zagan
2012-01-17, 03:26 PM
THE AVATARS OF MAGIC
The avatars of magic are creature that embody the various aspect of the magic of the world, some even they that they control it.
While powerful in their own right, the avatars are far inferior to gods and even to other legendary creature. This may seem strange for embodiment of a force such as magic and three proposed explanations exists to explain it. The first explanation is that their specialization in a particular sphere of magic and their inability to use any other type of magic make them weaker than other more versatile creature, the second explanation is that in reality the avatars share the same sources of power and as such each of them can only use a fraction of this source of power, the last explanation is that any creature that use a spell take energy from one of the avatar to do so and this constant drain limit their power.
The avatars are a neutral force, they rarely intervene in the affair of mortal. Their only task, as far as can be determined, is to protect and promote their respective aspect of magic. This mean that could for example try to kill a demon trying to take control of the source of magic or they could protect a young child that would one day create new spells.
An obscure legend said that if someone manage to kill all eight avatars and take their power, this person would become a new god of magic.
Sidebar: Avatar Traits
All the avatar of magic posses the following traits:
Tongues (Ex): The Avatars of Magic are always considered to be under the effect of a Tongues spell.
Exclusive Power (Ex): The Avatars of Magic cannot be called using spell (or effect) such a Gate or Planar Binding and no creature can take the shape of an avatar of magic with spell (or effect) such Shapechange.
Antimagic Weakness (Ex: An Avatar of Magic cannot exist in an environment without magic. As such if forced within the area of an antimagic field (or similar effect), either because it is in in the area when it’s create, because it was pushed into it or because the field moved over it, the Avatar simply wink out of existences. This does not kill it, it is simply remove from the space it was occupying. The Avatar reappear in the same space and in the same state it was in when the antimagic field dissipate.
Magic Bolt (Su): An Avatar of Magic can as an attack action make a ranged touch attack dealing 3d6 points of untyped damage and it add its Charisma modifier to this damage. A magic bolt has a range of 120ft.
Magical Protection (Su: An Avatar of Magic gain a deflection bonus to AC equal to its Hit dice and a resistance bonus on all saving throw equal to half it’s Charisma modifier (minimum 1). This ability function constantly and require no action on the part of the Avatar.
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The One-Who-Protect
CR 20
http://desmond.imageshack.us/Himg716/scaled.php?server=716&filename=avatarabjuration.gif&res=medium
A strange glowing shape slowly float toward you. Upon closer examination it look like complex mix or rune and symbol constantly changing. The sudden blast of magic it send toward you prove that it it’s more than a simple illusion.
N Medium Outsider (Extraplanar)
Init +dex, Senses: Listen +4, Spot +24, Low-Light Vision, Darkvision 60ft
Languages Tongues
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AC 34, touch 34, flat-footed 30 (+4 dex, +20 def)
hp 190 (20 HD(d8))
Fort +23, Ref +22, Will +22
Immunity Mind-affecting effect, poison, sleep effects, paralysis, stunning, disease and death effects, not subject to critical hits, nonlethal damage, ability drain or energy drain, and immune to fatigue and exhaustion effects.
Resistance DR 20/magic, Spell resistance 35
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Speed 30 ft. (6 squares), Fly 90 ft (Perfect)
Melee Slam +20/+15/+10/+5 (1d6)
Ranged Touch Magic Bolt +24/+19/+14/+9 (3d6+12)
Space 5ft Reach 5ft
Base Atk +20, Grp +20
Atk Options Spellcasting, Abjuration Mastery, Counterspelling Mastery, Magic Bolt
Spells per day (CL 24th, 29th on dispel checks)
9th: (7/day) All 9th level abjuration spells (DC 33)
8th: (8/day) All 8th level abjuration spells (DC 32)
7th: (8/day) All 7th level abjuration spells (DC 31)
6th: (8/day) All 6th level abjuration spells (DC 30)
5th: (8/day) All 5th level abjuration spells (DC 29)
4th: (9/day) All 4th level abjuration spells (DC 28)
3rd: (9/day) All 3rd level abjuration spells (DC 27)
2nd: (9/day) All 2nd level abjuration spells (DC 26)
1st: (9/day) All 1st level abjuration spells (DC 25)
0: (6/day) All 0 level abjuration spells (DC 24)
Supernatural Abilities Dispelling Backlash
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Abilities Str 10 (+0), Dex 18 (+4), Con 20 (+5), Int 19 (+4), Wis 18 (+4), Cha 34 (+12)
SQ Outsider trait, Improved Eschew Material, Dispelling Bonus, Avatar traits
Feats 1st: Spell Focus (Abjuration), 3rd: Greater Spell Focus (Abjuration), 6th: Extend Spells, 9th: Energy AbjurationCM p42, 12th: Quicken Spell, 15th: Metamagic School Focus (Abjuration)CM p45, 18th: Persistent Spell
Skills Appraise +4 (+6 for armor), Concentration +28, Craft (armorsmithing) +27, Decipher Script +27, Disable Device +27, Forgery +27, Knowledge (arcana) +27, Knowledge (architecture and engineering) +27, Knowledge (nature) +6 (Untrained), Knowledge (the planes) +27, Search +27 (+29 for secret door), Spellcraft +37, Spot +27, Survival +24 (+29 on other planes or following track, +31 following tracks on other planes), Use Magic Devices +12 (+16 with scroll, Untrained)
Spellcasting: The One-Who-Protect can cast spells like a sorcerer with a level equal to its Hit dice. Unlike a sorcerer his list of spells knows his comprised of any and all spells from the abjuration school be it arcane or divine. In point of fact the One-Who-Protect can only ever cast spells from the abjuration school of magic even if it somehow learn a spell from another school it cannot cast it. Finally despite casting spells spontaneously the One-Who-Protect can apply metamagic feats to his spells without increasing their casting times, this even allow it to use the quicken spell metamagic feat.
