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Zakiru

Page history last edited by Gothenem 14 years ago

ZAKIRU

Real Name: Zakiru-no-Kami

Occupation: God of Battle and Honor

Languages: Spirit Tongue

Citizenship: Noble of Kenyama/Ysgard (Kingdom of the Great Wheel) 

Other Aliases: The Battlemaster (title)

Place of Birth: Kenyama/Ysgard (Kingdom of the Great Wheel)

Marital Status: Single

Known Relatives: None

Group Affiliation: Nantarian Pantheon, Pantheon of the Sun, Saviors of the Menahuun, Shabiran Pantheon, Shinto Pantheon

Base of Operations: Kenyama/Ysgard (Kingdom of the Great Wheel)

Known Allies: Chiav Thur, Clangeddin Silverbeard, Dug, Hades, Isalyna, Kittana, Mbongo, Thor

Known Enemies: Ares, Cyric, Gothehoe, Loki, Mikaboshi, Questar

Species: Kami {Etherium}

Height: 5'10"

Weight: 174 lbs.

Eyes: Green

Hair: Black

 

Zakiru

History of Zakiru

 

Abilities (X pp)

Str X (+X), Dex X (+X), Con X (+X), Int X (+X), Wis X (+X), Cha X (+X)

 

Saves (X pp)

Fort +X, Ref +X, Will +X, Tough +X

 

Combat (X pp)

Attack +X

Defense +X (+X flat-footed)

Initiative +X

Damage +X (attack type)

Knockback -X

Grapple +X

 

Skills (X pp)

Skill X (+X), Skill X (+X)

 

Feats (X pp)

Feat, Feat

 

Powers (X pp)

Power Group X {has the X descriptor} (X pp)

   Power X (Extra: X, PF: X, Flaw: X, DB: X) {has the X descriptor} (X pp)

Power Group X {has the X descriptor} (X pp)

   Power X (Extra: X, PF: X, Flaw: X, DB: X) {has the X descriptor} (X pp)

 

Equipment (X ep)

Equipment, Equipment (Power X [Extra, PF, Flaw, DB])

 

Drawbacks (-X pp)

Drawback (Explanation) (-X pp)

 

Complications

Complication, Complication

 

PL X,  X pp, Tradeoffs (+/- X save DC/+/- X attack, +/- X toughness/+/- X defense)

 

Zakiru

The Battlemaster

Other Aliases: Zakiru-No-Kami

Power: Intermediate Power

Divine Rank: 11

Symbol: Silhouette of a katana in front of a gray mountain

Home Plane: Ysgard/Asgard/Kenyama

Alignment: Lawful Neutral

Portfolio: Honor and Battle

Superior: Hachiman

Known Confidants: Thor

Known Allies: Chiav Thur, Clangeddin Silverbeard, Dug, Hades, Kittana, Thor

Worshippers: Knights, mercenaries, soldiers, samurai, bushido oni

The Church: The clerics of Zakiru worship in great temples dedicated to him. They can be found on the battlefield, tending those fellow worshippers who are wounded so that they might once again charge into combat. They are most often warriors themselves, fighting steel-against-steel as well as smiting enemies with divine magicks.

The grand temples of Zakiru are located at the sites of great and ancient battles. Statues of honored warriors line the halls, while colorful mozaics depict battles, war, and combat.

Dogma: Zakiru teaches the way of the warrior. Worshippers are to fight with honor, valor, and courage. Death is to be avoided, but not feared; an honorable death is rewarded with a place in Zakiru's realm. An honorable foe is to be respected and may be given mercy; a dishonorable foe is to be scorned and destroyed.

Day-to-Day Activities:

Holy Days/Important Ceremonies: They day of freedom, the day that the Menahuun pantheon rescued the Menahuun from the four horsemen is the only holy day for Zakiru amongst the Menahuun.

Major Centers of Worship: The Temple of the Sun in Cuzco is the center of the faith for all Incan gods. So as a member of the Incan pantheon, one of Zakiru's major centers of worship is there. The temple of the Saviors on New Lothis is the main church of Zakiru (and the other Menahuun gods) for the Menahuun pantheon.

Priestly Vestments: Long, simple robes, embroidered with the Symbol

Adventuring Garb: Samurai's robe

Cleric Alignments: LN, N

Domains: Courage, Law, Luck, War

Favored Weapon: Bastard Sword

Chosen & High Priests:

Racial Alliances: Bushido Oni, Menahuun.

Cohorts & Followers: None

Group Membership: Menahuun Pantheon, Nantarian pantheon, Shinto pantheon, Tal Shabiran Pantheon, Inca Pantheon

Affiliated Orders: Zakiru's Protetors is a small adventuring group that is dedicated to protecting Zakiru and his interests.

Major Enemies: Ares, Cyric, Gothehoe, Loki, Questar

Appearance: Zakiru appears as a hardened, mature man, standing 5'10" tall. His long, jet-black hair is tied back in a pony tail that falls to his waist. He has a short, pointed mustache and a beard. He wears a samurai's robes, but no armor. The dark red robe is hemmed with golden thread, and is covered with golden swirls and dragon designs. He wears sturdy bracers on his arms and sandals on his feet. A small, metal, runed shield hovers about him. At one hip is a long, razor-sharp katana, and at the other a matching wakizashi. Black and gold tassles adorn the hilts. He weilds both in battle, becoming a swirling whirlwind of death.

