Obly99
Hero
Good day sir, today I bring you something juicy. Tiamat from D&D has always disappointed me very much: a five-headed dragon goddess is certainly cool certainly, but her background has always left me quite disappointed. She is literally bad because she is bad. Because yes. Flat. I saw Fate/Grand Order - Absolute Demonic Front: Babylonia. Tiamat is an amazing thing. And today I bring it to you.
For the my creation i use the Alternate Size Penalties to Attack and AC past Titanic of Beefermatic (Alternate Size Penalties to Attack and AC past Titanic) and Immortals Metamagic of Belzamus (Immortals Metamagic). The Life portfolio and the Creator class are my homebrews and i will post them below.
Manifestation of Tiamat
Old One of life and sea (Divine Rank 32)
Beyond Alignment Macro-Diminutive Outsider (aquatic, dragon, extraplanar)
Init +145 (Always First); Senses blindsense, cosmic consciousness (plane), darkvision, dragon sense, true seeing; Perception +286
Aura divine (DC 176, 18.080 ft. radius)
AC 518, touch 212, flat-footed 454 (+32 competence, +34 deflection, +32 Dex, +32 dodge, +32 divine, +32 luck, +32 insight, +306 natural, -24 size)
hp 453.600 (216d100+54.000) x6 regeneration 618 (fire, acid)
Fort +711, Ref +491, Will +492; +10 against poison 217
Defensive Abilities anarchic messiah, aquatic messiah, balance messiah, cosmic firmament, cosmic string (1d10 rounds), life messiah, sixth sense (cannot be caught flat-footed except by opponents who are four levels or more higher); DR 80/—; Immune An old one is unaffected by any magical or natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. They can still be affected by artifacts (epic magic items) and epic spells; acid, aligned effect, fire, paralysis, sleep, transmutation; Resistance all elements 20; SR 258, any spell which fails to penetrate Tiamat spell resistance is reflected back upon the caster
Weakness fire, lawful
Speed 4140 ft., burrow 2070 (ground with maximum hardness of 66), swim 4140 ft., fly 12.420 ft. (perfect)
Melee 2 slam touch +618 (40d10+73 plus strike [anarchic, sea or withering]/16-20x5)
Space 685 ft.; Reach 1020 (divine aura with Unearthly Reach) ft.
Special Attacks Alter reality, destruct life (living creature within 1.080 ft. Will DC 279 or be destroyed, 864 damage if successful), mythic surge 32/day (+20d6), uncanny anarchic mastery, uncanny cold mastery, uncanny withering (Cos.) mastery
Spell-Like Abilities (CL 248th, concentration +314)
At will—acid fogS , animate objectsC, bear’s enduranceL, chaos hammer (DC 177)C, cloak of chaosC, cone of cold (DC 178)S, control waterS , cure critical woundsL, cure critical wounds (mass)L, cure light woundsL, cure serious woundsL, dispel lawC, elemental swarm (water elementals only)S, fog cloudS , healL, horrid wilting (DC 181)S, ice stormS , magic circle against lawC, obscuring mistS , protection from lawC, raise deadL, resurrectionL, shatter (DC 175)C, summon monster IX (chaotic creatures only)C, true resurrectionL, water breathingS, word of chaos (DC 180)C
C Chaos Portfolio; L Life Portfolio; S Sea Portfolio
Str 157, Dex 74, Con 510, Int 77, Wis 76, Cha 78
Base Atk +216; CMB +385 (+389 for sunder); CMD 579 (583 vs. sunder)
Skills Omnicompetent - All skills 248 + ability modifier
Feats Alertness, Combat Reflexes, Dodge, Great Fortitude, Greater Sunder, Greater Vital Strike, Greater Weapon Focus (slam), Greater Weapon Specialization (slam), Improved Critical (slam), Improved Initiative, Improved Natural Attack (slam), Improved Sunder, Improved Vital Strike, Mobility, Muscle Reaction, Run, Power Attack, Seize the Opportunity, Spring Attack, Superior Initiative, Vital Strike, Weapon Focus (slam), Weapon Specialization (slam), Whirlwind Attack
Epic Feats Blinding Speed, Cats Fall, Double Standards, Epic Weapon Specialization (slam), Ether Goer, Etheric Double, Etheric Vision, Greater Critical (slam), Greater Critical Multiplier (slam), Greater Sunder, Improved Combat Reflex, Improved Critical Multiplier (slam), Improved Dodge, Improved Power Attack, Incorruptible Body, Light Eradication, Malifiecus, Mathesis, Metamagic Freedom, Phrenology, Plastic Soul, Pre-Emptive Strike, Prehensile Hair, Second Strike, Shadow Strike, Sixth Sense, Sky Walker, Subtle Body, Superior Sunder, Tenacious Body, Timely Dodge, Underwalker
Metamagic Feat Automatic Metamagic Capacity x30, Empower Spell, Enlarge Spell, Extend Spell, Greater Intensified Spell [E] (+4, removes the maximum cap), Heightened Spell, Intensified Spell, Maximized Spell, Widen Spell, Unbound Spell [E]
Languages Abyssal, Aklo, Aquan, Celestial, Draconic, Infernal, Old Tongue, other 243 (GM’s discretion);
SQ chaos portfolio traits (Old One), cosmic might, divine traits (Old One), double life portfolio traits (Old One), integrate class feature (apotheosis, create minion, destruct life, detonate creation, enhance creation, major creation, master crafter, mental link, minor creation, recall to creation, regeneration, summon creation, true crafter), massive, sea portfolio traits (Old One), integrated class feature (creator), mythic virtual size category +5;
Environment: Elemental Plane of Water (binded in the fabric of reality)
Organization: Unique
Treasure: Noone.
