Here's Mavors, my D&D avatar, now on version five or six (I am indecisive).
Mavors
The Dread Lord of Battle
Male Hero-Deity of War
Human Fighter 18/Warblade 20/Bloodstorm Blade 10/Master Thrower 2
Medium Outsider (augumented human)
Hit Dice: 18d10(fighter) + 20d12(warblade) + 10d12(bloodstorm blade + 2d8 (master thrower)) + 950 (1506 hp)
Initiative: +18 (+11 Dex, +4 Improved Initiative, +3 Divine)
Speed: 90 ft. Fly 270 ft. (good)
Armor Class: 83 (+30 Armor, + 11 Dex, +17 Natural, +5 Deflection, +3 Divine, +6 Competence, +1 Weapon Supremacy), touch 36, flat-footed 83
Base Attack/Grapple: +35/+57
Attack: Anglachael +102 melee (6d6 + 62 / 15-20 x5 + 1d6 plus death (DC 60) or decapitation) or Unarmed Strike +66 melee (1d8 +31 / x2)
Full Attack: Anglachael +102/+97/+92/+87 melee (6d6 + 62 / 15-20 x5 + 1d6 plus death (DC 60) or decapitation) or Slashing Flurry Anglachael +97/+97/+92/+87/+82 melee (6d6 + 62 / 15-20 x5 + 1d6 plus death (DC 60) or decapitation) or Unarmed Strike +66/+61/+56/+51 melee (1d8 +31 / x2)
Space/Reach: 5 ft./5ft
Special Attacks: Blade Storm, Blood Wind Ricochet, Maneuvers, Martial Throw, Returning Attacks, Thunderous Throw
Special Qualities: Battle Ardor, Battle Clarity, Battle Cunning, Battle Mastery, Battle Skill, Blood Rain, Damage Reduction 5/epic, Evasion, Eye of the Storm, Improved Uncanny Dodge, Spell Resistance 63, Stance Mastery, Weapon Aptitude
Saves: Fort +60 Ref +49 Will +34
Abilities: Str 54 Dex 32 Con 48 Int 34 Wis 22 Cha 20
Skills: Balance +73, Climb +58, Concentration +73, Intimidate +53, Jump +56, Perform (dance) +28, Sense Motive +22, Spot +29, Sleight of Hand +24, Tumble +69
Feats: Combat Expertise, Combat Reflexes, Exotic Weapon Proficiency (spiked chain), Far Shot, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Combat Expertise, Improved Critical (greatsword), Improved Initiative, Improved Precise Shot, Improved Trip, Improved Unarmed Strike, Ironheart Aura, Monkey Grip, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Robilar's Gambit, Slashing Flurry, Stormguard Warrior, Throw Anything, Unnerving Calm, Weapon Focus (greatsword), Weapon Mastery (slashing), Weapon Specialization (greatsword), Weapon Supremacy (greatsword)
Epic Feats: Armed Deflection, Devastating Critical (greatsword), Dire Charge, Distant Shot, Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Exceptional Deflection, Fast Healing, Great Strength, Greater Critical, Greater Critical Multiplier, Improved Power Attack, Infinite Deflection, Light Eradication, Overwhelming Critical (greatsword), Power Attack Mastery, Wield Oversize Weapon
Divine Abilities:
Moderate Eradication: Mavors has a 50% chance of scoring critical hits on those typically immune to critical hits.
Multifaceted: Mavors gains six additional feats.
Superior Critical Multiplier: Mavors' critical multiplier is increased from x2 to x5.
True Strike: Mavors gains a +20 bonus to attack rolls for the weapon which he has selected Weapon Focus.
Divine Handicap: Mavors does not gain the spell-like abilities granted by his War portfolio. He gains an extra divine ability.
