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The Vorpal Tribble
2008-09-09, 02:00 PM
In the wide vast multiverse there are many things considered good and right The higher planes, being at their core the manifestation of these ideals, will from time to time give birth to a being that is literally a living embodiment of such a virtue.

Those below are considered to be amongst the most revered.



The Seven Heavenly Virtues

- Abstinence -
- Chastity -
- Diligence -
- Generosity -
- Humility -
- Love -
- Peace -

The Vorpal Tribble
2008-09-09, 02:03 PM
Abstinence

Abstinence is the surety of temperance... - Plato

Medium Deathless (extraplanar, good, incorporeal, psionic)
Hit Dice: 18d12 (117 hp)
Initiative: +5
Speed: Fly 60 ft. (perfect)
Armor Class: 20 (+1 deflection, +1 dex, +8 insight), touch 20, flat-footed 19
Base Attack/Grapple: +9/+9
Attack: Incorporeal touch +10 melee (1d8+8)
Full Attack: Incorporeal touch +10 melee (1d8+8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Force of will, psionics, psi-like abilities
Special Qualities: Damage reduction 15/evil, darkvision 60 ft., deathless traits, distanced from the flesh, low-light vision, power resistance 22, telepathy 90 ft.
Saves: Fort +6, Ref +7, Will +21
Abilities: Str -, Dex 12, Con -, Int 17, Wis 26, Cha 13
Skills: Autohypnosis +29, Concentration +21, Diplomacy +21, Heal +29, Knowledge (any 2) +24, Sense Motive +29
Feats: Extend Power, Improved Initiative, Iron Will, Maximize Power, Psionic Meditation, Purify Psi-like Ability,Transdimensional Power (http://realmshelps.dandello.net/cgi-bin/feats.pl?Transdimensional_Power,CoP)
Environment: Any good-aligned plane
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral good
Advancement: 19-28 HD (Medium), 29-40 HD (Large)
Level Adjustment: -

This appears as the faint essence of an angelic shape, less substantial than a ghost and softly glowing.

Abstinence is the personification of self-control, moderation, and mind over flesh. So much so that they have relieved themselves of practically all physical needs and wants, becoming but of pure thought and holy energy. They often remain aloof from others, remaining for long periods in meditation and seeking mastery of self and form. They are not so far removed that they will not give aid when it is needed, and will often come down from their seekings to teach others their discipline.

Combat
Abstinence disdains battle, but if sufficiently disturbed or in the protection of another they let lose with the powers of their mind to drive them away.

Abstinence's natural weapons and any he wields are considered good-aligned for the purpose of overcoming damage reduction.

Distanced From the Flesh (Ex): Abstinence is immune to all ability burn, damage and drain.

Force of Will (Ex): Once per round, when targeted by an effect that allows a Reflex or a Fortitude save, Abstinence can instead make a Will saving throw to avoid the effect. As well, Abstinence adds its Wisdom-modifier to it's attack damage.

Psionics: Manifester level 18th. (Power Points per day = 361; Save DC 18 + power level):

Ardent Powers Known
1 - Empty Mind, Psionic Protection From Evil, Touch of Health
2 - Empathic Transfer, Serenity
3 - Body Purification, Touchsight
4 - Psionic Dismissal, Steadfast Perception
5 - Psionic Plane Shift, Psionic Revivify
6 - Planar Champion, Psionic Restoration
7 - Psionic Ethereal Jaunt, Personal Mind Blank
8 - Greater Glory, Hypercognition, True Metabolism
9 - Psionic Etherealness

Psionic Mantles: Good (1d6 to evil), Knowledge (+5 knowledge check), Life (+1 ML), Mental Power (+9 power points), Repose (+5 concentration), The Planes (+4 ML to overcome outsider power/spell resistance)

Psi-like Abilities: Manifester level 18th. Save DC's are Charisma-based.
At Will - Co-Opt Concentration (DC 16), Mindthrust (DC 19, 18d10)
3/day - Tower of Iron Will, Ultrablast (DC 17, 18d6)
1/day - Fuse Flesh (DC 19)

Telepathy (Su): Abstinence can communicate telepathically with any creature within 90 feet that has an Intelligence score. The creature can respond to Abstinence if it wishes - no common language is needed.

Tongues (Su): Abstinence can speak with any creature that has a language, as though using a tongues spell (caster level 18). This ability is always active.

Touch of Temperance (Su): If it wishes, the touch of Abstinence immediately cures a victim of all addictions, poisons, and nausea. Those touched also gain an extreme reluctance to even come within close proximity to alcohol and addictive substances as the Aversion power for 48 hours. The latter is a compulsion, mind-affecting effect. Bonuses from multiple touches do not stack.

