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    Ogre in the Playground
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    Jul 2007

    Default Re: GitP PrC Contest XXVII: Epically Destined


    ĒOnly a deity could defeat you, you say ? Well then Iím in luck, for my god is always in me and he will be delight in destroying you for your transgression.Ē
    Said Grest, Living avatar of Hextor with a dark smirk

    Among those dedicated to a deity, there a some that aspire to better serve them. They spend their lives in the service of their deity, following their deity order to the letter and often specializing in a particular aspect of their deity power. In this way, or in other, they are often reward and become powerful. Able to serve their deity even further, but they remain just that servant. Some are dedicated to their deity in a whole different way, they wish to become one with their deity, to be directed conduit of their power and to add their own, limited but useful, power to their deity power. They are willing to forgo their mind, body and soul and give them to their deity. They are Living Avatar !

    The most common living avatar are Cleric, because they are often the most dedicated to their deity. Archivist who revere a deity of knowledge have been know to take the path of living avatar. Shugenja generally pray to the element directly but some follow the teaching of a deity with an elemental affinity and they may become Avatar. Favored soul are strangely rare because they have a more instinctual understanding of their deity goal and often lack a more detailed knowledge of the faith. Druid and Spirit shaman who follow with fervor a nature deity may also become Avatar. A few paladin serving under some warrior deity have become Living Avatar, but they cannot gain all the benefit of the class.

    Race Same as deity (such as dwarf for Moradin)
    Alignment Same as your deity
    Skills: Knowledge (religion) 13 ranks, Concentration 13 ranks, Knowledge (the planes) 6 ranks
    Feats: True BelieverCD p86 / MiC p222, Any two DomainCC p54 feats (that correspond to domain your deity can grant), FaithCD p86, Variant rule feats or InitiateCoR p23, CoV p30, DM p20, PGTF p80, RoD p154 feats or a combination of the two.*
    Spellcasting: Able to cast 4th level divine spell
    Special: Must worship an actual deity and not a concept or a cause. This deity must be of a least rank 1.
    Special: Must have visit your deity home plane and entered in contact with it or at least on of its direct servant.
    *Dm note: You could allow a player to replace one of the two feat with a feat linked to a particular deity such as Yondallaís SenseRoW p152

    Class Skills
    The Living Avatar's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int).
    Skills Points at Each Level: 2 + int

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

    |Deity Domain (+1), |+1 level of existing divine spellcasting class

    |Spontaneous Domains|+1 level of existing divine spellcasting class

    |Divine Rapture (1/day)|+1 level of existing divine spellcasting class

    |Divine Gift|+1 level of existing divine spellcasting class

    |Deity Domain (+2)|+1 level of existing divine spellcasting class

    |Divine Rapture (2/day)|+1 level of existing divine spellcasting class

    |Divine Support|+1 level of existing divine spellcasting class

    |Divine Gift|+1 level of existing divine spellcasting class

    |Divine Rapture (3/day)|+1 level of existing divine spellcasting class

    |Deity Domain (All), Divine Avatar|+1 level of existing divine spellcasting class

    Weapon Proficiencies: You gain proficiency with your deity favored weapon.

    Spellcasting: At every Living Avatar level, you gains new spells per day (and spells known, if applicable) as if you had also gained a level in whatever divine spellcasting class you belonged to before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. This essentially means that you adds the level of Living Avatae to the level of whatever other divine spellcasting class the character has, then determines spells per day and caster level accordingly. If you had level in more than one divine spellcasting class before you became a Living Avatar, you must decide to which class you adds each level of Living Avatar for the purpose of determining spells per day.

    Deity Domains: Your connection to your deity as begun to increase this give you more versatility in how to use the power this deity granted you. At first level you gain access to one of your deity domain. You gain the granted power of that domain and cast the spell from that domain as normal. (See Complete Divine p 20 for rule on extra domain). In addition your living in Living Avatar count as cleric level to determine the effectiveness of your domain granted power (so if a domain would grant you a new class skill, this skill would become a Living Avatar class skill). However you lose access to any domain not granted by your deity that you may have gained in other way and you cannot gain access to any other domain later. At fifth level you gain access to one additional of your deity domain in the same way and at tenth level you gain access to all the domain your deity granted, no matter how many that may be.
    Note: You cannot exchange the domain gain in this way for Domain feat, as describe in Complete Champion p 53. And you cannot either gain Domain feat corresponding to domain your deity do not grant.

    Spontaneous Domains: At second level, you gain the Spontaneous DomainsCC p62 feat as a bonus feat even you do not meet the feat prerequisites.

