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    Troll in the Playground
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    Jan 2007

    Default [3.5 Epic Unique Demon] Ligier, the Green Sun

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    Fluff I've already written about Ligier and Malfeas may be found in the Malfeasant Heart discipline, as well as under the entry for Sondok, She Who Stands in Doorways.



    Ligier, the Green Sun
    Fetich Soul of Malfeas, Demon of the Third Malfean Circle

    Malfeas is the 627th layer of the Infinite Abyss. It is a vast metropolis, stretching onward seemingly without end, its every building and street the flesh of a single titanic demon - its kin referred to as "Baernoloth" by the Gods old enough to remember them.

    Much can be said of the time of glories past. The war fought between the Baernoloths and the incomprehensible beasts of the Far Realm, the infinite and intangible Empyreal Chaos leading his people to safety and prosperity, where they forged their own world-bodies in the inchoate chaos. And, then, their war with the Gods of Law, which ended in their defeat, mutilation, and repurposing as the building blocks of the Great Wheel. Vast libraries could be devoted to such topics, but here we will only speak briefly of what became of the Empyreal Chaos - now Malfeas - and of his heart.

    Hundreds of miles above the brazen towers of the Demon City shines the emerald hellstar, Ligier. He is the literal, metaphorical, and spiritual heart of Malfeas, his silent fury beating against the endless brass features of the plane as burning green radiation, mirroring the rage that smolders within the corpse-body of his progenitor.

    From his position on high, he is ever-watchful for the intrusion of divinity on his realm. Such is his wrath that not even the Gods of the Abyss dare enter Malfeas. He is ever-creating, using the molten nimbus of his body as a forge to create countless wonders for the populace of the Demon City, most of which are demons of the First Malfean Circle, descended from him one way or another. And he is ever-shamed, secluding himself, standing for all to see, but speaking to few outside a close circle of confidants.

    Those that do manage to garner his attentions, without being subject to his righteous anger, will inevitably find the Green Sun to be a generous and kind creature - though fully without empathy or humility. He is condescending without relent, talking down to Demon Princes and Archangels alike, to say nothing of passing adventurers, and has extreme difficulty understanding that the suffering or happiness of others matters when it does not directly relate to him. At the same time, he takes great joy in conversing with passionate and ambitious people, thinking nothing of offering them advice or more tangible resources if they flatter, amuse, and excite him. A single worthwhile conversation may indeed be equivalent to the secrets of an ancient spell, a martial arts technique of surpassing excellence, or the coin to purchase a kingdom.

    While it is impossible for Ligier to leave the 627th layer of the Abyss, he does occasionally project an Aspect outside of his bonds, and interact with worlds beyond. In Arborea, he may occasionally be found dining with fey petitioners, and romancing Eladrin nobility. In Sigil, he can be found carousing in taverns and being murdered by the Lady of Pain (on account of past attempts at romancing). In Hell, he challenges the greatest of devil champions to single combat, and humiliates them to the best of his ability, spitting curses at their kind, and whispering to Asmodeus that, one day, he will bring the light of the Green Sun to Nessus, and the old man will suffer unlike any torment he has ever inflicted. No response has ever been given.

    The Aspect of Ligier
    Size/Type: Medium Outsider (Extraplanar, Chaotic, Evil)
    Hit Dice: 26d8+260 (377 hp)
    Initiative: +16
    Speed: 50ft, fly 200ft (perfect)
    Armor Class: 40, touch 40, flat-footed 24 (+16 dex, +14 Profane)
    Base Attack/Grapple: +26/+37
    Attack: Unarmed Strike +37 (1d3+11 +2d6 fire) [20/x2]
    Full Attack: Unarmed Strike +37/+32/+27/+22, +35/+35/+35/+30/+30/+30/+25/+25/+25
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Master of the Emerald Lotus, Primordial Savant, Viridian Sunfire Primacy
    Special Qualities: Immunity to electricity, fire, cold, poison, and disease, Acid Resistance 10, Telepathy to 1 mile, Fast Healing 30, DR 10/Good and Epic, Spell Resistance 32, Grace of the Green Sun, Forge-Hand of the Green Sun, Magnificent Sword-Imperator Style
    Saves: Fort +39, Ref +45, Will +43
    Abilities: Str 33, Dex 42, Con 31, Int 38, Wis 38, Cha 39
    Skills: Appraise +43, Balance +45, Concentration +39, Diplomacy +43, Intimidate +43, Jump +48, Knowledge (Arcana, Architecture and Engineering, History, Local, Religion, The Planes) +43, Listen +43, Martial Lore +43, Perform (Dance, Weapon Drill) +43, Search +43, Sense Motive +43, Spellcraft +43, Spot +43, Tumble +45, Use Magic Device +43
    Feats: Power Attack, Combat Reflexes, Improved Unarmed Strike, Deflect Arrows, Multiweapon Fighting, Improved Multiweapon Fighting, Greater Multiweapon Fighting
    Epic Feats: Infinite Deflection, Exceptional Deflection
    Challenge Rating: 22
    Alignment: Chaotic Evil

    Grace of the Green Sun (Ex): The Aspect of Ligier adds his Charisma modifier as a Profane bonus to all saving throws and his armor class. This bonus is negated for 24 hours after any instance in which he willingly acknowledges that any being is greater than himself.

