Shoanti Fighter

Ferdinand Salatic's page

265 posts. Alias of Davi The Eccentric.


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Human Artificer/Battle Engineer 11
Xabulba wrote:
Flint hit the Golem with a ranged attack.

He did? I only see him attack A1 with a ranged basic attack between me hitting with Positive Energy Infusion and now.


Human Artificer/Battle Engineer 11

And since no one attacked the golem like I expected, my Positive Energy Infusion has gone to waste. Great.

Magic Weapon vs Arbelest 1(Only one I have LOS to)(You know what Magic Weapon does by now, I use it every turn): 1d20 + 18 ⇒ (20) + 18 = 381d8 + 8 ⇒ (4) + 8 = 12

Crit, 2d6 + 16 ⇒ (6, 5) + 16 = 27 damage. Also, saving throw: 1d20 + 1 ⇒ (18) + 1 = 19


Human Artificer/Battle Engineer 11

1d20 ⇒ 3


Human Artificer/Battle Engineer 11

I took 2d10 + 4 ⇒ (8, 10) + 4 = 22 damage from that last attack and am now bloodied.

"I'm getting sick of these constructs. Let's finish this fight already." Ferdinand charges his spear with positive energy before hurling it once more at the golem.

Use my last Healing Infusion to get myself unbloodied and Positive Energy Infusion(each ally who hits it until the end of my next turn can spend a HS and gains back 3 extra HP.): 1d20 + 18 ⇒ (9) + 18 = 272d8 + 8 ⇒ (1, 7) + 8 = 16


Human Artificer/Battle Engineer 11

Standard, throw Magic Weapon at A1(Lightning damage, on a hit, adjacent allies get +1 attack, +3 damage until my next turn): 1d20 + 18 ⇒ (15) + 18 = 331d8 + 8 ⇒ (8) + 8 = 16


Human Artificer/Battle Engineer 11

Move to P10 and throw Magic Weapon at A1(adjacent allies get +1 attack, +3 damage): 1d20 + 18 ⇒ (4) + 18 = 221d8 + 8 ⇒ (2) + 8 = 10


Human Artificer/Battle Engineer 11

"That's the problem wit people these days. No common decency." Ferdinand runs his hand over Ragna's blade, which begins to pulse with light, before hurling his tratnyr at the golem in front of them.

Radiant Sigil on Ragna's weapon(She heals 3HP with each successful attack and always does Radiant damage, she can end this with a successful attack to daze(save ends) the target and spend a healing surge), then attack the golem with Magic Weapon(on a hit, each ally adjacent to me gains +1 attack and +3 damage, weapons gain Brutal 1): 1d20 + 18 ⇒ (17) + 18 = 351d8 + 8 ⇒ (4) + 8 = 12

Also, Arcana, what can I tell about the golem? 1d20 + 16 ⇒ (3) + 16 = 19


Human Artificer/Battle Engineer 11

"Animated arbelests? I applaud you, one artificer to another! Just a shame they're pointed at us..."

Initiative: 1d20 + 7 ⇒ (17) + 7 = 24

Does this count as a different encounter from the last one? I want to know if my/Flint's temp HP has worn off.


Human Artificer/Battle Engineer 11
Malick wrote:

Malick and Ragna in the front line, maybe. Followed by Flint and Rennick, Typhus and Flint bringing up the rear, because they both scare the horses.

And Ferdinand will also be in the middle, I assume replacing the spare Flint we apparently have.


Human Artificer/Battle Engineer 11

Perception: 1d20 + 13 ⇒ (2) + 13 = 15 This isn't the time to be rolling twos.


Human Artificer/Battle Engineer 11

"Come on, just two more!" Ferdinand steps to the side and stabs at the skeletons.

Shift to M14 and attack S1 with Repulsion Strike(vs Reflex, Lightning damage and -3 to melee attack rolls until EOMNT): 1d20 + 17 + 2 ⇒ (6) + 17 + 2 = 252d8 + 8 ⇒ (3, 8) + 8 = 19


Human Artificer/Battle Engineer 11

"Come on, only three more to go!" Ferdinand lunges at the skeletons as he reinforces Flint's armor.

Minor, end Resistive Formula to give myself and Flint 26 temp HP. Standard, attack S1 with Magic Weapon(adjacent allies get +1 attack, +3 damage, weapons count as Brutal 1): 1d20 + 18 ⇒ (5) + 18 = 231d8 + 7 ⇒ (1) + 7 = 8


Human Artificer/Battle Engineer 11

"Don't need to tell me twice." Ferdinand quickly reinforces his armor before stabbing viciously at the skeletons.

Resistive Formula on myself(+1 AC, can end as minor action to give HS+6 temp HP to myself and one ally within 5 squares), then Greater Magic Weapon against S2(Lightning damage, +3 attack and damage to allies adjacent to me, weapons gain Brutal 1 until my next turn): 1d20 + 20 ⇒ (18) + 20 = 382d8 + 8 ⇒ (1, 4) + 8 = 13


Human Artificer/Battle Engineer 11

Initiative: 1d20 + 7 ⇒ (3) + 7 = 10

I'll take N14. At least I'll be able to buff everyone at once in these hallways.


Human Artificer/Battle Engineer 11

Ferdinand simply stands to the side with his spear. Not particularly threatening, but his presence is noticeable.

Not aiding another, because it's high enough already.


Human Artificer/Battle Engineer 11

So, Ragna is going to infiltrate the guards, Flint and Rennik are going to sneak in, and me, Typhus and Malick are either going to try sneaking in or just do a Bavarian fire drill and hope no one calls our bluff until we reach the airship. Sounds good to me.


Human Artificer/Battle Engineer 11

Well, this was unexpected. Welcome back.


Human Artificer/Battle Engineer 11
Ragna wrote:
I would much prefer a chinchilla ranch

"And I prefer to work with sane people. I guess both of us don't get what we want." (Yeah, I'm still here.)


Human Artificer/Battle Engineer 11
Malick wrote:

@ Ferdinand, very quietly ** spoiler omitted **

"Care to tell us a little more?" Malick looks simple and open and idiotic.

I guess he hasn't picked up that ranged weapon yet.

To Malick:
"How should I know? I haven't been keeping track either?"

Ferdinand looks between Rennik and the other gnomes. "Well? Just give them the stone already! We got places to be."


Human Artificer/Battle Engineer 11
Malick wrote:
Malick's all for just letting them catch up and then saying a friendly "hi there!" His current position is just fine for that.

Likewise. I for one am not going to start stabbing gnomes in the middle of Karrnath for no good reason.


Human Artificer/Battle Engineer 11
Malick wrote:

When he catches up with Rennick and Ferdinand

"You know you're being followed, right?"

"The gnomes? Yeah, they stopped being a coincidence two turns ago. Let's just wait in an alley and ask them a few questions."


Human Artificer/Battle Engineer 11

Perception: 1d20 + 13 ⇒ (7) + 13 = 201d20 + 13 ⇒ (13) + 13 = 26

"Alright, I think I know the way to the market."


Human Artificer/Battle Engineer 11

"I'll tag along with Rennik. Might be able to find out what's been invented since we left."


Human Artificer/Battle Engineer 11

"So, we just head up to Karrnath and steal your airship back? Sounds easy enough."


Human Artificer/Battle Engineer 11

History: 1d20 + 16 ⇒ (20) + 16 = 36

"You know, I think I do remember who that was..."


Human Artificer/Battle Engineer 11

Init: 1d20 + 7 ⇒ (14) + 7 = 21 I'll stay back with Malick/the rest of the party.

"Diplomacy might work. Who knows, maybe they won't try to kill us on sight."


Human Artificer/Battle Engineer 11
Xabulba wrote:

"Typhus you didn't tell me you brought friends, are you trying to hide something?"

"It is only a small bottle but there should be enough if there aren’t any more hidden surprises."

@ Ferdinand: He seems to be honest in his actions.

"Relax, we're not going to steal your ship. Just ask a few questions and maybe get a ride back to Breland. That's not too much to ask, is it?"


Human Artificer/Battle Engineer 11
Xabulba wrote:

“Come, come aboard the amenities are slim but I have been saving a bottle of Aundair wine. Let us sit and discuss were you have been for the last 5 years.

“Men let him pass he will not break the peace of our family reunion.”

"Say, does that invitation apply for the rest of us? Because I could use a- wait did you say five years? Let me rephrase that, I need a drink."

Insight, does he seem trustworthy: 1d20 + 15 ⇒ (5) + 15 = 20


Human Artificer/Battle Engineer 11
Typhus Aurelius wrote:

Typhus smiles.

"At last, family!" He walks boldly from the tunnel and into the line of sight of the Half-elf in command.

"Ho, cousin! What news of home?"

"You're a Lyrander? There's a surprise."


Human Artificer/Battle Engineer 11

"You don't make a secret passage for no reason. Let's see what's behind it."


Human Artificer/Battle Engineer 11
Malick wrote:
"High Inquisitor Jassolen will be traveling with us and that is classified information. We can call off that visit we planned to make to him and get right on with hunting down Blondie. Her debt just got a little larger by the way. Could have been me on a stick. Could have been any of us. She's got a nasty way with her, hasn't she?"

"That simplifies things, at least. So, is he any saner now that he's dead?"


Human Artificer/Battle Engineer 11
Xabulba wrote:
Ferdinand Salatic wrote:

"That's odd. No reason not to check." Ferdinand begins inspecting the table for any hidden switches or the like.

Perception: 1d20+13

Looking you can't see anything odd or out of place but give me a thievery check.

"Come on, I saw a vision about this, something has to be down here."

Thievery: 1d20 + 12 ⇒ (3) + 12 = 15


Human Artificer/Battle Engineer 11
Xabulba wrote:

Oops, I omitted the last sentiance.

** spoiler omitted **

Yeah, that would of been nice to know. Ignore my last post, folks.

"That's odd. No reason not to check." Ferdinand begins inspecting the table for any hidden switches or the like.

Perception: 1d20 + 13 ⇒ (1) + 13 = 14


Human Artificer/Battle Engineer 11
Xabulba wrote:
Look at the compendium to find the value of the the stuff you're breaking down to residuum.

Yeah, I was just being lazy. 3136 units of residuum.

Ferdinand looks at his surroundings, more annoyed at the apparent teleportation than confused at this point. "I swear, this better be a damn hallucination."

So, mind telling the rest of the party if I disappeared? Since you didn't mention it, I assume I'm still on/think I'm on an airship?


