Things from my setting

Obly99

Hero
Today I bring the revised version of a template.
The heartless template (Heartless Creature (CR +1)[3pp] – d20PFSRD) is extremely beautiful but absolutely broken and goes out of control in less than a second with an endless array of your evil pairs marching on you (personal experience, that was terrifying). This revised version is more balanced.

Heartless

The heartless are different from other monsters for they are born out of the negative emotions; like poltergeists, they are filled with only the worst of what sentient beings can feel. Like demons or angels, they are physical representations of souls. In this case, however, they have separated from the beings whose emotions have created them. Some vile creatures seek to create heartless creatures, seeing them as a way to corrupt the righteous and turn them into allies. Heartless creatures always have an oppositional color scheme to the base creatures’ normal appearance, giving them a much darker look.

Creating a Heartless Creature

“Heartless” is an acquired template that can be added to any intelligent creature (Int 3 or more) who can experience negative emotions (for example an inevitable could not become heartless but un undead can) and does not possess the good or heartless subtype.

A heartless creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +1.

Alignment: Always evil.

Size and Type: The creature’s gains the evil and heartless subtypes.

Special Abilities: A heartless creature retains all the special abilities of the base creature, and gains the special abilities as described below.

Aura of Abuse (Su)
Non-heartless creatures who enter this 30 ft. aura experience visions of the abuse the heartless creature suffered from. A failed Will save DC (see below) determines the effect of the aura; the effect lasts for 5 rounds. Upon a successful save, the subject is shaken for one round. Targets that make their save are immune to this heartless creature’s aura of abuse for 24 hours. Aura of abuse is a fear, mind-affecting effect. Creature with the heartless subtype are immune to aura of abuse.

DC
Condition
½ the heartless creature’s HD + its Cha modifier​
Cowered​
5 + ½ the heartless creature’s HD + its Cha modifie​
Panicked​
10 + ½ the heartless creature’s HD + its Cha modifie​
Frightened​

Create Heartless (Su)
As a standard action, a heartless creature can create an exact duplicate of a target creature. To use this ability, the heartless creature must make a melee touch attack that provoke attack of opportunity against an intelligent creature (Int 3 or more) who can experience negative emotions. A successful Will save (DC 10 + ½ the heartless creature’s HD + its Cha modifier) negate the effect. Targets that make their save are immune to this heartless creature’s create heartless for 24 hours. That duplicate gains the heartless creature template. A heartless creature does not gain use of this ability until 24 hours after its original creation. The new heartless creature has all the possessions and powers of its original (including magic, though it cannot duplicate artifacts) unless the new alignment or type result in no longer respecting the prerequisites of some abilities, in which case they are changed with some others suitable for his new role (DM discretion, eg. when the heartless of a paladin is generated, the heartless creature, instead of paladin, can be an antipaladin of the Tyrant archetype [for its LE alignment]). Upon the defeat or destruction of the heartless duplicate, the duplicate and its items disappear completely (though the items reappear with improved rejuvenation). The motives of the heartless duplicate, if needed, are determined by the GM. The duplicate is not under the control of its creator. When spawned, the heartless is a copy of the original, but if left free for a long time, it can take on specific levels and abilities of its own (eg. Shelag is a 6th level rogue when her heartless is spawned, at the moment of level up° she decides to continue as a rogue while her heartless decides to enter the prestige class of the master spy in order to better hide from the original after doing some retraining to meet the PrC prerequisites).
Create heartless cannot be used on creature with the heartless subtype (an heartless cannot create a new heartless from itself nor from another heartless because they are already made of evil and negative emotions) nor creatures who cannot experience negative emotions (for example an inevitable but un undead can), possess the good subtype (as they are literally made of good) or have already their heartless existent in the world (because it was already extracted). In some unique circumstances, these creatures may be vulnerable to create heartless, but this is left to the DM's discretion.
° The heartless creature gains exp independently from the originator, and depending on the situation, if left free for a long time, there could be a point where a heartless creature could even be of a higher level than the original.

Improved Rejuvenation (Su)
In most cases, it’s difficult to destroy a heartless creature through simple combat: the “destroyed” or “slain” heartless creature restores itself in 1d4+1 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a heartless creature is to have its originator slain or destroyed, or to have the originator absorb the creature. The originator can automatically absorb a helpless or pinned heartless creature, otherwise it must make a successful touch attack against the heartless creature and succeed on an opposed Charisma check. If the originator die, the heartless creature gains 1 permanent negative level every day the creator remain dead. This negative levels ignore every immunity against them and cannot be removed with nothing less powerful of a wish or miracle but even in that case, they resume accumulate the next day. If the heartless creature gains a number of negative levels equal to its HD, it dissolve in a disgusting puddle. If the originator comes back to life when the heartless creature still exists, these negative levels are removed at the rate of 1 per day. If the originator comes back to life when the heartless has been destroyed by this negative levels (it was not absorbed by the originator), it returns to existence at the point where it was destroyed with a number of negative levels equal to its HD-1, these negative levels are removed at the rate of 1 per day. Actually, the only way to permanently destroy a heartless without having the originator permanently die, is for the originator to absorb it.

Mocking Laughter (Su)
Once every 1d6 rounds, as a swift action, the heartless can unleash a torrent of braying laughter combined with a stream of vile expletives and invective, this is directed against one target within 60 ft. If the target fails its Will save (DC 10 + ½ the heartless creature’s HD + its Cha modifier) it suffers 1d6 points of nonlethal damage for every 2 HD the heartless creature possesses (minimum 1d6).

In addition, upon a failed save, the target is filled with humiliation, shame, and self-loathing, taking a -1 penalty on attack rolls, saving throws, ability checks, and skill checks for 1 day per HD of the heartless. This penalty increases by -1 for every 3 HD the heartless creature possesses. This penalty can be removed by application of any effect that grants a morale bonus to any attack roll, saving throw, ability check or skill check. Targets that make their save are immune to this heartless creature’s mocking laughter for 24 hours. This is a compulsion, mind-affecting effect. Creature with the heartless subtype are immune to mocking laughter.

Malevolence (Su)
Once per round, the heartless creature can merge its body with its originator. This ability is similar to a greater possession spell (caster level 15th or the heartless creature’s HD, whichever is higher), except that it ignore immunity to necromancy effects. To use this ability, the heartless creature must make a melee touch attack against its originator. The target can resist the effect with a successful Will save (DC 10 + ½ the heartless creature’s HD + its Cha modifier). An originator that successfully saves is immune to the heartless creature’s malevolence for 24 hours.
 

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Today I bring the revised version of a template.
The heartless template (Heartless Creature (CR +1)[3pp] – d20PFSRD) is extremely beautiful but absolutely broken and goes out of control in less than a second with an endless array of your evil pairs marching on you (personal experience, that was terrifying). This revised version is more balanced.

Heartless

The heartless are different from other monsters for they are born out of the negative emotions; like poltergeists, they are filled with only the worst of what sentient beings can feel. Like demons or angels, they are physical representations of souls. In this case, however, they have separated from the beings whose emotions have created them. Some vile creatures seek to create heartless creatures, seeing them as a way to corrupt the righteous and turn them into allies. Heartless creatures always have an oppositional color scheme to the base creatures’ normal appearance, giving them a much darker look.

Creating a Heartless Creature

“Heartless” is an acquired template that can be added to any intelligent creature (Int 3 or more) who can experience negative emotions (for example an inevitable could not become heartless but un undead can) and does not possess the good or heartless subtype.

A heartless creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +1.

Alignment: Always evil.

Size and Type: The creature’s gains the evil and heartless subtypes.

Special Abilities: A heartless creature retains all the special abilities of the base creature, and gains the special abilities as described below.

Aura of Abuse (Su)
Non-heartless creatures who enter this 30 ft. aura experience visions of the abuse the heartless creature suffered from. A failed Will save DC (see below) determines the effect of the aura; the effect lasts for 5 rounds. Upon a successful save, the subject is shaken for one round. Targets that make their save are immune to this heartless creature’s aura of abuse for 24 hours. Aura of abuse is a fear, mind-affecting effect. Creature with the heartless subtype are immune to aura of abuse.