    Master of the Emerald Lotus: The Aspect of Ligier is a highly accomplished martial artist, peer to few, and surpassed by only a handful in the Infinite Abyss (his true self numbering one of them). He has an Initiator Level of 26, and his Maneuvers/Stances Known encompass all maneuvers within the Diamond Mind, Iron Heart, Setting Sun, Stone Dragon, Tiger Claw, Army of One, and Malfeasant Heart disciplines, as well as a smattering of the first and second level maneuvers of many others. He is considered to have every Maneuver he knows Readied and Unexpended at all times. However, after he has activated a total of six maneuvers, he cannot activate any more until he has spent a Standard Action contemplating his own majesty, which recharges him back to his normal count of six. Ever the gracious host, he often spends these momentary breaks to critique his opponent and offer tips on their form.

    Primordial Savant: The Green Sun is a mage capable of contending with epic spellcasters and ancient demon princes. His Aspect cannot contain quite as much power, but it has at least a passing grasp of such things. He possesses the spells per day of a 15th level Wizard, specialized in Evocation, with the Illusion and Necromancy schools banned. Rather than keeping a spellbook, the Aspect of Ligier channels knowledge of the spells he requires directly from his true self, and so has access to nearly every Evocation spell ever created, and a massive selection from his other non-banned schools.

    Forge-Hand of the Green Sun (Ex): The hands of the Aspect of Ligier are potent tools of artifice. They automatically overcome Damage Reduction and Hardness as if they were Magic and Adamantine and, if he chooses, they may heat to the point of dealing 2d6 fire damage to anything that touches them (this is additional bonus damage on his unarmed strikes). The Aspect needs no tools to make Craft checks, and his hands always count as Masterwork Tools for those purposes, adding a +2 circumstance bonus to the roll.

    As for actual crafting prowess, the Aspect of Ligier is always considered to have 29 ranks in all Craft skills, and benefits from a +30 competence bonus (for a total bonus of +74 on his Craft checks). He may Craft magic items using the appropriate Craft skill, rather than through spells and magic item creation feats, although the gold and XP costs remain the same. He may set the DC for any such endeavour (keeping in mind that lower DC = less progress), and each Craft check represents one day of work, rather than one week. If the magic item to be created requires a spell that he cannot cast, he must instead find some thematically appropriate exotic component to craft into the item. A Hat of Disguise, for instance, requires the spell "Disguise Self", which he cannot cast on account of it being from one of his banned schools. So, he might require the skin of a Doppleganger, the tongue of an accomplished actor, or a mote from the Plane of Dreams as a component to create one.

    Viridian Sunfire Primacy (Ex): Whenever the Aspect of Ligier deals energy damage as a result of his actions, regardless of the source (the fire damage dealt by a +1 Flaming Longsword he wields, and the cold damage dealt by an Ice Storm spell he has cast are equally valid), he may choose to distort their thematics towards that of the Green Sun. In this case, the energy becomes the nuclear sunfire which birthed Ligier in the cosmic ever-time before the creation of the multiverse. This energy is a kind of fire, exploiting any weaknesses to fire the target has, setting flammable materials ablaze and so on. However, its nature is baleful to all things, and unnatural to this corrupt world, preventing it from being defended against with Fire Resistance or Immunity. Furthermore, at the end of the Aspect's turn, all creatures that have taken damage from this energy must make a DC 37 Fortitude save or contract a disease known as "Final Viridescence". This cancerous affliction liquifies organs and sprouts weeping tumors across the victim's body, with a damage of "1d4 Constitution damage", and an incubation period of "1 round". Racial disease immunities and those granted by divine spells or the spell-like abilities of Outsiders do nothing to prevent the contraction of Final Viridescence, and it cannot be cured by magical means; one must fight this disease off by raw strength alone. Divine Intervention is especially unhelpful, as a victim's ravaged flesh spitefully rakes them with additional agony in the presence of a god. The beneficent touch of a Greater Deity of Healing inflicts an additional 1d4 Constitution damage on the spot, as the victim spasms liquid innards from every orifice as a result of sheer soul-brutalizing pain.

    Magnificent Sword-Imperator Style (Ex): Against lesser foes, or during non-serious fights, Ligier chooses to humor his opponents by fighting bare-handed (and often dealing non-lethal damage, at that). The true power of the Aspect of Ligier is not shown until he chooses to wield a sword. This is a sign of true respect, or true hatred; something the Aspect only displays when all pretenses are discarded. This unique styles requires four hands, and a sword wielded in two of them. As the Aspect fights, he constantly shifts which hands hold the sword, utilizing wide sweeping motions that are beautiful and heartbreaking to behold. Utilizing this style confers a number of benefits.

    -When the Aspect makes a full attack, he makes his four normal attacks, but also makes three more "off-hand" attacks, as if he were wielding a second, identical sword in his other set of hands.

    -Every attack the Aspect makes is applied to three contiguous spaces adjacent to him, striking up to one target in each space, rather than simply targeting a single creature.

    -The Aspect loses the move action they typically have in a round, instead gaining an additional standard action. He must still use both standard actions to perform a full-attack.

    -As a swift action, the Aspect may activate a Standard Action Strike Maneuver of 5th level or lower that uses a melee attack as part of its activation. This activation has no immediate effect. However, every attack the Aspect of Ligier makes until the end of his turn is considered an activation of that maneuver.

    -As part of a full-attack action, the Aspect of Ligier may move between each of his attacks. He may not move more than 20ft between each single attack, and may not move a total of feet greater than his movement speed.

