Alternate World Beings by Aluroon

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Alternate World Beings by Aluroon

Postby Aluroon » Thu Apr 03, 2008 9:28 am

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Re: Alternate World Beings by Aluroon

Postby Aluroon » Thu Apr 03, 2008 9:31 am

Alastory
Medium Humanoid (Cosmic)
Hit Dice:
65d4 + 455 (715hp)
Initiative: +7
Speed: Fly 250 ft. (perfect)
Armor Class: 101 (+7 Dex, +24 insight, +60 armor)
Base Attack/Grapple: +32/+37
Attack: Spell +37 melee touch or +39 ranged touch
Full Attack: Spell +37/+32 melee touch or +39/+34 ranged touch
Space/Reach: 5 ft./5 ft.
Special Abilities: Arcane fire, arcane shield, archmage, mastery of magic, spells
Special Qualities: Artificer, cosmic entity, enlightened spellcaster, immunity to acid, cold, electricity, fire, and sonic, insight, nondetection, redirect magic, spell mastery, true seeing
Saves: Fort +57, Refl +57, Will +68
Abilities: Str 20, Dex 25, Con 25, Int 54, Wis 35, Cha 35.
Skills: Bluff +47, Concentration +75, Craft (bookbinding) +90, Craft (alchemy) +90, Decipher Script +90, Diplomacy +55, Knowledge (arcana) +109, Knowledge (architecture and engineering) +90, Knowledge (dungeoneering) +90, Knowledge (geography) +90, Knowledge (history) +90, Knowledge (military tactics) +90, Knowledge (nature) +90, Knowledge (nobility and royalty) +90, Knowledge (religion) +90, Knowledge (the planes) +90, Listen +47, Perform (oratory) +47, Profession (teacher) +90, Search +56 (+62 involving secret doors or compartments), Sense Motive +46, Spellcraft +109, Spot +46, Use Magic Device +46 (+58 involving scrolls)
Feats: Chain Spell, Eschew Material Components, Quicken Spell, Maximize Spell, Silent Spell, Skill Focus (Knowledge - arcana), Skill Focus (Spellcraft), Spell Focus (Abjuration & Evocation), Spell Penetration, Still Spell, Transdimensional Spell, Twin Spell
Epic Feats: Epic Skill Focus (Knowledge - arcana), Epic Skill Focus (Spellcraft), Epic Spellcasting, Extra High Arcana (Area Arcane Fire, Greater Arcane Fire, Greater Arcane Shield, True Mastery of Elements, True Mastery of Shaping), Ignore Material Components, Improved Metamagic (x2), Improved Spell Capacity (x9), Multispell (x6)
Environment: the Palace of the Arcane
Organization: Solitary (Unique) or with 1d20 students (21st level wizards)
Challenge Rating: ?
Treasure: None
Alignment: Lawful Netural
Advancement: --

One of the first generation of First Alastory has spent eternity studying magic and may be the greatest archmagi to every live. She maintains her home in the Palace of the Arcane, a psudo-major artifact of her creation, along with several dozen students and the other first Driar who she keeps under her protection.

Active Spells:
The following spells are considered to be active on Alastory at all times- energy immunity (all), epic mage armor (+60), freedom of movement, greater arcane sight, nondetection, true seeing. All at caster level 60th.

Arcane Fire (Su): As a standard action that does not provoke attacks of opportunity Alastory may convert a spell to unleash a blast of arcane fire. Such blasts typically manifest as bolts of arcane energy with a range of 800ft. that require a ranged touch attack to hit, though she may also unleash them in the form of 180 ft. cones, 120 ft./10 ft. lines, or blasts with a range of 800 ft. that explode in a 40 ft. radius. Such blasts deal 10d10 + 1d10 per spell level used. Alastory’s arcane fire pierces barriers as a divine blast would.

Arcane Shield (Su):
As a standard action that does not provoke an attack of opportunity Alastory may generate a shield of arcane energy that absorbs damage from attacks directed at her. It absorbs 10x the spell level used to generate the shield (so a 10th level spell would create a shield with 100hp). Alastory’s arcane shield can block a divine blast. She may adjust it to ignore damage she can natural ignore (such as fire). Alastory’s arcane shields last indefinitely, though she may dismiss them at any time. She may only have one Arcane Shield active at a time.