DC
Condition
½ the heartless creature’s HD + its Cha modifier​
Cowered​
5 + ½ the heartless creature’s HD + its Cha modifie​
Panicked​
10 + ½ the heartless creature’s HD + its Cha modifie​
Frightened​

Create Heartless (Su)
As a standard action, a heartless creature can create an exact duplicate of a target creature. To use this ability, the heartless creature must make a melee touch attack that provoke attack of opportunity against an intelligent creature (Int 3 or more) who can experience negative emotions. A successful Will save (DC 10 + ½ the heartless creature’s HD + its Cha modifier) negate the effect. Targets that make their save are immune to this heartless creature’s create heartless for 24 hours. That duplicate gains the heartless creature template. A heartless creature does not gain use of this ability until 24 hours after its original creation. The new heartless creature has all the possessions and powers of its original (including magic, though it cannot duplicate artifacts) unless the new alignment or type result in no longer respecting the prerequisites of some abilities, in which case they are changed with some others suitable for his new role (DM discretion, eg. when the heartless of a paladin is generated, the heartless creature, instead of paladin, can be an antipaladin of the Tyrant archetype [for its LE alignment]). Upon the defeat or destruction of the heartless duplicate, the duplicate and its items disappear completely (though the items reappear with improved rejuvenation). The motives of the heartless duplicate, if needed, are determined by the GM. The duplicate is not under the control of its creator. When spawned, the heartless is a copy of the original, but if left free for a long time, it can take on specific levels and abilities of its own (eg. Shelag is a 6th level rogue when her heartless is spawned, at the moment of level up° she decides to continue as a rogue while her heartless decides to enter the prestige class of the master spy in order to better hide from the original after doing some retraining to meet the PrC prerequisites).
Create heartless cannot be used on creature with the heartless subtype (an heartless cannot create a new heartless from itself nor from another heartless because they are already made of evil and negative emotions) nor creatures who cannot experience negative emotions (for example an inevitable but un undead can), possess the good subtype (as they are literally made of good) or have already their heartless existent in the world (because it was already extracted). In some unique circumstances, these creatures may be vulnerable to create heartless, but this is left to the DM's discretion.
° The heartless creature gains exp independently from the originator, and depending on the situation, if left free for a long time, there could be a point where a heartless creature could even be of a higher level than the original.

Improved Rejuvenation (Su)
In most cases, it’s difficult to destroy a heartless creature through simple combat: the “destroyed” or “slain” heartless creature restores itself in 1d4+1 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a heartless creature is to have its originator slain or destroyed, or to have the originator absorb the creature. The originator can automatically absorb a helpless or pinned heartless creature, otherwise it must make a successful touch attack against the heartless creature and succeed on an opposed Charisma check. If the originator die, the heartless creature gains 1 permanent negative level every day the creator remain dead. This negative levels ignore every immunity against them and cannot be removed with nothing less powerful of a wish or miracle but even in that case, they resume accumulate the next day. If the heartless creature gains a number of negative levels equal to its HD, it dissolve in a disgusting puddle. If the originator comes back to life when the heartless creature still exists, these negative levels are removed at the rate of 1 per day. If the originator comes back to life when the heartless has been destroyed by this negative levels (it was not absorbed by the originator), it returns to existence at the point where it was destroyed with a number of negative levels equal to its HD-1, these negative levels are removed at the rate of 1 per day. Actually, the only way to permanently destroy a heartless without having the originator permanently die, is for the originator to absorb it.

Mocking Laughter (Su)
Once every 1d6 rounds, as a swift action, the heartless can unleash a torrent of braying laughter combined with a stream of vile expletives and invective, this is directed against one target within 60 ft. If the target fails its Will save (DC 10 + ½ the heartless creature’s HD + its Cha modifier) it suffers 1d6 points of nonlethal damage for every 2 HD the heartless creature possesses (minimum 1d6).

In addition, upon a failed save, the target is filled with humiliation, shame, and self-loathing, taking a -1 penalty on attack rolls, saving throws, ability checks, and skill checks for 1 day per HD of the heartless. This penalty increases by -1 for every 3 HD the heartless creature possesses. This penalty can be removed by application of any effect that grants a morale bonus to any attack roll, saving throw, ability check or skill check. Targets that make their save are immune to this heartless creature’s mocking laughter for 24 hours. This is a compulsion, mind-affecting effect. Creature with the heartless subtype are immune to mocking laughter.

Malevolence (Su)
Once per round, the heartless creature can merge its body with its originator. This ability is similar to a greater possession spell (caster level 15th or the heartless creature’s HD, whichever is higher), except that it ignore immunity to necromancy effects. To use this ability, the heartless creature must make a melee touch attack against its originator. The target can resist the effect with a successful Will save (DC 10 + ½ the heartless creature’s HD + its Cha modifier). An originator that successfully saves is immune to the heartless creature’s malevolence for 24 hours.
Nice, I like it!
 

Obly99

Hero
A revisited version of my Godskin Apostle, completed with more of its powers from the game. Thanks cyberzane for its version (https://www. reddit.com/r/monsteraday/comments/u0p9j6/elden_ring_to_5e_day_45_godskin_apostle/)

Godskin Apostle

LE medium humanoid (augmented)

Init +28 (+92 against immortals/servitors); Senses detect divine, detect immortal, divine senses (x3), stillsense (90 ft.), true seeing, x-ray vision; Perception +57 (+121 against immortals/servitors)

Aura divine (DC 26, 400 ft.)

DEFENSE

AC 84, touch 77, flat-footed 66 (+10 deflection, +12 Dex, +6 dodge, +3 houndsman, +15 insight, +7 natural, +6 perfection, +15 Wis) or

against immortals and divine servitors AC 148, touch 141, flat-footed 130 (+10 deflection, +12 Dex, +6 dodge, +64 favored enemy, +3 houndsman, +15 insight, +7 natural, +6 perfection, +15 Wis)

hp 1.820 (930) (30d20+330) x2 regeneration 30 (divine damage or might [mythic])

Fort +49, Ref +48, Will +51 or

against immortals and divine servitors Fort +115, Ref +114, Will +117

Defensive Abilities adaption, ageless, anathema cloak, antimagic resistance, evasion, forgotten, godslayer, improved evasion (against immortals only), improved uncanny dodge (15th level), mettle (against immortals only), uncanny dodge; DR 30/—; Immune ability damage and drain, charm effects, compulsion effects, death effects, disease, energy drain, exhaustion, fatigued, illusion effects, mind-affecting effects, nonlethal damage, paralysis, petrification, poison, sleep, unwilling polymorph effects, and death from massive damage; Resistance Terrestrial Hazards; PR/SR 46 (110 vs. Immortals and divine servitors)

OFFENSE

Speed 90 ft., relentless stride

Melee skinner +53/+53/+48/+43/+38 (2d10+25/17-20x3) or

against immortals and divine servitors skinner +121/+121/+116/+111/+106 (2d10+93/17-20x3 plus 4d6) or

against immortals with smite immortals active skinner +151/+151/+146/+141/+136 (+ DR) (2d10+93/17-20x3 plus 4d6 and 240/3.000*DR extra damage [eventually permanent])

Special Attacks atheist paroxysm, black fire, black flame slam, black flame whirlwind (DC 105, 60d6 antidivine), death attack (DC 34, 98 vs. immortals/servitors), favored enemy (immortals and divine servitors +64, Bluff, Knowledge, Perception, Sense Motive, Stealth, and Survival), mad skinned apostle (DC 41, 105 vs. immortals/servitors), mythic power (6/day, surge +1d8), plunging blade (DC 41, 105 immortals/servitors, 40d10), quarry (+2), slam (DC 41, 105 vs. immortals/servitors), smite immortals 11/day (bonus to attack: 30 + DR; extra damage [eventually permanent]: if 48 DR or less 240*divine rank; if 49+ 3.000*divine rank; insight bonus to AC and save equal to double DR), sneak attack +8d6

Spell-Like Abilities (CL 36th, concentration +59)