-=-=-=-=-=-

Purify Power [Metapsionic]
You can charge your damaging powers with celestial energy that leaves good creatures unharmed.
Prerequisite: Any good alignment.
Benefit: A power you modify with this feat gains the good descriptor. Furthermore, if the power deals damage, neutral creatures take half damage, or one-quarter with a successful saving throw (if allowed), while good creatures take no damage at all. Evil outsiders affected by the power take extra damage: The power's damage is increased by one die type (each 1d6 becomes 1d8, each 1d8 becomes 2d6, and so on, using the same progression as weapons increasing in size). For example, a purified ultrablast manifested by a 7th-level psion deals 13d6 points of damage to evil creatures, half damage to neutral creatures, and no damage at all to good creatures caught in its path. Evil outsiders (except ones immune to mind-affecting effects) take 13d8 points of damage.
Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level.

Purify Psi-like Ability [Psionic]
You can charge your damaging psi-like abilities with celestial energy that leaves good creatures unharmed.
Prerequisite: Any good alignment.
Benefit: This feat adds the good descriptor to a psi-like ability. Furthermore, if the ability deals damage, neutral creatures take half damage, or one-quarter with a successful saving throw (if allowed), while good creatures take no damage at all. Evil outsiders affected by the ability take extra damage: The ability's damage is increased by one die type (each 1d6 becomes 1d8, each 1d8 becomes 2d6, and so on, using the same progression as weapons increasing in size. For example purified ultablast manifested by Abstinence deals 18d6 points of damage to evil creatures, half damage to neutral creatures, and no damage at all to good creatures caught in its path. Evil outsiders (except ones immune to mind-affecting effects) take 13d8 points of damage. Each of your psi-like abilities can be purified three times per day, though this feat does not allow you to exceed your normal usage limit for any ability. Thus, if Abstinence chooses to purify its mindthrust ability, it can use a purified mindthrust up to three times that day. Thereafter, it could use its mindthrust ability again normally (since it can use mindthrust at will), or it could purify another of its psi-like abilities, such as ultrablast.

The Vorpal Tribble
2008-09-09, 02:04 PM
Chastity

Tis Chastity, my brother, Chastity: She that has that, is clad in complete steel... - John Milton

Small Outsider (extraplanar, good)
Hit Dice: 12d8 (54 hp)
Initiative: +7
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 19 (+3 dex, +5 deflection, +1 size), touch 19, flat-footed 16
Base Attack/Grapple: +12/+10
Attack: +3 Holy Sling +18 ranged (1d3+1)
Full Attack: +3 Holy Sling +18 ranged (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Chaste, damage reduction 10/evil, darkvision 60 ft., heaven's grace, immunity to disease and piercing damage, low-light vision, outsider traits, protective aura, tongues, touch me not, wholeness of self
Saves: Fort +13, Ref +16, Will +19
Abilities: Str 7, Dex 16, Con 11, Int 15, Wis 18, Cha 21
Skills: Balance +18, Climb +13, Escape Artist +18, Heal +19, Hide +22, Listen +19, Move Silently +18, Spot +19, Swim +13, Tumble +18
Feats: Improved Initiative, Iron Will, Point Blank Shot, Rapid Shot, Run
Environment: Any good-aligned plane
Organization: Solitary
Challenge Rating: 7
Treasure: Blossom of Purity
Alignment: Always neutral good
Advancement: 13-21 HD (Small)
Level Adjustment: -

Chastity appears as a slight, petite girl on the cusp of womanhood wearing a simple toga of pure-white wool. Her hair hangs to her waist with a lily or lotus blossom behind her ear her only adornment.

Chastity is the embodiment of innocence, purity and wholesomeness of self along with the courage and faith to resist temptation. She is not naive or ignorant and understands the ways of perversion and evil far better than most who are steeped in to their very souls. She is a spunky spirit with greatness of heart. In particular Chastity is a great protector of children and animals, particularly those orphaned, caring for them and keeping them fed and sheltered until another comes to find them. She is also a great foe of whorehouses and prostitution, bringing hope to those within and helping them find another path to persue.

Combat
Chastity is a hit and run combatant, peppering opponents from behind concealment with her sling and then sneaking away to another spot, always keeping on the move.

Chastity's natural weapons and any weapon she wields is the good-aligned for the purpose of damage reduction.

Chaste (Ex): Chastity is immune to charm and phantasm effects, as well as domination. Diplomacy checks cannot influence Chastity's attitude higher than Friendly.

Heaven's Grace (Ex): Chastity adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Chastity. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 12). This aura can be dispelled, but Chastity can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in Chastity’s statistics block.)

