Phosphate
2011-07-16, 06:33 AM
http://fc09.deviantart.net/fs14/i/2007/063/3/9/ORIGINAL__Deity_v_4_by_Kuroi_Tsuki.jpg
"The Upper Planes are everything you need to understand the world. The world is everything that matters, as whether you understand it or not, it still surprises you." - Heracles, after becoming a High Lord
Disclaimer: normally, this is an NPC class. PC can use it too, but at their own risk.
When a divine being decides to forever leave the immortal realms of his domain, for whatever reason, it can choose to become a High Lord. Those that do so are not considered outcast, nor exiled, but brave souls who face the true, cyclic and destructive nature of life by themselves. They are revered by simple mortals everywhere, as a physical god is generally much easier to believe in.
Adventuring: High Lords adventure generally for whichever reasons had them choose their powers and domains when they were gods. So, a god of war adventures to challenge worthy opponents, a god of knowledge adventures to research, and a god of glory adventures to gain fame.
Race: Any creature with a Divine Rank of 1 or more can turn itself into a High Lord.
Alignment: Same as before, although True Neutral gods rarely choose to become High Lords.
Starting age: irrelevant
Starting Gold: 1000 gp
Hit Die: d20
The High Lord
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+1|+2|+2|+2|Materialization, Excel|3|1|—|—|—|—|—|—|—|—
2nd|+3|+3|+3|+3|Sentence, Tongues|4|2|—|—|—|—|—|—|—|—
3rd|+4|+3|+3|+3|Following (1,1,1)|4|2|1|—|—|—|—|—|—|—
4th|+6/1|+4|+4|+4|Reflection|4|3|2|—|—|—|—|—|—|—
5th|+7/2|+5|+4|+5|Imposing Attitude, Senses|4|3|2|1|—|—|—|—|—|—
6th|+9/4|+5|+5|+5|Following (2,2,1), Elemental Nature|4|3|3|2|—|—|—|—|—|—
7th|+10/5|+6|+5|+6|Fundamental Energy|4|4|3|2|1|—|—|—|—|—
8th|+12/7/2|+7|+6|+7|Funnel Bolt|4|inf|3|3|2|—|—|—|—|—
9th|+13/8/3|+7|+6|+7|Following (3,3,2)|4|inf|inf|3|2|1|—|—|—|—
10th|+15/10/5|+8|+7|+8|Minor Alteration|4|inf|inf|3|3|2|—|—|—|—
11th|+16/11/6/1|+9|+7|+9|Maker|4|inf|inf|inf|3|2|1|—|—|—
12th|+18/13/8/3|+9|+8|+9|Following (4,4,2)|4|inf|inf|inf|3|3|2|—|—|—
13th|+19/14/9/4|+10|+8|+10|Constance|4|inf|inf|inf|4|3|2|1|—|—
14th|+21/16/11/6/1|+11|+9|+11|Soul Grip|4|inf|inf|inf|4|3|3|2|—|—
15th|+22/17/12/7/2|+11|+9|+11|Following (5,5,3)|4|inf|inf|inf|inf|4|3|2|1|—
16th|+24/19/14/9/4|+12|+10|+12|Blight|4|inf|inf|inf|inf|4|3|3|2|—
17th|+25/20/15/10/5|+13|+10|+13|Winds of Destiny|4|inf|inf|inf|inf|4|4|3|2|1
18th|+27/22/17/12/7/2|+13|+11|+13|Following (6,6,3)|4|inf|inf|inf|inf|inf|4|4|3|3|2
19th|+28/23/18/13/8/3|+14|+11|+14|Inevitable Fate|4|inf|inf|inf|inf|inf|4|4|3|3
20th|+30/25/20/15/10/5|+15|+12|+15|True Power|4|inf|inf|inf|inf|inf|4|4|4|4
[/table]
Class Skills: All of them
Skill Points at 1st Level: (8 + Int modifier) × 4
Skill Points at Each Additional Level: 8 + Int modifier
Weapon and Armor Proficiency: A High Lord is proficient with all weapons, including exotic ones, all armors, and all shields, including tower shields.
Spellcasting: A High Lord decides ahead of time whether a spell he is casting is considered arcane or divine. He can cast any spell he knows as either. Either way, he does not suffer from arcane spell failure.