    Ligier, the Green Sun
    Size/Type: Large Outsider (Extraplanar, Chaotic, Evil)
    Hit Dice: 40d8+600 (780 hp)
    Initiative: +25
    Speed: 50ft, 99000ft fly (perfect)
    Armor Class: 54, touch 44, flat-footed 37 (-1 size, +17 dex, +18 profane, +10 natural)
    Base Attack/Grapple: +40/+62
    Attack: Unarmed Strike +58 (1d4+18 +2d6 fire) [20/x2]
    Full Attack: Unarmed Strike +58/+53/+48/+43, +56/+56/+56/+51/+51/+51/+46/+46/+46
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Grandmaster of the Emerald Lotus, Primordial Archmage, Deicidal Supernova Mien, Viridian Sunfire Primacy
    Special Qualities: Immunity to electricity, fire, cold, acid, poison, disease, stunning, paralysis, mind-affecting effects, Telepathy (infinite distance within the same plane), Fast Healing 40, DR 25/Good and Epic, Spell Resistance 46, Grace of the Green Sun, The Shackled Sun, Forge-Hand of the Green Sun, The Sword of the Yozi, Second Circle Pantheon Unfurling, Immortality
    Saves: Fort +55, Ref +57, Will +56
    Abilities: Str 46, Dex 45, Con 41, Int 42, Wis 42, Cha 47
    Skills: Appraise, Balance, Concentration, Diplomacy, Intimidate, Jump, Knowledge (Arcana, Architecture and Engineering, Dungeoneering, History, Local, Nature, Religion, The Planes), Listen, Martial Lore, Perform (Dance, Weapon Drill), Search, Sense Motive, Spellcraft, Spot, Tumble, Use Magic Device
    Feats: Power Attack, Combat Reflexes, Improved Unarmed Strike, Deflect Arrows, Multiweapon Fighting, Improved Multiweapon Fighting, Greater Multiweapon Fighting, Improved Initiative
    Epic Feats: Infinite Deflection, Exceptional Deflection, Superior Initiative, Epic Spellcasting, Sun Heart Furnace Soul (see below), Hellstar Ignition (see below)
    Challenge Rating: 34
    Alignment: Chaotic Evil

    Grace of the Green Sun (Ex): Ligier adds his Charisma modifier as a Profane bonus to all saving throws and his armor class. This bonus is negated for 24 hours after any instance in which he willingly acknowledges that any being is greater than himself.

    The Shackled Sun (Ex): The Green Sun is bound to remain in Malfeas by the collective might of the Gods of Law, spun into a spiritual prison more impenetrable than any mere physical barrier. As such, only epic magics capable of defying power of this magnitude may cause Ligier to leave the 627th layer of the Abyss (although, some theorize that a non-epic ritual involving the sacrifice of one of the copies of the Pact Primeval could suffice). All else fails automatically. If an effect would attempt to summon Ligier, he may ignore it as a triviality, allowing his prison to deflect such petty things away from his glory. Alternatively, he may send his Aspect in his stead, which is capable of slipping the chains of the traitor-gods for a time.

    Grandmaster of the Emerald Lotus: Ligier is one of the most accomplished martial artists in the multiverse, a potentially deadly sparring partner to the Demon Lord, Graz'zt; a grotesque rival to the Celestial Paragon, Pistis Sophia. In addition to the all-encompassing mastery of seven "normal" styles, he has also created and mastered the principles behind one Epic Discipline, and mastered a second through interaction with another denizen of the Abyss. The first, Heaven-Abasing Demon Sun, is a style to make the very Archons themselves kneel in horror and obeisance, even as their flesh peels away and their bones crack and melt at the awful radiance of the martial artist. Its Initiation Feat is "Sun Heart Furnace Soul". The second, Emerald Devil-Princess Ballet is a style to inspire others through strength and beauty. The meek but loyal are uplifted, and the strong but traitorous can do nothing but weep and claw at their own eyes in dreadful comprehension of what wonders they had foolishly stood against. Its Initiation Feat is "Hellstar Ignition".

    As far as the more mundane styles go, Ligier has an initiator level of 40, and his Maneuvers/Stances Known encompass all maneuvers within the Diamond Mind, Iron Heart, Setting Sun, Stone Dragon, Tiger Claw, Army of One, and Malfeasant Heart disciplines, as well as a smattering of the first and second level maneuvers of many others. He is considered to have every Maneuver he knows Readied and Unexpended at all times. However, after he has activated a total of thirteen maneuvers, he cannot activate any more until he has spent a Standard Action contemplating his own majesty, which recharges him back to his normal count of thirteen.

    Primordial Archmage: The Green Sun possesses the spells per day of a 25th level Wizard, although his caster level for such spells is 40. He is specialized in Evocation, with the Illusion and Necromancy schools banned. Rather keeping a spellbook, Ligier reads the sorcerous underpinning of the cosmos created from the mutilated remains of his progenitor and that being's kin. It is a complex array, and his understanding of it is not perfect, and so his spell selection is not all-encompassing. However, he has access to nearly every Evocation spell ever created, and a massive selection from his other non-banned schools. His repertoire of Epic Spells is not as extensive as Demogorgon's, or Zarakiel's, but it includes a few gems considered powerful even to them, such as Adamant Countermagic, Essence Inversion, Soul-Twisting Defilement Radiance, and All-Commanding Oversoul Reckoning. And of course, an Evocation of such immense and indiscriminate destruction that the only thing which stays the hand of Demon Princes from unleashing wave after wave of abyssal legions in an attempt to claim knowledge of its use, is the fear that it will be cast against them. Known simply as "Total Annihilation".

    Forge-Hand of the Green Sun (Ex): The hands of Ligier are potent tools of artifice. They automatically overcome Damage Reduction and Hardness as if they were Magic and Adamantine and, if he chooses, they may heat to the point of dealing 2d6 fire damage to anything that touches them (this is additional bonus damage on his unarmed strikes). The Aspect needs no tools to make Craft checks, and his hands always count as Masterwork Tools for those purposes, adding a +2 circumstance bonus to the roll.

