god Apep

Apep is the deification of darkness and chaos

Apep’s true form is that of a 300′ snake that appears to be made of magma. If he is ever released from his prison in the Wells of Darkness, it is said that the beginning of the apocalypse would to about. He is a demigod of fire, fire snakes, and the apocalypse.

Originally Posted by zook1shoe of the Dicefreaks forums.

On this Thread

The Serpent of Lies
Greater Pharaonic Deity
A snake on fire.

Home Plane: Currently imprisoned.
Alignment: Chaotic Evil
Aliases: Apepi, Aapep, Apophis
Allies: None known.
Foes: Everyone, specifically Osiris and Ra.
Worshipers: fire demons, some nagas.
Cleric Alignments: NE, CE, CN
Portfolio: Fire, the apocalypse, flame snakes, snakes
Domains: Chaos, Destruction, Evil, Fire, Sand, Scalykind
Favored Weapon: Bite (Dagger)

Colossal+ outsider (Chaos, Evil, Extraplanar, Fire)
Hit Dice (hp):
55d8+1,400 (1,840hp)
Initiative +11
Speed 140′, Climb 140′
AC 0 (+11
Dexterity, -8 size, +28 natural, +11 deflection, +16divine), flatfooted 10, touch
BAB/Grapple +55/+102+[size]71+31+16
Attack Bite
+94 melee (8d6+31, plus poison, plus Banestrike; 19-20/x2); or +94 melee
touch, or +74 ranged touch
Full Attack Bite
+94/+89/+84/+79 melee (8d6+31, plus poison, plus Banestrike; 19-20/x2)
Face/Reach 75′ (coiled)/25′
(35′ with bite)
, Banestrike (cold), Banestrike (good), Banestrike (lawful), Banestrike (water), breath weapon, Call
, Control
, domain powers, Energy
, Energy
, Frightful
, irresistable blows, poison,
spell-like abilities, Wave
of Chaos
, Wound
aura, Divine Fast Healing, Divine Fire Mastery, DR
45/adamantine cold epic good, extra energy immunies, immortality, immunities, Increased
Damage Reduction
, increased Spell
, Rejuvenation, SR 72,
sonic resistance 36
Saves Fort
+69, Ref +56, Will +56
Abilities Strength 73,
Dexterity 32, Constitution 58, Intelligence 30, Wisdom 33, Charisma 32
Skills Appraise +10, Balance +11, Bluff +11, Climb +38, Concentration +24, Craft () +10, Decipher
+10, Diplomacy +11, Disguise +11, Escape Artist +11, Gather
+11, Handle Animal +11, Heal +11, Hide +11+[size], Intimidate +11, Jump +31, Knowledge () +10, Listen +11, Move Silently +11, Perform () +11, Profession () +11, Ride
Dexterity)() +11, Search +10, Sense
+11, Spellcraft +10, Spot +11, Survival +11, Swim +31, Tumble +11, Use
Magic Device
+11, Rope Use+11
Feats Ability
(Poison), Cleave, Deadly Poison, Devastating Critical (Bite), Epic Toughness x4, Great
, Great Constitution x2, Great Strength x2, Improved
(Bite), Improved
Natural Attack
(Bite), Leadership,Overwhelming Critical(Bite), Power
, Weapon Focus (Bite),

Apep’s true form is that of a 300′ snake that appears to be made of magma. If he is ever released from his prison in the Wells of Darkness, it is said that the beginning of the apocalypse would to about. He is a demigod of fire, fire snakes, and the apocalypse.

Combat: His natural weapons are treated as adamantine, chaotic, epic, evil, and fire weapons for the purpose of overcoming damage reduction.

Alter Reality (Su): Deities exert a considerable measure of control over reality itself, and their presences can command the very essence of the world around them. This warping of reality manifests in a number of ways.
Deities of at rank 6 or higher may also cure or inflict wounds. Good deities can use Alter Reality to cast any cure spell at will as a standard action while evil deities can cast any inflict spell; neutral deities select which version they prefer and cannot change it once selected. A deity can apply metamagic feats to the spells if desired, but doing so requires her to forego using Alter Reality for 1 round for each level the feat would normally add to the equivalent spell.