At will—antimagic field, destruction (DC 33, 97 vs. immortals/servitors), dimensional anchor, dismissal (DC 31, 95 vs. immortals/servitors), doom (DC 27, 91 vs. immortals/servitors), gate, nondetection, trap the soul (DC 34, 98 vs. immortals/servitors), undetectable alignment

1/day—wish

STATISTICS

Str 30, Dex 34, Con 32, Int 28, Wis 40, Cha 30

Base Atk +30; CMB +46; CMD 117 or

against immortals and divine servitors CMB +110; CMD 181

Feats Combat Reflexes, Cornugon Smash, Dodge, Greater Fortitude, Improved Critical (sickle), Improved Initiative, Iron Will, Lunge, Mobility, Power Attack, Quick Draw, Run, Signature Skill (intimidate), Spring Attack, Weapon Focus (sickle), Weapon Specialization (sickle)

Houndsman Bonus Feats Dazzling Display, Dreadful Carnage, Intimidating Prowess, Shatter Defense

Epic Feats Death of EnemiesB, Improved Critical Multiplier (sickle), Improved Dodge, Good Fortitude, Good Will, Greater Critical (sickle), Killer InstinctB, Legendary TrackerB

Skills Bluff +46, Climb +49, Craft (leather) +48, Disguise +46, Handle Animal +49, Heal +54, Intimidate +56, Knowledge (arcane, planes, religion) +45, Perception +57, Profession (tanner) +54, Sense Motive +51, Ride +51, Spellcraft +45, Stealth +54, Survival +60 (+67 to follow tracks), Use Magic Device +46; Modifiers +6 to Knowledge (geography), Perception, Stealth, and Survival, +7 to Survival skill checks made to follow tracks, +64 against immortals and divine servitors

Languages Abyssal, Aklo, Celestial, Common, Draconic, Giant, Infernal, Sylvan

SQ AC bonus, adaptive learning, camouflage, combat style feat (menacing), harvest skin, hunting ground (+6, Knowledge (geography), Perception, Stealth, and Survival), integrated class feature (houndsman), maven, might, portfolio (deicide), swift tracker, terminus, track, unseated apostle, virtual size category +1, wildspeak (animal, elementals, fey, magical beast, monstrous humanoid, ooze, plant, vermin)

Gears skinner (+6 immortal dread, immortal servants dread, impact, phase locking, speed sickle)

Divine Abilities

• Adjuration (Su): Summon up to 60 hit die of creatures per day (no single creature can have CR higher than 21)

• Multifaceted (Ex)B: Gain 6 extra feats

• Polymorph (Su): You can polymorph at will

• Shapechange (Su): You can shapechange at will

• Superior Critical (sickle) (Ex): Critical thread quadrupled

• Vampiric Effect (Su): The effect draws life from the target into the deity

• Unknowing Soul (Ex): Wis as insight to saving throw

Divine Abilities (stolen with Godskin)

• Divine Sneak Attack (Ex): Half your sneak attack damage is treated as divine damage

• Eternal Freedom (Ex): You are immune to spells and effects which impede movement

• Seventh Sense (Ex): You can replay a number of rounds per day equal to your divine rank

• Telelocation (Su): You automatically know the location of any unshielded thing

• True Seeing (Su): You have True Seeing

• X-Ray Vision (Su): See through solid objects

Deicide Portfolio Traits (Demi-Deity)

Granted Power: Once per day per divine rank you may use Smite Immortal.

*Smite Immortal (Su)

A number of time per day equal to his divine rank, a deicide can infuse his strikes with anathematic energies. As a swift action, the deicide chooses one target within sight to smite. If this target is an Immortal, the deicide gains a bonus to his Attack Rolls equal to his HD plus his opponent's Divine Rank**, deals extra damage or permanent damage (deicide choice) on his Damage Rolls equal to double his HD x his opponent's Divine Rank against the Immortal and attacks automatically bypass any DR the Immortal might possess. In addition, while smite immortal is in effect, the deicide gains an insight bonus equal to double his opponent's Divine Rank to his AC and saving throw against attacks and ability made by the target of the smite. If the deicide targets a creature that was not an Immortals, the smite is wasted with no effect. The smite immortal effect remains until the target of the smite is dead or the next time the deicide rests and regains his use of this ability. This ability count as smite for prerequisite of feat and ability (like the Perfect Smite Cosmic Ability). If the Immortal has at least 49 divine rank, the base smite immortal damage (before apply superior and perfect smiting) increase to his HD x his opponent's Divine Rank x 100.

** for calculate the divine rank of Immortal without divine rank like Cogent or Cometary Dragon, use his equivalent bonus to AC (ex: a Cogent a rank 16, while an Old Cometary Dragon a rank 44).

Obsessed (Ex): Competence penalty to on all rolls equal to your divine rank for one month if you ever retreat the battlefield so long as a single enemy Immortal remains alive within your Divine Aura

Notoriety (Ex): You become infamous across the pantheon, becoming a target for assassinations attempts by powerful divine servants or adventuring parties

• Pernicious Armor (Su): You are immune to Divine Damage

• Scion of Godslaughter (Ex): You gain your most powerful opponent’s in your Divine Aura Divine Bonus to Armor Class, Attacks, Damage, Saves, and Checks

• Profane Ritual (Ex): All summoned allies cannot be Banished

• Antidivinity (Su): All Divine Damage you do is treated as Antidivine Damage, which deals no damage to entities not possessing Divine Rank but double damage to entities with a Divine Bonus (still penetrate and destroy all barriers)

Uncanny Black Flame Mastery

Beam (Ray) 30d6; 1.600 ft.

Blast 15d6; 1.600 ft./100 ft. Standard action Ref 101/half

Blood 7d6; Melee automatic ability Ref DC 102/negate

Breath* 30d6; 100 ft. (cone) 400 ft. (line) Standard Ref 102/half

Hand 45d6; Melee Touch

Immolation 45d6; 400 ft. radius Free/Standard Ref 102/half

Storm 7d6; 400 ft. radius Standard/Free – Special Ref 101/half

Strike 7d6; Melee (bonus) Free -

Wrath (Gaze) 15d6; all creature in 100 ft. Will 101/negate

Anathema Cloak (Ex)
The blasphemous act that the Godskin Apostle performed by dressing in the skin of the gods make it a void upon the divine matrix that underlies the Multiverse. As long the Godskin Apostle has at least 1 Godskin (see below), if an Immortal or divine servitor attempts to scry on it, the attempt fails. If the Godskin Apostle would appear in a scrying attempt on something else (example: he is in the vicinity of another character being scryed upon) then he is not included in the scrying attempt. The Godskin Apostle cannot be detected by special sense of Immortals: unusual forms of sensory perception of Immortals such as blindsight, greensight, tremorsense, etc. cannot automatically foil the Godskin Apostle use of Stealth; Immortals must make a Perception check as normal to detect the Godskin Apostle when he make use of the Stealth skill. This ability even foils indirect detection (such as an Immortal using detect magic to search for magical items while the Godskin Apostle is using Stealth or detect [alignment]) in the manner described above. The Godskin Apostle can hide himself from view without anything to actually hide behind but this works only against the Immortals (ex: the Godskin Apostle can use Stealth for hide in a bare corridor, without places to hide, and an Intermediate Deity that passes from there must roll a Perception check against his Stealth check while a mortal notices he automatically). The Godskin Apostle is unpredictable and fate cannot bind it: Precognition, Telelocation, Seventh Sense, Eighth Sense, Ninth Sense and Tenth Sense cannot see into the Godslayer future and they stop working in whatever situation it is involved.

Atheist Paroxysm (Su)
A Godskin Apostle can emit an inhibitive sphere of apostasic energy as a move action, which it can maintain for a number of minutes per day equal to his perfection bonus level. The duration does not need to be consecutive, but it must be spent in 1-minute increments. This zone extends to the same range of its divine aura. This ability nullifies divine traits for Immortals with divine rank equal or minor of the perfection bonus of the Godskin Apostle. Basically this ability nullifies the divine template in its entirety (the creature continues to be considered an Immortal for the various class abilities such as Smite Immortal or taking the antidivine damage). Regardless of whether the immortal has his template denied, this ability negate Divine Abilities as the Divine Nullification Transcendental Ability against Immortals.

