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Tshern

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Info center
« on: June 18, 2008, 05:38:16 PM »
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« Last Edit: June 18, 2008, 05:53:32 PM by Tshern »

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Re: Info center
« Reply #1 on: June 18, 2008, 05:38:24 PM »
Important characters

-Dispater: The Lord of the Second of the Nine Hells of Perdition. Also know as His Iron Grace, Lord Dispater, the Urbane Fiend and the Iron Duke. You all know his stuff.

-Merorem: The Darkwind is one of the two Dispater's archdevils. He appears as a large sized humanoid with a hair that is already starting to turn gray. He is one of the oldest archdevils in existence and has considerable power over time and is popular because of his powers of telling the future and changing to be more suitable for him and, most of all, Dispater. Utterly in love with Glasya, but is too afraid to act. Calm, cool and extremely intelligent. Alias: Prince of the Powers of the Air.

-Glasya: Princess of Hell is Dispater's second archdevil and co-commander of the erinyes. Mercilessly toys with Merorem and uses sexuality in political battles even though she has so far never given her body to anyone. Tries to compete with Asmodeus' bastard son Lixer, but Lixer has the habit of outsmarting her quite often. Has divine ranks and thus a valuable asset for Dispater.

-Titivilus: Dispater's herald and a Duke of Hell. A social mastermind who manipulates people to yield to the power of Hell. Small in size and extremly unwilling to do any fighting. Usually the one leading Dispater's most important operations as he isn't quite skillful enough to deceive Dispater the way Merorem and Glasya might (fat chance) be.

-Caim: Called the Duke of Logic. He spends most of his time in the Mortal Coil luring mortals and challenging them to battles of wit. Somewhat disliked by Dispater due to his great intelligence and habit of arguing with him and sometimes even posing a threat (or something Dispater considers as such). If he is in Hell something is usually wrong. Not necessarily, but it is damn likely. Carries a rapier called the Black Rethorics crafted by His Iron Grace himself.

More coming later.
« Last Edit: August 04, 2008, 06:22:27 PM by Tshern »

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Re: Info center
« Reply #2 on: June 18, 2008, 05:38:30 PM »
Lucifer
The Satan, the Lightbringer, the Tempter
Greater deity
Symbol:
An inverted triangle with a pentagram with eight nines at all ends and the final nine at the center
Home Plane: The Grey Wastes of Despair
Alignment: Lawful evil
Portfolio: Damnation, Devils, Tyranny, Power, Oppression, Lost Knowledge, Intrigue
Worshippers: Devils, scholars, tyrants
Cleric Alignments: LE, NE
Domains: Evil, Knowledge, Law, Time, Tyranny, War, Wrath
Favored Weapon: Dawncatcher (long spear)

Lucifer
Outsider 45/Cloistered Cleric 35/Ordained Champion 5/Evangelist 5
Large Outsider (Abomination, Evil, Extraplanar, Lawful)
Divine Rank: 18

Hit Dice: 50d8+40d6 (1720)
Initiative: 14 (always first)
Speed: 120ft, fly 250ft (perfect)
Armor Class: 105 Touch: 72 Flat-footed: 95
Base Attack/Grapple: 68/109
Attacks: Dawncatcher 118/118/113/110/105 1d10+31+3d6(evil)+3d6(lawful)
Full Attack: Dawncatcher 118/118/113/110/105 1d10+31+3d6(evil)+3d6(lawful)
Space/Reach: 10ft/10ft (20ft reach with Dawncatcher)
Special Attacks: Channel spells, divine blast (27/day, 42d12 damage), domain powers, fist of the gods, holy warrior, rebuke/turn undead 45/day, salient divine abilities, smite, spell-like abilities, spells
Special Qualities: Abomination traits, divine bulwark, divine immunities, divine aura (18 miles, DC 74) damage reduction 40/anarchic, epic, good, silver, godly realm, Diabolical empowerment (Charisma), fast talk, great orator (inspire  dread, inflame the righteous, convert the unfaithful), greater teleport at will, immunity to acid, cold, electricity, fire, lore (1d20+67), malefircarim traits, modified spontaneous casting, plane shift at will, rapid spontaneous casting, regeneration, remote communication, see in darkness, spell resistance 95, telepathy (18 miles), understand, read, speak and write all languages, speak directly to all beings within 18 miles, war caster
Saves: Fort 105 Ref 103 Will 115
Abilities: Str 48, Dex 30, Con 34, Int 54, Wis 54, Cha 58
Skills: Appraise 133 (143 with crafts). Autohypnosis 143, Balance 131, Bluff 167, Climb 130 (140 involving ropes), Concentration 123, Craft (all) 133, Decipher Script 133, Diplomacy 197 (203 with evil creatures), Disable Device 133, Disguise 135 (145 when acting in character), Escape Artist 121 (131 involving ropes), Forgery 133, Gather Information 139 (149 anywhere), Handle Animal 135, Heal 133, Hide 117, Iaijitsu focus 135, Intimidate 167 (173 with evil creatures), Jump 140, Knowledge (all) 133, Listen 133, Martial Lore 133, Move Silently 117, Open Lock 121, Perform (all) 139, Profession (all) 133, Psicraft 143 (153 to address power stones), Ride 131, Search 133, Sense Motive 151, Sleight Of Hand 139, Spellcraft 143, Spot 133, Survival 133, Swim 130, Tumble 131, Use Magic Device 135 (145 with scrolls), Use Psionic Device 145, Use Rope 121 (131 with bindings)

