LordofBones
Master of Realmslore
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Posted - 27 Jun 2024 : 13:48:13
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SHAR Mistress of the Night, Lady of Loss, the Nightsinger, the Nightbringer, Our Lady of Loss, the Dark Traitor, the Shadowy Seductress, Singer of Eternal Night, the Dark Lady, the Dark Goddess, Mistress of Pain, the Unseen Lady Greater Power of Hades Symbol A black disk with a border of deep purple Realm Palace of Loss (Hades/Niflheim) Alignment Neutral Evil Aliases Ibrandul, Eshowdow Superior none (AO) Allies Kanchelsis, Moander, Myrkul (dead), Shevarash, Talona, Talos (as Kozah), Targus (no longer in effect as Garagos), Vhaeraun Foes Amaunator (dead), Araleth Letheranil, Azuth, Hanali Celanil, Helm, Hoar, Ibrandul (dead), Kossuth, Lathander, Mask, Mystra, Nesirie, Oberon, Psilofyr, the Queen of Air and Darkness, Sharess, Shaundakul, Sehanine Moonbow, Selune, Sune, Titania Servants unknown proxies Servitor Creatures crows (normal and fiendish), dark creatures, death tyrants, doom spheres, nightshades, ravens (normal and fiendish), shades, shadow creatures, shadow elementals, shadows, umbral creatures, wraiths Manifestations amorphous tendrils of darkness where there should be none that swirl and writhe constantly and are surrounded by a purple aura, sometimes with a single steadily gazing purple eye at its heart, and radiates the ceaseless regard of a fell awareness Signs of Favor none Worshipers Anarchists, assassins, avengers, beings that operate clandestinely or covertly in darkness, blinded, nocturnal, or subterranean creatures, creatures that hate the light, entropomancers, the lost and the grieving, monks of the Dark Moon, nihilists, rogues, shades, shadow adepts, shadow dancers, those who know their wits have been harmed and want to find peace, those who have been mentally harmed and want to remember fully or be restored in their minds, those who wish to forget, void incarnates Cleric Alignments LE, LN, NE Specialty Priests Nightcloak Holy Days Rising of the Dark (Feast of the Moon) Important Ceremonies Kiss of the Lady, Nightfall Portfolio Caverns, darkness, dungeons, forgetfulness, loss, night, the Shadow Weave, the Underdark, unrevealed secrets Domains Cavern, Darkness, Entropy, Envy, Evil, Knowledge, Magic, Mind, Night, Vile Darkness Favored Weapon Disk of Night (chakram)
SHAR Female Rogue 19, Sorcerer 10, Void Incarnate 10, Shadow Adept 30 NE Medium Outsider (Evil, Extraplanar) Divine Rank 18 Init 50, Supreme Initiative; Senses 18-mile-radius; Listen 128, Spot 128; Clearsight (180 ft); remote sensing (20 locations), portfolio sense; see perfectly in magical and nonmagical darkness Aura blank aura, divine aura (Will DC 83); Languages can communicate with any living creature; Dark Speech ____________________________________________________________________________________________________________
AC 121, touch 90, flat-footed 99 (+21 deflection, +22 Dex, +18 divine, +1 dodge, +18 insight, +31 natural); defensive roll 1/day, improved uncanny dodge as a 19th level rogue, trap sense +6; Epic Dodge; miss chance 68% hp 1,378 (29d6 + 40d4 plus 1,104), divine shield 19/day (180 hp); DR 40/epic, good and silver Immune ability damage, ability drain, antimagic, banishment, cold, death effects, disease, disintegration, energy drain, fire, force effects, imprisonment, mind-affecting effects, paralysis, poison, rebuking, sleep, stunning, transmutation, and turning; freedom of movement Resist acid 38, sonic 38; SR 84 Fort 102 Ref 114 Will 106; improved evasion, improved mettle of fortitude, improved mettle of will; shadow defense +9; trap sense +6; Dexterous Fortitude, Dexterous Will ____________________________________________________________________________________________________________