    Divine Rapture (Su): Your link to your deity as reach new height, your deity can now influence you directly. Starting at third level you can once per day, as a swift action, enter into a state of divine rapture for a number of round equal to your class level. In this state you relinquish control of your body to your deity, this come with several benefit but also a number of restriction as follow:
    You gain a +1 sacred bonus to your caster level, your spell that deal damage (of any type), now deal divine damage instead, you do not need a divine focus to cast your divine spell, you gain immunity to mind-affecting effect and act as if under the effect of a True seeing spell. During this rapture you can only attack, be it with weapon or with spell, creature with an alignment opposed to that of your deity. For example a Living Avatar of Heironous (LG) could attack only attack Chaotic or Evil creature (if your deity is True Neutral, the opposed alignment are LG, CG, LE and CE). You can only cast beneficial spell, define as spell that heal, remove a condition or effect, enhance an ability score or give a bonus, on creatures with an alignment within one step of your deity alignment. While in this state you cannot run away from an enemy, you must fight either until the rapture end and then flee or until you are defeated. At the end of the rapture you are dazed for one round and you are fatigued for one hour.
    DM Note: If you are using faith feat and the player posses at least one, at your discretion divine rapture could grant one temporary faith point.

    Divine Gift: The bond with your deity is now even stronger and granted you more versatility with the power granted to you. At fourth level, you gain some benefit depending on the way you cast spells as follow:
    If you cast prepared spell, you can now prepare one additional domain spell of each spell level per day in place of a standard divine spell, or you could leave the spell slot open to use with your Spontaneous Domain feats.
    If you cast spontaneous spell you can instead add all the spell from one of the domain you have access to your list of spell know, this is in addition to your normal number of spell know.
    At eight level you gain this ability a second time, this mean that prepared caster can prepare a total three domain spell of each spell level per day and that spontaneous caster add all the spells of two domains to their spell know.

    Divine Support (Ex): Your connection to your deity is now nearly impossible to block. Starting at seventh level, you gain the ability to cast your divine spell while in an Anti-Magic Field (or similar effect), do to so you need to succeed on a concentration check, made as part of the casting, with a DC equal to 10 + caster level of the field + twice the level of the spell. If you fail on this check you lose the spell.

    Divine Avatar (Ex, Sp and Su): At tenth level you have really become an avatar of your deity. Your type become Outsider and you gain the alignment subtype of your deity if any. You can still be brought back from the dead as if you were still a creature of your previous type. You also stop aging at this point and you cannot dies of old age, this is an extraordinary ability. In addition you can now use Plane shift as a spell-like ability at will with a caster level equal to your character level (the save DC is Wisdom based), but only to travel to your deity home plane and back to the material plane, also you appear precisely where you want to go instead of 5 to 500 miles from your intended destination. Finally you gain one supernatural ability chosen from the list below:

    • Avatar Arcana
      Prerequisite: Int 25
      Benefit: Choose a number of spell taken from the Sorcerer/Wizard spell list equal to your intelligence modifier. Those spell must be of a level equal or inferior to ĺ your intelligence modifier.
      You can now prepare (or select as spell know) these spell and cast them as you would any other spell, they are considered divine spell when you cast them.

    • Avatar Blast
      Prerequisite: Cha 25
      Benefit: You can use this ability a number of times per day equal to 3 + your Charisma bonus. The ray created can extend up to 200 ft. Targets the ray strikes take 1d8 points of damages, plus 1d8 points of damage per point of Charisma bonus you have. There is no saving throw, but you must make a ranged touch attack to hit a target. You can make the ray look, sound, smell, and feel like anything you desires. Despite the appearance of the ray, the damage it deals results directly from divine power and is therefore not subject to being reduced by protection from elements and similar magic.

    • Avatar Blessing
      Prerequisite: Selected ability score 30
      Benefit: Choose one ability: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You must have a score of at least 30 in the selected ability. Once per day, as a standard action, you can grant one mortal a +4 enhancement bonus to that ability that lasts for one day.

    • Avatar Celerity
      Prerequisite: Dex 25
      Benefit: You can act as if hasted for 10 rounds per day. The duration of the effect need not be consecutive rounds. Activating this ability is a free action.

    • Avatar Damage Reduction
      Prerequisite: Con 25
      Benefit: You gain Damage Reduction 10/epic.

    • Avatar Dodge
      Prerequisite: Dex 25
      Benefit: Any physical attack or individually targeted spell directed at you has a 33 percent miss chance.

    • Avatar Healing
      Prerequisite: Con 25
      Benefit: You gains fast healing of 10.

