*Blood Drain (NB:Not
biteless Blood Drain (see below).),*Energy Drain, or*Shadow Rot (i.e.
Necrosis (1 [HD/L]/R (NB:(Su) Disease.)).) of a Nosferatu return as vampire
spawn, if of 0-4 [HD/L], vampires, if of 5-8 [HD/L], dread vampires, if of 9-
29 HD, or Pichal-Peri (i.e. half-strength Nosferatu.), if of 30+ [HD/L], or,
alternatively (if desired (via its Shadow Warrior class features)), lesser
shadows, if of 0-1 [HD/L], shadows, if of 2-8 [HD/L], or greater shadows, if
of 9+ [HD/L], under its command.*Domination Aura (Su):Always active. Can
be indefinitely suppressed or resumed as a free action at will. As dominate
monster at Extreme range (1,600 ft. (160 ft./[HD/L])). Can't be dispelled. CL
= [HD/L]. The save DC is Charisma-based. Gaze of Terror (Su):Gaze (Short
range (25 ft. (+5 ft./2[HD/L]))); Fortitude DC 6,467 partial; Failure:Death.;
Success:-50% hp and Str. The save DC is Charisma-based. Stench of Death
(Ex):The stink of death and corruption surrounding a Nosferatu is
overwhelming. Living creatures within Extreme range (1,600 ft. (160
ft./[HD/L])) must succeed on a DC 6,467 Fortitude save or be sickened for
1d6+4 minutes. A delay poison or neutralize poison spell removes the effect
from a sickened creature. Creatures with immunity to poison are unaffected,
and creatures resistant to poison receive their normal bonus on their saving
throws. As a free action, at will, the Nosferatu can suppress (or resume) this
stench indefinitely. (NB:Pichel-Peri can suppress this stench for up to 12
hours per day.) The save DC is Charisma-based. Feats:As base vampire.
D.A.:Adjuration (NB:Subsumes Summon Rats (Nosferatu) (divine).),*Blood
Command (Special:Can use this to do a biteless Blood Drain (10d6+70 P/S +
5d6+70 Con + Postcognition.; Heals ((Con (÷4))x5) 37+87 hp.) at Extreme
range (1,600 ft. (160 ft./[HD/L])).; NB:Subsumes Blood Vomit (Nosferatu)
(divine).) (Inc.), Maven, Omnicompetent,*Postcognition (NB:This also occurs
w/Blood Drain. Not, however, w/Energy Drain or Shadow Rot (i.e. Necrosis
(1 [HD/L]/R (NB:(Su) Disease.)).).).; Special:Half of any/all damage
(any/all, inc. Ability, etc.)/drain (any/all, inc. Ability, etc.) is vile damage
(any/all, inc. Ability, etc.)/drain (any/all, inc. Ability, etc.). Add.,*these
abilities can affect even vampire spawn, vampires, dread vampires, mythic
vampires, and Pichal-Peri (i.e. half-strength Nosferatu.) in spite of their
normal immunities. (NB:False (PRG:B4) Nosferatu are a different strain of
vampire from these True (I.H.:E.B.) Nosferatu. Their similarities are
coincidental.).; Var.:Vampirefiend (see Lichfiend (Libris Mortis)).; NB:This
template overlaps the Vampire, Dread Vampire, and Mythic Vampire
templates.).; NB:Treat as Perfect Lord of Blood (cosmic) and Cosmic
Safeguard (Perfect Lord of Blood) (cosmic) 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

All Akalich (Shadowlich) Abilities (I.H.:E.B.; Phylactery (1):Ez'ki'l's Godly


Realm.; Soul Gems (8):The Eight Dimensions of Ez'ki'l's Godly Realm.;
Special:While Ez'ki'l has attained Akalich (Shadowlich) status, and all the
Traits thereof, he retains the ability to use any/all common Lich (i.e. Touch
dealing d6s plus paralysis, rather than d20s plus stasis; etc.; if/when
desired.)/Dread Lich Traits (i.e. Touch dealing d8s plus paralysis (and curse,
if desired), rather than d20s plus stasis; etc.; if/when desired.)/Ancient Lich
Traits (i.e. Touch dealing d10s plus paralysis (and curse, if desired), rather
than d20s plus stasis; etc.; if/when desired.) normally. When combined w/his
control over his corporeality/incorporeality, etc.; this permits him to
masquerade as common or dread lich and eff. conceal his Akalich
(Shadowlich) status. (NB:This is eff. Ez'ki'l having the ability to "dial it down"
(or up) (Immediate nonaction).); 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.),

All Entropic Creature Abilities (Inc.),


All Ethereal Creature Abilities (Book of Templates:Deluxe Edition 3.5;
Errata:C.R./L.A. (C.R.:+.722.; L.A.:+1.083.) (I.H:A. (÷6x5))),

All Inveigler Abilities (A.B. (P.E.); Errata:C.R./L.A. (C.R.:+3.955;


L.A.:+5.516) (I.H:A. (÷6x5)), Undetectable Nature (Su):[Unaltered preceding
text.] If the inveigler is aware of the attempt, it can cause the magic to
reveal any alignment or form it chooses. [Unaltered succeeding text.]),

All Spirit Abilities (Book of Templates:Deluxe Edition 3.5; Errata:C.R./L.A.


(C.R.:+2.416; L.A.:+3.625) (I.H:A. (÷6x5)); S.A.:Manifestation,
Materialization, Possession, Spirit Touch.; S.Q.:Rejuvenation.),

All Greater Deity Abilities (I.H.:A.; Errata:Divine Bonus (Ex):[Unaltered


preceding text.]...damage rolls;...[Unaltered succeeding text.] ~ Divine
Senses (Ex):[Unaltered preceding text.] [Divine Status]s also gain Blindsight,
clairaudience/claivoyance (always active), and Telepathy within the range of
their divine auras and godly realms.; B.D.R.:16.; S.G.:+4.; T.D.R.:20.;
Special:Ez'ki'l is a Primordial Deity. This means that even should he lose all
his qui., he would eff. retain his Greater Deity template and all features
thereof. This is the equivalent of 100 divine abilities (1/1 Divinity Template
ECL (i.e. Var. Safeguard (Divinity template) (Inc.))). Primordial deities are
similar to elder titans and their descendants. Ez'ki'l is also an Akashic Entity.
This gives him Akashic Entity (Inc.), Akashic Infusion (Inc.), Alter Reality
(Inc.), Archetypal Form (Inc.), Cosmic Font (Inc.), Cosmic String (Inc.),
Existential (Inc.), Karmic Infusion (Inc.), Quintessential (Inc.), Slipstream,
Uncanny Akashic Mastery, and Uncanny Siphoning Mastery. Akashic Entities
are similar to nanofragments (i.e. cast off "particulates".) of The Akashic
Records.),

Possession (F.C.II:H.o.t.A.).; T.C.R.:968.38.; T.E.C.L.:1,452.57. 18

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Ez'ki'l's Cybersuite (Artifact Avatar, Symbiont (Ego:511 (Special: - vs. Ez'ki'l


himself.).); Description:Ez'ki'l's Cybersuit. (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).); Powers:Ez'ki'l's
Cybersuite is 1 of Ez'ki'l's 9,759 Artifact Avatars (Abilities:As Ez'ki'l, exc. form
is as previously noted and D.R. is 14 (I.D.).). If either Ez'ki'l's Cybersuite
(see previous) or Ez'ki'l's flesh are destroyed, etc., Ez'ki'l can recreate either
or both of them as a Standard Action at will. Due to Ez'ki'l's Weavers of The
Flesh ability, etc., there is no exp. or qui. cost for this.; Cybernetics (Gadgets
(As appropriate.):*Ancient (+8) (F.P.C.:T.E.),*Biosensor [HUD Software]
(+4),*Chameleonic Surface (+6),*Compact (+2),*Improved Database
(+2),*Inobvious (+2), Integrated (x24) (+96),*Miniaturized (+4),*Necro-
Tech (i.e. Techno-Organic, undead (comprised of cyber recipient's own
essence, etc.).) (+4),*Satellite Datalink (+1),*Satalite Imagery Receiver
(+5),*Sensor Baffling (+3),*Sensor Link [HUD Software] (+1),*Unknown
Alien Technology (Fiend) (+6) (F.P.C.:T.E.).; Base:138 (see Chronal Wand
(Inc.);*Inc.); Total:282 (+144; Max:(12,880) 15,505.) (1 (25 (i.e.
Integrated.)) (Max: ∞ .); NB:Integrated (see previous))):Avatar Boost
(PL14), Body Repair Weave (PL14), Camouflaged Skin (PL14), Chemical Air
Analyzer (PL14), Data Archive (PL14), Dermal Weave (PL14) (F.P.C.:T.E.),
Enhanced Resonance Module (PL14) (F.P.C.:T.E.), Extra Memory (PL14), Feat
Plexus (PL14), HUD Link (PL14), Improved Initiative Implant (PL14)
(F.P.C.:T.E.), Inertial Navigator (PL14), Internal Gyro (PL14), Internal Tool
Mount (PL14; Equipment (PL14; Gadgets:All previous (As appropriate.) plus
Multiple Use Item (x26) (+26); Location:Microcomputer, etc.):Armacomp
[Sensor], Chemicomp [Sensor], Chronal Transciever (Inc.), Chronal Wand
(Inc.), Chronometric Compass (F.P.C.:T.E.), Chronometric Tracker
(F.P.C.:T.E.), Democomp [Sensor], Dimensional Transciever, Dimension
Wand, Dimensional Barometer (F.P.C.:T.E.), Electricomp [Sensor], GalPos
Device, Geocomp [Sensor], Ez'ki'l's Bodyguard (Unseen Bodyguard
(Integrated Equipment (x18; Calcion (PL14), Chatter (PL14), Doppelganger
(PL14), Gatekeeper (PL14), Identity Mask (PL14), Nanohunters (Gray Death,
Gray Goo, Poison Pill, Resilite, Stiletto, Trackers) (PL14), Oncoguard (PL14),
Prophecy (PL14), Soullink (PL14), 20/20 (PL14), UFog (PL14), Watchdog
(PL14), Woundweavers (PL14)) (+18))), Mechanicomp [Sensor], Medicomp
[Sensor], Motion [Sensor], Nanocomp [Sensor] (F.P.C.:T.E.), Nanite
Scanner, Nanite Translater, Neural Recorder (Primary L. palm), Photon
Shield, Piercing Visor (NB:[Sensor]), Polyvox, Robocomp [Sensor], Sensory
Transmitter, Universal Communicator (UNICOM)), Microcomputer (PL14),
Neural Computer Link (PL14), Neural Network Jack [Wireless] (PL14), Radio
Link Module (PL14) (F.P.C.:T.E.), Reflex Wires (PL14; Class III), Sensory
Recorder (PL14), Skeletal Seismograph (PL14), Sonar Skin (PL14),
Subcutaneous Cell Phone (PL14), Tactile Touch Wires (PL14), Voice Stress
Analyzer (PL14).) 4
- Chronal Transciever (PL 8-9; A chronal transciever permits two-way
communication across time, although chronal static can sometimes hinder or
block communications. The somewhat bulky PL 8 transceiver can be carried
like a backpack; a handheld version is available at PL 9. A chronal transceiver
must be calibrated to transmit signals to a given time. Assuming the
coordinates have already been plotted using some kind of chronal generator
(Inc.), calibrating the transceiver takes a full-round action and requires a
successful Computer Use check (DC 15), The PL 9 version can store the
coordinates of up to five different times.; Size:Medium (PL 8), Tiny (PL 9);
Weight:4 lb. (PL 8), 1 lb. (PL 9); Purchase DC:40; Restrictions:Illegal (+4).)

- 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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Divine Rank:20 Homeplane:The Necroverse. Symbol:Var.

Exp.:1,054,877,999. Q.:572,499,999 (P.P.:572,499,999.; W.P.: - .).

Level x (Level -1) x 500

C.R.:968.; L.A.:+1,352.; E.C.L.:1,452.

Artifacts: - (-4 for +484 d.a.).; Special:Ez'ki'l has 9,760 Artifact Avatars (see
below).

- Artifact Avatars (9,759 (9,759)):Ez'ki'l's Godly Realm (NB:This is, add.,


Ez'ki'l's Phylactery.) (1), The Eight
Dimensions of Ez'ki'l's Godly Realm (NB:These are, add., Ez'ki'l's Soul
Gems.) (8), Ez'ki'l's Corner Office

(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.

Godly Heritage:Father is a Baernadaemon. Mother is a Seraph. His father


loathes him. His mother loves him.

Ez'ki'l is on the fence about both of them and has chosen his own existence
as a daemonic mercenary.

Adoption:Ez'ki'l was found and adopted by a renegade Gelugon.

Godly Realm:The Necroverse (Undead Universe (i.e. multidimensional,


multiplanar reality.)):The Necroverse

is literally a vast, endless, INNER Necroverse (populated by countless


enslaved, entrapped, and undead).

The Eight Dimensions of The Necroverse are Araphadatu, Assiah, Atziluth,


Briah, Byss, and Yetzirah;

The Aethyrs; and The Fifth Dimension.; NB:The Aethyrs and The Fifth
Dimension are parallel

(universally), "higher" dimensions. The Nth Dimension is comprised of


bleeds, frags,

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

(at least as indestructible as Ez'ki'l himself), and unsuppressable (even by


antimagic, dead magic, etc.). Add.,

instead of the usual staff, it's staffed by renegade fiends (esp. renegade
gelugons). Ez'ki'l's Corner Office

is currently located in London, England and disguising itself as The Black


Boar (an old-fashioned,

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.

Childrens' menus are available and devoid of cannibalism.

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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)

Appearance:Naturally invisible; if applicable/desired (manifestation


(regardless of form) and equipment (any/all, if desired (contact; Immediate
nonaction), if any)) and can freely alter the degree, etc. thereof (Immediate
nonaction) at will.

If visible (by choice/force (see immunities (esp. magic


immunities))):Apparent age/state of decay; beauty (blindness; can exclude
allies, etc., if any); deep jet-black; fear (panic; can exclude allies, etc., if
any); no reflection; no scent; and no shadow; if applicable/desired
(manifestation (regardless of form) and equipment (any/all, if desired
(contact; Immediate nonaction), if any)) and can freely alter the degree, etc.
thereof (Immediate nonaction) at will.

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.).

Therianthropy:Werethrax (i.e. Species:Armathrax (Inc.; NB:Large.).).

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.)).

Special:Elusion,'Invincibility,*Paradox, and'Sophism are cosmic abilities.

Pariah abilities affect enemies only, never allies, etc.; if desired.

NB:Comparable to*Doppleganger,'Elusion, and*Redivivus.

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

Psionics.¡¡The Gods of Porphyra.°Song of Fear (see Harbinger (see below)).

Spheres:Bone, Cold, Heresy.

781

Divine Abilities (181):Adamant Concentration (Inc.), Aura Mastery (Inc.),


Black Blade of Annihilation (Inc.), Black Blade of Distaster (Inc.), Black Blade
of Ruin (Inc.), Blood Scion (x1; Nanite) (Inc.), Bone Command (Inc.), Cozen,
Create Greater Undead, Create Undead, Creative Effect (Inc.), Cuddles
(Inc.), Cybergod (Inc.), Dancing Chains (NB:Ez'ki'l's Dancing Chains are part
of his divine aura and his manifestation. However, they remain as
invulnerable (NB:This specific form of invulnerability (see previous) ceases to
function if the beneficient(s) (is/are) detached and resumes functioning if the
beneficient(s) (is/are) reattached.) as his divine aura and, even if one could,
affecting them does Not affect him. The benefits, etc. of this are self-
explanatory.; Special:Ez'ki'l's 3,333 Dancing Chains are 3,333 of Ez'ki'l's
Artifact Avatars (see previous, see below) and functionally 3,333 tentacles
for all purposes related to tentacles. Furthermore, each one can manifest as
either one of Ez'ki'l's Dancing Chains (i.e. their standard manifestations.) or
part of Ez'ki'l's Dancing Raiment (also an Artifact Avatar (see previous, see
below); i.e. their secondary manifestations.), in add. to their assumable
forms (as per Morphic Tentacles, etc.), and are similar to Demonic Familiars
(B.o.V.D.), exc. they're eff. semi-conjoined Artifact Avatars (see previous).)
(Inc.), Dancing Raiment (NB:Ez'ki'l's Dancing Raiment is part of his divine
aura and his manifestation. However, it remains as invulnerable (NB:This
specific form of invulnerability (see previous) ceases to function if the
beneficient(s) (is/are) detached and resumes functioning if the beneficient(s)
(is/are) reattached.) as his divine aura and, even if one could, affecting it
does Not affect him. The benefits, etc. of this are self-explanatory.;
Special:Ez'ki'l's Dancing Raiment is 1 of Ez'ki'l's Artifact Avatars (see
previous, see below) and is similar to a Demonic Familiar (B.o.V.D.), exc. it's
eff. a semi-conjoined Artifact Avatar (see previous).) (Inc.), Dimensional
Reach (Inc.), Distasteful (Inc.), Divine Immensity (x1; Total:x11 (via
Draeden Traits (see previous)).), Divination Immunity (Inc.), Divine
Architect, Divine Lore (Inc.), Divine Palm (Inc.), Divine Safeguard (x2;
Cybergod (Inc.), Exotic Materials (Inc.); NB:Ez'ki'l can
regain/retain/subsume (Immediate nonaction) his composition, Cybersuite,
etc. in any/all forms.) (Inc.), Epic Dragon Mastery (Inc.), Epic Metamagic
Capacity (Inc.), Epic Metapsionic Capacity (Inc.), Epic Metapsychic Capacity
(Inc.), Exotic Materials (NB:Ez'ki'l isn't comprised of adamantine, etc. He's
comprised of exotic, incorporeal, organic, undead dark energy, dark matter,
etc.) (Inc.), Familiarity (Inc.), Flesh Command (Inc.), Force Field I (x6)
(Inc.), Force Immunity, Greater Aura, Greater Presence (Inc.), Greater
Realm (Inc.), House of Death, Inner Realm (Inc.), Innerverse (Psyche)
(Inc.), Inverse Defense (Inc.), Ki Occultist (Inc.), Lesser Gestalt Creature
(x4; Alien (Aliens; Appearance:No change.; Special:Ez'ki'l's resin is secreted
in a manner similar to saliva. Ez'ki'l is unaffected by his resin and similar
substances and can use it to construct equipment, etc.. Lacks Fire
Vulnerability.; Var.:Hybrid (Predalien (i.e. Predator (Predators) plus Hybrid
template.; Add. Special:Implant (as Facehugger (via piercing, serpentine
tongue), exc. up to 5 embryos (any) per Medium-sized host, harmless to
Ez'ki'l, and he chooses to spawn Daemonic, Unholy Scion Alien hybrid
[Maskim] Perfect Sangrolu (as Ez'ki'l (see previous)) almost exclusively.
Their hosts' corpses are their phylacteries and 8 objects (Fine-Tiny (chosen
by the spawn from their hosts' immediate surroundings)) their soulgems.
Ez'ki'l's spawn can be further augmented/customized by virtue of his var.
abilities, etc. (esp. Weavers of The Flesh, etc.).).)).), Armathrax (Inc.;
Appearance:No change.), Dementor (Inc.; Appearance:No change.;
Special:Lacks Fire Vulnerability.; NB:Dementor Spawning, if/when desired.)
(Inc.), Thestral (Inc.; Appearance:No change.)) (Inc.), Malaclypse, Mask of
Darkness (NB:Ez'ki'l's Mask of Darkness is part of his divine aura and his
manifestation. However, it remains as invulnerable (NB:This specific form of
invulnerability (see previous) ceases to function if the beneficient(s) (is/are)
detached and resumes functioning if the beneficient(s) (is/are) reattached.)
as his divine aura and, even if one could, affecting it does Not affect him. The
benefits, etc. of this are self-explanatory.; Special:Ez'ki'l's Mask of Darkness
is 1 of Ez'ki'l's Artifact Avatars (see previous, see below) and is similar to a
Demonic Familiar (B.o.V.D.), exc. it's eff. a semi-conjoined Artifact Avatar
(see previous). Ez'ki'l's Masks (i.e. Ez'ki'l's Mask of Darkness, etc.) are
gestalted and referred to as Ez'ki'l's Mask (see previous). The benefits, etc.
of this are self-explanatory.) (Inc.), Mime Ability, Mime Ability Score,
Multifaceted (x30 (x120 w/Divine Amplification (x3))), Mutability (Mutable
(Selective (i.e. can assume matter (liquid/solid) state/modify form as
desired.) (Immediate nonaction - Intense Action)), - Blind (NB:Retains
blindsight.), - Mindless (NB:Retains immunity.); Special:Any/all Breath
Weapons are deliverable by any/all orifices (inc. anus, etc.; etc.; NB:Anus,
etc. emit cloud of a r. = 1/4 cone l.; Special:The entirety of one's skin (i.e.
pores.) counts as one or multiple orifices. This permits selectivity.). Any/all
Diseases, Poisons, etc. are deliverable by any/all P/S natural attacks (inc.
unarmed, etc.).), Obscurity (NB:Ez'ki'l permits his allies, etc.; or even certain
"favored" enemies; remembrance.) (Inc.), Occult Mimicry (Inc.), Perfect
Aura, Perfect Initiative, Perfect Spring Attack (Inc.), Perfect Weapon Focus,
Perfect Weapon Specialization, Portfolio Mastery (x17 (x50 w/Divine
Amplification (x2)); Art. (x2), Bea. (x2), Cha. (x2), Con. (x2), Dar. (x2),
Dea. (x2), Dra. (x2), Ear. (x2), Ent. (x2), Evil (x2), Fear (x2), Hea. (x2),
Knwl (x2), Law (x2), Mad. (x2), Mag. (x2), Mus. (x2), Pre. (x2), Psi. (x2),
Sea (x2), Sec. (x2), Sky (x2), Time (x2), Win. (x2), Wis. (x2); Eff. D.R.:40
(O.O.).) (Inc.), Possess Realm (Inc.), Precognition, R.Heritage (x7; Agent
(Shinigami) (x2 (overlap); Attack:Souledge (Zanpakutou) (x2; +19d6).)
(BD20C:AG (BD20C)), Bounto (Attack:Bite (Bite+19d6; NB:Concealable
(extendable/retractable (i.e. morphic.); Immediate nonaction).).; NB:Ez'ki'l
has no Doll, Reflection, or Shadow.) (BD20C), Broken (Attack:Unarmed
Strike (Unarmed Strike+19d6).; NB:Ez'ki'l has no Reflection or Shadow.)
(BD20C:BTV), Hollow (x2 (overlap); Attack:Claw (Claw+19d6;
NB:Concealable (extendable/retractable (i.e. morphic.); Immediate
nonaction).), Unarmed Strike (Unarmed Strike+19d6).; Base HGPs:200.;
NB:Ez'ki'l has no Hollow Hole or Hollow Mask.) (BD20C), Yotogi
(Attack:Divine Blast (Unarmed Strike+19d6).) (BD20C:TDW); Hollow Within
(i.e. Inner Hollow (HGPs:+100.) (BD20C).), Maskless (BD20C:TCH), No Doll
(BD20C), Oldblood (x3; Awakened Zapakutou (NB:Ez'ki'l has all of Ez'ki'l's
Arsenal's Traits (see previous).) (BD20C), Oni (NB:Oni in BD20C inc.
Daemons, etc..) (BD20C:LN&TOC), Uiba (BD20CTDW)) (BD20C), etc..)
(Inc.), Raiment of Darkness (Inc.), Self-mastery, Seventh Sense, Shatter
The Glass Ceiling II (Inc.), Soul Stealer, Spell [Effect] (x13; Uncanny
[Miraculous Wish (Epic Incantations)] Mastery (C:13 (x1 (x6 w/Divine
Amplification (x5); TC:13.)).; L:62nd (NB:No mitigating factors (+247
DC).).; All.; NB:Miraculous Wish can replicate Epic spells/powers of a
Spellcraft DC of up to Spellcraft DC 100 (i.e. spell/power level 17.).
[Miraculous Wish] [Effect] can affect any/all targets (creatures, etc.)
differently/identically, producing countless effects within its area(s) of
effect.).; Errata:If you have Portfolio Mastery (x1 (x2); P.(s):Mag. (x1
(x2))/Psi. (x1 (x2))) (Inc.), your eff. divine rank, etc. for all purposes related
to this ability is also enhanced.; NB:To determine the spell level of an epic
spell, divide the spell DC by 10 and add 7.) (Inc.), Spiritual Ancestry (x1;
Goetic (T.D.G.t.F.S.a.F.B.; Errata:Goetics can freely grant theirselves or
others their boons as an Immediate nonaction at will. There is no cost (i.e.
pact points, etc.) for this unless they choose for there to be a cost (i.e. pact
points, etc.) for this.; Ez'ki'l's Boons:Body 1-3, Dea. 1-3, Inf. 1-3, Knwl 1-3,
Lust 1-3, Mag. 1-3, War 1-3, Uni. 1-3.; Special: - .)), Superior Aura, Sure-
Footed, Sure-Handed, Sure-Minded, Symbiont (Inc.), Synergy (Inc.), Tainted
Occultist (Inc.), Tainted Prince (x5; Str, Dex, Int, Wis, Cha) (Inc.), Tainted
Spirit (Inc.), Telelocation, Theopoea, Two-dimensional, Uncanny Dodge,
Uncanny Lesser (÷6) Annihilating Mastery, Uncanny Lesser (÷6) Chronal
(NB:Ages/deages target(s).) Mastery, Uncanny Lesser (÷6) Gravitic Mastery,
Unyielding Damage Reduction, Vampiric Effect, Vengeful Effect, Warp (Inc.),
Weaponbreaking, Weapon Debasement, Weapon Deficiency, Weapon
Depreciation, Whispersoul (Inc.)
Cosmic Abilities (456):Abrogate (x0; Total:x2 (via P.s.:Ent. (x2), Fear
(x2).).), Adamic Dragon Mastery (Inc.), Anomaly (Inc.), Art of The Spheres
(Inc.), Authority, Convergent (NB:Ez'ki'l observes, studies, and destroys or
preserves other realities and their denizens according to their affect on
himself, The Balance (see below), and The Innocent (see below). Cancerous
realities and their denizens are destroyed, if necessary. The remainder are
preserved, if feasible.) (Inc.), Cosmic Architect, Cosmic Consciousness (Inc.),
Creation Command (As Blood, etc. Command (Inc.), exc. any/all
energy/matter/etc. and creatures of < 3 Int. Add., this functions similarly to
an enhanced (i.e. can affect any/all targets in the A.o.E..) combination of
fabricate, polymorph any object, and true creation w/an Instantaneous (i.e.
permanent, undispellable.) duration. (i.e. All said creations are real, not
illusory, and exist, etc. as normal for their variety. (i.e., if Ez'ki'l creates a
flight of dragon zombies, they are real dragon zombies in every sense of the
word. However, they can't be raised or resurrected as they were never alive.
However, if Ez'ki'l created a flight of living dragons, then turned them into
zombies, they could be. They could even sire offspring normally, etc. while
alive.)); Special:Unless a creation is an Artifact, Divine (inc. Mythic, etc.), or
Sentient (3+ Int) there is no exp./qui. cost for using this ability. However,
the usual limits (i.e. this ability can't be used to create a creation (or
creations) possessed of (a collective) exp./qui. (total) exceeding Ez'ki'l's
exp./qui. total per use, etc..) still apply.; NB:Due to Ez'ki'l's Weavers of The
Flesh Ability, etc., even the creation of Artifacts, etc. has no exp./qui. cost
for him. However, the usual limits still apply (see previous). Ez'ki'l typically
uses this ability to create secret lairs, servants, etc..), Divine Amplification
(x10; Multifaceted (x3; Multi.:x4.), Portfolio Mastery (x2; Multi.:x3.) (Inc.),
Spell [Effect] (x5; Multi.:x6.)) (Inc.), Extra Portfolio (x0 (x48 w/Cosmic
Amplification (x1))), Five-dimensional (Inc.), Gestalt (x3; Total:x19 (x39
w/Cosmic Amplification (x1); I.C.F.s:4,000.) (Inc.), Great Necrosis (Inc.),
Greater Mutable A./D. (x2) (Inc.), Greater Portfolio Mastery (x17 (x50
w/Cosmic Amplification (x1)); Art. (x2), Bea. (x2), Cha. (x2), Con. (x2), Dar.
(x2), Dea. (x2), Dra. (x2), Ear. (x2), Ent. (x2), Evil (x2), Fear (x2), Hea.
(x2), Knwl (x2), Law (x2), Mad. (x2), Mag. (x2), Mus. (x2), Pre. (x2), Psi.
(x2), Sea (x2), Sec. (x2), Sky (x2), Time (x2), Win. (x2), Wis. (x2); Eff.
D.R.:80 (D.S.I.).) (Inc.), House of Creation (Prerequisites:House of...
(divine), Wis 70.; Benefit:As House of Death, etc., exc. any/all creature
Type(s), etc..; Special:This can eff. permit a cyclical afterlife, etc. of Ez'ki'l's
choosing for any/all his followers.) (Inc.), Impermeable (Inc.), Mutable A./D.
(x2) (Inc.), Nullification, Numinous, Pandimensional (Inc.), Pantemporal
(Inc.), Panversal (Inc.), Portfolio Perfection (x10; Bea., Con., Dar., Dea.,
Dra., Fear, Hea., Pre., Sea, Win.) (Inc.), Psychometry, Replicate (x1;
Total:x2 (via P.s.:Mus. (x2).).; NB:Ez'ki'l has encountered every divine,
cosmic, transcendental, and omnific ability in I.H.:A., etc.; every ability of
every nonUnique, nonSupernal creature in existence; and every ability of
every Unique creature known to any mortal (nondivine creature) or immortal
of lower divine status (...or rank, if of equal/equivalent status...) in existence
(i.e. the omniverse, etc.). He can currently replicate any divine (or lesser)-
transcendental ability (i.e. up to esoteric.).), Shatter The Glass Ceiling III
(Inc.), Shroud of Death (Appearance:No change.; NB:This ability is an
entropic (i.e. [Death], necromantic, and N.E..) effect. However, P.Trumping
permits Ez'ki'l to kill/destroy nearly any creature w/this ability.), Superior
Presence (Inc.), Superior Realm (Inc.), Thelemic (x0) (Inc.), Time Dilation
(x2; Total:x4 (via P.s:Time (x2)).), Unearthly Reach (Inc.), Yin-yang (x6;
Art. & Mus., Ear. & Sky, Ent. & Time, Knwl & Sec., Mad. & Wis., Mag. & Psi.)
(Inc.)

Transcendental Abilities (144):Cosmic Amplification (x4; Greater Portfolio


Mastery (x2; Multi.:x3.), I.C.F.s (x1; Multi.:x2.), P.s (x1; Multi.:x2.)) (Inc.)

--------------------------------------------------------------------------------------
------------------------------------------------------------------------

HGPs (2,048):Advanced Aura of Decay (BD20C:TCH), Aura of Decay


(BD20C), Bala (x15; 30/round) (BD20C), Bizarre (Special:Undead [Dragon
[Outsider [[Aberration], [Construct]]]]; Special:Ez'ki'l's pentuple Types are
listed in a heirarchy of importance. He uses whichever type(s) (is/are) most
beneficial in any/all given situations.) (BD20C), Brutal Cero (BD20C:TCH),
Caustic Blood (x12; Acid (x3; 6d6+70), Cold (x3; 6d6+70), Electricity (x3;
6d6+70), Sonic (x3; 6d6+70); NB:Any/all (Selective (Immediate
nonaction)).) (BD20C), Cero (BD20C), Cero Bocanada (BD20C), Cero
Metralleta (BD20C), Cero Seccion (BD20C), Cero Sincretio (BD20C), Cero
Snare (BD20C:TCH), Cero Strike (BD20C:TCH), Confusion Aura
(BD20C:TCH), Consumption (BD20C), Crunch (BD20C), Deflection (x30)
(BD20C), Delayed Blast Cero (BD20C), Dreadful Wounds (BD20C), Eldritch
Cero (BD20C:TCH), Caustic Blood (x12; Acid (x3), Cold (x3), Electricity
(x3), Sonic (x3)) (BD20C), Enhanced Speed (x750; +7,500 ft.) (BD20C),
Fast Healing (x22; FH:66/R.; NB:No vulnerability.) (BD20C), Full Power
Zanpakutou (BD20C), Glamorous Cero (BD20C), Godly Healing
(BD20C:TCH), Ground and Pound (BD20C), High Speed Regeneration
(R:66/R.; NB:No vulnerability.) (BD20C), Improved Grab (x3; Bite, Claw,
Unarmed Strike) (BD20C), Infinite Slick (NB:Ez'ki'l's blood. Harmless (i.e.
harmless to him.).) (BD20C), Inhuman Stamina (BD20C), Instantaneous
Cero (BD20C:TCH), Magic Fang (x99; Bite (x33), Claw (x33), Unarmed
Strike (x33)) (BD20C), Merge (BD20C), Muda (BD20C), Multi-Cero (BD20C),
Pounce (BD20C), Quad Cero (BD20C:TCH), Rake (BD20C), Reflection (x30)
(BD20C), Regeneration (R:33/R.; NB:No vulnerability.) (BD20C), Rend
(BD20C), Scent (BD20C), Shape Cero (BD20C:TCH), Signature Weapon (x1;
Ez'ki'l's Armory (see previous)) (BD20C), Snaking Cero (BD20C:TCH), Soul
Burning Cero (BD20C:TCH), Special (x32; Battlecaster:Warrior Mage
(BD20C), Battlecaster:Expanded Knowledge (BD20C), Battlecaster:Magical
Avenger (BD20C), Carbon-Copy (x2; NB:Appears in Ez'ki'l's Divine Aura or
G.Realm. Ez'ki'l chooses when, as well as where, it will appear as an
Immediate nonaction at will. Not sealed. Produced by spontaneous
manifestation as a Standard Action at will.) (BD20C:TCH), Constant
Resurrecion (Appearance:No change.; A.S. Multi.:x1.5.; Reiatsu Multi.:x2.;
NB:This replaces Resurreccion and Resurreccion Exquisito and is considered
Resurreccion for all purposes.), Constant Segunda Etapa (Appearance:No
change.; A.S. Multi.:x1.5.; Reiatsu Multi.:x5.; NB:This replaces
Resurreccion:Segunda Etapa and is considered Resurreccion:Segunda Etapa
for all purposes.), Dark Administrator:Proxies (BD20C:TCH), Dark
Administrator:Improved Proxies (Errata:STATISTIC points.) (BD20C:TCH),
Dark Administrator:Superior Proxies (BD20C:TCH), Dual Cero (BD20C:TCH),
Enhanced Physical Prowess (BD20C:TCH), Enhanced Sonido (Bd20C:TCH),
Gabriel (x2; NB:Appears in Ez'ki'l's Divine Aura or G.Realm. Ez'ki'l chooses
when, as well as where, it will appear as an Immediate nonaction at will. Not
sealed. Produced by spontaneous manifestation as a Standard Action at will.;
Special:This is functionally the Multidimensional Transcendental ability.
However, your clones are mere echoes and disappear after 1 round per point
of your Intelligence modifier.) (BD20C:TCH), Garra de la Pantera (x2;
Damage:As Hollow Racial Weapon (i.e. Claw, etc. (i.e. [BW (i.e.
[IBW]+19d6.)] (x2) + misc. modifiers.).).; NB:Appears in Ez'ki'l's Divine
Aura or G.Realm. Ez'ki'l chooses its appearance, form (any nonmagical doll,
robot, or stuffed toy imaginable (inc. clockwork (wound, etc.), electronic
(batteried, etc.), etc.; NB:The limit being his knowledge of engineering,
etc..)), size (any size equal to his current size +/-1-5 sizes), and when, as
well as where, it will appear as an Immediate nonaction at will. Not sealed.
Produced by spontaneous manifestation as a Standard Action at will.)
(BD20C:TCH), Gemelos Sonido (Special:This is functionally a lesser version
of the Multidimensional Transcendental ability. However, your clones are
mere echoes and disappear after 1 round per point of your Intelligence
modifier.) (BD20C), Gestalt Zanpakutou (Benefit:Your Zanpakutou from
different sources merge, becoming one gestalt (overlap) Zanpakutou. Your
Zanpakutou's base form is your first Zanpakutou's base form.;
NB:Assimilated (repeatedly) by Ez'ki'l's Armory (see previous). This renders
Ez'ki'l's Armory ten fully functional Zanpakutou.), Immense Reiatsu
(BD20C:TCH), Immense Spiritual Power (BD20C:TCH), Possession (x2;
NB:Not sealed.) (BD20C:TCH), Powerful Resurreccion (BD20C:TCH), Risen
Bones:Spooky Scary Skeleton (NB:Ez'ki'l, as an ancient lich (see previous),
inherently possesses a similar ability. This is merely a refinement.
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.). Invisibility/Visibility (((ex)/(su));
selective (Immediate nonaction)). 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.)
(BD20C:TCH), Risen Bones:Skeletal Adaptation (Counts as Spiritually Aware
for feats and prerequisites.; NB:Ez'ki'l, as an ancient lich (see previous),
inherently possesses a similar ability. This is merely a refinement.)
(BD20C:TCH), Risen Bones:Skeletal Dominance (NB:Ez'ki'l, as an ancient lich
(see previous), inherently possesses a similar ability. This is merely a
refinement.) (BD20C:TCH), Senescencia (BD20C:TCH), Teatro de Titere (x2;
Damage:As Hollow Racial Weapon (i.e. Claw, etc. (i.e. [BW (i.e.
[IBW]+19d6.)] (x2) + misc. modifiers.).).; NB:Appears in Ez'ki'l's Divine
Aura or G.Realm. Ez'ki'l chooses its appearance, form (any nonmagical doll,
robot, or stuffed toy imaginable (inc. clockwork (wound, etc.), electronic
(batteried, etc.), etc.; NB:The limit being his knowledge of engineering,
etc..)), size (any size equal to his current size +/-1-5 sizes), and when, as
well as where, it will appear as an Immediate nonaction at will. Not sealed.
Produced by spontaneous manifestation as a Standard Action at will.)
(BD20C:TCH), Truly Enhanced Hierro (BD20C:TCH), Unsealable
(Benefit:None of your HGPs can be sealed. Furthermore, if you have the
Powerful Resurreccion ability, all your HGPs are considered sealed (NB:None
of them are.).; Special:You do Not gain stat bonuses for Hollow Perfection
(BD20C) and Resurreccion (BD20C). You gain stat bonuses for Resurreccion
(BD20C) only.)) (BD20C), Spirit Lance (BD20C), Stunning Cero
(BD20C:TCH), Summon Lesser Hollow (BD20C), Super Cero (BD20C:TCH),
Super Speed (x246; Charge (x249), Run (x500)) (BD20C), Superior Cero
(BD20C:TCH), Supreme Stamina (BD20C), Swiftness (x750;
Initiative:+1,500.) (BD20C), Telepathy (BD20C), Trample (BD20C), Ungodly
Healing (BD20C)

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:

Appearance:More Perfected.; 3,510+(2,200×1.5, etc.); +2,400, etc.

- (Constant, Neo; All (via Tainted Prince, etc.).):6,810 (°10,210 w/Enhanced


Physical Prowess).

- (Constant, S.E.; All (via Tainted Prince, etc.).):8,460 (*12,685 w/Enhanced


Physical Prowess).

- (Undying, T.E.; All (via Tainted Prince, etc.).):10,935 (16,397 w/Enhanced


Physical Prowess).

- (Undying, C.E.; All (via Tainted Prince, etc.).):14,647 (21,965 w/Enhanced


Physical Prowess).

NB:°This is Ez'ki'l's former state.*This is his normal state. Ez'ki'l retains at


least this

state even if dead, dismembered, etc.. Nothing can negate, etc. this.

Reiatsu:x3 (Neo); x5 (S.E.); x8 (T.E.); x11 (C.E.).

Soul Release:

Appearance:More Perfected.; x2, etc.; +6,805, etc.

- (Enduring, Neo; All (via Tainted Prince, etc.).):13,620 (20,425 w/Enhanced


Physical Prowess).

- (Enduring, S.E.; All (via Tainted Prince, etc.).):16,920 (25,375 w/Enhanced


Physical Prowess).

- (Enduring, T.E.; All (via Tainted Prince, etc.).):21,870 (32,800 w/Enhanced


Physical Prowess).

- (Enduring, C.E.; All (via Tainted Prince, etc.).):29,294 (43,936 w/Enhanced


Physical Prowess).

NB:Ez'ki'l rarely uses C.E. w/E.P.P.. Only a True fool would dare attack him
in this state.

Such is its power, he reserves it for terrifying demonstrations.


Reiatsu:x5 (Neo); x7 (S.E.); x10 (T.E.); x13 (C.E.).

--------------------------------------------------------------------------------------
------------------------------------------------------------------------

Super Powers (1,045):Hyper Power L20 (A.:III (+2/L), IV (x13; +39/L).; U.A.:I
(+2/L).

; C.:1,000 (50/L); NB:Ez'ki'l is considered HD/L 200 (integrated) for BD20C


feat

column one and super point purposes.).; S.P.:1,500.; F.: - .;


Description:This

is similar to Anyfeat (divine) w/Nescient (divine), etc..) (BD20C:TEC&C)

--------------------------------------------------------------------------------------
------------------------------------------------------------------------

Zanpakutou:

Asauchi (CUSTOM "SG-GR.BLADE:AXIS28000" (i.e. Deifically Crafted (i.e.


(Ex) +5 (+5) keen, sharpness.; NB:Magical (Su) enhancements overlap, do
Not stack w/, all of these nonmagical (Ex) enhancements.) High Frequency
(i.e. augmented (+17 d.c. (i.e. +2 d.c.s over Ez'ki'l's typical orichalcum, etc.
katana(s) (see previous).); inc. Hyperalloy (see below) V.S.C.s.); 15-20/x4;
304,963,151,176.61 lb. (inc. Hyperalloy (see below)), P/S, deadly).)
Hyperalloy (i.e. orichalcum (99.9996%)/neutronium (0.0004%) alloy.)
Katana (see previous).; Min Str:245.; etc..)):

Appearance:No change.; NB:Exceeds iteration limit via Nescient, etc..;


Special:Assimilated (repeatedly) by Ez'ki'l and Ez'ki'l's 9,759 Artifact Avatars
(see previous; see below).; Reiatsu:x1.5 (C.S.); x3 (G.C.S.); x4 (C.B.); x9
(C.M.).

Shikai (Constant, Perfect; Enhanced; Murikai (Constant);


Special:Unsealable.) (6,204 (517x3x4)):

NB:51 (Base), +4 (Full Power), +60 (Captain Class (x15)), +2 (Perfect),


+400 (Enhanced); x3 (Murikai).
Appearance:No change.; NB:Exceeds iteration limit via Nescient, etc..;
Special:Assimilated (repeatedly) by Ez'ki'l and Ez'ki'l's 9,759 Artifact Avatars
(see previous; see below).

• Generic (244):Awareness (x60; Perception, Sense Motive:+240.)


(BD20C:TCZ), Greater Awareness (x3) (BD20C:TCZ), Improved Awareness
(x60; Initiative:+240.) (BD20C:TCZ), Perfect Awareness (x60)
(BD20C:TCZ), Special (X-ray Vision (divine) (Range:The range of your
Superior Awareness [Blindsight] (BD20C:TCZ) ability.) (Inc.)) (BD20C:TCZ),
Superior Awareness (x60; Blindsight:300 ft..) (BD20C:TCZ)

- Death (162):Consumptive Field (x1) (BD20C:TCZ), Corpse Explosion (x9;


100 ft. r.) (BD20C:TCZ), Dark Regeneration (BD20C:TCZ), Death Throes
(BD20C:TCZ), Ghost Edge Weapon (x10; 100%) (BD20C:TCZ), Grave
Weapon (x1) (BD20C:TCZ), Gravetouched Weapon (x102; +100d6;
Immediate) (BD20C:TCZ), Greater Consumptive Field (BD20C:TCZ), Heart of
Darkness (x3) (BD20C:TCZ), Improved Dark Regeneration (BD20C:TCZ),
Undead Apotheosis (BD20C:TCZ), Wraith Form (x1) (BD20C:TCZ), Wraith
Touch (x30) (BD20C:TCZ)

- Dream (174):Dream Demon (BD20C:TCH), Dreamblade (x50; +100d6)


(BD20C:TCH), Dreamwalker (BD20C:TCH), Nightmares (x4) (BD20C:TCH),
Power Over Dreams (x100) (BD20C:TCH), Sleep (x4) (BD20C:TCH), Sweet
Dreams (x4) (BD20C:TCH), Tiresome Blade (BD20C:TCH), Unconscious
Barrier (x3) (BD20C:TCH), Unconscious Combat (x6) (BD20C:TCH)

- Fear (155):Distressing Presence (BD20C:TCH), Epic Fearsome Presence


(x3; Panicked (Will negates), Weakness (3d6 Str damage; Will negates),
Death (Will negates)) (Inc. (see previous)), Fearful Whispers (x7; +21)
(BD20C:TCH), Fearsome Presence (x2; Shaken (Will negates), Frightened
(Will negates)) (BD20C:TCH), Improved Induce Fear (x21; +21)
(BD20C:TCH), Induce Fear (x3) (BD20C:TCH), Intimidating Blade
(BD20C:TCH), Nightmare Blade (x50; +100d6) (BD20C:TCH), Ominous Form
(BD20C:TCH), Overwhelming Presence (BD20C:TCH), Superior Induce Fear
(x1) (BD20C:TCH), Unnerving Presence (x64; 100 ft.; Intimidate:+100.)
(BD20C:TCH)

- Mind (203):Aura of Insanity (x20; 100 ft. r.) (BD20C:TCZ), Charm


(BD20C:TCZ), Controlled Madness (x9; 100%) (BD20C:TCZ), Distortion
World (BD20C:ELH), Dominate (BD20C:TCZ), Endless Slumber (x1; 5)
(BD20C:TCZ), Epic Dominate (BD20C:ELH), Greater Charm (BD20C:TCZ),
Greater Dominate (BD20C:TCZ), Hiss of Sleep (x1) (BD20C:TCZ), Improved
Mind Strike (BD20C:ELH), Insanity (x1) (BD20C:TCZ), Insanity Strike (x30)
(BD20C:TCZ), Intuitive Insight (x1) (BD20C:TCZ), Lesser Insanity (x1)
(BD20C:TCZ), Mind Blade (x100; +100d6) (BD20C:TCZ), Mind Siphon (x3)
(BD20C:TCZ), Mind Strike (x2) (BD20C:TCZ), Mind The Gap (BD20C:ELH),
Sleep (x4), Superior Insanity (BD20C:TCZ), Supreme Insanity (BD20C:TCZ),
Ultimate Slumber (BD20C:TCZ), Waves of Insanity (x19; 100 ft. r.)
(BD20C:TCZ)

- Technological (155):Affect Technology (BD20C:TCZ), Animate Objects


(x118; Errata:The tech object is animated Not summoned. Furthermore, if its
normal hp are greater than Ez'ki'l's hp, then its hp equal its normal hp Not
his hp.; Special:Nano-Fine-Xona-Titanic. (NB:Ez'ki'l uses this to animate
artificial (crafted, intelligently created) galaxies, nanites, etc.. Groups of tech
objects can be animated collectively as singular animated objects.
Examples:Cities, etc. (NB:The Necroverse itself (i.e. Ez'ki'l's Phylactery (see
previous).; Size:Xona-Medium.) is and is comprised of conjoined,
Technological Artifact Avatars (i.e. Ez'ki'l's Soul Gems (see previous).;
Size:Xona-Small.) which can be animated singularly/seperately.).))
(BD20C:TCZ), Epic Affect Technology (BD20C:ELH), Epic Animate Objects
(x29; Objects:30.) (BD20C:TCZ), Hamper Technology (BD20C:TCZ),
Improved Affect Technology (BD20C:TCZ), Improved Hamper Technology
(BD20C:TCZ), Make Whole (BD20C:TCZ), Repairing Attack (BD20C:TCZ),
Technology Destroyer (BD20C:TCZ)

- 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)

Bankai (Constant, Perfect; Murikai (Constant); Special:Unsealable.)


(Bankai:512 (64x2x4)):

NB:30 (Base), +2 (Full Power), +30 (Captain Class (x15)), +2 (Perfect);


Murikai x2.
Appearance:No change & No change.; NB:Exceeds iteration limit via
Nescient, etc..; Special:Assimilated (repeatedly) by Ez'ki'l and Ez'ki'l's

9,759 Artifact Avatars (see previous; see below).

- Bankai (512):Enhanced Bankai Shape (x400) (BD20C:TCZ), Negate


Defenses (x56) (BD20C:TCZ), Resurgence (x56) (BD20C:TCZ)

Murikai (Constant; Perfect; Special:Unsealable.) (Murikai:32 (8x4)):

NB:8 (Base).

Appearance:No change.; NB:Exceeds iteration limit via Nescient, etc..;


Special:Assimilated (repeatedly) by Ez'ki'l and Ez'ki'l's 9,759 Artifact

Avatars (see previous; see below).

- Murikai (32):Souldrinking (x32; 32 HD/L; Special:Confer up to 4,444 eff.


HD/L (+4,444 Divine Bonus (I.H.:A.; NB:Overlaps.)) 1/day.).

--------------------------------------------------------------------------------------
------------------------------------------------------------------------

Allegiances:Dark Power (Self (i.e. Ez'ki'l.) (1)), The Balance (2), The
Innocent (3).

- Allegiance:The Balance (i.e. the (uni-/multi-/omni-)versal balance and the


preservation/etc. thereof.)

- Allegiance:The Innocent (i.e. any good-aligned creature (or nonevil-aligned


creature w/an Int of < 3).).

Faction:The Fallen (i.e. Ez'ki'l's Cohort(s), etc.. (Spirits (esp. Fiends (Undead,
etc.), etc.)); NB:Fanatics.).

Starting Occupation:Mercenary (Bonus Feat:Personal Firearms Proficiency.;


Skills:Intimidate, Survival.) (Dark•Matter) 6

Character Traits:Carve Netsuke (B.T.L.:R.o.t.T.), Urban Acolyte


(P.P.C.:Heroes of the Streets)

Action Points:55 (Unearthed Arcana; NB:A.P. value = 100 gp per HD/L.


Miracle, reality revision, or wish will replenish A.P. =

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.

Corruption:3,500.; C.E.: - ; - ; - ; Bonus Feats:2.; Depravity:3,500.; D.E.: -


; - ; - ; Bonus Feats:2. 10

Force Points (L/D):3,500/3,500.; Dark Side Points = Taint score. They're the
same.

NB:Ez'ki'l is unaffected by either side of The Force, because he IS The Force,


or at least a portion thereof. This permits him

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.).

# of x he's defiled.: - .; Status:Preserver.; NB:Ez'ki'l is more precise and


self-restrained.

Special:Improve Your Name (Bonus Feats:12.; C.R./L.A. (C.R.:+1.222.;


L.A.:+2.) (I.H.:A. (÷6x5))) (Dweomercraft:Lich), The 22

Truth (Can sub. his Wis score for his Str, Dex, and Con scores (effects which
damage/drain these physical ability scores

have no effect on his Wis score); gains Soldier of Truth as an additional


favored class; and gains damage reduction

15/ - .; C.R./L.A. (C.R.:+2.944.; L.A.:+4.416.) (I.H.:A. (÷6x5))) (Secrets),


Miraculous Wish (Ability Score Bonus

(Inherent):+5 to Str, Dex, Con, Int, Wis, and Cha.; Bonus Feats
(Inherent):3.; C.R./L.A. (C.R.:+2.; L.A.:

+3.) (I.H.:A. (÷6x5))) (Epic Incantations) 25

--------------------------------------------------------------------------------------
------------------------------------------------------------------------

Central Castings:101:Ez'ki'l.; 102:Barbarian.; 103:Comfortable.;


104:Legitimate.; 106:Guardian (Adoptive Father only (Gelugon)).; 107:2
(Adopted Brother (Big Brother (Gelugon)), Twin (Little) Sister (destroyed,
rectified)).; 109:3/11/8019 BCE.; 111:Iyachtu Xvim's Palace.; 113:All gold in
the palace turned into lead.; 114:Guardian (Expert 10 (Profession (waiter (i.e
server (i.e. servant.).)) R10; NB:Military Veteran (The Bloodwar (Guardian's
Lord:Bel, The Lord of Avernus of The Nine Hells of Perdition.)), Hobby
(Perform (Act) R2).)).; 215:Ez'ki'l (accidentally) destroys (and rectifies) his
sister. Ez'ki'l's's guardian is outlawed (by Ez'ki'l's guardian's former Lord (i.e.
Bel, The Lord of Avernus of The Nine Hells of Perdition.)) for desertion and
Ez'ki'l, Ez'ki'l's guardian, and Ez'ki'l's brother go into hiding in what will one
day be London, England (6/15/8006 BCE).; 217:Ez'ki'l becomes a fisherman
(3/15/8004 BCE). This is Ez'ki'l's cover, escape, and hobby.

--------------------------------------------------------------------------------------
------------------------------------------------------------------------

Special (Class (1,800):Archivist (Black Sage (Op.II) (Inc.)) (H.o.H.), Artist


(M.P.M.), Assassin (The Tomes), Cleric (Undead Lord (PRG:Ultimate Magic))
(PRG:CR), Jester (The Tomes), Knight (P.H.II), Monk (Sohei (KQ12))
(PRG:CR), Ninja (PRG:UC) (PRG:CR), Psion (Erudite (Complete Psionic))
(Psionics Unleashed), Rogue (PRG:CR), Samurai (The Tomes), Scholar
(M.P.M.), Shadow Warrior (The Tomes), Soldier of Truth (Secrets), Tenken
(Tome) (Tenken.pdf), Thief-Acrobat (The Tomes), Threat (Inc.), Wizard
(HPD20).; NB:Epic level progressions follow E.L.H. patterns. Epic Pathfinder
(or equiv.) is used for Specials (NB:Exclusively for Pathfinder classes.) and
Bonus Feats, if any. The remainder is ignored.):

100

- Archivist (100):Black Bloodline, Dark Knowledge (tactics) 3/Day, Scribe


Scroll, The Price, Lore Mastery, Dark Knowledge 4/Day, Still

Mind, Dark Knowledge (puissance), Dark Knowledge 5/Day, Lore Mastery,


Dark Knowledge (foe), Dark Knowledge 6/Day, Lore, Dark Knowledge (dread
secret), Dark Knowledge 7/Day, Lore Mastery, Dark Knowledge
(foreknowledge), Dark Knowledge 8/Day, Lore

Mastery, Dark Knowledge 9/Day, Greater Lore/Epic Archivist:Bonus Feat


(x26), Dark Knowledge (36/day), Lore Mastery (x24) 27

100

Archetype:Black Sage.

Bloodlines:Impossible (A.:6,667.), Infernal (A.:6,667.), Nanite (A.:6,667.).

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),

meteor swarm (19th), Hellfire, and On Dark Wings.))):Caniafire,


Corrupting Touch, fly (at will), Infernal

Resistances, Power of the Pit.

- (Nanite):Distributed Body, Living Swarm, Nanite Resurgence, Nanite


Strike, Nanite Surge.

*Channel Entropy:6,707th (Com. ( ∞ /Day; Burst (Blast):3,353d20+70


(N.E.).; Touch:13,414d20+70)).

NB:*Channel Entropy and Lich Touch are intertwined (i.e. they're


essentially the same ability.).

Burst (Blast (1/4; 400 ft. (+40 ft./HD/L)


r.)):(100×2÷4)+((200+20+6,337+50)÷2)=3,353d20.

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

and subdomains. Use PRD.'Inc."Concealment & Secrets domain and


subdomains.¡Ultimate

Psionics.¡¡The Gods of Porphyra.°Song of Fear (see Harbinger (see below)).

Spheres:Bone, Cold, Heresy.


Lore Mastery:Knowledge (Anatomy, Arcana, Art (x3; Fables, History,
Romance),

Dungeoneering, Engineering, Geography, History, Local (x9; The


Necroverse

and The Eight Dimensions of The Necroverse), Nature, Necrology, Nobility,

Planes, Religion, Spirit Lore).

CL:6,667th SL:0-E (US/D: ∞ .; UDS/D: ∞ .; SP: ∞ (Base:343.; Bonus: ∞


.).; DSP: ∞ (Base:57.; Bonus: ∞ .).; ES/D: ∞ .) SS DC:6,557+SL

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

of Ki, etc.) as differentiated (arcane, etc.), semidifferentiated (arcane and


divine, etc.), and undifferentiated (arcane, divine, and

psionic)) spells.; NB:See Convert Spell to Power (see The Mind's


Eye:Expanded Classes, Part Four) & Unearthed Arcana.

*Ki is a base form (raw and undifferentiated) of occult (magical/psionic)


power, essentially the source of magic (arcane/divine)

and psionics. Ki techniques converted to spells, etc. function no differently


than they did before the conversion. They simply.

become differentiated (arcane, etc.), semidifferentiated (arcane and divine,


etc.), or undifferentiated (arcane, divine, and

psionic) spells, etc. Technique Resistance is S/PR. Thus, S/PR is as effective


vs. ki techniques as it is vs. spells

/powers.

- Artist (100):Talented, Inspiration, Skill Focus (Craft), Enduring Art, Moving


Art, Skill Focus (Craft), Imitation, Materials, Skill Focus (Craft), Moving Art,
Enlightening Art, Master Hand, Mind Crafting, Moving Art, Master Hand,
Exemplary Art (People), Exemplary Art (World),

Master Hand, Moving Art, Real Art/Epic Artist:Bonus Feat (x40) 31

200
Craft DC:15,495.; P.T.:1,549.5 (D.:1; H.:1.; M.:49.; S.:30.).

Emotions:*Empathy (DC:9,092.);*Fanaticism (DC:9,087.),*Fear


(DC:9,087.); Greed (DC:9,082.), Lust (DC:9,082.), Wrath (DC:9,082.);

Envy (DC:9,077.), Gluttony (DC:9,077.), Pride (DC:9,077.), Sloth


(DC:9,077.).; NB:*These are Ez'ki'l's favorite emotions to inspire.

Master Hand:Craft (Fables, History, Romance).

- Assassin (100):Poison Use, Death Attack +3d6, Personal Immunity,


Spellcasting, Uncanny Dodge, Death Attack +4d6, Hide in Plain Sight, Death
Attack +5d6, Cloak of Discretion, Death Attack +6d6, Trapfinding,
Trapmaking, Death Attack +7d6, Palm Weapon, Death Attack

+8d6, Full Death Attack, Death Attack +9d6, Nerve of the Assassin, Death
Attack +10d6, Improved Uncanny Dodge, Death Attack

+11d6, Skill Mastery, Death Attack +12d6, Poisonmaster, Death Attack


+13d6, Personal Immunity, Death Attack +14d6, Exotic

Method, Death Attack +15d6, Personal Immunity, Death Attack +16d6,


Killer’s Proof, Death Attack +17d6, Exotic Method,

Death Attack +18d6, Death by a Thousand Cuts, Death Attack +19d6, Mind
Blank, Death Attack +20d6, Exotic

Method, Death Attack +21d6, Killing Strike, Death Attack +22d6/Epic


Assassin:Bonus Feat (x40),

Death Attack (+102d6) 71

300

Bloodlines:Impossible (A.:6,667.), Infernal (A.:6,667.), Nanite (A.:6,667.).

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),

meteor swarm (19th), Hellfire, and On Dark Wings.))):Caniafire,


Corrupting Touch, fly (at will), Infernal

Resistances, Power of the Pit.


- (Nanite):Distributed Body, Living Swarm, Nanite Resurgence, Nanite
Strike, Nanite Surge.

*Channel Entropy:6,707th (Com. ( ∞ /Day; Burst (Blast):3,353d20+70


(N.E.).; Touch:13,414d20+70)).

NB:*Channel Entropy and Lich Touch are intertwined (i.e. they're


essentially the same ability.).

Burst (Blast (1/4; 400 ft. (+40 ft./HD/L)


r.)):(100×2÷4)+((200+20+6,337+50)÷2)=3,353d20.

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

and subdomains. Use PRD.'Inc."Concealment & Secrets domain and


subdomains.¡Ultimate

Psionics.¡¡The Gods of Porphyra.°Song of Fear (see Harbinger (see below)).

Spheres:Bone, Cold, Heresy.

Exotic Methods:New School (x3; Abjuration, Conjuration, Universal)

Extra Exotic Methods:New School (x3; Enchantment, Evocation,


Transmutation)

CL:6,667th SL:0-E (US/D: ∞ .; UDS/D: ∞ .; SP: ∞ (Base:343.; Bonus: ∞


.).; DSP: ∞ (Base:57.; Bonus: ∞ .).; ES/D: ∞ .) SS DC:6,557+SL

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

of Ki, etc.) as differentiated (arcane, etc.), semidifferentiated (arcane and


divine, etc.), and undifferentiated (arcane, divine, and

psionic)) spells.; NB:See Convert Spell to Power (see The Mind's


Eye:Expanded Classes, Part Four) & Unearthed Arcana.

*Ki is a base form (raw and undifferentiated) of occult (magical/psionic)


power, essentially the source of magic (arcane/divine)

and psionics. Ki techniques converted to spells, etc. function no differently


than they did before the conversion. They simply.

become differentiated (arcane, etc.), semidifferentiated (arcane and divine,


etc.), or undifferentiated (arcane, divine, and

psionic) spells, etc. Technique Resistance is S/PR. Thus, S/PR is as effective


vs. ki techniques as it is vs. spells

/powers.

- Cleric (100):Aura, Channel Energy 1d6, Command Undead, Corpse


Companion, Death Magic, Orisons, Spontaneous Casting, Channel Energy
2d6, Channel Energy 3d6, Channel Energy 4d6, Channel Energy 5d6,
Skeleton Summoner, Channel Energy 6d6, Channel

Energy 7d6, Channel Energy 8d6, Channel Energy 9d6, Channel Energy
10d6/Epic Cleric:Bonus Feat (x26), Channel Energy

(50d6), Epic Aura (+40)

80

Archetype:Undead Lord.

Bloodlines:Impossible (A.:6,667.), Infernal (A.:6,667.), Nanite (A.:6,667.).

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),
meteor swarm (19th), Hellfire, and On Dark Wings.))):Caniafire,
Corrupting Touch, fly (at will), Infernal

Resistances, Power of the Pit.

- (Nanite):Distributed Body, Living Swarm, Nanite Resurgence, Nanite


Strike, Nanite Surge.

*Channel Entropy:6,707th (Com. ( ∞ /Day; Burst (Blast):3,353d20+70


(N.E.).; Touch:13,414d20+70)).

NB:*Channel Entropy and Lich Touch are intertwined (i.e. they're


essentially the same ability.).

Burst (Blast (1/4; 400 ft. (+40 ft./HD/L)


r.)):(100×2÷4)+((200+20+6,337+50)÷2)=3,353d20.

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

and subdomains. Use PRD.'Inc."Concealment & Secrets domain and


subdomains.¡Ultimate

Psionics.¡¡The Gods of Porphyra.°Song of Fear (see Harbinger (see below)).

Spheres:Bone, Cold, Heresy.

CL:6,667th SL:0-E (US/D: ∞ .; UDS/D: ∞ .; SP: ∞ (Base:343.; Bonus: ∞


.).; DSP: ∞ (Base:57.; Bonus: ∞ .).; ES/D: ∞ .) SS DC:6,557+SL

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

of Ki, etc.) as differentiated (arcane, etc.), semidifferentiated (arcane and


divine, etc.), and undifferentiated (arcane, divine, and

psionic)) spells.; NB:See Convert Spell to Power (see The Mind's


Eye:Expanded Classes, Part Four) & Unearthed Arcana.

*Ki is a base form (raw and undifferentiated) of occult (magical/psionic)


power, essentially the source of magic (arcane/divine)

and psionics. Ki techniques converted to spells, etc. function no differently


than they did before the conversion. They simply.

become differentiated (arcane, etc.), semidifferentiated (arcane and divine,


etc.), or undifferentiated (arcane, divine, and

psionic) spells, etc. Technique Resistance is S/PR. Thus, S/PR is as effective


vs. ki techniques as it is vs. spells

/powers.

- Jester (100):Harlequin's Mask, Ignore Components, Poison Use, Laugh It


Off, Sneak Attack +1d6, Power Slide, Jester's Feint, Cruel

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

+8d6, Eternal Trickster/Epic Jester:Bonus Feat (x40), Sneak Attack (+48d6)

Bloodlines:Impossible (A.:6,667.), Infernal (A.:6,667.), Nanite (A.:6,667.).

Bloodline Powers:

- (Impossible):Disorienting Touch, Distracting Pattern, Living Paradox,


Relativity, Spontaneous Generation, 1

- (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
Resistances, Power of the Pit.

- (Nanite):Distributed Body, Living Swarm, Nanite Resurgence, Nanite


Strike, Nanite Surge.

*Channel Entropy:6,707th (Com. ( ∞ /Day; Burst (Blast):3,353d20+70


(N.E.).; Touch:13,414d20+70)).

NB:*Channel Entropy and Lich Touch are intertwined (i.e. they're


essentially the same ability.).

Burst (Blast (1/4; 400 ft. (+40 ft./HD/L)


r.)):(100×2÷4)+((200+20+6,337+50)÷2)=3,353d20.

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

and subdomains. Use PRD.'Inc."Concealment & Secrets domain and


subdomains.¡Ultimate

Psionics.¡¡The Gods of Porphyra.°Song of Fear (see Harbinger (see below)).

Spheres:Bone, Cold, Heresy.

Exotic Methods:New School (x3; Abjuration, Conjuration, Universal)

Extra Exotic Methods:New School (x3; Enchantment, Evocation,


Transmutation)

CL:6,667th SL:0-E (US/D: ∞ .; UDS/D: ∞ .; SP: ∞ (Base:343.; Bonus: ∞


.).; DSP: ∞ (Base:57.; Bonus: ∞ .).; ES/D: ∞ .) SS DC:6,557+SL

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

of Ki, etc.) as differentiated (arcane, etc.), semidifferentiated (arcane and


divine, etc.), and undifferentiated (arcane, divine, and

psionic)) spells.; NB:See Convert Spell to Power (see The Mind's


Eye:Expanded Classes, Part Four) & Unearthed Arcana.

*Ki is a base form (raw and undifferentiated) of occult (magical/psionic)


power, essentially the source of magic (arcane/divine)

and psionics. Ki techniques converted to spells, etc. function no differently


than they did before the conversion. They simply.

become differentiated (arcane, etc.), semidifferentiated (arcane and divine,


etc.), or undifferentiated (arcane, divine, and

psionic) spells, etc. Technique Resistance is S/PR. Thus, S/PR is as effective


vs. ki techniques as it is vs. spells

/powers.

- Knight (100):Fighting Challenge +1, Knight's Challenge, Knight's Code,


Mounted Combat, Shield Block +1, Bulwark of Defense, Armor

Mastery (medium), Test of Mettle, Bonus Feat, Vigilant Defender, Shield Ally,
Fighting Challenge +2, Call to Battle, Armor Mastery

(heavy), Bonus Feat, Shield Block +2, Daunting Challenge, Fighting


Challenge +3, Improved Shield Ally, Bonus Feat,

Bond of Loyalty, Impetuous Endurance, Fighting Challenge +4, Loyal Beyond


Death, Shield Block +3/Epic

Knight:Bonus Feat (x40), Fighting Challenge (+17), Shield Block (+11) 197

400

- Monk (100):Extension of Self, Orisons, Stunning Fist, Unarmed Strike,


Evasion, Fast Movement, Maneuver Training, Ki Pool (magic), Slow

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.

