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Yaksha Serpentis

Emperor of Viperia, Avatar of Midgard Zero

Real Name: Yaksha Serpentis
Alignment: Lawful Neutral
Hit Dice: 5,000d1,000+12,475,000 (dragon) plus 5,000 (toughness) plus 5,000 (improved
toughness) (x4 Elite)
Hit Points: 69,940,000
Size: Medium
Height: 6 feet
Weight: 200 pounds
Species: Unique Serpentine Dragon
Type: Dragon
Sub-Type: None
Templates: Elite
Attributes: Str 5,000 (+2,495), Dex 5,000 (+2,495), Con 5,000 (+2,495), Int 5,000 (+2,495),
Wis 5,000 (+2,495), Cha 5,000 (+2,495), App 5,000 (+2,495); Speed: superluminal
Armor Class: 6,256 (+2,495 Dex, +2,495 deflection, +1,250 natural, +6 dodge)
Armor Worn: None
Experience Level: None
Natural Abilities: DR 1,500/-, fast healing 1,500, regeneration 500 (total regeneration), scent,
SR 2,000 (spell reflection 100%)
Absolute Immortality: Yaksha possesses absolute immortality, is unable to die, age, get
sick, or be permanently wounded, is absolutely self-sustained, and as his mind and soul
are as immortal as his biological body, he is immune to mental/spiritual damage. Any
injuries he suffers immediately heal, even if his body is disintegrated or blown up or
completely deleted, even if he is completely destroyed to the sub-atomic level, he will
still return to life.
Yaksha's existence and soul are completely independent of even the concept of reality,
making him not bound to the subjects of life, death and manipulations. Also, the power
cannot be removed, rendered truly perfect and absolute.
Absolute Intellect: Yaksha's intellectual faculties (memory, calculation, learning,
creativity, etc) transcend virtually all other sentient beings in the universe. All aspects of
his intelligence are infinite. Yaksha has, essentially, a limitless IQ and intellectual
capacity. This is the greatest, most supreme level of intellect a being can attain.
Absolute Stamina: Yaksha possesses limitless physical energy, stamina and vitality, is
essentially untiring and can keep working, fighting, etc. at optimal efficiency under any
circumstances and for an unlimited duration.
Absolute Strength: Yaksha is able to go toe-to-toe and even surpass the strongest of
beings with nothing but the raw force of his physical blows. Any level of weight he needs
to lift is irrelevant as his body can emit force that can repel an object of any mass. With
this ability, he could shatter planets with his fists alone and even tear through space-time
anomalies with the sheer force of his strikes.
Akashic Plane Manipulation: Yaksha can manipulate the Akashic Plane which governs
knowledge and everything related to it. This allows him to learn whatever he wishes and

obtain knowledge from nowhere.