Black Fire (Su)
A Godskin Apostle, because of its focused training and hatred against the Immortals, instead of gaining the Prana [Effect] like a normal Hyperborean, gains the Black Flame. This work with the same progression of the Prane Blast ability of a normal Hyperborean but instead work like a Fire [Effect] with the following difference: instead of fire damage it inflict an equivalent antidivine damage (this count as fire damage only in the instance that the immortal has vulnerability to fire for multiply the damage). If an immortal fail the saving throw against the relative version of the [Effect] (or automatically for effects or version of effects without saving thorow), he catch fire and suffer 10d6 antidivine damage (1d6 every 3 HD of the Godskin Apostle) every round at the start of its round for a number of rounds equal to the DR of the immortal. Multiple failed saves against the [Effect] only reset the duration of the burn, doesn’t stack the damage. A burning immortal can attempt a Reflex save DC 105 (already calculated the +64 to DC) as a full-round action for stopping the burning in advances. Dropping and rolling on the ground grants a +4 bonus on this save. A wish or miracle spells can stop the burning in advance but they must make a caster level check against the PR/SR of the Godskin Apostle (if the caster is an immortal, the DC increase as normal). The fast healing and regeneration (if any) of the immortal, while on fire by this ability, automatically stop function. Its difficult heal damage while the black fire consume him: any attempt to heal a creature while on fire by this ability must succeed on a caster level check against the PR/SR of the Godskin Apostle (if the caster is an immortal, the DC increase as normal) or the effect (like channel energy) or spell does not function. Success indicates the healing works normally. The save DC is Charisma-based.

Black Flame Slam (Su)
When unseated apostle is active, the Godskin Apostle can, as a full-round action that does not provoke attack of opportunity, make a single attack at its maximum attack bonus against any opponent within 30 ft. as if using the Whirlwind Attack feat. If the attack hit, it replace the standard damage of the Strike version of the Black Flame [Effect] with the damage of the Beam version. After using this ability, the Godskin Apostle must wait 1 minute before using it against.

Black Flame Whirlwind (Su)
As a full-round action that does not provoke attack of opportunity, the Godskin Apostle begins to hurt its sickle around itself in whirlwind circles, black flames emitting from the weapon (despite the description, the Godskin Apostle does not need the sickle or any weapon for use this ability). Black flames whip around the Godskin Apostle at a radius of 60 ft. Any creature caught within or entering the whirlwind for the first time take 60d6 antidivine damage (2d6 for HD) and catch fire as for the Black Flame [Effect]. A Reflex save DC 105 (already calculated the +64 to DC) half the damage and negate the catch fire. The whirlwind remain active until the start of the Godskin Apostle’s next turn. Any attack made against the Godskin Apostle (and any other ally of the Godskin Apostle in the area of black flame whirlwind) while the black flame whirlwind is active, suffer a -12 penalty (double the Perfection bonus). This penalty does not stack for multiple contemporary black flame whirlwinds, only the higher apply. After using this ability, the Godskin Apostle must wait 1 minute before using it again. The save DC is Charisma-based.

Forgotten (Ex)
A Godskin Apostle, because of its training in the Dead Magic zones, its immune to their effects.

Detect Divine (Su)
This work like a constant detect evil but instead of the detecting evil creatures detect creatures that obtain powers from a deity and divine artifacts or objects (like clerics or paladins [equivalent aura power of a detect evil used on an evil cleric]). Because of its focused training against the Immortals, a Godskin Apostle add its favored bonus to caster level checks to detect creatures warden (like with the nondetection spells). This power is not interfered by anything that interfere with the detection of alignment because it not detect the alignment.

Detect Immortal (Su)
This work like a constant detect evil but instead of the detecting evil creatures detect creatures with divine rank (aura power: disciple-prophet: feint, hero-deity-demi-deity: moderate, lesser-greater deity: strong, sidereals+: overwhelming). Because of its focused training against the Immortals, a Godskin Apostle add its favored bonus to caster level checks to detect creatures warden (like with the nondetection spells). This power is not interfered by anything that interfere with the detection of alignment because it not detect the alignment.

Godslayer (Ex)
A Godskin Apostle, because of its focused training against the Immortals gains improved evasion and mettle against effects of Immortals, gains always a saving throw against [Effects] (as if trying to get out of the Storm [aura] area). If the [Effect] has no saving throw, like Ray or Hand, if the Godskin Apostle can make a Fortitude save DC 20 + Cha modifier of the Immortal + DR of the Immortal for negate it.

Godskin (Ex)
A Godskin Apostle, as the name intended, wear garments made of the skins of skinned Immortals. When the Godskin Apostle wear this garments
  • its favored enemy increase x4 and apply it even to its saving throws and PR/SR against spells and abilities from immortals and divine servitors, to the DC of spell and ability against them, to check (skill, ability, caster level etc.) against them and initiative when there is an immortals or divine servitors among the enemies​
  • multiply x4 the damage of its Smite Immortal (as for the Superior Smite divine ability)​
  • gains a x2 hp multiplier​
  • gains anathema cloak​
  • gains one of the divine ability of the skinned immortal as a bonus ability (it does not need to respect it prerequisites) [this Godskin Apostle has Divine Sneak Attack, Eternal Freedom, Seventh Sense, Telelocation, True Seeing, and X-Ray Vision]​
  • gains immunity to ability damage and drain, charm effects, compulsion effects, death effects, disease, energy drain, exhaustion, fatigued, illusion effects, mind-affecting effects, nonlethal damage, paralysis, petrification, poison, sleep, unwilling polymorph effects, and death from massive damage​
While a Godskin Apostle wear this garments, its immune to sunder attempts made against them (but see below) and is immune to the Asport Divine Ability but only its garments. All this bonus are already calculated in the above sheet. The skins that compose the Godskin can be individually sundered but only by a true worshiper of the original Immortal to which the skin belonged (eg. if the Godskin has 4 skins (S1, S2, S3, S4), a true worshiper of the Immortal that originated the S1 can sunder the S1 but not the S2, S3 or S4). A skin has hardness equal to the DR and hp equal to the HD of the Immortal to which the skin belonged. When a skin is destroyed or is detected for create the Skin Pupper (see below), the Godskin Apostle lose the Divine Ability granted by that specific skin. If the last skin that compose the Godskin is destroyed or is detected for create the Skin Pupper, the Godskin Apostle lose all the benefits of the Godskin ability until the skin return (for the Skin Puppet) or create a new skin with Harvest Skin (if destroyed). This ability cannot be directly abrogated and each ability (single immunity, hp multiplier, specific skin power, atc.) must be removed individually.

Harvest Skin (Su)
A Godskin Apostle is able to ritually harvest the skins of immortals of Hero-Deity or above status, which it can use in a variety of ways. Taking a creature’s skin in this way requires 10 minutes and access to a dagger, sickle or similar light weapon capable of dealing slashing damage. The Godskin Apostle must succeed on a DC 15 + HD of the Immortal, Craft (leather) check, or the skin is ruined. The skinned creature must not have been dead for more than 1 hour per HD the Godskin Apostle possesses, or the attempt automatically fails. If the creature is alive, it must be either helpless or willing, and skinning it in this way automatically kill the creature, but grants the Godskin Apostle a +20 bonus on the Craft (leather) check. A skin harvested in this way can be added by the Godskin Apostle to its garments as a full-round action that provoke AoO (see Godskin). An Immortal skinned has automatically its soul trapped inside the skin (as for the Soul Stealer Divine Ability) and will suffer forever or until the skin is destroyed.