The spells of a High Lord are cast spontaneously, from a list of spells known. A High Lord starts with all 0 level spells (cantrips) and 3 level 1 divine spells known and learns 5 new divine spells and 4 new arcane spells per level. These new spells can be learned even if the High Lord does not have high enough slots to cast them, but he must still have a Wisdom of 10+spell level to be able to learn them. A High Lord chooses his spells known from the Sor/Wiz spell list, the Druid spell list, the Ranger spell list, the Paladin spell list, and any Cleric domain.
The Save DC against a High Lord's spells is 10+spell level+Cha mod+Int mod. He gains additional spells per day by having a high Wisdom score.
The spellcaster level of a High Lord is treated as 20, no matter how many class levels he has, unless he would normally have over 20, then use that value instead.
Unlike a sorcerer, a High Lord may not swap or replace spells he knows.
Class Features
Materialization (Su): A High Lord is basically a god who separated his soul from his body. He loses all his divine ranks and outsider type, along with all outsider hit dice he has. Then, he acquires a new race of his choosing. This race must not have the outsider type, must be mortal, must be homanoid, must be small, medium, or large, and must have a Level Adjustment of 2 or less (Level Adjustment is treated as 0 no matter what it is). He gains herculean ages, meaning that all his age categories are multiplied by 5. He cannot learn class abilities that would turn him back into an outsider.
Also, the deity taking this class automatically gains 1 level in it for every Divine Rank it lost (excluding 0). If it had class levels, it doesn't lose it.
Excel (Ex): Possessing an inherent godly grace, a High Lord has a minimum base value of 15 in Charisma, Wisdom, and Intellect.
Sentence (Sp): A High Lord can punish mere mortals for their sins and curse them in various ways. A High Lord can Sentence as many creatures as his class level, if he already used all of them, he must wait for one Sentence to end in order to use another one (even if a day has passed). Sentencing is a free action that can be done only once per turn, requires you to see the target, has a verbal component, ignores spell resistance, has a maximum range of 100 feet, and allows an initial Will Save against a DC of 10+half class level+Int mod+Cha mod. If the target has the same alignment as the High Lord, the Cha mod is not added. Other limitations, such as how many times a certain sentence can be used, are on a case by case basis. You can't sentence the same being twice at the same time. You can't sentence something that has an Intelligence of 2 or less, but you CAN sentence beings that are immune to mind-affecting magic.
There are three types of Sentences: Wards, Penalties and Punishments. Wards have an infinite duration, end when the target does a certain action, and have an effect that activates right then. Penalties also activate when the target does a certain action, but they don't end until their whole duration passes, so they can be activated several times. Punishments instantly affect the target, although they may or may not have instant duration. As stated above, except for the initial Will Save, there is no way to save against sentences, nor dispel them, they ignore spell resistance, and they are not affected by antimagic fields.
Punishments are instantly noticed by the targets. Targets need to succeed on a DC 20 Autohypnosis check to detect that they are affected by a Penalty, and on a DC 20 Knowledge (Arcana) check to detect that they are affected by a Ward.
First Sphere Sentences
All these require a High Lord of Level 2 or more.
Name: Communication Strain
Type: Punishment
Duration: 24 hours
Uses: 1/day
Effect: For the target, speaking becomes a swift action. If he would use a spell that has a verbal component and takes a standard action to cast, it becomes a full round action instead.
Name: Arcane Forbiddance
Type: Penalty
Duration: 1 hour
Uses: 1/encounter
Effect: If the target uses an arcane spell, it is fatigued for 1 round.
Name: Revenge
Type: Ward
Duration: forever
Uses: 1/encounter
Effect: If the target deals damage to the caster of this sentence, he instantly takes the same amount of damage himself, lethal and untyped.
Second Sphere Sentences
All these require a High Lord level of 5 or more.
Name: Silence
Type: Punishment
Duration: 1 minute
Uses: at will
Effect: The target cannot speak. Not even telepathically. He cannot write, and he cannot use sign languages. Empathy still works.
Name: Blood Fear
Type: Penalty
Duration: the encounter
Uses: 1/day
Effect: If the target destroys a construct/living construct/undead, it is shaken for 2 rounds. If the target lethally damages a living being, it is shaken for 2 rounds. If the target kills a living being, it is panicked for 2 rounds. The source of fear is either the corpse of the slain living being or the caster of this sentence, whichever is closer.