    • Avatar Possession
      Prerequisite: Cha 25
      Benefit: You can possess one willing mortal within 30 ft of you. When you posses a mortal your body (and all your equipment) disappear, you no longer possess a physical body in this state. You can stay in possession for a number of hours per day equal to your Charisma modifier. While possessing a mortal you can only be detect by spell or effect that detect possession. You do not control the mortal but it generally follow your order. You can only use purely mental action in this state and you can only cast spell (if you are able to do so as mental action) only on the possessed mortal. You can end the possession any time as a free action. When the possession end you reappear within 5 ft of the possessed mortal.
      Note: You can draw on all the possessed mortalís memories, and you can senses what the mortal senses.
      While you are in possession, the mortalís abilities are unchanged, except as noted below.
      -Type: Outsider
      -Ability Scores: Strength, Dexterity, and Constitution are unchanged. Intelligence, Wisdom, and Charisma become 5 points lower than your (or remain as the mortalís scores if they are higher).
      -Saves: Fortitude and Reflex same as the mortal; Will adjusted if necessary for the mortalís new Wisdom score.
      -Skills: The mortal can use its own skills and your skills. If the mortal and you have the same skill, use the skill of whichever has more ranks in the skill. Use the mortalís effective ability scores to determine skill modifiers.

    • Avatar Recall
      Prerequisite: Int 25
      Benefit: Chose one portfolio of your deity, you can now recall every even that pertain to that portfolio than has happen during the past 100 years on the material plane.

    • Avatar Sense
      Prerequisite: Wis 25
      Benefit: Chose one of your sense. The ability can extend a senseís range to 500 ft, or it can allow the sense to ignore one type of physical or magical blockage. The enhanced sense can penetrate 10 feet of a physical barrier or 100 feet of a less tangible barrier (such as fog or smoke).

    • Avatar Size
      Prerequisite: None
      Benefit: As a free action you and your equipment can grow or shrink by one size categories, minimum fine, maximum colossal. you can stay at the chosen size indefinitely. This ability does not stack with itself, or with other size changing effect, meaning that you cannot use it multiple time to grow or shrink by more than two size categories.
      This change in size include a change in ability score, natural armor, bonus or penalty to attack and to armor class and damaged dealt by your weapon as describe in the Monster Manual p 291.

    • Avatar Skill Focus
      Prerequisite: 23 ranks in the selected skill
      Benefit: You receives a bonus of 10 when using the skill selected.

    • Avatar Spell Resistance
      Prerequisite: None
      Benefit: You gain Spell Resistance 32

    • Avatar Strength
      Prerequisite: Str 25
      Benefit: If required to make an opposed roll involving Strength (including grapple checks), you receives a divine bonus of +15 on its roll.

    • Avatar Truth:
      Prerequisite: Wis 25
      Benefit: You knows when anyone (other than a deity) deliberately lies. This ability works like the discern lies spell, except that it works continuously and applies to any creature you can perceive.

    • Avatar Wound
      Prerequisite: Str 25
      Benefit: The affected weapon deals damage to a creature such that a wound it causes deals 1 point of damage per round thereafter in addition to the normal damage from the weapon. Multiple wounds from the weapon result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). The bleeding can only be stopped by a successful Heal check (DC 15) or the application of any cure spell or other healing spell (heal, healing circle, and so on).
      Notes: The ability functions only when you personally attacks with a physical weapon. The ability works with a ranged weapon, but not if someone else uses the weapon. You can apply the ability to any one weapon or natural weapon, but not to a spell, spell-like ability or supernatural ability.

    Living Avatar play like most other divine spellcasting class but the additional domain grant you more versatility. The divine rapture ability make you more powerful but you must remain aware that it cannot be used against all enemy and not all your allies can benefit from your spell in this state. If youíve reach the last level you must carefully chose an ability that suite your play style.
    Combat: Your first priority when combat began is to determine the alignment of your foe, in some case itís easy to determine, like against animal or demon, in some case itís much harder, against most humanoid. there are multiple way to do so, the fastest is to either make a knowledge check, but this wonít be effective against all creature. Or to use a spell such as detect evil. Once you know the alignment of your foe you can choose to enter into rapture or not. In any case you most likely have access to the spell from all your domain and must choose which one is the most appropriate for the situation, if none are you still have access to your normal far of divine spell.
    Advancement: For feat youíll want some that enhance your spellcasting, such as metamagic feat or reserve feat. For class youíll want to continue in a class that advance divine casting. The Divine Manifestation Epic Destiny could also be interesting to pursue.
    Resources: You have access to all the resources of your faith, all member of your church respect you for strong link to your deity. You are often push to position of power in those church.