Feats: Chain spell, Cleave (B)* Combat expertise, Combat reflexes, Corrupt spell-like ability (B), Corrupt spell, Craft magic arms and armor, Craft staff, Craft wand, Craft wondrous item, Dark speech (B), Diehard (B), Divine might, Divine spell power (B)*, Empower spell, Eschew materials, Fly-by attack, Forge ring, Great cleave (B)*, Heighten spell, Holy warrior, Improved bullrush, Improved combat expertise, Improved fly-by attack, Improved initiative (B), Improved sunder, Improved trip, Jack-of-all-trades, Maximize spell, Mindsight, Multiattack, Persuasive, Power attack (B), Quicken spell, Reach spell, Scribe scroll, Shock trooper, Silent spell, Skill focus (Bluff) (B), Still spell, Weapon focus (long spear) (B), Violate spell
*while within 99 feet from Dawncatcher
Epic Feats: Craft epic arms and armor, Craft epic staff, Craft epic wondrous item, Epic evil brand (B),  Epic reputation, Epic skill focus (Bluff), Epic skill focus (Diplomacy), Epic spellcasting, Ignore material components, Improved Heighten spell, Intensify spell, Multispellx3, Scribe epic scroll, Spell opportunity (B)*, Spell stowaway (Time stop) (B)*
*while within 99 feet from Dawncatcher
Salient Divine Abilities: Alter form, Alter size, Annihilating strike, Automatic metamagic (Quicken), Automatic metamagic (Quicken spell-like ability), Claim on the crown*, Control creatures (devils), Craft artifact, Create greater object, Create object, Devil in the gateway*, Divine blast, Divine creation, Divine spellcasting, Form of the aleax*, Govern the children (devils), Hand of death, Illuminating influence*, In the sky with diamonds*, Know secrets, Lightbringer*, Omnicompetent*, Supreme initiative
*unique SDA
Environment: The Grey Wastes of Despair
Organization: Solitary (unique)
Challenge Rating: 81
Treasure: Dawncatcher plus quintuple standard
Alignment: Lawful evil
Advancement: -
Level Adjustment: -

Alter Reality: Wish at will regarding his portfolio
Domain Powers: +1 CL to divination, enchantment (compulsion) and evil spells, Improved initiative, Weapon focus (spear), 18 times per day, you can subtract a number of points from your Wisdom score equal to or less than your cleric level. For every 2 points you subtract from your Wisdom score, add 1 point and add them to your Strength score. You suffer all the effects of reduced Wisdom, including access to spells and bonus spells, reduction of Will saves, and penalties on Wisdom-based skills. This trade between ability scores lasts for 1 round per cleric level and cannot be ended prematurely.
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Spell-like abilities (CL 91, save DC 78+spell level):Spells: Casts all Cleric spells spontaneously, caster level 77 (79 for War domain spells, 78 for enchantment [compulsion], evil and divination. Spells per level (Levels 0-22), save DC 51+spell level:
6/11/11/10/10/10/9/8/8/8/5/4/4/4/4/3/3/3/3/2/2/2/2

Lucifer can also spontaneously cast nine epic spells per day. He has access to almost all epic spells in creation  with a Spellcraft DC lower than 180. He is known to enjoy casting accursed, greater epic mage armor, greater esoteric aegis, superb dispelling and tyranny. He always has contingent true resurrection cast on his person.

