View Full Version : The Listener

2011-06-02, 04:48 AM
Just thought I would put a recurring character from my campaigns up via homebrew, the Demigod known as "The Listener" the ultimate spy and trickster.
Just after thoughts really, but feel free to use him and his proxy, Osuma in your own games :smallsmile:

The Listener
Akodo Vieri
The Listener, Timekeeper, The changer, Master of the crows
Symbol: Crow stood on a tome
Home Plain: Limbo
Alingment: Chaotic Neutral
Portfolio: Chaos, intrigue, knowledge, lies, truth, secrets, Balance
Worshipers: Rouges, Polititions, bards all unknowingly pray to Akodo
Cleric Alingment: CN, LN, LE
Domains: Trickery, Balance, Chaos, Knowledge
Favored Weapon: Wakazashi (Mwk Shortsword)

Coutier 20/Mastermind 10/ Samurai 10
Medium Outsider (chaotic, neutral)
Divine rank 5
Hit dice: 30d6+10d10+280 (560hp)
Initative: +39
Speed: 60ft
Ac: 33
Attacks: Divine Blast +37, Kurai-sasayaki-koe +44/+39/+34/+29
Damage: Divine Blast (13d12+5)Kurai-sasayaki-koe (1d6+14)
Face/Reach: 5ft/5ft
Special attacks: Domain powers, salient divine abilities, spell-like abilities, courtier abilities
Special qualities: Divine immunities, DR 40/+4, Fire resistance 25, understand speak and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, teleport without error at will, SR 37, divine aura (50ft)
Class Features: Leadership Bonus +5, Skill Bonus +4, favors +10, improved Cohort, wealth, talent, Style and Grace, Gossip, versitile x4, Leadership bonus +3, The Immovable hand of peace DC 38,The heart speaks, The eyes see the heart, Weakness is my strength, Your life is mine, whisper from the soul, voice, The eyes betray the heart
Saves: Fort +21, Ref +24, Will +33
Abilities: Str 24, Dex 24, Con 24, Int 50, Wis 30, Cha 38
SKills: Appraise 62, Battle 58, Bluff 75, Decipher script 72, Diplomacy 75, Forgery 73, Gather information 75, Handle Animal 59, intimidate 72, Iaijutsu focus 48, Knowledge (etiquette) 31, Knowledge (nobility and royalty) 59, Knowledge (religion) 51, Knowledge (local) 51 , Knowledge (history) 57, Jump 29, Listen 60, Move Silently 42, Perform (Dance) 40, Profession (Politician) 57, Ride 38, Sense motive 64, Spot 60, Search 55, Swim 32, Game Shogi 61, Research 72, Tea Ceremony 61, Poison 72
Feats: Iron Will, Versitile x 4, Skill focus (diplomacy/bluff) Frightful Presence, Improved Initative, Leadership (Score 56), Void use, Political Maneuvering, Ichi-Miru, speed of the kami, Dodge, Combat Expertiese, Quick draw, Improved disarm, Mobility, Way of the scorpion, pincers and tail, The Pincers Hold The tail strikes, Epic Leadership, Epic Reflexes, Superior Initative, Blind-fight, Hear the unseen
Divine Immunnities: transmutation, Energy drain, Ability drain, ability damage, Mind affecting effects, energy immunities, electricity, cold, acid, diease, poison, stunning, sleep, paralysis, death effects and disintergation
Salient divine abilities: Divine blast 13/day (13d12 damage) Divine Glibness, know secrets, Power of truth, Wave of chaos, Speak with animals
Domain powers: Once per day as a free action Akodo can add his wisdom modifier to his AC this lasts for 5 rounds
Spell-like abilites: Can cast the following spells as a 15th level caster 16th for divination and chaos spells, the save DC's are 28+ the spells level, Disguise self, Invisiblity, Nondetection, Confusion, Flase Vision, Mislead, Screen, Polymorph any object, Time stop, Detect secret doors, Detect thoughts, Clairaudience/Clairvoyance, Divination, True Seeing, Find the path, Legend Lore, Disern Location, Foresight, protection from law, shatter, magic circle against law, chaos hammer, dispel law, animate object, word of chaos, cloak of chaos, summon monster IX (cast as chaos spell only) Make whole, calm emotions, clarity of mind, dismissal, sanctuary'mass, banishment, word of balance, protection from spells, weighed in the balance.
Possesions: Kurai sasayaki koe
Other divine powers:
As a demigod, Akodo treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.
Senses: Akodo can see, hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours.
Portfolio Sense: Akodo is aware of any great secret that involves one thousand or more people, and any outstanding achievement of cunning (such as a great con), or a change that affects 1000 or more people.
Automatic Actions: Akodo can use any Inteligence or Charisma-based skill as a free action if the DC for the task is 15 or lower. To use a skill as a free action, Akodo must have ranks
in the skill, or the skill must be usable untrained. Akodo cannot do anything as a free action if the task would be a move action or part of a move action. Akodo likewise can perform anything that can be accomplished with a simple Intelligence or Charisma check as a free action. For example, Akodo could use any of his knowledge skills or sense motive checks.
He can perform up to five such free actions each round.
Walk the worlds: Unique Salient divine ability, one world is not enough to satisfy Akodo's thirst for change he is able to freely wander the multiverse as he sees fit, even time cannot hinder him allowing him to be anywere he wants.

