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  1. - Top - End - #1
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    Default New Inevitables, Inexorables and Forge Elder! [3.5, PEACH]

    For your consideration,

    New Inevitables

    Directory

    New Inevitables
    Pardivut
    Alxialut
    Samsarut
    Satut
    Galadiut

    Updated Inevitables
    Quarut
    Varakhut

    Inexorables
    Ramitra
    Torudra
    Viasura

    Forge Elder

    New Spells
    Petition pardivut and call samsarut
    Delay inevitable
    Chronic blurring, ripping assault and seal planar rift

    New Magic Items
    Orbs of the absolute

    Without further ado, crunch:

    Alxialut
    Medium Construct (Extraplanar, Lawful)
    HD 10d10+20 (75 hp)
    Speed 30 ft. (6 squares)
    Init: +7 (+3 Dex, +4 Improved Initiative)
    AC 30; touch 18; flat-footed 27 (+12 natural, +5 deflection, +3 Dex)
    BAB +7; Grp +10
    Attack Freezing burst gauntlet +10 (1d8+3 and 1d6 cold, 19-20/x2 + 1d10 cold)
    Full Attack 2 freezing burst gauntlets +8/+3 (1d8+3, and 1d6 cold, 19-20/x2 + 1d10 cold
    Space 5 ft.; Reach 5 ft.
    Special Attacks Force strike, polar ray
    Special Qualities Shift alignment, devoted command, spell-like abilities, charm aura, construct traits, fast healing 5, darkvision 60 ft, low-light vision, SR 20
    Saves Fort +4 Ref +6 Will +7
    Abilities Str 16, Dex 16, Con -, Int 15, Wis 16, Cha 22
    Skills Bluff +11, Diplomacy +19, Gather Information +12, Intimidate +14, Knowledge (local) +7, Ride +10, Sense Motive +14
    Feats Cleave, Combat Reflexes, Improved Initiative, Improved Unarmed Strike (B), Leadership
    Environment Clockwork Nirvana of Mechanus
    Organization Solitary or campaign (1 plus cohort and 2d4 followers)
    Challenge Rating 10
    Treasure Standard
    Alignment Always lawful neutral
    Advancement 11-20 HD (Medium), 21-35 HD (Large)
    Level Adjustment -

    Alxialuts are dispatched by Mechanus to enforce the inevitability of social order: they exist to remove usurpers who have unlawfully acquired power.

    Due to the sensitive nature of their mission (simply executing the usurper would create a power vacuum, and likely a self-propagating problem) alxialuts are specialized to work with the population to restore that particular culture's social order. Alxialuts are charismatic and persuasive, and use these abilities to overcome innate distrust.

    An alxialut is a humanoid construct, with a face as expressive as Mechanus can design. Their overall composition is of an ivorylike material, with occasional silver plates that open and shut to vent air. The eyes are composed of three concentric rings: gold, sapphire and a thin internal gold band. Two large sapphires cap the alxialut's shoulders, and a flexible gold structure similar to a loincloth makes up its lower torso. Some alxialuts are specially manufactured to appear closer to the form of the creatures they will be leading.

    Alxialuts can communicate with any creature that has a spoken language.

    Combat
    Alxialuts occasionally ride special mounts into battle, such as warhorses or clockwork steeds. They prefer using force strikes to push back the front line, then begin full attacks against targets in range. In larger combats, an alxialut always seeks to hold the line, and will work with its chosen captains to maintain its forces. It reserves greater command until it can use it to create a major breach in enemy forces, and only switches to magic missile to deal with enemies attacking from range.

    Charm Aura (Su)
    Alxialuts are wreathed with an aura of persuasion when not engaged in combat. This aura acts as a charm person spell on all valid targets within 30'. The save DC is 21, and is Charisma-based. Anyone who successfully saves against the charm aura is immune to that alxialut's charm aura for 1 day.