As a swift action, demigods can assume any size from Tiny to Huge. A demigod also can change the size of up to 100 pounds of objects she touches. If the deity has a familiar, personal mount, or personal intelligent weapon, the creature can change size with the deity if the deity touches it, but its weight counts against the deity’s weight limit. Lesser deities can increase their size up to Gargantuan, and deities of higher rank can assume any size from Fine to Colossal. This ability allows a deity to assume any proportions from the size of a grain of sand up to as much as 1,600 feet tall. A radical change in size can have great impact on the deity’s combat ability. The deity’s Strength, Armor Class, attack bonus, and damage dealt with weapons changes according to the size the deity assumes. The deity’s Strength score can never be reduced to less than 1 through this ability. Also note that use of this divine ability does not affect all the deities’ characteristics. Demigods and lesser deities can select the Alter Size salient divine ability (see Salient Divine Abilities, below), to remove some of the restrictions placed upon them.

Divine Aura (Ex): The mere presence of a Apep can deeply affect mortals and beings of lower divine rank. A divine aura is an emanation that extends around him in a radius of 16 miles. He chooses the size of the radius and can change it as a swift action. If he chooses a radius of 0 feet, his aura power effectively becomes non-functional. When two or more deities’ auras cover the same area, only the aura that belongs to the deity with the highest rank functions. If divine ranks are equal, the auras coexist.

Apep can make his own worshipers, beings of his alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day or until he dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura’s radius. He can choose from the following effects each round as a free action.

Daze: Affected beings just stare Apep in fascination. They can defend themselves normally but can take no actions.

Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from Apep makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.

Resolve: Apep’s allies receive a +4 morale bonus on attack rolls, saves, and checks, while his foes receive a –4 morale penalty on attack rolls, saves, and checks.

All divine aura effects are mind-affecting abilities. Mortals and other deities of lower rank can resist the aura’s effects with successful Will saves (DC 45). Deities are immune to the auras of others of equal or lower rank. Any being that makes a successful saving throw against a deity’s aura becomes immune to that aura power for one day.

Divine Salient Ability- Banestrike (Cold): Apep’s bite attack gains a bonus of +4 on attack rolls, and it deals an extra +4d6 points of damage against creatures with the Cold subtype. The bonus and extra damage stack with any other properties the weapon has.

Divine Salient Ability- Banestrike (Good): Apep ’s bite attack gains a bonus of +4 on attack rolls, and it deals an extra +4d6 points of damage against creatures with the Good subtype. The bonus and extra damage stack with any other properties the weapon has.

Divine Salient Ability- Banestrike (Lawful): Apep ’s bite attack gains a bonus of +4 on attack rolls, and it deals an extra +4d6 points of damage against creatures with the Lawful subtype. The bonus and extra damage stack with any other properties the weapon has.

Divine Salient Ability- Banestrike (Water): Apep ’s bite attack gains a bonus of +4 on attack rolls, and it deals an extra +4d6 points of damage against creatures with the Water subtype. The bonus and extra damage stack with any other properties the weapon has.

Divine Salient Ability- Call Creatures: Apep can call a Lesser Flame Snake with 16-HD. He can only have 16 of these flame snakes serving him at any given time. The creatures are transported to the Apep’s presence through an interdimensional connection similar to that created by a gate spell, except that it opens to the Material Plane. The creatures willingly serve to the best of their ability. The calling effect is otherwise similar to the calling property of the gate spell.

