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View Full Version : New Inevitables, Inexorables and Forge Elder! [3.5, PEACH]



afroakuma
2008-09-19, 08:10 PM
For your consideration,

New Inevitables

Directory
New Inevitables
Pardivut (http://www.giantitp.com/forums/showpost.php?p=4967867&postcount=7)
Alxialut (http://www.giantitp.com/forums/showpost.php?p=4952677&postcount=1)
Samsarut (http://www.giantitp.com/forums/showpost.php?p=4963097&postcount=6)
Satut (http://www.giantitp.com/forums/showpost.php?p=4984083&postcount=16)
Galadiut (http://www.giantitp.com/forums/showpost.php?p=4992751&postcount=31)

Updated Inevitables
Quarut (http://www.giantitp.com/forums/showpost.php?p=4999570&postcount=36)
Varakhut (http://www.giantitp.com/forums/showpost.php?p=5000552&postcount=37)

Inexorables
Ramitra (http://www.giantitp.com/forums/showpost.php?p=5029724&postcount=56)
Torudra (http://www.giantitp.com/forums/showpost.php?p=5034627&postcount=57)
Viasura (http://www.giantitp.com/forums/showpost.php?p=5035900&postcount=60)

Forge Elder (http://www.giantitp.com/forums/showpost.php?p=5042438&postcount=68)

New Spells
Petition pardivut and call samsarut (http://www.giantitp.com/forums/showpost.php?p=4997184&postcount=35)
Delay inevitable (http://www.giantitp.com/forums/showpost.php?p=5002031&postcount=40)
Chronic blurring, ripping assault and seal planar rift (http://www.giantitp.com/forums/showpost.php?p=5002998&postcount=41)

New Magic Items
Orbs of the absolute (http://www.giantitp.com/forums/showpost.php?p=5012016&postcount=47)

Without further ado, crunch:

Alxialut
Medium Construct (Extraplanar, Lawful)
HD 10d10+20 (75 hp)
Speed 30 ft. (6 squares)
Init: +7 (+3 Dex, +4 Improved Initiative)
AC 30; touch 18; flat-footed 27 (+12 natural, +5 deflection, +3 Dex)
BAB +7; Grp +10
Attack Freezing burst gauntlet +10 (1d8+3 and 1d6 cold, 19-20/x2 + 1d10 cold)
Full Attack 2 freezing burst gauntlets +8/+3 (1d8+3, and 1d6 cold, 19-20/x2 + 1d10 cold
Space 5 ft.; Reach 5 ft.
Special Attacks Force strike, polar ray
Special Qualities Shift alignment, devoted command, spell-like abilities, charm aura, construct traits, fast healing 5, darkvision 60 ft, low-light vision, SR 20
Saves Fort +4 Ref +6 Will +7
Abilities Str 16, Dex 16, Con -, Int 15, Wis 16, Cha 22
Skills Bluff +11, Diplomacy +19, Gather Information +12, Intimidate +14, Knowledge (local) +7, Ride +10, Sense Motive +14
Feats Cleave, Combat Reflexes, Improved Initiative, Improved Unarmed Strike (B), Leadership
Environment Clockwork Nirvana of Mechanus
Organization Solitary or campaign (1 plus cohort and 2d4 followers)
Challenge Rating 10
Treasure Standard
Alignment Always lawful neutral
Advancement 11-20 HD (Medium), 21-35 HD (Large)
Level Adjustment -

Alxialuts are dispatched by Mechanus to enforce the inevitability of social order: they exist to remove usurpers who have unlawfully acquired power.

Due to the sensitive nature of their mission (simply executing the usurper would create a power vacuum, and likely a self-propagating problem) alxialuts are specialized to work with the population to restore that particular culture's social order. Alxialuts are charismatic and persuasive, and use these abilities to overcome innate distrust.

An alxialut is a humanoid construct, with a face as expressive as Mechanus can design. Their overall composition is of an ivorylike material, with occasional silver plates that open and shut to vent air. The eyes are composed of three concentric rings: gold, sapphire and a thin internal gold band. Two large sapphires cap the alxialut's shoulders, and a flexible gold structure similar to a loincloth makes up its lower torso. Some alxialuts are specially manufactured to appear closer to the form of the creatures they will be leading.

Alxialuts can communicate with any creature that has a spoken language.

Combat
Alxialuts occasionally ride special mounts into battle, such as warhorses or clockwork steeds. They prefer using force strikes to push back the front line, then begin full attacks against targets in range. In larger combats, an alxialut always seeks to hold the line, and will work with its chosen captains to maintain its forces. It reserves greater command until it can use it to create a major breach in enemy forces, and only switches to magic missile to deal with enemies attacking from range.

Charm Aura (Su)
Alxialuts are wreathed with an aura of persuasion when not engaged in combat. This aura acts as a charm person spell on all valid targets within 30'. The save DC is 21, and is Charisma-based. Anyone who successfully saves against the charm aura is immune to that alxialut's charm aura for 1 day.

Devoted Command (Sp)
An alxialut can select up to three beings to aid it in leading its crusade against a usurper. The alxialut must spend one hour in private session with these beings (although the hour can be taken will all three together). The devoted command grants these creatures the effects of greater heroism for 24 hours.

Force Strike (Su) As a move action, an alxialut may project a wave of force in a 30 ft line. The wave acts as a bull rush with a Large size category and 20 Str. If the foe chooses to make the opposed Str check, he is subject to 5d6+5 force damage. If the foe waives the Str check, he may make a Reflex save (DC 18) for half damage, but is pushed back the full distance regardless of result.

Polar Ray (Su) Once per day, with both hands free, an alxialut can generate a polar ray. This functions as the spell with a caster level of 15th, but is a supernatural effect.

Shift Alignment (Ex) An alxialut's lawful nature does not always bring the best paradigm to a rebellious campaign. For up to 12 hours a day, the alxialut may shift its alignment to any other alignment. At the end of this 12-hour duration, the alxialut reverts to lawful neutral. While the alxialut maintains a different alignment, it cannot return to Mechanus; effects that would return it to Mechanus instead push it into the Astral Plane. The alxialut also gains the alignment descriptors of its new alignment and loses the Lawful descriptor. This may even make it vulnerable to order's wrath, dictum and similar spells.

Spell-Like Abilities (Sp) At will - dimensional anchor, dimension door, hold person, locate person, maximized magic missile, suggestion, true seeing. 3/day - greater command, heroes' feast, heroism, mass bear's endurance, mass bull's strength, mass cat's grace, mass cure light wounds. 1/day - mass cure serious wounds, mass suggestion. Caster level 10th, DCs are Charisma-based.

Lappy9000
2008-09-19, 08:29 PM
Wow that's.....really really good!

We certainly need more inevitables. The fluff is a little like the inevitable that stops those who try to rise to godhood, but seems a bit more usuable.

Mind if I use it in my campaign?

Draken
2008-09-19, 08:40 PM
Spell-like abilities lacking Caster level, should we presume the HD is the caster level?

Other than this nitpick, very nice.

afroakuma
2008-09-19, 08:42 PM
Go right ahead. Always happy to supply waht is useful.

What's important to recognize while using it is that the usurping has to be done in a way that is inconsistent with the law of the culture. A culture where the ruler is the strongest would not attract an alxiarut if the previous king was brutally murdered by the new king. However, such a culture, if magically forced to adopt a senatorial system, would bring Mechanus down very fast.

Edit: Good catch, Draken. Fixed.

afroakuma
2008-09-20, 09:46 AM
Just noticed that I left out some of the obligatories: darkvision, fast healing etc.

I've put them back on there, but now I'm not as certain about the CR.

Opinions?

afroakuma
2008-09-21, 03:25 PM
Samsarut
Large Construct (Extraplanar, Lawful)
HD 22d10+30 (151 hp)
Speed Fly 30 ft. (6 squares, perfect)
Init: +5 (+3 Dex, +2 luck)
AC 32; touch 16; flat-footed 29 (+16 natural, +3 Dex, +2 luck, +2 opposed morale, -1 size)
BAB +17; Grp +34
Attack 2 slams +31 melee (2d6+15, 19-20/x2) or stinging ray of enfeeblement +22 ranged touch (2d4+4 and 1d6 Str damage)
Full Attack 2 slams +31 melee (2d6+15, 19-20/x2), 2 stinging rays of enfeeblement +22 ranged touch (2d4+4 and 1d6 Str damage), 2 stinging dispelling rays +22 ranged touch (2d4+4 and targeted greater dispel magic)
Space 10 ft.; Reach 10 ft.
Special Attacks Stinging rays, dispelling ray, oppressive will, improved grab, soul trap
Special Qualities Construct traits, levitation, Iron of Destiny, adamantine limbs, absolute judgment, lifeforce link, spell-like abilities, DR 10/adamantium or chaotic, SR 30, fast healing 10, darkvision 60 ft.
Saves Fort +9 Ref +12 Will +16
Abilities Str 36, Dex 17, Con -, Int 15, Wis 24, Cha 15
Skills Bluff +12, Diplomacy +12, Intimidate +12, Knowledge (history) +12, Knowledge (local) +12, Listen +17, Search +12, Sense Motive +17, Spellcraft +12, Spot +17
Feats Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Critical (slam), Improved Natural Attack, Multiattack, Point Blank Shot, Power Attack, Precise Shot
Environment Clockwork Nirvana of Mechanus
Organization Solitary
Challenge Rating 17
Treasure None
Alignment Always lawful neutral
Advancement 23-40 HD (Large), 41-60 HD (Huge)
Level Adjustment -

On the lawful plane of Mechanus, an endless sea of world-gears, one of the most unique is the gear of Samsara - the Wheel of Life. Keeping record of the locations, status and natures of all souls across the planes, the great gear of Samsara monitors life, death and rebirth.

The servants of the perpendicular gear grew concerned about sudden influxes of highly similar souls, worrying at the imbalance that such ingresses provoked. They reported to the lords of Mechanus, who gave new instructions to the creche-forges of the inevitables. And thus were born the samsaruts.

These powerful inevitables exist to prosecute the inevitability of growth, change and progress. Specifically, they prevent, reverse and prosecute genocides - the extermination of a race, culture or species, typically by an outside force. Samsaruts are entrusted with unique power over souls, although they must be careful not to abuse it lest they imbalance Samsara in another fashion. Some go so far as to call samsaruts the inevitability of life; the constructs do not look kindly on such people.