Tiamat has given up her four Artifact slots to gain quintuple the allotted Divine Abilities.
Divine Abilities
• Acid Immunity (Ex): Immune to acid
• Adjuration (Su): Summon up to 432 hit die of creatures per day (no single creature can have CR higher than 140)
• Amaranthine Mind (Ex): Cos as circumstance to attack rolls
• Amaranthine Soul (Ex): Cos as circumstance to saving throw
• Carapace (Ex): Natural Armor bonus equal to your hit die
• Dire Spell (Metamagic): Any variable numeric component of the spell has its die-size increased by two categories to a maximum of d12s. Level +4
• Dolorous Spell (Metamagic): Any variable numeric component of the spell is increased from its original die-size to d20s. Level +6
• Enlarge Aura (Su): Aura is doubled
• Eternal Freedom (Su): You are immune to the following effects, spells and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis and web. You are also treated as if under the effects of a freedom of movement spell.
• Fire Immunity (Ex): Immune to fire
• Goetic Blood (Su): Each time you are injured summoned monsters grow from your wounds. The severity of the wound determines the power of the monster(s) summoned. Every ten points of damage (rounded down) equates to one spell level of the summon monster spell. Injuries of less than 10 hit points damage do not summon any monsters. Injuries greater than 100 damage transcend summon monster IX. In such cases you can summon a monster with a Challenge Rating equal to the spell level x1.33. Regardless of the amount of damage suffered the summon monster spell level cannot be greater than ½ the immortal’s hit die
• Greater Aura: Can use sleep, pain or greater heroism effects with its aura
• Heavenly Body (Ex): Divine Rank as luck to AC
• Heavenly Mind (Ex): Cha as luck to attack rolls
• Heavenly Soul (Ex): Cha as luck to saving throw
• Heavenly Spirit (Ex): Divine Rank as luck to DC
• Intellectual Body (Ex): Divine Rank as competence to AC
• Intellectual Spirit (Ex): Divine Rank as competence to DC
• Moderate Eradication (Ex): 50% chance of dealing a critical hit to an opponent immune to critical hits
• Mercurial (Ex): You gain a cumulative +1 attack per round (beginning after the first) provided you keep attacking the same opponent.
• Perfect Initiative (Ex): Successful attacks also count as sunder attempts
• Perfect Sunder (Ex): Successful attacks also count as sunder attempts
• Postcognition (Su): Will (DC 246) or the Immortal know the past of the target
• Precognition (Su): Will (DC 246) or the Immortal know the possible future of the target
• Quantum Effect (Su): Effects are augmented or reduced
• Quickness (Su): A constant effect of haste
• Regeneration (Su): Gain regeneration equal to ½ your hit die (acid or fire)
• Self Mastery (Ex): You can separate your individual appendages (arms, legs, head, hands, feet, etc.), thus making you immune to death from decapitation (such as from a vorpal weapon) or dismemberment.
• Sevent Sense (Ex): You can replay a number of rounds per day equal to your divine rank. When you replay a round, everyone else uses the same actions, whereas you can change your actions based on the knowledge of what they are going to do. You can only replay a given round once before the time stream becomes too muddied and confused.
• Squamous (Ex): Natural Armor bonus equal to ¾ your hit die
• Superior Critical (slam) (Ex): Critical threat quadruple.
• Superior Critical Multiplier (slam) (Ex): Critical multiplier increased.
• Superior Aura (Su): Can use stunning, weakness or superior heroism effects with its aura.
• Superior Power Attack (Ex): For every -1, add 4 points of damage
• True Seeing (Su): A constant effect of true seeing
• Uncanny Dodge (Ex): Dex as dodge bonus to AC
• Uncanny Weapon Focus (slam) (Ex): Always use maximum BaB for iterative attacks
• Unknowing Body (Ex): Divine Rank as insight to AC
• Unknowing Mind (Ex): Wis as insight to attack rolls
• Unknowing Soul (Ex): Wis as insight to saving throw
• Unknowing Spirit (Ex): Divine Rank as insight to DC
• Weaponbreaking (Su): Weapons that don’t penetrate your damage reduction take sunder damage equal to the difference
Cosmic Abilities
• Abrogate (Su): Any single opponent within your divine aura has its greatest ability negated. This can be an ability score (reduced to 10) or one of its other abilities (divine, cosmic etc.)