Speed 60 ft. (12 squares) Melee disk of night 107/107/102/97 (19 plus 18 unholy and 1 negative level vs good plus blindness [Fort DC 83]/19-20/x3 plus 54 unholy and 3 negative levels vs good plus blindness [Fort DC 83] plus ravenous darkness [Fort DC 83]) or Melee 2 blades of loss 105/105/100/95 (21 plus 18 unholy and 1 negative level vs good plus 1 Con plus love’s pain/19-20/x2 plus 36 unholy and 1 negative levels vs good plus love’s pain) or Melee touch 99 or Ranged ranged 99 Base Atk 55; Grp 92 Atk Options divine blast 24/day (18 miles, 468 damage), entropic bolt 18/day (552 damage, half sonic and half unholy), null strike 1/day, opportunist, sneak attack +10d6 (crippling strike); Arcane Strike (+1 attack and +4 damage/spell level), Battlecaster Defense, Battlecaster Offense, Combat Expertise, Improved Combat Reflexes, Rapid Shot, Spell Opportunity, Storm of Throws Special Actions alter reality, shadow double 1/day (49 rounds), shield of shadows 49 rounds/day; Shadow Veil Combat Gear blades of night, disk of night
Spell-like Abilities (CL 69th, 68th for evocation and transmutation spells [except for darkness spells], 70th for divination spells and 78th for enchantment, illusion and necromancy spells; +1 darkness spells, evil spells or spells that damage or drain ability scores or bestow negative levels) At will – abyssal rift (DC 58), antimagic field, armor of darkness, blacklight, blasphemy (DC 56), blindness/deafness (DC 51), brain spider (DC 56), cause fear (DC 50), clauradience/clairvoyance, comprehend languages, create undead, crushing despair (DC 53), damning darkness, darkbolt (Darkness, DC 54), darkbolt (Vile Darkness, DC 51), darkness, darkvision, deep slumber (DC 52), deeper darkness, desecrate, detect secret doors, detect thoughts (DC 51), discern lies (DC 53), discern location, disguise self, disintegrate (DC 54), dispel good (DC 54), dispel magic, divination, earthquake (DC 57), evard’s black tentacles, fear (DC 53), find the path, foresight, greater shadow evocation (DC 57), identify, imbue with spell ability, imprisonment (DC 58), insanity (DC 56), leomund’s secure shelter, legend lore, lesser telepathic bond, limited wish (DC 56), magic circle against good, magic jar (DC 54), maw of stone, meld into stone, mind blank, mordenkainen’s disjunction, nightmare (DC 54), nystul’s magic aura, obscuring mist, passwall, phantom steed, power word: blind, power word: kill, probe thoughts (DC 54), protection from good, protection from spells, prying eyes, rary’s telepathic bond, ray of enfeeblement, ray of exhaustion (DC 52), scintillating pattern, screen (DC 58), shades (DC 58), shadow walk, simulacrum, sleep (DC 50), spell turning, spell resistance, summon monster IX (evil creatures only), touch of idiocy, true seeing, unholy aura (DC 57), unholy blight (DC 53), utterdark, vampiric touch, vision of entropy (DC 51), wall of force, waves of exhaustion, waves of fatigue, weird (DC 58), wish (DC 58).