Abjuration Mastery (Ex): The One-Who-Protect mastery of abjuration magic granted it a number of power. First any abjuration spell (or spell-like ability) cast within 30ft of the One-Who-Protect are cast with a +4 bonus to their caster level, including spells cast by the One-Who-Protect itself. This benefit is constant and require no action on the part of the One-Who-Protect. Second the One-Who-Protect can once per round as a free action dispel any one abjuration spell (or spell-like ability) within 60ft of it. It does not need to make any caster level check, simply will the spell to be dispelled. And thirdly the One-Who-Protect can as a swift action gain control of any ongoing abjuration spell (or spell-like ability) that it is aware of currently in effect within 100ft of its position, it become for all purpose the effective caster of the spell (but it does not change the spell caster level or it’s target) this can allow it to dismiss the spell if it’s possible for example or to pass through a barrier that normally only allow the caster through.
Improved Eschew Material: The One-Who-Protect can cast any abjuration spell that has a material component without needing that component (of any value) and it can cast abjuration spells that has a focus (arcane or divine) costing 1000 gp or less without that focus.
Dispelling Backlash (Su): When the One-Who-Protect successfully dispel (by any means) a non-abjuration spell (or spell-like ability) targeting a creature it can choose to have that creature take 1d6 points of damage per caster level of dispelled spell. This benefit apply only to spells specifically targeting creatures not to spells affecting an area regardless of the presence of a creature inside.
Counterspelling Mastery (Ex): The One-Who-Protect can attempt to counterspell a spell without the need to ready an action. It can only attempt to do so once per round.
Dispelling Bonus (Ex): The One-Who-Protect gain a +5 competence bonus on dispel checks.
Skills: The One-Who-Protect gain a +8 racial bonus on all Spellcraft checks.
Strategies and Tactics: The One-Who-Protect if possible will begin any encounter with a host of spells to protect himself such as freedom of movement, repulsion, shield, stoneskin and/or spell turning if at all possible, other even depending on the situation. During the first round he will use a free action to dispel an abjuration spell present on his foe, and he continue doing so during all the encounter. He then use a quicken greater dispel magic and greater dispel magic. During the rest of the encounter he remain flying as far a possible using spell such as dismissal (against extraplanar foe), imprisonment or prismatic wall (if fighting with ally or in circumstance that allow it to force movement).
Treasure: One Gem of Quick Dispelling
Gem of Quick Dispelling
Price: None (Unique Item)
Caster Level: 20th
Aura: Strong (DC 25) Abjuration
Activation: Swift
Weight: --
This light blue gem in the shape of an hollow sphere that radiate soft light.
A gem of quick dispelling is considered to be a ioun stone for the purpose of body placement. This gem allow you to quickly remove the magical enhancement of creatures or object.
When you activate the gem, a swift action, you create an effect identical to that of a greater dispel spell. You can use any of the normal option of greater dispel except for the counterspell option.
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The One-Who-Move
CR 20
http://desmond.imageshack.us/Himg267/scaled.php?server=267&filename=avatarconjuration.gif&res=medium
A strange glowing shape slowly float toward you. It look like an elongated squid made of light, it’s surround by some sort of necklace made of gem and metal. In addition two light source, like miniature sun hover above it’s head.
N Medium Outsider (Extraplanar)
Init +4, Senses: Listen +4, Spot +4, Low-Light Vision, Darkvision 60ft
Languages Tongues
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AC 34, touch 34, flat-footed 30 (+4 dex, +20 def)
hp 170 (20 HD(d8))
Fort +22, Ref +22, Will +22
Immunity Mind-affecting effect, poison, sleep effects, paralysis, stunning, disease and death effects, not subject to critical hits, nonlethal damage, ability drain or energy drain, and immune to fatigue and exhaustion effects.
Resistance DR 20/magic, Spell resistance 35
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Speed 30 ft. (6 squares), Fly 90 ft (Perfect)
Melee Slam +20/+15/+10/+5 (1d6)
Ranged Touch Magic Bolt +24/+19/+14/+9 (3d6+12)
Space 5ft Reach 5ft
Base Atk +20, Grp +20
Atk Options Spellcasting, Conjuration Mastery
Spells per day (CL 24th)
9th: (7/day) All 9th level conjuration spells
8th: (8/day) All 8th level conjuration spells
7th: (8/day) All 7th level conjuration spells
6th: (8/day) All 6th level conjuration spells
5th: (8/day) All 5th level conjuration spells
4th: (9/day) All 4th level conjuration spells
3rd: (9/day) All 3rd level conjuration spells
2nd: (9/day) All 2nd level conjuration spells
1st: (9/day) All 1st level conjuration spells
0: (6/day) All 0 level conjuration spells
Supernatural Abilities Immediate Move
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Abilities Str 10, Dex 18, Con 20, Int 19, Wis 18, Cha 34
SQ Outsider trait, Improved Eschew Material, Rapid Summoning, Ignore Product, Avatar traits
Feats 1st: Spell Focus (conjuration), 3rd: Greater Spell Focus (conjuration), 6th: Augment Summoning, 9th: Cloudy ConjurationCM p40, 12th: Quicken Spell, 15th: Metamagic School Focus (Conjuration)CM p45, 18th: Sculpt SpellCAr p83
Skills Appraise +4 (+6 with alchemical item, colckwork item and trap), Concentration +28, Craft (alchemy) +27, Craft (clockworking) +27, Craft (trapmaking) +24, Diplomacy +35, Handle Animal +35, Heal +27, Intimidate +35, Knowledge (arcana) +27, Knowledge (geography) +27, Knowledge (the planes) +27, Ride +6, Spellcraft +37, Survival +4 (+6 to avoid getting lost or when on other planes, +10 for both), Use Magic device +12 (+14 with scrolls)
Spellcasting: The One-Who-Move can cast spells like a sorcerer with a level equal to its Hit dice. Unlike a sorcerer his list of spells knows his comprised of any and all spells from the conjuration school be it arcane or divine. In point of fact the One-Who- Move can only ever cast spells from the conjuration school of magic even if it somehow learn a spell from another school it cannot cast it. Finally despite casting spells spontaneously the One-Who- Move can apply metamagic feats to his spells without increasing their casting times, this even allow it to use the quicken spell metamagic feat.