    Devoted Command (Sp)
    An alxialut can select up to three beings to aid it in leading its crusade against a usurper. The alxialut must spend one hour in private session with these beings (although the hour can be taken will all three together). The devoted command grants these creatures the effects of greater heroism for 24 hours.

    Force Strike (Su) As a move action, an alxialut may project a wave of force in a 30 ft line. The wave acts as a bull rush with a Large size category and 20 Str. If the foe chooses to make the opposed Str check, he is subject to 5d6+5 force damage. If the foe waives the Str check, he may make a Reflex save (DC 18) for half damage, but is pushed back the full distance regardless of result.

    Polar Ray (Su) Once per day, with both hands free, an alxialut can generate a polar ray. This functions as the spell with a caster level of 15th, but is a supernatural effect.

    Shift Alignment (Ex) An alxialut's lawful nature does not always bring the best paradigm to a rebellious campaign. For up to 12 hours a day, the alxialut may shift its alignment to any other alignment. At the end of this 12-hour duration, the alxialut reverts to lawful neutral. While the alxialut maintains a different alignment, it cannot return to Mechanus; effects that would return it to Mechanus instead push it into the Astral Plane. The alxialut also gains the alignment descriptors of its new alignment and loses the Lawful descriptor. This may even make it vulnerable to order's wrath, dictum and similar spells.

    Spell-Like Abilities (Sp) At will - dimensional anchor, dimension door, hold person, locate person, maximized magic missile, suggestion, true seeing. 3/day - greater command, heroes' feast, heroism, mass bear's endurance, mass bull's strength, mass cat's grace, mass cure light wounds. 1/day - mass cure serious wounds, mass suggestion. Caster level 10th, DCs are Charisma-based.
    Last edited by afroakuma; 2008-10-25 at 09:28 AM.

  2. - Top - End - #2
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    Default Re: New Inevitable [3.5, PEACH]

    Wow that's.....really really good!

    We certainly need more inevitables. The fluff is a little like the inevitable that stops those who try to rise to godhood, but seems a bit more usuable.

    Mind if I use it in my campaign?

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    Default Re: New Inevitable [3.5, PEACH]

    Spell-like abilities lacking Caster level, should we presume the HD is the caster level?

    Other than this nitpick, very nice.
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    Default Re: New Inevitable [3.5, PEACH]

    Go right ahead. Always happy to supply waht is useful.

    What's important to recognize while using it is that the usurping has to be done in a way that is inconsistent with the law of the culture. A culture where the ruler is the strongest would not attract an alxiarut if the previous king was brutally murdered by the new king. However, such a culture, if magically forced to adopt a senatorial system, would bring Mechanus down very fast.

    Edit: Good catch, Draken. Fixed.
    Last edited by afroakuma; 2008-09-19 at 09:34 PM.

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    Default Re: New Inevitable [3.5, PEACH]

    Just noticed that I left out some of the obligatories: darkvision, fast healing etc.

    I've put them back on there, but now I'm not as certain about the CR.

    Opinions?

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    Default Re: New Inevitable [3.5, PEACH]