Bloodlines:Impossible (A.:6,667.), Infernal (A.:6,667.), Nanite (A.:6,667.).

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),

meteor swarm (19th), Hellfire, and On Dark Wings.))):Caniafire,


Corrupting Touch, fly (at will), Infernal

Resistances, Power of the Pit.

- (Nanite):Distributed Body, Living Swarm, Nanite Resurgence, Nanite


Strike, Nanite Surge.

*Channel Entropy:6,707th (Com. ( ∞ /Day; Burst (Blast):3,353d20+70


(N.E.).; Touch:13,414d20+70)).

NB:*Channel Entropy and Lich Touch are intertwined (i.e. they're


essentially the same ability.).

Burst (Blast (1/4; 400 ft. (+40 ft./HD/L)


r.)):(100×2÷4)+((200+20+6,337+50)÷2)=3,353d20.

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

and subdomains. Use PRD.'Inc."Concealment & Secrets domain and


subdomains.¡Ultimate

Psionics.¡¡The Gods of Porphyra.°Song of Fear (see Harbinger (see below)).

Spheres:Bone, Cold, Heresy.

Ki Pool: ∞ .; Total: ∞ (via M.K.P., N.K.P., & S.F.P.).

NB:Focus Points are Ki Points and vice versa.

CL:6,667th SL:0-E (US/D: ∞ .; UDS/D: ∞ .; SP: ∞ (Base:343.; Bonus: ∞


.).; DSP: ∞ (Base:57.; Bonus: ∞ .).; ES/D: ∞ .) SS DC:6,557+SL

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

of Ki, etc.) as differentiated (arcane, etc.), semidifferentiated (arcane and


divine, etc.), and undifferentiated (arcane, divine, and

psionic)) spells.; NB:See Convert Spell to Power (see The Mind's


Eye:Expanded Classes, Part Four) & Unearthed Arcana.

*Ki is a base form (raw and undifferentiated) of occult (magical/psionic)


power, essentially the source of magic (arcane/divine)

and psionics. Ki techniques converted to spells, etc. function no differently


than they did before the conversion. They simply.

become differentiated (arcane, etc.), semidifferentiated (arcane and divine,


etc.), or undifferentiated (arcane, divine, and

psionic) spells, etc. Technique Resistance is S/PR. Thus, S/PR is as effective


vs. ki techniques as it is vs. spells

/powers.

- Ninja (100):Poison Use, Sneak Attack +1d6, Ki Pool, Ninja Trick, No


Trace +1, Sneak Attack +2d6, Ninja Trick, Uncanny Dodge, Sneak Attack
+3d6, Light Steps, Ninja Trick, No Trace +2, Sneak Attack +4d6, Improved
Uncanny Dodge, Ninja Trick, No Trace +3, Sneak Attack +5d6, Master
Tricks, Ninja Trick, Sneak Attack +6d6, Ninja Trick, No Trace +4, Sneak
Attack +7d6, Ninja Trick, No Trace +5, Sneak Attack

+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

Ki Pool: ∞ .; Total: ∞ (via M.K.P., N.K.P., & S.F.P.).

NB:Focus Points are Ki Points and vice versa.

Epic Skill:+20 to rolls to confirm critical hits; +5 attacks of opportunity.

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:

Var. depending on his current preferences/situation.).).

- Rogue Talents (via Ninja Trick (x6; Rogue Talent (x6))):Black Market
Connections (PRG:UC), Defensive Roll, Magical Traps

(DDS:RG), Quick Disable, Trap Master (DDS:RG), Trapspotter; Epic:All (via


Anyfeat, etc.; w/o Anyfeat, etc.:Ninja Trick

(+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.

Bloodlines:Impossible (A.:6,667.), Infernal (A.:6,667.), Nanite (A.:6,667.).

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),

meteor swarm (19th), Hellfire, and On Dark Wings.))):Caniafire,


Corrupting Touch, fly (at will), Infernal

Resistances, Power of the Pit.

- (Nanite):Distributed Body, Living Swarm, Nanite Resurgence, Nanite


Strike, Nanite Surge.

*Channel Entropy:6,707th (Com. ( ∞ /Day; Burst (Blast):3,353d20+70


(N.E.).; Touch:13,414d20+70)).

NB:*Channel Entropy and Lich Touch are intertwined (i.e. they're


essentially the same ability.).

Burst (Blast (1/4; 400 ft. (+40 ft./HD/L)


r.)):(100×2÷4)+((200+20+6,337+50)÷2)=3,353d20.

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

and subdomains. Use PRD.'Inc."Concealment & Secrets domain and


subdomains.¡Ultimate

Psionics.¡¡The Gods of Porphyra.°Song of Fear (see Harbinger (see below)).

Spheres:Bone, Cold, Heresy.

ML:6,667th PL:0-E (US/D: ∞ .; UDS/D: ∞ .; SP: ∞ (Base:343.; Bonus: ∞


.).; DPP: ∞ (Base:57.; Bonus: ∞ .).; ES/D: ∞ .) PS DC:6,557+PL
NB:Learns, records, and manifests in the manner of a Black Sage (Op.II.)
(Inc.).

Powers 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

of Ki, etc.) as differentiated (arcane, etc.), semidifferentiated (arcane and


divine, etc.), and undifferentiated (arcane, divine, and

psionic)) powers.; NB:See Convert Spell to Power (see The Mind's


Eye:Expanded Classes, Part Four) & Unearthed Arcana.

*Ki is a base form (raw and undifferentiated) of occult (magical/psionic)


power, essentially the source of magic (arcane/divine)

and psionics. Ki techniques converted to spells, etc. function no differently


than they did before the conversion. They simply.

become differentiated (arcane, etc.), semidifferentiated (arcane and divine,


etc.), or undifferentiated (arcane, divine, and

psionic) spells, etc. Technique Resistance is S/PR. Thus, S/PR is as effective


vs. ki techniques as it is vs. spells

/powers.

- Rogue (100):Sneak Attack +1d6, Trapfinding, Evasion, Rogue Talent,


Sneak Attack +2d6, Trap Sense +1, Rogue Talent, Uncanny Dodge, Sneak
Attack +3d6, Rogue Talent, Trap Sense +2, Sneak Attack +4d6, Improved
Uncanny Dodge, Rogue Talent, Sneak Attack +5d6, Trap Sense +3,
Advanced Talents, Rogue Talent, Sneak Attack +6d6, Rogue Talent, Trap
Sense +4, Sneak Attack +7d6, Rogue Talent, Sneak Attack +8d6, Trap
Sense +5, Rogue Talent, Sneak Attack +9d6, Rogue Talent, Trap Sense +6,
Sneak Attack +10d6, Master Strike/Epic

Rogue:Bonus Feat (x40), Rogue Talent (x50), Sneak Attack (+50d6), Trap
Sense (+33) 345

800

Epic Skill:+20 to rolls to confirm critical hits; +5 attacks of opportunity.

Rogue Talents (via Rogue Talent (x6)):Black Market Connections (PRG:UC),


Defensive Roll, Magical Traps (DDS:RG), Quick

Disable, Trap Master (DDS:RG), Trapspotter; Epic:All (via Anyfeat, etc.;


w/o Anyfeat, etc.:Rogue Talent (+x33; All core (exc.
ones he has no use for) + misc..; NB:Var. depending on his current
preferences/situation.).).

- 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.).).).

- Samurai (100):Ancestral Weaponry, Pledge of Loyalty,*Horde Breaker,


Kiai!,*Whirlwind Attack, Ancestral Guidance,*Blindfighting, Terrible Blows,
Iaijutsu, Parry Magic,*Subtle Cut, Blade of Devastation, Iaijutsu Focus, Cut
Magic, Deny Arcane Defenses, Final Cut, Iaijatsu

Master, Reflect Magic, Blade of Souls, Deny Armor, Iaijutsu Grandmaster,


Scrolls of Wisdom/Epic Samurai:Bonus Feat (x40) 389

NB:*Treat "*" and the benefits thereof as feats and special abilities. They
scale normally.

Ancestral Weapon:Self (i.e. Ez'ki'l IS his ancestral weapon. This extends to


his avatars, etc. as well.).

900

- Scholar (100):Bonus Book Feat, Trained Memory, Alchemy or Astrology


Feat, Lore, Skill Focus (Knowledge), Bonus Book Feat, Alchemy

or Astrology Feat, Skill Focus (Knowledge), Bonus Book Feat, Alchemy or


Astrology Feat, Skill Focus (Knowledge), Bonus Book Feat,

Clear Explanation, Deep Knowledge, Bonus Book Feat, Memory Palace, Deep
Knowledge, Bonus Book Feat, Instant

Understanding, Deep Knowledge, Bonus Book Feat, Full Understanding/Epic


Scholar:Bonus Feat (x40) 101

1,000

Alchemy Feats:Purify Earths, Purify Metals, Purify Waters

Book Feats: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).))

Skill Focus:Knowledge (Law), Knowledge (Liberal Arts), Knowledge


(Medicine)

- Shadow Warrior (100):Claws of Darkness, Shadow Shroud, See the


Shadows, Shadowstep, Hide In Plain Sight, Dark Weave, Draining Strike,
Darkstalker, Shadowy Appendages, Shadow Razors, Reach of Darkness,
Shadow Movement, Strike the Soul, Shadow Mire,

Shadow Magic, Shadow Shift, Numbing Strike, Shadow Leap, Shadow Spawn,
Death Strike, Servant of the Night, Shadow

Discorporation, Shadow Well/Epic Shadow Warrior:Bonus Feat (x40),


Shadowy Appendages (x19 (38 S.Ten.s)),

Shadowstep (+100 ft.) 142

1,100

- Soldier of Truth (100):Focus, Unarmed Strike, Flurry of Blows, Evasion,


Improved Disarm, Uncanny Dodge, Alter Gravity, Improved Trip, Up

the Walls, Impossible Jump, Improved Uncanny Dodge, Defy Impossibility,


Unhindered By Reality, Impossible Speed, Battering Punch, Improved
Evasion, Defy Reality, Manipulate Space, See the Truth, Defy Death, Flight,
Beyond Reality/Epic Soldier of Truth:

Bonus Feat (x40) 144

1,200

Focus Points: ∞ .; Total: ∞ (via M.K.P., N.K.P., & S.F.P.).

NB:Focus Points are Ki Points and vice versa.

- Tenken (100):Acrobatics, Kenjutsu, Ten Nagashi Uke, Superior Finesse,


Sprinter, Uncanny Dodge, Evasion, Shukuchi, Surehanded, Improved
Uncanny Dodge, Haste, Reduced Earth, Improved Evasion, Daredevil,
Hitokiri,*Bladewind, Quickstep, Astra, Greater

Kenjutsu, Habatobi, Shinsoke, Unbound, First Strike, Sword of Heaven,


Improved Quickstep, Life on The Edge, Kenjutsu

Master, Slice & Dice, Terminal Velocity/Epic Tenken:Bonus Feat (x40)


NB:[BW (i.e. [IBW]+19d6.)]+(1d8/2 TL > 2.).; Special:NonStr mods apply.

This can be combined w/Death Attack, etc.; Iaijutsu Strike, etc.; etc.

vs. 1 target. Underhanded (cosmic) permits this vs. all targets.

Tenken can (obviously) choose to Not use this ability.

- Thief-Acrobat (100):Acrobatic Flair, Trapfinding, Pole Jump, Sneak Attack


+1d6, Evasion, Sure Climb, Kip Up, detect magic, Grapple Line, Sneak
Attack+2d6, Rapid Stealth, Mercurial Charge, Sneak Attack +3d6, Unsettling
Choreography, Improved Evasion, Sneak Attack +4d6, Athletic Cascade, Skill
Mastery, Sneak Attack +5d6, Aggressive Stealth, Dedicated Evasion, Sneak
Attack +6d6, Power Slide, Shadow Tumble, Sneak Attack +7d6, Death From
Above, Sneak Attack +8d6, Supreme Skill Mastery, Sneak Attack +9d6,
Supreme Evasion/

Epic Thief-Acrobat:Bonus Feat (x40), Sneak Attack (+49d6) 184

1,300

- Threat (100):Brawler, Fearless, Mighty Blow, Numb +1, Unnatural Force I,


Uncanny Dodge, Unnatural Strength I, Armored Brute, Numb +2, Numb +3,
Unnatural Force II, Unnatural Strength II, Improved Uncanny Dodge, Numb
+4, Merciless, Numb +5, Unnatural Force III, Endure, Unnatural Strength III,
Numb +6, Unnatural Dodge, Numb +7, Unnatural Force IV, Unnatural
Strength IV, Numb +8, Stubborn, Numb +9, Unnatural Force V,
Unbreakable, Unnatural Strength V, Numb +10, Titan/Epic Threat:Bonus Feat
(x40), Numb (+50)

1,400

- Wizard (100):House Chosen, Magical Counterspelling, Magical Blast 1d6,


Natural Affinity +1, Bonus Feat, Non-verbal Magic, Magical

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

Bloodlines:Impossible (A.:6,667.), Infernal (A.:6,667.), Nanite (A.:6,667.).

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),

meteor swarm (19th), Hellfire, and On Dark Wings.))):Caniafire,


Corrupting Touch, fly (at will), Infernal

Resistances, Power of the Pit.

- (Nanite):Distributed Body, Living Swarm, Nanite Resurgence, Nanite


Strike, Nanite Surge.

*Channel Entropy:6,707th (Com. ( ∞ /Day; Burst (Blast):3,353d20+70


(N.E.).; Touch:13,414d20+70)).

NB:*Channel Entropy and Lich Touch are intertwined (i.e. they're


essentially the same ability.).

Burst (Blast (1/4; 400 ft. (+40 ft./HD/L)


r.)):(100×2÷4)+((200+20+6,337+50)÷2)=3,353d20.

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

and subdomains. Use PRD.'Inc."Concealment & Secrets domain and


subdomains.¡Ultimate

Psionics.¡¡The Gods of Porphyra.°Song of Fear (see Harbinger (see below)).

Spheres:Bone, Cold, Heresy.


House Chosen:Slytherin.; Natural Affinity:Curses and Counter-curses.

Magical Blast (Attack Action; P/S):20d6+[[1,966,080d10+19d6] (via Reiatsu


Manipulation Artist (BD20C:TCZ))]+10,913 plus Bleed (1).

Ez'ki'l's Wand (Artifact Avatar (NB:Assimilated repeatedly (see previous)


and no longer exists apart from Ez'ki'l or his Artifact Avatars

(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

).); Length:9 in. (short, slender).; Flexibility: - (inflexible).; Wood:Ebony


(Deep Jet-black (glossy, umbral)).; Core:Dragonclaw (i.e. 1 of

Ez'ki'l's claws (NB:Discarded, regrown.).).; Powers:+2 to Curse, Counter-


Curse, and Transfiguration checks.; Special:The Magical

blast of a Dragon claw wand counts as piercing and/or slashing damage,


and each attack deals 1 point of bleed damage which

stacks. It can be stopped with a DC 85 heal check or any healing spell.;


NB:Ez'ki'l has made similar, nonArtifact, nonAvatar

wands for Celesta, Tressym, Trylla, and Trollux. Their lengths, flexibilities,
woods, and personalities are different.

However, their cores (i.e. Dragonclaw (i.e. 4 of Ez'ki'l's claws


(NB:Discarded, regrown.).).) and powers

are identical.); NB:Ez'ki'l's Wand, having been repeatedly assimilated (see


previous), has

far greater power than even The Elder Wand (HPD20).

CL:6,667th SL:0-E (NB:Casting DC = 5 + 1/2 SL (round up) + (2*PP cost


for Erudite (C.S.t.P.(T.M.E.:E.C.IV))).) SS DC:6,557+*SL

NB:HPD20 Wizards typically know far fewer spells than


Pathfinder Wizards. However, they NB:*Max:10 (E).

can cast them, typically as a Standard Action, at will w/No


SP cost and w/o foci or material

components. HPD20 Wizards normally require a wand, as


well as verbal components

to cast their spells unless they have the Non-verbal and


Wandless Magic abilities.
HPD20 Wizards are treated as having Spell Mastery for
every spell they learn.

Learns 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

of Ki, etc.) as differentiated (arcane, etc.), semidifferentiated (arcane and


divine, etc.), and undifferentiated (arcane, divine, and

psionic)) spells.; NB:See Convert Spell to Power (see The Mind's


Eye:Expanded Classes, Part Four) & Unearthed Arcana.

*Ki is a base form (raw and undifferentiated) of occult (magical/psionic)


power, essentially the source of magic (arcane/divine)

and psionics. Ki techniques converted to spells, etc. function no differently


than they did before the conversion. They simply.

become differentiated (arcane, etc.), semidifferentiated (arcane and divine,


etc.), or undifferentiated (arcane, divine, and

psionic) spells, etc. Technique Resistance is S/PR. Thus, S/PR is as effective


vs. ki techniques as it is vs. spells

/powers.

--------------------------------------------------------------------------------------
------------------------------------------------------------------------

Special (Prestige Class (2,000):Agent of Death (Inc.), Assassin (PRG:CR),


Astral Dancer (Planar Handbook), Astral Zealot (Hyperconsciousness),
Barrister of The Nine (The Tomes), Black Chorister (i.e. Divine P.Bard
(Unearthed Arcana; Var.:Divine (NB:Applied to Archivist (Black Sage (Op.II)
(Inc.)).), Harbinger (DR337).).; Errata:Gains suggestion normally.;
NB:Pathfinder conversion.), Boatman of The Styx (The Tomes), Butcher
(Strategists & Tacticians), Chronomancer (N.b.o.T.), Crystal Lorewarden
(Crystal Lorewarden), Dark Wizard (HPD20), Death Knight (The Tomes),
Demon Samurai (The Tomes), Dragon Overlord (Inc.), Dread Emperor (Inc.),
Duelist (HPD20), Godking (Inc.), Harbinger of Endings (Inc.), Iaijutsu Master
(Iaijutsu Master (Oriental Adventures), Epic Iaijutsu Master (Epic
Insights:Epic Swordfighters)), Initiate of The Black Tower (The Tomes), Lord
of The Damned (The Tomes), Master of The Seven Necromantic Mysteries
(The Tomes), Mastermind (Inc.), Omnimind (Inc.), Psion Uncarnate (Psionics
Unleashed), Scion of Sorrow (Inc.), Seeker of The Lost Wizard Traditions
(The Tomes), Shigmaa (Ptolus), Skindancer (The Tomes), Soul Merchant
(The Tomes), Speaker For The Dead (The Tomes), Temporal Guardian
(N.b.o.T.), Temporal Wanderer (Inc.), Transfiguration Master (HPD20),
Unmage (Inc.), Unreal (Inc.), Veneficus Optima (Inc.), Venerated Sage
(Inc.), Visceral Metabolist (The Mind Unveiled), Wandmaker (HPD20),
Windrider (HPD20).; NB:Epic level progressions follow E.L.H. patterns. Epic
Pathfinder (or equiv.) is used for Specials (NB:Exclusively for Pathfinder
classes.) and Bonus Feats, if any. The remainder is ignored.):

- Agent of Death (100):Crippling Strike 2/Attack, Slay, Cat and Mouse


1/Encounter, Bonus Feat, Canny Slaughter 1/Round, True Death (10),
Crippling Strike 4/Attack, Cat and Mouse 2/Encounter, Bonus Feat, Canny
Slaughter 2/Round, True Death (100)/Agent of Death:Bonus

Feat (x20), Canny Slaughter (20/round), Cat and Mouse (20/encounter),


Crippling Strike (40 (or 20)), Slay (+50d6), True Death

(1,000,000,000,000,000,000) 231

100

- Assassin (10):*Sneak Attack +1d6,*Death Attack, Poison Use, +1 Save


Bonus Against Poison, Uncanny Dodge,*Sneak Attack +2d6,

+2 Save Bonus Against Poison, Hidden Weapons,*True Death, Improved


Uncanny Dodge,*Sneak Attack +3d6, +3 Save Bonus

Against Poison,*Quiet Death,*Sneak Attack +4d6, +4 Save Bonus Against


Poison, Hide In Plain Sight,*Sneak Attack +5d6,

*Swift Death, +5 Save Bonus Against Poison,*Angel of Death

110

NB:*These stack w/Assassin (The Tomes) Death Attack, etc. class features.

- Astral Dancer (10):Relative Altitude, Evasion (no gravity), Improved


Maneuverability, Evasion, Astral Dodge +2 (+1), Improved Evasion (no
gravity), Astral Agility, Improved Evasion, Improved Maneuverability, Astral
Dodge +4 (+2), Lightning Speed

120

- Astral Zealot (10):Ectopic Suit, throw ectoform, Conjoin Ectoform, Upgrade


Construct, Ectopic Proficiency, Improved Ectoform, Ectopic Expertise,
Metacreative Latency, Ectopic Mastery, Advanced Ectoform, Ectopic
Dispersion

130

- Barrister of the Nine (10):Seal the Contract, corner office, Immunity Deal,
Penalized, pacts, Contractual Obligations, Proof of Payment, Inheritance
Clause, Loophole

140

- Black Chorister (100):Bardic Knowledge, Bardic Performance, Countersong,


Distraction, Fascinate, Instill Fear -1, Spells (access), Versatile Performance,
Well-versed, Encourage Failure -2, Instill Fear -2, Lore Master 1/Day,
Suggestion, Versatile Performance, Encourage Failure

-3, Dirge of Doom, Dishearten, Jack-of-all-Trades, Versatile Performance,


Encourage Failure -4, Instill Fear -3, Lore Master 2/Day, Dirge

of Binding, Frightening Tune, Versatile Performance, Encourage Failure -5,


Drain Prowess, Instill Fear -4, Lore Master 3/Day, Mass Suggestion, Versatile
Performance, Encourage Failure -6, Deadly Performance/Epic Black
Chorister:Bonus Class Feat (x45),

Encourage Failure (-50), Epic Performance (x23), Instill Fear (-21), Lore
Master 18/Day 266

240

Versatile Performance (5):Expanded Versatility (x4; Sing (x4)), Sing (Bluff,


Diplomacy,*Disguise, Handle Animal, Intimidate,

Sense Motive).; NB:*Ez'ki'l uses this to disguise his voice.

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)

dependant on the target('s/s') current condition.), Op.VII (x3))

240

- Boatman of the Styx (88):Safe Passage, Stygian Blood, River-born, Sneak


Attack +1d6, Stygian Tears, River-marked, Sneak Attack +2d6, Kiss of
Lethe, Eternal Boatman, Sneak Attack +3d6, Bonus Feat, Knowledgeable,
Sneak Attack +4d6, Stygian Tributary, Xirfilstyx Dance, Sneak Attack
+5d6/Epic Boatman of The Styx:Bonus Feat (x39), Sneak Attack (x44d6)

328

- Butcher (10):Numbing Sever, Second Chop, Sickening Slice, Painful


Severing, Disarming Sever, Sever Cleave, Dazing Slice, Sever Artery, Double
Sever, Stunning Sever 267
338

- Chronomancer (100):Spell Knowledge, Chronomancer Specialist (+1),


Chronomancer Specialist (+2), Chronomancer Specialist (+3), Chronomancer
Specialist (+4)/Epic Chronomancer:Bonus Feat (x22), Chronomancer
Specialist (+49)

438

- Crystal Lorewarden (10):Lore, Secret, Secret, Master Encoder, Secret,


Knowledge Stone, Secret, The Lore of Many, Secret

448

Secrets:Expand Mind, Hidden Reserves, Mastery of Form, Power Mastery,


Power Trigger 269

- Dark Wizard (10):Negative Energy +2, Influence (1/day), Bonus Feat,


Negative Energy +3, Influence (2/day), Negative Energy +4, Bonus

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

NB:*i.e. Domain(s)/Sphere(s) (Inc.).

*Channel Entropy:6,707th (Com. ( ∞ /Day; Burst (Blast):3,353d20+70


(N.E.).; Touch:13,414d20+70)).

NB:*Channel Entropy and Lich Touch are intertwined (i.e. they're


essentially the same ability.).

Burst (Blast (1/4; 400 ft. (+40 ft./HD/L)


r.)):(100×2÷4)+((200+20+6,337+50)÷2)=3,353d20.

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

and subdomains. Use PRD.'Inc."Concealment & Secrets domain and


subdomains.¡Ultimate

Psionics.¡¡The Gods of Porphyra.°Song of Fear (see Harbinger (see below)).

Spheres:Bone, Cold, Heresy.

- Demon Samurai (5):Mantle of the Dark One, Code of Conduct, Face of


Evil,'Talons,*Sphere, Usurp the Darkness 274

468

NB:'Treat Multiattack and the benefits thereof as a feat and special abilities.
It scales normally.

*i.e. Domain(s)/Sphere(s) (Inc.).

*Channel Entropy:6,707th (Com. ( ∞ /Day; Burst (Blast):3,353d20+70


(N.E.).; Touch:13,414d20+70)).

NB:*Channel Entropy and Lich Touch are intertwined (i.e. they're


essentially the same ability.).

Burst (Blast (1/4; 400 ft. (+40 ft./HD/L)


r.)):(100×2÷4)+((200+20+6,337+50)÷2)=3,353d20.

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

and subdomains. Use PRD.'Inc."Concealment & Secrets domain and


subdomains.¡Ultimate

Psionics.¡¡The Gods of Porphyra.°Song of Fear (see Harbinger (see below)).

Spheres:Bone, Cold, Heresy.

- Dragon Overlord (100):Draconic Magic I, Ruler of Dragonkind, Presence of


the Dragon 1/encounter, Bonus Feat, Commandeer Spell 1/round, Draconic
Fury (1), Draconic Magic II, Presence of the Dragon 2/encounter, Bonus Feat,
Commandeer Spell 2/round, Draconic Fury (2)/Dragon Overlord:Bonus Feat
(x20), Commandeer Spell (20/round), Draconic Fury (20), Draconic Magic
XX, Presence of the Dragon 20/encounter 579

568

- Dread Emperor (100):Overwhelming Swarm -1, Unending Legions, Dark


Tactician 1/encounter, Bonus Feat, Emperor’s Plague 1d6, Undying Avatar
(1), Overwhelming Swarm -2, Dark Tactician 2/encounter, Bonus Feat,
Emperor’s Plague 2d6,'Undying Avatar (2)/Dread Emperor:

Bonus Feat (x20), Dark Tactician (20/encounter), Emperor's Plague (20d6),


Overwhelming Swarm (-20), Undying Avatar (20),

Unending Legions (100 HD) 589

NB:Dire [Half-Armathrax/Half-Dragon (Species:Void.)]s are Ez'ki'l's


"favored" Undying Avatars.

668

- Duelist (5):Evasion, Improved Disarm, Dualcast, Improved Spellcasting,


Heightened Senses, Skilled Duelist 291

673

- Godking (100):Absolute Authority 1/round, Godking’s Subjects, Attract the


Masses x2, Bonus Feat, Godking’s Blessing (1 level), Attract Viceroy (1),
Absolute Authority 2/round, Attract the Masses x3, Bonus Feat, Godking’s
Blessing (2 levels), Attract Viceroy (2)/Godking:

Absolute Authority (20/round), Attract the Masses (x21), Attract Viceroy


(20), Bonus Feat (x20), Godking's Blessing (20 levels)

773

- Harbinger of Endings (100):Envoy of the End, Twisted Servitude (1


outsider), Destruction’s Embrace 1/round, Bonus Feat, Glimpse the End
1/encounter, Apocalyptic Might (2 epic spells), Twisted Servitude (2
outsiders), Destruction’s Embrace 2/round, Bonus Feat, Glimpse the

End 2/encounter, Apocalyptic Might (3 epic spells)/Harbinger of


Endings:Apocalyptic Might (21 epic spells), Bonus Feat (x20),

Destruction's Embrace (20/round), Glimpse the End (20/round), Twisted


Servitude (20 outsiders) 307

873

- Iaijutsu Master (100):Weapon Finesse, Canny Defense, Lightning Blade,


Bonus Feat, Strike from the Void,'One Strike, Two Cuts', Bonus

Feat, Strike With No Thought/Epic Iaijutsu Master:Bonus Feat (x45), Echoes


of the Edge 30/Day, Spirit Strike 30/Day 318

973

- Initiate of the Black Tower (10):Access to the Registrar, Binding Sense,


dispel the chains of service, Marks of the Black Tower, true scrying, usurp
services, share name, Calling Ruse, unnamed, recall the servant, Master of
the Black Tower

983

- Lord of the Damned (10):*Commanding/Turning, Lord of the Damned


Creation Feat, Aura of Evil, Train Undead, Lord of the Damned Creation Feat,
The Hunger Denied, Lord of the Damned Creation Feat, Heel to the Master,
Lord of the Damned Creation Feat, Parade of Atrocities,

Lord of the Damned Creation Feat, The Obsession 324

993

NB:*Gains the ability to Convert uses of Channel N.E. to uses of Channel


P.E. and gains Turn Undead as a bonus feat.

- Master of the Seven Necromantic Mysteries (7):Master of


Necromancy,*First Mystery:Secrets of Commanding, Second Mystery:Secrets
of Necromantic Spells, Third Mystery:Secrets of Negative Energy, Fourth
Mystery:Secrets of Undead Creation, Fifth Mystery:Secrets

of Life:Draining, Sixth Mystery:Secrets of the Soil, Seventh Mystery:Secrets


of Eternal Life 325

1,000

NB:*Gains the ability to Channel N.E. and gains Command Undead as a


bonus feat.

- Mastermind (100):Layered Truth I, Puppet Master, Never There


1/Encounter, Bonus Feat, Mastermind's Ward (personal), Countermeasures
1/Round, Layered Truth II, Never There 2/Encounter, Bonus Feat,
Mastermind's Ward (personal + 1 target)/Mastermind:Bonus Feat (x20),
Countermeasures (20/round), Layered Truth XX, Mastermind's Ward
(personal + 19 targets), Never There (20/encounter) 341

1,100

- Omnimind (100):Mental Prowess, Flowing Augmentation 4, Mind Over


Matter (1/2), Bonus Feat, Collective Consciousness 1/encounter, Psionic
Master (1), Flowing Augmentation 8, Mind Over Matter (1/3), Bonus Feat,
Collective Consciousness 2/encounter, Psionic

Master (2)/Omnimind:Bonus Feat (x20), Collective Consciousness


(20/encounter), Flowing Augmentation (80), Mind

Over Matter (1/21), Psionic Master (20)

- Psion Uncarnate (10):Matter-Bound, Shed Body, Incorporeal Touch (1d6,


3/Day), Uncarnate Armor, Assume Equipment, Assume Likeness, Incorporeal
Touch (4/Day), Incorporeal Touch (2d6), Parting The Veil, Hide Mind,
Incorporeal Touch (5/Day), Psionic Talent, Telekinetic

Force, Incorporeal Touch (3d6, 6/Day), Rend The Veil, Uncarnate Bridge,
Incorporeal Touch (7/Day), Uncarnate

1,110

- Scion of Sorrow (100):*Entity of Loss, What’s Done is Done, Futility


1/Round, Bonus Feat, Blade of Broken Dreams 1/Encounter, Unending
Existence I, What’s Done is Done, Futility 2/Round, Bonus Feat, Blade of
Broken Dreams 2/Encounter, Unending Existence II/Epic Scion

of Sorrow:Blade of Broken Dreams (20/encounter), Bonus Feat (x20), Futility


(20/round), Unending Existence XX (200/round; 40,000
hp), What's Done is Done (x20)

1,210

NB:*Unlike typical Scions of Sorrow, Ez'ki'l IS (retains) his soul and all of
this class's beneficial class features.

Furthermore, None of this class's features are ever detrimental (or a


hindrance) to him. However, his What's

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.

What's Done is Done (#0):As a child, Ez'ki'l (accidentally) destroyed (and


rectified) his sister.

What's Done is Done (#1): - .

- Seeker of the Lost Wizard Traditions (7):Spell Reflection, Scroll


Preparation,*Uncapped Magic, Burst Conservancy, Harvest Magic, Expanse of
the Sky, Temporary Portal, Unbreachable Stone Defense

NB:*This brings magical spells more in line w/psionic powers.

1,217

- Shigmaa (10):Second Chance, Call of Death 1/Day, Necromantic Lore,


Secrets of the Dead, Reap the Living, Love of the Dead, Secrets

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

Scarification:Ez'ki'l's skeleton has been artistically carved. This is concealed


by his "flesh" and is unhealable/irrepairable/etc. by any
power in creation. It inspires Empathy (DC:9,092.), Fanaticism
(DC:9,087.), and Fear (DC:9,087.), if/when revealed (Immediate

nonaction).

- Skindancer (10):Wear Skin, Taking Lives, Likeness, Death Attack, Flexible


Hide, Hide the Evidence, Fill the Shell, Aura Steal, Art of Preservation, Skin
Reincarnation, Skin Puppets

1,237

- Soul Merchant (8):Extract Soul, Extended Contract, Escort to the


Promenade, Craft Soul Contract, Soulless Spawn, Bargain, Notable
Investments (Liches' Favor), Credit, Lifetime Warranty

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

of the Dead, Revenge of the Fallen, Avenging Souls, Library of Lost


Memories, Usurp Death’s Kingdom, Vengeance of the Dead

1,255

- Tainted Scholar (10):Blood Component, Level Advancement, Tainted


Spellcasting, Taint Suppression, Secret, Lore, Secret, Outré Lore, Secret,
Aberrant Lore, Secret, Herretical Lore, Secret

1,265

Secrets:Blooded Metamagic, Bloodseeking Spell, Stanch, Thicker Than


Water, Wholesome Corruption

NB:These are the secrets Ez'ki'l teaches others. Blooded Metamagic,


Stanch, and Thicker than water

are useless to him. Ez'ki'l's Flesh (see previous) has blood, however, it has
no Constitution score.

- Temporal Guardian (100):Bonus Save, Detect Time Disturbance, Prestige


Domain, Aura of Terror, Cancel Time Disturbance (1/day), Cancel Time
Disturbance (2/day), Cancel Time Disturbance (3/day)/Epic Temporal
Guardian:Bonus Feat (x22), Cancel Time Disturbance (33/day)

1,365
Archetype:Tyrannus Tempore (i.e. LE, rather than LN. Gains Aura of Terror
(Inc.), rather than Aura of Courage.).

- Aura of Terror:A Tyrannus Tempore is immune to fear starting at 2nd


level as well. However, instead of giving

allies a save bonus vs. fear effects, he can radiate fear, 10 ft. r., as an
Immediate nonaction, at will, and the

save DC improves (increases) by +4 for every Tyrannus Tempore (inc. the


first Tyrannus Tempore)

whose Aura of Terror overlaps a victim's space. The save DC is Charisma-


based.

This ability replaces a Tyrannus Tempore's Aura of Courage ability.

- Temporal Wanderer (100):Confer With Future (1 week), Eternal Wanderer,


Delay The Inevitable 1/encounter, Bonus Feat, Stretch Time I, Browse
Timelines (2 timelines), Confer With Future (2 weeks), Delay The Inevitable
2/encounter, Bonus Fest, Stretch Time II, Browse

Timelines (3 timelines)/Temporal Wanderer:Bonus Feat (x20), Browse


Timelines (21 timelines), Confer With Future (20 weeks),

Delay The Inevitable (20/encounter), Stretch Time XX

- Transfiguration Master (5):Bonus Transfiguration, Out of Nothing, Extend


Transfiguration, Combat Transfiguration, Animagus, Ease of Use,

Transfigure Counterspell, Enduring Transfiguration 353

1,370

- Unmage (100):Momentary Suppression (1), Unravel Dweomers, True


Counterspell 1/encounter, Bonus Feat, Spell Immunity 1/round, Instant
Reversion (1 spell), Momentary Suppression (2), True Counterspell
2/encounter, Bonus Feat, Spell Immunity 2/round, Instant Reversion (2
spells)/Unmage:Bonus Feat (x20), Instant Reversion (20 spells), Momentary
Suppression (20), Spell Immuniy 20/round, True

Counterspell (20/encounter), Unravel Dweomers

- Unreal (100):Actualize I, All An Illusion, Disbelieve Harm 1/Round, Bonus


Feat, Fictionalize I, Sensory Control (1 set of perceptions), Actualize II,
Disbelieve Harm 2/Round, Bonus Feat, Fictionalize II, Sensory Control (2 sets
of perceptions)/Unreal:Actualize XX,

Bonus Feat (x20), Disbelieve Harm (20/round), Fictionalize XX, Sensory


Control (20 sets of perceptions)

1,470

- Veneficus Optima (100):Multispell (1), True Arcanist, Efficient Researcher


x1, Bonus Feat, Practiced Metamagic (4), Master of the Arcane

(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.

- Venerated Sage (100):Combat Evaluation +8, Master of Knowledge,


Prepare For Anything (1 action), Bonus Feat, Uncanny Senses 50 ft., Harmful
Truths 1/Round, Combat Evaluation +12, Prepare For Anything (2 actions),
Bonus Feat, Uncanny Senses 100 ft., Harmful Truths 2/round/Venerated
Sage:Bonus Feat (x20), Combat Evaluation (+84), Harmful Truths
(20/round), Master of Knowledge (+500),

Prepare For Anything (20 actions), Uncanny Senses (1,000 ft.) 385

1,670

- Visceral Metabolist (10):Flow of Flesh and Bone (self), Boneclaws (1d4),


Redundancy (25%), Body Receptacle, Bone Armor (studs), Flow

of Flesh and Bone (unattended), Change Shape, Redundancy (50%), Bone


Armor (plates), Bonesword, Flow of Flesh and Bone (willing),

Flow of Flesh and Bone (combat/unwilling), Redundancy (75%), Bone Armor


(spikes), Flow of Flesh and Bone (healing), Combat

Form, Redundancy (immune)

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

Iron or, as appl., Adamantine respectively, as this prestige class always


makes flesh and bone, regardless of its var., stronger, never
weaker. Furthermore, Combat Form increases your height by 6.25%, rather
than 50%, as an increase of 50% increases your

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

horror, an armored knight, etc.).

- Wandmaker (10):Wand Identification, Craft Wand, Wandlore +2, Dual


Ability, Unlocking The Core, Wandlore +4, Master Crafter, Triple

Ability, Wandlore +6, Block Wands, Master's Wand

NB:Wands in HPD20 = (+1/wand ability; plus +2 for unlocked core; plus +5


for master's wand) weapons for all purposes

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

blasts, etc.), rather than enchanted crossbow bolts.). Resultantly, weapon-


related abilities function normally.

However, such enhancements are extremely rare and probably outlawed by


The Ministry of Magic.

Errata:The following Errata completes the Wandmaker:

- Triple Ability:As Dual Ability, exc. Triple (self-explanatory).

- Master Crafter:Your wand crafting costs and times are halved.

At 10th level, your wand crafting exp. costs become zero.

- Block Wands:You gain Spell Resistance = 10 + your charac-

ter level vs. wanded magic.

At 10th level, you gain Immunity to Magic vs. wanded magic.

Add., you gain Spell Resistance = 10 + your character level.

- Master's Wand:Your wand can't be used by anyone else.


Add., you can craft this quality into others' wands.

- Windrider (10):Aerial Reflexes +2, Windrider Apprentice, Bonus Feat, One


With The Broom, Aerial Reflexes +4, Bonus Feat, Windrider

Journeyman, Aerial Reflexes +6, Bonus Feat, One With The Air, Aerial
Reflexes +8, Bonus Feat, Windrider Master, Aerial Reflexes

+10, One With The Winds, Windrider Adept 389

1,700

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------------------------------------------------------------------------

Special (Prestige Paths (200):Adjucha (BD20C), Ancient Vastro Lorde


(BD20C:TCH), Arch-Arrancar (BD20C:ELH), Arrancar (BD20C), Cero
Specialist (BD20C:TCH), Cruor Imbido (BD20C), Hueco de Dios
(BD20C:TCH), Neo-Arrancar (BD20C:TCH), Perfect Hybrid (BD20C:TCH),
Shinigami Hunter (BD20C:TCH), Soul Sucker (BD20C:TCB), Techno Hollow
(BD20C:TCH), Vastro Lorde (BD20C), Veteran Vastro Lorde (BD20C:TCH).;
NB:Epic level progressions follow E.L.H. patterns. Epic Pathfinder (or equiv.)
is used for Specials (NB:Exclusively for Pathfinder classes.) and Bonus Feats,
if any. The remainder is ignored.):

- Adjucha (5):Devour, BF, Summon Hollow, BF, Hollow Swarm

- 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)

- Heuco de Dios (5):Divine Power, BF and HGP,'Divine Heritage, BF and


HGP,*Forced Torpor

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

he became a True Death God.*Ez'ki'l can Trump these immunities.

- 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

NB:Ez'ki'l constructs "husks" identical to his own corporeal self in every


conceivable way save one. They can

be destroyed, etc.; albeit; temporarily; as he'll just rebuild/recreate them.


Occasionally Ez'ki'l manufacturers

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

- Neo-Arrancar (5):Neo-Resurreccion, BF, Defensio Rapido, BF, Perfect Neo-


Resurreccion

- Arch-Arrancar (40):Resurreccion:Segunda Etapa, HGP, Cero Oscuras, HGP,


Hyper-Evolution, HGP,

Overwhelming Malevolent Aura, HGP, Undying Malevolence, HGP/Arch-


Arrancar:BF (x15), HGP

(x15)

- Perfect Hybrid (5):Constant Evolution, BF, Eldritch Cero, BF,*Immortal


Subtype

NB:Ez'ki'l IS eff. a complete Hogyoku and IS his Own Master.

*Ez'ki'l can Trump these immunities.

--------------------------------------------------------------------------------------
------------------------------------------------------------------------

Base 50

Race 37

Armathrax 2

Dark Lord 8

Eldritch 12

Dementor 1

Thestral 1

Mythic 5

Class 1,172

(inc. Bloodline, etc.)

Misc. 26
(inc. Domain, etc.)

Anoxia 1,296

Multifaceted 720

P.:Entropy. 1

BD20C 5+42+200-200+76+74=197

(Eff. HD 200 for prestige path feat (1/HD/L) purposes only)

NB:BF (x1) = BF (x2) as standard for BD20C

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.

BD20C Feats (307):Agent (Shinigami) (x2; Attack:Souledge (Zanpakutou)


(x2; +19d6).) (BD20C:AG (BD20C)), Bounto (Attack:Bite (Bite+19d6;
NB:Concealable (extendable/retractable (i.e. morphic.); Immediate
nonaction).).; NB:Ez'ki'l has no Reflection or Shadow.) (BD20C), Broken
(Attack:Unarmed Strike (Unarmed Strike+19d6).) (BD20C:BTV), Hollow (x2
(overlap); Attack:Claw (Claw+19d6; NB:Concealable (extendable/retractable
(i.e. morphic.); Immediate nonaction).), Unarmed Strike (Unarmed
Strike+19d6).; Base HGPs:200.; NB:Ez'ki'l has no Hollow Hole or Hollow
Mask.) (BD20C), Yotogi (Attack:Divine Blast (Unarmed Strike+19d6 (+19d10
(via Superior Blast (BD20C:TDW)).)).) (BD20C:TDW); Advanced Healing
Kicker (BD20C:D&S), Advanced Reiatsu Burst (BD20C), Advanced Reiatsu
Healing (BD20C), Advanced Unarmed Strike (BD20C), Alive (NB:Formerly.;
Special:Undead [Dragon [Outsider [[Aberration], [Construct]]]];
Special:Ez'ki'l's pentuple Types are listed in a heirarchy of importance. He
uses whichever type(s) (is/are) most beneficial in any/all given situations.)
(BD20C), Alternate Zanpakutou Form (x1; Special:Ez'ki'l's Armory (see
previous).) (BD20C:TCEU), Awaken Zanpakutou Spirit (BD20C:D&S),
Blooded (x2) (BD20C), Blurring Flash Step (BD20C), Boost (x2; Str, Dex, - )
(BD20C:D&S), Bountiful Harvest (BD20C), Burst of Speed (BD20C:D&S),
Cartwheel Dodge (BD20C:D&S), Cero Bullrush (BD20C:D&S), Clairsentience
(BD20C:TDW), Combat Acrobatics (BD20C:D&S), Combat Martial Arts
(BD20C), Constant Release (BD20C), Control Awakened Zanpakutou
(BD20C:D&S), Daitei (BD20C:TCMA), Deadly Touch (BD20C:D&S), Defensive
Skill Focus (Fortitude (+25), Reflex (+25), Will (+25)) (BD20C), Delayed
Incantation (BD20C), Diehard (BD20C), Dodge (x1) (BD20C), Double
Incantation (BD20C), Double Reiatsu Aura (BD20C), Eerie Gaze
(BD20C:TCH), Efficient Demon Magic (BD20C:D&S), Eishohaki (x1) (BD20C),
Eldritch Taint (BD20C:TCH), Endurance (BD20C), Enhanced Hierro
(BD20C:TCH), Enlightened (x1) (BD20C), Eternal Shunko (x4; acid, cold,
electricity, sonic; NB:Any/all (Selective (Immediate nonaction)).)
(BD20C:TCEU), Far Step (BD20C), Fearsome Foe (BD20C:TCH), Flash Step
Afterimage (BD20C), Flash Step Anticipation (BD20C), Flash Step Decoy
(BD20C), Flash Step Defense (BD20C), Flash Step Evasion (BD20C), Flash
Step Invisibility (BD20C), Flash Step Spring Attack (BD20C), Flurry of Blows
(BD20C), Forge Zanpakutou (BD20C:TCEU), Frightful Presence (BD20C),
Gisei (BD20C:TCMA), Great Fortitude (BD20C), Great Telepathy
(BD20C:TDW), Greater Blast (BD20C:TDW), Greater Cero (x5)
(BD20C:TCH), Greater Burst of Speed (BD20C:D&S), Greater Constant
Release (BD20C), Greater Flurry of Blows (BD20C), Greater Healing Kicker
(BD20C:D&S), Greater Life's Blood (BD20C:D&S), Greater Shunko
(BD20C:D&S), Greater Telepathic Link (BD20C:TDW), Greater Yotogi Sight
(x7; 80%) (BD20C:TDW), Hakudo Adept (BD20C), Hands of Mercy
(BD20C:AG:TOP), Healing Boost (BD20C:D&S), Healing Kicker (BD20C:D&S),
High Pain Tolerance (BD20C:D&S), Hollow Growth Power (x62;
T.HGPs:2,200.; T.Eff.HGPs:2,200.) (BD20C), Hollow Mage (x2)
(BD20C:TCH), Hollow Paragon (Inc.), Hollow Within (i.e. Inner Hollow
(HGPs:+100.) (BD20C).), Hyper-Leaping (x5) (BD20C:TDW), Hyper Mach
Punch (BD20C:D&S), Improved Agile Riposte (BD20C), Improved Aura (x1)
(BD20C), Improved Clairsentience (BD20C:TDW), Improved Burst of Speed
(BD20C:D&S), Improved Defenses (BD20C), Improved Efficient Demon Magic
(BD20C:D&S), Improved Flash Step (BD20C), Improved Flash Step Evasion
(BD20C:D&S), Improved Initiative (BD20C), Improved Life's Blood
(BD20C:D&S), Improved On The Rails (BD20C:D&S), Improved Reiatsu
Capacity (x1) (BD20C), Improved Shunko (BD20C:D&S), Improved Spider's
Anticipation (x1) (BD20C:TDW), Improved Web (BD20C:TDW), Incredible
Flash Step (BD20C), Incredible Natural Attack (BD20C:D&S), Increased Flash
Step (BD20C), Inner Strength (BD20C), Iron Will (BD20C), Jumpscare
(BD20C:TCH), Kentate (BD20C), Kido Focus (x1) (BD20C), Kido of
Opportunity (x1) (BD20C), Kido Shaping (BD20C), Kitetisism (x4)
(BD20C:TDW), Life's Blood (BD20C:D&S), Lightning Reflexes (BD20C), Living
Shinigami (NB:Formerly.; Special:Undead [Dragon [Outsider [[Aberration],
[Construct]]]]; Special:Ez'ki'l's pentuple Types are listed in a heirarchy of
importance. He uses whichever type(s) (is/are) most beneficial in any/all
given situations.) (BD20C), Mach Punch (BD20C:D&S), Manifester (Erudite
(Black Sage); Powerscore:12,685.; Powerscore Modifier:+6,337.; Reiatsu: ∞
(via Lord of Mentalism (cosmic), etc.).; Maximum Reiatsu Expenditure (CL
(6,667th (see previous)) x 9.5 (i.e. 0th ( - ); 1st (1 PP/SP = 10 RP); 2nd+ (1
PP/SP per PL/SL after 1st = 20 RP per PL/SL after 1st).; NB:Psionic
limitations.)/Reiatsu Rules Use:63,336.; Powers 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 of Ki, etc.) as differentiated (arcane, etc.),
semidifferentiated (arcane and divine, etc.), and undifferentiated (arcane,
divine, and psionic)) powers (via Mental Messiah (cosmic), etc.).) (Inc.),
Maskless (BD20C:TCH), Melee Mastery (x3; B, P, S) (BD20C:D&S), Menacing
Presence (Any (Str, Dex, Int, Wis, or Cha; i.e. 10+Taint Score (via Tainted
Prince, etc.).)) (BD20C:TCH), Metacreativity (BD20C:TDW), Mobility
(BD20C), Molting Cicada (BD20C:D&S), No Doll (BD20C:CB), Oceanic
Spiritual Pressure (BD20C:D&S), Oldblood (x3; Awakened Zapakutou
(NB:Ez'ki'l has all of Ez'ki'l's Arsenal's Traits (see previous).) (BD20C), Oni
(NB:Oni in BD20C inc. Daemons, etc..) (BD20C:LN&TOC), Uiba
(BD20CTDW)) (BD20C), On The Rails (BD20C:D&S), Overbearing Reiatsu
(BD20C), Overwhelming Reiatsu (BD20C), Perfect Reiatsu Healing (BD20C),
Pommel Strike (BD20C:TCMA), Powerful Flash Step (BD20C), Powerful
Reiatsu (BD20C), Ranged Mastery (x3; B, P, S) (BD20C:D&S), Reiatsu
Authoratative Aura (BD20C), Reiatsu Bullrush (BD20C), Reiatsu Burst
(BD20C), Reiatsu Counterspelling (BD20C), Reiatsu Crash (BD20C:D&S),
Reiatsu Defensive Aura (BD20C), Reiatsu Energy Aura (x4; acid, cold,
electricity, sonic; NB:Any/all (Selective (Immediate nonaction)).) (BD20C),
Reiatsu Flash (BD20C), Reiatsu Healing (BD20C), Reiatsu Healing Aura
(BD20C), Reiatsu Heightened Sense Aura (BD20C), Reiatsu Manipulation
Artist (BW+19d6) (BD20C:TCZ), Reiatsu Power Aura (BD20C), Reiatsu
Resistance (x4; acid, cold, electricity, sonic) (BD20C), Reiatsu Shield
(BD20C), Reiatsu Shielding Aura (BD20C), Reiatsu Strike (BD20C), Reiatsu
Striking Aura (BD20C), Reiraku Hunter (BD20C), Resilience (BD20C:D&S),
Ruthless Interogation (BD20C:TCH), Ryote Hanzai (BD20C:TCMA), Sanctuary
of the Yotogi (BD20C:TDW), Senka (BD20C), Shrouded Reiatsu (BD20C),
Shunko (x4; acid, cold, electricity, sonic; NB:Any/all (Selective (Immediate
nonaction)).) (BD20C:TCEU), Shunpo (BD20C:TCMA), Signature Reiatsu
(Spirits (esp. Fiends (Undead, etc.), etc.)) (BD20C), Skill Affinity (Acrobatics,
Climb) (BD20C), Sonido Permanente (BD20C:TCH), Sonido Remanente
(BD20C:TCH), Spellcaster (Archivist (Black Sage); Spellscore:12,685.;
Spellscore Modifier:+6,337.; Reiatsu: ∞ (via Lord of Magic (cosmic), etc.).;
Maximum Reiatsu Expenditure (CL (6,667th (see previous)) x 9.5 (i.e. 0th ( -
); 1st (1 PP/SP = 10 RP); 2nd+ (1 PP/SP per PL/SL after 1st = 20 RP per
PL/SL after 1st).; NB:Identical to Psionic limitations.)/Reiatsu Rules
Use:63,336.; Spells Known: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 of Ki, etc.) as differentiated (arcane, etc.), semidifferentiated (arcane
and divine, etc.), and undifferentiated (arcane, divine, and psionic)) spells
(via Magical Messiah (cosmic), etc.).) (Inc.), Spider's Anticipation
(BD20C:TDW), Spider's Sense (BD20C:TDW), Strike The Weak Spot
(BD20C:TCMA), Sunken State (Prerequisites:Bluff 7 ranks, Shrouded
Reiatsu.) (BD20C:D&S), Super Leaping (BD20C:TDW), Super Mach Punch
(BD20C:D&S), Superior Blast (BD20C:TDW), Superior Flurry of Blows
(BD20C:TCMA), Superior Reiatsu Healing (BD20C), Superior Reiatsu Sensing
(x10) (BD20C), Superior Spider's Sense (BD20C:TDW), Superior Telepathic
Link (BD20C:TDW), Superior Zanjutsu Training (BD20C:TCZ), Supersonic
Strike (BD20C), Swift Cero (BD20C:D&S), Telepathic Link (BD20C:TDW),
Terrifying Reiatsu (BD20C), Tireless Shunko (BD20C:TCEU), Torturer
(BD20C:TCH), Transcription (BD20C:TDW), Transdimensional Technology
(BD20:TDW), Twin Flash Step (BD20C), Twisted Proxies (NB:Ez'ki'l's Twisted
("Majinized") Proxies, etc. gain a +6,337 bonus to each of their physical
ability scores.) (BD20C:TCH), Utsusemi (BD20C:TCMA), Velocity Gambit
(BD20C:D&S), Wall Walker (x1) (BD20C:TDW), Weapon Skill Focus (BD20C),
Weapon Skill Specialization (BD20C), Web Catch (x8) (BD20C:TDW), Web
Spinner (Spinnerette Locations:Mouth (concealed (subcutaneous (even
during use))), Wrists (concealed (subcutaneous (even during use)),
undersides).; Special:Alien resin (see previous).) (BD20C:TDW), Web
Swinger (BD20C:TDW), Yotogi Sight (BD20C:TDW), Zanjutsu Master
(BD20C), Zantezuken (BD20C); NB:Ez'ki'l is discretely protecting and
studying this reality.

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)

- Psionic Feats (41):Anxiety Trigger (B&S:PR), Attraction Trigger (B&S:PR),


Battle Plan (B&S:PR), Charm Person (B&S:PR), Clairaudience (B&S:PR),
Clairvoyance (B&S:PR), Danger Sense (B&S:PR), Domination (B&S:PR), Fight
Trigger (B&S:PR), Flight Trigger (B&S:PR), Foresight (B&S:PR), Future Sight
(B&S:PR), Levitation (B&S:PR), Lie Detector (B&S:PR), Mental
Communication (B&S:PR), Mind Blast (B&S:PR), Mind Crush (B&S:PR), Mind
Strike (B&S:PR), Mind Stun (B&S:PR), Perceive Danger (B&S:PR), Perceive
Outcome (B&S:PR), Precognition (B&S:PR), Precognitive Combat (B&S:PR),
Precognitive Dodge (B&S:PR), Precognitive Reflexes (B&S:PR), Psychic
Interrogation (B&S:PR), Rain of Objects (B&S:PR), Second Chance (B&S:PR),
Telekinesis (B&S:PR), Telekinetic Disarm (B&S:PR), Telekinetic Guide
(B&S:PR), Telekinetic Hand (B&S:PR), Telekinetic Hand II (B&S:PR),
Telekinetic Mastery (B&S:PR), Telekinetic Punch (B&S:PR), Telekinetic Shield
(B&S:PR), Telekinetic Shield II (B&S:PR), Telekinetic Slam (B&S:PR),
Telekinetic Sword (B&S:PR), Telekinetic Sword II (B&S:PR), Telepathy
(B&S:PR); Psyche: ∞ .

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.

HPD20 Feats (38):Advanced Occlumency, Aerial Caster, Aggressive Dueling,


Animagus (Lizard (Cordylus Niger); NB:Ez'ki'l enjoys this unassuming form
immensely.), Apparation, Combat Divination, Combat Transfiguration,
Defensive Duelist, Dualcast, Evasive Flyer, Fast Researcher, Greater Magical
Dueling, Improved Aerial Caster, Improved Magical Dueling, Magical Dueling,
Malevolence, Metamorphmagus, Natural Born Flyer, Occlumency, Powerful
Blast, Skill Focus (x16; Broomstick, Charms, Curses and Counter-Curses,
Divination, Knowledge (Astronomy), Knowledge (Charms), Knowledge (Dark
Arts), Knowledge (Herbology), Knowledge (Magical Creatures), Knowledge
(Magical History), Knowledge (Transfiguration), Knowledge (Wand Lore),
Potionmaking, Profession (Potionmaker), Profession (Wandmaker),
Transfiguration), True Seer, Weapon Focus (wand); NB:Ez'ki'l is discreetly
protecting and studying this reality.

Mythic Feats (8):Beauteous Visage (Testament), Command Undead


(PRG:Mythic Adventures), Divine Compass (Testament), Dual Path
(Archmage) (PRG:Mythic Adventures), 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:Mythic Adventures), Mythic Crafter (PRG:Mythic
Adventures), Mythic Spell Lore (PRG:Mythic Adventures), Turn Undead
(PRG:Mythic Adventures)

Poisoncraft Feats (38):Augment Toxic Spell, Bless Poison, Brew Antidote,


Brew Magical Poison, Brew New Poison, Brew Signature Poison, Burress Toxic
Spell, Cautious Combatant, Cautious Crafter, Cautious Handler, Cautious
Harvester, Chemist, Continue Poison, Degenerating Poison, Delay Poison,
Disguise Poison, Efficient Poisoncraft, Empower Poison, Extend Poison, Gird
Poison, Greater Venom Metapoison (x0 (x1-x36 (via Anyfeat (x36), etc.).);
Continue Poison, Disguise Poison, Extend Poison, Gird Poison, Quicken
Poison), Intensify Poison, Maximize Poison, Modify Exposure Risk, Modify
Poison Qualities, Mute Poison, Penetrating Poison, Polarizing Poison, Quicken
Poison, Reinforce Poison, Skilled Harvester, Strengthen Poison, Strengthen
Venom, Toxic Magician, Toxic Substitution, Toxicological Artisan,
Toxicological Focus (x1; All poison families (via Toxicological Mastery).),
Trapmaster, Venom Metapoison (x0 (x1-x36 (via Anyfeat (x36), etc.).);
Degenerating Poison, Empower Poison, Polarizing Poison, Withering Poison),
Withering Poison

Psionic Feats (36):Anticipate Power (Hyperconsciousness), Ascendent Power


(Inc.), Bypass Host (Inc.), Empower Power (Psionics Unleashed), Enlarge
Power (Psionics Unleashed), Expanded Knowledge (x1) (Psionics Unleashed),
Extend Power (Psionics Unleashed), Greater Psionic Endowment (Psionics
Unleashed), Heighten Power (Inc.), Improved Anticipate Power (Inc.), Mask
Signature (Inc.), Maximize Power (Psionics Unleashed), Opportunity Power
(Inc.), Personal Immunity (Inc.), Power Thematics (Spirits (esp. Fiends
(Undead, etc.), etc.)) (Inc.), Psicrystal Affinity (Psionics Unleashed), Psionic
Body (Psionics Unleashed), Psionic Endowment (Psionics Unleashed), Psionic
Fire (Inc.), Psionic Mastery of Anticipation (Inc.), Psionic Mastery of Elements
(Inc.), Psionic Mastery of Shaping (Inc.), Psionic Meditation (Psionics
Unleashed), Psionic Metabolism (NB:Psionic Feats are Reiatsu Feats.
However, not all Reiatsu Feats are Psionic Feats.) (High Psionics:Psionic
Feats), Psionic Reach (Inc.), Psionic Talent (Psionics Unleashed), Quicken
Power (Psionics Unleashed), Rapid Metabolism (Psionics Unleashed), Reactive
Anticipate Power (Inc.), Sculpt Power (DR287), Thanatopic Power (Inc.),
Threnodic Power (Inc.), Transdimensional Power (Complete Psionic), Unseen
Power (Inc.), Unstoppable Power (Inc.), Widen Power (Psionics Unleashed)

- Mind Blade Feats (143):Aligned Blade (T.M.U.:M.B.F.), Armor and Shield


Weaponry (H.P.:S.), Blade of Might (H.P.:S.), Blade of Silence
(T.M.U.:M.B.F.), Blade of the Champion (T.M.U.:M.B.F.), Bladestorm
(T.M.U.:M.B.F.), Bladewind (T.M.U.:M.B.F.), Cognizence Mind Blade
(T.M.U.:M.B.F.), Deceptive Blade (T.M.U.:M.B.F.), Defenders Blade
(T.M.U.:M.B.F.), Dual Wielder (x4) (T.M.U.:M.B.F.), Dueling Blade
(T.M.U.:M.B.F.), Energy Blade (acid, cold, electricity, sonic) (T.M.U.:M.B.F.),
Enlightened Warrior (T.M.U.:M.B.F.), Entwining Blade (T.M.U.:M.B.F.),
Executioner's Blade (T.M.U.:M.B.F.), Extended Throw (T.M.U.:M.B.F.), Fill the
Blade (T.M.U.:M.B.F.), Focused Shield (T.M.U.:M.B.F.), Form Mind Blade (self
(i.e. natural (inc. unarmed, etc.) attacks.)) (T.M.U.:M.B.F.), Ghost Hunter
(T.M.U.:M.B.F.), Improved Armor and Shield Weaponry (H.P.:S.), Improved
Material Harmonics (T.M.U.:M.B.F.), Improved Mind Blade Shaper
(NB:Permits you to form Firearms, etc.) (H.P.:S.), Improved Shape Mind
Blade (T.M.U.:M.B.F.), Improved Shield of Thought (T.M.U.:M.B.F.),
Improved Soul Armor (H.P.:S.), Improved Soul Shield (H.P.:S.), Inner Focus
(T.M.U.:M.B.F.), Knife to the Soul (T.M.U.:M.B.F.), Material Harmonics
(NB:Ez'ki'l has come into physical contact w/every material that existed,
exists, or will existence in the omniverse, inc. a piece of Kuvachim, The Ninth
Dimension itself. This permits him to replicate any/all such materials.)
(T.M.U.:M.B.F.), Mental Armory (x6; bloodrazor, katana/bastard sword,
tanto/dagger, whip) (T.M.U.:M.B.F.), Mind Blade Cleave (T.M.U.:M.B.F.),
Mind Blade Finesse (T.M.U.:M.B.F.), Mind Blade Shaper (H.P.:S.), Mind's Eye
Acuity (T.M.U.:M.B.F.), Oversize Blade (T.M.U.:M.B.F.), Poisoned Blade
(U.P.:N.H.I.P.), Psionic Sense (Inc.), Reckless Blade Wielder (T.M.U.:M.B.F.),
Reforge Mind Blade (T.M.U.:M.B.F.), Resonant Blade (x81; +81d8)
(T.M.U.:M.B.F.), Shape Mind Blade (T.M.U.:M.B.F.), Shield of Thought
(T.M.U.:M.B.F.), Soul Armor (H.P.:S.), Soul Armor (T.M.U.:M.B.F.), Soul
Shield (H.P.:S.), Soul Warrior (H.P.:S.), Soulblade Warrior (T.M.U.:M.B.F.),
Stunning Blade (T.M.U.:M.B.F.), Throw Mind Blade (T.M.U.:M.B.F.), Wielder
of the True Blade (H.P.:S.); NB:Kensai feats are Mind Blade feats and vice
versa.

Psychic Feats (46):Apport Arrows, Ascendant Talent (Inc.), Bypass Host


(Inc.), Clairsentience, Cure Blindness/Deafness, Cure Disease, Cure Poison,
Dimensional Shift, Direct Talent, Divert Teleport, Empower Talent, Energy
Shield, Enlarge Talent, Extend Talent, Flight, Imbue Weapon, Mask Signature
(Inc.), Mind Over Matter, Mind Switch, Mind Trap, Opportunity Talent (Inc.),
Psychic Ability, Psychic Focus (Clairsentience, Psychometabolism, Telepathy),
Psychic Invisibility, Psychic Link, Psychic Reflection, Psychic Sense (Inc.),
Psychic Severence, Psychic Weapon, Psychokinesis, Psychometabolism,
Psychoportation, Quicken Talent, Sculpt Talent (Inc.), Sensitive, Subtle
Talent, Talent Thematics (Theme:Spirits (esp. Fiends (Undead, etc.), etc.))
(Inc.), Telepathy, Thanatopic Talent (Inc.), Threnodic Talent (Inc.),
Transdimensional Talent (Inc.), Truth Reading, Unstoppable Talent (Inc.),
Widen Talent (Inc.)