• Apostasy (Su): Tiamat cannot be affected by any alignment based attacks or effects. For all intents and purposes Tiamat is beyond alignment. This applies even if the alignment based attack comes from an immortal of higher divine status
• Author of Divinity (Su): You can imbue lesser creatures with godhood at a whim.
• Degeneration (Su): All opponents within Tiamat divine aura suffer an amount of damage each round equal to her regeneration score
• Dominance (Su): Opponents with less than 1/3 than Tiamat hit die (72) automatically fail their saving throws against any of her attacks
• Extra Portfolio (Chaos) (Ex): Tiamat gains the Chaos Portfolio
• Great Breat (Su): Tiamat can create natural creatures who can themselves reproduce (The creation of any races mimics the creation of outsiders, see Table 1-17 on page 17, but 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 1000 QP)
• Heavy Eradication (Ex): 100% chance of dealing a critical hit to an opponent immune to critical hits
• Inner Eye (Ex): Tiamat always gain the best dice rolls in any given situation. However, a natural 20 is not an automatic success when using this ability.
• Slipstream (Su): Tiamat is unaffected by temporal effects (such as slow or temporal stasis), she cannot be undermined by time travel (someone cannot go back to her past and simply kill her as an infant for instance). If she is within the area of a time stop spell then she gains access to the additional rounds.
• Time Dilatation (Ex): Tiamat can take twice as many actions during the round than usual
• Unearthly Effect (Su): Tiamat effect power ranges are equal to her Divine Aura. Line, Gaze and Ray attacks have a range equal to her line of sight. Special: With Cosmic Consciousness, it will allow Ray, Gaze and Line Effect powers to reach across the universe
• Unearthly Power Attack (Ex): For every -1, add 6 points of damage
• Unearthly Reach (Su): Tiamat reach equals her divine Aura
• Unearthly Weapon Focus (slam) (Ex): Only touch attack for slam attack
Transcendental Abilities
• Transmortality (Ex): Tiamat cannot be permanently destroyed, even by those of higher divine rank. (Esoteric Ability)
Double Life Portfolio Traits (Old One)
• Hostile Environment (Death): Tiamat take a competence penalty (equal to double her divine rank) on all die rolls while there is no living entity (even a plant) in the area of her divine aura (excluding herself)
• Cosmic Imperfection (Death): Two artifacts in the universe can defeat Tiamat cosmic string ability (the Scythe of Death)
• Shield of Life: Tiamat is immune to constitution damage/drain
• Life Ward (Su): Allies within Tiamat aura are immune to constitution damage/drain
• Greater Scion of Life: Competence bonus to constitution equal to double Tiamat divine rank.
• Life Brethren (Su): Those summoned by Tiamat gain Con. bonus equal to her divine rank x2.
• Instrument of Life: Immunities against Tiamat constitution damage/drain totally ineffective
• Uncanny Withering (Cos.) Mastery (x2 HD): Tiamat assault her enemies with constitution draining attacks.
• Greath Breath: Tiamat can create life.
• Life Soul: Tiamat add constitution score to Fast Healing or Regeneration.
• Life Messiah (Su): Tiamat cannot be harmed, either willingly or unwillingly by living creatures of lower divine rank.
• Total Constitution: Tiamat can choose any single opponent within sight and gain a bonus to constitution equal to their constitution. This ability is not incremented by Legendary [Ability Score].
• Legendary Constitution (Ex): Tiamat constitution score is tripled.
Sea Portfolio Traits (Old One)
• Hostile Environment (Arid/Fire): Tiamat take a competence penalty (equal to double her divine rank) on all die rolls while either within an arid (desert) or a fiery environment
• Fire Vulnerability: Tiamat suffer 50% extra damage from fire based attacks and spells.
• Cosmic Imperfection (Arid/Fire): One artifact in the universe can defeat Tiamat cosmic string ability.
• Aquatic: Tiamat has the aquatic subtype.
• Scion of the Sea (Su): Competence bonus (equal to Tiamat divine rank) on attack rolls, damage rolls and armor class while she and her opponent are in the water.
• Improved Summoning (Aquatic): Aquatic creatures summoned by Tiamat have 50% more HD.
• Divine Cold (Su): Tiamat cold damage is treated as 50% divine damage.
• Uncanny Cold Mastery (Su): Tiamat assault her enemies with cold based attacks.
• Aquatic Regeneration (Su): Tiamat gains regeneration equal to ½ HD while in the water.
