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LordofBones
Master of Realmslore
   
1600 Posts |
Posted - 16 Jan 2026 : 14:46:00
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GARAGOS The Reaver, Master of All Weapons, Lord of War, God of War and Victory Over Beasts Demipower of Pandemonium (previously Greater Power of Limbo) Symbol A five-armed tentacus (a pinwheel of five black, snaky arms spinning counterclockwise, each arm ending in an identical sword) Realm Battle Garde (Pandemonium/Cocytus) Alignment Chaotic Neutral Aliases Targus (Netheril) Superior none Allies none; previously Shar (as Targus) Foes Moander (dead), the Red Knight, Tempus, Tethrin Veraldé Servants none Servitor Creatures aurumvorae, dire wolves, weasels, wolverines, worgs Manifestations the clash of many furiously wielded weapons; Blood of the God (fist-sized mist of glowing blood droplets accompanied by wailing and a feeling of danger); berserk frenzies Signs of Favor red-and-black-hued gemstones; strikes from unseen weapons upon creatures threatening favored worshipers or upon worshipers who have behaved against the faith’s tenets Worshipers barbarians, berserkers, fighters, reavers, soldiers, warriors Cleric Alignments CE, CG, CN Specialty Priests Bloodreaver Holy Days none Important Ceremonies Blood Festival; deaths dedicated as offerings; worship at Blood Altars Portfolio destruction, plunder, skill-at-arms, war Domains Chaos, Destruction, Fury, Gluttony, Strength, War, Wrath Favored Weapon Tentacus (a counterclockwise pinwheel of five black snaky arms, each ending in an identical sword) [scimitar or longsword]
GARAGOS Male Fighter 15, Barbarian 20, Weapon Master 10, Frenzied Berserker 10 CN Medium Outsider (Chaotic, Extraplanar) Divine Rank 5 Init +28 (+20 Dex, +8 Superior Initiative), Supreme Initiative; Senses 5-mile-radius; Listen +72, Spot +39; remote sensing (2 locations), portfolio sense Aura divine (250 ft.; Will DC 57); Languages can communicate with any living creature; Dark Speech, Words of Creation ______________________________________________________________
AC 70, traps 76, touch 52, flat-footed 49 (+15 deflection, +20 Dex, +5 divine, +1 Dodge, +18 natural, +1 Weapon Supremacy); Dodge, Mobility; improved uncanny dodge (20th) hp 1,875 (25d10 + 30d12 plus 1,265), raging 2205 hp; divine shield 25/day (280 hp); fast healing 20; DR 25/epic, lawful, and adamantine; 5/- Immune ability damage, ability drain, acid, antimagic, death effects, disease, disintegration, energy drain, fear, fire, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation; Resist cold 25, electricity 25; SR 64 Fort +58 Ref +48 (+54 traps) Will +37 (+41 enchantment spells) ______________________________________________________________
Speed 70 ft. (14 squares) Melee 5 scimitars +82/+82/+77/+72/+67 (1d8 + 47 plus 3d6 anarchic and 1 negative level plus 2d6 vicious plus 1 Con/14-20/x2 plus 1d6 plus 6d6 anarchic and 2 negative levels plus death [Fort DC 61]) or Melee spell +67 or Ranged spell +63 Base Atk +38; Grp +67 Atk Options destructive smite 5/day (+4 attack and +50 damage), divine blast 18/day (5 miles, 20d12 damage), divine mighty tireless rage 6/day (AC 63, hp 2060; resists 35, SR 74, Will +42 [+46 enchantment spells]; melee +88/+88/+88/+83/+78/+73, damage 1d8 + 53; Destructive Rage, Intimidating Rage, Reckless Rage), dungeon crasher, fury 5/day (+2 profane bonus on attack rolls and +2 extra damage against a designated creature or object), greater tireless frenzy 5/day (26 rounds; AC 66; melee +87/+87/+87/+82/+77/+72, damage 1d8 + 52), improved power attack, increased multiplier 5/day, ki damage 10/day, ki whirlwind, superior combat reflexes, supreme cleave, supreme power attack; Cleave, Combat Expertise, Combat Reflexes, Dire Charge, Great Cleave, Improved Bull Rush, Improved Whirlwind Attack, Multiweapon Rend, Power Attack, Shock Trooper, Spring Attack, Weapon Supremacy, Whirlwind Attack Special Actions alter reality, alter size, feat of strength 5/day (+55 Str for 1 round), gluttony 5 rounds/day (increase size as per enlarge person), inspire frenzy 3/day, wrath 5/day (gain +1 Str for every -2 Wis for 50 rounds) Combat Gear tentacus