Spell-like Abilities: Caster level 12th. Save DC's are Charisma-based.
At Will - Bless Water, Invisibility, Purify Food and Water, Remove Disease
6/day - Calm Emotions, Sanctuary.
3/day - Break Enchantment, Freedom of Movement.

Tongues (Su): Chastity can speak with any creature that has a language, as though using a tongues spell (caster level equal to Hit Dice). This ability is always active.

Touch Me Not (Ex): Chastity may surround herself with an invisible repulsing field as a standard action. This acts as a Wall of Force except it completely surrounds her and does not extend beyond her space. She must drop this field to perform any action that requires her to reach beyond her immediate square.

Wholeness of Self (Ex): Chastity cannot be possessed by any creature, such as a ghost or fiend, nor can she be a host to any being, such as a tsochar or other parasitical creature.

-=-=-=-=-=-=-

Blossom of Purity
A good-aligned being who possess a blossom of purity gains the benefits of the Vow of Chastity (http://realmshelps.dandello.net/cgi-bin/feats.pl?Vow_of_Chastity,BE) feat. If you intentionally perform an act in opposition of the vow's conditions the blossom withers and you lose the benefits.

The Vorpal Tribble
2008-09-09, 02:05 PM
Diligence

Few things are impossible to diligence and skill. - Samuel Johnson

Medium Outsider (extraplanar, good, lawful)
Hit Dice: 16d8+160 (232 hp)
Initiative: +0
Speed: 50 ft. (10 squares), fly 50 ft. (good)
Armor Class: 29 (+1 deflection, +18 natural), touch 11, flat-footed 29
Base Attack/Grapple: +16/+16
Attack: +4 keen heavy pick +27 melee (1d6+11, 19/20x4) or slam +23 melee (1d6+7)
Full Attack: +4 keen heavy pick +27/+22/+17/+12 melee (1d6+11, 19/20x4) or 2 slams +23 melee (1d6+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of vitality, spell-like abilities
Special Qualities: darkvision 60 ft., immunity to cold and fire, low-light vision, master crafter, regeneration 10/evil, true seeing, unfatiguable
Saves: Fort +24, Ref +12, Will +20
Abilities: Str 24, Dex 11, Con 31, Int 20, Wis 21, Cha 12
Skills: Appraise +24, Concentration +24, Craft (any 5) +24, Handle Animal +10, Heal +24, Listen +24, Profession (any 2) +24, Search +24, Spot +24
Feats: Endurance, Great Fortitude, Improved Sunder Jack of All Trades (http://realmshelps.dandello.net/cgi-bin/feats.pl?Jack_Of_All_Trades,CAd), Power Attack, Steadfast Determination (http://realmshelps.dandello.net/cgi-bin/feats.pl?Steadfast_Determination,PH2)
Environment: Any good-aligned plane
Organization: Solitary
Challenge Rating: 15
Treasure: No coins; double standard goods and magical items
Alignment: Always lawful good
Advancement: 17-42 HD (Medium)
Level Adjustment: -

Diligence appears as a tall, lanky man who despite having a barrel chest is lean and compact to an extreme degree with corded tendons and the dense, defined musculature of one used to ceaseless labor. He is deeply suntanned and his short, neatly trimmed hair sunbleached. Though he has an ageless appearance, he has crow's feet and squint wrinkles about his eyes and laugh lines around his mouth. A pair of insectoid wings sprout from his back, which shimmer as the light catches them.

He is dressed in a pair of breaches and loose peasant tunic that is both utilitarian yet stylish and made of incredible skill for all it's simplicity. There is not a smudge of dirt or a single bead of sweat upon him. In fact, he gives the impression of one who gives his all to whatever endeavor he pursues.

Diligence is the personification of hard work, dedication, and the love and attention one can put into every aspect of their life. He is never idle, using every moment of his immortality to build, grow, plan, or in some way achieve a productive goal. He always brings one task to complete before moving onto another if he can help it. Many of Diligence's projects may take millennia or even eons to bring to fruition, or his smaller ones building up to a grand whole, but whatever the end result it is glorious and the multiverse is better for it.

Combat
Diligence of all the Virtues is the most likely to war. He is as dedicated to the protection of others as he is to everything else he does. He prefers implements that double as tools, such as picks, scythes and hammers, but is not picky. When he does battle he is literally tireless, keeping at the struggle without pause.

Diligence's natural weapons and any weapons it wields is considered good-aligned and law-aligned for the purpose of overcoming damage reduction.

Aura of Vitality (Su): Diligence literally radiates unbound energy in a 20 foot area. Good-aligned creatures become immune to sleep effects, gain fast healing 1 and are instantly healed of any fatigue or exhaustion and are so for as long as they remain within range. They may run, work, swim and perform other non-magical tasks without requiring rest or taking damage from their exertions. As well, they gain immunity to ability damage or drain of their physical ability scores.