• Aquatic Messiah (Su): Tiamat cannot be harmed, either willingly or unwillingly by aquatic creatures of lower divine rank.
• Fiery Pariah (Su): Fire based spells/effects cease to function in Tiamat divine realm.
Chaos Portfolio Traits (Old One)
• Hostile Environment (lawful): Tiamat take a competence penalty (equal to her divine rank) on all die rolls while in a lawful aligned environment (ignored with Apostasy ability)
• Axiomatic Vulnerability: Tiamat suffer 50% extra damage from lawful based attacks and spells (ignored with Apostasy ability)
• Cosmic Imperfection (Lawful): One artifact in the universe can defeat Tiamat cosmic string ability.
• Transmutation Immunity: Tiamat is immune to transmutation based attacks.
• Scion of Chaos (Su): Competence bonus (equal to Tiamat divine rank) on attack rolls, damage rolls and armor class while she is within a chaos aligned locale.
• Improved Summoning (Chaos): Chaotic creatures summoned by Tiamat have 50% more HD
• Greater Taint of Chaos (Su): Healing against Tiamat damage 50% effective except in lawful aligned locale.
• Uncanny Anarchic Mastery (Su): Tiamat assault her enemies with chaos based attacks
• Anarchic Regeneration (Su): Tiamat gains regeneration equal to ½ HD while she is within a chaos aligned locale.
• Chaos Messiah (Su): Tiamat cannot be harmed, either willingly or unwillingly by chaotic creatures of lower divine rank
• Aximatic Pariah (Su): Lawful based spells/effects cease to function in Tiamat divine realm
All effects below has already the Quantum Effect calculated with Inner Eye and critical hit (Ray) and (Hand)
Uncanny Withering (Cos) Mastery (x2 HD)
Beam (Ray) 172; plane
Blast 86; 18.080 ft./1.105 ft. Standard action Ref 182/half
Blood 43; Melee automatic ability Ref DC 398/negate
Breath* 172; 18.080 ft. (cone) plane (line) Standard Ref 398/half
Hand 516; Melee Touch
Immolation 258; 18.080 ft. radius Free/Standard Ref 398/half
Storm 43; 18.080 ft. radius Standard/Free – Special Ref 182/half
Strike 43; Melee (bonus) Free -
Wrath (Gaze) 86; all creature in the plane Will 182/negate
Uncanny Cold Mastery
Beam (Ray) 216d6 (10.368); plane
Blast 108d6 (2.592); 18.080 ft./565 ft. Standard action Ref 182/half
Blood 54d6 (1.296); Melee automatic ability Ref DC 398/negate
Breath* 216d6 (5.184); 18.080 ft. (cone) plane (line) Standard Ref 398/half
Hand 324d6 (15.552); Melee Touch
Immolation 324d6 (7.776); 18.080 ft. radius Free/Standard Ref 398/half
Storm 54d6 (1.296); 18.080 ft. radius Standard/Free – Special Ref 182/half
Strike 54d6 (1.296); Melee (bonus) Free -
Wrath (Gaze) 108d6 (2.592); all creature in the plane Will 182/negate
Uncanny Anarchic Mastery
Beam (Ray) 216d8 (13.824); plane
Blast 108d8 (3.456); 18.080 ft./565 ft. Standard action Ref 182/half
Blood 54d8 (1.728); Melee automatic ability Ref DC 398/negate
Breath* 216d8 (6.912); 18.080 ft. (cone) plane (line) Standard Ref 398/half
Hand 324d8 (20.736); Melee Touch
Immolation 324d8 (10.368); 18.080 ft. radius Free/Standard Ref 398/half
Storm 54d8 (1.728); 18.080 ft. radius Standard/Free – Special Ref 182/half
Strike 54d8 (1.728); Melee (bonus) Free -
Wrath (Gaze) 108d8 (3.456); all creature in the plane Will 182/negate
Alter Reality (Su)
Once per round as a free action Tiamat can duplicate any spell of 39th-level or less. This ability can also duplicate any epic spells of DC 304 or less. Other use of this ability are GM’s discretion.
Cosmic Might (Ex)
Tiamat deals d20's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than her HD.
Divine Traits (Old One) (Ex)
As an old one, Tiamat gains a +32 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Tiamat’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. An old one does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.
Massive (Ex)
Because Tiamat is so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to her movement, though areas of dense forest or massive settlements are considered difficult terrain to Tiamat (GM’s discretion). A Titanic or smaller creature can move through any square occupied by Tiamat, or vice-versa. Tiamat can be flanked only by Titanic or larger foes. Tiamat gains a bonus for being on higher ground only if her entire space is on higher ground than that of her target. It’s possible for a Titanic or smaller creature to climb Tiamat—this generally requires a successful DC equal to her CMD, and a Small or larger creature that climbs on Tiamat body provokes an attack of opportunity from her
Mythic (Ex)
Tiamat has Mythic Power (32/day, Surge +20d6) and counts as a 32th-rank Mythic creature. Tiamat can use any of her Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spells.
