Tengoku Clan

Scarlet cracks cover the bronze skin of their colossal bodies, expanding and contracting continuously, each cycle of such drawing in the energy of the world around them–and in return excretes natural energy to nourish the world, ensuring a delicate balance is maintained (Unlike certain aliens). Their eyes blaze like torches in the dark, within which contains the striking visual of stars orbiting their pitch-black pupils. Adoring their foreheads were a ring of blindingly bright stars.

The Tengoku Fuminijiru Ichizoku (天国踏みにじる一族 – Meaning: Heaven Trampling Clan) are an otherworldly race of giant humanoids. In accordance with their name, the Tengoku’s greatest aspiration is to trample the heavens and all within it beneath their might. Their strength lies within their massive bodies, which are cultivated using the energy they devour as fuel to sustain and further strengthen them. For the Tengoku, their bodies are their greatest weapons, their strongest shield, the basis of their power and their pride. Despite the bold arrogance their name would suggest, the Tengoku are an easy-going race, one that could fool the unsuspecting into believing they were a peaceful people, if one hasn’t already experienced their warlike tendencies and daring beliefs that is.

## Template Statistics

Str +6, Dex –, Con +4, Int –, Wis –, Cha -6

Tengoku pursue the pinnacle of physical strength and thus do not progress in the available classes as others do. Instead, clansmen are always considered of the Heaven Trampling class. The Tengoku start with a Character Level of 20th, granting them 20/15/10/5 Base Attack Bonus (+50 BaB at 21st Level), +12 Fortitude, +12 Reflex and +6 Will Saves. For progression after 20th level, their BaB as well as Fortitude and Reflex Saves increase at +3 per Level. Whereas Will Saves increase at +2 per Level. Their Hit Dice is d12. Tengoku are able to choose non-casting classes but doing so prevents them from progressing any further in their Heaven Trampling class.

## Clan Abilities

### Ancient God Tactic

*The Ancient God Tactic was something that was in the Ancient God’s memory since birth and was a technique that they practiced all their life to control Supernatural Powers. The essence of these Supernatural Power was one word, plunder! Plunder everything!*

The Tengoku descended from a race known as the Ancient Gods, and while the clan has changed overtime, their roots and traditions as Ancient Gods remain. Thus, all Tengoku clansmen are born with the Ancient God Tactic ingrained into their mind. This technique enables their clansmen to absorb various forms of energy, inclusive of the chakra of humans and creatures, the energy comprising spells and other energies of similar nature. Regardless, a Tengoku forms pure physical energy from the other forms of energy it absorbs, which is then used to reconstruct and strengthen their bodies.

Unlike their ancestors, Tengoku have focused on forming a harmonious relationship with the world around them. However, due to the Ancient God's relentless consumption of various worlds and a widely varying forms of energy, their descendants' bodies have become resistant to the negative effects of natural energy (in any case where a Tengoku absorbs/gains natural energy, twice as much natural energy is required before adverse effects begin to appear). It is also due to this Jutsu and Spells are less effective against them. The Tengoku possess an innate resistant energy in general, including the energies composing Jutsu and Spells. This grants them Spell Resistance and Jutsu Resistance equal to ½ their Character Level. A Tengoku gains +3 to these resistances with each Star-Realm it advances to.

Jutsu or Spells which target a Tengoku can also be absorbed on a successful Reflex Save, granting them a number of energy points equal to the technique’s level. Similarly, if a Tengoku comes in contact with an active Jutsu or Spell, they can perform a CL Check to absorb it. Energy points can also be gained by absorbing natural energy from the world around them (Requires Nature Energy Sensitive Feat). Where one point of natural energy equals two energy points.

Tengoku can store up to their Character Level worth of energy points. As a Free Action, clansmen are able to convert their energy points into a temporary enhancement bonus (Max +50) for their physical ability scores (Strength, Dexterity and Constitution). These bonuses last for 2d8 turns.

### Ancient God Body

*An Ancient god cultivates their physical body by absorbing massive amounts of energy to strengthen it. They do not commonly need to use weapons because their body is itself the most powerful weapon they'll ever need.*

The Unarmed Strikes of a Tengoku are unable to be obstructed, their destructive might ignoring all forms of Damage Reduction. Furthermore, a Tengoku uses both Str and Dex when calculating their Attack and Damage Rolls.

Their powerful bodies enable them to trample difficult terrain and move through it without hindrance. Tengoku can use their strong bodies to withstand and survive in the vacuum of space. As descendants of the star-devouring Ancient Gods, Tengoku retain their ability to traverse through space as if it were flat-land. When in space, the Tengoku move twice as fast.

## Ancient Clan Stars

*The Ancient God's Ancient Clan Stars are located on the forehead and their skin is heavily cracked when they're in giant form. Their strength is determined by the number of stars they possess. The size that an Ancient God can reach is directly related to the level of their strength.*

*To an Ancient God, the more times their bodies experience reconstruction, the stronger their power and bodies become. Also, with every reconstruction, their souls would also become larger. The body was the weapon, and the soul was the hand that controlled the weapon, combining into the formidable Ancient God Clan.*

Through the Ancient God Tactic, Tengoku follow the path of their ancestors, the Ancient Gods, pursuing the peak of body refinement. The massive quantities of energy they absorb is transformed into pure physical energy, which they use to facilitate the continued growth and strengthening of their physical bodies. As their bodies become statured with this energy, it undergoes a reconstruction, resulting in a stronger body. Each subsequent reconstruction consumes increasingly more energy to complete, while the number of reconstructions a clansman has undergone is displayed as a ring of shining stars on their forehead. These are known as the Ancient Clan Stars.

