Obly99
Hero
The Tartar jailer, Kampe.
The following version is her AFTER the defeat of the Titans in the Titanomachy when she lost many of her powers by going from Entity to Abomination. Currently in my setting she work in Hell as a head jailer. When I finish her original version I will publish it.
Home Plane: Tartarus (after the defeat of the Titans, Hell)
Alignment: Lawful Evil
Clergy Alignments: LN, LE, NE
Domains: Earth, Evil, Law, Scalykind
Subdomains: Cave (Earth), Demodand (Evil), Poison (Scalykind), Slavery (Law), Torture*
*Clerics of Kampe can use the Torture subdomain to modify the Evil domain.
Favored Weapon: Scimitar
Enemies: Olympian Pantheon, original Hekatonkheires and Cyclops
Allies: Abomination, Demodand, Devils, Kytons, Titans
A centaur-like creature, but different, a creature who came out of the nightmares of the universe when the world was still young and things were not yet well defined. The lower part of her body, what would be the equine part of a centaur, is that of a monstrous dragon with large wings and mighty claws, but the tail of a vast scorpion arches over her back. Where the human part joins the dragon, the skin boils while bear, wolf, and other predators heads are generated, which are immediately sucked into the gurgling skin and then regenerate again in an infinite cycle. The human part is that of a beautiful woman but instead of hair she has hissing snakes like a Medusa. A sadistic smile spreads across her face as she watches you.
Kampe
LE Gargantuan Magical Beast (abomination, extraplanar)
Init +37; Senses blindsight 500 ft., darkvision 1000 ft., detect chaos, detect good, greater arcane sight, low-light vision, scent, see in darkness, true seeing; Perception +87
Aura divine aura (700 ft. radius, DC 33), frightful presence (700 ft., DC 63), toxic mist (30 ft.)
AC 72, touch 33, flat-footed 68 (+17 deflection, +4 Dex, +6 divine, +39 natural, -4 size)
hp 1.322 hp (60d10+992) regeneration 50 (epic and good)
Fort +54, Ref +42, Will +54;
Defensive Abilities all-around vision, freedom of movement, nondetection, sixth sense (cannot be caught flat-footed except by opponents who are four levels or more higher); DR 30/epic and good; Immune ability damage or drain, acid, cold, disease, energy drain, fire, mind-affecting, poison, enchantment, illusion and transmutation, death from massive damage; Resistance electricity and sonic 20; SR 76
Speed 360 ft., burrow 180 ft. (through any material up to hardness 20), climb 360 ft., fly 520 ft. (average), swim 360 ft.
Melee +6 good outsider dread speed vorpal scimitar +97/+97/+97/+92/+92/+87/+87/+82/+82 (4d10+41/12-20x4 plus poison), 5 bites +84 (6d10+13 plus grab), 2 claws +84 (4d10+13), sting +84 (8d10+13 plus poison) or 5 bites +89 (6d10+27 plus grab), 2 claws +84 (4d10+13), sting +84 (8d10+13 plus poison)
Space 20 ft.; Reach 15 ft. (20 ft. with sting)
Special Attacks lingering pain, mythic surge 6/day (+1d8), poison, pounce, rend (3 bites, 6d10+40), rake (2 claws +84, 4d10+13), sneak attack +10d6, torture, toxic cloud, trail of poison, wrath 3/day (120d6, DC 62)
Spell-Like Abilities (CL 66th, concentration +88)
Constant—detect chaos, detect good, freedom of movement, greater arcane sight, nondetection, true seeing;
At will—bane (DC 31), blasphemy (DC 37), blight (DC 35), chain lightning (DC 36), darkness, dictum (DC 37), dimension door, disintegrate (DC 36), destruction (DC 37), doom (DC 31), fireball (DC 33), greater dispel magic, gust of wind (DC 32), haste, invisibility purge, magic circle against chaos, magic circle against good, magic missile, nightmare (DC 35), poison (DC 34), order’s wrath (DC 34), ray of enfeeblement (DC 31), shocking grasp, summon monster IX (as evil spell only), unholy blight (DC 34);
3/day—earthquake, imprisonment (DC 39), limited wish
1/day—freedom, gate of tartarus, wish
Str 65, Dex 18, Con 42, Int 36, Wis 38, Cha 45
Base Atk +60; CMB +97; CMD 128 (132 vs. trip)