Name: Material Focus
Type: Ward
Duration: forever
Uses: at will
Effect: If the target eats, it takes 2d10 untyped lethal damage and cannot heal unless it sleeps.
Third Sphere Sentences
All these require a High Lord level of 8 or more.
Name: Confinement
Type: Punishment
Duration: 1 hour
Uses: 1/hour
Effect: The target's Fast Healing and Regeneration are reduced by 5 (can't become negative). Also, he will ignore magical healing and Heal checks made for him will take a -5 circumstance penalty.
Name: Betrayal
Type: Penalty
Duration: 1 week
Uses: 1/day
Effect: If the target uses an offensive ability/attacks a foe of the exact same alignment, whether he knows this or not, he takes 1d10 damage and a -4 attack penalty to his next hit.
Name: Sloth
Type: Ward
Duration: forever
Uses: 1/day
Effect: If the target sleeps, it cannot prepare spells/regain power points/change maneuvers for 1 day.
Fourth Sphere Sentences
All these require a High Lord level of 11 or more.
Name: Wasted Life
Type: Punishment
Duration: instant
Uses: 1/day
Effect: Target takes damage equal with (his age - class hit dice)/2
Name: Profanity
Type: Penalty
Duration: 24 hours
Uses: at will
Effect: If the target uses a spell with a Evil descriptor, gains a profane bonus, or kills a Good-aligned being, it takes 5d6 damage.
Name: Needless Aggression
Type: Ward
Duration: forever
Uses: at will
Effect: If the target battles, and its opponents try to flee, but the target still attacks them, he is blinded for 2 hours.
Fifth Sphere Sentences
All these require a High Lord level of 14 or more
Name: Running Out
Type: Punishment
Duration: instant
Uses: 1/hour
Effect: The target ages 2 years. You may use this once per day and age the target by 5 years instead.
Name: Racial Guilt
Type: Penalty
Duration: 1 month
Uses: 1/day
Effect: If the target attacks or uses an offensive spell/ability against a creature of the same race, roll 1d6. If the result is 6, next turn he must attack himself, and deal lethal damage.
Name: Treachery
Type: Ward
Duration: forever
Uses: at will
Effect: If the target uses manipulation (this includes lying, intimidate attempts, Enchantments, mind-affecting non-offensive abilities, disguises, or bluffs, but excludes Diplomacy) he will faint and remain unconscious for 2 hours, with no chance to wake up.
Sixth Sphere Sentences
All these require a High Lord level of 17 or more.
Name: Immunodeficient
Type: Punishment
Duration: forever
Uses: 1/week
Effect: The target cannot fight off diseases (he cannot make Fortitude Checks against them) and ignores effects that would heal diseases (including the dispelling of magical diseases).
Name: Dimensional Rapture
Type: Penalty
Duration: 1 day
Uses: 1/day
Effect: If the target uses an effect that makes it change planes, or travel instantly on the same plane (as transitional planes are used), it loses half its current hit points, rounded down.
Name: Vengeance
Type: Ward
Duration: forever
Uses: 1/day
Effect: If the target kills the caster of this skill, it dies, and its body is disintegrated.
Seventh Sphere Sentences
All these require a High Lord level of 20 or more.
Name: Execution
Type: Punishment
Duration: Instant
Uses: 1/day
Effect: Kills the target. Can be used on anything with an int score, even intelligent constructs and creatures immune to death effects.
Name: Vow of Silence
Type: Penalty
Duration: Forever
Uses: 1/hour
Effect: If the target speaks, it dies. Can be used on anything with an int score, even intelligent constructs and creatures immune to death effects. This penalty sticks to the target even if it dies and is then resurrected (hence why it is a penalty and not a ward).
Tongues: As the succubus ability.
Following (Su, Su, Ex): A High Lord doesn't have quite the influence of an actual deity, but can still be served by worshipers. He can be the patron of 1 humanoid, and 1 more every 3 levels (1 at level 3, 2 at level 6, 6 at level 18). For this purpose, those individuals are treated as having a Cleric level equal to the High Lord's class level/3. They get just as many spells as a cleric of the appropriate level, can turn and rebuke undead, and otherwise act just like Clerics of that level, with one exception: those levels are not counted towards multiclassing, and are not added to effective character level (ECL). Also, if they would learn cleric levels when they level up, they don't stack with this. (for example, if someone has 0 trained levels in cleric and 3 from Following, his effective Cleric level is 3. If someone has 2 trained levels in cleric and 3 from Following, his effective Cleric level is 3. If someone has 4 trained levels in cleric and 3 from Following, his effective Cleric level is 4.). Also, he can grant spells to those followers from 1 domain of his choosing, and 1 more every 6 levels thereafter.