Maneuvers and Stances Known (IL 35th): Stances: Dancing Blade Form (5th), Giant's Stance (5th), Strength of Stone (8th), Supreme Blade Parry (8th)
Strikes: Adamantine Hurricane (8th)*, Ancient Mountain Hammer (7th)*, Avalanche of Blades (7th)*, Colossus Strike (7th), Diamond Nightmare Blade (8th)*, Greater Insightful Strike (6th), Iron Heart Surge (3rd)*, Lightning Throw (8th), Mountain Tombstone Strike (9th), Strike of Perfect Clarity (9th)*, Time Stands Still (9th)*
Boosts: Quicksilver Motion (7th)
Counters: Lightning Recovery (4th)
Disciplines: Diamond Mind, Iron Heart, Stone Dragon
*Readied Maneuver
Organization: Unique (solitary)
Challenge Rating: 45
Treasure: Anglachael, Mavors' Coat, The Might of War, The Armor of Mavors
Alignment: Lawful Neutral (Good tendencies)
Advancement: By character class
Languages Spoken: Common, Draconic
The man in front of you is tall and slim, but he possesses of an aura of self-confidence totally out of proportion to his unassuming appearance and demeanor. He is not overtly muscular, but the ease with which he carries the massive sword on his back implies that he is much stronger then he looks. Dark grey armor gleams under a long black leather coat and his long brown hair tied back in a neat ponytail. A long, dark grey spiked chain circles around his body constantly, moving seemingly of its own will.
Mavors was born in a small town on a distant Prime named Erebor, where he spent much of his childhood learning swordplay from the local priests of St. Cuthbert. Much to their surprise, he turned out to be an incredibly quick learner, mastering everything they taught him with ease. He and his town lived in relative peace until one dark day when hell came to Erebor.
The ancient hecatoncheires, Cromcruarch, had been awoken from his eternal imprisonment at the bottom of the Abyss. He came through a planar portal into Erebor, leading an army of demons hungry for blood and destruction. The abomination was unstoppable, crushing every army the people could muster in a storm of blades and gore. Defenseless, the people could do nothing to halt the demonic legions as they swept across the land, leaving nothing but a barren wasteland behind them, peopled only by blood-splashed rocks and those unlucky enough to be left alive to be tortured for the demons' amusement.
The only ones to escape the massacre were a few hundred people, Mavors among them, lucky enough to be saved by a powerful wizard who was able to open a gate to a neighboring plane for the people to flee to. Unlike the rest of the survivors, who began to try and rebuild their lives, Mavors was not content to simply mourn the dead and get on with his life. With no surviving family or friends, he had no ties to the other survivors, so he simply left one morning, taking with him a single sword. For the next several years, he lived the life of a wandering adventurer, constantly seeking out new and greater challenges. He studied at countless monasteries and martial academies, tirelessly seeking to improve his skill in battle. Again, he proved to be a veritable prodigy with a blade, quickly outstripping even the greatest masters of this new world in martial prowess. When even the most powerful beasts of this world failed to challenge him, Mavors left the world and began to scour the planes for new challenges. From the hellish gladiatorial pits of Avernus to the sweeping plains of Ysgard he fought, becoming almost unparalleled in his mastery of battle.
But while Mavors quested for power, the demons continued to traverse Erebor until all life had been scoured from its surface, leaving only the barren, blood red rocks. Having swept the world clean, the demons prepared to return to the Abyss. Mavors had one chance before the Hundred-Handed One and his minions would disappear, possibly forever. Stepping through his portal, Mavors finally stood once again on the soil of Erebor, the last champion of his dead world. In front of him lay nothing but a desolate wasteland, filled from horizon to horizon with legions of demons, all surrounding their leader. The instant the demons saw the lone warrior, they surged forward as one, racing to be the first to devour him. With a grim smile, Mavors drew his mighty blade from its sheath in a whisper of steel and met the demonic charge head-on. For a day and a night he fought, giving not a single inch of ground, until the rocks for a mile around ran red with blood. At last, Mavors pulled his sword from the broken corpse of the last demon and faced Cromcruarch in battle. The hecatoncheires' hundred swords proved to be no match for Mavors' prowess and the abomination was struck down. His vengeance fulfilled, Mavors set up the hecatoncheires' fifty skulls in a great pyramid as a monument to his dead homeworld. He then planeshifted away, leaving that desolate landscape far behind him.
Mavors is now wandering the planes again, searching for new challenges to satisfy his love of battle. He answers to no master, but is not above taking on jobs for those who have need of his unparalleled skill in battle. He spends much of his time on the plane of Ysgard, taking place in the endless battles that occur there. He returns to Erebor once a year, on the eve of his return, to pay his respects to the fallen.
