Varuna-Mara the Unbound Sage, Equal of Heaven
CN Medium Outsider (Earth, Extraplanar)
Swordsage 7/Master of the Nine 5 | Incarnate 12Init
darkvision 60 ft
Spot +30, Listen +36, See InvisibilityLanguages
Common, Terran, Celestial, Dwarven, Ignan, Elvish, Orcish, Draconic, Infernal, Abyssal, Giant, Undercommon
70, touch , flat-footed
(+8 Armor Bonus, +5 Natural Armor, +9 Dexterity, +12 Insight, +12 Luck, +11 Wisdom, +3 Deflection)hp
484 ( 12d8 HD + 288 + 100 from Vitality Belt
+30 (+2 vs. Charm and Compulsion)
+53/+47 (+1 for Unarmed/Kukri/Kama/Claw/Handaxe/Greataxe; +3 for Unarmed, +2 for Strike Maneuvers)Ranged: Space
5 ft.; Reach
5 ft.Base Atk
Unarmed Strike Damage 4d6, +20 Str, +3 Enhancement, +20 Luck, +4d6 once per round from Lightning Gauntlets
(+11 Wis on Tiger Claw Strike Maneuvers, +2 Strike damage per readied discipline) Standard Action
Unarmed Strike +57; w/Snap Kick +55/+55
Strike Maneuver +59; w/Snap Kick +57/+55 Full Round Action
Two Arms Unarmed Strike +53/+53/+49; w/Snap Kick +51/+51/+51/+47
Four Arms Unarmed Strike +53/+53/+53/+53/+49; w/Snap Kick +51/+51/+51/+51/+51/+47
Six Arms Unarmed Strike +53/+53/+53/+53/+53/+53/+49; w/Snap Kick +51/+51/+51/+51/+51/+51/+51/+47Combat Gear:
Str 50 (+20), Dex 28 (+9), Con 35 (+12, +16 on Checks), Int 31 (+10), Wis 32 (+11), Cha 21 (+5)Special Attacks: Maneuvers
(IL 12th, DC Varies; +13 Insight Bonus to damage or bonuses)
Wolf Fang Strike
Claw at the Moon
*Cloak of Deception
Fan the Flames
*Rabid Bear Strike
Desert Tempest Stances
(IL 12th, DC Varies; +13 Insight Bonus to damage or bonuses)
Giant Killing Style
Leaping Dragon Stance
Aura of Chaos Meldshaping
(ML 25th, DC 21+Invested Essentia; +13 Insight Bonus to ML, already included)
Vitality Belt (4 Essentia Invested)
Impulse Boots (2 Essentia Invested; Feet Chakra)
Crystal Helm (3 Essentia Invested)
Keeneye Lenses (Brow Chakra)
Lightning Gauntlets (3 Essentia Invested; Hand Chakra) Spell-Like Abilities
(CL 18th); Greater Dispel Magic
(CL 15th); Haste
(CL 15th); See Invisibility
(CL 15th)Special Qualities:
Uncanny Dodge (from Impulse Boots
Evasion (from Impulse Boots
Natural Weapons count as Epic for overcoming Damage Resistance. Incarnum Radiance (Su):
Two times per day, as a Free Action, gain 30-foot increase to base land speed for 15 rounds.
Deflect any ranged attack (including ranged touch attacks) once per round.Skills:
Balance 15 (+34), Climb 15 (+49), Concentration 10 (+36), Craft 0 (+20), Diplomacy 0 (+15), Heal 0 (+21), Hide 0 (+19), Intimidate 15 (+30), Jump 15 (+49), Knowledge (Arcana) 5 (+25), Knowledge (History) 15 (+35), Knowledge (Local) 10 (+30), Knowledge (Nature) 5 (+25), Knowledge (Nobility/Royalty) 15 (+35), Knowledge (Religion) 15 (+35), Knowledge (The Planes) 15 (+35), Listen 15 (+36), Martial Lore 10 (+30), Move Silently 15 (+34), Profession 0 (+21), Ride 0 (+19), Sense Motive 15 (+21), Spellcraft 10 (+30), Spot
10 (+30), Swim 15 (+49), Tumble 15 (+34)Skill Tricks: Feats:
Blind-Fight (B), Multiweapon Fighting (B), Improved Unarmed Strike (B), Exceptional Deflection (B), Adaptive Style (1), Dodge (3), Improved Initiative (5), Deflect Arrows (7), Improved Natural Attack (9), Snap Kick (11)Equipment
Monk's Belt (13000)
Amulet of Mighty Fists +3 (54000)
Ring of Blinking (27000)
Ring of Sustenance (2500)
Ghost Shroud (5000)
Base Strongarm Bracers 8000
+2 Strength 2000
+2 to +4 Str 6000
+4 to +6 Str 10000
+1 Armor Bonus 500
+1 to +2 Armor Bonus 1500
+2 to +3 Armor Bonus 2500
+3 to +4 Armor Bonus 3500
+4 to +5 Armor Bonus 4500
+5 to +6 Armor Bonus 5500
+6 to +7 Armor Bonus 6500
+7 to +8 Armor Bonus 7500
Ring of Freedom of Movement 40000
Make Unarmed Strike as if one size category larger. +6 Enhancement Bonus to Strength. +8 Armor Bonus to AC. Continual Freedom of Movement effect.