Conjuration Mastery (Ex): The One-Who-Move mastery of conjuration magic granted it a number of power. First any conjuration spell (or spell-like ability) cast within 30ft of the One-Who-Move are cast with a +4 bonus to their caster level, including spells cast by the One-Who-Move itself. This benefit is constant and require no action on the part of the One-Who-Move . Second the One-Who-Move can once per round as a free action dispel any one conjuration spell (or spell-like ability) within 60ft of it. It does not need to make any caster level check, simply will the spell to be dispelled. And thirdly the One-Who-Move can as a swift action gain control of any ongoing conjuration spell (or spell-like ability) that it is aware of currently in effect within 100ft of its position, it become for all purpose the effective caster of the spell (but it does not change the spell caster level or it’s target) this can allow it to dismiss the spell if it’s possible for example, to pass through a barrier that normally only allow the caster through, or similar effect.
Improved Eschew Material: The One-Who-Move can cast any conjuration spell that have a material component without needing that component (of any value) and it can cast conjuration spell that has a focus (arcane or divine) costing 1000 gp or less without that focus.
Rapid Summoning (Ex): The One-Who-Move can use conjuration (summoning) spells with a casting time of one round as a standard action instead. It can even apply the quicken spells feat to such spells.
Ignore Product (Su): The One-Who-Move can see through any effect (creature or object) called, create or summoned with a conjuration spells as if it wasn’t present. In addition it can move through a space occupied by such effect as if they were immaterial, but it cannot end his turn while sharing space with such effect. For example the One-Who-Move could use a spell that require line of sight but not line of effect though a wall or iron and it could pass through that wall without impediment.
Immediate Move (Su): The-One-Who-Move can as an immediate action teleport itself (and upt to is maximum load) up to 100ft away. It can use this ability at will.
Skills: The One-Who-Move gain a +8 racial bonus on all Spellcraft checks.
Strategies and Tactics: The One-Who-Move if possible will begin any encounter with a number of summoned creature by his side and with the terrain modified to his advantages. During the first round he will use a free action to dispel any conjuration spell used by his foe, and he continue doing so during all the encounter. He then use either a summoning spell or a fog spell to hinder his foe. Finally when his foe are occupied he will use damage spell such as orb of force or black tentacles.
Treasure: One Gem of Quick Summoning
Gem of Quick Summoning
Price: None (Unique Item)
Caster Level: 20th
Aura: Strong (DC 25) Conjuration
Activation: Swift
Weight: --
This light yellow gem in the shape of an hollow disk that radiate light in the middle.
A gem of quick summoning is considered to be a ioun stone for the purpose of body placement. This gem allow you to quickly summon creatures to help you.
When you activate the gem, a swift action, you create an effect identical to that of a Summon Monster VI spell. You can summon any creature from the Summon Monster VI list or 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list. The summoned creature can act immediately.
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The One-Who-Know
CR 20
http://desmond.imageshack.us/Himg842/scaled.php?server=842&filename=avatardivination.gif&res=medium
A strange glowing shape slowly float toward you. It look like nothing you’ve ever seen before, multicolored light flickering constantly in a vaguely humanoid shape. With a little effort you can barely see through it but it turn it look like it’s seeing through you, studying you.
N Medium Outsider (Extraplanar)
Init +4, Senses: Listen +27, Spot +27, Low-Light Vision, Darkvision 60ft
Languages Tongues
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AC 44, touch 44, flat-footed 40 (+4 dex, +20 def, +10 insight)
hp 170 (20 HD(d8))
Fort +23, Ref +27, Will +22
Immunity Mind-affecting effect, poison, sleep effects, paralysis, stunning, disease and death effects, not subject to critical hits, nonlethal damage, ability drain or energy drain, and immune to fatigue and exhaustion effects. Cannot be flanked or caught flat-footed.