Combat: Mavors rarely turns down a fight. His preferred tactic is to simply wade into battle, using his maneuvers and attacks to systematically destroy each of his enemies in turn. Mavors always begins a fight by entering two stances, usually Giant's Stance and Supreme Blade Parry. He usually uses his Everwhirling Chain to make trip attacks and attacks of opportunity, though he is not above using it to simply attack an opponent. Mavors is not above fighting totally defensively should it become apparent that he is outclassed, using his Improved Combat Expertise to the maximum and transferring all the enhancement bonus on his chain to his AC.
Battle Ardor: Mavors gains an insight bonus equal to his Intelligence bonus on rolls made to confirm critical hits.
Battle Clarity: As long as Mavors is not flat-footed, he gains an insight bonus equal to his Intelligence bonus (up to a maximum of his Warblade level) on his Reflex saves.
Battle Cunning: Mavors gains an insight bonus equal to his Intelligence bonus on melee damage rolls against flat-footed or flanked opponents.
Battle Mastery: Mavors gains an insight bonus equal to his Intelligence bonus on melee attack rolls and damage rolls made whenever he makes an attack of opportunity.
Battle Skill: Mavors gains an insight bonus equal to his Intelligence bonus on any check made to oppose an enemy's bull rush, disarm, feint, overrun, sunder, or trip attempt.
Blade Storm: Mavors can hurl his weapon as a full round action to make it seem as if he is attacking a dozen foes at once. He can make a ranged attack with a thrown weapon at his highest base attack bonus against as many targets as he wishes. Mavors can attack each target just once with this attack, calculating range and cover penalties with his position of the battlefield. When he uses blade storm, Mavors loses the use of one Iron Heart strike he has readied for the current encounter, just as if he had initiated the strike. Once he uses this ability, he can recover the maneuver and he expended and use it normally.
Blood Rain: When Mavors is in an Iron Heart Stance, he can choose to forgo its normal benfits as a swift action to gain the effect of eye of the storm. This ability lasts as long as he would maintain the Iron Heart stance, or as described below. He can also stop using blood rain and resume gaining the normal benefit of the stance as a swift action. The creature Mavors hits with his attack takes 3 points of damage due to blood loss at the beginning of his turn every round. This effect ends if he stops using the stance. An affected creature can end the effect by being the beneficiary of any healing or a DC 15 Heal check. The bleeding effect of blood rain does not stack with itself or the blood rain ability of another bloodstorm blade.
Blood Wind Ricochet: As a full round action, Mavors can hurl a weapon at a foe and command it to ricochet to other enemies before hurtling back to his waiting hand. The weapon he throws behaves as though it had the returning special ability, except that Mavors determines the point during his turn when the weapon returns to him. When using this ability, Mavors makes a full attack with a thrown weapon, but each ranged attack must be resolved against a seperate target. He can choose the order in which he attacks his foes. Range and cover penalties are resolved for each attack after the first as though that attack originated from the space of the creature he last attacked. If a creature has total cover relative to him, Mavors cannot attack it. When he uses blood wind ricochet, Mavors loses the use of one Iron Heart strike he has readied for the current encounter, just as if he had initiated the strike. Once he uses this ability, he can recover the maneuver and he expended and use it normally.
Evasion: If Mavors is exposed to any effect that normally allows him to make a Reflex saving throw for half damage, he instead takes no damage with a successful saving throw.
Eye of the Storm: When Mavors is in an Iron Heart Stance, he can choose to forgo its normal benfits as a swift action to gain the effect of eye of the storm. This ability lasts as long as he would maintain the Iron Heart stance, or as described below. He can also stop using eye of the storm and resume gaining the normal benefit of the stance as a swift action. When he uses this ability, Mavors gains a +4 didge bonus to Armor Class against ranged attacks and a +2 competence bonus on Reflex saves. In addition, when a foe makes an attack of opportunity against him when he makes a ranged attack while threatened, Mavors can make a single melee attack against that foe as a swift action. Such an attack does not count as an attack of opportunity. To retain this defensive posture, Mavors can move no more then 10 feet on his turn.
Hero-Deity Traits:
—+6 to all attributes.
—Mavors receives maximum hit points per hit die.
—Mavors' base speed is tripled.
—Mavors has a +12 natural armor bonus. Mavors adds his Charisma bonus as a deflection bonus to AC.
—Mavors' senses are three times as good as an ordinary human's.
—Mavors' divine aura has a range of 50 feet.
—Damage reduction 5/epic.
—Mavors possesses spell resistance 63
—Mavors recieves a +3 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); save DC of all special abilities, spell-like abilities, and spells; initiative; saving throws, and spell resistance.