Feats Alertness, Combat Expertise, Combat Reflexes, Cornugon Smash, Double Slice, Double Strike, Greater Two-Weapon Fighting, Greater Vital Strike, Greater Weapon Focus (scimitar), Greater Weapon Specialization (scimitar), Improved Critical (scimitar), Improved Two-Weapon Feint, Improved Two-Weapon Fighting, Improved Vital Strike, Intimidate Prowess, Iron Will, Muscle Reaction, Power Attack, Prodigious Two-Weapon Fighting, Quick Draw, Seize the Opportunity, Signature Skill (Intimidate), Stand Still, Two-Weapon Feint, Two-Weapon Fighting, Vital Strike, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Epic Feats Epic Weapon Focus (scimitar), Epic Weapon Specialization (scimitar), Good Will, Greater Critical (scimitar), Greater Critical Multiplier (scimitar), Improved Critical Multiplier (scimitar), Sixth Sense, Perfect Two-Weapon Fighting
Skills Bluff +83, Craft (torture device) +79, Fly +67, Heal +80, Intimidate +110, Knowledge (arcane, engineering, history, planes, religion) +79, Perception +87, Profession (jailer) +84, Sense Motive +84, Spellcraft +79, Use Magic Device +83
Languages Abyssal, Aklo, Ancient Greek, Celestial, Cyclops, Draconic, Giant, Ignan, Infernal, Necril, Old Tongue, Sylvan, Terran; telepathy 1.000 ft.
SQ divine traits (abomination), magic scimitars, might, mythic, poison scimitars, undersized weapons, virtual size category +1;
Environment: Tartarus (actually Hell)
Organization: Unique
Treasure: Two huge scimitars.
Divine Abilities
• Multifaced (Ex): You gain extra 6 feats.
Divine Traits (Abomination) (Ex)
As an abomiantion, Kampe gains a +6 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. Kampe’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. Kampe does not age and requires no food or drink to sustain herself.
Lingering Pain (Ex)
Whenever Kampe uses her torture ability on a target, that target gains one condition that lasts for a number of minutes equal to Kampe’s HD (60).
Whenever she tortures a creature, she can select the condition she wants to apply to the target: exhausted, fatigued, frightened, nauseated, shaken, sickened, or staggered.
Gate of Tartarus (Sp)
Kampe can summon one Hekatonkheires Titan, 1d2 Fomorian Titans or 1d4 Thanatotic Titans once per day.
Magic Scimitars (Su)
Any scimitar Kampe wields increase the enhancement bonus by +6 (a non magical weapon count with an enhancement bonus of +0) and gains the good outsider dread, speed, and vorpal weapon quality. Weapons retain this quality for one round after Kampe releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.
Might (Ex)
Kampe deals d10'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 Kampe HD.
Mythic (Ex)
Kampe has Mythic Power (6/day, Surge +1d8) and counts as a 6th-rank Mythic creature. Kampe can use any of her 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.
Poison (Ex)
Sting or scimitar—injury; save Fortitude DC 62; frequency 1/round for 6 rounds; effect 2d6 Strength and Constitution drain plus 10d6 acid damage; cure 3 consecutive saves. This poison overcome immunity to poison, fortitude save and ability drain if the creature does not has divine rank. The save DC is Constitution-based.
Poison Scimitars (Su)
Kampe scimitars automatically transfer her poison with a successful hit.
Torture (Ex)
Kampe can spend one minute to cause a helpless target an extreme amount of pain and anguish. At the end of this minute, Kampe make a Heal check, the target takes 1 point of nonlethal damage per HD of Kampe and must make a Will save with a DC equal to that Heal check. The DC of this saving throw increases by +1 for each consecutive use of this ability. If Kampe has adequate tools on hand, such as knives, fire, whips, and other grisly torture implements she gain +10 to that Heal check.
If the target fails his saving throw, he must truthfully answer any one question asked by Kampe that can be answered with a few words or less. If the save is successful, the target can refuse to answer the question or even give a false answer. This is a pain effect and creatures immune to nonlethal damage are as well immune to it. This ability overcome immunity to pain effects and nonlethal damage if the creature does not has divine rank.