Human Artificer/Battle Engineer 11

Yeah, I'm taking the giant dragonshard that might have something in it, and also casting Disenchant Magic Item on the Dwarven Plate Armor +3, Boots of Adept Charging, my +1(I think) Cloak of Resistance and Horned Helm. (How much Residuum would I get from all those anyway? 1/5 of each's cost, but how much is that?) I'm just taking Malick's +3 Cloak for my own.


Human Artificer/Battle Engineer 11

"Alas, poor Uriel. I knew him well, Malick." Ferdinand looks over the bones in mourning for a moment before realizing he no longer had his gear.

"At least someone took care of our gear while we were out. Of course, who knows where they got the orb and skull from." Ferdinand takes a small carving knife from his gear and begins giving himself a rough shave and a haircut.

Leveling up now. Missed a feat the first time around and consolidated my Expertise feats into one Versatile Expertise, so I got a few more feats than before. Among other things, switched Flaming Weapons for Positive Energy Infusion.

Also, I'll take the fullblade, boots and helm and turn them into something useful if no one else wants them.


Human Artificer/Battle Engineer 11

I assume no one's bloodied?

Ferdinand throws his tratnyr again.

Magic Weapon, again: 1d20 + 18 - 4 ⇒ (8) + 18 - 4 = 221d8 + 8 ⇒ (5) + 8 = 13


Human Artificer/Battle Engineer 11

"I have an idea, how about we just kill this guy already? That'll cheer everyone up." Ferdinand once again tosses his tratnyr at their foe.

Magic Weapon, you know what it does by now. 1d20 + 18 - 4 ⇒ (16) + 18 - 4 = 301d8 + 8 ⇒ (2) + 8 = 10


Human Artificer/Battle Engineer 11

"I hate undead. Never know when to just give up."

Move to A4 (via B5 to not provoke an OA) and use Greater Magic Weapon (allies adjacent to me get +3 to attack and damage): 1d20 + 20 - 2 + 2 ⇒ (2) + 20 - 2 + 2 = 222d8 + 8 ⇒ (4, 2) + 8 = 14

Bruce Campbell says it better than I ever will.


Human Artificer/Battle Engineer 11

Shift to D4, throw Repulsion Strike at him(vs Reflex, lightning damage and -3 attack until EOMNT): 1d20 + 17 - 2 ⇒ (6) + 17 - 2 = 212d8 + 8 ⇒ (1, 1) + 8 = 10

Hey, anyone remember the last time I hit something? Me neither.


Human Artificer/Battle Engineer 11

"Weak to fire? In that case, let's heat things up a bit!" Ferdinand steps forward and stabs his tratnyr into it's flank, the point glowing red hot.

Move to D3, Resistive Formula on Ragna(+1 AC, she can end as a minor action to give HS+6 temp HP to herself and one ally within 5 squares of her) and use Fiery Weapons(Fire damage, allies within 2 squares do 3 extra fire damage on a hit with weapon attacks): 1d20 + 17 - 2 ⇒ (8) + 17 - 2 = 231d8 + 7 ⇒ (7) + 7 = 14


Human Artificer/Battle Engineer 11

"Hey, people! Less talking, more stabbing!" Ferdinand moves forward and throws his spear at the snake-man.

Move to D4 and use Magic Weapon on it(allies adjacent to be get +1 attack, +3 damage, weapons gain Brutal 1): 1d20 + 18 ⇒ (18) + 18 = 361d8 + 8 ⇒ (8) + 8 = 16


Human Artificer/Battle Engineer 11

"Depends, why do you want it?"

Dungeoneering, what can I tell about the yuan-ti? 1d20 + 13 ⇒ (5) + 13 = 18


Human Artificer/Battle Engineer 11

"I don't think this is legal tender."

Ferdinand continues as he kneels down before the lock. "So, let's take stock. We got magical goods the same as our old gear in every meaningful way, a dragonshard the size of my head containing Host-knows-what, a skull on a stick, and gold coins that make us look like vain counterfeiters if we tried to spend them. This better be a fever dream, or I'd call this a waste of our time."

Theivery: 1d20 + 12 ⇒ (8) + 12 = 20


Human Artificer/Battle Engineer 11

"Alright people, out of the way, let the artificer look at the who the hell would even own that?", says Ferdinand as he rounds the corner and finally sees the contents of the chest.

Arcana: 1d20 + 16 ⇒ (6) + 16 = 22


Human Artificer/Battle Engineer 11

Initiative: 1d20 + 7 ⇒ (18) + 7 = 25

I'll take D6.


Human Artificer/Battle Engineer 11
Malick wrote:

"Where'd you learn to do that? This is very pretty."

Malick experimentally holds the orb up to look into its depths.

"It's just a lock. Give me a box of scraps and a few hours, I could make you one."


Human Artificer/Battle Engineer 11

"Oh, for... Hold this, let me give this a shot." Ferdinand thrusts the orb into Malick's hands as he takes out a lockpick and sets to work.

Thievery, including +2 from thieves' tools: 1d20 + 14 ⇒ (17) + 14 = 31


Human Artificer/Battle Engineer 11
Rennik Ilzander wrote:
Can Malick give a benefit on a healing surge? I've only got 2 left, and I need to make them count.

If we want to wait here for two short rests I can just toss some Curative Admixtures at you and shift some surges around.


Human Artificer/Battle Engineer 11

Spending 2 surges to get back to full.

"We're going to have to go to the prison tower now, aren't we? It's how this sort of thing goes, right?"

Now, two surges anyone? Also, I'll have to do some major retooling to my character since I missed a feat and can now take Versatile Expertise.



Mr. Tall
CN Large outsider (extraplanar)
Init +14; Senses blindsight 120 ft., darkvision 120 ft., true seeing; Perception +41
Aura blinding light (120 feet), fear (120 feet., DC 31)

DEFENSE
AC 42, touch 21, flat-footed 24 (+9 deflection, +9 Dex, +1 dodge, +14 natural, -1 size)
hp 372 (24d10+240)
Fort +26, Ref +26, Will +24
Immune blindness, cold, critical hits, fire, poison; Resist cold 10, sonic 10

OFFENSE
Speed 30 ft., fly 60 ft. (perfect)
Melee 2 touches +35 (10d4 Wisdom drain)
Spell-Like Abilities (CL 20th; concentration +29)
At will—greater dispel magic, greater teleport (self plus 50 lbs. of objects only), improved invisibility, light, major image, mirage arcana, rainbow pattern, scintillating pattern, screen, spell turning, symbol of insanity, wall of force

STATISTICS
Str 34, Dex 31, Con 31, Int 31, Wis 26, Cha 28
Base Atk +24; CMB +37; CMD 57
Feats Acrobatic Steps, Dodge, Great Fortitude, Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Lightning Stance, Nimble Moves, Wind Stance
Skills Appraise +30, Bluff +32, Fly +16, Intimidate +47, Knowledge (six) +50, Perception +41, Sense Motive +39, Spellcraft +30, Stealth +47, Use Magic Device +27
Languages telepathy 120 ft.
SQ visitation

ECOLOGY
Environment any land
Organization solitary
Treasure none

Dementing Touch (Su) Mr. Tall's touch drains 10d4 points of Wisdom.

Visitation (Ex) Mr. Tall appears as a hazy afterthought to its victims.
At its first visitation, creatures must make a DC 30 Will save or dismiss Mr. Tall as an optical illusion. Creatures who successfully save become startled as the figure of Mr. Tall looms over them, and become shaken.

At its second visitation, Mr. Tall effects visual and physical corruption within the surrounding inanimate objects about the victim, causing loud bursts of static rapidly oscillating orbs of light to chase victims, and producing weirdly sonorous and terrifying voices. Creatures must make a DC 30 Will save or become shaken.

At its third visitation, Mr. Tall physically enters the premises of the victim's home. Victims plagued by this visitation report being stared at by a large owl or deer with overly large, completely black eyes. Creatures must make a DC 30 Will save. Creatures who fail this save meaningfully and barely audibly gasp that it was no owl or deer, and become panicked.

At its fourth visitation, Mr. Tall effects visual and physical corruption within the victim himself. Creatures must make a DC 30 Will save and DC 31 Fort save or their faces distort into grotesque forms and their bodies become rigid and levitate into the air. Creatures who fail both saves become frightened to death (duplicating a phantasmal killer or slay living spell).

To its victims, it is said Mr. Tall occupies the unfathomable recesses of the mind, the uncertain point where memories churn and decay.


It has long been said that all legends arise from truth; that historical contortions and temporal burdens displace this absolute truth into fragments, each bearing a degree of relevance yet concealing the whole.

From such shattered perceptions continues the progression of myth, ultimately gestating as traveller's tales and stories.

The Yellow Road is one such reality that would benefit from having its origins and purpose cast into the brilliance of truth.

The Yellow Road appears a game-trail, a gash within fog-haunted redwood forest. The trail appears disused, yet recently tracked, as if carefully tended to.
The forest surrounding the Yellow Road usually manifests closely to civilisation, usually a village or town, though sometimes a large city or metropolis; the game-trail itself merges with the routes leading to and from the locale, enticing travellers to travel upon it.

It has been theorised following observation that the Yellow Road acts as a beacon of some sort, a lure dangling the worm before the fish; scenting the air around the game-trail with irresistable pheromones, as animals are irrevocably drawn to the game-trail immediately following the Yellow Road's appearance.

Those who look beyond this momentarily cause for celebration talk of oddities and aberrance. Animals seem to display unusual, jarring movements within sight of the Yellow Road; a whip-crack bending of the neck, halting steps, and repetitive actions.

Those who listen beyond the background noise of the outer forest speak of weird piping and forlorn moans of pain and despondence that punctuate the weird silence of the Yellow Road.
Attentive listeners verbalise a constant susurration of whispers, a litany of secrets spoken and impersonal ramblings that pervades the piping and moans.

Yet what is stranger still is the complete desertion of some towns; entire houses emptied with no signs of struggle and food still on plates.
The disappearance is not total, sometimes bodies are found upon the remnants of the Yellow Road; wearing no clothes yet oddly frozen, some appear to have disrobed with great haste. While other times, the bodies appear to have been dealt with great force, with massive depressions in chests, heads and extremities.

A rare few bodies are marked with unnatural sigils, symbols twisted into impossible shapes and faintly glowing yellow.


The Dismal Room There is a stain within a certain room within that decaying house upon the hill, that animals and even monsters dare not venture near. It appears seemingly as a blotch of paint; carelessly dabbed upon the hard wooden floors, themselves rotting with neglect and age.

No one lingers for long within that room; all who hastily withdraw speak of an oppressive presence, its malign glare settling upon one's soul and laying it bare like so much useless paper.