Resistance DR 20/magic, Spell resistance 35
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Speed 30 ft. (6 squares), Fly 90 ft (Perfect)
Melee Slam +20/+15/+10/+5 (1d6)
Ranged Touch Magic Bolt +24/+19/+14/+9 (3d6+cha)
Space 5ft Reach 5ft
Base Atk +20, Grp +20+str
Atk Options Spellcasting, Divination Mastery
Spells per day (CL 24th)
9th: (7/day) All 9th level divination spells
8th: (8/day) All 8th level divination spells
7th: (8/day) All 7th level divination spells
6th: (8/day) All 6th level divination spells
5th: (8/day) All 5th level divination spells
4th: (9/day) All 4th level divination spells
3rd: (9/day) All 3rd level divination spells
2nd: (9/day) All 2nd level divination spells
1st: (9/day) All 1st level divination spells
0: (6/day) All 0 level divination spells
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Abilities Str 10, Dex 18, Con 20, Int 19, Wis 18, Cha 34
SQ Outsider trait, Improved Eschew Material, Comprehensive Knowledge, Irresistible Scrying, Glimpse of the Future, Avatar traits
Feats 1st: Spell Focus (divination), 3rd: Greater Spell Focus (divination), 6th: Rapid SpellCD p84, 9th: Insightful DivinationCM p44, 12th: Quicken Spell, 15th: Metamagic School Focus (divination)CM p45, 18th: Knowledge DevotionCC p60
Skills Appraise +27, Concentration +28, Decipher Script +27, Diplomacy +16, Forgery +27, Gather Information +37, Knowledge (arcana) +27, Knowledge (architecture and engineering) +27, Knowledge (dungeoneering) +27, Knowledge (geography) +27, Knowledge (history) +27, Knowledge (local) +27, Knowledge (nature) +29, Knowledge (nobility and royalty) +27, Knowledge (psionic) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +27, Martial Lore +27, Psicraft +29, Search +27 (+29 for secret door), Sense Motive +27, Spellcraft +37, Spot +27, Survival +27 (+29 if underground, above ground or when on other planes, +31 to avoid getting lost or following track), Use Magic Device +12 (+16 with scrolls), Use Psionic Device +12 (+14 with power stones)
Spellcasting: The One-Who-Know can cast spells like a sorcerer with a level equal to its Hit dice. Unlike a sorcerer his list of spells knows his comprised of any and all spells from the divination school be it arcane or divine. In point of fact the One-Who-Know can only ever cast spells from the divination school of magic even if it somehow learn a spell from another school it cannot cast it. Finally despite casting spells spontaneously the One-Who-Know can apply metamagic feats to his spells without increasing their casting times, this even allow it to use the quicken spell metamagic feat.
Divination Mastery (Ex): The One-Who-Know mastery of divination magic granted it a number of power. First any abjuration spell (or spell-like ability) cast within 30ft of the One-Who-Know are cast with a +4 bonus to their caster level, including spells cast by the One-Who-Know itself. This benefit is constant and require no action on the part of the One-Who-Know. Second the One-Who-Know can once per round as a free action dispel any one divination spell (or spell-like ability) within 60ft of it. It does not need to make any caster level check, simply will the spell to be dispelled. And thirdly the One-Who-Know can as a swift action gain control of any ongoing divination spell (or spell-like ability) that it is aware of currently in effect within 100ft of its position, it become for all purpose the effective caster of the spell (but it does not change the spell caster level or it’s target) this can allow it to dismiss the spell if it’s possible for example or to pass through a barrier that normally only allow the caster through.
Improved Eschew Material: The One-Who-Know can cast divination spells that has a material component without needing that component (of any value) and it can cast divination spells that has a focus (arcane or divine) costing 1000 gp or less without that focus.
Comprehensive Knowledge (Ex): The One-Who-Know gain 12 bonus skill points per level that can only be spent on Knowledge skills or on Martial Lore skill. In addition it can always choose to take 10 when making Knowledge or Martial Lore checks.
Irresistible Scrying (Ex): When the One-Who-Know cast a scrying spell, the scrying sensor so create cannot be detect by any mean and the spell is not blocked by either lead or by magical means such as the mind blank spell.
Glimpse of the Future (Su): The intimate relationship that One-Who-Know cultivate with time allow it to glimpse a few second into the future to gain several benefit. It gain a +10 insight bonus to AC, it gain a +5 insight bonus on Reflex save, it cannot be flanked or caught flat-footed and it can always act during a surprise round. Finally at any time a melee attack miss the One-Who-Know, it can immediately make an attack opportunity against the attacking creature if that creature is within its reach. Attack of opportunity made this way do not count toward the maximum number of attack of opportunity can make in a round. This ability is constantly active and require no action or even though on the part of the One-Who-Know.
Skills: The One-Who-Know gain a +8 racial bonus on all Spellcraft checks.
Strategies and Tactics: The-One-Know rarely fight, even more rarely than the other avatar.
Each day it scry to see if anything pose a danger to them, if they find something, generally one or more beings that want to kill it, they scry to learn as much as possible about this being mostly for weakness and for other being that opposed the first. The One-Who-Know then seek out this opposition and reveal to this opposition any weakness it may uncovered about the being that is targeting it. Against a particularly cunning foe it may even join force with the other avatar. If somehow forced into a fight, it will try to stay at a distance to use its magic bolt in support to any allies it may have.
Treasure: One Gem of Quick True Seeing
Gem of Quick True Seeing
Price: None (Unique Item)
Caster Level: 20th
Aura: Strong (DC 25) Divination
Activation: Swift
Weight: --
This light white gem in the shape of a miniature crystal ball, a perfect sphere with a spark of little at its center.
A gem of quick true seeing is considered to be a ioun stone for the purpose of body placement. This gem allow you to quickly pierce illusion.
