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Divine Brianna: Intermediate Goddess

Brianna
Copyright © 2003 by Eden Celeste
All rights reserved.
BRIANNA

Symbol: A pair of feminine lips superimposed on a harp
Home Plane: (Her private demiplane)
Alignment: Neutral
Portfolio: Women, Passion, Music, Knowledge
Worshipers: Women, Musicians, Bards & Druids, Archers
Cleric alignment: NG, N, CN
Domains: Charm, Trickery, Knowledge
Favored Weapon: Composite Longbow

Brianna is an ascended mortal in the Egyptian pantheon. She is a close ally to Hathor and Isis, who sponsored her ascension.

She appears as a stunningly attractive tiefling woman with purple eyes and long flowing black hair, dressed in clothes that accentuate her curves, bedecked in jewelry, carrying a long bow. Although her small fangs and long prehensile tail tend to disturb those meeting her for the first time, her charming demeanor and brilliant personality soon smooth over any initial discomfort.

She has always been very much a "hands on" deity (both literally and figuratively), frequently wandering through the worlds of the Prime Material plane, recruiting devoted worshipers, personally instructing her priestesses in the ways of her faith, and collecting new knowledge and rare volumes of lore, before retreating to her godly realm on Dalarisia, her personal demiplane. Since achieving the rank of lesser goddess and gaining the ability to manifest avatars, she tends to send her avatars into the mortal realms to perform those tasks while she works on projects at home.

Dogma

Brianna's key doctrine is that physical pleasure, especially sexual passion, is essential to the physical and emotional well-being of all beings, and that having new experiences, learning new things, and hearing new music is essential for any sentient creature's mental and spiritual well-being. She holds that although this applies to everyone, women are inherently more capable than men at achieving enlightenment through the senses - and at doing anything, for that matter.

Clergy and Temples

Brianna's clerics are exclusively women. They wear the white robes common to most Egyptian clergy, but embroider them with elaborate designs in purple, red, and green. Tattoos, especially of leafy vines or ravens, are common. They tend to be talented musicians or dancers. All must be sexually active, but it is their own call whether they are in a committed relationship or spread their love widely - and whether they share their passion with men and/or women.

Her temples resemble bardic colleges, with resident musicians and a good library, in addition to the priestesses and sacred hetaerae who comfort and instruct the faithful. Itinerant bards and scholars of all sorts frequently visit and are welcome to stay as guests to share songs and knowledge for as long as they desire.

Avatars

Brianna creates her avatars to resemble her divine form, but since she (and therefore they) is a versatile shapeshifter, they tend to appear as a beautiful woman of any race. She sends them to enjoy the company of mortal women, to attend notable musical performances, and to visit her temples to inspire her priestesses and worshipers.

Female Tiefling Rogue 19/Swashbuckler 3/Bard 3/Druid 5/Fochlucan Lyrist 10/Plane Dancer 10/Master of Many Forms 10/Wizard 20
N Medium outsider (native, shapechanger)
Divine Rank: 11
Init +18; Senses see (darkvision, low-light vision), hear, touch and smell at a distance of eleven miles; Listen +83, Spot +83
Languages As an intermediate goddess, Brianna can understand, speak, and read any language, including nonverbal languages
Height 5 ft. 7 in., weight 135 lb., immortal


AC 79 (+10 Dex, +11 divine, +11 natural, +17 deflection, +20 epic mage armor), touch 48, flat-footed 79
hp 1004 (80 HD); DR 25/epic; not subject to death from massive damage
Immune ability damage*, ability drain*, acid, cold, death effects*, disease*, disintegration*, electricity, fire, energy drain*, imprisonment or banishment (banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul)*, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)*, paralysis*, poison*, sleep*, stunning*, transmutation (petrification, polymorph, etc.)
*except from deities of divine rank 11 or better.
Resist evasion, improved evasion, sonic 10, SR 63
Fort +57*, Ref +63* (+69* vs. traps), Will +62*
*a natural 1 is not a failure

Speed 60 ft. (12 squares), burrow 60 ft., swim 60 ft., climb 30 ft.; woodland stride
Melee +10 wounding dagger +79/+74/+69/+64 (1d4+17+15 + 1 Con/19-20)* or
touch +66*
Ranged +10 keen composite longbow (Strength +7) (11 mile range) +79/+74/+69/+64 (1d8+17/19-20x3)* or
ranged touch +69*
*a natural 1 is not a failure
Base Atk +59; Grp +66
Attack Options domain powers, opportunist, salient divine abilities, sneak attack +10d6, spells, spell-like abilities
Special Actions bardic music 23/day (countersong, fascinate 16 creatures (DC of Perform check), suggestion (DC 40, DC 42 vs. females), inspire courage +8, inspire competence +4 in 2 allies, inspire greatness +4 in 10 allies, song of freedom, inspire heroics +8 in 6 allies, mass suggestion (DC 40, DC 42 vs. females)) range 11 miles, distracting appearance 2/day (DC 67 Will) (from Otherworldly Countenance)