    It was awe inspiring, he was suddenly glowing with divine light, I could barely look at him.

    Most people who encountered a living avatar perceive him a simply an unusually powerful cleric, but if they get to see them in action particularly in rapture they may see the difference.
    Some people compare Living Avatar with Proxie, a specific form of divine servant, and they are right that they is many similarity between the two. But a Proxie is a servant invested with more power while an Avatar is a worshiper that give power to his deity and become part of it.
    It is not unusual for a Living Avatar to have an important position in his church, as such they are often very well respected.

    Daily Life: Living Avatar spend their day praying to their god, accomplishing religious ritual, participating in their church organization and on mission from their deity.
    Notables: Most deity possess or possessed a Living Avatar at the some point.
    For example Prien is the most well know of St. Cuthbert Living Avatar. He is a man, that is getting quite old but he doesnít seem to be aging. He is currently the head of the church. He liberate a country from a Slaad invasion and he contribute greatly to spreading the church faith.
    Deriel is another well know Living Avatar, of Ehlonna, sheís an elf druid, she live in the middle of an immense savage forest and protect it from all intruder. She renowned for uncovering a circle of Blighter and killing them all.
    Few evil creature become Living Avatar, because while it does offer power it also mean losing one identity. And most often they would prefer taking the place of their deity instead of becoming part of it. Still at least one is well know, an orc warlord, Living Avatar of Gruumsh, is name was lost long ago but he is often called the one-eyed servant. He is remembered for the savage destruction of an entire elf kingdom.
    Organizations: Nearly all Living Avatar are member of their respective church, on occasion they may also be member of organization such as the Eternal LibraryCC p12, for follower of Boccob, or the Guardian of the GreenCC p68, for follower of nature god.

    NPC Reaction
    Living Avatar of good god generally provoke feeling of awe and worship. On the other hand Living Avatar of evil deity have people terribly afraid of them.

    Living Avatar as the potential to be a very strong class and could potentially overshadow other member of the party. Only responsible player should be allowed to use this class. Enter as consequence and they should be apparent in the setting, worshiper of the same deity should show great respect toward the living avatar. On the other side of the equation deity opposed to that of the living avatar, particularly evil one, should put plan into place to have the player eliminate before he become too powerful. This does not mean that the dungeon master should constantly sent assassin against the player but simply an opportunity to create the occasional encounter and perhaps help advance the plot.
    Adaptation: The class could be adapted in two way, for setting without real god, like eberron, the class could be changed so that for example the character become the focal point of all the worship of that deity in the setting. He could hear prayer in his sleep for example. In that case the dungeon master may which to restrict the class so that only one Living Avatar of a given deity can exist at one time.
    The class can also be adapted for psionic use, the divine mindCP p9 class in particular. Simply replace domain with mantle. Replace the spontaneous domain feat with the Mantle FocusCP p55 feat and use Divine Gift work as if the character was a spontaneous caster.
    Encounters: Good and neutral living avatar will most likely be encountered as head of their church and should be treated like any other important member of society. An Evil living avatar could be a fearsome adversary, perhaps at the head of an underground cult or controlling with an iron fist a theocratic country.

    Sample Encounter
    An orc warlord and his army as recently destroyed an elf kingdom and it seem that he now want to conquer the human kingdom, the PC are hired by the king to tries and stop him.
    Ideally they should only encounter One-Eyed at the very end of the campaign after defeating almost his entire army. To make thing more interesting I recommend giving One-Eyed a number of Orc barbarian as body-guard and perhaps a few other as support.
    EL 21: One-eyed strategy is simple, activate his anti-magic field and use his ability that allow him to cast spell despite it. If he doesnít have useful spell left, he can simply rage and enter into the fray.

    One-Eyed Servant (32 points buy)