Epic Feats (515):Absolute Attack (E.P.), Absolute Channel (E.P.), Adaptable


Preparations (Inc.), Advantageous Divergence (Inc.), Agent's Mark (Inc.),
Aggressive Psychokinesis (Inc.), All Secrets Revealed (Inc.), Always Prepared
(Inc.), Analyze Item (Inc.), Anchoring Aura (Inc.), Anoxia (Bonus
Feats:1,296.; C.R./L.A. (C.R.:+120.; L.A.:+180.) (I.H.:A. (÷6x5 (x2))))
(I.H.:A.), Antimagic Burst (Inc.), Arcane Control (NB:Has Elder Ward (via
Nescient).) (Inc.), Armed Deflection (E.P.), Armor Mastery (x3) (I.H.:A.), Art
of The Gods (Inc.), Assess Defenses (Inc.), Astral Master (x0 (x1-x36 (via
Anyfeat (x36), etc.).)) (Inc.), Atropal's Aura (x0 (x1-x36 (via Anyfeat (x36),
etc.).)) (Inc.), Automatic Metamagic Capacity (x6) (I.H.:A.), Awaken Fiction
(Inc.), Awe Dragonkind (Inc.), Beyond Prediction (Inc.), Blinding Attack
(I.H.:A.), Blinding Speed (x1) (E.L.H.), Bolster Allies (Inc.), Bolster The
Faithful (E.P.), Bow To None (Inc.), Breath Through The Temple's Gate
(Inc.), Burden of Life (Inc.), Cat's Fall (I.H.:A.), Chain of Command (Inc.),
Change The Past (Inc.), Chorus of Entropy (Inc.), Claim Calamity (Inc.),
Claim Woes (Inc.), Combat Archery (E.L.H.), Combat Mastery (I.H.:A.),
Combat Puppetry (Inc.), Commandeer Undead (Inc.), Conceal Mind (Inc.),
Consult The Dead (Inc.), Control Impure Dragons (Inc.), Countermage (Inc.),
Counterspike (Inc.), Craft Epic Construct (Inc.), Crafting Mastery (Inc.),
Create Epic Device (x5; Epic Create Creature (Inc.), Epic Create Undead
Creature (Inc.), Epic Enchantment (Inc.), Epic Imbuement (Inc.), Epic
Scribing (Inc.)) (Inc.), Create Opening (Inc.), Crush Will (Inc.), Death Attack
(I.H.:A.), Debilitating Swarm (Inc.), Debilitating Touch (Inc.), Deep
Corruption (Inc.), Delayed Actualization (Inc.), Desecration Aura (Inc.),
Detect Hoard (Inc.), Devastating Critical (unarmed strike) (E.L.H.), Devour
Magic (Inc.), Diabolic Plot (Inc.), Dimensional Aura (Inc.), Dire Charge
(E.L.H.), Disbelieve Spells (Inc.), Disbelieve Weaponry (Inc.), Discern
Intentions (Inc.), Discern Thoughts (Inc.), Dismiss Outsiders (x1) (Inc.),
Disrupting Attack (I.H.:A.), Distant Shot (E.L.H.), Divine Guidance (I.H.:A.),
Divine Interposition (E.P.), Divine Retribution (I.H.:A.), Divine Right
(I.H.:A.), Divine Wisdom (I.H.:A.), Don't Fight The Reaper (Inc.), Double
Standards (I.H.:A.), Drag To The Grave (Inc.), Dragon Senses (Inc.), Dragon
Skin (Inc.), Dragon Wings (Appearance:No change.; Var.:Oriental (i.e. you
grow a pearl in the center of your brain.).) (Inc.), Drain Life (Inc.), Dread
Spellscribe (Inc.), Dream (Inc.), Earth Breaker (Inc.), Eclectic Defense
(I.H.:A.), Eclectic Shot (I.H.:A.), Eclectic Strike (I.H.:A.), Educated
Dungeoneer (Inc.), Efficient Item Creation (E.P.), Elder Ward (NB:Has Arcane
Control (via Nescient).) (Inc.), Enhanced Archery (I.H.:A.), Enlarge Attack
(I.H.:A.), Epic Combat Concentration (Inc.), Epic Combat Reflexes (Inc.),
Epic Counterspell (Player's Guide to Faerun), Epic Create Creature (Inc.),
Epic Create Undead Creature (Inc.), Epic Dark Knowledge (Inc.), Epic Destiny
(Grim (Inc.)) (DR363), Epic Dodge (E.L.H.), Epic Enchantment (Inc.), Epic
Fortitude (ELH), Epic Imbuement (Inc.), Epic Inner Depths of The Soul (x2)
(Inc.), Epic Leadership (E.P.), Epic Lore Mastery (Inc.), Epic Mounted Combat
(Inc.), Epic Multiweapon Defense (Inc.), Epic Multiweapon Rend (Inc.), Epic
Palm (Inc.), Epic Poisoncrafter (E.I.:B.o.V.D.), Epic Prowess (ELH), Epic
Reflexes (ELH), Epic Reputation (E.P.), Epic Scribing (Inc.), Epic Shield Focus
(I.H.:A.), Epic Skill Focus (Diplomacy, Iaijutsu Focus, Intimidate) (E.P.), Epic
Speed (x1) (E.P.), Epic Spellbook (Inc.), Epic Spellcasting (E.L.H.), Epic
Stealth (Inc.), Epic Undead Leadership (Inc.), Epic Weapon Focus, Epic
Weapon Specialization, Epic Will (ELH), Eternal Horde (Inc.), Eternal Killer
(Inc.), Etheric Double (I.H.:A.), Ether Goer (I.H.:A.), Etheric Vision (Inc.),
Exceptional Deflection (E.L.H.), Expanded Aura (x0 (x1-x36 (via Anyfeat
(x36), etc.).)) (Inc.), Extended Control (x49) (Inc.), Eye of The Storm (Inc.),
Eye To The Past (x1) (Inc.), False Positive (Inc.), Final End (Inc.), Flesh and
Bones (Inc.), Font of Secrets (Inc.), Forced Deanimation (x1) (Inc.),
Fortification (x3) (I.H.:A.), Freeze Foes (x1) (Inc.), Frequent Delays (Inc.),
Gem Dragon Mastery (Inc.), Ghostwalk (Inc.), Gifted Cartographer (Inc.),
Glimpse of Solace (Inc.), Glossator (E.P.), God Breaker (Inc.), Godly Realm
(Inc.), Godslayer (Inc.), Greater Critical (bloodrazor, katana, tanto, unarmed
strike, whip) (I.H.:A.), Greater Critical Multiplier (bloodrazor, katana, tanto,
unarmed strike, whip) (I.H.:A.), Greater Planar Harbinger (Legends of
Avadnu), Guarded Abjuration (Inc.), Haleness (I.H.:A.), Halting Authority
(Inc.), Hardened Ruler (Inc.), Hibernate (I.H.:A.), Hide The Body (Inc.),
Ignore Hindrance (Inc.), Ignore Material Components (E.L.H.), Impaling Shot
(I.H.:A.), Impaling Strike (Inc.), Improved Awesome Blow (E.A.:Whips),
Improved Create Opening (Inc.), Improved Critical Multiplier (bloodrazor,
katana, tanto, unarmed strike, whip) (I.H.:A.), Improved Dodge (I.H.:A.),
Improved Finesse (I.H.:A.), Improved Iaijutsu Focus (E.I.:E.S.), Improved
Legions (Inc.), Improved Mind Over Matter (Inc.), Improved Recover Breath (x0
(x1-x36 (via Anyfeat (x36), etc.).)) (Inc.), Improved Spell Capacity (x31;
Assassin (x19), Jester (x12)) (E.L.H.), Improved Spell Resistance (x14)
(E.L.H.), Improved Whirlwind Attack (E.L.H.), Improved Whirlwind Attack (E.P.),
Incorruptible Body (I.H.:A.), Indefinite Delay (Inc.), Inedia (I.H.:A.), Inescapable Aura
(Inc.), Infallible Illusion (Inc.), Infinite Deflection (E.L.H.), Infinite Deflection
(E.P.), Insomnious (I.H.:A.), Instant Channel (E.P.), Instant Response (Inc.),
Into The Future (Inc.), Knockout Attack (I.H.:A.), Know Vulnerabilities (Inc.),
Lance of Heaven (Inc.), Lasting Impressions (Inc.), Launching Palm (Inc.),
Legendary Archer (I.H.:A.), Legendary Climber (Complete Adventurer),
Legendary Commander (E.P.), Legendary Diplomat (Inc.), Legendary Leaper
(Complete Adventurer), Legendary Rider (E.P.), Legendary Tracker (E.P.),
Lethal Illusion (Inc.), Life From The Lifeless (Inc.), Light Eradication (I.H.:A.),
Lightning Speed (E.P.), Link Senses (Inc.), Lord of Battle (E.F.&F.), Loyalty Past
Death (Inc.), Madden With Fear (Inc.), Maddening Truth (Inc.), Mage King
(Inc.), Mageslayer Juggernaught (Inc.), Malifiecus (I.H.:A.), Martial Subjects
(x5; bloodrazor, katana, tanto, unarmed strike, whip) (Inc.), Master of
Abjuration (Inc.), Master of Conjuration (Inc.), Master of Divination (Inc.),
Master of Enchantment (Inc.), Master of Evocation (Inc.), Master of Illusion
(Inc.), Master of Necromancy (Inc.), Master of Transmutation (Inc.),
Masterful Architect (Inc.), Mathesis (I.H.:A.), Metamagic Freedom (I.H.:A.),
Multispell (x23) (E.L.H.), Multiweapon Mastery (Inc.), Music of The Gods
(E.L.H.), Mutilation (Inc.), Mystic Feedback (Inc.), Natural Attack Mastery
(Inc.), Negative Energy Aura (E.P.), Negative Energy Burst (E.L.H.), Numbed
To Affliction (Inc.), Obliterating Attack (I.H.:A.), Opportune Action (Inc.),
Oriental Dragon Mastery (Inc.), Overrule Power (Inc.), Overwhelming Critical
(unarmed strike) (E.L.H.), Partial Illusion (Inc.), Perfect Cleave (I.H.:A.),
Phrenology (I.H.:A.), Pierce Illusions (Inc.), Pierce Mind (Inc.), Piercing Shot
(I.H.:A.), Piercing Strike (Inc.), Piercing Thrust (Inc.), Planar Dragon Mastery
(Inc.), Planar Harbinger (Legends of Avadnu), Planar Scholar (Inc.), Planar
Turning (E.L.H.), Plastic Soul (I.H.:A.), Play Along (Inc.), Polyglot (Inc.),
Power Attack Mastery (I.H.:A.), Pre-emptive Strike (I.H.:A.), Prehensile Hair
(I.H.:A.), Presence of Fear (E.P.), Pressure Casters (Inc.), Quick Analysis
(Inc.), Quick Psychoportation (Inc.), Quick Slaughter (Inc.), Quick
Transformation (Inc.), Reactive Psychometabolism (Inc.), Reflect Arrows
(E.L.H.), Refuge of Dreams (Inc.), Reveal Deceptions (Inc.), Reverse-Illusion
(Inc.), Royal Recorder (Inc.), Second Strike (I.H.:A.), Seeping Suppression
(x1) (Inc.), Selective Spell (Inc.), Self-concealment (x5) (E.L.H.), Self-
opportunist (E.A.:Whips), Severing Attack (I.H.:A.), Shadow of Night (E.P.),
Share The Pain (Inc.), Shield Mastery (I.H.:A.), Sideways Stealing (I.H.:A.),
Silent Song (I.H.:A.), Sixth Sense (I.H.:A.), Skilled Subjects (x5; Bluff,
Diplomacy, Intimidate, Perception, Sense Motive) (Inc.), Share Immunity
(Inc.), Sky Walker (I.H.:A.), Slaughterer (Inc.), Slay With Fear (Inc.), Sneak
Attack of Opportunity (E.P.), Soothsayer (I.H.:A.), Soothsayer (Inc.), Spear
of Wind (Inc.), Spectral Strike (E.L.H.), Spellcasting Harrier (E.P.),
Spontaneous Spell Knowledge (Inc.), Staggering Authority (Inc.), Stellar
Music (I.H.:A.), Sticky Strike (I.H.:A.), Sting of Betrayal (Inc.), Storm of
Throws (E.P.), Stormstride (E.P.), Spring of Youth (Inc.), Strengthen Spell
(Inc.), Studious Archaeologist (Inc.), Subtle Body (I.H.:A.), Subtle End
(Inc.), Subtle Telepathy (Inc.), Sudden Actualization (Inc.), Superior Cleave
(I.H.:A.), Superior Cognizance (Inc.), Superior Counterspell (Inc.), Superior
Initiative (E.L.H.), Superior Legions (Inc.), Superior Sunder (I.H.:A.),
Supreme Dodge (I.H.:A.), Sure Shot (I.H.:A.), Swarm of Arrows (E.P.),
Temporary Discorporation (Legends of Avadnu), Tenacious Body (I.H.:A.),
Tenacious Magic (E.L.H.), Terrene Body (I.H.:A.), Think Ahead (Inc.), Thrall
(Inc.), Threatening Presence (Inc.), Time Heals All (Inc.), Timely Dodge
(I.H.:A.), Tortured Psyche (Inc.), True Certainty (Inc.), True Clairsentience
(Inc.), True Deception (Inc.), True Leader (Inc.), True Lore (Inc.), True Thrall
(Inc.), Uncanny Foresight (Inc.), Uncanny Power Attack (I.H.:A.), Undead
Mastery (E.L.H.), Underwalker (I.H.:A.), Universal Truths (x0 (x1-x36 (via
Anyfeat (x36), etc.).)) (Inc.), Unstoppable Spell (Inc.), Urbanite (Inc.), Usher
In Doomsday (Inc.), Vacuum Slash (Inc.), Versatile Blessing (Inc.), Vile
Deathstrike (E.I.:B.o.V.D.), Vile Entity (Inc.), Void Dodge (x1) (E.P.), Void
Palm (Inc.), Void Step (Inc.), Warrior King (Inc.), Weapon Abatement
(I.H.:A.), Weapon Mastery (B, M, P, S) (I.H.:A.), Weapon Supremacy (Inc.),
Web of Deception (Inc.), Web of Metacreativity (Inc.), What They Don't Know
(x0 (x1-x36 (via Anyfeat (x36), etc.).)) (Inc.), White Lotus Gale (Inc.),
Widen Attack (I.H.:A.), Widened Senses (Inc.), Wield The Shattered Blade
(Inc.), Wild Card (Inc.), Winds of Agony (E.P.), Without a Trace (Inc.),
Withstand Death (Inc.), Words of Death (x0 (x1-x36 (via Anyfeat (x36),
etc.).)) (Inc.), World Breaker (Inc.), Wyrm's Fury (x2) (Inc.), Zone of
Animation (E.L.H.)
Epic BD20C Feats (40):Barrage (BD20C:D&S), Constant Bankai
(BD20C:ELH), Constant Shunko (BD20C:TCEU), Dextrous Fortitude
(BD20C:ELH), Dextrous Will (BD20C:ELH), Epic Efficient Demon Magic
(BD20C:D&S), Epic Fortitude (BD20C:ELH), Epic Life's Blood (x1)
(BD20C:D&S), Epic Presence (BD20C:ELH), Epic Prowess (BD20C:ELH), Epic
Reflexes (BD20C:ELH), Epic Will (BD20C:ELH), Extreme Pain Tolerance
(BD20C:D&S), Improved Boost (x2; Str, Dex) (BD20C:D&S), Improved
Velocity Gambit (BD20C:D&S), Legendary Climber (BD20C:ELH), Legendary
Leaper (BD20C:ELH), Legendary Rider (BD20C:ELH), Legendary Tracker
(BD20C:ELH), Malevolent Madness (BD20C:D&S), Mind of Steel
(BD20C:ELH), Monstrous Reflexes (BD20C:ELH), Perfect Initiative
(BD20C:ELH), Polyglot (BD20C:ELH), Reforge Zanpakutou (BD20C:TCEU),
Resist Sekkiseki Stone (BD20C:D&S), Resurrecion:Cuarto Etapa
(BD20C:D&S), Resurrecion:Tricera Etapa (BD20C:D&S), Siempre Cuarto
Etapa (BD20C:D&S), Siempre Segunda Etapa (BD20C:D&S), Siempre Tricera
Etapa (BD20C:D&S), Spectral Strike (BD20C:ELH), Super Far Step
(BD20C:ELH), Superior Initiative (BD20C:ELH), True Arrancar (BD20C:D&S),
True Hierro (BD20C:TCH), Undying Cuarto Etapa (BD20C:D&S), Undying
Tricera Etapa (BD20C:D&S), Wisdom of The Ages (BD20C:ELH)

Epic Poisoncraft Feats (2):Poison of The Gods (Inc.), Toxicological Mastery


(Inc.)

Epic Psionic Feats (12):Automatic Metapsionic Capacity (x6) (I.H.:A.), Epic


Anticipate Power (Inc.), Epic Manifesting (E.L.H.), Metapsionic Freedom
(I.H.:A.), Selective Power (Inc.), Superior Anticipate Power (Inc.),
Unstoppable Power (Inc.)

- 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.)

Epic Psychic Feats (10):Automatic Metapsychic Capacity (x6) (Inc.), Epic


Psychic Skill Use (EPSU/D: ∞ .) (Inc.), Metapsychic Freedom (Inc.), Selective
Talent (Inc.), Unstoppable Talent (Inc.)
--------------------------------------------------------------------------------------
------------------------------------------------------------------------

Languages:All (via Linguistics, etc.).

Skills:All at R100 (via Maven, etc.).

*NB:Inc. Force skills and Psychic skills.

- Poison Families:All (via Maven, etc.).

- Poisons:All (via Maven, etc.).

- Skill Tricks:All (via Maven, etc.).

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Equipment:Ez'ki'l's 9,759 Artifact Avatars (see previous), The Sapphire


Amulet (i.e a fist-sized azure-black sapphire containing a braided lock of his
twin sister's hair w/a grey ribbon tied around it. If Ez'ki'l let's go of it, it will
also be rectified. He keeps it concealed and preserved in the space where his
heart should be.)

Allies:

- Celesta (N F Star Fairy (Alien Bestiary Companion) (Age:6.) Dread Wraith


Sovereign (A.B.(P.E.); Special:Star-dependant Traits become Dark-
dependant Traits (i.e. any/all areas in which Celesta's Daylight Vulnerability
isn't and/or wouldn't be triggered.).) Quasi-deity (D.R.:5.; P.s:Dar. (x1;
D.(s.):Dar. (Nig. (D)).), Void (x1; D.(s.):Void (Stars (E)).).; I.C.F.:Cleric 12.;
D.A. (5):Anyfeat (x1), Aura Mastery (Inc.), Maven, Omnicompetent, True
Seeing.).; Medium (5 ft. tall) Undead (incorporeal, native); R.HD:25 (875
hp).; Str 37, Dex 66, Con - , Int 47, Wis 57, Cha 65; Languages (∞):All.;
Skills:All at R25.; Feats:As Star Fairy plus:Alertness, Improved Initiative.;
Equipment:Dread Wraith Sovereign (A.B.(P.E.)) Star Fairy outfit (Alien
Bestiary Companion).; NB:Celesta's star was destroyed by a giant black
hole.)
- The Babies (i.e. Tressym, Trylla, and Trollux (3 N 1-Headed, Micro (i.e. -10
S.C.s. No HD, etc. penalties.) Void Dragons (I.H.:E.B.; Errata:I.H.:A.,
I.H.:E.B., PRG:B4 (see Ez'ki'l (see previous)).; A.C.:1.) (Age:1.) Elder One
(Daitya) (D.R.:25.; P.s:Dar. (x1; D.(s.):Dar. (Nig. (D)).), Ent. (x1;
D.(s.):Void (Stars (E)).).; I.C.F.s:Cleric 64.; D.A. (19):Anyfeat (x1), Aura
Mastery (Inc.), Divine Immensity (x10), Force Field I (x6) (Inc.), X-ray
Vision (Inc.).; C.A.(6):Force Field II (Inc.).).; Fine (3 in. long) Undead
(native); R.HD:128 (35,328 hp).; Str 73, Dex 60, Con - , Int 87, Wis 87, Cha
87; Languages (∞):All.; Skills:All at R25.; Feats (64):As Void Dragon
(I.H.:E.B.) plus:Alertness, Dark Speech, Eschew Materials, Ignore Material
Components, Multispell (x14).; Equipment: - .; NB:Tressym (M), Trylla (F),
and Trollux (M) were found unhatched and, subsequently, adopted, altered,
and raised by Ez'ki'l. To them, he is "Daddy, Daddy, and DaDa respectively".
Tressym, Trylla, and Trollux prefer Tressym (Forgotten Realms Campaign
Setting) form and can frequently be found hiding in his clothing (pockets,
etc.) or riding on his shoulders.).)

- 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:

The Empire (Description:The Empire consists of The Emperor (i.e. a Tricontad


Highlord (30 Universes).) and The Council (i.e. a Pentakaidecad Highlord (15
Universes) and 12 Pentad Highlords (10 Universes).).; NB:Ez'ki'l offended
these mysterious beings by destroying one of their lesser Immortal (i.e. a
greater deity.) descendants and, resultantly, has been tasked w/retrieving
Ahmya (i.e. a quasi-immortal descendant of The Emperor.) from The Primal
Realm (i.e. a demiurge (i.e. a "prison universe" for epic level creatures that
is similar to our universe, except it's inescapable (unless you're a Demiurge
(Stage I or greater) or greater or sponsored by a Time Lord or greater) and
soul-devouring (upon permanent, irrevocable death/destruction
(NB:Phylacteries, rejuvenation, etc. can prevent this. Raise dead,
reincarnation, etc. cannnot.).).).) and ensuring her safety. Further
complicating the mission...She must return with Ez'ki'l of her own free will;
so she will be far less tempted to return to The Primal Realm; and she is
there because she foolishly peered through one of The 13 Archways (i.e.
Highlord level Artifact portals leading to anywhere/anywhen.); discovered her
"beloved" (i.e. her childish crush (i.e. one of Thor's sons (i.e. a LG M
Asgardian (NB:Treat as a wingless (can fly (Ex; = base land speed (Perfect);
NB:Exotic (i.e. quantum (i.e. defies gravity, etc..).).) nonetheless) Elohim
Angel (Stellar Deva) (Lesser Deity (P.s:Good (x1), Str. (x1).; I.C.F.:Paladin
20.)).).), by way of a Malak Angel (Nebulous Deva), who was born there
(after Thor died and was briefly (i.e. 1,000 years.) imprisoned there).).); and
joined him there (via one of The said 13 Archways (see previous)). Even
Further complicating matters, her "beloved' is completely unaware of her
existence.)

Armathrax

Medium Animal

Hit Dice:8d8+248 (288 hp)

Initiative:+26 (+22 Dex, +4 Improved Initiative)

Speed:60 ft. 1 (40 ft.), burrow 30 ft, climb 60 ft., swim 60 ft.

Armor Class:49 (+22 Dex, +17 natural), touch 32, flat-footed 49

Base Attack/Grapple:+6/+31

Attack:Bite +31 melee (4d8+25/18-20 (x3 plus sharpness))


Full Attack:Bite +31 melee (4d8+25/18-20 (x3 plus sharpness)) or horns
+31 melee (4d8+25), 2 claws +29 melee (2d8+12/18-20 (x3 plus
sharpness)), and tail pincer +29 melee (8d6+12/18-20 (x3 plus sharpness))
or tail slap +29 melee (8d6+12)

Space/Reach:5 ft./5 ft. (10 ft. with tail pincer or tail slap)

Special Attacks:Augmented critical, constrict (8d6+25), improved grab,


pounce, powerful charge (8d8+50), rake (2d8+12/18-20 (x3 plus
sharpness)), sharpness, stunning roar, trip

Special Qualities:Blindsight 300 ft., damage reduction 5/-, darkvision 60 ft.,


fast healing 5, freeze, frightful presence, immunities, increased damage,
lowlight vision, natural cunning, powerful build, resistances, scent,
semiaquatic, sound imitation, spines (4d6), stability, tremorsense 60 ft.,
virtual size categories 3

Saves:Fort +28, Ref +37, Will +3

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

Feats:Alertness, Improved Initiative, Multiattack,*Nightmare Fuel (B),*Skill


Focus (Intimidate) (B)

Environment:Any

Organization:Solitary

Challenge Rating:24

Alignment:Always neutral

Advancement: -

Level Adjustment:+29

Armathrax are dense, powerful, semi-bipedal, slenderly muscular,


carnivorous, reptilian creatures w/a deadly retractable, triblade, pincered tail.

Armathrax are capable of standing upright (seeming humanoid), possess


opposable thumbs (i.e. can open doors, etc.), and can mimic sounds or even
speech.
1 Bipedal locomotion.

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.

Freeze (Ex):An armathrax can hold itself so still it appears to be a statue. An


armathrax that uses freeze can take 20 on its Hide check to hide in plain sight
as a stone statue.

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.

Immunities (Ex):An armathrax is immune to disease, fear (inc. Nightmare


Fuel (see previous)), and poison.

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.

Natural Cunning (Ex):Armathrax 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.

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.

Powerful Build (Ex):The physical stature of an armathrax lets it function in


many ways as if it were one size category larger. Whenever an armathrax is
subject to a size modifier or special size modifier for an opposed check (such
as during grapple checks, bull rush attempts, and trip attempts), the
armathrax is treated as one size larger if doing so is advantageous to it. An
armathrax is also considered to be one size larger when determining whether
a creature's special attacks based on size (such as improved grab or swallow
whole) can affect it. An armathrax can use weapons designed for a creature
one size larger without penalty. However, its space and reach remain those
of a creature of its actual size. The benefits of this racial trait stack with the
effects of abilities, powers, and spells that change the subject's size
category.

Powerful Charge (Ex):An armathrax deals 8d8+50 points of damage when it


makes a charge.

Resistances:An armathrax has the following resistances:

- Energy Resistance (Ex):An armathrax has acid, cold, electricity, fire, and
sonic resistance 5.

- Extremity Loss Resistance (Ex):An armathrax's thick bony carapace


protects its extremities and provides resistance from effects that could
normally sever them, such as a sharpness weapon. When an armathrax
would otherwise lose an extremity, it instead makes a fortitude saving throw
(DC 10 + 1/2 HD of attacker + attacker’s Strength modifier). On a failed
save, the armathrax's extremity leaves its body normally, but on a successful
save, the armathrax is unaffected by the severing.

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.

Spines (Ex):An armathrax is covered with sharp, thorn-like spines. An


opponent that hits it with a natural weapon or an unarmed attack
automatically takes 4d6 points of piercing damage.

Stability (Ex):A armathrax gains a +4 bonus on ability checks made to resist


being bull rushed or tripped when standing on the ground (but not when
climbing, flying, riding, or otherwise not standing firmly on the ground).

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

Medium Monstrous Humanoid (Aquatic)

Hit Dice:3d8 (18 hp)

Initiative:+3 (+3 Dexterity)

Speed:20 ft. (4 squares), swim 30 ft.

Armor Class:3 (+3 Dexterity), touch 13, flat-footed 10

Base Attack/Grapple:+3/+3

Attack:Adamantine harpoon +3 melee (1d10) or Tentacle +3 melee (1d4)

Full Attack:Adamantine harpoon +3 melee (1d10) and 8 tentacles -2 melee


(1d4)

Space/Reach:5 ft./5 ft. (10 ft. with tentacle)

Special Attacks:Constrict (1d6), improved grab

Special Qualities:Amphibious, darkvision 60 ft., ink cloud, jet, low-light


vision

Saves:Fort +3, Ref +6, Will +2

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

Feats:Alertness, Skill Focus (Hide)

Environment:Warm aquatic

Organization:Solitary
Challenge Rating:8

Treasure:Standard + adamantine harpoon

Alignment:Always neutral evil

Advancement:By character class

Level Adjustment:+9

Krusty ole' salt - “It's like a man, but not a man.”

Young lad - “What do you mean?”

Krusty ole' salt - “It has tentacles where its legs should be.”

Cecaelia are aggressive, cannibalistic, and territorial octofolk. Their


superficial similarity to merfolk suggests a distant connection that both
species vehemently deny.

Cecaelia are about 4-6 ft. tall and weigh 60-260 lbs. A cecaelian's barbed
tentacles reach 10-15 ft in length.

Cecaelia speak cecaelian.

Combat

An opponent can attack a cecaelia's tentacles with a sunder attempt as if


they were weapons. A cecaelia's tentacles have 3 hit points (1/Hit
Dice/Level) each. If a cecaelia is currently grappling a target with the
tentacle that is being attacked, it usually uses another limb to make its
attack of opportunity against the opponent making the sunder attempt.
Severing one of a cecaelia's tentacles deals 1 point (1/10 Hit Dice/Levels) of
damage to the creature. A cecaelia usually withdraws from combat if it loses
four tentacles. The creature regrows severed limbs in 1d10+10 days.

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.

Skills:A cecaelia can change colors, giving it a +4 racial bonus on Hide


checks. A cecaelia also can squeeze and contort its body, giving it a +10
racial bonus on Escape Artist checks. A cecaelia 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.

Dementor

Medium Aberration (Cold)

Hit Dice: 7d8+7 (38 hp)

Initiative: +9

Speed: Fly 30 ft. (perfect) (6 squares)

Armor Class: 18 (+5 Dex, +3 natural), touch 15, flatfooted 13

Base Attack/Grapple: +5/+7

Attack: Slam +7 melee (1d6+2 plus 1d8 cold)

Full Attack: Slam +7 melee (1d6+2 plus 1d8 cold)


Space/Reach: 5 ft./5 ft.

Special Attacks: Aura of Cold, Aura of Depression, Dementor’s Kiss

Special Qualities: Blindsight 60 ft., DR 10/magic, Invisibility to Muggles

Saves: Fort +2, Ref +7, Will +8

Abilities: Str 15, Dex 20, Con 11, Int 8, Wis 17, Cha 10

Skills: Listen +13

Feats: Ability Focus (Dementor’s Kiss)*, Hover (B), Improved Initiative,


Improved Toughness

Environment: Any

Organization: Solitary, Pair, or Prison Escort (4-10)

Challenge Rating: 6

Treasure: Standard

Alignment: Usually Neutral Evil

Advancement: 8-21 HD (Medium)

Level Adjustment: ----

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

Dementors are deadly opponents, as their very presence causes harm to


those around them. Few wizards can successfully harm them, let alone kill
them. The best way to defend oneself from Dementors is to use the patronus
charm.

Aura of Cold (Su): All creatures within 30 ft. of a Dementor is subject to an


unnatural cold. Each round, all creatures within this aura take 2 points of
nonlethal cold damage, no save. If a target is knocked unconscious from the
environmental hazard, they start to take lethal damage. Unlike other
creatures, creatures with either the Plant type or the fire subtype take lethal
damage from this aura as soon as they enter this aura.

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.

Invisibility to Muggles (Su): This ability is constant, allowing a Dementor to


remain invisible even when attacking. This ability only functions against
Muggles.; NB:Muggles are non(-magical/-magic using) creatures.

Grey Gloom

Size/Type:

Medium Monstrous Humanoid (2 VSCs)

Hit Dice: 75d8+1,050 (1,387 hp)

Initiative: +35 (+27 Dex, +8 Superior Initiative)

Speed: 40 ft.

Armor Class: 112 (+27 Dex, +36 insight, 34 armour, +5 natural), 73 touch,
112 flat-footed, dodge, mobility

Base Attack/Grapple: +75/+90

Attack: +13 kukri +116 melee (2d4+28/15-20)

Full Attack: +13 kukri +116/+111/+106/+101 melee (2d4+28/15-20/x2)


and

+13 bastard sword +116/+111/+106/+101 melee (2d10+28/17-20/x2)

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

Special Qualities: Blindsight 60 ft., darkvision 90 ft., opportunist, spell-like


abilities, SR 60, DR 30/epic, 3/-, Improbable Equipment, Greylight,
trapfinding, improved evasion, trap sense +12, improved uncanny dodge,
defensive roll, slippery mind, Integrated class features, aura of resolve, aura
of good, lay on hands (150 healing), divine health, Camouflage, Earth Glide,
Divine Grace

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

Feats: Dodge, Improved Initiative, Improved Critical (kukri), Mobility, Spring


Attack, Weapon Finesse, Weapon Focus (kukri), Oversized Two-Weapon
Fighting[b], Two Weapon Fighting[b], Improved Two-Weapon Fighting[b],
Greater Two-Weapon Fighting[b], Uncanny Two-Weapon Fighting[b], Ability
Focus (Fear Gaze, Greylight), Irresistible Gaze, Quick Draw, Great Fortitude,
Combat Reflexes, Skill Focus (Hide), Stealthy

Epic Feats: Sneak Attack of Opportunity, Superior Initiative, Heavy Armour


Mastery[b], Perfect Two-Weapon Fighting[b], Two Weapon Mastery[b], Epic
Skill Focus(hide), Good Fortitude, Two-Weapon Rend, Spellcasting Harrier,
Spectral Strike, Holy Strike, Fast Healing, Dire Charge, Epic Dodge

Environment: Any urban

Organization: Solitary

Challenge Rating: 50

Treasure: Nonstandard (just its dagger, sword and armour)

Alignment: Usually chaotic good.

Advancement: 76-225 HD (Medium)

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.

+13 0.003% Orichalcum Ghost Touch Kukri

+13 0.003% Orichalcum Ghost Touch Bastard Sword

Fear Gaze (Su)

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

Typical Paladin Spells Prepared:

1st: Divine Favour, Bless Weapon, Resistance, Endure Elements, Create


Water, Bless Water

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

Integrated Class Features (Ex)

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.

Drain Colour (Su)

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)

A Grey Gloom is skilled at hiding in the lighting conditions imposed by its


Greylight ability. While illuminated in Greylight, or in otherwise grey
surroundings, a Grey Gloom receives a +8 Racial bonus on Hide checks, and
may attempt to make Hide checks even while being observed (as the Hide in
Plain Sight ability).

Improbable Equipment (Ex)

A grey gloom is not hindered by its oversized off-hand weapon or heavy


armour, and receives Two-Weapon Fighting, Improved Two-Weapon Fighting,
Greater Two-Weapon Fighting, Perfect Two-Weapon Fighting, Two-Weapon
Mastery, Uncanny Two-Weapon Fighting, Oversized Two-Weapon Fighting
and Heavy Armour Mastery as bonus feats, may treat a Bastard Sword as a
light weapon whenever it would be advantageous, and treats Battle Plate as
light armour whenever it would be advantageous. In addition, a Grey Gloom
may treat a kukri as a bastard sword or vice-versa for the purpose of
qualifying for abilities, and may apply any abilities which apply to one to
both.

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.

Everything illuminated by greylight appears to be completely monochrome,


and low-contrast, prismatic effects and other effects which function using
colour (including, but not limited to colour spray, hypnotic pattern and
scintillating pattern) have no effect while illuminated by greylight. The effects
come into being and can be identified as normal, but simply do not do
anything. Should the illumination be blocked, their normal effects resume.
Text becomes difficult to read, and all Decipher Script have their DCs
increased by +4 within the area of illumination, and casting a spell from a
scroll requires a Use Magic Device check with a DC equal to 15 + spell level,
and all other Use Magic Device checks involving scrolls have their DCs
increased by +5.

Finally, creatures illuminated by greylight become lethargic and apathetic,


and must make a Will save (DC 63) every round or take a -2 penalty on
attack rolls, saving throws, ability checks, skill checks, and weapon damage
rolls for the remainder of the round, this is a mind-affecting effect.

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.

At will- detect evil, Caster Level 37th

7/day dimension door, Caster Level 37th

1/day spike stones, Caster Level 37th

11/week remove disease, Caster Level 37th

Gloom Hag
Medium Outsider (Evil, Extraplanar)

Hit Dice: 16d8+96 (164 hp)

Initiative: +6 (+2 Dex, +4 Improved Initiative)

Speed: 30 ft.

Armor Class: 31 (+2 Dex, +5 profane, +14 natural), touch 17, flat-footed 29

Base Attack/Grapple: +16/+23

Attack: 2 claws +23 melee

Full Attack: 2 claws +23 melee (1d6 +10 +1 (vile) and Fort save DC 24 or
diseased)

Space/Reach: 5 ft. by 5 ft.

Special Attacks: daunting gaze, night terror, spells, spell-like abilities

Special Qualities: boon of the wastes, DR 25/cold iron and magic, immunity
to fire, cold, charm, sleep, and fear, SR 30

Saves: Fort +17, Ref +13, Will +15

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

Environment: Grey Wastes of Despair

Organization: Solitary or Covey (1-2 Gloom Hags, 2-4 Night Hags)

Challenge Rating: 17

Treasure: Standard

Alignment: Always neutral evil

Advancement: 17-32 HD (Medium)

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.

A gloom hag is approximately 7 ft. tall, but walks so completely hunched


over in her true form that she appear to be 1-2 ft. shorter, although this
does not impede their movement. They have pasty grey skin covered with
warts and liver-spots, and a long, downward-hooked nose. Their hands and
fingers are slightly longer than normal for a human, and are tipped with
extremely sharp and vicious black talons, and inside their mouths are sharp
and interlocking fangs. Because of their appearance, from a distance people
often assume that they are far less dangerous than they actually are; this is
quite typically a lethal assumption on their part.

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.

Disease (Ex): Gloom blight—claws, Fortitude DC 24, incubation period 1 day,


damage 1d6 Wis. Each day after the first, on a failed save, an afflicted
creature must immediately succeed on another DC 24 Fortitude save or take
1 point of Wisdom drain. The save DC is Constitution based.

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

Medium Fey (Cold, Extraplanar)

Hit Dice:46d6+690 (874 hp)

Initiative:+18 (+10 Dexterity, +8 Superior Initiative)

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)

Space/Reach:5 ft./5 ft.

Special Attacks:Spell-like abilities

Special Qualities:Damage reduction 20/cold iron and epic, spell resistance


56, virtual size categories 1

Saves:Fort +30, Ref +35, Will +31

Abilities:Str 38, Dex 31, Con 40, Int 21, Wis 23, Cha 26

Skills:Diplomacy +53, Hide +53, Intimidate +53, Knowledge (geography,


nature) +53, Listen +53, Move Silently +53, Ride +53, Search +53, Sense
Motive +53, Spot +53, Survival +53

Feats:Blind-Fight, Cleave, Great Cleave, Greater Weapon Focus (longsword),


Improved Critical (longsword), Improved Initiative, Mounted Combat, Power
Attack, Ride-by Attack, Spirited Charge, Track, Trample, Weapon Focus
(longsword)

Epic Feats:Dire Charge, Epic Weapon Focus (longsword), Superior Initiative

Climate/Terrain:Any cold

Organization:Solitary or company (2-5)

Challenge Rating:46

Treasure:None

Alignment:Always neutral evil

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.

Rarely does a hoary hunter encounter those formidable enough to challenge


it, but on those occasions, it uses its spell-like abilities to overwhelm such
foes, making it easier to capture them. If a chosen victim does manage to
escape the hunter for 1 hour, or succeeds in defeating the fey creature, the
hunt is not over. A hoary hunter cannot be killed while on the hunt (see
below). It returns on the very next night that is both cold and moonlit, with a
second hunter to aid it, and attempts again to capture this victim. If it fails
again, this pattern is repeated each suitable night until either the prisoner is
taken or five such nights pass. If a victim escapes all five nights, a hoary
hunter never again troubles him.

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.

Spell-Like Abilities:At will-discern location, fog cloud, hold monster, plane


shift, true strike; 3/day-dimensional anchor, dominate monster, greater
dispel magic; 1/day-contingent recall and resurrection (Contingent recall and
resurrection is a variation on an epic spell (contingent resurrection). When
slain, the hoary hunter is actually transported, with its mount, back to the
fey realm, where it is resurrected. The only way to truly slay the hoary
hunter is to defeat it in its home realm after this epic spell has been
exhausted for the day.), Mordenkainen's disjunction. Caster level 46th; save
DC 18 + spell level. The save DCs are Charisma-based.

Hoary Steed

Large Magical Beast (Cold, Extraplanar)

Hit Dice:7d10+21 (63 hp)

Initiative:+8 (+4 Dexterity, +4 Improved Initiative)

Speed:60 ft., fly 60 ft. (average)

Armor Class:14 (-1 size, +4 Dexterity, +1 natural), touch 13, flat-footed 10

Base Attack/Grapple:+7/+18

Attack:Hoof +14 melee (1d8+7)

Full Attack:2 hooves +14 melee (1d8+7), bite +9 melee (2d6+4)

Space/Reach:10 ft./5 ft.

Special Attacks:-

Special Qualities:Air walk, astral projection and etherealness, damage


reduction 5/cold iron and magic, immunities, low-light vision, magic circle
against good, misty breath, scent, spell resistance 17

Saves:Fort +8, Ref +9, Will +3

Abilities:Str 24, Dex 18, Con 17, Int 6, Wis 13, Cha 14

Skills:Jump +4, Listen +3, Spot +3

Feats:Alertness, Endurance, Run


Climate/Terrain:Any cold

Organization:Solitary (with rider)

Challenge Rating:7

Treasure:None

Alignment:Always neutral evil

Advancement:8-15 HD (Huge); 16-21 (Gargantuan)

Level Adjustment:+3

A hoary hunter’s mount is a supernatural beast of extraordinary elegance and


prowess. It is completely loyal to its hunter and will allow no other individual
to approach or ride it.

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.

Misty Breath (Su):The breath of a hoary steed functions like a constant


obscuring mist spell.
Immunities (Ex):A hoary steed is immune to all charm and hold spells or
abilities.

Ibixian (Goatmen)

Medium Monstrous Humanoid

Hit Dice:3d8+6 (21 hp)

Initiative:+2 (+2 Dexterity)

Speed:30 ft. (6 squares)

Armor Class:13 (+2 Dexterity, +1 natural), touch 12, flat-footed — (see text)

Base Attack/Grapple:+3/+5

Attack:Butt +5 melee (1d6+2) or Greataxe +5 melee (1d10+2/x3) or


Longbow +6 ranged (1d8/x2)

Full Attack:Butt +5 melee (1d6+2) or Greataxe +5 melee (1d10+2/x3) or


Longbow +6 ranged (1d8/x2)

Space/Reach:5 ft./5 ft.

Special Attacks:Powerful charge 2d6+3

Special Qualities:Darkvision, low-light vision, natural cunning, poison


resistance, scent, stability, stonecunning

Saves:Fort +3, Ref +5, Will +4

Abilities:Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 12

Skills:Balance +12, Climb +7, Craft (bowmaking) +3, Craft


(weaponsmithing) +3, Intimidate +7, Jump +7, Listen +7, Search +7, Spot
+7, Survival +3

Feats:Point Blank Shot, Weapon Focus (longbow)

Environment:Any land or underground

Organization:Solitary, pair, or herd (3–10 plus 30% young)

Challenge Rating:3

Treasure:Standard

Alignment:Usually neutral

Advancement Range:4-7 HD (Large); 8-9 HD (Huge)


Level Adjustment:+2

Ibixian are 7 ft. tall and weigh 250 pounds.

Ibixian speak Ibixian, their own language.

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.

Poison Resistance (Ex):Ibixian have a +2 racial bonus on saving throws


against poison (not reflected in the statistics given here).

Powerful Charge (Ex):Ibixian deal 2d6+3 points of damage when they make
a charge.

Stability (Ex):Ibixian are exceptionally stable on their ft.. An ibixian has a +4


bonus on ability checks made to resist being bull rushed or tripped when
standing on the ground (but not when climbing, flying, riding, or otherwise
not standing firmly on the ground).

Stonecunning (Ex):Ibixian have a +2 racial bonus on Search checks to notice


unusual stonework, such as sliding walls, stonework traps, new construction
(even when built to match the old), unsafe stone surfaces, shaky stone
ceilings, and the like. Something that isn’t stone but that is disguised as
stone also counts as unusual stonework. An ibixian who merely comes within
10 ft. of unusual stonework can make a Search check as if he were actively
searching, and an ibixian can use the Search skill to find stonework traps as
a rogue can. An ibixian can also intuit depth, sensing his approximate depth
underground as naturally as a human can sense which way is up. Ibixian
have a sixth sense about stonework, an innate ability that they get plenty of
opportunity to practice and hone in their underground homes.
Skills:Ibixian have a +2 racial bonus on Appraise checks that are related to
stone or metal items (not reflected in the statistics given here), a +2 racial
bonus on Craft checks that are related to stone or metal (not reflected in the
statistics given here), a +4 racial bonus on Climb, Intimidate, Jump, Listen,
Search, and Spot checks, and a +8 racial bonus on Balance checks.

Ibixian As Characters

Most ibixian with class levels are fighters.

Ibixian Traits (Ex):Ibixian possess the following racial traits.

—+4 Strength, +4 Dexterity, +4 Constitution, +2 Intelligence, +2 Wisdom,


+2 Charisma.

—Medium; an Ibixian has no special adjustments due to its size.

—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.

—Darkvision (Ex):Ibixian have Darkvision out to to 60 ft..

—Low-light Vision (Ex):Ibixian can see twice as far as a human in low-light


conditions.

—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 Skills:An ibixian's monstrous humanoid levels give it skill points


equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Balance,
Climb, Craft (bowmaking), Craft (weaponsmithing), Intimidate, Jump, Listen,
Search, Spot, Survival. Ibixian have a +2 racial bonus on Appraise checks
that are related to stone or metal items, a +2 racial bonus on Craft checks
that are related to stone or metal, a +4 racial bonus on Climb, Intimidate,
Jump, Listen, Search, and Spot checks, and a +8 racial bonus on Balance
checks.

—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).)

— +2 racial bonus on saving throws against poison.

—Natural Weapons (Ex):Ibixian can Butt for 1d6, Bite for 1d6, Claw for 1d4,
and Hoof for 1d4.

—Special Attacks (see above):Powerful Charge.

—Special Qualities (see above):Natural cunning, scent, stability,


stonecunning.

—Automatic Languages:Ibixian.

—Favored Class:Fighter.

—Level adjustment:+2.

Praying Mantis, Brobdingnagian

Medium Vermin

Hit Dice:2d8 (8 hp)

Initiative:+0

Speed:30 ft. (6 squares), fly 90 ft. (Perfect)

Armor Class:11 (+1 natural), touch 10, flat-footed 11

Base Attack/Grapple:+1/+5

Attack:Claw +5 melee (1d6+4/x4)

Full Attack:2 claws +3 melee (1d6+4/x4) and bite -2 melee (1d3+2)

Space/Reach:5 ft./5 ft.

Special Attacks:Improved grab

Special Qualities:Darkvision 60 ft., vermin traits

Saves:Fort +3, Ref +0, Will +2

Abilities:Str 18, Dex 10, Con 10, Int -, Wis 14, Cha 3

Skills:Hide +4*, Spot +6


Environment:Any land

Organization:Solitary

Challenge Rating:1

Treasure:None

Alignment:Neutral

Advancement:2-3 HD (Medium), 4-6 (Large)

Level Adjustment: -

This massive greenish-brown winged insectoid has spiny, scythelike forelegs.

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.

Skills:A brobdingnagian praying mantis has a +4 racial bonus on Hide and


Spot checks. *Because of its camouflage, the Hide bonus increases to +12
when a brobdingnagian praying mantis is surrounded by foliage.

Nibblet

Fine Animal

Hit Dice: 1/8d8+5 (6 hp)

Initiative: +5 (+5 Dexterity)

Speed: 40 ft., burrow 20 ft., climb 40 ft., swim 40 ft.

Armor Class: 15 (+5 Dexterity)

Base Attack/Grapple: +0/-21


Attack: Bite +5 melee (1d4-5)

Full Attack: Bite +5 melee (1d4-5)

Space/Reach: 6 in./4 in.

Special Attacks: Adorable as f#@%

Special Qualities: Blindsight 30 ft., lowlight vision, scent, tremorsense 60 ft.

Saves: Fort +7, Ref +7, Will +5

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

Feat: Beauteous Visage (B), Weapon Finesse

Environment: Any.

Organization: Solitary

Challenge Rating: 4

Treasure: Standard

Alignment: Neutral

Advancement: By class.

Level Adjustment: +6

Nibblets are 6 in. long, whiskered, fluffy, prehensile-tailed mammals.

Nibblets speak Nibblet and whatever language their “owner” speaks.

Combat

Nibblets avoid combat, preferring to look adorable and snuggle.

Adorable As F#@% (Ex): A nibblet is so adorable it continuously replicates


mass suggestion (Caster Level 20th). The save DC is Charisma-based.
Skills: A nibblet has a +8 racial bonus on Balance, Climb, Jump, Listen, and
Spot checks. A nibblet can always choose to take 10 on a Climb check, even
if rushed or threatened. A nibblet 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. Nibblets use
either their Strength modifier or Dexterity modifier for Climb, Jump, and
Swim checks, whichever is higher.

Thestral

Large Magical Beast

Hit Dice: 4d10+16 HD (38 hp)

Initiative: +2

Speed: 50 ft. (10 squares), fly 100 ft. (average)

Armor Class: 16 (+2 Dex, +5 natural, -1 size), touch 11, flat-footed 14

Base Attack/Grapple: +4/+11

Attack: Hoof +6 melee (1d6+3)

Full Attack: 2 hooves +6 melee (1d6+3) and bite +4 melee (1d6+1)

Space/Reach: 10 ft./5 ft.

Special Attacks: Disease

Special Qualities: Charnel scent, cloak of death, darkvision 60 ft., grim


vitality, low-light vision, resistance to negative energy 10, scent

Saves: Fort +8, Ref +6, Will +2

Abilities: Str 17, Dex 15, Con 18, Int 4, Wis 13, Cha 11

Skills: Listen +5, Spot +4

Feats: Endurance, Flyby Attack, Multiattack (B), Spirit Sense (B)

Environment: Temperate Forest

Organization: Domesticated or herd (6–30)

Challenge Rating: 4

Treasure: None
Alignment: Usually neutral

Advancement: 5-7 HD (Large), 8-12 HD (Huge)

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

A thestral provoked or threatened into an attack tends to gallop at its


attacker, trying to scare if off with blows of its hooves. If this is ineffective, it
lashes forward with its teeth, tearing chunks of flesh, which it swallows as it
battles. Often it will take to the air to swing past like a furious wraith.

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.

Grim Vitality (Ex): A thestral has a +4 resistance to disease, poison, and


death affects.

Training a thestral

A thestral requires training before it can bear a rider in combat. Training a


thestral requires you to be able to see it, six weeks of work, and a DC 25
Handle Animal check. Riding a thestral requires an exotic saddle. A thestral
can fight while carrying a rider, but the rider cannot also attack unless he or
she succeeds on a Ride check.

Thestral young are worth 3,500 GP each. Professional trainers charge 1,500
GP to rear or train a thestral.

Carrying Capacity: A light load for a thestral is up to 258 pounds; a medium


load, 259–519 pounds; and a heavy load, 520–780 pounds. A thestral can
drag 3,900 pounds.

Vycyryn

Fine Vermin

Hit Dice:1/8d8-1 (1 hp)

Initiative:+4 (+4 Dexterity)

Speed:15 ft. (3 squares), fly 45 ft. (perfect)

Armor Class:22 (+8 size, +4 Dex), touch 22, flat-footed 18


Base Attack/Grapple:+0/–12

Attack:Sting +4 melee (1pt.–5 plus poison)

Full Attack:Sting +4 melee (1pt.–5 plus poison), 4 pincers -1 melee (1pt.-5),


and bite -1 melee (1pt.-5 plus poison)

Space/Reach:3 in./2 in.

Special Attacks:Constrict 1pt.-5, improved grab, poison

Special Qualities:Darkvision 60 ft., tremorsense 60 ft., vermin traits

Saves:Fort +1, Ref +6, Will +0

Abilities:Str 1, Dex 18, Con 8, Int - , Wis 10, Cha 1

Skills:Climb +8, Hide +24, Spot +8, Survival +0*

Feats:Weapon Finesse (B)

Environment:Any

Organization:Solitary or swarm

Challenge Rating:1/16

Advancement:—

Level Adjustment:—

Vycyryn are closely related to arachnids and insects.

Vycyryn make excellent familiars. (Benefit:Master gains a +3 bonus on Spot


checks.)

Combat

Vycyryn are likely to attack any creature that approaches, and they usually
charge when attacking prey.

Constrict (Ex):A vycyryn deals automatic claw damage on a successful


grapple check.
Improved Grab (Ex):To use this ability, a vycyryn must hit with a claw
attack. A vycyryn can uses its Dexterity modifier for grapple checks.

Poison (Ex):Injury, Fortitude DC 9, initial and secondary damage 1 Con. The


save DC is Constitution-based.

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

Large Outsider (Abomination, Evil, Extraplanar, Incorporeal)

Hit Dice: 30d8 (outsider) plus +270 (510 hp)

Initiative: +17 (+13 Dex, +4 Improved Initiative)

Speed: fly 110 ft. (perfect)

Armor Class: 39 (-1 size, +13 Dex, +11 deflection, +6 profane), touch 39,
flat-footed 26

Base Attack/Grapple: +30/-

Attack: 4 incorporeal touches +42 or melee touch +42 or ranged touch +42

Full Attack: 4 incorporeal touches +42 (Will save DC 38 or 1d8 Wisdom


damage) or melee touch +42 or ranged touch +42

Space/Reach: 10 ft./10 ft.

Special Attacks: Face of Evil, Feast of Anguish, Profane Invasion, spell-like


abilities

Special Qualities: Damage reduction 15/epic and mithril, darkvision 60 ft.,


immunity to acid and poison, resistance to electricity, cold, and fire 20, SR
44

Saves: Fort +24 Ref +28 Will +26

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)

Feats: Ability Focus (Face of Evil), Combat Reflexes, Hover, Improved


Initiative, Iron Will, Spell Focus (Enchantment), Persuasive, Quicken Spell-
like Ability (suggestion [mass])

Epic Feats: Blinding Speed, Spell Stowaway (greater teleport), Tenacious


Magic (deeper darkness)

Environment: Carceri, Grey Wastes of Despair

Organization: Solitary (Unique)

Challenge Rating: 28

Treasure: Standard

Alignment: Always neutral evil

Advancement: 31-60 HD (Large), 61-90 HD (Huge)

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.

Yet a third group of these primordial beings dedicated to plaguing existence


were representations of the thoughts and feelings of pure evil itself. As a
thought is formless, existing only through the minds of others, so were these
beings also formless. Terrors to the earliest cultures of the Mortal Coil, once
the nature of the threat that they represented was discerned these creatures
were eventually named the anathema.

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.

As anathema-sponsored death cults became more common upon the Mortal


Coil, their actions attracted greater interest from the nascent forces of
Balance, as well as those of good. If anything, their actions were not a
hindrance to the anathema at first, but almost a promotion for them as often
an evil openly opposed becomes an evil described. The real, and ultimately
lethal, threat to the open power of the anathema came from the rising power
of the daemons created by the maladae. While the anathema were
individually powerful, their own self-destructive natures ensured that
comparatively few petitioners actually came to their own lands within
Gehenna. The daemons wished to expand to Gehenna under the leadership
of the Architect of the Tower Arcane, in the process hoping to completely
dominate pure evil for themselves. As a result, war between the daemons
and the anathema was inevitable...and the daemons, ultimately won the war.
The result is that Mungoth itself, once as volcanic a layer as Khalas or
Chamada, was extinguished, and the Flames of Loss used to forge the
foundations of Daemonic power in Gehenna through the Tower Arcane. This
act of destruction, in turn, fueled the final conquest of Gehenna as a whole,
as the anathema, instead of facing an army of daemons that returned to the
Grey Wastes when slain, instead found themselves facing an army that
respawned itself endlessly within their home territory.

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.

A second group of the anathema also discerned a pathway by which they


could achieve reformation despite the status quo that evolved after the
conquest of Gehenna by the Daemons. While all anathema, to some extent,
encouraged self-destructive behavior, the seven most competent Anathema
at encouraging these acts reinvented themselves along similar lines,
becoming known as the Sinns.

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.

Anathema Traits: Anathema are immune to polymorphing, petrification, and


other form-altering attacks; not subject to energy drain, ability drain, ability
damage, or death from massive damage; immune to mind-affecting effects;
fire resistance 20; cold resistance 20; nondetection; true seeing at will;
blindsight 500 ft.; telepathy out to 1,000 ft. An Anathema that is slain is
confined to Gehenna for 30 years, and is only permanently destroyed if slain
in Mungoth.

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.

The anathema, however, is immediately absorbed into the ground of the


exact location where it possessed the mortal, and is incapable of moving
from that location for as long as the possession lasts. An anathema which
chooses to end it’s possession of a host may do so as a full-round action.
Accomplishing this drags the aspect of the anathema that has possessed the
mortal back to the anathema, and allows the anathema to emerge from the
ground in order to find further targets.

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.

Each week that a victim is possessed, more of their personality is subsumed


by that of the anathema, until eventually there is nothing left but the
anathema within their body, acquiring all of their knowledge even while there
is practically nothing left of the original mortal to restore. While a restoration
spell followed by an atonement to counter the evil deeds done by the
possessed mortal is sufficient to repair the damage done to their minds and
souls initially, each week after the initial possession the probability of such
spells repairing the damage done decreases by 10%. After this period, even
if the Anathema is somehow forced out of the mortal’s body without killing
them their mind and soul have been so corrupted by the anathema’s
deranged thoughts that they have become Neutral Evil and openly detect as
such, and are condemned to suffer in Gehenna after death.

Furthermore, to permanently eliminate an anathema from the Mortal Coil


that has seized a host is extremely difficult. Killing a victim possessed by an
anathema acts as a form of Forbidden Magic which brings the anathema into
The Mortal Coil as if it was called. If an anathema can successfully be
defeated in such circumstances, it will be banished to Gehenna as described
earlier, although even this does not permanently destroy it but rather means
that there will be only a temporary respite at best from the anathema’s evil
while it reforms and plots vengeance. For this reason, whenever anathema
are encountered, a more common tactic against them is imprisonment by
mortals, giving rise to legends of beings of incredible horror which are bound
into seals or symbols.

Spell-like Abilities (Sp): At will: blasphemy, brain spider, charm monster,


damning darkness, deeper darkness, desecrate, detect evil, detect good,
disintegrate, false sending, greater dispel magic, hold monster, improved
invisibility (self only), magic circle against good, mind fog, mirage arcana,
mirror sending, modify memory, morality undone, polymorph (self only),
scrying, spiritwall, steal life, suggestion (mass), telekinesis, greater teleport
(self plus 1,000 pounds), unhallow, unholy aura, unholy blight, weird. 7/day:
bestow greater curse, mindrape. 1/day: legend lore, soul dominion. An
anathema casts it’s spell-like abilities at 30th level. Saving throws against it’s
spell-like abilities are DC 21 + spell level, except for Enchantments which
have saving throws of DC 22 + spell level. The saving throw DC’s are
Charisma-based.

Baernadaemon

Large Outsider (evil, extraplanar)

Hit Dice: 42d8+336 (672 hp)

Initiative: +7 (+7 dexterity)

Speed: 40 ft

AC: 56 (+24 natural, +16 insight, +7 dex, -1 size)

Base Attack/Grapple: +42/+54

Attack: Claw +50 melee (2d8+8+1/19-20) or bite +49 melee (3d6+4+1)

Full Attack: 2 claws +50/+45/+40/+35 melee (2d8+8+1/19-20) and bite


+44 melee (3d6+4+1/x3)

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

Skills: Bluff +61, Concentration +53, Diplomacy +61**, Disguise +61,


Escape Artist +52, Gather Information +61, Hide +52, Intimidate +61**,
Knowledge (arcana, planes, religion, dungeoneering, history, local history)
+59, Listen +59, Move Silently +52, Search +59, Sense motive +59,
Spellcraft +59, Spot +59, Survival +36, Use Magic Device +38

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)

Climate/Terrain: Gray Wastes of Hades

Organization: Solitary

Challenge Rating: 29 (only with base abilities)

Treasure: None

Alignment: Always neutral evil

Advancement: 43-55 HD (Huge), 56-80 (Gargantuan)

**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.

All Baern possess the following powers:

Abomination Traits: Immune to polymorphing, petrification, and other form-


altering attacks; not subject to energy drain, ability drain, ability damage, or
death from massive damage; immune to mind-affecting effects; fire
resistance 20; cold resistance 20; nondetection; true

seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.

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.

Spell-like Abilities: At will-abberate*, absorb mind*, addiction*, bestow


curse, blasphemy, claws of the bebelith*, death grimace*, deeper darkness,
desecrate, devil’s tongue*, greater dispelling, heartache*, hold monster,
loves pain*, red fester*, scrying, seathing eye-bane*, suggestion, greater
teleport, unholy aura, unholy blight, unhallow, touch of jubilex*, wither
limb*. Caster level 42nd. The save DC is Charisma-based. (DC 26 (30 with
evil spells³) + spell level.)

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.

NB:Daemon, Demon, and Devil refer to any/all NE, CE, or LE outsider(s)


respectively.

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

Thrall to Demon) are immune to this ability.

-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.

-Creatures created by the Baern’s Weavers of Flesh ability gain no save. If it


was another Baern who directly created

a given creature, it takes a –4 penalty on its save.

-Protection from evil does not suppress control.

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.

The duration of this ability is otherwise permanent, and the maximum


number in HD of creatures controlled is 2x the Baern’s HD (default 84). This
is a burst effect, so creatures standing near the Baern are affected first,
although obstacles don’t block it.

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.

Defiled Magic (Su): There is a property in the Baern's obsession to


wickedness that causes even the force of abstract evil to bend its favor. This
reality corrupting sympathy allows the Baern to cast corrupt spells and spell
like abilities without the spells corruption cost. Additionally they can ignore
disease component requirements of spells and spell like abilities and the
Baern casts all corrupt spells with a standard action as a swift action.
Further, they get an +4 DC enhancement for spells with the evil descriptor.

Greater Spell-like Abilities: 3/day-bestow greater curse*, death by thorns*,


damning darkness*, dread word*, masochism*, morality undone*,
shapechange, sadism*, stop heart*, wither limb*; 1/day-eternity of torture*,
mindrape*, plague of nightmares*, rapture of rupture*; 1/week-apocalypse
from the sky*, evil weather*, pestilence*. Caster level 42nd. The save DC is
Charisma-based. (DC 26 (30 with evil spells³) + spell level.)

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.

Shield of Innocence (Su): A Baern possessed of this ability has conquered


Innocence itself to protect it from well-meaning heroes and to turn their good
intentions against them. Thrice per day as an immediate action, the Baern
can call on the Shield of Innocence to shield itself from any harm. Whenever
the Baern is targeted with an attack or other effect that requires an attack
roll, he can instantly draw the soul out of the last innocent child the attacking
creature is related to, has had familiar contact with, or has seen (in that
order). The child's soul is ripped and pulled to wherever the Baern is, and is
forced to interpose itself between the attack and the Baern, being destroyed
in the process and killing the child on the spot. This negates any adverse
effects of the attack on the Baern. With one application of Shield of
Innocence, a number of souls equal to the Baern's Charisma modifier can be
used for the shield.

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.

Creatures immune to “vile” damage, to corruption cost, or whose racial


backgrounds do absolutely not include children (such as constructs, but DM's
discretion) are unaffected by this ability. Most outsiders are, though, because
they sometimes procreate with mortals and thus are familiar with the
concept of children.

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.

Finally, if any nonevil creature reaches 0 wisdom by means of this special


attack, it instantly regains these ability points but becomes instantly neutral
evil and an eternal slave to the Baern, as if dominated. This effect can not be
negated but by a disjunction of a 43rd-level caster (negating the domination)
and a miracle cast by a 43rd level good cleric in the following round
(restoring alignment). Nevertheless, the target has to succeed on a DC 46
Fortitude save or die in the process, as the energies forming his soul are torn
to shreds.

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.).

*=From the Book of Vile Darkness

² = only if the encountered Baern posses this ability

³ = only if the Baern posesses the Defiled Magic Ability


False God

Large Outsider (Evil, may also be Lawful or Chaotic, Abomination)

Hit Dice: 40d8+360 (680 hp)

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

Base Attack/Grapple: +40/+50

Attack: Annihilate +46 Melee or Ranged Touch (Annihilation, see below)

Full Attack: Annihilate +46 Melee or Ranged Touch (Annihilation, see below)

Space/Reach: 10 ft./10 ft.

Special Attacks: Annihilation, Spell-Like Abilities, Domain, Divine Aura

Special Qualities: Abomination Traits, Fast Healing 20, Regeneration 20, SR


42, DR 40/Epic, Energy Resistance (Acid, Cold, Electricity, Fire, and Sonic)
20, Dark Vision 240’, Divine Power

Saves: Fort +47, Ref +45, Will +47

Abilities: Str 22, Dex 25, Con 29, Int 26, Wis 28, Cha 43

Skills: Bluff +50, Concentration +45, Diplomacy +50, Gather Information


+50, Intimidate +50, Knowledge (Arcane, Geography, History, Local,
Religion, The Planes) +42, Listen +43, Search +42, Sense Motive +43,
Spellcraft +42, Spot +43, Use Magic Device +50, any three other skills at 36
ranks

Feats: Blind-Fight, Blinding Speed, Boost Spell-Like Ability, Combat Reflexes,


Empower Spell-Like Ability, Heighten Spell-Like Ability, Improved Combat
Reflexes, Improved Initiative, Intimidating Strike, Master Manipulator,
Maximize Spell-Like Ability, Quicken Spell-Like Ability, Superior Initiative,
Violate Spell-Like Ability

Environment: Any

Organization: Solitary

Challenge Rating: 30

Treasure: Standard

Alignment: Any Evil


Advancement: 41+ HD (Large)

Level Adjustment: -----

” The Gods visit the sins of the fathers upon the children.“

Occasionally a Deity mates with another powerful Outsider, or being of some


power. Or perhaps if it is powerful enough it's dreams and emotions take up
a life of their own. There are many theories on the origins of the False Gods,
but there are only 2 consistencies to all of them:

The Gods are responsible for their creation, and their continued existence.

They are irredeemably vain, sociopathic, and without mercy.

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.

Of equal concern and controversy is why their parents do nothing to stop


them. At least not directly. Some Gods have subtly backed mortal champions
who have undertaken missions to defeat their more evil progeny. Some have
been spectacularly less than subtle. But none of them have ever personally
raised a hand to smite one of their children despite their being so viciously
sadistic.

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:

Fear: All beings in the Area of Effect are Shaken.

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.

Abomination Traits False Gods are immune to Death by Massive Damage,


Polymorph, Petrification, Energy Drain, Ability Drain/Damage, or Mind-
Affecting Effects. They also have Blindsight 500’, Telepathy 1000’,
Nondetection, and True Seeing at will.

Regeneration (Ex): False Gods cannot Regenerate damage done by weapons


of opposing alignments. For example a Lawful Evil False God cannot
regenerate Chaotic or Good damage. It also cannot regenerate damage done
by the spells cast by Clerics of it's Divine Parent.

Immunities: Immune to disease, stunning, sleep effects, poison, Death


Effects, and Disintegration.

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

50 The False Gods are Abominations, children of a Deity and a Lesser


(possibly mortal) being (this reveals all Abomination traits). False

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

vulnerable to the Clerics patronized by their Divine Parent.

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.

The PC's rescue what appears to be a lone woman surrounded by a gathering


of Druids. The Druids seem to give up a little too easily, perhaps even
without combat. And long after they have left the forest, the PC's new
traveling companion begins to exhibit certain powers. Powers that suggest
that perhaps she never needed the PC's help. Powers that suggest they may
have been wrong in 'rescuing' her. But how can they find out what her
intentions are now?

Necodius

Medium Outsider (Abomination, Chaotic, Evil, Incorporeal)

Hit Dice: 36d8 +252 (540 hp)

Initiative: +4

Speed: fly 200 ft. (perfect)

AC: 37 (+4 dexterity, +14 profane, +9 deflection)

Base Attack/Grapple: +36/-

Attack: -

Full Attack: -

Face/Reach: 5 ft./5 ft.

Special Attacks: Bane of the divine, intercession, profane blast, spell-like


abilities, summon quells

Special Qualities: Abomination traits, divine immunity, DR 26/epic and silver,


regeneration 30, sacrilegious, SR 36

Saves: Fort +31, Ref +28, Will +38

Abilities: Str -, Dex 18, Con 25, Int 22, Wis 38, Cha 28

Skills: Appraise +42, Bluff +48, Concentration +46, Diplomacy +48,


Intimidate +48, Knowledge (religon, the planes, undead) +45, Listen +53,
Move Silently +43, Sense Motive +53, Spellcraft +45, Spot +53

Feats: Ability Focus (Profane Blast), Combat Casting, Quicken Spell-like


Ability (flame strike), Thick-Skinned (x3), Spell Pentration

Epic Feats: Blinding Speed (x3), Great Wisdom (x2), Tenacious Magic
(unhallow)

Environment: Any

Organization: Solitary

Challenge Rating: 24

Treasure: Standard
Alignment: Always Chaotic Evil

Advancement: 36-108 HD (Medium)

The children of deities, Necodius have been abandoned by their divine


parents. Driven by their hatred towards their divine parents, Necrodius seek
to kill all deities and all who worship them, especially divine spellcasters.
Necodius appear as pale skinned, bald, emaciated humanoids. They have a
single glowing green eye, and their ribcage is torn open, exposing their black
heart.