    Samsarut
    Large Construct (Extraplanar, Lawful)
    HD 22d10+30 (151 hp)
    Speed Fly 30 ft. (6 squares, perfect)
    Init: +5 (+3 Dex, +2 luck)
    AC 32; touch 16; flat-footed 29 (+16 natural, +3 Dex, +2 luck, +2 opposed morale, -1 size)
    BAB +17; Grp +34
    Attack 2 slams +31 melee (2d6+15, 19-20/x2) or stinging ray of enfeeblement +22 ranged touch (2d4+4 and 1d6 Str damage)
    Full Attack 2 slams +31 melee (2d6+15, 19-20/x2), 2 stinging rays of enfeeblement +22 ranged touch (2d4+4 and 1d6 Str damage), 2 stinging dispelling rays +22 ranged touch (2d4+4 and targeted greater dispel magic)
    Space 10 ft.; Reach 10 ft.
    Special Attacks Stinging rays, dispelling ray, oppressive will, improved grab, soul trap
    Special Qualities Construct traits, levitation, Iron of Destiny, adamantine limbs, absolute judgment, lifeforce link, spell-like abilities, DR 10/adamantium or chaotic, SR 30, fast healing 10, darkvision 60 ft.
    Saves Fort +9 Ref +12 Will +16
    Abilities Str 36, Dex 17, Con -, Int 15, Wis 24, Cha 15
    Skills Bluff +12, Diplomacy +12, Intimidate +12, Knowledge (history) +12, Knowledge (local) +12, Listen +17, Search +12, Sense Motive +17, Spellcraft +12, Spot +17
    Feats Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Critical (slam), Improved Natural Attack, Multiattack, Point Blank Shot, Power Attack, Precise Shot
    Environment Clockwork Nirvana of Mechanus
    Organization Solitary
    Challenge Rating 17
    Treasure None
    Alignment Always lawful neutral
    Advancement 23-40 HD (Large), 41-60 HD (Huge)
    Level Adjustment -

    On the lawful plane of Mechanus, an endless sea of world-gears, one of the most unique is the gear of Samsara - the Wheel of Life. Keeping record of the locations, status and natures of all souls across the planes, the great gear of Samsara monitors life, death and rebirth.

    The servants of the perpendicular gear grew concerned about sudden influxes of highly similar souls, worrying at the imbalance that such ingresses provoked. They reported to the lords of Mechanus, who gave new instructions to the creche-forges of the inevitables. And thus were born the samsaruts.

    These powerful inevitables exist to prosecute the inevitability of growth, change and progress. Specifically, they prevent, reverse and prosecute genocides - the extermination of a race, culture or species, typically by an outside force. Samsaruts are entrusted with unique power over souls, although they must be careful not to abuse it lest they imbalance Samsara in another fashion. Some go so far as to call samsaruts the inevitability of life; the constructs do not look kindly on such people.

    A samsarut is a large sphere made of moving rings, similar to a gyroscope, with a throbbing blue glow at its center. The rotations are timed off the Wheel of Life, and within the myriad sub-rings one can see visions of past and future lives. This sphere is held aloft by an iron-adamantine body shaped like the upper body of a winged humanoid female. The golden-hued body has two elongated arms, and the face bears a slight expression of disapproval. Beyond the navel of the torso, the solid metal merges into a pyramidal base, point-downwards below the floating construct. Two more arms, shaped like a great eagles' talons, emerge from the x-axial poles of the largest ring, and another two, shaped like mammalian paws, are placed 60 degrees upwards from their respective poles. Topping the main ring is a golden bull's head.

    Samsaruts can communicate telepathically with any creature that has a language, although they rarely deign to do so.

    Combat
    Samsaruts begin most combats by conjuring twin Mordenkainen's swords. They prefer using their ray attacks to weaken foes and remove spell protections, then switch to slams. Samsaruts prefer not to use soul trap; they would rather try a resilient sphere. Chain lightning is reserved for massed ranged attackers or spellcasters. If the Samsarut needs to get away, it will use dimension door and move vertically to evade grounded foes.

    Stinging rays (Sp) All ray effects a samsarut uses deal 2d4+4 damage on a successful ranged touch.

    Dispelling ray (Sp) As a move action, a samsarut can make a ranged touch attack with a range of 75 feet. On a hit, the ray acts as a targeted greater dispel magic with a caster level of 20th.

    Oppressive Will (Su) The power of the samsarut's cold will grants it an effective +2 AC against hostile attacks due to opposing the morale of its foes.

    Improved Grab (Ex) To use this ability, a samsarut must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to soul trap the foe the following round.