Cosmic Divinity: Yaksha has the capacity to grant and withhold spells to clerics, much as
a god does.
Domains: Artifice, Charm, Death, Fire, Knowledge, Law, Magic, Scalykind, War
Subdomains: Arcane, Ash, Construct, Devil, Divine, Dragon, Duels, Education,
Judgment, Loyalty, Lust, Memory, Murder, Slavery, Tactics, Thought, Tyranny,
Undead, Venom
Immunities: Immune to energy drain, ability drain, and ability damage. Immune to
transmutation and mind-affecting effects. Immune to acid, blindness, cold, electricity,
fire, force, light, and sonic effects.
Omni-Magic: Yaksha has unlimited access to all forms of magic and other mystical and
supernatural forces. He can bend, break, and even create natural laws, distort the fabric of
reality on a cosmic scale, perform unbelievable miracles, and create things without limit.
He is immune to all opposing magic and can even break through all outside mystic
Martial Arts Powers: Art of Hiding 100%, Art of Mystic Invisibility 100%, Art of Stealth
100% (Art of Melding into the Water 100%), Chi Gung, Mind Walk, Shift Internal
Organs, Stone Ox
Esoteric Divine Abilities: Adjuration, Alter Size, Craft Artifact, Create Greater Spawn,
Divine Toughness, Essence of Magic, Eternal Freedom, Even-Handed, Forked Tongue,
Heavy Handed, High Handed, Life and Death, Master Crafter, Maven, Nescient,
Omnicompetent, See Magic, Silver Tongue, True Seeing, True Shapechange, X-Ray
Esoteric Cosmic Abilities: Cosmic Architect, Cosmic Consciousness, Cosmic
Metaconcert, Cosmic Serpent, Cosmic Toughness, Divine Nescience, Enlightened,
Ensorcelled, Erudition. Great Breath, Heavy Eradication
Esoteric Transcendental Abilities: Cosmic Nescience, Transcendental Toughness,
Skills and Feats:
Skills: Maven/Omnicompetent - all skills +7,495
Feats: Acrobatic, Adder Strike, Advanced Defensive Combat Training, Agile, Agile
Maneuvers, Alertness, Animal Affinity, Anticipate Dodge, Aquatic Combatant, Artful
Dodge, Athletic, Awesome Blow, Blind-Fight, Breadth of Experience, Brew Fleshcrafting
Poison, Brew Potion, Bull Rush Strike, Burning Spell, Cartwheel Dodge, Chakra
Mandala, Chakra Master, Craft Construct, Craft Cybernetics, Craft Magic Arms and
Armor, Craft Ooze, Craft Pharmaceutical, Craft Rod, Craft Staff, Craft Technological
Arms and Armor, Craft Technological Item, Create Reliquary Arms and Shields, Craft
Wand, Craft Wondrous Item, Deadly Aim, Deceitful, Defensive Combat Training, Deft
Hands, Dilettante, Disable Dweomer, Dragoncrafting, Dragon Ferocity, Dragon Style,
Empath, Exotic Weapon Proficiency (katana), Fast Crawl, Flyby Attack, Focused Shot,
Forge Ring, Great Cleave, Greater Blind-Fight, Greater Disarm, Greater Drag, Greater
Bull Rush, Greater Feint, Greater Grapple, Greater Overrun, Greater Snap Shot, Greater
Sunder, Greater Trip, Greater Two-Weapon Fighting, Greater Vital Strike, Greater
Weapon Focus (katana), Greater Weapon Focus (ninjitsu), Greater Weapon Specialization
(katana), Greater Weapon Specialization (ninjitsu), Grow Plant Creature, Gunsmithing,
Hellcat Pounce, Hellcat Stealth, Hover, Improved Awesome Blow, Improved Blind-Fight,