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.

Spell-like Abilities: At will - blasphemy, desecrate, dimensional anchor, dispel


good, flame strike, harm, soul bind, unhallow, unholy blight; 3/day - storm
of vengeance, trap the soul; 1/day - wish; Caster level 24th

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.

NB:Divine rank 0 = quasi-deity status. In Ascension, this is divine rank 4-5.


Use 4.

For Profane Blast, in Ascension, divine rank 0-2 is mortal. Use 0-2. Targets
can

be reduced to 0. This strips them of all their quintessence and divinity.


Salient Divine Abilities inc. all divine, cosmic, etc. abilities.

Cyber Creature (Revised (I.H.:A. (÷6x5)))

Cyber creatures, techno-organic organisms, are the ultimate expression of


cybernetic life.

Creating a Cyber Creature

“Cyber Creature” is a template that can be added to any corporeal, living


creature (referred to hereafter as the “base creature”). The cyber creature
uses all the base creature's statistics and special abilities, except as noted
here.

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.

- Cybernetic Adaptability (Ex):A cyber creature can have an additional


number of cybernetic attachments equal to its level. Improper removal of a
cybernetic attachment installed on a cyber creature causes 1d4 points of
temporary Constitution damage (instead of 1d4 points of permanent
Constitution drain, as normal). See Chapter 11:Cybernetics of D20 Future for
details.

Abilities:A cyber creature gains -2 Charisma. Intelligence and Wisdom are at


least 3.

Skills:A cyber creature gains a +2 racial bonus on Computer Use checks.

Challenge Rating:Same as base creature +0.16.

Level Adjustment:Same as the base creature +0.24.

Cyber Knight (Revised (I.H.:A. (÷6x5)))

[Description]

Creating a Cyber Knight

“Cyber Knight” is a template that can be added to any Aleerin or cyber


creature (referred to hereafter as the “base creature”). The cyber knight uses
all the base creature's statistics and special abilities, except as noted here.

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:

- Damage Reduction (Ex):A cyber knight gains damage reduction equal to


half its Hit Dice/ - . 1.2

- Fast Healing (Ex):A cyber knight gains fast healing equal to half its Hit
Dice. 1.2

- Indelible Implants (Ex):A cyber knight's cybernetic implants are no longer


susceptible to attacks, EMP, or massive damage, unless the cyber knight is
dead (NB:Undead is not dead.), as they are fully integrated with the cyber
knight's D.N.A. and physiology and have decentralized and redundant (i.e.
backup.) components. Thus, attempts to attack a cyber knight's implants,
instead, damage the cyber knight itself and EMP and massive damage have
no effect upon them. Furthermore, they are no longer vulnerable to
electricity. 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

Challenge Rating:Same as base creature +5.333.

Level Adjustment:Same as base creature +8.

Dark Lord (Clarified (÷6x5 (x2))

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:

Armaments of Doom (Sp): A dark lord’s natural weapons, as well as any


weapons it wields, are considered to be epic and evil weapons and have the
invincible (1), soul stealing (1), and unholy power abilities. 12f

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:

Blindsight 200 ft. 1f

Damage reduction 50/epic and good. 1d

Darkvision equal to the dark lord’s normal vision. 1f

Fast healing 50. 1d

Immunity to death effects, disease, mind-affecting effects, poison,


starvation, and suffocation. 1d

Resistance 50 to acid, cold, electricity, fire, and sonic damage. 5f

Spell Resistance equal to the dark lord’s CR +20. 1f

Immortal (Ex): Dark lords do not age. 1f

Irredeemable (Ex): A dark lord’s alignment cannot be shifted away from evil
by any means. 1d

Limited Regeneration (Ex): A dark lord regrows severed limbs in 1d6+1


rounds. It does not immediately die if its head is severed. 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

Skills: See the omnicompetent ability.

Feats: A dark lord gains Cleave, Dark Speech, Epic Leadership, Leadership,
Epic Reputation, Great Cleave, Polyglot, and Power Attack as bonus feats. 8f

Alignment: Always evil.

Challenge Rating: As base creature plus 30. (NB:Rounded up from 29.537 to


compensate for inconguities.)

Level Adjustment: As base creature plus 45. (NB:Rounded up from 44.305 to


compensate for inconguities.)
(1) See the Advanced Gamemaster's Guide, or replace with vorpal/brutal,
wounding, and adamantine.

(2) See the Epic Bestiary, or replace with vile damage.

(3) See Wrath and Rage, or replace with two bestow greater curses.

(4) See Plot & Poison, or replace with symbol of pain.

(5) See Wrath and Rage, or replace with destruction.

(6) See Testament, or replace with despoil.

27d, 37f, +24

Entropic Creature (Revised (I.H.:A. (÷6x5)))

“Entropic” is an acquired template that can be added to any creature


(referred to hereafter as the “base creature”). The entropic creature uses all
the base creature's statistics and special abilities, except as noted here.

Size and Type:The base creature's type changes to Undead (unless a


Construct or Undead). Size is unchanged. +1.6

NB:The Undying lose their Undying abilities, etc. completely.

Hit Dice:An entropic creature has maximum hit points. +.2

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.

Damage:Natural attack damage, if any, is increased by 5 damage categories.


(divine (x5)) 6
Special Attacks:An entropic creature retains the special attacks of the base
creature and gains the following:

- Entropic Mastery (Ex): All of an entropic creature’s attacks cause


permanent damage.

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).

Entropic creatures destroy non-magical matter (no save) with a touch.


Magical items must make a Fortitude save (DC10 + 1/2 HD/L + Charisma
modifier) each time they touch, or are touched by, an entropic creature, or
be destroyed.

i.e. an entropic creature's attacks are always touch attacks, and ignore all
hardness and damage reduction.

Anyone grappling, or striking, an entropic creature suffers permanent


damage (no save) equal to the base damage dice their attack would normally
inflict.

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

creatures are rarely, if ever, merciful. 43.2 (transcendental)

- Third Death (Su):If destroyed, an entropic creature implodes in upon itself.


All targets within the entropic creature's reach must make a Reflex save or
be sucked into the void and lost forever. Occasionally, beings lost in this
manner find a way to return but they are never the same creature they were
before unless they are somehow protected against the dimension of
entropy. The save DC is Charisma-based. (divine) 1.2
- Void Gaze (Su):Any intelligent creature looking at the entropic creature can
become lost in the unrelenting depth of blackness. Intelligent creatures
within 5 ft. per 2 Hit Dice of the entropic creature must make a Will save or
become fascinated for 2d6 rounds. The save DC is Charisma-based. This is a
mind-affecting effect. (divine) 1.2

Special Qualities:An entropic creature retains the special attacks of the base
creature and gains the following:

- Damage Reduction (Ex):An entropic creature gains damage reduction equal


to half its Hit Dice/- (rounded down to the nearest multiple of 5). (divine
(x2)) 2.4

Organization:Solitary.

Challenge Rating:Same as base creature +31.444.

Treasure:Standard.

Level Adjustment:Same as the base creature +47.166.

Fiend, Acolyte (Revised (I.H.:A. (÷6x5)))

[Description]

Creating an Acolyte

“Acolyte” is an acquired template that can be added to any evil- aligned


creature (referred to hereafter as the “base creature”).
The acolyte uses all the base creature's statistics and special abilities, except
as noted here.

Size and Type:The base creature's type (unless it is Construct or Undead)


changes to Outsider. The base creature also gains the Demon (if chaotic
evil), Daemon (if neutral evil), or Devil (if lawful evil) subtype, as well as any
perspective alignment subtypes. Size is unchanged. 1.2

Hit Dice:An acolyte has maximum hit points. .2

Speed:The base creature's speed doubles. .2

Armor Class:An acolyte retains the armor bonuses of the base creature and
gains the following:

- Deflection Bonus (Ex):An acolyte gains a deflection bonus equal to its


Charisma modifier. 1.2

- 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:

- Alter Reality (Su):An acolyte can (cast/manifest) any 0-9th level


(spell/power), as a swift action, at will. An acolyte 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, an acolyte 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
it's 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. The save DC's, if any, are Charisma-
based.; NB:If an acolyte already has Alter Reality, it gains +1 c.a. (or +6
d.a.). 7.2

Special:If the acolyte has Epic (Spellcasting/Manifesting), it can


(cast/manifest) any 0-Epic level (spell/power; of a Spellcraft skill check DC
up to the its Spellcraft skill check modifier +20), as a swift action, at will.

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.)

- Spell Resistance (Su):An acolytes gains spell resistance equal to 10 + its


Hit Dice.

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

Challenge Rating:Same as the base creature +11.638.

Alignment:Any evil.

Level Adjustment:Same as the base creature +17.458.

Fiend, Heartless (Revised (I.H.:A. (÷6x5)))

[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.

Size and Type:The base creature's type (unless it is Construct or Undead)


changes to Outsider. The base creature also gains the daemon (neutral evil),
demon (chaotic evil), or devil (lawful evil) subtype, as well as any
perspective alignment subtypes. Size is unchanged. 1.2

Hit Dice:An heartless has maximum hit points. .2

Speed:The base creature's speed doubles. .2

Armor Class:A heartless retains the armor bonuses of the base creature and
gains the following:

- Deflection Bonus (Ex):A heartless gains a deflection bonus equal to its


Charisma modifier. 1.2

- 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:

- Belittle (Ex):As a standard action, a heartless can belittle creatures. This is


a mind-affecting effect that originates from the heartless and extends
outward in a 25 ft. + 5 ft./2 Hit Die cone. All opponents within the cone must
succeed on a Will save (DC 10 + 1/2 Hit Dice + Charisma modifier) or be
stunned for 1 round. Those who succeed on their saves but remain within the
cone must continue to save each round that the heartless continues to
belittle them. After being stunned, opponents become shaken for 3d4
rounds. 1.2

- 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

- Deadly Glance (Su):As a standard action, a wrathful heartless can kill or


stun a creature within 100 ft. + 10 ft./Hit Die with a look. The target creature
must succeed on a Fortitude save (DC 10 + 1/2 Hit Dice + Charisma
modifier) or die (if the heartless intends to kill the creature) or be stunned
for 2d4 rounds (if the heartless intends to stun the creature). 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:

- Damage Reduction (Ex):A heartless gains damage reduction equal to half


its Hit Dice (round down; 5 = minimum). If the heartless 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
heartless 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 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

Abilities:A heartless gains +18 Charisma. 1.8

Challenge Rating:Same as the base creature +11.638.

Alignment:Any evil.

Level Adjustment:Same as the base creature +17.458.

Paragon (Perfect One) (Revised (I.H.:A. (÷6x5)))


Among the population of every kind of creature are some specimens that are
its weakest, worst representatives. Likewise, every population has its
paragons:the strongest, smartest, luckiest, and most powerful of the species.
Paragons may represent the mythical First Creature, created in its perfect
form by some creator deity, or perhaps the evolutionary endpoint of a race
after thousands of years of steady improvement. Sometimes, paragons just
spring up accidentally, when all the factors are right.

Creating a Paragon

“Paragon” is a template that can be added to any creature (referred to


hereafter as the “base creature”). The paragon uses all the base creature’s
statistics and special abilities, except as noted here.

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

Speed:All movement speeds are tripled (i.e. x3 (Divine Celerity).). 1.2

Armor Class:A paragon retains the armor bonuses of the base creature and
gains the following:

- Deflection Bonus (Ex):A paragon gains a deflection bonus equal to its


Charisma modifier. 1.2

- 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

Special:If the paragon has Epic (Spellcasting/Manifesting), it can


(cast/manifest) any 0-9th or Epic level (spell/power; of a Spellcraft skill
check DC up to the its Spellcraft skill check modifier +20), as a swift action,
at will.

If the paragon has Epic Meta(magic/psionic) Capacity, it can also combine


any 0-9th or 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 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:

- Damage Reduction (Ex):A paragon gains damage reduction 50/cursed and


epic. 3.75

- Fast Healing (Ex):A paragon gains fast healing 50/round. 3.75


- Fortuity (Ex):A paragon adds a +50 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).

- Immunity (Ex):A paragon gains immunity to cold and fire. 2.4

- Inner Eye (Ex):A paragon can automatically (no action required)


manipulate its fate. For example...The paragon gains 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 it opts to fail. 7.2

- 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).

Abilities:A paragon gains a +50 bonus to all ability scores. 30

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

Feats:A paragon gains 5 Bonus Feats. 1

Organization:Any, usually same as the base creature.

Challenge Rating:Same as the base creature +67.5


Treasure:Double standard.

Alignment:Any, usually same as the base creature.

Level Adjustment:Same as the base creature +101.25

Amidah (Ultimate One) (Revised (I.H.:A. (÷6x5)))

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

their godly realm, regardless of where they manifest.; NB:This Cosmic


Firmament ability is the template version of Cosmic Firmament

and different from the Cosmic Firmament ability listed under Cosmic Abilities
(I.H.:A.). 29

Speed:All movement speeds are hecatontoupled (i.e. x100 (Supersonic).),


rather than tripled (i.e. x3 (Divine Celerity).) (see Paragon). 7.2

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:

- Damage Reduction (Ex):An amidah gains damage reduction 75/cursed and


epic, rather than 50/cursed and epic (see Paragon). 1.875

- 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).

- Spell and Power Resistance (Ex):An amidah gains power/spell resistance


equal to 10+HD/L+75 (see Fortuity), rather than 10+HD/L+50 (see
Paragon).
Saves:An amidah gains a +75 luck bonus to all saves (see Fortuity), rather
than a +50 luck bonus to all saves (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

Organization:Any, usually same as the base creature.

Challenge Rating:Same as the base creature +71.75

Treasure:Triple standard.

Alignment:Any, usually same as the base creature.

Level Adjustment:Same as the base creature +107.625

Pseudonatural Creature (Starspawn) (Revised (I.H.:A. (÷6x5)))

[Description]

Creating a Pseudonatural Creature “Pseudonatural Creature” is an inherited


template that can be added to any corporeal creature (hereafter referred to
as the base creature).
A pseudonatural creature uses all the base creature's statistics and special
abilities except as noted here.

Size and Type:The creature's type changes to outsider. Size is unchanged.


Pseudonatural creatures are normally extraplanar outsiders.

Hit Dice:A pseudonatural creature has maximum hit points. +.2

Speed:All movement speeds are doubled. +.2

Armor Class:A pseudonatural creature retains the armor bonuses of the base
creature and gains the following:

- Natural Bonus (Ex):A pseudonatural creature gains a +35 natural bonus, or


the base creature's natural armor bonus, whichever is better. +3.5

Attack:Same as the base creature or, in pseudonatural form, a pseudonatural


creature gains one tentacle attack plus one per 4 Hit Dice additional to any
attacks the base creature could normally make. If the base creature can use
weapons, the pseudonatural creature can still do so. A pseudonatural
creature fighting without weapons uses a tentacle when making an attack
action (unless it has another natural attack it prefers). When it has a
weapon, it uses the weapon instead.

Full Attack:Same as the base creature or, in pseudonatural form, a


pseudonatural creature fighting without weapons uses all its tentacles when
making a full attack (plus any other natural attacks of the base creature). If
armed with a weapon, it uses the weapon as its primary attack and its
tentacles as secondary natural attacks (–5 on the attack roll, half Strength
bonus on damage rolls).

Damage:A pseudonatural creature's tentacle attacks deal bludgeoning


damage as shown below.
Size Tentacle Damage

Fine 1d3

Diminutive 1d4

Tiny 1d6

Small 1d8

Medium 2d6 (.4 per tentacle) (secondary)

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:

- Constant Insight (Su):A pseudonatural creature gains a +20 insight bonus


on all attack rolls and is not affected by the miss chance that applies to
attacks against a concealed target. +3.7

- Improved Grab (Ex):If a pseudonatural creature hits an opponent smaller


than it with a tentacle, it deals normal damage and attempts to start a
grapple as a free action without provoking an attack of opportunity. +.2

- Rotting Constriction (Ex):If a pseudonatural creature has hold of an


opponent, each successful grapple check it makes during subsequent rounds
permanently drains 2d4 points of Constitution. At the same time, the
creature regains 10 lost hit points. (+1 per tentacle)

- Spell-Like Abilities:At will - blink, blur, ethereal jaunt; 3/day - greater


invisibility, implosion, scintillating pattern, stinking cloud, 1 summon monster
IX, telekinesis, touch of idiocy. Caster Level = Hit Dice. The save DCs are
Charisma-based. +.18

1 A pseudonatural creature can summon only pseudonatural animals or


vermin with this ability. It can select from any celestial or fiendish animal or
vermin that could be summoned by summon monster IX, but applies the
pseudonatural template (see Lords of Madness) to the creature rather than
the celestial or fiendish template.

Special Qualities:A pseudonatural creature has all the special qualities of the
base creature, plus the following special qualities:

— Blindsight 500 ft. +1

— Immunity to poison. +.2

— 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

— A pseudonatural creature's natural weapons are treated as epic weapons


for the purpose of overcoming damage reduction.

— Spell resistance equal to Hit Dice x 5. +5

- Change Shape (Su):As a standard action, a pseudonatural creature can


take pseudonatural form (a grotesque, tentacled mass; or another
appropriately gruesome form). This ability functions as described for the
change shape ability (see v3.5 M.M.), except as follows:+.5

— 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.

— The creature becomes amorphous. It cannot be flanked, and is not subject


to extra damage from critical hits. +.7

— Creatures native to the Material Plane take a -1 morale penalty on attack


rolls against a pseudonatural creature in its pseudonatural form. +.125

Abilities:Increase from the base creature as follows:Str +22, Con +10, Dex
+10, Wisdom +10, Intelligence at least 3. +5.2

Challenge Rating:+13.252; +0.777 per 4 Hit Dice.


Alignment:Always chaotic evil.

Level Adjustment:+19.879; +1.166 per 4 Hit Dice.

Superior Half-Dragon

Common dragons are well-known for their fecundity, siring half-breed


offspring with myriad creatures. What few sages realize is that higher-order
dragons share this trait; however, such half-draconic offspring are much
rarer due to both the scarcity of their draconic parents, and because few
beings can successfully couple with such powerful creatures. The spawn of
such unions, however, are superior half-dragons (the term is used
collectively for all half-epic, half-adamic, and half-nehaschimic dragons) and
can become multiversal movers and shakers in their own right. Oddly, some
of these dragons should not be able to have children at all (such as void
dragons), but rare instances of creatures having the traits of such creatures
indicate that such a thing is somehow possible.

Creating a Superior Half-Dragon

"Superior half-dragon" is an inherited template that can be added to any


living, corporeal creature with 20 Hit Dice (for epic dragons), 60 Hit Dice (for
adamic dragons), or 120 Hit Dice (for nehaschimic dragons), referred to
hereafter as the base creature.

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.

Damage:Superior half-dragons have wing, bite, and claw attacks, with


damage as listed on Table 1-8:Universal Base Damage by Size in The
Immortal’s Handbook Epic Bestiary Vol. 1. Remember that these values may
be modified if the superior half-dragon has any virtual size categories. A
superior half-dragon’s natural weapons, and all melee weapons wielded, are
treated as being epic for purposes of overcoming damage reduction.

Special Attacks:Superior half-dragons retain all the special attacks of the


base creature and gains the following:

Breath Weapon (Su): A superior half-dragon is able to use a breath weapon,


the exact type and damage of which is determined by what kind of superior
half-dragon it is. Epic half-dragons can use their breath weapon once every
1d4 rounds, adamic half-dragons can use their breath weapon once every
1d3 rounds, and nehaschimic half-dragons can use their breath weapon once
every 1d2 rounds. The save DC is 10 + ½ the superior half-dragon’s Hit Dice
+ the superior half-dragon’s Con modifier.
- Cometary (adamic): A half-cometary dragon can breathe a cone of
temporal stasis, affecting everyone in range for 1d3 rounds if they fail a
Reflex save. Opponents frozen in this manner can be attacked normally by
the half-cometary dragon, but cannot be affected again by its breath weapon
until the effect wears off.

- Firmament (nehaschimic): A half-firmament dragon breathes a line of


quarks (sub-atomic particles) that rend asunder the target’s physical being.
Creatures hit by this take 1d6 points of permanent damage per 4 Hit Dice of
the half-dragon (half damage on a successful Fortitude save). 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).

- 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).

- Nexus (nehaschimic): A half-nexus dragon can breathe a cone that has a


33% chance (roll once per individual) of shunting those within it into another
universe, erasing them from ever having existed at all in their native
universe. Those affected by the same use of this breath weapon might be
shunted into the same alternate universe.

- 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.

- Polychromatic (epic): A half-polychromatic dragon breathes a cone of


energy that deals 1d6 points of damage per Hit Die of the half-dragon (half
damage on a successful Reflex save). It may choose the type of energy:acid,
cold, electricity, or fire, each time it uses its breath weapon.

- Prismatic (epic): A half-prismatic dragon has a prismatic spray breath


weapon. The breath weapon’s cone is of the size indicated by Table D-
13:Breath Weapon Size in The Immortal’s Handbook Epic Bestiary Vol. 1, not
the normal cone for the spell.

- Starshadow (adamic): A half-starshadow dragon breaths a line of energy


that does 1d20 points of damage per Hit Die of the half-dragon (half damage
on a successful Reflex save). The type of energy adapts itself as the most
damaging type for each target struck (e.g. a creature with the cold subtype
would take fire damage from this breath weapon). If a creature has no
particular energy vulnerability, then this is treated as being force damage.
Regardless of energy type, this breath weapon ignores any miss chance a
target might have for being incorporeal.

- Timber (epic): A half-timber dragon breathes a cone of death energy,


dealing 1d8 points of damage per Hit Die of the half-dragon to living
creatures (half damage on a successful Fortitude save). This deals d12 points
of damage per Hit Dice to creatures of the plant type, or water subtype. It
deals no damage to constructs and the undead.

- Titanium (epic): A half-titanium dragon breathes a line of telluric force


(which appears as a green lightning) dealing 1d10 points of damage per Hit
Die of the half-dragon (half damage on a successful Reflex save). Targets
struck by a consecutive use of the breath weapon take double the normal
damage (2d10 per Hit Die of the half-dragon) so long as the next use occurs
within 24 hours.

- Void (adamic): A half-void dragon breathes a cone of annihilation, causing


living beings who fail a Reflex save to lose 1 level/Hit Die per 4 Hit Dice of
the half-dragon (this is treated as though they had failed a Fort save to
remove a negative level), those who make their save suffer no damage.
Creatures immune to energy drain still take half damage from this effect (no
damage on a successful save).

Special Qualities:Superior half-dragons retain all the special qualities of the


base creature and gains the following:

- Adaptation (Ex): Half-adamic and half-nehaschimic dragons take no


damage from any natural environment; they are capable of existing
anywhere.
- Immunities (Ex): All superior half-dragons are immune to poison, sleep,
paralysis, stunning, disease, death effects, nonlethal damage, ability
damage, ability drain, energy drain, and death from massive damage. They
also have additional immunities based on type.

~ Cometary (adamic): Half-cometary dragons are immune to cold damage,


and are healed instead of harmed by fire damage.

~ Firmament (nehaschimic): Half-firmament dragons are immune to sonic


damage, are healed instead of harmed by fire damage, and reflect all cold-
based attacks. Further, they cannot be harmed by sub-epic spells.

~ Force (epic): Half-force dragons are immune to all force effects.

~ Nexus (nehaschimic): Half-nexus dragons are immune to cold damage, are


healed instead of harmed by electricity damage, and reflect all sonic-based
attacks. Further, they cannot be harmed by sub-epic spells.

~ Platinum (epic): Half-platinum dragons are immune to cold damage.

~ Polychromatic (epic): Half-polychromatic dragons are immune to one type


of energy (acid, cold, electricity, or fire) chosen each round on their turn.

~ Prismatic (epic): Half-prismatic dragons cannot be harmed by any light,


including Evocation [Light] spells, searing light, and the various prismatic
(sphere, spray, wall) spells. In addition, they are immune to any spell or
effect that causes blindness.

~ Starshadow (adamic): Half-starshadow dragons are immune to electricity


damage, and are healed instead of harmed by sonic damage.

~ Timber (epic): Half-timber dragons are immune to negative energy and


necromantic effects.
~ Titanium (epic):Half-titanium dragons are immune to sonic damage.

~ Void (adamic):Half-void dragons are immune to cold damage, and are


healed instead of harmed by acid damage.

- Keen Senses (Ex): Superior half-dragons have heightened senses, as


follows:half-epic dragons see eight times as well as a human in shadowy
illumination, four times as well in normal light, and have 120 ft. darkvision.
Half-adamic dragons see twenty times as well in shadowy illumination, ten
times as well in normal light, and have 600 ft. darkvision. Half-nehaschimic
dragons have sight that extends infinitely, though not to other planes, and
see in the dark as well as they do in the light.

- 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).

~ Cometary (adamic): A half-cometary dragon’s wings are grey and very


translucent, being made of compressed time. By enfolding itself within its
wings, a half-cometary dragon may place a safe time (as the epic spell)
effect on itself. This lasts for as long as the half-cometary dragon wishes; it
is aware of the passage of normal time, though time ceases to pass for it,
and it may not take any actions except to move back into normal time on a
subsequent round (which is a free action).

~ Firmament (nehaschimic): The wings of a half-firmament dragon seem to


be made of light. On its turn it may choose a being within reach to become
immune to. Thereafter, that creature is unable to affect the half-firmament
dragon at all; its attacks, spells, actions, etc. do no damage to and have no
effect on the half-firmament dragon. A half-firmament dragon may change
this designation as often as it likes, but it may only ever be immune to a
single being (eternals and higher beings are not subject to this power). When
using this power, a half-firmament dragon seems to wave its wings through a
creature, attuning itself to that creature’s existence totally.

~ Force (epic): A half-force dragon’s wings are completely invisible, through


still tangible. On its turn a half-force dragon is able to negate all force effects
within 100 ft. of it. This functions like a successful dispel magic used against
all force-related spells and magic items (e.g. a wall of force would
immediately cease to exist, bracers of armor would be nonfunctional for 1d4
rounds, etc).

~ Nexus (nehaschimic): The wings of a half-nexus dragon are composed of


light, though they shine less brightly than those of a half-firmament
dragon’s. By using their wings, they may “attack” the laws of physics,
denying an effect from happening despite it having the requisite cause. As an
immediate action, a half-nexus dragon can cause someone within 100 ft. to
lose a standard action from their turn (e.g. the victim may only take a move
action this turn, unless they somehow have more actions). Eternals and
higher beings are not subject to this power.

~ Platinum (epic): A half-platinum dragon’s wings are a beautiful silvery-


white, and are incredibly strong. When fighting defensively, a half-platinum
dragon can use one wing as an extremely potent bastion, gaining damage
reduction 25/-. When using a total defense action, it uses both wings, raising
the damage reduction to 50/-.

~ Polychromatic (epic): A half-polychromatic dragon is able to change the


color of its wings at will (though not the pattern). Since its wings are strongly
aligned with elemental energy, on its turn it can duplicate any spell with an
energy descriptor of a level equal to 9 + number of automatic metamagic
capacity feats (caster level equal to its natural Hit Dice). This ability can also
duplicate any epic spells with a Spellcraft DC equal to the half-polychromatic
dragon’s spellcraft check +20 and an energy descriptor.

~ Prismatic (epic): The wings of a half-prismatic dragon constantly sparkle


and shift colors. A creature hit by a half-prismatic dragon’s wing buffet has
the light around it solidified; it is trapped inside a prismatic sphere of a single
color (roll 1d8 to determine the color, re-rolling any result of 8) that takes up
just that creature’s space.

~ Starshadow (adamic): A half-starshadow dragon’s wings are a black film,


with white spots on them that make it seem as though the wings are
windows into deep space. Because a half-starshadow dragon’s wings
naturally aggregate magic, any opponent it hits with a wing buffet loses all
magical ability for 1 round, as though that creature were in an antimagic field
that only affects their items and abilities. This ability doesn't work on
sidereals or higher beings.

~ Timber (epic): A half-timber dragon’s wings seem to have their bones


made from wood, with the membranes being leaves. As its wings are
incarnations of nature, they offer the half-timber dragon great defensive
power from unnatural things. While fighting defensively, a half-timber dragon
takes the minimum possible damage from manufactured weapons (e.g. a +7
longsword wielded by someone with Str 26 would only do 16 points of
damage). Unarmed strikes and natural weapons continue to inflict normal
damage.

~ Titanium (epic): The wings of a half-titanium dragon are composed of a


dark bluish metal, and seem to almost be manufactured rather than grown.
Strongly resistant to magic, a half-titanium dragon that takes a total defense
action wraps its wings around itself, and is treated as having unbeatable spell
resistance so long as it maintains a total defense. This doesn't function
against sidereals and higher beings.

~ 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).

- Spell Resistance (Ex): A superior half-dragon has spell resistance equal to


its Hit Dice +10 (half-epic dragons), +15 (half-adamic dragons), or +20
(half-nehaschimic dragons).
Abilities:Superior half-dragons gain ability increases as follows:

~ Half-epic dragons:Str +12, Con +10, Int +10, Cha +10.

~ Half-adamic dragons:Str +30, Con +24, Int +24, Cha +24.

~ Half-nehaschimic dragons:Str +72, Con +50, Int +50, Cha +50.

Skills:Superior half-dragons are omnicompetent mavens.

- Maven & Omnicompetent (Ex):Superior half-dragons gain maximum ranks


in all skills (w/all skills becoming class skills).

Challenge Rating:As base creature +20 (half-epic), +36 (half-adamic), or


+70 (half-nehaschimic).

Alignment:As base creature or dragon variety.

Level Adjustment:As base creature +30 (half-epic), +54 (half-adamic), or


+105 (half-nehaschimic).

Portfolio Errata (Specific)

Darkness

Domain:Darkness.
(Single) Darkness Portfolio

Divine Status Ability/weakness gained


Benefit/penalty
Action

Disciple 'Domain, subdomain, and spell-like abilities. You gain full


domain access as well as up to 1 subdomain (w/o Varies.

having to sacrifice any of your domain's abilities, etc.) and you

can use any (1/round) of your domain or subdomain spells as

spell-like abilities at will.

See In Darkness You


can see perfectly in darkness of any kind, including that Always active

created by deeper darkness.

Hostile Environment (Sun)


Competence penalty (= your divine rank) on attack rolls, Always
active

damage rolls, and armor class in sunlight.

Positive Energy Vulnerability Suffer


+50% damage from positive energy. Always active

Prophet Entropic Immunity You're


immune to entropic effects (inc. death effects; Always active

necromantic effects; and negative energy)

Hero-deity Scion of Darkness


Competence bonus (= your divine rank) on attack rolls, Always
active

damage rolls, and armor class in darkness or shadow.

Quasi-deity Superior Summoning Shadow


creatures summoned have +50% HD. Always active
Demi-deity Embodiment of Entropy
Immunities only 50% effective vs. your entropic effects (inc. Always
active

death effects; necromantic effects; and negative energy).

Greater Deity Darkness (R(FH, if Con 0)) Gain


(R(FH, if Con 0)) equal to 1/2 HD/L in darkness Always active

or shadow.

(Double) Darkness Portfolio

Divine Status Ability/weakness gained


Benefit/penalty
Action

Disciple 'Subdomain and spell-like abilities. You gain up


to +1 subdomain (w/o having to sacrifice any of Varies

your domain's abilities, etc.) and you can use any (2/round)

of your domain or subdomain spells as spell-like abilities

at will.

Hostile Environment (Sun)


Competence penalty (= 2x your divine rank) on attack rolls, Always
active

damage rolls, and armor class in sunlight.

Positive Energy Vulnerability Suffer


+100% damage from positive energy. Always active

Prophet Cold Immunity You


are immune to cold. Always
active

Hero-deity Greater Scion of Darkness


Competence bonus (= 2x your divine rank) on attack rolls, Always
active
damage rolls, and armor class in darkness or shadow.

Quasi-deity Perfect Summoning Shadow


creatures summoned have +200% HD. Always active

Demi-deity Perfect Embodiment of Entropy


Immunities ineffective vs. your entropic effects (inc. death Always
active

effects; necromantic effects; and negative energy).

Greater Deity Greater Darkness (R(FH, if Con 0)) Gain (R(FH,


if Con 0)) equal to HD/L in darkness or shadow. Always active

Death

Domain:Death.

(Single) Death Portfolio

Divine Status Ability/weakness gained


Benefit/penalty
Action

Disciple 'Domain, subdomain, and spell-like abilities. You gain full


domain access as well as up to 1 subdomain (w/o Varies.

having to sacrifice any of your domain's abilities, etc.) and you

can use any (1/round) of your domain or subdomain spells as

spell-like abilities at will.

Positive Energy Vulnerability Suffer


+50% damage from positive energy. Always active

Sterility
You can't produce offspring, even magically/psionically. Always
active
Undead You
gain the Undead type. Always
active

Prophet Entropic Immunity You're


immune to entropic effects (inc. death effects; Always active

necromantic effects; and negative energy)

Hero-deity Scion of Death


Competence bonus (= your divine rank) on attack rolls, Always
active

damage rolls, and armor class vs. living opponents.

Quasi-deity Superior Summoning Undead


creatures summoned have +50% HD. Always active

Demi-deity Embodiment of Entropy


Immunities only 50% effective vs. your entropic effects (inc. Always
active

death effects; necromantic effects; and negative energy).

Greater Deity Negative Energy Absorption You're


healed (5 hp per HD/L the effect would have drained, Always active

if
you were vulnerable to energy drain) by negative energy.

(Double) Death Portfolio

Divine Status Ability/weakness gained


Benefit/penalty
Action

Disciple 'Subdomain and spell-like abilities. You gain up


to +1 subdomain (w/o having to sacrifice any of Varies

your domain's abilities, etc.) and you can use any (2/round)

of your domain or subdomain spells as spell-like abilities

at will.
Positive Energy Vulnerability Suffer
+100% damage from positive energy. Always active

Undead You
gain the Undead type. Always
active

Prophet Cold Immunity You


are immune to cold. Always
active

Hero-deity Greater Scion of Death


Competence bonus (= 2x your divine rank) on attack rolls, Always
active

damage rolls, and armor class vs. living opponents.

Quasi-deity Perfect Summoning Undead


creatures summoned have +200% HD. Always active

Demi-deity Perfect Embodiment of Entropy


Immunities ineffective vs. your entropic effects (inc. death Always
active

effects; necromantic effects; and negative energy).

Greater Deity Greater Negative Energy Absorption You can use


any source of negative energy to gain temporary Always active

hit points. Temporary hit points don't stack with temporary

hit points.

Entropy

Prerequisites:Any Chaotic alignment.

Domain:Void or Chaos (entropy).


(Single) Entropy Portfolio

Divine Status Ability/weakness gained


Benefit/penalty
Action

Disciple 'Domain, subdomain, and spell-like abilities. You gain full


domain access as well as up to 1 subdomain (w/o Varies.

having to sacrifice any of your domain's abilities, etc.) and you

can use any (1/round) of your domain or subdomain spells as

spell-like abilities at will.

Voidborn
Gains No Breath, Skywalker (B), and Lesser Starflight. Varies.

Chronal Vulnerability
Chronal effects are +50% effective vs. you. Always
active

Sloth's Grace You


gain a competence penalty to your Dex (= your divine Always active

rank.

Prophet Entropic Immunity You're


immune to entropic effects (inc. death effects; Always active

necromantic effects; and negative energy)

Hero-deity Scion of the Void


Competence bonus (= your divine rank) on attack rolls, Always
active

damage rolls, and armor class in a vacuum.

Quasi-deity Superior Banishing Enemies


summoned are banished (50% chance). Always active

Demi-deity Embodiment of Entropy


Immunities only 50% effective vs. your entropic effects (inc. Always
active
death effects; necromantic effects; and negative energy).

Greater Deity Void Soul Gain


(R(FH, if Con 0)) equal to 1/2 HD/L in a vacuum. Always active

(Double) Entropy Portfolio

Divine Status Ability/weakness gained


Benefit/penalty
Action

Disciple 'Subdomain and spell-like abilities. You gain up


to +1 subdomain (w/o having to sacrifice any of Varies

your domain's abilities, etc.) and you can use any (2/round)

of your domain or subdomain spells as spell-like abilities

at will.

Greater Voidborn Gains


the Void subtype, Starflight, X-ray Vision 60 ft.. Varies.

Chronal Vulnerability
Chronal effects are +100% effective vs. you. Always
active

Sloth's Grace You


gain a competence penalty to your Dex (= 2x your Always active

divine rank.

Prophet Cold Immunity You


are immune to cold. Always
active

Hero-deity Greater Scion of the Void


Competence bonus (= 2x your divine rank) on attack rolls, Always
active

damage rolls, and armor class in a vacuum.

Quasi-deity Perfect Banishing Enemies


summoned are banished (100% chance). Always active
Demi-deity Perfect Embodiment of Entropy
Immunities ineffective vs. your entropic effects (inc. death Always
active

effects; necromantic effects; and negative energy).

Greater Deity Greater Void Soul Gain


(R(FH, if Con 0)) equal to HD/L in a vacuum. Always active

Dragons

Opposed Portfolio:Giants.

Prerequisites:Must be a dragon or of dragon ancestry.

Special:Can't be giant-blooded.

Domain:Scalykind (dragon).

Realm

You create a divine realm populated by dragons and dragon kin.

Hazards:Dragons and dragon kin inhabit these realms.

Inhabitants:Dragons and dragon kin are drawn to these realms.

Dragons Template (Single Portfolio)

Appearance:Your manifestation, if not draconic, becomes so; if draconic,


becomes

more so; and, if a dragon, becomes the quintessential draconic ideal.

Demeanor:These immortals become aggressive, reclusive, and territorial.


They

may also also become preoccupied w/obtaining material wealth (esp.


precious
metals, priceless gems, etc.) and taking long naps in their lairs.

Dragons Template (Double Portfolio)

Appearance:Your manifestation, if not draconic, becomes so; if draconic,


becomes

more so; and, if a dragon, becomes the quintessential draconic ideal.

Demeanor:These immortals become aggressive, reclusive, and territorial.


They

may also also become preoccupied w/obtaining material wealth (esp.


precious

metals, priceless gems, etc.) and taking long naps in their lairs.

(Single) Dragons Portfolio

Divine Status Ability/weakness gained


Benefit/penalty
Action

Disciple 'Domain, subdomain, and spell-like abilities. You gain full


domain access as well as up to 1 subdomain Varies

(w/o having to sacrifice any of your domain's abilities,

etc.) and you can use any (1/round) of your domain

or subdomain spells as spell-like abilities at will.

Dragon Type You


gain the Dragon type (unless a Construct, Dragon, etc.). Always active

Giant Vulnerability
Giants' attacks are +50% effective vs. you. Always
active

Sloth's Grace You


gain a competence penalty to your Dex (= your divine Always active

rank. This can't lower your Dex to less than 10.


Prophet Dragon Lord You
gain any nonSuperior half-dragon template (unless a Always active

half-dragon, Superior half-dragon, or true dragon, etc.).

This ability can't be lost or stolen or involuntarily

suppressed or nullified even by deities of

higher divine rank.

This ability is replaced by Disciple of the Wyrm.

Hero-deity Giant Slayer


Competence bonus (= your divine rank) on attack rolls, Always
active

damage rolls, and armor class vs Giants and giant kin.

Quasi-deity Improved Summoning


Summoned dragons and dragon kin have 50% more HD. Always
active

Demi-deity Embodiment of Dragonkind


Immunities only 50% effective vs. your magic (inc. Sp, Su, Always
active

etc.).; NB:This applies to psionics, if any.

Lesser Deity Superior Withering (Strength) [Effect] Assault


your enemies w/Strength draining attacks. Varies

Int. Deity Uncanny Withering (Strength) Mastery Assault


your enemies w/Strength draining attacks. Varies

Greater Deity Dragon Soul Gain


(R(FH, if Con 0)) = 1/2 your HD/L in your realm. Always active

Elder One Dragon Messiah You can't


be harmed either willingly or unwillingly by Always active

dragons/dragon kin of a lower divine rank.


Cosmic Imperfection (Giant) One
artifact in the universe can overcome your cosmic Always active

string ability.

Old One Cosmic Font Your


power comes from within. Your magic (inc. Sp, Su, etc.). Always active

functions normally in Antimagic and Dead Magic Zones.

NB:This applies to psionics, if any.

(Double) Dragons Portfolio

Divine Status Ability/weakness gained


Benefit/penalty
Action

Disciple 'Subdomain and spell-like abilities. You gain up


to +1 subdomain (w/o having to sacrifice any Varies

of your domain's abilities, etc.) and you can use any (2

/round) of your domain or subdomain spells as spell-

like abilities at will.

Giant Vulnerability
Giants' attacks are +100% effective vs. you. Always
active

Sloth's Grace You


gain a competence penalty to your Dex (= 2x your Always active

divine rank. This can't lower your Dex to less than 10.

Prophet Disciple of the Wyrm You gain


the traits of any true (nonepic/neotic, etc.) dragon Always active

of 1/6th your HD/L (unless a true dragon, etc.). This ability


can't be lost or stolen or involuntarily suppressed or

nullified even by deities of higher divine rank.

This ability replaces Dragon Lord.

Hero-deity Giant Slayer


Competence bonus (= 2x your divine rank) on attack rolls, Always
active

damage rolls, and armor class vs Giants and giant kin.

Quasi-deity Improved Summoning


Summoned dragons and dragon kin have 200% more HD. Always
active

Demi-deity Embodiment of Dragonkind


Immunities ineffective vs. your magic (inc. Spells, Sp, Su, Always
active

etc.).; NB:This applies to psionics, if any.

Lesser Deity Superior Withering (Strength) [Effect] (x2) Assault your


enemies w/Strength draining attacks. Varies

Int. Deity Uncanny Withering (Strength) Mastery (x2) Assault


your enemies w/Strength draining attacks. Varies

Greater Deity Greater Dragon Soul Gain


(R(FH, if Con 0)) = your HD/L in your realm. Always active

Elder One Dragon King You


automatically dominate all dragons/dragon kin of a Always active

lower divine rank.

Cosmic Imperfection (Giant) Two


artifacts in the universe can overcome your cosmic Always active

string ability.

Old One Exclusivity The


first opponent to deliver a successful attack against Always active
you is the only opponent who can injure you the

remainder of that round.

First One Transcorporeality There is


only one weapon in the universe than can affect you. Always active

Fey

Opposed Portfolio:Humans.

Prerequisites:Must be a fey or of fey ancestry.

NB:Pure-blooded Dwarves, Elves, Gnomes, and Goblinoids (i.e.

Goblins, Orcs, etc.) qualify, as these races are all of fey origin.

Special:Can't be human-blooded. This inc. Half-breeds,

Halflings, and Human-blooded races.

Domain:Trickery.; Typical Subdomains:Deception, Thievery.

NB:Fey are especially fond of the Deception subdomain.

Realm

You create a divine realm populated by fey and fey kin.

Hazards:Fey and fey kin inhabit these realms.

Inhabitants:Fey and fey kin are drawn to these realms.

Fey Template (Single Portfolio)

Appearance:Your manifestation, if not fey, becomes so; if half-fey, becomes

more so; and, if a fey, becomes the quintessential fey ideal.

Demeanor:These immortals become reclusive, territorial tricksters. They

may also also become preoccupied w/playing pranks on mortals.


Fey Template (Double Portfolio)

Appearance:Your manifestation, if not fey, becomes so; if half-fey, becomes

more so; and, if a fey, becomes the quintessential fey ideal.

Demeanor:These immortals become reclusive, territorial tricksters. They

may also also become preoccupied w/playing pranks on mortals.

(Single) Fey Portfolio

Divine Status Ability/weakness gained


Benefit/penalty
Action

Disciple 'Domain, subdomain, and spell-like abilities. You gain full


domain access as well as up to 1 subdomain Varies

(w/o having to sacrifice any of your domain's abilities,

etc.) and you can use any (1/round) of your domain

or subdomain spells as spell-like abilities at will.

Fey Type You


gain the Fey type (unless a Construct, Fey, etc.). Always active

Human Vulnerability
Humans' attacks are +50% effective vs. you. Always
active

Fly's Endurance You


gain a competence penalty to your Con (= your divine Always active

rank. This can't lower your Dex to less than 10.

Prophet Fey Knight You


gain any half-fey template (unless a fey or half-fey). Always active

This ability can't be lost or stolen or involuntarily


suppressed or nullified even by deities of

higher divine rank.

This ability is replaced by Lesser Gestalt Creature.

Hero-deity Human Slayer


Competence bonus (= your divine rank) on attack rolls, Always
active

damage rolls, and armor class vs humans and human kin.

Quasi-deity Improved Summoning


Summoned fey and fey kin have 50% more HD. Always
active

Demi-deity Embodiment of Feykind


Immunities only 50% effective vs. your magic (inc. Sp, Su, Always
active

etc.).; NB:This applies to psionics, if any.

Lesser Deity Superior Withering (Wisdom) [Effect] Assault your


enemies w/Wisdom draining attacks. Varies

Int. Deity Uncanny Withering (Wisdom) Mastery Assault


your enemies w/Wisdom draining attacks. Varies

Greater Deity Fey Soul Gain


(R(FH, if Con 0)) = 1/2 your HD/L in your realm. Always active

Elder One Fey Messiah You can't


be harmed either willingly or unwillingly by Always active

fey/fey kin of a lower divine rank.

Cosmic Imperfection (Human) One


artifact in the universe can overcome your cosmic Always active

string ability.

Old One Cosmic Font Your


power comes from within. Your magic (inc. Sp, Su, etc.). Always active
functions normally in Antimagic and Dead Magic Zones.

NB:This applies to psionics, if any.

(Double) Fey Portfolio

Divine Status Ability/weakness gained


Benefit/penalty
Action

Disciple 'Subdomain and spell-like abilities. You gain up


to +1 subdomain (w/o having to sacrifice any Varies

of your domain's abilities, etc.) and you can use any (2

/round) of your domain or subdomain spells as spell-

like abilities at will.

Human Vulnerability
Humans' attacks are +100% effective vs. you. Always
active

Fly's Endurance You


gain a competence penalty to your Con (= 2x your Always active

divine rank. This can't lower your Con to less than 10.

Prophet Fey Lord You


gain the traits of any fey of 1/6th your HD/L (unless a fey). Always active

This ability can't be lost or stolen or involuntarily suppressed

or nullified even by deities of higher divine rank.

This ability replaces Fey Knight.


Hero-deity Human Slayer
Competence bonus (= 2x your divine rank) on attack rolls, Always
active

damage rolls, and armor class vs humans and human kin.

Quasi-deity Improved Summoning


Summoned fey and fey kin have 200% more HD. Always
active

Demi-deity Embodiment of Feykind


Immunities ineffective vs. your magic (inc. Sp, Su, etc.). Always
active

NB:This applies to psionics, if any.

Lesser Deity Superior Withering (Wisdom) [Effect] (x2) Assault your


enemies w/Wisdom draining attacks. Varies

Int. Deity Uncanny Withering (Wisdom) Mastery (x2) Assault


your enemies w/Wisdom draining attacks. Varies

Greater Deity Greater Fey Soul Gain


(R(FH, if Con 0)) = your HD/L in your realm. Always active

Elder One Fey King You


automatically dominate all fey/fey kin of a lower divine Always active

rank.

Cosmic Imperfection (Human) Two


artifacts in the universe can overcome your cosmic Always active

string ability.

Old One Alter Reality You


can Alter Reality itself.; NB:If you already have Swift Action

this ability, you instead gain the Numinous ability.

NB:This allies to psionics, if any.

First One Unreal There


is only one spell in the universe than can affect you. Always active
Preservation

Aspects: Protection, Changelessness, Renewal

Opposed Portfolio: Decay

Examples: King Arthur (Celtic Hero-deity)

Favored Animal: Tortoise

Favored Class: Paladin

Favored Place: City

Favored Sacrifice: None

Favored Time: Spring Equinox, anniversary of defensive victory

Favored Weapon: Shield bash

Portfolio Trial: Must defend something or someone at the cost of your life

Prerequisites: Non-chaotic alignment

Symbol: A shield

Typical Quote: "You shall not pass!"

Preservation Domain

Granted Power: You can generate a protective ward as a supernatural ability.


Grant someone you touch a resistance bonus equal to your cleric level on his
or her next saving throw. Activating this power is a standard action. The
protective ward is an abjuration effect with a duration of 1 hour that is usable
once per day.

Preservation Domain Spells

1. Sanctuary: Opponents can’t attack you, and you can’t attack.

2. Shield Other: You take half of subject’s damage.

3. Protection from Energy: Absorb 12 points/level of damage from one kind


of energy.

4. Spell Immunity: Subject is immune to one spell per four levels.


5. Spell Resistance: Subject gains SR 12 + level.

6. Antimagic Field: Negates magic within 10 ft.

7. Repulsion: Creatures can’t approach you.

8. Mind Blank: Subject is immune to mental/emotional magic and scrying.

9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Dominion

Elder One: You create a fortress-layer of perfect safety.

Old One: Your layer dominates the plane to which it is abridged.

First One: Your planar fortress dominates an entire dimension.

Preservation template (Single)

Appearance: The immortal never seems to be dirty or damaged.

Behavior: These immortals are creatures of habit, and set in their ways.

Preservation template (Double)

Appearance: The immortal's manifestation is unchanging, never losing so


much as a hair or fingernail.

Behavior: These immortals are almost suicidally conservative.

(Single) Preservation Portfolio

Divine Status Ability/weakness gained


Benefit/penalty
Action

Disciple 'Domain, subdomain, and spell-like abilities. You gain full


domain access as well as up to 1 subdomain Varies

(w/o having to sacrifice any of your domain's abilities,

etc.) and you can use any (1/round) of your domain


or subdomain spells as spell-like abilities at will.

Compelled to Protect You


cannot refuse your protection to any compatibly aligned Always Active

creature that asks for it, and has a lower ECL than you.

Anarchic Vulnerability You


suffer 50% extra damage from Chaotic attacks and spells. Always Active

Prophet Shield of Preservation You can


choose to take half the damage dealt to any ally in Always Active

your divine aura.

Hero-deity Scion of Preservation You gain


a bonus to attack rolls, damage, and AC equal to Always Active

your divine rank when acting in the immediate defense of

a
person, object, or cause, against a threat with a CR

higher than your own.

Quasi-deity Unyielding Brethren Any


creatures you summon gain impenetrable damage Always Active

reduction equal to your divine rank.

Demi-deity Instrument of Preservation You have


a 50% chance to ignore critical hits. Always Active

Lesser Deity Superior Iatric [Effect] Bless


your allies with healing energy. Unlike the standard Varies

version, this power also repairs objects.

Int. Deity Uncanny Iatric Mastery Bless


your allies with healing energy. Unlike the standard Varies

version, this power also repairs objects.


Greater Deity Guardian Soul Gain
regeneration equal to 1/2 your HD when acting in the Always Active

immediate defense of a person, object, or cause, against

a
threat with a CR higher than your own.

Elder One Invincibility Make a


Fortitude save to avoid damage from any source. Always Active

Cosmic Imperfection (Decay) One


artifact in the universe can defeat your Cosmic String Always Active

ability.

Old One Decay Pariah Spells


and items that induce disease or decay cease to Always Active

function in your divine realm.

(Double) Preservation Portfolio

Divine Status Ability/weakness gained


Benefit/penalty
Action

Disciple 'Subdomain and spell-like abilities. You gain up


to +1 subdomain (w/o having to sacrifice any Varies

of your domain's abilities, etc.) and you can use any (2

/round) of your domain or subdomain spells as spell-

like abilities at will.

Compelled to Protect You


must offer your protection to any compatibly aligned Always Active

creature that might possibly need it.


Slow to Act
Competence penalty to Dexterity equal to your divine rank. Always
Active

Prophet Greater Shield of Preservation You are


immune to Constitution damage/drain. Always Active

Hero-deity Scion of Preservation You gain


a bonus to attack rolls, damage, and AC equal to Always Active

twice your divine rank when acting in the immediate

defense of a person, object, or cause, against a threat with

a
CR higher than your own.

Quasi-deity Greater Unyielding Brethren Any


creatures you summon gain impenetrable damage Always Active

reduction equal to double your divine rank.

Demi-deity Greater Instrument of Preservation Allies


within your divine aura may use your Fortitude save Always Active

bonus in place of their own.

Lesser Deity Superior Iatric [Effect] (x2 HD) Bless your


allies with healing energy. Unlike the standard Varies

version, this power also repairs objects.

Int. Deity Uncanny Iatric Mastery (x2 HD) Bless


your allies with healing energy. Unlike the standard Varies

version, this power also repairs objects.

Greater Deity Guardian Soul Gain


regeneration equal to your HD when acting in the Always Active

immediate defense of a person, object, or cause,

against a threat with a CR higher than your own.


Elder One Pugnacious Your
damage reduction is doubled. Always
Active

Cosmic Imperfection (Decay) Two


artifacts in the universe can defeat your Cosmic String Always Active

ability.

Old One Legendary Constitution Your


Constitution is doubled. Always
Active

First One Transilient Fortitude You


cannot fail Fortitude saving throws. Always Active

Time

Prerequisites:Any Lawful alignment.

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.

Role:A front line combatant above all else.


Alignment:Any.

Hit Die:d12

Starting Wealth:3d6 x 10 gp (average 105 gp). In addition, each character


begins play with an outfit worth 10 gp or less.

Class Skills

The Threat's class skills are Acrobatics (Dex),


Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather
Information (Cha), Intimidate (Cha), Perception (Wis),
Ride (Dex), Search (Int), Sense Motive (Wis), Swim (Str).

Skill Ranks per Level:4 + Int modifier.

Lvl BAB F R W

1st +1 +2 +2 +0 Brawler, Fearless, Mighty Blow

2nd +2 +3 +3 +0 Numb +1, Unnatural Force I

3rd +3 +3 +3 +1 Uncanny Dodge, Unnatural


Strength I

4th +4 +4 +4 +1 Armored Brute, Numb +2

5th +5 +4 +4 +1 -

6th +6/+1 +5 +5 +2 Numb +3, Unnatural Force II

7th +7/+2 +5 +5 +2 Unnatural Strength II

8th +8/+3 +6 +6 +2 Improved Uncanny Dodge, Numb


+4

9th +9/+4 +6 +6 +3 Merciless

10th +10/+5 +7 +7 +3 Numb +5, Unnatural Force III

11th +11/+6/+1 +7 +7 +3 Endure, Unnatural Strength III

12th +12/+7/+2 +8 +8 +4 Numb +6


13th +13/+8/+3 +8 +8 +4 Unnatural Dodge

14th +14/+9/+4 +9 +9 +4 Numb +7, Unnatural Force IV

15th +15/+10/+5 +9 +9 +5 Unnatural Strength IV

16th +16/+11/+6/+1 +10 +10 +5 Numb +8

17th +17/+12/+7/+2 +10 +10 +5 Stubborn

18th +18/+13/+8/+3 +11 +11 +6 Numb +9, Unnatural Force V

19th +19/+14/+9/+4 +11 +11 +6 Unbreakable, Unnatural Strength V

20th +20/15/+10/+5 +12 +12 +6 Numb +10, Titan

The following are class features of the Threat.

Weapon and Armor Proficiency

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.).

- Mighty Blow (Ex):Starting at 1st level, a Threat can apply


his Strength modifier as an untyped damage bonus to any melee or thrown
missile attack twice per day per Threat level. This untyped bonus damage
stacks with the damage from his Strength modifier. A Threat can declare
multiple attacks in a single round to be mighty blows. He can't, however,
gain the benefit of a mighty blow more than once per attack.
- Numb (Ex):At 2nd level, a Threat gains a +1 resistance bonus to his
Fortitude save and a +1 enhancement bonus to his natural armor (a Threat
with no natural armor is possessed of +0 natural armor). These bonuses
increase by +1 per 2 levels thereafter (4th, 6th, etc.).

- Unnatural Force (Ex):Starting at 2nd level, whenever a Threat is subject to


a size modifier or special size modifier for a Combat Maneuver Bonus or
Combat Maneuver Defense (such as during grapple checks, bull
rush attempts, overrun attempts, and trip attempts), he is treated as one size
larger, if doing so is advantageous to him. He is also considered to be one
size larger when determining whether a creature's special attacks based on
size (such as grab or swallow whole) can affect him. However, his space and
reach remain those of a creature of his actual size. This ability improves by
+1 e.s.c. (effective size category) every four levels thereafter (6th, 10th,
etc.), reaching its maximum of +5 e.s.c.s at eighteenth level. This ability
does stack with Inherent Size Categories, Virtual Size Categories, etc. This
ability doesn't stack with the Powerful Build ability. However, if he possesses
the Powerful Build ability, he can use weapons designed for a creature one
size larger (this never increases) without penalty.

- Uncanny Dodge (Ex):Starting at 3rd level, a Threat can react to danger


before his senses would normally allow him to do so. He cannot be
caught flat-footed, nor does he lose his Dex bonus to AC if the attacker
is invisible. He still loses his Dexterity bonus to AC if immobilized. A Threat
with this ability can still lose his Dexterity bonus to AC if an opponent
successfully uses the feint action (see Combat) against him.

If a Threat already has uncanny dodge from a different class, he


automatically gains improved uncanny dodge (see below) instead.

- Unnatural Strength (Ex):Starting at 3rd level, any melee, natural (inc.


unarmed strike, etc.), or thrown missile weapon a Threat uses deals damage
as if one size category larger. The weapon is not really larger and is otherwise
treated as a weapon of its original size. This increase in damage only applies
if the weapon is used by him. This ability improves by +1 e.s.c. (effective
size category) per 4 levels thereafter (7th, 11th, etc.), reaching its maximum
of +5 e.s.c.s at 19th level. This ability does stack with Inherent Size
Categories, Virtual Size Categories, etc.
- Armored Brute (Ex):Starting at 4th level, a Threat no longer suffers
penalties to his speed for wearing armor heavier than light. Every 4 levels
thereafter, a Threat gains a 5 ft. increase to his movement speed. This
benefit applies when he is wearing any armor, including heavy armor, but
not while carrying a heavy load (apply this bonus before modifying his speed
because of any load carried). This bonus stacks with any other bonuses to his
land speed.

- 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.

If a Threat already has improved uncanny dodge from a different class, he


automatically gains unnatural dodge (see below) instead.

- Merciless (Ex):Starting at 9th level, a Threat can, after declaring an attack


a mighty blow, expend another use of his mighty blow ability. If he does, the
attack deals double damage, in addition to the benefit of being a mighty
blow.

- Endure (Ex):Starting at 11th level, a Threat is considered always under the


effect of an endure elements spell.

- Unnatural Dodge (Ex):Starting at 13th level, a Threat denied his


Dexterity to AC (such as he would be if stunned or blinded) gains an instinct
bonus to AC equal to his Dexterity modifier. He only gains this instinct bonus
to AC if his Dexterity modifier is actually denied. However, the Threat is still
considered to have been denied his Dexterity modifier to his AC, as he doesn't
retain his Dexterity modifier in all situations.
- Stubborn (Ex):At 17th level, a Threat gains immunity to all mind-affecting
effects.

- Unbreakable (Ex):At 19th level, a Threat gains immunity to nonlethal


damage, with one exception: if he has regeneration, then he still
takes nonlethal damage if it would normally be lethal damage if it weren't for
the regeneration.

- Titan (Ex):Starting at 20th level, a Threat can ignore damage


reduction and hardness. Furthermore, he gains a +5 inherent bonus to
his Strength score and immunity to exhaustion and fatigue.

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

Prerequisites: To qualify to become an Agent of Death, a character must


meet all of the following criteria:

Alignment: Any Nongood

Skills: Hide 23 ranks, Move Silently 23 ranks


Class Features: Sneak Attack +7d6 or Sudden Strike +7d6

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

Skill Points at Each Level: 6 + Int modifier

Agent of Death

Level Base Attack Bonus Special

1st +1 Crippling Strike 2/attack, Slay

2nd +2 Cat and Mouse 1/encounter

3rd +3 Bonus Feat

4th +4 Canny Slaughter 1/round

5th +5 True Death (10)

6th +6 Crippling Strike 4/attack

7th +7 Cat and Mouse 2/encounter

8th +8 Bonus Feat

9th +9 Canny Slaughter 2/round

10th +10 True Death (100)

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.

Furthermore, an agent of death continues training in more traditional


manners of murder. At each even class level, an agent of death increases
either his or her sneak attack damage or sudden strike damage by +1d6.
This is treated as normal dice of sneak attack or sudden strike for all
purposes.

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)

- The target becomes unable to wield manufactured weaponry or produce


somatic components for spells for 1 round (multiple uses increase the
duration)
At 6th level and every 5 levels afterwards, the agent of death may choose an
additional two benefits (or one if the target is immune to critical hits) each
time.

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*

--------------------------------------------------------------------------------------
------------------------------------------------------------------------

New Feats

Don’t Fight the Reaper [Epic]

Creatures who have seen you kill lose all will to fight you

Prerequisites: Cat and Mouse 1/encounter

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]

You are rarely satisfied with only one kill.

Prerequisites: Slay, Improved Uncanny Dodge

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.

Agent’s Mark [Epic]

Your most powerful strikes permanently cripple others.

Prerequisites: Crippling Strike 2/attack

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.

Hide the Body [Epic]

When you claim a creature’s soul, you can destroy their body as well.

Prerequisites: True Death (10)

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.

Madden With Fear [Epic]

Creatures you fill with fear are incapable of thinking coherently.

Prerequisites: Cat and Mouse 2/encounter


Benefit: Creatures who fail their saving throw against your cat and mouse
class feature are treated as flat-footed against all attack and are incapable of
spellcasting or performing any other action requiring focus, even if attempted
in the name of escape. Both of these penalties last for as long as the target is
panicking.

Create Opening [Epic]

You create openings for your allies to attack.

Prerequisites: Canny Slaughter 1/round

Benefit: Whenever you successfully harm a creature, that creature provokes


attacks of opportunity.

Improved Create Opening [Epic]

When you slay a creature, you distract your enemies enough for your allies
to act.

Prerequisites: Create Opening, Canny Slaughter 2/round

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.

Slay with Fear [Epic]

Others who witness your horrid deeds may just die where they stand out of
fright.

Prerequisites: Cat and Mouse 3/encounter

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.

Mutilation [Ambush, Epic]

You can sacrifice extra damage to hinder a foe.


Prerequisites: Crippling Strike 6/attack, Sneak Attack +10d6 or Sudden
Strike +10d6

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.

Quick Slaughter [Epic]

You can end battles before they have even started

Prerequisites: Canny Slaughter 3/round, Crippling Strike 8/attack

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.

Without a Trace [Epic]

When you seal away a creature’s soul, others forget all about that creature

Prerequisites: True Death (10,000)

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.

Consult the Dead [Epic]

You can squeeze some info out of the souls you’ve trapped

Prerequisites: True Death (100)

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.

Eternal Killer [Epic]

You are sustained by the death you bring to others.

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.

Epic Avoidance [Epic]

You are skilled at dodging attacks.

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.

Epic Stealth [Epic]

You can escape notice even from the most extraordinary senses.

Prerequisites: Hide 30 ranks, Move Silently 30 ranks

Benefit: You are never detected through blindsight, blindsense, scent, or


tremorsense

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.
--------------------------------------------------------------------------------------
------------------------------------------------------------------------

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.

Hit Die: d10

Prerequisites: To qualify to become a Dragon Overlord, a character must


meet all of the following criteria:

Skills: Knowledge (Arcana OR Nature) 23 ranks

Spells/Class Features: Must be able to cast 7th-level arcane spells OR


possess a breath weapon through class levels that deals at least 8d6
damage.

Special: Must have followed one of the two following conditions:

1. Must have enslaved at least 10 true dragons (whether by force, magic, or


other means) of different types and of at least ancient age for 1 consecutive
month each. You need not enslave all of these dragons simultaneously

2. Must have received the permission of at least 10 true dragons (without


compulsion or duress) of different types and of at least ancient age to
become a dragon overlord. As this permission cannot be later revoked, it is
granted rarely and often only in times of great need.

Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script,


Diplomacy, Intimidate, Knowledge (Arcana), Knowledge (Nature), Listen,
Ride, Sense Motive, Spellcraft, Spot, Use Magic Device

Skill Points at Each Level: 2 + Int mod

Dragon Overlord

Level Base Attack Bonus Special


Spells

1st +0 Draconic Magic I, Ruler of Dragonkind


--
2nd +1 Presence of the Dragon 1/encounter
+1 level of existing arcane spellcasting class

3rd +1 Bonus Feat


--

4th +2 Commandeer Spell 1/round


+1 level of existing arcane spellcasting class

5th +2 Draconic Fury (1)


--

6th +3 Draconic Magic II


+1 level of existing arcane spellcasting class

7th +3 Presence of the Dragon 2/encounter


--

8th +4 Bonus Feat


+1 level of existing arcane spellcasting class

9th +4 Commandeer Spell 2/round


--

10th +5 Draconic Fury (2)


+1 level of existing arcane spellcasting class

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.

Ruler of Dragonkind (Su/Sp): A dragon overlord embodies complete rulership


over all dragons, embodying the hated orbs of dragonkind. A dragon overlord
can use the breath weapon of each type of chromatic and metallic dragon (as
an ancient dragon) 3 times per day (Reflex DC = 20 + class level + Cha
modifier) and is immune to the breath effects of all chromatic and metallic
dragons. The bearer of an Orb can dominate any sort of metallic or chromatic
dragon dragon within 500 ft. (as dominate monster), the dragon being forced
to make a DC 20 + class level + Cha modifier Will save to resist (spell
resistance does not help against this effect). This is a piercing mind-affecting
compulsion effect.

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.

Presence of the Dragon (Su): A dragon overlord holds the essence of


dragonkind within his or her form, an essence that forever seeks to escape
even if it was willingly given. Starting at 2nd level, a dragon overlord can let
some of this energy out to protect himself and prove his identity. As an
immediate action, the dragon overlord can let loose tornado-force winds
outwards from himself to a distance of 100 ft. for 1 round, as if releasing the
wingstorm of an entire horde of dragons. At the same time, all creatures who
can see the dragon overlord must make a Will save (DC 20 + Class level +
Cha mod) or become panicked for 1d4 rounds (this is a piercing mind-
affecting fear effect). This ability can be used once per encounter at 2nd level
and one additional time per encounter at 7th level and every 5 levels
afterwards.

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

--------------------------------------------------------------------------------------
------------------------------------------------------------------------

New Feats

Epic Breath Weapon [Epic]

Your breath weapon is more powerful than it has ever been.

Prerequisites: Breath weapon dealing at least 8d6 damage.

Benefit: Your breath weapon deals an additional 1d6 points of damage.

Special:You can gain this feat multiple times. It's effects stack.
Epic Mounted Combat [Epic]

Any mount you utilize is pushed to the limits of its abilities.

Prerequisites: Mounted Combat, Base Attack Bonus +20

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.

Threatening Presence [Epic]

Others are often terrified by your presence on the battlefield.

Prerequisites: Epic Skill Focus (Intimidate)

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.

Control Impure Dragons [Epic]

You hold sway over all dragons and dragon-blooded creatures

Prerequisites: Ruler of Dragonkind

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.