Evil-aligned creatures however feel a weariness soul deep and in the same area become fatigued even if they have no constitution score and thus normally otherwise immune. This condition lasts for as long as they remain within the area and for 8 hours afterwards if they take complete rest. They also take a -4 penalty to all fortitude-based checks while within the area.

Hearty (Ex): Diligence can shrug off lesser blows, and is immune to non-lethal damage.

Spell-like Abilities: Caster level 16th. Save DC's are Charisma-based.
At Will - Analyze Dweomer, Endure Elements, Make Whole
3/day - Control Water, Control Weather, Haste, Mass Bear's Endurance, Mass Bull's Strength, Move Earth, Plant Growth

Master Crafter (Ex): Diligence gains Craft Magic Arms and Armor, Craft Wondrous Item, and Forge Ring as bonus feats. He is considered to possess the prerequisites necessary to craft any magic item of those types, even if he does not otherwise meet the requirements or have the ability to cast the necessary spells.

Tongues (Su): Diligence can speak with any creature that has a language, as though using a tongues spell (caster level 16). This ability is always active.

True Seeing (Su): Diligence has a continuous true seeing ability, as the spell (caster level 16th).

Unfatiguable (Ex): Diligence is immune to sleep effects, fatigue, exhaustion and damage or drain of his physical ability scores. He can also move at his base speed, run, or even sprint without a reduction in speed when wearing medium or heavy armor or when carrying a medium or heavy load. Finally, he gains a +4 bonus to all Fortitude-based checks which are already included in the statistics above.

Skills: Diligence gains a +4 bonus to all craft and profession checks.

The Vorpal Tribble
2008-09-09, 02:06 PM
Generosity

The habit of giving only enhances the desire to give. - Walt Whitman

Large Outsider (extraplanar, good)
Hit Dice: 14d8+98 (161 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 32 (+6 deflection, +1 dex, +16 natural, -1 size), touch 16, flat-footed 31
Base Attack/Grapple: +14/+23
Attack: Slam +18 melee (17)
Full Attack: 2 slams +18 melee (17)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/evil, darkvision 60 ft., gift of the self, giving, immunity to cold, disease, and poison, low-light vision, overflowing, outsider traits, scent, tongues
Saves: Fort +18, Ref +10, Will +13
Abilities: Str 21, Dex 13, Con 24, Int 12, Wis 18, Cha 23
Skills: Concentration +24, Craft (any) +18, Diplomacy +23, Handle Animal +23, Heal +21, Jump +22, Listen +21, Perform (any) +23, Spot +21
Feats: Great Fortitude, Improved Bullrush, Power Attack
Environment: Any good-aligned plane
Organization: Solitary
Challenge Rating: 13
Treasure: No coins; triple standard goods and items
Alignment: Always neutral good
Advancement: 15-35 HD (Large), 36-60 HD (Huge)
Level Adjustment: -

Generosity usually takes the form of a muscular but elderly man with long hair and beard of gold-white ringlets. A crown of vibrant honeysuckles is woven into his hair within which bees and hummingbirds alight. He wears a robe of a rich wine-red hue trimmed with silver.

He is all that is selfless, all that is giving. He is to be found in the most desolate locales in the multiverse, visiting those incarcerated, lands ravished by famine and plague, or wherever there is great need. Generosity doesn't merely give, he tries to give aid in such a way that they will be able to support their own needs. Generosity is truly one who instead of giving one a fish instead teaches them how to fish. With a boisterous laugh and infectious personality, Generosity is rich in that which matters most.

Combat
Generosity rarely finds need to do combat, few being anything but heartened at his coming. To those however that are in opposition he gives as good as he gets with mighty blows of his fists, often seeming to enjoy the tussle. He only kills in the rarest instances, preferring instead to give them the gift of another chance at life.

Generosity's natural weapons, and any weapons she wields, is considered good-aligned for the purpose of overcoming damage reduction.

Gift of the Self (Ex): Generosity can heal another creature’s wounds by transferring up to 100 damage to himself per round by touch. The target regains a number of hit points equal to that transferred, and Generosity loses hit points equal to half of that amount. (This loss can bring Generosity to 0 or fewer hit points.)

Giving (Ex): Generosity always deals maximum damage with his attacks, and his spells are automatically Extended, Maximized, and Widened.

Overflowing (Ex): Generosity is immune to ability damage and drain, as well as wounding, though any that would take benefits from doing such still gain them. For example if a Vampire would normally do 1d4 Constitution drain with its Blood Drain ability it would still gain 5 hit points but Generosity would not take any actual drain.