- +8 Strength, +8 Constitution, +2 Intelligence, -2 Charisma
- Size: As medium creatures, stonechildren have no special bonuses or penalties due to size.
- A stonechild's base land speed is 30 feet.
- Darkvision: Stonechildren can see in the dark out ot 60 feet.
- Racial Feats: A stonechild's outsider levels give her one feat. In addition, stonechildren get Blind-Fight as a bonus feat.
- Weapon and Armor Proficiency: As an outsider, a stonechild is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).
- Natural Armor: A stonechild's tough hide protects her from harm, giving her a +4 natural armor bonus to Armor Class.
- Immunity to Acid and Poison: Stonechildren take no damage and suffer no ill effects from acid or poison.
- Magic Stone (Sp): Three times per day, a stonechild can use a magic stone effect as the spell (caster level 3rd).
- Automatic Languages: Common and Terran. Bonus Languages: Celestial, Dwarven, Ignan.
- Favored Class: Fighter
- Level Adjustment +4
- Outsider (Earth, Extraplanar)
4 extra arms, each extra pair may be hidden within his primary arms or split from his primary arms as a free action
Multiweapon Fighting as a bonus feat
+2 bonus to Strength and +4 to all Strength based skill checks.
HD: A paragon creature always has maximum hit points. Paragon creatures also gain an additional 12 hit points per HD.
Speed: A paragon creature’s speed triples, for all movement types.
AC: Paragon creatures gain a +12 insight bonus to AC and a +12 luck bonus to AC. They also gain a +5 natural armor bonus (if the creature already has natural armor, use whichever is better).
Attacks: A paragon creature makes all its attacks with a +25 luck bonus on the attack roll.
Damage: A paragon creature gains a +20 luck bonus on Damage rolls for all melee and thrown ranged attacks.
Special Abilities: A paragon creature’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once.
Spell-Like Abilities (Sp) or Psionics (Sp): If the base creature has spell-like abilities, it gains +15 to its caster level to use those abilities. A paragon creature also gains the ability to use greater dispel magic, haste, and see invisibility three times per day, even if it did not have spell-like abilities before, at 15th caster level.
Special Qualities: A paragon creature retains all the special qualities of the base creature and also gains the following.
Damage reduction 10/epic. If the creature already possesses Damage reduction, use whichever is better.
Spell Resistance equal to the paragon creature’s CR +25. If the creature already possesses spell resistance, use whichever is higher.
Fast healing 20. If the creature already possesses fast healing, use whichever is better.
A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Saves: The paragon creature gains a +10 insight bonus on all its saving throws.
Abilities: All ability scores are 15 points higher than those of the base creature.
Skills: The paragon creature gains a +10 competence bonus on all its skill checks.
Feats: Same as the base creature, plus one bonus feat.
Monastery Training (Ex): Gain Improved Unarmed Strike as a bonus feat and progress as a monk to determine unarmed strike damage.
Quick to Act (+2) (Ex): Gain a +2 bonus on Initiative checks.
Discipline Focus (Tiger Claw) (Ex): Gain benefit of the Weapon Focus feat for the Kukri, Kama, Claw, Handaxe, Greataxe, and Unarmed Strike
AC Bonus: Add Wisdom modifier as a bonus to Armor Class, so long as you wear no armor, are unencumbered, and do not use a shield. This bonus applies even against touch attacks or when you are flat-footed. You lose this bonus when you are immobilized or helpless.
Discipline Focus (Tiger Claw) (Ex): Add your Wisdom modifier as a bonus on damage rolls whenever you execute a strike from the Tiger Claw discipline.
Sense Magic (Su): Spend 10 minutes focusing upon a weapon or suit of armor. If you succeed on a level check (DC 10 + the caster level of the weapon or armor), you can identify the properties of that item, including its enhancement bonus and special abilities. This ability does not reveal the properties of artifacts or legacy weapons, though it does indicate that such items are significantly powerful.
Maneuvers Known: 12
Maneuvers Readied: 6
Stances Known: 3
Dual Stance (Ex): You can choose to not lose your current stance when you enter a different stance from another discipline. You may use the benefits of two stances for a maximum of 2 rounds per class level each day, split up as desired.
Perfect Form (Ex): You initiate your maneuvers with greater fluidity and grace, increasing the save DC (if any) of any maneuver you initiate by 1.
Counter Stance (Ex): Whenever you initiate a counter maneuver, you can change your stance as part of the counter's action, even if it is not your turn.
Mastery of Nine (Ex): You gain a +2 bonus on attack rolls made when initiating any strike maneuver, and your strikes deal extra damage equal to the number of disciplines you readied maneuvers from at the beginning of the day.
