Welcome to the Other Side!

Game Master Yasss Queen


Kammella's Greater Alter Reality powers; 17 left.

Planar Commitment(Nine Hells):
A creature with this trait cannot leave the Nine Hells by any means short of the direct permission of Asmodeus. If any attempt is made, by choice or force, to leave the Nine Hells the creature stays and is teleported 100 miles in a random direction. This is an extraordinary ability.

Perfect Storyteller MA(Ex):

A creature with this ability weaves the truth and lies together with supernatural skill so that their true intentions and lies cannot be detected by any means, mundane or magical.

Format: Perfect Storyteller; Location: Defensive Abilities.

Origami Avatar CR 3:

XP 800
N Medium construct
Init +5; Senses darkvision 60 ft., low-light vision; Perception +0
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Defense
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AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 36 (3d10+20)
Fort +1, Ref +4, Will +1
DR 5/slashing; Immune construct traits
Weaknesses vulnerability to fire
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Offense
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Speed 40 ft.
Melee 2 slams +7 (1d6+4)
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Statistics
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Str 18, Dex 12, Con —, Int —, Wis —, Cha —
Base Atk +3; CMB +7; CMD 20
Feats Improved Initiative, Lightning Reflexes
Skills Acrobatics +1 (+5 to jump)
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Special Abilities
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Construct Traits (+20 HP) Constructs have many immunities.
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.

Essentially, when you are controlling it, the Origami Avatar has your mental stats, skills, feats, spellcasting ability, etc. It's death affects you not at all, simply causing you to awaken to your true self(though spell slots expended are still expended).

This construct is relatively cheap to make (as constructs go), requiring a Craft(origami) DC 25 check to make a small origami representation of yourself and a limited wish spell to turn it into an avatar.

Path of the Super Saiyan:

Super Saiyan Simple Template

The legendary Super Saiyan arises once every 1,000 years to torment the galaxy. It takes a warrior with a pure heart, awakened by rage, to achieve this exalted state, and once he does all fall before him.

Activate: Use the class feature Gather Power as a Full-Round Action.

Benefits:+5 temp hp/HD
+10 to melee attack and damage rolls
+10 to wild talent attack and damage rolls
+10 to DC's of wild talents
+5 to AC
+5/- DR
+2 Temp Max Burn
+2 Temp Ki Points
+30 to all Movement types
Body sheds golden light equivalent to torch
Hair becomes a golden color

Ultra Super Saiyan Simple Template

Prerequisite: Previously achieved Super Saiyan state plus variable amount of training time (GM fiat)

The Ultra Super Saiyan is a result of a fighter learning to increase his power vastly while in the Super Saiyan state. While it greatly increases his strength and raw energy he becomes bulky and slow due to all his added muscle mass.

Quick Rules:
+10 on all rolls (+20 to damage rolls) and special ability DCs
+2 to AC(dodge bonus) and CMD
+15 hp/HD(temporary hit points).
Divide all relevant movement types by 1/2.
Gains damage reduction 5/- or increases DR by a like amount.
+2 relevant resource point per hit-dice (Ki, etc.).
The Super Saiyan's golden aura sheds light equivalent to a torch.

Mastered Super Saiyan Simple Template

The Mastered Super Saiyan occurs when intense training is undergone to learn to live within the Super Saiyan power up, gaining immense strength and control as the Super Saiyan becomes one with his legendary state.

Prerequisite: Previously achieved Super Saiyan state plus variable amount of training time (GM fiat)

Quick Rules:
+15 on all rolls (including damage rolls) and special ability DCs
+12 to AC(dodge bonus) and CMD
+15 hp/HD(temporary hit points).
+40ft to all relevant movement types.
Gains damage reduction 8/- or increases DR by a like amount.
+2 relevant resource point per hit-dice (Ki, etc.).
The Super Saiyan's golden aura no longer sheds light equivalent to a torch as his state has become relaxed and natural.

Super Saiyan 2 Simple Template

The level beyond Super Saiyan is a terrifying state(for enemies) that increases a Super Saiyan's power, strength, speed, etc. through the roof. Very few beings in the entire multiverse can stand against such a being.