Possessions: Dawncatcher

Senses: Lucifer can see (using normal vision or darkvision, true seeing always active), hear, touch, use mindsight and blindsight and smell at a distance of eighteen miles. As a standard action, he can perceive anything within eighteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once.
Portfolio Sense: Lucifer can sense anything that pertains to Lawful Evil acts (trickery, tyranny, etc.)
eighteen weeks before it happens and retains the sensation for eighteen weeks after the event occurs.
Automatic Actions: Lucifer can use Bluff, any Knowledge skill, or Sense Motive as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round.
Create Magic Items: Lucifer can create any magic item that has lawful or unholy attributes, that smothers the will, or that otherwise brings the wielder ever closer to a Lawful Evil alignment.

-Dawncatcher: [spoiler]Dawncatcher is a major artifact Lucifer created before the Dawn of Gods and he has never been seen without it after that. In combat it functions as a +9 keen axiomatic long spear of speed and unholy power but its capabilities are not limited to this. Lucifer can use it to attack all creatures within his reach, even those in adjacent squares and it grants him Cleave and Great cleave as bonus feats and he gains Pounce whenever using Dawncatcher. The power attack ratio of this two-handed weapon is automatically 1:4 before any additional modifiers. It also functions as a rod of epic rulership, although there is no limit how long it can be used, the will save is 38 and given only to those with an intelligence score of 24 and anyone struck by a critical hit from it have to make a DC 79 fortitude save or be destroyed instantly and then a will save DC 79 or the soul of whoever Lucifer killed is sucked to the spear. The latter save must be done buy every creature Lucifer kills with the spear, not only by those who are killed by a critical hit.

Nine times a day Lucifer can release a soul in conjunction with an attack and that attack then causes additional damage equal to twice the HD of the creature whose soul it is. When used in such a way the soul is lost forever. Wielding the spear also gives Lucifer nine extra turn attempts. Every succesful hit from the Dawncatcher casts both Dictum and Blasphemy on the target (CL 45). To boost the melee prowess of Lucifer's even further, Dawncatcher adapts to all damage reductions after hitting the target once.

There seems to be no limit to the number of souls Lucifer can store to in this fashion and he has collected them for millions of years. Apart from boosting his melee damage, Lucifer can use them for several other forms of attacks as well. He can generate a 360ft line, 270ft cone or a 180ft burst of energy (he can choose any of the 5 energy types) damage equal to 2xHDd6. Half the damage dealt in this is vile damage that cannot be healed in any way, even on concecrated ground, without a Miracle/Wish cast by a Cleric of at least 41st level or on an opposed rank check. After the first Miracle/Wish each consecutive casting of the spell in question heals a single point of damage per caster level. A succesful reflex save (DC 69) halves the damage in all cases.

All the energy attacks also have secondary effects as described below:
-Acid: Should the character fail the initial save he has to make a reflex save with the same DC or a single item of Lucifer's choice is subject to the acid damage as well. This damage ignores hardness and energy resistance and the item in question does not get a saving throw against the effect.
-Cold: Even if the character succeeds in his first save, he must make a will save of DC 69 or be utterly number by the cold. Should the last save fail the character is feebleminded for 9 rounds.
-Electricity: Should the character fail the initial save he has to make a fortitude save DC 69 or be dazed for nine rounds.
-Fire: Should the character fail the initial save he has to make a fortitude save DC of 69 or be permanently blinded by the bright explosion. This effect can only be removed with Wish/Miracle cast by a level 41 Cleric or an opposed rank check. Another reflex save of DC 69 must also be made or else the character takes 50% of the initial damage as vile damage the following round.
-Sonic: Should the character fail the initial save he is automatically stunned for a single round. He also needs to make a fortitude save DC 69 or be permanently deafened. This effect can only be removed with Wish/Miracle cast by a level 41 Cleric or an opposed rank check.

The immense magical energies of the spear empower Lucifer's spells to a significant extent. All the saving throw DC's of his spell-like abilities and spells receive +18 profane bonus and he gains +18 profane bonus to his caster level. He needs not to wield the spear to get this effect, but he needs to have it with 99 feet from him.

