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Domains

Batsuto, (Demigod)
"The Mad Monk "

Divine Rank: 1
Symbol: Wooden Grave Marker
Portfolio: Plague
Alignment: Lawful Evil
Cleric's Alignment: None
Worshipers Alignment: Any
Domains: Disease and Repose
Favored Weapon: Unarmed
Batsuto

Batsuto was once a monk of the Order of Kher who were agents of Ina Po and Ulan. Their job was to collect the dead from plague ravaged areas and dispose of the corpses. Batsuto had a perverse desire which took the form of an irrisitible craving for carnal actions with corpses. His order was dedicated to the preservation and respectful disposition of corpses, Batsuto's actions went against their divine calling. One night he was caught taking his pleasure from a corpse before bringing it to their wagon for disposal. For his crimes he was entombed by his brothers in a vast crypt underneath one of their monestaries.

When Batsuto awoke, he was surrounded by Specters and Ghosts in a lightless tomb. He wandered the depths for months, living off the putrid remains of the dead with spirits as his only companion. His madness deepened and mated with the risen dead as well as corpses long devoid of life. Instead of death or undeath, he was cursed for his ghoulish activities and now walks the night carrying a sack of grave markers destined to collect the dead and bury them.  Anyone attempting to foil him learns quickly of their folly.

Those who aid Batuso in collecting corpses and burrying them can converse with him normally during his tasks. He often speaks of a long lost wife, Miaho, who he travels in search of. Although he speaks with a wistful longing, there are seldom any details to his stories. Attempts to draw more information from him irritates him. Irritating Batuso is a dangerous prospect as he will attack anyone he feels is either close to knowing his secret desires or anyone who attempts to impeed his work.

Clergy and Temples: Batsuto has no clergy or temples. Occasionally people will build small shrines near a roadside cemetary in thanks to Batsuto for his efforts. The common practice of marking graves is attributed to the intercession of Batsuto who would often seek out these bodies and even exact a measure of vengence upon those responsible for their internment.

Batsuto's Appearance: In his natural form, Batsuto appears as an aged human with weathered skin and well worn travel clothing. He is often encountered carrying a large sack of grave markers while traveling. Although he speaks the common trade tongue, he speaks with an archaic accent.

Batsuto’s natural weapons are treated as deific and lawful-aligned for the purpose of overcoming damage reduction.

  Medium Outsider (Lawful)
Hit Dice: 28d8+232 (486 hp)
Initiative: +4 (+4 Dex)
Speed: 80 ft
AC: 38 (+4 Dex, +12 natural, +12 deflection)
Base Attack: +34/29/24 (melee)
Attack: +34 fist (2d8+8) melee
Full Attack: Flurry of Blows +35 (4d8+16) melee, +35 (4d8+8+) melee, +35 (2d6+8) melee, +30 (2d6+8) melee, +25 (2d6+8) melee, +20 (2d6) melee
Space/Reach: 5ft./5 ft.
Special Attacks: Flurry of Blows, Ki pool, Stunning Fist, Smite Good, spell-like abilities, domain powers, salient divine abilities, demigod abilities
Special Qualities: Abundant Step, Divine Immunities, Fast Healing 15, Fast Movement, High Jump, Improved Evasion, Regeneration 15, Resistance to Cold, Resistance to Fire, Slow Fall, SR 33, Still Mind, DR 30/+3, Divine Aura
Salient Divine Abilities: Battlesense
Skills: Acrobatics +17, Acrobatics (Jump) +45, Climb +21, Craft (Carpentry) +13, Craft (Stonemasonry) +13, Escape Artist +12, Handle Animal +14, Heal +23, Intimidate +29, Knowledge (History) +16, Knowledge (Religion) +16, Perception +31, Ride +12, Sense Motive +21, Stealth +17, Survival +21, Swim +16
Feats: Blind-Fight, Defensive Combat Training, Deflect Arrows, Dodge, Extra Ki, Improved Vital Strike, Lightning Stance, Mobility, Vital Strike, Weapon Focus (Unarmed Strike), Wind Stance
Saves: Fort +16, Ref +14, Will +22
Abilities: STR 27, DEX 19, CON 22, INT 16, WIS 27, CHA 23

Combat

Flurry of Blows (Ex):  You can make a flurry of blows as a full-attack action. When doing so, you may make two additional attacks using any combination of unarmed strikes or attack with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting and Improved Two-Weapon Fighting feats. For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.