Salient Divine Abilities: Alter Reality, Arcane Mastery, Automatic Metamagic (quicken wizard spells), Avatar, Craft Artifact, Divine Archery, Divine Bard, Divine Spellcasting, Extra Energy Immunity (Fire) Increased Spell Resistance, Know Secrets, Spontaneous Wizard Spells, Supreme Initiative, True Knowledge
Domain Powers: Eleven times per day per day can boost Charisma by 4 points for 1 minute as a free action. Bluff, Disguise, Hide, and all Knowledge skills are class skills. Divination spells cast at +1 caster level.
Domain Spell-Like Abilities: Brianna can use the following domain spells at will at caster level 21, or 22 for Divinations. The base save DC is 38 + spell level (+3 if Enchantment).
calm emotions (DC 43), charm monster (DC 46), charm person (DC 42), clairaudience/clairvoyance, confusion (DC 45), demand (DC 49, 51 for women), detect secret doors, detect thoughts (DC 40), discern location, disguise self, divination, dominate monster (DC 50), false vision, find the path, foresight, geas/quest (DC 47), heroism (DC 45), insanity (DC 48), invisibility, legend lore, mislead, nondetection, polymorph any object (DC 46), screen, suggestion (DC 44, 46 for women), time stop, true seeing
Senses: Brianna can see, hear, touch, and smell at a distance of eleven miles. As a standard action, she can perceive anything within eleven miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour, or at any location where an event related to her portfolio occurs. She can extend her sense to ten locations at once. She can block the sensing power of deities of her rank or lower within a radius of eleven miles of up to two remote locations at once, plus the area within a mile of herself, for up to 11 hours.
Remote Communication: Brianna can remotely communicate via telepathy, voice, or omen with any of her worshipers or any being within eleven miles of any site dedicated to her or any image or statue of her. This communication can cross planes and penetrate any barrier. After initiating such communication, she can continue it as a free action until she decides to end it. She can carry on eleven such communications simultaneously.
Godly Realm: Brianna has her own demiplane, which she created herself using her planar sanctum power, accessible via the Astral Plane. When she is in this plane, she can set the temperature within a 10 mile radius of her as she sees fit and fill it with sounds (including intelligible speech) and smells to suit her. She can control links to the Astral Plane within her realm, allowing or disallowing teleportation or planar portals, as desired. She can apply the enhanced magic or impeded magic trait to up to four groups of spells (school, domain, or spells with the same descriptor). She can erect buildings or altar terrain as desired in a 10 mile range.
Portfolio Sense: Brianna instantly senses any composition of a new musical work or any musical performance, or whenever any woman makes love, or any action committed in the heat of passion. She retains the memory of such events for eleven weeks after they occur.
Automatic Actions: Brianna can use any Charisma-based or Knowledge skill, even if she has no ranks in it, as a free action if the DC for the task is 25 or lower. She can use analyze dweomer or legend lore as free actions at will. She can perform up to ten such free actions per round.
Create Magic Items: Brianna can create any kind of magic item, including artifacts. She can create Wondrous Items, Magical Arms or Armor, Rings, Rods, and Staves in one tenth the usual time. If the item has an enchantment effect or produces music, such as an elixir of love or pipes of sounding, as long as the item's market price does not exceed 200,000 gp, the item's creation costs (in gold and XP) and time to create are halved.
Divine Aura: Brianna radiates an aura of up to 1,100' radius that affects all mortals and deities of lower divine rank than her. As a free action, she can change the size of the aura, make her worshipers or beings of her alignment (or both) immune to the effects, or choose the desired effect: daze, fright, or resolve. This is a mind-effecting extraordinary ability and affected beings can make a DC 38 Will save to resist it.