A samsarut is a large sphere made of moving rings, similar to a gyroscope, with a throbbing blue glow at its center. The rotations are timed off the Wheel of Life, and within the myriad sub-rings one can see visions of past and future lives. This sphere is held aloft by an iron-adamantine body shaped like the upper body of a winged humanoid female. The golden-hued body has two elongated arms, and the face bears a slight expression of disapproval. Beyond the navel of the torso, the solid metal merges into a pyramidal base, point-downwards below the floating construct. Two more arms, shaped like a great eagles' talons, emerge from the x-axial poles of the largest ring, and another two, shaped like mammalian paws, are placed 60 degrees upwards from their respective poles. Topping the main ring is a golden bull's head.

Samsaruts can communicate telepathically with any creature that has a language, although they rarely deign to do so.

Combat
Samsaruts begin most combats by conjuring twin Mordenkainen's swords. They prefer using their ray attacks to weaken foes and remove spell protections, then switch to slams. Samsaruts prefer not to use soul trap; they would rather try a resilient sphere. Chain lightning is reserved for massed ranged attackers or spellcasters. If the Samsarut needs to get away, it will use dimension door and move vertically to evade grounded foes.

Stinging rays (Sp) All ray effects a samsarut uses deal 2d4+4 damage on a successful ranged touch.

Dispelling ray (Sp) As a move action, a samsarut can make a ranged touch attack with a range of 75 feet. On a hit, the ray acts as a targeted greater dispel magic with a caster level of 20th.

Oppressive Will (Su) The power of the samsarut's cold will grants it an effective +2 AC against hostile attacks due to opposing the morale of its foes.

Improved Grab (Ex) To use this ability, a samsarut must hit with both slam attacks. 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 attempt to soul trap the foe the following round.

Soul Trap (Su) When a samsarut has a hold on a foe, it may use a full action to trap the foe's soul. This acts as a Heightened trap the soul spell cast by a 20th level cleric. The foe is allowed a Will save (DC 26) to avoid the effect. Otherwise, its soul becomes trapped in the samsarut's rings until the inevitable sees fir to release it. A samsarut may trap a maximum of six souls. The save DC is Wisdom-based.

Levitation (Ex) Samsaruts are treated as though they had stable footing at all times. They cannot be knocked prone.

Iron of Destiny (Ex) Most of a samsarut's body is made of the Iron of Destiny, an iron ore found only on Samsara. This ore imparts a permanent +2 luck bonus to the samsarut's attack and damage rolls, AC and saves, which is reflected in the stats above. Weapons made from this ore have a +2 luck bonus to attack and damage rolls. Armor made from it has a +2 luck bonus to AC and saves. A single samsarut yields enough Iron of Destiny for one suit of full plate, three weapons or one suit of lesser armor and one weapon.

Adamantine Limbs (Ex) Samsaruts' limbs and outer armor are made of enchanted adamantium. A samsarut's slam attacks are treated as magic lawful adamantium for the purposes of overcoming damage reduction.

Lifeforce Link (Su) Attacks from behind, area effects and some ranged attacks will hit the samsarut's rings instead of its body. Roll 1d4 for a successful ranged attack. On a 1, the rings have been struck instead of the body. When any such attack deals damage to the rings, each non-construct creature within 200 feet of the samsarut takes 2d6 subdual damage. There is no save to resist this damage.

Absolute Judgment (Ex) Samsaruts are charged with preventing the elimination of an entire species. They are sometimes forced to use powers that revive the dead. As they are linked to Samsara, samsaruts have much greater pull with ressurection effects than any mortal. A samsarut can use reincarnation on an active intelligent undead, a creature killed by a death effect or a creature that has died of old age. A samsarut's reincarnation, ressurection, true ressurection and mass ressurection spell-like abilities are not restricted by time since death, and cannot be resisted by unwilling souls. Samsaruts can choose the form of a reincarnated being. However, samsaruts prefer to follow the standard rules of these spells, as breaking them imposes a cost on the Wheel of Life and may incur disciplinary action against it. Samsaruts are rarely moved by mortal petitions to use these abilities; they have been known to ignore deities' requests.

Spell-like Abilities (Sp) At will - ressurection, reincarnation, sanctuary, locate person, break enchantment, mass cure critical wounds, dismissal, locate creature, Otiluke's resilient sphere, hold person, suggestion, dimension door, ray of exhaustion. 3/day - Mordenkainen's magnificent mansion, chain lightning, cone of cold, true ressurection. 1/day - mass heal, mass ressurection*, gate, shield of law, power word blind, Twinned Mordenkainen's sword. Samsaruts cast spells as a 20th level cleric. Save DCs are Wisdom-based.

Mass Ressurection - As ressurection, but up to 1 creature/level.

Twin Spell-Like Ability - Produce a doubled effect, as though the ability was used twice simultaneously.

afroakuma
2008-09-22, 11:43 AM
Pardivut
Tiny Construct (Extraplanar, Lawful)
HD 3d10 (16 hp)
Speed Fly 40 ft. (8 squares, perfect)
Init: +10
AC 20; touch 18; flat-footed 14 (+6 Dex, +2 natural, +2 size)
BAB +1; Grp -8
Attack Halogen ray ranged touch +9 (2d4 fire + dazzled, 19-20/x3 + blind)
Full-Attack Halogen ray ranged touch +11 (3d4 fire + dazzled, 19-20/x3 + blind)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Defensive wall, subdual barrage, halogen
Special Qualities Construct traits, levitate, perfect vision, SR 15, spell-like abilities
Saves Fort +1 Ref +7 Will +3
Abilities Str 8, Dex 23, Con -, Int 10, Wis 15, Cha 13
Skills Hide +14, Sense Motive +8, Tumble +8
Feats Dodge, Improved Initiative
Environment Clockwork Nirvana of Mechanus
Organization Solitary, binary (2) or inquisition (4-8)
Challenge Rating 5
Treasure None
Alignment Always lawful neutral
Advancement 4-6 HD (Tiny), 7-10 HD (Small)
Level Adjustment -

Pardivuts are the scouts of the inevitables; they represent the inevitability of guilt.

Where human agency fails to learn of guilt, or lacks evidence necessary to bring the law to bear, pardivuts sometimes appear. They are sent only to idendify the guilty and procure evidence; prosecution is generally left to human authorities unless the crime is of a scale that another inevitable would need to get involved.

Pardivuts are conical constructs with a shuttered lens in the center of one side. They are typically brass, bue and chrome in coloration. Atop the inverse cone, an exrtruded black disk bears the pardivut's sensors, which glow white-blue. Pardivuts can communicate telepathically with any creature that has a language.

Combat
Pardivuts rarely enter combat. If they see a need, they will not hesitate to fight, freely using subdual barrages and throwing up a defensive wall if need be. Pardivuts prefer not to open their halogen shutter, and only do so against spellcasters or when seriously threatened. Greater planar ally is reserved for calling on a higher caste of inevitable in circumstances where the transgressor's crime is one that such a being would prosecute. It is never used to save the pardivut from destruction.

Defensive Wall (Su) Once per day, a pardivut can erect a wall of force, as the spell cast by a 20th level sorcerer. The pardivut can shape the area of the wall accodring to its needs.

Subdual Barrage (Sp) As a swift action, a pardivut may unleash a barrage of force bolts. This attack acts as an Empowered magic missile cast by a 9th level caster, except that the damage is all subdual damage.

Halogen (Ex) Pardivuts have an intense chemoluminescent light at their cores, surrounded by a targeting array of perfect mirrors. This halogen is normally shuttered, but when open and focused it deals fire damage in a 40' ray. Any creature touched by the ray is also dazzled by the bright light. On a critical hit, the blinding light deals additional damage and blinds the foe for 1d4 rounds.

Levitate (Ex) A pardivut's flight is not stopped by antimagic or dispel effects. Pardivuts are considered to have steady footing when necessary, and cannot be knocked prone.

Perfect Vision (Su) Pardivuts have complete visual information. This means they see as though in bright illumination at all times. They are thus immune to concealment. Additionally, pardivuts see as though affected by true seeing, detect magic, detect chaos/evil/good/law, detect animals or plants, detect scrying, detect secret doors, detect snares and pits and detect undead. They are always treated as though they have studied the area they view for three rounds (for whichever effects would require it.)

Spell-Like Abilities (Sp) At will - alarm, faerie fire, greater invisibility, arcane mark "GUILTY", illusory script, locate person, locate creature, suggestion 1/day - discern location, greater planar ally. Pardivuts' spell-like abilities are as the spells cast by a 5th level sorcerer

Pardivuts inscribe "GUILTY" visibly on the transgressor using arcane mark, then use illusory script (authorizing all persons except the transgressor) detailing the nature and evidence of the transgressor's guilt. Occasionally, they will use alarm or faerie fire to draw attention to the transgressor.

afroakuma
2008-09-22, 12:26 PM
Opinions, anyone?

Also, I'm thinking of updating/improving the Quarut and Varakhut. Opinions would be appreciated.

lord of kobolds
2008-09-22, 01:40 PM
I think these are great. the samsarut is a bit unclear, but that is the only complaint I have. I would like to see an inevitable to expose and punish the hipocrisy of good aligned characters performing genocide.

afroakuma
2008-09-22, 01:48 PM
What are you unclear about with the samsarut?

DracoDei
2008-09-22, 03:58 PM
It is quite possible you have already considered this, but:
Well, Heroes Feast as an at will ability is not something to be overlooked... it fits the role perfectly of course, but it might bump up the CR a point or two just by itself. I mean it basically doubles the hp of first level warriors, in addition to preventing fear effects... neither of which is anything to sneeze at from a mass military perspective.

afroakuma
2008-09-22, 05:01 PM
For the alxialut, although it fits the concept perfectly (as you said), I agree, it needs to drop down to, say, 3/day. That allows it 30 heroic commoners/warriors/experts.

The samsarut; I'm not entirely convinced it needs that ability. I only handed it out because part of a samsarut's duty is to help the victims of genocide survive. That said, the food ability from Mordenkainen's mansion will more than suffice.

Any other issues?

Dancing_Zephyr
2008-09-22, 05:16 PM
Nice Inevitables.

One comment, constructs have a Constitution score of - not 0.

afroakuma
2008-09-22, 05:25 PM
You know, I really should have remembered that. Fixed.

Other opinions? Constructive criticism?

afroakuma
2008-09-22, 05:30 PM
You know, I really should have remembered that. Fixed.