Other Manifestations: His avatars appear almost identically to him.

Current Plots/Goals: Invesitagation of Cyric, spreading his code of honor to warriors across the planes.

Description: Zakiru is the patron of warriors the world over. He loves the sights, sounds, and feel of battle. When many of his worshippers are in battle and are in dire need of assistance, he will often send an avatar to swing the tide of battle. If the battle and need are great enough, he will appear himself and do battle. He has a very commanding visage, and often his very presence is enough to make an enemy stand down.

 

Medium Outsider (Divine, Extraplanar, Lawful)

Samurai 40/Cleric 1

Divine Rank: 11

Hit Dice: 20d8+400 (Outsider) plus 40d10+800 (samurai) plus 1d8+20 (cleric)(1,788 hp)

Initiative: +19 (Always First)

Speed: 60 ft.

Armor Class: 119 (+15 Dex, +13 armor, +6 shield, +20 deflection, +24 natural, +11 divine, +10 insight, +10 luck), touch 76, flat-footed 104

Base Attack/Grapple: +41/+81

Attack: Shidaiku +100 melee (1d10+45/17-20) or Wakitsu +100 melee (1d6+45/17-20)

Full Attack: Shidaiku +98/+93/+88/+83 melee (1d10+45/17-20) and Wakitsu +98/+93/+88/+83 melee (1d6+30/17-20)

Space/Reach: 5 ft./5 ft.

Special Attacks: Domain powers, frightful presence, kiai smite 8/day, mass staredown, salient divine abilities, spell-like abilities, staredown, turn undead 23/day

Special Qualities: Always maximized roll, automatic actions, block sensing, create items, damage reduction 25/epic (15/adamantine), divine aura, divine immunities, divine senses, fast healing 31, godly realm, grant spells, greater teleport at will, harmony resistance 43, iaijutsu master, immortality, immunity to acid, cold, and electricity, plane shift at will, portfolio sense, power resistance 43, remote communication, remote sensing, resistance to fire 16, spell resistance 43, spontaineous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 11 miles.

Saves: Fort +93, Ref +88, Will +85

Abilities: Str 69, Dex 40, Con 50, Int 34, Wis 34, Cha 50

Skills: Concentration +94, Craft (Weaponsmith) +86, Diplomacy +96, Intimidate +98, Jump +79, Knowledge (religion) +66, Knowledge (history) +86, Listen +84, Sense Motive +94, Spellcraft +32, Spot +66, Tumble +69

Feats: Armed Deflection, Cleave, Combat Expertise, Combat Reflexes, Devastating Critical (bastard sword), Devastationg Critical (shortsword), Dire Charge, Epic Weapon Focus (bastard sword), Epic Weapon Focus (shortsword), Exceptional Deflection, Great Cleave, Great Strength, Improved Critical (bastard sword), Improved Critical (shortsword), Improved InitiativeB, Infinate Deflection, Legendary Leaper, Overwhelming Critical (bastard sword), Overwhelming Critical (shortsword), Penetrate Damage Reduction (silver), Perfect Two-Weapon Fighting, Power Attack, Quicken Spell-like Abilitiy (greater teleport), Reflect Arrows, Shield Proficiency, Spellcasting Harrier, Two-Weapon Rend, Weapon Focus (bastard sword)B, Weapon Focus (shortsword)

Environment: Heroic Domains of Ysguard

Organization: Unique or troupe (Zakiru plus Zakiru's Protectors)

Challenge Rating: N/A

Treasure: Special

Alignment: Lawful Neutral

Advancement: By character class

Level Adjustment: N/A

 

Combat

Zakiru's natural weapons as well as any weapons he wields are treated as lawful-aligned, silver, and epic for the purposes of overcoming Damage Reduction.

Domain Powers (Su): Zakiru radiates an aura of courage that grants all allies within 10 feet (including himself) a +4 morale bonus on saving throws against fear effects. This ability functions while Zakiru is concsious, but not if he is unconcsious or dead; Zakiru casts lawful spells at +1 caster level; Zakiru has the power of good fortune, which is usable 11/day. This extraodinary ability allows Zakiru to reroll one roll that he has just made, before the GM declares whether the roll is a success or failure. He must take the results of the reroll, even if it's worse than the original roll; Free Weapon Focus with Bastard Sword. These are Magical abilities.

Frightful Presence (Ex): Zakiru's bravery, honor, and fighting prowess is legendary. When Zakiru draws his blade, opponents within 30 feet must succeed on a Will save (DC 40) or become panicked for 4d6 rounds (if they have fewer than 4 Hit Dice) or shaken for 4d6 rounds (if they have 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected. Any foe that successfully resists the effet cannot be affected again by Zakiru's fightful presence for 24 hours.

Kiai Smite (Ex): Eight times per day, Zakiru can give a great cry during combat that invigorates him. When he shouts (a free action), his next attack gains a +20 bonus on the attack and damage roll.

Mass Staredown (Ex): Zakiru has sufficient presence that he can cow multiple foes. Using an Intimidate check, Zakiru can demoralize all opponents within 30 feet with a single standard action.