Magic Rating 62 (check 73, penetration 79; automatically gets 20) (+1 for Divinations)
Bard Spells Known (levels 0-17): 4/10/9/9/9/9/8/4/4/4/3/3/3/3/2/2/2/2; base DC = 39 + spell level (+2 if Enchantment):
6th — analyze dweomer, geas (DC 47), greater scrying (DC 45), mass charm monster (DC 47)
5th — greater dispel magic, kiss of life, Leomund's hidden lodge, mass suggestion (DC 46, DC 48 vs. females), shadow walk,
4th — dimension door, dominate person (DC 45), ethereal mount, legend lore, modify memory (DC 43)
3rd — charm monster (DC 44), claivoyance/clairaudience, cure serious wounds, lesser geas (DC 44), phantom steed
2nd — cure moderate wounds, enthrall (DC 43), suggestion (DC 43, DC 45 vs. females), tongues, whirling blade
1st — charm person (DC 42), cure light wounds, improvisation, inspirational boost, unseen servant
0 — detect magic, hygiene, mage hand, mending, message, prestidigitation
Druid Spells/Day (levels 0-10): 6/9/9/8/8/8/7/6/6/6/3; base DC = 32 + spell level (+2 if Enchantment))
Wizard Spells/Day (levels 0-15): 4/9/9/9/8/8/8/8/7/7/3/3/2/2/2/2; base DC = 37 + spell level (+2 if Enchantment))
Epic Spells Known
Peripety (Spellcraft 27), Dreamscape (Spellcraft 29), Let Go of Me (Spellcraft 43), Spell Worm (Spellcraft 45), Epic Mage Armor (Spellcraft 46), Mass Frog (Spellcraft 55), Verdigris (Spellcraft 58), Nailed to the Sky (Spellcraft 62 & 1,000 XP)
Epic Spells Prepared (12/day): (CL 62 (check 73, penetration 79; automatically gets 20); DC = 46
Epic Mage Armor (cast), 11 others
Spell-Like Abilities:
At will: greater teleport (Divine Rank 1), plane shift (Divine Rank 6 or Plane Dancer 8)
10/day analyze portal (CL 80)
1/day darkness (CL 80)
Abilities* Str 24, Dex 30, Con 24, Int 40, Wis 30, Cha 44
* +11 (divine rank) on checks. Automatically gets 20 on checks.
SQ bardic knowledge +51 (automatic success from True Knowledge), divine aura (1,100 ft., DC 38), evershifting form, extraordinary wild shape, familiar (birds), fast wild shape, godly realm, grace, improved wild shape (fine, diminutive, tiny, small, medium, large, huge, gargantuan, colossal), (aberration, animal, dragon, elemental, humanoid, fey, giant, magical beast, monstrous humanoid, ooze, plant, vermin), insightful strike, morphic stability, planar sanctum, planar survival, remote communication, resist nature's lure, shifter's speech, spontaneous casting of divine spells, spontaneous casting of wizard spells, supernatural wild shape, trackless step, trap sense +6, trapfinding, unbound, uncanny dodge, understand, speak, and read all languages and communicate directly to all beings within 11 miles, wild shape at will, wild empathy +33*
* automatically gets 20 on check.
Skills* Appraise +26 (+28 for jewelry), Balance +23, Bluff +35 (+37 vs. females), Climb +18, Concentration +40, Craft (Composition) +56, Craft (Jewelrymaking) +41, Decipher Script +33, Diplomacy +84 (+86 vs. females), Disable Device +84, Disguise +48 (+50 to act in character), Escape Artist +21, Gather Information +68 (+70 vs. females), Heal +21, Hide +33, Intimidate +30 (+32 vs. females), Jump +20, Knowledge (Arcana) +86, Knowledge (Architecture & Engineering) +38, Knowledge (Dungeoneering) +48, Knowledge (Geography) +31, Knowledge (History) +31, Knowledge (Local) +38, Knowledge (Nature) +90, Knowledge (Nobility) +31, Knowledge (Religion) +86, Knowledge (The Planes) +88, Listen +83, Move Silently +21, Open Lock +34, Perform (Any) +123 (+125 for females), Perform (Sexual Techniques) +123 (+125 for females), Search +66, Sense Motive +61, Sleight of Hand +30, Spellcraft +117, Spot +83, Survival +45 (+47 underground, or tracking, +51 on other planes or above ground in natural settings), Swim +18, Tumble +26 Use Magic Device +36 (+46 scrolls)
* automatically gets 20 on check.
Feats Alertness (+2 Spot & Listen), Armor Proficiency (Light, Medium), Combat Reflexes, Deflect Arrows, Endurance, Eschew Materials, Fiend Sight, Greater Spell Focus (Enchantment), Greater Spell Penetration, Improved Initiative, Improved Precise Shot, Improved Unarmed Strike, Keeper of Forbidden Lore, Ordered Chaos, Otherworldly Countenance (Unearthly Beauty), Point Blank Shot, Practiced Spellcaster (+4), Precise Shot, Quick Draw, Seductive (Female), Sexual Training, Shield Proficiency, Spell Focus (Enchantment), Spell Penetration, Track, Weapon Finesse, Weapon Focus (Bows), Weapon Group (Basic, Bows, Druid, Exotic, Flails and Chains, Light Blades, Slings & Thrown Weapons). 1 2/3 General Feat Point available.
Item Creation Feats Brew Potion, Craft Magical Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Scribe Scroll
Metamagic Feats Disguise Spell (+1 level), Maximize Spell (+3 level), Reach Spell (+2 level)
Epic Feats Colossal Wild Shape, Efficient Item Creation (Magical Arms and Armor), Efficient Item Creation (Rings), Efficient Item Creation (Rods), Efficient Item Creation (Staves), Efficient Item Creation (Wondrous Items), Energy Resistance (Sonic), Epic Skill Focus (Perform), Epic Spell Focus (Enchantment), Epic Spell Penetration, Epic Spellcasting, Exceptional Deflection, Fine Wild Shape, Great Charisma (3), Great Intelligence, Ignore Material Components, Infinite Deflection, Magical Beast Wild Shape, Reflect Arrows, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Supernatural Wild Shape
Obsolete Feats Far Shot, Lasting Inspiration, Spell Mastery, Uncanny Accuracy
Possessions +10 wounding dagger, +10 keen composite longbow (Strength +7), Rhapsody of Pain
Library Mozul's library, Elluvia's library, Thren's library, Book of Brimstone (Lady Midori), Codex of Dead Names, The Eschatonic Scripts (90)
Retainers Hobyah, the Porcelain Dandy

Alter Reality

This ability is similar to the wish spell. The deity merely thinks of something and then makes it so. Doing this requires at least a standard action.

  • The deity can duplicate any spell of 9th level or lower as a standard action. The duplicated spell has no material or XP component, and the DC of its saving throw (if one is allowed) is 20 + the deity's rank + the deity's Charisma modifier.
  • The deity also can duplicate a spell with any metamagic feat (so long as the metamagic feat is available to characters of 20th level or lower). This use of the ability requires the deity to rest for 1 round for each level that the feat would normally add to the spell. It still takes a standard action to use this ability, so there is no point in using the ability to duplicate a quickened spell.
  • The deity can render a magical or supernatural effect permanent. The rest requirement varies with the effect: 10 minutes per level of the effect times the number of subjects affected, 10 minutes per total Hit Dice of creatures affected, or 10 minutes per 10-foot cube affected. Use the highest applicable value.
  • The deity can create temporary, nonmagical objects. This works like the Create Object ability (including the required rest period), except that the items last one day per rank.
  • The deity also can create permanent nonmagical objects as if using the Create Object ability except that all rest requirements are doubled and there is no reduction in rest time for being on an Outer Plane or in the deity's own realm.
  • The deity can create temporary magic items or creatures. This works like the Divine Creation ability (including the required rest period), except that the items or creatures created last 1 hour per rank. This ability cannot create permanent magic items or creatures.
  • The deity can reshape a landscape, creating any type of terrain the deity can imagine. Each 10-foot cube of material to be reshaped requires 1 round of effort, and the deity must rest for one day per 10-foot cube shaped after the work is completed.

Arcane Mastery

The deity can prepare any wizard spell that it can cast without using a spellbook.

This ability gives the deity access to every spell on the sorcerer/wizard spell list, provided that the deity has sufficient wizard levels and a sufficient Intelligence score to cast them. The deity also can invent new sorcerer/wizard spells without researching them.