Akodo Vieri was once human, the son of a powerful sorceror who did not inherit his fathers gift for magic. He was however a skilled manipulator and an incredibly charismatic leader, durining his mortal years he used a vast network of spies and other followers to bring nations to their knees, without them ever knowing he was involved untill it was to late. In the end he grew bored of his own machinations, realsing with ultimate power also came stagnation, for when you control everything there are no challenges any more. So Akodo went about trying to find a way to create more challenges for himself and somehow found a way to become a god, no-one is sure how he managed this, save for his most loyal follower Osuma. Due to a fairly large amount of the population of his world already beliving that he was a deity, it was not hard to channel their belifs into divine power, within a month of Akodo begining to look for a challenge he was a demigod boor with the title of "The Listener" Now Akodo wanders the multiverse looking for flights of fancy and games of intiuge that spark his intrest, Akodo is no-longer intrested in power he has enougth of that, he simply exists for a world in a costant change, one with new challeges everyday a world of absolute chaos. Akodo is not evil in any way, he doesent wish people to die, he wishes change and nothing more, if he has to cause that change through mortals however, all the more fun can be had. Still a spy at heart Akodo enjoys manipulations and intuige seeing each world he enters as a giant chess board for his amusment. In person Akodo is a crafty and well spoken man, incredibly polite although not tolerant of fools whom he subtly insults through out conversations, he is impressed with anyone who demonstrates great cunning and occasionally rewards them with gifts, or if their cunning distrupted his plans, by dealing with them himself. It is said that Akodo is father to the crow spieces and they all speak to him, whispering to him the secrets of the world they have seen and serving him loyaly, hence the name "The master of crows"
Although Not activly searching for more power, if Akodo found a way to boost his power so he could play his games with the gods themselves he wouldn't complain.
Akodo is the demigod of change and intruige, but also balance aware that is good triumphs over evil or vice versa then the world becomes stagnant. Akodo teaches the few followers he has to be subtle and cunning how power is a mere illusion and one is only great if they belive they are and have the strength of will to see their plans to the end. The world iis constantly changing any way, Akodo teaches, lets just speed it up.
Clergy and temples
Akodo has no temples and a very small clergy, temples would lead to obvious proof he exists, and he prefers those who wish to learn about him truly dedicate themselves to doing so. His clergy, although small, is in no means weak, many of them are rouge/clerics or bard/clerics who take Akodos teachings of subtlty to heart, and much like him enjoy using his gifts to manipulate people for the sheer pleasure or nessesity of a cause. Akodo is generous to his clergy gifting each of them with a Faceless scribe, an immortal being that Akodo created, each one of the sribes are different but follow the same purpose to record history in huge tomes, when a scribe is bound to a mortal he serves them loyaly, although they do have a habit of attempting to have their master accidentily free them, such is Akodos sense of humor.
Akodo has no avatar, prefering to wander the worlds in person.