In fact, Generosity always gives four times more than would normally be taken. The same vampire would actually gain 20 hit points. However, if a creature's average hit points, or ability score, doubles, they explode, dying instantly. Hit points or ability score increases gained from Generosity can go past their normal total even if it otherwise wouldn't do so. As well, creatures that siphon off Generosity without find themselves ravenously craving what he gives. They must succeed on a Will save equal to the save against their own siphoning ability or become obsessed with gaining as much as they can from him. If their ability doesn't allow a save the DC is 24. The save DC is Constitution-based.

So if the Vampire mentioned above had 50 hit points normally and siphoned until his hit point total was 100 or more he would explode. Likewise a creature that has for example a Constitution of 12, if they siphoned 12 constitution worth of damage or drain they would explode.

Spell-like Abilities: Caster level 14th. The save DC's are Charisma-based.
At Will - Create Food and Water, Invisibility, Purify Food and Water, Teleport
6/day - Enlarge Person, Goodberry
3/day - Chaav's Laugh, Estanna's Stew, Mage’s Faithful Hound, Plane Shift, Resurrection
1/day - grant a Wish (to non-outsiders only), Heroes Feast, Mass Invisibility

Tongues (Su): Generosity can speak with any creature that has a language, as though using a tongues spell (caster level 14). This ability is always active.

The Vorpal Tribble
2008-09-09, 02:09 PM
Humility

If I have seen further than others, it is by standing upon the shoulders of giants. - Isaac Newton

Tiny Outsider (extraplanar, good, psionic)
Hit Dice: 11d8+11 (47 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 26 (+8 insight, +6 natural, +2 size), touch 20, flat-footed 26
Base Attack/Grapple: +11/+1
Attack: Slam +11 melee (1d6-2)
Full Attack: 5 slams +11 melee (1d6-2)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Psi-like abilities, show true self
Special Qualities: At peace, damage reduction 10/good, darkvision 60 ft., freedom of movement, humble existence, low-light vision, outsider traits, protective aura, power resistance 20, sunyata, undeceived
Saves: Fort +8, Ref +7, Will +15
Abilities: Str 6, Dex 10, Con 12, Int 23, Wis 27, Cha 10
Skills: Autohypnosis +21, Balance +13, Concentration +17, Climb +21, Jump +21, Hide +25, Listen +21, Move Silently +17, Ride +13, Sense Motive +21, Spot +21, Search +19, Tumble +13
Feats: Ability Focus (concentration), Combat Intuition (http://realmshelps.dandello.net/cgi-bin/feats.pl?Combat_Intuition,CAd), Psionic Meditation, Psionic Weapon, Deep Impact, Weapon Finesse(B)
Environment: Any good-aligned plane
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral good
Advancement: 12+ HD (Tiny)
Level Adjustment: -

Humility appears as a child-sized woman stooped with age. She wears a simple rough-spun dress of grey and a veil across her face, showing only empty eye-sockets within which faint purple sparks flicker and dart. Her long hair has been pulled up into a bun with woven violets encircling it in a knot.

Humility is the personification of modesty and respect. The knowledge of knowing exactly what one's place is in the universe and of what they are capable. Humility gives praise where it is due and brings the boastful and undeservingly proud down to their proper height. She teaches to reach one's full potential but to also know one's limits.

Combat
Humility is a fierce fighter, but only with the utmost reluctance goes into battle. Instead she attempts to merely keep out of the way of those that would wish her harm. However, if another is being harmed she will go to their defense with a will.

Humility's natural weapons, and any weapons she wields, is considered good-aligned for the purpose of overcoming damage reduction.

At Peace (Ex): Humility is immune to fear, rage, and despair (such as from a Crushing Despair spell).

Freedom of Movement (Ex): Humility is continuously affected as by the Freedom of Movement spell.

Humble Existence (Ex): Humility cannot be detected or even her existence verified with any Divination spell or Clairsentient power and even Knowledge skills such as Religion of Bardic grants nothing about her.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Humility. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 11th). This aura can be dispelled, but Humility can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in Humility’s statistics block.)

Psi-like Abilities: Manifester level 11th.
At Will - Control Sound.
3/day - Psionic Moment of Prescience, Temporal Acceleration.

Sunyata (Su): Once per day Humility may choose to truly empty herself of all conceits and allow herself to enter the Emptiness. She must be able to sustain Concentration for one minute at which point she simply disappears. She may remain this way for a number of minutes equal to her HD, though is capable of viewing any place in space, regardless of plane. This is not a scrying effect but for all intended purposes is actually there. She may also use Metafaculty at will while in Sunyata without an XP cost, and manifesting time is reduced to 1 minute. She may physically appear in any location she can see at which point the ability ends.