Other opinions? Constructive criticism?

afroakuma
2008-09-24, 09:51 PM
Satut
Small Construct (Extraplanar, Lawful)
HD 28d10+10 (164 hp)
Speed 30 ft. (6 squares)
Init: +10
AC 45; touch 29; flat-footed 35 (+16 natural, +10 Dex, +8 deflection, +1 size)
BAB +21; Grp +25
Attack Claw +30 melee (1d6+8 + 1d6 cold + 1d6 electric) and elbow blade +30 melee (1d8+4 + 1d6 electric, 18-20/x2)
Full-Attack 2 claws +30 melee (1d6+8 + 1d6 cold + 1d6 electric) and 2 elbow blades +30 melee (1d8+4 + 1d6 electric, 18-20/x2)
or Whirlwind Attack claw +30 melee (1d6+8 + 1d6 cold + 1d6 electric) and elbow blade +30 melee (1d8+4 + 1d6 electric, 18-20/x2) on each foe within reach
Space 5 ft.; Reach 5 ft.
Special Attacks Ripping attack, paradox gaze, conduction, inflict reason, punitive thought
Special Qualities DR 20/chaotic, pristine logic, fast healing 15, SR 32, darkvision 60 ft., low-light vision, construct traits, fire resistance 15, force resistance 15, cold immunity, spell-like abilities
Saves Fort +9 Ref +19 Will +15
Abilities Str 27, Dex 30, Con -, Int 19, Wis 22, Cha 29
Skills Balance +30, Bluff +29, Climb +28, Concentration +26,
Feats Blind-Fight (B), Cleave, Combat Expertise, Combat Reflexes (B), Dodge, Great Cleave, Hover, Improved Multiattack (B), Mobility, Multiattack (B), Power Attack, Quicken Spell-Like Ability (wall of force), Spring Attack, Whirlwind Attack
Environment Clockwork Nirvana of Mechanus
Organization Solitary
Challenge Rating 23
Treasure None
Alignment Always lawful neutral
Advancement 29-40 HD (Medium)
Level Adjustment -

Satuts are the inevitables of reason, logic and rationality. They repair damage to the planes, defend against the Far Realm and destroy beings of chaos and those that would bring them forth.

The satut is a disconcerting sight. Four feet tall, it appears as a slightly hovering black and chrome skeleton containing fine clockwork. Blue lightnings arc across the mechanisms. Perfectly smooth white ovoid plates are attached to the satut's arms, chest, shoulders and legs, with the ones on the arms having an opening for two wicked blades that extend back to the elbows. The satut's hands and feet are chrome and gold, and the air around the hands glows a cold blue. The head, attached to an oddly curved neck, is a perfectly smooth white oblong with a sheet of black glass where the face would be. A long black spike juts out of the back.

Satuts communicate telepathically, although they rarely bother to do so.

Combat
A satut usually begins combat by establishing multiple walls of force before using ranged spell-like abilities. If foes manage to close to melee, it prefers using its melee attacks to its paradox gaze. Punitive thought is a backup ability, used mostly to disengage.

Ripping Attack (Ex) A satut who hits with a claw attack gets a +6 synergy bonus on the successive elbow blade attack. An elbow blade attack can only be used after a claw attack.

Paradox Gaze (Su) Satuts have seen far beyond the rational and have the capacity to transmit the horror they have witnessed. A satut may use a gaze attack on a single enemy within 40 ft. as a standard action. The victim must make a successful Will save (DC 30) or be affected by phantasmal killer without a Will save. If the victim survives the killer, an insanity effect automatically triggers for that creature. A creature that saves against the paradox gaze becomes shaken for 2d4 rounds, but cannot be affected by that same sarut's gaze for 24 hours.

Conduction (Su) A satut struck by a metal weapon discharges electricity through the weapon into its wielder, dealing 3d6 electric damage. Weapons with the shock or shocking burst abilities negate this property.

Inflict Reason (Su) A satut's natural weapons are treated as lawful magic silver for overcoming damage reduction. Additionally, the satut's natural weapons deal 1d6 lawful damage to nonlwaful creatures, 3d6 lawful damage to chaotic creatures and 6d6 lawful damage to creatures with the Chaotic descriptor.

Punitive Thought (Su) Once per day a satut can emit a punishing blast of rational thought as an immediate action. All living creatures within 30 feet of the satut must make a Will save (DC 28) or be feebleminded as the spell. Arcane spellcasters take a -4 penalty on this saving throw; psionic characters get a +4 bonus unless they were concentrating on a power at the time, which instead incurs a -8 penalty. Additionally, all living creatures in the radius are staggered until the end of their next turn.

Pristine Logic (Ex) Satuts are specifically designed to be ultimately rational. They automatically succeed at all Will saves.

Spell-Like Abilities (Sp) At will - plane shift, ethereal jaunt, cone of cold, Otiluke's frezing sphere, Quickened wall of force, ray of exhaustion, enervation, magic circle against chaos, dictum, order's wrath, chill touch, shocking grasp, lightning bolt, greater teleport, true seeing, dimensional anchor, dismissal. 3/day - power word stun, maze, shield of law, forcecage, energy drain, seal planar rift*. 1/day - prismatic sphere, time stop. These are as the spells cast by a 20th level sorcerer.

Seal planar rift - Detailed below

afroakuma
2008-09-24, 11:01 PM
The last one will be coming in a bit. And he'll be a biggie.

EvilDMMk3
2008-09-25, 04:39 AM
Blimey.

Also nicely done. I hope one day to find the man who came up with the Sandstorm (or whatever the book is called) Inevitable.

And kill him.

Slowly.

With his own organs.

And twine.

Lappy9000
2008-09-25, 05:19 AM
Blimey.

Also nicely done. I hope one day to find the man who came up with the Sandstorm (or whatever the book is called) Inevitable.

And kill him.

Slowly.

With his own organs.

And twine.

Come now, it wasn't that bad. It just happened to fall into (what I guess) was one of the underlying themes of the book,

Anhydrut: "OMG, u dstry mah dsrt?!? i pwn u now, k bai."

The Waste Crawler (Anhydrut) wasn't a bad idea itself; making it an inevitable was.

afroakuma
2008-09-25, 07:03 AM
Blimey.

Also nicely done. I hope one day to find the man who came up with the Sandstorm (or whatever the book is called) Inevitable.

And kill him.

Slowly.

With his own organs.

And twine.

Thanks. :smallbiggrin: Any other feedback on these would be great before I get to the last one.

DracoDei
2008-09-25, 09:10 AM
Just read the anti-genocide one. Three thoughts:
-Isn't Reincarnation kinda beside the point for that if the targetted group is a genetic group (including a race)? I mean you are changing their race so...

-If things get REALLY bad in my campaign (I have them trying to re-integrate wereskunks into world society... people don't like wereskunks, but NOT for the reasons you would think), I may bring in a few of these to help the PCs...

-Depending on campaign cosmology (IE if animals have souls, which the fact that they can be turned into undead would tend to suggest), then these guys might have a wider role than initially apparent, and end up working with Druids... of course animals don't end up on Samsara, since they are neutral, not lawful, but still...

Lappy9000
2008-09-25, 09:15 AM
Oops, got too wrapped up in the Waste Crawler to remind afroakuma how awesome these are (the colors are a nice touch and make it eaiser to read, too). Thanks again for letting me use these; my campaign is rather heavily-oriented around Mechanus, and the 4 inevitables I have access to from the MM and Sandstorm simply won't be enough.

They also allow me to provide consequences for the actions of the player characters when they do something terrible. I'm looking at you, Blackspeeker.

afroakuma
2008-09-25, 10:54 AM
All things end up on Samsara, at least temporarily. Samsara is the Wheel of Souls, after all. Where they go from there is the disposition of gods, etc. Animals are always routed through Samsara.

Odd that you should mention druids: the initial samsarut had a provision that animals treated it as though it were perfectly natural, and druids required a Will save to attack it. Use that flavor if you like.

As for the reincarnation; a samsarut can reincarnate that being into a new being of the same race. Or it can change it up. It's actually there as an offensive ability against evil intelligent undead, since Absolute Judgment allows the samsarut to force an undead to reincarnate as a living being.

EvilDMMk3
2008-09-25, 12:02 PM
Or of course you could re-populate a dead race by killing a lot of the genocyders and re-incarnating them as the dead race...

Hmmm

That would require an ability to force the target to regenerate but that is not too big an obstacle.

afroakuma
2008-09-25, 01:54 PM
It does have the ability to force reincarnation. Absolute Judgment.

It is noted in there that it onyl does it when it's important, since the forced sapect tends to piss off the keepers of Samsara as well as the gods. :smallconfused:

But yeah. Forced everything.

DracoDei
2008-09-25, 01:57 PM
Then you need to put in a clause about them being able to pick the form the creature comes back in, rather than it being random... because cycling them through life and death until it comes out right would just be anathama to these things...

EvilDMMk3
2008-09-25, 02:03 PM
cycling them through life and death until it comes out right would just be anathama to these things...

Plus it is so inefficient.

afroakuma
2008-09-25, 03:49 PM
I'll stick that clause in right now.

Any other thoughts/concerns?

DracoDei
2008-09-25, 05:43 PM
Well, now that I look again, I don't actually see True Ressurection on the list of SLA's for that one... or am I just 'blind'?

afroakuma
2008-09-25, 11:07 PM
Well boogers. Ya got me on that one. It's 3/day so you won't need to search the edit.

afroakuma
2008-09-26, 11:11 AM
Galadiut
Large Construct (Extraplanar, Lawful)
HD 34d10+60 (247 hp)
Speed 40 ft. (8 squares); fly 30 ft. (perfect)
Init: +8
AC 49; touch 17; flat-footed 45 (+20 natural, +11 +3 full plate of reinforcement, +4 deflection, +2 Dex, +2 insight, -1 size)
BAB +25; Grp +45
Attack Slam +40 melee (3d6+16 + 3d6 sonic and crystal petrified) or core ray +29 ranged touch (2d6+7 + 3d8+7 force, x3) or +4 frost harrowing greatsword +44 melee (4d6+20 + 1d6 cold + 2d6 negative energy, 17-20/x2)
Full Attack 2 slams +40 melee (3d6+16 + 3d6 sonic and crystal petrified) and core ray +24 ranged touch (2d6+7 + 3d8+7 force, x3) or +4 frost harrowing greatsword +44/+39/+34/+29 melee (4d6+20 + 1d6 cold + 2d6 negative energy, 17-20/x2) or core ray +24/+24/+24/+24 ranged touch (2d6+7 + 3d8+7 force, x3)
Space 10 ft.; Reach 10 ft.
Special Attacks Powered strike, core ray, crystal petrify, orbs of the absolute, cosmic gaze
Special Qualities Core, multitask, construct traits, darkvision 60 ft., low-light vision, chaotic resistance 20, cold immunity, DR 30/chaotic or adamantine, SR 40, fast healing 20, ioun stones, spell-like abilities
Saves Fort +15 Ref +25 Will +24
Abilities Str 42, Dex 19, Con -, Int 24, Wis 29, Cha 25
Skills Balance +28, Bluff +37, Concentration +33, Diplomacy +37, Intimidate +37, Jump +40, Knowledge (the planes) +37, Listen +39, Search +37, Sense Motive +39, Spot +39
Feats Improved Natural Weapon (slam), Awesome Blow (B), Power Attack, Alertness (EB), Flyby Attack, Improved Flyby Attack, Cleave, Great Cleave, Dodge, Epic Reflexes (Epic), Point Blank Shot, Precise Shot, Improved Critical (greatsword), Improved Initiative
Environment Clockwork Nirvana of Mechanus
Organization Solitary
Challenge Rating 25
Treasure Special
Alignment Always lawful neutral
Advancement 35-60 HD (Large)
Level Adjustment -

Galadiuts are the highest inevitables, enforcing the absoluteness of planar law.