Archmage: Alastory may use spells with the range of touch on targets up to 30ft. away. Her energy based spells automatically deal the most effective form of damage to opponents, though she can change the energy type if she desires. She may change a spells range, area, or duration by up to 50%. She may alter the area of her spells though the new are must be chosen from the following list: cylinder (10-foot radius, 30 feet high), 40-foot cone, four 10-foot cubes, or a ball (20-foot radius spread).

Artificer: Alastory may craft any magic item as if she possessed the request item creation feats. This includes epic magic items and artifacts. She must still meet any other perquisite’s when creation such items and spend the normal amount of time doing so.

Cosmic Entity: Alastory has a +19 bonus on rank checks. Cosmic entities are not subject to the +4 strata differential.

Mastery of Magic (Sp): Alastory may as a standard action duplicate up to thirty levels worth of spells. She may duplicate as many different spells as she wishes as part of that action, so long as the total combined spell levels are under 30. She may only draw from the Sorcerer/Wizard spell list when using this ability and may not duplicate epic spells. The effective caster level for any spell produced with this ability is 65th and the DC if applicable is 54 + the spells level. Duplicated spells do not require material components, verbal, or somatic components, though she must pay all experience costs normally.

Enlightened Spellcaster (Ex): Alastory ignores all caps for spells and mastery of magic ability and is limited only by her caster level. For instance, her fireball deals 65d6 points of damage and her dispel magic is made at 1d20+65. She doubles her intelligence modifier for the purpose of spells per day and spell DC’s. All of her spells are considered to be tenacious.

Insight (Ex): Alastory adds her intelligence modifier to her saving throws.

Redirect Magic (Ex): Any spell or spell-like ability that targets Alastory or includes her in its area of effect has the possibly of being overpowered by her will and redirected. She may make a will save (DC opponents CL+10). Success indicates she may redirect any spell that would include her to any valid target within the spells normal range (she could for example redirect a fireball to within 400 ft. 40 ft./CL of the original caster).

Spells:
Alastory casts spells as a 65th level wizard.
Spells per day (0-18th): 18/16/16/16/16/14/13/13/12/11/7/7/6/7/7/7/7/5/5 Caster level 60th, DC 54 + spell level. (55 + spell level for Abjuration and Evocation).
Epic spells per day: 12
Epic spells developed: Epic Mage Armor (+60 bonus), At least thirty more.

Spell Mastery:
Alastory has memorized every spell in her spellbooks and may prepare spells without them. This includes every spell in the Players Handbook, Spell Compendium, as well as nearly every other source. It is likely she has also created hundreds of personal spells that she has likewise memorized.

Possessions: Alastory is known to have access to literally tens of thousands of magic items, many of which she has created herself, though she rarely travels with any.

Palace of the Arcane (Major Artifact): The Palace of the Arcane is a massive fortress that is more spell then building. While inside Alastory (and beings attuned to the building) gain a +10 resistance bonus on saving throws, a +10 deflection bonus to armor class, active to constantly active energy immunity (all), spell resistance, and true seeing spells, all at caster level 60th. Further Alastory (and only Alastory) may actually draw on the building to augment her spells or replenish expended spells. She may increase the caster level or DC’s of her spells by up to +10, with each point of increase dealing ten points of damage to the building and replace expended spells by drawing on the building. Doing so deals ten points of damage to the building per spell level replaced. It is unknown if she can draw upon the building artifact to the point where it collapses, or how much damage the building artifact can sustain, though it appears to repair itself at a rate of one hit point per round and she has been seen restoring vast portions of it at a time with a single spell. The building otherwise seems extremely resistant to harm, with Hardness 50.
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Re: Alternate World Beings by Aluroon