    CE Large Male Outsider (Chaotic, Evil, Orc)
    Cleric of Gruumsh 8/Eye of Gruumsh 2CW p31/Living Avatar 10/Eye of Gruumsh +1
    Init +1, Senses: Darkvision 60ft, Listen +7, Spot +7
    Languages Common, Orc, Abyssal, Infernal
    AC 25, touch 13, flat-footed 24 (-1 size, +1 dex, +9 armor, +3 natural, +3 deflection)
    hp 226 hp (21 HD)
    Fort +23, Ref +11, Will +15
    1/day: +2 insight to one save
    Immunities Critical Hit
    Speed 20 ft. (4 squares)
    Melee +1 BerserkerMiC p29 Elfbane Returning Spell Storing (Inflict Serious Wound) Spear +27/+22/+17(+2 against elf) (2d6+25 (+2d6 against elf) /*3) If strength devotion plus Slam +20 (3d6+24)
    Melee +1 Anarchic Unholy /+1 Orc Double Axe +27/+22/+17 (2d6+25 (+2d6 against Lawful or Good target, +4d6 against Lawful Good target) /*3) If strength devotion plus Slam +20 (3d6+24)
    Melee Touch +25 (Varies)
    Ranged +1 BerserkerMiC p29 Elfbane Returning Spell Storing (Inflict Serious Wound) Spear +18(+2 against elf) (2d6+20 (+2d6 against elf) /*3)
    Space 10 ft Reach 10 ft
    Base Atk +15, Grp +29
    Epic attack bonus +1
    Atk Options Blind-fight, Power Attack
    Spells Prepared/Know (CL 21th, Cl 22th for Chaos, Evil and Force spells)
    9th: Any three domain spells
    8th: Anti-Magic Field, plus any three domain spells
    7th: Ethereal Jaunt, Waves of Exhaustion, plus any three domain spells
    6th: Eyebite (DC 23), Harm (DC 23), Heal (DC 23), plus any three domain spells
    5th: Mass Cure Light Wound (DC 22), Pocket caveCoR p33, Wall of Stone (DC 22), plus any three domain spells
    4th: Cure Critical Wound (DC 21), Freedom of Movement (DC 21), Greater Magic Weapon (DC 21), Poison (DC 21), plus any three domain spells
    3rd: Bestow Curse (DC 20), Blindness/Deafness (DC 20), BloodspearCoR p29, Dispel magic, Invisibility Purge, plus any three domain spells
    2nd: Aid, Battle LineCoR p28 (DC 19), Death knell (DC 19), Hold person (2) (DC 20), plus any three domain spells
    1st: Bane (DC 19), Divine Favor, Doom (DC 18), Endure Elements (DC 18), Shield of Faith (DC 18), plus any three domain spells
    0: Create Water (2), Guidance (2) (DC 17), Purify Food and Drink (2) (DC 17)
    Spontaneous Casting: Inflict spell
    Spontaneous Domain: 3/day/spell level cast domain spell (Chaos, DominationCD p86, Evil Strength and War)
    Domain power: Strength (1/day as a free action gain a +18 enhancement bonus to Strength for 1 rounds)
    Initiate of Gruumsh: 1/day cast a prepared cure spell or spontaneous inflict spell as a swift action and five spell are add to cleric spell list.
    Holy Warrior: Gain a bonus on weapon damage roll equal to highest level war domain spell available (the statistic above assume a 9th level spell)
    Spell-like Abilities Abilities (CL 21th, Wisdom based)
    At will: Plane Shift (DC 15+wis) (Gruumsh home plane and back to material plane only)
    1/day: Strength Devotion (swift action: bypass hardness with melee attack, gain 2d6(M) or 3d6(L) slam attack, melee attack count as adamantine, +1 use per rebuke undead expend)
    Supernatural Abilities Rebuke Undead (1/day, check: +0, dmg: +6), Divine Rapture (3/day, 10 rounds), Avatar Size (+1 or -1 size category)
    Extraordinary Ability: Command the Horde, Rage (1/day, 9 rounds)
    Abilities Str 30, Dex 12, Con 22, Int 14, Wis 25, Cha 6
    SQ Light Sensitivity, Swing Blindly, Deity Domain, Divine Gift (+2 domain spell per level per day), Divine Support, Divine Avatar, Irresistible Domain
    1st: True BelieverCD p86, 3rd: Exotic Weapon Proficiency (Orc double-axe), 6th: Weapon Focus (Orc double-axe), 9th: Initiate of GruumshCoR p24, 12th: Power Attack, 15th: Holy WarriorCC p60, 18th: Practice SpellcasterCD p82
    Domain granted feat: War: Weapon Focus (Spear), Domination: Spell Focus (Enchantment)
    Feat granted by giving up domainCC p53: Strength DevotionCC p62
    Other bonus feat: EoG 1: Blind-fight, LA 2: Spontaneous DomainCC p62
    Epic Destiny Divine Manifestation
    Skills Balance -2, Climb +7, Concentration +29, Craft (weaponsmithing) +14, Escape Artist -2, Hide -2, Intimidate +8, Jump +1, Knowledge (religion) +25, Knowledge (the plane) +8, Move Silently -2, Spellcraft +6, Sleight of Hand -2, Survival +7 (+9 when on other planes), Tumble -2, Swim +4
    Possessions Spear Of RetributionMiC p59 (+1 BerserkerMiC p29 Elfbane Returning Spell Storing spear + relic power), +1 Anarchic Unholy /+1 Orc Double Axe, +1 Heavy Fortification Mithral Full Plate Armor, Headband of Wisdom +6, Belt of Giant Strength +6, Gloves of Dexterity +4, Amulet of Health +4, Cloak of Resistance +5, Ring of Protection +3 (Total: 302162)