Reflection (Ex): A High Lord, due to the time he spent as an avatar with no body and using thoughts to interact with the world, still heavily relies on thought to get things done. He can add his Wis modifier twice to wis-based skill checks and his Int modifier to any other skill check.
Imposing Attitude (Ex): Through all his gestures and mimic, a High Lord can make others incredibly humble in his presence. He can make Intimidate checks as a standard action even out of combat, and if an Intimidate check succeeds, he is instantly released of any enchantments or fear effects caused by the target of the intimidation.
Senses (Ex): A High Lord's senses cannot be affected by means of magic. Also, he is treated as having Blindsense, Tremorsense and True Seeing at all times, and is not subjected to gaze attacks.
Elemental Nature (Ex): Coming down to the Material Realm, a High Lord gains a better understanding of the elements. At level 6 and every 6 levels thereafter, he can choose 1 element to be immune against. This immunity ignores effects that bypass or reduce it.
Fundamental Energy (Su): A High Lord has access to the very matter that is the core fabric of creation. Whenever he would deal damage using the effect of a spell, except physical damage you can treat the damage as untyped.
Funnel Bolt (Sp): The High Lord siphons energy from a target as a swift action, that can be a foe, himself or any living being with more than 4 HD within an area with a radius of 150 feet (no save). The target takes 4dx untyped damage, where x is his racial hit dice (if he doesn't have racial hit dice, use the hit dice of the class he has most level on). Then, the target is fatigued for 4 turns. Ignores Spell Resistance. At any later time, the High Lord can form a bolt of arcane energy out of this as a swift action, which must succeed on a ranged touch attack and deals untyped damage to a target equal to the damage dealt by the siphon initially, and incurs a negative level on your target. You can instead siphon from yourself and use the bolt of energy in the same round as a standard action.
Minor Alteration (Su): A High Lord re-develops reality-bending powers. In a sphere centered on him with a radius of 5 feet*class level, he can manipulate lighting and weather. Weather may vary between -58 degrees to 212 degrees (fahrenheit). Also, he may use Prestidigitation at will as an Extraordinary power, and if he does nothing for a whole round, he gains Fast Healing Class Level/2 for that round.
Maker: Still in sync with the primal energies of the world, a High Lord can use Alter Reality once per day, True Creation Class Level/2 times per day and Major Creation Class Level times per day. This does not use up any spell slots.
Constance: A High Lord gave up his immortality to truly join the worldly realms, but still maintains some ability to induce stability into things. Once per day, he can use Permanency as a 20th level spellcaster, without needing any somatic, verbal or XP components. Does not consume a spell slot. He cannot use it on himself or on effects affecting himself. Also, mortals in a 1 mile radius sphere around him passively age two times slower.
Soul Grip (Ex): The High Lord, unfamiliar with dying and unwilling to die, clings tightly to his worldly body. If he dies, no matter the state of his body, he can attempt a DC 20 Charisma check (d20+cha mod). If he succeeds the check, he comes back to life, fully healed and without losing any xp, but expending all his spell slots for the day.
Blight (Sp): A High Lord can engulf a huge region in a destructive magical blight, killing off 1/5 of all plant life within a sphere (dome) with a radius of 1 mile/class level, once per day, until there is no plant life left. This ability can be used once per day, and ends in one zone if used in another.
Winds of Destiny (Su/Sp): The High Lord gains control over the atmosphere. He receives a flying speed of 100 feet (perfect) and a Damage Reduction of 10/epic, earth and force. Additionally, he becomes immune to the damage and kickback of wind-based abilities (including sonic abilities but excluding mind-affecting sonic abilities). Additionally, once per turn, as a swift action, he can repel any target within 50 feet for a distance of 20 feet + 5 feet per size difference (or -5 if the High Lord is smaller). Deal 1d10 damage to the target for every 10 feet traveled, and force him into prone.
Inevitable Fate (Ex): All the weapons of a High Lord are treated as being Vorpal in nature, and as having double their normal critical threat. (20 becomes 19-20, 16-20 becomes 12-20).