Sorcerer Spells per Day (CL 40th, 39th for evocation and transmutation spells [except for darkness spells], 41st for divination spells, or 49th for enchantment, illusion and necromancy spells; 58th vs SR, 57th evocation and transmutation spells [except for darkness spells], 59th for divination spells, or 68th for enchantment, illusion and necromancy spells; +1 darkness spells, evil spells or spells that damage or drain ability scores or bestow negative levels; all spells are quickened and twinned) 21st (3/day) – 73 or 86 for shadow weave spells (96 at night) 20th (3/day) – 72 or 85 for shadow weave spells (95 at night) 19th (3/day) – 71 or 84 for shadow weave spells (94 at night) 18th (4/day) – 70 or 83 for shadow weave spells (93 at night) 17th (4/day) – 69 or 82 for shadow weave spells (92 at night) 16th (4/day) – 68 or 81 for shadow weave spells (91 at night) 15th (4/day) – 67 or 80 for shadow weave spells (90 at night) 14th (5/day) – 66 or 79 for shadow weave spells (89 at night) 13th (5/day) – 65 or 78 for shadow weave spells (88 at night) 12th (5/day) – 64 or 77 for shadow weave spells (87 at night) 11th (5/day) – 63 or 76 for shadow weave spells (86 at night) 10th (6/day) – 62 or 75 for shadow weave spells (85 at night) 9th (10/day) – 61 or 74 for shadow weave spells (84 at night) 8th (10/day) – 60 or 73 for shadow weave spells (83 at night) 7th (10/day) – 59 or 72 for shadow weave spells (82 at night) 6th (10/day) – 58 or 71 for shadow weave spells (81 at night) 5th (11/day) – 57 or 70 for shadow weave spells (80 at night) 4th (11/day) – 56 or 69 for shadow weave spells (79 at night) 3rd (11/day) – 55 or 68 for shadow weave spells (78 at night) 2nd (11/day) – 54 or 67 for shadow weave spells (77 at night) 1st (12/day) – 53 or 66 for shadow weave spells (76 at night) Cantrips (4/day) – 52 or 65 for shadow weave spells (75 at night)
Sorcerer Spells Known 9th – black blade of disaster, dominate monster (DC 74), energy drain (DC 74), mind rape (DC 74), reaving dispel, shades (DC 74), wail of the banshee (DC 74), weird (DC 74). 8th – blackfire (DC 73), demand (DC 73), greater bestow curse, greater shadow evocation (DC 73), maddening whispers, souls’ treasure lost (DC 60), superior invisibility, sympathy (DC 73). 7th – arcane spellsurge, energy absorption, energy immunity, evil glare (DC 72), finger of death (DC 72), greater shadow conjuration (DC 72), hiss of sleep (DC 72), vision. 6th – dream casting (DC 71), greater dispel magic, kyristan’s malevolent tentacles (DC 71), mislead (DC 71), remorseless charm (DC 71), shadow canopy (DC 71), shadow walk (DC 71), shadowy grappler (DC 71). 5th – antifire sphere, arcane fusion, circlet of enervation (DC 70), greater shadow tentacle, grimwald’s graymantle (DC 70), night’s caress (DC 70), nightmare (DC 70), shadow form, shadow guardians. 4th – assay spell resistance, enervation, fear (DC 69), grim revenge (DC 69), early twilight, know vulnerabilities (DC 56), phantasmal killer (DC 69), shadow well (DC 69), sinsabur’s baleful bolt (DC 69). 3rd – battlemagic perception, bedevil, blacklight, blink, control darkness and shadow, curse of the putrid husk (DC 68), major image (DC 68), phantasmal injury (DC 68), shadow binding (DC 68). 2nd – arcane turmoil (DC 54), blur, kelgore’s grave mist, phantasmal assailants (DC 67), shadow shroud, shadow spray (DC 67), touch of idiocy, veil of shadow, vision of entropy (DC 67), wall of gloom. 1st – ancient knowledge, cause fear (DC 66), change self, chill touch (DC 66), critical strike, darklight, distracting shadows, nightshield, targeting ray, true casting, true strike. Cantrips – arcane mark, ghost sound (DC 65), message, no light, read magic, resistance, silent portal, touch of fatigue (DC 65), unnerving gaze (DC 65).