Automatic Metamagic

The deity chooses one metamagic feat. As a free action, the deity can apply the selected feat to the spells from any one spellcasting class the deity has or to its spell-like abilities. A spell altered by the use of this ability does not use up a higher-level slot.

The deity must obey all the limitations normally associated with the metamagic feat. Any metamagic feat selected cannot have a level requirement of 21st or higher. Feats that depend on making the spell's level higher, such as Heighten Spell, do not work with this ability. A deity can have this ability multiple times, choosing a metamagic feat and either a spellcasting class or spell-like abilities to which the ability will apply each time.

Avatar

An avatar serves as a deity's alter ego, effectively allowing the deity to be in two or more places at the same time. An avatar is an extension of a deity. The deity senses and knows everything the avatar senses and knows and vice versa. Each avatar counts as a remote location where the deity is sensing and communicating. A lesser deity can have up to five avatars at once, an intermediate deity can have up to ten, and a greater deity can have up to twenty avatars at once. It takes a deity one year to create an avatar or replace a destroyed avatar. The process does not require any special effort on the deity's part. An avatar must be created in the deity's own realm. If the deity has the Divine Creation salient divine ability, the deity can use it to create a new avatar anywhere. However, the deity must rest afterward as noted in the Divine Creation ability description. An avatar is a less powerful version of a deity, created by modifying the deity's statistics, that has the following characteristics.

The avatar's divine rank is half that of the deity (round down). This decrease in divine rank affects many of the avatar's statistics and abilities, including bonuses to attack rolls, damage, saves, checks, and Armor Class, damage reduction, resistances, number of salient divine abilities and bonus salient divine abilities, uses per day of domain powers, saving throw DCs against spell-like abilities, range of senses, automatic actions, magic items it can create, and extent of divine aura. The deity's ability scores, speed, class levels, and Hit Dice are unchanged.

The avatar has salient divine abilities according to its own divine rank. The deity chooses which of its abilities the avatar has when creating the avatar. The avatar cannot have a salient divine ability that is not available to a deity of its own rank, nor can it use a salient divine ability if it doesn't meet the prerequisites. An avatar cannot have the Avatar or Possess Mortal salient divine abilities.

An avatar does not have any remote sensing or remote communication powers.

Craft Artifact

The deity can craft magic arms and armor, staffs, rods, wondrous items, rings, and scrolls that exceed the normal limits for such items

(This is essentially the equivalent of the Craft Epic Magic Arms And Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Forge Epic Ring, and Scribe Epic Scroll feats.)

Divine Archery

The deity can fire a ranged weapon at any target within line of sight and within range of the deity's personal senses. No range increment applies to the attack. The deity does not incur any attacks of opportunity for firing a bow when threatened. As a full-round action, the deity may fire an arrow at her full base attack bonus at each opponent within 10 feet per divine rank. The deity must have the Weapon Focus feat with the type of bow she uses to perform this attack. When shooting a ranged weapon, the deity can ignore any cover bonus to the target's AC or any miss chance conferred by the target's concealment.

Divine Bard

This divine ability has a variety of benefits:

  • For the deity's bardic abilities that have a range (countersong, fascinate, inspire competence, inspire greatness), that range is a number of miles equal to the deity's divine rank.
  • The deity's bardic music abilities can affect even those normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will saves to resist such effects.
  • The effects of all the deity's bardic music abilities are doubled. Inspire courage grants a +8 morale bonus on saving throws against charm and fear effects and a +8 morale bonus on attack and damage rolls; inspire competence grants a +4 competence bonus on skill checks; inspire greatness grants +4d10 Hit Dice, a +4 competence bonus on attack rolls, and a +2 competence bonus on Fortitude saves, and inspire heroics grants a +8 morale bonus on saving throws and a +8 dodge bonus to AC. The number of allies the deity can affect with inspire competence, inspire greatness, and inspire heroics doubles. When inspiring competence in multiple allies, the deity can choose different skills to inspire for different allies.
  • The effects of the deity's bardic music inspiration abilities last for ten times as long as normal after the deity stops singing. This has no effect on inspiration abilities that have no duration after the bard stops singing.
  • When any effect that is subject to countersong (any spell, supernatural ability, or spell-like effect that has the sonic or language-dependent descriptor) occurs within the deity's hearing, the deity can attempt a countersong as if it had prepared an action to do so.

Divine Spellcasting

The deity can cast spells whose effective level is above 9th. The number of spells per day the deity can cast of each spell level above 9th depends on the deity's key ability score for spell-casting classes in which the deity has achieved 20th level, as shown on Table: Divine Spellcasting. The numbers on that table represent one spell per day at each spell level above 9th in which it receives bonus spells from its key ability score, plus bonus spells based on the key ability score. The deity can use these slots for spells prepared or cast with a metamagic feat, or for lower-level spells.

If the deity has achieved 20th level in a spellcasting class with fewer than nine levels of spells (such as bard, paladin, or ranger), the deity can also cast one spell per day of each level between the maximum normal spell level and 9th, plus appropriate bonus spells of each level based on the deity's key ability score. These spells are not shown on the table.

The deity also doesn't incur attacks of opportunity for casting spells when threatened.

In addition, the deity receives the benefit of the Spell Focus feat on any spell it casts.

Spell Slots Above 9th Level

The Divine Spellcasting ability grants deities access to spell slots above 9th level (which can be used to hold lower-level spells or spells whose level has been increased above 9th by the use of metamagic feats). The number of spell slots available to a deity depends on the deity's key ability score (Intelligence for wizards, Wisdom for clerics, druids, paladins, and rangers, and Charisma for bards and sorcerers), as shown on Table: Divine Spellcasting.

Even though the table only includes ability scores up to 61 and spell slots up to 25th level, the progression continues infinitely in both directions. For ability scores beyond 61, or for spell slots above 25th level, expand the table to follow the same patterns as shown.