Ki Pool (Su): You have a pool of 16 ki points, supernatural energy you can use to accomplish amazing feats. As long as you have at least 1 point in your ki pool, you can make a ki strike. Ki strike allows your unarmed attacks to be treated as magic and lawful weapons for the purpose of overcoming damage reduction. By spending 1 point from your ki pool, you can make one additional attack at your highest attack bonus when making a Flurry of Blows attack. In addition, you can spend 1 point to increase your speed by 20 feet for 1 round. Finally, you can spend 1 point from your ki pool to give yourself a +4 dodge bonus to AC for 1 round. Each use of these powers is activated as a swift action. The ki pool is replenished after 8 hours of rest or meditation; these hours do not need to be consecutive.

Learned Spell Immunity (Su): If Batsuto is affected by a spell cast by a particular spellcaster, Batsuto thereafter becomes immune to that spell when cast by that spellcaster.

Smite Good (Su): 1/day as a swift action. Add +6 to attack rolls and +8 damage bonus against good foes; smite persists until target is dead or the fiendish creature rests.

Stunning Fist (Ex): You gain Stunning Fist as a bonus feat. You can choose to make the target of your Stunning Fist fatigued, sickened for 1 minute, or staggered for 1d6+1 rounds. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. You must choose which condition will apply before the attack roll is made. These effects do not stack with themselves, but additional hits do increase the duration.

Spell-Like Abilities: At will—animate dead, blasphemy, blur, charm person, create undead, darkness, deeper darkness, desecrate, detect chaos, detect good, detect law, detect magic, fear, fireball, greater dispel magic, hold person, greater invisibility, magic circle against good, major image, produce flame, polymorph, pyrotechnics, read magic, scrying, suggestion, symbol of death, telekinesis, greater teleport (self plus 1,000 pounds), unholy aura, unholy blight, unhallow, wall of fire; 1/day—fire storm, hellball (epic spell), implosion, meteor swarm. Caster level 26th; save DC 26. The DCs are Charisma-based.

Abundent Step: You can slip magically between spaces, as if using the spell Dimension Door. Using this Ability is a move action that consumes 2 points from your Ki pool. Your caster level is 12. You cannot take other creatures with you when you use this ability.

Domain Powers: You are immune to all forms of disease, both magical and mundane. You can inflict a target with a nausiating sickness as a melee touch attack. If they target fails a save (DC 10 + cleric level) they are Sickened for a number of rounds equal to half your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fast Movement: Your gain a +40 feet enhancement bonus to your land speed. If you wear armor or carry a medium or heavy load, you lose this extra speed.

High Jump: You can adds +12 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, you always count as having a running start when making jump checks using Acrobatics. By spending 1 point from your ki pool as a swift action, you gain a +20 bonus on Acrobatics checks made to jump for 1 round.

Improved Evasion: You can avoid damage from many area-effect attacks. If you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you are helpless, you do not gain the benefit of improved evasion.

Slow Fall:  If you are within arm's reach of a wall, you can use it to slow your descent. You takes damage as if the fall were 60 feet shorter than it actually is.

Salient Divine Abilities: Batsuto cannot be surprised or flanked except by a deity of higher rank. Batsuto retains his Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities of higher rank.   Batsuto can possess any mortal in any location he can sense. Unwilling mortals can attempt Will saves (DC 20).

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.

Regeneration (Ex): Batsuto take normal damage from lawful weapons.

Demigod Abilities: Batsuto can see, hear, touch, and smell at a distance of 1 mile. As a standard action, he can perceive anything within 1 mile of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour, or any location when an act of wonton destruction occurs. 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 1 hour. 

Other Divine Powers

As a demigod, a roll of 1 is not an automatic failure but calculate success or failure normally.  Batsuto is immortal.

Portfolio Sense: Batsuto senses all events of wonton destruction by intelligent beings when 1,000 or more such beings are involved.

Automatic Actions: Batsuto can use Listen and Spot as free actions if the DC for the task is 15 or lower. He can perform up to two such free actions each round.

Create Magic Items: Batsuto is unable to create magic items.  Instead, once per round (as a free action) Batsuto may cause one magic item within 1 mile of his location to explode causing 10d10+9 points of (chaos) damage to everything within a 15ft. radius.  This ability does not affect artifacts or items with a lawful descriptor.

Divine Aura: Batsuto’s divine aura extends in a radius up to 10 feet (Will save DC 20). Batsuto generally chooses either the daze or frighten effect.

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