All who have been in the room dream of rotting teeth and putrid flesh replacing the moon; that drips and shudders onto the firmament. This persists for two weeks, after which their dreams return to normal.

Sanguineum, Ex Sanguinius The City does not shy away from violence. It permeates and underlies every action and reaction. From extortion and muggings to the cruelty and barbarity of the so-called Justice Courts, violence is as much the existential reality of the City as its soul.

It was unsurprising then, when the bodies started turning up. It was the children who discovered them, floating in sewers or washed up along the harbor, rotting and drowned in a vile stench. Bloated from prolonged immersion within the Salty Drink.

To a place as violent as the City, this was nothing if not unusual; murders happened every day and accidents were always poised for the unwary and superstitious alike.

What drew the eye to these unfortunates was not so much the manner of their deaths or condition of their bodies (their state of decay notwithstanding), it was the curious nature of the marks left upon their bruised throats. To all perception and knowledgeable eye, it was almost as if the noose of a rope was left permanently imprinted upon the skin, yet the positioning of the marks suggested the physical act of strangulation.

What then, what act, could leave such massive trauma upon the body?

As ever, darker legends prevail. It is rumored that such acts, such gross violations are the means to express the unsanctionable - exsanguination to feed a perverse desire for blood. Detractors have dismissed this claim of course, the act of strangulation is so far removed from the systematic act of exsanguination that any comparison is laughable if not asinine.

These ones present an altogether different take, that the act is the means to express penance. That the method is the means to expel sin from the body. That all targeted were at least criminals - oxygen thieves.

Perhaps there is an even more horrific explanation; that all the suggestions and conjectures so put forward are correct...to a point. In the lunatic ravings of asylum inmates and the irrevocably insane can be found a singular clarity that cuts through all deceptions.

These ones offer a single theory. The act is the means to draw blood, but it is not for the base purpose of expelling sin, it is the means to derive nourishment and the means to perpetuate hate. These ones suggest that all murdered were not criminals, but members of faith. That the killer in question harbors an irrational and psychotic need to murder, having been grievously wronged in the past. That all killed were clerics. The imprint of the noose to is both to signify the irony and ignominy of their deaths.

The darkest myths claim that was taken was not blood, but something all together more precious, the soul.

Jungle of Broken Dreams Legends are replete with stories of buried treasure, sunken loot, and lost cities filled to overflowing with precious gems and gold.

Across the ages, many have dared to brave treacherous terrain, depraved foes, and wild weather, to reach otherwise viciously inhospitable locales so that their legends may soar upon currents of reputation while turning a mean profit.

Their stories are littered with inglorious failures and untimely deaths; the strands of fate cluttered with spent twine. What then could be so enticing to send otherwise competent mortals to such ignominious fates? What could so change the nature of a man?

From antiquity, tales have whispered of a hidden island, a pristine eden upon which nature is sanctified and preserved. To reach it means braving the perilous Black Maelstrom, so named due to lashing winds and crashing waves so brutal that the very color of the seas turns back.

Within this seeming tranquility lies another secret, a lost city, a remnant of a lost civilisation, perhaps a precursor to the myriad mortal races. It is said within this city lies treasure that shines as if a miniature sun settled from the firmament upon the earth.

Rumors speak of its streets as a glowing stream, a literal river of gold; of buildings encased in solid platinum, its affectation accentuated with precious gems. That even one theft of the multitudinous wealth could set up an adventurer for life, to even the Great Beyond.

However, as always, there are darker myths. The city is always abandoned; a constant consistency that permeates all tellings. The reasons behind this are unknown; creating a darkened shadow where the illumination of knowledge dares not cast its light.

For these shadows conceal horrific truths. That on the night of a full moon, everything in the city is stained with the blood of a hundred thousand sacrifices. That everything within the city glares so intently, perhaps not so much due to the inherent iridescence of gold or platinum but to the blood that covers all things.

Adventurers 'ware when exploring this cursed city.

Woeful Moon Each night for the past two weeks, the moon looks as if something has taken a bite out of it; each day, the total area consumed gets progressively bigger. To the point that the moon will be entirely devoured come the full month.

Animals are becoming increasingly agitated, attacking strangers, passerbys and any owners. Each night, the still silence is punctuated by a terrifying, piercing scream.

Blood begins to drip from trees and teeth flower in plants. Animals begin to ram themselves bodily against trees, causing their forms to explode.

Once the moon is entirely devoured, the cycle resets to the time before any of this happened; no one or thing has any memory of this event ever occurring.


The Lamentable Stair

It is said the Unending Staircase is not truly infinite; in its course throughout the infinite realities, it winds against and warps upon itself, affecting the illusion of vast dimensionality. This is evidenced in the tremendous contortions and illogical meanderings of the various satellite stairs the Staircase projects around itself like a great web.

Time bends in the wake of this compression and unknowable realms are anchored to minuscule platforms. To uncoil, to straighten these stairs is to unravel time and reality itself.

A seemingly unending series of steps descends from a black door on a little travelled section of the Staircase. Hearsay suggests these stairs are unwaveringly straight, for no visitors have survived that which festers upon this stair.

Recovered Sensoriums, retrieved with great cost and at distance, articulate a great crushing depression that twists about the heart and the mind like a vice. The recordings are incredibly dark, as if light itself flees that which lurks upon this stair; not more than 10 feet is illuminated by various light sources.

Crying, pleading and sobbing permeate these recordings; lengthy suppositions are undecided as to whether the sobbing is a result of the despair effect and produced by the visitor or a condition of the stair. It is only known that the crying and pleading is carried out by an external thing and contingent upon visitation.

These archives also suggest that visitors to this stair are observed; vocalisations record visitors feeling incredibly uneasy, as if being watched. Fleeting glances out of the corner of eyes imprint a pale, featureless face upon the psyche; a memory that is affixed on the visitor.

The sobbing, pleading and crying become progressively louder though paradoxically more distant as visitors progress down the steps. And the haunting image of the face becomes more frequent.

Some archives abruptly end as a low moan overtakes the recording, while others seem blessedly free of this disturbance. As visitors descend, they become increasingly fearful, muttering vagaries of conversation and slowly rocking as they walk, run or scream down the steps.

Beyond 665 steps, visitors vocalise an intense fear that threatens to stop their heart. Recordings are inexplicably irretrievable after the 666 step is taken.

WhaT iS UPoN thE STaIR?!


Death-of-Chains

It is often expressed through parables that the long march of eons cannot sooth the wronged heart; that the impermanence of justice hardens the soul against benevolence and places it toward a path of pure vengeance, of slights repaid and violence appropriated. These parables go on to express regret and firm resolve in equal measure, that the only answer to sin is conflict. The entity Death-of-Chains is the embodiment and antithesis of this.

With name and origins lost to antiquity, those scholars interested in eschatology have pieced together some common truths. Originally believed to be a solar predating the compact that limited celestial incursion into the mortail coil and the Fall, and whose sphere of concern encompassed beatific suffering and justice, it is speculated that Death-of-Chains descended into the Depths Below to personally engage with fiends.

Possessed of a righteous fury, he laid waste to demons and devils in equal measure, bringing avenging light to those who would taint the multiverse with their despicable evil. Originally dedicated to a merciful death, even against fiends, through the long millennia this devolved into violent humiliation. Increasingly, his actions drew the attention of his superiors, who while finding it repugnant also appreciated its clarity.

Death-of-Chains was found innocent of innocence and sentenced to recanting upon the mortal coil. Equally talented as healer as he was a warrior, Death-of-Chains brought the healing light of on high to the mortals he carefully tended to, wholly committed to his renouncement.

Ironically, it was upon the mortal coil that his own light dimmed. Disillusioned with the lying and pettiness of mortals, and disappointed in the celestial agenda, Death-of-Chains once more descended into the Lower Spheres, this time to commit suicide.

Broken and writhing in suffering upon the apathetic grey ash of the Wastes, Lament found him and reshaped him, affixing great chains into his body and soul.

It is unknown how long Death-of-Chains remained the avenging dark angel of Lament, but mustering his courage, Death-of-Chains broke free of Lament and ended upon Perdition.

This was a calculated move on the part of Death-of-Chains - scholars theorise that Lament let him go a free agent, having already fulfilled his own enigmatic design and needing him no further.

Death-of-Chains learned torture through experience and sight, and when filled to the brim with this perverse knowledge, escaped to craft his vengeance. He would bring torture and prosecuted renewed violence against fiends, and discovered tyranny and oppression proved to be a very special affront to him, taking on the appellation, Death-of-Chains.
Despite his proven violence, Death-of-Chains will never harm innocents (always aware of who they are) or animals.

Death-of-Chains appears as a handsome solar, 7 feet tall, with midnight black hair and eyes, and a perpetually disapproving frown. Upon his back are the stumps of wings, whose charred pits arise the form of grasping spiked chains.

Death-of-Chains can force the emergence of spiked chains from his torso with no pain.

Death-of-Chains, CG (CN tendencies) pariah solar 25 HD Magus 12


Why this approach?
Certainly ease of use was the foremost aim and determinant. Instead of burying players beneath a cascade of numerical variables, the above hopefully offers an intuitive, streamlined approach that also shores up the perceived deficiencies of epic rules. Epic fighters, be they friend or foe, should still present as challenges and should also have abilities that scale exponentially as they advance in power.

Level Equivalency
The above makes use of the mechanics of level equivalency; that is, a 1st level epic fighter is equivalent to a 21st level character if written out in 'normal terms,' similarly, a 20th level epic fighter/10th level epic cleric deity is equivalent to 60th level.
This is so to offer power compression in a way that is at once attractive and usable. GMs and players alike should not feel daunted at the prospect of epic rules, epic play or the like.

GMs and players can design characters from scratch using these rules, or they can 'condense' any previous Pathfinder levels to allow continuation and longevity of their character.
As players hit epic levels, epic feats can be brought into play, and may be bought on a two-for-one basis. Characters still need to fulfill the appropriate prerequisites.

Creating an Epic Fighter
An epic fighter begins play with HD/2 amount of epic feats; the epic fighter will accumulate additional bonus epic feats.
It is assumed that the epic fighter meets the needed prerequisites.

Epic Feat Investiture
Epic Weapon Focus [Epic]
Prerequisite: 1st epic fighter, chosen weapon
Benefit: Add a +2 bonus to all attack rolls you make using the selected weapon.
Investiture: You can gain this feat multiple times. Its effects stack. Each time you take the feat you can apply its benefits to the same weapon.