Salient Divine Abilities (Su):

 

Alter Reality (Su): This ability is similar to the wish spell. Zakiru merely thinks of something and then makes it so. Doing this requires at least a standard action. Zakiru can duplicate any spell, song or power of 9th level or lower as a standard action. The duplicated spell, song, or power has no material or XP component, and the DC of its saving throw (if one is allowed) is 51. Zakiru also can duplicate a spell or power with any metamagic or metapsionic feat (so long as the metamagic or metapsionic feat is available to characters of 20th level or lower). This use of the ability requires Zakiru to rest for 1 round for each level that the feat would normally add to the spell or each 2 power points the feat would normally add to a power. It still takes a standard action to use this ability, so there is no point in using the ability to duplicate a quickened spell or power. Zakiru can render a magical, harmonic, psionic 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. Zakiru can create temporary, nonmagical objects. This works like the Create Object ability (including the required rest period), except that the items last 11 days. Zakiru 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 his own realm. Zakiru 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 11 hours. This ability cannot create permanent magic items or creatures. Zakiru 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 he must rest for one day per 10-foot cube shaped after the work is completed. This is a Thymium ability.

Annihilating Strike (Su): When Zakiru strikes with a weapon or natural weapon, the opponent struck might be obliterated. Creatures, attended objects, and magic items must make Fortitude saves (DC 31 + the damage dealt) or be reduced to –10 hit points and killed outright. Unattended, nonmagical objects are obliterated. The deity can destroy up to 11,000 cubic feet (11 10-foot cubes) of nonliving matter, so the ability destroys only part of any very large object or structure targeted. Deities with 11 or more divine ranks are not subject to this ability. This ability has no effect on objects or effects that are not subject to physical attacks. This is a Thymium ability.

Avatar (Su): An avatar serves as Zakiru’s alter ego, effectively allowing him to be in two or more places at the same time. An avatar is an extension of Zakiru. Zakiru 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. Zakiru can have up to ten avatars at once. It takes Zakiru one year to create an avatar or replace a destroyed avatar. The process does not require any special effort on Zakiru's part. An avatar must be created in Zakiru's own realm. An avatar is a less powerful version of Zakiru, created by modifying Zakiru's statistics, that has the following characteristics. Divine Rank: The avatar’s divine rank is 5. 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. Zakiru’s ability scores, speed, class levels, and Hit Dice are unchanged. Divine Abilities: The avatar has salient divine abilities according to its own divine rank. Zakiru 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. This is a Thymium ability.

Divine Blast (Su): Zakiru can use this ability 23 times per day. The ray created can extend up to ten miles (Zakiru chooses the length). Targets the ray strikes take 31d12 points of damage. There is no saving throw, but Zakiru must make a ranged touch attack to hit a target. Zakiru can make the ray look, sound, smell, and feel like anything he desires. Despite the appearance of the ray, the damage it deals results directly from divine power and is therefore not subject to being reduced by protection from elements and similar effects. Note: The ray destroys a wall of force, prismatic wall, or prismatic sphere it hits (all layers in a prismatic effect are destroyed). The ray itself is unaffected and can strike a target behind the wall of force or prismatic effect.

A divine shield can stop the ray. This is a Thymium ability.

 

Divine Celerity (Su): Zakiru acts as if hasted for 11 minutes per day. The duration of the effect need not be consecutive rounds. Activating this ability is a free action. This is a Thymium ability.

Divine Dodge (Su): Any physical attack or individually targeted spell directed at Zakiru has a 61% miss chance. Area effects that include Zakiru have a similar chance to be ineffective. Note: The ability is similar to the blink spell, except that it is defensive only and Zakiru does not move to the Ethereal Plane, but simply exits from reality for a brief moment. This ability never interferes with Zakiru’s own attacks. If an attack overcomes the miss chance, Zakiru still gets the benefit of a saving throw (if one is allowed). This is a Thymium ability.

Divine Fast Healing (Ex): Zakiru has the fast healing 31 quality. Lost limbs or body parts reattach instantly when pressed against the wound on the body.

Divine Shield (Su): As a free action, Zakiru can create a shield that lasts 10 minutes and protects his body and equipment from attacks. The shield stops 110 points of damage. Once the shield stops that much damage, it collapses. The damage can be from any source, including a divine blast attack. Zakiru can use this ability 23 times per day. Zakiru can adjust the shield so that it does not block damage he ignores anyway. The effects of multiple divine shields do not stack. This is a Thymium ability.

Free Move (Su): Zakiru can move up to his speed once a round as a free action. This is a Thymium ability.

Irresistible Blows (bastard sword) (Su): When Zakiru makes a melee attack with a bastard sword against a creature, resolve the attack as a melee touch attack (the weapon blow ignores armor and natural armor bonuses). If the weapon hits, the creature struck must make a Fortitude save (DC 41) or be stunned for 1d10 rounds. Zakiru’s attacks with the bastard sword are considered to be adamantine for purposes of bypassing damage reduction and hardness. This is a Thymium ability.

Irresistible Blows (shortsword) (Su): When Zakiru makes a melee attack with a shortsword against a creature, resolve the attack as a melee touch attack (the weapon blow ignores armor and natural armor bonuses). If the weapon hits, the creature struck must make a Fortitude save (DC 41) or be stunned for 1d10 rounds. Zakiru’s attacks with the shortsword are considered to be adamantine for purposes of bypassing damage reduction and hardness. This is a Thymium ability.