Integrated Class Feature (Ex)
A Godskin Apostle, because of its focused training against the Immortals, modifies some abilities of the Houndsman for better work against them. Its favored enemy only work against immortals and divine servitors (class that obtain powers from a divine, outsider at direct service of Immortals, etc.). It replace the normal smite of the Houndsman with Smite Immortal if the Deicide Portfolio, using its full HD for calculate the damage. A Godskin Apostle does not gain the Hunter Bond and spellcasting class feature of the Houndsman, instead gains Death of Enemies (Immortals) (the DC for Death of Enemy is 10 + ½ the HD of the Godskin Apostle + its Wisdom modifier + 64 of favored enemy [DC 104]), Killer Instinct and Legendary Tracker Epic Feats as a bonus feats.

Mad Skinned Apostle (Ex)
If the Godskin Apostle hit two times in the same round a creture with its skinner, it can make a free attack with its skinner against that creature. This extra attack can trigger only once per round against a specific creature. When unseated apostle is active, as a full round action that does not provoke attack of opportunity, the Godskin Apostle can fling itself at high speed. The Godskin Apostle hurls it torso upward and then slams down with its skinner upon an opponent within 120 ft. If the attack hit, it deals damage as if was augmented with the Greater Vital Strike feat. The creature hit must make a Fortitude save DC 41 (105 vs. Immortals and divine servitors) or be stunned for 1 round. Regardless of hitting or not, after using this ability, the Godskin Apostle legs are moved to the torso, resumes its normal shape, moving it adjacent to the target creature. This ability does not count as movement (like for effects like Stand Still). After using this ability, the Godskin Apostle must wait 1d6+2 round before using it against (but not the extra attack with skinner). The save DC is Strength-based.

Mythic (Ex)
A Godskin Apostle has Mythic Power (6/day, surge +1d8) and counts as a 6th-rank Mythic creature. A Godskin Apostle can use any of its spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

Might (Ex)
A Godskin Apostle deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD.

Plunging Blade (Ex)
When unseated apostle is active, as a full round action, the Godskin Apostle can fling itself at high speed. The Godskin Apostle hurls it torso upward, whirling its sickle like an airscrew. This attack work like the trample special attack (40d10 slashing damage, Reflex DC 41 [105 vs. Immortals and divine servitors], this damage count as inflicted with skinner for the purpose of overcome DR), but the Godskin Apostle does not move from its place (like for effects like Stand Still) as in reality only its torso move. At the end of the attack, the torso return to the legs, resumes its normal shape in the original place. After using this ability, the Godskin Apostle must wait 1d6+2 round before using it against. The save DC is Strength-based.

Skin Puppet (Su)
A Godskin Apostle can detect one of its skin to create a horrible parody of the original immortal to which the skin belonged. As a standard action, the Godskin Apostle can detect one of the skin of Godskin for create a construct made of the skin and filled with hay. The construct use all the statistics of the base Immortal with the following difference:
  • the creature type change to construct and gains the construct traits​
  • It appears where the Godskin Apostle designate (within 10 ft. of him) and acts immediately, on its turn​
  • the Skin Puppet acts on the same initiative as the Godskin Apostle and obeys its orders to the best of its ability (including suicide orders), trying to protect it to the best of its abilities​
  • alignment change to match the Godskin Apostle​
  • the creature lose one of the Portfolio (if use the rules under the Choosing Portfolios of the IH, the creature maintain the Portfolio given by the universe because it's how others perceive you [your skin])​
  • the creature gains vulnerability to fire and lose any immunity or resistance to fire it my possess, even if originated by a Portfolio​
  • the Skin Puppet must remain within 10 ft. x perfection bonus of the Godskin Apostle or automatically revert back into a skin and reappears as a part of the Godskin​
A Godskin Apostle can only have one Skin Puppet active at a time, if it create a second, the first is automatically revert back into a skin and reappears as a part of the Godskin. If the Skin Puppet is destroyed, two things can happen:
  • if destroyed by a generic creature, the Skin Puppet revert back into a skin and reappears as a part of the Godskin. The Godskin Apostle cannot create a new Skin Puppet from this skin for 1 day x DR of the of the original immortal to which the skin belonged.​
  • if destroyed by a true worshiper of the original Immortal to which the skin belonged, the skin is permanently destroyed, the soul of the Immortal is released and can finally rest in peace.​

Slam (Ex)
As a full-round action that provoke attack opportunity, the Godskin Apostle crosses his arms and floats upward 15 ft., slamming down and releasing a shockwave that hits within 20 ft. radius. Anyone caught within, with the exception of other Godskins, must make a Reflex save DC DC 41 (105 vs. immortals/servitors) or be knocked prone and stunned for 6 rounds (same Perfection bonus of the Godskin Apostle). After using this ability, the Godskin Apostle must wait 1d6+2 rounds before using it again. The save DC is Strength-based.

Unseated Apostle (Ex)
When the Godskin Apostle is reduced below half its maximum hit points (930 hp for a typical Godskin Apostle), it unseat it torso as a free action at the start of its turn. This status last for 1 hour or until returning to maximum hit points, whichever happen last. When unseated apostle is active, the Godskin Apostle can, as a full-round action that does not provoke attack of opportunity, make a single attack at its maximum attack bonus against any opponent within 30 ft. as if using the Whirlwind Attack feat. After using this ability, the Godskin Apostle must wait 1d6+2 round before using it against.
 
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Obly99

Hero
Oh oh oh, Merry Christmas.

Santa Claus

Male unique Jotnar Niflheim (Hrímþursar) Lesser Deity druid (artic druid) 20

NG Huge humanoid (cold, extraplanar, giant, good)

Init +16 (+26 while in cold or icy terrain); Senses darkvision 1800 ft., divine senses (x10), low-light vision, scent, snow vision, true seeing; Perception +74 (+84 while in cold or icy terrain)

Aura divine (DC 35, 540 ft.), holy aura (DC 43)

AC 69, touch 47, flat-footed 55 (+17 deflection, +8 Dex, +6 dodge, +8 divine, +22 natural, -2 size)

hp 1.980 (44d20+1.100) regeneration 20 (fire)

Fort +86, Ref +71, Will +76; +4 vs fear or pain; -8 against mind-affecting

Defensive Abilities arctic endurance, freedom of movement, rock catching, sixth sense; DR 20/epic and lawful; Immune cold, Terrestrial Hazards; Resistance fire 20, Stellar Hazards; PR/SR 62

Weakness vulnerability to fire;

Speed 60 ft., climb 30 ft., flurry form, icewalking

Melee candy can +78/+78/+73/+68/+63 (6d10+44 plus 3d6 cold and 3d6 against evil) or 2 slam +68 (4d10+23)

Ranged rock +53 (8d10+34)

Space 15 ft.; Reach 15 ft.

Special Attacks breath weapon (60-ft. cone, DC 55, 20d12 cold damage, 1d4 rounds), mythic power (10/day, surge +1d12), rock throwing (200 ft.), wild shape 8/day

Spell-like Abilities (CL 52th, concentration +77)

Constant—freedom of movement, holy aura, true seeing

At will—aid, blade barrier (DC 41), bliss bolt (DC 37), commune, dispel evil, displacement, dream, etherealness, euphoric tranquility (DC 43), fool’s teleport (DC 39), freedom, greater false vision (DC 42), geas/quest, good hope, greater dispel magic, greater heroism, greater illusion of treachery (DC 41), greater invisibility, greater shadow enchantment (DC 41), greater shadow evocation (DC 43), greater shadow trasmutation (DC 44), greater teleport, heroes feast, heroism, holy aura (DC 43), holy smite (DC 39), holy word (DC 42), impossible angles (DC 40), invisibility, invisibility sphere, irresistible dance (DC 42), magic circle against evil, magic jar (DC 40), major phantom object (DC 40), mirage arcane (DC 40), mirror image, mislead (DC 41), permanent image (DC 41), phantasmal web (DC 40), polypurpose panacea, programmed image (DC 41), project image (DC 42), protection from evil, scintillating patern (DC 43), sending, shades (DC 44), subjective reality, summon monster IX (good creatures only), tongues, veil (DC 41)

9/day—wish

3/day—polar ray, wish (replicate spell with cold descriptor only)

1/day—polar midnight (DC 44)

Druid Spells Prepared (CL 52th; concentration +75)

9th—clashing rocks (DC 42), elemental swarm, foresight, mass cure critical wounds (2), regenerate