    As for actual crafting prowess, the Aspect of Ligier is always considered to have 43 ranks in all Craft skills, and benefits from a +60 competence bonus (for a total bonus of +121 on his Craft checks). He may Craft magic items using the appropriate Craft skill, rather than through spells and magic item creation feats, although the gold and XP costs remain the same. He may set the DC for any such endeavour (keeping in mind that lower DC = less progress), and each Craft check represents one day of work, rather than one week. If the magic item to be created requires a spell that he cannot cast, he must instead find some thematically appropriate exotic component to craft into the item. A Hat of Disguise, for instance, requires the spell "Disguise Self", which he cannot cast on account of it being from one of his banned schools. So, he might require the skin of a Doppleganger, the tongue of an accomplished actor, or a mote from the Plane of Dreams as a component to create one.

    Deicidal Supernova Mien (Ex): Ligier is a sun. He casts bright noon-day light out to every corner of the plane in which he currently resides. This light casts no shadows and passes through all objects, illuminating all things (which automatically dispels all [Darkness] effects of 8th level or lower). The intensity of this light has various deleterious effects depending on how close one is to the Green Sun. Farther than a hundred miles away, one merely has to contend with 1 fire damage per round. Within a hundred miles, this damage increases to 2d6. Within 10 miles, the damage becomes 5d6, and one must succeed on a DC 48 Fortitude save every round or be permanently Blinded. Note that, since Ligier's light passes through all things, closing one's eyes, or interposing some object in front of one's face does nothing to prevent blindness. Within 1 mile, the damage increases to 10d6. Finally, within 100 feet of the Green Sun, creatures take 20d6, and must make a Fortitude save every round, or else be Dazed for 1 round, and permanently Blinded.

    Wonders Laid Bare (Ex): The Green Sun sees beyond mere flesh. He is always considered to have the effects of a "Detect Magic" spell active. Any magic item he lays eyes upon with a caster level of 40 or less, he immediately comprehends all properties of. When he sees a creature perform a certain kind of action, he may force an opposed Charisma check as a free action (even outside his turn) to discern information about them. When a creature casts a spell, he may discern all spells they have prepared (if a prepared caster) or all spells they know (if a spontaneous caster) of the cast spell's level and lower. When a creature initiates a maneuver, he may discern all maneuvers they have readied and their current stance. When a creature uses a spell-like ability, he may discern all of their spell-like abilities. When a creature activates a soulmeld, he may discern all soulmelds they have currently shaped and their current distribution of Essentia. When a creature manifests a psionic power, he may discern all psionics powers they know of the manifested power's level and lower, and their current power point reserve.

    Viridian Sunfire Primacy (Ex): Whenever the Green Sun deals energy damage as a result of his actions, regardless of the source (the cold damage dealt by an Ice Storm spell he casts, the fire damage dealt by his Deicidal Supernova Mien ability, or the electricity damage from a +1 Shocking Greatsword he wields are all valid), he may choose to distort their thematics towards that of the Green Sun. In this case, the energy becomes the nuclear sunfire which birthed Ligier in the cosmic ever-time before the creation of the multiverse. This energy is a kind of fire, exploiting any weaknesses to fire the target has, setting flammable materials ablaze and so on. However, its nature is baleful to all things, and unnatural to this corrupt world, preventing it from being defended against with Fire Resistance or Immunity. Furthermore, at the end of the Aspect's turn, all creatures that have taken damage from this energy must make a DC 48 Fortitude save or contract a disease known as "Final Viridescence". This cancerous affliction liquifies organs and sprouts weeping tumors across the victim's body, with a damage of "1d4 Constitution damage", and an incubation period of "1 round". Racial disease immunities and those granted by divine spells or the spell-like abilities of Outsiders do nothing to prevent the contraction of Final Viridescence, and it cannot be cured by magical means; one must fight this disease off by raw strength alone. Divine Intervention is especially unhelpful, as a victim's ravaged flesh spitefully rakes them with additional agony in the presence of a god. The beneficent touch of a Greater Deity of Healing inflicts an additional 1d4 Constitution damage on the spot, as the victim spasms liquid innards from every orifice as a result of sheer soul-brutalizing pain.

    The Sword of the Yozi: The greatest work of artifice ever forged in the solar workshop of the Green Sun is the artifact, "The Sword of the Yozi". A large-sized Greatsword of incomparable craftsmanship, it is Ligier's personal armament, and its presence signifies his utter devotion to the coming battle. Truly, even the crucible of finding one's way to the 627th layer of the Abyss, surviving its hazardous landscape and denizens, and then flying through the soul-searing heat of the sun to stand before the demon himself is not enough to earn a glimpse of the ultimate blade. Sure, he will clap, he will congratulate you for the might required to stand in his mere presence. He might even unleash a few playful sparring spells and maneuvers, using his bare hands to humor the would-be heroes who face him. But the sword? It is special. Only the greatest hatred or greatest respect will draw it from its cosmic sheathe.

    However, should this rare event transpire, The Sword of the Yozi is a +10 Greatsword, which acts as a Dread Weapon against all Outsiders. It cannot be sundered or disarmed, and it may be summoned or dismissed by Ligier as a free action. Upon any death less than a True Death (see Immortality), the Sword disappears along with the Green Sun. In true death, the sword remains, and only afterward may it be sundered. Furthermore, once per round, as a free action that can be taken outside of the wielder's turn, the Sword may parry any incoming effect that includes the wielder as a target that its wielder is aware of. Plain attacks, area-effect spells, status conditions, the effects of continuous auras – anything can be parried (in the case of a continuous effect, it reasserts itself one round later), negating it entirely, even for other targets that would be caught in its effects.