Epic Spells per Day 7 slots, up to Spellcraft DC 136; Epic Spells Known animus blast, animus blizzard, damnation, demise unseen, dreamscape, enslave, epic counterspell, epic repulsion, kinetic control, momento mori, safe time, spellworm, soul dominion. Shar has researched and developed many unique epic spells that draw on the Shadow Weave and further her deific interests. ____________________________________________________________________________________________________________
Abilities Str 40, Dex 54, Con 42, Int 46, Wis 46, Cha 52 SQ avatar, blank mind, divinity, empty form, immortality, stonecunning, use spell trigger items at +14 CL, void presence Feats Arcane Strike, Battlecaster Defense, Battlecaster Offense, Blind-Fight (B), Combat Casting, Combat Expertise, Combat Reflexes, Dark Speech (B), Darkstalker, Dodge, Empower Spell, Exotic Weapon Proficiency (chakram), Greater Spell Focus (shadow weave), Greater Two Weapon Fighting, Heighten Spell, Improved Two Weapon Fighting, Insidious Magic (B), Iron Will, Maximize Spell (B), Nocturnal Caster (shadow weave), Pernicious Magic (B), Point Blank Shot, Precise Shot, Quicken Spell, Rapid Shot, Shadow Veil, Shadow Weave Magic (B), Spell Focus (shadow weave), Shot on the Run, Tenacious Magic (B), Twin Spell, Umbral Spell, Weapon Finesse Epic Feats Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Spell Focus (shadow weave), Epic Spellcasting (B), Improved Combat Reflexes, Improved Heighten Spell, Intensify Spell, Multispell (x2), Perfect Two Weapon Fighting, Spell Opportunity, Storm of Throws, Superior Initiative Salient Divine Abilities Alter Form, Annihilating Strike (Fort DC 83 or die; destroy 18,000 feet of cubic matter), Arcane Knowledge*, Automatic Metamagic (quicken spell, twin spell), Call Creatures (18 creatures with the Shadow Weave Magic feat with up to 38 HD each), Clearsight (180 ft), Control Creatures (Will DC 83, 180 creatures with the Shadow Weave Magic feat), Deny Shadow Weave (unique salient divine ability), Divine Dodge (68%), Divine Inspiration (despair, 18 creatures, Will DC 83), Divine Spellcasting, Gaze of Shar (unique salient divine ability), Kiss of Shar (unique salient divine ability), Know Secrets (Will DC 83), Mind of Shar (unique salient divine ability), Mistress of the Night (unique salient divine ability), Mistress of the Shadow Weave (unique salient divine ability), Shapechange, Shift Form, Song of Shar (unique salient divine ability), Supreme Initiative, Touch of Shar (unique salient divine ability), True Shapechange Skills Balance 138, Bluff 131, Climb 69 (72 climbing ropes), Concentration 126, Decipher Script 71, Diplomacy 149, Disable Device 74, Disguise 131 (139 acting), Escape Artist 85 (91 rope bonds), Forgery 86, Gather Information 92, Hide 132, Intimidate 130, Knowledge (arcana) 128, Knowledge (geography) 128, Knowledge (history) 128, Knowledge (local) 128, Knowledge (nature) 128, Knowledge (religion) 128, Knowledge (the planes) 128, Listen 128, Move Silently 132, Perform (dance) 131, Perform (sing) 131, Search 128 (130 stonework), Sense Motive 130, Spellcraft 136, Spot 128, Tumble 100, Use Rope 100 (102 bindings); Domain +2 Bluff, Diplomacy, Sense Motive; stonecunning Possessions blades of night, disks of night
Blank Aura (Ex) Shar (and any equipment she wears or carries) radiates no aura of any kind. Detect chaos, detect magic, and similar spells simply register her as a blank. She cannot lower this aura and can share it with two additional willing creatures (and their equipment) within 30 feet. Granting the blank aura to one or more creatures within range is a standard action; the effect lasts for 24 hours or until she dismisses the aura as a free action. A creature sharing the aura must remain within 30 feet of Shar (regardless of line of effect) to receive the benefit of the effect. If a creature sharing the aura leaves the range of the effect, the effect on the creature fades for the amount of time spent away from the Nightsinger; moving back into range allows the creature to once again gain the aura's benefits for the remainder of the 24 hours or until the creature leaves the area again, whichever comes first.