The numbers on this table include bonus spells that a deity receives for having a sufficiently high ability score, as well as one additional spell of each level at which the deity gains at least one bonus spell. This additional spell is one of the benefits of the Divine Spellcasting salient divine ability.

Table: Divine Spellcasting
Spells per Day
Score Modifier 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st 22nd 23rd 24th 25th
10-11 +0 - - - - - - - - - - - - - - - -
12-13 +1 - - - - - - - - - - - - - - - -
14-15 +2 - - - - - - - - - - - - - - - -
16-17 +3 - - - - - - - - - - - - - - - -
18-19 +4 - - - - - - - - - - - - - - - -
20-21 +5 - - - - - - - - - - - - - - - -
22-23 +6 - - - - - - - - - - - - - - - -
24-25 +7 - - - - - - - - - - - - - - - -
26-27 +8 - - - - - - - - - - - - - - - -
28-29 +9 - - - - - - - - - - - - - - - -
30-31 +10 2 - - - - - - - - - - - - - - -
32-33 +11 2 2 - - - - - - - - - - - - - -
34-35 +12 2 2 2 - - - - - - - - - - - - -
36-37 +13 2 2 2 2 - - - - - - - - - - - -
38-39 +14 3 2 2 2 2 - - - - - - - - - - -
40-41 +15 3 3 2 2 2 2 - - - - - - - - - -
42-43 +16 3 3 3 2 2 2 2 - - - - - - - - -
44-45 +17 3 3 3 3 2 2 2 2 - - - - - - - -
46-47 +18 4 3 3 3 3 2 2 2 2 - - - - - - -
48-49 +19 4 4 3 3 3 3 2 2 2 2 - - - - - -
50-51 +20 4 4 4 3 3 3 3 2 2 2 2 - - - - -
52-53 +21 4 4 4 4 3 3 3 3 2 2 2 2 - - - -
54-55 +22 5 4 4 4 4 3 3 3 3 2 2 2 2 - - -
56-57 +23 5 5 4 4 4 4 3 3 3 3 2 2 2 2 - -
58-59 +24 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 -
60-61 +25 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2
etc. . .                                  

Extra Energy Immunity

The deity gains immunity to acid, cold, electricity, fire, or sonic energy.
This ability is effective even if the attacker is a deity of higher rank.

A deity can have this ability multiple times, choosing a different form of energy each time.

Increased Spell Resistance

The deity's spell resistance increases by 20.

A deity can have this ability multiple times, and its effects stack. A deity with two applications of this ability improves its spell resistance by 40.

Know Secrets

No secrets can be kept from the deity.

The deity can learn a creature's entire history (including any embarrassing or vital secrets it might know) just by looking at it. This ability is similar to the legend lore spell, except that it delivers instant results and the subject is allowed a Will save (DC 10 + the deity's Charisma modifier + the deity's divine rank) to avoid the effect.

Spontaneous Wizard Spells

This ability works like a cleric's ability to cast cure spells spontaneously, except that it applies to wizard spells. The deity must have a sufficient Intelligence score and wizard levels to cast the spell.

Supreme Initiative (Ex)

The deity goes first in the initiative order, no matter what its initiative result is or what initiative result anyone else in an encounter or battle has.

Determine initiative normally among any beings who don't have this ability, placing them in order after the deity. The deity can choose to delay or ready an action, just any other being can, and doing so changes the deity's initiative as normal. The deity also can refocus, thereby resuming its position at the beginning of the initiative order.

If two or more deities who have this ability are in the same battle, the deity with the highest divine rank gets the first position in the initiative order, the deity with the second highest rank gets the second position, and so on. Other beings then go in order after the last deity with the Supreme Initiative ability.

If two deities with this ability and the same divine rank are in a battle, make an initiative check for each deity, and the deity with the higher result goes first.

True Knowledge

The deity never fails a bardic knowledge or lore check, no matter how obscure the knowledge involved. [The deity speaks and understands all languages.]* The deity can use legend lore and analyze dweomer as free actions at will. These actions count against the deity's maximum number of free actions per round.

*[since any deity of DVR 1 or better can "speak, read, and understand all languages", that makes no sense.]


Bardic Knowledge: Brianna may make a bardic knowledge check with a bonus of +51 to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. She always geta a 20 on this check. (Her True Knowledge Salient Divine Ability means that she never fails such a check.)

Bardic Music: Brianna can use her song or poetics to produce magical effects on those around her. She can use any combination of the following effects, 23 times per day.

Countersong (Su): Brianna can counter magical effects that depend on sound by making a Perform check at +123 for each round of countersong. She can attempt this against any such effect that occurs within eleven miles of her as soon as it begins, as if she had prepared an action to do so. Any creature within eleven miles of her who is affected by a sonic or language-dependent magical attack may use her Perform check result in place of his or her saving throw if desired. Countersong lasts for 10 rounds.

Fascinate (Sp): Brianna can cause up to 16 creatures within eleven miles of her that can see and hear her to become fascinated with her. Brianna's Perform check result at +123 is the DC for the opponent's Will save. Any obvious threat breaks the effect. Fascination lasts for as long as Brianna continues to play and concentrate, up to 23 rounds. This is an enchantment (compulsion), mind-affecting ability, but even creatures immune to such can be affected, although they gain a +10 bonus to their Will save.

Inspire Courage (Su): Allies who can hear Brianna receive a +8 morale bonus to saves against charm and fear effects and a +8 morale bonus on attack and weapon damage rolls. The effect lasts for as long as the ally hears the song and for 50 rounds thereafter. This is a mind-affecting ability

Inspire Competence (Su): Up to two allies within eleven miles of Brianna get a +4 competence bonus on skill checks with a particular skill as long as he or she can hear the music, to a maximum of 2 minutes; the skills inspired in the two allies need not be the same. This is a mind-affecting ability.