    Soul Trap (Su) When a samsarut has a hold on a foe, it may use a full action to trap the foe's soul. This acts as a Heightened trap the soul spell cast by a 20th level cleric. The foe is allowed a Will save (DC 26) to avoid the effect. Otherwise, its soul becomes trapped in the samsarut's rings until the inevitable sees fir to release it. A samsarut may trap a maximum of six souls. The save DC is Wisdom-based.

    Levitation (Ex) Samsaruts are treated as though they had stable footing at all times. They cannot be knocked prone.

    Iron of Destiny (Ex) Most of a samsarut's body is made of the Iron of Destiny, an iron ore found only on Samsara. This ore imparts a permanent +2 luck bonus to the samsarut's attack and damage rolls, AC and saves, which is reflected in the stats above. Weapons made from this ore have a +2 luck bonus to attack and damage rolls. Armor made from it has a +2 luck bonus to AC and saves. A single samsarut yields enough Iron of Destiny for one suit of full plate, three weapons or one suit of lesser armor and one weapon.

    Adamantine Limbs (Ex) Samsaruts' limbs and outer armor are made of enchanted adamantium. A samsarut's slam attacks are treated as magic lawful adamantium for the purposes of overcoming damage reduction.

    Lifeforce Link (Su) Attacks from behind, area effects and some ranged attacks will hit the samsarut's rings instead of its body. Roll 1d4 for a successful ranged attack. On a 1, the rings have been struck instead of the body. When any such attack deals damage to the rings, each non-construct creature within 200 feet of the samsarut takes 2d6 subdual damage. There is no save to resist this damage.

    Absolute Judgment (Ex) Samsaruts are charged with preventing the elimination of an entire species. They are sometimes forced to use powers that revive the dead. As they are linked to Samsara, samsaruts have much greater pull with ressurection effects than any mortal. A samsarut can use reincarnation on an active intelligent undead, a creature killed by a death effect or a creature that has died of old age. A samsarut's reincarnation, ressurection, true ressurection and mass ressurection spell-like abilities are not restricted by time since death, and cannot be resisted by unwilling souls. Samsaruts can choose the form of a reincarnated being. However, samsaruts prefer to follow the standard rules of these spells, as breaking them imposes a cost on the Wheel of Life and may incur disciplinary action against it. Samsaruts are rarely moved by mortal petitions to use these abilities; they have been known to ignore deities' requests.

    Spell-like Abilities (Sp) At will - ressurection, reincarnation, sanctuary, locate person, break enchantment, mass cure critical wounds, dismissal, locate creature, Otiluke's resilient sphere, hold person, suggestion, dimension door, ray of exhaustion. 3/day - Mordenkainen's magnificent mansion, chain lightning, cone of cold, true ressurection. 1/day - mass heal, mass ressurection*, gate, shield of law, power word blind, Twinned Mordenkainen's sword. Samsaruts cast spells as a 20th level cleric. Save DCs are Wisdom-based.

    Mass Ressurection - As ressurection, but up to 1 creature/level.

    Twin Spell-Like Ability - Produce a doubled effect, as though the ability was used twice simultaneously.
    Last edited by afroakuma; 2009-01-16 at 05:59 PM.
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    Default Re: New Inevitables [3.5, PEACH]

    Pardivut
    Tiny Construct (Extraplanar, Lawful)
    HD 3d10 (16 hp)
    Speed Fly 40 ft. (8 squares, perfect)
    Init: +10
    AC 20; touch 18; flat-footed 14 (+6 Dex, +2 natural, +2 size)
    BAB +1; Grp -8
    Attack Halogen ray ranged touch +9 (2d4 fire + dazzled, 19-20/x3 + blind)
    Full-Attack Halogen ray ranged touch +11 (3d4 fire + dazzled, 19-20/x3 + blind)
    Space 2.5 ft.; Reach 0 ft.
    Special Attacks Defensive wall, subdual barrage, halogen
    Special Qualities Construct traits, levitate, perfect vision, SR 15, spell-like abilities
    Saves Fort +1 Ref +7 Will +3
    Abilities Str 8, Dex 23, Con -, Int 10, Wis 15, Cha 13
    Skills Hide +14, Sense Motive +8, Tumble +8
    Feats Dodge, Improved Initiative
    Environment Clockwork Nirvana of Mechanus
    Organization Solitary, binary (2) or inquisition (4-8)
    Challenge Rating 5
    Treasure None
    Alignment Always lawful neutral
    Advancement 4-6 HD (Tiny), 7-10 HD (Small)
    Level Adjustment -

    Pardivuts are the scouts of the inevitables; they represent the inevitability of guilt.