8th—euphoric tranquility, mass cure serious wounds (2), wandering weather, word of recall (2)

7th—control weather, heal (2), mass cure moderate wounds (2), tectonic communion, wind walk

6th—find the path (2), mass cure light wounds (3), summon stampade (DC 39), unerring tracker

5th—atonement (2), awaken, comune with nature, death ward, companion transposition, hallow

4th—air walk, cure serious wounds (2), earth glide, greater aggresive thunderstorm (DC 37), ice storm, true form (DC 37)

3rd—cloak of wind, companion mind link, cure moderate wounds (2), daylight, remove disease, sleet storm, wind wall

2nd—animal messanger (2), barkskin (2), companion life link, frigid touch, frost fall (DC 35), unshakable cold (DC 35)

1st—cure light wounds (2), endothermic touch (DC 34), endure elements, faerie fire, pass without trace, obscuring mist, speak with animals

0th (at will)—detect magic, mending, purify food and drink, stabilize

Str 57, Dex 27, Con 61, Int 40, Wis 40, Cha 44

Base Atk +39; CMB +72 (+74 for bull rush and sunder); CMD 113 (115 vs. bull rush and sunder)

Feats Alertness, Awesome Blow, Catch Off-Guard, Dodge, Furious Focus, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Lightning Reflexes, Natural Spell, Power Attack, Skill Emphasis (craft [toymaker]), Summon Good Monster, Vital Strike

Epic Feats Epic Skill Emphasis (craft [toymaker]), Epic Skill Focus (craft [toymaker]), Good Reflexes, Improved Dodge, Sixth Sense, Skill Mastery (craft [toymaker])

Skill All skills 55 + ability modifier; +10 Knowledge (geography), Perception, Stealth, and Survival while in cold or icy terrain, +2 Knowledge (nature) and Survival; Craft (toymaker) +145 total

Languages Aquan, Auran, Common, Druidic, Dwarf, Elf, Giant, Old Norse

SQ arctic native, change size, divine traits (lesser deity), jotun traits, maven, might, nature bond (animal companion: megaloceros [Rudolph]), nature sense, portfolio (good, happiness), snow caster, spontaneous castin (summon nature’s ally), timeless body, virtual size category +1, wild empathy +45

Gears candy cane, sack of gift, toy factory, travel sled

Divine Abilities

• Amaranthine Soul (Ex): Cos as circumstance to saving throw

• Divine Skill Focus (craft [toymaker]) (Ex): +60 to the chosen skill

• Legend Companion (Ex): Your animal companion gains the Monster of Legend template

• Legendary Companion (Ex): Your animal companion gains the Legendary Animal template

• Lurking (Ex): You are difficult to detect

• Omnicompetent (Ex): All skills are class skill

• Saviour (Su): Suffer damage instead of your allies

• Vanguard Will (Ex): Allies within your divine aura can use your Will saving throw instead of their own

Good Portfolio Traits (Lesser Deity)

Granted Power: You cast good spells at +1 caster level

Hostile Environment (Unholy) (Ex): Competence penalty (equal to your divine rank) on all die rolls while within an evil aligned environment

Unholy Vulnerability (Ex): Suffer 50% extra damage from evil aligned attacks and spells

• Disease Immunity (Su): You are immune to disease

• Holy Scion (Ex): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class within a good aligned locale

• Improved Summoning (Good) (Ex): Good aligned creatures summoned have 50% more HD

• Taint of Good (Su): Healing against your damage 50% effective except in evil aligned locale

• Superior Holy [Effect] (Su): Assault your enemies with holy attacks

Happiness Portfolio Traits (Lesser Deity)

Granted Power: You get a +4 bonus on saves vs fear or pain effects

Rhino's Cunning (Ex): Competence penalty (equal to your divine rank) to Intelligence

Starry Eye (Ex): Competence penalty (equal to your divine rank) on saving throws versus mind-affecting effects and sense motive checks

• Pain Immunity (Su): You are immune to any effects with the pain descriptor

• Scion of Happiness (Ex): You increase all morale bonuses by your divine rank

• Happy Summoning (Ex): Summoned creatures gains morale bonus equal to your divine rank

• Instrument of Happiness (Su): Immunities against your enchantment effects are only 50% effective

• Superior Iatric [Effect] (Su): Bless your allies with healing energy

Superior Holy Beam
Blast 22d8; 2.160 ft./185 ft. Standard action Ref 45/half

Superior Iatric Hand
Hand 440; Melee Touch

Change Size (Ex)
A jotun can alter its size between Small and Colossal as a standard action, this is a polymorph effect.
  • Small: -6 Str, +8 Dex, breath weapon (20-ft. Cone), rock throwing (50 ft.)​
  • Medium: -4 Str, +6 Dex, breath weapon (30-ft. Cone), rock throwing (100 ft.)​
  • Large: -2 Str, +4 Dex, breath weapon (40-ft. Cone), rock throwing (150 ft.)​
  • Gargantuan: +2 Str, -2 Dex, breath weapon (80-ft. Cone), rock throwing (300 ft.)​
  • Colossal: +4 Str, -4 Dex, breath weapon (100-ft. Cone), rock throwing (350 ft.)​

Grant Spells
Santa Claus can grant spells of any level. He grant access to the domains of Artifice, Creation, Darkness, Good and Travel and to the subdomains of Agathion, Familiy°°, Friendship, Home°°, Industry°, Night, Toil and Yule.
°Require urban acolyte trait.
°°Clerics of Santa Claus can use the Family and Home subdomain to modify the Good domain.

Icewalking (Ex)
Santa Claus ignores all difficult terrain and movement penalties from snow and ice. Santa Claus can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Might (Ex)
Santa Claus deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than Santa Claus HD.

Divine Traits (Lesser Deity) (Ex)
As a lesser deity, Santa Claus gains a +8 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. Santa Claus’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A lesser deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Mythic (Ex)
Santa Claus has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. Santa Claus use any of his spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.

Snow Vision (Ex)
Santa Claus see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions.

Artifacts

Candy Cane

This candy cane work as a Huge +10 dread evil outsider, dread undead, everdancing, icy blast, ghost touch, holy power, merciful great club of speed. Evil creature hit by the candy cane must make a Will save DC 46 or become stunned for 1 round. Creature without Divine Rank immune to stun gains a +4 to this save instead of applying their immunity.

Sack of Gifts

This seemingly mundane sack in reality work as a bag of holding of type IV without content limits on volume or weight but can only contain mundane non-magical items. Santa Claus can retrieve a specific item always as a swift action.

Toy Factory

This factory placed at the North Pole speeds up all types of construction. When crafting inside the factory a creature can craft any magic item as if he had the necessary item creation feats. When a creature use the Craft skill to create an item, he double the progress each check provides. This ability does not reduce the item’s cost or any other requirements. In addition, a creature can make an item masterwork simply by paying for the cost, and doesn’t need to increase the time to create the item or attempt additional checks. When a creature use the Craft skill inside the factory, he gains the benefit of the Cosmic Architect Cosmic Ability but only for create mundane, non-magical, non-technological toys.

Travel Sled

This sled gives the benefit of the Supersonic Cosmic Ability, the feat Run and immunity to exhaustion and fatigue to the creatures that pull it. From among them select the sleigh leader. All other creatures increase all their speed to match the sleigh leader's, and if they lack one or more types of movement relative to the sleigh leader, they gain it.




Rudolph

Legendary Animal Monster of Legend

Male megaloceros animal companion

NG Large outsider (cold, extraplanar)

Init +17; Senses darkvision 60 ft., low-light vision, scent, snow vision; Perception +84

DEFENSE

AC 109, touch 29, flat-footed 89 (+13 Dex, +7 dodge, +80 natural, –1 size)

hp 1.824 (64d10+1.472)

Fort +79, Ref +74, Will +75; +4 vs. enchantments and poison

Defensive Abilities devotion, improved evasion, sixth sense; DR 32/epic; Immune acid, cold, petrification; Resistance cold 10, sonic 10; SR 74

Weakness vulnerability to fire

OFFENSE

Speed 130 ft., fly 130 ft. (perfect)

Melee gore +91 (6d6+26), 2 hooves +89 (1d8+13)

Space 10 ft.; Reach 10 ft.