Galadiuts stand ten feet tall. Their armored forms are blue and black, with traces of gold and silver circuitry. Through the construct's joints, a dim blue glow highlights a miniature universe of gears, pistons, pulleys and silver sparks of energy. Bound to the galadiut's chest is an orb that pulses with a silver-blue glow, anchored by two large conduits that sweep back to the construct's shoulders. Two more from underneath the galadiut's arms join the core from below, forming a distincive X. The galadiut's head reveals more clockwork; its blue and black plates have slight gaps to accomodate the only two features: A single, long crystal that serves as eyes, and a basic mouth plate. Behind the construct's back, a large black greatsword with blue-glowing edges spins on an axis parallel to the ground, and a glowing orbit of three ioun stones trails around its head.

Galadiuts exist to enforce the inevitability of planar law. They seal planar rifts, prevent layers from sliding, restore gate towns and defend crystal spheres. Beyond varakhuts, galadiuts are the final boundary to killing a god. Beyond quaruts, galadiuts remove the offender. They are dreaded by the forces of chaos and those forces of law that attempt to encroach on the absolute balance. Asmodeus, Grazz't and Demogorgon still keep the helms of the galadiuts they have defeated, and it is rumored that even the fearsome Ygorl bears a scar from a galadiut's sword.

Combat
In combat, a galadiut begins by summoning Twinned Mordenkainen's swords and Otiluke's telekinetic spheres to occupy the target's allies. Galadiuts prefer to use slam attacks on less important targets. They will only use their orbs if the target poses a serious threat. A galadiut must at all times defend cosmic law and order; it may have to let its target escape to rectify the damage done.

Powered Strike (Ex) Galadiuts are specially engineered to strike with more force than normal. A galadiut's weapons are treated as though they were one size higher when calculating damage, and the galadiut has Awesome Blow as a bonus feat.

Core Ray (Su) A galadiut's core can emit a powerful beam of energy. While engaged in combat, the galadiut can fire either a single burst or a continual beam. The continual beam must be fired at a single target, but iterative attacks have no penalty. Additionally, each successful hit with the continual beam imparts a cumulative +6 synergy bonus to iterative attacks for the round. As an example, assuming all four beams hit, the attack bonuses would be +24/+30/+36/+42. The core ray's range increment is 30 ft.

Crystal petrify (Sp) A galadiut's touch brings cosmic law to bear against the recipient. On a successful slam attack, the victim must make a Fortitude save (DC 36) or be coated in a crystalline shell that replicates the effects of temporal stasis cast by a 25th level sorcerer. Psionic creatures gain a +4 bonus to their saving throw. On a lawful plane, the DC increases by 4. On a chaotic plane, the DC is reduced by 6. any sort of protection from lawful effects protects a creature from crystal petrify.

Cosmic Gaze (Su) As a standard action, the galadiut may activate a gaze attack against one creature it has a line of sight to. That creature must make a Will saving throw (DC 34) or be transfixed by a beam of cosmic light running from the galadiut's eye to the victims' eyes. Each round that the creature is transfixed, it is helpless. Additionally, it must make a Fortitude save (DC 34) or have its body filled with cosmic energy dealing 4d8 damage. The galadiut may only use its cosmic gaze on one creature at a time. Interrupting the connecting beam ends the effect.

Core (Ex) The galadiut's core functions as its connection to the power of cosmic law. While active, it imparts shield of law and foresight to the galadiut, and allows the use of core rays, crystal petrify and cosmic gaze. The galadiut may voluntarily remove its core, which functions as a lawful orb of the absolute (see below). A character may make a Sunder attempt (DC 16) to strike the core. The core has hardness 20 and 45 hp. Without the core, a galadiut loses all of these powers, and automatically ceases functioning in one minute (10 rounds.)

Multitask (Ex) The complex clockwork that empowers the galadiut allows it to run multiple cognitive tasks simultaneously. The galadut may make any number of Concentration checks that would normally take a full action or less as a free action, although it may only take one Concentration check per effect.

Ioun stones A galadiut has three ioun stones: incandescent blue, deep blue and pale lavender. The incandescent blue stone grants a +2 Wisdom bonus, the deep blue stone gives it the Alertness feat and the pale lavender one can absorb up to 20 spell levels of spells 4th level or lower.

Orbs of the Absolute Each galadiut is issued four orbs of the absolute upon forging, which hover near the galadiut as it directs. As a standard action, the galadiut may seize an orb and activate it. Each orb acts as an empowered meteor swarm spell cast by a 20th level wizard (save DC 28). Instead of fire damage, each orb deals lawful, chaotic, holy or profane damage. Survivors are then hit with the corresponding effect: holy word, word of chaos, dictum or blasphemy. A galadiut is initially issued one of each, and they are never replaced.

Spell-Like Abilities (Sp) At will - plane shift, ethereal jaunt, Otiluke's telekinetic sphere, enervation, greater dispelling, magic circle against chaos, crushing despair, dictum, order's wrath, dimension door, true seeing, dimensional anchor, dismissal, circle of death, hold monster. 3/day - power word stun, forcecage, power word blind, greater planar ally, seal planar rift* (lawful only), Twinned Mordenkainen's sword, dominate monster. 1/day - implosion, gate (lawful only), power word kill, Mordenkainen's disjunction. These are as the spells cast by a 20th level sorcerer.

Reinforcement Armor ability: Grants 30 additional hit points while worn. Moderate transmutation; Caster level 10th; Craft Magic Arms & Armor, stoneskin; price +3 bonus.

Harrowing Weapon ability: Deals +2d6 negative energy damage on a successful hit. Creatures with negative energy protection are unaffected. Heals 2d6 damage when it strikes an undead or negative energy creature. Moderate necromancy, Caster level 9th; Craft Magic Arms & Armor, inflict critical wounds, creator cannot be good; price +2 bonus.

Twin Spell-Like Ability - Produce a doubled effect, as though the ability was used twice simultaneously.

Seal planar rift - Described below

afroakuma
2008-09-26, 11:53 AM
Okay, so I've officially doubled the number of published (non-Sandstorm) Inevitables and increased their range from CR 5 to CR 25. That's it for those.

Questions? Comments? Concerns? Applause?

DracoDei
2008-09-26, 12:24 PM
And kill him.

Slowly.

With his own organs.

And twine.

Well, I don't have sufficient ranks in Use Rope to make any suggestions about the twine, but if you can get his intestines or stomach out without killing him, then I would think that the Hopping Stomach and Gut Snake undead in my extended signature might prove applicable. A heart/lung machine would be necessary to use the Floating Lungs or Dark Hearts...

(Note that I haven't read Sandstorm, but the descriptions of the situation are sufficient that I can understand where you might be coming from.)

afroakuma
2008-09-26, 12:47 PM
As was said, the problem is that they made it an Inevitable, which makes...little sense.

afroakuma
2008-09-26, 11:45 PM
OK, just remembered that I promised updates to the Quarut and Varakhut. Also have spells and fluff to get through. So all that's gonna happen and then I'll head off to my next project.

For your consideration,

Petition Pardivut
Conjuration (Calling) [Lawful]
Level: Adept 2, Cleric 1, Sor/Wiz 1
Components: V, S, F/DF, XP (see text)
Casting Time: 10 minutes
Range: Close (25 ft.)
Effect: One called pardivut
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster of this spell petitions the assistance of a pardivut, an inevitable from the plane of Mechanus dedicated to identifying the guilty. The caster must present a successful petition; a Diplomacy check (DC 15) may improve the pardivut's disposition, as will legitimate evidence.

The pardivut will remain at the caster's behest until the guilty parties have been identified and arcane marked. The pardivut is not disposed or required to fight on the caster's behalf, and may depart if threatened.

If the caster spends 100 XP during the casting, the pardivut will defend itself and the caster against the guilty parties.

A consequence of a successful petition is that the pardivut is free to roam the Prime Material Plane. Some villages have had whole populations stamped by a wandering pardivut.

Focus: A platinum cone of at least 20 gp value and a vial of chlorine.

Call Samsarut
Conjuration (Calling) [Lawful]
Level: Clr 9, Drd 7, Sor/Wiz 9
Components: V, S, M, F/DF, XP
Casting Time: 1 hour
Range: Close (30 ft)
Effect: One called samsarut
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster sends a plea to the plane of Mechanus, asking for the aid of a samsarut, an inevitable that censures the mass disruption of life.

The samsarut assesses the caster's request using Sense Motive, and comes only if it believes the caster has a good reason for the summons. On arrival, if asked to perform a ressurection or reincarnation, the samsarut is very likely to leave.

Should the caster have just cause (genocide, natural disaster, epidemic etc.) the samsarut will set about restoring the balance. It has little need for communication and will most likely ignore the caster completely, although it will honor a reasonable request taking no longer than one hour, and will look favorably on any assistance.

A samsarut has no cause to remain once reasonable balance is restored. It will depart immediately afterwards.

Focus: A golden disk enameled to depict Samsara, valued at 5000 gp.

XP Cost: 750 XP

afroakuma
2008-09-27, 11:59 AM
This has been revised from 3.0 proprietary material and is a derivative fan work. If it is legally contestable please inform me and I will take it down as fast as I am able.