When you activate the gem, a swift action, you create an effect identical to that of a True Seeing spell.
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The avatars of magic are creature that embody the various aspect of the magic of the world, some even they that they control it.
While powerful in their own right, the avatars are far inferior to gods and even to other legendary creature. This may seem strange for embodiment of a force such as magic and three proposed explanations exists to explain it. The first explanation is that their specialization in a particular sphere of magic and their inability to use any other type of magic make them weaker than other more versatile creature, the second explanation is that in reality the avatars share the same sources of power and as such each of them can only use a fraction of this source of power, the last explanation is that any creature that use a spell take energy from one of the avatar to do so and this constant drain limit their power.
The avatars are a neutral force, they rarely intervene in the affair of mortal. Their only task, as far as can be determined, is to protect and promote their respective aspect of magic. This mean that could for example try to kill a demon trying to take control of the source of magic or they could protect a young child that would one day create new spells.
An obscure legend said that if someone manage to kill all eight avatars and take their power, this person would become a new god of magic.
Sidebar: Avatar Traits
All the avatar of magic posses the following traits:
Tongues (Ex): The Avatars of Magic are always considered to be under the effect of a Tongues spell.
Exclusive Power (Ex): The Avatars of Magic cannot be called using spell (or effect) such a Gate or Planar Binding and no creature can take the shape of an avatar of magic with spell (or effect) such Shapechange.
Antimagic Weakness (Ex: An Avatar of Magic cannot exist in an environment without magic. As such if forced within the area of an antimagic field (or similar effect), either because it is in in the area when it’s create, because it was pushed into it or because the field moved over it, the Avatar simply wink out of existences. This does not kill it, it is simply remove from the space it was occupying. The Avatar reappear in the same space and in the same state it was in when the antimagic field dissipate.
Magic Bolt (Su): An Avatar of Magic can as an attack action make a ranged touch attack dealing 3d6 points of untyped damage and it add its Charisma modifier to this damage. A magic bolt has a range of 120ft.
Magical Protection (Su: An Avatar of Magic gain a deflection bonus to AC equal to its Hit dice and a resistance bonus on all saving throw equal to half it’s Charisma modifier (minimum 1). This ability function constantly and require no action on the part of the Avatar.
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The One-Who-Protect
CR 20
http://desmond.imageshack.us/Himg716/scaled.php?server=716&filename=avatarabjuration.gif&res=medium
A strange glowing shape slowly float toward you. Upon closer examination it look like complex mix or rune and symbol constantly changing. The sudden blast of magic it send toward you prove that it it’s more than a simple illusion.
N Medium Outsider (Extraplanar)
Init +dex, Senses: Listen +4, Spot +24, Low-Light Vision, Darkvision 60ft
Languages Tongues
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AC 34, touch 34, flat-footed 30 (+4 dex, +20 def)
hp 190 (20 HD(d8))
Fort +23, Ref +22, Will +22
Immunity Mind-affecting effect, poison, sleep effects, paralysis, stunning, disease and death effects, not subject to critical hits, nonlethal damage, ability drain or energy drain, and immune to fatigue and exhaustion effects.
Resistance DR 20/magic, Spell resistance 35
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Speed 30 ft. (6 squares), Fly 90 ft (Perfect)
Melee Slam +20/+15/+10/+5 (1d6)
Ranged Touch Magic Bolt +24/+19/+14/+9 (3d6+12)
Space 5ft Reach 5ft
Base Atk +20, Grp +20
Atk Options Spellcasting, Abjuration Mastery, Counterspelling Mastery, Magic Bolt
Spells per day (CL 24th, 29th on dispel checks)
9th: (7/day) All 9th level abjuration spells (DC 33)
8th: (8/day) All 8th level abjuration spells (DC 32)
7th: (8/day) All 7th level abjuration spells (DC 31)
6th: (8/day) All 6th level abjuration spells (DC 30)
5th: (8/day) All 5th level abjuration spells (DC 29)
4th: (9/day) All 4th level abjuration spells (DC 28)
3rd: (9/day) All 3rd level abjuration spells (DC 27)
2nd: (9/day) All 2nd level abjuration spells (DC 26)
1st: (9/day) All 1st level abjuration spells (DC 25)
0: (6/day) All 0 level abjuration spells (DC 24)
Supernatural Abilities Dispelling Backlash
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Abilities Str 10 (+0), Dex 18 (+4), Con 20 (+5), Int 19 (+4), Wis 18 (+4), Cha 34 (+12)
SQ Outsider trait, Improved Eschew Material, Dispelling Bonus, Avatar traits
Feats 1st: Spell Focus (Abjuration), 3rd: Greater Spell Focus (Abjuration), 6th: Extend Spells, 9th: Energy AbjurationCM p42, 12th: Quicken Spell, 15th: Metamagic School Focus (Abjuration)CM p45, 18th: Persistent Spell
Skills Appraise +4 (+6 for armor), Concentration +28, Craft (armorsmithing) +27, Decipher Script +27, Disable Device +27, Forgery +27, Knowledge (arcana) +27, Knowledge (architecture and engineering) +27, Knowledge (nature) +6 (Untrained), Knowledge (the planes) +27, Search +27 (+29 for secret door), Spellcraft +37, Spot +27, Survival +24 (+29 on other planes or following track, +31 following tracks on other planes), Use Magic Devices +12 (+16 with scroll, Untrained)
Spellcasting: The One-Who-Protect can cast spells like a sorcerer with a level equal to its Hit dice. Unlike a sorcerer his list of spells knows his comprised of any and all spells from the abjuration school be it arcane or divine. In point of fact the One-Who-Protect can only ever cast spells from the abjuration school of magic even if it somehow learn a spell from another school it cannot cast it. Finally despite casting spells spontaneously the One-Who-Protect can apply metamagic feats to his spells without increasing their casting times, this even allow it to use the quicken spell metamagic feat.