True Power (Su): The High Lord regained all the power he had as a deity, without actually becoming one again. He can use Greater Teleport at will, he gains a Divine Rank of 0, and he is considered Incorporeal.
"The Upper Planes are everything you need to understand the world. The world is everything that matters, as whether you understand it or not, it still surprises you." - Heracles, after becoming a High Lord
Disclaimer: normally, this is an NPC class. PC can use it too, but at their own risk.
When a divine being decides to forever leave the immortal realms of his domain, for whatever reason, it can choose to become a High Lord. Those that do so are not considered outcast, nor exiled, but brave souls who face the true, cyclic and destructive nature of life by themselves. They are revered by simple mortals everywhere, as a physical god is generally much easier to believe in.
Adventuring: High Lords adventure generally for whichever reasons had them choose their powers and domains when they were gods. So, a god of war adventures to challenge worthy opponents, a god of knowledge adventures to research, and a god of glory adventures to gain fame.
Race: Any creature with a Divine Rank of 1 or more can turn itself into a High Lord.
Alignment: Same as before, although True Neutral gods rarely choose to become High Lords.
Starting age: irrelevant
Starting Gold: 1000 gp
Hit Die: d20
The High Lord
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+1|+2|+2|+2|Materialization, Excel|3|1|—|—|—|—|—|—|—|—
2nd|+3|+3|+3|+3|Sentence, Tongues|4|2|—|—|—|—|—|—|—|—
3rd|+4|+3|+3|+3|Following (1,1,1)|4|2|1|—|—|—|—|—|—|—
4th|+6/1|+4|+4|+4|Reflection|4|3|2|—|—|—|—|—|—|—
5th|+7/2|+5|+4|+5|Imposing Attitude, Senses|4|3|2|1|—|—|—|—|—|—
6th|+9/4|+5|+5|+5|Following (2,2,1), Elemental Nature|4|3|3|2|—|—|—|—|—|—
7th|+10/5|+6|+5|+6|Fundamental Energy|4|4|3|2|1|—|—|—|—|—
8th|+12/7/2|+7|+6|+7|Funnel Bolt|4|inf|3|3|2|—|—|—|—|—
9th|+13/8/3|+7|+6|+7|Following (3,3,2)|4|inf|inf|3|2|1|—|—|—|—
10th|+15/10/5|+8|+7|+8|Minor Alteration|4|inf|inf|3|3|2|—|—|—|—
11th|+16/11/6/1|+9|+7|+9|Maker|4|inf|inf|inf|3|2|1|—|—|—
12th|+18/13/8/3|+9|+8|+9|Following (4,4,2)|4|inf|inf|inf|3|3|2|—|—|—
13th|+19/14/9/4|+10|+8|+10|Constance|4|inf|inf|inf|4|3|2|1|—|—
14th|+21/16/11/6/1|+11|+9|+11|Soul Grip|4|inf|inf|inf|4|3|3|2|—|—
15th|+22/17/12/7/2|+11|+9|+11|Following (5,5,3)|4|inf|inf|inf|inf|4|3|2|1|—
16th|+24/19/14/9/4|+12|+10|+12|Blight|4|inf|inf|inf|inf|4|3|3|2|—
17th|+25/20/15/10/5|+13|+10|+13|Winds of Destiny|4|inf|inf|inf|inf|4|4|3|2|1
18th|+27/22/17/12/7/2|+13|+11|+13|Following (6,6,3)|4|inf|inf|inf|inf|inf|4|4|3|3|2
19th|+28/23/18/13/8/3|+14|+11|+14|Inevitable Fate|4|inf|inf|inf|inf|inf|4|4|3|3
20th|+30/25/20/15/10/5|+15|+12|+15|True Power|4|inf|inf|inf|inf|inf|4|4|4|4
[/table]
Class Skills: All of them
Skill Points at 1st Level: (8 + Int modifier) × 4
Skill Points at Each Additional Level: 8 + Int modifier
Weapon and Armor Proficiency: A High Lord is proficient with all weapons, including exotic ones, all armors, and all shields, including tower shields.
Spellcasting: A High Lord decides ahead of time whether a spell he is casting is considered arcane or divine. He can cast any spell he knows as either. Either way, he does not suffer from arcane spell failure.