Suggestion (Sp): Brianna can make a suggestion (as the spell) to a creature she has already fascinated. A Will save with a DC of 40 (42 vs. females) negates the effect. Using suggestion on a fascinated creature does not count as against Brianna's daily usage of Bardic Music effects. This is an enchantment (compulsion), mind-affecting, language-dependent ability, but even creatures immune to such can be affected, although they gain a +10 bonus to their Will save.

Inspire Greatness (Su): Up to ten allies within eleven miles (including herself) who can hear Brianna sing receive 4 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply Constitution modifier, if any to these bonus Hit Dice), a +4 competence bonus on attack rolls, and a +2 competence bonus on Fortitude saves. The effect lasts for as long as the ally hears the song and for 50 rounds thereafter. Inspire Greatness is a mind-affecting ability, but even creatures immune to such can be affected.

Song of Freedom (Sp): Brianna can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals her bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. Brianna can't use song of freedom on herself.

Inspire Heroics (Su): Brianna can use music or poetics to inspire tremendous heroism in herself or up to six willing allies within eleven miles. A creature so inspired gains a +8 morale bonus on saving throws and a +8 dodge bonus to AC. The effect lasts for as long as the ally hears the song and for up to 50 rounds thereafter. Inspire heroics is a mind-affecting ability, but even creatures immune to such can be affected.

Mass Suggestion (Sp): This ability functions like suggestion, above, except that Brianna can make the suggestion simultaneously to any number of creatures that she has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability, but even creatures immune to such can be affected, although they gain a +10 bonus to their Will save.

Distracting Appearance (Ex): Brianna has Unearthly Beauty from the Otherworldly Countenance feat. As a full-round action, she can attempt to distract a target within 30 feet by focusing her attention upon it. The target must be able to see her and can resist her distracting appearance by making a Will save vs. DC 67 (DC 10 + 40 (CL/2) + 17 (Cha modifier)). Failure indicates that the target is fascinated for as long as she remains in its line of sight. This ability is usable 2/day.

Extraordinary Wild Shape (Ex): Brianna gains all the extraordinary special qualities and attacks of any form she shifts into.

Evasion (Ex): If Brianna makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. This ability does not work when Brianna is helpless.

Evershifting Form (Ex): Brianna has the shapechanger subtype and is immune to any transmutation effect, even those caused by deities of higher rank, unless she is willing to accept it. She can use her wild shape ability at will.

Familiar (birds): Brianna can treat any bird as a familiar, as long as it is within a distance of eleven miles of her. This special familiar ability only applies to one bird at a time, but she can switch between one bird and another instantaneously, as long as the second bird is within range.

Fast Wild Shape (Ex): Brianna can use her wild shape ability as a move action, rather than as a standard action.

Grace (Ex): Brianna gains a +1 competence bonus on Reflex saves.

Improved Evasion (Ex): If Brianna makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Even if she fails the saving throw, she takes only half damage. This ability does not work when Brianna is helpless.

Improved Uncanny Dodge (Ex) Brianna cannot be flanked. This defense denies another rogue the ability to sneak attack Brianna by flanking her, unless the attacker has at least 23 Rogue levels.

Improved Wild Shape (Ex): Brianna knows how to use her wild shape ability to assume a wider range of forms and achieve a wider variety of sizes. In addition to Small and Large animals, as permitted by base wild shape, Brianna can shift into the form of any humanoid, giant, magical beast, monstrous humanoid, fey, vermin, aberration, plant, ooze, elemental, or dragon of any size from Fine to Colossal.

Insightful Strike (Ex): Brianna can add her Intelligence bonus (+15; already included above) to damage done with any weapon she can use Weapon Finesse with, in addition to her Strength bonus. Targets immune to critical hits or sneak attack are immune to insightful strike.

Morphic Stability (Ex): Brianna has the ability to impose her will on her surroundings to a limited extent. On planes with the highly morphic trait (such as Limbo in the D&D cosmology) or the magically morphic trait (such as the Plane of Shadow), the terrain stabilizes around her. She automatically calms the terrain within a radius of 300 feet. This area moves with her and is centered on her. Permanent structures within the plane are unaffected, and the terrain can still be changed through normal activity.

Nature Sense (Ex): Brianna gains a +2 bonus on Knowledge (nature) and Survival checks.

Opportunist (Ex): Once per round, Brianna can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. Even though Brianna has the Combat Reflexes feat, she can't use the opportunist ability more than once per round.

Planar Survival (Ex): Brianna immediately becomes attuned to the nature of the planes she visits and personally immune to their natural planar effects. Any effect that would be negated by the avoid planar effects spell is negated by the planar survival ability as well.

Brianna is immune to the "normal" fires of the Elemental plane of Fire, but fire-based attack forms and unusually fiery areas there still affect her. Because this extraordinary ability is the result of attuning herself to a particular plane, Brianna remains vulnerable to the same sort of damage in other planes where that attack form is not part of the natural order. Fires on other planes, including the Material Plane, affect her normally.

Resist Nature's Lure (Ex): Brianna gains a +4 bonus on saving throws against the spell-like abilities of fey.

Shifter's Speech (Ex):Brianna maintains her ability to speak normally (including verbal components of spells) regardless of the form she takes. Furthermore, she can communicate with creatures of the same kind while in wild shape, as long as such creatures are normally capable of communicating with each other using natural methods.

Sneak Attack: If Brianna's opponent is ever denied his Dexterity bonus to AC, or if Brianna flanks him, she does an extra 10d6 damage on each attack.