Prerequisite: Previously achieved Super Saiyan(natural state) plus variable amount of training time (GM fiat)or a pure heart awakened by rage (again)

Quick Rules:
+20 on all rolls (including damage rolls) and special ability DCs
+16 to AC(dodge bonus) and CMD
+20 hp/HD(temporary hit points).
+70ft to all relevant movement types.
Gains damage reduction 10/- or increases DR by a like amount.
+3 relevant resource point per hit-dice (Ki, etc.).
The Super Saiyan's golden aura sheds light equivalent to a torch, in addition, veins of lightning run through the Super Saiyan's aura adding +1d6 electricity damage to all his unarmed or natural attacks, likewise dealing 1d6 electricity damage to those that strike him with an unarmed or natural attack or an attack with a metal weapon.

Super Saiyan 3 Simple Template

The level beyond Super Saiyan 2 is a terrifying state(for enemies?) that increases a Super Saiyan's power, strength, speed, etc. to the level that Demigods shrink in fear from him. At this point only true Deities and the occasional nearly omnipotent genie can stand against the Saiyan.

Prerequisite: Previously achieved Super Saiyan 2 plus variable amount of training time (GM fiat, at least 5 years)

Quick Rules:
+30 on all rolls (including damage rolls) and special ability DCs
+24 to AC(dodge bonus) and CMD
+30 hp/HD(temporary hit points).
+100ft to all relevant movement types.
Gains damage reduction 15/- or increases DR by a like amount.
+4 relevant resource point per hit-dice (Ki, etc.).

The Super Saiyan's golden aura sheds light equivalent to a torch, in addition, veins of lightning run through the Super Saiyan's aura adding +1d6 electricity damage to all his unarmed or natural attacks, likewise dealing 1d6 electricity damage to those that strike him with an unarmed or natural attack or an attack with a metal weapon.

Finally the Saiyan's hair triples in length and his eyebrows disappear, this is a purely cosmetic effect.

Mantle of the Faerie Queen:

When donned, this sheer, sleeved robe fades to near invisibility. It grants the wearer a +4 competence bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against fey. On command, the mantle glows in delicate faerie fire of any color of the wearer's choice, and a second command word ends the glow.

8th Level: The mantle magnifies and sharpens the wearer's beauty such that her +4 competence bonus now applies on all Charisma checks, Charisma-based skill checks, and Sense Motive checks against any creature. Against fey, the bonus increases to +6.

10th Level: The mantle's wearer becomes manipulative and eloquent in social situations. Whenever she converses with creatures, she can insert a suggestion (Will DC 14 negates) for every 10 minutes of conversation by succeeding at a DC 14 Perform (oratory) check. If she ever fails the Perform (oratory) check to use this ability, all creatures who witnessed her misstep are immune to this ability for 24 hours.

12th Level: Once per day, the wearer can release the glow within the mantle in a single coruscating burst of color. This blinds creatures in a 10-foot radius (Reflex DC 19 negates) for 1d4 rounds and completely dispels any darkness spells of 6th level or lower whose source is within its area.

14th Level: The wearer grows a pair of gossamer wings. The wings are delicate and weak, carrying the wearer only with difficulty. She gains a fly speed of 30 feet (poor maneuverability).

16th Level: The wearer's wings grow stronger, more agile, and more beautiful, and iridescent patterns trace along them. Her fly speed increases to 60 feet (good maneuverability), and she gains a +5 competence bonus on Fly checks.

18th Level: The wearer gains a small domain in the fey realm. She can access her domain from any location, creating a silvery gateway. Treat her domain as a mage's magnificent mansion except that its size equals 20 10-foot cubes/level, the domain appears as wilderness instead of a mansion, and the servants are tiny fey instead of nearly transparent liveried servants.

20th Level: The wearer's type changes to fey, and she gains DR 10/cold iron. If the wearer's type was already fey and she already possessed DR/cold iron, her DR increases by 10 and magic weapons with enhancement bonuses of +3 or greater do not count as cold iron for the purpose of bypassing her DR.