Improved Bull Rush, Improved Disarm, Improved Drag, Improved Feint, Improved
Overrun, Improved Possession, Improved Precise Shot, Improved Snap Shot, Improved
Sunder, Improved Trip, Improved Two-Weapon Fighting, Improved Unarmed Strike
(ninjitsu), Inscribe Magical Tattoo, Inscribe Rune, Keen Scent, Light Step, Lunge,
Magical Aptitude, Master Alchemist, Meditation Master, Mobility, Mounted Archery,
Mounted Combat, Persuasive, Point-Blank Shot, Precise Shot, Psychic Sensitivity, Quick
Drag, Quick Draw, Quicken Spell, Ranged Disarm, Ranged Trip, Rapid Grappler, Rapid
Shot, Ride-By Attack, Scribe Scroll, Sea Legs, Self-Sufficient, Sharp Senses, Shot on the
Run, Shadow Grasp, Silent Kill, Sleeper Hold, Smell Fear, Snake Fang, Snake Sidewind,
Snake Style, Snap Shot, Snatch, Snatch Arrows, Sniper Shot, Spirit Vision, Spit Venom,
Spring Attack, Stealthy, Stoic, Subtle Poisoner, Superior Unarmed Strike, Sure-Handed
Alchemy, Technologist, Third Eye, Toughness, Throw Anything, Throw Back Arrows,
Trample, Two-Weapon Defense, Two-Weapon Feint, Two-Weapon Fighting, TwoWeapon Rend, Uncanny Alertness, Unseat, Urban Forager, Weapon Focus (katana),
Weapon Focus (ninjitsu), Weapon Specialization (katana), Weapon Specialization
(ninjitsu), Wingover; 1113 open
Epic Feats: Absolute Spell, Anklebreaker, Augmented Alchemy, Bull of War, Cats Fall,
Combat Mastery, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff,
Craft Epic Wondrous Item, Deadly Spell, Dire Charge, Distant Shot, Enhance Spell, Epic
Dodge, Epic Weapon Focus (katana), Epic Weapon Focus (ninjitsu), Epic Weapon
Specialization (katana), Epic Weapon Specialization (ninjitsu), Exceptional Deflection,
Force Spell, Forge Epic Ring, Greater Power Attack, Improved Combat Casting,
Improved Combat Expertise, Improved Combat Reflexes, Improved Dodge, Improved
Manyshot, Improved Toughness, Improved Whirlwind Attack, Infinite Deflection,
Legendary Athlete, Legendary Fighter, Legendary Wrestler, Master Brewer (x2), Master
Mage, Master Thief, Meta-Brewer, Outdoor Master, Perfect Two-Weapon Fighting,
Polyglot, Power Attack Mastery, Reaping Saber, Reflect Arrows, Scribe Epic Scroll,
Superior Initiative, Supreme Toughness, Thousand Faces, Wand Savant (x2)
Combat Skills: Natural
Full Attack:
Ninjitsu +7,501/+7,501/+7,501/+7,501/+7,501 melee (12+4,998/18-20/x2)
Bonuses: +7,495 to hit (melee; +5,000 Base Attack Bonus, +2,495 Str), +7,495 to hit (ranged;
+5,000 Base Attack Bonus, +2,495 Dex), +2,495 to damage (+2,495 Str)
Initiative: +2,505 (+2,495 Dex, +10 Superior Initiative)
Fortitude Save: +4,997 (+2,502 Base Save Bonus, +2,495 Con)
Reflex Save: +4,997 (+2,502 Base Save Bonus, +2,495 Dex)
Will Save: +4,997 (+2,502 Base Save Bonus, +2,495 Wis)
Description: Virtually any shifting shape of energy or matter. It is believed his natural form is
that of a 25,000 mile long serpent with blood red eyes and charcoal black scales. When
interacting with mortals, he takes the preferred form of a medium sidhe. In sidhe form, Yaksha is
6 feet tall and weighs 200 pounds; he has blood red hair (long, flowing, shoulder-length, and
silky to the touch) with a blood red pointed goatee, blood red eyes, and charcoal black skin;
when angered in sidhe form his eyes will become slitted, his tongue will become forked, his skin
will turn to scales, his teeth will turn to serpentine fangs, and his fingernails and toenails will
become claws.
Weapons and Equipment of Note: None

Absolute Spell: The spell becomes charged with magical energy, gaining the following benefits:
All random variables are maximized and doubled as if by the Perfect Spell feat.
All non-variable numbers (size of effect, number of creatures affected, maximum hit die
affected, duration, etc.) are doubled.
Any DCs associated with the spell gain a +2 bonus.
Any attempts to overcome Spell Resistance gain a +6 bonus.
Attempts to dispel or counterspell the spell receive a -6 penalty.
An absolute spell uses up a spell slot ten levels higher than the spell's actual level.
Anklebreaker: You gain a +8 bonus to your CMB when tripping and to your CMD when being
tripped. This supersedes (does not stack with) the bonus from Improved Trip.
Augmented Alchemy: Whenever creating an alchemical item or substance, you can choose to
make it more powerful than normal by adding +20 to the DC required to create it and
multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the
item or substance doesnt deal damage, double the duration of its effect. If the item or substance
doesnt deal damage and doesnt have a specific listed duration (or has an instantaneous
duration), double all dimensions of its area. If the item or substance doesnt fit any of these
categories, then it cannot be affected by this feat. See the Craft [Alchemy] skill description.
Bull of War: You gain a +8 bonus to your CMB when bull rushing and to your CMD when being
bull rushed. This supersedes (does not stack with) the bonus from Improved Bull Rush.
Cats Fall: You can fall any distance and land without harm.
Combat Mastery: You can trade any amount of Base Attack Bonus to your Armor Class.
Craft Epic Magic Arms and Armor: You can craft magic arms and armor using epic rules.
Craft Epic Rod: You can craft rods using epic rules.
Craft Epic Staff: You can craft staffs using epic rules.
Craft Epic Wondrous Item: You can craft wondrous items using epic rules.
Deadly Spell: Targets slain by a deadly spell have their bodies reduced to a fine dust, as if slain
by a disintegrate spell. A deadly spell uses up a spell slot five levels higher than the spell's actual
Dire Charge: Whenever you charge during combat, you can make a full attack against the
opponent charged, as if you had the Pounce ability.