For the my creation i use the Alternate Size Penalties to Attack and AC past Titanic of Beefermatic (Alternate Size Penalties to Attack and AC past Titanic) and Immortals Metamagic of Belzamus (Immortals Metamagic). The Life portfolio and the Creator class are my homebrews and i will post them below.
Tiamat
Tiamat’s Manifestation stands 1,024 feet tall and weighs 19,695,066,687 tons.Manifestation of Tiamat
Old One of life and sea (Divine Rank 32)
Beyond Alignment Macro-Diminutive Outsider (aquatic, dragon, extraplanar)
Init +145 (Always First); Senses blindsense, cosmic consciousness (plane), darkvision, dragon sense, true seeing; Perception +286
Aura divine (DC 176, 18.080 ft. radius)
AC 518, touch 212, flat-footed 454 (+32 competence, +34 deflection, +32 Dex, +32 dodge, +32 divine, +32 luck, +32 insight, +306 natural, -24 size)
hp 453.600 (216d100+54.000) x6 regeneration 618 (fire, acid)
Fort +711, Ref +491, Will +492; +10 against poison 217
Defensive Abilities anarchic messiah, aquatic messiah, balance messiah, cosmic firmament, cosmic string (1d10 rounds), life messiah, sixth sense (cannot be caught flat-footed except by opponents who are four levels or more higher); DR 80/—; Immune An old one is unaffected by any magical or natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. They can still be affected by artifacts (epic magic items) and epic spells; acid, aligned effect, fire, paralysis, sleep, transmutation; Resistance all elements 20; SR 258, any spell which fails to penetrate Tiamat spell resistance is reflected back upon the caster
Weakness fire, lawful
Speed 4140 ft., burrow 2070 (ground with maximum hardness of 66), swim 4140 ft., fly 12.420 ft. (perfect)
Melee 2 slam touch +618 (40d10+73 plus strike [anarchic, sea or withering]/16-20x5)
Space 685 ft.; Reach 1020 (divine aura with Unearthly Reach) ft.
Special Attacks Alter reality, destruct life (living creature within 1.080 ft. Will DC 279 or be destroyed, 864 damage if successful), mythic surge 32/day (+20d6), uncanny anarchic mastery, uncanny cold mastery, uncanny withering (Cos.) mastery
Spell-Like Abilities (CL 248th, concentration +314)
At will—acid fogS , animate objectsC, bear’s enduranceL, chaos hammer (DC 177)C, cloak of chaosC, cone of cold (DC 178)S, control waterS , cure critical woundsL, cure critical wounds (mass)L, cure light woundsL, cure serious woundsL, dispel lawC, elemental swarm (water elementals only)S, fog cloudS , healL, horrid wilting (DC 181)S, ice stormS , magic circle against lawC, obscuring mistS , protection from lawC, raise deadL, resurrectionL, shatter (DC 175)C, summon monster IX (chaotic creatures only)C, true resurrectionL, water breathingS, word of chaos (DC 180)C
C Chaos Portfolio; L Life Portfolio; S Sea Portfolio
Str 157, Dex 74, Con 510, Int 77, Wis 76, Cha 78
Base Atk +216; CMB +385 (+389 for sunder); CMD 579 (583 vs. sunder)
Skills Omnicompetent - All skills 248 + ability modifier
Feats Alertness, Combat Reflexes, Dodge, Great Fortitude, Greater Sunder, Greater Vital Strike, Greater Weapon Focus (slam), Greater Weapon Specialization (slam), Improved Critical (slam), Improved Initiative, Improved Natural Attack (slam), Improved Sunder, Improved Vital Strike, Mobility, Muscle Reaction, Run, Power Attack, Seize the Opportunity, Spring Attack, Superior Initiative, Vital Strike, Weapon Focus (slam), Weapon Specialization (slam), Whirlwind Attack
Epic Feats Blinding Speed, Cats Fall, Double Standards, Epic Weapon Specialization (slam), Ether Goer, Etheric Double, Etheric Vision, Greater Critical (slam), Greater Critical Multiplier (slam), Greater Sunder, Improved Combat Reflex, Improved Critical Multiplier (slam), Improved Dodge, Improved Power Attack, Incorruptible Body, Light Eradication, Malifiecus, Mathesis, Metamagic Freedom, Phrenology, Plastic Soul, Pre-Emptive Strike, Prehensile Hair, Second Strike, Shadow Strike, Sixth Sense, Sky Walker, Subtle Body, Superior Sunder, Tenacious Body, Timely Dodge, Underwalker
Metamagic Feat Automatic Metamagic Capacity x30, Empower Spell, Enlarge Spell, Extend Spell, Greater Intensified Spell [E] (+4, removes the maximum cap), Heightened Spell, Intensified Spell, Maximized Spell, Widen Spell, Unbound Spell [E]
Languages Abyssal, Aklo, Aquan, Celestial, Draconic, Infernal, Old Tongue, other 243 (GM’s discretion);
SQ chaos portfolio traits (Old One), cosmic might, divine traits (Old One), double life portfolio traits (Old One), integrate class feature (apotheosis, create minion, destruct life, detonate creation, enhance creation, major creation, master crafter, mental link, minor creation, recall to creation, regeneration, summon creation, true crafter), massive, sea portfolio traits (Old One), integrated class feature (creator), mythic virtual size category +5;
Environment: Elemental Plane of Water (binded in the fabric of reality)
Organization: Unique
Treasure: Noone.