Torture Touch (Su)
Kampe can use the torture ability in the middle of combat. Using this ability in this way is a standard action that requires a melee touch attack. If the attack hits, the target is treated as if he had been tortured for one minute, takes the normal amount of nonlethal damage and must make a Will save to avoid answering a question as normal.
This also allows Kampe to apply one of her conditions from lingering pain to the target, but the effects only last for 1 round per HD of Kampe (instead of the usual 1 minute per HD).
Toxic Cloud (Ex)
After the 8 rounds, the poison that covers a square evaporates and becomes aeriform. The poison in the gaseous remain contact and in this state occupies the original square plus 5 ft. in all directions (a cube of 15 ft. per side in effective with the original square in the center). The poison remains in this state for a number of rounds equal to half Kampe's Constitution modifier (8).
Trail of Poison (Ex)
Wherever Kampe passes, she leaves poison. While Kampe is in contact with the ground or flying, every square she occupies (or that is directly below her if she flies) is hit by her poison. If she moves, this effect also applies to her movement squares. The affected square remains coated in her poison for a number of rounds equal to half Kampe's Constitution modifier (8). In this case the poison has a type of contact instead of injury. After this the poison stops contaminating the square but becomes aeriform (see toxic cloud). A creature that comes into contact with a tainted square during that rounds must immediately make a Fortitude save against the poison.
Toxic Mist (Ex)
Kampe is surrounded by a poisonous acid mist and everyone who enters within 30 ft. of her take 1d4 Strength and Constitution drain plus 2d6 acid damage. This is a poison effect. This overcome immunity to poison and ability drain if the creature does not has divine rank. Kampe can deactivate or activate this ability as a swift action.
Wrath of the Titans (Su)
As a standard action, three times per day, Kampe can hurls a ball of pure hate at her foe. This ability work as fireball with the exception that deal 120d6 divine damage, the Reflex save DC is 62, its a supernatural not subject to SR and the range is 1.000 feet. The save DC is Constitution-based.
The following version is her AFTER the defeat of the Titans in the Titanomachy when she lost many of her powers by going from Entity to Abomination. Currently in my setting she work in Hell as a head jailer. When I finish her original version I will publish it.
Kampe
Home Plane: Tartarus (after the defeat of the Titans, Hell)
Alignment: Lawful Evil
Clergy Alignments: LN, LE, NE
Domains: Earth, Evil, Law, Scalykind
Subdomains: Cave (Earth), Demodand (Evil), Poison (Scalykind), Slavery (Law), Torture*
*Clerics of Kampe can use the Torture subdomain to modify the Evil domain.
Favored Weapon: Scimitar
Enemies: Olympian Pantheon, original Hekatonkheires and Cyclops
Allies: Abomination, Demodand, Devils, Kytons, Titans
A centaur-like creature, but different, a creature who came out of the nightmares of the universe when the world was still young and things were not yet well defined. The lower part of her body, what would be the equine part of a centaur, is that of a monstrous dragon with large wings and mighty claws, but the tail of a vast scorpion arches over her back. Where the human part joins the dragon, the skin boils while bear, wolf, and other predators heads are generated, which are immediately sucked into the gurgling skin and then regenerate again in an infinite cycle. The human part is that of a beautiful woman but instead of hair she has hissing snakes like a Medusa. A sadistic smile spreads across her face as she watches you.
Kampe
LE Gargantuan Magical Beast (abomination, extraplanar)
Init +37; Senses blindsight 500 ft., darkvision 1000 ft., detect chaos, detect good, greater arcane sight, low-light vision, scent, see in darkness, true seeing; Perception +87
Aura divine aura (700 ft. radius, DC 33), frightful presence (700 ft., DC 63), toxic mist (30 ft.)