Detect Hoard [Epic]

You can naturally detect the presence of treasure in your surroundings.

Prerequisites: Appraise 30 ranks, Ruler of Dragonkind

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.

Dragon Senses [Epic]


Your senses are just as strong as a dragon.

Prerequisites: Ruler of Dragonkind

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.

Expanded Dragon Mastery [Epic]

You possess more influence over draconic energies.

Prerequisites: Ruler of Dragonkind, Draconic Fury (1)

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).

Gem Dragon Mastery [Epic]

You can control the psionic energies of gem dragons.

Prerequisites: Ruler of Dragonkind, Draconic Fury (2)

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.

Wyrm's Fury [Epic]

The incorporeal dragon spirits you call are older and stronger than normal.

Prerequisites: Draconic Fury (2)

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.

Planar Dragon Mastery [Epic]

Your control over dragons extends to those on other planes of existence.

Prerequisites: Ruler of Dragonkind, Draconic Fury (3)

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.

Oriental Dragon Mastery [Epic]

Your control over dragons extends to those on other planes of existence.

Prerequisites: Ruler of Dragonkind, Draconic Fury (4)

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.

Eye of the Storm [Epic]

You exclude your allies from the burst of draconic energies you release.

Prerequisites: Presence of the Dragon 1/encounter

Benefit: When you use presence of the dragon, you may exclude any number
of allies from its effects.

Dragon Skin [Epic]

Your flesh protects you from weaponry much like that of a dragon.

Prerequisites: Presence of the Dragon 2/encounter


Benefit: You are immune to damage from nonmagical weaponry.

Awe Dragonkind [Epic]

Even the smallest display of your powers stops all dragons that would oppose
you in their tracks.

Prerequisites: Presence of the Dragon 3/encounter

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.

Dragon Wings [Epic]

You grow fantastic dragonic wings that allow you to travel through the air
quickly, if a bit clumsily.

Prerequisites: Presence of the Dragon 3/encounter

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.

Devour Magic [Epic]

Even as you redirect the magic of others, you can save a bit of it for yourself

Prerequisites: The Ability to cast 9th level arcane spells spontaneously,


Commandeer Spell 2/round

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.

--------------------------------------------------------------------------------------
------------------------------------------------------------------------
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

Prerequisites: To qualify to become a dread emperor, a character must meet


all of the following criteria:

Alignment: Any nongood.

Skills: Knowledge (Religion) or Knowledge (Arcana) 23 ranks.

Spells: The ability to cast spells up to 7th-level, including at least four


necromancy spells.

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.

Class Skills: Concentration, Craft, Decipher Script, Intimidate, Knowledge


(Arcana), Knowledge (Religion), Profession, Ride, Spellcraft.

Skill Points at Each Level: 2 + Int Modifier

Dread Emperor

Level Base Attack Bonus Special


Spells

1st +0 Overwhelming Swarm -1, Unending


Legion --

2nd +1 Dark Tactician 1/encounter


+1 level of existing spellcasting class

3rd +1 Bonus Feat


--

4th +2 Emperor’s Plague 1d6


+1 level of existing spellcasting class

5th +2 Undying Avatar (1)


--

6th +3 Overwhelming Swarm -2


+1 level of existing spellcasting class

7th +3 Dark Tactician 2/encounter


--
8th +4 Bonus Feat
+1 level of existing spellcasting class

9th +4 Emperor’s Plague 2d6


--

10th +5 Undying Avatar (2)


+1 level of existing spellcasting class

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.

Overwhelming Swarm (Ex): Though the undead that a dread emperor


controls may individually be too weak to overcome foes, a dread emperor
knows perfectly well how to batter the defenses of more powerful enemies by
continually swarming them. Starting at 1st level, for every ten attacks made
against a creature by undead controlled by a dread emperor (whether the
attack succeeds or not), the target takes a stacking -1 penalty to its AC,
Damage Reduction (if any), Fast Healing (if any), and regeneration (if any).
None of these values can be reduced below 0. This penalty remains until the
target has gone for an entire hour without being attacked by undead
controlled by the dread emperor. At 6th level and every 5 levels afterwards,
this penalty increases by -1.

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

--------------------------------------------------------------------------------------
------------------------------------------------------------------------
New Feats

Debilitating Touch [Epic]

Your touch is filled with necromantic energies.

Prerequisites: Unending Legions.

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.

Deep Corruption [Epic]

Your necromancy pierces through the most staunch of defenses.

Prerequisites: Dark Tactician 2/encounter.

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.

Threatening Presence [Epic]

Others are often terrified by your presence on the battlefield.

Prerequisites: Epic Skill Focus (Intimidate).

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.

Debilitating Swarm [Epic]

Given enough time, your undead horde can tire and wear out any opponent.

Prerequisites: Overwhelming Swarm -2.

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.

Prerequisites: Dark Tactician 5/encounter.

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.

Eternal Horde [Epic]

Your undead never stay down for too long before rising once more.

Prerequisites: Dark Tactician 4/encounter.

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.

Superior Legions [Epic]

The undead you control are far more effective than most.

Prerequisites: Improved Legions.

Benefit: You can animate zombies and skeletons that would possess more
than 20 HD. In all other ways, they function normally as undead.

Improved Legions [Epic]

The undead you control are far more elite than most.

Prerequisites: Unending Legions.

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]

You control great hordes of undead.

Prerequisites: Undead Leadership.

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.

Dread Spellscribe [Epic]

Prerequisites: Dark Tactician 3/encounter.

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.

Link Senses [Epic]

You can link your senses with those of the undead you have created.

Prerequisites: Dark Tactician 1/encounter.

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.

Desecration Aura [Epic]

You release an aura of malign energies that empower the undead.

Prerequisites: Unending Legions.

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.

Atropal’s Aura [Epic]

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).

Quick Transformation [Epic]

The plague you release can quickly turn others into undead.

Prerequisites: Emperor’s Plague 2d6.

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.

Commandeer Undead [Epic]

You can permenently steal the free will of a pre-existing undead.

Prerequisites: Undying Avatar (2).

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.

Vile Entity [Epic, Vile]

Your very essence is filled with dark power that you express with every spell.

Prerequisites: Five or more vile feats.

Benefit: All damage that you deal with your spells or attacks is treated as vile
damage.

Divine Spell Knowledge [Epic]

Your access to spells is larger than that of most divine casters.


Prerequisites: Ability to cast spells of the maximum normal spell level of a
divine spellcasting class.

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.

special: You can select this feat multiple times.

Master of Necromancy [Epic]

You gain mastery over the forces of death.

Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level


Necromancy spell.

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.

Selective Spell [Epic, Metamagic]

You can prevent your spells from harming your allies.

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

Prerequisites: To qualify to become a Godking, a character must meet all of


the following criteria

Skills: Diplomacy 23 ranks or Knowledge (nobility and royalty) 23 ranks

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

Skill Points at Each Level: 4 + Int modifier

Godking

Level Base Attack Bonus Special

1st +0 Absolute Authority 1/round, Godking’s


Subjects

2nd +1 Attract the Masses x2

3rd +1 Bonus Feat

4th +2 Godking’s Blessing (1 level)

5th +2 Attract Viceroy (1)

6th +3 Absolute Authority 2/round

7th +3 Attract the Masses x3

8th +4 Bonus Feat

9th +4 Godking’s Blessing (2 levels)

10th +5 Attract Viceroy (2)

Class Features: The following are class features of the 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]

You are known far and wide for your greatness

Prerequisites: Epic Leadership

Benefit: You gain a +2 bonus to your leadership score.

Special: You may select this feat multiple times. Its effects stack.

Bolster Allies [Epic]

Your presence increases the fortitude of allies.

Prerequisites: Godking’s Subjects

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.

King of the Wild [Epic]

You exercise command over even less intelligent creatures.

Prerequisites: Godking’s Subjects, Wild Empathy, Diplomacy 20 ranks

Benefit: You may make diplomacy checks against animals and can
communicate with them as if affected by a perpetual speak with animals
effect.

Warrior King [Epic]


You have managed to maintain your skill at arms even with your attentions
turned to ruling others.

Prerequisites: Godking’s Subjects, Base Attack Bonus +20

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).

Mage King [Epic]

You have learned how to use the assistance of others to help you cast spells.

Prerequisites: Godking’s Subjects, Caster 20th

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.

Legendary Diplomat [Epic]

You possess untold skill with persuasion.

Prerequisites: Epic Skill Focus (Diplomacy)

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.

Skilled Subjects [Epic]

Your subjects are masterful with a skill of your choosing.

Prerequisites: Godking’s Subjects

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]

Your subjects are capable of defending themselves if requires.

Prerequisites: Godking’s Subjects

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.

Chain of Command [Epic]

You control staggering forces through a chain of command.

Prerequisites: Attract the Masses x6

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.

True Leader [Epic]

Others either can’t see or can see past your faults as a leader.

Prerequisites: Godking’s Subjects

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.

Halting Authority [Epic]

You can stop others from acting with your very presence

Prerequisites: Absolute Authority 2/round

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

Prerequisites: Absolute Authority 3/round

Benefit: Whenever you successfully use Absolute Authority to stop an


enemy’s action, you may spend an additional usage to render them dazed for
1 round.

Godly Realm [Epic]

You can assert your right to rule over the world around you.

Prerequisites: Godking’s Blessing (3 levels)

Benefit: On divinely morphic planes, you gain a godly realm centered on


yourself as a deity with a divine rank of (Godking level + 1)/5.

Loyalty Past Death [Epic]

Your followers and cohorts remain loyal to you long after your death

Prerequisites: Godking’s Blessing (2 levels)

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.

Versatile Blessing [Epic]

You can help grant strength to others in a wide variety of ways.

Prerequisites: Godking’s Blessing (1 level)

Benefit: You can grant levels of any NPC class with your godking’s blessing
class feature.

Hardened Ruler [Epic]

You have toughened yourself to better resist assassination attempts

Prerequisites: Absolute Authority 2/round


Benefit: You are immune to critical hits.

Bow to None [Epic]

Your mind can’t be bent by others

Prerequisites: Absolute Authority 3/round

Benefit: You are immune to mind-affecting effects.

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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

Prerequisites: To qualify to become a Harbinger of Endings, a character must


meet all of the following criteria

Alignment: Any Evil

Skills: Spellcraft 23 ranks

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).

Class Skills: Bluff, Concentration, Craft, Decipher Script, Disguise, Escape


Artist, Hide, Intimidate, Knowledge (arcana), Knowledge (religion),
Knowledge (the planes), Move Silently, Ride, Search, Sense Motive,
Spellcraft, Use Magic Device

Skill Points at Each Level: 2 + Int modifier

Harbinger of Endings

Level Base Attack Bonus Special


Spells
1st +0 Envoy of the End, Twisted Servitude (1
outsider) --

2nd +1 Destruction’s Embrace 1/round


+1 level of existing spellcasting class

3rd +1 Bonus Feat


--

4th +2 Glimpse the End 1/encounter


+1 level of existing spellcasting class

5th +2 Apocalyptic Might (2 epic spells)


--

6th +3 Twisted Servitude (2 outsiders)


+1 level of existing spellcasting class

7th +3 Destruction’s Embrace 2/round


--

8th +4 Bonus Feat


+1 level of existing spellcasting class

9th +4 Glimpse the End 2/encounter


--

10th +5 Apocalyptic Might (3 epic spells)


+1 level of existing spellcasting class [/table]

Class Features: The following are class features of the Harbinger of Endings

Epic Spellcasting: Even without the Epic Spellcaster feat, a Harbinger of


endings can still develop and cast epic spells using the afflict, banish,
destroy, dispel, slay, and summon seeds. A Harbinger of endings is
particularly blessed at creating effects of monumental scope. For the purpose
of developing and casting epic spells using these seeds (and only these
seeds), increasing the duration or range of a spell by 100% increases the
spellcraft DC by +1 per application of the factor (instead of +2) and
increasing the area of a spell by 100% increases the spellcraft DC by +2 per
application of the factor (instead of +4).

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 War: All creatures within range take a penalty to Charisma-based


skill checks equal to twice the Harbinger’s class level. If a creature within
range fails on a bluff, diplomacy, or intimidate check, the target of this skill
check has their attitude towards the one who made the skill check worsened
by one step (no saving throw). As a swift action, a Harbinger of endings may
specify any creature within range whose presence he or she is aware of as an
object of ire. All creatures in range who are aware of that creature’s
existence must make a Will save (DC 20 + Class level + Cha mod) or spend
their next action inflicting as much harm on the object of ire as they are able
to, fighting with their best abilities.

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.

Destruction’s Embrace (Su): Starting at 2nd level, a Harbinger of endings can


embrace the destructive energies of the multiverse, finding succor in what
brings others pain. Once per round, when a Harbinger of endings would take
hit point damage from any source, he or she may choose to instead be
healed by an equal number of hit points. At 7th level and every 5 levels
afterwards, this ability can be use an additional time each round.

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

Usher in Doomsday [Epic]

You can perform elaborate rituals to bring about the darkest of effects

Prerequisites: Apocalyptic Might (5 epic spells)

Benefit: With 24 hours of research, supplication, and concentration, you can


research an epic spell. This research requires gold pieces and experience
points each equal to one tenth of the normal cost that would be required to
research that spell. At the end of the 24 hours, you make a Spellcraft check
to attempt to cast it once. After this casting, you do not add this epic spell to
your list of epic spells known but you may repeat the process or properly
research the same spell in the future. If this ritual is interrupted, all gold
pieces and experience points are spent without effect.

Elder Ward [Epic]

Your conviction in your dark mission protects you from divine magic.

Prerequisites: Destruction’s Embrace 3/round

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.

Threatening Presence [Epic]

Others are often terrified by your presence on the battlefield.

Prerequisites: Epic Skill Focus (Intimidate)

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.

Arcane Control [Epic]

Your total mastery over arcane magic protects you from it.

Prerequisites: Destruction’s Embrace 3/round

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.

Eventual Return [Epic]

Prerequisites: Destruction’s Embrace 4/round or Dark Tactician 4/encounter

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.

Lasting Impressions [Epic]

Even the small glimpse you grant of the end can leave lasting impressions on
others.

Prerequisites: Glimpse the End 1/encounter


Benefit: Any enemy successfully panicked by your glimpse the end class
feature at any point in the past is shaken for as long as it remains within
your presence. Any enemy successfully nauseated by your glimpse the end
class feature at any point in the past is sickened for as long as it remains in
your presence. These effects have no maximum duration.

Subtle End [Epic]

None can tell that you are present until it is far too late

Prerequisites: Envoy of the End

Benefit: You may suppress or reactivate your envoy of the end class feature
as a full-round action.

Final End [Epic]

You destroy the souls of those that you slay.

Prerequisites: Glimpse the End 1/encounter

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.

Diabolic Plot [Epic]

When you take the time to plan ahead, success is almost guaranteed.

Prerequisites: Envoy of the End or Puppet Master

Benefit: As a full-round action, you may choose to embark upon a diabolical


plot. You may select a number of attack rolls, saving throws, and/or skill
checks up to your Intelligence modifier. When selecting a saving throw, you
must specifically designate what save will be made and specifically what that
save will be made against (getting as specific as what caster will cast what
specific spell if you select a spell or what specific trap in what specific
location will provoke the saving throw). If selecting a skill check, you must
specify exactly what skill will be used to accomplish exactly what end (and
against which specific creature, if applicable). If selecting an attack roll, you
must specify who the attack roll will be against and what specific weapon or
spell will be used for the attack.

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.

Drag to the Grave [Epic]

The twisted outsider that you summon can drag others back into oblivion
with them.

Prerequisites: Twisted Servitude (1 outsiders)

Benefit: Whenever a creature you summon through twisted servitude dies,


all living creatures within 5 ft. of it (other than you) must make a Fortitude
save (DC 20 + Harbinger of Endings level + Cha mod) against a destruction
effect (Caster level equals Harbinger of Endings level + 20). This is a piercing
effect.

Vile Entity [Epic, Vile]

Your very essence is filled with dark power that you express with every spell.

Prerequisites: Five or more vile feats

Benefit: All damage that you deal with your spells or attacks is treated as vile
damage.

Drain Life [Epic]

The life you regain from embracing destruction is stolen from the one to
harm you

Prerequisites: Destruction’s Embrace 2/round

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.

Chorus of Entropy [Epic]

The twisted creatures you summon flourish when exposed to energies of the
end times.

Prerequisites: Twisted Servitude (3 outsiders), Glimpse the End 2/encounter


Benefit: Outsiders you summon through your twisted servitude class features
aren’t negatively affected by your glimpse the end class feature. In fact, they
gain a +4 enhancement bonus to all of their ability scores and don’t gain any
negative levels on any round in which you use glimpse the end.

Words of Death [Epic]

You can bring death to others with the greatest of ease.

Prerequisites: Twisted Servitude (3 outsiders)

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

Prerequisites: To qualify to become a mastermind, a character must meet all


of the following criteria

Skills: 23 ranks in any two of the following: bluff, diplomacy disguise,


intimidate

Feats: Greater Spell Focus (illusion or enchantment), Greater Spell


Penetration (illusion or enchantment)

Spells: The ability to spontaneously cast arcane spells up to 6th level.

Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script,


Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide,
Intimidate, Knowledge (all skills, taken individually), Listen, Move Silently,
Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Speak
Language, Spellcraft, Spot, Tumble, Use Magic Device

Skill Points at Each Level: 6 + Int modifier

Mastermind

Level Base Attack Bonus Special


Spells

1st +0 Layered Truth I, Puppet Master


--

2nd +1 Never There 1/encounter


+1 level of existing arcane spellcasting class

3rd +1 Bonus Feat


--

4th +2 Mastermind’s Ward (personal)


+1 level of existing arcane spellcasting class

5th +2 Countermeasures 1/round


--

6th +3 Layered Truth II


+1 level of existing arcane spellcasting class

7th +3 Never There 2/encounter


--
8th +4 Bonus Feat
+1 level of existing arcane spellcasting class

9th +4 Mastermind’s Ward (Personal + 1


target) --

10th +5 Countermeasures 2/round


+1 level of existing arcane spellcasting class

Class Features: The following are class features of the 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.

The Puppet Master: A mastermind’s techniques are insidious works of genius,


nearly impossible to detect or to resist. The spells that a mastermind casts
can’t be detected by effects that normally detect magic such as detect magic
or arcane sight unless he or she wishes it.

As a full-round action, a mastermind can cast an illusion, divination, or mind-


affecting enchantment spell with a casting time of 1 standard action or less
as a puppet master spell. Casting a puppet master spell never requires
verbal or somatic components. Puppet master spells are piercing abilities.
Furthermore, puppet master illusions aren't pierced by true seeing and
similar effects, wards on areas that prevent divination (like mage's private
sanctum) don't stop puppet master divinations, and sense motive checks
can't detect the influence of puppet master enchantments (when applicable).
After casting a number of puppet master spells equal to the mastermind’s
class level, he or she can’t do so again until he or she meditates for 1 hour.

Layered Truth (Ex): A mastermind is a master of deception, leading others


from the truth into even deeper deceptions. Whenever a creature succeeds
on a sense motive check to pierce through the bluff check of a mastermind, a
spot check to pierce through the disguise check of a mastermind, a forgery
check to pierce through the forgery check of a mastermind, or a Will save to
disbelieve an illusion of a mastermind by 10 points or fewer, the mastermind
can have the target interpret a false “truth” behind the situation of the
mastermind’s choice. A creature may recognize a forgery as having been
written by another creature, for example, or perceive another illusion hiding
behind the first. The mastermind can only falsify a single false “truth” for
each illusion or skill check.

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.

Never There (Sp): It is difficult to ever tell whether a mastermind is actually


present or not, often acting through illusions or disguised intermediaries.
Starting at 2nd level, whenever a mastermind would be dealt damage, they
may choose to have never been there in the first place, appearing up to 100
ft. away in a square possessing cover or concealment as it is revealed that an
intermediary or illusion (depending on circumstances) was attacked
(dispersing the illusion or killing the intermediary). If there are no squares
within 100 ft. in which a mastermind could hide, this ability can’t be used.
This ability can be used once per encounter at 2nd level and one additional
time per encounter at 7th level and every 5 levels afterwards.

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

False Positive [Epic]

Your ward allows you to provide false information to magical queries.

Prerequisites: Mastermind’s Ward (personal)

Benefit: Whenever a creature affected by your mastermind’s ward would


have a divination effect detect their alignment, thoughts, or some similar
aspect regarding its thoughts, philosophy, allegiances, and/or memories, that
creature automatically learns what information is detected by that divination
effect and may supply false information.

Play Along [Epic]

Your ward allows you to play at being manipulated by another.

Prerequisites: Mastermind’s Ward (personal)

Benefit: Whenever a creature affected by your mastermind’s ward would


otherwise be subjected to a mind-affecting effect, that creature automatically
learns its effects and can choose to play along. While playing along, the
creature gains a magical aura (if appropriate) as though affected, is detected
as dominated through the sense motive skill if appropriate, and extra effects
from the spell (such as the sensory link formed through dominate person)
function as though the spell were successful. If a creature would be slain or
rendered sleeping or comatose through the spell, they fall prone and only a
successful Heal check opposed by the creature’s bluff skill reveals them to be
conscious. As a free action, the creature can stop playing along all together.

What They Don’t Know [Epic]


You can obscure the mundane and magical senses of others.

Prerequisites: Puppet Master

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.

Prerequisites: Layered Truth III

Benefit: Whenever you attack a creature that is friendly, helpful, or fanatic


towards you or who is subjected to one of your charm or compulsion effects,
your attack automatically hits and is treated as a successful critical hit (if the
target is immune to critical hits, the attack simply hits).

Combat Puppetry [Epic]

Even in the midst of combat, you can get others to act exactly as you wish.

Prerequisites: Layered Truth III

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

Web of Deception [Epic]

Others quickly fall into your web of lies if they stay around you for too long.

Prerequisites: Layered Truth II


Benefit: Any creature who is affected by your layered truth class feature for
three consecutive checks falls into your web of lies and is considered
charmed by you (as charm person, no save). This effect lasts until the target
makes an appropriate check but isn’t affected by your layered truth class
feature, until he or she receives definite evidence that at least one false truth
you provided is false, or until the creature spends 24 hours away from you.

True Deception [Epic]

You can lie as well as anyone could ever hope to.

Prerequisites: Layered Truth I

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]

You can extend the effects of a compulsion spell indefinitely.

Prerequisites: Layered Truth IV

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.

True Thrall [Epic]

Your magic trains others to follow your commands long after the magic itself
has gone.

Prerequisites: Thrall, Layered Truth V

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.

Always Prepared [Epic]

You always seem to possess just what you need.

Prerequisites: Never There 1/encounter or Prepare for Everything (1 action)

Benefit: At any time, you may spend up to 10,000 gp in coins, gems, or


similar valuables in order to retroactively possess any item at least two size
categories smaller than you that weighs nor more than the valuables spent
on it (50 coins = 1 pound). You may not spend valuables gained since the
last time you had an opportunity to freely purchase items in this way.

Assess Defenses [Epic]

You can identify a creature’s defenses just by looking at it.

Prerequisites: Never There 3/encounter

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.

Think Ahead [Epic]

You work to keep your past self aware of what is about to occur, letting them
react faster.

Prerequisites: Confer with Future (1 week) or Countermeasures 1/round

Benefit: You can ready a move or standard action as a swift action.

Instant Response [Epic]

You are quick to act where others might be caught by surprise

Prerequisites: Superior Initiative, Dex or Wis 25


Benefit: You always act during surprise rounds and may take a full-round of
actions during such rounds.

Diabolic Plot [Epic]

When you take the time to plan ahead, success is almost guaranteed.

Prerequisites: Envoy of the End or Puppet Master

Benefit: As a full-round action, you may choose to embark upon a diabolical


plot. You may select a number of attack rolls, saving throws, and/or skill
checks up to your Intelligence modifier. When selecting a saving throw, you
must specifically designate what save will be made and specifically what that
save will be made against (getting as specific as what caster will cast what
specific spell if you select a spell or what specific trap in what specific
location will provoke the saving throw). If selecting a skill check, you must
specify exactly what skill will be used to accomplish exactly what end (and
against which specific creature, if applicable). If selecting an attack roll, you
must specify who the attack roll will be against and what specific weapon or
spell will be used for the attack.

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.

Epic Stealth [Epic]

You can escape notice even from the most extraordinary senses.

Prerequisites: Hide 30 ranks, Move Silently 30 ranks

Benefit: You are never detected through blindsight, blindsense, scent or


tremorsense

Master of Divination [Epic]

You can act exactly as you need to in order to succeed at almost any task.

Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Divination


spell
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.

Master of Enchantment[Epic]

You can make others act exactly as you would want them to with your
impressive powers.

Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level


Enchantment spell

Benefit: You can affect mindless creatures with your mind-affecting


enchantment spells, though only basic concepts can be conveyed and such
targets gain a +10 bonus to their saving throw. A creature who succeeds on
a saving throw against one of your enchantment spells is unaware that they
were ever targeted. Once per encounter, you can force a single creature to
follow your instructions for 1 round as is dominated unless it succeeds on a
Will Save (DC 10 + caster level + Intelligence modifier).

Master of Illusion[Epic]

You can fool the senses of others with incredibly ease.

Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Illusion


spell

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.

Countermeasures (Ex): Starting at 5th level, a mastermind is prepared to


deal with almost any situation that they might come across. Once per round,
a mastermind may cast a non-epic spell with a casting time of 1 standard
action or less at any time. The mastermind can use this ability twice per
round at 10th level and one additional time per round every 5 levels
afterwards. The total spell level of all spells cast in this way in a single round
may not exceed the mastermind’s class level.

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

Prerequisites: To qualify to become an Omnimind , a character must meet all


of the following criteria

Skills: Knowledge (Psionics) 23 ranks, Psicraft 23 ranks

Powers: Ability to manifest 5th-level powers.

Feats: Any four psionic feats


Class Skills: Autohypnosis, Concentration, Craft, Intimidate, Knowledge
(Psionics), Profession, Psicraft, Sense Motive, Speak Language, Use Psionic
Device Use Magic Device

Skill Points at Each Level: 2 + Int modifier

Omnimind

Level Base Attack Bonus Special


Powers Known

1st +0 Mental Prowess, Flowing Augmentation 4


+1 level of existing manifesting class

2nd +1 Mind Over Matter (halve)


+1 level of existing manifesting class

3rd +1 Bonus Feat


+1 level of existing manifesting class

4th +2 Collective Conscioussness 1/encounter


+1 level of existing manifesting class

5th +2 Psionic Master (1)


+1 level of existing manifesting class

6th +3 Flowing Augmentation 8


+1 level of existing manifesting class

7th +3 Mind Over Matter (third)


+1 level of existing manifesting class

8th +4 Bonus Feat


+1 level of existing manifesting class

9th +4 Collective Conscioussness 2/encounter


+1 level of existing manifesting class

10th +5 Psionic Master (2)


+1 level of existing manifesting class

Class Features: The following are class features of the Omnimind.

Epic Spellcasting: An omnimind gains epic manifestation as a bonus feat,


even if he or she doesn't meet the prerequisites for it.
Powers Known: At each omnimind level , he or she gains additional power
points per day and access to new powers as if he or she had also gained a
level in whatever manifesting class he or she belonged to before he or she
added the prestige class level. The omnimind does not, however, gain any
other benefit a character of that class would have gained (bonus feats,
metapsionic or item creation feats, psicrystal special abilities, and so on). If a
character had more than one manifesting class before he or she became an
omnimind, he or she must decide to which class he or she adds the new level
of omnimind for the purpose of determining power points per day, powers
known, and manifester level.

Mental Prowess (Su): Omniminds are masters of mentalism, possessing


psychic talent that dwarves others. He or she may regain his or her psionic
focus once per round as a free action and is immune to mind affecting effects
while he or she possesses psionic focus. In addition, the omnimind gains
telepathy out to 50 feet/class level and can detect and pinpoint all non-
mindless creatures within this range. Lastly, the omnimind need not possess
a line of sight or line of effect with a creature detected in this way so long as
it remains in range of the power.

Flowing Augmentation (Su): Drawing upon the collective consciousness of all


beings for psychic energy, omniminds can save their own supply of psychic
power for when it truly matters. Whenever an omnimind manifests a power,
he or she may spend the power points of a willing ally within 100 feet rather
than spending his or her own. Furthermore, whenever he or she manifests a
power, he or she gains 4 temporary power points that can only be used to
augment that power and are immediately lost if not used for this purpose. At
6th level and every 5 levels afterwards, the number of temporary power
points increases by +4.

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

Superior Cognizance [Epic, Psionic]

You consider problems from every possible angle.

Prerequisites: Mental Prowess

Benefits: By expending your psionic focus, you can take 20 on any


Intelligence-, Wisdom-, or Charisma-based skill check.

Improved Combat Manifestation [Epic, Psionic]

You have not difficulty manifesting powers in the midst of combat

Prerequisites: Combat Manifestation

Benefits: You never provoke attacks of opportunity for manifesting powers.

Improved Wild Surge [Epic, Psionic]

Your mind can withstand more than others would suspect

Prerequisites: Wild Surge +5

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.

Exceed Limitations [Epic, Psionic]

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.

Discern Intentions [Epic, Psionic]

You can get a basic idea of what creatures around you mean you ill will.

Prerequisites: Mental Prowess

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.

Discern Thoughts [Epic, Psionic]

You can dive deep into the thoughts of those nearby.

Prerequisites: Discern Intentions

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.

Intensify Power [Metapsionic]

You can draw out incredible strength from your powers.

Prerequisties: Empower Power, Maximize Power, Psicraft 30 ranks, ability to


manifest 9th level powers

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.

Improved Body Fuel [Epic, Psionic]

You can extract more psionic power ouf of your body.

Prerequisites: Body Fuel

Benefits: You regain 10 power points per point of ability burn you suffer to
each physical ability score with your body fuel feat.

Astral Master [Epic, Psionic]

You can personalize your astral constructs to a greater degree

Prerequisites: The ability to cast the astral construct power

Benefits: Whenever you manifest astral construct, you may choose an


additional ability from any menu and apply it to that construct with no
additional cost.

[b]Special:{/b] This feat can be taken multiple times. Its effects stack.

Improved Mind over Matter [Epic, Psionic]

You can prevent many afflictions that would befall you through raw will.

Prerequisites: Mind Over Matter (Halve)

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.

Pierce Mind [Epic, Psionic]

You can exert your mental focus to crush the defenses around a target’s
mind.

Prerequisites: Mental Prowess, Psicraft 30 ranks


Benefits: By expending your psionic focus, you may have a single power you
manifest, ignore both immunities against mind-affecting effects and power
resistance.

Overrule Power [Epic, Psionic]

You can commandeer an enemy’s power with your superior mind

Prerequisites: Mind Over Matter (Third)

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).

Web of Metacreativity [Epic, Psionic]

The objects and creature you create emanate the same psychic aura as
yourself.

Prerequisites: ability to manifest five or more powers of the metacreativity


discipline.

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.

Reactive Psychometabolism [Epic, Psionic]

Your body is quite capable of responding to physical harm when required.

Prerequisites: ability to manifest five or more powers of the


psychometabolism discipline.

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.

Quick Psychoportation [Epic, Psionic]


Utilizing psychoportation is as easy for you as moving through space.

Prerequisites: ability to manifest five or more powers of the psychoportation


discipline.

Benefits: You may manifest a single power of the psychoportation discipline


as part of any other move action.

Aggressive Psychokinesis [Epic, Psionic]

You attack with your psychokinesis with the greatest of ease.

Prerequisites: ability to manifest five or more powers of the psychokinesis


discipline

Benefits: In place of any attack you would otherwise make, you may
manifest a single power of the psychokinesis discipline.

Subtle Telepathy [Epic, Psionic]

You can sneak a telepathic power onto another power that you cast.

Prerequisites: ability to manifest five or more powers of the telepathy


discipline.

Benefits: Whenever you manifest a target of a discipline other than telepathy


that targets a single creature, you may simultaneously manifest a power of
the telepathy discipline with a single target, targeting the exact same
creature.

True Clairsentience [Epic, Psionic]

You think far more efficiently than most creatures in existence.

Prerequisites: ability to manifest five or more powers of the clairsentience


discipline.

Benefits: As a full-round action, you may manifest any number of powers of


the clairsentience discipline.

Assume Mantle [Epic, Psionic]

You possess access to a wider array of mantles.

Prerequisites: Access to at least 2 mantles.


Benefits: You gain access to an additional mantle. If you would normally be
restricted in which mantles you could select (such as a divine mind), you
may ignore such restrictions.

Extra Augments [Epic, Psionic]

You are more skilled at augmenting your psionic sneak attacks.

Prerequisites: Lurk Augments (3 at once)

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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Collective Consciousness (Su): Tapping into the universal consciousness that


all thinking beings possess, an omnimind can target a vast number of
creatures with a single psionic power. Starting at 4th level, once per
encounter, an omnimind may expend his or her psionic focus to manifest a
power with a single target and a range other than personal while targeting
any number of creatures within range. If that power possesses an XP cost, it
is paid for each target. At 9th level and every 5 levels afterwards, this ability
can be used an additional time per encounter.

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

Prerequisites: To qualify to become a Scion of Sorrow, a character must meet


all of the following criteria:

ECL: 20 or higher

Special: Must have accidentally brought great tragedy to oneself in a way


that the character has yet to fix or reverse.

Class Skills: Any ten of the Scion of Sorrow’s choice

Skill Points at Each Level: 4 + Int modifier

Scion of Sorrow

Level Base Attack Bonus Special


Spells

1st +1 Entity of Loss, What’s Done is Done


--

2nd +2 Futility 1/round


+1 level of existing spellcasting class

3rd +3 Bonus Feat


--

4th +4 Blade of Broken Dreams 1/encounter


+1 level of existing spellcasting class

5th +5 Unending Existence I


--

6th +6 What’s Done is Done


+1 level of existing spellcasting class

7th +7 Futility 2/round


--
8th +8 Bonus Feat
+1 level of existing spellcasting class

9th +9 Blade of Broken Dreams 2/encounter


--

10th +10 Unending Existence II


+1 level of existing spellcasting class

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.

Prerequisites: Futility 2/round

Benefits: Whenever a creature successfully damages you with an attack,


spell, or ability, you may spend a use of your futility class feature to deal an
equal amount of nonlethal damage to that creature, or half that much if the
creature succeeds on a Fortitude save (Save DC = 20 + Scion of Sorrow
class level + Cha modifier).

Numbed to Affliction [Epic]

Your unending life has exposed you to enough hardship that little phases you
any more.

Prerequisites: Unending Existence I

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.

Burden of Life [Epic]

Life is more of a curse than a blessing for you, a curse quite hard to remove.

Prerequisites: Numbed to Affliction, Unending Existence II

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.

Crush Will [Epic]

You can crush the will of an enemy to continue fighting.

Prerequisites: Blade of Broken Dreams 1/encounter

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.

Tortured Psyche [Epic]

Woe to those who try to pry their way into your thoughts

Prerequisites: Futility 1/round

Benefits: Whenever a creature attempts to read your thoughts or target you


with a mind-affecting ability, you can spend a use of your futility class
feature to force that creature to make a Will save (DC 20 + Scion of Sorrow
class level + Cha modifier) or become tortured with grief for 1d4 rounds
(treat as dazed). A creature who fails its saving throw fails to read or
influence your mind with whatever spell or ability it was using. This is a
penetrating mind-affecting effect.

Claim Woes [Epic]

You can claim the pains and woes of others for yourself, bringing your
targets solace.

Prerequisites: Entity of Loss

Benefits: By touching a creature as a standard action, you gain transfer any


number of hit points from yourself to that creature. Furthermore, you may
transfer any spell or ability with a single target that functions by creating or
manipulating pain (DM’s Discretion) from the touched target to yourself. If
the spell or ability allows a saving throw, you are allowed to make one
against the same DC as if you were being newly targeted although the
remaining duration is not reset.

Glimpse of Solace [Epic]

When you use your power to forever alter the world, you catch a glimpse of
what can never be.

Prerequisites: What’s Done is Done, Unending Existence IV

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).

Refuge of Dreams [Epic]

Sleep is your last refuge from the dark realities of the world.

Prerequisites: What’s Done is Done, The ability to sleep

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.

Claim Calamity [Epic]

You can prevent events of great destruction at the cost of great personal
sorrow.

Prerequisites: What’s Done is Done, Unending Existence III

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.

Beyond Prediction [Epic]


None could hope to predict your actions.

Prerequisites: Futility 3/round

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.

Wield the Shattered Blade [Epic]

Prerequisites: Blade of Broken Dreams 2/encounter

Benefits: Whenever one of your weapons is either destroyed and/or


permanently disenchanted by an enemy in combat, you may choose to make
that weapon your shattered blade (replacing any previously chosen shattered
blade). As a swift action, you can call forth a ghostly copy of your shattered
blade, intact if the original was destroyed and enchanted if the original lost
its power. If you lose contact with this weapon, it vanishes at the end of that
action. The weapon can damage incorporeal and ethereal creatures as a force
effect and it can’t be damaged, dispelled, or disjointed (although it is
suppressed in an antimagic field or dead magic zone). For every 5 scion of
sorrow levels you possess, you gain a +1 bonus to attack and damage rolls
against creatures who have damaged you in the past (no matter how long
ago). No matter how many times you call upon this weapon, abilities with
limited uses only recharge at their normal rate.

--------------------------------------------------------------------------------------
------------------------------------------------------------------------

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

Prerequisites: To qualify to become a Temporal Wanderer, a character must


meet all of the following criteria

Effective Character Level: 20 or more

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.

Must have encountered a creature closely related to the timestream (such as


a phane).

Must have visited the temporal energy plane at least once.

Class Skills: Concentration, Craft, Knowledge (history), Knowledge (the


planes), Spellcraft, Use Magic Device. Upon taking your first level of temporal
wanderer, you may add up to four additional class skills of your choice to this
list. This decision can’t be changed later.

Skill Points at Each Level: 4 + Int modifier

Temporal Wanderer

Level Base Attack Bonus Special


Spells

1st +0 Confer with Future (1 week), Eternal


Wanderer --

2nd +1 Delay the Inevitable 1/encounter


+1 level of existing spellcasting class

3rd +1 Bonus Feat


--

4th +2 Stretch Time I


+1 level of existing spellcasting class

5th +2 Browse Timelines (2 timelines)


--

6th +3 Confer with Future (2 weeks)


+1 level of existing spellcasting class

7th +3 Delay the Inevitable 2/encounter


--
8th +4 Bonus Feat
+1 level of existing spellcasting class

9th +4 Stretch Time II


--

10th +5 Browse Timelines (3 timelines)


+1 level of existing spellcasting class [/table]

Class Features: The following are class features of the Temporal Wanderer.

Epic Spellcasting: Even without the Epic Spellcaster feat, a temporal


wanderer can still develop and cast epic spells using the banish, destroy,
dispel, foresee, heal, reveal, transport, 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 temporal wanderer
casting an epic spell with these seeds (and only these seeds) need not make
a Spellcraft Check if the DC is equal or lower than 20 + (Class Level x 2).
Unless a temporal wanderer has sufficient ranks in a skill to gain more slots
per day, a temporal wanderer gains a number of epic spell slots per day
equal to his or her effective character level / 20. If the temporal wanderer
doesn’t cast spells, he or she uses his or her highest ability score modifier to
determine epic spell save DCs.

Eternal Wanderer (Su): A temporal wanderer is aware of all timelines


branching out from his or her present, future, and past. As a result, the
temporal wanderer gains an insight bonus to all skill checks, saving throws,
and attack rolls equal to half of his or her class level + 1. A temporal
wanderer never ages, is never caught flat-footed, and always acts first in
initiative (if multiple temporal wanderers are in the same encounter, they still
roll initiative amongst themselves to decide their order), even acting first on
surprise rounds.

More impressively, a temporal wanderer possesses a limited ability to travel


through the past, present, and future. At the end of any round, a temporal
wanderer may choose to travel into the past, restarting the round (only the
temporal wanderer and his or her allies are aware of what has occurred).
Alternatively, a temporal wanderer may choose to follow their normal action
with an additional set of actions taken as if using a timestop effect. Finally, a
temporal wanderer may choose at any time to leap 1 round into the future
and reappear in the same space (or nearest empty space) at the conclusion
of this round (if this jump is taken in response to an attack, targeted effect,
or area effect, the temporal wanderer escapes that effect [though an area
effect with an ongoing duration may still affect him or her]). Once one of
these three abilities has been used, none can be used again for 1d4+1
rounds.

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

Change the Past [Epic]

You can embark on the most difficult of travels, a travel backwards through
time.

Prerequisites: Browse Timelines (5 timelines)

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]

You can embark on a journey through time into the future

Prerequisites: Browse Timelines (4 timelines)

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.

Wild Card [Epic]

Those who peer into the future never take you into account.

Prerequisites: Browse Timelines (3 timelines)

Benefits: Spells and abilities that look into the future (including the portfolio
sense of deities) never take you or your actions into account.

Advantageous Divergence [Epic]

You take advantage of divergences in the timelines of others.

Prerequisites: Browse Timelines (2 timelines)

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.

Eye to the Past [Epic]

You can see what has happened in the past of an area.

Prerequisites: eternal wanderer


Benefits: You may use hindsight as a spell-like ability with a caster level
equal to your temporal wanderer level + 20. After using this ability once, you
must spend 1 hour in concentration to recharge this ability before you can
use it 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 this feat between
recharges.

Indefinite Delay [Epic]

You can delay an affliction indefinitely

Prerequisites: Delay the Inevitable 1/encounter

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.

Time Heals All [Epic]

Given enough time, any affliction is wiped away by time.

Prerequisites: Indefinite Delay

Benefits: If damage and/or an effect if put on an indefinite delay and remains


so for 24 hours, the target is freed from whatever you delaying and no longer
risks facing it later.

Frequent Delays [Epic]

You can delay harm to yourself and others with great frequency

Prerequisites: Delay the Inevitable 3/encounter

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.

Freeze Foes [Epic]

You can freeze foes in temporal stasis.

Prerequisites: Delay the Inevitable 3/encounter


Benefits: By making a successful melee attack or melee touch attack against
a creature as a standard action, you can subject it to a temporal stasis effect
with a caster level equal to your temporal wanderer class level + 20. After
using this ability once, you must concentrate for 1 hour to recharge this
ability before you can use it 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 this feat between
recharges.

Know Vulnerabilities [Epic]

You are sure to inform your past self on what forms of a attack prove
effective against your foes.

Prerequisites: Confer with Future (2 weeks)

Benefits: You are automatically aware of all damage reduction, energy


resistance, spell resistance, and immunities that your opponents possess. If
your enemies possess any special vulnerabilities, you also learn this
information.

Think Ahead [Epic]

You work to keep your past self aware of what is about to occur, letting them
react faster.

Prerequisites: Confer with Future (1 week) or Countermeasures 1/round

Benefits: You can ready a move or standard action as a swift action.

Spring of Youth [Epic]

You can pass on your timelessness to others through touch.

Prerequisites: Eternal Wanderer

Benefits: As a standard action, you can touch a willing creature and reduce
its age by 1 month.

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Stretch Time (Ex): Starting at 4th level, a temporal wanderer seems to


perceive time as travelling at a slower rate, allowing them to get more done
in less time. A temporal wanderer gains an extra move action each round
plus an additional extra move action at 9th level and every 5 levels
afterwards. Any number of move actions gained in this way can be sacrificed
to instead gain half as many extra standard actions that round (rounded
down).

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

Prerequisites: To qualify to become an Unmage, a character must meet all of


the following criteria

Skills: Knowledge (arcana) OR Use Magic Device 23 ranks

Feat: Combat Reflexes OR Improved Counterspell


Spellcasting: Must possess no non-epic spellcasting ability above 4th level
spells OR be able to cast 9th level abjuration spells, including mage’s
disjunction.

Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise,


Escape Artist, Heal, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge
(religion), Knowledge (the planes), Listen, Move Silently, Open Lock, Ride,
Search, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic
Device, Use Rope

Skill Points at Each Level: 6 + Int modifier

Unmage

Level Base Attack Bonus Special

1st +1 Momentary Suppression (1), Unravel


Dweomers

2nd +2 True Counterspell 1/encounter

3rd +3 Bonus Feat

4th +4 Spell Immunity 1/round

5th +5 Instant Reversion (1 spell)

6th +6 Momentary Suppression (2)

7th +7 True Counterspell 2/encounter

8th +8 Bonus Feat

9th +9 Spell Immunity 2/round

10th +10 Instant Reversion (2 spells)

Class Features: The following are class features of the 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.

Unravel Dweomers (Su): As a swift action, an unmage may unravel magic


around them, functioning as a mage’s disjunction spell with a caster level
equal to his or her class level + 20 with a few adjustments. The radius of the
burst is limited to 10 feet/class level, the unmage may exempt any number
of magic items or spell effects that he or she is aware of, and epic spells,
antimagic fields, and minor artifacts are subjected to this effect with 100%
accuracy (though artifacts are permitted a saving throw). The Save DC of
this ability is 20 + Class level + the unmage’s Cha modifier. Although this
ability is supernatural in nature, it can be utilized freely within an antimagic
field.

Momentary Suppression (Su): As a standard action, an unmage can


temporarily suppress the effects of a single spell effect or magic item.
Primarily used for disabling magic items without ruining them and for
bypassing wards without alerting others, this functions much as the
unmage’s unravel dweomer effect except that it only targets one spell effect
or magic item and that the magic is only lost for 5 rounds or until the
unmage uses this ability again or reinstates the magic as a move action. At
6th level at every 5 levels afterwards, this ability can last for an additional 5
rounds and can target an additional magic item or spell effect at a given
time.

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

Superior Counterspell [Epic]

You can counterspell an opponent with unparalleled ease.

Prerequisites: Improved Counterspell

Benefits: You need not ready an action in order to counter an opponent’s


spell.

Mystic Feedback [Epic]

Your attacks are more dangerous to spellcasters as your turn their magic
against them.

Prerequisites: Unravel Dweomers

Benefits: Whenever you successully attack a spellcaster, that spellcaster


loses one spell slot (or one random prepared spell) of the highest spell level
still available to him or her and takes 1d6 additional points of damage per
spell level of the lost spell/spell slot.

Inescapable Aura [Epic]

You exude an aura that makes it difficult for others to escape from you
through magical means.

Prerequisites: Momentary Suppression (1)


Benefits: Within 30 feet of you, spells and spell-like abilities that grant
alternate forms of movement or that increase existing forms of movement
can’t be utilized. You may suppress or reactivate this aura as a free action.

Anchoring Aura [Epic]

You exude an aura that stops teleportation effects cold in their tracks.

Prerequisites: Momentary Suppression (2), Inescapable Aura

Benefits: Within 20 feet of you, spells and spell-like abilities of the


teleportation subschool fail to function. You may suppress or reactivate this
aura as a free action.

Dimensional Aura [Epic]

You exude an aura that prevents others from escaping the plane at all.

Prerequisites: Momentary Suppression (3), Anchoring Aura

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.

Expanded Aura [Epic]

Your auras affect more people at once.

Prerequisites: Inescapable Aura

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.

Ignore Hindrance [Epic]

You ignore magic that attempts to restrict your movement.

Prerequisites: Spell Immunity 1/round

Benefits: You gain the benefits of a freedom of movement effect except that
it only protects against magical effects.

Withstand Death [Epic]


Magical death effects slide off of you without any problem.

Prerequisites: Spell Immunity 2/round

Benefits: You gain the benefits of a death ward effect except that it only
protects against magical effects.

Reveal Deceptions [Epic]

You can easily see through magic designed to fool your senses.

Prerequisites: Spell Immunity 3/round

Benefits: You gain the benefits of a true seeing effect.

Conceal Mind [Epic]

Your mind is hidden from all wishing to detect or manipulate it magically.

Prerequisites: Spell Immunity 4/round

Benefits: You gain the benefits of a mind blank effect.

Mageslayer Juggernaut [Epic]

It is hard to injure you directly through the use of magic

Prerequisites: Spell Immunity 2/round

Benefits: Whenever you would take damage from any magical source, halve
that damage before applying damage reduction, energy resistance, and
similar abilities

Counterspike [Epic]

You can harm a creature simply by countering its spells.

Prerequisites: True Counterspell 1/encounter, Mystic Feedback

Benefits: You benefit from your mystic feedback spell whenever you
successfully counter a target’s spell with your true counterspell class feature.

Share Immunity [Epic]

You can share your defense against magic with allies.


Prerequisites: Spell Immunity 1/round

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.

Pressure Casters [Epic]

Your very presence causes enemy spellcasters to slip up and make careless
mistakes.

Prerequisites: True Counterspell 3/encounter

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.

Antimagic Burst [Epic]

You can release bursts of antimagic to protect against magical effects.

Prerequisites: True Counterspell 4/encounter

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.

Prerequisites: Unravel Dweomers, the ability to cast 9th-level spells

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.

Spellkill Ascetic [epic]


You have mastered the art of ending spells while travelling to their origin.

Prerequisites: Unravel Dweomers, Quavering Palm

Benefits: Your unmage class level stacks with your monk level for the
purposes of your AC bonus, fast movement, and diamond soul class features.

Spellkill Magebreaker [epic]

You have turned the art of stealing magic from foes into a science.

Prerequisites: True Counterspell 1/encounter, Steal Spell (9th level)

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.

Master of Abjuration [Epic]

You possess masterful energies that act to ward and protect.

Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level


Abjuration spell

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.

Epic Avoidance [Epic]

You are skilled at dodging attacks.

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.

Guarded Abjuration [Epic]

Your protective spells are almost impossible to remove.


Prerequisites: Unravel Dweomers, Ability to Cast 9th-level Spells

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

Dismiss Outsiders [Epic]

You can send extraplanar creatures back to their home planes.

Prerequisites: True Counterspell 2/encounter.

Benefits: If you make a successful melee touch attack against an extraplanar


creature, you can send it back to its home plane (no save). After you use this
ability once, you can’t use it again until you have spend an hour resting to
recharge it.

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.

Forced Deanimation [Epic]

You can remove the unnatural animating spark from constructs and the
undead.

Prerequisites: True Counterspell 2/encounter

Special: If you make a successful melee touch attack against a construct or


undead creature, you can force it to make a Fortitude Save (DC 20 + Class
Level) or instantly lose its animating spark, effectively becoming destroyed
while its body remains intact. After you use this ability once, you can’t use it
again until you have spend an hour resting to recharge it.

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.

Seeping Suppression [Epic]

Weaker magic is all but impossible around you.

Prerequisite: Unravel Dweomers

Benefit: The area within a 100 foot radius of yourself is treated as an


antimagic field for all spells up to 3rd level.

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.

Instant Reversion (Su): Even when a spell seems to occur instantaneously,


an unmage can reverse the effects. As a standard action, an unmage of at
least 5th level can reverse the effects of a single instantaneous spell or spell-
like ability that he or she has witnessed within the last round. Creatures who
have teleported return to their positions, creatures who have been healed or
damaged return to their prior state (coming back to life or dying once more if
necessary). Effects created vanish back into nothingness and knowledge
learned through such effects is instantly and irrevocably forgotten. Other
occurrences that occurred due to such a spell effect (such as an attack made
after teleporting or falling prone due to dying) are likewise instantaneously
reversed. At 10th level and every 5 levels afterwards, this ability can target
an additional instantaneous effect with a single use.

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

Prerequisites: To qualify to become an unreal , a character must meet all of


the following criteria:

Skills: Knowledge (the planes) 23 ranks.

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

Skill Points at Each Level: 2 + Int modifier.

The Unreal

Level Base Attack Bonus Special


Spells

1st +0 Actualize I, All An Illusion


--

2nd +1 Disbelieve Harm 1/round


+1 level of existing spellcasting class

3rd +1 Bonus Feat


--

4th +2 Fictionalize I
+1 level of existing spellcasting class

5th +2 Sensory Control (1 set of


perceptions) --

6th +3 Actualize II
+1 level of existing spellcasting class

7th +3 Disbelieve Harm 2/round


--
8th +4 Bonus Feat
+1 level of existing spellcasting class

9th +4 Fictionalize II
--

10th +5 Sensory Control (2 sets of


perceptions) +1 level of existing spellcasting class

Class Features: The following are class features of the unreal.

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

Partial Illusion [Epic]

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.

Disbelieve Weaponry [Epic]

Much of what assails you doesn’t truly exist at all.

Prerequisites: Disbelieve Harm 1/round.

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.

Disbelieve Spells [Epic]

Much of the magic that others weave is nothing more than smoke and
mirrors.

Prerequisites: Disbelieve Harm 2/round.

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.

Delayed Actualization [Epic]

You can provide substance to your illusions after casting them.

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.

Sudden Actualization [Epic]

What was once an illusion may suddenly gain a sense of reality behind it.

Prerequisites: Delayed Actualization.


Benefit: You may use your delayed actualization feat as an immediate action
instead of as a standard action.

Awaken Fiction [Epic]

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.

Pierce Illusions [Epic]

Having mastered the art of illusion, you know how to recognize them at a
glance.

Prerequisites: Disbelieve Harm 3/round.

Benefit: You automatically recognize all illusions that you perceive and
automatically succeed on all saving throws against them.

Extended Control [Epic]

You control the perceptions of others within a larger range.

Prerequisites: Sensory Control (2 sets of perceptions).

Benefit: The range of your sensory control class feature is increased by 50


ft..

Special: This feat can be selected multiple times. Its effects stack.

Reverse-Illusion [Epic]

You have found away to mask reality as an illusion.

Prerequisites: Fictionalize II.

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.

Lethal Illusion [Epic]

The process of disbelieving your illusions is harmful for most minds.

Prerequisites: Sensory Control (3 sets of perceptions).

Benefit: Whenever a creature would disbelieve or pierce through one of your


illusions through mundane or magical means, it must make a will save (DC
20 + Unreal level + Int modifier) or fall dead. For each successful saving
throw that a creature makes against this effect, it gains a stacking +1 bonus
on further saving throws against this effect for the next 24 hours. This is a
mind-affecting phantasm effect.

Infallible Illusion [Epic]

Your illusions can’t be pierced through most means.

Prerequisites: Sensory Control (4 sets of perceptions).

Benefit:Creatures vulnerable to mind-affecting effects can’t disbelieve your


illusions through will saves (even when presented with irrefutable proof) and
can’t pierce through your illusions without the aid of epic spells, effects, or
items. Even if the illusion isn’t actualized and lacks physical substance, the
mind of a creature fills in all resulting logic gaps.

Strengthen Spell [Epic, Metamagic]

You can affect more powerful creatures with your magic.

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.

Special: Unlike most metamagic effects, a single spell can be strengthened


multiple time. Increases to the spell level accrued in this way stack with
themselves.

Master of Illusion [Epic]


You can fool the senses of others with incredibly ease.

Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Illusion


spell.

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

Prerequisites: To qualify to become a Veneficus Optima, a character must


meet all of the following criteria

Skills: Knowledge (arcana) 23 ranks, Spellcraft 23 ranks

Feats: Any two metamagic feats.

Spells: The ability to cast 9th-level arcane spells

Class Skills: Concentration, Craft, Decipher Script, Knowledge (all skills,


taken individually), Profession, Spellcraft, Use Magic Device

Skill Points at Each Level: 2 + Int modifier

Veneficus Optima

Level Base Attack Bonus Special Spells

1st +0 Multispell (1), True Arcanist +1


level of existing arcane spellcasting class

2nd +1 Efficient Researcher x1 +1


level of existing arcane spellcasting class
3rd +1 Bonus Feat
+1 level of existing arcane spellcasting class

4th +2 Practiced Metamagic (4 levels) +1


level of existing arcane spellcasting class

5th +2 Master of the Arcane (1) +1


level of existing arcane spellcasting class

6th +3 Multispell (2)


+1 level of existing arcane spellcasting class

7th +3 Efficient Researcher x2 +1


level of existing arcane spellcasting class

8th +4 Bonus Feat


+1 level of existing arcane spellcasting class

9th +4 Practiced Metamagic (8 levels) +1


level of existing arcane spellcasting class

10th +5 Master of the Arcane (2) +1


level of existing arcane spellcasting class

Class Features: The following are class features of the Veneficus Optima.

Epic Spellcasting: A veneficus optima gains epic spellcasting as a bonus feat


even if he or she doesn’t meet its prerequisites.

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.

True Arcanist: A veneficus When a veneficus optima cast a non-epic spell


with a casting time of 1 standard action or less, he or she can cast it as a
supernatural ability instead of as a spell. After doing so a number of times
equal to the veneficus optima’s class level, he or she can’t do so again until
he or she meditates for 1 hour.

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.

Master of Abjuration [Epic]

You possess masterful energies that act to ward and protect.

Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level


Abjuration spell

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.

Master of Conjuration [Epic]

Your possess energies that allow you to summon and move creatures about.

Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level


Conjuration spell

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.

Master of Divination [Epic]

You can act exactly as you need to in order to succeed at almost any task.

Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Divination


spell

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.

Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level


Enchantment spell

Benefits: You can affect mindless creatures with your mind-affecting


enchantment spells, though only basic concepts can be conveyed and such
targets gain a +10 bonus to their saving throw. A creature who succeeds on
a saving throw against one of your enchantment spells is unaware that they
were ever targeted. Once per encounter, you can force a single creature to
follow your instructions for 1 round as is dominated unless it succeeds on a
Will Save (DC 10 + caster level + Intelligence modifier).

Master of Evocation[Epic]

You blast targets into dust with your control over the fundamental energies
of existence.

Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Evocation


spell

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]

You can fool the senses of others with incredibly ease.

Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Illusion


spell

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.

Master of Necromancy [Epic]

You gain mastery over the forces of death.

Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level


Necromancy spell

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.

Master of Transmutation [Epic]

You twist the forms of others in magnificent ways.

Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level


Transmutation spell.

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.

Epic Spellbook [Epic]

Even your spellbook has become an artifact of legend.

Prerequisites: Must prepare spells from a spellbook, True Arcanist

Benefits: Select one spellbook you possess. That spellbook is treated as a


minor artifact for all purposes and you may call it to your empty hand
(ignoring all non-epic effects that would prevent teleportation) as a standard
action. The chosen spellbook possesses infinite pages and produces its own
ink as it is pressed upon with a dry quill, requiring no cost for scribing spells.

Spontaneous Spell Knowledge [Epic]

You possess erratic and ever-shifting access to magic.

Prerequisites: Ability to cast 9th-level spells spontaneously, True Arcanist

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.

Superior Spellcaster [Epic]

Your spells are more powerful than those of others

Prerequisites: Caster level 30th

Benefits: You gain a +2 bonus to your caster level.

Special: This feat can be selected multiple times. Its effects stack.

Superior Counterspell [Epic]

You can counterspell an opponent with unparalleled ease.

Prerequisites: Improved Counterspell

Benefits: You need not ready an action in order to counter an opponent’s


spell.

Selective Spell [Epic, Metamagic]

You can prevent your spells from harming your allies.

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

Knowledge is power. Though there are many ways to obtain knowledge,


everyone from the lowest of farmhands to the greatest of archmages is
forced to bow before this simple truism. Sentient beings of any great power,
in the process of gaining that strength, almost inevitably garner a rich store
of information from his or her travels. Those who make it a point to study,
however, go far further than this. Utilizing vast archives of knowledge and
delving deeper with divination over the course of a lifetime, certain sages
make it a point to learn as much as possible. These repositories of
knowledge, frequently refered to as venerated sage, are revered (and
sometimes feared) for their knowledge wherever they travel.

Hit Die: d6

Prerequisites: To qualify to become a venerated sage , a character must


meet all of the following criteria

Age Category: Old or older

Skills: Knowledge (Any four) 23 ranks

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.

Skill Points at Each Level: 4 + Int modifier

Venerated Sage

Level Base Attack Bonus Special


Spells

1st +0 Combat Evaluation +8, Master of


Knowledge --

2nd +1 Prepare for Anything (1 action)


+1 level of existing spellcasting class

3rd +1 Bonus Feat


--

4th +2 Uncanny Senses 50 ft.


+1 level of existing spellcasting class

5th +2 Harmful Truths 1/round


--

6th +3 Combat Evaluation +12


+1 level of existing spellcasting class

7th +3 Prepare for Anything (2 actions)


--

8th +4 Bonus Feat


+1 level of existing spellcasting class

9th +4 Uncanny Senses 100 ft.


--

10th +5 Harmful Truths 2/round


+1 level of existing spellcasting class

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

True Certainty [Epic]

You always know which option to take.

Prerequisites: Prepare for Everything (5 actions)

Benefit: Whenever you attempt to make a choice or solve a riddle or problem


that possesses one or more objectively correct answers or solutions and one
or more objectively wrong answers or solutions, you instinctively know
whether each solution or answer you come up with is correct, incorrect, or
neither. This feat doesn’t point out correct options that you have yet to
consider.
Opportune Action [Epic]

You always act at just the right moment.

Prerequisites: Prepare for Everything (4 actions)

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.

Adaptable Preparations [Epic]

Prerequisites: Prepare for Everything (3 actions)

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.

Uncanny Foresight [Epic]

You are impossible to truly surprise.

Prerequisites: Prepare for Everything (2 actions)

Benefit: You gain the benefits of a foresight effect at all times.

Always Prepared [Epic]

You always seem to possess just what you need.

Prerequisites: Never There 1/encounter or Prepare for Everything (1 action)

Benefit: At any time, you may spend up to 10,000 gp in coins, gems, or


similar valuables in order to retroactively possess any item at least two size
categories smaller than you that weighs no more than the valuables spent on
it (50 coins = 1 pound). You may not spend valuables gained since the last
time you had an opportunity to freely purchase items in this way.

Analyze Item [Epic]

You can recognize most magic items by sight.


Prerequisite: Master of Knowledge

Benefit: You automatically recognize and identify any magic item that you
observe as if it were subjected to an identify effect.

Soothsayer [Epic]

Your senses sometimes extend into the future.

Prerequisites: Uncanny Senses 50 ft.

Benefit: As a standard action, you may use augury as a spell-like ability


(Caster Level 20). After using this ability, you lose the benefits of your
uncanny senses class feature for 30 minutes.

Maddening Truth [Epic]

The truths of the world that you reveal to others can threaten their sanity.

Prerequisites: Harmful Truths 2/round

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.

Widened Senses [Epic]

You can harness more of your unearthly senses at a given time.

Prerequisties: Uncanny Senses 100 ft.

Benefit: At any time, you may possess two senses provided by your uncanny
senses class feature.

Universal Truths [Epic]

The truths of the world that you reveal are often of importance to more than
one opponent.

Prerequisites: Harmful Truths 1/round

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]

You can analyze the battle around you quite quickly.

Prerequisites: Combat Evaluation +8

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.

Educated Dungeoneer [Epic]

With your encyclopedic knowledge of dungeons, you can predict a good deal
about them with a glance.

Prerequisites: Knowledge (dungeoneering) 23 ranks, Master of Knowledge

Benefit: After seeing the interior of a dungeon (whether man-made or


naturally occurring) or even hearing a detailed description of its interior, you
can identify every type of creature (aberration, animal, humanoid [elf], etc.)
that resides within that dungeon. Furthermore, you automatically recognize
all traps (whether mechanical or mundane) by sight, requiring no search
check. This gives you no special ability to disarm traps, however.

Masterful Architect [Epic]

You know exactly how buildings and other structures fit together and how
others would build them.

Prerequisites: Knowledge (architecture and engineering) 23 ranks, Master of


Knowledge

Benefit: After seeing the interior of a building or even hearing a detailed


description of its interior, you learn the entirety of its layout, including
sealed-off spaces and secret rooms and corridors. Furthermore, may take 20
on all ability checks and skill checks made to break, manipulate, or maneuver
around architectural features.

Gifted Cartographer [Epic]

You know the landscape like the back of your hand.

Prerequisites: Knowledge (geography) 23 ranks, Master of Knowledge.

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.

Royal Recorder [Epic]

You have studied royalty long enough to learn about power structures and
the art of supplication.

Prerequisites: Knowledge (Nobility and Royalty) 23 ranks, Master of


Knowledge

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.

Studious Archaeologist [Epic]

You frequently put your extensive knowledge of history to the test.

Prerequisites: Knowledge (History) 23 ranks, Master of Knowledge

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.

Planar Scholar [Epic]

You possess extensive knowledge regarding planes and planar connections.

Prerequisites: Knowledge (The Planes) 23 ranks, Master of Knowledge

Benefit: If you can see or possess a detailed description of a magical portal,


you know what plane of existence it leads to and learn of any special
qualities it possesses. You can recognize what plane of existence a creature
comes from by sight. Furthermore, whenever you witness a creature travel to
another plane of existence, you learn which plane of existence was accessed
(after travelling through the astral plane if the astral plane wasn’t the end
destination).
Urbanite [Epic]

You are exceedingly knowledgeable regarding local matters.

Prerequisites: Knowledge (Local) 23 ranks, Master of Knowledge

Benefit: If you can see or possess a detailed description of a settlement, you


know exactly where all services, features, and districts are located in relation
to each other. Furthermore, you may communicate basic messages with
sentient creatures who don’t share a language with yourself.

Master of Divination [Epic]

You can act exactly as you need to in order to succeed at almost any task.

Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Divination


spell

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 benefits from a true seeing effect.

- The venerated sage automatically sees through all manner of mundane


darknesss, fog, smoke, and disguises.

- The venerated sage functions as though possessing any senses he or she


has been robbed of or denied.

- 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:

Certain effects are either referred to as piercing effects or retroactively make


other spells or abilities piercing effects.
Piercing effects ignore most immunities, although a target receives a +6
bonus to its saving throw (if any) for each source of immunity against that
effect it would otherwise possess (multiple identical sources [such as two
magic items both granting mind blank effects] don’t stack).

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

Amphibious Monk (Unchained)

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.

The character's weapon list no longer includes club, handaxe, javelin,


nunchaku, quarterstaff, or sling, and instead includes dragon fork, moon
glaive, and tsuribari.

- Buoyancy Balance (Ex): At 8th level or higher, a monk’s racial buoyancy


becomes zero, and he no longer has to worry about sinking or floating unless
he is carrying equipment with a buoyancy rating, even while unconscious.
This replaces his 8th level ki power.

- 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.

The Black Sage is an archetype of the Archivist class.

Spellcasting:A Black Sage's "spells" (referred to (more accurately and more


appropriately) as "occult secrets", by Black Sages and the

more learned of scholars) are differentiated (arcane, etc.), semidifferentiated


(arcane and divine, etc.), or undifferentiated (arcane,

divine, and psionic), counting as arcane/divine/psionic (chosen during


preparation (if prepared) or at the moment of casting (if

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

is chosen during character creation/retraining and is irreversible w/o a


miracle, reality revision, or wish; or retraining.

His Intelligence remains his casting attribute.

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.

Psionic powers cast as differentiated, semidifferentiated, or undifferentiated


spells exchange their auditory/mental displays for verbal components,
material displays for material components, and olfactory/visual displays for
somatic components. Their schools are of

their discipline's corresponding school.

Special:If a psionic power can be augmented, its augmented versions


become spells of correspondingly higher spell levels.

i.e. +1 spell level per +2 power points the augmentation costs (round up).

NB:Archivists can independently research spells. A Black Sage retains and


frequently uses this ability. He's also eligible for arcane and

divine prestige classes, etc. (but not psionic prestige classes, etc.) by virtue
of this archetype. If the campaign uses Dark Sun-style

defilers/preservers, he can opt to defile/preserve as well, even if he's not


aware of, from, or in the Dark Sun setting.