Tiamat has given up her four Artifact slots to gain quintuple the allotted Divine Abilities.
Divine Abilities
• Acid Immunity (Ex): Immune to acid
• Adjuration (Su): Summon up to 432 hit die of creatures per day (no single creature can have CR higher than 140)
• Amaranthine Mind (Ex): Cos as circumstance to attack rolls
• Amaranthine Soul (Ex): Cos as circumstance to saving throw
• Carapace (Ex): Natural Armor bonus equal to your hit die
• Dire Spell (Metamagic): Any variable numeric component of the spell has its die-size increased by two categories to a maximum of d12s. Level +4
• Dolorous Spell (Metamagic): Any variable numeric component of the spell is increased from its original die-size to d20s. Level +6
• Enlarge Aura (Su): Aura is doubled
• Eternal Freedom (Su): You are immune to the following effects, spells and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis and web. You are also treated as if under the effects of a freedom of movement spell.
• Fire Immunity (Ex): Immune to fire
• Goetic Blood (Su): Each time you are injured summoned monsters grow from your wounds. The severity of the wound determines the power of the monster(s) summoned. Every ten points of damage (rounded down) equates to one spell level of the summon monster spell. Injuries of less than 10 hit points damage do not summon any monsters. Injuries greater than 100 damage transcend summon monster IX. In such cases you can summon a monster with a Challenge Rating equal to the spell level x1.33. Regardless of the amount of damage suffered the summon monster spell level cannot be greater than ½ the immortal’s hit die
• Greater Aura: Can use sleep, pain or greater heroism effects with its aura
• Heavenly Body (Ex): Divine Rank as luck to AC
• Heavenly Mind (Ex): Cha as luck to attack rolls
• Heavenly Soul (Ex): Cha as luck to saving throw
• Heavenly Spirit (Ex): Divine Rank as luck to DC
• Intellectual Body (Ex): Divine Rank as competence to AC
• Intellectual Spirit (Ex): Divine Rank as competence to DC
• Moderate Eradication (Ex): 50% chance of dealing a critical hit to an opponent immune to critical hits
• Mercurial (Ex): You gain a cumulative +1 attack per round (beginning after the first) provided you keep attacking the same opponent.
• Perfect Initiative (Ex): Successful attacks also count as sunder attempts
• Perfect Sunder (Ex): Successful attacks also count as sunder attempts
• Postcognition (Su): Will (DC 246) or the Immortal know the past of the target
• Precognition (Su): Will (DC 246) or the Immortal know the possible future of the target
• Quantum Effect (Su): Effects are augmented or reduced
• Quickness (Su): A constant effect of haste
• Regeneration (Su): Gain regeneration equal to ½ your hit die (acid or fire)
• Self Mastery (Ex): You can separate your individual appendages (arms, legs, head, hands, feet, etc.), thus making you immune to death from decapitation (such as from a vorpal weapon) or dismemberment.
• Sevent Sense (Ex): You can replay a number of rounds per day equal to your divine rank. When you replay a round, everyone else uses the same actions, whereas you can change your actions based on the knowledge of what they are going to do. You can only replay a given round once before the time stream becomes too muddied and confused.
• Squamous (Ex): Natural Armor bonus equal to ¾ your hit die
• Superior Critical (slam) (Ex): Critical threat quadruple.
• Superior Critical Multiplier (slam) (Ex): Critical multiplier increased.
• Superior Aura (Su): Can use stunning, weakness or superior heroism effects with its aura.
• Superior Power Attack (Ex): For every -1, add 4 points of damage
• True Seeing (Su): A constant effect of true seeing
• Uncanny Dodge (Ex): Dex as dodge bonus to AC
• Uncanny Weapon Focus (slam) (Ex): Always use maximum BaB for iterative attacks
• Unknowing Body (Ex): Divine Rank as insight to AC
• Unknowing Mind (Ex): Wis as insight to attack rolls
• Unknowing Soul (Ex): Wis as insight to saving throw
• Unknowing Spirit (Ex): Divine Rank as insight to DC
• Weaponbreaking (Su): Weapons that don’t penetrate your damage reduction take sunder damage equal to the difference
Cosmic Abilities
• Abrogate (Su): Any single opponent within your divine aura has its greatest ability negated. This can be an ability score (reduced to 10) or one of its other abilities (divine, cosmic etc.)
