Name: [SIZE="3"]Null the Undetectable... Caretaker of Time, Master of Stealth[/SIZE]
nondescript character... who no-one can detect, but who can kick butt... Ultra finnesse, Mental focused, manipulates Spells(Arcane and Divine) and Powers and EPIC Powers and Spells(Arcane and Divine) and the Timestream.... very tough, hard to hit, impossible to kill
1/2 Dragon(bronze) Phrenic HumanSwashbuckler 3/ Fighter(hit and Run variant) 2/ Monk 20/ Wizard 3/ Archivist 2/ Contemplative 2/ Psion 3/ Void incarnate 10/ Mystic theurge 8/ Cerebremancer 9/ Psychic theurge 8
70HD(70HD +5 LA ) class levels not in this order:
Ability scores: 238 points, distribute as desired, add +1/4 levels (18), No physicals higher than 70 (for mediums, can go higher with size increases), or mentals higher than 55.
Racial bonus from 1/2 Bronze Dragon Phrenic = +8 Str, +2 Con, +4 Int, +2 Wis, +6 Cha
53 Str(20+8 Racial+25 Enhancement)
111 Dex(70+15 levels+25 Enhancement)
57 Con(30+2 Racial +25 Enhancement)
78 Int(49+4 racial+25 Enhancement)
67 Wis(39+2 racial+1 level+25 Enhancement)
61 Cha(30+6 Racial+25 Enhancement)
Enhancement bonuses come from +25 stat Item(Belt) for all stats is only something like 7.5 million gp
Hit points:2020hp (5d10+10d6+20d8+35d4+1610)
Move 240', Fly 560'(perfect)
Alignment: Lawful Good
Divine Rank 18
[sblock=using Divine Power]
Attack as 70HD Outsider = 70+50 Dex +5 Enhancement +18 Luck +18 Rank= +161 Attack
...All unarmed Strikes are Touch Attacks that Ignore Force Effects(like Mage Armor, Shield spell, bracers of Armor, Walls of Force,etc...)[SIZE="2"]Full Attack with Greater Flurry and haste=
[sblock=not using Divine Power]
BAB +41+50 Dex +5 Enhancement +18 Luck +18 Rank= +132 Attack
]...All unarmed Strikes are Touch Attacks that Ignore Force Effects(like Mage Armor, Shield spell, bracers of Armor, Walls of Force,etc...)
Full Attack with Greater Flurry and haste=+132/+132/+132/+132/+127/+122/+117
Damage = (+ 2d12= 13 average)+ 50 Dex+ [COLOR="Red"]68 (Int x2)[/COLOR]
+10 Enhancement...= 141 damage per hit
..... 987 damage/ round
will make an EPIC spell to make unarmed Strikes +10 enhancement ... later
Unarmed Strikes are Considered:
= (10 Base+18 Divine + 18 Deflection + 36 Natural Armor +50 Dex + 34 Int+18 Luck+40 Armor), 148 Touch, 174 Flatfooted
Miss Chance :
Divine Dodge 68% chance for opponents to Miss
Self Conceament 50% chance for opponents to Miss
opponents must beat both for any attack to hit
Saves (bonus to all Saves +18(div rank) +10 Cha)
110 Fort save = 41 +23 Con +18 Luck+18(div rank) +10 Cha
131 Ref save = 35 +50 Dex +18 Luck+18(div rank) +10 Cha
109 Will save =35 +28 Wis +18 Luck+18(div rank) +10 Cha
also if he makes ANY save he takes NO Damage, if he Fails a Save he only takes 1/2 Damage
40/epic and material*
Immune to Sonic and Lightning base divine ability
Immune to Fire ........ Divine Fire Mastery
Resistance 38 Acid[SIZE="3"]SR 105[/SIZE]
(base 32+35(1/2 HD)+18 rank+20 Imp SR)
DIVINE AIR MASTERY......... Fly 560'(perfect), +18 competence Att,Damage,AC if both are Flying
DIVINE EARTH MASTERY..... Tremorsense 180', Burrow(Earthglide 120'), +18 competence Att,Damage,AC if both are touching Ground
DIVINE FAST HEALING(38)
DIVINE FIRE MASTERY......... +18 competence Att,Damage,AC if both are touching fire or using Fire or flaming weapons
EXTRA SENSE ENHANCEMENT
INCREASED SPELL RESISTANCE(+20)
POWER OF LUCK
Three custom SDA:[indent]
Master of Destiny ...... SDA,created by PhaedrusXY
[sblock] Custom SDAsMaster of Destiny
Prerequisites: Time and Fate Domains; Clearsight, Battlesense, and Extra Sense Enhancement SDAs, Wisdom 40
The deity can see perfectly into his own future for up to one round per divine rank. He can perfectly forsee the results of his own actions, and the actions of others as they affect him. This means he is able to react to the actions of others up to 18 rounds before they are taken, adjusting his own actions accordingly.