Special Attacks breath weapon (15-ft. cone, DC 65, 3d6 cold, 1d4 rounds), powerful charge (6d6)

STATISTICS

Str 62, Dex 36, Con 57, Int 16, Wis 36, Cha 22

Base Atk +64; CMB +91; CMD 120 (124 vs. trip)

Feats Alertness, Blind-Fight, Cleave, Dodge, Greater Cleave, Greater Vital Strike, Improved InitiativeB, Improved Iron Will, Improved Natural Attack (gore), Improved Vital Strike, Iron Will, MultiattackB, Power Attack, Run, Vital Strike, Weapon Focus (gore)

Epic Feats Good Will, Improved Dodge, Sixth Sense, Sky Walker, Subtle Body, Tenacious Body

Skills Acrobatics +80 (+120 jump), Fly +86, Knowledge (geography) +72, Perception +84, Sense Motive +80, Spellcraft +72, Stealth +80, Survival +80, Swim +90

Languages Auran, Celestial, Common, Draconic, Infernal, Old Norse; speak with animals, true speech

SQ glowing nose, lay on hands 38/day (32d6), link, monster of legend (breath weapon, haste, cold subtype), share spells, virtual size category +2

Rudolph renounce 12 feats for 2 divine ability slot

Divine Abilities

• Dimensional Ancestry (agathion) (Ex): You gain agathion traits

• Strong Soul (Ex): Str as insight to saving throw

Glowing Nose (Ex)
Rudolph’s nose glows with bright light out to 100 feet. This light removes all fog, rain, smoke, snow, or obscuring effects in its area. He can suppress or resume this light as a free action.

Snow Vision (Ex)
Rudolph see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions.
 

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Oh oh oh, Merry Christmas.

Santa Claus

Male unique Jotnar Niflheim (Hrímþursar) Lesser Deity druid (artic druid) 20

NG Huge humanoid (cold, extraplanar, giant, good)

Init +16 (+26 while in cold or icy terrain); Senses darkvision 1800 ft., divine senses (x10), low-light vision, scent, snow vision, true seeing; Perception +74 (+84 while in cold or icy terrain)

Aura divine (DC 35, 540 ft.), holy aura (DC 43)

AC 69, touch 47, flat-footed 55 (+17 deflection, +8 Dex, +6 dodge, +8 divine, +22 natural, -2 size)

hp 1.980 (44d20+1.100) regeneration 20 (fire)

Fort +86, Ref +71, Will +76; +4 vs fear or pain; -8 against mind-affecting

Defensive Abilities arctic endurance, freedom of movement, rock catching, sixth sense; DR 20/epic and lawful; Immune cold, Terrestrial Hazards; Resistance fire 20, Stellar Hazards; PR/SR 62

Weakness vulnerability to fire;

Speed 60 ft., climb 30 ft., flurry form, icewalking

Melee candy can +78/+78/+73/+68/+63 (6d10+44 plus 3d6 cold and 3d6 against evil) or 2 slam +68 (4d10+23)

Ranged rock +53 (8d10+34)

Space 15 ft.; Reach 15 ft.

Special Attacks breath weapon (60-ft. cone, DC 55, 20d12 cold damage, 1d4 rounds), mythic power (10/day, surge +1d12), rock throwing (200 ft.), wild shape 8/day

Spell-like Abilities (CL 52th, concentration +77)

Constant—freedom of movement, holy aura, true seeing

At will—aid, blade barrier (DC 41), bliss bolt (DC 37), commune, dispel evil, displacement, dream, etherealness, euphoric tranquility (DC 43), fool’s teleport (DC 39), freedom, greater false vision (DC 42), geas/quest, good hope, greater dispel magic, greater heroism, greater illusion of treachery (DC 41), greater invisibility, greater shadow enchantment (DC 41), greater shadow evocation (DC 43), greater shadow trasmutation (DC 44), greater teleport, heroes feast, heroism, holy aura (DC 43), holy smite (DC 39), holy word (DC 42), impossible angles (DC 40), invisibility, invisibility sphere, irresistible dance (DC 42), magic circle against evil, magic jar (DC 40), major phantom object (DC 40), mirage arcane (DC 40), mirror image, mislead (DC 41), permanent image (DC 41), phantasmal web (DC 40), polypurpose panacea, programmed image (DC 41), project image (DC 42), protection from evil, scintillating patern (DC 43), sending, shades (DC 44), subjective reality, summon monster IX (good creatures only), tongues, veil (DC 41)

9/day—wish

3/day—polar ray, wish (replicate spell with cold descriptor only)

1/day—polar midnight (DC 44)

Druid Spells Prepared (CL 52th; concentration +75)

9th—clashing rocks (DC 42), elemental swarm, foresight, mass cure critical wounds (2), regenerate

8th—euphoric tranquility, mass cure serious wounds (2), wandering weather, word of recall (2)

7th—control weather, heal (2), mass cure moderate wounds (2), tectonic communion, wind walk

6th—find the path (2), mass cure light wounds (3), summon stampade (DC 39), unerring tracker

5th—atonement (2), awaken, comune with nature, death ward, companion transposition, hallow

4th—air walk, cure serious wounds (2), earth glide, greater aggresive thunderstorm (DC 37), ice storm, true form (DC 37)

3rd—cloak of wind, companion mind link, cure moderate wounds (2), daylight, remove disease, sleet storm, wind wall

2nd—animal messanger (2), barkskin (2), companion life link, frigid touch, frost fall (DC 35), unshakable cold (DC 35)

1st—cure light wounds (2), endothermic touch (DC 34), endure elements, faerie fire, pass without trace, obscuring mist, speak with animals

0th (at will)—detect magic, mending, purify food and drink, stabilize

Str 57, Dex 27, Con 61, Int 40, Wis 40, Cha 44

Base Atk +39; CMB +72 (+74 for bull rush and sunder); CMD 113 (115 vs. bull rush and sunder)

Feats Alertness, Awesome Blow, Catch Off-Guard, Dodge, Furious Focus, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Lightning Reflexes, Natural Spell, Power Attack, Skill Emphasis (craft [toymaker]), Summon Good Monster, Vital Strike

Epic Feats Epic Skill Emphasis (craft [toymaker]), Epic Skill Focus (craft [toymaker]), Good Reflexes, Improved Dodge, Sixth Sense, Skill Mastery (craft [toymaker])

Skill All skills 55 + ability modifier; +10 Knowledge (geography), Perception, Stealth, and Survival while in cold or icy terrain, +2 Knowledge (nature) and Survival; Craft (toymaker) +145 total

Languages Aquan, Auran, Common, Druidic, Dwarf, Elf, Giant, Old Norse

SQ arctic native, change size, divine traits (lesser deity), jotun traits, maven, might, nature bond (animal companion: megaloceros [Rudolph]), nature sense, portfolio (good, happiness), snow caster, spontaneous castin (summon nature’s ally), timeless body, virtual size category +1, wild empathy +45

Gears candy cane, sack of gift, toy factory, travel sled

Divine Abilities

• Amaranthine Soul (Ex): Cos as circumstance to saving throw

• Divine Skill Focus (craft [toymaker]) (Ex): +60 to the chosen skill

• Legend Companion (Ex): Your animal companion gains the Monster of Legend template

• Legendary Companion (Ex): Your animal companion gains the Legendary Animal template

• Lurking (Ex): You are difficult to detect

• Omnicompetent (Ex): All skills are class skill

• Saviour (Su): Suffer damage instead of your allies

• Vanguard Will (Ex): Allies within your divine aura can use your Will saving throw instead of their own

Good Portfolio Traits (Lesser Deity)

Granted Power: You cast good spells at +1 caster level

Hostile Environment (Unholy) (Ex): Competence penalty (equal to your divine rank) on all die rolls while within an evil aligned environment

Unholy Vulnerability (Ex): Suffer 50% extra damage from evil aligned attacks and spells