• Apostasy (Su): Tiamat cannot be affected by any alignment based attacks or effects. For all intents and purposes Tiamat is beyond alignment. This applies even if the alignment based attack comes from an immortal of higher divine status
• Author of Divinity (Su): You can imbue lesser creatures with godhood at a whim.
• Degeneration (Su): All opponents within Tiamat divine aura suffer an amount of damage each round equal to her regeneration score
• Dominance (Su): Opponents with less than 1/3 than Tiamat hit die (72) automatically fail their saving throws against any of her attacks
• Extra Portfolio (Chaos) (Ex): Tiamat gains the Chaos Portfolio
• Great Breat (Su): Tiamat can create natural creatures who can themselves reproduce (The creation of any races mimics the creation of outsiders, see Table 1-17 on page 17, but 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 1000 QP)
• Heavy Eradication (Ex): 100% chance of dealing a critical hit to an opponent immune to critical hits
• Inner Eye (Ex): Tiamat always gain the best dice rolls in any given situation. However, a natural 20 is not an automatic success when using this ability.
• Slipstream (Su): Tiamat is unaffected by temporal effects (such as slow or temporal stasis), she cannot be undermined by time travel (someone cannot go back to her past and simply kill her as an infant for instance). If she is within the area of a time stop spell then she gains access to the additional rounds.
• Time Dilatation (Ex): Tiamat can take twice as many actions during the round than usual
• Unearthly Effect (Su): Tiamat effect power ranges are equal to her Divine Aura. Line, Gaze and Ray attacks have a range equal to her line of sight. Special: With Cosmic Consciousness, it will allow Ray, Gaze and Line Effect powers to reach across the universe
• Unearthly Power Attack (Ex): For every -1, add 6 points of damage
• Unearthly Reach (Su): Tiamat reach equals her divine Aura
• Unearthly Weapon Focus (slam) (Ex): Only touch attack for slam attack
Transcendental Abilities
• Transmortality (Ex): Tiamat cannot be permanently destroyed, even by those of higher divine rank. (Esoteric Ability)
Double Life Portfolio Traits (Old One)
• Hostile Environment (Death): Tiamat take a competence penalty (equal to double her divine rank) on all die rolls while there is no living entity (even a plant) in the area of her divine aura (excluding herself)
• Cosmic Imperfection (Death): Two artifacts in the universe can defeat Tiamat cosmic string ability (the Scythe of Death)
• Shield of Life: Tiamat is immune to constitution damage/drain
• Life Ward (Su): Allies within Tiamat aura are immune to constitution damage/drain
• Greater Scion of Life: Competence bonus to constitution equal to double Tiamat divine rank.
• Life Brethren (Su): Those summoned by Tiamat gain Con. bonus equal to her divine rank x2.
• Instrument of Life: Immunities against Tiamat constitution damage/drain totally ineffective
• Uncanny Withering (Cos.) Mastery (x2 HD): Tiamat assault her enemies with constitution draining attacks.
• Greath Breath: Tiamat can create life.
• Life Soul: Tiamat add constitution score to Fast Healing or Regeneration.
• Life Messiah (Su): Tiamat cannot be harmed, either willingly or unwillingly by living creatures of lower divine rank.
• Total Constitution: Tiamat can choose any single opponent within sight and gain a bonus to constitution equal to their constitution. This ability is not incremented by Legendary [Ability Score].
• Legendary Constitution (Ex): Tiamat constitution score is tripled.
Sea Portfolio Traits (Old One)
• Hostile Environment (Arid/Fire): Tiamat take a competence penalty (equal to double her divine rank) on all die rolls while either within an arid (desert) or a fiery environment
• Fire Vulnerability: Tiamat suffer 50% extra damage from fire based attacks and spells.
• Cosmic Imperfection (Arid/Fire): One artifact in the universe can defeat Tiamat cosmic string ability.
• Aquatic: Tiamat has the aquatic subtype.
• Scion of the Sea (Su): Competence bonus (equal to Tiamat divine rank) on attack rolls, damage rolls and armor class while she and her opponent are in the water.
• Improved Summoning (Aquatic): Aquatic creatures summoned by Tiamat have 50% more HD.
• Divine Cold (Su): Tiamat cold damage is treated as 50% divine damage.
• Uncanny Cold Mastery (Su): Tiamat assault her enemies with cold based attacks.
• Aquatic Regeneration (Su): Tiamat gains regeneration equal to ½ HD while in the water.
• Aquatic Messiah (Su): Tiamat cannot be harmed, either willingly or unwillingly by aquatic creatures of lower divine rank.