Black Bloodline:As a result of a Black Sage's


ancestry/associations/obsessions, he gains the bloodline arcana and powers
of a bloodline

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

from his bloodline. If he gains/has levels in another class that grants


a bloodline, his Black Bloodline replaces the other bloodline.

NB:A Black Sage can gain add. bloodlines via Gestalt (campaign, etc.);
Eldritch Heritage (feat); or Assimilate (cosmic), etc. normally.

Furthermore, there may be other methods of add. bloodline acquisition; such


as Illithid Savant, etc.

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,

Wisdom, and Charisma at 1st level and 2 points of penalty to Constitution,


Wisdom, and Charisma at 11th level; as they

already possess the equivalent of the Occult Spirit divine ability.

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.

This ability replaces the bonus feat gained at 10th level.

Greater Lore (Ex):At 20th level, a Black Sage gains the ability to understand
magic items. Whenever he examines a magic item to

determine its properties, he gains a +10 circumstance bonus on


his Spellcraft skill check.

This ability replaces the bonus feat gained at 20th level.

Black Sage [Druid]

As previous, except spellcasting is either in the manner of a druid, etc., or in


the manner of an erudite, etc. (see previous) and no feats

are sacrificed at 10th or 20th level. Furthermore, all ethical, moral, and
ethos-based restrictions are lifted from the black sage (i.e. their

class features are no longer affected by alignment, the wearing of metal


armor, etc.).

Special:If a Black Sage [Archivist] becomes a Black Sage [Druid], he gains a


second Black Bloodline. This second Black Bloodline should
reflect their experiences, interests, and studies. This second Black Bloodline
mustn't conflict with the first Black Bloodline (i.e. no

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

dagger; he is only proficient w/light armor and has no shield proficiencies; 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 [Archivist] becomes a Black Sage [Druid], The Price
is lessened by 2 points of penalty to Constitution, Wisdom,

and Charisma at 1st level and 2 points of penalty to Constitution, Wisdom,


and Charisma at 11th level; as they already possess the

equivalent of the Occult Spirit divine ability.

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

more parasitic, aspect of nature.

Alternate Class Features

Convert Spell to Power

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.

Spell Level Power Point Cost

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.

For example, a fireball deals a number of dice of damage based on the


erudite's manifester level, so when manifested it deals 5d6 points of damage
(as if cast by a 5th-level wizard, which is the minimum level of wizard
capable of casting fireball).

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.

As with casting a spell, manifesting a spell may require certain components


(see page 174 of the Player's Handbook). Some of the components remain
unchanged, such as verbal, somatic, and XP cost. Spells with expensive
material components (non-negligible) require you to spend an additional 2
power points when manifesting the spell in lieu of the material components.
If you happen to have the material components, no additional power point
cost is assessed. Spells with a focus are treated the same as those with a
material component. If the spell has an expensive material component and a
focus, the additional power point cost would be 4.

The Monastic Order of The Beast (Pathfinder)

The Monastic Order of The Beast takes only disciples with demonic blood.

Bonus Language:Abyssal (replaces skill bonus).

2nd-Level Feat:Dark Speech.

10th-Level Feat:Nightmare Fuel.

18th-Level Feat:Vile Ki Strike.

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.

Prerequisites:Intimidate 1 rank, Linguistics 1 rank.

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.

Domain Spells:1st-augury, 2nd-owl’s wisdom, 3rd-speak with dead, 4th-


discern lies, 5th-true seeing, 6th-owl's wisdom, mass, 7th-vision, 8th-
moment of prescience, 9th-foresight.

- Logic Subdomain

Associated Domain:Wisdom

Replacement Power:The following granted power replaces the Teaching


Moment ability of the Wisdom domain.

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.

Replacement Domain Spells:1st-comprehend languages, 2nd-find traps, 6th-


find the path.

- Perception Subdomain

Associated Domain:Wisdom

Replacement Power:The following granted power replaces the Teaching


Moment ability of the Wisdom domain.

Uncanny Perception (Ex):You have an uncanny sense of your environment.


At 8th level, you gain Blindsense 5 ft. At 16th level, your Blindsense
increases to 10 ft. and you gain Blindsight 5 ft.

Replacement Domain Spells:1st-read weather, 3rd-aura sight, 7th-circle of


clarity.
New Subdomains

Gravity

Associated Domain:Earth

Replacement Power:The following granted power replaces the acid dart


power of the Earth domain.

- Vertigo Touch (Su):As a standard action that provokes attacks of


opportunity, you can cause the mass of any unattended object to fluctuate
for a number of rounds equal to your cleric level. While an object's mass
fluctuates, it emits a faint aura of transmutation. Any creature that passes
within 5 ft. of the aura must succeed at a Will save (DC equal to 10 + 1/2
your cleric level + your Wisdom modifier) or become sickened. You're immune
to this object's effect. You can use this ability a number of times per day
equal to 3 + your Wisdom modifier.

Replacement Domain Spells:1st-feather fall, 6th-gravity well, 8th-reverse


gravity.

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.

Replacement Domain Spells:3rd-molten orb, 4th-volcanic storm, 8th-wall of


lava.

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.

Replacement Domain Spells:4th-rusting grasp, 6th-stone tell, 7th-statue.

Silence

You find strength in silence.

Associated Domain:Void.

Replacement Power:The following granted power replaces the part the veil
power of the Void domain.

In addition, you receive Silent Spell as a bonus feat.

- 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.

Replacement Domain Spells:2nd-silence, 3rd-blindness/deafness (deafness


only), 5th-wall of blindness/deafness (deafness only).

New Epic Destinies

Grim

Requirements:21st level, any evil alignment.

Level Benefit

21st Reaper's Scythe, Life-Mocking Assembly


24th Void Metamagic

27th Oblivion Triumphant

30th Supreme Perfection of Necromancy

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

considered a manufactured and natural weapon. If damaged, destroyed,


etc.; you can recreate your scythe, as a nonaction, at will.

The exact appearance and composition of your scythe can't exceed your
crafting or knowledge abilities, etc.

Special:Your scythe can be further enhanced, if desired. If your enhanced


scythe is damaged, it must be repaired. If destroyed, only

your base scythe can be recreated by virtue of your Reaper's Scythe ability.
However, you can still materialize/dematerialize your

enhanced scythe normally.

Life-Mocking Assembly (Su):Your mastery of undeath is peerless. Whenever


you animate an undead creature w/a spell, it gains an additional number of
HD equal to half your character level and a profane bonus to Strength and
Dexterity equal to the level of the spell used to create it.

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.

Void Metamagic (Su):Your deep understanding of necromancy simplifies


modifying such spells. All your necromancy spells lose their somatic and
verbal components and have their duration extended. Additionally, any
metamagic feat you apply to a necromancy spell has its level adjustment
reduced by 1, to a minimum of 0.

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.

Supreme Perfection of Necromancy (Su):You are necromancy incarnate. Your


necromancy spells can't be dispelled (except by artifacts, deities, epic spells,
and spells cast by other Grims with this ability) or suppressed by antimagic
fields/similar effects (unless created by

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

Akashic Occultist [Ghost]

Prerequisites::Int 13, can prepare spells from a (spell-/prayer-)book, Akashic


Witness.

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

to your memorized list by any other means.

Aquatic Occultist [General]

You know how to cast spells, etc. equally well in or out of water.

Prerequisites:Ability to cast spells, manifest powers, and/or use psychic


skills.

Benefit:Water doesn't impede your spells, powers, psychic skills, spell-like


abilities, and/or psi-like abilities. Creatures partially or completely submerged
do not gain cover or total cover when you cast a spell, manifest a power, use
a psychic skill, use a spell-like ability, or use a psi-like ability from outside
the water. The surface doesn't block line of effect for any spell, power,
psychic skill, spell-like ability, or psi-like ability including spells, powers,
psychic skills, spell-like abilities, and psi-like abilities with the fire descriptor.
You need not make a Spellcraft check to cast, manifest, or use a fire spell,
power, psychic skill, spell-like ability, or psi-like ability underwater.

Aristeia [General]

You make slaying opponents look no more difficult than breathing.

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.

For example, an 8th-level fighter with Strength 17 wielding a greatsword


makes three free attack actions with a +6 attack bonus before failing to deal
twice their opponent's hit points on their 4th attack, which therefore counts
as a regular attack action. The fighter can then make the remaining five free
attack actions with a +1 attack bonus using their 2nd attack as a full attack
action, assuming every such attack deals twice their opponent's maximum hit
points.

Special:A fighter may select Aristeia as one of their fighter Bonus Feats (see
page 38 of the Player's Handbook).

- Silken Aristeia [General]

Your weapon is as beautiful, elegant, and inescapable as a snow flurry.

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).

Armed Deflection [General]

You can deflect arrows, etc. with your m.w(s).

Prerequisite:Dex 13, Weapon Focus (m.w(s).o.c.).

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

make use of said feats, etc.

Art of the Gods [Epic]

Prerequisites:Int 25, Artist level 20th, Craft (any) 27 ranks.


Benefit:Your art can affect even those normally immune

to mind-affecting effects. However, they gain a +10

bonus on their Will saves to resist such effects.

Ascendant Power [Metapsionic]

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.

Ascendant Talent [Metapsychic]

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).

Automatic Learning [Epic, Psionic]

Any power you see in action is automatically learned.

Prerequisites:Int 25, Encode Stone.

Benefit:As soon as you see a power in operation; either in the act of being

manifested or its ongoing effects, you automatically are able to manifest

such a power. (i.e. you automatically/permanently learn said power.)


Automatic Learning [Epic]

Any spell you see in action is automatically learned.

Prerequisites:Int 25, Scribe Scroll.

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

spell. (i.e. you automatically/permanently learn said spell.)

Automatic Metapsychic Capacity [Epic]

You can use psychic skills that exceed the normal limits of psychic skill use.

Prerequisites:Ability to use psychic skills, four metapsychic feats.

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

skill you can use.

Special:You can gain this feat multiple times. Its effects stack.

- Metapsychic Freedom [Epic]

You can stack the same metapsychic feat multiple times.

Prerequisites:Four metapsychic feats, Spellcraft 22 Ranks.

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

skill and then teleport away again.

Bringer of Agony [Torture, Vile]

Prerequisites: Evil Alignment, Intimidate 4 ranks, Craft (Alchemy) 4 ranks.

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.

Intimidate DC Example Information


*Example Period of Tortures

0 Something the target would have told you anyways.


1 minute.

15 Something that the target was trying to hold onto for


shallow reasons. 1 hour.

25 Something that the target was keeping secret because


someone close to them asked them to keep it secret. 12 hours.

30 Something the target was keeping secret in order to


protect their home. 1 day.

40 Something the target was keeping secret in order to


protect a loved one. 3 days.

45 Something about the target that they only ever shared


with those who were extremely close with them. 1 week.
60 Something about the target that they would never tell
anyone, no matter how close they were to each other. 1 month.

*This amount of time can vary vastly, depending on the resolve of the target
in question.

Intimidate DC Modifier Condition

-1 Target fatigued

-6 Target exhausted

-1 Per previous period of torture

- Suppressed Memories [Torture, Vile]

Prerequisites: Evil Alignment, Intimidate 4 ranks, Craft (Alchemy) 4 ranks.


Bringer of Agony.

Benefit: Whenever you successfully force a person to give you a piece of


information via the Torture intimidate skill use, they completely block the
period of time during which they were being tortured from their mind. They
have absolutely no recollection of the event, and, if at all possible, will
actually block out your face from their mind. Additionally, due to the mental
trauma that you caused them, they also have nightmares almost every night.
Every time the person who you tortured falls asleep, there's a 80% chance
that, at some time while they rest, they have a nightmare. This acts like the
nightmare spell (DC 17 + your Cha modifier, the target uses their normal
Will save, without the modifiers listed in the nightmare spell description),
except the nightmare has no actual 'caster', is extraordinary, and is caused
by the target's own mind.

Brutal Slam [Epic]

Prerequisite:Str 25.

Benefit:On a successful critical strike in melee, you may immediately make a


combat maneuver check to render the target prone as if from a trip attempt.
You may add any weapon-based abilities that increase your to-hit bonus—
such as feats from the Weapon Focus tree, a fighter's Weapon Training class
feature, or a magic weapon's enhancement bonus—to the CMB check. If you
are using a two-handed weapon, you may increase your strength bonus to
your CMB to x1.5. If your weapon has a x3 critical modifier, add +4 to the
CMB, and for a x4 critical multiplier, add +8. If successful, the target is
rendered prone as if tripped. If the critical is part of a full attack action, you
may continue attacking as normal regardless of the success or failure of the
trip attempt.

- Brutal Blast [Epic]

Prerequisite:Str 27, Brutal Slam.

Benefit:On a successful critical strike in melee, you make a combat


maneuver check to send an opponent flying as if they were subject to a bull
rush, and leaving them prone at the end. You may add any weapon-based
abilities that increase your to-hit bonus—such as feats from the Weapon
Focus tree, a fighter's Weapon Training class feature, or a magic weapon's
enhancement bonus—to the CMB check. If you are using a two-handed
weapon, you may increase your strength bonus to your CMB to x1.5. If your
weapon has a x3 critical modifier, add +4 to the CMB, and for a x4 critical
multiplier, add +8. If successful, the target is pushed back as if by a
successful bull rush and then rendered prone as if tripped. If the critical is
part of a full attack action, you lose any subsequent attacks if the enemy is
moved beyond your reach. If the attempt fails, you may continue attacking
as normal.

Buoyancy Balance [General]

Prerequisites:Wis 14, Swim 8 ranks.

Benefit:Your racial buoyancy becomes zero, and you no longer have

to worry about sinking or floating, unless you're carrying equipment

with a buoyancy rating, even while unconscious.

Bypass Host [Metamagic]

You can affect infecting/infesting/inhabiting/possessing creature(s)

w/o affecting (its/their) container(s), host(s), etc. (inc. locale(s), etc.).

Benefit:When you target a spell to (a target/targets) that (is/are) infected

/infested/inhabited/possessed, the spell ignores said target(s) and deals

its full effect to the infecting/infesting/inhabiting/possessing creature(s).

Level Increase:+1 (A bypassing spell uses up a spell slot one level

higher than the spell's actual level.)


Bypass Host [Metapsionic]

You can affect infecting/infesting/inhabiting/possessing creature(s)

w/o affecting (its/their) container(s), host(s), etc. (inc. locale(s), etc.).

Benefit:When you target a power to (a target/targets) that (is/are) infected

/infested/inhabited/possessed, the power ignores said target(s) and deals

its full effect to the infecting/infesting/inhabiting/possessing creature(s).

Using this feat increases the power point cost of the power by 2. The

power’s total cost cannot exceed your manifester level.

Bypass Host [Metapsychic]

You can affect infecting/infesting/inhabiting/possessing creature(s)

w/o affecting (its/their) container(s), host(s), etc. (inc. locale(s), etc.).

Benefit:When you target a psychic skill to (a target/targets) that (is/are)


infected

/infested/inhabited/possessed, the psychic skill ignores said target(s) and


deals

its full effect to the infecting/infesting/inhabiting/possessing creature(s).

Using this feat doubles the normal amount of strain (or +1, if the cost is 0).

Cataphract [Tactical]

You are a master of defensive armament.

Prerequisites:Heavy Armor Proficiency, Shield Proficiency.

Benefit:The Cataphract feat grants you access to three special tactical


maneuvers:

- Armored Expertise:Increase the armor bonus of light armor you are


wearing by 1, medium armor by 2 & heavy armor by 3.

- 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.

Combat Concentration [General]

You are adept at casting spells, etc. when threatened or distracted.

Prerequisites:Ability to cast spells, manifest powers, and/or use psychic


skills.

Benefit:You get a +4 bonus on Concentration checks made to cast a spell,


manifest a power, use a psychic skill, use a spell-like ability, and/or use a
psi-like ability when casting on the defensive or while grappled.

Special:This feat replaces Combat Casting, etc. for all porposes.

- Epic Combat Concentration [Epic]

You can cast spells, manifest powers, and/or use psionic skills without
opening yourself to attack.

Prerequisite:Combat Concentration, Concentration 22 ranks.

Benefit:You don't incur attacks of opportunity for casting spells, manifesting


powers, using psychic skills, using spell-like abilities, and/or using psi-like
abilities when threatened.

Special:This feat replaces Improved Combat Casting, etc. for all purposes.

Combat Vomit [Digestive, General]

Prerequisites:A digestive system.

Benefit:During any round in which the possessor of this feat is sickened or


nauseated, it can vomit on any one creature within 5' as a standard action.
This provokes an attack of opportunity. The target creature must make a
Fortitude save against a DC of 10 + (twice creature's Dex bonus [if any]
because accuracy counts) + (creature's Con modifier because a sturdy
digestion counts). The victim is dazed, blinded and disgusted for 1d4 rounds.
The GM may apply a modifier to the Combat Vomit attack depending on how
recently the creature has eaten and what it has eaten. A light or empty
stomach may result in a -1 or -2 circumstance penalty to the DC, while a
stomach full of foul matter might award a +1 or +2 circumstance bonus to
the save DC. (Although, for a creature to eat something so foul as to gain a
+2 bonus usually requires that it have a feat like Great Fortitude, Eat
Anything, Cast Iron Stomach, or be *undead [imagine a day when a ghoul
doesn't get a +2 bonus].)

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.

- Acid Stomach [Digestive, General]

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.

- Cast Iron Stomach [Digestive, General]

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.

- Dry-Heave [Digestive, General]

Prerequisites:Combat Vomit, Bluff 5 ranks, Intimidate 5 ranks.

Benefit:As a standard action, the character, through a show of violent


gesticulation and retching noises, can make his opponent believe he's going
to get showered horribly. By making a Bluff check (opposed by Sense Motive)
the character can inflict a -1 morale penalty to AC, attack rolls and skill
checks for 1d2 rounds to the designated victim.

- Eat Anything [Digestive, General]


Prerequisites:Creature type is Aberration, Dragon, Magical Beast, or
Outsider.

Benefit:The creature can derive nourishment from anything and is immune to


ingested poison and disease, or disease that affects the digestive track.

- Improved Combat Vomit [Digestive, General]

Prerequisites:Combat Vomit, Great Fortitude.

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.

- Quickened Vomit [Digestive, General]

Prerequisites:Combat Vomit.

Benefit:Use of the Combat Vomit attack is a free action, and the attack no
longer provokes attacks of opportunity.

- Spew [Digestive, General]

Prerequisites:Combat Vomit.

Benefit:Combat-vomiting now has a conical area of effect. Without the


Improved Combat Vomit feat, the area of effect is one 5-foot square adjacent
to the vomiter.

Command Undead I [Necromantic]

Prerequisite:Necrology 5 ranks.

Benefit:You may Channel Energy and Command Undead as an evil cleric of


half 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.

Special:This feat stacks with Unholy Majesty.

- Command Undead II [Necromantic]

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.

Special:This feat stacks with Unholy Majesty.

Corrupt [General]

You skillfully bring a good creature into the darkness and show it the wrong
and improper path.

Prerequisites:Charisma 15, evil alignment, Tempt.

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.

Craft Epic Artifact [Epic, Item Creation]

You can craft artifacts of epic power.

Prerequisite:Craft Artifact, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks.

Benefit:You can craft artifacts that exceed the normal limits for such items.

Craft Epic Relic [Epic, Item Creation]

You can craft relics of epic power.

Prerequisite:Craft Relic, Knowledge (arcana) 30 ranks, Spellcraft 30 ranks.

Benefit:You can craft relics that exceed the normal limits for such items.

Craft Epic Construct [Epic, Item Creation]

You can create epic construct creatures like collossi.

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]

Prerequisites:Knowledge (arcana) 37 ranks, Spellcraft 37 ranks, Efficient


Item Creation.

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.

NB:This feat is kindred to Weapon Mastery.

Create Creature [Item Creation]

You have learned the art of creating new flesh from old.

Prerequisite:CL (or ML) 5th.

Benefit:You can create any subepic nonconstruct, nonoutsider, nonundead,


or nonundying creature creature whose prerequisites you meet. However,
the creature created is not necessarily under your control.

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.

Special:If a charm monster spell (or psionic charm (augmented, if necessary)


power) is cast (or manifested) every day of the creation process, a
successfully created creature will be entirely loyal to you, although not under
your direct control. If a limited wish (or bend reality) is used in the creation
process, a successfully created creature will be loyal and will follow a life goal
you choose for it. If a wish (or reality revision) is used in the creation
process, a successfully created creature and all its descendants will follow a
single life goal of your choice.

- Create Undead Creature [Item Creation]

You have learned the art of creating undead.

Prerequisites:CL (or ML) 5th, Create Creature.

Benefit:You add Undead to the list of creature Types you can create using
the Create Creature feat.

- Create Epic Creature [Epic, Item Creation]

You have mastered the art of creating new flesh from old.

Prerequisite:Create Creature, Knowledge (arcana (or psionics)) 25 ranks,


Knowledge (nature) 25 ranks, Spellcraft 25 ranks.

Benefit:You can create any epic nonconstruct, nonoutsider, nonundead, or


nonundying creature whose prerequisites you meet. However, the creature
created is not necessarily under your control.

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.

Special:If a charm monster spell (or psionic charm (augmented, if necessary)


power) is cast (or manifested) every day of the creation process, a
successfully created creature will be entirely loyal to you, although not under
your direct control. If a limited wish (or bend reality) is used in the creation
process, a successfully created creature will be loyal and will follow a life goal
you choose for it. If a wish (or reality revision) is used in the creation
process, a successfully created creature and all its descendants will follow a
single life goal of your choice.

- Create Epic Undead Creature [Epic, Item Creation]

You have mastered the art of creating epic undead.

Prerequisites:Create Creature, Knowledge (arcana (or psionics)) 28 ranks,


Knowledge (nature) 28 ranks, Spellcraft 28 ranks.

Benefit:You add Undead to the list of creature Types you can create using
the Create Epic Creature feat.

Create Device [General]

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.

- Create Epic Device [Epic]

Prerequisites:Int 25, Create Device.

Benefit:Choose an epic item creation feat for which your Craft skill ranks
equal

or exceeds the required Knowledge (arcana/psionics) and Spellcraft ranks.

You can craft items that exceed the normal limits for such items.

- Superior Alchemy [General]

Through your studies of alchemy, you have developed an in-depth


understanding of alchemical processes.

Prerequisites:Int 15, Craft (alchemy) 5 ranks, Skill Focus (Craft [alchemy]).

Benefit:You gain a +4 bonus on all Craft (alchemy) checks. Furthermore, you


can use the Craft (alchemy)

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

Oil of Agony:This caustic substance comes in vials that can be thrown as


splash weapons. A direct hit forces any living creature struck to make a DC
14 Fortitude save. On a failed save, a creature with 4 or fewer Hit Dice is
blinded and nauseated for 1d4 rounds, and a creature with 5 or more Hit
Dice is merely blinded for 1d4 rounds. A splash blinds a creature that failed
its save for 1 round, regardless of Hit Dice.

CL 3rd; Superior Alchemy*; Price 675 gp; Weight 1/10 lb.

Oil of Animation:This greasy fluid imbues an inanimate object with motive


power for 12 rounds. At the user’s option, this period of animation can be
delayed for up to a month. A delayed animation can take place at a time the
user designates, or in response to some trigger condition the user
determines when first using the oil. If the object becomes animate when the
user is not present to control it, it follows whatever simple instructions the
user specified at the time the oil was applied.

Trigger conditions can be as general or as detailed as desired,


although only visual and audible triggers (or actions that are visible or
audible) can be used. Audible triggers can be keyed to general types of
noises or to a specific noise or spoken word. Visible triggers activate in
response to the situation as it appears; thus, disguises and illusions can fool
them. Normal darkness doesn't defeat a visual trigger, but magical darkness
or invisibility does. Silent movement or magical silence defeats audible
triggers. The animated object cannot distinguish alignment, level, Hit Dice, or
class except by external garb.

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.

A dead body treated with the oil becomes an appropriately sized


zombie under the control of the character who applied it. Other objects
become animated as though affected by an animate objects spell. A single
creature can control one zombie or object animated by means of the oil per
point of Charisma it possesses. If this limit is exceeded, the oil doesn't affect
new corpses and objects.

CL 5th; Superior Alchemy*; Price 4,800 gp; Weight 1/10 lb.

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.

A single vial covers one Small or Medium creature or object, or else


two Tiny, four Diminutive, or eight Fine. Larger subjects require more vials —
two for Large, four for Huge, eight for Gargantuan and at least sixteen for
Colossal. The creature or object must be completely covered to get any
benefit.

If subjected to a magical attack, an object treated with the oil gains a


+3 resistance bonus on any saving throw it makes as an object. An
unattended nonmagical object is not normally entitled to saving throws, but
it gets one (with no bonus) if treated with the oil. A creature wearing an
object treated with the oil gains no benefits.

An unliving creature, such as a golem or corporeal undead creature,


gains +3 hit points and a +3 resistance bonus on Fortitude and Reflex saves
if treated with the oil. The oil lasts a maximum of 1 day when applied to a
creature.

CL 1st; Superior Alchemy*; Price 225 gp; Weight 1/10 lb.


Power Source:These items can provide power to items produced with the
Create Device feat. A power source usually resembles some kind of leather or
metal container with any manner of studs, wires, tubes and electrodes
sticking out of it, plus several mysterious openings or slots. It may hum
quietly, give off a whiff of ozone, leak strange fluids, or any combination of
these effects.

To power a device, the power source must first be connected to the


device. Doing so requires a Knowledge (arcana) check (DC 15 + the device’s
caster level). Once attached, a power source supplies power to the device
until detached again (a standard action, no check required) or until it runs
out of charges, at which point it must be detached so that a new one can be
connected.

Connecting a power source requires 1 minute per point of the required


check DC. If the check result exceeds the DC by 5 points or more, the effort
takes only half that time. If the check fails by 4 or less, the character tinkers
with the device for the allotted time and achieves nothing, but can try again.
If the check fails by 5 or more, the power source overloads and explodes,
dealing 1d6 points of damage to everything within a 15-ft. radius. The type
of damage depends on the power source, as shown below. A Reflex save (DC
13, +1 per charge) halves the damage. Thus, a power source holding 4
charges deals 1d6 points of damage (Reflex DC 17 half).

No matter how many power sources are available, a charged device


burns out after it has been used a number of times equal to the number of
charges a similar magic item would have held. For example, a wand of
fireballs made with the Create Device (Wands)* feat functions only 50 times
before burning out, no matter how many batteries are available.

Unless noted otherwise, a power source cannot be recharged once it


has been drained.

- Battery (Chemistry):This type of power source usually resembles a bundle


of 8 to 12 leathercovered glass cylinders, each about 18 inches long and as
wide as two human fingers. The cylinders sit upright on a leather base, and
leather straps keep the bundle together. A leather or wooden handle allows a
character to carry the assembly like a bucket. The cylinders have glass and
copper tops connected by electrodes and wires, and a central electrode rises
from the heart of the bundle.

A battery usually contains 10 charges upon creation, but 1d4


additional charges may be coaxed from it by spending 1 minute and making
a successful DC 15 Craft (alchemy) check. The DM should roll the number of
extra charges in secret. Once those run out, the character can once again
attempt to coax 1d4 charges, but the DC for each subsequent attempt to
coax out charges increases by 5. If such a check fails by 4 or less, the
character tinkers with battery for 1 minute without result but can try again
starting 1d4 rounds later. If a check fails by 5 or more, the battery overloads
and explodes.

Damage from an exploding battery is acid and slashing.

CL 4th; Create Device (Wondrous Item), Craft (alchemy) 7 ranks; Price


3,000 gp; Weight 8 lb.

- Static Collector (Physics):A static collector usually resembles a metal


sphere about the size of a grapefruit, with dozens of short electrodes sticking
out of its surface and several long copper chains dangling from it. It also has
two short loops for attaching it to a belt or fitting it with a shoulder strap.

A static collector holds 1 charge. However, once discharged, it


recharges itself in 1d4 rounds, provided that the user moves around or
places it somewhere that’s charged with static, such as a room with dry air,
or just about anywhere during a thunderstorm. A static collector cannot
recharge itself underwater or in a still, clammy area, such as a fog bank.

Damage from an exploding static collector is electricity and piercing.

CL 5th; Create Device (Wondrous Item), Craft (metalworking) 8 ranks; Price


6,500 gp; Weight 3 lb.

- Hand Generator (Physics):A hand generator is similar to a static collector,


except that the user supplies the energy himself by turning a crank. A hand
generator usually resembles a metal baton about 1 ft. long and 2 inches
thick. It has a metal crank with a wooden handle on one end and a crystal
dome surrounded by electrodes at the other. Like a static collector, it can be
hooked on a belt or slung from a strap.

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.

It is possible to over-crank the device so that it produces 2 charges


per round for 2d4 rounds. Cranking in this way requires 2 full rounds, and
the charges are stored for 2 minutes before dissipating. The user must also
make a Wisdom check (DC 15 + the total charges produced by this instance
of over-cranking). If the check fails by 4 or less, the character cranks for 2
rounds and the device shorts out, producing no power, but is otherwise
unharmed. If the check fails by 5 or more, the device explodes.

An exploding hand generator deals electricity, slashing and sonic


damage.

CL 8th; Create Device (Wondrous Item), Craft (metalworking) 11 ranks;


Price 10,000 gp; Weight 5 lb.

- Biocharger (Biology):This device taps into biological and physiological


energy. It consists of a collar or skullcap studded with electrodes and
sprouting wires, like some bizarre wig or stole. When worn by a living
creature with Intelligence and Charisma scores of at least 10 each, the
device produces 1 charge every 1d4 rounds. The wearer can feel the device
humming with energy when it holds a charge. Once charged, the device
stays charged indefinitely until the charge is expended or the device is
removed.

A wearer can also attempt a Charisma check as a full-round action to


forcibly charge the device. The DC for doing so is 15 + the number of
attempts the wearer has made to recharge the device in the past hour. If the
check fails by 4 or less, the character uses a full-round action and provides
no power to the device, but takes 1 point of Charisma damage and 1 point of
Constitution damage. If the check fails by 5 or more, the device explodes,
dealing 1d4 points of both Charisma and Constitution damage to the wearer,
in addition to the 1d6 points of damage normally dealt by any exploding
power source.

An exploding biocharger deals electricity and slashing damage. The


wearer receives no saving throw against this damage.

CL 10th; Create Device (Wondrous Item), Craft (metalworking) 12 ranks;


Price 10,000 gp; Weight 2 lb.

--------------------------------------------------------------------------------------
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Crowd Control [Epic]

Prerequisites:Str 25, Great Cleave.

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.

Prerequisites:Int 12, Wis 15.

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.

NB:Most Cyber-Druids are Cyborgs (Aleerins (Mechalus), etc.), etc.

Cypher Script [General]

Through researching lengthy, ancient, arcane scripts, you have discovered a


more efficient method of recording spells.

Prerequisite:Knowledge (religion/arcana) 1 rank, Linguistics 1 rank, Spellcraft


1 rank.

Benefit:Any spell you scribe in your (spell-/prayer-)book costs half as much


and takes up only half the room it normally would (round all fractions up). In
addition, it only takes you 10 minutes per spell level to scribe a spell into
your (spell-/prayer-)book (5 minutes for orisons/cantrips).

Defensive Roll [General]

You have a special quickness that sometimes allows you to avoid dangerous
blows.

Prerequisites:Wis 13.

Benefit:You gain the Defensive Roll (rogue) special ability.

Deify [Mythic]

You can turn your cult of personality into a full-blown religion.

Prerequisite: 3rd Mythic Tier, Divine Source Mythic Path Ability.

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.

Diabolic Trapmaker [Vile]

Your traps do not give others a fighting chance.

Prerequisites:Craft (trapmaking) 3 ranks.

Benefit:When building a trap, you may choose to make it a diabolic trap by


spending twice as much time and resources.

A diabolic trap doesn't allow a saving throw and automatically succeeds on


any attack roll unless a creature targeted

succeeds on a DC 20 Intelligence or Wisdom check, in which case the attack


roll or saving throw is made normally.

Additionally, any onset delay built into the trap is reduced by one round.

Dire Power [Epic] [Metapsionic]

Your powers are terribly powerful.

Prerequisites:Spellcraft 25 ranks, Empower Power, Heighten Power.

Benefit:Any variable numeric components of the power have their die-size


increased by two categories to a maximum of d12s.

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]

Your spells are terribly powerful.

Prerequisites:Spellcraft 25 ranks, Empower Spell, Heighten Spell.

Benefit:Any variable numeric components of the spell have their die-size


increased by two categories to a maximum of d12s.

Level Increase:+2 (A dire spell uses up a spell slot two levels higher than the
spell's actual level.)

Dire Talent [Epic] [Metapsychic]

Your talents are terribly powerful.

Prerequisites:Spellcraft 25 ranks, Empower Talent.

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).

Earth Breaker [Epic]

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.

- World Breaker [Epic]

Prerequisites:Str 28, BAB +23, Earth Breaker.


Benefit:When using your Earth Breaker, the burst now reaches 10 ft. and you
can elect to make a trip attempt against the targets. Resolve the trip
attempts normally, though the targets do not get attacks of opportunity even
if you do not have Improved Trip.

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.

- God Breaker [Epic]

Prerequisites:Str 30, BAB +25, World Breaker.

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]

Your pumpkin bomb is killer.

Prerequisites:Cha 25, Pumpkin Bomb class feature.

Benefit:Your pumpkin bomb counts as a thrown missile weapon and can


inflict

1d6 base B damage (or base B damage equal to your unarmed strike
damage

(+1 d.c.), whichever is greater) to one target in addition to its normal


effects.

Epic Combat Reflexes [Epic]

Prerequisites:Dex 21, Combat Reflexes.

Benefit:There is no limit to the number of attacks of opportunity the character


can make in one round.

(The character still can’t make more than one attack of opportunity for a
given opportunity.)
NB:This is Improved Combat Reflexes renamed.

Epic Dark Knowledge [Epic]

Your know the darkness better than you know yourself.

Prerequisites:Dark Knowledge 10/day.

Benefit:The bonuses granted by Dark Knowledge continue

to scale. A knowledge check of 40 grants a bonus of +4 or

4d6, a check of 50 grants a bonus of +5 or 5d6 and so on.

Epic Enchantment [Epic, Item Creation]

You can enchant items of epic power.

Prerequisite:Enchant Item (x5), Knowledge (arcana) 29 ranks, Spellcraft 29


ranks.

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.

Epic Imbuement [Epic, Item Creation]

You can imbue items of epic power.

Prerequisite:Imbuement (x5), Knowledge (arcana) 32 ranks, Spellcraft 32


ranks.

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.

Epic Lore Mastery [Epic]

You are a veritable sage.

Prerequisites:Lore Mastery, Decipher Script 21 ranks.


Benefit:Your Lore Mastery bonus is equal to half your

Archivist levels, rather than a flat +2.

Epic Occult Opportunist [Epic]

Prerequisites:Occult Opportunist.

Benefit:You may make an attack of opportunity against an opponent you


threaten who dismisses a spell, power, psychic skill, spell-like ability, or psi-
like ability; directs or redirects an active spell, power, psychic skill, spell-like
ability, or psi-like ability; manifests a quickened or swift spell, power, psychic
skill, spell-like ability, or psi-like ability; or attempts to expend their psionic
focus defensively.

You get a +4 bonus on this attack roll.

If your attack is successful, your opponent must make a Concentration check


(DC 10 + damage dealt) or lose the action that provoked the attack of
opportunity.

Epic Psychic Skill Use [Epic, Psychic]

Prerequisites:Any 4 psychic skills 24 ranks, Knowledge (psionics) 24 ranks,


Spellcraft 24 ranks.

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).

Special:Epic psychic skill use can be modified by metapsychic feats if you


possess the Epic

Metapsychic Capacity divine ability.; NB:Psychic skills are psionic.

Epic Palm [Epic]

Prerequisites:Quivering Palm class feature.

Benefit:You can make one quivering palm attack per round.

Normal:You can only make one quivering palm attack per day.

Epic Rapid Blitz [Epic]


When using the Spring Attack feat, you receive your normal complement of
iterative attacks.

Prerequisites:Dex 13, BAB +24, Bounding Assault, Dodge, Mobility, Rapid


Blitz, Spring Attack.

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

normal complement of iterative attacks.

Epic Scribing [Epic, Item Creation]

You can enscribe items of epic power.

Prerequisite:Scribing (x5), Knowledge (arcana) 21 ranks, Spellcraft 21 ranks.

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.

Etheric Vision [Epic] (Su)

Your vision extends into the ethereal plane.

Prerequisites:Spot 25 Ranks, Wis 25.

Benefit:You can see ethereal creatures and affect/attack ethereal and


incorporeal creatures normally.

Extra Cruelty [General]

You learn an add. cruelty.

Prerequisites:Cruelty class feature.

Benefit:You gain an add. cruelty. However, you must meet all its
prerequisites.
Special:You can gain this feat multiple times. Its effects stack.

Extra Exotic Method [General]

You learn an add. exotic method.

Prerequisites:Exotic Method class feature.

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.

Extra Ki Power [General]

You learn an add. ki power.

Prerequisites:Ki Power class feature.

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.

Extra Moving Art [General]

You select an additional emotion to inspire.

Prerequisites:Artist level 5th plus see text, Moving Art.

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

list of emotions. Alternatively, you can increase the save DC of a group of


emotions

(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.

Extra Mastery [General]

You learn an add. mastery.


Prerequisites:Mastery class feature.

Benefit:You gain an add. mastery. However, you must meet all its
prerequisites.

Special:You can gain this feat multiple times. Its effects stack.

Extra Ninja Trick [General]

You learn an add. ninja trick.

Prerequisites:Ninja Trick class feature.

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.

Extra Puppet [General]

You can acquire additional puppets.

Prerequisite:Create Puppet class feature.

Benefit:The number of puppets you can create increases by one.

Special:You can gain this feat multiple times. Its effects stack.

Flash Step [General]

You can move so fast you're invisible.

Prerequisites: Dex 15, Evasion, Run.

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.

- Flash Step Dervish [General]

You've learned to better use your speed in combat.

Prerequisites:Dex 17, BAB +6, Evasion, Flash Step, Run.

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.

- Flash Step Maneuvers [General]

You've learned to better use your speed in combat.

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.

- Flash Step Savant [General]

You've learned to better use your speed in combat.

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

flank with yourself and multiple allies.

- Flash Strike [General]

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.

Special:Flash Strike is a special charge attack and can neither be combined


w/a standard charge attack, nor benefit from feats, etc. that specifically alter
standard charge attacks.

- Greater Flash Strike [General]

You've learned to better use your flash strike in combat.

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.

Special:Greater Flash Strike is a special charge attack and can neither be


combined w/a standard charge attack, nor benefit from feats, etc. that
specifically alter standard charge attacks.

Flesh and Bones [Channeling]

Prerequisites:Wis 23, ability to channel energy.

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]

Prerequisites:Wis 21, Perfect Self class feature.


Benefit:Your ki pool increases by an amount equal to your Wisdom modifier.

If your Wisdom increases, this bonus is increased retroactively.

Special:You can gain this feat multiple times. Its effects stack.

Font of Secrets [Epic]

You know a wealth of hidden lore.

Prerequisite:Dark Knowledge 9/day, Knowledge (any four) 21 ranks

Benefit:You can use Dark Knowledge on a creature as many times as you

wish, although not more than once per encounter.

Normal:You can use Dark Knowledge against a given creature only once.

- All Secrets Revealed [Epic]

Your knowledge of the dark secrets of beings can never be quenched.

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

encounter with the Font of Secrets feat.

Ghost-Face [Vile]

You wear a symbolic mask of death and fear.

Prerequisites:Ninja level 8th.

Benefit:As a free action, that doesn't provoke an attack of opportunity, you


can expend 1 ki point to manifest a mask.

This mask cannot be removed; exists until destroyed or dismissed


(nonaction); and has 1 hardness point (and 2 hit points)

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

as an action); and gain a +1 bonus per 8 character levels on Bluff, Disguise,


and Intimidate checks.

- Ghost Lord [Vile]

Prerequisites:Ninja level 16th.

Benefit:Your mask is indestructible until you are killed/destroyed.

Attacks/effects specifically targetting your face are completely

nullified. You can dismiss (nonaction) your mask normally.

Special:If you have the Unyielding Damage Reduction

/Weapon Breaking abilities, they function normally.

Ghostwalk [Epic] (Su)

You can manifest on the Material Plane while ethereal.

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.

Activating/devactivating this ability requires a standard action.

- Dream [Epic] (Su)

You can turn yourself incorporeal.

Prerequisites:Dex 40, Wis 40, Ether Goer, Ghostwalk, Sky Walker, Subtle
Body, Tenacious Body, Balance 47 Ranks.

Benefit:You can become incorporeal at will.

Activating/deactivating this ability requires a standard action.

Heavy Blow [General]

Prerequisites: BAB +6.


Benefit: So long as you are capable of making a second attack, you may
channel all your energy into a single strike made at your highest attack
bonus as a full round action. In return for only making a single attack, you
may transfer the full attack bonuses for any and all your iterative attacks into
damage for that attack.

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.

Heighten Power [Metapsionic]

You can manifest powers as if they were a higher level.

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.

Mastery of Shaping [High Arcana]


Prerequisites:Ability to cast 6th-level arcane spells, knowledge of 4th-level or higher spells from
at least five schools.;
Knowledge (arcana) 10 ranks, Spellcraft 10 ranks; Skill Focus (Spellcraft), Spell Focus in two
schools of magic.
Benefit:You can alter area and effect spells that use one of the following shapes:burst, cone,
cylinder, emanation,

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.

Arcane Reach [High Arcana] (Su)


Prerequisites:Ability to cast 7th-level arcane spells, knowledge of 5th-level or higher spells from
at least five schools.;

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.

Mastery of Counterspelling [High Arcana]


Prerequisites:Ability to cast 7th-level arcane spells, knowledge of 5th-level or higher spells from
at least five schools.;
Knowledge (arcana) 12 ranks, Spellcraft 12 ranks; Skill Focus (Spellcraft), Spell Focus in two
schools of magic.
Benefit:When you counterspell a spell, it is turned back upon the caster as if it were fully affected
by a spell turning

spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.

Special:You permanently lose one 7th-level arcane spell slot.

Mastery of Elements [High Arcana]


Prerequisites:Ability to cast 8th-level arcane spells, knowledge of 6th-level or higher spells from
at least five schools.;
Knowledge (arcana) 14 ranks, Spellcraft 14 ranks; Skill Focus (Spellcraft), Spell Focus in two
schools of magic.
Benefit:You can alter an arcane 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 arcane spell slot.

Arcane Fire [High Arcana] (Su)


Prerequisites:Ability to cast 9th-level arcane spells, knowledge of 7th-level or higher spells from
at least five schools.;
Knowledge (arcana) 16 ranks, Spellcraft 16 ranks; Skill Focus (Spellcraft), Spell Focus in two
schools of magic.
Benefit:You gain the ability to change arcane spell energy into arcane fire, manifesting it as a bolt
of raw magical
energy. The bolt is a ranged touch attack with long range (400 ft. + 40 ft./High Arcana feat you
have) that
deals 1d6 points of damage per High Arcana 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 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.

Mastery of Shaping, Divine [High Theology]


Prerequisites:Ability to cast 6th-level divine spells, knowledge of 4th-level or higher spells from
at least five schools.;
Knowledge (religion) 10 ranks, Spellcraft 10 ranks; Skill Focus (Spellcraft), Spell Focus in two
schools of magic.
Benefit:You can alter area and effect spells that use one of the following shapes:burst, cone,
cylinder, emanation,

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.

Divine Reach [High Theology] (Su)


Prerequisites:Ability to cast 7th-level divine spells, knowledge of 5th-level or higher spells from
at least five schools.;
Knowledge (religion) 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:Divine reach can be selected a second time, in which case the range increases to 60 ft..
You permanently lose one 7th-level divine spell slot each time you gain this feat.

Mastery of Counterspelling, Divine [High Theology]


Prerequisites:Ability to cast 7th-level divine spells, knowledge of 5th-level or higher spells from
at least five schools.;
Knowledge (religion) 12 ranks, Spellcraft 12 ranks; Skill Focus (Spellcraft), Spell Focus in two
schools of magic.
Benefit:When you counterspell a spell, it is turned back upon the caster as if it were fully affected
by a spell turning
spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.
Special:You permanently lose one 7th-level divine spell slot.

Mastery of Elements, Divine [High Theology]


Prerequisites:Ability to cast 8th-level divine spells, knowledge of 6th-level or higher spells from
at least five schools.;

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.

Divine Fire [High Theology] (Su)


Prerequisites:Ability to cast 9th-level divine spells, knowledge of 7th-level or higher spells from
at least five schools.;
Knowledge (religion) 16 ranks, Spellcraft 16 ranks; Skill Focus (Spellcraft), Spell Focus in two
schools of magic.
Benefit:You gain the ability to change divine spell energy into divine fire, manifesting it as a bolt
of raw magical

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.

Mastery of Shaping, Psionic [High Psionics]


Prerequisites:Ability to manifest 6th-level psionic powers, knowledge of 4th-level or higher
powers from at least three disciplines.;
Knowledge (psionics) 10 ranks, Spellcraft 10 ranks; Skill Focus (Spellcraft), Greater Psionic
Endowment, Psionic Endowment.
Benefit:You can alter area and effect powers that use one of the following shapes:burst, cone,
cylinder, emanation, or spread.
The alteration consists of creating spaces within the power’s area or effect that are not subject to
the power. The minimum
dimension for these spaces is a 5-ft. cube. Furthermore, any shapeable powers have a minimum
dimension of 5 ft.
instead of 10 ft..
Special:You permanently lose 11 power points.

Psionic Reach [High Psionics] (Su)


Prerequisites:Ability to manifest 7th-level psionic powers, knowledge of 5th-level or higher
powers from at least three disciplines.;
Knowledge (psionics) 12 ranks, Spellcraft 12 ranks; Skill Focus (Spellcraft), Greater Psionic
Endowment, Psionic Endowment.

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.

Mastery of Anticipation [High Psionics]


Prerequisites:Ability to manifest 7th-level psionic powers, knowledge of 5th-level or higher
powers from at least three disciplines.;
Knowledge (psionics) 12 ranks, Spellcraft 12 ranks; Skill Focus (Spellcraft), Greater Psionic
Endowment, Psionic Endowment.
Benefit:When you anticipate a power, it is turned back upon the manifester as if it were fully
affected by a reddopsi power.

If the power cannot be affected by reddopsi, then it is merely counterspelled.


Special:You permanently lose one 13 power points.

Mastery of Elements, Psionic [High Psionics]


Prerequisites:Ability to manifest 8th-level psionic powers, knowledge of 6th-level or higher
powers from at least three disciplines.;
Knowledge (psionics) 14 ranks, Spellcraft 14 ranks; Skill Focus (Spellcraft), Greater Psionic
Endowment, Psionic Endowment.

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.

Psionic Fire [High Psionics] (Su)


Prerequisites:Ability to manifest 9th-level psionic powers, knowledge of 7th-level or higher
powers from at least three disciplines.;
Knowledge (psionics) 16 ranks, Spellcraft 16 ranks; Skill Focus (Spellcraft), Greater Psionic
Endowment, Psionic Endowment.

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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Hollow Paragon [Hollow, Soul]

Prerequisites:3rd+ Character Level.

Benefit:Instead of gaining Hollow Growths at every 3 levels, you

now gain them every 2 levels instead, apply this retroactively.

Impaling Strike [Epic]

Your strikes can impale a target to any adjacent terrain.

Prerequisites:Str 25, Dex 25, Cleave, Great Cleave, Power Attack.

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.

Special:Your weapon must be longer than your target is deep. A typical


Medium creature's nonreach weapon can impale a Medium

size target, but not a Large target.

- Piercing Strike [Epic]

You can strike through opponents.

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.

Improved Anticipate Power [Psionic]

You can anticipate powers without displays and freely manifested powers can
be anticipated.

Prerequisites:Anticipate Power.

Benefit:You can anticipate powers without displays and freely manifested


powers can be anticipated.

Normal:Without this feat, powers without displays and freely manifested


powers cannot be anticipated.

- Reactive Anticipate Power [Psionic]

You can react quickly to counter powers manifested by opponents.

Prerequisites:Anticipate Power, Improved Anticipate Power, Improved


Initiative.
Benefit:Once per round, you can anticipate an opponent's power even if you
have not readied an action to do so. This anticipation takes the place of your
next turn. You can't use this feat if you are flat-footed.

Normal:Without this feat, you must ready an action each round that you wish
to anticipate a power.

- Epic Anticipate Power [Epic, Psionic]

You can anticipate any number of powers each round.

Prerequisites:Combat Reflexes, Improved Anticipate Power, Improved


Initiative, Quicken Power, Reactive Anticipate Power, Psicraft 27 ranks.

Benefit:Any number of times per round, you can anticipate an opponents


power even if you have not readied an action to do so. Such an anticipation
doesn't count against your later actions for the round.

You can use this feat even when flat-footed.

Normal:Without this feat, a character must ready an action in each round


that he wishes to anticipate a power. A character with the Reactive Anticipate
Power can anticipate an opponent's power if he hasn't readied an action, but
only once per turn and not when flat-footed.

Improved Awesome Blow [Epic]

The creature’s attacks can throw an opponent a distance limited only by its
strength.

Prerequisites:Size Large or larger, Str 30, Awesome Blow, Improved Bull


Rush, Power Attack.

Benefit:As Awesome Blow, but the opponent is knocked 10 ft., plus 10


additional ft. for every point of Strength bonus above +10 possessed by the
creature. If an obstacle prevents the completion of the opponent’s move, the
opponent and the obstacle each take 1d6 points of damage per 10 ft. thrown,
and the opponent stops in the space adjacent to the obstacle.

Improved Death Attack [Epic]

Prerequisite:Death Attack +8d6.

Benefit:You gain +1d6 to your death attack damage.

Special:You can gain this feat multiple times. Its effects stack.
Improved Ki Strike [Ki]

Prerequisites:Wis 21, Ki pool (adamantine) class feature.

Benefit:Your ki strikes are treated as epic magic weapons for the purposes of
damage reduction.

- Absolute Ki Strike [Ki]

Prerequisite:Wis 25, Improved Ki Strike (or equivalent).

Benefit:You can expend 4 ki points to make all attacks until the end of your
turn as touch attacks.

Improved Multiweapon Fighting [General]

You are skilled at fighting with multiple weapons.

Prerequisites:Dex 17, BAB +6, Multiweapon Fighting.

Benefit:In addition to the standard single extra attack you get with each off-
hand weapon, you

get a 2nd attack with each off-hand weapon, albeit at a –5 penalty.

Normal:Without this feat, you can only get a single extra attack with each
off-hand weapon.

- Greater Multiweapon Fighting [General]

You are incredibly skilled at fighting with multiple weapons at the same time.

Prerequisites:Dex 19, BAB +11, Improved Two-Weapon


Fighting, Multiweapon Fighting.

Benefit:You get a 3rd attack with each off-hand weapon, albeit at a –10
penalty.

- Perfect Multiweapon Fighting [General]

You are insanely skilled at fighting with multiple weapons at the same time.

Prerequisites:Dex 21, BAB +16, Greater Multiweapon Mastery, Improved


Two-Weapon Fighting, Multiweapon Fighting.
Benefit:You get a 4th attack with each off-hand weapon, albeit at a –15
penalty.

- Multislice [General]

Your off-hand weapons strike with greater power.

Prerequisite: Dex 15, Multiweapon Fighting.

Benefit:Add your Strength bonus to off-hand weapon damage rolls.

Normal:Add half your Strength bonus.

- Multiweapon Mastery [Epic]

You have mastered the multiweapon fighting style.

Prerequisites:Dex 25, BAB +25, Greater Multiweapon Fighting, Improved


Multiweapon Fighting, Multiweapon Fighting, Perfect Multiweapon Fighting.

Benefit:You suffer no attack penalty for multiweapon fighting.

Special:Your iterative multiweapon attacks remain penalized (i.e. -5, -10, -15
respectively.) normally.

Improved Recover Breath [Epic, Metabreath]

You wait even less time before being able to use your breath weapon again.

Prerequisite:Con 31, Breath Weapon, Recover Breath.

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.

Improved Command Undead [General]

You can command more undead than normal.

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

Hit Dice of undead).

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

/level to the limit of a single casting of the animate dead spell.

- Undead Horde [General]

You may control a small army of lesser undead.

Prerequisite:Cha 13, Ability to cast animate dead, Improved Command


Undead.

Benefit:Mindless corporeal undead with hit dice equal to or less than your
Charisma modifier do not count against your normal command undead limit.

For creatures with Turning Resistance, include their Turning Resistance in


their effective HD for this feat.

Infer Power [Psionic]

You can learn powers from psionic items.

Prerequisite:Erudite level 1st.


Benefit:You can learn powers from psionic items. You must study the item for
one day per level of the power you are attempting to learn. The item must be
able to produce an effect identical to the power you are learning.

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.

Inner Depths of the Soul [General]

You have tapped an inner reserve of power that allows you to reduce magic-
related XP costs.

Prerequisite:Int 13, Wis 13, Cha 13

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.

- Epic Inner Depths of the Soul [Epic]

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.

Instant Response [Epic]


You are quick to act where others might be caught by surprise.

Prerequisites: Superior Initiative, Dex or Wis 25

Benefit: You always act during surprise rounds and may take a full-round of
actions during such rounds.

Launching Palm [Epic]

Prerequisites:Improved Bull Rush, Improved Unarmed Strike.

Benefit:Whenever you hit a target with an unarmed strike, you may


immediately attempt a bull rush against them.

You gain a +4 bonus on this bull rush attempt.

- Void Step [Epic]

Prerequisites:Dex 27, Blinding Speed.

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.

- Void Palm [Epic]

Prerequisites:Launching Palm, Void Step.

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.

Manifester [Psi, Reiatsu]

Prerequisites:Knowledge (Psi Lore) 1 rank, Spellcraft 1 rank.

Special Prerequisites:

- Shinigami, Quincy, or Oni, first level or...

- Superhuman, Bounto, Fullbringer, Any Shinkoukenjun Race or Awakened


Zanpakutou third level or...

- Hollow, Soulcaster, Solar, Gaian and Lunar fifth level.


Benefit:You may select one power list (inc. one discipline, if you choose
psion) and manifest powers from that list. You begin at zero and first level
powers and gain an additional power level every other level thereafter. This
feat counts as 3 Reiatsu Feats. Manifesting a Zero Level power is free,
Manifesting a first level power costs 10 Reiatsu, Every level beyond first costs
20 Reiatsu more, and Every power point of Augmentation costs 5 Reiatsu
more. Manifesting powers works like they say in the PFRD for manifesting
psionics. You may take any Metapsionic feat. Each Metapsionic Feat has the
tags [Metapsi, Reiatsu]. You may choose what your powerscore 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.

If you have the Hollow Mage feat, etc. you can acquire this feat earlier.

Magic Sense [General]

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

which items or areas are magical. In addition, whenever you succeed at a


saving throw against a spell, spelllike 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 enchanted items or spell effects does not allow
you to bypass

or reduce the effects of blindness or concealment in combat.

Mask Signature [Metamagic]

You can mask your spells' magical signatures.

Prerequisites:Any three metamagic feats.

Benefit:You can mask a spell's magical signature by removing one

(any) descriptor, such as acid, etc. This enables it to bypass (i.e.

Trump.) the defenses of any target (creature, etc.) immune to

spells, etc. w/said descriptor.


Level Increase:+1 (A masked spell uses up a spell slot one level

higher than the spell's actual level.).

Mask Signature [Metapsionic]

You can mask your powers' psionic signatures.

Prerequisites:Any three metapsionic feats.

Benefit:You can mask a power's psionic signature by removing one

(any) descriptor, such as acid, etc. This enables it to bypass (i.e.

Trump.) the defenses of any target (creature, etc.) immune

to powers, etc. w/said descriptor.

Using this feat increases the power point cost of the power by 2.

The power’s total cost cannot exceed your manifester level.

Mask Signature [Metapsychic]

You can mask your psychic skills' psychic signatures.

Prerequisites:Any three metapsychic feats.

Benefit:You can mask a psychic skill's psychic signature by removing

one (any) descriptor, such as acid, etc. This enables it to bypass

(i.e. Trump.) the defenses of any target (creature, etc.)

immune to psychic skills, etc. w/said descriptor.

Using this feat doubles the normal amount of strain (or +1, if the

cost is 0).

Master Battlemanifester [Psionic]

You have mastered the ability to combine psionics and war-skill on the
battlefield.

Prerequisite:Combat Concentration, Base attack bonus +6, Concentration 5


ranks, Ability to manifest 2nd level powers

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 +

power level) to do successfully. Manifesting a power while threatened by an


opponent still triggers an Attack of Opportunity,

which may be avoided by manifesting defensively.

Master of Conjuration [Epic]

Your possess energies that allow you to summon and move creatures about.

Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level


Conjuration spell.

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.

Master of Necromancy [Epic]

You gain mastery over the forces of death.

Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level


Necromancy spells.

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.

Medusic Gaze [Fiend]

Your gaze petrifies creatures and leaves them as statues.

Prerequisite:Character level 9th or greater.


Benefit:Once per round, as a free action, you can choose one creature within
30 ft of you and turn

said creature to stone permanently (see flesh to stone), if they meet your
gaze before your next

turn (Fortitude negates). The save DC is Charisma-based. This is a Su ability.

Monk Weapon Mastery [General]

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.

Multiweapon Defense [General]

Prerequisites:Dex 15+, Multiweapon Fighting

Benefit:When wielding a double weapon or two or more weapons (not


including natural weapons or unarmed strikes), the character gains a +1
shield bonus to his AC. When he is fighting defensively or using the total
defense action, this shield bonus increases to +2. Wielding a weapon in this
case means having the weapon drawn and available to parry incoming
attacks.

Special:Weapons crafted from denser materials multiply this shield bonus


accordingly.

- Improved Multiweapon Defense [General]

Prerequisites:Dex 17+, Multiweapon Fighting, Multiweapon Defense, base


attack bonus +6 or higher
Benefit:When wielding a double weapon or two or more weapons (not
including natural weapons or unarmed strikes), the character gains a +2
shield bonus to his AC. When he is fighting defensively or using the total
defense action, this shield bonus increases to +4. Wielding a weapon in this
case means having the weapon drawn and available to parry incoming
attacks.

Special:Weapons crafted from denser materials multiply this shield bonus


accordingly.

- Greater Multiweapon Defense [General]

Prerequisites:Dex 19+, Multiweapon Fighting, Multiweapon Defense,


Improved Multiweapon Defense, base attack bonus +11 or higher

Benefit:When wielding a double weapon or two or more weapons (not


including natural weapons or unarmed strikes), the character gains a +3
shield bonus to his AC. When he is fighting defensively or using the total
defense action, this shield bonus increases to +6. Wielding a weapon in this
case means having the weapon drawn and available to parry incoming
attacks.

Special:Weapons crafted from denser materials multiply this shield bonus


accordingly.

- Epic Multiweapon Defense [Epic]

When fighting with two or more weapons, your defenses are extremely
strong.

Prerequisites:Dex 21, Greater Multiweapon Defense, Improved Multiweapon


Defense, Multiweapon Defense, Multiweapon Fighting, base attack bonus
+21.

Benefit:When wielding two or more weapons (not including natural weapons


or unarmed strikes), you gain a +4 shield bonus to your AC.

When you are fighting defensively or using the total defense action, this
shield bonus increases to +8.

Special:Weapons crafted from denser materials multiply this shield bonus


accordingly.

Multiweapon Rend [General]


You wield two or more weapons with an artisan’s precision. Each strike builds
on the next, allowing you to deal more damage.

Prerequisites:Base attack bonus +11, Dex 15, Multiweapon Fighting.

Benefit:If you successfully hit an opponent with two or more weapons


(wielded in different hands), you deal extra damage equal to 1d6/rend +
your Strength bonus + 1/2 your Strength bonus/rend. This extra damage is
treated as the same type that your off-hand weapon deals normally for the
purpose of overcoming damage reduction and other effects related to
damage type. You can gain one rend per round, per successful hit, per
weapon beyond the 1st against a given opponent. (i.e. a marilith could gain 5
rends per round.)

Special:This feat replaces the Two-Weapon Rend feat for creatures with more
than two arms.

- Epic Multiweapon Rend [Epic]

You wield two or more weapons with an artisan’s precision. Each strike builds
on the next, allowing you to deal more damage.

Prerequisites:Base attack bonus +21, Dex 20, Greater Multiweapon Fighting,


Multiweapon Fighting, Multiweapon Rend, Perfect Multiweapon Fighting.

Benefit:If you successfully hit an opponent with two or more weapons


(wielded in different hands), you deal extra damage equal to 1d6/rend +
your Strength bonus + 1/2 your Strength bonus/rend. This extra damage is
treated as the same type that your off-hand weapon deals normally for the
purpose of overcoming damage reduction and other effects related to
damage type. You gain one rend per round (plus one rend per round per set
of iterative attacks), per successful hit, per weapon beyond the 1st against a
given opponent. (i.e a 20 HD marilith with Perfect Multiweapon Fighting could
gain 20 rends per round.)

Special:This feat replaces Epic Two-weapon Rend for creatures with more
than two arms.

Natural Attack Mastery [Epic]

Prerequisites:Base Attack Bonus +25, Improved Natural Attack.

Benefit:Your Improved Natural Attack feat and feats, abilities, etc. reliant

upon your Improved Natural Attack feat apply to all your natural attacks.

NB:This feat is kindred to Weapon Mastery.


Nightmare Fuel [General]

You are the stuff that nightmares are made of.

Prerequisites: Intimidate 1 rank.

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.

Occult Denial [General]

You harden your will against the occult power.

Prerequisites:Iron Will, Knowledge (arcana, psionics, and religion) 6 ranks.

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.

Occult Mastery [Epic]

Prerequisites:Spellcraft 25 ranks, Spell Focus or Psychic Focus.

Benefit:Your Spell Focus or Psychic Focus feat and, if applicable, feats,

abilities, etc. reliant upon your Spell Focus or Psychic Focus feat apply

to all your spells or psychic skills.

Special:You can gain this feat twice. Once for Spell Focus. Once for

Psychic Focus. If you gain it for Psychic Focus, it is a psychic feat.

NB:This feat is kindred to Weapon Mastery.

Occult Opportunist [General]

Prerequisites:Combat Reflexes, Knowledge (arcana, psionics, and religion) 2


ranks.

Benefit:You may make an attack of opportunity against an opponent you


threaten who dismisses a spell, power, psychic skill, spell-like ability, or psi-
like ability; directs or redirects an active spell, power, psychic skill, spell-like
ability, or psi-like ability; manifests a quickened or swift spell, power, psychic
skill, spell-like ability, or psi-like ability; or attempts to expend their psionic
focus.

If your attack is successful, your opponent must make a Concentration check


(DC 10 + damage dealt) or lose the action that provoked the attack of
opportunity.

Occult Preparation [General]

You can prepare a spell ahead of time.

Prerequisite:Ability to cast spells without preparation.

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.

Opportunity Power [Metapsionic]

You can make power-enhanced attacks of opportunity.

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.

Normal:Attacks of opportunity can be made only with melee weapons.

Opportunity Spell [Metamagic]

You can make spell-enhanced attacks of opportunity.

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.

Opportunity Talent [Metapsychic]

You can make psychic skill-enhanced attacks of opportunity.

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).

Normal:Attacks of opportunity can be made only with melee weapons.

Perfect Combat Reflexes [General]

You react to any drop in your opponents' guard with blinding speed.

Prerequisite:Dex 17, BAB +17, Combat Reflexes, Greater Combat Reflexes,


Improved Combat Reflexes.

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.

Perfect Vital Strike [Epic]

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.

Piercing Thrust [Epic]


Prerequisites:Dex 26, BAB +20, Weapon Focus with a weapon from the Blade
[Light], Bow, Close, Crossbow, Natural, Polearm, or Spear 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
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.

- Lance of Heaven [Epic]

Prerequisites:Dex 30, BAB +25, Spear of Wind.

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.

- Spear of Wind [Epic]

Prerequisites:Dex 28, BAB +23, Piercing Thrust.

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.

Prerequisites: Ability to cast detect animals or plants, ability to gain an


animal companion (as per the Nature Bond or Hunter’s Bond abilities).,
Knowledge (nature) Rank 1.

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.

A plant companion with no Intelligence score gains no tricks. A plant


companion with an Intelligence of 3 or higher neither gains nor needs tricks
to perform actions. The GM is encouraged to customize the list below to suit
their game, world and/or game materials available.

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.

4th-Level Advancement: Size Large; AC +4 natural armor; Attack slam


(1d8); Ability Scores Str +8, Dex -2, Con +4; Special
Attacks entangle; Special Qualities blindsight, immune electricity.

Shambling Mound

Starting statistics: Size Medium; Speed 20 ft., swim 20 ft.; AC +2 natural


armor; Attack 2 slams (1d8); Ability Scores Str 10, Dex 9, Con 13, Int 7, Wis
10, Cha 9; Special Qualities darkvision 60 ft., low-light vision, resist fire 10,
immune electricity, electric fortitude.

4th-Level Advancement: Size Large; AC +4 natural armor; Attack 2 slams


(2d6); Ability Scores Str +8, Dex -2, Con +4; Special Attacks constrict (2d6),
grab.

Treant

Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Attack 2


slams (1d6); Ability Scores Str 15, Dex 6, Con 15, Int 12, Wis 16, Cha
13; Special Qualities low-light vision, DR 5/slashing,
treespeech; Weaknesses vulnerability to fire; Skills +16 Stealth in forests

7th-Level Advancement: Size Large; AC +4 natural armor; Attack 2 slams


(1d8); Ability Scores Str +8, Dex -2, Con +4; Special Qualities double
damage against objects, DR 10/slashing.

Vegepygmy

Starting Statistics: Size Small; Speed 30 ft.; AC +1 natural armor; Attack 2


claws (1d4); Ability Scores Str 11, Dex 14, Con 12, Int 8*, Wis 11, Cha
11; Special Qualities darkvision 60 ft., low-light vision, DR 5/slashing or
bludgeoning, electricity resist 10; Skills +4 Stealth (+12 in vegetation).

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]

Prerequisites:Int 25, Craft (poisonmaking) 27 ranks.

Benefit:Your poisons can affect even those normally immune

to poison. However, they gain a +10 bonus on their Fortitude

saves to resist such effects.

Polyglot [Epic]

You can speak, read, and write all languages.

Prerequisites:Int 20+.

Benefit:You can speak all languages. If you're literate,

you can also read and write all languages (not

including magical script).

Power Stealer [Epic] (Su)

You steal psionic power as easily as you would snatch a purse.

Prerequisites: Dex 25, Int 11+, Sleight of Hand 25 Ranks, Sneak Attack 5d6.

Benefit: Whenever you make a successful sneak attack against a manifester,


you also steal 2d10 power points. If you can manifest psionic powers (or
otherwise expend power points), you can use these power points normally.
Excess or unspent power points are lost after 24 hours. You can only steal
2d10 power points per successful sneak attack.

