Syndara the Sculptor

Syndara the Sculptor

Creature 22

Male

grandmaster

Perception +39; spatial sense

Languages Senzar, Taldane, Tien, Utopian

Skills Acrobatics +41, Arcana +37, Athletics +39, Deception +34, Demiplane Lore +45, Intimidation +39, Occultism +37

Str +10, Dex +11, Con +8, Int +8, Wis +11, Cha +7

Spatial Sense Syndara instinctively knows the position of all creatures and objects within the Glass Lighthouse as a precise sense. His senses do not extend into extraplanar spaces, even if the entrance to these spaces is within the Lighthouse (such as a creature within a

).

AC 48; Fort +39, Ref +39, Will +36; +2 status to all saves vs. chaotic

HP 380, fast healing 20; Immunities extradimensional, keeper of the lighthouse

Attack of Opportunity

Essence Reflection Syndara and his

 are two linked existences. If one of them is affected by a harmful effect, they can shift the harmful effect to the other as a free action, even if they can’t act.

Extradimensional Immunity Syndara can foil any attempts to use planar powers against him. He is immune to all extradimensional effects, such as

, but can choose to be affected by such effects normally.

Keeper of the Lighthouse Syndara can choose whether he is affected by his worldspheres (see King of the Mountain section).

Portal Redirection (conjuration, divine, teleportation) Trigger Syndara is targeted by a ranged Strike or spell attack roll; Effect Syndara opens a portal in front of the incoming missile, then opens another portal nearby that fires the missile at another creature within 60 feet of him. He takes no damage from the triggering attack and makes a ranged Strike with a +43 bonus. The Strike deals damage according to the triggering ability.

Speed 40 feet,

Melee palm +41 (agile, finesse, reach 10 feet, unarmed), Damage 6d6+18 bludgeoning plus vicious impact

Melee knifehand +41 (deadly d10, finesse, reach 10 feet, unarmed, versatile P), Damage 7d8+18 slashing plus vicious impact

Ranged elemental gateway +39 (cold, range 120 feet), Damage 4d10+19 acid, cold, electricity, fire, or sonic

Gateway Onslaught (conjuration, teleportation) Requirements Syndara is in the Glass Lighthouse; Effect Syndara folds the fabric of the Glass Lighthouse before opening several gateways from which dangerous elements spew forth. He teleports to his throne, regardless of distance, then makes three elemental gateway Strikes. Each Strike must target a different creature. He can’t use Gateway Onslaught again for 1d4 rounds.

Planar Restructuring (concentrate) Requirements Syndara is in the Glass Lighthouse; Effect Syndara exerts his will over the Glass Lighthouse to cause one of several effects. The effect is magical, but Syndara isn’t using magic when he takes this action—just triggering a magical effect he already set up. The level for each of these effects is 10, and any save is DC 45. Syndara or Syndara’s Reflection can’t use Planar Restructuring for 1d4 rounds.

  • Accelerate/Decelerate Syndara affects the flow of time around a target within 60 feet, affecting them with either or .
  • Deny Syndara rejects the existence of a power other than his own, affecting an object with .
  • Rewind Syndara rewinds time to undo harm. He or his reflection are affected by the two-action version of or by .
  • Rise Syndara creates a gravitational nexus of .
  • Sequester Syndara folds space to affect a creature with .

Temporal Flurry Frequency once per round; Effect Syndara bends time to make multiple attacks. He makes three unarmed Strikes. If multiple attacks hit the same creature, combine their damage for the purpose of resistances and weaknesses.

Vicious Impact Syndara has had an eternity to reflect on his own weaknesses and the weakness of others. If he critically hits with a melee Strike, he can target the eyes, joints, or other weak points to add one of the following effects of his choice unless the target succeeds on a DC 46 Fortitude save.

  • The target becomes clumsy 1 for 1 minute.
  • The target becomes enfeebled 1 for 1 minute.
  • The target takes 3d6 persistent bleed damage.
  • The target can’t Step for 1 minute.

Walk the Spiral Requirements Syndara is in the Glass Lighthouse; Trigger Syndara Strikes a creature on his own turn; Effect Syndara rotates the space of the Glass Lighthouse around himself to carry him to a distant location in an instant. He Strides twice. This movement doesn’t trigger reactions. If his next action is to attack a different target than the triggering creature, he gains a +1 circumstance bonus to that attack; each time he Walks the Spiral in a turn, this bonus increases by 1, to a maximum of +3.

Axiomite

According to the axiomites, their kind rose from the raw mathematical underpinnings of the universe, manifesting as great builders who created the ancient, colossal cities of the Outer Planes and gave life to the mechanical inevitables. According to the aeons, axiomites are part of the Monad, having both risen from and rebelled against it long ago. Since the Convergence, most axiomites have recognized this as a fundamental truth, particularly after the aeons showed the axiomites how the Utopian language has formed as an amalgam of aeon envisioning and formulaic mathematical expression. Most axiomites live in the perfect city of Axis, which they continually act to improve, thus refining the concept of perfection itself.

A particular axiomite may look like any humanoid creature, though the particular form it takes on does not affect its abilities. Beneath this assumed form, all axiomites are the same—clouds of glowing, crystalline dust that constantly swirls and congeals into complex tangles of symbols and equations, evincing their existence as literal creatures of pure mathematical law.

Axiomites arise from the souls of lawful neutral mortals, particularly those who were, in life, mathematicians, architects, crafters, or philosophers. While these souls do not retain any memories of their lives in the transition into axiomites, their life skills and experiences nevertheless serve a valuable metaphysical resource during formation.