Finally, 9 times a day Lucifer can use Dawncatcher to make himself invulnerable to most attacks. This functions as the psionic power Timeless body apart from the fact that this can be activated as a free action and the effect lasts for three rounds instead of one. When using this ability Lucifer ceases to glow and his eyes turn black as night. On top of these magical defenses Lucifer receive the following feats whenever within 99 feet from his weapon: Divine spell power, Spell opportunity and Spell stowaway (Time stop). Some scholars suggest that this last ability was actually added to the item by the Iron Duke, Dispater.[/spoiler]

Unique SDAs:
-Claim on the crown: [spoiler]As an avatar of the true Overlord of Hell Lucifer is very resilient against the powers derived from the evil essence of the Perdition. In effect, whenever a Lord of the Nine, even Asmodeus himself, and Lucifer are to make an opposed rank check Lucifer uses either the his own bonus or that of his opponent, which ever is higher.[/spoiler]
-Devil in the gateway: [spoiler]Lucifer was the one who truely started the Blood war, devilish intrigue and the order of tyranny and this ability is the epitome of all those qualities. The Lightbringer receives +18 profane bonus to all Diplomacy, Bluff, Intimidate and Sense motive checks. This also gives him a +3 circumstance bonus to the DCs all spell-like abilities and spells from the Enchantment school and he is immune to all magical effects that try to find out his intetions.

Additionally and perhaps even more importantly, due to his outstanding intelligence and guile he has managed to keep all the spell-like abilities, bonus feats and qualities normally associated with Lords of the Nine.[/spoiler]
-Form of the aleax: [spoiler]For eons Lucifer has planned to wage a new war against Asmodeus and these millennia spent in the Grey Wastes of Despair, countless of magical experiments and even rebirth are exemplified by his amazing endurance against the attacks of anyone who tries to prevent him from reaching Asmodeus. 18 times a day Lucifer can activate Form of the aleax as an immediate action, or on his turn as a free action, to gain +9 circumstance bonus to armor class, spell resistance, regeneration and saving throws for nine rounds. After these rounds the bonus fades away at a rate of one point per round. By decreasing the initial duration Lucifer can make the ability stronger (but in this case the bonus doesn't fade away, but instead stops immediately after the normal duration). Decreasing one round from its duration the bonus increases by one. He also gets a permanent +2 perfection bonus to AC.[/spoiler]
-Illuminating influence:-In the sky with diamonds:[spoiler]Lucifer has always been very well-acquianted with sky, destruction and light. With his deific powers he has learned how to unleash the fury of the armageddon on his enemies to quickly bring down entire armies. When flying Lucifer can sacrifice two daily attempts of his Divine blast ability to swarm his foes with the might of the celestial pieces. This effect is very similar to the spell Cometfall but all the comets have a trip modifier of +40 and they fill a 50ft square. Every use of this ability brings down five comets that cannot affect same squares and the damage is 99d6 (48d6 of which is vile damage that can only be healed with a Miracle/Wish cast by a level 41 Cleric or an opposed rank check). A succesful reflex save (DC 69) reduces this damage by one half. When the comets hit the ground everyone within their area of effect must make a DC 69 fortitude save or be blinded because of the immense light reflecting from the shiny comets of Lucifer's creation (the condition can only be removed with a Miracle/Wish cast by a level 41 Cleric or an opposed rank check). [/spoiler]
-Lightbringer:true seeing.[/spoiler]
-Omnicompetent: [spoiler]Lucifer's dedicated study and long existence have helped him to master a number of trades way beyond the comprehension of any mortal and even most gods. As such he is always treated as having his HD+3 in all skills. If a skill has a cap that can be exceeded with a feat (or an epic feat) Lucifer is considered to have that feat.

He also acquires appropriate synergy bonuses to all skills and with a succesful Sense motive check (Target's HD+25) he can determine a person's modifier in three skills of Lucifer's own choice as a free action. This ability can only be used once a day on each person.[/spoiler]

Flavour:[spoiler]While the true Overlord of Hell was still recovering from the injuries he got from the ferocious fight with the two other parts of the Trinity the first malefircareim started emerging from the evil energies that now constitute the essence of the Nine Hells of Perdition. These first major evils, true devils, started to form their own empires on different layers of Hell and the most succesful of them had been Leviathan who had almost slaved an entire layer now known as Stygia.

This lasted for thousands upon thousands of years, but then something happened. A ball of hellfire, brimstone, malevolence and, most importantly, power flew through the entire Ninefold realm and eventually took control over Nessus and offered the former leaders of Hell a chance to surrender or die. All the Lords to-be submitted and acquired their positions as Lords of the Nine.