Postby Aluroon » Thu Apr 03, 2008 9:32 am

Driar
Medium Humanoid (Cosmic)
Hit Dice:
50d4 + 350 (550hp)
Initiative: +7
Speed: Fly 250 ft. (perfect)
Armor Class: 46 (+5 Dex, +1 dodge, +30 armor)
Base Attack/Grapple: +25/+25
Attack: Spell +25 Melee Touch, or Spell +30 Ranged Touch
Full Attack: Spell +25/+20 Melee Touch, or Spell +30/+25 Ranged Touch
Space/Reach: 5 ft./5 ft
Special Abilities: Lore, mastery of magic, see into the storm, spells
Special Qualities: cosmic entity, hindsight, immunity to acid, cold, electricity, fire, sonic and grapples, insightful divination, nondetection, secrets, true seeing, wealth of knowledge
Saves: Fort +40, Refl +40, Will +54
Abilities: Str 10, Dex 20, Con 24, Int 50, Wis 33, Cha 22
Skills: Concentration +60, Craft (bookbinding) +73, Craft (alchemy) +73, Decipher Script +73, Knowledge (arcana) +106, Knowledge (architecture and engineering) +93, Knowledge (dungeoneering) +93, Knowledge (geography) +93, Knowledge (history) +106, Knowledge (nature) +93, Knowledge (nobility and royalty) +93, Knowledge (religion) +93, Knowledge (the planes) +106, Listen +37, Perform (Oratory) +31, Search +46, Sense Motive +37, Spellcraft +79, Spot +37, Use Magic Device +31 (+43 involving scrolls)
Feats: Craft Wondrous Item, Eschew Material Components, Insightful Divination, Iron Will, Quick Reconnoiter, Quicken Spell, Skill Focus (Knowledge - arcana), Skill Focus (Knowledge - history), Skill Focus (Knowledge - the planes), Scribe Scroll, Silent Spell, Spell Focus (Divination), Still Spell
Epic Feats: Automatic Silent Spell (x3), Automatic Still Spell (x3), Epic Craft Wondeorus Item, Epic Skill Focus (Knowledge - arcana), Epic Skill Focus (Knowledge - history), Epic Skill Focus (Knowledge - the planes), Epic Spellcasting, Epic Will, Ignore Material Components, Improved Spell Capacity (x3), Multispell, Permanent Emanation (Hindsight), Scribe Epic Scroll
Environment: Palace of the Arcane
Organization: Solitary (Unique) or with Alastory
Challenge Rating: ?
Treasure: None.
Alignment: Neutral
Advancement: --

A relatively unknown first Driar has spent his life, stretching back nearly to the origins of the cosmos, as an impartial observer. Ever since he fall of the first empire he has had an inexplicable obsession with the course if history as it relates not only to the time stream but also with regard to how it is charted, observed, and recorded, and how these records influence the future. As one would expect his console is considered highly valuable by the few who know of him. It is in part because of that reason he has spent the last fifteen thousand years or so within the Palace of the Arcane under the protection of the elder first Alastory. It is likely if he were to ever be noted leaving he would be tracked down by some power or another and used for information.
He latest great project, The History of the Cosmos Unabridged, fills rooms beyond count within the Palace of the Arcane and appears to be a never ending project as he records the details of events from hundreds if not thousands of worlds, and every plane as the occur in real time. It is probable that as a result the Palace of the Arcane holds the most accurate records on the cosmos in the cosmos. If nothing else it holds the farthest reaching library, dating back to the Age of the First.

Active Spells (Sp): Driar is considered to have the following spells constantly active at caster level 50th: energy immunity (all), epic mage armor (+30 bonus), freedom of movement, nondetection, true seeing. They may be dispelled but return 1d4+1 rounds later.

Cosmic Entity: Driar receives a +8 bonus on rank checks. Deities do not gain the usual +4 bonus for being of a higher strata.

Insightful Divination (Ex): Whenever Driar casts a divination spell he gains a bonus equal to the spells level +1 on his next saving throw and on his next initiative roll.

Lore: Driar can make a Lore check on various topics just as a bard may with bardic knowledge. He makes such checks with a +86 bonus.

Master of Lore (Ex): Driar may automatically determine the abilities of any magic item he handles, just as with an analyze dweomer spell.

Mastery of Magic IX (Sp):
As a standard action Driar may duplicate up to nine levels of spells each round. This may by in the form of a single spell of up to 9th level, or in the form of multiple spells whose combined level is nine or less. Such spells are duplicated at CL 50 with a DC where applicable of 30 + spells level. Duplicated spells do not require material components, verbal, or somatic components, though he must pay all experience costs normally.

Secrets: Driar knows the following secrets: Secrets of inner strength, lore of true stamina, secret knowledge of avoidance, applicable knowledge, dodge trick.

Spells: Driar casts spells as a 50th level wizard.
Spells per day: 10/9/9/9/9/8/8/8/8/7/4/4/4 Caster level 50th, DC 30 + spell level
Epic spells per day: 5
Epic spells known: Epic Mage Armor (+30 Armor bonus). At least 10 more.