Divine Salient Ability- Control Creatures: Apep can command flame snakes. This ability is similar to the dominate monster spell, but it is not a mind-affecting ability (Apep seizes direct control over the creature’s body). Each day Apep can attempt to control 16 creatures. He can attempt to take control of that number all at once, or in smaller numbers. All creatures to be affected must be within Apep’s line of sight when first affected. Once control is established, distance is not a factor and he can maintain control remotely, even across planes and through wards or barriers (except Divine Shields and warding spells cast by deities or cosmic entities that succeed on an opposed rank check). The subject is allowed a Will save to resist and is allowed a new save if Apep commands the subject to do something against its nature. The save DC is Charisma-based.

Divine Salient Ability- Divine Fast Healing: Apep gains fast healing of 36. Lost limbs or body parts reattach instantly when pressed against the wound on the body.

Divine Salient Ability- Divine Fire Mastery: Apep gains a +1 competence bonus on attack rolls, damage, and AC, if both she and his foe are touching fire or using weapons with the flaming or flaming burst special abilities.

Apep is immune to the effects of fire and heat.

He automatically knows the location of any corporeal creature within 10 feet by sensing the disturbance in the ambient temperature that the creature causes.

Apep has complete control over all nonmagical fire and can duplicate the effect of any spell with the [fire] descriptor as a standard action.

Divine Salient Ability- Energy Burst: Apep can create an emanation of fire, with a radius of 160 feet. Anything in the area takes 16d8 points of fire damage. Damage is halved for those who make a successful Reflex saving throw (save DC is Charisma-based).

Divine Salient Ability- Energy Storm: Apep can surround himself with a vortex of fire. The vortex extends from him in an emanation with a radius of 160 feet. The effect stops attacks with thrown weapons and projectiles. Such attacks fail if made by creatures inside the area, or targeted at creatures within the area, or if their paths take them through the area.

This energy deals 16 points of fire damage and 16 points of divine damage per round, as long as the creature remains in the area.

Divine Salient Ability- Extra Energy Immunies: Apep gains immunity to acid, electricity, and sonic energy.

Divine Salient Ability- Frightful Presence: Whenever Apep unleashes a mighty roar, all foes within a 30-foot-radius burst must make Will saves (DC 34+). Foes within the burst, but not the his immediate target, become shaken for 3d6 rounds if they fail their saves. Creatures the he attacks when he activates the ability become panicked for 3d6 rounds if they fail their saves. The save DC is Charisma-based, and foes who make successful saving throws are unaffected by this ability for one day.

Divine Salient Ability- Increased Damage Reduction: Apep ’s damage reduction increases 5 and adds an additional requirement to bypass the damage reduction. This requirement can be an alignment opposed to that of the deity or a specific damage type (bludgeoning, piercing, or slashing).

Divine Salient Ability- Increased Spell Resistance: Apep ’s Spell Resistance increases by 20.

Divine Salient Ability- Irresistable Blows: When Apep makes a melee attack his bite against a creature, resolve the attack as a melee touch attack (the weapon blow ignores armor and natural armor bonuses). If the weapon hits, the creature struck must make a Fortitude save or be stunned for 1d10 rounds. The save DC is Constitution-based.

Apep’s attacks with the chosen weapons are considered to be adamantine for purposes of bypassing damage reduction and hardness.
Divine Salient Ability- Rejuvenation: When Apep suffers an attack that should destroy him, he simply disperses and reassembles later. Roll 10d10 to determine the number of days before he returns.

If Apep is killed in his own realm, subtract 16 from the number of days it takes to return. If his realm is on a divinely morphic Outer Plane, and he is killed there, subtract 32 from the number of days it takes to return. The return always takes at least one day.

If Apep is killed by another deity or a cosmic entity, the attacker can attempt to negate this ability with a successful opposed rank check.
Divine Salient Ability- Wave of Chaos: Apep can create a wave of mental force that extends from his person in a spread with a radius of 160 feet. Creatures within the spread must make Will saves or be forced to act unpredictably. This ability works like a confusion spell cast by a sorcerer of level 26. The save DC is Charisma-based

Divine Salient Ability- Wound Enemy: Apep ‘s bite deals damage to a creature such that a wound it causes deals 1d6 points of damage per round thereafter in addition to the normal damage from the weapon. Multiple wounds from the deity result in cumulative bleeding loss (two wounds for 2d6 points of damage per round, and so on). The bleeding can only be stopped by a successful Heal check (DC 31) or the application of any cure spell or other healing spell (heal, Healing Circle, and so on).