In game terms, this allows him to "redo" his actions for a number of rounds up to his DR. Any creatures able to percieve his new actions can react accordingly, but they have no memory of the "previous" rounds, as they never actually occurred.
Use of this power requires no action on the deity's part. It is automatic, and not even his death can prevent it, as he forsees it and reacts to it before it happens. Nothing can block the deity's ability to see his own fate, including the SDAs of other deities and cosmic entities, and the powers of artifacts. His ability to observe other creature's part in his future may be obscured by appropriate protections against divination effects, however.
This power also automatically extends to the deity's avatars and proxies, as they contain fractions of his own power and essence, but their fates may be obscured by appropriately powerful magic. The deity can also use this ability to forsee the fate of any of his followers, but this requires a swift action to use, and he can only forsee the fate of up to 1 follower per divine rank per use of this ability. Finally, the deity can use this ability on a creature that is not a follower of his, but this requires a standard action and the target can attempt a Will save to resist it. If they succeed, they know they were targetted by some kind of supernatural effect.Temporal Mastery
(Salient Ability): Req: Time Domain, Int 40, Wis 40, Divine Rank 6
No spell, power or similar effect dealing with time or movement can affect Null unless he chooses to allow it to do so. Furthermore, all such powers, spells or spell-like abilities activated within 90 feet of him require success on an opposed caster level check; failure means that Null assumes control of the power and can redirect it where he chooses. Null possesses the ability to step through time, although he has little control over where he emerges. 1/week, Null may transport himself and anyone he is touching through time. There is no save against this effect, but Null must succeed on a touch Attack to take an unwilling creature. Magic and effects blocking astral travel have no effect on this ability, as Null and any travelers are moving through the Temporal Storm, not the Astral Plane. Null chooses whether he is moving to the past or the future, and a point in time of no greater accuracy than a day. He immediately appears in that time, within d% millennia of his goal. Should he desire greater accuracy than this, he can sacrifice his future use of his ability to decrease the offset. By reducing his uses of the power to once a year, Null may appear within d% years of the goal. Reduction to once a century allows him to appear within d% days, and at his most accurate, Null can sacrifice his use of this power for a millennia and appear at the exact day he desires. By taking a full round action, Null can produce a minor Temporal Step at will. This produces the effects of greater teleport but Null appears 1d10 rounds in the past or future. If he approaches within one mile of another one of his "selves" using this power, both are immediately stunned for 1 round, after which they have 1 round to separate to a less paradoxical distance. This effect is also impossible to block with effects such as dimensional anchor and the like.[COLOR="black"]Temporal Mobility[/COLOR]
(Salient Ability): Req:
Temporal Mastery (Salient Ability),Time Domain, Int 40, Wis 40, Divine Rank 6
As a result of his involvement with time and history, Null has a control over spatial and temporal magicks. Any spells that alter speed, the flow of time, or instantaneously transport material (including teleport and summon spells) with an origin or target located within 60 feet of Null are subject to his power. The caster must make an opposed caster level check against Null (caster level ??th) or have his spell retargeted as Null wishes. Regardless of the success of the level check, Null himself is immune to any hostile temporal magicks. He has access to contingency, foresight, haste, slow, and time stop, as defined in his Spell-like Abilities section. Finally, Null may make minor tweaks in the time stream 6/day. Below are listed some common uses of this power:[indent]Rewind:
Null may cause time to flow backwards, essentially undoing the last round of actions.Slow Time:
Null may cause creatures within an area to be suffused with slow time. This affects an area with a 60-foot radius. All creatures within the area must make a Will save DC 58 or be held as per hold monster. Those who make their save are treated as though affected by the slow spell, except their speed is quartered, and the penalties are at -6. Null is also affected by this slow time, should he remain within the area. The slow time dissipates after 14 rounds.Fast Time:
Null may cause creatures within an area to be suffused with fast time. This affects an area with a 60-foot radius. Creatures within the area are treated as if affected by a haste spell, except that they receive two rounds worth of actions every round, and the bonuses are +6. This fast time lasts for 14 rounds.[/indent][/sblock]All Spells and Powers are based on Int
, thus .... DC 42+ spell/power lvl(minimum... havent added feats and other boosts)
Arcane and Divine Spells above 9th lvl:
PP 544 Divine Psi +147 Ring = 691 PP
Manifester Level = 70th
DC = +25 Cha
3/day—defensive precognition; 1/day—force screen
3/day—empty mind, mind thrust
1/day—body adjustment, brain lock
3/day—intellect fortress; 1/day—psychic crush
1/day—energy current, tower of iron will
Epic Spells: Null can prepare up to 7 EPIC Arcane spells, 7 EPIC Divine spells, 7 EPIC Psionic Powers per day.