Quarut
Medium Construct (Extraplanar, Lawful)
HD 18d10+20 (119 hp)
Speed 50 ft. (10 squares)
Init: +8
AC 32; touch 12; flat-footed 30 (+13 natural, +7 half-plate, +2 Dex)
BAB +13; Grp +19
Attack Slam +23 melee (3d6+5)
Full-Attack 2 slams +23 melee (3d6+5)
Space 5 ft.; Reach 10 ft.
Special Attacks Chronic blurring, slowing wave
Special Qualities Chronic immunity, construct traits, DR 15/chaotic, SR 28, darkvision 60 ft., low-light vision, fast healing 15, prescience, slipstream, spell-like abilities
Saves Fort +8 Ref +10 Will +11
Abilities Str 22, Dex 15, Con -, Int 14, Wis 21, Cha 23
Skills Knowledge (arcana) +23, Listen +28, Spellcraft +26, Spot +28
Feats Ability Focus (slowing wave), Alertness, Blind-Fight, Combat Reflexes (B), Improved Initiative (B), Quicken Spell-Like Ability (dimension door), Quicken Spell-Like Ability (temporal stasis), Skill Focus (Spellcraft)
Environment Clockwork Nirvana of Mechanus
Organization Solitary
Challenge Rating 17
Treasure None
Alignment Always lawful neutral
Advancement 19-24 HD (Medium), 25-54 HD (Large)
Level Adjustment -

Quaruts are described in the Fiend Folio.

Chronic Blurring (Su) Three times per 24 hours that the quarut actively experiences, it may distort time around a creature that it has hit with a slam attack. The victim must make a Will save (DC 24) or be cut free from precision time. The creature's chronological fix begins to waver, distorting its perception and cognition. Living creatures and moving objects appear subject to a displacement effect (50% miss chance), immobile objects are blurred (20% miss chance) and detail is impossible to make out, rendering Spot checks, sneak attacks, reading and listening impossible. Additionally, the creature has a -6 penalty on Reflex saves and must make a Concentration check (DC 24+spell level) to cast spells. Blind-Fight is negated while in a chronic blur. Chronic blurring lasts 1d6 rounds.

Slowing Wave (Sp) As a move action, a quarut may emit a 30' cone that acts as a slow spell cast by a 15th level sorcerer (Will save DC 19)

Chronic Immunity (Ex) Quaruts are immune to changes in time of less than divine strength. They are thus unaffected by slow, temporal stasis and time stop. If a celerity spell is cast, the quarut gets an attack of opportunity if the recipient enters its threatened area.

Prescience (Ex) Quaruts have an innate ability to perceive the structure of time. They gain a +2 bonus to attack rolls, initiative, Fortitude saves and Reflex saves.

Slipstream (Su) Once per 24 hours that the quarut actively experiences, it may activate a chronological slipstream as a standard action. The quarut chooses a period of time up to five minutes (50 rounds) in the future. When that time arrives, the quarut replaces its body with a temporal clone from the slipstream activation. Other than the slipstream activation, nothing the quarut has done in the elapsed time affects its new self. Hit points, spell-like abilities and uses of chronic blurring are reset to their levels as of slipstream activation. Even a destroyed quarut can return a temporal clone from the past.

Spell-Like Abilities (Sp) At will - circle of doom, Quickened dimension door, dominate person, greater dispelling, haste, hold monster, locate person, true seeing. 3/day - Quickened temporal stasis. 1/day - circle of death, greater teleport, limited wish, mark of justice, time stop. 1/week - geas/quest, plane shift. These are as the spells cast by an 18th level sorcerer.

afroakuma
2008-09-27, 02:48 PM
This has been revised from 3.0 proprietary material and is a derivative fan work. If it is legally contestable please inform me and I will take it down as fast as I am able.

Varakhut
Large Construct (Extraplanar, Lawful)
HD 22d10+30 (151 hp)
Speed 50 ft. (10 squares); fly 50 ft. (good)
Init: +7
AC 37; touch 12; flat-footed 35 (+16 natural, +10 +2 full plate, +2 Dex, -1 size)
BAB +16; Grp +27
Attack Slam +23 melee (2d10+7, 19-20/x2)
Full-Attack 2 slams +23 melee (2d10+7, 19-20/x2) or disintegrating ray +19 ranged touch (2d6 + disintegrate)
Space 10 ft.; Reach 10 ft.
Special Attacks Disintegrating ray, dispelling blast
Special Qualities Construct traits, DR 25/chaotic, SR 30, fast healing 20, emergency mode, disregard, spell-like abilities
Saves Fort +9 Ref +12 Will +15
Abilities Str 24, Dex 17, Con -, Int 25, Wis 23, Cha 25
Skills Concentration +25, Decipher Script +32, Intimidate +32, Knowledge (arcana) +32, Knowledge (history) +32, Knowledge (religion) +32, Knowledge (the planes) +32, Sense Motive +32, Spellcraft +32, Spot +29
Feats Ability Focus (dispelling blast), Awesome Blow, Blind-Fight, Great Fortitude, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes
Environment Clockwork Nirvana of Mechanus
Organization Solitary
Challenge Rating 19
Treasure None
Alignment Always lawful neutral
Advancement 23-33 HD (Large); 34-66 HD (Huge)
Level Adjustment -

Varakhuts are described in the Fiend Folio.

Disintegrating ray (Sp) As a move action, a varakhut may charge its disintegrating ray. While charged, the varakhut may use a full attack to unleash the ray, which strikes everything in a 30 ft. line. Creatures may make a Reflex save to avoid the ray (DC 24), taking only 2d6 damage. Creatures and objects remaining in the path of the ray are affected as though by a disintegrate spell cast by a 20th level wizard (Save DC 23). On a successful save, creatures and objects still take the 2d6 damage from the ray. The varakhut can unleash up to three disintegrating rays per day.

Dispelling Blast (Sp) Three times per day as a standard action, a varakhut can unleash a greater dispelling effect in a 30 ft. burst (caster level 20th).

Emergency Mode (Su) Once per week, as an immediate action, a varakhut may enter emergency mode. The varakhut immediately dimension doors (as a 20th level caster), gains a magic circle against chaos and protection from spells and a +4 enhancement to Str and Dex. It also recovers 30 hp. Additionally, the varakhut gains +2 to AC and saving throws. Emergency mode lasts for one minute (10 rounds).

Disregard (Ex) Varakhuts' bodies are specially crafted to shrug off certain effects. Their own powers are also designed to work against those with enough power to challenge the gods. Varakhuts are immune to all disintegration effects, as well as imprisonment, forcecage and wall of force. Varakhuts' spell-like abilities can only be countered by the same spell. Greater dispelling, dispel magic and Improved Counterspell are futile.

Spell-Like Abilities (Sp) At will - circle of death, circle of doom, dimension door, dominate monster, haste, hold monster, locate person, true seeing. 3/day - forcecage, greater teleport, limited wish, mark of justice, time stop. 1/day - geas/quest, meteor swarm, plane shift, soul bind, wish. These are as the spells cast by a 19th level sorcerer.

arguskos
2008-09-27, 02:55 PM
1. The updates to the Quarut and Varakut are most excellent.

2. The Galadiut is AMAZING. I esp like the orbs that hover around him, though I wonder what happens if you kill him, and take the orbs. Can they be used by others?

3. What's your next project? Slaadi? :smallwink:

-argus

afroakuma
2008-09-27, 03:08 PM
1. The updates to the Quarut and Varakut are most excellent.

Thank you. :smallbiggrin: I remember a major complaint I saw about them was that they had no interesting abilities. I just hope they're permissible :smalleek:.


2. The Galadiut is AMAZING. I esp like the orbs that hover around him, though I wonder what happens if you kill him, and take the orbs. Can they be used by others?

Again, thank you; I felt the Inevitables needed a better capstone, and a big scary blue-black thingy was just the ticket.

As for the orbs... I would not try it myself. As I said, they don't get replaced; I doubt the other galadiuts would be pleased with mortals trying to steal from a finite supply. Stick to taking the sword and the ioun stones.

But yeah. You could try.


3. What's your next project? Slaadi?

We shall see. I may stay in LN territory a little longer...after that, I'll be going somewhere else, and it will not be celestials. :smallamused:

afroakuma
2008-09-27, 06:14 PM
Couldn't resist. :smallbiggrin:

Delay Inevitable
Abjuration
Level: Clr 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 swift action
Range: Close (30 ft.)
Effect: 60' sphere
Duration: 1 hour/level
Saving Throw: Special
Spell Resistance: Special

The caster creates a bubble of the multiverse that inevitables cannot perceive.

The bubble's center must be at least 30' away from the nearest inevitable. At the time of casting, the caster must choose a type of inevitable and have the correct material component. The bubble conceals all creatures and objects within completely from the inevitable. No effect or ability that an inevitable uses can penetrate the veil, not even discern location. Magic items used by inevitables will similarly be ineffective. The inevitable can walk through the creatures and objects without becoming aware of their presence; larger objects such as walls, ceilings and floors are excluded from this effect. The inevitable's true seeing ability will not show the concealed creatures.

As the inevitable loses any trace of the concealed creatures, the spell grants such creatures the opportunity to escape for a time. However, most inevitables are aware of the development of this spell, and may spend up to a day using locate person at 6-second intervals until the spell fails. There is, however, the chance that the inevitable may take its pursuit to another plane.

If the inevitable is within the bubble's area at the time of casting, its spell resistance applies as though the spell were targeted on it. It also gets a Will saving throw to ignore the effect. Other inevitables will still be affected, however.

The material component required varies based on the type of inevitable to deceive.

Pardivut: 100 gp diamond
Zelekhut: 250 gp pearl
Alxialut: 250 gp sapphire
Kolyarut: 500 gp ruby
Marut: 1000 gp black opal
Samsarut: 2000 gp aquamarine
Quarut: 2000 gp emerald
Varakhut: 5000 gp diamond
Satut: 10000 gp black pearl
Galadiut: 25000 gp amethyst or blue jade

Anhydrut: A small amount of dirt, such as the amount under one's fingernail



Additionally, suggested names for inevitables:

Pardivut: Culpa, Remorsus, Barristus, Accusus, Evidens, Pruebus, Indictus
Zelekhut: Jurisdix, Punitis, Prosecutus, Regulens, Servitor, Incarcerus, Restitutius
Alxialut: Constitutius, Democratius, Monarkius, Dictatius, Archius, Cracitus, Demagogius
Kolyarut: Obligatum, Veritas, Accedus, Clausus, Certificus, Requirens, Promisus
Marut: Ultimatum, Finitum, Terminatus, Mortis, Finalis, Gravis, Endus, Condemnus, Deletrius
Samsarut: Kajal, Savitri, Esha, Anjali, Durga, Nikhila, Amrita, Sunitha
Quarut: Annoq, Meseq, Settimanaq, Giornoq, Oraq, Minutoq, Secondiq, Tempoq, Volteq
Varakhut: Frontirus, Boundarius, Limitus, Ultimus, Invictus, Preventius, Impedimus, Restrictus, Mortalius
Satut: Rationalis, Scientis, Logis, Sophis, Factis, Ciertis, Verifis, Disprovis, Theoris
Galadiut: There are so many logical choices that just sound so stupid (Optimus, Maximus) thanks to pop culture. I'm leaving this one alone until I can find a different way to look at it.

afroakuma
2008-09-27, 09:29 PM
Chronic Blurring
Transmutation
Level: Sor/Wiz 8
Components: V, S, M, F
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: One creature
Duration: 1d4 rounds + 1 round/5 levels
Saving Throw: Will negates
Spell Resistance: Yes

The victim of chronic blurring is cut free from precision time. The creature's chronological fix begins to waver, distorting its perception and cognition.