AC 72, touch 33, flat-footed 68 (+17 deflection, +4 Dex, +6 divine, +39 natural, -4 size)
hp 1.322 hp (60d10+992) regeneration 50 (epic and good)
Fort +54, Ref +42, Will +54;
Defensive Abilities all-around vision, freedom of movement, nondetection, sixth sense (cannot be caught flat-footed except by opponents who are four levels or more higher); DR 30/epic and good; Immune ability damage or drain, acid, cold, disease, energy drain, fire, mind-affecting, poison, enchantment, illusion and transmutation, death from massive damage; Resistance electricity and sonic 20; SR 76
Speed 360 ft., burrow 180 ft. (through any material up to hardness 20), climb 360 ft., fly 520 ft. (average), swim 360 ft.
Melee +6 good outsider dread speed vorpal scimitar +97/+97/+97/+92/+92/+87/+87/+82/+82 (4d10+41/12-20x4 plus poison), 5 bites +84 (6d10+13 plus grab), 2 claws +84 (4d10+13), sting +84 (8d10+13 plus poison) or 5 bites +89 (6d10+27 plus grab), 2 claws +84 (4d10+13), sting +84 (8d10+13 plus poison)
Space 20 ft.; Reach 15 ft. (20 ft. with sting)
Special Attacks lingering pain, mythic surge 6/day (+1d8), poison, pounce, rend (3 bites, 6d10+40), rake (2 claws +84, 4d10+13), sneak attack +10d6, torture, toxic cloud, trail of poison, wrath 3/day (120d6, DC 62)
Spell-Like Abilities (CL 66th, concentration +88)
Constant—detect chaos, detect good, freedom of movement, greater arcane sight, nondetection, true seeing;
At will—bane (DC 31), blasphemy (DC 37), blight (DC 35), chain lightning (DC 36), darkness, dictum (DC 37), dimension door, disintegrate (DC 36), destruction (DC 37), doom (DC 31), fireball (DC 33), greater dispel magic, gust of wind (DC 32), haste, invisibility purge, magic circle against chaos, magic circle against good, magic missile, nightmare (DC 35), poison (DC 34), order’s wrath (DC 34), ray of enfeeblement (DC 31), shocking grasp, summon monster IX (as evil spell only), unholy blight (DC 34);
3/day—earthquake, imprisonment (DC 39), limited wish
1/day—freedom, gate of tartarus, wish
Str 65, Dex 18, Con 42, Int 36, Wis 38, Cha 45
Base Atk +60; CMB +97; CMD 128 (132 vs. trip)
Feats Alertness, Combat Expertise, Combat Reflexes, Cornugon Smash, Double Slice, Double Strike, Greater Two-Weapon Fighting, Greater Vital Strike, Greater Weapon Focus (scimitar), Greater Weapon Specialization (scimitar), Improved Critical (scimitar), Improved Two-Weapon Feint, Improved Two-Weapon Fighting, Improved Vital Strike, Intimidate Prowess, Iron Will, Muscle Reaction, Power Attack, Prodigious Two-Weapon Fighting, Quick Draw, Seize the Opportunity, Signature Skill (Intimidate), Stand Still, Two-Weapon Feint, Two-Weapon Fighting, Vital Strike, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Epic Feats Epic Weapon Focus (scimitar), Epic Weapon Specialization (scimitar), Good Will, Greater Critical (scimitar), Greater Critical Multiplier (scimitar), Improved Critical Multiplier (scimitar), Sixth Sense, Perfect Two-Weapon Fighting
Skills Bluff +83, Craft (torture device) +79, Fly +67, Heal +80, Intimidate +110, Knowledge (arcane, engineering, history, planes, religion) +79, Perception +87, Profession (jailer) +84, Sense Motive +84, Spellcraft +79, Use Magic Device +83
Languages Abyssal, Aklo, Ancient Greek, Celestial, Cyclops, Draconic, Giant, Ignan, Infernal, Necril, Old Tongue, Sylvan, Terran; telepathy 1.000 ft.
SQ divine traits (abomination), magic scimitars, might, mythic, poison scimitars, undersized weapons, virtual size category +1;
Environment: Tartarus (actually Hell)
Organization: Unique
Treasure: Two huge scimitars.
Divine Abilities
• Multifaced (Ex): You gain extra 6 feats.
Divine Traits (Abomination) (Ex)
As an abomiantion, Kampe gains a +6 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. Kampe’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. Kampe does not age and requires no food or drink to sustain herself.