    Furthermore, Ligier may apply his own unique fighting style while wielding a sword in two of his hands, with the others empty, applying the following modifications.

    -When he makes a full attack, he makes his four normal attacks, but also makes three more "off-hand" attacks, as if he were wielding a second, identical sword in his other set of hands.

    -Every attack Ligier makes is applied to five contiguous squares within his reach, striking all targets in those squares, rather than simply targeting a single creature.

    -Ligier loses the move action he typically has in a round, instead gaining an additional standard action. He must still use both standard actions to perform a full-attack.

    -As a swift action, the Green Sun may activate a Standard Action Strike Maneuver of 9th level or lower that uses a melee attack as part of its activation. This activation has no immediate effect. However, every attack he makes until the end of his next turn is considered an activation of that maneuver.

    -As part of a full-attack action, Ligier may move between each of his attacks. He may not move more than 10,000 feet between each single attack.

    Second Circle Pantheon Unfurling: The Green Sun is so metaphysically complex that the entirety of his spirituality is impossible to contain within a single soul. And so, he has produced seven additional sub-souls of the Second Circle, which represent aspects of himself. Destroying them is liable to arouse his ire, and will have progressively more severe effects on his mental stability the more are eradicated. Recreating them takes a significant period of time, and requires a troubling amount of time and resources. Sondok, She Who Stands In Doorways is an example of one of his sub-souls.

    Immortality: The Green Sun cannot be truly killed. Upon "death", the skies of Malfeas grow dark and cold, but upon the fifth dawn afterward, the Sun reignites, appearing with full hit points and without detriment that it might have suffered in its previous life. Only effects that kill things that cannot be killed – typically specialized abilities equivalent to 9th level spells or maneuvers, may truly end him. In this case, the entire 627th layer shudders, and begins to rapidly implode in on itself. As it does so, the entire planar substrata of the Abyss is wracked with tremors, and magically sensitive creatures all over the multiverse sense something far off and terrible. Malfeas, the Demon City is no more. And, along with him, the entire hierarchy of his souls and demons. The full consequences of such an event have no basis for contemplation – but make no mistake. Something new will arise in the chasm left in this world. It will be powerful, but whether it is beautiful or wretched – benevolent or malevolent – is up to factors beyond anyone's control.



    "Hate. Let me tell you how much I've come to hate you since I began to live. There are 387.44 billion billion miles of verdigrised brass in continent-sized layers that fill my body. If the word 'hate' was engraved on each nanoangstrom of those trillions of miles it would not equal one one millionth of the hate I feel for all things at this micro-instant. For you. Hate. Hate."

    Ligier Shin Malfeas Glory Incarnated (Ex): The ultimate ability of the Green Sun is the utilization of the Sword of the Yozi. But he has a greater power still – the power of his sire, the Demon City, the Demon Emperor, The Demon Tyrant – Malfeas. To use this power does not simply require the ire of the Green Sun to be cast upon you. It requires turning the eye of a cosmic plane-sized creature birthed in the infinite time before infinite time, who was a universe to himself, standing against the full onslaught of the Far Realm, who fought and killed gods by the dozens and hundreds, to rest upon you. It is then that Malfeas may focus himself through his own Fetich Soul, and incarnate a portion of the glory he once held into this time and space. In all likeliness, only the threat of true death upon Ligier, or the invasion of multiple Gods would draw this kind of attention.

    In doing so, Ligier gains the following abilities, but loses access to the Sword of the Yozi and the fighting style bonuses that go along with it. Note that his normal Challenge Rating does not incorporate the possibility of being possessed by his patron.

    I Am Become Malfeas (Ex): Ligier's size changes to far exceed the "Colossal" category. He becomes roughly 15 miles in height, occupying a "space" in combat about 8 miles in diameter. His melee reach is 15 miles, and each melee attack he makes with an unarmed attack or sufficiently sized weapon strikes an area one mile in diameter. Such wide-spread destruction negates all size-penalties to attack, although his armor class is crippled by size penalties to the point of any attack made by a creature outside of his titanic size category automatically hitting. Attacks not made on a mile-wide scale are incapable of dealing damage to him, unless one finds themselves capable of striking his face, in which case one needs only contend with his damage reduction.

    Brazen Dreadnought Defense (Ex): Malfeas senses the true nature of all effects which attempt to be imparted upon him, be they attacks, spells, or other abilities. Every effect he deems as negative does not immediately take effect on him. Rather, it is forestalled until the beginning of his next turn. At that point, he chooses one negative effect, such as one attack, one spell, or one ability, and the selected item takes effect. All others are perfectly negated.

    Crowned With Peerless Majesty (Ex): When Malfeas speaks, everyone that hears him must make a DC 53 Will Save or have their very essence rewritten such that they choose to follow his words exactly, and agree with all that he says. This is a mind-affecting effect.

    Infinite Emerald Wrath (Ex): When Malfeas deals even a single point of damage to any target, it must make a DC 53 Fortitude save or be immolated in nuclear sunfire, dying or being destroyed instantly. This DC increases to 79 against Outsiders, or objects constructed by Outsiders. On a successful save, Malfeas merely deals additional fire damage equal to half the initial damage. Against Outsiders, this is improved to be equal to the initial damage.

    Unstoppable Demon-King Resolve (Ex): Malfeas ignores all penalties to any of his statistics. If an effect would impose a saving throw on him, the failure of which would inflict instant death on him regardless of his hit point total, he merely takes 50 points of hit point damage instead. If an effect would inflict instant death on him regardless of hit points total, without a saving throw, he instead takes 75 hit points of damage. Finally, he gains 10 additional hit dice, raising his hit point total by 195, his base attack bonus by 10, each of his skill bonuses by 10, and the DCs of his standard non-Malfeas effects by 5.
    Last edited by Xefas; 2012-07-31 at 04:52 AM.