See into the Storm:
Driar may actively look into the time stream without the need for any talisman or spell. While doing so he may actively view events from the past, effectively allowing him to automatically succeed on any knowledge (history) check. He can detect changes to the timestream and if he so desires shield himself from any backlash. Using this ability on a knowledge check takes two minutes of uninterrupted concentration.

Wealth of Knowledge (Ex):
Driar is one of the oldest beings in the cosmos and has spent the majority of his time engaged in knowledge gathering activities. As a result he gains a +20 insight bonus on all knowledge checks and on his Lore ability.

Possessions: +10 Ring of Resistance. Typically Driar travels with very few magic items, though he has access to virtually any magic item imaginable, normal or epic.
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Re: Alternate World Beings by Aluroon

Postby Aluroon » Thu Apr 03, 2008 9:33 am

Sabim
Medium Humanoid (Cosmic)
Hit Dice:
60d10 + 600 (1,200hp)
Initiative: +21
Speed: Fly 250 ft. (perfect)
Armor Class: 90 (+25 armor, +16 deflection, +13 Dex, +13 dodge, +12 insight, +1 weapon)
Base Attack/Grapple: +60/+83
Attack:: 4 Annihilation +107 melee (1d8 + 49 /14-20/x3 and death (Fort DC 68) and limb loss) or 2 unarmed strikes +97 melee (2d6 + 39 /16-20/x2)
Full Attack: 2 Annihilation +107/+107/+102/+102/+97 melee (1d8 + 49 /14-20/x3 and death (Fort DC 68) and limb loss) or 2 unarmed strikes +97/+92/+87/+82 melee (2d6 + 39 /16-20/x2)
Space/Reach: 5 ft./5 ft.
Special Abilities: Auras, grant move action, overpowering attack, spells, sudden metamagic
Special Qualities: Cosmic entity, damage reduction 20/-, lord of war, supreme two-weapon fighter, warmage edge
Saves: Fort +57, Ref +39, Will +59
Abilities: Str 56, Dex 36, Con 30, Int 36, Wis 35, Cha 40
Skills: Balance +82, Bluff +78, Concentration +73, Diplomacy +93, Forgery +76, Gather Information +78, Heal +77, Intimidate +84, Knowledge (arcane) +76, Knowledge (architecture and engineering) +76, Knowledge (geography) +76, Knowledge (history) +76, Knowledge (local) +76, Knowledge (nobility and royalty) +76, Knowledge (the planes) +76, Listen +77, Ride +76, Search +76 (+82 vs. secret doors and compartments), Sense Motive +76, Spellcraft +82, Spot +76, Tumble +76
Feats: Cleave, Dodge, Elusive Target, Greater Weapon Focus (all), Greater Weapon Specialization (all), Improved Combat Expertise, Improved Critical (all), Improved Disarm, Improved Initiative, Improved Sunder, Improved Unarmed Strike, Mobility, Precise Shot, Point Blank Shot, Rapid Blitz, Rapid Shot, Robilar’s Gambit, Skill Focus (Diplomacy), Superior Unarmed Strike, Weapon Focus (all), Weapon Specialization (all), Weapon Supremacy (all)
Epic Feats: Automatic Quicken Spell (x3), Automatic Silent Spell (x3), Automatic Still Spell (x3), Devastating Critical (all), Dire Charge, Epic Weapon Focus (all), Epic Weapon Specialization (all), Greater Multiaura, Improved Multiaura, Multiaura, Multispell (x2), Overwhelming Critical (all), Superior Initiative, Widen Aura (x10)
Environment: Empire of Dalshahar
Organization: Solitary (Unique) or with 1d% legions
Challenge Rating: ?
Treasure: None.
Alignment: Neutral
Advancement: --

Auras (Ex):
Sabim may project up to three minor auras and two major auras at a time. His major auras grant a +10 bonus and his minor auras grant a +15 bonus. His auras apply to all allies within 300ft. of him. He typically keeps his demand fortitude, force of will, and determined caster minor auras and his Motivate Ardor and Motivate Attack greater auras active. They grant him and allies within 600 ft. a +15 bonus on all fortitude and will saves, +15 bonus to overcome spell resistance, and a +10 bonus on all melee attack and damage rolls (averaged into the above stats).

Grant Move Action (Ex):
8/day as a standard action, Sabim may grant all allies within 30 ft. an immediate move action.