Mass Divine Blast (Su): This ability works like the Divine Blast ability, except that Zakiru can specify up to 55 targets, no two of which can be more than eleven miles apart, or an area. The area can be a cone, burst, spread, or cylinder. A cone can be up to 1,100 feet long. A burst or spread can have a radius of up to 550 feet. A cylinder can have a radius of up to 550 feet and a height of up to 110 feet. Zakiru chooses the attack’s exact form and dimensions. Each use of this ability counts as a use of Zakiru's Divine Blast ability. This is a Thymium ability.

Power of Truth (Su): Zakiru knows when anyone (other than a being of 10 or higher divine ranks) deliberately lies. This ability works like the discern lies spell, except that it works continuously and applies to any creature Zakiru can perceive. Zakiru also can enchant creatures so they become truthful. Zakiru can affect up to ten creatures at once, but no more than 10 each day. All must be within his line of sight when first affected. The enchanted creatures become unable to utter any deliberate falsehoods or evasions of truth for one day. The subject is allowed a Will save (DC 41) to resist. Subjects who make successful saves become immune to this ability for one day. This is a Thymium ability.

Supreme Initiative (Su): Zakiru goes first in the initiative order, no matter what his 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 Zakiru. Zakiru can choose to delay or ready an action, just any other being can, and doing so changes his initiative as normal. He also can refocus, thereby resuming his position at the beginning of the initiative order. If two or more beings who have this ability are in the same battle, the being with the highest divine rank gets the first position in the initiative order, the being with the second highest rank gets the second position, and so on. Other beings then go in order after the last being with the Supreme Initiative ability. If two beings with this ability and the same divine rank are in a battle, make an initiative check for each being, and the being with the higher result goes first. This is a Thymium ability.

Spell-like Abilities (Sp): At will - aid (DC 43), blade barrier (DC 47), break enchantment, calm emotions (DC 43), cloak of bravery (DC 44), divine power, entropic shield, flame strike (DC 46), freedom of movement (DC 45), greater cloak of bravery (DC 50), greater heroism (DC 48), heroe's feast, heroism (DC 45), hold monster (DC 47), lion's roar (DC 49), magic vestment (DC 44), magic weapon (DC 42), miracle (DC 50), mislead (DC 47), moment of prescience, power word blind, power word kill, power word stun, protection from energy (DC 44), remove fear (DC 42), spell turning, spiritual weapon, valiant fury (DC 46). Caster Level 21st. At will - dictum (DC 48), dispel chaos (DC 46), magic circle against chaos (DC 44), order's wrath (DC 45), protection from chaos (DC 42), shield of law (DC 49), summon monster IX (lawful spell only). Caster Level 22nd. These are Magical abilities.

Cleric Spells per Day: 3/5. Caster Level 1st. Save DC 22 + Spell Level.

Staredown (Ex): Zakiru is able to strike fear into his foes by his mere presence. He gains a +4 on intimidate checks, and can demoralize opponents (as in the Intimidate skill)

Turn Undead (Su): 1d20+31 turning check, 2d6+21 turning damage. Effective cleric level 1st. This is a Magical ability.

Always Maximized Roll: Zakiru always has maximum hit points for his Hit Die. Zakiru can choose to take 20 on any check. A natural roll of 1 is never considered an automatic failure.

Automatic Actions (Su): Zakiru can use Knowledge (history), Knowledge (civics), and Craft (weaponsmith) as free actions as long as the DC for the task is 25 or less. He can perform up to ten such free actions each round. This is a Thymium ability.

Block Sensing (Su): As a standard action, Zakiru can block the sensing ability of other deities of divine rank 11 or lower. This power extends for a radius of eleven miles, or within the same distance around a temple or other locale sacred to Zakiru, or the same distance around a portfolio-related event. Zakiru can block two remote locations at once, plus the area within one mile of himself. The blockage lasts 11 hours. This is a Thymium ability.

Create Items (Ex): Zakiru can create any magic weapons or armor, and any item whose primary function to to protect the wearer in a battle. He can also create any item that allows a warrior to retain honor (such as a Phylactery of Faithfulness as long as its market price is 200,000 gp or less. Zakiru does not require any item creation feats to create these items. He must still meet all other prerequisites (such as spells, or ranks in certain skills, etc.)

Divine Aura (Su): The mere presence of Zakiru can deeply affect mortals and beings of ten or less divine ranks. All divine aura effects are mind-affecting, supernatural abilities. Mortals and other beings of divine rank ten or less can resist the aura’s effects with successful DC 41 Will saves. Zakiru is immune to the auras of beings of divine rank eleven or less. Any being who makes a successful saving throw against Zakiru’s aura power becomes immune to his aura power for one day. Divine aura is an emanation that extends around Zakiru in up to an 1,100-foot-radius. Zakiru chooses the size of the radius and can change it as a free action. If Zakiru chooses a radius of 0 feet, his aura power effectively becomes non-functional. When two or more beings’ auras cover the same area, only the aura that belongs to the being with the highest rank functions. If divine ranks are equal, the auras coexist. Zakiru can make his own worshipers, beings of lawful neutral alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day or until Zakiru dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura’s radius. Zakiru can choose from the following effects each round as a free action. Daze: Affected beings just stare at Zakiru in fascination. They can defend themselves normally but can take no actions. Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from Zakiru makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight. Resolve: Zakiru’s allies receive a +4 morale bonus on attack rolls, saves, and checks, while his foes receive a –4 morale penalty on attack rolls, saves, and checks. This is a Thymium ability.