Living creatures and moving objects appear subject to a displacement effect (50% miss chance), immobile objects are blurred (20% miss chance) and detail is impossible to make out, rendering Spot checks, sneak attacks, reading and listening impossible. Additionally, the creature has a -6 penalty on Reflex saves and must make a Concentration check (DC 24+spell level) to cast spells. The benefits of Blind-Fight are eliminated while chronic blurred.

As a consequence of wavering between temporal lag and temporal acceleration, touch attacks and abilities fail against the victim, and dispel magic and similar effects cannot remove the chronic blur.

Material component: A golden hourglass filled with two different colors of sand.

Focus: A clear diamond of at least 1000 gp value, which fogs for the duration of the spell.



Ripping Assault
Transmutation
Level: Drd 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The touched creature gains violent claws and deadly elbow blades.

The touched creature's natural weapon becomes a claw of the damage class one size above the touched creature. Additionally, the creature gains an elbow blade (1d8, 18-20/x2) on each arm. If the creature already had claws or elbow blades, increase their damage class by one size. The target gets a +6 enhancement bonus to Strength and gains the effects of Improved Unarmed Strike, Cleave and Combat Reflexes.

The target may make a full attack with both claws as primary weapons and both elbow blades as secondary weapons. Additionally, on a successful claw hit, the associated elbow blade takes the claw's attack bonus and adds a +6 synergy bonus. Rend and rake can both be used with the ripping claws.



Seal Planar Rift
Abjuration
Level: Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 minute
Range: Close (25 ft. +5 ft./2 levels)
Target: One portal or planar breach
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster of this spell may close one portal or one minor or complete planar breach. This spell does not defend against the reopening of a portal or breach, and has a distinct magical signature that registers as overwhelming abjuration to detect magic. Virtually any outsider looking at the residue of this spell can identify it (Spellcraft DC 15).

If the target of the spell is a portal, there is no XP cost.

XP cost: 250 XP (minor breach), 1000 XP (complete breach.)

afroakuma
2008-09-27, 11:39 PM
Alright, in summary:

Five original spells, five original creatures, two updated and overhauled creatures.

Quarut has been given more control over time.

Varakhut has been given disintegration powers and is immune to disintegration, imprisonment and counterspelling.

Any balance issues I need to work out with the spells? Are the monsters' CRs in the right places, roughly?

afroakuma
2008-09-28, 10:55 AM
Okay, I think that's it for this project. I'll start the next one soon.

If anyone has questions, comments, concernes; anything I need to touch up, post here and I'll check it.

afroakuma
2008-09-28, 03:06 PM
Installed a table of contents and de-junked the stat blocks. Should be good now.

Debihuman
2008-09-28, 05:11 PM
This has been revised from 3.0 proprietary material and is a derivative fan work. If it is legally contestable please inform me and I will take it down as fast as I am able.

Quarut

Obviously this is not a straight conversion from 3.0 to 3.5. It's interesting though. I'm not quite sure why you changed the dexterity from 13 to 15.

Debby

afroakuma
2008-09-28, 05:32 PM
It 's a Medium humanoid construct with purview over time. I assumed it would be slightly more flexible than a Marut.

afroakuma
2008-09-29, 11:22 AM
In response to an earlier question by arguskos: Yes, yes you can. :smallcool: You really can.

Orb of the Absolute

An orb of the absolute appears as a globe roughly 1 foot in diameter. This crystal globe is activated by making one to four ranged touch attacks (to strike creatures) or simply dictating four striking points within 1200 feet. Each ranged touch attack that strikes a creature deals 3d6 bludgeoning damage and denies that creature a save against the resulting burst. A missed touch attack results in a burst originating at the nearest corner beyond the targeted creature. Each burst deals 9d6 points of alignment-based damage, with a Reflex save (DC 25) for half damage. Creatures that survive are subject to an additional effect.

A good orb of the absolute is a softly glowing crystal sphere shedding a warm rose light. Thick flows of white radiance swirl lazily within. Survivors are affected by a holy word as cast by a 20th level cleric.

A chaotic orb of the absolute is a wildly flickering crystal sphere that flashes all the colors of the rainbow. Erratic multicolored lightning crackles within. Survivors are affected by a word of chaos as cast by a 20th level cleric.

An evil orb of the absolute seems to absorb the light around it. Red fluid seems to writhe within the darkness. Survivors are affected by a blasphemy as cast by a 20th level cleric.

A lawful orb of the absolute is a crystal that pulses with a vibrant blue light. Silvery sparks dance in fixed patterns within. Survivors are affected by a dictum as cast by a 20th level cleric.

Intelligent outsiders will always recognize an orb of the absolute for what it is, and whenever an orb is detonated, all extraplanar outsiders within 100 miles become aware. Additionally, certain powers on other planes will likely take notice, making the use of these items a last resort.

Good orb of the absolute - Overwhelming evocation and abjuration [Good]; CL 20th, Craft Wondrous Item, meteor swarm, magic circle against evil, banishment or holy word, Empower Spell, creator must be good.

Chaotic orb of the absolute - Overwhelming evocation and abjuration [Chaotic]; CL 20th, Craft Wondrous Item, meteor swarm, magic circle against law, banishment or word of chaos, Empower Spell, creator must be chaotic.

Evil orb of the absolute - Overwhelming evocation and abjuration [Evil]; CL 20th, Craft Wondrous Item, meteor swarm, magic circle against evil, banishment or blasphemy, Empower Spell, creator must be evil.

Lawful orb of the absolute - Overwhelming evocation and abjuration [Lawful]; CL 20th, Craft Wondrous Item, meteor swarm, magic circle against chaos, banishment or dictum, Empower Spell, creator must be lawful.

arguskos
2008-09-29, 12:05 PM
Yay! More artifact items of awesomesauce! (I have a thing for artifacts, sue me :P).

-argus

afroakuma
2008-09-29, 02:12 PM
Techincally, they're still magic items within reach of human creators.

That said, I wouldn't mess around with them.

afroakuma
2008-10-01, 08:44 AM
Alright, I was thinking of doing one last "tie-in" monster to add to a Mechanus trip; something big. I've narrowed it down to either the Aphanact, from the Ecology of the Inevitable article, or a Forge Elder. Opinions?

Zeta Kai
2008-10-01, 08:47 AM
Alright, I was thinking of doing one last "tie-in" monster to add to a Mechanus trip; something big. I've narrowed it down to either the Aphanact, from the Ecology of the Inevitable article, or a Forge Elder. Opinions?

I would need more information to make an informed decision, but both sound intriguing. Please elaborate.

afroakuma
2008-10-01, 08:53 AM
According to the article, Aphanacts were lawful angelic beings that tried to conquer the planes with law millenia ago. They were smote by the gods and a coalition of the other planar races. Soon afterwards, the Inevitables showed up.

Forge Elders are the secret wardens of the crèche-forges, the giant foundries where inevitables are cast, programmed and issued orders.

arguskos
2008-10-01, 11:21 AM
Go with the Forge Elders. They sound interesting... :smallamused:

-argus

afroakuma
2008-10-01, 12:03 PM
Go with the Forge Elders. They sound interesting...

You just like the big scary constructs. :smallamused:

arguskos
2008-10-01, 12:07 PM
Ya got me. :smalltongue: I just can't get enough of that big scary construct lovin'.

-argus

afroakuma
2008-10-01, 09:05 PM
Inexorables

Secret crèche-forges, established by a cadre of rogue Elders, operate on the layers of Avalas and Thuldanin, the highest layers of the plane of Acheron. Similar to their Mechanus brethren, Inexorables are lawful constructs programmed to hunt transgressors. However, the methods and motives of these rogue Elders have warped slightly from proximity to the Lower Planes, and as such, Inexorables are considerably more brutal, severe and somehow less moved by pity than even the most adamant Inevitable.

Ramitra
Medium Construct (Evil, Extraplanar, Lawful)
HD 12d10+20 (86 hp)
Speed 20 ft. (4 squares); fly 30 ft. (good)
Init: +2
AC 27; touch 17; flat-footed 25 (+10 natural, +5 deflection, +2 Dex)
BAB +9; Grp +16
Attack 2 Large spiked chains +16 melee (2d6+7, reach, 19-20/x2) or complex Large mancatcher +17 melee (1d6+7 subdual + grapple, no critical)
Full-Attack 4 Large spiked chains +16 melee (2d6+7, reach, 19-20/x2) or 2 complex Large mancatchers +17 melee (1d6+7 subdual + grapple, no critical)
Space 5 ft.; Reach 5 ft.
Special Attacks Improved grab, dread constrict, force bind, heavy grapple
Special Qualities Construct traits, force immunity, darkvision 60 ft, DR 10/chaotic or good, SR 20, fast healing 5, spell-like abilities
Saves Fort +4 Ref +8 Will +8
Abilities Str 25, Dex 15, Con -, Int 20, Wis 14, Cha 16
Skills Bluff +18, Jump +22, Intimidate +18, Search +20, Sense Motive +17, Spot +17, Tumble +17
Feats Improved Critical (spiked chain), Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (complex mancatcher), Improved Trip (B)
Environment Infernal Battlefield of Acheron
Organization Solitary or deportation (3-6)
Challenge Rating 9
Treasure None
Alignment Always lawful neutral
Advancement 13-22 HD (Medium), 23-40 HD (Large)
Level Adjustment -

Ramitras are the inexorables of servitude. They pursue those who, voluntarily, by coercion or by contract, have taken up servitude that they attempt to escape. Whether soldiers, slaves or simple servants, any who try to elevate themselves, bribe their way out or simply make a run for it could incur the cold wrath of a ramitra.

A ramitra's torso is covered in rounded plates, including two massive pauldrons. Where a humanoid would have forearms, the ramitra has a series of pneumatic pressors similar to a giant lobster claw. At the center are two motorized spindles controlling spiked chains. The ramitra's head is elongated and triangular in the front, and features two wide-set, coldly gazing white orbs. Below the waist, the ramitra is a solid conelike shape that hovers at a stable distance above the ground.