[sblock=EPIC Spells known] Greater Esoteric Aegis [COLOR="Red"]created by PhaedrusXY[/COLOR]
(based on GoH Chp2)
Spellcraft DC: 123
Components: V, S
Casting Time: 11 minutes
Effect: 10-ft. radius emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
To Develop: 747,000 gp, 15 days, 29,880 XP (recalculate). Seeds:
ward (DC 14), transform (DC 21). Factors: gain +40
bonus on DC to avoid being dispelled (ad hoc +80),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automatically
(ad hoc +4), ward against mage’s disjunction (+16).
Mitigating factors: change range from touch to personal
(-2), increase casting time by 10 min (-20)
The caster calls upon the very fabric of magic to fashion
a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +40 bonus on the DC
against which the dispel attempt must succeed. Any dispel
attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mage’s disjunction
is warded against in its entirety.Fortify Wisdom
(also knows Dex, Con, Int, and Cha versions)[COLOR="red"]created by PhaedrusXY[/COLOR]
Spellcraft DC 31
Fortify Seed: 17
Factors: Increase attribute by +24 (+48), duration x5 (100 hours)(+10), casting time increased by 10 min (-20).
Caster gains +25 ehn. to Wisdom for 100 hoursGreater Epic Mage Armor
Conjuration (Creation) [Force]
Spellcraft DC: 70
Components: V, S
Casting Time: 10 minutes
Duration: 72 hours (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 630,000 gp; 13 days; 25,200 XP. Seed:
armor (DC 14). Factors: +36 additional armor bonus
(+72), increase duration by 200% (+4). Mitigating Factor:
increase casting time by 9 minutes (-18), change
target to personal (-2).
Greater epic mage armor works as per epic mage
armor, except that it grants a +40 armor bonus to Armor
Class, and lasts for 3 days.
Contingent True Resurrection
Spellcraft DC: 80
Components: V, S, DF
Casting Time: 1 round
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
To Develop: 720,000 gp; 15 days; 28,800 XP. Seed: life
(DC 27). Factors: activates when subject is slain (+25
DC), no loss of level or Constitution when resurrected
(ad hoc +10), decrease casting time by 9 rounds (+18).
Contingent true resurrection works as per contingent
resurrection, save that the resurrected creature does not
lose a level (or 1 point of Constitution if the subject was
first level), and the time between death and resurrection
is only 1 round.
[sblock=Epic spells that need to be adjusted]
Epic Spell Reflection ..... adjust
Spellcraft DC: 68
Components: V, S , X P
Casting Time: 41 days, 11 minutes
Target: Object or creature touched
Saving Throw: None
Spell Resistance: Yes
To Develop: 630,000 gp; 13 days; 25,200 XP. Seed: reflect (DC 27). Factors: reflect up to 9th-level spells (+160 DC), change range to touch (+2 DC), permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 41 days (-82 DC), 20d6 backlash (-20 DC), six additional casters contributing one 8th-level spell slot (-90 DC), burn 9,500 XP per caster (-665 DC).
The character can create a permanent ward against all spells of 1st through 9th level that target the subject. These spells are reflected back on the caster. Spells that affect an Area are not affected by this spell.