    Where human agency fails to learn of guilt, or lacks evidence necessary to bring the law to bear, pardivuts sometimes appear. They are sent only to idendify the guilty and procure evidence; prosecution is generally left to human authorities unless the crime is of a scale that another inevitable would need to get involved.

    Pardivuts are conical constructs with a shuttered lens in the center of one side. They are typically brass, bue and chrome in coloration. Atop the inverse cone, an exrtruded black disk bears the pardivut's sensors, which glow white-blue. Pardivuts can communicate telepathically with any creature that has a language.

    Combat
    Pardivuts rarely enter combat. If they see a need, they will not hesitate to fight, freely using subdual barrages and throwing up a defensive wall if need be. Pardivuts prefer not to open their halogen shutter, and only do so against spellcasters or when seriously threatened. Greater planar ally is reserved for calling on a higher caste of inevitable in circumstances where the transgressor's crime is one that such a being would prosecute. It is never used to save the pardivut from destruction.

    Defensive Wall (Su) Once per day, a pardivut can erect a wall of force, as the spell cast by a 20th level sorcerer. The pardivut can shape the area of the wall accodring to its needs.

    Subdual Barrage (Sp) As a swift action, a pardivut may unleash a barrage of force bolts. This attack acts as an Empowered magic missile cast by a 9th level caster, except that the damage is all subdual damage.

    Halogen (Ex) Pardivuts have an intense chemoluminescent light at their cores, surrounded by a targeting array of perfect mirrors. This halogen is normally shuttered, but when open and focused it deals fire damage in a 40' ray. Any creature touched by the ray is also dazzled by the bright light. On a critical hit, the blinding light deals additional damage and blinds the foe for 1d4 rounds.

    Levitate (Ex) A pardivut's flight is not stopped by antimagic or dispel effects. Pardivuts are considered to have steady footing when necessary, and cannot be knocked prone.

    Perfect Vision (Su) Pardivuts have complete visual information. This means they see as though in bright illumination at all times. They are thus immune to concealment. Additionally, pardivuts see as though affected by true seeing, detect magic, detect chaos/evil/good/law, detect animals or plants, detect scrying, detect secret doors, detect snares and pits and detect undead. They are always treated as though they have studied the area they view for three rounds (for whichever effects would require it.)

    Spell-Like Abilities (Sp) At will - alarm, faerie fire, greater invisibility, arcane mark "GUILTY", illusory script, locate person, locate creature, suggestion 1/day - discern location, greater planar ally. Pardivuts' spell-like abilities are as the spells cast by a 5th level sorcerer

    Pardivuts inscribe "GUILTY" visibly on the transgressor using arcane mark, then use illusory script (authorizing all persons except the transgressor) detailing the nature and evidence of the transgressor's guilt. Occasionally, they will use alarm or faerie fire to draw attention to the transgressor.
    Last edited by afroakuma; 2008-09-22 at 05:38 PM.
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  8. - Top - End - #8
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    Default Re: New Inevitables [3.5, PEACH]

    Opinions, anyone?