Spell-like Abilities (CL 50th; +1 chaos spells) At will – abyssal frenzy (DC 37), animate objects, baleful polymorph (DC 35), bigby’s clenched fist, bigby’s clenched fist, bigby’s crushing hand, bite of the king (DC 38), blade barrier (DC 36), bull’s strength, chaos hammer (DC 34), cloak of chaos (DC 38), contagion (DC 33), create food and water, death knell (DC 32), disintegrate (DC 37), dispel law (DC 35), divine power, earthquake, enlarge person (DC 31), flame strike (DC 35), goodberry, greater shout (DC 38), greater teleport, harm (DC 36), heroes’ feast, implosion (DC 39), inflict critical wounds (DC 34), inflict light wounds (DC 31), magic circle against law, magic vestment, magic weapon, mass abyssal frenzy (DC 39), mass inflict light wounds (DC 35), power word blind, power word kill, power word stun, protection from law, rage, rhino’s rush, righteous might, shatter (DC 32), shout (DC 35), song of discord (DC 36), spell immunity, spiritual weapon, stone to flesh (DC 37), stoneskin, storm of vengeance (DC 39), summon monster ix (chaotic only), tenser’s transformation, trap the soul (DC 39), true strike, vampiric touch, word of chaos (DC 37). ______________________________________________________________
Abilities Str 59, Dex 51, Con 56, Int 29, Wis 29, Cha 40 SQ avatar (2), deathless frenzy, divinity, fast movement, godly realm (Pandemonium 5 miles), immortality, indomitable will, ki critical, superior weapon focus, trap sense +6 Feats Cleave, Combat Expertise, Combat Reflexes, Dark Speech (B), Destructive Rage, Diehard (B), Dodge, Great Cleave, Greater Multiweapon Fighting (B), Greater Weapon Focus (melee weapons), Greater Weapon Specialization (melee weapons), Improved Bull Rush, Improved Critical (melee weapons), Improved Initiative, Improved Multiweapon Fighting (B), Intimidating Rage, Melee Weapon Mastery (all), Mobility, Multiweapon Fighting (B), Power Attack, Reckless Rage, Shock Trooper, Spring Attack, Weapon Focus (melee weapons) (B), Weapon Specialization (melee weapons), Weapon Supremacy, Whirlwind Attack, Words of Creation (B) Epic Feats Devastating Critical (melee weapons), Dire Charge, Epic Weapon Focus (melee weapons), Epic Weapon Specialization (melee weapons), Improved Whirlwind Attack, Multiweapon Rend, Overwhelming Critical (melee weapons), Perfect Multiweapon Fighting (B), Superior Initiative Salient Divine Abilities Blood of the Reaver (unique salient divine ability), Divine Rage, Divine Weapon Focus (melee weapons), Divine Weapon Specialization (melee weapons), Irresistible Blows (Fort DC 64 or be stunned for 1d10 rounds), Master of All Weapons (unique salient divine ability), Ring of Blades (unique salient divine ability), Supreme Initiative Skills Balance +54, Climb +87, Craft (weaponsmithing) +72, Handle Animal +32, Intimidate +77, Jump +91, Knowledge (architecture and engineering, history, religion, the planes) +39, Listen +72, Ride +52, Spot +39, Swim +87, Survival +72 (+76 extraplanar), Tumble +56 Possessions tentacus
Alter Reality Garagos is an embodiment of divine power and reality is his to alter as he sees fit. This effectively functions as the wish spell that costs him no XP and requires a standard action to implement. In effect, this allows Garagos to duplicate any effect as long as it relates to his area of influence. In essence, he can duplicate any effect, class skill, ability, or spell that relates to warfare or that promotes destruction and brutal combat.