---Godly Realm: Mavors' realm is located in a small temple in the mountains of Ysgard and has a radius of 250 ft. Within his divine realm Mavors can impose a -3 divine penalty on all rolls to any or all characters (even more powerful deities).
—Mavors can grant 5th levels (9th with a patron).
—Immortality: Mavors does not age, requires no air to breathe, no food or drink, nor sleep.
—Immunities: Mavors is unaffected by natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. He can still be affected by magical cold, magical disease, magical fire etc.
—Level Adjustment: +10
Improved Uncanny Dodge: Mavors retains his Dexterity bonus to AC even if he caught flat-footed or struck by an invisible attacker. Additionally, he cannot be flanked except by a rogue of at least 24th level.
Lightning Ricochet: Any time Mavors makes a ranged attack with a thrown weapon on his turn, the weapon immediately returns to him, and he can catch it as a free action. This ability allows him to make a full attack entirely with thrown weapon attacks, or with a mix of thrown and melee attacks.
Martial Throw: Mavors can initiate a strike from the Iron Heart discipline with a thrown weapon. The strike must be one that has a target of one creature. A strike that targets multiple creatures or objects cannot be used with martial throw.
Returning Attacks: Any weapon Mavors throws behaves as though it had the returning special ability. When he uses returning attacks, Mavors loses the use of one Iron Heart strike he has readied for the current encounter, just as if he had initiated the strike. Once he uses this ability, he can recover the maneuver and he expended and use it normally.
Spell-Like Abilities: At will – commune, dream, ethereal jaunt, geas, greater dispel magic, greater teleport, magic jar, sending, tounges, 3/day – limited wish (Caster Level 53rd)
Stance Mastery: Mavors can have two stances active simultaneously. When he uses a swift action to initiate or change his stance, he can initiate or change one or both stances.
Thunderous Throw: As a swift action, Mavors can choose to treat his ranged attack rolls with thrown weapons as melee attacks for the rest of his turn. He uses his melee attack bonus, including Strength bonus, feats, and so forth, to determine his attack bonus for each attack as normal, but he applies the standard modifiers for range penalties. Attacking into melee, through cover, and so forth incurs the standard penalties. In addition, he can apply 1-1/2 times his Strength bonus to damage if he wields the thrown weapon in two hands, and he can use Power Attack with his thrown weapon attacks.
Two With One Blow: If Mavors uses a thrown weapon to attack two opponents adjacent to each other, he may take a -4 penalty on the attack roll and attempt to hit both opponents at once. The attack may hit either, both, or neither opponent depending on the roll and Armor Class of each opponent. Damage for each opponent is resolved separately. If the attack roll results in a critical hit, roll to confirm each critical hit separately.
War Portfolio Traits (hero-deity):
---Ready for Battle: Mavors can wear armor or carry a shield without penalty.
---Champion of War: Mavors gains a +6 competence bonus on attack rolls, damage rolls, and armor class.
Weapon Aptitude: Mavors has the flexibility to adjust his weapon training. Each morning, he can spend one hour in weapon practice to change the designated weapon for any feat he has that applies only to a single weapon. He must have the newly designated weapon available during his practice session to make this change.
Artifacts:
Anglachael: This exquisitely crafted blade is rumored to have been forged by the enigmatic Lady of Pain. Whether or not the rumors are true, only Mavors knows, and he is not telling. Forged from adamantium and inlaid with orichalcum, Anglachael is a massive dark grey greatsword with a simple black leather grip and a somewhat blunted tip, giving it a somewhat cleaver-like appearance. Anglachael also features a second handle, located half way up the length of the sword, in the center of the blade. Despite its size and weight, the blade is perfectly balanced. Anglachael is a +10 Vorpal Ghost Touch Returning Large Adamantine Greatsword.
Mavors' Coat: This ankle-length black leather coat grants Mavors a +10 bonus to Dexterity and Intelligence, a +10 resistance bonus on saving throws, and a fly speed of 270 ft.
The Might of War: These black adamantine bracers grant Mavors a +12 bonus to Strength and Constitution and grant him the Improved Unarmed Strike feat.
The Armor of Mavors: This suit of +10 Soulfire Adamantine Full Plate of Heavy Fortification is inlaid with orichalcum, doubling its base armor bonus and increasing its weight sixty-four fold.