The newly arrived King of Hell was truly an aspect of the Overlord and he was known as Lucifer the Satan. He was a passionate man of great evil and tyranny who ruled with an ironfist for countless of millennia starting the Blood War, witnessing the Dawn of Gods and many more events of huge importance. However, no reign lasts forever and even the might of the Lightbringer could be overcome with the help of the Overlord. The challenger, Asmodeus, appeared and with the help of the Overlord he defeated Lucifer and drove him away frin Hell and crowned himself the King of Hell.

Lucifer fled to the Grey Wastes of Despair where he has been for longer than anyone could remember even if they knew his whereabouts. All this time Lucifer has planned a new coup and modified himself with magic and through death and rebirth he has reached the form he has now. The form that will be the end for the traitor Asmodeus...


The Lightbringer appears as a nine and a half foot tall man of unbelievable beauty and grace. His eyes glow with bright red light while his entire body glimmers in red and gold, the colours of dawn. He wears no clothes and seems to be completely androgynous even though his features are definitely that of a man. A pair of angel-like golden wings sprout from his back and they have been scribed full of magical runes. His hair is short and of golden colour.

He always carries Dawncatcher, which is a magical long spear Lucifer has had eversince he first arrived to Hell.[/spoiler]
-Combat:[spoiler]Lucifer is a fierce and intelligent fighter. He avoids combat with any creature that might be of great threat to him, but he is more than ready to defend himself should that prove necessary. He will use plenty of magical augmentations like divine power and rhino's rush and it is almost unheard of to see Lucifer in a fight without activating Form of the aleax to smother down his enemies. In melee against a single opponent or opponents that he can target with his great reach he will charge using the aforementioned spells and using full power attack in conjunction with Shock trooper to swiftly eradicate his foes. In case this fails he will swiftly teleport away only to attack again.

Against a larger group of enemies Lucifer will keep his armor class up and eliminate the most serious threads as soon as possible. In case there are arcane casters precent he is likely to use blasphemy or dictum on them. Whenever feasible Lucifer does not hesitate to activate In the sky with diamonds to destroy a  vast number of foes and such store their souls to Dawncatcher. [/spoiler]

More coming up...
« Last Edit: February 16, 2009, 09:11:07 PM by Tshern »

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Tshern

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Re: Info center
« Reply #3 on: February 16, 2009, 07:00:13 PM »
Dark Ministry

After Dies Irae, the nine pit fiends who survived the vicious onslaught of the Lords after Asmodeus stripped them of their powers, were made Dark Ministers, the original rules of the institution that now runs the war effort against the horders of the Abyss.

The original nine ministries were called:
  • Infernal Denomination of Command lead by the Dark Minister Cantrum: Used to run all the bureaucracy between the Denominations.
  • Infernal Denomination of Espionage[ lead by the Dark Minister Corin. Responsible for reconnaisance, sabotage and assassinations.
  • Infernal Denomination of Immortal Diplomacy lead by the Dark Minister Zapan. Deals with outsiders and gods to help the war effort. Even has contacts to demons.
  • Infernal Denomination of Morale lead by the Dark Minister Zimimar. These devils indoctrinate both infidels and devils (all devils go there with an interval of two years per HD), work as a military police and spy on other devils to find perpetrators.
  • Infernal Denomination of Mortal Relations lead by the Dark Minister Furcas. Takes care of diplomacy with mortals.
  • Infernal Denomination of Promotion lead by the Dark Minister Zaebos. Studies who should be promoted to another caste and maintains communication lines.
  • Infernal Denomination of Research lead by the Dark Minister Pearza. Creates all sorts of alchemical and magical tools for the Legions of Hell. Disease and poisons are common too.
  • Infernal Denomination of Strategy lead by the Dark Minister Dagos. Responsible for the physical re-education of blasphemers.
  • Infernal Denomination of Supply lead by the Dark Minister Baalzephon. Makes sure everyone gets what they need.

Command does not exist anymore. It was disbanded only a century after its creation, because a Paladin managed to lead a vast army of angels to Nessus and his magical dagger destroyed Cantrum in one hit. The morale of the Legions of Hell dropped like a rock and the remaining Ministers put the dagger on a podium in front of Malsheem. All devils had to walk past it during the 1001 Days of Confirmation and Dark Ministers promised that never would a Minister perish anymore. Devils were so desperate to believe it that whenever a Dark Minister is killed by another devil or called to the Courtiers of Perdition, everyone (apart from Dark Ministers and nobility of Hell) absorb the new mannerism and do not notice the difference. Actually only Furcas and Baalzephon have served since the creation of the Ministry.


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