• Disease Immunity (Su): You are immune to disease

• Holy Scion (Ex): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class within a good aligned locale

• Improved Summoning (Good) (Ex): Good aligned creatures summoned have 50% more HD

• Taint of Good (Su): Healing against your damage 50% effective except in evil aligned locale

• Superior Holy [Effect] (Su): Assault your enemies with holy attacks

Happiness Portfolio Traits (Lesser Deity)

Granted Power: You get a +4 bonus on saves vs fear or pain effects

Rhino's Cunning (Ex): Competence penalty (equal to your divine rank) to Intelligence

Starry Eye (Ex): Competence penalty (equal to your divine rank) on saving throws versus mind-affecting effects and sense motive checks

• Pain Immunity (Su): You are immune to any effects with the pain descriptor

• Scion of Happiness (Ex): You increase all morale bonuses by your divine rank

• Happy Summoning (Ex): Summoned creatures gains morale bonus equal to your divine rank

• Instrument of Happiness (Su): Immunities against your enchantment effects are only 50% effective

• Superior Iatric [Effect] (Su): Bless your allies with healing energy

Superior Holy Beam
Blast 22d8; 2.160 ft./185 ft. Standard action Ref 45/half

Superior Iatric Hand
Hand 440; Melee Touch

Change Size (Ex)
A jotun can alter its size between Small and Colossal as a standard action, this is a polymorph effect.
  • Small: -6 Str, +8 Dex, breath weapon (20-ft. Cone), rock throwing (50 ft.)​
  • Medium: -4 Str, +6 Dex, breath weapon (30-ft. Cone), rock throwing (100 ft.)​
  • Large: -2 Str, +4 Dex, breath weapon (40-ft. Cone), rock throwing (150 ft.)​
  • Gargantuan: +2 Str, -2 Dex, breath weapon (80-ft. Cone), rock throwing (300 ft.)​
  • Colossal: +4 Str, -4 Dex, breath weapon (100-ft. Cone), rock throwing (350 ft.)​

Grant Spells
Santa Claus can grant spells of any level. He grant access to the domains of Artifice, Creation, Darkness, Good and Travel and to the subdomains of Agathion, Familiy°°, Friendship, Home°°, Industry°, Night, Toil and Yule.
°Require urban acolyte trait.
°°Clerics of Santa Claus can use the Family and Home subdomain to modify the Good domain.

Icewalking (Ex)
Santa Claus ignores all difficult terrain and movement penalties from snow and ice. Santa Claus can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Might (Ex)
Santa Claus deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than Santa Claus HD.

Divine Traits (Lesser Deity) (Ex)
As a lesser deity, Santa Claus gains a +8 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. Santa Claus’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A lesser deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Mythic (Ex)
Santa Claus has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. Santa Claus use any of his spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.

Snow Vision (Ex)
Santa Claus see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions.

Artifacts

Candy Cane

This candy cane work as a Huge +10 dread evil outsider, dread undead, everdancing, icy blast, ghost touch, holy power, merciful great club of speed. Evil creature hit by the candy cane must make a Will save DC 46 or become stunned for 1 round. Creature without Divine Rank immune to stun gains a +4 to this save instead of applying their immunity.

Sack of Gifts

This seemingly mundane sack in reality work as a bag of holding of type IV without content limits on volume or weight but can only contain mundane non-magical items. Santa Claus can retrieve a specific item always as a swift action.

Toy Factory

This factory placed at the North Pole speeds up all types of construction. When crafting inside the factory a creature can craft any magic item as if he had the necessary item creation feats. When a creature use the Craft skill to create an item, he double the progress each check provides. This ability does not reduce the item’s cost or any other requirements. In addition, a creature can make an item masterwork simply by paying for the cost, and doesn’t need to increase the time to create the item or attempt additional checks. When a creature use the Craft skill inside the factory, he gains the benefit of the Cosmic Architect Cosmic Ability but only for create mundane, non-magical, non-technological toys.

Travel Sled

This sled gives the benefit of the Supersonic Cosmic Ability, the feat Run and immunity to exhaustion and fatigue to the creatures that pull it. From among them select the sleigh leader. All other creatures increase all their speed to match the sleigh leader's, and if they lack one or more types of movement relative to the sleigh leader, they gain it.




Rudolph

Legendary Animal Monster of Legend

Male megaloceros animal companion

NG Large outsider (cold, extraplanar)

Init +17; Senses darkvision 60 ft., low-light vision, scent, snow vision; Perception +84

DEFENSE

AC 109, touch 29, flat-footed 89 (+13 Dex, +7 dodge, +80 natural, –1 size)

hp 1.824 (64d10+1.472)

Fort +79, Ref +74, Will +75; +4 vs. enchantments and poison

Defensive Abilities devotion, improved evasion, sixth sense; DR 32/epic; Immune acid, cold, petrification; Resistance cold 10, sonic 10; SR 74

Weakness vulnerability to fire

OFFENSE

Speed 130 ft., fly 130 ft. (perfect)

Melee gore +91 (6d6+26), 2 hooves +89 (1d8+13)

Space 10 ft.; Reach 10 ft.

Special Attacks breath weapon (15-ft. cone, DC 65, 3d6 cold, 1d4 rounds), powerful charge (6d6)

STATISTICS

Str 62, Dex 36, Con 57, Int 16, Wis 36, Cha 22

Base Atk +64; CMB +91; CMD 120 (124 vs. trip)

Feats Alertness, Blind-Fight, Cleave, Dodge, Greater Cleave, Greater Vital Strike, Improved InitiativeB, Improved Iron Will, Improved Natural Attack (gore), Improved Vital Strike, Iron Will, MultiattackB, Power Attack, Run, Vital Strike, Weapon Focus (gore)

Epic Feats Good Will, Improved Dodge, Sixth Sense, Sky Walker, Subtle Body, Tenacious Body

Skills Acrobatics +80 (+120 jump), Fly +86, Knowledge (geography) +72, Perception +84, Sense Motive +80, Spellcraft +72, Stealth +80, Survival +80, Swim +90

Languages Auran, Celestial, Common, Draconic, Infernal, Old Norse; speak with animals, true speech

SQ glowing nose, lay on hands 38/day (32d6), link, monster of legend (breath weapon, haste, cold subtype), share spells, virtual size category +2

Rudolph renounce 12 feats for 2 divine ability slot

Divine Abilities

• Dimensional Ancestry (agathion) (Ex): You gain agathion traits

• Strong Soul (Ex): Str as insight to saving throw

Glowing Nose (Ex)
Rudolph’s nose glows with bright light out to 100 feet. This light removes all fog, rain, smoke, snow, or obscuring effects in its area. He can suppress or resume this light as a free action.

Snow Vision (Ex)
Rudolph see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions.
Lol, wow this is amazing! Merry Christmas Obly! :)
 


Obly99

Hero
I was re-reading Hecate from Gods and Monsters and my eye falls on this
"Cosmic Abilities:
• Ensorcelled: Can cast any number of spells per day

Spells: As 54th-level Sorcerer (Caster level 62nd). The save DCs are Charisma-based.
Sorcerer Spells for Day: Infinite.
Sorcerer Spells Known: Hecate knows all spells; save DC 38 + spell level.
Favorite Spells: meteor swarm (empowered, maximized and widened); power word kill (empowered x4; 400 hp), summon monster XVII (CR 25 monster)
Epic spells per day: Infinite
Favorite Epic Spells: Animus blizzard, epic counterspell, greater ruin, hellball, momento mori, superb dispelling."

Apparently Ensorcelled also applies to Epic Slots. I would honestly say that it can go because with Alter Reality at those levels you can spam them regardless
 


Obly99

Hero
Nah that's overpowered. Epic spells are used in a totally different manner than normal spells, the mechanics are totally different and because epic magic is so exploitable, there isnt any way to get more spells vice your basic skill ranks, so given that Gods and Monsters is half done, I wouldn't allow that. I don't care what the book says.
Why this decisione? At the same level you have Alter Reality (an automatic ability for all Sidereals) that allow you to spam Epic spells, even the ones you do not know.
 


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