Generating Ability Scores for Epic Characters
TABLE: ABILITY SCORE POINTS
Campaign Type | Points
Epic Fantasy | 25
Medium Epic Fantasy| 30
High Epic Fantasy | 35
Greater Epic Fantasy| 40


Some things are just meant to die; and stay dead. The Dead appear much as they do in life; albeit with frigid extremities and with dead eyes staring.
They may be left in their original state of dress, clothed in adventurer's attire or may be draped in funereal finery.
Despite their all too mortal appearance, the Dead encompass all aspects and spheres of absolute death.

Creating a Dead
"Dead" is an acquired template that can be added to any creature type (hereafter referred to as the victim).
A dead replaces all the base creature's statistics and special abilities with the ones below.

CR: Original creature/0

AL: Soylent green

Type: The victim's type changes to dead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Senses: The victim experiences tunnel vision.

Armor Class: The victim's natural armor bonus improves by +6.

Hit Dice: Decrease all current and future Hit Dice to 0.

Speed: Reduce all movement modes to none, and reduce all speeds to 0.

Melee: The victim has no means of attack whatsoever and is unable to ever cause damage to others.

Special Attacks: A victim replaces all previous special attacks with the ones described below.

Drunker Than A Skunk (Ex): The amount of alcohol regurgitated by the victim grants it immunity to magical and nonmagical poisons. Due to a pickling effect gone wrong, the dead is at serious risk of spontaneously exploding or emitting flatulence of such evil that all who breathe in its fumes are subject to sickness (as per the status effect) and an empowered cloudkill.

Fungus Paradise (Ex): A victim is a veritable paradise for fungi and other underground plant growth. Its entire body is covered with a fine bed of moss, mushrooms and fungi; a selection that is both palatable and edible. A constant plant growth spell (fruits of the forest) surrounds the victim.

Special Qualities A victim replaces all previous special qualities with the ones described below.

Undeath Quandary (Ex): Even though the dead is exceedingly dead, it retains some nominal aspects of undeath. It benefits from immunity to all mind-affecting effects, sleep effects, paralysis, stunning, disease, and death effects. Neither is it subject to critical hits, nonlethal damage, ability drain, or energy drain; nor is it at risk of death from massive damage. It cannot heal damage on its own. It does not need to breathe, sleep or eat.

Deader Than A Doorknob (Ex): The victim is irrevocably dead; the soul has gone off on its own merry journey and does not heed any collect call made to the afterlife by resurrection or restoration spells. Even a miracle or wish fails to elicit the appropriate grateful response.

Ability Scores: Decrease from the victim to the following ability scores, as follows: Str 0, Dex 0, Con 0, Int 0, Wis 0, Cha 0.

Skills: A victim loses all skills; it is highly unskilled, and as such should not be paid, ever.

Feats: A victim loses access to all feats.

Advancement: The victim can be rendered more dead by the simple passage of ravaging time. Various known stages include; pushed up daises, pushed up posies, became extinct, was made into curtains, dead as a herring, dead as a mutton, dead as nits, paid a debt to nature, shuffled off this mortal coil, headed for the happy hunting ground, blinked for an exceptionally long period of time, found oneself without breath, became the incredible decaying man, became worm buffet, kicked the bucket, bought the farm.


Spider-Pig CR 2

XP 200
N small magical beast (augmented animal)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12

DEFENSE

AC 17, touch 14, flat-footed 14 (+1 size, +3 Dex, +3 natural)
hp 39 (3d10+9)
Fort +6, Ref +6, Will +2
Immune disease, poison

OFFENSE

Speed 20 ft.
Melee bite +5 melee (1d4+1)
Psionics (CL 3rd)
1st—thicken skin
2nd—animal affinity, chameleon, empathic transfer

STATISTICS

Str 13, Dex 17, Con 16, Int 11, Wis 12, Cha 19
Base Atk +3; CMB 4; CMD 17
Feats Rapid Metabolism, Up the Walls, Wild Talent B
Skills Bluff +12, Diplomacy +12, Perception +12, Stealth +6
Languages Common, Infernal
SQ cannot spiderclimb, cast-iron stomach, plopper, replace the firstborn, scent

ECOLOGY

Environment any material plane
Organization domesticated
Treasure none

SPECIAL ABILITIES

Cannot Spiderclimb (Ex): A spider-pig cannot swing from a web, nor can it spiderclimb. Whenever it chooses to or is forced to engage in such actions, the action automatically fails. There is no associated save.

Cast-iron Stomach (Ex): A spider-pig's stomach can digest almost anything without fail. The digestive enzymes and acids in its stomach is of such potency that it is equivalent to a vat of HCl. This benefits the spider-pig in several ways. A spider-pig can eat anything; from corn and slop to poisoned and diseased foods, nothing it eats is ever harmful to it. It gains immunity to poisons and disease. It is still susceptible to magical or supernatural diseases or poisons, but gains a +4 bonus to resist.

Plopper (Ex): The pig before you is wearing clothes. As your mind is blown by that, you take in other details. The pig is more handsome, and more stately than other pigs.
A spider-pig always has maximum hp. A spider-pig does not suffer from a negative CMB or CMD modifier.
A spider-pig has a +6 racial bonus to Bluff and Diplomacy skill checks.

Replace the Firstborn (Ex): A spider-pig can be adopted by adventurers. However, caution must be advised for this course of action. Deviously, a spider-pig radiates an insidious aura that to whomsoever has children, the spider-pig will replace the first-born as the favoured child. Children who were born first are now interacted with an attitude of Indifferent by their parent. The first-born must succeed on Diplomacy checks to influence their parent. Affected creatures must succeed on a DC 14 Will save. A creature that successfully saves cannot be affected again by the spider-pig's aura for 24 hours. The save DC is Constitution-based.
Three consecutive saves ensures that the creature loses interest in the spider-pig and subsequently regards it as Harry Plopper.

"Spider-pig, spider-pig.
Does whatever a spider-pig does.
Can he swing, from a web?
No, he can't. He's a pig.
Look out. He is the spider-pig!"

A spider-pig is a domestic pig that has been awakened; it previously wore clothes, it still does so. A spider-pig is usually clothed, intentionally or otherwise, in a spiderman costume (whatever that is).

Silver Crusade

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Pathfinder Adventure Path Subscriber
Ash Mantle wrote:
Please note: in no way do I intend to challenge WotC's IP.

You should have named him "World's Most Famous Dual Scimitar Drow Ranger" then. :)

Unless you really want for Paizo to be hit with a "your forums are are spawning den for blatant violations of our IP. Cease, desist, or die." letter. ;)


To preface, apologies if this thread is in the wrong sub/forum; hopefully it is, and I humbly ask that if it be moved to where it does fit if it's not. Thank you :)

Onto the main topic; I was wondering, are there/will there be any plans (or any consideration of plans, or related) for a Faces of Golarian sourcebook/supplement?
Hopefully therein will feature NPC statistics and flavour backgrounds/histories to named personages within the various existing supplements; so hopefully we'll get to see Queen Abrogail II, Lord Gyr et al with 'full' histories and written stats.

If yes, I'll buy that, I'll buy it so hard :D


Quote:

The Bloop is the name given to an ultra-low frequency and extremely powerful underwater sound detected by the U.S. National Oceanic and Atmospheric Administration (NOAA) several times during the summer of 1997. The source of the sound remains unknown.

According to the NOAA description, it "rises rapidly in frequency over about one minute and was of sufficient amplitude to be heard on multiple sensors, at a range of over 5,000 km." NOAA's system ruled out its origin as any known man-made sound, such as a submarine or bomb, or familiar geological sounds such as volcanoes or earthquakes. While the audio profile of the bloop does resemble that of a living creature, the system identified it as unknown because it was far too loud for that to have been the case: it was several times louder than the loudest known biological sound (that of the blue whale).

So, uh, Cthulhu rising?...

Given that we really haven't explored the ocean depths much at all, it is highly plausible and possible that we're looking at a completely new species, monster even.

It is also highly suspect and unusual why, if it is a monster, we have not heard more from it; however, even whales and dolphins do not telegraph or advertise their presence much at all. Some scientists are of the opinion that the sound produced by the Bloop more than resembles an organic signature. IIRC, a scientist who initially speculated that the sound could be that of an ice calving has apparently reframed his opinion to that of 'animal in origin.'

H.P. Lovecraft also appears to have been psychic...

Bloop wrote:


50° S 100° W (a remote point in the south Pacific Ocean west of the southern tip of South America)
R'lyeh; HP Lovecraft wrote:
47° 9 S 126° 43 W 47.15° S 126.717° W / -47.15 ; -126.717 in the southern Pacific Ocean
R'lyeh; August Derleth wrote:
49° 51 S 128° 34 W / 49.85° S 128.567° / -49.85 ; -128.567
Oceanic pole of inaccessibility; the point in the ocean farthest from any land wrote:
Pacific pole of inaccessibility 48° 52.6 S 123° 23.6 W / ;48.8767° S 123.3933° W / -48.8767 ; -123.3933


What is the Slender Man?

Any theories, possibilities, wherefores, conclusions, sightings, opinions, speculations, thoughts?


The churning of butter is akin to the whirlpool of the mind as it is stirred by the spoon of knowledge. With a dollop of faith, there is triumphant wisdom; with a dash of reason, edification upon illumination benefits all; with a pinch of hope, exultation unto the self occurs.

From butter does all these things arise; it is from butter that the greatest secrets of the multiverse can be had; it is from butter that the greatest victories may be won; it is from butter that the greatest joys may be experienced. Butter truly is one of the multiverse's greatest inventions.

Butter of Faith
Made from the condensed milk of holy cows, the cream of sanctified heifers, and added with Elysium salt, this butter stirs and invigorates the soul to act with greatest conviction and faith. Those who spread this butter upon their daily bread benefit from a combined bless, divine favour, prayer effect. The benefits are only to the tune of the minimum spell level cast, and only last for 1 minute.

Butter of Reason
The butter of reason is made in an esoteric ritual with the salt of angel's joyous tears, the cream of awakened lambs, and the milk of arcane cows. This butter when eaten provides a +1 bonus to Int and confers the benefits of identify and read magic. You additionally benefit from a temporary +5 bonus to three skills of your choice; these return with the consumption of the butter upon slices of bread or other grain products. The bonus to Intelligence is only per each tub of butter.

Butter of Hope
The most beautiful butter, this light, creamy, extremely delicious butter is made lovingly from hope, light, laughter, and the milk and cream of smiling cows. Eating it grants the nicest effects; this butter confers daylight, good hope, shield, create food and water upon the eater. Consuming the whole tub of butter acts as a heroes' feast spell. The benefits are only to the tune of the minimum spell level cast, and only last for 1 minute.

All three butters are made with the crystal clear, sweet-tasting waters of the River Oceanus, the river that traverses nearly the entirety of the Upper Planes.