Maneuvers Known: 8
Maneuvers Readied: 5
Stances Known: 2
Aura (Ex): Chaotic Aura as the aura of a Cleric. Soulmelds also radiate an aura of Chaos with a CL of 12.
Detect Opposition (Sp): Detect Law at will.
Chakra Bind (Crown, Feet, Hands, Arms, Brow, Shoulders)
Expanded Soulmeld Capacity +1 (Ex): The essentia capacity of your soulmelds increases by 1.
Incarnum Radiance (Su): Two times per day, as a Free Action, gain 30-foot increase to base land speed for 3 + Constitution modifier (minimum 1) rounds.
Rapid Meldshaping: Two times per day, as a full-round action that provokes attacks of opportunity, you may unshape a soulmeld and replace it with a new soulmeld. The new soulmeld cannot be bound to a chakra.
Share Incarnum Radiance: Share the benefit of your Incarnum Radiance ability with allies within 30ft.
Chakra Binds: 3
Maximum Shaped: 25 or 6
Maximum Essentia Invested: 3+1
Varuna-Mara was not always known by that name, but whatever lowly name he had born beforehand has long since been lost to time and the wearing of the ages. Similarly the truth of his origin or parentage has long since been turned to myth or legend. Some say the Stoneborn was birthed in the womb of some primordial earth elemental stew after the blood of a female Deva's womanhood spilled from her nethers into the roiling chaos. Others say that some lusty succubus had urged the seed from a phallic shaped rock with her enervating pussy and later birthed a stony egg. Whatever the truth of it, Varuna-Mara was a Stonechild born of auspicious circumstance.
All Stonechildren share one thing in common, a love for challenges and overcoming them. Varuna-Mara was no exception. His finely honed body--like some muscled human that had been carved of rough carnelian agate--was tested and retested in combat and other physical challenges as he sought out the most skilled opponents, and the toughest of obstacles. While many Stonechildren would eventually give up such pursuits to return to the bosom of the earth, Varuna-Mara was never satisfied. Some he defeated decided to follow him and it wasn't long before the Warrior Sage had his own war band of followers. He led them with haphazard concern, he was no commander but he was a warrior. They cut a swathe through the countryside as they went, taking what they wanted and frequently leaving ruin behind. He began to boast that he was the most powerful being in all the world, and that even the gods quivered at the mention of his name.
The gods, of course, took some offense to the claim, though they ignored it for the time being.
Eventually Varuna-Mara's pillaging took him through a region that was more religious than others, and now temples and churches were more frequently being tainted by his irreverence. Clerics and the other various denizens and protectors of the temples were often taken prisoner and given over to the roving band. Some of the lovelier priestesses slaked his own lusts until they were eager to give up their previous gods and goddesses to worship at his feet, so broken by their own lust that they knew only obedience and sex. Rumblings went out through the heavens--and even in the pits of hell--at what to do about the continued rampage. St. Cuthbert's temple was the last on his latest string of pillaging, and they holed up in the large temple and used it to rest and celebrate with wine, women, and feasting. Naturally Law could not abide. The angered god sent a messenger to the band, an Angelic woman bearing a blade of white fire. She appeared in the midst of the defiled and destroyed temple, surrounded by the sounds of the various warriors enjoying the company of several broken, lust-addled women and the smells of cooked meats and other delights. Varuna-Mara had taken up a seat at a slightly raised portion of the temple where he lounged while eating a large turkey leg. He paid the Angel little mind while she spoke her warning and demanded retribution. When she had finished her message he instead fought the angelic messenger and subdued her. The following weeks were spent despoiling her until she met the same lust-bound state of many of the other clerics.
When the former servant of St. Cuthbert had uttered that she had finally given up her former master another band of Angelic servants appeared, much more powerful than the messenger. While Varuna-Mara held his own against one or two of them they soon overpowered him and subdued him. For his lawlessness St. Cuthbert sentenced him to imprisonment. Shackles, specially made for Varuna-Mara, were forged into place onto his wrists leaving no space, no clasps, and no hinges. The shackles were connected to chains that wrapped around his body and around the Spire at the center of the Outlands. That was to be his eternal prison. But Varuna-Mara was not to be imprisoned forever.
Like a volcano he remained stoic in appearance, but within he roiled with fiery rage and meditated on the power of his anger. His muscles were constantly tensed as he went weeks and months without relaxing them. One by one his chakras burned from within, glowing with the light of the many souls he had conquered, each point blazing to life one after the other until finally his shackled arms split into two additional sets of arms, appearing like ghostly apparitions before fully solidifying. His four additional hands gripped at the chains and began to strain against them as the power of the souls swirled around him. As if bidden by his will they began to flow into the shackles at his wrists and infused them with his indomitable spirit and the power of those that he had slain, or vanquished, or defiled. Within moments the chains began to yield to his might and he let out a triumphant yell that sent the denizens of the outland scurrying for safety. With a final snap and the clattering of chain links he was freed, but the manacles would forever be part of him now, an eternal reminder of the attempt to imprison him.
He now travels across the planes searching for a way back to flaunt his new-found freedom in the faces of the gods that had been foolish enough to try and imprison him...