    Raging stat:

    AC 21, touch 8, flat-footed 20 (-1 size, +1 dex, +9 armor, +3 natural, +3 deflection, -4 raging)
    hp 268 hp (21 HD)
    Fort +25
    Melee +1 BerserkerMiC p29 Elfbane Returning Spell Storing (Inflict Serious Wound) Spear +31/+26/+21(+2 against elf) (2d6+31+1d8 (+2d6 against elf) /*3) If strength devotion plus Slam +24 (3d6+30)
    Melee +1 Anarchic Unholy /+1 Orc Double Axe +31/+26/+21 (2d6+31 (+2d6 against Lawful or Good target, +4d6 against Lawful Good target) /*3) If strength devotion plus Slam +24 (3d6+30)
    Melee Touch +30 (Varies)
    Ranged +1 BerserkerMiC p29 Elfbane Returning Spell Storing (Inflict Serious Wound) Spear +18(+2 against elf) (2d6+30+1d8 (+2d6 against elf) /*3)
    Grp +33
    Extraordinary Ability: Rage (0/day, 11 rounds)
    Abilities Str 38, Con 26
    Skills Climb +11, Concentration +31 (impossible while raging), Jump +5, Swim +8

    Medium size:

    CE Medium Male Outsider (Chaotic, Evil, Orc)
    Init +2
    AC 25, touch 15, flat-footed 23 (+2 dex, +9 armor, +1 natural, +3 deflection)
    hp 184 hp (21 HD)
    Fort +21, Ref +12
    Melee +1 BerserkerMiC p29 Elfbane Returning Spell Storing (Inflict Serious Wound) Spear +24/+19/+14(+2 against elf) (2d6+19 (+2d6 against elf) /*3) If strength devotion plus Slam +17 (3d6+18)
    Melee +1 Anarchic Unholy /+1 Orc Double Axe +24/+19/+14 (2d6+19 (+2d6 against Lawful or Good target, +4d6 against Lawful Good target) /*3) If strength devotion plus Slam +17 (3d6+18)
    Melee Touch +22 (Varies)
    Ranged +1 BerserkerMiC p29 Elfbane Returning Spell Storing (Inflict Serious Wound) Spear +20(+2 against elf) (2d6+16 (+2d6 against elf) /*3)
    Space 5 ft Reach 5 ft
    Grp +21
    Extraordinary Ability: Rage (1/day, 7 rounds)
    Abilities Str 22, Dex 14, Con 18
    Skills Balance -1, Climb +3, Concentration +27, Escape Artist -1, Hide -1, Jump -3, Move Silently -1, Sleight of Hand -1, Tumble -1, Swim +0

    Small size:

    CE Small Male Outsider (Chaotic, Evil, Orc)
    Init +3
    AC 27, touch 17, flat-footed 24 (+1 size, +3 dex, +9 armor, +1 natural, +3 deflection)
    hp 163 hp (21 HD)
    Fort +20, Ref +11
    Melee +1 BerserkerMiC p29 Elfbane Returning Spell Storing (Inflict Serious Wound) Spear +23/+18/+13(+2 against elf) (2d6+16 (+2d6 against elf) /*3) If strength devotion plus Slam +16 (3d6+15)
    Melee +1 Anarchic Unholy /+1 Orc Double Axe +23/+18/+13 (2d6+16 (+2d6 against Lawful or Good target, +4d6 against Lawful Good target) /*3) If strength devotion plus Slam +16 (3d6+15)
    Melee Touch +22 (Varies)
    Ranged +1 BerserkerMiC p29 Elfbane Returning Spell Storing (Inflict Serious Wound) Spear +21(+2 against elf) (2d6+13 (+2d6 against elf) /*3)
    Space 5 ft Reach 5 ft
    Grp +15
    Extraordinary Ability: Rage (1/day, 6 rounds)
    Abilities Str 18, Dex 16, Con 16
    Skills Balance +0, Climb +1, Concentration +26, Escape Artist +0, Hide +0, Jump -5, Move Silently +0, Sleight of Hand +0, Tumble +0, Swim -2

    Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

    Rebuke Undead (Su): An evil cleric rebukes or commands undead.
    A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

    Cleric Domain: One-eyed as chosen War as is Cleric domain, he give up access to the strength domain to gain the Strength DevotionCC p62 feat

    Spontaneous Casting: The cleric can "lose" any prepared spell that is not a domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "inflict" in its name).