Lord of War:
Sabim may make an unlimited number of attacks of oppertunity each round. When moving he may make a full attack at any point within his movement. He power attacks at a 1-2 ratio even with light or one handed weapons and at a 1-3 ratio with two handed weapons. He is proficient with all weapons, simple, martial, and exotic. He may apply any feat he has which applies to a single weapon to any weapon he wields.

Overpowering Attack: Sabim may forfit his standard suit of attacks to deal a single blow at his highest attack bonus that deals double damage. All further attacks he makes that round also deal double damage.

Supreme Two Weapon Fighter:
Sabim may make a second attack with his off hand any time he can take one with his primary hand, including when using his spring attack feat, Robilar's Gambit, or when taking an attack of opportunity. He may power attack with light weapons and while fighting with two weapons. He takes no penalties for fighting with two weapons and applies his full strength bonus with attacks in each hand.

Spells: Sabim casts spells as a 25th level warmage.
Spells per day: 10/10/10/10/9/9/9/9/8/7 Caster level 25th (+40 vs. spell resistance) DC 25 + spell level.

Sudden Metamagic (Ex): 10/day Sabim may apply any metamagic feat from the following list to his spells without increasing the spell level; Enlarge Spell, Explosive Spell, Extend Spell, Maximize Spell, Repeat spell, Twin Spell, Widen Spell.

Warmage Edge (Ex): Sabim adds his intelligence modifier (+13) on all damage rolls when he casts a spell that deals hit point damage.

Possessions: Shroud of Invulnerability, Bracers of Armor +16, Annihilation. As a first generation First One and Emperor of Dalshahar Sabim has access to untold wealth.

Annihilation (Major Artifact): Annihilation is a unique weapon. It takes the form of whatever weapon its wielder desires, anything from a sword, to an axe, to a bow (which generates its own ammunition). Regardless of its form it is a +10 Keen Speed weapon of Sharpness that bypasses up to 50 points of hardness or damage reduction. Wounds inflicted by Annihilation are always treated as lethal with regard to beings with regeneration, excepting beings who take take lethal damage from no source (such as the tarrasque).

Shroud of Invulnerability (Minor Artifact):
Sabim wears the Shroud of Invulnerability, a nearly invisible shroud that is itself nearly impenetrable. It grants its wearer a +25 armor bonus and damage reduction 20/-.
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Re: Alternate World Beings by Aluroon

Postby Aluroon » Thu Apr 03, 2008 9:34 am

Salvan Illtel might be the most talented hero his world ever produced. Born into an elven noble family with a hint of fiendish and a hint of celestial blood that had long since faded from glory, largely due to its near constant conflict against the forces of evil, he was the only child of one of only a handful of remaining members of the Illtel family. Naturally strong of body and mind he was to be trained as a wizard and swordsmen, and was early in his youth, but the fall of the elven nation in war, subsequent death of his parents in that war, and destruction of most of the elven records at the time caused him to instead end up an orphan at an isolated monastery where he dedicated himself to learning everything he could from the monks of the order. From them he learned the arts of unarmed combat, to tap into the enormous reservoir of psychic talent latent in most beings, and most importantly of the higher planes.

It was this teaching on the nature of what was good that caused him to leave the monastery as he entered into young adulthood. He traveled his world as a solider of the light always offering aid to those in need and never asking anything in return. Eventually he becamse involved with resistance movement against the Zarien Empire, the same human empire that had years ago destroyed his homeland. After several years the resistance gained enough power to attack the empire openly. Salvan fought with distinction during the war and in the climatic battle of the war defeated the leader of the empire, a high priest and chosen of Zarus in single combat.

Following the war he worked to create a lasting peace in the realm among all people and stamp out the hateful beliefs of the “true human god” as a universally respected mediator known for his lack of bias in disputes and significant personal power. It was he who struck down the balor Zaarmus when it rampaged across the empire, he who defeated the ancient black dragon Tyrana who had so long menaced the southern empires, and he who single handedly turned back the army of savage races that threatened to shatter the fragile peace of the world he has worked so hard to build.

Not long ago he received a personal invitation to the heavens where in a ceremony that was part knighting and part ritual his sliver of celestial blood was awakened and magnified.