XP Cost: 7,500 XP.
Dispater’s Iron Defense............. adjust
Psychokinesis [Death, Force]
Psicraft DC: 127
Display: Vi, Au
Casting Time: Immediate action
Duration: 33 hours
Saving Throw: None; see text
Power Resistance: Yes (harmless)
To Develop: 1,143,000 gp, 23 days, 45,720 XP. Seeds:
armor (DC 14), destroy (DC 29), fortify (DC 17), fortify
(DC 27), transform (DC 31). Factors: cast as an immediate
action (ad hoc +36), grant bonus to spell resistance
or saves of +6 (+10), grant insight bonus to armor class
of +6 (+50), grant fast healing 12 (+66), caster can become
incorporeal as an immediate action, or change bonus
to saves, spell resistance or armor class to a different
bonus to one of those three (ad hoc +16), caster can dismiss
incorporeal aspect of the power as a free action
(+8), increase duration by 165% (+4), increase duration
by 330% when within the Iron Tower (ad hoc +1), increase
damage dealt by destruction seed by . Mitigating
factors: only allow one bonus to either spell resistance,
saves or armor class at a time (ad hoc –30), change target
to personal (-2), burn 15,000 XP (-150)
From within his Iron Tower, the Lord of the Second
seeks to protect himself from all powers, for he schemes
to place himself above all others. To this end, he developed
the iron defense epic power.
The manifester of this epic power is able to manifest it
as an immediate action (see p.59 of the Expanded Psionics
Handbook for details on immediate actions).
Upon activating this power, the manifester’s eyes begin
to glow like molten iron, and the susurration of thousands
of blades whisking through the air (akin to the
sound of a blade barrier spell) can be heard within the
vicinity. The manifester chooses whether to apply a +6
bonus to his spell resistance (enhancement bonus), armor
class (insight bonus) or saving throws (resistance bonus)
when first manifesting the power; as an immediate action,
the manifester can switch freely between the different
bonuses while the power’s duration lasts. The manifester
also gains fast healing 12, and can choose to become
incorporeal as an immediate action (returning to a
corporeal state is a free action) – Dispater uses this aspect
of the power to become incorporeal just as an opponent
tries to strike him in combat, or as additional protection
against hostile powers and spells. Any weapon that
does strike the manifester must make a Fort save DC 20
+ the relevant manifesting ability score modifier or be
destroyed (or, at the least, take 20d6 points of pure destructive
energy); this damage is dealt to the creature if it
attacks with natural weapons (including bullrush, grapple
and similar attempts). A successful save deals half dam-
If cast within the Iron Tower, the duration of this
power is doubled (66 hours).
XP Cost: 15,000 XP.[/sblock]
[/sblock]Bonus regular feats:
Improved Critical(Unarmed Strike)(fighter)
Point blank Shot(Wizard, martial variant)
Improved Initiative(Time Domain)
Imp Unarmed Strike(monk Bonus)
Improved Grapple(monk Bonus)
Deflect Arrows(monk Bonus)
Improved Disarm(monk Bonus)
Carmondine Monk(human bonus)..... changes Monk bonus to AC to Int basedRegular Feats:
Ordered Chaos(Abyssal Heritage)allows you to ignore Non-Lawful req for Void Incarnate
Primordal Scion.... Natural Weapons and Weilded Weapons are Chaotic vs DR and +1d6 vs Lawful,
Iron Will................................. from legendary Location(3000gp value)
Weapon Focus (unarmed strike)
Robilars GambitEPIC Feats:
Bonus Feats(Divine Archer, Divine Monk, Divine Spellcaster, Divine Psionics):[indent]
Spell Focus (in all schools of magic)
Improved Combat Casting
Swarm of Arrows
Psionic Endowment feat on any power he manifests.[/indent]IMPROVED COMBAT REFLEXES [EPIC] [COLOR="red"]EPIC PROWESS [EPIC][/COLOR][COLOR="Red"]COMBAT INSIGHT[/COLOR]
[/url]DEXTEROUS FORTITUDE [EPIC] DEXTEROUS WILL [EPIC] Epic Manifestation
..... like EPIC Spellcasting but PsionicEPIC SPELLCASTING [EPIC] IMPROVED MANIFESTATION [EPIC] PENETRATE DAMAGE REDUCTION [EPIC]
(silver) SELF-CONCEALMENT [EPIC][SIZE="3"][COLOR="Red"]x5 [/COLOR][/SIZE]SHATTERING STRIKE [EPIC] SPELL STOWAWAY [EPIC] [SIZE="3"][COLOR="red"]x2[/COLOR][/SIZE]
(Timestop,Greater Spell Imunity)
[sblock=Equipment][SIZE="3"]Equipment:[/SIZE]items from other entries to adjust:
Gloves of Spellweaving
This item grants a +30 enhancement bonus on Spellcraft checks. Cost: 90,000 gp.