Distant Shot: You may throw or fire a ranged weapon at any target within line of sight, with no
penalty for range.
Enhance Spell: The damage dice for spells you cast increase by one step (i.e., d6s become d8s,
d8s become 2d6s, etc.). An enhanced spell uses up a spell slot four levels higher than the spells
actual level. This feat has no effect on spells that dont specifically deal damage.
Epic Dodge: Once per round, when struck by an attack from an opponent, you may automatically
avoid all damage from the attack.
Epic Weapon Focus: Add a +2 bonus to all attack rolls you make using the selected weapon.
Epic Weapon Specialization: Add +4 to all damage you deal using the selected weapon.
Exceptional Deflection: You can deflect any ranged attacks directed at you (including spells that
require ranged touch attacks) as if they were arrows. This behaves in all ways like the Deflect
Arrows feat.
Force Spell: A force spell converts all damage inflicted by a spell into force damage. Force
damage ignores all damage reduction and energy resistances that are not force-specific and
ignores object hardness of less than 30. Enduring force effects cannot be dispelled by anything
weaker than a mage's disjunction. Any square with an enduring force effect in it provides cover.
A force spell uses up a spell slot three levels higher than the spell's actual level.
Forge Epic Ring: You can forge magic rings using epic rules.
Greater Power Attack: For every 2 points of base attack bonus you expend, you gain a +3 bonus
to damage.
If you attack with a two-handed weapon, or a one-handed weapon wielded in two hands,
instead add three times the number subtracted from your attack rolls.
Improved Combat Casting: You dont incur attacks of opportunity for casting spells when
Improved Combat Expertise: For every 2 points of base attack bonus you expend, you gain a +3
bonus to Armor Class.
Improved Combat Reflexes: There is no limit to the number of attacks of opportunity you can
make in one round, though you can still only take one attack per target per round.
Improved Dodge: Your dodge bonus is increased to +6. This overlaps with the Dodge feat, it
does not stack with it.
Improved Manyshot: As Manyshot, but the number of arrows you can fire is limited only by your
attack bonus (the combination of your base attack bonus and epic attack bonus). With a full
attack action, you can fire two arrows with every attack instead of only with the first.

Regardless of the number of arrows you fire, you only apply precision-based damage
(such as sneak attack damage or the rangers favored enemy bonus) once. If you score a
critical hit, only one of the arrows deals critical damage (your choice); all others deal
normal damage.

Improved Toughness: You gain +1 additional hit points per hit die.
Improved Whirlwind Attack: Your Whirlwind Attack is now only a standard action, instead of a
full attack action. Additionally, you may take one 5-foot adjustment during the action, though
you can still only strike an individual creature once per whirlwind attack.
Infinite Deflection: You may spend attacks of opportunity granted by Combat Reflexes or
Improved Combat Reflexes to deflect additional arrows as per the Deflect Arrows feat.
Legendary Athlete: You gain a +6 bonus on all Acrobatics, Climb, and Swim checks.
Legendary Fighter: You gain a +6 bonus to your CMB when sundering or disarming a foe while
using a weapon with which you have Greater Weapon Focus and to your CMD when being
sundered or disarmed. The bonus increases to +10 if the foe is also using a weapon with which
you have Greater Weapon Focus.
Legendary Wrestler: You gain a +8 bonus to your CMB when grappling and to your CMD when
being grappled. This supersedes (does not stack with) the bonus from Improved Grapple.
Master Brewer: You can brew potions from spells up to 6th level. Doing so follows all the
normal rules for brewing potions except the creation cost and market value are both increased by
You can gain this feat multiple times. Every time you select this feat, you increase the
maximum spell level of potion you can create by 3.
Master Mage: You gain a +6 bonus on all Fly, Spellcraft, and Use Magic Device checks.
Master Thief: You gain a +6 bonus on all Disable Device, Stealth, and Sleight of Hand checks.
Meta-Brewer: When brewing potions, you can alter the spells being bottled with metamagic
feats. Doing so follows all the normal rules for brewing potions except the creation cost and
market value are both increased by x10.
Outdoor Master: You gain a +6 bonus on all Handle Animal, Heal, and Survival checks.
Perfect Two-Weapon Fighting: You gain a fourth attack with your off-hand weapon, albeit at a
-15 penalty.
Polyglot: You can speak all languages. If you are literate, you can also read and write all
languages (not including magical script).