Mavors
The Dread Lord of Battle
Male Hero-Deity of War
Human Fighter 18/Warblade 20/Bloodstorm Blade 10/Master Thrower 2
Medium Outsider (augumented human)
Hit Dice: 18d10(fighter) + 20d12(warblade) + 10d12(bloodstorm blade + 2d8 (master thrower)) + 950 (1506 hp)
Initiative: +18 (+11 Dex, +4 Improved Initiative, +3 Divine)
Speed: 90 ft. Fly 270 ft. (good)
Armor Class: 83 (+30 Armor, + 11 Dex, +17 Natural, +5 Deflection, +3 Divine, +6 Competence, +1 Weapon Supremacy), touch 36, flat-footed 83
Base Attack/Grapple: +35/+57
Attack: Anglachael +102 melee (6d6 + 62 / 15-20 x5 + 1d6 plus death (DC 60) or decapitation) or Unarmed Strike +66 melee (1d8 +31 / x2)
Full Attack: Anglachael +102/+97/+92/+87 melee (6d6 + 62 / 15-20 x5 + 1d6 plus death (DC 60) or decapitation) or Slashing Flurry Anglachael +97/+97/+92/+87/+82 melee (6d6 + 62 / 15-20 x5 + 1d6 plus death (DC 60) or decapitation) or Unarmed Strike +66/+61/+56/+51 melee (1d8 +31 / x2)
Space/Reach: 5 ft./5ft
Special Attacks: Blade Storm, Blood Wind Ricochet, Maneuvers, Martial Throw, Returning Attacks, Thunderous Throw
Special Qualities: Battle Ardor, Battle Clarity, Battle Cunning, Battle Mastery, Battle Skill, Blood Rain, Damage Reduction 5/epic, Evasion, Eye of the Storm, Improved Uncanny Dodge, Spell Resistance 63, Stance Mastery, Weapon Aptitude
Saves: Fort +60 Ref +49 Will +34
Abilities: Str 54 Dex 32 Con 48 Int 34 Wis 22 Cha 20
Skills: Balance +73, Climb +58, Concentration +73, Intimidate +53, Jump +56, Perform (dance) +28, Sense Motive +22, Spot +29, Sleight of Hand +24, Tumble +69
Feats: Combat Expertise, Combat Reflexes, Exotic Weapon Proficiency (spiked chain), Far Shot, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Combat Expertise, Improved Critical (greatsword), Improved Initiative, Improved Precise Shot, Improved Trip, Improved Unarmed Strike, Ironheart Aura, Monkey Grip, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Robilar's Gambit, Slashing Flurry, Stormguard Warrior, Throw Anything, Unnerving Calm, Weapon Focus (greatsword), Weapon Mastery (slashing), Weapon Specialization (greatsword), Weapon Supremacy (greatsword)
Epic Feats: Armed Deflection, Devastating Critical (greatsword), Dire Charge, Distant Shot, Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Exceptional Deflection, Fast Healing, Great Strength, Greater Critical, Greater Critical Multiplier, Improved Power Attack, Infinite Deflection, Light Eradication, Overwhelming Critical (greatsword), Power Attack Mastery, Wield Oversize Weapon
Divine Abilities:
Moderate Eradication: Mavors has a 50% chance of scoring critical hits on those typically immune to critical hits.
Multifaceted: Mavors gains six additional feats.
Superior Critical Multiplier: Mavors' critical multiplier is increased from x2 to x5.
True Strike: Mavors gains a +20 bonus to attack rolls for the weapon which he has selected Weapon Focus.
Divine Handicap: Mavors does not gain the spell-like abilities granted by his War portfolio. He gains an extra divine ability.