The spells of a High Lord are cast spontaneously, from a list of spells known. A High Lord starts with all 0 level spells (cantrips) and 3 level 1 divine spells known and learns 5 new divine spells and 4 new arcane spells per level. These new spells can be learned even if the High Lord does not have high enough slots to cast them, but he must still have a Wisdom of 10+spell level to be able to learn them. A High Lord chooses his spells known from the Sor/Wiz spell list, the Druid spell list, the Ranger spell list, the Paladin spell list, and any Cleric domain.
The Save DC against a High Lord's spells is 10+spell level+Cha mod+Int mod. He gains additional spells per day by having a high Wisdom score.
The spellcaster level of a High Lord is treated as 20, no matter how many class levels he has, unless he would normally have over 20, then use that value instead.
Unlike a sorcerer, a High Lord may not swap or replace spells he knows.
Class Features
Materialization (Su): A High Lord is basically a god who separated his soul from his body. He loses all his divine ranks and outsider type, along with all outsider hit dice he has. Then, he acquires a new race of his choosing. This race must not have the outsider type, must be mortal, must be homanoid, must be small, medium, or large, and must have a Level Adjustment of 2 or less (Level Adjustment is treated as 0 no matter what it is). He gains herculean ages, meaning that all his age categories are multiplied by 5. He cannot learn class abilities that would turn him back into an outsider.
Also, the deity taking this class automatically gains 1 level in it for every Divine Rank it lost (excluding 0). If it had class levels, it doesn't lose it.
Excel (Ex): Possessing an inherent godly grace, a High Lord has a minimum base value of 15 in Charisma, Wisdom, and Intellect.
Sentence (Sp): A High Lord can punish mere mortals for their sins and curse them in various ways. A High Lord can Sentence as many creatures as his class level, if he already used all of them, he must wait for one Sentence to end in order to use another one (even if a day has passed). Sentencing is a free action that can be done only once per turn, requires you to see the target, has a verbal component, ignores spell resistance, has a maximum range of 100 feet, and allows an initial Will Save against a DC of 10+half class level+Int mod+Cha mod. If the target has the same alignment as the High Lord, the Cha mod is not added. Other limitations, such as how many times a certain sentence can be used, are on a case by case basis. You can't sentence the same being twice at the same time. You can't sentence something that has an Intelligence of 2 or less, but you CAN sentence beings that are immune to mind-affecting magic.
There are three types of Sentences: Wards, Penalties and Punishments. Wards have an infinite duration, end when the target does a certain action, and have an effect that activates right then. Penalties also activate when the target does a certain action, but they don't end until their whole duration passes, so they can be activated several times. Punishments instantly affect the target, although they may or may not have instant duration. As stated above, except for the initial Will Save, there is no way to save against sentences, nor dispel them, they ignore spell resistance, and they are not affected by antimagic fields.
Punishments are instantly noticed by the targets. Targets need to succeed on a DC 20 Autohypnosis check to detect that they are affected by a Penalty, and on a DC 20 Knowledge (Arcana) check to detect that they are affected by a Ward.
First Sphere Sentences
All these require a High Lord of Level 2 or more.
Name: Communication Strain
Type: Punishment
Duration: 24 hours
Uses: 1/day
Effect: For the target, speaking becomes a swift action. If he would use a spell that has a verbal component and takes a standard action to cast, it becomes a full round action instead.
Name: Arcane Forbiddance
Type: Penalty
Duration: 1 hour
Uses: 1/encounter
Effect: If the target uses an arcane spell, it is fatigued for 1 round.
Name: Revenge
Type: Ward
Duration: forever
Uses: 1/encounter
Effect: If the target deals damage to the caster of this sentence, he instantly takes the same amount of damage himself, lethal and untyped.
Second Sphere Sentences
All these require a High Lord level of 5 or more.
Name: Silence
Type: Punishment
Duration: 1 minute
Uses: at will
Effect: The target cannot speak. Not even telepathically. He cannot write, and he cannot use sign languages. Empathy still works.
Name: Blood Fear
Type: Penalty
Duration: the encounter
Uses: 1/day
Effect: If the target destroys a construct/living construct/undead, it is shaken for 2 rounds. If the target lethally damages a living being, it is shaken for 2 rounds. If the target kills a living being, it is panicked for 2 rounds. The source of fear is either the corpse of the slain living being or the caster of this sentence, whichever is closer.
Name: Material Focus
Type: Ward
Duration: forever
Uses: at will
Effect: If the target eats, it takes 2d10 untyped lethal damage and cannot heal unless it sleeps.