The spell choices are individual (and not where stated) and the appropriate effects are picked for the situation. If all effects are needed, they are conferred, though additional effects are suspended for three rounds.


It is the middle of summer, and you are relaxing at home after an abnormally hot day. You have opened the windows to let in the warm gentle breeze rather than turning on the air conditioning like so many other households. Your parents have gone to pick up dinner and have informed you they won't be back for a while due to traffic congestion.

You turn on the television for the evening news and as you do so, the lights flicker. Seems like the power grid can't cope with the electricity demand. Heh.

Suddenly, a knock at the door startles you from your nap. You must have dozed off without any effort. You go to answer the door. Your parents must have taken a shortcut.

It's your friend, one who you haven't seen in a long time, five years or thereabouts. Your best friend from childhood. As you look upon your friend in mild surprise and exclaim your happiness, both in greeting and by giving your friend a hug, your friend smiles a sad little smile. Your friend asks to be invited in.

You politely inquire about whether or not your friend is hungry, your friend denotes a negative. Unable to contain yourself, you take your friend by the hand and race upstairs like old times, to chat away like you did all those years ago, all those times before. Seconds trickle by into minutes and those minutes turn into an hour.
The power goes out, not unexpectedly and you prepared a candle just in case.

Suddenly, your phone rings. Your mobile, you must have left it downstairs. With the power outrage, it must be running on a separate power grid and reception line. You go downstairs to answer. It could be your parents.
Your friend implores you to stay, you promise to return quickly.

When you answer, a stranger is at the other end of the line. A professional voice tinged with sadness and fatigue. "Hello," he says
"I'm Doctor O'Brien."

You are somewhat confused and hesitantly give a reply, "Hi, doctor, how can I help you?"

The doctor continues "I found your contact details within your friend's possessions. His/her parents are with him/her and have asked to contact you."

He pauses, "I'm sorry to say that your friend passed away recently. S/he was in a car accident and sustained massive injuries. There was nothing we could do. I'm so sorry...hello, hello? Are you still there?..."
*Click* Your mobile is out of battery.

You clutch the mobile as if it were a lifeline and cannot say anything. You turn your head to look up at the darkened staircase that leads up to the second storey. You promised your friend that you will return quickly. Yet...

What will you do?


What Lingers Here

There is a stain within a certain room that animals and even monsters dare not venture near. It appears seemingly as a blotch of paint; carelessly dabbed upon the hard wooden floors, themselves rotting with neglect and age.

No one lingers for long within that room; all (those intelligent enough) who hastily withdraw speak of an oppressive presence, its malign glare settling upon one's soul and laying it bare like so much useless paper.

All who have been in the room dream of rotting teeth and putrid flesh replacing the moon; that drips and shudders onto the firmament. This persists for two weeks, after which their dreams return to normal.

Woeful Moon

Each night for the past two weeks, the moon looks as if something has taken a bite out of it; each day, the total area consumed gets progressively bigger. To the point that the moon will be entirely devoured come the full month.

Animals are becoming increasingly agitated, attacking strangers, passerbys and any owners. Each night, the still silence is punctuated by a terrifying, piercing scream.

Blood begins to drip from trees and teeth flower in plants. Animals begin to ram themselves bodily against trees, causing their forms to explode.

Once the moon is entirely devoured, the cycle resets to the time before any of this happened; no one or thing has any memory of this event ever occurring.


Daemon, Malzalalim
Princeps of Gluttony
Large Outsider (Extraplanar, Daemon, Evil)
Hit Dice:
17d8+204 (280 hp)
Initiative: +13
Speed: 40 ft. (8 squares), fly 60 ft. (good)
Armor Class: 41 (-1 size, +9 Dex, +23 natural), touch 18, flat-footed 32
Base Attack/Grapple: +17/+32
Attack: Claw +27 melee (2d8+11 + bite + 1 vile)
Full Attack: 2 claws +27 melee (2d8+11 + bite + 1 vile) and 2 wings +25 melee (2d6+5 + bite + 1 vile) and bite +25 melee (4d6+5 + 1 vile)
Space/Reach: 10 ft./10 ft.
Special Attacks: Distended maw, gluttonous feast, improved grab, spell-like abilities, spells, wake of famine
Special Qualities: Damage reduction 20/good, darkvision 60 ft., disingenuous facade, immunity to acid, cold, poison and petrification, resistance to electricity 10 and fire 10, see in darkness, spell resistance 33, telepathy
Saves: Fort +22, Ref +19, Will +18
Abilities: Str 33, Dex 28, Con 35, Int 26, Wis 23, Cha 24
Skills: Bluff +31, Concentration +29, Diplomacy +35, Disguise +18 (+20 acting), Hide +26, Intimidate +31, Knowledge (arcana) +29, Knowledge (the Planes) +29, Listen +28, Move Silently +31, Search +28, Sense Motive +28, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes, +10 when tracking, Use Magic Device +31
Feats: Cleave, Evil Brand[sup]B BovD[/sup], Improved Initiative, Iron Will, Multiattack, Power Attack, Vile Natural Attack[sup]BoVD[/sup]
Environment: The Wastes of Despair
Organization: Solitary
Challenge Rating: 20
Treasure: No coins; no goods; no items
Alignment: Always neutral evil
Advancement: 18-33 HD (Large); 34-51 HD (Huge)
Level Adjustment:

From the loathsome nalfeshnee to the entomic ice devil; from the horrific pit fiend to the psychotic hezrou, fiends are hideous in their evil; its abhorrence erupts from their essences like a foul gangrenous rupture. From which no light or hope emits; only an ever darkening maw, leaving only emptiness and despair.

It is often said too that fiends, who so represent evil in its singularity and completeness, are themselves intimately and always empty. That their sins are ever to gluttonously wreck ruin and worse upon mortals and immortals alike, so that they may know the base illusion of contentment.

Yet, still, there exist fiends that clothe themselves in enticing form and enrapturing flesh so as to tempt mortals, and in doing so damn them. It is not surprising, perhaps, to learn these are among the weakest of all fiendish castes. Mortals invariably react more readily and with greater ardour when challenged with a being so overwhelmingly and transparently corrupt.

In the Wastes of Despair, there are entities herein that bring this disingenuous facade to its logical conclusion. These beings, outwardly beautiful and perfect of form, represent the literal sin of gluttony. The gnawing hunger that drives sinners and innocents alike to gouge themselves on excess and sybaritic pleasures; their falls, made all the more harder.

Formed from the birth screams of the Wastes of Despair, the malzalalim number among the most ancient of the fiends that infest the Lower Realities to this day like maggots feasting upon a colossal cadaver.

Dedicated connoisseurs, these greater daemons of gluttony would consume anything and everything to the point of surfeit and waste, leaving starvation and famine in their wake.

The malzalalim are rumored to the be creations of entities known as the Anathema. As the 'signs of evil,' the malzalalim spread their malignancy via vectors and hosts, parastising others to spread their unique aspect of pure evil across creation.

Combat

Disingenuous Facade (Su): A malzalalim obfuscates the hideousness of its evil behind a unique form of glamour. Outwardly sensuous, the approachability of its evil entices the foolish and the corrupt to gorge themselves upon excess.

A malzalalim can radiate a 20-foot-radius aura of temptation as a free action. A creature in the area must succeed on a DC 24 Will save or perceive the greater daemon as Friendly, and will do all in its power to engorge itself on food. The creature will attempt to eat itself to death. The save DC is Charisma-based.

This may involve the creature repeatedly casting heroes' feast to satiate its hunger, or consuming pouch-fulls of rations at a time. Any time the creature consumes food to the point of vomiting (the limit for food is equal to the creature's Constitution score), it must succeed on a DC 30 Fort save or become sickened and nauseated (as the conditions), and take 3 points of vile damage; a successful save causes the creature to take a single point of vile damage. Any time the creature takes more damage than its Constitution score, it must save against another DC 30 Fort or die.

A creature that successfully saves cannot be affected again by the same malzalalim's aura for 24 hours. Other daemons are immune to the aura. The save DC is Constitution-based.

Distended Maw (Ex): A malzalalim despises clothes and is usually encountered naked, all but flaunting its shapely body and finely formed features. True seeing spells, however, reveal the utter wrongness and horror of the creature. A malzalalim appears as if almost cleaved in twain from throat to groin. The cut itself is stitched shut and criss-crossed by many threads of razor-wire, that flares an angry red along the edges.
A malzalalim can fracture these threads and distend its maw to reveal the utter gluttony encapsulated in its form.

A malzalalim can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 3d8+13 points of bludgeoning damage and 13 points of acid damage per round from the malzalalim's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 21). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A malzalalim is counted as a Huge creature for this ability, thusly its gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Gluttonous Feast (Ex): A malzalalim not only induces the sin of gluttony in others, but is also an avid disciple of its own failings. Dismissing the idea that the consumption of others grants any beneficial effects, the malzalalim consume as the ultimate act of defilement, the vilest act of hate. It can feast to produce the following effects.

Feast of Mouths: 13/day, a malazalalim can open small, viciously toothed maws in the palms of its hands or upon its wings. Its claws and wing slams deal additional bite damage.

Feast of Terror: 6/day, in full view of the victim's allies, a malzalalim can punish and defile the matter and flesh of victims to evoke startling, constricting terror in all creatures within a 30-foot radius. The victim so eaten is dealt the same damage as if passing through the malzalalim's gizzard and also 1 point of vile damage. A creature in the area must succeed on a DC 30 Will save or be affected as though by a fear spell (CL 20th). The save DC is Constitution-based.

Feast of Unmaking: A malzalalim consumes to rob victims of any hope of resurrection or revival, to savor the sweet poison of lingering fear and pain, and to consume the remaining vestiges of the opponent's soul. 1/week, a malzalalim can consume a creature to obliterate it. Creatures 'killed' in this manner are beyond any hope of resurrection or equivalent, and are disintegrated as the spell (CL 20th).

Wasteful Feast: 6/day, a malzalalim can express the utter banality of evil through the act of engorging on those slaughtered and vomiting the creature back up. Each time, the victim passes through the malzalalim's gizzard, it is dealt 13 points of acidic damage. Additionally, the victim suffers from 1 point of damage each to its Intelligence, Wisdom and Charisma scores. A malzalalim can eat and vomit the same creature 6/day if it decides to forego turning its attention on others.