Salvan Illtel
Male Half Celestial Tiefling Elf
Medium Outsider (Native)
Hit Dice:
22d8+110 (242hp)
Initiative: +9 (+9 dex)
Speed: 100 ft; fly 200 ft. (good)
Armor Class: 42 (+8 deflection, +9 dex, +13 monk, +1 natural)
Base Attack/Grapple: +16/+24
Attack: Unarmed strike +28/+28 (2d10+13), or touch +24 (by power), or ranged touch +25 (by power)
Full Attack: 2 unarmed strikes +28/+28/+23/+20 (2d10+13), or touch +24/+19/+14 (by power), or ranged touch +25/+20/+15 (by power).
Space/Reach: 5ft./5ft.
Special Abilities: Abundant step, empty body, psionics, quivering palm, stunning fist (22/day DC 29), wholeness of body
Special Qualities: Damage reduction 10/evil, darkvision 60ft., elf search, immune to aging, disease, sleep, and poison, improved evasion, ki strike, low light vision (x2), resistance to acid 10, cold 10, electricity 10, and fire 5, slow fall, spell resistance 32, tongue of the sun and the moon
Saves: Fort +18, Ref +22, Will +19 (+4 vs. enchantment)
Abilities: Str 26, Dex 28, Con 20, Int 28 Wis 18, Cha 15
Skills: Autohypnosis +20, Balance +24, Climb +21, Concentration +30, Diplomacy +17, Hide +33, Jump +22, Knowledge (arcana) +14, Knowledge (psionics) +36, Knowledge (religion) +29, Listen +31, Move Silently +33, Psicraft +36, Sense Motive +29, Spot +31, Swim +20, Tumble +36
Feats: Combat Reflexes, Greater Two-Weapon Fighting, Improved Disarm, Improved Unarmed Strike, Improved Two-Weapon Fighting, Iron Will, Kung Fu Genius, Overchannel, Psionic Fist, Psionic Meditation, Quicken Power, Stunning Fist, Two-Weapon Fighting, Unavoidable Strike, Versatile Unarmed Strike, Weapon Focus (Unarmed)
Epic Feats: Improved Ki Strike
Environment: Any
Organization: Solitary (unique)
Challenge Rating: 22
Treasure: Possessions
Alignment: Lawful Good
Advancement: By character class.

Abundant Step (Su): One per day Salvan may slip between spaces. This functions as a dimension door spell cast by an 11th level monk.

Empty Body (Su): For up to 22 round per day Salvan may become assume an ethereal state. He may break up the rounds into multiple uses.

Ki Strike (Su): Salvan’s unarmed strikes are treated as Adamantine, Epic, Good, and Lawful for the purpose of bypassing damage reduction, regeneration, and hardness. He may do either bludgeoning, slashing, or piercing damage with his unarmed strikes.

Permanent Spells (Sp): Salvan has had a greater magic fang spell made permanent on him, granting him a +5 bonus on all attack and damage rolls made with his unarmed strikes. Caster level 20th.

Psionics: Salvan manifests powers as a 22nd level Kineticist.
Power Points: 433 (Manifester level 22nd, DC 19+power level).
Psion Powers Known: 1st-crystal shard, offensive precognition, defensive precognition, offensive prescience. 2nd-control air, read thoughts. 3rd-body adjustment, body purification, dispel psionics, dispel psionics, telekinetic thrust, telekinetic force. 4th-energy adaptation, energy ball, mindwipe, telekinetic maneuver. 5th-adapt body, fiery discorporation, psionic major creation, psionic planeshift, psionic true seeing, psychic crush. 6th-aura alteration, cloud mind mass, null psionics field, psionic disintegrate, retrieve, temporal acceleration. 7th- divert teleport, energy conversion, evade burst, moment of prescience psionic, reddopsi. 8th- bend reality, greater psionic teleport, mind blank psionic, true metabolism. 9th- reality revision, timeless body, tornado blast.

Quivering Palm (Su): Once per week Salvan may strike an opponent with a Quivering Palm attack. If the attack hits Salvan may at any point within the next 22 days will the target to die. They must make a fortitude save (DC 24) or die instantly. Beings immune to critical hits are immune to this ability.

Slow Fall (Ex): So long as he is within an arms reach of a wall or similar obstruction Salvan does not take falling damage, regardless of how far he falls.

Smite Evil (Su): One per day Salvan may smite an evil being with a melee attack dealing an extra 20 points of damage.