Blank Mind (Ex) Shar is always protected by a mind blank effect. She cannot lower this aura, even to accept a harmless mind-affecting spell. She can share this effect with one additional willing creature (and its equipment) within 30 feet. Granting the blank mind to one creature is a standard action; the effect lasts for 24 hours or until Shar dismisses the aura as a free action. A creature sharing the effect must remain within 30 feet of the void incarnate (regardless of line of effect) to receive the benefit of the effect. If a creature sharing the effect leaves the range of the effect, the effect on the creature fades for the amount of time spent away Shar; moving back into range allows the creature to once again gain the effect's benefits for the remainder of the 24 hours or until the creature leaves the area again, whichever comes first.
Deny Shadow Weave (unique salient divine ability) The Shadow Weave is Shar’s to command, its boons granted and withheld at her whim. The Dark Goddess can deny any number of creatures access to the Shadow Weave and block all spellcasting that derives from it. She can restore access in a similar manner. She can additionally grant or strip away the Shadow Weave Magic feat as well as any feat that requires it as a prerequisite to any number of creatures.
Divinity Shar is an embodiment of ancient divine power. As such, reality is hers to shape as she sees fit. Alter Reality: Shar may alter reality within the bounds of her portfolio. This functions as a wish spell that requires no XP or material cost. The limits of this ability are fully described in Deities and Demigods. She can additionally alter her size from Fine to Colossal and may additionally alter up to 100 pounds of objects in the same manner. Avatar: Shar can have up to twenty avatars at any given time. She favors two forms, the Nightsinger and the Dark Dancer. The Nightsinger is a 12-foot-tall presence whose female form is masked in feathers of all sorts that trail away into an increasingly intangible cowled cloak of gigantic proportions that merges into any shadows and darkness present. She sings continually, even when simply speaking, and her song is hauntingly beautiful and tragic. The Dark Dancer is a 7-foot-tall, lithe, exquisitely beautiful human woman who dances gracefully and alluringly, her jet-black body sparkling with stars and her dark eyes two hypnotic orbs that can emit both harmful and beneficial gaze effects. Divine Blast: Shar can create a ray of divine power that extends for up to 18 miles, dealing up to 468 points of damage, as a ranged touch attack with no saving throw. Shar can unleash a divine blast 24 times per day, and alter the visual, auditory and sensation-based qualities of her divine blast as she desires. Shar’s divine blasts generally take the form of purple-tinged bolts of pure darkness. Divine Shield: As a free action 19 times per day, Shar can create a shield that lasts 10 minutes and stops 180 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Shar is naturally immune to does not count towards the shield’s limits.
Empty Form (Ex) Shar always has a permanent freedom of movement effect (as the spell) on her and is immune to force effects. Such effects either deal no damage (such as magic missile), don't exist for her (such as wall of force, which she can simply walk through), or otherwise fail to affect her (such as mage armor).
Gaze of Shar (unique salient divine ability) Shar’s dark eyes are as beautiful and hypnotic as the night, and every bit as capricious. The Nightsinger is immune to blindness and can see perfectly in all magical and non-magical darkness. She can bestow any cure or inflict spell, heal, or harm as a gaze attack. (CL 87th, Will DC 83).
Improved Mettle of Fortitude (Ex) If subjected to an effect that allows a Fortitude save for a partial or half effect, Shar takes only the partial or half effect on a failed save and no effect on a successful save.
Improved Mettle of Will (Ex) If subjected to an effect that allows a Will save for a partial or half effect, Shar takes only the partial or half effect on a failed save and no effect on a successful save.
Kiss of Shar (unique salient divine ability) Shar’s kiss can steal away even the lives and souls of her victims. Anyone kissed by Shar must choose lifelong servitude or death. Unwilling targets must be successfully grappled which provokes an attack of opportunity. The loyalty enforced upon those who elect not to risk death is so powerful that beings so affected would happily die for Shar. Those who choose death must make a Fortitude save (DC 83) or die. Only miracle, wish, or the intervention of another deity can remove the charm effect.