Power Attack Mastery: You can determine how much base attack bonus you want to sacrifice for
every individual attack.
Reaping Saber: As a standard action, you may use both Cleave and Vital Strike. Every target you
strike with your cleave attack is hit as if you had used your vital strike against them. If you have
advanced versions of either featGreat Cleave, Improved Vital Strike, may use the
benefits from these feats instead.
Reflect Arrows: When you deflect an arrow or other ranged attack, the attack is reflected back
upon the attacker at your base ranged attack bonus.
Scribe Epic Scroll: You can scribe scrolls using epic rules. Even this feat does not allow you to
scribe a scroll with an epic spell.
Superior Initiative: You get a +10 bonus on initiative checks. This bonus overlaps (does not stack
with) the bonus from Improved Initiative.
Supreme Toughness: You gain maximum hit points per hit die.
Thousand Faces: You gain a +6 bonus on all Bluff, Disguise, and Escape Artist checks.
Wand Savant: You can craft wands from spells up to 7th level. Your wands can also incorporate
metamagic feats, though the modified spell level still cannot exceed 7th level. Doing so follows
all the normal rules for crafting wands except the creation cost and market value are both
increased by x10.
You can gain this feat multiple times. Every time you select this feat, you increase the
maximum spell level of wand you can create by 3.
Adjuration: Each day you can summon creatures whose total Hit Dice is no greater than twice
your total hit die. No creature may have a Challenge Rating greater than 1/2 your hit die plus
your Divine Rank.
Alter Size: As a standard action, Yaksha can assume any size, no matter how big or small. He can
also change the size of up to 200 pounds of objects he touches. This ability otherwise functions
as the Alter Size salient divine ability. These stats are those of the form Yaksha favors, but his
true size is unknown. It is said, however, that the greatest gold wyrm could curl up on one of the
scales of Yakshas true form.
Craft Artifact: The deity can craft magic arms and armor, staffs, wands, wondrous items, rings,
and scrolls that exceed the normal limits for such items.
Create Greater Spawn: Any mortals you kill automatically become one of the undead. You can
choose the type of undead, however, the undead you create cannot have more than double the hit
die of the creature killed. Additionally its Challenge Rating cannot be greater than 1/3rd your hit