Spell-like Abilites (Sp): At will – daylight. 3/day – holy aura, protection from evil. 1/day – aid, bless, cure serious wounds, darkness, detect evil, dispel evil, hallow, holy smite, holy word, mass charm monster, neutralize poison, remove disease, resurrection, summon monster IX (celestials only). Caster level 22nd; DC 12+spell level.

Tongue of the Sun and Moon (Ex): Salvan can speak with any living creature.

Wholeness of Body (Su):
Salvan may heal up to 44 points of damage he has taken each day as a standard action. He may spread this healing across multiple uses if he desires, so long as the total healed does not exceed 44.

Possessions: Bracers of Armor +8.
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Re: Alternate World Beings by Aluroon

Postby KingCrazyGenius » Thu Apr 03, 2008 10:09 am

While I realize that Alternate World is more of a design philosophy than an actual setting, I do think it is nevertheless a good idea to use its standards when creating things with its rules. I don't necessarily agree with every bit of flavor and mechanics Kain makes, but I do create under the assumption that the guys I make could exist in it, or at least some parallel universe of it.

All that being said, the first three guys are absolutely ridiculous in ways not even my strongest disagreements with Dicefreaks fails to approach. And why are they cosmic?
If anyone needs me, I will be up here on my throne, being awesome!
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Re: Alternate World Beings by Aluroon

Postby Aluroon » Thu Apr 03, 2008 10:24 am

KingCrazyGenius wrote:While I realize that Alternate World is more of a design philosophy than an actual setting, I do think it is nevertheless a good idea to use its standards when creating things with its rules. I don't necessarily agree with every bit of flavor and mechanics Kain makes, but I do create under the assumption that the guys I make could exist in it, or at least some parallel universe of it.

All that being said, the first three guys are absolutely ridiculous in ways not even my strongest disagreements with Dicefreaks fails to approach. And why are they cosmic?


The first three are perhaps just below Elder Gods in power and predate all current deities and many planar rulers. They are 3 of the perhaps 20 total beings of their kind remaining in the cosmos, the first beings to walk the first mortal coil. Yeh its true, they are a little ridiculous, but thats why they are still alive. Alastory and Sabim should be and are capable of challenging greater deities and winning.

Generally they don't get involved in planar (or mortal) matters very often. Alastory is generally content to sit in her library and research magic, occasionally tutoring mortals that catch her eye because they occasionally stumble onto something original. Driar is happy sitting in his own little library under Alastory's protection charting the history of the cosmos and working on a series of histories he has tentatively titled "the History of the Cosmos". Sabim... is somewhat active. He's trying to build an empire and together with his on and off lover has control over 6-7 worlds that he's set up as a single empire. Its been a project thats taken up most of time for the last 5000-7000 years.

They are cosmic because it was the easiest way to give them the immunities they should have and let them slay gods like they are able to. It was simplicity. Originally they used the old VDvR mechanic and a customized template that I was never happy with.

Also, they are probably the most powerful beings I'll ever stat/post.
Last edited by Aluroon on Thu Apr 03, 2008 10:52 am, edited 1 time in total.
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Re: Alternate World Beings by Aluroon

Postby Aluroon » Thu Apr 03, 2008 10:51 am

Lord Guardian Denick Serpentis
Defender of the Realms, Herald of Time, the White Serpent, Black Tortoise of the North
Male Human
Medium Humanoid
Hit Dice:
31d12+217 (496hp)
Initiative: +20 (+8 Superior Initiative, +12 dex)
Speed: 90ft.
Armor Class: 67 (+15 armor, +6 deflection, +12 dex, +1 dodge, +12 natural, +11 insight)
Base Attack/Grapple: +31/+40
Attack: Recinto Ouroborous +50 (1d10+15/12-20/x2)
Full Attack: Recinto Ouroborous +50/+45/+40/+35 (1d10+15/12-20/x2)
Space/Reach: 5ft./10ft.
Special Abilities: Maneuvers, spell-like abilities, stances.
Special Qualities: damage reduction 20/epic, fast healing 20, immune to ability damage, ability drain, aging, disease, poison, improved uncanny dodge, insight, spell resistance 41
Saves: Fort +35, Ref +34, Will +29
Abilities: Str 28, Dex 34, Con 24, Int 28 Wis 24, Cha 22
Skills: Balance +29, Climb +26, Concentration +41, Diplomacy +30, Intimdate +30, Jump +26, Knowledge (arcane) +26, Knowledge (history) +26, Knowledge (local) +26, Knowledge (psionics) +43, Knowledge (the planes) +43, Martial Lore +43, Psicraft +45, Sense Motive +17, Spot +17, Spellcraft +45, Tumble +46
Feats: Adaptive Style, Combat Expertise, Combat Reflexes, Deflect Arrows, Exotic Weapon Proficiency (katana), Greater Weapon Focus (katana), Improved Critical (katana) Quick Draw, Quicken Spell-like Ability (x2), Improved Initiative, Power Attack, Weapon Focus (katana)
Epic Feats: Automatic Quicken Spell-like Ability (bend reality), Automatic Quicken Spell-like Ability (timestop), Epic Weapon Focus (katana), Exceptional Deflection, Infinite Deflection, Spell Stowaway (temporal acceleration), Spell Stowaway (timestop), Superior Initiative
Environment: Any
Organization: Solitary (unique)
Challenge Rating: 27
Treasure: Possessions
Alignment: True Neutral