Divine Immunities (Ex): Zakiru has the following immunities. These immunities do not apply if the attacker is a being with 11 or more divine ranks. Ability Damage, Ability Drain, Banishment, Death Effects, Disease, Disintegration, Energy Drain, Imprisonment, Paralysis, Poison, Turning or Rebuking, Stunning, and Transmutation.

Divine Senses (Ex): Zakiru has incredibly sensitive perception. Zakiru’s senses extend out to a radius of eleven miles. Perception is limited to the senses Zakiru possesses. He cannot, for example, see through solid objects without using his remote sensing ability or some sort of x-ray vision power.

Godly Realm: Zakiru has a location that serves as a workplace, personal residence, audience chamber, and sometimes as a retreat or fortress. Zakiru is at his most powerful within his godly realm. Zakiru has at least modest control over the environment within its realm, controlling the temperature and minor elements of the environment. The radius of this control is 10 miles. Within this area, Zakiru can set any temperature that is normal for the plane where the realm is located, and fill the area with scents and sounds as he sees fit. Sounds can be no louder than one hundred humans could make, including intelligible speech, but not harmful sound. Zakiru’s ability to create scents is similar. Zakiru not only has control over the environment, but also controls links to the Astral Plane. Manipulating a realm’s astral links renders teleportation and similar effects useless within the realm. Zakiru can designate certain locales within the realm where astral links remain intact. Likewise, Zakiru can block off the realm from planar portals or designate locations where portals are possible. Zakiru can also apply the enhanced magic or impeded magic trait to up to four groups of spells (schools, domains, or spells with the same descriptor). The enhanced magic trait enables a metamagic feat to be applied to a group of spells without requiring higher-level spell slots. Many deities apply the enhanced magic trait to their domain spells, making them maximized (as the Maximize Spell feat) within the boundaries of their realm. The impeded magic trait doesn't Zakiru's spells and spell-like abilities. In addition, Zakiru can erect buildings as desired and alter terrain within ten miles to become any terrain type found on the Material Plane. These buildings and alterations are manifestations of Zakiru's control over the realm.

Grant Spells (Ex): Zakiru automatically grants spells and domain powers to mortal divine spellcasters who pray to it. He can grant spells from the cleric spell list and from the Courage, Law, Luck, and War domains. Zakiru can withhold spells from any particular mortal as a free action; once a spell has been granted, it remains in the mortal’s mind until expended.

Greater Teleport (Sp): Zakiru can use greater teleport as a spell-like ability at will, as the spell cast by a 20th-level character, except that he can transport only himself and up to 1100 pounds of objects. This is a Thymium ability.

Iaijustu Master (Ex): Zakiru is adept at iaijutsu, a fighting technique that concentrates on drawing his weapon and striking a foe in one fluid motion. He is treated as having the Quick Draw feat, but only when he draws his katana or wakizashi.

Immortality (Ex): Zakiru is naturally immortal and cannot die from natural causes. He does not age, and does not need to eat, sleep, or breathe. The only way for Zakiru to die is through special circumstances, usually by being slain in magical or physical combat. Zakiru is not subject to death from massive damage.

Plane Shift (Sp): Zakiru can use plane shift as a spell-like ability at will, as the spell cast by a 20th-level character, except that he can only transport himself and up to 1100 pounds of objects. This is a Thymium ability.

Portfolio Sense (Ex): Zakiru automatically sense any event that involves battle, or the gaining or losing of honor. When Zakiru senses an event, he merely knows that the event is occurring and where it is. Zakiru receives no sensory information about the event. Once he notices an event, Zakiru can use his remote sensing power to perceive the event. Zakiru retains the sensation of the event for 11 weeks after it occurs.

Remote Communication (Su): As a standard action, Zakiru can send a communication to a remote location. He can speak to any of his own worshipers, and to anyone within eleven miles away from a site dedicated to Zakiru, or within eleven miles away from a statue or other likeness of Zakiru. The creature being contacted can receive a telepathic message that only it can hear. Alternatively, Zakiru’s voice can seem to issue from the air, the ground, or from some object of his choosing (but not an object or locale dedicated to another being of divine rank 11 or higher). In the latter case, anyone within earshot of the sound can hear it. Zakiru can send a manifestation or omen instead of a spoken or telepathic message. The exact nature of this communication varies. Zakiru’s communication power can cross planes and penetrate any barrier. Once communication is initiated, Zakiru can continue communicating as a free action until he decides to end the communication. Zakiru can carry on as many remote communications at one time as he can remote sense at one time. This is a Thymium ability.