Show True Self (Su): Humility may show a being their true worth and what they truly appear as in their souls. This is only visible to the target, which can see it even if blinded or possessing no visual organs, but is not an illusion or mind-affecting effect. They are literally mirroring their true image back at them. They must succeed on a DC equal to 10 + the target's HD. Neutral creatures take a -1 penalty to their checks, and evil creatures a -5 penalty for an hour. If they fail their save good-aligned creatures are Shaken for one round. Neutral creatures are Frightened and Evil creatures Panicked for as long as they are within sight of Humility. Those that make their save are unaffected for 24 hours.

Tongues (Su): Humility can speak with any creature that has a language, as though using a tongues spell (caster level 11). This ability is always active.

Undeceived (Su): Humility is the antithesis of self deception and as such can see straight to a person's heart. She can see through any disguise, shapechange, or illusion. She can automatically see their true alignment, even if they are under an Undetectable Alignment spell. As she can view a person's heart she can pinpoint their exact location out to 60 feet even if they are invisible, within a fog cloud, or under a blur effect and similar. It does not work through solid objects.

Skills: Humility has a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Humility have a +8 racial bonus on Balance checks. She uses her Dexterity modifier instead of their Strength modifier for Climb and Jump checks.

The Vorpal Tribble
2008-09-09, 02:11 PM
Love

But now faith, hope, love, abide these three; but the greatest of these is love...

Medium Outsider (angel, extraplanar, good)
Hit Dice: 50d8+100 HD (325 hp)
Initiative: +7
Speed: 40 ft. (8 squares), fly 200 ft. (good)
Armor Class: 49 (+11 deflection, +1 dex, +15 holy, +12 natural), touch 37, flat-footed 48
Base Attack/Grapple: +50/+60
Attack: +5 composite longbow +10 of merciful seeking +65 ranged (1d8+15)
Full Attack: +5 composite longbow +10 of merciful seeking +65 ranged (1d8+15)
Space/Reach: 5 ft./5 ft.
Special Attacks: Caress, embrace, improved grab, mercy slaying
Special Qualities: Angel traits, aura of mercy, darkvision 60 ft., empathic, everlasting, immunity to acid, cold, and petrification, knows no boundaries, low-light vision, outsider traits, protective aura, resistance to electricity 10 and fire 10, shape of need, spell resistance 40, tongues
Saves: Fort +29, Ref +30, Will +42
Abilities: Str 30, Dex 17, Con 14, Int 11, Wis 40, Cha 33
Skills: Concentration +32, Diplomacy +40, Knowledge (any 4) +26, Listen +50, Perform (any 2) +53, Sense Motive +53, Spot +40
Feats: Deflect Arrows, Diehard, Dodge, Endurance, Far Shot, Improved Initiative, Improved Unarmed Strike, Manyshot, Mobility, Point Blank Shot, Precise Shot, Ranged Disarm (http://realmshelps.dandello.net/cgi-bin/feats.pl?Ranged_Disarm,CW), Rapid Shot, Snatch Arrows
Epic Feats: Combat Archery, Penetrate Damage Reduction (cold iron), Penetrate Damage Reduction (silver)
Environment: Any good-aligned plane
Organization: Solitary
Challenge Rating: 25
Treasure: Standard
Alignment: Always neutral good
Advancement: No coins; double goods; standard items
Level Adjustment: -

Love knows no true form, automatically taking on the symblance of the most loved being in whatever creature most has the need. A pale pink diamond is set into their foreheads regardless of form, and a look of compassion glowing in their eyes.

Love is the greatest of all the heavenly virtues. She is the embodiment of friendship, sympathy, and charity. She is caring in all forms; the unconditional love of the mother, the selfless love of the friend, the bonded love of the soulmate. Love is literally an angel of mercy and goes wherever the need is greatest, whether it be a plague, a war, or the black despair of a single individual.

Combat
Love only wades into battle if there is absolutely no other option, and even then she shows mercy to those who seek it. If forced to kill it is as quick and painless as she can make it.

Love's natural weapons, and any weapons she wields, is considered good-aligned for the purpose of overcoming damage reduction.

Aura of Mercy (Ex): All creatures within 100 feet of Love become unable to do anything but non-lethal damage against living creatures. If they render their opponent unconscious they must succeed on a DC 47 will save or become unwilling to kill them or harm them farther.

Caress (Su): The touch of love is often overwhelming. All creatures she touches are healed of all non-lethal damage as well as being cured of all diseases, poisons, and ongoing mind-affecting effects. Good-aligned creatures are also healed 10d6 points of damage, neutral creatures 5d6 points, and evil creatures 2d6.