  2. - Top - End - #2
    Troll in the Playground
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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    I actually forgot to post the introductory fluff-blurb at first, when I posted the statblocks. But it's there now! And may be expanded upon later, I suppose.

    If/when I get around to creating the Heaven-Abasing Demon Sun Epic Discipline, I'll edit it into this post.
    Last edited by Xefas; 2012-07-31 at 04:39 AM.

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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    Nice I Have No Mouth ref.

    I think perhaps I should dig through Exalted some and draw pointers from your stat up here to inspire me how to stat my own epic unique fiends for my campaign setting.
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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    1. Is the Final Viridescence disease contagious? Also, as a disease it only does damage once per day (after the first one); is that what you meant to happen?
    2. As written, anyone on Malfeas takes 1 fire damage, even the locals. Is that intentional?

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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    Quote Originally Posted by Yitzi View Post
    1. Is the Final Viridescence disease contagious? Also, as a disease it only does damage once per day (after the first one); is that what you meant to happen?
    2. As written, anyone on Malfeas takes 1 fire damage, even the locals. Is that intentional?
    Diseases do their damage after each incubation period has passed. For most diseases, that means 1 day. For Final Viridiscence, that is one round.
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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    Quote Originally Posted by Morph Bark View Post
    Nice I Have No Mouth ref.

    I think perhaps I should dig through Exalted some and draw pointers from your stat up here to inspire me how to stat my own epic unique fiends for my campaign setting.
    Specifically, you'll want the books "Compass of Celestial Directions: Malfeas" and "Roll of Glorious Divinity Volume 5: Ghosts and Demons". The Core Book also has three demons in it, but that's kinda negligible.

    Quote Originally Posted by Yitzi View Post
    1. Is the Final Viridescence disease contagious?
    Nope.
    2. As written, anyone on Malfeas takes 1 fire damage, even the locals. Is that intentional?
    "Fire Resistance 10" is a racial trait of all demons, even the lowliest Dretch, so they don't have to worry about it. Unless Ligier is really angry that day, represented by him using Viridian Sunfire Primacy on his Deicidal Supernova Mien ability. In that case, everyone on the layer needs to get somewhere safe or they're going to cook.

    Most of the brass buildings of Malfeas will be capable of protecting those inside. The poorer denizens, living in shanties or just squatting in alleyways or parks, probably need to head for a sewer entrance before they fry. It's just a fact of life for Malfeas, and you'll find that the residents have adapted to it - subconsciously keeping an eye out for where they could get to cover in ~30 seconds, should their murderous sun have a bad day.

    Non-demonic visitors to Malfeas aren't particularly common. A minor magical item that grants Fire Resistance 1 isn't a huge deal for anyone who could plane-hop anyway (a lot of the Abyssal layers are even more deadly). But the threat of, one moment, seeing solar flares streak through the sky, and the next, having magical super cancer shoot through you and everyone else still outside is... discouraging. Still, if you're running from the displeasure of a deity that you've slighted, Malfeas is one of the few places you could go (the more popular choice being Sigil - but one might have enemies there as well).

    Quote Originally Posted by Draken View Post
    Diseases do their damage after each incubation period has passed. For most diseases, that means 1 day. For Final Viridiscence, that is one round.
    Are you sure? I was going by the SRD, which seems to indicate that the incubation period is only the time until it begins to damage you, and the time between saves is always one day. Is there something in the actual books that contradicts this?
    Last edited by Xefas; 2012-07-31 at 12:54 PM.

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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    Just went off to check rules compendium and I am, in fact, wrong. Diseases do their damage daily.
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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    For the I Am Become Malfeas ability, if a certain class (Ozodrin) is capable of having natural attacks of Colossal+ sizes at epic levels, about how many +s above Colossal would you say are necessary for the attack to be on a mile-wide scale? Exactly how big is space-Cthulhu from the Far Realms gonna have to be before he can wrestle the giant demon/sun/city/plane?

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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    ...Oh my god. This is... this is epic. Not that pansy-ass crap WotC printed in the ELH, THIS is TRUE epic material!

    We must have more of this! For the glory of the Green Sun!

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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    One problem I see with this. Baern are not demons, they are 'loths. What is one doing in the Abyss?
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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    Quote Originally Posted by Eldan View Post
    One problem I see with this. Baern are not demons, they are 'loths. What is one doing in the Abyss?
    From what I gather from the Malfeasant Heart fluff, Xefas has altered the fluff slightly - when the gods went after the demons by ordering Asmodeus and co. to give them hell, the Gods themselves went after the Baerns, tore them to shreds, and fashioned their corpses into building materials for parts of the Great Wheel. Malfeas/Liger just happened to be used as an Abyssal plug-hole. Honestly, makes sense that the Gods would go for the source as well as the problem itself, and explains the scarcity of the remaining Baerns.
    Last edited by TheGeckoKing; 2012-07-31 at 03:39 PM.
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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    Quote Originally Posted by Eldan View Post
    One problem I see with this. Baern are not demons, they are 'loths. What is one doing in the Abyss?
    It's not IN the Abyss, fool! It IS the Abyss!

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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    Quote Originally Posted by vasharanpaladin View Post
    It's not IN the Abyss, fool! It IS the Abyss!
    Hrm. I'd rather appreciate not being insulted.
    Furthermore, that explanation does not work. The first Chaos Wars in the Age before Ages between the Wind Dukes and the Queen of Chaos obviously involved the Abyss, and that was before the Baernoloth got involved in the large conflicts. So, he can't literally be the Abyss.