Abjuration Mastery (Ex): The One-Who-Protect mastery of abjuration magic granted it a number of power. First any abjuration spell (or spell-like ability) cast within 30ft of the One-Who-Protect are cast with a +4 bonus to their caster level, including spells cast by the One-Who-Protect itself. This benefit is constant and require no action on the part of the One-Who-Protect. Second the One-Who-Protect can once per round as a free action dispel any one abjuration spell (or spell-like ability) within 60ft of it. It does not need to make any caster level check, simply will the spell to be dispelled. And thirdly the One-Who-Protect can as a swift action gain control of any ongoing abjuration spell (or spell-like ability) that it is aware of currently in effect within 100ft of its position, it become for all purpose the effective caster of the spell (but it does not change the spell caster level or it’s target) this can allow it to dismiss the spell if it’s possible for example or to pass through a barrier that normally only allow the caster through.
Improved Eschew Material: The One-Who-Protect can cast any abjuration spell that has a material component without needing that component (of any value) and it can cast abjuration spells that has a focus (arcane or divine) costing 1000 gp or less without that focus.
Dispelling Backlash (Su): When the One-Who-Protect successfully dispel (by any means) a non-abjuration spell (or spell-like ability) targeting a creature it can choose to have that creature take 1d6 points of damage per caster level of dispelled spell. This benefit apply only to spells specifically targeting creatures not to spells affecting an area regardless of the presence of a creature inside.
Counterspelling Mastery (Ex): The One-Who-Protect can attempt to counterspell a spell without the need to ready an action. It can only attempt to do so once per round.
Dispelling Bonus (Ex): The One-Who-Protect gain a +5 competence bonus on dispel checks.
Skills: The One-Who-Protect gain a +8 racial bonus on all Spellcraft checks.
Strategies and Tactics: The One-Who-Protect if possible will begin any encounter with a host of spells to protect himself such as freedom of movement, repulsion, shield, stoneskin and/or spell turning if at all possible, other even depending on the situation. During the first round he will use a free action to dispel an abjuration spell present on his foe, and he continue doing so during all the encounter. He then use a quicken greater dispel magic and greater dispel magic. During the rest of the encounter he remain flying as far a possible using spell such as dismissal (against extraplanar foe), imprisonment or prismatic wall (if fighting with ally or in circumstance that allow it to force movement).
Treasure: One Gem of Quick Dispelling
Gem of Quick Dispelling
Price: None (Unique Item)
Caster Level: 20th
Aura: Strong (DC 25) Abjuration
Activation: Swift
Weight: --
This light blue gem in the shape of an hollow sphere that radiate soft light.
A gem of quick dispelling is considered to be a ioun stone for the purpose of body placement. This gem allow you to quickly remove the magical enhancement of creatures or object.
When you activate the gem, a swift action, you create an effect identical to that of a greater dispel spell. You can use any of the normal option of greater dispel except for the counterspell option.
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The One-Who-Move
CR 20
http://desmond.imageshack.us/Himg267/scaled.php?server=267&filename=avatarconjuration.gif&res=medium
A strange glowing shape slowly float toward you. It look like an elongated squid made of light, it’s surround by some sort of necklace made of gem and metal. In addition two light source, like miniature sun hover above it’s head.
N Medium Outsider (Extraplanar)
Init +4, Senses: Listen +4, Spot +4, Low-Light Vision, Darkvision 60ft
Languages Tongues
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AC 34, touch 34, flat-footed 30 (+4 dex, +20 def)
hp 170 (20 HD(d8))
Fort +22, Ref +22, Will +22
Immunity Mind-affecting effect, poison, sleep effects, paralysis, stunning, disease and death effects, not subject to critical hits, nonlethal damage, ability drain or energy drain, and immune to fatigue and exhaustion effects.
Resistance DR 20/magic, Spell resistance 35
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Speed 30 ft. (6 squares), Fly 90 ft (Perfect)
Melee Slam +20/+15/+10/+5 (1d6)
Ranged Touch Magic Bolt +24/+19/+14/+9 (3d6+12)
Space 5ft Reach 5ft
Base Atk +20, Grp +20
Atk Options Spellcasting, Conjuration Mastery
Spells per day (CL 24th)
9th: (7/day) All 9th level conjuration spells
8th: (8/day) All 8th level conjuration spells
7th: (8/day) All 7th level conjuration spells
6th: (8/day) All 6th level conjuration spells
5th: (8/day) All 5th level conjuration spells
4th: (9/day) All 4th level conjuration spells
3rd: (9/day) All 3rd level conjuration spells
2nd: (9/day) All 2nd level conjuration spells
1st: (9/day) All 1st level conjuration spells
0: (6/day) All 0 level conjuration spells
Supernatural Abilities Immediate Move
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Abilities Str 10, Dex 18, Con 20, Int 19, Wis 18, Cha 34
SQ Outsider trait, Improved Eschew Material, Rapid Summoning, Ignore Product, Avatar traits
Feats 1st: Spell Focus (conjuration), 3rd: Greater Spell Focus (conjuration), 6th: Augment Summoning, 9th: Cloudy ConjurationCM p40, 12th: Quicken Spell, 15th: Metamagic School Focus (Conjuration)CM p45, 18th: Sculpt SpellCAr p83
Skills Appraise +4 (+6 with alchemical item, colckwork item and trap), Concentration +28, Craft (alchemy) +27, Craft (clockworking) +27, Craft (trapmaking) +24, Diplomacy +35, Handle Animal +35, Heal +27, Intimidate +35, Knowledge (arcana) +27, Knowledge (geography) +27, Knowledge (the planes) +27, Ride +6, Spellcraft +37, Survival +4 (+6 to avoid getting lost or when on other planes, +10 for both), Use Magic device +12 (+14 with scrolls)
Spellcasting: The One-Who-Move can cast spells like a sorcerer with a level equal to its Hit dice. Unlike a sorcerer his list of spells knows his comprised of any and all spells from the conjuration school be it arcane or divine. In point of fact the One-Who- Move can only ever cast spells from the conjuration school of magic even if it somehow learn a spell from another school it cannot cast it. Finally despite casting spells spontaneously the One-Who- Move can apply metamagic feats to his spells without increasing their casting times, this even allow it to use the quicken spell metamagic feat.