Neutral creatures are automatically shaken by this touch for as long as they are within her presence. Evil creatures cower until she bids them to do otherwise and takes 4d6 points of Strength burn (DC 47 Will save halves). The save DC is Charisma-based.

Embrace (Ex): The Embrace of Love is one of the most powerful forces in the multiverse. Those she has successfully embraced must succeed on a DC 47 will save each round she maintains the embrace or be rendered Helpless. This helplessness lasts as long as the embrace and 1d4 rounds afterwards. Each round of helplessness an evil aligned creature sustains 2d6 points of Constitution and Charisma burn as they face their evil deeds and have their deepest hurts and fears healed. Neither can be reduced past a score of 1 in either, and if they would be they instead fall unconscious for 24 hours. When they awake they're alignment has shifted to Neutral (though remain the same on the chaos/law axis). They may remain neutral, begin down the path of compassion, or start their journey to regain the evil purged from their souls.

Empathic (Su): Love 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. Love gains a +2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive checks. This is a mind-affecting effect.

Everlasting (Ex): Love can never be truly vanquished. If killed she will rise up again within 1d4 days.

Improved Grab (Ex): To use this ability, Love must makes a touch attack. 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 embrace.

Knows No Boundaries (Su): Love can use planeshift and greater teleport at will with perfect accuracy. As long as she is guided in a pure purpose no physical obstruction can stop Love, phasing through solid objects as if incorporeal, or moving through the ground as an elemental's earth glide power. She may even pass through force-effects at will.

Mercy Slaying (Ex): If Love has no alternative but to kill a being she makes sure it is as quick as possible. Once per individual per day she may deal an extra amount of damage to a successful blow equal to her HD. If this blow would bring them to 10% of their average hit points they automatically take another 50 damage. This blow does not hurt in any way, but merely feels as a great loss of vitality.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Love. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 50). This aura can be dispelled, but Love can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in Love's statistics block.)

Shape of Need (Su): Love can assume the shape of any Small to Large creature and gains the natural attacks of that form. She can remain in this form until she chooses to assume a new one. A change in form cannot be dispelled, and she does not revert to her natural form when killed. A true seeing spell or ability reveals nothing, she literally becoming the person she is impersonating physically.

Tongues (Su): Love can speak with any creature that has a language, as though using a tongues spell (caster level 50). This ability is always active.

-=-=-=-=-=-

Bow Before Love

Love's bow acts as a +5 composite longbow with a strength rating of 10 and the merciful and seeking special properties. In addition, any being hit by this arrow acts as if Charmed in regards to Love for an hour.

The Vorpal Tribble
2008-09-09, 02:12 PM
Peace

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)
Initiative: +7
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
Attack: -
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 (http://realmshelps.dandello.net/cgi-bin/feats.pl?Hindering_Opportunist,PH2), Improved Combat Expertise (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Combat_Expertise,CW), Improved Disarm, Improved Initiative, Improved Toughness, Iron Will, Lightening Reflexes, Melee Evasion (http://realmshelps.dandello.net/cgi-bin/feats.pl?Melee_Evasion,PH2), Nimbus of Light (http://realmshelps.dandello.net/cgi-bin/feats.pl?Nimbus_of_Light,BE). Spirit Sense (http://realmshelps.dandello.net/cgi-bin/feats.pl?Spirit_Sense,HH)
Epic Feats: Epic Skill Focus (diplomacy), Epic Toughness
Environment: Any good-aligned plane
Organization: Solitary
Challenge Rating: 21
Treasure: None
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.

Combat
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.

Empathic (Su): 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.

Parley (Su): 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.

Serenity (Ex): Peace is immune to fear and mind-affecting effects.

Spell-like Abilities: 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.

Tongues (Su): 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).

wadledo
2008-09-09, 02:22 PM
1st: Nice.

2nd: I really want to make a character that could kill peace now.
Possibly a few ability damage spells would do it.:smallconfused:

AstralFire
2008-09-09, 02:34 PM
I really like the themed items some of them have - extending it to the rest of them would be cool.

SurlySeraph
2008-09-09, 03:15 PM
Dah! The one time I think I have an original idea for a homebrew, Vorpal does a better-thought-out one before I have half the statblocks done.
...
I will make sure to give you credit, but I'm so using these for the homebrew campaign setting I'm working on.

wadledo
2008-09-09, 03:49 PM
Oh, yes.
Love is not Peace and Peace does not equal Love.
(I.e. Love's Empathic ability says Peace.)

Mewtarthio
2008-09-09, 04:11 PM
How long does "Other Options" last? As written, it seems to be an eternal curse. If that is what it's supposed to be, you should clarify that (and add a few ways to break the curse).