Kurai sasayaki koe: A wakazashi Akodo picked up during his travels, bound to him and capable of unleashing incredible powers when Akodo speaks the phrase "Oppress Kurai sasayaki koe"
The main power of Kurai sasayaki koe manifests as a huge swarm of crows numbering in the millions all under Akodos control, when manifested they have the following profile.
Murder of crows
Colossal Swarm
Hit Dice: 50d10+500+40 (815 hp)
Initiative: +16 (Dex)
Speed: Fly 90 ft. (perfect)
AC: 18 (–8 size,+16 Dex)
Attacks: —
Damage: —
Face/Reach: 100 ft. by 100 ft./0 ft.
Special Attacks: Engulf
Special Qualities: Swarm, Swarm traits, blindsight 200 ft,
fast healing 15
Saves: Fort +26, Ref +32, Will +22
Abilities: Str 42, Dex 42, Con 30, Int —, Wis 23, Cha 32
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 23
Treasure: None
Alignment: Neutral
A murder of crows is composed of tens of thousands of crows acting as a single malevolent organism—a flying swarm of colossal size. A ruin swarm appears as an amorphous, mutable cloud of darkness 100 feet or more in diameter that rises into the sky like billows of smoke marking a scene of destruction. A swarm emits a thunderous roar that can be heard (as a rumbling drone) from up to a mile away; within a distance of 90 feet from a swarm, its roar
drowns out all other sound. As the flying swarm wings through the air, its shape constantly spirals, twists, and mutates, and sometimes even divides into two or more distinct units before
rejoining again moments later.
A ruin swarm possesses vestigial intelligence but
speaks no languages.
A murder of crows has only one tactic: swoop in and engulf any creature.
Engulf (Ex): A murder of crows has only to fly into the area occupied by any Gargantuan or smaller creature to engulf it. Alternatively, a murder of crows can change its shape as a move-equivalent action in order to engulf a creature. (For instance, it can flatten itself into a blunt cylindrical shape with a side-to-side diameter of 200 feet but a height of only 10 feet.) In effect, treat the swarm as a spread effect that moves under its own volition. Creatures that enter the swarm’s space or who are engulfed by the swarm’s movement take 6d6 points of damage (Reflex DC 46 half). Creatures must save each round they remain within the swarm’s space. Concentration checks are necessary to cast spells while engulfed. Besides taking damage every round, creatures within the ruin swarm are buffeted by the swarming, clawing animals. They cannot see (not even with darkvision) and are slowed to one-half normal movement. Creatures attempting to run must succeed at a Reflex save (DC 46) or fall down.
Creatures killed by being engulfed are stripped of all flesh, and only a few bones remain (if the victim had bones).
Swarm (Su): Despite being originally composed of individual animals a murder of crows is treated like a single organism of the swarm type.
SwarmTraits: Murder of crows are immune to poison, sleep, paralysis, stunning, and polymorphing. They have no clear front or back and are therefore not subject to critical
hits or flanking. They have no Intelligence scores and are therefore immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). They cannot be injured by weapons (there are to many of them more a blade or bow to matter) but take double damage from area of effect attacks.
Kurai sasayaki koe also has other abilities centered around effecting its opponents mind and body.
Target: A target is anyone within the area of effect whom must make an opposed level check (whichever is higher) vs. Akodo level check. The oppressive aura has an area of effect equal to a 200ft. radius. Should someone in the area of effect beat the level check he may not be affected again from the same type of attack until either the battle is over or the target leaves the affected area and re-enters (IE. if you target a stat and their AC. they make one save but not the other. Then only one is suppressed by the given value. If the target leaves the affected area and then returns a new check must be made.) Under NO circumstances may a suppression effect EVER remain if the target leaves the affected area or the oppression is shut down. If the Akodo is stunned, knocked unconscious, brought below 0 hp or level drained, the suppress effect ends. Akodo may choose to not be affected by his own aura.No effect from oppression aura may be lethal. Even if a target is reduced to negative con the target is just incapacitated, and will regain their con or other stat once the oppression has passed.
Oppresion Effects:
Soften Armour: -6 AC
Supress Ability: -6 Wis, -4 Cha, -4 Str, -8 Con
Supress Defences: -4 to saves
Supress Movement:-50 ft, can still make 5ft step
Selective Oppression Aura: can pick to not effect certain people with aura
Master Oppression Aura: Can target 13 diferent people as subjects of aura
All abilies must be saved against sepratly

Osuma (no info as of yet)
Osuma male zepthyr lvl 10 fighter/6 ninja spy/ 5 ninja
Hit dice: 10d10/11d6+42 (158hp)
Initative: +19
Ac: 34
Speed: 50ft
Attack: +23/+18/+13/+8 (or +23/+23/+21/+18/+13/+16/+8/+6)
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack +5d6
Special Qualities: True strike 1/day
Class features:Exotic weapon prof x3, Ki breath, Poison use, Slow fall 50ft, improved evasion, acrobatics, leap of the clouds, hide in plain sight, water walk, Ki power 8, trapfinding, Ghost step, great leap
Saves: Fort +15, Ref +17, Will +14
Abilities: Str 28, Dex 30, Con 14, Int 15, wis 16, Cha 13
Skills: Balance 42, Bluff 11, Climb 31, Diplomacy 3, Disguise 8, Escape artist 30, Hide 27, Jump 48, Listen 19, Move silently 28, Sleight of hand 19, Spot 19, Survival 5, Tumble 46, Use rope 19
Feats: Exotic weapon proficency: A-micro filiments, Kurusi-gama, combat expertise, Improved disarm, improved trip, dodge, Improved unarmed strike, improved grapple, power attack, cleave, great cleave two-weapon fighting, Improved two-weapon fighting, greater two-weapon fighting, improved initative, epic speed, weapon finesse: A-micro filemnts
Flaws: -
Alingment: Chaotic neutral
Equipment: +1 Wounding Vorpal Keen A-microfilaments of Speed (1d4+1 plus 1 Con/17-20;x3)
Face: Eyes of petrification
Head: Hood of teleportation
Shoulders: Harori of etheralness Greater initative
Torso:Rouges impervious vestments
Throat: Amulet of natural armor +4 and thoughts
Body: Kimono of blending
Arms: Deathstrike bracers
Hands: Gloves of dexterity +10
Waist:Belt of giants strength +8
Feet: Sandles of temporal acceleration