Remote Sensing (Su): As a standard action, Zakiru can perceive everything within an eleven-mile-radius around any of his worshipers, holy sites, or other objects or locales sacred to Zakiru. This effect can also be centered on any place where someone speaks Zakiru’s name, aliases, or title for up to 1 hour after the name is spoken, and at any location when an event related to his portfolio occurs. The remote sensing power can cross planes and penetrate any barrier except a divine shield or an area otherwise blocked by a being of divine rank 11 or higher. Remote sensing is not fooled by misdirection or nondetection or similar spells, and it does not create a magical sensor that other creatures can detect. Zakiru can extend his senses to ten remote locations at once and still sense what’s going on nearby. Once Zakiru chooses a remote location to sense, he automatically receives sensory information from that location until he chooses a new location to sense, or until he can’t sense the location. This is a Thymium ability.

Possessions: Shidaiku, Wakitsu, +5 Animated Mithril Light Shield of Great Reflection, Immortal Sphere of Possibilities, Amulet of Armors, Bracers of Armor +13, Robe of Power, Mantle of Might, Ring of Universal Elemental Immunity, Ring of Ironskin, Headband of Divine Favor

 

Zakiru's Avatar

Medium Outsider (Divine, Extraplanar, Lawful)

Samurai 40/Cleric 1

Divine Rank: 5

Hit Dice: 20d8+340 (Outsider) plus 40d10+680 (samurai) plus 1d8+17 (cleric)(1,605 hp)

Initiative: +17

Speed: 60 ft.

Armor Class: 87 (+13 Dex, +10 armor, +17 deflection, +18 natural, +5 divine, +7 insight, +7 luck), touch 59, flat-footed 74

Base Attack/Grapple: +41/+72

Attack: +7 adamantine vorpal katana +88 melee (1d10+39/17-20) or +7 adamantine wakizashi +88 melee (1d6+39/17-20)

Full Attack: Shidaiku +86/+81/+76/+71 melee (1d10+39/17-20) and Wakitsu +86/+81/+76/+71 melee (1d6+39/17-20)

Space/Reach: 5 ft./5 ft.

Special Attacks: Domain powers, frightful presence, kiai smite 8/day, mass staredown, salient divine abilities, spells, spell-like abilities, spontaineous casting of divine spells, staredown, turn undead 20/day.

Special Qualities: Always maximized roll, automatic actions, damage reduction 15/epic and adamantine, divine aura, divine immunities, divine senses, fast healing 25, greater teleport at will, harmony resistance 37, iaijutsu master, immortality, immunity to acid, cold, and electricity, power resistance 37, resistance to fire 10, spell resistance 37, understand, speak, and read all languages and speak directly to all beings within 5 miles.

Saves: Fort +75, Ref +71, Will +68

Abilities: Str 63, Dex 36, Con 44, Int 30, Wis 30, Cha 44

Skills: Concentration +85, Craft (Weaponsmith) +78, Diplomacy +87, Intimidate +89, Jump +70, Knowledge (religion) +58, Knowledge (history) +78, Listen +58, Sense Motive +85, Spellcraft +23, Spot +58, Tumble +61

Feats: Armed Deflection, Cleave, Combat Expertise, Combat Reflexes, Devastating Critical (bastard sword), Devastationg Critical (shortsword), Dire Charge, Epic Weapon Focus (bastard sword), Epic Weapon Focus (shortsword), Exceptional Deflection, Great Cleave, Great Strength, Improved Critical (bastard sword), Improved Critical (shortsword), Infinate Deflection, Legendary Leaper, Overwhelming Critical (bastard sword), Overwhelming Critical (shortsword), Penetrate Damage Reduction (silver), Perfect Two-Weapon Fighting, Power Attack, Quicken Spell-like Abilitiy (greater teleport), Reflect Arrows, Shield Proficiency, Spellcasting Harrier, Two-Weapon Rend, Weapon Focus (bastard sword)B, Weapon Focus (shortsword)

Environment: Heroic Domains of Ysguard

Organization: Unique or troupe (Zakiru plus Zakiru's Protectors)

Challenge Rating: N/A

Treasure: Special

Alignment: Lawful Neutral

Advancement: By character class

Level Adjustment: N/A

 

The Avatar of Zakiru's natural weapons as well as any weapons he wields are treated as lawful-aligned, silver, and epic for the purposes of overcoming Damage Reduction.

Domain Powers (Su): The Avatar of Zakiru radiates an aura of courage that grants all allies within 10 feet (including himself) a +4 morale bonus on saving throws against fear effects. This ability functions while The Avatar of Zakiru is consious, but not if he is unconsious or dead; The Avatar of Zakiru casts lawful spells at +1 caster level; The Avatar of Zakiru has the power of good fortune, which is usable 10/day. This extraodinary ability allows The Avatar of Zakiru to reroll one roll that he has just made, before the GM declares whether the roll is a success or failure. He must take the results of the reroll, even if it's worse than the original roll; Free Weapon Focus with Bastard Sword. These are Magical abilities.

Frightful Presence (Ex): The Avatar of Zakiru's bravery, honor, and fighting prowess is legendary. When Zakiru draws his blade, opponents within 30 feet must succeed on a Will save (DC 37) or become panicked for 4d6 rounds (if they have fewer than 4 Hit Dice) or shaken for 4d6 rounds (if they have 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected. Any foe that successfully resists the effet cannot be affected again by The Avatar of Zakiru's fightful presence for 24 hours.