Domain Powers (Ex): Apep can use any the following Domain powers. If a Domain power is based on cleric level (or one-half cleric level), Apep has an effective cleric level 71.

Chaos: He cast chaos spells at +1 caster level.

Evil: He cast evil spells at +1 caster level.

Destruction: He gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a +71 bonus on damage rolls, if he hits. He must declare this ability before making the attack roll and can use this ability once per day.

[i]Fire: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities 17 times per day. This granted power is a supernatural ability.

Sand: Once per day, he can shape a small amount of sand into any solid object he can imagine, up to 8 cubic feet in volume. He can shape one object or several, up to 11, as long as the total volume does not exceed 8 cubic feet. See pg 107 of Sandstorm for the rest.

Scalykind: A

Immortality: Apep is immortal. The only way for him to die is through special circumstances, usually by being slain in magical or physical combat. Apep risks permanent destruction only if slain on his home plane and provided the attacker succeeds at a rank check. Otherwise, he reforms within her divine realm after 55 years.

Immunities: Apep is immune to polymorphing, petrification, or any other attack that alters his form. Any shape-altering powers he might have function normally on herself. He is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Apep is also immune to acid, electricity, fire, and sonic, regardless of the attacker. He is immune to disease, poison, stunning, sleep, Paralysis, death effects, and disintegration. In addition, he is immune to effects that imprison or banish him. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, Temporal Stasis, Trap the soul, and turning and rebuking.
Unless otherwise indicated, these immunities are ignored on a successful opposed rank check (remember that a check must be made for each attempt to breach an immunity).

Lunge (Ex): Apep can lunge with his bite attacks which increases his reach with it, but not be able to make a tail smash in the same round.

Poison (Ex): Apep has an extremely potent and dangerous poison, that is delivered by his bite attack. The poison’s primary deals 3d6 Constitution damage and secondary effects deals 6d6 Constitution damage, while a successful Fortitude save (DC 60) negates the damage.

Spell-Like Abilities: At will- animate objects, awaken sand, black sand, blasphemy, blast of sand, burning hands, chaos hammer, cloak of chaos, contagion, create undead, desecrate, desert binding, disintegrate, dispel good, dispel law, earthquake, elemental swarm (fire only), fire seeds, fire shield, fire storm, flaywind burst, greater plane shift (himself plus up to 100 pounds of objects only), greater teleport (himself plus up to 100 pounds of objects only), haboob, harm, Implosion, incendiary cloud, inflict critical wounds, inflict light wounds, magic circle against good, magic circle against law, mass inflict light wounds, plane shift, produce flame, protection from good, protection from law, resist energy (fire only), shatter, summon desert ally IX, summon monster IX (chaos only), summon monster IX (evil only), unholy aura, unholy blight, Vitrify, wall of fire, waste strider, word of chaos.

Caster level 71. Save DC 48 + the spell’s level.

Unique Divine Salient Ability- Breath Weapon (Su): Apep can breathe a 120-foot cone of fire that deals d6 points of fire damage to all creatures caught in the area. A successful Reflex save (DC 5 Cool reduces this damage by half. Whenever he uses his breath weapon, he must wait 1d4 rounds before using it again.

Skills: Apep gains a +8 racial bonus on all Climb checks. He can take 10 on Climb checks at any time.

Other Divine Powers:

Automatic Actions: When acting within her portfolio, Apep can perform any action as an immediate action, as long as the check DC is 30 or less. He can make 20 swift actions each round. He is, however, still limited to one swift action spell per round (unless stated otherwise).