Maneuvers and Stances Known (IL 35th): Stances: Dancing Blade Form (5th), Giant's Stance (5th), Strength of Stone (8th), Supreme Blade Parry (8th)
Strikes: Adamantine Hurricane (8th)*, Ancient Mountain Hammer (7th)*, Avalanche of Blades (7th)*, Colossus Strike (7th), Diamond Nightmare Blade (8th)*, Greater Insightful Strike (6th), Iron Heart Surge (3rd)*, Lightning Throw (8th), Mountain Tombstone Strike (9th), Strike of Perfect Clarity (9th)*, Time Stands Still (9th)*
Boosts: Quicksilver Motion (7th)
Counters: Lightning Recovery (4th)
Disciplines: Diamond Mind, Iron Heart, Stone Dragon
*Readied Maneuver
Organization: Unique (solitary)
Challenge Rating: 45
Treasure: Anglachael, Mavors' Coat, The Might of War, The Armor of Mavors
Alignment: Lawful Neutral (Good tendencies)
Advancement: By character class
Languages Spoken: Common, Draconic
The man in front of you is tall and slim, but he possesses of an aura of self-confidence totally out of proportion to his unassuming appearance and demeanor. He is not overtly muscular, but the ease with which he carries the massive sword on his back implies that he is much stronger then he looks. Dark grey armor gleams under a long black leather coat and his long brown hair tied back in a neat ponytail. A long, dark grey spiked chain circles around his body constantly, moving seemingly of its own will.
Mavors was born in a small town on a distant Prime named Erebor, where he spent much of his childhood learning swordplay from the local priests of St. Cuthbert. Much to their surprise, he turned out to be an incredibly quick learner, mastering everything they taught him with ease. He and his town lived in relative peace until one dark day when hell came to Erebor.
The ancient hecatoncheires, Cromcruarch, had been awoken from his eternal imprisonment at the bottom of the Abyss. He came through a planar portal into Erebor, leading an army of demons hungry for blood and destruction. The abomination was unstoppable, crushing every army the people could muster in a storm of blades and gore. Defenseless, the people could do nothing to halt the demonic legions as they swept across the land, leaving nothing but a barren wasteland behind them, peopled only by blood-splashed rocks and those unlucky enough to be left alive to be tortured for the demons' amusement.
The only ones to escape the massacre were a few hundred people, Mavors among them, lucky enough to be saved by a powerful wizard who was able to open a gate to a neighboring plane for the people to flee to. Unlike the rest of the survivors, who began to try and rebuild their lives, Mavors was not content to simply mourn the dead and get on with his life. With no surviving family or friends, he had no ties to the other survivors, so he simply left one morning, taking with him a single sword. For the next several years, he lived the life of a wandering adventurer, constantly seeking out new and greater challenges. He studied at countless monasteries and martial academies, tirelessly seeking to improve his skill in battle. Again, he proved to be a veritable prodigy with a blade, quickly outstripping even the greatest masters of this new world in martial prowess. When even the most powerful beasts of this world failed to challenge him, Mavors left the world and began to scour the planes for new challenges. From the hellish gladiatorial pits of Avernus to the sweeping plains of Ysgard he fought, becoming almost unparalleled in his mastery of battle.
But while Mavors quested for power, the demons continued to traverse Erebor until all life had been scoured from its surface, leaving only the barren, blood red rocks. Having swept the world clean, the demons prepared to return to the Abyss. Mavors had one chance before the Hundred-Handed One and his minions would disappear, possibly forever. Stepping through his portal, Mavors finally stood once again on the soil of Erebor, the last champion of his dead world. In front of him lay nothing but a desolate wasteland, filled from horizon to horizon with legions of demons, all surrounding their leader. The instant the demons saw the lone warrior, they surged forward as one, racing to be the first to devour him. With a grim smile, Mavors drew his mighty blade from its sheath in a whisper of steel and met the demonic charge head-on. For a day and a night he fought, giving not a single inch of ground, until the rocks for a mile around ran red with blood. At last, Mavors pulled his sword from the broken corpse of the last demon and faced Cromcruarch in battle. The hecatoncheires' hundred swords proved to be no match for Mavors' prowess and the abomination was struck down. His vengeance fulfilled, Mavors set up the hecatoncheires' fifty skulls in a great pyramid as a monument to his dead homeworld. He then planeshifted away, leaving that desolate landscape far behind him.
Mavors is now wandering the planes again, searching for new challenges to satisfy his love of battle. He answers to no master, but is not above taking on jobs for those who have need of his unparalleled skill in battle. He spends much of his time on the plane of Ysgard, taking place in the endless battles that occur there. He returns to Erebor once a year, on the eve of his return, to pay his respects to the fallen.
Combat: Mavors rarely turns down a fight. His preferred tactic is to simply wade into battle, using his maneuvers and attacks to systematically destroy each of his enemies in turn. Mavors always begins a fight by entering two stances, usually Giant's Stance and Supreme Blade Parry. He usually uses his Everwhirling Chain to make trip attacks and attacks of opportunity, though he is not above using it to simply attack an opponent. Mavors is not above fighting totally defensively should it become apparent that he is outclassed, using his Improved Combat Expertise to the maximum and transferring all the enhancement bonus on his chain to his AC.