Goggles of Spellsight
This item grants a +30 competence bonus on Spellcraft checks. Cost: 90,000 gp.[COLOR="Red"]Wealth for ECL 60 is 108,600,000[/COLOR]Boots of Swiftness:
These shoes grant their wearer a +6 enhancement bonus to Dexterity. The wearer’s speed doubles
(this does not stack with any magical or supernatural enhancement to speed), he or she gains the evasion ability (as the rogue class feature), and the wearer’s jumping distance is not limited by his or her height. The wearer gains a +20 competence bonus on Balance, Climb, Jump, and Tumble checks
. Three times per day, the wearer can utter a command word to activate the boots’ haste power (as the haste spell, lasts 20 rounds).
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, cat’s grace, expeditious retreat, haste, jump; Market Price: 256,000 gp; Weight: 1 lb.Mantle of Great Stealth:
The wearer of this cloak gains a +30 bonus on Hide and Move Silently
checks. The wearer’s outline is blurry and indistinct, granting concealment (20% miss chance) at all times
(as the blur spell). The mantle also grants nondetection
to its wearer (as the spell).
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, blur, invisibility, nondetection, silence; Market Price: 242,000 gp; Weight: 1 lb.Ring of Epic Psionics IX
: This special crystal ring comes in a variety of types useful only to psionic characters (characters who have power points per day). The wearer’s total power points per day are increased, depending on the ring. The points granted are not bonus points-while the ring is worn, it actually increases the wearer’s points per day, but a night’s rest is required before gaining access to the increased power point per day total. (Power points are not actually stored in the ring, as would be the case for a crystal capacitor. Instead, the ring grants power points by magnifying the manifester’s own power.)
A ring of epic psionics V increases the wearer’s daily power points by 43 points, a ring of epic psionics VI grants 63 power points, a ring of epic psionics VII grants 87 power points, a ring of epic psionics VIII grants 115 points, and a ring of epic psionics IX grants 147 power points
Manifester Level: 23rd (epic psionics V), 26th (epic psionics VI), 29th (epic psionics VII), 32nd (epic psionics VIII), 35th (epic psionics IX); Prerequisites: Craft Universal Item, Craft Epic Universal Item, great emulation; Market Price: 810,000 gp (epic psionics IX).Special Composite Longbow:
+3,920,000 gp +1 Splitting(+3) Force(+2) Holy Power(+8)
[sblock=Void Incarnate][SIZE="4"]Void Incarnate[/SIZE]
Alignment: Any nonlawful.
Skills: Bluff 24 ranks, Escape Artist 24 ranks, Hide 24 ranks.
Feats: Great Fortitude or Iron Will or Lightning Reflexes.
Epic Feats: Dexterous Fortitude or Dexterous Will.
Special: Evasion class feature, slippery mind class feature.
The void incarnate's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 6 + Int modifier.
All of the following are class features of the void incarnate prestige class.
Weapon and Armor Proficiency: The void incarnate gains no proficiency in armor or weapons.Blank Aura (Ex): [COLOR="Red"]The void incarnate (and any equipment he wears or carries) radiates no aura of any kind. Detect chaos, detect magic, and similar spells simply register him as a blank.[/COLOR]
The void incarnate cannot lower this aura.Improved Evasion (Ex):
At 2nd level and higher, when subjected to an effect that allows a Reflex save for half damage, the void incarnate takes only half damage on a failed save (and no damage on a successful save, just as with evasion). Improved evasion can be used only if the void incarnate is wearing light armor or no armor.Void Presence (Ex): Opponents of a void incarnate unconsciously ignore the void incarnate's presence starting at 3rd level. They are always treated as [COLOR="red"]flat-footed [/COLOR]to the void incarnate (and thus may not apply their Dexterity modifier to AC).