Mind of Shar (unique salient divine ability) The dark itself shields Shar. She adds her Intelligence modifier as an insight bonus to her armor class and saving throws. Any attempt to read Shar’s mind forces the caster to succeed at a Will save (DC 83) or be permanently blinded and driven to insanity.
Mistress of the Night (unique salient divine ability) It is the night where Shar works her darkest and foulest deeds, for it is the night where she is greatest. The Dark Goddess gains a +9 profane bonus to her attack and damage rolls, armor class and saving throws during the night. In addition, any spell or spell-like ability Shar casts with the [darkness] descriptor during the night is empowered and enhanced. Finally, Shar has a +9 profane bonus to the caster level and saving throws of all spells enhanced by the Shadow Weave when cast during the night. ‘Night’, for this purpose, refers to a period of at least 8 hours of darkness.
Mistress of the Shadow Weave (unique salient divine ability) Shar is the creator of the Shadow Weave, a dark and twisted reflection of the web of magic governed by Mystra. She gains the Shadow Weave Magic feat, and all other feats that have it as a prerequisite, as bonus feats. She has a +9 bonus to the caster level and saving throw DCs of all spells empowered by the Shadow Weave.
In addition, once every round, Shar can draw power from the Shadow Weave to cast any spell from any spell list (except for [light] spells) or any shadowcaster mystery, which she can modify with her metamagic feats up to the maximum spell level she can cast, as a 69th level caster (68th for evocation and transmutation spells except spells with the [darkness] descriptor, 70th for divination spells, and 79th for enchantment, illusion and necromancy spells; +1 darkness spells, evil spells or spells that damage or drain ability scores or bestow negative levels). She can only do so in her realm or in Abeir-Toril.
The saving throws are 52 plus spell level, or 65 plus spell level for Enchantment, Illusion, Necromancy and [darkness] spells. Her Mistress of the Night salient divine ability and Nocturnal Caster feat apply to spells cast in this manner.
Null Strike (Ex) Once per day, Shar can declare any melee or ranged attack she makes to be a touch attack.
Shadow Defense (Ex) Shar has resistance to the kinds of spells that are favored by the Shadow Weave. She has a +9 profane bonus on saving throws against spells from the schools of enchantment, illusion, and necromancy, as well as spells with the darkness descriptor.
Shadow Double (Su) Once per day, Shar can use a standard action to create a double of herself woven from shadowstuff for 49 rounds. The double has the ability scores, base AC, hit points, saves, and attack bonuses of its creator, but no equipment. (Any apparent clothing or equipment is nonfunctional.)
Since it can use anything its creator can, the double can attack the creator's enemies if given a weapon or item with which to do so. Alternatively, it can function as the target of a project image spell, duplicating Shar’s actions and functioning as the origin of her spells when it is within her direct line of sight. Mentally commanding the double is a free action. Using it as the originator of a spell counts as an action of the sort needed to cast the spell for both the creator and the double.
Causing either Shar or the double to leave the plane they share dismisses the double. The death of the double does not affect Shar or vice versa. If its creator dies, the shadow double still lasts until its duration expires.
Shield of Shadows (Su) Shar can surround herself with a globe of purple-black force for 49 rounds per day as a standard action. This shield of shadows functions like a shield spell, granting her a +4 shield bonus to AC and absorbing magic missiles cast at her. In addition, the shield of shadows provides concealment (20% miss chance) against melee and ranged attacks. The Lady of Loss can see and reach through the shield, so it does not provide cover or concealment to opponents.
The shield’s duration need not be consecutive - Shar may break it up into increments as small as 1 round if she so desires. Creating or dismissing the shield of shadows is a standard action. The shield also grants her spell resistance 42.