Battle Ardor: Mavors gains an insight bonus equal to his Intelligence bonus on rolls made to confirm critical hits.
Battle Clarity: As long as Mavors is not flat-footed, he gains an insight bonus equal to his Intelligence bonus (up to a maximum of his Warblade level) on his Reflex saves.
Battle Cunning: Mavors gains an insight bonus equal to his Intelligence bonus on melee damage rolls against flat-footed or flanked opponents.
Battle Mastery: Mavors gains an insight bonus equal to his Intelligence bonus on melee attack rolls and damage rolls made whenever he makes an attack of opportunity.
Battle Skill: Mavors gains an insight bonus equal to his Intelligence bonus on any check made to oppose an enemy's bull rush, disarm, feint, overrun, sunder, or trip attempt.
Blade Storm: Mavors can hurl his weapon as a full round action to make it seem as if he is attacking a dozen foes at once. He can make a ranged attack with a thrown weapon at his highest base attack bonus against as many targets as he wishes. Mavors can attack each target just once with this attack, calculating range and cover penalties with his position of the battlefield. When he uses blade storm, Mavors loses the use of one Iron Heart strike he has readied for the current encounter, just as if he had initiated the strike. Once he uses this ability, he can recover the maneuver and he expended and use it normally.
Blood Rain: When Mavors is in an Iron Heart Stance, he can choose to forgo its normal benfits as a swift action to gain the effect of eye of the storm. This ability lasts as long as he would maintain the Iron Heart stance, or as described below. He can also stop using blood rain and resume gaining the normal benefit of the stance as a swift action. The creature Mavors hits with his attack takes 3 points of damage due to blood loss at the beginning of his turn every round. This effect ends if he stops using the stance. An affected creature can end the effect by being the beneficiary of any healing or a DC 15 Heal check. The bleeding effect of blood rain does not stack with itself or the blood rain ability of another bloodstorm blade.
Blood Wind Ricochet: As a full round action, Mavors can hurl a weapon at a foe and command it to ricochet to other enemies before hurtling back to his waiting hand. The weapon he throws behaves as though it had the returning special ability, except that Mavors determines the point during his turn when the weapon returns to him. When using this ability, Mavors makes a full attack with a thrown weapon, but each ranged attack must be resolved against a seperate target. He can choose the order in which he attacks his foes. Range and cover penalties are resolved for each attack after the first as though that attack originated from the space of the creature he last attacked. If a creature has total cover relative to him, Mavors cannot attack it. When he uses blood wind ricochet, Mavors loses the use of one Iron Heart strike he has readied for the current encounter, just as if he had initiated the strike. Once he uses this ability, he can recover the maneuver and he expended and use it normally.
Evasion: If Mavors is exposed to any effect that normally allows him to make a Reflex saving throw for half damage, he instead takes no damage with a successful saving throw.
Eye of the Storm: When Mavors is in an Iron Heart Stance, he can choose to forgo its normal benfits as a swift action to gain the effect of eye of the storm. This ability lasts as long as he would maintain the Iron Heart stance, or as described below. He can also stop using eye of the storm and resume gaining the normal benefit of the stance as a swift action. When he uses this ability, Mavors gains a +4 didge bonus to Armor Class against ranged attacks and a +2 competence bonus on Reflex saves. In addition, when a foe makes an attack of opportunity against him when he makes a ranged attack while threatened, Mavors can make a single melee attack against that foe as a swift action. Such an attack does not count as an attack of opportunity. To retain this defensive posture, Mavors can move no more then 10 feet on his turn.
Hero-Deity Traits:
—+6 to all attributes.
—Mavors receives maximum hit points per hit die.
—Mavors' base speed is tripled.
—Mavors has a +12 natural armor bonus. Mavors adds his Charisma bonus as a deflection bonus to AC.
—Mavors' senses are three times as good as an ordinary human's.
—Mavors' divine aura has a range of 50 feet.
—Damage reduction 5/epic.
—Mavors possesses spell resistance 63
—Mavors recieves a +3 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); save DC of all special abilities, spell-like abilities, and spells; initiative; saving throws, and spell resistance.