Lingering Pain (Ex)
Whenever Kampe uses her torture ability on a target, that target gains one condition that lasts for a number of minutes equal to Kampe’s HD (60).
Whenever she tortures a creature, she can select the condition she wants to apply to the target: exhausted, fatigued, frightened, nauseated, shaken, sickened, or staggered.
Gate of Tartarus (Sp)
Kampe can summon one Hekatonkheires Titan, 1d2 Fomorian Titans or 1d4 Thanatotic Titans once per day.
Magic Scimitars (Su)
Any scimitar Kampe wields increase the enhancement bonus by +6 (a non magical weapon count with an enhancement bonus of +0) and gains the good outsider dread, speed, and vorpal weapon quality. Weapons retain this quality for one round after Kampe releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.
Might (Ex)
Kampe deals d10'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 Kampe HD.
Mythic (Ex)
Kampe has Mythic Power (6/day, Surge +1d8) and counts as a 6th-rank Mythic creature. Kampe can use any of her 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.
Poison (Ex)
Sting or scimitar—injury; save Fortitude DC 62; frequency 1/round for 6 rounds; effect 2d6 Strength and Constitution drain plus 10d6 acid damage; cure 3 consecutive saves. This poison overcome immunity to poison, fortitude save and ability drain if the creature does not has divine rank. The save DC is Constitution-based.
Poison Scimitars (Su)
Kampe scimitars automatically transfer her poison with a successful hit.
Torture (Ex)
Kampe can spend one minute to cause a helpless target an extreme amount of pain and anguish. At the end of this minute, Kampe make a Heal check, the target takes 1 point of nonlethal damage per HD of Kampe and must make a Will save with a DC equal to that Heal check. The DC of this saving throw increases by +1 for each consecutive use of this ability. If Kampe has adequate tools on hand, such as knives, fire, whips, and other grisly torture implements she gain +10 to that Heal check.
If the target fails his saving throw, he must truthfully answer any one question asked by Kampe that can be answered with a few words or less. If the save is successful, the target can refuse to answer the question or even give a false answer. This is a pain effect and creatures immune to nonlethal damage are as well immune to it. This ability overcome immunity to pain effects and nonlethal damage if the creature does not has divine rank.
Torture Touch (Su)
Kampe can use the torture ability in the middle of combat. Using this ability in this way is a standard action that requires a melee touch attack. If the attack hits, the target is treated as if he had been tortured for one minute, takes the normal amount of nonlethal damage and must make a Will save to avoid answering a question as normal.
This also allows Kampe to apply one of her conditions from lingering pain to the target, but the effects only last for 1 round per HD of Kampe (instead of the usual 1 minute per HD).
Toxic Cloud (Ex)
After the 8 rounds, the poison that covers a square evaporates and becomes aeriform. The poison in the gaseous remain contact and in this state occupies the original square plus 5 ft. in all directions (a cube of 15 ft. per side in effective with the original square in the center). The poison remains in this state for a number of rounds equal to half Kampe's Constitution modifier (8).
Trail of Poison (Ex)
Wherever Kampe passes, she leaves poison. While Kampe is in contact with the ground or flying, every square she occupies (or that is directly below her if she flies) is hit by her poison. If she moves, this effect also applies to her movement squares. The affected square remains coated in her poison for a number of rounds equal to half Kampe's Constitution modifier (8). In this case the poison has a type of contact instead of injury. After this the poison stops contaminating the square but becomes aeriform (see toxic cloud). A creature that comes into contact with a tainted square during that rounds must immediately make a Fortitude save against the poison.
Toxic Mist (Ex)
Kampe is surrounded by a poisonous acid mist and everyone who enters within 30 ft. of her take 1d4 Strength and Constitution drain plus 2d6 acid damage. This is a poison effect. This overcome immunity to poison and ability drain if the creature does not has divine rank. Kampe can deactivate or activate this ability as a swift action.
Wrath of the Titans (Su)
As a standard action, three times per day, Kampe can hurls a ball of pure hate at her foe. This ability work as fireball with the exception that deal 120d6 divine damage, the Reflex save DC is 62, its a supernatural not subject to SR and the range is 1.000 feet. The save DC is Constitution-based.
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