The Reaver can create temporary, nonmagical objects, magic items or creatures for up to 5 hours, and can also create permanent nonmagical objects. He can also render a magical or supernatural effect permanent and reshape landscapes. The limits to these abilities are fully defined in Deities and Demigods.
Alter Size As a free action, Garagos can assume any size from Fine to Colossal. He also can change the size of up to 500 pounds of objects he touches.
Avatar Garagos can have up to 2 avatars at any given time. The Reaver prefers to appear as a rugged looking, scarred, half-naked giant of a man wielding a different weapon in each of his many hands. He can grow arms out of his massive shoulders at will, and he never has fewer than five. He is surrounded by a misty cloud of red blood droplets that stream from his weapons. Within this cloud of blood, a faint, continuous wailing can be heard. Priests of Garagos say this sound is "the lament of the lost, as their essences flow out of them into the blood sea of battle."
Blood of the Reaver (unique salient divine ability) Garagos’s blood burns hot and quick; he has fast healing 20 as his blood quickly coagulates and clots over his wounds. The Reaver’s glowing crimson blood (often collected reverently by worshipers) is also highly poisonous (ingested or injury; initial damage 2d8 Con, secondary damage 2d8 Wis; Fort DC 64). However, when ingested by one of the Reaver’s faith, the god’s blood confers any one of the following benefits: a +5 morale bonus to attack rolls and damage rolls that stacks with other morale bonuses but not with itself; a +5 divine bonus to armor class and saving throws and immunity to fear; instant healing to full health and fast healing 10. The benefits last for five hours.
Deathless Frenzy (Ex) Garagos can scorn death and unconsciousness while in a frenzy. As long as his frenzy continues, he is not treated as disabled at 0 hit points, nor is he treated as dying at -1 to -9 hit points. Even if reduced to -10 hit points or less, he continues to fight normally until his frenzy ends. At that point, the effects of his wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects.
Divine Blast 18 times per day, Garagos can create a ray of divine power that extends for up to 5 miles and deals up to 20d12 points of damage as a ranged touch attack with no saving throw. He can alter the visual, auditory and sensation-based qualities of his divine blast as he desires. Garagos’s divine blasts generally manifest as invisible weapon strikes.
Divine Shield As a free action 25 times per day, Garagos can create a shield that lasts 10 minutes and stops 280 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Garagos is naturally immune to does not count towards the shield’s limits.
Dungeon Crasher Garagos has a +4 competence bonus on saves and to Armor Class when attacked by traps. He also has a +10 bonus on Strength checks to break a door, wall, or similar obstacle. In addition, when Garagos bull rushes an opponent into a wall or other solid object, he deals 8d6 + 72 damage.
Greater Tireless Frenzy (Ex) Five times per day, Garagos can enter a frenzy during combat as a free action on his turn. While frenzied, he gains a +10 bonus to Strength and, if he makes a full attack action, gains a single extra attack each round at his highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, he also takes a -4 penalty to Armor Class and takes 2 points of nonlethal damage per round. Garagos’s frenzy lasts for 26 rounds. To end the frenzy before its duration expires, he may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with Garagos’s rage.
In addition, if Garagos takes damage from an attack, spell, trap, or any other source, he automatically enters a frenzy at the start of his next action, as long as he still has at least one daily usage of the ability left. To avoid entering a frenzy in response to a provoking effect, he must make a successful Will save (DC 10 + points of damage taken since his last action) at the start of his next turn.
While frenzied, Garagos cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells, drink potions, activate magic items, or read scrolls. He can use any feat he has except Combat Expertise.
During a frenzy, Garagos must attack those he perceives as foes to the best of his ability. Should he run out of enemies before his frenzy expires, his rampage continues, he must then attack the nearest creature and fight that opponent without regard to friendship, innocence, or health (the target's or his own).
Improved Power Attack Garagos gains a +3 bonus on his melee damage rolls for every -2 penalty he takes on his melee attack rolls when using the Power Attack feat (or +3 for every -1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the normal effects of Power Attack.
Increased Multiplier Five times per day, Garagos can increase the standard critical multiplier for his weapon of choice by +1. He must declare the use of this ability before he rolls any damage dice.