Checks: A deity gains a divine bonus equal to her divine rank on all skill checks, ability checks, caster level checks, and turning checks.
When making a rank check against another deity or a cosmic entity, a deity (or cosmic entity) adds her divine rank as well as a +4 strata bonus for every divine strata which she is higher than her opponent. The different strata are quasideity, demigod, lesser deity, intermediate deity, greater deity, and overdeity.

Greater deities (rank 16–20) automatically get the best result possible on all die rolls they make. Calculate success, failure, or other effects accordingly. When a roll of 20 would grant automatic success (as on an attack roll or saving throw), a d20 should still be rolled and used to check for automatic success. Likewise, a d20 should be still rolled when a greater deity makes an attack roll, to check for a critical threat. This quality means that greater deities never need the Maximize Spell feat, because their spells have maximum effect already (greater deities can be considered to possess Maximize Spell as a virtual feat).

Certain rolls (such as miss chances and rank checks) should still be rolled by the DM (the deity does not automatically succeed).
Greater deities do not maximize rank check rolls.

Communication: Apep can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within 16 miles of himself.

Remote Communication: As a standard action, Apep can send a communication to a remote location. He can speak to any of his own worshipers, and to anyone within 16 miles away from a site dedicated to him, or within 16 miles away from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternatively, Apep’s voice can seem to issue from the air, the ground, or from some object of his choosing (but not an object or locale dedicated to another deity of equal or higher rank). In the latter case, anyone within earshot of the sound can hear it. He can send a manifestation or omen instead of a spoken or telepathic message. The exact nature of this communication tends to be something relating to fire and/or serpents. Apep’s communication power can cross planes and penetrate any barrier. Once communication is initiated, he can continue communicating as a free action until he decides to end the communication. He can carry on as many remote communications at one time as he can remotely sense (see Remote Sensing, below).

Create Items: Apep can create magic items related to his portfolio without any requisite item creation feat, provided that he possesses all other prerequisites for the item. There is no maximum value he can create, including artifacts.
As a standard action, Apep may also create nonmagical objects. He can create a temporary, nonmagical equivalent of any object of which he can craft a magical version (see above). Such objects last for 16 days.

Grant Spells: Apep automatically grants spells and Domain powers to mortal divine spellcasters who pray to him. He can grant spells from the blackguard, cleric, druid, and ranger spell lists, unless they possess an alignment descriptor opposed to the his own alignment.

Apep can withhold spells from any particular mortal at will; once a spell has been granted, however, it remains in the mortal’s mind until expended.

Portfolio Sense: Apep automatically sense any event that involves his portfolios, regardless of the number of people involved. In addition, his senses extend 17s weeks into the past.

When Apep senses an event, he merely knows that the event is occurring and where it is. He receives no sensory information about the event. Once he notices an event, he can typically use his remote sensing power to perceive more about it.
Once Apep a remote location to sense, he automatically receives sensory information from that location until he chooses a new location to sense, or until the location is blocked somehow.

Senses: Apep has an incredibly sensitive perception. His Darkvision extends out to a radius of 16 miles. Apep cannot see through solid objects without using his remote sensing ability.

Remote Sensing: As a standard action, Apep can perceive everything within a radius of 16 miles around any of his worshipers, unholy sites, or other objects or locales sacred to him. This supernatural effect can also be centered on any place where someone speaks his name or title for up to 1 hour after the name is spoken, and at any location when an event related to his portfolio occurs. The remote sensing power can cross planes and penetrate any barrier except a Divine Shield (described in Salient Divine Abilities) or an area otherwise blocked by a deity of equal or higher rank. Remote sensing is not fooled by Misdirection, Nondetection, or similar spells, and it does not create a magical sensor that other creatures can detect. Apep can extend his senses to 20 remote locations at once and still sense what’s going on nearby.

Block Sensing: As a standard action, Apep can block the sensing ability of other deities of his rank or lower. This power extends for a radius of 16 miles, or within the same distance around a temple or other locale sacred to his, or the same distance around a portfolio-related event. He can block two remote locations at once, plus the area within one mile of himself. The blockage lasts 16 hours.