Improved Grab (Ex): To use this ability, a malzalalim must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Spell-Like Abilities:: At will—bestow curse, blasphemy, create undead, desecrate, dispel good, greater dispel magic, greater teleport, invisibility (self only), magic circle against good, mass hold monster, mirror image, plane shift, power word stun, reverse gravity, unholy aura, unholy blight, unhallow; 3/day—blade barrier, flame strike, waves of fatigue; 1/day—destruction, earthquake, implosion, waves of exhaustion. Caster level 17th. The save DCs are Charisma-based.

Spells: Malzalalim can cast divine spells as 17th-level clerics. A malzalalim has access to two of the following domains: Destruction, Evil, Gluttony. The save DCs are Wisdom-based.
Typical Cleric Spells Prepared: 6/8/8/7/6/6/5/4/3. Save DC = 16 + spell level.

Wake of Famine (Ex): Thousands of gnashing, thrashing mouths converge invisibly around the malzalalim in a 30-foot radius. As a standard action every 1d3 rounds, the malzalalim can force these mouths to ingurgitate its surroundings. Buildings are devoured greedily and nature itself is deprived of its nutrients to be ultimately rendered barren. This is exactly as the blight spell, except everything within a 30-foot radius is affected. Damage dealt in this manner is converted into temporary hit points for the malzalalim.


Dinosaurs were always among my favorite animals growing up.
Hope you like/love dinosaurs!:D

Tyrannosaurus Rex
Gargantuan Animal

Hit Dice: 18d8+126 (207 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
Armor Class: 16 (-4 size, +1 Dex, +9 natural), touch 7, flat-footed 20
Base Attack/Grapple: +13/+41
Attack: Bite +24 melee (4d6+20)
Full Attack: Bite +24 melee (4d6+20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Crushing bite, frightful roar, improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +19, Ref +13, Will +8
Abilities: Str 34, Dex 12, Con 25, Int 2, Wis 15, Cha 10
Skills: Hide +0, Listen +19, Spot +19, Survival +10
Feats: Improved Initiative, Power Attack, Run, Snatch, Track, Weapon Focus (bite), Weapon Specialization (bite)
Environment: Any terrain barring glacial
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 19-36 HD (Gargantuan); 37-54 HD (Colossal)
Level Adjustment:

Tyrannosaurus rex (L. tyrant lizard) ranks among the largest of all land carnivores. Scholars have speculated from both observation and skeletal remains that it may have measured up to 42 feet long and weighed up to a massive 7 tons; and is generally regarded as an apex predator. However, despite its enormous size and massive bulk, tyrannosaurus appears to have been a fast runner. This notwithstanding, evidence suggests that tyrannosaurus would have willingly consumed carrion, relying on its incredible constitution to protect itself from harmful bacteria and diseases.

Measurements taken from deceased remains applied with liberal applications of gentle repose have yielded skull lengths of up to 6 feet and wickedly serrated teeth; the longest measuring up to 12 inches. Scholars theorise from studying the creature at length that it possesses unusually good binocular vision.

Scholars believe that tyrannosaurus has the single most powerful bite of any terrestrial creature, that its teeth alone could exert a crushing force of more than 3,000 pounds. This indicates that its bite is so staggeringly powerful that it can impact bone; as evidenced in indentations left on the skeletons of consumed prey.

Combat

Crushing Bite (Ex): Any time that a tyrannosaurus successfully wins a grapple check against an opponent, it may deliver it's staggeringly powerful bite on its victim. A tyrannosaurus deals triple bite damage on a critical hit and its bite is strong enough to ignore the hardness of objects. The crushing bite exerts such immense force that it resolves as a melee touch attack.

Frightful Roar (Ex): A tyrannosaurus is capable of unleashing a thunderous roar every 1d4 rounds up to a radius of 60 feet, its very sound unsettling foes. Opponents with fewer HD than it and who fail a Will DC 24 check may become frightened for 4d6 rounds.

Improved Grab (Ex): To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller with its bite attack. It can then start a grapple as a free action without provoking an attack of opportunity. If it grapples its foe, it can attempt to swallow the creature the next round.

Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus' gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Gargantuan tyrannosaurus' gizzard can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or 512 Diminutive or smaller opponents.

Skills
A tyrannosaurus has a +8 racial bonus on Listen and Spot checks.

Deinonychus
Large Animal
Hit Dice: 4d8+16 (34 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 19
Base Attack/Grapple: +3/+13
Attack: Bite +8 melee (2d6+6)
Full Attack: Bite +8 melee (2d6+6) and 2 claws +3 melee (1d4+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, pounce, rake
Special Qualities: Low-light vision, scent
Saves: Fort +10, Ref +6, Will +2
Abilities: Str 23, Dex 15, Con 23, Int 3, Wis 12, Cha 10
Skills: Hide +10, Jump +28, Listen +10, Move Silently +10, Spot +10, Survival +10
Feats: Run, Track
Environment: Warm forests, floodplains, open plains or savannah
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large), 9-12 HD (Huge)
Level Adjustment:

Deinonychus (L. terrible claw) is a deceptively agile predator. Belying its great size - scholars contend that deinonychus grew to a length of at least 10 feet or more - increasing evidence from field observation suggests that deinonychus was capable of ambushing prey with a remarkable lightness of tread and frightening speed; and willingly accelerating to chase down prey in the event of any failed ambuscade.

Considered by sages to possess a greater intelligence than most dinosaurs, deinonychus appears to greatly favor stalking runs and stealthy ambushes.

One of the most terrifying examples was the ordeal suffered by a druid loremaster who sought to study these creatures in their native environment.
This venerable sage was shadowed for an age to determine any weakness before being subjected to an ambush. He asserts that the attack came not from the front but from the side, two simultaneous powerful charges from opposite directions onto the one target. He firmly believes that the spearhead, the only visible dinosaur was a decoy, a lure to distract and to deceive.

It is precisely this tactic that scholars accept as the greatest evidence of deinonychus working in packs, going so far to suggest that like wolves, deinonychus depended on and was rewarded by functioning as a group. Combining its intelligence and capability of teamwork, this would made deinonychus a frighteningly dangerous predator.

Combat

Improved Grab (Ex): To use this ability, a deinonychus must hit an opponent with its bite attack. It can then start a grapple as a free action without provoking an attack of opportunity. If it grapples its foe, it can attempt to rake the creature the following round. Unlike other instances of improved grab, a deinonychus may use this ability against foes of up to two sizes larger.

Pounce (Ex): If a deinonychus charges, it can make a full attack, including two rake attacks.

Rake (Ex): A deinoncycus that pounces onto a creature can make two rake attacks with its strong, wickedly curved sickle claws. Attack bonus +8 melee, damage 2d6+3.

Skills
A deinonychus has a +8 racial bonus on Hide, Jump, Listen, Move Silently, Spot, and Survival checks.

Triceratops
Huge Animal
Hit Dice: 16d8+128 (200 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 20 (-2 size, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +12/+31
Attack: Gore +21 melee (3d8+16)
Full Attack: Gore +21 melee (3d8+16) and slam +19 melee (2d6+6) and 2 stamps +19 melee (2d6+6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful charge, trample 2d12+16
Special Qualities: Low-light vision, scent
Saves: Fort +10, Ref +10, Will +7
Abilities: Str 32, Dex 10, Con 27, Int 1, Wis 15, Cha 10
Skills: Listen +15, Spot +15, Survival +10
Feats: Awesome Blow, Endurance, Improved Initiative, Improved Natural Armor, Improved Natural Attack (gore), Multitattack
Environment: Flood plains, temperate plains, warm plains
Organization: Solitary, pair, or herd (5-8)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)
Level Adjustment:

Triceratops (L. three-horned face) bears the distinction of being one of the most recognisable dinosaurs in existence. In depictions of art throughout much of the world, triceratops is always popularly portrayed as being locked in ferocious combat with a tyrannosaurus. A minority of scholars have moved to question these perceptions, arguing that such illustrations would be considered anachronistic, citing their own testimony of having failed to view the two ever interacting let alone fighting to the death. That the neck frills and horns served ceremonial display and courtship ritual purposes.

Other loremasters dismiss these claims as indications of failed studies, claiming knowledge for the sake of presenting knowledge. They point to numerous treatises and grimoires that explicitly detail battles between these two titans, that tyrannosaurus would have dined on if not exclusively preyed on triceratops, that triceratops bears armarments designed specifically to deny large carnivores as tyrannosaurus, as well as the shared environments in which they inhabit.

Sages have evaluated the ponderously looking dinosaurs of measuring up to 30 feet in length, 10 feet in height and weighing up to an incredible 12 tons. Remarkably, its skull is among the largest of all land animals, growing to well over 7 feet in length and appears to be a fused mass of solid bone. Triceratops bore three horns, one of its snout and a pair of wickedly sharp horns, each measuring 3 feet long above each eye.

Combat

Powerful Charge (Ex): When a triceratops charges, its gore attack deals 5d8+21 points of damage.

Trample (Ex): Reflex half DC 29. The save DC is Strength-based.


And now for something completely different.
Hope you like this version of the ever trusty Drizzt! :)
I'm operating under the premise that total feats equals (HD/2)+1.

Drizzt Do’Urden, of House Daermon N’a’shezbaernon
Barbarian 1/Fighter 10/Ranger 6 of Mielikki
Medium Humanoid (Drow, Elf)
Hit Dice:
1d12 + 10d10 + 6d10 + 34 (137 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 80 ft. (16 squares)
Armor Class: 27 (+10 armor, +6 Dexterity, +1 dodge), touch 17, flat-footed 21
Base Attack/CMD: +17/+18; Combat Maneuver Bonus: 24
Attack: Icingdeath +24 melee (1d6+6 + 1d6 cold/15–20/x2 + 1d6 cold) and Twinkle +26 melee (1d6+8/15–20/x2)
Full Attack: Icingdeath +24/+19/+14/+9 melee (1d6+6 + 1d6 cold/15–20/x2 + 1d6 cold) and Twinkle +26/+21/+16 melee (1d6+8/15–20/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Spell-like abilities, spell resistance 28, spells
Special Qualities: Ambidexterity, animal companion (Guenhwyvar), armor training, bravery, drow traits, fast movement, favored enemy (goblinoids +4, magical beasts +2), favored terrain (cold), hunter’s bond (Guenhwyvar), rage, track, weapon training, wild empathy
Saves: Fort +16, Ref +15, Will +8 (+11 against fear)
Abilities: Str 13, Dex 22, Con 15, Int 17, Wis 17, Cha 14
Skills: Acrobatics +20, Climb +10, Escape Artist +8 (+10 with ropes), Handle Animal +9, Intimidate +5, Knowledge (dungeoneering) +8, Knowledge (geography) +3, Knowledge (nature) +12, Perception +21, Ride +10, Sleight of Hand +12, Stealth +21, Survival +18, Use Rope +12
Feats: Agile Maneuvers, Blind Fight, Combat Expertise, Combat Reflexes, Daylight Adaptation, Deft Hands, Dodge, Double Slice B, Endurance B, Greater Two-Weapon Fighting, Improved Initiative B, Improved Two-Weapon Fighting, Mobility, Quick Draw, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend, Weapon Focus (scimitar), Weapon Swap B
Environment: Mithral Hall or Icewind Dale, the Sword Coast North
Organization: Unique (solitary) or pair (Drizzt and Guenhwyvar) or party (Companions of the Hall)
Challenge Rating: 19
Treasure: Standard plus Icingdeath, Twinkle, bracers of blinding strike, onyx figurine of wondrous power, +4 mithral chain shirt
Alignment: Chaotic Good
Advancement: ––
Level Adjustment: +2

Combat

Armor Training (Ex): Drizzt gains added protection from the armor he is wearing. While wearing his mithral chain shirt, he benefits from a further +2 armor bonus to armor class and a -2 reduced armor check penalty.