    Also, I'm thinking of updating/improving the Quarut and Varakhut. Opinions would be appreciated.
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    Default Re: New Inevitables [3.5, PEACH]

    I think these are great. the samsarut is a bit unclear, but that is the only complaint I have. I would like to see an inevitable to expose and punish the hipocrisy of good aligned characters performing genocide.
    Yup, I'm back

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    Default Re: New Inevitables [3.5, PEACH]

    What are you unclear about with the samsarut?
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    Default Re: New Inevitables [3.5, PEACH]

    It is quite possible you have already considered this, but:
    Well, Heroes Feast as an at will ability is not something to be overlooked... it fits the role perfectly of course, but it might bump up the CR a point or two just by itself. I mean it basically doubles the hp of first level warriors, in addition to preventing fear effects... neither of which is anything to sneeze at from a mass military perspective.
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    Default Re: New Inevitables [3.5, PEACH]

    For the alxialut, although it fits the concept perfectly (as you said), I agree, it needs to drop down to, say, 3/day. That allows it 30 heroic commoners/warriors/experts.

    The samsarut; I'm not entirely convinced it needs that ability. I only handed it out because part of a samsarut's duty is to help the victims of genocide survive. That said, the food ability from Mordenkainen's mansion will more than suffice.

    Any other issues?
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    Default Re: New Inevitables [3.5, PEACH]

    Nice Inevitables.

    One comment, constructs have a Constitution score of - not 0.
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    Default Re: New Inevitables [3.5, PEACH]

    You know, I really should have remembered that. Fixed.

    Other opinions? Constructive criticism?
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    Default Re: New Inevitables [3.5, PEACH]

    You know, I really should have remembered that. Fixed.

    Other opinions? Constructive criticism?
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    Default Re: New Inevitables [3.5, PEACH]

    Satut
    Small Construct (Extraplanar, Lawful)
    HD 28d10+10 (164 hp)
    Speed 30 ft. (6 squares)
    Init: +10
    AC 45; touch 29; flat-footed 35 (+16 natural, +10 Dex, +8 deflection, +1 size)
    BAB +21; Grp +25
    Attack Claw +30 melee (1d6+8 + 1d6 cold + 1d6 electric) and elbow blade +30 melee (1d8+4 + 1d6 electric, 18-20/x2)
    Full-Attack 2 claws +30 melee (1d6+8 + 1d6 cold + 1d6 electric) and 2 elbow blades +30 melee (1d8+4 + 1d6 electric, 18-20/x2)
    or Whirlwind Attack claw +30 melee (1d6+8 + 1d6 cold + 1d6 electric) and elbow blade +30 melee (1d8+4 + 1d6 electric, 18-20/x2) on each foe within reach
    Space 5 ft.; Reach 5 ft.
    Special Attacks Ripping attack, paradox gaze, conduction, inflict reason, punitive thought
    Special Qualities DR 20/chaotic, pristine logic, fast healing 15, SR 32, darkvision 60 ft., low-light vision, construct traits, fire resistance 15, force resistance 15, cold immunity, spell-like abilities
    Saves Fort +9 Ref +19 Will +15
    Abilities Str 27, Dex 30, Con -, Int 19, Wis 22, Cha 29
    Skills Balance +30, Bluff +29, Climb +28, Concentration +26,
    Feats Blind-Fight (B), Cleave, Combat Expertise, Combat Reflexes (B), Dodge, Great Cleave, Hover, Improved Multiattack (B), Mobility, Multiattack (B), Power Attack, Quicken Spell-Like Ability (wall of force), Spring Attack, Whirlwind Attack
    Environment Clockwork Nirvana of Mechanus
    Organization Solitary
    Challenge Rating 23
    Treasure None
    Alignment Always lawful neutral
    Advancement 29-40 HD (Medium)
    Level Adjustment -

    Satuts are the inevitables of reason, logic and rationality. They repair damage to the planes, defend against the Far Realm and destroy beings of chaos and those that would bring them forth.