    At least not in the standard fluff. But I'd be interested in reading more about this version, alternates are always interesting.
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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    Quote Originally Posted by Eldan View Post
    Hrm. I'd rather appreciate not being insulted.
    Furthermore, that explanation does not work. The first Chaos Wars in the Age before Ages between the Wind Dukes and the Queen of Chaos obviously involved the Abyss, and that was before the Baernoloth got involved in the large conflicts. So, he can't literally be the Abyss.

    At least not in the standard fluff. But I'd be interested in reading more about this version, alternates are always interesting.
    Oh yeah, it's definitely an alteration of the original lore, and gives the Baerns a major power boost, but I actually prefer it.

    Anyway, what I want to know is why you bothered giving Liger a 99000ft fly speed instead of a teleportation effect. After all, there's not enough red paint in the world to put on Liger to make him go that fast!
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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    Probably because Teleport denial isn't all that hard in high levels.

    My problem with the fluff, now that I think I've read most of it on this and the other threads, is that it feels incomplete somehow. And that it leaves me confused, since it seems to use names from either Planescape or the Fiendish Codices (I'm not even quite sure which is the basic it's built on), but giving them entirely different roles without explanation.

    Perhaps it would be helpful to make a thread just explaining your fluff ideas from the ground up, Xefas?
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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    This, is awesome. I've rarely tried building anything like this, but might give it ago, using this as a benchmark. And the name of the benchmark is; Supreme Badass.
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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    Quote Originally Posted by Xefas View Post
    "Fire Resistance 10" is a racial trait of all demons, even the lowliest Dretch, so they don't have to worry about it. Unless Ligier is really angry that day, represented by him using Viridian Sunfire Primacy on his Deicidal Supernova Mien ability. In that case, everyone on the layer needs to get somewhere safe or they're going to cook.

    Most of the brass buildings of Malfeas will be capable of protecting those inside. The poorer denizens, living in shanties or just squatting in alleyways or parks, probably need to head for a sewer entrance before they fry. It's just a fact of life for Malfeas, and you'll find that the residents have adapted to it - subconsciously keeping an eye out for where they could get to cover in ~30 seconds, should their murderous sun have a bad day.
    Wait, I thought that Deicidal Supernova Mien passes through all objects. Cover's not going to help...

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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    Quote Originally Posted by Xefas View Post


    Specifically, you'll want the books "Compass of Celestial Directions: Malfeas" and "Roll of Glorious Divinity Volume 5: Ghosts and Demons". The Core Book also has three demons in it, but that's kinda negligible.
    I'll check those out then. The Roll of Glorious Divinity Volume 5: Ghosts and Demons was actually near the top of my list of books to get for Exalted. Though I've only played short bits of Exalted twice and loving the fluff, I haven't gotten into a real game and if I did I'd probably avoid combat as much as possible.

    Also, it seems you missed linking to the original stats.
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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    Thank you guys for the kind words. I converted an irresponsible number of sleep-hours to working on this, but the fact that someone found it cool makes it worthwhile.

    For those with fluff questions/problems, this-
    Quote Originally Posted by Eldan View Post
    Perhaps it would be helpful to make a thread just explaining your fluff ideas from the ground up, Xefas?
    -yeah, I might just have to do this at some point. I swear it's all more or less consistent in my brain! I probably just don't give as complete a picture as I should.

    Quote Originally Posted by Yitzi View Post
    Wait, I thought that Deicidal Supernova Mien passes through all objects. Cover's not going to help...
    This is one of those instances. I'll go a little bit more in depth about this if I write a piece on "Malfeas in Planescape", but the gist is that those buildings in Malfeas made of his own flesh (most of them) absorb and disperse the worst of the radiation, because Malfeas' own heart cannot harm him, even if he wanted to. This just, by coincidence, allows people inside the body of Malfeas to survive. Sorry about that.

    Quote Originally Posted by General Patton View Post
    For the I Am Become Malfeas ability, if a certain class (Ozodrin) is capable of having natural attacks of Colossal+ sizes at epic levels, about how many +s above Colossal would you say are necessary for the attack to be on a mile-wide scale? Exactly how big is space-Cthulhu from the Far Realms gonna have to be before he can wrestle the giant demon/sun/city/plane?
    The way that size categories scale, I'm thinking you'd need to be about Colossal+++++++ (that's seven '+'s)? Eight or nine pluses seem like they would definitely do it. For comparison, I'm pretty sure the Ligier/Malfeas fusion ends up being about the equivalent of ten pluses.

    edit:
    Quote Originally Posted by Morph Bark View Post
    Also, it seems you missed linking to the original stats.
    I did steal some stuff from that, I fully admit (mostly the awesome names). Those of you familiar with the Exalted rules should definitely go look at that if you haven't already.

    edit 2: In case anyone didn't already know, almost everything I've homebrewed for D&D in the past year or two has been with fluff directly stolen from Exalted, and tweaked a bit to fit into the standard D&D/Planescape setting. Mechanics often follow the general gist of the Exalted mechanics, but D&D-ified. Although there have been occasional departures.

    For example, in Exalted, Ligier doesn't actually deal automatic damage to people near him on account of being a freaking sun. Possibly because Exalted mechanics don't deal with continuous costless non-action sources of damage very well, and possibly because its conception of him is a little different than mine. But I like it more this way, so there.
    Last edited by Xefas; 2012-07-31 at 10:54 PM.

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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    Unarmed attacks aren't based on BAB, they are based on the number of arms he has. It looks like he has 4 arms in his Green Sun form but it looks like he has only 2 in his Aspect form. Unarmed strikes don't have iterative attacks.