Conjuration Mastery (Ex): The One-Who-Move mastery of conjuration magic granted it a number of power. First any conjuration spell (or spell-like ability) cast within 30ft of the One-Who-Move are cast with a +4 bonus to their caster level, including spells cast by the One-Who-Move itself. This benefit is constant and require no action on the part of the One-Who-Move . Second the One-Who-Move can once per round as a free action dispel any one conjuration spell (or spell-like ability) within 60ft of it. It does not need to make any caster level check, simply will the spell to be dispelled. And thirdly the One-Who-Move can as a swift action gain control of any ongoing conjuration spell (or spell-like ability) that it is aware of currently in effect within 100ft of its position, it become for all purpose the effective caster of the spell (but it does not change the spell caster level or it’s target) this can allow it to dismiss the spell if it’s possible for example, to pass through a barrier that normally only allow the caster through, or similar effect.
Improved Eschew Material: The One-Who-Move can cast any conjuration spell that have a material component without needing that component (of any value) and it can cast conjuration spell that has a focus (arcane or divine) costing 1000 gp or less without that focus.
Rapid Summoning (Ex): The One-Who-Move can use conjuration (summoning) spells with a casting time of one round as a standard action instead. It can even apply the quicken spells feat to such spells.
Ignore Product (Su): The One-Who-Move can see through any effect (creature or object) called, create or summoned with a conjuration spells as if it wasn’t present. In addition it can move through a space occupied by such effect as if they were immaterial, but it cannot end his turn while sharing space with such effect. For example the One-Who-Move could use a spell that require line of sight but not line of effect though a wall or iron and it could pass through that wall without impediment.
Immediate Move (Su): The-One-Who-Move can as an immediate action teleport itself (and upt to is maximum load) up to 100ft away. It can use this ability at will.
Skills: The One-Who-Move gain a +8 racial bonus on all Spellcraft checks.
Strategies and Tactics: The One-Who-Move if possible will begin any encounter with a number of summoned creature by his side and with the terrain modified to his advantages. During the first round he will use a free action to dispel any conjuration spell used by his foe, and he continue doing so during all the encounter. He then use either a summoning spell or a fog spell to hinder his foe. Finally when his foe are occupied he will use damage spell such as orb of force or black tentacles.
Treasure: One Gem of Quick Summoning
Gem of Quick Summoning
Price: None (Unique Item)
Caster Level: 20th
Aura: Strong (DC 25) Conjuration
Activation: Swift
Weight: --
This light yellow gem in the shape of an hollow disk that radiate light in the middle.
A gem of quick summoning is considered to be a ioun stone for the purpose of body placement. This gem allow you to quickly summon creatures to help you.
When you activate the gem, a swift action, you create an effect identical to that of a Summon Monster VI spell. You can summon any creature from the Summon Monster VI list or 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list. The summoned creature can act immediately.
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The One-Who-Know
CR 20
http://desmond.imageshack.us/Himg842/scaled.php?server=842&filename=avatardivination.gif&res=medium
A strange glowing shape slowly float toward you. It look like nothing you’ve ever seen before, multicolored light flickering constantly in a vaguely humanoid shape. With a little effort you can barely see through it but it turn it look like it’s seeing through you, studying you.
N Medium Outsider (Extraplanar)
Init +4, Senses: Listen +27, Spot +27, Low-Light Vision, Darkvision 60ft
Languages Tongues
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AC 44, touch 44, flat-footed 40 (+4 dex, +20 def, +10 insight)
hp 170 (20 HD(d8))
Fort +23, Ref +27, Will +22
Immunity Mind-affecting effect, poison, sleep effects, paralysis, stunning, disease and death effects, not subject to critical hits, nonlethal damage, ability drain or energy drain, and immune to fatigue and exhaustion effects. Cannot be flanked or caught flat-footed.