    The satut is a disconcerting sight. Four feet tall, it appears as a slightly hovering black and chrome skeleton containing fine clockwork. Blue lightnings arc across the mechanisms. Perfectly smooth white ovoid plates are attached to the satut's arms, chest, shoulders and legs, with the ones on the arms having an opening for two wicked blades that extend back to the elbows. The satut's hands and feet are chrome and gold, and the air around the hands glows a cold blue. The head, attached to an oddly curved neck, is a perfectly smooth white oblong with a sheet of black glass where the face would be. A long black spike juts out of the back.

    Satuts communicate telepathically, although they rarely bother to do so.

    Combat
    A satut usually begins combat by establishing multiple walls of force before using ranged spell-like abilities. If foes manage to close to melee, it prefers using its melee attacks to its paradox gaze. Punitive thought is a backup ability, used mostly to disengage.

    Ripping Attack (Ex) A satut who hits with a claw attack gets a +6 synergy bonus on the successive elbow blade attack. An elbow blade attack can only be used after a claw attack.

    Paradox Gaze (Su) Satuts have seen far beyond the rational and have the capacity to transmit the horror they have witnessed. A satut may use a gaze attack on a single enemy within 40 ft. as a standard action. The victim must make a successful Will save (DC 30) or be affected by phantasmal killer without a Will save. If the victim survives the killer, an insanity effect automatically triggers for that creature. A creature that saves against the paradox gaze becomes shaken for 2d4 rounds, but cannot be affected by that same sarut's gaze for 24 hours.

    Conduction (Su) A satut struck by a metal weapon discharges electricity through the weapon into its wielder, dealing 3d6 electric damage. Weapons with the shock or shocking burst abilities negate this property.

    Inflict Reason (Su) A satut's natural weapons are treated as lawful magic silver for overcoming damage reduction. Additionally, the satut's natural weapons deal 1d6 lawful damage to nonlwaful creatures, 3d6 lawful damage to chaotic creatures and 6d6 lawful damage to creatures with the Chaotic descriptor.

    Punitive Thought (Su) Once per day a satut can emit a punishing blast of rational thought as an immediate action. All living creatures within 30 feet of the satut must make a Will save (DC 28) or be feebleminded as the spell. Arcane spellcasters take a -4 penalty on this saving throw; psionic characters get a +4 bonus unless they were concentrating on a power at the time, which instead incurs a -8 penalty. Additionally, all living creatures in the radius are staggered until the end of their next turn.

    Pristine Logic (Ex) Satuts are specifically designed to be ultimately rational. They automatically succeed at all Will saves.

    Spell-Like Abilities (Sp) At will - plane shift, ethereal jaunt, cone of cold, Otiluke's frezing sphere, Quickened wall of force, ray of exhaustion, enervation, magic circle against chaos, dictum, order's wrath, chill touch, shocking grasp, lightning bolt, greater teleport, true seeing, dimensional anchor, dismissal. 3/day - power word stun, maze, shield of law, forcecage, energy drain, seal planar rift*. 1/day - prismatic sphere, time stop. These are as the spells cast by a 20th level sorcerer.

    Seal planar rift - Detailed below
    Last edited by afroakuma; 2009-01-13 at 09:53 PM.
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    Default Re: New Inevitables [3.5, PEACH]

    The last one will be coming in a bit. And he'll be a biggie.
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    Default Re: New Inevitables [3.5, PEACH]

    Blimey.

    Also nicely done. I hope one day to find the man who came up with the Sandstorm (or whatever the book is called) Inevitable.

    And kill him.

    Slowly.

    With his own organs.

    And twine.
    GNU Terry Pratchett

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    Default Re: New Inevitables [3.5, PEACH]

    Quote Originally Posted by EvilDMMk3 View Post
    Blimey.

    Also nicely done. I hope one day to find the man who came up with the Sandstorm (or whatever the book is called) Inevitable.

    And kill him.

    Slowly.

    With his own organs.

    And twine.
    Come now, it wasn't that bad. It just happened to fall into (what I guess) was one of the underlying themes of the book,

    Anhydrut: "OMG, u dstry mah dsrt?!? i pwn u now, k bai."