Zeta Kai
2008-09-09, 05:01 PM
1) These are all most awesome, VP.

2) What is the practical difference between abstinence & chastity?

The Vorpal Tribble
2008-09-10, 09:13 AM
2) What is the practical difference between abstinence & chastity?
Chastity is supposed to be more about pureness of body.

Abstinence is supposed to be more about removing one's self from physical desires. Food and wealth and all that.

Abstinence would fast as in not taking nourishment, while Chastity would be more like sexual fasting.

They're similar but a difference... (at least from what I looked up)


How long does "Other Options" last?
24 hours.

bibliophile
2008-09-10, 04:40 PM
This is wonderful in so many ways. Amazing job, keep the homebrewing coming!

DracoDei
2008-09-19, 12:37 PM
Why does Diligence have True Seeing perminantly, while the first two don't? Not that it fits or doesn't fit any of the three especially, but of the three I would say Chasitity who knows the most about vice from the description would be the most likely to have it.

Humility:
Most children would be over Tiny size.
Needs an explicit duration for a successful save.

The Vorpal Tribble
2008-09-19, 01:11 PM
Why does Diligence have True Seeing perminantly, while the first two don't? Not that it fits or doesn't fit any of the three especially, but of the three I would say Chasitity who knows the most about vice from the description would be the most likely to have it.
I'm not certain why True Seeing would fit chastity, but for Diligence, think about the name. Diligent and watchful match up pretty well I thought.


Humility:
Most children would be over Tiny size.
A 'young' child. But also, she's humble, so she's tiny.


Needs an explicit duration for a successful save.
What does?

DracoDei
2008-09-19, 01:55 PM
I'm not certain why True Seeing would fit chastity,
Just the statement about her knowing more of vice than most who revel in it. Sort of the opposite of navie innocense being seeing without illusions and still choosing the right. Sidenote: I LIKE the fact you didn't make her forever innocent.

but for Diligence, think about the name. Diligent and watchful match up pretty well I thought.
Ah, makes sense now.

A 'young' child. But also, she's humble, so she's tiny.
Oh, I totally agreed with "Tiny" from the moment I saw it. I just thought your description might be a bit off. Semantics really.

What does?
Show True Self

vegetalss4
2008-09-19, 02:10 PM
Generosity


SANTA!!!

this is so good

Maryring
2008-09-19, 02:24 PM
I love this, except for one simple thing. Humility and her Humble Existence. It works fine with divinations and such, but removing her from Knowledge Checks seems counter intuitive. You could change it so that they can't know about any of her specific abilities or such, but you should be able to know and learn about the existance of Humility. Otherwise, how are you going to learn about it?

lord of kobolds
2008-09-19, 05:36 PM
This definitely needs to have an evil opposite!

Draken
2008-09-19, 05:48 PM
Krimm made the seven deadly sins. It is somewhere in this very area of this very forum.

Icewalker
2008-09-19, 06:04 PM
I've seen at least two statups of the seven deadly sins. I've looked at this list before, and thought it is awesome. Good to see it's been made. And by the reigning king of homebrew, no less.

Krimm_Blackleaf
2008-09-19, 07:19 PM
Krimm made the seven deadly sins. It is somewhere in this very area of this very forum.

I just drew them, The Demented One actually gave them stats (http://www.giantitp.com/forums/showthread.php?t=83367).

The Vorpal Tribble
2008-09-19, 07:45 PM
I love this, except for one simple thing. Humility and her Humble Existence. It works fine with divinations and such, but removing her from Knowledge Checks seems counter intuitive. You could change it so that they can't know about any of her specific abilities or such, but you should be able to know and learn about the existance of Humility. Otherwise, how are you going to learn about it?
There is humility and then there is Humility. They can learn all about humility without it tying into the personification.


Sidenote: I LIKE the fact you didn't make her forever innocent.
She is forever innocent. Just not naive. People link those two together all to often when they are really quite different. She is the reverse of naive, knowing the true nature of what it is she fights.

When making her I was inspired by a quote from Perelandra by C.S. Lewis, being said by an Adam and Eve equivalent that hadn't 'fallen' yet on another planet.

"We have learned of evil, though not as the Evil One wished us to learn. We have learned better than that, and know it more, for it is waking that understands sleep and not sleep that understands waking. There is an ignorance of evil that comes from being young, there is a darker ignorance that comes from being young: by sleeping lose the knowledge of sleep. You are more ignorant of evil now than in the days before your Lord and Lady began to do it."

Silence
2008-09-19, 08:09 PM
I finally get to say it.

Peace is CR 21. Last time I checked, the best of the navy seals are like, what, 8?

We're f*****.