• Fiery Pariah (Su): Fire based spells/effects cease to function in Tiamat divine realm.
Chaos Portfolio Traits (Old One)
• Hostile Environment (lawful): Tiamat take a competence penalty (equal to her divine rank) on all die rolls while in a lawful aligned environment (ignored with Apostasy ability)
• Axiomatic Vulnerability: Tiamat suffer 50% extra damage from lawful based attacks and spells (ignored with Apostasy ability)
• Cosmic Imperfection (Lawful): One artifact in the universe can defeat Tiamat cosmic string ability.
• Transmutation Immunity: Tiamat is immune to transmutation based attacks.
• Scion of Chaos (Su): Competence bonus (equal to Tiamat divine rank) on attack rolls, damage rolls and armor class while she is within a chaos aligned locale.
• Improved Summoning (Chaos): Chaotic creatures summoned by Tiamat have 50% more HD
• Greater Taint of Chaos (Su): Healing against Tiamat damage 50% effective except in lawful aligned locale.
• Uncanny Anarchic Mastery (Su): Tiamat assault her enemies with chaos based attacks
• Anarchic Regeneration (Su): Tiamat gains regeneration equal to ½ HD while she is within a chaos aligned locale.
• Chaos Messiah (Su): Tiamat cannot be harmed, either willingly or unwillingly by chaotic creatures of lower divine rank
• Aximatic Pariah (Su): Lawful based spells/effects cease to function in Tiamat divine realm
All effects below has already the Quantum Effect calculated with Inner Eye and critical hit (Ray) and (Hand)
Uncanny Withering (Cos) Mastery (x2 HD)
Beam (Ray) 172; plane
Blast 86; 18.080 ft./1.105 ft. Standard action Ref 182/half
Blood 43; Melee automatic ability Ref DC 398/negate
Breath* 172; 18.080 ft. (cone) plane (line) Standard Ref 398/half
Hand 516; Melee Touch
Immolation 258; 18.080 ft. radius Free/Standard Ref 398/half
Storm 43; 18.080 ft. radius Standard/Free – Special Ref 182/half
Strike 43; Melee (bonus) Free -
Wrath (Gaze) 86; all creature in the plane Will 182/negate
Uncanny Cold Mastery
Beam (Ray) 216d6 (10.368); plane
Blast 108d6 (2.592); 18.080 ft./565 ft. Standard action Ref 182/half
Blood 54d6 (1.296); Melee automatic ability Ref DC 398/negate
Breath* 216d6 (5.184); 18.080 ft. (cone) plane (line) Standard Ref 398/half
Hand 324d6 (15.552); Melee Touch
Immolation 324d6 (7.776); 18.080 ft. radius Free/Standard Ref 398/half
Storm 54d6 (1.296); 18.080 ft. radius Standard/Free – Special Ref 182/half
Strike 54d6 (1.296); Melee (bonus) Free -
Wrath (Gaze) 108d6 (2.592); all creature in the plane Will 182/negate
Uncanny Anarchic Mastery
Beam (Ray) 216d8 (13.824); plane
Blast 108d8 (3.456); 18.080 ft./565 ft. Standard action Ref 182/half
Blood 54d8 (1.728); Melee automatic ability Ref DC 398/negate
Breath* 216d8 (6.912); 18.080 ft. (cone) plane (line) Standard Ref 398/half
Hand 324d8 (20.736); Melee Touch
Immolation 324d8 (10.368); 18.080 ft. radius Free/Standard Ref 398/half
Storm 54d8 (1.728); 18.080 ft. radius Standard/Free – Special Ref 182/half
Strike 54d8 (1.728); Melee (bonus) Free -
Wrath (Gaze) 108d8 (3.456); all creature in the plane Will 182/negate
Alter Reality (Su)
Once per round as a free action Tiamat can duplicate any spell of 39th-level or less. This ability can also duplicate any epic spells of DC 304 or less. Other use of this ability are GM’s discretion.
Cosmic Might (Ex)
Tiamat deals d20's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than her HD.
Divine Traits (Old One) (Ex)
As an old one, Tiamat gains a +32 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Tiamat’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. An old one does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.
Massive (Ex)
Because Tiamat is so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to her movement, though areas of dense forest or massive settlements are considered difficult terrain to Tiamat (GM’s discretion). A Titanic or smaller creature can move through any square occupied by Tiamat, or vice-versa. Tiamat can be flanked only by Titanic or larger foes. Tiamat gains a bonus for being on higher ground only if her entire space is on higher ground than that of her target. It’s possible for a Titanic or smaller creature to climb Tiamat—this generally requires a successful DC equal to her CMD, and a Small or larger creature that climbs on Tiamat body provokes an attack of opportunity from her
Mythic (Ex)
Tiamat has Mythic Power (32/day, Surge +20d6) and counts as a 32th-rank Mythic creature. Tiamat can use any of her Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spells.
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