Drow Traits: Drizzt receives a +2 bonus on sight- and sound-based Perception checks. Drizzt is immune to magic sleep effects and gets a +2 racial saving throw against spells and spell-like abilities. He has darkvision out to 120 ft.

Favored Terrain (Ex): Whenever Drizzt is within tundra or otherwise glacial environments, he receives a +2 bonus on Knowledge (geography), Perception, Stealth and Survival skill checks. Likewise, he gains a +1 bonus on initiative checks when in this terrain. These benefits have not been factored into the statistics block above.

Rage (Ex): With shimmering fires in his lavender eyes, Drizzt may draw upon his primal ferocity and call upon his alter persona of the Hunter. During his rage, Drizzt gains a +4 bonus to his Strength and Constitution, a +2 morale bonus on Will saves, and a -2 penalty to Armor Class. While raged, Drizzt cannot use any Charisma-, Dexterity-, or Intelligence-based skills or any ability that requires patience or concentration.
During his rage, Drizzt has the following statistics instead of those given above; hp 171; AC 25, touch 15, flat-footed 19; Full Attack Icingdeath +26/+21/+16/+11 melee (1d6+8 + 1d6 cold/15–20/x2) and Twinkle +28/+23/+18 melee (1d6+10/15–20/x2); SV Fort +18, Will +10; Str 17, Con 19; Skills: Climb +12.

Ranger Spells per Day: 1st – calm animal. Drizzt casts spells as a 3rd level caster. Save DC = 13 + spell level.

Spell-Like Abilities: 1/day – dancing lights, darkness, faerie fire. Caster level 16th. Save DC = 12 + spell level.

Weapon Training (Ex): Drizzt’s tutelage and training under Zaknafein and his tenure within Melee-Magthere means his proficiency with weapons greatly exceeds the norm. He receives a +2 bonus on attack and damage rolls while wielding heavy blades and benefits from a +1 bonus to attack and damage rolls while wielding light blades.

Bracers of Blinding Strike: Taken from the deceased House Baenre Weaponmaster, Dantrag, this powerful magic item confers different abilities depending on the body slot it occupies.
When worn as bracers, these bracers of armor +5 give the wearer free access to the Improved Initiative feat. In addition, the wearer may, as part of a full attack option, make additional attacks at the wielder’s full base attack bonus. This benefit does not stack with cumulative effects, for example, wearers with the bracers will not additionally benefit from weapons of speed or a haste spell.
When occupying the boot slot, these anklets effectively double the speed of the wearer. It likewise grants Improved Initiative as a virtual feat but disallows additional attacks. In addition, wearers gain a +1 dodge bonus to Armor Class and Reflex saves.

Icingdeath: Cold forged to a diamond edge from hard-packed ice taken from a glacier, this beautiful weapon has a silvery blade and gem-encrusted pommel. Its hilt is crafted from adamantine and is sculpted into the likeness of the toothed maw of a great hunting cat. Icingdeath is a +3 evil outsider bane keen frost band scimitar that constantly protects Drizzt from fire, extinguishing fires in its radius and hungering for more flames to absorb.

Twinkle: Presented to Drizzt from Malchor of the Harpells as a replacement for a lost scimitar, this priceless gift was forged by elves in the magic of the powers of starlight, moonlight, the mysteries of elven souls, rainbows and imbued with everything they hold dear. This +5 defending keen scimitar has a single star-cut stapphire set in its pommel and glows a softly blue when it detects danger nearby. Calling Twinkle by its name elicits a radiant sapphire shine from within, this glow trails light when Drizzt wields it in combat.


“Balance above alignment, knowledge above all”

Boccob
The Uncaring, Lord of All Magics, The Archmage of the Deities
Greater Oerthian Deity
Symbol:
An eye balanced on a pedestal inside a pentagon
Home Plane: The Outlands
Alignment: Neutral
Aliases: Al’Zarad (Bakluni)
Superior: None
Allies: Cyndor, Delleb, Istus, Lendor, Wee Jas; distant
Foes: Tharizdun
Servants: Mordenkainen, the Circle of Eight, Zagyg the Mad
Servitor Creatures: Jann genies, invisible stalkers, Huge elementals (any kind)
Manifestations: None
Signs of Favor: Sudden insight involving magical research or arcane theories
Portfolio: Magic, arcane knowledge, foresight, foreknowledge, balance, neutrality
Worshippers: Arcane spellcasters, astrologers, philosophers, loremasters, oracles, sages, seers, diviners
Cleric Alignments: Any; primarily CN, LN, NE, N, NG
Specialty Priests: Arcanists/Arcanologists
Holy Days: Celestial conjunctions, Great Discovery, Last Rite of the Prophet
Domains: Balance, Knowledge, Magic, Oracle, Spell
Favored Weapon: The Staff of the Archmagus (quarterstaff)

Boccob
Arcane Oracle 10/Archmage 5/Loremaster 20/Wizard 25
Medium Outsider (Extraplanar)
Divine Rank:
17
Hit Dice: 10d6 + 5d4 + 20d4 + 25d4 + 660 + 3 (923 hp)
Initiative: +16 (+12 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 86 (+13 deflection, +12 Dex, +17 divine, +1 dodge, +32 natural), touch 53, flatfooted 86
Base Attack/Grapple: +30/+52
Attack: The Staff of the Archmagus +59 melee (1d8+29/x3); or spell +73 melee touch or +79 ranged touch
Full Attack: The Staff of the Archmagus +59/+54/+49/+44 melee (1d8+29/x3); or spell +73 melee touch or +79 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Arcane fire, domain powers, mastery of counterspelling, mastery of elements, mastery of shaping, salient divine abilities, spell-like abilities, spell power +3, spells
Special Qualities: Alter reality, alter size, arcane reach, avatar, divination enhancement, damage reduction 40/epic and mithral, divine aura (17 miles, Will DC 50), divine immunities, familiar (owls), godly realm, greater lore, greater teleport at will, immunity to acid and cold, immunity to surprise, improved uncanny dodge, lore, planeshift at will, prescient sense, remote communication, scry bonus +1, secrets (instant mastery, secret health, secrets of inner strength, secrets of true stamina, secret knowledge of avoidance, weapon trick, dodge trick, applicable knowledge, newfound arcana, more newfound arcana), spell resistance 119, resistance to sonic 37, trap sense +3, true lore, uncanny dodge, understand, speak, and read all languages and speak directly to all beings within 17 miles
Saves: Fort +76, Ref +77, Will +94 *Always receives a 20 on saves
Abilities: Str 22, Dex 34, Con 33, Int 58, Wis 54, Cha 36
Skills: Appraise +110 (+120 alchemical items, +120 books, +120 calligraphy, +120 paintings, +120 forged items), Balance +36, Bluff +96, Concentration +126, Craft (alchemy) +126, Craft (bookbinding) +126, Craft (calligraphy) +114, Craft (painting) +110, Decipher Script +136, Diplomacy +107, Disguise +82 (+88 when acting character), Escape Artist +47, Forgery +126, Gather Information +119, Heal +100, Hide +71, Intimidate +91, Knowledge (arcana) +152, Knowledge (architecture and engineering) +100, Knowledge (dungeoneering) +126, Knowledge (geography) +106, Knowledge (history) +136, Knowledge (local) +100, Knowledge (nature) +126, Knowledge (nobility and royalty) +100, Knowledge (the Planes) +136, Knowledge (religion) +136, Listen +103, Perform (oratory) +30, Search +115 (+121 to find secret doors), Sense Motive +136, Sleight of Hand +36, Spellcraft +152 (+162 for scrolls), Spot +103, Survival +40, Use Magic Device +124 (+134 for scrolls) *Always receives a 20 on checks
Feats: Brew Potion, Chain Spell, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell, Enlarge Spell, Eschew Materials, Explosive Spell, Extend Spell, Forge Ring, Fortify Spell, Greater Spell Focus (all) B, Heighten Spell, Improved Initiative, Iron Will, Persistent Spell, Reach Spell, Repeat Spell, Sacred Spell, Scribe Scroll B, Spellcasting Prodigy, Spell Focus (all) B, Spell Mastery (all) B, Twin Spell, Transdimensional Spell
Epic Feats: Enhance Spell, Epic Skill Focus (Knowledge [arcana]), Epic Skill Focus (Spellcraft), Epic Spellcasting, Epic Spell Focus (all) B, Ignore Material Components, Improved Heighten Spell, Intensify Spell, Multispell x6
Divine Immunities: Ability damage, ability drain, death effects, disease, disintegration, energy drain, mind-effecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
Salient Divine Abilities: Arcane Mastery, Archmage of the Deities*, Automagic Metamagic (quicken wizard spells), Automatic Metamagic (silent wizard spells), Automatic Metamagic (still wizard spells), Control Creatures (any creature that can cast a spell or use a spell-like ability, 17 creatures/day), Craft Artifact, Create Greater Object, Create Object, Divine Blast (16/day, 17 miles, 30d12 damage), Divine Creation, Divine Recall (magic), Divine Shield (15/day, absorbs 170 points of damage), Divine Skill Focus (Knowledge [arcana]), Divine Skill Focus (Spellcraft), Divine Spellcasting, Increased Spell Resistance (x2), Instant Counterspell, Lord of All Magic*, See Magic, Spontaneous Wizard Spells, True Knowledge; Boccob has permanently sacrificed access to one domain for an additional salient divine ability.
*Unique Salient Divine Abilities; see below for details.
Environment: The Library of Lore, The Outlands
Organization: Unique
Challenge Rating: 64
Treasure: Quintuple standard plus the Staff of the Archmagus
Alignment: Neutral
Advancement: ––
Level Adjustment: ––