Ramitras speak Common, Undercommon, Infernal, Celestial and Abyssal.

Combat
Ramitras are excessively cruel in their duties, often using paired razor-sharp chains to incapacitate and fell a target. Once the target is caught, the ramitra will plane shift either to the master's home plane or to Avalas, should the master be unwilling, unable or unavailable to reclaim the target. A ramitra will use a carefully worded geas/quest to bind a target into servitude for the remainder of its life.

Improved Grab (Ex) To use this ability, the ramitra must hit a Medium or smaller opponent with its mancatcher. 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 constrict or make a trip attempt without an attack roll the following round.

Dread Constrict (Ex) On a successful grapple check, a ramitra deals 1d6+7 subdual damage and 2d6 negative energy damage. Enemies making an opposed grapple check to escape a complex mancatcher do so at a -4 penalty.

Force Bind (Su) Twice per day, the ramitra can project a bond of strong force from its complex mancatcher. Each bond acts as a Bigby's crushing hand spell cast by a 20th level cleric (Attack +33, Grapple +38, 2d6+12 damage), except that it can only make grappling or constricting attacks. It cannot interpose or bull rush. The ramitra can maintain the force bind for up to 2 minutes (20 rounds) or dismiss it as it chooses.

Heavy Grapple (Ex) The ramitra takes no penalties for having grappled a foe in one hand. It may continue to move at its base speed and may make additional grapple attempts with its other hand.

Spell-Like Abilities (Sp) At will - dimensional anchor, expeditious retreat, touch of idiocy, passwall, Otiluke's resilient sphere, true seeing. 3/day - break enchantment, dismissal, globe of invulnerability, plane shift, Evard's black tentacles (appearing as black chains), blink, ray of exhaustion, deep slumber. 1/day - hold monster, binding (chaining), dominate person, geas/quest. Caster level 10th, save DCs Intelligence-based.

afroakuma
2008-10-02, 05:54 PM
Torudra
Large Construct (Evil, Extraplanar, Lawful)
HD 20d10+30 (140 hp)
Speed 30 ft. (4 squares)
Init: +1
AC 24; touch 10; flat-footed 23 (+14 natural, +1 Dex, -1 size)
BAB +15; Grp +40
Attack Slam +23 melee (2d6+9, 19-20/x2) or pneumatic slam +26 melee (2d6+12, 19-20/x3)
Full-Attack 2 slams +23 melee (2d6+9, 19-20/x2) or pneumatic slam +26 melee (2d6+12, 19-20/x3) and slam +23 melee (2d6+9, 19-20/x2)
Space 5 ft.; Reach 10 ft.
Special Attacks Wall of steel, inexorable weight, leaden sphere, pneumatic slam
Special Qualities Construct traits, acid immunity, fire resistance 10, cold resistance 10, rusting vulnerability, darkvision 60 ft, DR 15/chaotic or good, SR 25, fast healing 5, spell-like abilities
Saves Fort +8 Ref +7 Will +12
Abilities Str 28, Dex 13, Con -, Int 13, Wis 19, Cha 16
Skills Intimidate +26, Sense Motive +27, Spot +27
Feats Awesome Blow, Cleave, Great Fortitude, Improved Critical (slam), Improved Natural Attack, Iron Will, Power Attack
Environment Infernal Battlefield of Acheron
Organization Solitary, team (2) or cadre (4)
Challenge Rating 14
Treasure None
Alignment Always lawful neutral
Advancement 21-32 HD (Large), 33-50 HD (Huge)
Level Adjustment -

Torudras are the inexorables of imprisonment. Beings condemned to be jailed for any length of time are under the purview of the relentless torudras, who pursue escapees, those released for political reasons and those who attempt to receive leniency in their confinement.

The heartless torudra stands 11 ft. tall. It is slender but for its shoulders, which bear two giant iron spheres. The palms of its surprisingly large hands bear smaller, lead spheres bound by rings embedded in its palms. The torudra's humanoid shape otherwise features tight iron plates, thick cordlike pipes and concealed clockwork and pneumatics. The only exposed mechanical feature is its neck, made of two vertically set gears that can only rotate the head forwards and backwards.

Combat
Torudras are as singleminded as their brethren; after dropping a leaden sphere, the torudra mercilessly smashes aside obstacles to reach its target, which it will forcecage, dominate and then return to imprisonment. Should the original facility, warding agent or other enforcing property not be available, the target is instead sent or brought to Carceri. Walls of steel are used to segregate the target from live opposition.

Wall of Steel (Sp) Once per round as a standard action, a torudra can create a 5-inch thick wall of steel, up to 100 square feet in a single plane. This is as the spell wall of iron cast by a 20th level sorcerer, except that the wall sections have hardness 15 and 150 hit points, and any rusting effect instantly destroys a 5' square section. Freestanding walls can be pushed over with a DC 35 Str check, dealing 8d6 damage to creatures crushed underneath. The DC to break through with a Str check is 30. The Reflex save DC to escape a falling wall is 19.

Inexorable Weight (Ex) Torudras cannot jump. Levitate fails against a torudra. The torudra's slam attacks are treated as one size larger for damage. The torudra gains a +8 bonus to grapple checks, and a creature pinned by a torudra is unable to escape. Torudras cannot be bull rushed, pinned or tripped.

Leaden Sphere (Su) As an immediate action, a torudra may release the clamps in its palm, dropping a leaden sphere to the ground. All other creatures on the same surface as the dropped sphere must make a Reflex save (DC 22) or be slowed (as the spell) for 10 rounds. A torudra has only two leaden spheres, and cannot regain spheres it has dropped.

Pneumatic Slam (Ex) A torudra can enhance the power of a single slam attack by using pneumatic boosters in its arms. The powerful expulsion of compressed air adds +3 to attack and damage, and increases the critical multiplier of the pneumatic slam. A torudra must expend a move action to reset a pneumatized arm, and cannot use that arm for other attacks until it has done so.

Rusting Vulnerability (Ex) A torudra takes double damage from effects that harm ferrous creatures, such as a rust monster's power or the rusting grasp spell.

Spell-Like Abilities (Sp) At will - dimensional anchor, passwall, Otiluke's resilient sphere, sound burst, true seeing. 3/day - break enchantment, dismissal, plane shift, displacement, shatter. 1/day - greater shout, hold monster, forcecage, dominate person. These are as the spells cast by a 14th level sorcerer.

EvilDMMk3
2008-10-02, 05:58 PM
Hmmm.

Hinterestin'.

afroakuma
2008-10-02, 06:41 PM
Hinterestin'?

Nothing more exciting to contribute? Not going to expose some glaring flaw?

afroakuma
2008-10-02, 10:01 PM
Viasura
Large Construct (Evil, Extraplanar, Lawful)
HD 25d10+30 (167 hp)
Speed 40 ft. (8 squares)
Init: +7
AC 29; touch 14; flat-footed 24 (+15 natural, +3 Dex, +2 dodge, -1 size)
BAB +18; Grp +27
Attack Blade +22 melee (2d8+5, 17-20/x2) or bombard +21 ranged touch (1d12+3 fire, 19-20/x2) or frost bombard +21 ranged (1d6+3 and 1d6 cold)
Full-Attack 2 blades +22 melee (2d8+5, 17-20/x2) and 6 bombards +21 ranged touch (1d12+3 fire, 19-20/x2) or 6 frost bombards +21 ranged (1d6+3 and 1d6 cold)
Special Attacks Shredding storm, quelling wave, sneak attack +8d6, bombardment, breath weapon
Special Qualities Construct traits, cold immunity, fire immunity, decisive mind, darkvision 60 ft, DR 20/chaotic or good, SR 28, fast healing 10, spell-like abilities
Saves Fort +10 Ref +15 Will +20
Abilities Str 21, Dex 17, Con -, Int 16, Wis 26, Cha 19
Skills Diplomacy +32, Intimidate +32, Listen +36, Sense Motive +36, Spot +36
Feats Ability Focus (breath weapon), Great Fortitude, Improved Critical (blade), Improved Initiative, Improved Natural Attack (blade), Iron Will, Lightning Reflexes, Point-Blank Shot, Power Attack
Environment Infernal Battlefield of Acheron
Organization Solitary
Challenge Rating 18
Treasure None
Alignment Always lawful neutral
Advancement 21-32 HD (Large), 33-50 HD (Huge)
Level Adjustment -

Viasuras are the inexorables of conflict. They enforce absolute peace and take measures to ensure that once a conflict is resolved, it is fully ended. If they sense cracks in peace, unstable conciliation or shaky negotiation, they will "cease talks" and force the resumption of the drive to an absolute resolution.

Despite the chaos that has ensued in their wake, the results a viasura produces are almost always ordered and stable. Granted, a race has been wiped out, a city destroyed, a leader slaughtered or the contested resources burned to ash, but in the end, there is a full and lasting peace. A viasura's methods usually involve forcing accord from one leader, or using suggestion or an assassination to break a fragile peace.

A viasura is 9 feet tall, with a set of six launchers over structure suggesting wings. Though its figure is humanoid, it has no hands, but rather two long, wicked blades. Its feet are digitigrade, its armor is jagged and triangular, and its head is elongated like a battleaxe, with the edge vented to suggest a human skull. Trickles of blood-red gas leak from the mouth vents, and an unfeeling blue glow lights in its eye sockets. A viasura's overall coloration is navy, black and dulled chrome.

Combat
A viasura will begin with a quelling wave if it sees any profit in it. It will then use bombardments until foes get close, at which point it will unleash its breath weapon or shredding storm. If a particular target is inconvenient, it will go invisible and sneak attack that target to death.

Shredding Storm (Su) A viasura can open its ventral chambers, unleashing a storm of miniature blade shards from Ocanthus. This acts as a ringed blade barrier cast by a 15th level cleric (Save DC 20) except that it lasts only one minute and is centered on the viasura. If the viasura moves, the storm will fall and return to its chambers until the start of the next round, at which time it will resume if it has duration remaining.

Quelling Wave (Su) A viasura may emit a 60' cone of quelling power as a standard action, three times per day. The quelling wave instantly kills creatures caught in it with less than 6 HD. Creatures with 6 or more HD must make a Will save (DC 26) or be shaken for 1d4 rounds.

Bombardment (Ex) A viasura contains a miniature armada of Diminutive self-propelled missiles, guided by fine, detailed clockwork. Viasuras carry two kinds of bombards:

Explosive bombard: The viasura's standard bombard, it explodes on contact with the target, dealing 1d12 fire damage. If it misses its target, its clockwork controls will terminate its explosive charge, rendering it inert.