Kiai Smite (Ex): Eight times per day, The Avatar of Zakiru can give a great cry during combat that invigorates him. When he shouts (a free action), his next attack gains a +20 bonus on the attack and damage roll.

Mass Staredown (Ex): The Avatar of Zakiru has sufficient presence that he can cow multiple foes. Using an Intimidate check, The Avatar of Zakiru can demoralize all opponents within 30 feet with a single standard action.

Salient Divine Abilities (Su):

 

Divine Blast (Su): The Avatar of Zakiru can use this ability 23 times per day. The ray created can extend up to five miles (The Avatar of Zakiru chooses the length). Targets the ray strikes take 22d12 points of damage. There is no saving throw, but The Avatar of Zakiru must make a ranged touch attack to hit a target. The Avatar of Zakiru can make the ray look, sound, smell, and feel like anything he desires. Despite the appearance of the ray, the damage it deals results directly from divine power and is therefore not subject to being reduced by protection from elements and similar effects. Note: The ray destroys a wall of force, prismatic wall, or prismatic sphere it hits (all layers in a prismatic effect are destroyed). The ray itself is unaffected and can strike a target behind the wall of force or prismatic effect.

A divine shield can stop the ray. This is a Thymium ability.

 

Divine Celerity (Su): The Avatar of Zakiru acts as if hasted for 10 minutes per day. The duration of the effect need not be consecutive rounds. Activating this ability is a free action. This is a Thymium ability.

Divine Dodge (Su): Any physical attack or individually targeted spell directed at The Avatar of Zakiru has a 60% miss chance. Area effects that include The Avatar of Zakiru have a similar chance to be ineffective. Note: The ability is similar to the blink spell, except that it is defensive only and The Avatar of Zakiru does not move to the Ethereal Plane, but simply exits from reality for a brief moment. This ability never interferes with The Avatar of Zakiru’s own attacks. If an attack overcomes the miss chance, The Avatar of Zakiru still gets the benefit of a saving throw (if one is allowed). This is a Thymium ability.

Divine Fast Healing (Ex): Zakiru has the fast healing 25 quality. Lost limbs or body parts reattach instantly when pressed against the wound on the body.

Free Move (Su): The Avatar of Zakiru can move up to his speed once a round as a free action. This is a Thymium ability.

Power of Truth (Su): The Avatar of Zakiru knows when anyone (other than a being of 5 or higher divine ranks) deliberately lies. This ability works like the discern lies spell, except that it works continuously and applies to any creature The Avatar of Zakiru can perceive. The Avatar of Zakiru also can enchant creatures so they become truthful. The Avatar of Zakiru can affect up to five creatures at once, but no more than 5 each day. All must be within his line of sight when first affected. The enchanted creatures become unable to utter any deliberate falsehoods or evasions of truth for one day. The subject is allowed a Will save (DC 32) to resist. Subjects who make successful saves become immune to this ability for one day. This is a Thymium ability.

Spell-like Abilities (Sp): At will - aid (DC 34), blade barrier (DC 38), break enchantment, calm emotions (DC 34), cloak of bravery (DC 35), divine power, entropic shield, flame strike (DC 37), freedom of movement (DC 36), greater cloak of bravery (DC 41), greater heroism (DC 39), heroe's feast, heroism (DC 36), hold monster (DC 38), lion's roar (DC 40), magic vestment (DC 35), magic weapon (DC 33), miracle (DC 41), mislead (DC 38), moment of prescience, power word blind, power word kill, power word stun, protection from energy (DC 35), remove fear (DC 33), spell turning, spiritual weapon, valiant fury (DC 37). Caster Level 15th. At will - dictum (DC 39), dispel chaos (DC 37), magic circle against chaos (DC 35), order's wrath (DC 36), protection from chaos (DC 33), shield of law (DC 40), summon monster IX (lawful spell only). Caster Level 16th. These are Magical abilities.

Cleric Spells per Day: 3/5. Caster Level 1st. Save DC 20 + spell level.

Staredown (Ex): The Avatar of Zakiru is able to strike fear into his foes by his mere presence. He gains a +4 on intimidate checks, and can demoralize opponents (as in the Intimidate skill)

Turn Undead (Su): 1d20+22 turning check, 2d6+18 turning damage. Effective cleric level 1st. This is a Magical ability.

Always Maximized Roll: The Avatar of Zakiru always has maximum hit points for his Hit Die. A natural roll of 1 is never considered an automatic failure.

Divine Aura (Su): The mere presence of The Avatar of Zakiru can deeply affect mortals and beings of four or less divine ranks. All divine aura effects are mind-affecting, supernatural abilities. Mortals and other beings of divine rank four or less can resist the aura’s effects with successful DC 32 Will saves. The Avatar of Zakiru is immune to the auras of beings of divine rank five or less. Any being who makes a successful saving throw against The Avatar of Zakiru’s aura power becomes immune to his aura power for one day. Divine aura is an emanation that extends around The Avatar of Zakiru in up to a 50-foot-radius. The Avatar of Zakiru chooses the size of the radius and can change it as a free action. If The Avatar of Zakiru chooses a radius of 0 feet, his aura power effectively becomes non-functional. When two or more beings’ auras cover the same area, only the aura that belongs to the being with the highest rank functions. If divine ranks are equal, the auras coexist. The Avatar of Zakiru can make his own worshipers, beings of lawful neutral alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day or until The Avatar of Zakiru dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura’s radius. The Avatar of Zakiru can choose from the following effects each round as a free action. Daze: Affected beings just stare at The Avatar of Zakiru in fascination. They can defend themselves normally but can take no actions. Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from The Avatar of Zakiru makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight. Resolve: The Avatar of Zakiru’s allies receive a +4 morale bonus on attack rolls, saves, and checks, while his foes receive a –4 morale penalty on attack rolls, saves, and checks. This is a Thymium ability.