Third Sphere Sentences
All these require a High Lord level of 8 or more.
Name: Confinement
Type: Punishment
Duration: 1 hour
Uses: 1/hour
Effect: The target's Fast Healing and Regeneration are reduced by 5 (can't become negative). Also, he will ignore magical healing and Heal checks made for him will take a -5 circumstance penalty.
Name: Betrayal
Type: Penalty
Duration: 1 week
Uses: 1/day
Effect: If the target uses an offensive ability/attacks a foe of the exact same alignment, whether he knows this or not, he takes 1d10 damage and a -4 attack penalty to his next hit.
Name: Sloth
Type: Ward
Duration: forever
Uses: 1/day
Effect: If the target sleeps, it cannot prepare spells/regain power points/change maneuvers for 1 day.
Fourth Sphere Sentences
All these require a High Lord level of 11 or more.
Name: Wasted Life
Type: Punishment
Duration: instant
Uses: 1/day
Effect: Target takes damage equal with (his age - class hit dice)/2
Name: Profanity
Type: Penalty
Duration: 24 hours
Uses: at will
Effect: If the target uses a spell with a Evil descriptor, gains a profane bonus, or kills a Good-aligned being, it takes 5d6 damage.
Name: Needless Aggression
Type: Ward
Duration: forever
Uses: at will
Effect: If the target battles, and its opponents try to flee, but the target still attacks them, he is blinded for 2 hours.
Fifth Sphere Sentences
All these require a High Lord level of 14 or more
Name: Running Out
Type: Punishment
Duration: instant
Uses: 1/hour
Effect: The target ages 2 years. You may use this once per day and age the target by 5 years instead.
Name: Racial Guilt
Type: Penalty
Duration: 1 month
Uses: 1/day
Effect: If the target attacks or uses an offensive spell/ability against a creature of the same race, roll 1d6. If the result is 6, next turn he must attack himself, and deal lethal damage.
Name: Treachery
Type: Ward
Duration: forever
Uses: at will
Effect: If the target uses manipulation (this includes lying, intimidate attempts, Enchantments, mind-affecting non-offensive abilities, disguises, or bluffs, but excludes Diplomacy) he will faint and remain unconscious for 2 hours, with no chance to wake up.
Sixth Sphere Sentences
All these require a High Lord level of 17 or more.
Name: Immunodeficient
Type: Punishment
Duration: forever
Uses: 1/week
Effect: The target cannot fight off diseases (he cannot make Fortitude Checks against them) and ignores effects that would heal diseases (including the dispelling of magical diseases).
Name: Dimensional Rapture
Type: Penalty
Duration: 1 day
Uses: 1/day
Effect: If the target uses an effect that makes it change planes, or travel instantly on the same plane (as transitional planes are used), it loses half its current hit points, rounded down.
Name: Vengeance
Type: Ward
Duration: forever
Uses: 1/day
Effect: If the target kills the caster of this skill, it dies, and its body is disintegrated.
Seventh Sphere Sentences
All these require a High Lord level of 20 or more.
Name: Execution
Type: Punishment
Duration: Instant
Uses: 1/day
Effect: Kills the target. Can be used on anything with an int score, even intelligent constructs and creatures immune to death effects.
Name: Vow of Silence
Type: Penalty
Duration: Forever
Uses: 1/hour
Effect: If the target speaks, it dies. Can be used on anything with an int score, even intelligent constructs and creatures immune to death effects. This penalty sticks to the target even if it dies and is then resurrected (hence why it is a penalty and not a ward).
Tongues: As the succubus ability.
Following (Su, Su, Ex): A High Lord doesn't have quite the influence of an actual deity, but can still be served by worshipers. He can be the patron of 1 humanoid, and 1 more every 3 levels (1 at level 3, 2 at level 6, 6 at level 18). For this purpose, those individuals are treated as having a Cleric level equal to the High Lord's class level/3. They get just as many spells as a cleric of the appropriate level, can turn and rebuke undead, and otherwise act just like Clerics of that level, with one exception: those levels are not counted towards multiclassing, and are not added to effective character level (ECL). Also, if they would learn cleric levels when they level up, they don't stack with this. (for example, if someone has 0 trained levels in cleric and 3 from Following, his effective Cleric level is 3. If someone has 2 trained levels in cleric and 3 from Following, his effective Cleric level is 3. If someone has 4 trained levels in cleric and 3 from Following, his effective Cleric level is 4.). Also, he can grant spells to those followers from 1 domain of his choosing, and 1 more every 6 levels thereafter.