Power Thematics [Psionic]

Your powers manifest with a distinctive theme or appearance.

Prerequisites:Manifester level 1st.

Benefit:Due to the unusual appearance of your powers, the DC of any


Spellcraft check made to identify a power you have just

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.

Psionic Sense [General]

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

which items or areas are psionic. In addition, whenever you succeed at a


saving throw against a power, psi-like 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 psionic items or power effects does not allow you
to bypass

or reduce the effects of blindness or concealment in combat.

Puppet Feat Merge [General]

Your puppet(s) learn all the feats you know.

Prerequisite:Create Puppet class feature.

Benefit:Your puppet(s) can use all your feats, just as

it (they) can use your skills.

Notes:Many feats are quite useless to puppets.

Quick Sheath [General]

Prerequisite:Dex 15, Quick Draw.


Benefit:You can sheath a weapon as part of the same action used to attack
with the weapon.

You also gain a +4 bonus to initiative checks.

(This initiative bonus doesn't stack with the initiative bonus granted by
Improved Initiative.)

Reaping Saber [Epic]

Prerequisites:Str 21, Cleave, Vital Strike.

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)

One of your feats can never be separated from you.

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.

Scorpion's Eyes [General]

Your eyes can adapt to conditions of poor illumination.

Benefit:You gain the benefits of low-light vision.

Sculpt Talent [Metapsychic]

You can alter the shape of a psychic skill's area.

Prerequisite: Any other metapsychic feat.


Benefit: You can modify an area psychic skill by changing the area's shape.
The new area must be chosen from the following list:cylinder (10-ft. radius,
30 ft. high), 40-ft. cone, four 10-ft. cubes, or a ball (20-ft.-radius spread).
The sculpted psychic skill works normally in all respects except for its shape.

Using this feat doubles the normal amount of strain (or +1, if the cost is 0).

Selective Power [Epic, Metapsionic]

You can prevent your powers from harming your allies.

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.

Selective Spell [Epic, Metamagic]

You can prevent your spells from harming your allies.

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.

Selective Talent [Epic, Metapsychic]

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).

Shatter The Glass Ceiling I (Ex)


Your power extends beyond your normal limits.

Prerequisites:Wis 25.

Benefit:You can gain Divine abilities normally. They're no

longer considered esoteric for you. You still can't gain any

Cosmic abilities. Not even as esoteric abilities.

Special:Immortals inherently have this ability.

Shorthand Script [General]

You discovered a shorthand method for recording spells in a (spell-/prayer-


)book.

Benefit:You scribe spells in a (spell-/prayer-)book using a shorthand that lets


you transcribe faster and to occupy less space than normal. This shorthand
cuts in half the time required to write a spell in a (spell-/prayer-)book. Such
spells also take up half as many pages and require half as much of the
special materials normally used. The Spellcraft DC to learn or prepare a spell
from a borrowed (spell-/prayer-)book written in shorthand equals 25 + spell
level.

Special:A (spell-/prayer-)book written with this method holds more spells


and is thus worth more than a normal (spell-/prayer-)book of the same
number of pages. A spellcaster that prepares spells from a (spell-/prayer-
)book may take this as a class Bonus Feat.

Skill Mastery [Epic]

Prerequisites:Any 16 skills 25 ranks, Skill Focus.

Benefit:Your Skill Focus feat and, if applicable, feats, etc.

reliant upon your Skill Focus feat apply to all your skills.

NB:This feat is kindred to Weapon Mastery.

Skillful Executioner [General]

You've mastered the executioner's art of killing painlessly and efficiently.

Prerequisite:Sneak Attack +4d6, Knowledge (anatomy) 2 ranks.

Benefit:When you*Sneak Attack, your victim must succeed at a Wis check


(DC 10 + ¼ the damage inflicted) or remain unaware of the attack and the

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

made painless and minimally mutilating w/o sacrificing potential damage.

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]

Through special connections, you have been provided with slaves.

Prerequisites: Character level 6

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.

Your oppressor score is equal to your character level + your charisma


modifier + any of the modifiers below. So long as the summed CRs of all
slaves you control is equal to or less than your oppressor score, you can
control them all safely.

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

Possesses and is proficient with whip +2

Stationed in area where slavery is unacceptable -2

Stationed in area where slavery is acceptable +2

Stationed in area where slavery is the norm +4

Moves around frequently -6

Known for Cruelty +2

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-----------------------

Spellcaster [Kido, Reiatsu]

Prerequisites:Knowledge (Kido Lore) 1 rank, Spellcraft 1 rank.

Special Prerequisites:

- Shinigami, Quincy, or Oni, first level or...

- Superhuman, Bounto, Fullbringer, Any Shinkoukenjun Race or Awakened


Zanpakutou third level or...

- Hollow, Soulcaster, Solar, Gaian and Lunar fifth level.

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]

You have portions of your (spell-/prayer-)book(s) completely memorized.

Prerequisite:Can prepare spells from a (spell-/prayer-)book.

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

can prepare these spells without referring to a (spell-/prayer-)book.

Normal:Without this feat, you must use a (spell-/prayer-)book to prepare

all your spells, except read magic.

- Eidetic Spellbook [General]

You have your (spell-/prayer-)book(s) completely memorized.

Prerequisite:Spell Mastery.

Benefit:You can apply the benefits of the Spell Mastery feat to

all of the spells in your (spell-/prayer-)books.

Special:When you discover a new spell, you must still write it

into one of your (spell-/prayer-)books as normal before

this feat applies to it.

- Uncanny Forethought [General]

You cunningly prepare your spells for any exigency.

Prerequisites:Int 17; Perfect Preparation mythic ability or Spell Mastery.

Benefit:When preparing your daily allotment of spells, you can reserve a


number of spell slots equal to your Intelligence modifier. As a standard
action, you can use one of these slots to cast any spell you know, if you have
the Perfect Preparation mythic ability, or a spell that you selected for the
Spell Mastery feat. The level of the slot used must be equal to or greater
than the level of the spell you intend to cast.

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]

You can prepare spells ahead of time.

Prerequisite:Ability to cast spells w/o preparation,

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.

Normal:Spellcasters who cast spells without preparation who apply a


metamagic

feat to a spell must cast it as a full-round action instead of a standard action.

Spell Thematics [General]

Your spells manifest with a distinctive theme or appearance.

Prerequisites:Spellcaster level 1st.

Benefit:Due to the unusual appearance of your spells, the DC of any


Spellcraft check made to identify a spell you have just cast increases by +5.
In addition, you may designate one spell you know per spell level as a
thematic spell and cast it at +1 caster level. As you gain access to new spell
levels, you can designate new thematic spells; you don't need to select this
feat again to acquire new thematic spells. 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 spells invisible,

nor do your spell thematics change the type of damage a spell deals,
regardless of its appearance.

Spiderfiend [Fiend]

Prerequisites:Character level 4th.


Benefit:You can climb and travel on vertical surfaces or even traverse ceilings
as well as a spider does. You must have your hands free to climb in this
manner. You gain a climb speed of 2/3rds your base land speed and a +8
racial bonus on Climb skill checks; furthermore, you needn't make Climb
checks to traverse a vertical or horizontal surface (even upside down). You
retain your Dexterity bonus to Armor Class (if any) while climbing, and
opponents get no special bonus to their attacks against you. You can't,
however, use the run action while climbing.

- Webspinner [Fiend]

Prerequisites:Character level 4th, Spiderfiend.

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

the reaction even more, but cannot lower it.

Spirit Sense [General]

You can see and communicate with the souls of the recently departed.

Prerequisites:Wisdom 12, must have had a near-death experience (that is,


must have fallen below 0 hit points).

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.

Superior Anticipate Power [Epic, Psionic]


You can anticipate powers with unparalleled ease.

Prerequisites:Anticipate Power, Improved Anticipate Power.

Benefits:You need not ready an action in order to anticipate an opponent’s


power.

Supernatural Resistance [General]

You can resist Su abilities.

Benefit:Your P/SR (is/are) effective vs.

Su abilities. They must defeat your P

/SR or are negated.

Psychic Sense [General]

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

which items or areas are psychic. In addition, whenever you succeed at a


saving throw against a psychic skill, psychic skill-like

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

or reduce the effects of blindness or concealment in combat.

Talent Thematics [Psychic]

Your psychic skills manifest with a distinctive theme or appearance.

Prerequisites:Any psychic skill 1 rank.

Benefit:Due to the unusual appearance of your psychic skills, the DC of any


Spellcraft check made to identify a psychic skill you have

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

skill deals, regardless of its appearance.

Thanatopic Power [Metapsionic]

Your powers can pierce wards against negative energy and even affect
undead targets.

Prerequisites: Endowed Mind, Knowledge (religion) 6 ranks.

Benefit:A thanatopic power pierces defenses and immunities that protect


against death effects, negative levels, and energy drain, affecting the target
as if the protective barrier did not exist.

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.

A thanatopic power 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 powers that give negative levels automatically make
their saving throws to remove negative levels after 24 hours.

Using this feat increases the power point cost of the power by 2. The power’s
total cost cannot exceed your manifester level.

Thanatopic Talent [Metapsychic]

Your psychic skills can pierce wards against negative energy and even affect
undead targets.
Prerequisites: Psychic Focus (Psychometabolism), Knowledge (religion) 6
ranks.

Benefit:A thanatopic psychic skill pierces defenses and immunities that


protect against death effects, negative levels, and energy drain, affecting the
target as if the protective barrier did not exist.

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]

All knowledge is divine.

Prerequisites:Wis 15, Knowledge (Religion) 5 ranks.

Benefit:You can gain/retain Mad Scientist levels normally,

even if you have/gain the ability to use divine magic. Any

/all divine/Mad Scientist class features function normally.

Special:If your deit(-y/-ies), if any, disapprove(s), you lose

any/all of your divine class features normally, becoming

an Ex-member of your divine class(es), etc.

Threnodic Power [Metapsionic]

You can convert mind-affecting psionic power to necromantic power capable


of controlling undead.

Prerequisites:Endowed Mind, Knowledge (religion) 6 ranks.


Benefit:This feat only works on mind-affecting powers. A threnodic power
affects undead creatures (even mindless undead) as if they weren't immune
to mind-affecting effects, but has no effect on living creatures.

Using this feat increases the power point cost of the power by 2. The power’s
total cost cannot exceed your manifester level.

Threnodic Talent [Metapsychic]

You can convert mind-affecting psychic power to necromantic power capable


of controlling undead.

Prerequisites:Psychic Focus (Telepathy), Knowledge (religion) 6 ranks.

Benefit:This feat only works on mind-affecting psychic skills. A threnodic


psychic skill affects undead creatures (even mindless undead) as if they
weren't immune to mind-affecting effects, but has no effect on living
creatures.

Using this feat doubles the normal amount of strain (or +1, if the cost is 0).

Thwart [Epic]

Prerequisites:Dex 30, Bluff 27 ranks.

Benefit:You gain Immunity to the Cozen divine ability.

Torment [Epic, Ki, Vile]

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.

Benefit:While in a state of Torment, your eyes burn with a sinister


incandescense (giving you *Darkvision 60 ft.), your body becomes more
fiendish (giving you *bite and *claw attacks appropriate for your size,
V.S.C.s, etc.), and you gain the evil subtype (inc. the typical benefits,

etc. thereof (i.e. attacks are evil-aligned, etc.)).

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).

Special:*These benefits assume you possess the fundamental anatomy


necessary (i.e. eyes, etc.).

- Ki Armor [Epic, Ki]

Prerequisite:Wis 23, Perfect Self class feature.

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.

- Ki Blast [Epic, Ki]

Prerequisite:Dex 21, Wis 21, Ki Pool (Adamantine) class feature.


Benefit:As a standard action, you can spend 3 points from your ki pool to fire
a blast of spiritual energy up to 100 ft. + 10 ft./level in whatever class grants
you your ki pool. Make a ranged touch attack against a target, inflicting 10d6
untyped energy damage on a successful strike.

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.

Toxicological Mastery [Epic]

Prerequisites:Int 30, Craft (poisonmaking) 25 ranks, Toxicological Focus.

Benefit:Your Toxicological Focus feat and, if applicable, feats, etc. reliant

upon your Toxicological Focus feat apply to all your poison families.

NB:This feat is kindred to Weapon Mastery.

Transdimensional Talent [Metapsionic]

You can use psionic skills that affect targets lurking in coexistent planes and
extradimensional spaces whose entrances fall within the psychic skill's area.

Benefit:A transdimensional psionic skill has its full normal effect on


incorporeal creatures, creatures on the Ethereal Plane or the Plane of
Shadow, and creatures within an extradimensional space in the power's area.
This includes ethereal creatures, creatures that are blinking or shadow
walking, manifested ghosts, and creatures within the extradimensional space
of a rope trick, portable hole, or other portable extradimensional space. You
must be able to perceive a creature to target it with a transdimensional skill,
but you do not need to perceive a creature to catch it in the area of a burst,
cone, emanation, or spread.

Using this feat doubles the normal amount of strain (or +1, if the cost is 0).

Triple Slice [Epic]

Your tertiary weapon strikes with greater power.

Prerequisite:BAB +36, Dex 29, Greater Two-Weapon Fighting, Improved


Two-Weapon Fighting,

Perfect Two-Weapon Fighting, Three-Weapon Fighting, Two-Weapon Fighting.

Benefit:Add your Strength bonus to off-hand weapon damage rolls.


Normal:Add half your Strength bonus.

True Lore [Epic, Psionic]

You think far more efficiently than most creatures.

Prerequisites:Int 25, Ability to cast/manifest 5 divination

spells/clairsentience powers, Spellcraft 29 ranks.

Benefit:As a full-round action, you can cast/manifest

any number of divination spells/clairsentience

powers.

Turn Immunity [Epic]

You're immune to Channel Energy, etc.

Prerequisite:Cha 25, Channel Resistance +4, S/PR 30.

Benefit:You're immune to Channel Energy and Turn

/Command effects (inc. control undead, etc.).

Special:You can still be "banished", unless immune.

Unbound Power [Epic] [Metapsionic]

Your psionics surpasses its own limits.

Prerequisites:Spellcraft 30 ranks, Enlarge Power, Extend Power, Widen


Power.

Benefit:Any non-variable numeric components of the power are doubled.

Using this feat increases the power point cost of the power by 6.

The power’s total cost cannot exceed your manifester level.

Unbound Spell [Epic] [Metamagic]

Your magic surpasses its own limits.

Prerequisites:Spellcraft 30 ranks, Enlarge Spell, Extend Spell, Widen Spell


Spell.
Benefit:Any non-variable numeric components of the spell are doubled. e.g.
A Tenser’s Transformation

spell affected by this feat would provide +8 to Strength, Dexterity, and


Constitution, +10 to Natural

Armor, a +10 Competence Bonus on Fortitude Saves, and last for 2


rounds/Caster Level.

Level Increase:+3 (An unbound spell uses up a spell slot three levels higher
than the spell's actual level.)

Unbound Talent [Epic] [Metapsychic]

Your psychics surpasses its own limits.

Prerequisites:Spellcraft 30 ranks, Enlarge Talent, Extend Talent, Widen


Talent.

Benefit:Any non-variable numeric components of the psychic skill are


doubled.

Using this feat triples the normal amount of strain (or +2, if the cost is 0).

Undead Vessel(s) [Tainted]

Your extra true vessel(s) is(are) undead.

Prerequisite:Undead type, Angel or fiend, base Fortitude save +4, Extra True
Vessel.

Benefit:Your extra true vessel(s) is(are) undead. It(They) can be of any


undead (original type must be

of the Animal, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or


Vermin type) variety

(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

already possessed (see previous).

Unstoppable Power [Metapsionic]

An unstoppable power cannot be anticipated and is less hindered by power


resistance and effects which might cause you to lose your concentration.

Benefit:An unstoppable power cannot be anticipated by another manifester


even if they successfully identify the power and create a psionic interference
pattern.

A manifester who attempts to counter this power by creating a psionic


interference pattern simply loses those power points.

In addition, with an unstoppable power, you gain a +2 bonus to level checks


made to beat your targets' power resistance, as well as
all Concentration checks made to keep from losing the power points.

Using this feat increases the power point cost of the power by 2. The power’s
total cost cannot exceed your manifester level.

Unstoppable Power [Epic, Metapsionic]

Your prowess with psionics is unrivaled.

Prerequisites:Any other 6 metapsionic feats, Spellcraft 45 ranks.

Benefit:Your powers bypass immunities, protections (i.e. mind blank, etc.),


and resistances.

Using this feat increases the power point cost of the power by 20. The
power’s total cost cannot exceed your manifester level.

Unstoppable Spell [Metamagic]

An unstoppable spell cannot be countered and is less hindered by spell


resistance and effects which might cause you to lose your concentration.

Benefit:An unstoppable spell cannot be countered by another spellcaster


even if they successfully identify the spell and cast an appropriate
counterspell.

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.)

Unstoppable Spell [Epic, Metamagic]

Your prowess with magic is unrivaled.

Prerequisites:Any other 6 metamagic feats, Spellcraft 45 ranks.

Benefit:Your spells bypass immunities, protections (i.e. mind blank, etc.),


and resistances.

Level Increase:+10 (An unstoppable spell uses up a spell slot ten levels
higher than the spell's actual level.)

Unstoppable Talent [Metapsychic]

An unstoppable psychic skill cannot be shielded against and is less hindered


by power resistance and effects which might cause you to lose your
concentration.

Benefit:An unstoppable psychic skill cannot be shielded against by another


psychic, even if they create a psychic shield.

A psychic who attempts to counter this psychic skill by creating a psychic


shield simply suffers those strain points.

In addition, with an unstoppable psychic skill, you gain a +2 bonus to level


checks made to beat your targets' power resistance, as well as
all Concentration checks made to keep from losing the effect.

Using this feat doubles the normal amount of strain (or +1, if the cost is 0).

Unstoppable Talent [Epic, Metapsychic]

Your prowess with psychic skills is unrivaled.

Prerequisites:Any other 6 metapsychic feats, Spellcraft 45 ranks.

Benefit:Your psychic skills bypass immunities, protections (i.e. mind blank,


etc.), and resistances.

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.

- White Lotus Gale [Epic]

Prerequisites:Dex 25, Str 25, BAB +23, Vacuum Slash.

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.

- Breath Through the Temple's Gate [Epic]

Prerequisites:Dex 27, Str 27, BAB +25, White Lotus Gale.

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]

Your very essence is filled with dark power.

Prerequisites: Five or more vile feats

Benefit: All damage that you deal is treated as vile damage.

NB:Creatures w/Apostasy are immune to the "vile" aspect of vile damage.

However, they are not immune to the damage itself.

Warforged [General]

Your body can be enhanced.

Prerequisite:Improved Unarmed Strike.

Benefit:For enhancement purposes, you are considered a manufactured,


masterwork suit of armor and a manufactured, masterwork weapon.

Any/all enhancements (bonuses, etc.) are added normally (costing exp., etc.)
and can be suppressed, but not permanently dispelled.

Any/all weapon enhancements modify any/all unarmed attacks (unarmed


strike, etc.).

Special:You retain your normal qualities (natural, etc.).

Weapon Adeptery [Epic]

You are adept with all weapons.

Prerequisites:BAB +25, Weapon Focus.

Benefit:Bonuses from (and feats, etc. dependent on) Weapon Focus


(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.

Weapon Aficionado [Epic]

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.

Weapon Mastery [Epic]

You are adept with all weapons.

Prerequisites:BAB +25, Weapon Focus, Weapon Specialization.

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.

Weapon Supremacy [Epic]

Prerequisites:Epic Weapon Focus in the chosen weapon, Epic Weapon


Specialization in the chosen weapon.

Benefit:Gain a +1 to hit and +2 to damage with the chosen weapon. These


bonuses stack with those from the Weapon Focus/Specialization progression.
Additionally, while wielding your chosen weapon, you cannot be disarmed
and your weapon cannot be sundered. You also gain the ability to attempt
disarms on targets that are normally immune (such as from the fighter's
Weapon Mastery class feature), unless their immunity comes from Weapon
Supremacy.

Special:This feat can be taken multiple times. Its effects do not stack,
instead apply the feat to a new weapon each time.

Wield Oversized Weapon [Epic]

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

weapons without penalty. Additionally, you can wield one-handed weapons of


your own size category as light weapons.

Wondrous [General]

Your body can be further enhanced.

Prerequisite:Improved Unarmed Strike, Warforged.

Benefit:You can be further enhanced and given the abilities, properties, etc.
of one

or more wondrous items of your choice. Any/all enhancements (bonuses,


etc.) are

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.

Special:You retain your normal qualities (natural, etc.).

Zen Focus [Epic, Ki]

Prerequisites:Wis 26, Timeless Body class feature.

Benefit:Up to three times per day, you can spend a fullround action
meditating

to recover a number of ki points equal to your Wisdom modifier.

New Divine Abilities

Abnormality [Extra Eye] (Ex)

Your manifestation grows an extra eye.

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.

Furthermore, you gain a +1 racial bonus on Perception checks per 2


extraneous eyes (round down).

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.

Abnormality [Extra Eyes] (Ex)

You gain extraneous eyes.

Prerequisites:Wis 40.

Benefit:You gain extraneous eyes equal in number to 6 x your divine rank (6


minimum). You gain a +1 racial bonus on Perception

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

/individually concealed by merely closing them. You lose a portion of the


benefits of this ability commensurate with the

number of extraneous eyes concealed.

Special:You can gain this ability multiple times. Its effects stack.

Abnormality [Extra Jaws] (Ex)

You gain extraneous jaws.

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.

Special:You can gain this ability twice. Its effects stack.

Abnormality [Extra Psyche] (Ex, Su)

Your mind begins to divide.

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.).

i.e. anything affecting one affects them all.

Special:You can gain this ability multiple times. Its effects stack.

Abnormality [Extra Tentacles] (Ex)

You gain extraneous tentacles.

Prerequisites:Str 40.

Benefit:You gain two additional attacks at your highest BAB. However, while
your combined strength is

unchanged, your single tentacle strength, for all tentacles, is reduced by 5


points. You choose where

on your body your extraneous tentacles manifest. This choice, once made, is
permanent, unless

you possess ooze traits.

Special:You can gain this ability multiple times. Its effects stack.

Adamant Concentration (Ex)

Your concentration is unbreakable.

Prerequisites:Con 40 (or Cha 40, if Con - ), Combat Concentration.

Benefit:Your concentration cannot be broken when casting a spell,

manifesting a power, using a psychic skill, or using a psychic,


spell-like ability, or psi-like ability.

Advantage Player (Ex)

You can skillfully tip the odds in your favor.

Prerequisites:Dex 40, (S./D.) Fate P.(s).

Benefit:You retain your Fate P.(s) even if your Dexterity

score exceeds any of your other ability scores.

Aegic Essence (Ex)

You gain immunity to the Nullification cosmic ability.

Prerequisites:Wis 40.

Benefit:You gain immunity to the Nullification cosmic ability.

- Greater Aegic Essence (Ex)

You gain immunity to the Abrogate cosmic ability.

Prerequisites:Wis 55, Aegic Essence.

Benefit:You gain immunity to the Abrogate cosmic ability.

Aegis (Ex)

Prerequisites:Con 40 (Cha 40, if Con - ).

Benefit:You defend as if you're +2 divine status higher vs. Portfolio Trumping


(see Ascension

- Portfolio Trumping, Pg. 47 for further information). This ability stacks


w/Portfolio defense

vs. Portfolio Trumping and enhances any defense reliant upon divine status
(hero-deity,

etc.) for effectiveness vs. Portfolio Trumping (self-explanatory).

Special:This ability confers no protection vs. alternative means of bypassing,


negating, etc.

defenses.
i.e. [Creature] Messiah, etc. are bypassed normally by those of sufficient
divine status

(which is considered before Portfolio Trumping comes into play).

e.g. a Lesser Deity w/[Creature] Messiah can still be harmed by those


[Creature]s of

Lesser Deity or higher status, etc.

Alien (Ex)

Your alien form is your true form.

Prerequisites:Pseudonatural tenplate.

Benefit:Your alien (alternate/pseudonatural) form is your true form. What


was previously

your true form is the lie. (i.e., if forced into your true form, you are forced
into your alien

(alternate/pseudonatural) form, etc.) You can assume your nonalien


(alternate/

nonpseudonatural) form, as a standard action, at will.

[Aligned] Body (Ex)

Prerequisites:Any [Aligned] alignment, Wis 40.

Benefit:You can add your divine rank as an [Aligned] bonus to your Armor
Class.

[Aligned] Mind (Ex)

Prerequisites:Any [Aligned] alignment, Wis 40.

Benefit:You can add your Wisdom modifier as an [Aligned] bonus to attack


rolls.

[Aligned] Soul (Ex)

Prerequisites:Any [Aligned] alignment, Wis 40.


Benefit:You can add your Wisdom modifier as an [Aligned] bonus to your
saving throws.

[Aligned] Spirit (Ex)

Prerequisites:Any [Aligned] alignment, Wis 40.

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)

Your feat is amplified.

Prerequisites:Variable.

Benefit:Your feat is amplified as if you've taken +1x the number

of iterations of said feat or, if it's a feat you can only gain once,

its benefits are doubled.

This ability is also applicable to equivalent or lesser abilities.

Special:You can gain this ability multiple times. Its effects

stack or apply to a new feat. This ability can be

applied to the Anoxia feat normally.

NB:Remember, a double double is a triple, etc.

Armor Debasement (Ex)

Your knowledge of armor diminishes its effectiveness vs. you.

Prerequisites:Str 29, Heavy Armor Mastery, Light Armor Mastery, Medium


Armor Mastery, Shield Mastery.

Benefit:You can ignore any/all armor/shield (not enhancement) bonuses.

Armor Depreciation (Su)

Your knowledge of magical armor diminishes its effectiveness vs. you.


Prerequisites:Str 29, Int 25, Armor Debasement, Heavy Armor Mastery, Light
Armor Mastery, Medium Armor Mastery, Shield Mastery.

Benefit:You can ignore any/all armor/shield enhancement bonuses.

Armor Deficiency (Su)

Your knowledge of magical armor diminishes its effectiveness vs. you.

Prerequisites:Str 29, Int 25, Armor Debasement, Armor Depreciation, Heavy


Armor Mastery, Light Armor Mastery, Medium Armor Mastery, Shield
Mastery.

Benefit:You can ignore any/all armor/shield special properties.

Aura Mastery (Ex)

You can control your aura(s).

Prerequisites:Any aura abilit(-y/-ies), Wis 40.

Benefit:You can control any/all of your aura(s) radi(-us/-i), diminishing

(it/them) (even suppressing (it/them) entirely)/expanding (it/them (out

to (its/their) max (radi(-us/-i)))) as an Immediate nonaction at will.

You can control any/all of your similar emanations (gaze, odor, etc.)

in the same manner as well. This doesn't apply to retribution (i.e.

Blood [Effects], etc.) or touch (inc. ranged.) attacks, etc.

Add., any/all such emanations have the same area(s) of effect

as your emanations of the same variety's greatest area(s)

of effect. (i.e. your divine aura/gaze's area of effect.)

Special:Your aura(s), etc. must be currently active to be affected by

this ability. This ability can't activate/reactivate aura(s), etc. unless

they're specifically suppressed by this ability.

Black Blade of Disaster (Ex)

Your mind blade becomes an instrument of Byss.


Prerequisites:Wis 40; Chaos, Darkness, Death, DestructIon, or Entropy
portfolio;

Epic Mind Blade, Form Mind Blade, Improved Material Harmonics, etc.

Benefit:Your mind blade gains the beneficial properties of a black blade of


disaster. It can

pass through any/all magical/psionic barrier(s) of a level =/< 10 + your


divine rank and

its touch attack AC = your touch attack AC, unless its own (10 + its
enhancement

bonus + your divine rank + your Dexterity modifier + your Charisma


modifier) is

better. It lacks the weaknesses of a black blade of disaster and can be

wielded normally. You can suppress or resume this ability as

an Immediate nonaction.

- Black Blade of Ruin (Ex)

Your mind blade becomes an improved instrument of Byss.

Prerequisites:Wis 50; Chaos, Darkness, Death, Destruction, or Entropy


portfolio;

Epic Mind Blade, Form Mind Blade, Improved Material Harmonics, etc.; Black

Blade of Disaster.

Benefit:Your mind blade gains the beneficial properties of an epic mace of


ruin. This stacks

w/Black Blade of Disaster. You can collectively/individually suppress or


resume these

abilities as an Immediate nonaction. However, you must have the preceding

ability active.

- Black Blade of Annihilation (Ex)

Your mind blade becomes a greater instrument of Byss.

Prerequisites:Wis 60; Chaos, Darkness, Death, Destruction, or Entropy


portfolio;
Epic Mind Blade, Form Mind Blade, Improved Material Harmonics, etc.; Black

Blade of Disaster, Black Blade of Ruin.

Benefit:Your mind blade gains the beneficial properties of a sphere of


annihilation. It lacks

the weaknesses of a sphere of annihilation and can be wielded normally. This


stacks w

/Black Blade of Disaster and Black Blade of Ruin. You can


collectively/individually

suppress or resume these abilities as an Immediate nonaction. However,

you must have the preceding abilities active.

Blood Command (Su)

Prerequisites:Int 40 or Lord of Blood.

Benefit:You can create blood structures at will. This ability requires existing
blood (it can't create blood from nothing). The size

and strength of the blood structures should be determined by the DM and


depend on the quality/quality of the existing blood.

A common use of this ability is the creation of a swirling mass of blood


razors, similar to blade barrier (10d6 (min/max); r. =

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.

NB:Unprepared (dried, etc.) blood structures collapse in your absence.

- Bone Command (Su)

Prerequisites:Int 40 or Lord of Bone.

Benefit:You can create bone structures at will. This ability requires existing
bone (it can't create bone from nothing). The size

and strength of the bone structures should be determined by the DM and


depend on the quality/quality of the existing bone.

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.

- Flesh Command (Su)

Prerequisites:Int 40 or Lord of Flesh.

Benefit:You can create flesh structures at will. This ability requires existing
flesh (it can't create flesh from nothing). The size

and strength of the flesh structures should be determined by the DM and


depend on the quality/quality of the existing flesh.

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.

Blood Scion (Var.)

Your ancestry is diverse and powerful.

Prerequisites:Cha 40.

Benefit:You gain the full benefits of 1 Sorcerer bloodline

of your choice. If you already have (a) Sorcerer bloodline

(s), this bloodline doesn't alter/interfere w/your prexisting

bloodline(s). Furthermore, your HD/L or CL whichever is

greater, determines all of your bloodline(s) features, etc.

Special:You can gain this ability multiple times. Each

time you gain another bloodline of choice.

Burst/Shot Effect (Su)

Prerequisites:Any [Effect] Ability.


Benefit:As "Strike", except it applies to ranged weapons

(shot, etc.; can combine w/energy weapons normally) or,

if used w/o ranged weapons, its range = Long (400 ft. (+

40 ft. per HD/L)) & it can emit from any part of your body.

All such attacks count as lines/rays and can be used w/

Pan-, etc. -versal, etc.; Unearthly Effect, etc.; and any

/all similar abilities normally, if appropriate.

Charitable Merchant (Ex)

It pays to invest in others.

Prerequisites:Wis 40, (S./D.) Wealth P.(s).

Benefit:You retain your Wealth P.(s) even

if your wealth is less than normal

or nonexistent.

Completionist (Ex)

Your incomplete ability is completed.

Prerequisites:An incomplete divine, etc. ability.

Benefit:Your incomplete divine, etc. ability; such as Withering (Str.)

[Effect], etc.; becomes complete. This can't give you abilities you

didn't already have, it can only complete an incomplete ability

you already possess.

e.g. if you have the Withering (Str.) [Effect], you gain a complete

Withering [Effect]. You don't gain Uncanny Withering Mastery.

e.g. if you have Abrogate (Strength), you gain Abrogate.

etc., etc., etc.

Special:You can gain this ability multiple times. Its effects stack.

[Condition] [Effect] (Su)


You can create a condition based effects.

Benefit:You can choose one condition (blinded, confused, cowering, dazed,


dazzled, deafened, exhausted,

fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken,


sickened, staggered, stunned,

or unconscious); or one lesser/partial (self-explanatory) condition, if desired.

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

applies to a different effect (see pages 116-117), or it applies to the same


effect as follows:

Taken twice = Greater [Condition] [Effect], original effect doubled.

Taken three times = Superior [Condition] [Effect], original effect tripled.

Taken four times = Perfect [Condition] [Effect], original effect quadrupled.

Taken five times = [Condition] Mastery, use any type of [Condition] effect.

Taken six times = Uncanny [Condition] Mastery, shape area effects to only
target enemies.

Creative Effect (Su)

Your [Effect] Ability manifests objects.

Prerequisites:[Effect] ability.

Benefit:Your [Effect] ability manifests objects of your choosing as per

true creation. 1/2 its damage is B/P/S. If chains are created, they can

be used w/dancing chains, etc. Up to 1 object can be created per die

of damage. Your [Effect] ability has reach = its range.

Crystal Keeper (Su)

Prerequisites:Wis 40, Knowledge (The Planes) R37.


Benefit:You can freely and safely collect, store, and use spell crystals (the
planar end of conjuration and divination spells, etc.) as if they were single
use magic items. You never accidentally/unintentionally break, drop, or
trigger any spell crystal.

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.

NB:Spell crystals make for comical and potentially hazardous missile


weapons.

Cuddles (Su)

You can inspire cuddles.

Prerequisites:Cha 55, Diplomacy 52 ranks, Beloved Dictator, Epic Leadership,


Greater Aura, Leadership, Perfect

Aura, Superior Aura, Theopoea.

Benefit:All targets (creatures, etc.) in your aura must succeed at a Will save
or be forced (animated (as per animate

object, etc.)/awakened (as per awaken construct, etc.), if necessary) to


abandon all other actions (dropping all held,

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

if doing so would be contrary to their beliefs, etc.; hazardous, etc.; or


obviously suicidal.

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).

The save DC is Charisma-based.

Special:You can exempt any/all target(s) from any/all of your auras, etc.;
if/when desired (Immediate nonaction),

even if you normally can't. All the better for cuddles.

NB:This is one of Catthulhu's favorite abilities.

Current [Effect] (Su)

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 four times = Perfect Current [Effect], original effect quadrupled.

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)

Your cybernetics are invulnerable.

Prerequisites:Cyborg, Con 40 (or Cha 40, if Con - ).

Benefit:Your cybernetics are invulnerable as long as you have at least 1/2


your normal

full hps. Furthermore, any/all of your cybernetics are considered a natural


part of your

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.

Special:Portfolio Trumping (see I.H.:A., Pg. 47) can bypass invulnerability.

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Dancing Chains (Su)

Your divine aura manifests corporeal chains that attack and move, according
to your whims, as per a dancing chains spell.

Prerequisites:Divine Aura, Self Mastery.

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.

Special:This ability works in conjunction with Dancing Raiment, Mask of


Darkness, and Raiment of Darkness. However, each attacking appendage
you make with this ability subtracts one attacking appendage from your
Dancing Raiment ability and vice versa. Thus limiting your attacking
appendages (chains and/or raiment) to the original total dictated by the
dancing chains spell.

Mask of Darkness (Su)


Your divine aura either manifests, or manifests as, a mask that only you can
remove.

Prerequisites:Divination Immunity, Divine Aura, Obscurity, Self-Hypnosis,


Self Mastery.

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.

Special:This ability works in conjunction with Dancing Chains, Dancing


Raiment, and Raiment of Darkness.

- Raiment of Darkness (Su)

Your divine aura manifests as an intangible raiment of darkness that moves


according to your whims.

Prerequisites:Divination Immunity, Divine Aura, Mask of Darkness, Obscurity,


Self-Hypnosis, Self Mastery.

Benefit:Your divine aura either manifests, or manifests as, an intangible


raiment of darkness that moves according to your whims. Your divine aura
acquires the additional effects of your Divination Immunity, Obscurity, and
Self-Hypnosis abilities. This effect benefits all of your allies. It also provides a
+20 equipment bonus to all Disguise and Stealth checks for both you and
your allies. This raiment cannot be destroyed or removed and is never a
hindrance to you. This raiment resembles any form of clothing ensemble
desired.

Special:This ability works in conjunction with Dancing Chains and Mask of


Darkness.

- Dancing Raiment (Su)

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.

Prerequisites:Dancing Chains, Divination Immunity, Divine Aura, Mask of


Darkness, Obscurity, Raiment of Darkness, Self-Hypnosis, Self Mastery.
Benefit: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. These appendages are indestructible.

Special:This ability works in conjunction with Dancing Chains, Mask of


Darkness, and Raiment of Darkness. However, each attacking appendage
you make with this ability subtracts one attacking chain from your Dancing
Chains ability and vice versa. Thus limiting your attacking appendages
(chains and/or raiment) to the original total dictated by the dancing chains
spell.

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D.P.B. [Vile] (Su)

Your pumpkin bomb is wicked.

Prerequisites:Cha 40, Pumpkin Bomb class feature, E.P.B.

Benefit:Half the B damage your pumpkin bomb inflicts counts as vile, in

addition to its normal damage types. Furthermore, using your pumpkin

bomb is a standard action (permiting iterative pumpkin bomb attacks).

Dimensional Folding (Su)

Prerequisites:Con 40 (or Cha 40, if Con - ).

Benefit:You gain the Swallow Whole ability (inc. the Digest ability (see
I.H.:E.B., Digest, Pg. 6-8 for your Digest

(bludgeoning + acid (= bludgeoning)) damage)) and can swallow and digest


any creature or object of any size,

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.

Table A-1:Innerverse Encounters

d20 roll Encounters

1. Acid Flood (10d6 damage per round)

2-3. Acid Fog (2d6 damage per round)

4-6. Acid Rain (1d3 damage per round)

7-20. Random encounter (if possessed of any innerverse


(creature(s)/object(s))).

NB:Acid elementals, black dragons, etc. are drawn to such locations.

[Current] Breath (or a frog-like tongue), etc. enhance this ability (self-
explanatory).

Dimensional Reach (Su)

You can reach between dimensions to strike at distant targets.

Prerequisites:Dex 40, Sleight of Hand 37 ranks.

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 dimensional reach.

Special:This ability is essentially a lesser form of Panversal, etc. except it


doesn't

provoke attacks of opportunity. If you have Panversal, etc., it/they


improve(s) by

similarly denying opponents attacks of opportunity.


Distasteful (Su)

Prerequisites:Con 40 (or Cha 40, if Con - ).

Benefit:Any creature that bites or eats any part of you must make a
successful Fortitude

save or be forced to regurgitate you/any portion thereof in the subsequent


round,

during which it can take no other actions. The save DC is Charisma-based.

Special:The Glistening Skin ability is unaffected by this ability. The blood


produced by

the Glistening Skin ability is not your own. Its "the blood of" your "many
victims".

Divine Lore [Psionic] (Ex)

You think far more efficiently than most creatures.

Prerequisites:Int 40, Ability to cast/manifest 5 divination

spells/clairsentience powers,*True Lore, Spellcraft 37 ranks.

Benefit:As a Swift, Free, or immediate action, you can cast

/manifest any number of divination/clairsentience spells

/powers.; NB:*The epic feat. Not the class feature.

Divine Metafaculty (Ex)

You've tapped into universal knowledge.

Prerequisites:Spellcraft 37 ranks.

Benefit:Double your # of spells/powers known

(inc. epic s/p seeds and epic s.s/p.s).

Divine Palm (Su)

You have mastered the quivering palm technique. divination/clairsentience


spells/powers

Prerequisites:Wis 40, Quivering Palm class feature, Epic Palm.


Benefit:You can make every unarmed strike a quivering palm attack.

Normal:You can only make one quivering palm attack per day.

Divine Safeguard (Ex)

One of your divine abilities can never be separated from you.

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.

Divine Trickster (Ex)

You are divinely tricksy.

Prerequisites:Mythic Path:Trickster, Mythic Tier:10, Cha 40.

Benefit:You gain 6 of any combination of Trickster path abilities, Universal


path abilities, and/or Mythic feats (see Mythic Adventures).

Special:You can gain this ability multiple times. Its effects stack.

Divine Wisdom (Ex)

You are wiser than most divinities.

Benefit:Your Wisdom score increases by 12 points.

Special:You can gain this ability multiple times. Its effects stack.

Dolorous Power [Metapsionic] (Su)

Your powers are grievously powerful.

Prerequisites:Spellcraft 60 ranks, Dire Power, Empower Power, Heighten


Power.
Benefit:Any variable numeric component of the power is increased from its
original die-size to d20s.

Using this feat increases the power point cost of the power by 12. The
power’s total cost cannot exceed your manifester level.

Dolorous Spell [Metamagic] (Su)

Your spells are grievously powerful.

Prerequisites:Spellcraft 60 ranks, Dire Spell, Empower Spell, Heighten Spell.

Benefit:Any variable numeric component of the spell is increased from its


original die-size to d20s.

Level Increase:+6 (A dolorous spell uses up a spell slot six levels higher than
the spell's actual level.)

Dolorous Talent [Metapsychic] (Su)

Your psychic skills are grievously powerful.

Prerequisites:Spellcraft 60 ranks, Dire Talent, Empower Talent.

Benefit:Any variable numeric component of the psychic skill is increased from


its original die-size to d20s.

Using this feat quaduples the normal amount of strain (or +3, if the cost is
0).

Duke of Hell (Duke) [Divine]

Prerequisites:Devil (Baatezu), Evil, and Lawful subtypes, HD/L:30.

Special:Must either be promoted by a Lord of The Nine or defeat the Duke of


Hell (Duke)

you wish to supplant in honorable combat or discrete and secret


assassination.

Benefit:You gain the Duke of Hell template (T.G.o.H.:7). Convert all Dicefreaks
cosmic/deific

rules to I.H.:A. deific rules as necessary. No template-specific features aside


from those

specifically pertaining to cosmic/deific rules are altered. If you're using


Pathfinder's
Mythic rules, you gain the Mythic subtype. Your Mythic Rank is equal to your

divine rank x2 (Min.:MR1.; Max.:MR10.).

NB:Cosmic Entities = Mythic creatures and Quasi-Deities or <. Deities =


Demi-Deities or >.

Your Diabolical Adaptations can't exceed divine abilities (exc. as esoterics) in


power (cost

increased for all such greater powers accordingly) and all cosmic/divine
status-specific

(i.e. deific.) abilities are converted to I.H.:A. rules.

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.

Special:Divine Safeguard (Duke of Hell (Duke)) nullifies even Asmodeus


(A.K.A.:Lucifer

/etc.), The King of Hell's attempts to strip you of your Duke of Hell template.
Add., if you

have Apostasy + Cosmic Firmament + Eternal Freedom + Slipstream, none


(not even

The King of Hell) can supercede your control over your realm in The Nine
Hells, nor

are you "Locked Within The Gates" or hindered by Hallowed sites


(automatically

unhallowing the area, if/when desired (Immediate nonaction)).

- Arch-Devil (Archduke) [Divine]

Prerequisites:Devil (Baatezu), Evil, and Lawful subtypes, HD/L:50, Duke of


Hell (Duke).

Special:Must either be promoted by a Lord of The Nine or defeat the Arch-


Devil (Archduke)

you wish to supplant in honorable combat or discrete and secret


assassination.

Benefit:You gain the Arch-Devil template (T.G.o.H.:8). Convert all Dicefreaks


cosmic/deific
rules to I.H.:A. deific rules as necessary. No template-specific features aside
from those

specifically pertaining to cosmic/deific rules are altered. Immunities from


Divine Rank

0 are retained in spite of the conversion. If you're using Pathfinder's Mythic


rules,

you gain the Archdevil (Archduke (Baatezu)) and Mythic subtypes.

NB:Cosmic Entities = Mythic creatures and Quasi-Deities or <. Deities =


Demi-Deities or >.

Your Diabolical Adaptations can't exceed divine abilities (exc. as esoterics) in


power (cost

increased for all such greater powers accordingly) and all cosmic/divine
status-specific

(i.e. deific.) abilities are converted to I.H.:A. rules.

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

/all abilities that enable you to see through illusion or determine


honesty/dishonesty,*fear

aura(s), etc. However, you lose two standard Diabolical Adaptations.

If you're an Elder Malefircarim (Diabolus Imperator, Nether Emperor, etc.),


you can retain all

your Malefircarim traits at no cost.

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.

Special:Divine Safeguard (Arch-Devil (Archduke)) nullifies even Asmodeus


(A.K.A.:Lucifer
/etc.),The King of Hell's attempts to strip you of your Arch-Devil template.
Add., if you have

Apostasy + Cosmic Firmament + Eternal Freedom + Slipstream, none (not


even The King

of Hell) can supercede your control over your layer of The Nine Hells, nor are
you "Locked

Within The Gates" or hindered by Hallowed sites (automatically unhallowing


the area,

if/when desired (Immediate nonaction)).

Elongate (Ex)

You can stretch to attack further away.

Prerequisites:Dex 40, Escape Artist 37 ranks, Plastic Soul.

Benefit:Your reach is 5x greater.

Epic Dragon Mastery (Su)

Even the strongest of dragons bow before you.

Prerequisites: Cha 40, Ruler of Dragonkind, Draconic Fury (4), Control


Impure Dragons, Gem Dragon Mastery,

Oriental Dragon Mastery, Planar Dragon Mastery.

Benefit: You can control, detect, and use the breath weapons of epic dragons
as well as all nonepic/nonneotic,

nonadamic, etc. true dragons as well as creatures with the dragonblood


subtype.

Epic Metamagic Capacity (Su)

Prerequisites:Casting ability score 40, Automatic Metamagic Capacity, Epic


Spellcasting, Spellcraft 37 ranks.

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.

Epic Metapsionic Capacity (Su)

Prerequisites:Manifesting ability score 40, Automatic Metapsionic Capacity,


Epic Manifesting, Spellcraft 37 ranks.

Benefit:You may apply your free levels of metapsionic to Epic powers,


affecting them just as if they were normal

powers. Epic powers are considered powers of a level equal to 1/10th their
Spellcraft DC +7. However, all said

metapsionics are applied as if they were 10th level powers.

Epic Metapsychic Capacity (Su)

Prerequisites:Psychic skill ability score 40, Automatic Metapsionic Capacity,

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.

Epic Presence (Su)

Your aura can empower your allies.

Prerequisites:Cha 40, Divine Aura.

Benefit:While within your divine aura/godly realm, any/all of your allies gain

one of your feats.

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

allies within your divine aura/godly realm.

[Exotic Energy] Absorption (Su)


You are healed by an exotic type of energy.

Prerequisites:[Energy] Immunity, [Exotic Energy] Immunity.

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

complete. NB:Absorption of permanent damage doesn't enable you to absorb

vile, etc. damage types that are situationally permanent.

Special:You can gain this ability multiple times. Its effects stack.

[Exotic Energy] Immunity (Ex)

You are immune to an exotic type of energy.

Prerequisites:[Energy] Immunity.

Benefit:You gain immunity to one exotic of energy (divine, force, etc.) of


your choice.

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

complete. NB:Immunity to permanent damage doesn't make you immune to

vile, etc. damage types that are circumstantially permanent.

Special:You can gain this ability multiple times. Its effects stack.

Exotic Materials (Ex)

Your body isn't comprised of metal.

Prerequisites:[Metal] Body or equivalent.

Benefit:Your body isn't comprised of metal. Instead, it's comprised of some


other material(s)
/energ(-y/-ies). While you can decide the material(s)/energ(-y/-ies), this is
largely cosmetic

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,

etc. You couldn't, however, choose to become comprised of exotics, organics,


etc. = in

density, etc. to Orichalcum, unless you're already possessed of equivalent


density

(i.e. V.S.C.:16.).

Familiar Divine Ability Merge (Ex)

Your familiar learns all the divine abilities you know.

Prerequisite:Cha 40, a familiar, Familiar Feat Merge.

Benefit:Your familiar can use all your divine abilities

just as it can use your feats and skills.

Familiar Freedom (Ex)

Your familiar can gain class levels normally.

Prerequisite:Cha 40, a familiar, Familiar Feat Merge,

Benefit:Your familiar can gain class levels normally.

However, they can't increase it's HD/L beyond

yours and function as add. gestalt levels.

Special:Your familiar can also gain templates, etc.

However, its ECL can't exceed 2/3 your own.


Familiar Merge Mastery (Ex)

You master your familiar's merging.

Prerequisites:Cha 40, Familiar Feat Merge.

You control which abilities (divine, etc.),*class features,

and feats your familiar gains knowledge of and access

to. You can grant/restrict access to any/all abilities, etc.

as desired, at will, as an Immediate nonaction.

(NB:*This includes knowledge of and access to skills.)

Special:If you have multiple familiars, your control inc.

their knowledge and access as well.

NB:Knowledge of and access to Class features, rather

than just entire Classes, is restrictable as this ability

is focused on familiar control and customization.

Familiarity (Su)

You can be a familiar.

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

familiar, you gain standard familiar abilities in addition to your abilities. In


any instances where

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,

etc.), you use their HD/L to determine your familiar abilities.

Special:If you're a witch's familiar, you gain standard witch's familiar


abilities, etc. (see previous).

Furthermore, you can, if desired, permit said witch any/all knowledge of your
spells, if any.

However, once granted, said knowledge can't be revoked by virtue of this


ability.

Fearsome Might (Ex)

Where there's power, there's fear.

Prerequisites:Str 40, (S./D.) Fear P.(s).

Benefit:You retain your Fear P.(s) even if your

Strength isn't your lowest ability score.

Fecundity (Su)

Your presence enriches plant life, neutralizes disease and poison in the
environment, and makes plant life grow.

Prerequisites:Divine Aura, Knowledge (nature) R40

Benefit:Your presence enriches plant life, neutralizes disease and poison in


the environment, and makes plant life

grow. This functions similarly to the following spells:neutralize poison


(environment), plant growth (enrichment

and overgrowth), remove disease (environment), except it encompasses


everything within your divine aura.

Force Field I (Su)

You generate a personal force field.

Benefit:You generate a personal force field (similar to a wall of force) that


can absorb a number of points of damage (magical, etc.) equal
to 1/6th your current hit points. Thereafter, it is nullified until it regenerates
to 1 point of protection.

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.

Your force field does protect any equipment on your person.

Your force field otherwise functions as a wall of force.

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:

- F.F.I (x2):Your force field is no longer subject to annihilation (as per a


sphere of annihilation), cancellation (as per a rod of cancellation),
disintegration, or mage's disjunction.

- F.F.I (x4):Your force field is no longer subject to automatic destruction or


penetration by divine damage.

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.II (+x6) (cosmic):Your force field can protect any/all creatures/objects


within your divine aura, if desired. This doesn't give them your damage
reduction, immunities, or resistances. This does give them immunity to
secondary, etc. effects of attacks/effects blocked by

your force field as well as nondamaging attacks/effects ordinarily blocked by


walls of force (i.e. disease, filth, poison, etc.).

- 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.

- F.F.IV (+x36) (transcendental):Your force field can give them any/all of


your damage reduction, immunities, and resistances, if desired.
NB:Creatures immune to force effects can bypass your force field normally.

Alternative defensive fields exist. Amongst them...Chronal, Entropic, and


Gravitic are the most common. Such fields function identically, replicating
wall of force (w/o being force effects), etc.; are bypassed by different
creatures, etc. (i.e. creatures immune to chronal effects

can bypass chronal fields normally, etc.); and stack.

Godslayer (Su)

You can gain the abilities of immortals you slay.

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.

Goetic Necrosis (Su)

Summoned undead spring from your wounds.

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.

Greater Presence (Ex)

You've strengthened your divine aura.

Prerequisite:Cha 40, Dvine Aura.

Benefit:You've strengthened your divine aura. For all purposes

related to your divine aura, your divine status is considered to


be two higher and your divine rank doubled.

Greater Realm (Ex)

Your godly realm is vast.

Prerequisites:Cha 40, Godly Realm (or Cosmic Firmament (template) ability,


if sidereal or higher).

Benefit:Your Godly Realm's size is calculated as if your divine status is 2 tiers


higher. If you are an

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.

Inner Realm (Ex)

Your inner self secrets your Godly Realm.

Prerequisites:Con 40 (or Cha 40 if Con - ), Immortal, Innerverse.

Benefit:Your innerverse is your Godly Realm and your manifestion can enter
it normally.

If your manifestation is destroyed or enters your innerverse, your


innerverse's location becomes fixed.

If your manifestation rejuvenates or leaves your innerverse, your innerverse


resumes its normal state.

If your manifestation cannot rejuvenate, your innerverse collapses, its


contents lost forever.

Innerverse (Ex)

Your inner self secrets an innerverse.

Prerequisites:Con 40 (or Cha 40 if Con - ), Immortal.

Benefit:Your inner self (organ/s or psyche/s) secrets an innerverse.

This innerverse is a demiplane, etc. equal in size to your Godly Realm.


Creatures with the ability to gate or planeshift can escape. All others are
trapped,'til rescued.

While creatures can use teleport spells, etc. normally, they cannot teleport in
or out.

If your manifestation is destroyed, this innerverse collapses, its contents lost


forever.

Special:Your manifestation cannot enter this innerverse.

Insane Logic (Ex)

Where there's reason, there's madness.

Prerequisites:Wis 40, (S./D.) Madness P.(s).

Benefit:You retain your Madness P.(s) even if

your Wisdom isn't your lowest ability score.

Instrumentalist (Ex)

Your skill with one instrument group rivals even that of the gods of music.

Prerequisites:Perform 37 ranks, Cha 40.

Benefit:You gain Bardic Music w/one instrument group (keyboard


instruments, etc.) of your choosing as if you were a bard of a

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.

Inverse Defense (Ex)


You can't be harmed by proxy.

Prerequisites:Cha 40, Perception R37.

Benefit:You're immune to all indirect forms of attack (i.e.

Oblique Strike, Specular, etc.). All attempts to harm you

via others, etc., instead, harm said others, etc. normally.

In the case of the Specular ability, this simply means

you suffer no backlash damage from harming your

opponent. Area attacks still effect you normally.

Ki Effect (Su)

Prerequisites:Wis 40.

Benefit:You can add your Wisdom modifier to your

HD/L for the purpose of determining your [Effect]s.

Ki Occultist (Su)

Prerequisites:Wis 40, Spellcraft 37 ranks.

Benefit:You can add your Wisdom modifier to your

HD/L for the purpose of determining your caster/

manifester/channeler level.

Knowing Fool (Ex)

Even an can idiot learn.

Prerequisites:Cha 40, (S./D.) Knwl P.(s).

Benefit:You retain your Knwl P.(s) even if your

Intelligence isn't your highest ability score.

Learned Occult Immunity (Su)

You can adapt to an opponent's powers, etc.

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.

You can lower this defense, if you so choose.

Logical Insanity (Ex)

Where there's madness, there's reason.

Prerequisites:Cha 40, (S./D.) Wisdom P.(s).

Benefit:You retain your Wisdom P.(s) even if

your Wisdom isn't your highest ability score.

Logical Lust (Ex)


There is Wisdom in Lust.

Prerequisites:Wis 40, (S./D.) Lust P.(s).

Benefit:You retain your Lust P.(s) even if your

Charisma isn't your highest ability score.

Lord of Flesh (Ex)

Become a mummy.

Benefit:You gain the mummified creature template.

Special:The mummified creature template can be found within Libris Mortis.

Loving Wisdom (Ex)


There is Love in Wisdom.

Prerequisites:Cha 40, (S./D.) Wisdom P.(s).

Benefit:You retain your Wis. P.(s) even if your

Wisdom isn't your highest ability score.

Mighty Fear (Ex)

Where there's fear, there's power.


Prerequisites:Cha 40, (S./D.) Strength P.(s).

Benefit:You retain your Strength P.(s) even if your

Strength isn't your highest ability score.

Mirror of Fate (Su)

Your opponents' fates reflect your desires.

Prerequisites:Cha 40, Divine Aura.

Benefit:Within your divine aura, your opponents don't

treat the roll of a “20” as an automatic success.

Mortal Traits (Ex)

NB:See Gestalt Creature (see below).

Obscurity (Ex/Su)

You are unknown and unknowable.

Prerequisites:Wis 40, Divination Immunity, Trackless Step (or Scorned By


Nature).

Benefit:You are immune to Bardic Knowledge, Lore, Mathesis (epic),


Phrenology (epic),

Psychometry (cosmic), skill checks (info-based (ex. Knowledge, etc.)) and


similar non

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

failing to be obtained, even Psychometry (cosmic) fails. However; miracle,


reality

revision, or wish; or immunity to mind-affecting effects can prevent said info

from fading or being forgotten and such info can be shared normally.

Occult Abatement (Su)


Prerequisites:S/PR 40, Spellcraft 37 ranks.

Benefit:If you are subjected to an opponent's spell(s), power(s), psychic


skill(s), spell-like abilit(-y/-ies) or psi-like abilit(-y/-ies); you ignore the 1st
spell, power, psychic skill, spell-like ability, or psi-like ability each round (as
if you had infinite S/PR against that spell, power, psychic skill, spell-like
ability, or psi-like ability).

You can lower this defense, if you so choose.

Occult Class Traits (Ex)

Your occult classes gain add. occult class features.

Prerequisites:Int 55, Maven, Nescient, Omnicompetent.

Benefit:ALL your occult classes (i.e. casting/manifesting classes.)

gain ALL the beneficial class features of one other occult class of

your choice. They do Not, however, gain Full casting/manifesting

from this unless you have the Alter Reality (cosmic) ability, which

is superior to and supercedes said casting/manifesting anyway.

Furthermore, YOU do Not gain multiple replicas of associated

"SPECIAL" class features (i.e. Channeling, etc.) regardless

of how many occult classes you have levels in.

Special:You can gain this ability multiple times. Its effects stack.

You can only choose a nonFull occult class (i.e. a class such

as Bard, etc.) if you have levels in the base said nonFull

occult class commensurate w/the benefits of which

you would receive.

Occult Mimicry (Su)

You can mimic the spells/powers/psychic skills of your opponents.

Prerequisites:Bardic Music class feature, Int 40, Perform 37 Ranks, Spellcraft


22 Ranks.

Benefit:You can duplicate any spell/power/psychic skill the round after


having witnessed
it in action. CL/ML, DCs, etc., are calculated according to your HD/L, etc.;
rather than

the original (caster/manifester)('s/s').

NB:This ability replaces Mime Spell.

Occult Power (Su)

Your power seems inexhaustible.

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.

Occult Spirit (Su)

You transcend the normal limitations of the occult (i.e. magic/psionics.).

Prerequisites:Spellcraft 37 Ranks.

Benefit:You transcend the normal limitations of the occult (i.e


magic/psionics) and can learn the occult (i.e. spells/powers.) from any
source,

be it arcane, divine, or psionic. This is similar to Convert Spell to Power (see


The Mind's Eye:Expanded Classes, Part Four), except any

spell (arcane or divine) or power; can be converted to a spell (arcane or


divine) or power and success is automatic.

(i.e. no skill check(s) required.)

Special:If you're an Erudite, you're unaffected by "Exception".

Paradox (Ex)

Prerequisites:Wis 40, Chaotic alignment.

Benefit:You can gain the Time portfolio (or even


gain it twice), in spite of your chaotic alignment.

Perfect Spring Attack (Ex)

Your top is made out of rubber and your legs are made out of springs.

Prerequisites:Dex 25, Dire Charge, Dodge, Epic Speed, Improved Initiative,


Mobility, Run, Spring Attack.

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).

Portfolio Mastery (Ex)

You've strengthened your bond with your portfolio.

Prerequisite:Cha 40, Portfolio:[Any] (x1).

Benefit:You've strengthened your bond with one of your portfolios. For

all purposes related to your portfolio benefits/weaknesses, your divine

status is considered to be two higher and your divine rank doubled.

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).

Possess Realm (Su)

You can possess your Godly Realm.

Prerequisites:Cha 40; Possession ability, or Possess Location and Possess


Object.

Benefit:When you use your*Possession (F.C.I:H.o.t.A.) ability or Possession


(C.o.T.:T.I.S.) feat(s), you can possess your entire Godly Realm,

or the locale you're the embodiment of.


When you're in the role of Controller, you can animate and control any object
(or quantity of substance) or group of objects (or different quantities of
substance) with a combined CR no greater than your own.

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

among the items to be animated).

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.

Prismatic Force (Su)

Your force effects (inc. attacks, etc.) gain prismatic effects.

Prerequisites:Cha 40, Spellcraft 37 ranks.

Benefit:Your force effects (inc. attacks, etc.) gain one prismatic

sphere color of your choice (red, orange, yellow, green, blue, or

indigo) and the full associated effects thereof.

Your force efffects retain their beneficial qualities (inc. damage,

mobility, etc.). Their prismatic effects do Not interfere w/their

standard function(s) (i.e. Force [Effect] abilities still inflict

d4s, magic missiles still strike targets, etc..).

You can freely choose (Immediate nonaction) which creature(s)

/object(s)/locale(s) your prismatic effects affect, if any, and

which prismatic effects effect them.


If you have P.:Dar. (x1), your force effects become jet-black and

become/remain opaque. Your senses remain unaffected. If you

have P.:Ent., your force effects become/remain invisible. If you

have both P.s, you can choose either, or some combination

of each, add. effect. Regardless of your P.(s), your force

effects can Still blind others normally.

Your continuous force effects' prismatic effects can be negated

normally. However this only suppresses Them and only for six

rounds. Your continuous force effects, if they can be negated,

must be negated separately from their prismatic effects and

their manner of negation, if any, is unchanged. However,

their prismatic effects could prevent their nullification.

Special:You can gain this ability up to six times. Each time you

gain this ability your force attacks and effects gain one prismatic

sphere effect of your choice (see previous). Upon gaining this

ability a sixth time you also gain violet.

NB:Different versions of this ability, such as Prismatic Acid, etc.

exist. They function similarly.

[Racial] Heritage (Ex)

Prerequisites:Classless (Inherent or via Gestalt (cosmic)).

Benefit:You gain the full benefits of 1 BD20C [Racial] feat

as Racial Traits. Add., you gain 5 BD20C feats as BD20C

feats. Their benefits are retroactive and you retain any/all

previous traits ([R.], etc.) desired.

Special:You can gain this ability multiple times. Its effects

stack. Each time you gain it, you choose a different [R.]

feat, etc.; NB:This permits multiple instances

of Oldblood (BD20C), etc.


[School] Immunity (Ex)

Benefit:You are immune to one school of magic as well as psionic, psychic,


spell-like, psi-like, spell-like, and supernatural

equivalents. Your own function normally. If you choose Divination Immunity,


you're also immune to Malifiecus (epic) and

similar divinatory abilities, etc. You are not, however, immune to Bardic
Knowledge, Lore, Mathesis (epic), Phrenology

(epic), Psychometry (cosmic), or similar nondivinatory abilities, etc.

Seal (Ex)

Prerequisites:Dex 30, Wis 55, Bluff 27 ranks, Aegic

Essence, Greater Aegic Essence, Thwart.

Benefit:Your feats/divine abilities can't be affected/taken

against your will regardless of any/all circumstances in

any/all given situations.

Special:This ability doesn't prevent loss caused by psy.

(xp) or spiritual harm (qp), or lack of prerequisites.

Serendipity (Su)

Your allies' fates reflect your desires.

Prerequisites:Cha 40, Divine Aura.

Benefit:Within your divine aura, your allies don't

treat the roll of a “1” as an automatic failure.

Shadow Reach (Su)

You can reach with your shadow to strike at distant targets.

Prerequisites:Dex 40, Sleight of Hand 37 ranks.

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

also reach through darkness/shadow (or do both) to do the same.

Your shadow, if any, exists despite surrounding lighting, if any.

Special:This ability is essentially a lesser form of Panversal, etc. except it


doesn't

provoke attacks of opportunity. If you have Panversal, etc., it/they


improve(s) by

similarly denying opponents attacks of opportunity.

Shatter The Glass Ceiling II (Ex)

Your power extends beyond your normal limits.

Prerequisites:Wis 40, Shatter The Glass Ceiling I.

Benefit:You can gain Cosmic abilities normally. They're no

longer considered esoteric for you. You still can't gain any

Transcendental abilities. Not even as esoteric abilities.

Special:Sidereals inherently have this ability. If you're

still mortal, Cosmic abilities become esoteric for you.

Spell [Effect] (Su)

You create effects that mimic spells.

Benefit: Choose a spell (spell level can = DR x Y x [Effect] modifier (see


I.H.:Ascension, Pg. 116); Y = # of times you gain this ability)

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

most expensive [Effect] of your Spell [Effect], or (alternatively), if you desire


to gain "Uncanny" Spell [Effect], you must pay the

difference between your chosen [Effect] +5x the base total cost for the most
expensive [Effect] of your Spell [Effect].

Example:A greater deity (DR16) seeking to gain Uncanny magic missile


Mastery would have to pay a cost of 6 divine ability slots,

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.

S/P Absorption (Su)

Prerequisites:S/PR 40/Immunity, Spellcraft 37 ranks.

Benefit:You're healed (10 hp per level of the spell/power/psychic effect

(inc. meta(-magic/-psionic/-psychic) levels) by magical/psionic energy

that fails to defeat your 'S/PR'/Immunity. As w/S/PR and all logical

extensions thereof, you can choose to suppress this ability.

Stone Body (Ex)

Your body turns into solid granite.

Prerequisites: Construct or elemental traits.

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.

- Iron Body (Ex)

Your body turns into solid iron.

Prerequisites: Construct or elemental traits, Stone Body.


Benefit: Your body becomes pure iron, giving you a density of 7.87 grams
per cubic centimeter and multiplying your mass by x7.87 (assuming you
were originally composed of flesh and bone). This increases your Strength
score by 30, 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 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.

- Gold Body (Ex)

Your body turns into solid gold.

Prerequisites:Construct or elemental traits, Iron Body, Stone Body.

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.

- Platinum Body (Ex)

Your body turns into solid platinum.

Prerequisites: Construct or elemental traits, Iron Body, Stone Body.

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.

Symbiont (Ex, Su)

Benefit:You gain the symbiont subtype. You can bond w

/any creature you can touch. Your Ego = 10 + 1/2 your

HD/L + your Charisma modifier + your divine rank.

You also gain Telepathy (w/your host only).

NB:See E.C.G., Pg. 298-301 for details.

Synergy (Su)

Prerequisites:Spellcraft 37 ranks.

Benefit:You add your divine, fortuity, etc. bonuses (i.e. bonuses

that improve all your die rolls.) to your HD/L for the purpose of

determining [Effects].; NB:Deities already do this for caster/

manifester/channeling level.

Tainted Occultist (Ex)

If you weren't evil before, you certainly are now.

Prerequisites:Taint scores 45; Ki Occultist, etc.; Tainted Spirit.

Benefit:You can substitute*10 plus either of your Taint scores

(Corruption and Depravity) for any/all of your ability scores

for the purpose of determining your Ki Occultist, etc.

benefits.; NB:*See Tainted Scholar (Heroes

of Horror, Pg. 113-119) for more

information.

Special:All your spells, etc. gain the [Evil] descriptor. Effects


which dam./drain one of these ability scores have no effect

on your Taint score.

Tainted Prince (Ex)

You are irredeemably evil.

Prerequisites:Taint scores 45; Ki Occultist, etc.; Tainted

Occultist, Tainted Spirit.