Inspire Frenzy (Su) Garagos can inspire frenzy in his allies while he himself is frenzied, three times per day. When he uses this ability, all willing allies within 10 feet of him gain the benefits and the disadvantages of frenzy as if they had that ability themselves. The frenzy of affected allies lasts for 26 rounds regardless of whether they remain within 10 feet of him.
Ki Critical Garagos adds an additional +2 to his melee weapon’s threat range for critical hits.
Ki Damage 10 times per day, Garagos can deal maximum damage with his attacks. Additional damage, such as from using the Power Attack feat (following all the rules for it normally) and the sneak attack ability are determined normally; they are not maximized. This ability cannot be used when he rolls a successful critical hit.
Ki Whirlwind Garagos can make a Whirlwind Attack as a standard action rather than a full attack action.
Master of All Weapons (unique salient divine ability) Though having seceded dominion over war to Tempus, Garagos retains a measure of his former power in his mastery of weaponry. This grants him the following benefits: • Garagos uses his character level to determine his effective fighter level for the purposes of qualifying for any feat that affects weapons. • Garagos’s feats and salient divine abilities that apply to a single type or category of melee weapons instead apply to all melee weapons. He additionally treats Multiweapon Fighting, and its derivative feats as bonus feats by virtue of his weapon mastery. • Any weapon Garagos wields increases its base damage by one size category and doubles its critical threat range.
Ring of Blades (unique salient divine ability) As a standard action, Garagos can hurl a bladelike bolt of energy at any target within his line of sight as a ranged touch attack. The blade passes through any creature in the line between Garagos and his target and inflicts 10d10 points of damage to any creature it passes through. When the blade strikes its target, it erupts into a blade barrier (CL 60th) that inflicts 25d10 points of damage to any creature that passes through it or touches it (Ref DC 57 halves). Garagos’s ring of blades also creates hideous bleeding wounds that linger after the initial damage; any creature that takes damage from a ring of blades continues suffering 1d4 points of Constitution damage every round until healed (Heal DC 60).
Garagos can hurl up to 2 blades as part of a full attack action and reduces the number of limbs he deals damage with in that round by one for every blade he creates in this manner.
Superior Combat Reflexes Garagos can make total number of attacks of opportunity in a round equal to his Dexterity modifier plus his Wisdom modifier (typically 29).
Superior Weapon Focus Garagos has an additional +1 to all attack rolls with melee weapons.
Supreme Cleave Garagos can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. He is still limited to one such adjustment per round and he cannot use this ability during a round in which he has already taken a 5-foot step.
Supreme Power Attack Garagos gains a +2 bonus on his melee damage rolls for every -1 penalty he takes on his melee attack rolls when using the Power Attack feat (or +4 for every -1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the effects of Power Attack or Improved Power Attack.
Possessions Garagos’s weapons are collectively referred to as the tentacus. Each weapon, typically a scimitar, is a +8 bloodfeeding speed vicious weapon of anarchic power and wounding although he can wield any melee weapon as part of the tentacus (the Reaver has been known to wield longswords when not wielding scimitars). Garagos always has as many weapons as he has arms, which are never less than five (the above statistics reflect the minimum number of arms the Reaver possesses and uses scimitars as the base weapon).
The continuous wailing and scent of clotted viscera from the bloody mist wreathing Garagos and his weapons is particularly unnerving and any creature within a 50 ft. radius burst of the Reaver must succeed at a Will save (DC 57) whenever he attacks or become shaken and a Fortitude save (DC 57) or become sickened for 5d6 rounds. If Garagos inflicts a critical hit, the affected creature instead becomes nauseated as the overwhelming stench of blood overwhelms it.
Other Divine Powers As a demipower, Garagos treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal and cannot die from natural causes. Senses Garagos can hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five 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 two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for up to five hours. Portfolio Sense Garagos is aware of any act of destruction or violence or any show of skill-at-arms as long as the event affects at least one thousand people. Automatic Actions Garagos can use any skill related to his portfolio as a free action if the DC for the task is 15 or lower. Create Magic Items Garagos can create any type of magic item that enhances melee combat or inflicts destruction as long as the market price is less than 4,500 gp.
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