    Command the Horde (Ex): See the Eyes of Gruumsh ability

    Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -4 penalty to Armor Class. The increase in Constitution increases the barbarianís hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the characterís (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, canít charge or run) for the duration of the current encounter.
    A barbarian can fly into a rage only once per encounter.

    Swing Blindly (Ex): See the Eyes of Gruumsh ability

    Ritual scarring (Ex): See the Eyes of Gruumsh ability

    Deity Domain: One-eyed gain acces to the Chaos, DominationCD p86, Evil and Strength domain.

    Divine Rapture (Su): See above for detail, 3/day for 10 rounds gain a +1 bonus to caster level, spell deal divine damage, not need for divine focus, benefit of True seeing, Immunity to mind affecting effect. Attack only Good or Lawful creature, help only Ce, CN or NE creature.

    Divine Gift: See above for detail.

    Divine Support (Ex): See above for detail.

    Divine Avatar (Ex, Sp and Su): See above for detail, One-eyed as chosen Avatar Size as his supernatural ability. For combat he generally become Large and this is taken into account in the statistic block above.

    Irresistible Domain (Ex): See below



    Your dedication to your god is finally rewarded. Your link to your deity is now so strong that using the power grant to you has become second nature for you. By cultivating this connection even further you can become one with your deity and forever live as one of his facet.

    Requirements: Must worship a deity and be of the same alignment as that deity, Knowledge (religion) 23 ranks, Ability to cast 4th level divine spell, Access to at least two domains

    21st|Irresistible Domain
    24th|Divine Fortitude
    27th|Instinctive Domain
    30th|Full Manifestation[/table]

    Irresistible Domain (Ex): At 21st level, you gain several benefit when casting domain spell, first they automatically ignore any form of spell resistance, they cannot be countered, they function normally even in an anti-magic field or wild magic area. Finally for the purpose of dispelling by creature beside yourself or your deity your domain spells benefit from a +10 bonus to their caster level.

    Divine Fortitude (Ex): At 24th level, your link with your divine patron is so strong that you begin to exhibit some divine trait. You now receives maximum hit points for each hit die, you gain a +13 natural armor bonus (this stack with any other natural armor bonus you may possess), you are immune to polymorphing, petrification and any other attack that alter your form (you may still use shape-changing power on yourself), you are immune to energy drain, ability drain, or ability damage, you are immune to mind-affecting effect and you gain resistance to fire 5.

    Instinctive Domain (Ex): At 27th level, you gain the ability to cast domain spell as a swift action instead of their normal casting time. If you wish you can still cast them with the original casting time.

    Full Manifestation (Ex): At 30th level, you have become one with your deity. You gain a pseudo divine rank of 1, this work nearly exactly like a normal divine rank, all the benefit are detailed below. The only real difference with another deity is that you cannot have any worshiper, you are considered to be a part of your deity.