Combat

Boccob neither seeks nor avoids confrontations, though he does not hesitate to disabuse others of the illogicality and foolishness of fighting him; he desires balance above morality, knowledge above all. As Lord of All Magic and the Archmage of the Deities, Boccob has virtually limitless options in dealing with those foolish enough to challenge him, or assuming he feels threatened or amused by the other party.
Boccob always has foresight and true seeing cast upon his person and so is never deceived, surprised or flat-footed. He will wrap himself in various magical protections to stymie attempts at harming him. Immediately after, he will increase his armor class (+22) with single uses of his Balance domain power and activate his Divine Shield. He will always be Seeing Magic as the salient divine ability.
He will then initiate combat by calling on his Divine Aura, setting it to daze, and calming emotions to force peace upon the battlefield. Against obvious extraplanar foes, he will imprison, or dismiss or banish them back to their own planes. Usually this will end the combat, freeing Boccob to attend to important matters and leaving the dignity of his opponents intact. If violence persists, Boccob will neither give nor ask for quarter.
He will saturate the area with antimagic fields and launch disjunctions, greater dispel magics and reaving dispels at enemy spellcasters, melee specialists and rogues in that order. He will resolve this round by speaking words of balance, killing, paralyzing, weakening or nauseating nonneutral creatures and detonating an enhanced and intensified sacred fire storm on the party, dealing half divine and sonic damage.
If foes are still standing, Boccob will cast a veritable battery of combat spells, dispelling magic all the while. His incredible intelligence allows Boccob to select the most appropriate attack form for opponents, through use of Spontaneous Wizard Spells, and determine when to convert spells to the appropriate element or energy accordingly. He will follow up his previous spell barrage by unleashing fireballs, greater shouts, incendiary clouds, polar rays, meteor swarms, spheres of ultimate destruction with modified elements or energies as appropriate and repeating throughout combat as necessary.
Against foes that seem to be particularly persistent, Boccob will first launch arcane fire on his adversaries dealing raw magical energy and is then quick to cast epic spells, preferring those that strip away magical protections and known spells, and the disc of concordant opposition.
For exceedingly heavily protected and tenacious foes, Boccob will unleash salvos of his Divine Blast.
Boccob will never allow fighting to descend into physical fisticuffs, finding it barbaric and superfluous.

Alter Reality (Su): Boccob exerts a considerable measure of control over reality itself, and his very presence can command the very essence of the world around him.
Boccob can use the wish spell and duplicate practically any spell effect as long as the effect promotes magic, arcane knowledge, foresight, foreknowledge, balance or neutrality. This ability costs him no XP and requires a standard action to implement.
He may cast any cure spell at will as a standard action. Applying metamagic feats to the spells requires him to forego using alter reality for 1 round for each level the feat would normally add to the equivalent spell.
As a swift action, Boccob can assume any size from Fine to Colossal. This ability allows Boccob to assume any proportions from the size of a grain of sand up to as much as 1,600 feet tall. Finally, Boccob may create up to twenty avatars.

Archmage of the Deities (unique salient divine ability): Boccob is without question among the greatest practitioners of arcana in the multiverse. His untold millennia of arcane mastery is virtually unmatched by any save the greatest deities or cosmic entities of magic. This mastery manifests itself in a variety of ways. First, Boccob has mastered all applicable high arcana. In addition, Boccob need never sacrifice or expend spell slots for his arcana as they are intrinsically tied to his very essence.
Arcane Fire (Su): Boccob can channel arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (700 ft.) that always deals 170 points of damage.
Arcane Reach (Su): Boccob can use spells with a range of touch on a target up to 170 feet away. Boccob must still make a ranged touch attack.
Mastery of Counterspelling: When Boccob counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. This reflection of spell energy affects even area-affecting spells which are typically not subject to spell turning; for example, if an enemy wizard casts a fireball in an area of effect that could affect Boccob, the fireball would be redirected to an area of effect centered on the enemy caster.
Mastery of Elements: Boccob can alter an arcane spell when cast so that it utilizes a different element or energy from the one it normally uses. This ability can alter spells with the acid, cold, fire, electricity, sonic, or positive or negative energy descriptors. The spell’s casting time is unaffected and Boccob may apply the appropriate element or energy to the spell as a swift action; for example, Boccob may fully transform an ice storm spell so that it deals positive energy damage before casting a delayed blast fireball that deals electricity damage. All spells modified this way always deal maximum damage.
Mastery of Shaping: Boccob can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread and may do so as an immediate action.

Domain Powers: Boccob casts divination spells at +3 caster level; Boccob uses scrolls, wands, and other devices with spell completion or spell trigger activation as a 77th level wizard; 17/day as a free action, Boccob adds his Wisdom modifier (+22) to his Armor Class for 60 rounds; Boccob gains a +2 bonus on Concentration and Spellcraft checks

Epic Spells: 10 per day. Epic spells known: animus blast, animus blizzard, disc of concordant opposition, contingent resurrection, crown of vermin, demise unseen, dire winter, dreamscape, eclipse, eidolon, enslave, epic counterspell, epic mage armor, epic repulsion, epic spell reflection, greater epic mage armor, greater ruin, hellball, kinetic control, let go of me, living lightning, lord of nightmares, mass frog, momento mori, mummy dust, nailed to the sky, peripety, rain of fire, raise island, ruin, safe time, spell worm, soul dominion, soul scry, summon behemoth, superb dispelling, verdigris. Boccob has access to additional epic spells beyond this list; the actual extent of his knowledge of epic magic is unknown.

Lord of All Magic (unique salient divine ability): Boccob is virtually unrivalled in his knowledge and application of spells and effects. Firstly, his mastery and knowledge of spells is such that he automatically casts arcane spells without need for spellbooks – in game terms, he gains a virtual Spell Mastery feat for all schools of magic. Additionally, Boccob may select spells from any spell list, whether arcane or divine (cleric and noncleric spell lists) and cast those spells as wizard spells.
In addition, his spells are extremely difficult to resist and obliterate spell resistance with ease – he gains Greater Spell Focus and Epic Spell Focus as virtual feats for all schools of magic and all spells cast by him receive a further +17 divine bonus to caster level.
Finally, for the purposes of his Lore ability, he uses the totality of his caster level to determine the bonus (typically +139).

Spell-Like Abilities: At will –– antimagic field, anyspell, augury, banishment, break enchantment, calm motions, clairaudience/clairvoyance, clarity of mind, commune, detect secret doors, detect thoughts, discern location, dismissal, divination, find the path, foresight, greater anyspell, greater dispel magic, greater scrying, imbue with spell ability, legend lore, identify, limited wish, make whole, mage armor, mass sanctuary, mordenkainen’s disjunction, nystul’s magic aura, protection from spells, rary’s mnemonic enhancer, scrying, silence, spell resistance, spell turning, true seeing, weighed in the balance, word of balance. Caster level 77th, caster level 80th for divination spells. Save DCs = 50 + spell level.

Wizard Spells per Day (Levels 0 – 25): Boccob casts spells as a 117th level wizard and as a 120th level caster for divination spells. 4/10/10/10/10/10/9/9/9/9/5/5/5/5/4/4/4/4/3/3/3/3/2/2/2/2. Save DC = 66 + spell level.

Other Divine Powers
As a greater deity, Boccob automatically receives the best possible result on any die roll he makes (including checks, saves, and wizard caster level); as a deity of magic, Boccob does not receive the best possible die roll to attack rolls or damage as martial deities may receive. He is immortal.

Automatic Actions: Boccob can use any Intelligence-based skill, any skill that deals with arcane knowledge, or any Knowledge skill, even those he has no ranks in, as an immediate action if the DC for the task is 30 or lower; he can use Knowledge (arcana) or Spellcraft as a swift action if the DC for the task is 47 or less. Boccob can also cast any arcane spell or spell-like ability as a swift action; though he can only cast seven swift action spells per round. He can use legend lore and analyze dweomer as swift actions at will. Boccob can perform up to twenty swift actions each round.

Create Magic Items: As the deity of magic, Boccob can create any kind of magic item, and need only expend half the time and resources in doing so.

Portfolio Sense: Boccob senses all magic use (spellcasting, item use, spell-like ability use, magic item effect or magic item creation) seventeen weeks before it happens and retains the sensation for seventeen weeks after the event occurs. He has a similar ability to sense the discovery, recording, or sharing of any spell or bit of arcane knowledge. He likewise senses any prophecy or prediction of the future (whether accurate or not) and any event that alters the balance of good, evil, law and chaos in the cosmology.

Senses: Boccob can see, hear, touch, and smell at distance of seventeen miles. As a standard action, he can perceive anything within seventeen miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities of divine rank 17 or lower at up to two remote locations at once for 17 hours.

The Staff of the Archmagus: This beautiful oaken staff is shod in adamantine and inscribed with shimmering golden runes that seemingly move across the oak. The staff is capped with platinum sigils and topped with a massive purple diamond bearing the symbol of Boccob. The Staff of the Archmagus, otherwise known as the Staff of Boccob, is a +6 defending quarterstaff save that it deals 1d8 damage and has a x3 critical multiplier.
On a critical hit, one must succeed in a Fortitude save DC 50 or permanently lose spells or spell-like abilities of an amount equal to one-half of one’s hit dice. Only a wish or miracle can restore a level’s worth of spells or spell-like abilities. A deity or cosmic entity using divine or cosmic abilities to heal may automatically restore lost spells or spell-like abilities, so long as they succeed on an opposed rank check.
Arcana lost in this manner are absorbed by the staff as charges and provide 10 charges per HD of spells lost.
Boccob can draw out the arcana within his staff. For every 10 levels worth of spells within the weapon, Boccob receives a +1 divine bonus to his Knowledge, Spellcraft, caster level checks and spell DC. By expending charges in this way, he may negate XP costs or backlash damage when casting spells or epic spells.
Spells or spell-like abilities that fail to penetrate Boccob’s spell resistance are automatically absorbed by the staff to likewise provide charges.
Boccob may cast any spell he knows through the staff without losing the spell slot for the day and may freely apply metamagic feats to the expended spell.
Boccob may, as a standard action, alter the staff to emanate properties of known magical and epic staves, for example, Boccob may modify the staff so that it otherwise functions as a staff of the cosmos, or as a staff of passage; the spells cast by the staff in this way use the spell charges stored in the weapon.
Boccob typically has 600 charges stored within his staff, these charges reset daily if expenditure does not take place.

I'll definitely convert any posted deities and/or cosmic entities into Pathfinder rules to see how it interfaces with divine creation rules.