Song of Shar (unique salient divine ability) Shar’s hauntingly beautiful singing voice is both heart-rending and tragic, extending to a range of 18 miles around Shar, affects up to 1,800 Hit Dice of creatures and lasts for as long as Shar concentrates on singing. Any living creature that hears the song is spellbound and takes no actions unless they succeed at a Will saving throw against Shar’s Perform (sing) check. Anyone that succumbs to Shar’s song is allowed a Will save every round to break free with a cumulative +4 bonus to their save each round. This is an enchantment (compulsion) [mind-affecting] ability.
An unearthly chill affects creatures listening to the song, dealing 9d8 points of damage each round, half of which is piercing cold (as the metamagic feat) and half of which is negative energy. Every round, Shar may additionally choose to inflict either enervation (Fort DC 83 negates) or feeblemind (Will DC 83 negates) with her song. In addition, she can also cause her song to force listeners to succeed at a Fortitude saving throw (DC 83) or die. A successful saving throw still inflicts 108 points of divine damage.
Touch of Shar (unique salient divine ability) Shar’s caress soothes the troubles and woes of her victims, granting them solace and allowing her to bend them to her will. Her touch grants a combined heal and greater restoration effect and additionally bestows the effects of the Diehard feat upon the affected character for 24 hours.
Far more insidiously, a character that has been affected by Touch of Shar suffers a -18 penalty to saving throws against Shar’s Know Secrets salient divine ability. Hereafter, Shar can choose to affect any creature under the effects of her Touch in a manner analogous to the programmed amnesia spell as a 69th level caster, save that she can affect the character’s entire lifetime of memories instead of just a full week. Characters are allowed a Will save (DC 83) to negate the deleterious effects of Touch of Shar.
Void Presence (Ex) Shar’s opponents unconsciously ignore her presence. They are always treated as flat-footed to the Lady of Loss (and thus may not apply their Dexterity modifier to AC). This lasts until she attacks the opponent but resumes again at the start of her next turn. This is a mind-affecting effect.
She 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 Shar finds the task very difficult and has the DC increased by +30.
Possessions
Shar wields the disk of night, a +8 distant shot keen speed triple-throw chakram of unerring accuracy and unholy power. Any creature struck by the disk must succeed at a Fortitude save (DC 83) or be blinded; on a critical hit the blindness is accompanied by a ravenous darkness (DC 83) spell. Shar gains the benefits of her Mistress of the Night salient divine ability when dealing with victims affected in such a manner. (CL 69th)
Shar also wields the blades of night, a pair of +8 blurstrike keen speed wounding shortswords of unholy power. Loss is the nature of Shar, including loss of those loved, and the blades channel those effects with devastating potency; each strike by the blades also channels a love’s pain spell that is multiplied with a critical hit. (CL 69th)
Other Divine Powers As a greater deity, Shar automatically receives the best possible result on any die roll she makes (including attack rolls, damage, checks, and saves). She treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses Shar can see (using normal vision or darkvision), hear, touch, and smell at a distance of 18 miles. As a standard action, she can perceive anything within 18 miles of her worshippers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 20 locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 18 hours. Portfolio Sense Shar is aware of any act done under the cover of darkness and night, and any act involving the Shadow Weave regardless of the number of people involved up to 18 weeks in the past and 18 weeks in the future. Automatic Actions Shar can use any skill related to her portfolio as a free action if the DC for the task is 30 or lower. She can perform up to twenty such free actions each round. Create Magic Items Shar can craft any magical item that associated with darkness or forbidden knowledge, and any item that draws on the Shadow Weave, including artifacts.
NEW SALIENT DIVINE ABILITY
Arcane Knowledge Prerequisites: Able to cast 9th level spontaneous arcane spells, spellcasting ability score 29, Epic Spellcasting Benefit: The deity gains bonus spells known based on its spellcasting ability score, using the bonus spells per day for a high ability score table. Suggested Portfolio Elements: Magic, sorcery.
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Edited by - LordofBones on 03 Jul 2024 12:33:07
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