Essence of Magic: Yaksha may apply any metamagic feats to his spells at will (or any
metapsionic feats to his powers), and may invent new metamagic and metapsionic effects. These
feats increase the levels of his spells and powers normally. In addition, he also has the ability to
create new spells and powers at will.
Eternal Freedom: You are immune to the following effects, spells and spell-like abilities:
entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis and
web. You are also treated as if under the effects of a freedom of movement spell.
Even-Handed: Your unarmed attacks cause maximum damage.
Forked Tongue: Your voice acts as a confusion spell to all who hear it. Once per round as a free
action, all those within earshot must make a Will save (DC 2,515) or be confused.
Heavy Handed: You add double your strength bonus to damage.
High Handed: You always use your highest Base Attack Bonus even for iterative attacks.
Life and Death: The deity designates any mortal and snuffs out its life. Or the deity can designate
any dead mortal and restore it to life.
This ability works across planar boundaries and penetrates any barrier except a divine
shield. However, the subject must be in a location the deity can sense, either within the
deitys sense range or in a location the deity can perceive through its remote sensing
ability. If the deity cannot see the subject, the deity must unambiguously identify the
subject in some fashion. If the deity chooses to kill a mortal, the ability works like the
destruction spell, except that there is no material component or saving throw. The mortal
cannot be raised or resurrected afterward, except by a deity of equal or higher rank using
the Gift of Life or Life and Death salient divine ability.
If the deity restores life to a mortal, this ability works like the true resurrection spell,
except that there is no material component and the amount of time the subject has been
dead is irrelevant.
This ability cannot restore a creature to life against its will, but it can resurrect
an elemental or outsider. It can resurrect a creature whose soul is trapped, provided the
soul is not held by a deity of higher rank than the one using this ability.
This ability cannot restore life to a creature that has been slain by the Hand of Death, Life
and Death, or Mass Life and Death ability of a deity with a higher rank.
After using either version of this ability, the deity must rest for 1 minute per level or Hit
Die of the creature affected.

Deities whose portfolio includes death do not have to rest after using this ability.

Master Crafter: Any object the deity creates is treated as a masterwork item, but uses the base
item price (not the masterwork price) to determine time and cost required to create it. Any item
the deity creates also has twice the hit points it would normally have, and its break DC is
increased by +10. These benefits apply to walls, doors, and other components of buildings the
deity creates, as well as smaller items.

Maven: You gain maximum ranks in all your class skills and half your maximum in all cross
class skills.
Nescient: You can ignore the prerequisites of any feats.
Omnicompetent: All skills become class skills for you.
See Magic: This ability is similar to a constant greater arcane sight spell, except that it covers
the whole area the deity can see, and the deity immediately knows the number of auras present
along with their locations and strengths. The deity needs to make a Spellcraft check to identify
the school of each aura, but most deities with this ability can use Spellcraft as a free action.
Silver Tongue: Anyone who hears your voice must make a Will save (DC 2515) or be charmed
(as if by a charm monster spell). Use of this ability represents a swift action.
True Seeing: You gain true seeing at will.
True Shapechange: The deity can assume the form of any object or creature. The deity can
remain in the assumed form indefinitely, but it resumes its own form if slain.
This ability works like the Shift Form salient divine ability, except as noted below.
The deity can take any form, living or unliving, corporal or incorporeal. The deity gains
the supernatural abilities of the assumed form.
The deity can use this ability to create disguises, gaining a bonus of +20 on
its Disguise checks.
The deity can use its Alter Size ability simultaneously with this one.
X-Ray Vision: You gain the ability to see through solid objects. For each round of concentration
you can penetrate 1 inch of metal, 1 foot of stone or 3 feet of wood or dirt.
Especially dense metals like adamantine, gold, lead or silver cannot be penetrated by this x-ray
Cosmic Architect: Your creation times are measured in minutes rather than days.
Cosmic Consciousness: There is no limit to your sight or hearing. However, your sight is still
impeded by physical objects (unless you also have x-ray vision) and your current planar or
dimensional boundaries.
Cosmic Metaconcert: You have infinite psionic power points.
Cosmic Serpent: You can change an opponents alignment with a mere touch. The opponent
makes a Will save (DC 5,005).
Divine Nescience: You can ignore the prerequisites of any divine abilities.
Enlightened: You know all spells that have ever been created.

Ensorcelled: You can cast any number of spells per day.

Erudition: You know all psionic powers from all classes and disciplines.
Great Breath: You can create natural creatures who can themselves reproduce (The creation of
any races mimics the creation of outsiders, but remember that the transfer of quintessence is only
10% effective thus to create a 21 Hit Dice being will cost 10,000 QP, not merely 1000 QP).
Heavy Eradication: You have a 100% chance of scoring critical hits on those typically immune to
critical hits.
Cosmic Nescience: You can ignore the prerequisites for any cosmic abilities.
Transcendental Toughness: Your Hit Die become d1000s.
Transversal: Your reach equals your line of sight.
This does stack with Cleave and Whirlwind Attack, meaning you could easily dismiss
entire armies arrayed against you.