This lasts until the void incarnate attacks the opponent, but resumes again at the start of the void incarnate's next turn. This is a mind-affecting effect.
You can also use Bluff to create a diversion to hide as a move-equivalent action, rather than as a standard action.
This ability has an interesting side effect. Anyone attempting to use Gather Information or similar methods to learn about a void incarnate finds the task very difficult. Increase the DC of such tasks by 20 plus the target's void incarnate class level. Mettle of Fortitude (Ex):
Beginning at 4th level, if exposed to any effect that normally allows a character to attempt a Fortitude save for a partial or half effect (such as slay living), the void incarnate suffers no effect with a successful saving throw.Blank Mind (Ex):
At 5th level, the void incarnate is protected by a mind blank effect at all times.
The void incarnate cannot lower this aura, even to accept a harmless mind-affecting spell.Mettle of Will (Ex):
If exposed to any effect that normally allows a character to attempt a Will save for a partial or half effect (such as an inflict wounds spell), the 6th-level void incarnate suffers no effect with a successful saving throw.Null Strike (Ex):
Once per day, a 7th-level void incarnate can declare any melee or ranged attack he makes to be a touch attack. He may use this ability one additional time per day for every 4 levels gained above 7th.Improved Mettle of Fortitude (Ex):
By 8th level, if subjected to an effect that allows a Fortitude save for a partial or half effect, the void incarnate takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of fortitude).Empty Form (Ex):
A 9th-level void incarnate has a permanent freedom of movement effect (as the spell) on him at all times
. The character also becomes [COLOR="red"]immune to force effects[/COLOR]. Such effects either deal no damage (such as magic missile), don't exist for the void incarnate (such as wall of force, which the void incarnate can simply walk through), or otherwise fail to affect the void incarnate (such as mage armor).Improved Mettle of Will (Ex):
Beginning at 10th level, if subjected to an effect that allows a Will save for a partial or half effect, the void incarnate takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of will).
Other deific abilities:
Alter Size (Fine to Collossal, with all bonuses and penalties)
Alter Reality (Dice Freaks version): Can produce any spell effect in line with his portfolio. Can add metamagic, but this delays use of Alter Reality for 1 round per extra spell slot level normally added.
Domain Powers: All useable 18 times per day.
Can spontaneously cast any spell he grants.
Can use domain spells as SLAs at will. Caster level is HD+DR. Save is 20+Cha mod +spell level +DR.
Greater Teleport (100 lbs/DR objects) and Greater Plane Shift (100 lbs objects) at will.
DR 45/Silver and epic (plus alignment and unique weapon forging requirements)
Divine Aura (Ex): See text. Will use Fright mostly (Shaken, Will DC 28+cha_mod)
Spell Resistance 87
Skills: Add DR to all skill checks, ability checks, caster
level checks, and turning checks.
Equipment: Limited to +24 weapon (+10 actual enh), armor, and shield.
Swift actions: 20 per round, DC 30 or less. Can be any action within her portfolio, except only 1 swift spell per round.
Create items: Can be anything related to portfolio, including artifacts...
Portfolio sense: Senses anything related to it, up to 18 weeks in past or future.
Senses: All extend out to 18 miles.
Avatars: Can make up to 20, DR 0, half class levels. See book for more info.
Proxies: Can imbue mortals with divine power. This includes one SDA useable at the deities DR... Other crazy abilities. It might be worth taking all of the avatars and proxies and having them all coordinate attacks at once.
Deities have the following immunities. Individual deities may have more immunities. Unless otherwise indicated, these immunities do not apply if the attacker is a deity of equal or higher rank
A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself. Energy Drain, Ability Drain, Ability Damage
A deity is not subject to energy drain, ability drain, or ability damage. (Attacks by equal or higher rank deities of this type should work.)Energy Immunity
Immune to electricity (dragon), sonic (deific), acid (deific), fire (SDA), and cold energies (cold subtype, from a spell), even if the attacker is a deity of higher divine rank.
Deities of rank 1 or higher are immune to disease and poison, stunning, sleep, paralysis, and death effects, and disintegration.
Deities of rank 6 or higher are immune to effects that imprison or banish them. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.