Supernatural Wild Shape (Ex): Brianna gains all the supernatural special qualities and attacks of any form she shifts into.

Tiefling traits: +2 Dexterity, +2 Intelligence, -2 Charisma (included in listed statistics); cold, electricity, and fire resistance 5; spell-like abilities 1/day—darkness as a sorceress of her character level; darkvision up to 60 feet; +2 racial bonus on Bluff and Hide checks (already figured into the statistics given above); Level adjustment +1.

Trackless Step (Ex): Brianna leaves no trail in natural surroundings and cannot be tracked.

Trap Sense (Ex): Brianna receives a +6 dodge bonus to AC against attacks by traps and a +6 bonus on Reflex saves to avoid traps.

Trapfinding: Brianna can use the Search skill to find traps with Search DCs higher than 20, and the Disable Device skill to disarm magical traps.

Unbound: Brianna's Druid oaths have been relaxed, allowing her to wear light metal armor with no loss of spellcasting, supernatural, or spell-like abilities. She also suffers no experience point penalty for multiclassing.

Uncanny Dodge (Ex): Brianna can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Wild Empathy (Ex): Brianna can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. She rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, Brianna and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
Brianna can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Wild Shape (Ex):

See also Colossal Wild Shape, Fine Wild Shape, Improved Wild Shape, Extraordinary Wild Shape, Fast Wild Shape, Magical Beast Wild Shape, Shifter's Speech, Supernatural Wild Shape, and Evershifting Form.

Brianna has the ability to turn herself into many kinds of creatures at will as a move action that doesn't provoke an attack of opportunity. This ability functions like the alternate form special ability, except as noted here. Each time she uses wild shape, she regains lost hit points as if she had rested for a night. Any gear she wears or carries melds into the new form and becomes nonfunctional. When she reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at her feet.

The form chosen must be that of a creature she is familiar with.

Woodland Stride (Ex): Brianna can move through natural thorns, briars, overgrown areas, and similar terrain at her normal speed and without damage or other impairment. However, thorns, briars, and overgrown areas that are magically manipulated to impede motion still affect her.


Brianna's Library

In her mortal days, Brianna collected a substantial library of books from various sources.

1) Brianna and the all-girl party defeated Mozul, a High Priest of Malcanthet in the Greater Halls of Maure castle. She collected 700 books that cover a wide range of subjects relating to the planes of existence. This collection is worth 20,000 gp.

2) Brianna commissioned Veracity, Yol, and Igor to return to Maure Castle and bring back whatever possessions they can find of Elluvia Maure. That team discovered Elluvia's secret study and delivered all the books it contained to Brianna. There were two distinct collections.

One consists of books on arcana, including a definitive collection on the Enchantment school of magic. There is also a selection of books on Conjuration magic and demonology, in particular, relating to succubi, lilitus, and Malcanthet and her rivals and spawn.

The other is Elluvia's substantial collection of erotica, much of which could be characterized as kinky. As it happens, Elluvia's kinks aligned well with Brianna's, and she is well pleased with this collection.

3) When Brianna and the Starborn explored the interior of the Skull of Paithah, they discovered the lair of Thren, a long-dead epic Necromancer, and recovered his personal library. As might be expected, this is a definitive collection on the Necromancy school of magic. It is also an exceptional resource on epic magic and arcana in general, with a focus on matters of Life and Death. Finally, it is a comprehensive resource on the nature of divine beings and the powers wielded by such.

4) While seeking prophecies that might pertain to the planequakes, Brianna purchased a copy of The Eschatonic Scripts on Ashfar for 90 gp.

When Brianna uses this library as a resource for sagely research, it grants a +6 circumstance bonus to Knowledge (the planes) or Knowledge (nature), a +4 circumstance bonus to Knowledge (arcana) or Knowledge (religion), and a +6 bonus to Spellcraft pertaining to the Enchantment and Necromancy schools of magic.

All of the above books, along with many more that she has subsequently collected, are kept in her lodge in her godly realm on her private demiplane.


Rhapsody of Pain: (Minor Artifact from Book of Vile Darkness) (200,000)

These oddly named earrings allow the wearer to function as if continually under the effects of both a sadism and a masochism spell. Furthermore, the wearer is immune to the debilitating effects of pain, such as those brought on by a symbol of pain. although she still feels the pain.

Caster Level: 16th; Weight -

Book of Brimstone

This book, claimed from Lady Midori, an advanced pleasure devil, is written in Infernal. It has two parts:

I) details on the proper worship of Mephistopheles and info on the steps necessary to become his disciple, including gruesome rituals.
II) a small collection of arcane spells, each more evil than the previous.

Codex of Dead Names (Minor Artifact)

Written by Elluvia Maure, this dense tome contains cramped but graceful handwritten pages that comprise a lengthy treatise on the history, physical descriptions, and cause of death of five hundred unique demons. Many of these demons had, in some way, crossed Elluvia's patron Malcanthet, and those who weren't slain by Elluvia were most often slain by Malcanthet herself.

This copy is inscribed on the inside front cover: "Uncle - Take this as a reminder to never underestimate the fairer sex. Read and learn. - Elluvia"

The following spells are recorded in the Codex of Dead Names: alert bebilith*, banishment, binding, call dretch horde*, dismissal, gate, greater planar binding, lesser planar binding, planar binding, plane shift, trap the soul. Spells marked with an asterisk are from the Book of Vile Darkness.

A wizard can learn these spells in the same way she can learn spells from another wizard's spellbook. In addition, a character who spends 8 hours studying one of these spells and makes a successful Spellcraft check (DC = 10 plus the level of the spell) gains the ability to use that spell once per day as a spell-like ability for as long as she retains possession of this copy of the Codex. A character can gain only one of these spell-like abilities, but may switch spells by following the procedure outlined above. If anyone else claims ownership of the Codex (this includes anyone who uses the Codex to learn a spell or spell-like ability) this spell-like ability is lost.

