It is easier to lead men to combat, stirring up their passion, than to restrain them and direct them toward the patient labor of peace. - Andre Gide
Medium Outsider (extraplanar, good)
Hit Dice: 42d8+62 (251 hp)
Speed: Fly 80 ft. (perfect)
Armor Class: 40 (+3 dexterity, +14 deflection, +7 exalted, +6 natural), touch 34, flat-footed 37
Base Attack/Grapple: +42/+42
Full Attack: -
Space/Reach: 5 ft./20 ft.
Special Attacks: Parley, you're only hurting yourself
Special Qualities: Brethren form, darkvision 60 ft., detect hostile intent, empathic, essence of harmony, immunity to weapon damage, low-light vision, outsider traits, serenity, spell-resistance 38, true seeing
Saves: Fort +23, Ref +28, Will +32
Abilities: Str 11, Dex 16, Con 11, Int 18, Wis 25, Cha 38
Skills: Bluff +59, Concentration +45, Diplomacy +69, Escape Artist +48, Handle Animal +59, Hide +48, Knowledge (any 2) +48, Listen +52, Sense Motive +52, Spellcraft +49, Spot +52
Feats: Ability Focus (essence of harmony), Combat Expertise, Dodge, Hindering Opportunist
, Improved Combat Expertise
, Improved Disarm, Improved Initiative, Improved Toughness, Iron Will, Lightening Reflexes, Melee Evasion
, Nimbus of Light
. Spirit Sense
Epic Feats: Epic Skill Focus (diplomacy), Epic Toughness
Environment: Any good-aligned plane
Challenge Rating: 21
Alignment: Always neutral good
Advancement: 43+ HD (Medium)
Level Adjustment: -
Peace appears as whatever the viewer wishes to see, a face and form that stills their fears and brings them comfort. In their true form Peace appears as a luminescent vapor swirling in beautiful patterns as if from dozens of different sources of unfelt wind with indistinct, feathery forms moving about within.
Peace is the personification of understanding, forgiveness and mercy. The willingness to find common ground and resolve conflicts without coming to blows. Peace is the ultimate diplomat, who despite its namesake fights every day to bring harmony to a multiverse filled with hate and pain. There are times where battle is the only option with an enemy intent on annihilating the other. It's only then that Peace chooses a side, doing what it can to quicken the battle so as to saves lives.
Peace prefers to fight without coming to blows, instead trying to convince others to halt their aggression or at worst distract and confuse so as to give one side a benefit.
Brethren Form (Su):
Peace appears to every being as an idealized version of their race, in whichever gender they are most comfortable with, if any, simultaneously. They are Medium-sized by default no matter the actual size of the being they are seen as. Peace can shrink or grow up to three sizes at will as the Enlarge Person or Reduce Person spell, each of the adjustments from being altered in size one category stacking.
Detect Hostile Intent (Su):
Peace can sense the presence of any creatures with hostile intent within 500 feet, and their direction (but not their specific location). The power detects active aggression, as opposed to vigilance. Peace cannot be surprised or caught flatfooted by creatures that are susceptible to mind-affecting powers. Peace can make Sense Motive checks as a free action against anyone within the range of this power. This ability can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it.
Peace can detect the surface emotions of any creature it can see. It can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived. Peace gain a +2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive checks. This is a mind-affecting effect.
Essence of Harmony (Ex):
If a creature strikes Peace with a manufactured weapon, the weapon must immediately make a successful DC 33 Fortitude save or shatter against it, leaving it unharmed. The save DC is Constitution-based.
Other Options (Ex):
Once per round Peace can cause one being within 10 feet to gain a great dislike for violence for 24 hours if they fail a DC 45 Will save. Any time the target begins to takes a hostile action, except to defend themselves, they take 1d6 non-lethal damage before they can actually perform the action. Such actions include drawing a weapon, poisoning a weapon, setting damaging trap, or making an attack to deal lethal damage (multiple attacks in the same round each cause 1d6 damage).
If they kill a being, except in self defense, they must make an additional save or die themselves and their lifeforce immediately enters the corpse, bringing it back to life as the True Resurrection spell, except the spirit does not get a chance to choose whether they return.
Peace is constantly affected as by a Sanctuary spell, as are any it chooses within 120 feet. This effect lasts for as long as they are within range and for 1 hour afterward. Those that wish to attack those affected must succeed on a DC 45 will save. Even if they make their save one round they must save again the next. The save DC is Charisma-based.
As well, any creature with an intelligence score of 2 or lower automatically ceases all hostile activity no matter the commands given them or powers, spells or special abilities used.
: Peace is immune to fear and mind-affecting effects.
Caster level 20th. Save DC's are Charisma-based.
At Will - Silence, Greater Teleport (DC 29)
3/day - Mass Invisibility, Planeshift (DC 31)
You're Only Hurting Yourself (Ex):
Each time a creature strikes Peace in melee, it takes damage equal to the amount it dealt to Peace. This damage is empathic in nature, so spells, powers, and abilities the attacker may have such as damage reduction and regeneration do not lessen or change this damage. The damage from this ability has no type, so even if Peace took fire damage from a creature that has immunity to fire, empathic feedback will damage Peace's attacker.
Peace can speak with any creature that has a language, as though using a tongues spell (caster level 42). This ability is always active.
True Seeing (Su):
Peace has a continuous true seeing ability, as the spell (caster level 42).