    The Waste Crawler (Anhydrut) wasn't a bad idea itself; making it an inevitable was.
    Last edited by Lappy9000; 2008-09-25 at 05:19 AM.

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    Default Re: New Inevitables [3.5, PEACH]

    Quote Originally Posted by EvilDMMk3
    Blimey.

    Also nicely done. I hope one day to find the man who came up with the Sandstorm (or whatever the book is called) Inevitable.

    And kill him.

    Slowly.

    With his own organs.

    And twine.
    Thanks. Any other feedback on these would be great before I get to the last one.
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    Default Re: New Inevitables [3.5, PEACH]

    Just read the anti-genocide one. Three thoughts:
    -Isn't Reincarnation kinda beside the point for that if the targetted group is a genetic group (including a race)? I mean you are changing their race so...

    -If things get REALLY bad in my campaign (I have them trying to re-integrate wereskunks into world society... people don't like wereskunks, but NOT for the reasons you would think), I may bring in a few of these to help the PCs...

    -Depending on campaign cosmology (IE if animals have souls, which the fact that they can be turned into undead would tend to suggest), then these guys might have a wider role than initially apparent, and end up working with Druids... of course animals don't end up on Samsara, since they are neutral, not lawful, but still...
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    Default Re: New Inevitables [3.5, PEACH]

    Oops, got too wrapped up in the Waste Crawler to remind afroakuma how awesome these are (the colors are a nice touch and make it eaiser to read, too). Thanks again for letting me use these; my campaign is rather heavily-oriented around Mechanus, and the 4 inevitables I have access to from the MM and Sandstorm simply won't be enough.

    They also allow me to provide consequences for the actions of the player characters when they do something terrible. I'm looking at you, Blackspeeker.
    Last edited by Lappy9000; 2008-09-25 at 09:16 AM.

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    Default Re: New Inevitables [3.5, PEACH]

    All things end up on Samsara, at least temporarily. Samsara is the Wheel of Souls, after all. Where they go from there is the disposition of gods, etc. Animals are always routed through Samsara.

    Odd that you should mention druids: the initial samsarut had a provision that animals treated it as though it were perfectly natural, and druids required a Will save to attack it. Use that flavor if you like.

    As for the reincarnation; a samsarut can reincarnate that being into a new being of the same race. Or it can change it up. It's actually there as an offensive ability against evil intelligent undead, since Absolute Judgment allows the samsarut to force an undead to reincarnate as a living being.
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    Default Re: New Inevitables [3.5, PEACH]

    Or of course you could re-populate a dead race by killing a lot of the genocyders and re-incarnating them as the dead race...

    Hmmm

    That would require an ability to force the target to regenerate but that is not too big an obstacle.
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    Default Re: New Inevitables [3.5, PEACH]

    It does have the ability to force reincarnation. Absolute Judgment.

    It is noted in there that it onyl does it when it's important, since the forced sapect tends to piss off the keepers of Samsara as well as the gods.

    But yeah. Forced everything.
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    Default Re: New Inevitables [3.5, PEACH]

    Then you need to put in a clause about them being able to pick the form the creature comes back in, rather than it being random... because cycling them through life and death until it comes out right would just be anathama to these things...
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    Default Re: New Inevitables [3.5, PEACH]

    Quote Originally Posted by DracoDei View Post
    cycling them through life and death until it comes out right would just be anathama to these things...
    Plus it is so inefficient.
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    Default Re: New Inevitables [3.5, PEACH]

    I'll stick that clause in right now.

    Any other thoughts/concerns?
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    Default Re: New Inevitables [3.5, PEACH]

    Well, now that I look again, I don't actually see True Ressurection on the list of SLA's for that one... or am I just 'blind'?
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    Default Re: New Inevitables [3.5, PEACH]

    Well boogers. Ya got me on that one. It's 3/day so you won't need to search the edit.
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