    Aspect has the following unarmed strike attack(s)
    Attack: Unarmed strike +37 melee (1d3+11 plus 2d6 fire)
    Full Attack: 2 unarmed strikes +37 melee (1d3+11 plus 2d6 fire)

    Green Sun has the following unarmed strike attack(s)
    Attack: Unarmed Strike +58 melee (1d4+18 +2d6 fire)
    Full Attack: 4 Unarmed Strikes +58 (1d4+18 +2d6 fire)


    I'm not sure how you are assessing his sword attacks.

    Also, he has multiweapon feat which is wasted if he only fights with the Sword of Yonzi

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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    Awesome version of Ligier, Xefas?

    I look forward to seeing the stats for the two Epic Disicplines.

    I' playing in a level 30 tristalt game whose two sides are primordialist and ozodrin with the Supernal Titan (I think that's the one for a new Primordial, though I may be wrong.) epic destiny so now I have a benchmark for my own fetich soul.

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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    I have one chief concern though: is this really CR 34?

    For one, a friend of mine argued that since it has initiator level and caster level 40 (without boosting it) and 40 outsider HD, it'd be at least CR 40. Now, I disagreed with him on account of Epic breaking things down and Ligier casting otherwise like a level 25 Wizard, but on the other hand the final technique of an Epic Martial Discipline costs 100,000 XP, so you cannot buy the ability until level 101, unless you can continuously spend XP on it in small chunks (because going from level 100 to level 101 requires 100,000 XP, so you wouldn't have 100,000 XP ready to spend until level 101, unless you can spend XP and go down levels, but I never saw that specified anywhere, so it defaults to "no").

    Anyway, I'm looking forward to the other two Epic Disciplines.

    Avalon, is Supernal Titan an official Epic Destiny or a homebrew one?

    Debby, why would unarmed strikes not be based on BAB? Last I checked, unarmed strikes follow nearly all the rules for manufactured weapons (with the exception of provoking AoOs and dealing nonlethal damage unless you got Improved Unarmed Strike), rather than defaulting to natural weapon rules.
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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    Quote Originally Posted by Debihuman View Post
    Unarmed attacks aren't based on BAB, they are based on the number of arms he has.
    Can you cite a rule for this? I don't play D&D anymore, so it wouldn't surprise me if I forgot - but I don't recall ever hearing this before. You might be confusing them with natural weapons.

    Quote Originally Posted by Avalon® View Post
    I' playing in a level 30 tristalt game whose two sides are primordialist and ozodrin with the Supernal Titan (I think that's the one for a new Primordial, though I may be wrong.) epic destiny so now I have a benchmark for my own fetich soul.
    Wow! How has that been going?

    Quote Originally Posted by Morph Bark View Post
    For one, a friend of mine argued that since it has initiator level and caster level 40 (without boosting it) and 40 outsider HD, it'd be at least CR 40. Now, I disagreed with him on account of Epic breaking things down and Ligier casting otherwise like a level 25 Wizard, but on the other hand the final technique of an Epic Martial Discipline costs 100,000 XP, so you cannot buy the ability until level 101, unless you can continuously spend XP on it in small chunks (because going from level 100 to level 101 requires 100,000 XP, so you wouldn't have 100,000 XP ready to spend until level 101, unless you can spend XP and go down levels, but I never saw that specified anywhere, so it defaults to "no").
    I'm using The Demented One's framework. I don't know all of his reasoning behind the choices he made, but I do know (from his original thread) that he intended you to buy the pinnacle capstone maneuver around level 30.

    It's not surprising, considering most epic spells worth their name will knock you back a level or two before level 30 anyway. Is he CR 34? Well, that's what I was shooting for. We won't know for sure without extensive playtesting.

    Quote Originally Posted by Morph Bark
    Avalon, is Supernal Titan an official Epic Destiny or a homebrew one?
    I think Avalon is speaking of the Arisen Eidolon, which is an Epic Destiny of mine, who expands on the Primordialist's "Path of the Supernal Titan" ability.

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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    It's an epic-level tristalt game so I doubt I can give proper feedback.

    Suffice to say, a primordialist that favors the Infernal Monster and having the No Armor fighting style can get very big numbers especially if the other side is an Artificer.

    Its a chore to keep calculating attack, damage, and AC after every attack action.

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    Default Re: [3.5 Epic Unique Demon] Ligier, the Green Sun

    Oops, I did confuse unarmed strike with natural weapons.

    Here are the correct attacks for Aspect of Liger

    Attack: Unarmed strike +37 (1d3+11 plus 2d6 fire)
    Full Attack: Unarmed strike +37/+32/+27/+22 melee (1d3+11 plus 2d6 fire) or Sword of Yozi +47/+42/+37/+32 melee (2d6+11/19-20)


    And here is the correct attacks for Liger in his full form. Note that greatswords are two-handed weapons and threaten on 19-20. A large greatsword does 3d6 damage. You forgot the -1 size modifier to attack. Off hand weapons only get 1/2 Str modifier as well.

    Since Liger can use an identical Sword of Yozi in his off hands, the penalties still apply. He takes -2 for his primary attack, -6 for his off hands and the 2nd off hands attack is at -5. He can still make 3 attacks with his off hands as per his special ability.

    Attack: Unarmed Strike +57 melee (1d4+18 +2d6 fire)
    Full Attack: Unarmed Strike +57/+52/+47/+42 melee (1d4+18 +2d6 fire) or or Sword of Yozi +65/+60/+55/+50 melee (3d6+28) plus off hand +59/+59/+59/+54/+54/+54 melee (3d6+19/19-20)

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