Benefit:You can substitute*10 plus either of your Taint scores

(Corruption and Depravity) for ONE of your ability scores for

all purposes. Furthermore, your Taint scores function like

ability scores.; NB:*See Tainted Scholar (Heroes of

Horror, Pg. 113-119) for more information.

Special:You can gain this ability up to six times. Once for

each of your ability scores. Effects which dam./drain

one of these ability scores have no effect on

your Taint score.

Tainted Spirit (Ex)

Taint fills your entire being.

Prerequisites:Taint scores 40.

Benefit:You can substitute*10 plus either of your Taint scores

(Corruption or Depravity) for any/all of your ability scores for

the purpose of determining your save DCs.; NB:*See Tainted

Scholar (Heroes of Horror, Pg. 113-119) for more information.

Special:You gain the Evil subtype even if you aren't evil or,

worse, are good-aligned. Effects which dam./drain one of

these ability scores have no effect on your Taint score.

Unfettered Power [Metapsionic]


Your psionics defy all limits.

Prerequisites:Spellcraft 70 ranks, Enlarge Power, Extend Power, Unbound


Power, Widen Power.

Benefit:Any non-variable numeric components of the power are quadrupled.

Using this feat increases the power point cost of the power by 12. The
power’s total cost cannot exceed your manifester level.

Unfettered Spell [Metamagic]

Your magic defies all limits.

Prerequisites:Spellcraft 70 ranks, Enlarge Spell, Extend Spell, Unbound Spell,


Widen Spell.

Benefit:Any non-variable numeric components of the spell are quadrupled.

Special:An Unbound Spell takes up a slot 6 levels higher.

Unfettered Talent [Metapsychic]

Your psychics defies all limits.

Prerequisites:Spellcraft 70 ranks, Enlarge Talent, Extend Talent, Unbound


Talent, Widen Talent.

Benefit:Any non-variable numeric components of the psychic skill are


quadrupled.

Using this feat quaduples the normal amount of strain (or +3, if the cost is
0).

Warp (Su)

Warp space to better attack/affect target (creature, etc.).

Prerequisites:Dex 40.

Benefit:You can attack/affect any/all targets you would normally be able to


attack/affect

were it not for your/their size/obstacles (inc. (your-/their-) self,


etc.)/orientation (facing,

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.

You must still, however, be possessed of sufficient Strength, if not size, to do


so. If your

Strength is insufficient for the task(s) at hand, you remain incapable of


accomplishing

said task(s). (i.e. you must have sufficient Strength to affect the target('s/s')
weight.)

Special:This ability; when combined w/ghost touch, Etheric Vision, or the


equivalent of

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.

This ability stacks with Panversal, etc.

Wellspring of the Soul (Su)

You can tap the deepest depths of your soul.

Prerequisites:Variable (see Inner Depths of the Soul (NBoF)).

Benefit:You gain Inner Depths of the Soul (x6) (NBoF).

Special:You can gain this ability 3 times. Its effects stack.

Whispersoul (Su)

Prerequisites:Sonic Immunity, Move Silently 37 Ranks.

Benefit:You can perform any action silently, as if affected by a personal


silence spell. This functions continuously and selectively, never hindering
you, should you desire to create or hear/sense sound.

Furthermore, it extends to the immediate effects of your actions as well. (i.e.


If you use fireball, your opponents don't sizzle. They just scream.)

Wise Love (Ex)


There is Wisdom in Love.

Prerequisites:Wis 40, (S./D.) Love P.(s).

Benefit:You retain your Love P.(s) even if your


Charisma isn't your highest ability score.

X-Ray Vision (Ex)

Your vision can penetrate matter.

Prerequisites:Perception 37 Ranks.

Benefit:When you concentrate, your vision can penetrate matter and


functions

as if you were in normal light, even if there is no illumination. For each round

of concentration, your vision can penetrate 3 ft. of earth, 1 ft. of stone, or 1

in. of metal; or similarly dense substances. Thinner substances are

easier to penetrate. Thicker substances, or a thin sheet

of lead, block your vision.

Special:This ability stacks with Cosmic Consciousness, etc.

New Cosmic Abilities

Abnormality [Extra Body] (Ex)


Your manifestation grows an extra body.
Prerequisites:Con 70 (Cha 70, if Con - ).
Benefit:Your gain an extra body. This functions like Multidimensional
(transcendental), exc., your extra body shares your hit points, spells
per day, etc. (i.e. anything affecting it/you affects you/it as you're
both one and the same creature, in spite of it occupying a
separate location and possessing a separate mind).
Special:You can gain this ability multiple times. It's effects stack.

Abrogate (Su)

You can negate your opponents greatest advantage.


Prerequisites:Divine Aura.

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,

cosmic, etc.). A negated ability score is reduced to 10.

Special:If you have Psychometry, you can negate any ability you choose,

regardless of its power or lack thereof.

This ability can be gained multiple times. Its effects stack.

Adamic Dragon Mastery [Su]

Even the strongest of dragons bow before you.

Prerequisites: Cha 70, Ruler of Dragonkind, Draconic Fury (4), Epic Dragon
Mastery, Control

Impure Dragons, Gem Dragon Mastery, Oriental Dragon Mastery, Planar


Dragon Mastery.

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.

Akashic Infusion (Su)

You can grant another the gift of divinity.

Prerequisites:Wis 70, Akashic [Effect] or Uncanny Lesser Akashic Mastery.

Benefit:You can reverse the flow of your Akashic [Effect] and give any/all
creature(s) affected a

commensurate portion of your quintessence. This is distributed as you see fit


amongst any/all

recipients. If any recipient(s) successfully avoid gaining said quintessence


(i.e. successfull

save(s), if a save is permitted, etc.), said experience are gained by the


nearest creature,

unless they too successfully avoid gaining said experience, etc., etc., etc.
Special:This gifting of quintessence is 1:1, rather than 10:1.

Alter Reality (Su)

You can alter reality.

Prerequisites:Cha 70, Ability to (cast/manifest) 9th level (spells/powers).

Benefit:You can (cast/manifest) any 0-9th level (spell/power), as a swift


action, at will. You 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, 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.

Special:If you have Epic (Spellcasting/Manifesting), you can (cast/manifest)


any 0-9th or Epic level (spell/power; of a Spellcraft skill check DC up to your
Spellcraft skill check modifier +20), as a swift action, at will.

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)

You have transcended type, subtype, and race.

Prerequisites:Cha 70, Apostasy.

Benefit:You can't be affected by any Type, subtype, or (bio/nonbio)logical


classification- (i.e. race, taxonomic rank,
etc.) based attacks or effects. For all intents and purposes you are beyond
Type, subtype, and (bio/nonbio)logical

classification; even if the Type, subtype, or (bio/nonbio)logical classification-


based attack or effect comes from a

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.).)

Additionally, you can bypass Type, subtype, and (bio/nonbio)logical


classification-based prerequisites.

(i.e. Bob the Lich can become Bob, The Vampire-Lich, etc.; in spite of already
being undead.)

Special:You can permit (nonaction; immediate) Type, subtype, and


(bio/nonbio)logical classification-

based attacks/effects to affect you normally.

Arch-Angeloi (Ex)

Prerequisites:Dimensional Ancestry.

Benefit:You gain Angel Traits (Second Choir).

NB:See I.H.:E.B., pg. 26 for further information.

Art of the Spheres (Su)

Your art can affect everyone in its celestial or planar locale.

Prerequisites:Int 70, Artist level 20th, Craft (any) 67 ranks.

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

beyond the confines of your art/your art's created innerverse(s).

Assimilate (Su)

Absorb aspects of opponents you consume.

Prerequisites:Con 70 (or Cha 70, if Con - ).

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

score. e.g. If you defeat an opponent...

...with more HD, your HD increase to equal its HD.

...with more Str, your Str increases to equal its Str.

You can choose any aspect you are aware of, randomly, or no aspect.

Boundless Step (Ex)

Prerequisites:Dex 70.

Your tactical positioning is now augmented by your unfeasibly high


movement speed, allowing you to effortlessly make great steps in battle.

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).

Normal:Your 5-foot step covers only 1 square of movement.

Convergent (Su)

Breach reality to attack/affect extraplanar targets (creatures, etc.).

Prerequisites:Dex 90, Wis 90, Cosmic Consciousness, Dimensional


Reach, Telelocation, Unearthly Reach, X-ray Vision, Knowledge (the

planes) 87 ranks, Perception 87 ranks, Sleight of Hand 87 ranks.

Benefit:Your reach (ranged attacks, etc.) and senses extend into any

/all other realities (dimensions, etc.) vs. any/all targets (creatures,

etc.) within range of your divine aura. (i.e. wherever said aura

would be were you in said realities.)

You can permit specific realities/portions thereof to remain unaffected.

Special:This ability stacks w/Dimensional Reach, Panversal, etc.

You can't affect other universes (multidimensional, multiplanar

realities) in which you don't currently reside w/this ability.

Cosmic Chrysalis (Ex)

Prerequisites:Con 70 (Cha 70, if Con - ), Chrysalis ability.

Benefit:Your chrysalis, if generated, gives you a deflection bonus

to your AC = 2x your*Constitution modifier (*Charisma modifier,

if Con - ). This doesn't stack w/other deflection bonuses.

Cosmic Font (Ex)

Your power comes from within.

Perquisites:Cha 70.

Benefit:Your spells, powers, psychic skills, and/or spell-like, psi-like, and/or


supernatural abilities, function normally

in/regardless of antimagic, antipsionic, dead magic, and/or null psionic


areas, effects, fields, and/or zones.

NB:This ability counters Dead Zone, Numinous, etc.

Cosmic Safeguard (Ex)

One of your cosmic abilities can never be separated from you.

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.

Prerequisites:Base Attack Bonus +70, True Strike.

Benefit:As an immediate action, you can make 1 extra attack

against any opponent who successfully hits you that round.

You gain a number of extra attacks against that opponent

equal to the number of times they hit you.

[Creature] Messiah (Su)

Prerequisites:Race, Type, or subtype; Cha 70.

Benefit:Choose one race, Type, or subtype you possess.

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

harm, nor self-harm, caused by social interaction. Mixed-race characters can


choose their mixed race (i.e. a

half-elf can choose half-elves, etc.), etc.

Special:You can gain this ability multiple times. Once per race, Type, or
subtype you possess.

NB:This ability replaces [Aligned] Messiah. Creatures w/Apostasy are


immune to Chaotic, etc. Messiah.

Divine Amplification (Ex)


Your ability is amplified.

Prerequisites:Variable.

Benefit:Your divine ability is amplified as if you've taken +1x

the number of iterations of said ability or, if it's an ability you

can only gain once, its benefits are doubled. This ability is

also applicable to equivalent or lesser abilities.

Special:You can gain this ability multiple times. Its effects

stack or apply to a new divine ability.

NB:Remember, a double double is a triple, etc.

Divine Presence (Su)

Your aura can greatly empower your allies.

Prerequisites:Cha 70, Divine Aura.

Benefit:While within your divine aura/godly realm, any/all of your allies gain

one of your divine abilities.

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

any/all allies within your divine aura/godly realm.

Erudite (Ex)

You know all spells/powers.

Prerequisites:Int 70, Divine Metafaculty, Spellcraft 67 ranks, Scribe Scroll.

Benefit:You know all spells/powers (inc. epic s/p seeds and epic s.s./p.s.)

from any/all classes, etc. you possess as spells/powers belonging to any

/all classes/prestige class you possess.; NB:See Convert Spell to Power

(Inc.) and Unearthed Arcana, Pg. 153-157 for conversion information.

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

belonging to any/all classes/prestige classes you possess.


Evolve (Su)

You can evolve living creatures.

Prerequisites:Science portfolio or Wis 70.

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.

Extra Realm (Ex)

You rule multiple realms.

Prerequisites:Cha 70, Godly Realm.

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.

It also stacks w/Cosmic Firmament, etc.

Extra Mind (Ex)

Prerequisites:Wis 70 or Abnormality [Extra Face/Head or Extra Psyche].

Benefit:You can perform an additional round's worth of actions each round.


Furthermore, when concentrating, you can concentrate on an additional
ability, etc. requiring concentration.

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.).

i.e. anything affecting one affects them all.

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.

Familiar Class Merge (Ex)

Your familiar learns all the classes you know.

Prerequisite:Cha 70, a familiar, Familiar Divine Ability

Merge, Familiar Feat Merge, Familiar Freedom.

Benefit:Your familiar can use all your classes (integrated

or nonintegrated), just as it can use your feats and skills.

Special:Your familiar can also use your items, etc.

Familiar Cosmic Ability Merge (Ex)

Your familiar learns all the cosmic abilities you know.

Prerequisite:Cha 70, A familiar, Familiar Divine

Ability Merge, Familiar Feat Merge.

Benefit:Your familiar can use all your cosmic abilities

just as it can use your feats, divine abilities,

and skills.

Five-dimensional (Ex)

You become an extradimensional creature.

Prerequisites:Non-Euclidean, Two-dimensional, and Cha 70; or Two-


dimensional and Escape Artist 67 ranks.

Benefit:You gain the "extradimensional" subtype. Creatures with the


extradimensional subtype share the following traits:

- Dimension Shift (Ex):As a free action, an extradimensional creature can


intersect part of its body (and/or anything it can carry, lift, pull, or push
(continuous, unbroken physical contact required)) with the traditional four-
dimensional Material Plane. The creature can't intersect an area already
occupied by a solid body or force effect. Doing so is an extradimensional
strike (see below).
As a move action, the creature can withdraw one intersecting body part
(and/or anything it is carrying, lifting, pulling, or pushing (continuous,
unbroken physical contact required)), provoking an attack of opportunity if in
a threatened square.

- Extraplanar (Ex):When an extradimensional creature intersects the


traditional four-dimensional Material Plane, it gains the extraplanar subtype.

- Dimension Walk (Ex):An extradimensional creature can move in any


direction relative to our four-dimensional world (even up and down) at its
normal movement speed. If wholly in the fifth dimension, such movement
occurs “above” rather than through the intervening four-dimensional space
and is invisible to any without extradimensional sight.

- Extradimensional Sight (Ex):Treat the creature’s vision as continuous


clairvoyance except that the sensor is nonmagical, moves with the creature,
and can penetrate solid objects. The creature can never be surprised and is
immune to flanking.

- Extradimensional Strike (Ex):While wholly in the fifth dimension, an


extradimensional creature can directly attack a four-dimensional target’s
internal organs. Treat this as an incorporeal touch attack with a wounding
weapon. Targets surrounded by fields of force such as those granted by
mage armor and bracers of armor are immune to this attack. If the attack
misses, a part of the extradimensional creature momentarily enters then
withdraws from a square adjacent to the defender, which provokes an attack
of opportunity.

- Unassailable (Ex):A normal creature cannot target an extradimensional


creature that is not penetrating our four-dimensional realm.

NB:References to The Fifth Dimension refer to a higher reality "above" the


traditional dimensions. This is not the same as the Nth dimension or the
higher traditional dimensions as it is "above" even the Nth dimension and the
higher traditional dimensions. This is also different from The Aethyrs
(Secrets) as the higher of The Aethyrs are parallel/above the traditional
dimensions and The Fifth Dimension. (i.e. a five-dimensional creature can
still ascend The Aethyrs in respect to The Fifth Dimension, etc. while on its
perspective dimension. Thereby making itself even more inaccessible.)

Gestalt (Ex)

You gain gestalt levels.

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

stacks w/the Greater Integration cosmic ability.

Gestalt (Ex)

You gain gestalt class(-ed/-less) levels.

Benefit:You gain gestalt class(-ed/-less) lvls (integrated, etc.) equal to your


initial (i.e. the # of c.(-ed/-less) lvls (int., etc.)

you possessed before gaining this ability) c.(-ed/-less) lvls. If you have classed
lvls and gain classless lvls, you gain all

classless features, etc. as "classed" features. (i.e. base (nonprestige) lvl


progression, etc. overlaps base classed (non-

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.

NB:*These feats typically go to your prestige paths. The remainder are


racial, etc. feats.

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-

ss system's Special Damage, Weapon Damage Multiplier, Save DCs, Kido


Saves, and Additives and Multiplier rules.

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.)

Exception:You can gain BD20C feats w/3.5/Pathfinder originals. However, you


must first acquire said 3.5/Pathfinder

originals as certain BD20C variants are more powerful and, consequently,


should cost more for the sake of balance.

NB:Regarding EPIC CHARACTERS ATTACKING MULTIPLE WEAKER


OPPONENTS, even if you are "low-level"

(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-

ry) bonuses). You Do, however, gain V.S.C.s normally.

Special:You can gain this ability multiple times. Its effects stack and it stacks
w/Greater Integration.

NB:This ability is on par w/Extra Portfolio in terms of power and utilizes


BD20C as an additive,

effectively and fluidly (or potentially) gestalting two different, but similar,
var. D20 games.

Gestalt Creature (Ex)

You gain the appearance and traits of another ceature.


Benefit:You gain the traits (i.e. abilities, etc.) of one creature of your
choosing. Said creature can't have HD/Ls or Divine

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

subsumed (i.e. overlapped.) if your specific I.C.F.s and Portfolios exceed


theirs. (i.e. an 80 HD/L Greater Deity gaining

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).

NB:"Lesser" Gestalt Creature (1/6th the power of this ability) is referred to


as "Mortal Traits", due to its common use

in acquiring Mortal traits. +36 c. (= transcendental) to use your HD/L to


determine any/all existing I.C.F.s and your

Divine Rank to determine any/all existing Portfolio abilities, for either (or
both) version(s) of this ability,

regardless of the number of iterations of 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

a different creature. Your manifestation retains any desirable traits (cosmetic


or otherwise).

Example:A marilith taking this ability can retain its extra arms/serpentine
lower body.

Great Forgery (Su)

You can create constructs.


Prerequisites:Craft portfolio or Int 70.

Benefit:You can create construct creatures who can themselves create


construct creatures.

The creation of any construct 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 create a 21 Hit Dice being will cost

10,000 QP, not merely 1,000 QP.

Special:If you possess the Craft portfolio, you can gain this ability (for free)
in lieu of your ability to create outsiders.

Great Necrosis (Su)

You can create undead.

Prerequisites:Death portfolio or Wis 70.

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.

However, remember that the transfer of quintessence is only 10% effective


thus to create a 21 Hit Dice being will cost

10,000 QP, not merely 1,000 QP.

Special:If you possess the Death portfolio, you gain this ability (for free) in
lieu of your ability to create outsiders.

Greater Portfolio Mastery (Ex)

You've strengthened your bond with your portfolio.

Prerequisite:Cha 70, Portfolio:[Any] (x1), Respective Portfolio Mastery.

Benefit:You've strengthened your bond with one of your portfolios. For

all purposes related to your portfolio benefits/weaknesses, your divine

status is considered to be four higher and your divine rank quadrupled.

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).

Greater Seal (Ex)

Prerequisites:Dex 30, Wis 70, Bluff 27 ranks, Aegic Essence,

Greater Aegic Essence, Seal, Superior Aegic Essence, Thwart.

Benefit:Your feats/divine/cosmic abilities can't be affected/taken

against your will regardless of any/all circumstances in any/all

given situations.

Special:This ability doesn't prevent loss caused by psy. (xp) or

spiritual harm (qp), or lack of prerequisites.

Greater Integration (Ex)

Your integrated class levels equal your racial Hit Dice.

Benefit:Your integrated class levels equal your racial Hit Dice.

Special:This stacks w/the Gestalt cosmic ability.

Impermeable (Ex)

You're impervious to lesser weapons.

Prerequisites:Unyielding Damage Reduction, Weapon Breaking.

Benefit:You're immune to damage from unenchanted B, P, and S

attacks; enhanced B, P, and S attacks w/an enhancement <

your divine rank; and all secondary, etc. effects thereof.

Indelible (Ex)

You're immune to lesser magic and psionics.

Prerequisites:Int 40, Learned Occult Immunity, Occult Abatement.

Benefit:You're immune to magic and psionics (inc. (Sp), (Ps), and

(Su)) of creatures, etc. of < your divine rank and all spells and

powers of a level < your divine rank.


Karmic Infusion (Su)

You can grant another the gift of experience.

Prerequisites:Wis 70, Karmic [Effect] or Uncanny Lesser Karmic Mastery.

Benefit:You can reverse the flow of your Karmic [Effect] and give any/all
creature(s) affected a

commensurate portion of your experience. This is distributed as you see fit


amongst any/all

recipients. If any recipient(s) successfully avoid gaining said experience (i.e.


successfull

save(s), if a save is permitted, etc.), said experience is gained by the nearest


creature,

unless they too successfully avoid gaining said experience, etc., etc., etc.

Special:This gifting of experience points is 1:1, rather than 10:1.

Legendary Defender (Ex)

Prerequisites:Con 70 (or Cha 70, if Con - ), natural AC = HD/L;

or Con 70 (or Cha 70, if Con - ), Carapace, Exoskeleton, Squamous.

Benefit:Your natural AC bonus is calculated as if you're 2x your HD/L.

Special:You can gain this ability multiple times. Its effects stack. The ability

score prerequisite for each subsequent iteration is increased by 35.

Legendary Durability (Ex)

Prerequisites:Con 70 (or Cha 70, if Con - ), DR = x/ - (x = HD/L);

or Con 70 (or Cha 70, if Con - ), Greater Damage Reduction, Perfect

Damage Reduction, Superior Damage Reduction.

Benefit:Your damage reduction is calculated as if you're 2x your HD/L.

Special:You can gain this ability multiple times. Its effects stack. The ability

score prerequisite for each subsequent iteration is increased by 35.


Legendary Fortitude (Ex)

Prerequisites:Con 70 (or Cha 70, if Con - ), good Fortitude save.

Benefit:Your base Fortitude save is calculated as if you're 2x your HD/L.

Special:You can gain this ability multiple times. Its effects stack. The ability

score prerequisite for each subsequent iteration is increased by 35.

Legendary Occultist (Ex)

Prerequisites:Cha 70, C/ML = HD/L.

Benefit:Your base C/ML is/are calculated as if you're 2x your HD/L.

Your ChL (Channeler Level), if any, is also increased.

Special:You can gain this ability multiple times. Its effects stack. The ability

score prerequisite for each subsequent iteration is increased by 35.

Legendary Reflexes (Ex)

Prerequisites:Dex 70, good Reflex save.

Benefit:Your base Reflex save is calculated as if you're 2x your HD/L.

Special:You can gain this ability multiple times. Its effects stack. The ability

score prerequisite for each subsequent iteration is increased by 35.

Legendary Skills (Ex)

Prerequisites:Int 70, Maven & Omnicompetent.

Benefit:Your skill ranks are calculated as if you're 2x your HD/L.

Special:You can gain this ability multiple times. Its effects stack.

The ability score prerequisite for each subsequent iteration is

increased by 35.

Legendary S/PR (Su)

Prerequisites:Cha 70, S/PR = 10 + HD/L + divine rank, if any;

or Cha 70, epic Pseudonatural Creature template.


Benefit:Your S/PR is calculated as if you're 2x your HD/L.

You also gain Turn Resistance = 2x your HD/L.

Special:You can gain this ability multiple times. Its effects stack. The ability

score prerequisite for each subsequent iteration is increased by 35.

Legendary Warrior (Ex)

Prerequisites:Str 70 (or Dex 70, if Str - ), BAB = +20 (+1/2 HD/L);

or Str 70 (or Dex 70, if Str - ), Epic Weapon Focus, Greater Weapon

Focus, Perfect Weapon Focus, and Weapon Focus.

Benefit:Your base attack bonus is calculated as if you're 2x your HD/L.

Special:You can gain this ability multiple times. Its effects stack. The ability

score prerequisite for each subsequent iteration is increased by 35.

Legendary Will (Ex)

Prerequisites:Wis 70, good Will save.

Benefit:Your base Will save is calculated as if you're 2x your HD/L.

Special:You can gain this ability multiple times. Its effects stack. The ability

score prerequisite for each subsequent iteration is increased by 35.

Arch-Devil (Archdevil) [Cosmic]

Prerequisites:Devil (Baatezu), Evil, and Lawful subtypes, HD/L:70, Arch-Devil


(Archduke),

Duke of Hell (Duke).

Special:Must either be promoted by Asmodeus himself or defeat the Arch-


Devil (Archdevil)

you wish to supplant in honorable combat or discrete and secret


assassination.

Benefit:You gain the Lord of The Nine template (T.G.o.H.:9). Convert all
Dicefreaks cosmic

/deific rules to I.H.:A. deific rules as necessary. No template-specific features


aside from
those specifically pertaining to cosmic/deific rules are altered. Immunities
from Divine

Rank 0 are retained in spite of the conversion. If you're using Pathfinder's


Mythic

rules, you gain the Archdevil (Archdevil (Baatezu)) and Mythic subtypes.

NB:Cosmic Entities = Mythic creatures and Quasi-Deities or <. Deities =


Demi-Deities or >.

Your Diabolical Adaptations can't exceed cosmic abilities (exc. as esoterics) in


power (cost

increased for all such greater powers accordingly) and all cosmic/divine
status-specific (i.e.

deific.) abilities are converted to I.H.:A. rules.

You can't affect Arch-Devils (Archdukes) w/your Diabolical Decree ability


unless Asmodeus,

The King of Hell (or the current King of Hell, if Asmodeus has been
supplanted) has given

you specific leave to do so.

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

/all abilities that enable you to see through illusion or determine


honesty/dishonesty,*fear

aura(s), etc. However, you lose two standard Diabolical Adaptations.

If you're an Elder Malefircarim (Diabolus Imperator, Nether Emperor, etc.),


you can retain all

your Malefircarim traits at no cost.

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

staggering. Use Dicefreaks/I.H.:A. amalgam rules. When in doubt, favor


I.H.:A. rules.

Exception:The King of Hell can potentially supercede your control.

NB:*In all instances, this is in add. to gaining the aura from your Lord of The
Nine template.

Special:Divine Safeguard (Arch-Devil (Archdevil)) nullifies even Asmodeus


(A.K.A.:Lucifer

/etc.),The King of Hell's attempts to strip you of your Lord of The Nine
template. Add., if you

have Apostasy + Cosmic Firmament + Eternal Freedom + Slipstream, none


(not even The

King of Hell) can supercede your control over your layer of The Nine Hells,
nor are you

"Locked Within The Gates" or hindered by Hallowed sites (automatically

unhallowing the area, if/when desired (Immediate nonaction)).

Midas Touch (Su)

Your touch can turn all to gold.

Prerequisites:Cha 70, Ersatz, Gold Body, Iron Body, Stone Body.

Benefit:Your touch can turn any target (creature, etc.) to gold (no save).

Polymorph any object or Transmute (transcendental) can restore any

such target to its original state.

Special:The cursed version of this is free, has no prerequisites, affects

any/all targets (creatures, etc.) touched (even if ordinarily immune),

and can't be controlled/influenced by the afflicted (possessor).

Mutable A./D. (Su)

Benefit:Choose 1 of following:[Aligned (any one; anarchic, etc.)], [Bane (any


one; aberration, etc.)], [Energy (any one; acid, etc.)],

[Exotic (any one; divine, etc.)], or [W.T. (any one; bludgeoning)].


Your damage functions as 50% (chosen descriptor) damage. This applies to
all attacks/defenses, physical or otherwise.

You can change your descriptor from round to round. (i.e. [Aligned
(anarchic)] during round 1, etc.)

If the exotic damage descriptor "permanent damage" is chosen, your


damage functions as 1/12th permanent damage, rather

than 50% permanent damage.

Unless desired, any/all attack('s/s')/defense('s/s') previous descriptors


remain. (i.e. fireball either retains the [Fire] descriptor

and gains your chosen descriptor or fireball loses the [Fire] descriptor and
gains your chosen descriptor.)

This doesn't count as an action.

Special:You can gain this ability multiple times. Each time an additional
descriptor can be added to your attack damage.

- Greater Mutable A./D. (Su)

Prerequisites:Mutable A./D.

Benefit:Choose one of your chosen descriptors.

Your damage functions as 100% (chosen descriptor) damage.

If the exotic damage descriptor "permanent damage" is chosen, your


damage functions as 1/6th

permanent damage, rather than 100% permanent damage.

Special:You can gain this ability multiple times. Each time an additional
descriptor is improved.

Occult Amplification (Su)

Send a spell, power, or psychic effect back with interest.

Prerequisites:S/PR 70, Automatic Meta(-magic/-psionic/-psychic) Capacity,


S/P Reflection.

Benefit:Whenever you reflect a spell/power/psychic effect (w/S/P Reflection),


you can add

your Automatic Meta(-magic/-psionic/-psychic) Capacity feats to the effect to


augment the
power of the spell/power/psychic as you see fit.

Special:While their variety of spell/power/psychic effect vs. your variety of


Automatic Meta

(-magic/-psionic/-psychic) Capacity is irrelevant, you remain restricted to


using just one

variety at a time to amplify the spell/power/psychic effect to be affected,


even if you

possess Extra Face/Head, Extra Psyche, and/or logical extensions thereof.

Pandimensional (Su)

Breach reality to attack/affect extraplanar targets (creatures, etc.).

Prerequisites:Dex 90, Wis 90, Cosmic Consciousness, Dimensional

Reach, Panversal, Telelocation, X-ray Vision, Knowledge (the planes)

87 ranks, Perception 87 ranks, Sleight of Hand 87 ranks.

Benefit:Your reach (ranged attacks, etc.) and senses extend into any/

all other realities (dimension, etc.) vs. one target (creature, etc.).

Special:This ability stacks w/Dimensional Reach, Panversal, etc.

You can't affect other universes (multidimensional, multiplanar

realities) in which you don't currently reside w/this ability.

Pantemporal (Su)

Breach time to attack/affect extratemporal targets (creatures, etc.).

Prerequisites:Dex 110, Wis 110, Cosmic Consciousness, Dimensional Reach,

Malifiecus, Pandimensional, Panversal, Postcognition, Precognition, Seventh

Sense, Sixth Sense, Slipstream, Telelocation, X-ray Vision, Knowledge (the

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.).

Special:This ability stacks w/Dimensional Reach, Pandimensional, etc.


You can't affect other universes (multidimensional, multiplanar

realities) in which you don't currently reside w/this ability.

NB:Slipstream functions normally vs. this ability.

Panversal (Su)

Bend space to attack/affect distant targets.

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

of Transversal. It applies to any/all attacks (physical, etc.), effects, etc.

Portfolio Paragon (Ex)

You gain a double portfolio.

Prerequisites:Single Portfolio (any).

Benefit:You gain the double portfolio of any of your single portfolios.

Special:You can gain this ability multiple times. Its effects stack.

Each time you gain a different double portfolio.

Portfolio Perfection (Ex)

You've mastered your portfolio.

Prerequisites:Single or Double Portfolio (any).

Benefit:You no longer suffer Portfolio/Double Portfolio weaknesses.

Special:You can gain this ability multiple times. Its effects stack.

Each time you gain this ability it applies to 1 of your Portfolios

and its second iteration (Double Portfolio), if any.

Ratification (Su)
Prerequisites:Wis 70, Alter Reality.

Benefit:You gain the Feats of all beings within your Divine Aura.

Repeating Effect (Su)

Your effects echo eternally.

Prerequisites:Cha 70, Any Uncanny [Effect] Mastery.

Benefit:Your [Effect](s) can affect target(s) normally then revisit (its/their)


effect(s) upon

them every round thereafter (no save(s), if initial save failed) until countered
by wish

(es; 1/RE), miracle(s; 1/RE), or reality revision(s; 1/RE). Limited wish(es;


1/RE) or

bend reality(s; 1/RE) delay a repeating effect for 1 round per C/ML.

Sacrosanct (Su)

You are invulnerable until you commit an act of aggression.

Prerequisites:Cha 70.

Benefit:Creatures cannot harm you (willingly or otherwise), unless of a divine


status equal to or higher than yours, until you willfully harm

them. "Harm", for these purposes, doesn't include emotional or psychological


harm, nor self-harm, caused by social interaction.

Special:This ability replaces Innocence.

Shatter The Glass Ceiling III (Ex)

Your power extends beyond your normal limits.

Prerequisites:Wis 70, Shatter The Glass Ceiling I-II.

Benefit:You can gain Transcendental abilities normally. They're

no longer considered esoteric for you. You still can't gain any

Omnific abilities. Not even as esoteric abilities.

Special:Eternals inherently have this ability. If you're still a

mortal or immortal, Transcendental abilities become


esoteric for you.

Slayer (Ex)

Prerequisites:Int 70.

Benefit:You attack as if you're +2 divine status higher for purposes of


Portfolio Trumping (see

Ascension - Portfolio Trumping, Pg. 47 for further information). This ability


stacks w/Portfolio

Trumping and enhances any attack reliant upon divine status (hero-deity,
etc.) for Portfolio

Trumping effectiveness (self-explanatory).

Superior Aegic Essence (Ex)

You gain immunity to the Divine Nullification transcendental ability.

Prerequisites:Wis 70, Aegic Essence, Greater Aegic Essence.

Benefit:You gain immunity to the Divine Nullification transcendental ability.

Superior Presence (Ex)

You've strengthened your divine aura.

Prerequisite:Cha 70, Dvine Aura, Greater Presence.

Benefit:You've strengthened your divine aura. For all purposes

related to your divine aura, your divine status is considered to

be four higher and your divine rank quadrupled.

Superior Realm (Ex)

Your godly realm is vast.

Prerequisites:Cha 70, Godly Realm (or Cosmic Firmament (template) ability,


if sidereal or higher),

Greater Realm.

Benefit:Your Godly Realm's size is calculated as if your divine status is 4 tiers


higher. If you are an
Intermediate Deity, you are the embodiment of and your Godly Realm is a
major celestial body

(supercluster, etc.) or dimension. If you are a Greater Deity, you are the
embodiment

of and your Godly Realm is a universe.

Talismanic Occultist (Su)

Channel spells, etc. through items of power.

Prerequisites:Use Magic Device 67 Ranks.

Benefit:You can channel spells, powers, psychic skills, spell-like abilities,


and/or psi-like

abilities (inc. those cast/manifested using Su abilities such as Alter Reality,


etc.), as well

as your Channel Energy ability (inc. Command Undead, etc.), through


magic/psionic/

psychic items and add the item's enhancement bonus to your HD/L, for the
purpose

of determining your caster/manifester/channeling level.

The Black Flames of Oblivion (Su)

Fire caused by your flames can never be extinguished.

Prerequisites:Wis 70, P.s Entropy (x2) and Fire (x2).

Benefit:Your fire-based abilities function normally in any/all environments


(even in airless

environments or underwater). Furthermore, your fire(s) and fire(s) caused by


your flames

(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

and spread endlessly (even if there's no more fuel, etc.).

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

a Swift action at will.

The Black Ice of Oblivion (Su)

Cold/ice created by your cold/ice can never be ended/melted.

Prerequisites:Wis 70, P.s Entropy (x2) and [Ice or Sea] (x2).

Benefit:Your cold/ice-based abilities function normally in any/all


environments (even

in fiery environments or under magma, etc.). Furthermore, your cold/ice and


cold/ice

created by your cold/ice (inc. cold/ice created by said cold/ice, etc.) can
never be

ended/melted w/o your permission. They require miracle, reality revision, or

wish to be ended/melted. Otherwise they freeze and spread endlessly

(even if there's no more liquid, etc.).

Special:This ability doesn't enable your cold/ice to freeze any target(s)


normally

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

(spatial, planar, or otherwise) as a Swift action at will.

Thelemic (Su)

Fate divorces you from reality.

Prerequisites:Perfect Damage Reduction, S/PR 70.

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.

Unearthly Reach (Su)

Bend space to attack/affect distant targets.

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

of Transversal. It applies to any/all attacks (physical, etc.), effects, etc.

Special:If you have Cosmic Consciousness, your ranged attacks (physical,

etc.), effects, etc. add the range of your senses vs. all targets

(creatures, etc.).

Yin-yang (Ex)

You can master contradictory/opposed forces/philosophies.

Prerequisites:Wis 70.

Benefit:You can gain a pair of opposed portfolios (or even gain

them twice). You do not suffer the penalties of either portfolio.

Special:You must still meet all remaining prerequisites.

You can gain this ability multiple times. Each time it applies to

a different pair of opposed portfolios.

New Transcendental Abilities

Archetypal Form (Ex)

Noone else can assume your form.

Prerequisites:Cha 130.

Benefit:Noone else can assume, mimic, etc. your form or anything


approximating
it. This renders any/all metaempiric and lesser abilities useless, if used for
such

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

manifestation, etc. (dissimilar or otherwise) normally. However, only you or

your avatars, etc. can still create accurate/similar representations of your

form or anything approximating it.

Akashic Entity (Ex)

Prerequisites:Cha 190, Existential, Quintessential, Slipstream.

Benefit:You can't be involuntarily stripped of any of your


abilities/characteristics.

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

from metaempiric abilities, physical (hp), psychological (xp), or spiritual

harm (qp); status effects; etc.

NB:From a metagaming point of view, this is a defensive measure against

involuntary character editing.

Cosmic Amplification (Ex)

Your ability is amplified.

Prerequisites:Variable.

Benefit:Your cosmic ability is amplified as if you've taken +1x

the number of iterations of said ability or, if it's an ability you

can only gain once, its benefits are doubled. This ability is
also applicable to equivalent or lesser abilities.

Special:You can gain this ability multiple times. Its effects

stack or apply to a new divine ability.

NB:Remember, a double double is a triple, etc.

Cosmic Presence (Su)

Your aura can truly empower your allies.

Prerequisites:Cha 130, Divine Aura.

Benefit:While within your divine aura/godly realm, any/all of your allies gain

one of your cosmic abilities.

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

any/all allies within your divine aura/godly realm.

Divine Ratification (Su)

Prerequisites:Cha 130, Alter Reality, Ratification.

Benefit:Your gain the Divine Abilities of all beings within your Divine Aura.

Existential (Ex)

Prerequisites:Wis 130, Uncanny Karmic Mastery.

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)

You are everywhere in your current cosmic locale at once.


Prerequisites:Cha 130, Divine Aura, Greater Aura, Perfect Aura, Superior
Aura.

Benefit:Your aura(s) (divine, etc.) extend(s) from one edge of your current
cosmic locale to

the other. Your current cosmic locale is defined as follows:

- Disciple - Elder Deity - Minor celestial body (planet, etc.) or planar layer.

- Old One - Moderate celestial body (galaxy, etc.) or plane (inc. planar
layers).

- First One or greater - Major celestial body (supercluster, etc.) or dimension


(inc. planes).

Special:If you have the Cosmic Consciousness ability, its effectiveness is


enhanced (i.e.

your senses extend into your current cosmic locale's constituent components,
if any.).

NB:This ability is not a prerequisite for the Omnipresent ability.

Familiar Transcendental Ability Merge (Ex)

Your familiar learns all the transcendental abilities you know.

Prerequisite:Cha 130, a familiar, Familiar Cosmic Ability Merge,

Familiar Divine Ability Merge, Familiar Feat Merge.

Benefit:Your familiar can use all your transcendental abilities

just as it can use your feats, divine abilities, cosmic abilities,

and skills. Your familiar need not meet their prerequisites

to use them.

Hand of Destiny (Ex)

You're the instrument of eternity.

Prerequisites:Wis 130, Alter Reality.

Benefit:You can reverse/undo any "permanent" (i.e.

requiring limited wish, etc. to fix, etc.) damage, etc.

(inc. anything made irreversible/undoable by


Hand of Doom, Oblivion, etc.).

Hand of Doom (Ex)

You're the instrument of finality.

Prerequisites:Uncanny Annihilating Mastery.

Benefit:Any "permanent" (i.e. requiring limited

wish, etc. to fix, etc.) damage, etc. you inflict

can't be reversed or undone.

Nehaschimic Dragon Mastery (Su)

Even the strongest of dragons bow before you.

Prerequisites: Cha 130, Adamic Dragon Mastery, Ruler of Dragonkind,


Draconic Fury (4), Epic Dragon Mastery,

Control Impure Dragons, Gem Dragon Mastery, Oriental Dragon Mastery,


Planar Dragon Mastery.

Benefit: You can control, detect, and use the breath weapons of nehaschimic
dragons as well as all

nonnehaschimic, etc. true, epic/neotic, and adamic dragons as well as


creatures with the

dragonblood subtype.

Neutronium Body (Ex)

Your body turns into ultra-dense neutronium, the raw material of neutron
stars.

Prerequisites:Construct or elemental traits, Iron Body, Orichalcum Body,


Platinum Body, Stone Body.

Benefit:Your body becomes pure neutronium, giving you a density of


3.23e14 grams per cubic centimeter and multiplying your mass by x3.23e14
(assuming you were originally composed of flesh and bone). This increases
your Strength score by 482, giving you 32 or 33 additional virtual size
categories depending on your original Strength score. (See pages 5-6 of the
Immortals Handbook:Epic Bestiary Volume One for details on virtual size
categories.) You also add damage reduction 1500/— 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 transcendental ability overlaps with Iron Body, Orichalcum Body,


Platinum Body, and Stone Body, it doesn't stack.

Omega Power [Metapsionic] (Su)

Your psionics are absolute.

Prerequisites:Spellcraft 260 ranks, 48 Metapsionic Feats.

Benefit:The effects of the power are permanent and cannot be undone by


any means.

i.e. a target slain by an Omega Decerebrate cannot be returned to life by any

means.

Special:Using this ability increases the power point cost of the power by 64.

The power’s total cost cannot exceed your manifester level.

Omega Spell [Metamagic] (Su)

Your magic is absolute.

Prerequisites:Spellcraft 260 ranks, 48 Metamagic Feats.

Benefit:The effects of the spell are permanent and cannot be undone by any
means.

i.e. a target slain by an Omega Finger of Death cannot be returned to life by


any

means.

Special:A spell modified by Omega Spell occupies a slot 32 levels higher.

Omega Talent [Metapsychic] (Su)

Your psychic skills are absolute.

Prerequisites:Spellcraft 260 ranks, 48 Metapsychic Feats.


Benefit:The effects of the spell are permanent and cannot be undone by any
means.

i.e. a target slain by an Omega Finger of Death cannot be returned to life by


any

means.

Special:Using this ability septendecuple (17•) the normal amount of strain


(or +16,

if the cost is 0).

Orichalcum Body (Ex)

Your body turns into dense orichalcum, the raw material of white dwarf stars.

Prerequisites:Construct or elemental traits, Iron Body, Platinum Body, Stone


Body.

Benefit:Your body becomes pure orichalcum, giving you a density of 9.64e6


grams per cubic centimeter and multiplying your mass by x9.64e6 (assuming
you were originally composed of flesh and bone). This increases your
Strength score by 232, giving you 15 or 16 additional virtual size categories
depending on your original Strength score. (See pages 5-6 of the Immortals
Handbook:Epic Bestiary Volume One for details on virtual size categories.)
You also add damage reduction 100/— 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 transcendental ability overlaps with Iron Body, Platinum Body,


and Stone Body, it doesn't stack.

Perfect Realm (Ex)

Your godly realm is vast.

Prerequisites:Cha 130, Godly Realm (or Cosmic Firmament (template) ability,


if sidereal or higher),

Greater Realm, Superior Realm.

Benefit:Your Godly Realm's size is calculated as if your divine status is 6 tiers


higher. If you are an
Demi-deity, you are the embodiment of and your Godly Realm is a major
celestial body

(supercluster, etc.) or dimension. If you are a Lesser Deity, you are the

embodiment of and your Godly Realm is a universe.

Quintessential (Ex)

Prerequisites:Wis 130, Uncanny Siphoning Mastery.

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)

You can erase foes from ever having existed.

Prerequisites:Astro [Effect] or Death Portfolio.

Benefit:If/when desired (Immediate nonaction), targets (creatures, etc.)

you kill/destroy/erase from reality are treated as if never having existed.

Resolve retcon as follows:

- Offspring, descendants:Fully affected.

- Raised, etc. by the character:50% chance of affecting.

- Allies of the character.:25% chance of affecting.

Shatter The Glass Ceiling IV (Ex)

Your power extends beyond your normal limits.

Prerequisites:Wis 130, Shatter The Glass Ceiling I-III.

Benefit:You can gain Omnific abilities normally. They're no

longer considered esoteric for you. You still can't gain any

Metaempiric abilities. Not even as esoteric abilities.


Special:Supernals inherently have this ability. If you're still

a mortal, immortal, or sidereal, Omnific abilities become

esoteric for you.

Superliminal (Ex)

Prerequisites:Dex 190, Elusion, Superluminal.

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

barriers (physical, spatial, etc.), enabling you to attack/affect any/all targets


(creatures,

etc.) normally (regardless any/all of the aforementioned between yourself


and it/them;

inc. armor/shield, deflection, and force (barriers, bonuses, etc.)) and evade
any/all

forms of attack (physical, etc.) (Ref save (DC = opponent's HD/L)).

Special:You can still move at Superluminal and lesser speeds, if desired.

Transcendental Safeguard (Ex)

One of your transcendental abilities can never be separated from you.

Benefit:Upon taking this transcendental ability, choose one transcendental


ability you possess. This choice cannot be changed. Your chosen
transcendental 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 cosmic ability). It still functions normally under any of these
conditions. Transcendental Safeguard itself cannot be affected by any of
these conditions as well.

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

Cosmic Ratification (Su)

Prerequisites:Cha 250, Alter Reality, Ratification, Divine Ratification.

Benefit:Your gain the Cosmic Abilities of all beings within your Divine Aura.

Omnific Safeguard (Ex)

One of your omnific abilities can never be separated from you.

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.

New Warlock Stuff

Gramarye [Epic] (Su)

Your baleful power is magnified by your tremendous will.

Prerequisites:Int 25, Witchfire 10d6.

Benefit:All manifestations of your witchfire now deal d8 damage.

Normal:Your witchfire deals d6 damage.

Witchfire Empowerment [Epic] (Su)

Your witchfire is surpassingly potent.

Prerequisites:Int 25, Witchfire 10d6, Empowered Spell-Like Ability.

Benefit:All of your witchfire attacks are treated as Empowered as if

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.

Every 7th time this ability is taken it becomes an ability of the

next highest tier (Feat to Divine Ability, etc.).

Tellurian Witchfire [Divine] (Su)

Your witchfire is beyond the ken of magic.

Prerequisites:Int 40, Eldritch Blast 20d6, Knowledge

(Arcana) 40 ranks.

Benefit:Your witchfire ignores Spell Resistance.

Normal: Your witchfire is subject to Spell Resistance.

Witchfire Font [Divine] (Su)

Your flow of witchfire is endless.

Prerequisites:Int 40, Base Attack +25, Witchfire 20d6.

Benefit:You can use witchfire an unlimited number of times per day.

Normal:You can only use witchfire a number of times per day equal

to your class level plus your Intelligence modifier.

Witchfire Fusillade [Divine] (Su)

You unfetter a veritable storm of malevolent eruptions.

Prerequisites:Int 40, Base Attack +25, Witchfire 20d6.

Benefit:As a Standard Action, you can make a number of witchfire

attacks equal to your number of Iterative Attacks

Normal:You can only make one witchfire attack per round.

Witchfyre [Divine] (Su)

The black flame of your spirit grants your terrifying power

Prerequisites:Int 40, Witchfire 20d6, Spellcraft 40 ranks.

Benefit:Your witchfire damage is equal to your HD/L.


Normal:Your witchfire damage is equal to ½ your HD/L.

Dreadfyre [Cosmic] (Su)

Your demoniac soul imparts horrendous power to you.

Prerequisites:Int 70, Witchfire 40d6, Witchfyre, Spellcraft 80 ranks.

Benefit:Your witchfire damage is equal to twice your HD/L.

Normal:Your witchfire damage is equal to ½ your HD/L.

Astral Blast [Cosmic] (Su)

Your witchfire is a harrowing force of annihilation.

Prerequisites:Int 70, Witchfire 40d6, Tellurian Witchfire, Knowledge (Arcana)


80 ranks.

Benefit:Your witchfire deals Divine Damage, thereby ignoring an opponent’s


Critical Hit Immunity.

Normal:Your witchfire is subject to Critical Hit Immunity.

Eldritch Empowerment [Epic]

Your Eldritch Blasts are surpassingly potent

Prerequisites: Eldritch Blast 10d6, Cha 25, Empowered Spell-Like Ability

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]

Your baleful power is magnified by your tremendous will

Prerequisites: Eldritch Blast 10d6, Cha 25

Benefit: All manifestations of your Eldritch Blast attack now deal d8 damage

Normal: Your Eldritch Blast deals d6 damage

Divine Gramarye [Divine]

Your benighted evocations are empowered by your divine potency

Prerequisites: Eldritch Blast 20d6, Cha 40, Gramarye

Benefit: All manifestations of your Eldritch Blast attack now deal d12 damage

Normal: Your Eldritch Blast deals d6 damage

Special: This ability overlaps (does not stack) with Gramarye

Eldritch Fusillade [Divine]

You unfetter a veritable storm of malevolent eruptions

Prerequisites: Base Attack +25, Eldritch Blast 20d6, Cha 40

Benefit: As a Standard Action, you can make a number of Eldritch Blast


attacks equal to your number of Iterative Attacks

Normal: You can only make Eldritch Blast attack per round

Metablast [Divine]

The effects of your Eldritch Blasts are myriad


Prerequisites: Cha 40, Eldritch Blast 20d6, 10 Blast Shape or Eldritch
Essences Known

Benefit: You may apply a number of Eldritch Essences or Blast Shape


Invocations to your Eldritch Blast equal to your Charisma Modifier. In lieu of
either, you may double either the Range or the Area of your Eldritch Blast for
each point of Charisma Bonus unused by either

Normal: You may only apply one Eldritch Essence or Blast Shape to an
Eldritch Blast at a time

Tellurian Blast [Divine]

Your Eldritch Blast is beyond the ken of magic

Prerequisites: Cha 40, Eldritch Blast 20d6, Knowledge (Arcana) 43 Ranks

Benefit:Your Eldritch Blast ignores Spell Resistance

Normal: Your Eldritch Blast is subject to Spell Resistance

Witchfyre [Divine]

The black flame of your spirit grants your terrifying power

Prerequisites: Eldritch Blast 20d6, Cha 40, Spellcraft 43 Ranks

Benefit: Your Eldritch Blast damage is equal to your HD

Normal: Your Eldritch Blast damage is equal to ½ your HD

Cosmic Gramarye [Cosmic]

Your stygian thaumaturgies draw power from the dimensions themselves

Prerequisites: Eldritch Blast 40d6, Cha 70, Divine Gramarye, Gramarye


Benefit: All manifestations of your Eldritch Blast attack now deal d20 damage

Normal: Your Eldritch Blast deals d6 damage

Special: This ability overlaps (does not stack) with Gramarye and/or Divine
Gramarye

Dreadfyre [Cosmic]

Your demoniac soul imparts horrendous power to you

Prerequisites: Eldritch Blast 40d6, Cha 70, Spellcraft 83 Ranks, Witchfyre

Benefit: Your Eldritch Blast damage is equal to twice your HD

Normal: Your Eldritch Blast damage is equal to ½ your HD

Astral Blast [Cosmic]

Your Eldritch Blast is a harrowing force of annihilation

Prerequisites: Cha 70, Eldritch Blast 40d6, Knowledge (Arcana) 83 Ranks,


Tellurian Blast

Benefit: Your Eldritch Blast deals Divine Damage, thereby ignoring an


opponent’s Critical Hit Immunity

Normal: Your Eldritch Blast is subject to Critical Hit Immunity

Transcendental Gramarye [Transcendental]

Your malefic conjurations are intensified by your universal power

Prerequisites: Eldritch Blast 80d6, Cha 130, Cosmic Gramarye, Divine


Gramarye, Gramarye
Benefit: All manifestations of your Eldritch Blast attack now deal d100
damage

Normal: Your Eldritch Blast deals d6 damage

Special: This ability overlaps (does not stack) with Gramarye, Divine
Gramarye, and/or Cosmic Gramarye

Ebonfyre [Transcendental]

Your unhallowed essence bestows upon you a dreadful, life-shattering


puissance

Prerequisites: Eldritch Blast 80d6, Cha 130, Spellcraft 163 Ranks, Ebonfyre,
Witchfyre

Benefit: Your Eldritch Blast damage is equal to four times your HD

Normal: Your Eldritch Blast damage is equal to ½ your HD

Oblivion Blast [Transcendental]

Your Eldritch Blast is the scourge of all things

Prerequisites: Eldritch Blast 80d6, Cha 130, Spellcraft 163 Ranks, Astral
Blast, Tellurian Blast, Uncanny Annihilating Mastery

Benefit: Your Eldritch Blast deals Permanent Damage

Normal: Your Eldritch Blast damage is equal to ½ your HD

New Weapons

Spiked Chain-whip [Exotic]

Statistics:2d4; x2; 15 lb.; B, P, and S.


Benefit:It deals lethal damage, even to creatures with armor bonuses. If you
are proficient with whips, you can use a spiked chain-whip as a whip.

Weapon Feature(s): Performance (plus disarm, reach, and trip, if you are
proficient with whip).

Bloodrazor [Exotic]

Statistics:2d8; 18-20/x2; 126.5 lb.; P or S or B, P, and S; deadly.

Benefit:By activating a special mechanism on the weapon, you can switch


between a heavy (+2 damage categories), reinforced (x2 hardness), Medium
(6 ft. (4 ft. 4 in. blade (x2 width and x2 thickness); 1 ft. 8 in. handle (x1.5
width and x1.5 thickness))) katana and a heavy (+2 damage categories),
reinforced (x2 hardness), Medium (15 ft.) spiked chain-whip [whip] form as a
move action.

Bloodrazors are a variety of whipsword. If you are proficient in katana


[bastard sword] or spiked chain-whip [whip], you can use the bloodrazor
proficiently when it is in the appropriate form and take Whipsword Shift w/o
proficiency in longsword. Regardless of what form the weapon is

in, it deals damage as a heavy (+2 damage categories), reinforced (x2


hardness), Medium (6 ft.(4 ft. 4 in. blade; 1 ft. 8 in. handle)) katana.

By activating a series of special mechanisms on the weapon, you can


replicate Whirlwind Attack (15 ft. r.; affects all in range (creatures (friend(s),
foe(s), etc.) and objects (unattended only)).), Storm of Throws (16-30 ft. r.;
affects all in range (creatures (friend(s), foe(s),

etc.) and objects (unattended only); up to 18 targets).), Piercing Shot (31-


70 ft. (8 sq.); affects all in range (creatures (friend(s),

foe(s), etc.) and objects (unattended only)).), and Impaling Shot (31-75 ft.;
final 1-18 targets only.) as a full round action.

This disassembles the bloodrazor.

A Perception check (DC 10) is required to find each component of the


weapon and a Craft (weaponsmithing) check (DC 20) is required for
reassembly.

NB:As a bloodrazor possesses 18 blades, bloodrazor wielders are loath to use


this feature w/o the "returning" weapon special quality.

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.

Eclectic Defense to use a bloodrazor as a large steel shield.

Exotic Weapon Proficiency (katana [bastard sword]) to wield 1-handed.

Wield Oversized Weapon to wield an even larger bloodrazor.

New Special Materials

Nullium [Material]

Description:Nullium is a jet-black, metal alloy comprised of neutronium and


pure entropy.

Properties:Treat as neutronium, except nullifies all powers, spells, psychic


skills, psi-like abilities, spell-like abilities, and supernatural

abilities of creatures/objects in physical (or spiritual, if incorporeal) contact


(treat as null magic zone, rather than antimagic or dead

magic zone; renders Cosmic Font (cosmic) useless); massless (weapons still
inflict improved damage and armor or shields still

bestow improved armor and shield bonus due to nullium's entropic


properties); and self-repairing (treat as FH:1000/R).

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

enhanced or purchased (NB:Myzari (a race of deicidal, psionic (nonmagical),


spacefaring (PL10), LE drow) use nullium nanotech

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

Ez'ki'l's Skeletal Extraction

Necromancy [Evil]

Level:Clr 9, Sor/Wiz 9

Components:V, S, M

Casting Time:1 standard action

Range:Close (25 ft. + 5 ft./2 levels)

Target:One living creature

Duration:Instantaneous

Saving Throw:Fortitude partial

Spell Resistance:Yes

As finger of death, except, if the target creature is slain, its skeleton is


animated (skeleton

creature (B.o.V.D.)) and forcibly tears itself from the target creature's flesh
as a free action.

Material Component:You must swallow a black onyx gem worth at least 25 gp


per Hit Die

of the target creature. The magic of the spell turns this gem into a worthless
burned out

shell.

Ez'ki'l's True Revive Undead


Necromancy [Evil]

Level:Sor/Wiz 9

Components V, S, M

Casting Time:10 minutes

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

destroyed, provided that you unambiguously identify the deceased

in some fashion (reciting the deceased's place and time of birth or

death is the most common method).

Upon completion of the spell, the creature is immediately restored

to full hit points, vigor, and health, with no negative levels (or Cha

loss) and all of the prepared spells it possessed when it died.

You can revive someone killed by a disruption effect or someone

who has been turned into a living creature and then destroyed.

Material Component:A black pearl worth at least 25,000 gp.

New Epic Spell

Ez'ki'l’s Fragmented Phylactery

Transmutation

Spellcraft DC:335

Components:None

Casting Time:1 standard action.

Range:Touch
Target:One or more objects, including the caster’s phylactery.

Duration:Instantaneous.

Saving Throw:None

Spell Resistance:No

To Develop:3,015,000 gp; 61 days; 120,600 XP. Seeds:Transform (DC 21),


ward (DC 14).

Mitigating Factors:Quickened spell (+28), no components (+4),


instantaneous (x5).

As Aumvor's fragmented phylactery, except each and every "phylactery


fragment" is considered

to be and functions in all ways as a true phylactery in its own right and
remains so even if the

original/other subsequent iterations thereof are destroyed, dispelled, etc.

If cast by a demilich, etc. upon any of its soul gems (or equivalent
(phylacteric ribs, etc.)), each

and every "phylactery fragment" produced therefrom is considered to be and


functions in all

ways as a true soul gem (or equivalent (phylacteric ribs, etc.)) in its own
right and remains

so even if the original/other subsequent iterations thereof are destroyed,


dispelled, etc.

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

soul gem(s) (or equivalent (phylacteric ribs, etc.)) regardless of any/all


barriers (be they

chronal, etc.).

Rain of Chaos (Conjuration [Summoning])


Spellcraft DC: 115

Components: V, S, XP, Backlash, Demon

Casting Time: 1 round

Range: 150 ft.

Effect: Three summoned Infernals

Duration: 60 rounds

Saving Throw: Will negates (see text)

Spell Resistance: Yes (see text)

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.

Shard of Oblivion (Transmutation)

Spellcraft DC: 115

Components: V, S, XP, Backlash, Demon

Casting Time: 1 standard action

Range: 12,000 ft.

Area: 100 ft. radius burst

Duration: Instantaneous
Saving Throw: Fortitude half

Spell Resistance: Yes

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.

True Finger of Death (Necromancy, Transmutation)

Spellcraft DC: 115

Components: S

Casting Time: 1 free (or swift) action

Range: 300 ft.

Target: One creature, or 10 sq. ft. of solid matter

Duration: Instantaneous

Saving Throw: Fortitude partial (see text)

Spell Resistance: Yes

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.

Scorch the Sky (Evocation [fire])

Spellcraft DC: 115

Components: V, S

Casting Time: 1 minute

Range: 0 ft.

Area: 10-mile radius emanation

Duration: 300 hours

Saving Throw: Reflex negates (see text)

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).

This devastating spell creates a raging thunderstorm, formed of clouds that


glow an angry red. These clouds pour down fire instead of raindrops, dealing
1d4 fire damage to everything within ten miles of the caster each round. A
successful Reflex save negates the damage, but must be repeated every
round a creature remains within the unnatural storm. The storm is
stationary, and persists even if the caster leaves.

New Weapon Special Abilities

Everdread:A weapon with this ability functions as a dread weapon against all
creature types.

Overwhelming conjuration; CL 75th; Craft Epic Arms and Armor, summon


monster IX; Price +25 bonus.
Everfull:A weapon with this ability replenishes/replicates its own ammunition
(enchanted or otherwise). This consists of the most recent ammunition
(enchanted or otherwise) utilized. Ammunition is replenished/replicated after
missing or striking its target (or targets). Ammunition disintegrates after
missing or striking its target (or targets).

CL 17th; Craft Magic Arms and Armor, wish; Price:+4 bonus.

Lashing:This property triples the reach of a melee weapon.

CL 13th; Craft Magic Arms and Armor, limited wish; Price:+3 bonus.

Lesser Dark Nexus:This weapon is a minor gateway to the Negative Energy


Plane. It deal an additional 25d6 negative energy damage to any creature
struck by one of their blows, even if the creature is normally unharmed by
negative energy (e.g. constructs, undead, etc). Creatures normally
vulnerable to negative energy (e.g. living creatures, deathless, etc.) suffer
double this amount of damage.

Overwhelming conjuration and universal; CL 54th; Craft Epic Arms &


Armor, gate, wish; Price:+18 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

+6 bonus = Divine Ability

+36 bonus = Cosmic Ability

+216 bonus = Transcendental Ability

+1200 bonus = Omnific Ability

Weapons, etc.

Pricing for divine abilities on items with the price formula [Bonus^2 × 20,000
gp]:

+1 bonus = Feat

+4 bonus = Divine Ability

+25 bonus = Cosmic Ability

+154 bonus = Transcendental Ability

+857 bonus = Omnific Ability

New Metamagic Feats, etc.

Annihilating Spell [Epic] [Metamagic]

Your magic obliterates those it strikes.

Prerequisites:6 Metamagic Feats, Spellcraft 43 ranks

Benefit:Any damage dealt by the spell is considered Permanent Damage.

Special:A spell modified by Annihilating Spell occupies a slot 6 levels higher.

Cataclysmic Spell [Epic] [Metamagic]

Your magic strikes with all elemental fury.

Prerequisites:Spellcraft 38 ranks, Energy Admixture (Acid, Cold, Electricity,


Fire), Energy Substitution (Acid, Cold, Electricity, Fire)
Benefit:Any spell that deals elemental damage deals damage of all four
elements instead. i.e. a Cataclysmic Fireball would deal 10d6 points of Acid,
Cold, Electricity, and Fire damage.

Special:A spell modified by Cataclysmic Spell occupies a slot 5 levels higher.

Theurgic Spell [Epic] [Metamagic]

Your magic is infused with divine power.

Prerequisites:6 Metamagic Feats, Spellcraft 43 ranks

Benefit:Any damage dealt by the spell is considered Divine Damage.

Special:A spell modified by Theurgic Spell occupies a slot 6 levels higher.

Quintessential Spell [Divine] [Metamagic]

Your spells are especially effective against Immortals.

Prerequisites:Theurgic Spell, Spellcraft 78 ranks

Benefit:For every 4 points of Divine Bonus possessed by the spell’s target,


the all numeric components of the spell double. i.e. a Quintessential Fireball
cast at a Greater Deity would deal 40d6 damage.

Special:A Quintessential Spell takes up a slot 5 levels higher than normal.

Resonating Spell [Divine] [Metamagic]

Your magic resounds through all that you perceive.

Prerequisites:12 Metamagic Feats, Spellcraft 73 ranks

Benefit:The spell effects every creature within the caster’s Divine Aura.

Special:A spell modified by Resonating Spell occupies a slot 7 levels higher.

Special:If the caster doesn't possess a Divine Aura, the spell effects
everything within 100 ft. + 10 ft. per Caster Level.

Supreme Metamagic [Divine] [Metamagic]

Your mastery of your art is unequalled.

Prerequisites:12 Metamagic Feats, Spellcraft 68 ranks


Benefit:Choose a specific Metamagic feat that you possess that modifies a
spell’s numerical component in some way. Its effect is doubled. i.e. an
Empowered Fireball cast by a wizard with this ability would deal 20d6 instead
of 15d6 for a +2 spell-level adjustment.

Special:This ability may be taken multiple times, each for a different


Metamagic feat. It doesn't stack with itself.

Telluric Spell [Divine] [Metamagic]

Your magic intensifies with each use.

Prerequisites:12 Metamagic Feats, Spellcraft 83 ranks

Benefit:The spell’s effect is doubled each time it is cast against the same
target.

Special:A spell modified by Telluric Spell occupies a slot 8 levels higher.

Special:This feat uses Double-Double=Quadruple rather than Double-


Double=Triple multiplication.

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.

Transient Spell [Divine] [Metamagic]

Your magic warps space and time.

Prerequisites:12 Metamagic Feats, Spellcraft 83 ranks

Benefit:The spell strikes three times simultaneously, once in the present,


once in the immediate past, and once in the immediate future.

Special:A spell modified by Transient Spell occupies a slot 9 levels higher.

Devastating Spell [Cosmic] [Metamagic]

Your spells are catastrophically powerful.

Prerequisites:Dolorous Spell, Spellcraft 123 ranks

Benefit:Any variable numeric component of the spell is increased from its


original die-size to d100s.
Special:A Devastating Spell takes up a slot 12 levels higher

Immediate Spell [Cosmic] [Metamagic]

Your spell is cast faster than thought.

Prerequisites:Quicken Spell, Spellcraft 148 ranks

Benefit:The spell is cast as an Immediate Action, allowing it to be used on


another character’s turn.

Special:An Immediate Spell takes up a slot 10 levels higher.

Ultimate Metamagic [Cosmic] [Metamagic]

Your mastery of your art is beyond teckoning.

Prerequisites:24 Metamagic Feats, Spellcraft 143 ranks

Benefit:Choose a specific Metamagic feat that you possess that modifies a


spell’s numerical component in some way. Its effect is quadrupled. i.e. an
Empowered Fireball cast by a wizard with this ability would deal 30d6 instead
of 15d6 for a +2 spell-level adjustment.

Special:This ability may be taken multiple times, each for a different


Metamagic feat. It doesn't stack with itself.

Ultima Spell [Cosmic] [Metamagic]

Your magic knows no limits.

Prerequisites:24 Metamagic Feats, Spellcraft 183 ranks

Benefit:The spell recasts itself for a number of rounds equal to the caster’s
Caster Level.

Special:A spell modified by Ultima Spell occupies a slot 18 levels higher.

Untrammeled Spell [Cosmic] [Metamagic]

Your magic is unsurpassable.

Prerequisites:Unfettered Spell, Spellcraft 133 ranks

Benefit:Any non-variable numeric components of the spell are octupled. i.e.


A Tenser’s Transformation spell affected by this feat would provide +32 to
Strength, Dexterity, and Constitution, +40 to Natural Armor, a +40
Competence Bonus on Fortitude Saves, and last for 8 rounds/Caster Level.

Special:An Unbound Spell takes up a slot 12 levels higher.

Doomsday Spell [Transcendental] [Metamagic]

Your spells are impossibly powerful.

Prerequisites:Devastating Spell, Spellcraft 243 ranks

Benefit:Any variable numeric component of the spell is increased from its


original die-size to d1000s.

Special:A Doomsday Spell takes up a slot 24 levels higher

Unreal Spell [Transcendental] [Metamagic]

Your magic is irresistible.

Prerequisites:64 Metamagic Feats, Spellcraft 343 ranks

Benefit:The spell allows no Spell Resistance, no Saving Throw, and ignores


any resistance or immunity.

Special:An Unreal Spell takes up a slot 48 levels higher.

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