Divine Immunities (Ex): The Avatar of Zakiru has the following immunities. These immunities do not apply if the attacker is a being 5 or more divine ranks. Ability Damage, Ability Drain, Death Effects, Disease, Disintegration, Energy Drain, Paralysis, Poison, Stunning, and Transmutation.

Divine Senses (Ex): The Avatar of Zakiru has incredibly sensitive perception. The Avatar of Zakiru’s senses extend out to a radius of five miles. Perception is limited to the senses The Avatar of Zakiru possesses. He cannot, for example, see through solid objects without using his remote sensing ability or some sort of x-ray vision power.

Greater Teleport (Sp): The Avatar of Zakiru can use greater teleport as a spell-like ability at will, as the spell cast by a 20th-level character, except that he can transport only himself and up to 500 pounds of objects. This is a Thymium ability.

Immortality (Ex): The Avatar of Zakiru is naturally immortal and cannot die from natural causes. He does not age, and does not need to eat, sleep, or breathe. The only way for The Avatar of Zakiru to die is through special circumstances, usually by being slain in magical or physical combat. The Avatar of Zakiru is not subject to death from massive damage.

 

Possessions: +7 adamantine vorpal katana, +7 adamantine wakizashi, Bracers of Armor +10, Lesser Robe of Power, Lesser Amulet of Armors, Lesser Mantle of Might, Ring of Ironskin, Headband of Divine Favor

 

Shidaiku: Shidaiku is a +10 cold iron katana (masterwork bastard sword). This weapon, on a natural roll of 20, the opponents head is severed. In addition, the weapon ignores hardness and damage reduction. The katana can deal critical hits to constructs as if they were living creatures.

Overwhelming evocation; CL 30th; Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, disintigrate, circle of death, keen edge; Price 4,522,370 gp

 

Wakitsu: Wakitsu is a +10 cold iron wakizashi (masterwork short sword). Whenever Wakitsu deals damage, it also bestows 2d4 negative levels. Each negative level gives the wielder 5 temporary hit points. One day after being struck, the subject must make a DC 25 Fortitude save for each negative level or the subject looses a level. If Wakitsu's level drain causes the target to have more negative levels than Hit Dice, the target is slain and the wielder gains an additional 10 temporary hit points. Temporary hit points last for 1 hour.

Overwhelming necromancy (evil); CL 30th; Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Spell Focus (Necromancy), energy drain; Price: 2,191,320 gp

 

Amulet of Armors: This powerful amulet grants its wearer a +10 natural armor bonus to Armor Class, a +10 insight bonus to Armor Class, and a +10 luck bonus to Armor Class.

Overwhelming abjuration; CL 30th; Craft Wondrous Item, Craft Epic Wondrous Item, barkskin; Price 4,125,000 gp

 

Robe of Power: This robe, in an oriental style, grants the wearer a +20 enhancement bonus to Strength, Constitution, and Charisma and a +10 enhancement bonus to Dexterity, Intelligence, and Wisdom.

Overwhelming transmutation; CL 20th; Craft Wondrous Item, Craft Epic Wondrous Item, bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, owl's wisdom; Price 9,500,000 gp

 

Mantle of Might: This magical mantle grants its wearer a +10 resistance bonus to all saves. In addition, it also grants a +10 insight bonus and a +10 luck bonus to all saves.

Overwhelming abjuration; CL 30th; Craft Wondrous Item, Craft Epic Wondrous Item, resistance, prayer; Price 3,000,000 gp

 

Lesser Amulet of Armors: This powerful amulet grants its wearer a +7 natural armor bonus to Armor Class, a +7 insight bonus to Armor Class, and a +7 luck bonus to Armor Class.

Overwhelming abjuration; CL 21st; Craft Wondrous Item, Craft Epic Wondrous Item, barkskin; Price 1,260,000 gp

 

Lesser Robe of Power: This robe, in an oriental style, grants the wearer a +14 enhancement bonus to Strength, Constitution, and Charisma and a +6 enhancement bonus to Dexterity, Intelligence, and Wisdom.

Overwhelming transmutation; CL 20th; Craft Wondrous Item, Craft Epic Wondrous Item, bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, owl's wisdom; Price 3,974,000 gp

 

Lesser Mantle of Might: This magical mantle grants its wearer a +7 resistance bonus to all saves. In addition, it also grants a +7 insight bonus and a +7 luck bonus to all saves.

Overwhelming abjuration; CL 21st; Craft Wondrous Item, Craft Epic Wondrous Item, resistance, prayer; Price 1,560,000 gp

 

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