Resistance DR 20/magic, Spell resistance 35
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Speed 30 ft. (6 squares), Fly 90 ft (Perfect)
Melee Slam +20/+15/+10/+5 (1d6)
Ranged Touch Magic Bolt +24/+19/+14/+9 (3d6+cha)
Space 5ft Reach 5ft
Base Atk +20, Grp +20+str
Atk Options Spellcasting, Divination Mastery
Spells per day (CL 24th)
9th: (7/day) All 9th level divination spells
8th: (8/day) All 8th level divination spells
7th: (8/day) All 7th level divination spells
6th: (8/day) All 6th level divination spells
5th: (8/day) All 5th level divination spells
4th: (9/day) All 4th level divination spells
3rd: (9/day) All 3rd level divination spells
2nd: (9/day) All 2nd level divination spells
1st: (9/day) All 1st level divination spells
0: (6/day) All 0 level divination spells
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Abilities Str 10, Dex 18, Con 20, Int 19, Wis 18, Cha 34
SQ Outsider trait, Improved Eschew Material, Comprehensive Knowledge, Irresistible Scrying, Glimpse of the Future, Avatar traits
Feats 1st: Spell Focus (divination), 3rd: Greater Spell Focus (divination), 6th: Rapid SpellCD p84, 9th: Insightful DivinationCM p44, 12th: Quicken Spell, 15th: Metamagic School Focus (divination)CM p45, 18th: Knowledge DevotionCC p60
Skills Appraise +27, Concentration +28, Decipher Script +27, Diplomacy +16, Forgery +27, Gather Information +37, Knowledge (arcana) +27, Knowledge (architecture and engineering) +27, Knowledge (dungeoneering) +27, Knowledge (geography) +27, Knowledge (history) +27, Knowledge (local) +27, Knowledge (nature) +29, Knowledge (nobility and royalty) +27, Knowledge (psionic) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +27, Martial Lore +27, Psicraft +29, Search +27 (+29 for secret door), Sense Motive +27, Spellcraft +37, Spot +27, Survival +27 (+29 if underground, above ground or when on other planes, +31 to avoid getting lost or following track), Use Magic Device +12 (+16 with scrolls), Use Psionic Device +12 (+14 with power stones)
Spellcasting: The One-Who-Know can cast spells like a sorcerer with a level equal to its Hit dice. Unlike a sorcerer his list of spells knows his comprised of any and all spells from the divination school be it arcane or divine. In point of fact the One-Who-Know can only ever cast spells from the divination school of magic even if it somehow learn a spell from another school it cannot cast it. Finally despite casting spells spontaneously the One-Who-Know can apply metamagic feats to his spells without increasing their casting times, this even allow it to use the quicken spell metamagic feat.
Divination Mastery (Ex): The One-Who-Know mastery of divination magic granted it a number of power. First any abjuration spell (or spell-like ability) cast within 30ft of the One-Who-Know are cast with a +4 bonus to their caster level, including spells cast by the One-Who-Know itself. This benefit is constant and require no action on the part of the One-Who-Know. Second the One-Who-Know can once per round as a free action dispel any one divination spell (or spell-like ability) within 60ft of it. It does not need to make any caster level check, simply will the spell to be dispelled. And thirdly the One-Who-Know can as a swift action gain control of any ongoing divination spell (or spell-like ability) that it is aware of currently in effect within 100ft of its position, it become for all purpose the effective caster of the spell (but it does not change the spell caster level or it’s target) this can allow it to dismiss the spell if it’s possible for example or to pass through a barrier that normally only allow the caster through.
Improved Eschew Material: The One-Who-Know can cast divination spells that has a material component without needing that component (of any value) and it can cast divination spells that has a focus (arcane or divine) costing 1000 gp or less without that focus.
Comprehensive Knowledge (Ex): The One-Who-Know gain 12 bonus skill points per level that can only be spent on Knowledge skills or on Martial Lore skill. In addition it can always choose to take 10 when making Knowledge or Martial Lore checks.
Irresistible Scrying (Ex): When the One-Who-Know cast a scrying spell, the scrying sensor so create cannot be detect by any mean and the spell is not blocked by either lead or by magical means such as the mind blank spell.
Glimpse of the Future (Su): The intimate relationship that One-Who-Know cultivate with time allow it to glimpse a few second into the future to gain several benefit. It gain a +10 insight bonus to AC, it gain a +5 insight bonus on Reflex save, it cannot be flanked or caught flat-footed and it can always act during a surprise round. Finally at any time a melee attack miss the One-Who-Know, it can immediately make an attack opportunity against the attacking creature if that creature is within its reach. Attack of opportunity made this way do not count toward the maximum number of attack of opportunity can make in a round. This ability is constantly active and require no action or even though on the part of the One-Who-Know.
Skills: The One-Who-Know gain a +8 racial bonus on all Spellcraft checks.
Strategies and Tactics: The-One-Know rarely fight, even more rarely than the other avatar.
Each day it scry to see if anything pose a danger to them, if they find something, generally one or more beings that want to kill it, they scry to learn as much as possible about this being mostly for weakness and for other being that opposed the first. The One-Who-Know then seek out this opposition and reveal to this opposition any weakness it may uncovered about the being that is targeting it. Against a particularly cunning foe it may even join force with the other avatar. If somehow forced into a fight, it will try to stay at a distance to use its magic bolt in support to any allies it may have.
Treasure: One Gem of Quick True Seeing
Gem of Quick True Seeing
Price: None (Unique Item)
Caster Level: 20th
Aura: Strong (DC 25) Divination
Activation: Swift
Weight: --
This light white gem in the shape of a miniature crystal ball, a perfect sphere with a spark of little at its center.
A gem of quick true seeing is considered to be a ioun stone for the purpose of body placement. This gem allow you to quickly pierce illusion.
When you activate the gem, a swift action, you create an effect identical to that of a True Seeing spell.
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