    Pseudo Divine Rank 1

    • Type: Upon gaining the Full manifestation ability you can chose to become an Outsider with all the change that this would imply. If you do so you also gain the alignment subtype corresponding to your alignment.
    • Speed: You can move much more quickly than a mortal. Your base land speed depends on your form (biped or quadruped) and your size, as shown on the following table. If you base land speed from before gaining your pseudo divine rank is better than the one on the table you can use this one instead. If your form or size change you use the corresponding speed accordingly unless the effect that change your form or size say otherwise.
      Fine| 20ft | 60ft
      Diminutive| 30ft | 70ft
      Tiny| 40ft | 80ft
      Small| 50ft | 90ft
      Medium| 60ft | 100ft
      Large| 80ft | 120ft
      Huge| 100ft | 140ft
      Gargantuan| 120ft | 160ft
      Colossal| 140ft | 180ft
      1: Or any form with two or fewer legs. 2: Or any form with three or more legs.
      Note: Use the Biped column for burrow and swim speeds regardless of form. Use half the value in the Biped column for climb speeds. Use twice the value in the Quadruped column for fly speeds if you are capable of flying.
    • Armor Class: A field of divine energy encompasses you, granting you a +1 divine bonus to Armor Class. This bonus stacks with all other Armor Class bonuses and is effective against touch attacks and incorporeal touch attacks. Your natural armor bonus, from Divine Fortitude, increase by 1, to a total of 14. You also have a deflection bonus to your AC equal to your Charisma bonus (if any).
    • Attack Roll: You gain a +1 divine bonus on all attack roll. You do not automatically fail on a natural attack roll of 1.
    • Bypassing Damage Reduction: If you are an outsiders with alignment subtypes, your natural attacks, as well as any weapons you wield, are considered aligned the same as you for the purposes of bypassing damage reduction
    • Saving Throws: You gain a +1 divine bonus on all attack roll. You do not automatically fail on a natural saving throw roll of 1.
    • Checks: You gain a +1 divine bonus on all skill checks, ability checks, caster level checks, and turning checks.
    • Synergy Bonuses: For every 20 extra ranks you have in a skill, your synergy bonus from the skill (if any) increases by +2.
    • Energy Immunities: You are immune to electricity, cold, and acid, to to disease and poison, stunning, sleep, paralysis, and death effects, and disintegration.
    • Damage Reduction: You gain Damage reduction 15/epic.
    • Spell Resistance: You gain spell resistance 33.
    • Salient Divine Abilities: You do not gain any Salient divine abilities.
    • Immortality: You are naturally immortal and cannot die from natural causes. You do not age, and you do not need to eat, sleep, or breathe. The only way for you to die is through special circumstances, usually by being slain in magical or physical combat.
    • Senses: You have incredibly sensitive perception. Your senses (including darkvision and low-light vision, if you have them) extend out to a radius of one mile. Perception is limited to the senses you possesses. You cannot see through solid objects without using your remote sensing ability or some sort of x-ray vision power.
    • Lesser Remote Sensing: As a standard action, you can perceive everything within a radius of one mile per rank around any of your deity holy sites, or other objects or locales sacred to the deity. This supernatural effect can also be centered on any place where someone speaks your name or title for up to 1 hour after the name is spoken, and at any location when an event related to the deityís portfolio occurs. The remote sensing power can cross planes and penetrate any barrier except a divine shield or an area otherwise blocked by a deity. Remote sensing is not fooled by misdirection or nondetection or similar spells, and it does not create a magical sensor that other creatures can detect. You can extend your senses to two locations at once and still sense whatís going on nearby.
      Once you chooses a remote location to sense, you automatically receives sensory information from that location until you chooses a new location to sense, or until it canít sense the location.
    • Divine Aura: Your presence can deeply affect mortals. All divine aura effects are mind-affecting, extraordinary abilities. Mortals can resist the auraís effects with successful Will saves; the DC is 11 + your Charisma modifier. Deities are immune to your divine aura. Any being who makes a successful saving throw against your aura power becomes immune to your aura power for one day. Divine aura is an emanation that extends around you in a radius of 10 feet. You can choose to dismiss or reapply your aura as a free action.
      You can make worshipers of the same deity as you, beings of your alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day or until you dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the auraís radius. You can choose from the following effects each round as a free action.
      Affected beings just stare at you in fascination. They can defend themselves normally but can take no actions.
      Affected beings become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from you makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
      Your allies receive a +4 morale bonus on attack rolls, saves, and checks, while your foes receive a -4 morale penalty on attack rolls, saves, and checks.
    • Communication: You can understand, speak, and read any language, including nonverbal languages. You can speak directly to any beings within one mile of you.
    • Lesser Remote Communication: As a standard action, you can send a communication to a remote location. You can speak to any of your deity worshipers, and to anyone within one mile away from a site dedicated to your deity, or within one mile away from a statue or other likeness of your deity. The creature being contacted can receive a telepathic message that only it can hear. Alternatively, your voice can seem to issue from the air, the ground, or from some object of your choosing (but not an object or locale dedicated to another deity). In the latter case, anyone within earshot of the sound can hear it. You can send a manifestation or omen instead of a spoken or telepathic message. The exact nature of this communication varies, but itís usually some visible phenomenon. Your communication power can cross planes and penetrate any barrier. Once communication is initiated, you can continue communicating as a free action until you decides to end the communication. You can carry up to two remote communications at one time.

    Final Destiny: Divine Manifestation
    You are now a part of your deity, nearly indistinguable from it, but not simply another avatar or proxie an extension of your deity will and power. You will always remain a part of the cosmos, able to influences the lives of thousand of creature. You will forever further the goal, noble or cruel, of deity and forever lives by itís side.
    Last edited by zagan; 2011-05-19 at 05:31 AM.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.