Frost bombard: A spiked missile, guided to strike through the target's defenses. On striking the target, it deals 1d6 piercing damage and discharges a magical cold effect that adds 1d6 cold damage.

The viasura may not mix the two kinds of bombards in a full attack.

Breath Weapon (Su) The viasura can use its breath weapon three times per day. The breath weapon is a cloudkill effect as cast by a 10th level wizard (Save DC 28) except that the vapors are blood-red.

Decisive Mind (Ex) The viasura's mechanical brain more quickly acquires and acts on information, giving it a +2 dodge bonus to AC and a +2 bonus to Reflex and Will saves.

Spell-Like Abilities (Sp) At will - contagion, dimensional anchor, dimension door, displacement, greater invisibility, ice storm, Otiluke's resilient sphere, passwall, suggestion, true seeing. 3/day - antimagic field, break enchantment, circle of death, demand, disintegrate, dismissal, plane shift, spell turning. 1/day - antipathy, discern location, dominate person, geas/quest, hold monster, moment of prescience, sympathy. These are as the spells cast by a 17th level wizard.

EvilDMMk3
2008-10-03, 01:31 AM
Just wanted to make it clear that I was paying attention. Comments to follow but that is an unusual idea.

afroakuma
2008-10-03, 06:36 AM
OK :smallbiggrin:. Hope it's a good unusual idea.

afroakuma
2008-10-03, 10:23 AM
Alright, that's all the Inexorables. If anyone has any comments on them, it'd be greatly appreciated. :smallsmile:

Also, I still have Infallibles waiting in the wings if any Arcadia fan wants them.

afroakuma
2008-10-03, 03:37 PM
Alright, so I guess the last question for this thread is: Forge Elder or Infallibles?

Which would you rather see?

Texas Jedi
2008-10-03, 03:49 PM
Forge Elders.

arguskos
2008-10-03, 04:02 PM
Still voting for the Forge Elders. :smallsmile:

-argus

afroakuma
2008-10-03, 05:22 PM
Poor Arcadians. They don't get to have awesome inevitables of their very own. :smallfrown:

Alrighty. Forge Elders it is. Expect them later, before I swing into slaad-land.

afroakuma
2008-10-04, 12:15 AM
Forge Elder
Colossal Outsider (Extraplanar, Incorporeal, Lawful)
HD 42d10+140 (371 hp)
Speed Fly 80 ft. (16 squares, perfect)
Init: +12
AC 37; touch 37; flat-footed 27 (+10 force shell, +9 deflection, +8 Dex)
BAB +42; Grp -
Attack Penetrating ray +42 ranged touch (6d6+8 cold and wounding, 17-20/x2 +1d6) or stab +42 melee touch (3d8+8 force and 3d8 electric, 17-20/x2)
Full Attack 2 penetrating rays +42 ranged touch (6d6+8 cold and wounding, 17-20/x2 +1d6) or 4 stabs +42 melee touch (3d8+8 force and 3d8 electric, 17-20/x2)
Space 45 ft. Reach 25 ft.
Special Attacks Penetrating ray, isolation, overwhelming law, analyze, frightful presence, turn planar creature, internal assault
Special Qualities Outsider traits, construct traits, artificial, contact order, fire immunity, cold immunity, acid resistance 15, sonic resistance 15, DR 50/chaotic, SR 50, fast healing 25, summon inevitable, spell-like abilities
Saves Fort +23 Ref +35 Will +37
Abilities Str -, Dex 27, Con -, Int 38, Wis 31, Cha 29
Skills Appraise +59, Bluff +54, Concentration +45, Decipher Script +59, Diplomacy +54, Disable Device +59, Escape Artist +53, Forgery +59, Gather Information +54, Hide +37, Intimidate +54, Knowledge (arcana) +59, Knowledge (history) +59, Knowledge (religion) +59, Knowledge (the planes) +59, Listen +55, Search +59, Sense Motive +55, Sleight of Hand +53, Spellcraft +59, Spot +55, Use Magic Device +54
Feats Combat Reflexes, Distant Shot (BE), Epic Prowess x2 (E), Epic Reflexes (E), Epic Toughness x2 (E), Epic Will (E), Exceptional Deflection (BE), Flyby Attack (B), Improved Combat Reflexes (E), Improved Critical (stab), Improved Critical (penetrating ray), Improved Flyby Attack (B), Improved Initiative, Infinite Deflection (BE), Overwhelming Critical (penetrating ray) (BE), Planar Turning (E), Quicken Spell-Like Ability (scintillating pattern), Spell Stowaway (greater invisibility) (E), Spell Stowaway (heal) (E),
Environment Clockwork Nirvana of Mechanus
Organization Solitary, expedition (1 plus 2-4 galadiuts), occupation (1 plus 1 kolyarut, 2-6 zelekhuts and 10-20 pardivuts) or hub (3 plus 20-50 exapiruts)
Challenge Rating 36
Treasure None
Alignment Always lawful neutral
Advancement 43-80 HD (Colossal)
Level Adjustment -

The heritors of the lost aphanacts, forge elders are prime movers of law, supreme directors of the crèche-forges and the inevitables. Rumor has it that only nine of these beings exist.

A forge elder is an artificial soul designed to echo the angelic shape of the aphanacts. A human-sized nimbus of pure light demarcates the core of the forge elder; it has humanoid shape, and from its hands spring rays of perfect cold logic. Giant wings shaped from prismatic lines of light spring from the forge elder's shoulders, making up the greater portion of its size. The colors flicker and change, but the lines themselves are always either parallel or perpendicular to the gravitic plane. The forge elder has no discernible facial features and cannot be touched.

Combat
Forge elders almost never enter combat. They understand that their destruction sends shockwaves through the forces of order, and so rarely deem the risk worth it. Forge elders only join combat to protect a crèche-forge, or banish a powerful chaotic creature that has entered Mechanus.

In combat, a forge elder will trap less threatening opponents in telekinetic spheres and more threatening ones in forcecages, imprisonment or isolation. The most dangerous ones are subjected to its overwhelming law attack and seared by penetrating rays. Worst-case creatures are subjected to the forge elder's analyze attack.

Penetrating Ray (Su) The forge elder emits rays of pure cold logic that deal cold piercing damage. On a successful hit, the damage dealt cannot be healed except with a heal, mass heal or wish spell.

Isolation (Su) On hitting a creature with all four stab attacks, the forge elder may isolate the creature within a maze of icy logic. This works as the spell forcecage cast by a 20th level wizard, except that it also deals 4d8 cold damage each round. A freedom, freedom of movement, disintegrate or greater dispel magic ruptures the isolation.

Overwhelming Law (Su) A creature hit by all four stab attacks must make a Will save (DC 41) or die from having its mind crushed.

Analyze (Su) The forge elder may increase the power of a single stab attack once per round. If the powered stab hits, it deals 2d6 temporary Str, Dex or Con drain (at the forge elder's discretion.) A creature reduced to an ability score of 0 in this way vanishes completely, trapped as though by an imprisonment spell. Only a wish, limited wish, greater restoration or restoration spell can bring back a completely analyzerd creature.

Frightful Presence (Ex) Range 30 ft., duration 5d6 rounds, DC 40.

Turn Planar Creature (Su) A forge elder can turn or destroy chaotic creatures with the Extraplanar subtype as a 20th level cleric turns or destroys undead.

Internal Assault (Ex) A forge elder can make ranged attacks targeting creatures in squares that it occupies. The forge elder can only make melee attacks in squares that it occupies.

Artificial (Ex) The forge elder is an artificially constructed soul; it shares traits with both outsiders and constructs and has a construct's HP bonus instead of a Con score. However, it can receive necromancy spells such as heal, cure wounds and inflict wounds, since it has a distinct life force. The forge elder's wings cannot be harmed in any way that would affect the forge elder; as such, it is a Medium creature with respect to AC, and takes no size penalty to AC.

Contact Order (Su) Three times per day, the forge elder can dominate a lawful creature within 400 ft. This is as the spell dominate monster; the save DC is 33.

Summon inevitable (Su) Once per day a forge elder may summon one galadiut, satut, varakhut, quarut or samsarut, two maruts, four kolyaruts, zelekhuts, alxialuts or pardivuts. If the forge elder attempts to summon an anhydrut, both are immediately and irrevocably destroyed.

Spell-Like Abilities (Sp) At will - analyze dweomer, circle of death, crushing despair, dictum, dimension door, dimensional anchor, dismissal, ethereal jaunt, greater dispelling, greater invisibility, hold monster, magic circle against chaos, order's wrath, Otiluke's telekinetic sphere, planar ally, plane shift, Quickened scintillating pattern, true seeing. 3/day - chain lightning, dominate monster, energy drain, forcecage, greater planar ally, polar ray, power word blind, power word stun, shield of law. 1/day - heal, implosion, imprisonment, gate (lawful only), power word kill, Mordenkainen's disjunction. These are as the spells cast by a 25th level wizard.

afroakuma
2008-10-04, 02:03 PM
Alrighty, that's enough output. Questions, comments, criticism on anything you've seen here? Something superb? Something terrible? An amusing typo?

Other than responses and updates, this is the shelving notice for this project. I'm going to go after the slaad now; aphanacts and exapiruts will have to wait.

Texas Jedi
2008-10-06, 10:52 AM
Well it is good to see that they are male.

You made a typo in the Internal Assault column. I think it should be make and not male.

Second, in the summon inevitable I had some confusion over the last entry.
If the forge elder attempts to summon an anhydrut, it is immediately and irrevocably destroyed. The bold is a questionable use of the word it. The "it" could be read as the forge elder or as the anhydrut.

The other question is in italics. I might have missed it in the thread but I reread it and the anhydrut is mentioned but is never given any more detail than a few passing lines. I found it in a previous thread but it didn't have any futher information on it.

EDIT: Oops forgot the question :smallredface: what is an anhydrut?

afroakuma
2008-10-06, 11:18 AM
Anhydruts, as have been mocked several times in this thread, are the "inevitables" from Sandstorm: they punish those who irrigate deserts or cause rainfall, etc.

In other words, they're just jerks.

Not to mention, they're tenuously connected at best. I believe their official classification was actually "Waste Crawler (Anhydrut)".

So, of course, I hate them thoroughly and disavow them from everything I do. References to this dislike are found both in the Forge Elder's summon (it now kills BOTH of them :smallamused:) and the Delay Inevitable spell (I won't spoil it for you.)

Now what you SHOULD have asked is: what is an exapirut?