Caster Level 18th; Strong conjuration [chaos, evil]; 8 lb.


Masochism (Book of Vile Darkness 99)
Enchantment [Evil]
Level: Assassin 3, Blackguard 3, Cleric 3, Pain 2, Sor/Wiz 2
Components: V, S, M
Casting time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

For every 10 points of damage the caster takes in a given round while under the effect of this spell, she gains a +1 luck bonus on attack rolls, saving throws, and skill checks in the next round. The more damage the caster takes, the greater the luck bonus. It's possible to get a luck bonus for multiple rounds if she deals damage in more than one round during the spell's duration.

Material Component: A leather strap that has been soaked in the caster's blood.

Sadism (Book of Vile Darkness)
Enchantment [Evil]
Level: Assassin 3, Blackguard 3, Cleric 3, Pain 2, Sor/Wiz 2
Components: V, S, M
Casting time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

For every 10 points of damage the caster deals on a given round while under the effect of this spell, she gains a +1 luck bonus on attack rolls, saving throws, and skill checks in the next round. The more damage the caster deals, the greater the luck bonus. It's possible to get a luck bonus for multiple rounds if she deals damage in more than one round during the spell's duration.

Material Component: A leather strap that has been soaked in human blood.


Hobyah, the Porcelain Dandy

Medium Construct
Hit Dice: 45d10+20 (267 hp)
Initiative: +21
Speed: 40 ft. (8 squares)
Armour Class: 47 (+13 Dex, +24 natural), touch 23, flat- footed 34
Base Attack/Grapple: +33/+40
Attack: +10 keen rapier +56 melee (1d6+17/15-20) or +10 keen spiked chain +56 melee (2d4+20/19-20)
Full Attack: +10 keen rapier +56/+51/+46/+41 melee (1d6+17/15-20) or +10 keen spiked chain +56/+51/+46/+41 melee (2d4+20/19-20)
Space/Reach: 5 ft./5 ft. (10 ft. with spiked chain)
Special Attacks: Sneak attack +10d6
Special Qualities: Blindsight 120 ft., construct traits, immunity to acid, intrinsic weaponry, magic immunity, resistant to cold 50 and electrical damage 50, vulnerability to sonic, weaponbreaking
Saves: Fort +15, Ref +28, Will +16
Abilities: Str 24, Dex 36, Con -, Int 18, Wis 13, Cha 28
Skills: Appraise +17, Balance +37, Bluff +33, Diplomacy +33, Hide +37, Knowledge (nobility and royalty) +28, Listen +21, Move Silently +41, Perform (dance) +38, Search +28, Sense Motive +14, Spot +14, Tumble +37, Use Rope +25
Feats: Blinding Speed, Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Mobility, Power Attack, Run, Spring Attack, Superior Initiative, Weapon Finesse
Environment: Any urban
Organisation: Solitary
Challenge Rating: 27
Treasure: -
Alignment: Always lawful neutral
Advancement: By character class
Level Adjustment: -

These exotic, graceful, fast-moving constructs are found in the courts of exceptionally powerful kings and emperors. They serve the joint functions of major domo, spy, assassin, manservant or even concubine. As a royal court is often a place of intrigue and rumourmongering, it is useful to have an ally who combines the virtues of utter loyalty and complete discretion.

There are a finite number of these creatures in existence. They were created long ago, to serve an unknown purpose; the secrets of their creation are long lost. Those that have survived have been discovered in old tombs alongside their former masters or buried amid the clutter in ancestral attics.

A porcelain dandy serves one, and only one, master. When that master is killed, the dandy enters the service of the first person to claim it. The dandy instinctively knows whether its master is alive or dead.

A porcelain dandy resembles a human figure made from gleaming white ceramic, with a smooth oval instead of a face (this material resembles porcelain only in its appearance; it is tougher than iron). In keeping with its name, it will often dress in the most flamboyant clothes available. Purple frock coats, broad gold-buckled shoes, high wigs and ebony canes topped with diamonds are favoured. Female dandies exist and are much rarer. These dress in black or scarlet ball gowns with high, stiff necks.

A dandy never speaks aloud. It communicates with mime and exaggerated gestures or, if necessary, with written messages in florid script. It always carries pen, ink and parchment in case this should be necessary.

The creature's favoured class is rogue. Its weapons are treated as epic for the purposes of overcoming damage reduction.

Intrinsic Weaponry (Ex): The porcelain dandy's +10 keen rapier and +10 keen spiked chain are part of its body, though they do not function as natural weapons. The rapier is extruded from the wrist of the right arm, and the spiked chain from the wrist of the left. It can manifest or withdraw these items as a free action, and it gains a +4 bonus against disarm attempts. The weapons do not function if removed from the dandy.

Immunity to Magic (Ex): A porcelain dandy is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below:

c A magical attack that deals sonic damage deals double damage against the dandy, which cannot resist it, though it is allowed a saving throw.

c A magical attack that deals fire damage heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the dandy to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a porcelain dandy hit by a fireball gains back 6 hit points if the damage total is 18 points. A porcelain dandy gets no saving throw against fire effects.

Sneak Attack (Ex): This functions like the rogue class ability of the same name.

Weaponbreaking (Ex): The porcelain dandy's body is phenomenally tough and pulses with subtle vibrations. Weapons have a chance to shatter against it. Any weapon that successfully strikes the porcelain dandy must also make a Fortitude saving throw (DC 20) or be shattered into pieces.


Copyright © 2014 by Brianna Sollandry <brianna at hambo dot com> Ph'nglui mglw'nafh Cthulhu
R'lyeh wgah-nagl fhtagn.
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