Reflection (Ex): A High Lord, due to the time he spent as an avatar with no body and using thoughts to interact with the world, still heavily relies on thought to get things done. He can add his Wis modifier twice to wis-based skill checks and his Int modifier to any other skill check.
Imposing Attitude (Ex): Through all his gestures and mimic, a High Lord can make others incredibly humble in his presence. He can make Intimidate checks as a standard action even out of combat, and if an Intimidate check succeeds, he is instantly released of any enchantments or fear effects caused by the target of the intimidation.
Senses (Ex): A High Lord's senses cannot be affected by means of magic. Also, he is treated as having Blindsense, Tremorsense and True Seeing at all times, and is not subjected to gaze attacks.
Elemental Nature (Ex): Coming down to the Material Realm, a High Lord gains a better understanding of the elements. At level 6 and every 6 levels thereafter, he can choose 1 element to be immune against. This immunity ignores effects that bypass or reduce it.
Fundamental Energy (Su): A High Lord has access to the very matter that is the core fabric of creation. Whenever he would deal damage using the effect of a spell, except physical damage you can treat the damage as untyped.
Funnel Bolt (Sp): The High Lord siphons energy from a target as a swift action, that can be a foe, himself or any living being with more than 4 HD within an area with a radius of 150 feet (no save). The target takes 4dx untyped damage, where x is his racial hit dice (if he doesn't have racial hit dice, use the hit dice of the class he has most level on). Then, the target is fatigued for 4 turns. Ignores Spell Resistance. At any later time, the High Lord can form a bolt of arcane energy out of this as a swift action, which must succeed on a ranged touch attack and deals untyped damage to a target equal to the damage dealt by the siphon initially, and incurs a negative level on your target. You can instead siphon from yourself and use the bolt of energy in the same round as a standard action.
Minor Alteration (Su): A High Lord re-develops reality-bending powers. In a sphere centered on him with a radius of 5 feet*class level, he can manipulate lighting and weather. Weather may vary between -58 degrees to 212 degrees (fahrenheit). Also, he may use Prestidigitation at will as an Extraordinary power, and if he does nothing for a whole round, he gains Fast Healing Class Level/2 for that round.
Maker: Still in sync with the primal energies of the world, a High Lord can use Alter Reality once per day, True Creation Class Level/2 times per day and Major Creation Class Level times per day. This does not use up any spell slots.
Constance: A High Lord gave up his immortality to truly join the worldly realms, but still maintains some ability to induce stability into things. Once per day, he can use Permanency as a 20th level spellcaster, without needing any somatic, verbal or XP components. Does not consume a spell slot. He cannot use it on himself or on effects affecting himself. Also, mortals in a 1 mile radius sphere around him passively age two times slower.
Soul Grip (Ex): The High Lord, unfamiliar with dying and unwilling to die, clings tightly to his worldly body. If he dies, no matter the state of his body, he can attempt a DC 20 Charisma check (d20+cha mod). If he succeeds the check, he comes back to life, fully healed and without losing any xp, but expending all his spell slots for the day.
Blight (Sp): A High Lord can engulf a huge region in a destructive magical blight, killing off 1/5 of all plant life within a sphere (dome) with a radius of 1 mile/class level, once per day, until there is no plant life left. This ability can be used once per day, and ends in one zone if used in another.
Winds of Destiny (Su/Sp): The High Lord gains control over the atmosphere. He receives a flying speed of 100 feet (perfect) and a Damage Reduction of 10/epic, earth and force. Additionally, he becomes immune to the damage and kickback of wind-based abilities (including sonic abilities but excluding mind-affecting sonic abilities). Additionally, once per turn, as a swift action, he can repel any target within 50 feet for a distance of 20 feet + 5 feet per size difference (or -5 if the High Lord is smaller). Deal 1d10 damage to the target for every 10 feet traveled, and force him into prone.
Inevitable Fate (Ex): All the weapons of a High Lord are treated as being Vorpal in nature, and as having double their normal critical threat. (20 becomes 19-20, 16-20 becomes 12-20).
True Power (Su): The High Lord regained all the power he had as a deity, without actually becoming one again. He can use Greater Teleport at will, he gains a Divine Rank of 0, and he is considered Incorporeal.