---Godly Realm: Mavors' realm is located in a small temple in the mountains of Ysgard and has a radius of 250 ft. Within his divine realm Mavors can impose a -3 divine penalty on all rolls to any or all characters (even more powerful deities).
—Mavors can grant 5th levels (9th with a patron).
—Immortality: Mavors does not age, requires no air to breathe, no food or drink, nor sleep.
—Immunities: Mavors is unaffected by natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. He can still be affected by magical cold, magical disease, magical fire etc.
—Level Adjustment: +10
Improved Uncanny Dodge: Mavors retains his Dexterity bonus to AC even if he caught flat-footed or struck by an invisible attacker. Additionally, he cannot be flanked except by a rogue of at least 24th level.
Lightning Ricochet: Any time Mavors makes a ranged attack with a thrown weapon on his turn, the weapon immediately returns to him, and he can catch it as a free action. This ability allows him to make a full attack entirely with thrown weapon attacks, or with a mix of thrown and melee attacks.
Martial Throw: Mavors can initiate a strike from the Iron Heart discipline with a thrown weapon. The strike must be one that has a target of one creature. A strike that targets multiple creatures or objects cannot be used with martial throw.
Returning Attacks: Any weapon Mavors throws behaves as though it had the returning special ability. When he uses returning attacks, Mavors loses the use of one Iron Heart strike he has readied for the current encounter, just as if he had initiated the strike. Once he uses this ability, he can recover the maneuver and he expended and use it normally.
Spell-Like Abilities: At will – commune, dream, ethereal jaunt, geas, greater dispel magic, greater teleport, magic jar, sending, tounges, 3/day – limited wish (Caster Level 53rd)
Stance Mastery: Mavors can have two stances active simultaneously. When he uses a swift action to initiate or change his stance, he can initiate or change one or both stances.
Thunderous Throw: As a swift action, Mavors can choose to treat his ranged attack rolls with thrown weapons as melee attacks for the rest of his turn. He uses his melee attack bonus, including Strength bonus, feats, and so forth, to determine his attack bonus for each attack as normal, but he applies the standard modifiers for range penalties. Attacking into melee, through cover, and so forth incurs the standard penalties. In addition, he can apply 1-1/2 times his Strength bonus to damage if he wields the thrown weapon in two hands, and he can use Power Attack with his thrown weapon attacks.
Two With One Blow: If Mavors uses a thrown weapon to attack two opponents adjacent to each other, he may take a -4 penalty on the attack roll and attempt to hit both opponents at once. The attack may hit either, both, or neither opponent depending on the roll and Armor Class of each opponent. Damage for each opponent is resolved separately. If the attack roll results in a critical hit, roll to confirm each critical hit separately.
War Portfolio Traits (hero-deity):
---Ready for Battle: Mavors can wear armor or carry a shield without penalty.
---Champion of War: Mavors gains a +6 competence bonus on attack rolls, damage rolls, and armor class.
Weapon Aptitude: Mavors has the flexibility to adjust his weapon training. Each morning, he can spend one hour in weapon practice to change the designated weapon for any feat he has that applies only to a single weapon. He must have the newly designated weapon available during his practice session to make this change.
Artifacts:
Anglachael: This exquisitely crafted blade is rumored to have been forged by the enigmatic Lady of Pain. Whether or not the rumors are true, only Mavors knows, and he is not telling. Forged from adamantium and inlaid with orichalcum, Anglachael is a massive dark grey greatsword with a simple black leather grip and a somewhat blunted tip, giving it a somewhat cleaver-like appearance. Anglachael also features a second handle, located half way up the length of the sword, in the center of the blade. Despite its size and weight, the blade is perfectly balanced. Anglachael is a +10 Vorpal Ghost Touch Returning Large Adamantine Greatsword.
Mavors' Coat: This ankle-length black leather coat grants Mavors a +10 bonus to Dexterity and Intelligence, a +10 resistance bonus on saving throws, and a fly speed of 270 ft.
The Might of War: These black adamantine bracers grant Mavors a +12 bonus to Strength and Constitution and grant him the Improved Unarmed Strike feat.
The Armor of Mavors: This suit of +10 Soulfire Adamantine Full Plate of Heavy Fortification is inlaid with orichalcum, doubling its base armor bonus and increasing its weight sixty-four fold.
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