Guardian of the Shattered Realms (Co): Denick has a +5 bonus to rank checks. Within the Shattered Realms, this bonus increases to +12. He also gains a +1 bonus to rank checks for every other guardian within 500 ft. of him. No power or spell affecting time affects him unless his opponent succeeds in a rank check against him or he allows the spell to do so.

Insight: Denick adds his intelligence modifier as an insight bonus to all rolls made to confirm critical hits, damage rolls against flat-footed or flanked opponents, checks to oppose an enemies bull rush, disarm, feint, overrun, sunder, and trip attempts, reflex saving throws, and attack and damage rolls when taking an attack of opportunity.

Maneuvers: Readied- diamond defense, finishing move, iron heart surge, lightning recovery, iron heart endurance, strike of perfect clarity, time stands still; known- emerald razor, moment of perfect mind, ruby nightmare blade, steely strike, wall of blades; Initiator Level 24th.

Spell-like Abilities: Always Active- defensive precognition, foresight, haste, true seeing; at will- bend reality, dimension door, greater dispel magic (+30), greater teleport, heal, hindsight, planeshift, slow, temporal acceleration, temporal stasus, time regression, timeless body, timestop; 3/day- control weather, contingency, limited wish, prismatic sphere; 1/day- miracle, reality revision Caster Level 31st; DC 16+spell level.

Stances: Active- dancing blade form, stance of alacrity; known- absolute steel stance, stance of clarity.

Possessions: Mantle of Guardianship, Recinto Ouroborous, Scarf of Authority, Hourglass of Time Turning.

Recinto Ouroborous (Major Artifact): This pristine white blade acts as a +6 keen ghost touch katana. Opponents struck by Recinto Ouroborous advance or regress in age (wielders choice) by 1d4 years each time they are struck. The blades most potent power however is the ability to as a move action for up to 20 rounds per day generate a field with a range of 1 mile that alters the flow of time. Each round spent inside the field causes all creatures and active spells to age one day or regress in age one day. This may cause certain spells to expire and hunger, thirst, and exhaustion in some beings. Healing, SLA's, and similar abilities that recover each day are not replenished. Denick is immune to this effect and may render allies with the area immune as well. While within the field Denick gains an extra standard action each round. In the Shattered Realms the blade allows Denick to affect other beings during timestop and similar effects and he may use the field for up to 20 minutes per day.

Mantle of Guardianship (Major Artifact): Potent artifacts worn by each of the 12 guardians Denick’s Mantle of Guardianship grants him a +15 armor bonus.

Hourglass of Time Turning (Major Artifact): Given to Denick by time itself this artifact allows him to travel back in forth in time within the Shattered Realms, arriving exactly where he desires. Should he attempt to leave the Shattered Realms at a time other then his present he is shifted back to his normal timeline, taking 10d6 points of damage.
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Re: Alternate World Beings by Aluroon

Postby Kain Darkwind » Tue May 13, 2008 2:40 pm

The First ones should not have Cosmic Entity listed in their Special Qualities, since they have the subtype.

Also, +60 armor bonus? Seems a tad excessive, even for an Elder God. I'm having trouble imagining what could create a +60 armor bonus. A 120th level caster could create bracers of armor +60. A 156th level caster could create a suit of +52 full plate mail. Seems that it should be out of reach, even for this level of power.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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