The formation of an Ancient Clan Star represents a vast ocean of energy the Tengoku has accumulated to facilitate their reconstruction. With it manifested the Tengoku can draw upon the once dormant wellspring of power passed on from their ancestors. Tengoku must accumulate tremendous energy to experience body reconstruction and increase the number of Ancient Clan Stars they possess. Through Rp, a Tengoku gains Star Realm Levels alongside the usual Character Levels. Solo/Random Rp grants 1 Star Realm Level per 3000 words. Mission Rp grants 1 Star Realm Level per 2000 words.

### One-Star Realm

Requires 10 Star Realm Levels.

Tengoku who reach the One-Star Realm retain their current size.

+6 Racial Bonus on Str, Dex and Con

+6 Natural Armor Bonus

+10 Fortitude Save

* One Mind, One Body

The Tengoku’s soul is fused with their body, and as their body goes through reconstruction, so does their soul, growing alongside it. This fusion of body and soul enables a Tengoku to use physical ability scores in place of mental ability scores in any situation in which mental ability scores are needed, such as calculating DC, Saves, Checks, etc. Furthermore, in any instance in which a Tengoku is prompted with a Will Save, they can use their Fortitude Save in its place.

### Two-Star Realm

Requires 20 Star Realm Levels.

Tengoku who reach the Two-Star Realm become of size Large. Tengoku are able to shift to and from their original size as a Free Action.

+6 Racial Bonus on Str, Dex and Con

+6 Natural Armor Bonus

+10 Fortitude Save

* Ancient God’s Hide

The body of a Tengoku grows stronger after each reconstruction, pushing them closer to the physique of the Ancient Gods. The progress towards their ancestral roots enables the Tengoku to partially display the might of their ancestors. Tengoku who reach the Two-Star Realm gain the tough and rugged bodies similar to their ancestors. This allows them to ignore 30% of all damage they receive. Each additional Star Realm a Tengoku advances to, allows them to ignore another 5% of all damage received.

### Three-Star Realm

Requires 30 Star Realm Levels.

Tengoku who reach the Three-Star Realm retain their current size. Tengoku are able to shift to and from their original size as a Free Action.

+8 Racial Bonus on Str, Dex and Con

+8 Natural Armor Bonus

+15 Fortitude Save

* Ancient God’s Wrath

The Ancient Gods were a cold and merciless race, an existence not easily swayed by mortal concerns. However, once enraged their furry would cause the heavens to quake in fear. Inheriting the disposition of their ancestors, Tengoku can enter a berserk state once per day. They deal twice as much melee damage in this state, while their Armor Class takes a penalty of ½ its current value. An enraged Tengoku sinks deeper into this beserk state and becomes stronger as it suffers more damage, gaining an additional point of damage per 10 Hit Points it loses. While berserk, a Tengoku’s mind is shackled in rage, unable to be swayed from venting through destruction, rendering them immune to mind-altering effects.

While raging, a Tengoku cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s Constitution Modifier. A Tengoku may prematurely end his rage.

### Four-Star Realm

Requires 40 Star Realm Levels.

Tengoku who reach the Four-Star Realm become of size Huge. Tengoku are able to shift to and from their original size as a Free Action.

+8 Racial Bonus on Str, Dex and Con

+8 Natural Armor Bonus

+15 Fortitude Save

* Devour The Heavens, Plunder The Earth

Through an evolution of the Ancient God Tactic, Tengoku are able to create and apply a blackhole-like attraction force onto everything, creatures and objects alike, within a 200 ft + 100 ft per Character Level spherical radius. This is a Full-Round Action. The force of attraction from this technique is produced from cracks on a Tengoku’s skin, which expands during the use of it. This inflicts 1d4 points Con Damage each time this technique is used.

This force of attraction drags everything within its sphere of influence towards the Tengoku, at 5 ft per Character Level. The DC for this attack is the Tengoku’s Highest BaB + Str Modifier. A successful Fortitude Save instead renders them immobile, held in place. Anything unfortunate enough to be whisked into the cracks on a Tengoku’s body, are dissolved into their base components, becoming pure energy for it to assimilate. As default, Tengoku gain ⅙ their Character Level as energy points from their assimilated surroundings. Living creatures absorbed in this manner grants the Tengoku their Chakra, Spell Points, Psy Points, etc – as energy points. Tengoku are still unable to exceed twice their Character Level worth of energy points, losing any excess.

The force of attraction also imposes itself upon more than physical substances, as energy such as Chakra is drained from creatures affected by it, siphoning 20d8 points of Chakra. This also affects the mental energy needed for spells at the same rate of 20d8 Spell Points, Psy Points, etc. Spells per Turn granted through talismans are not affected. The DC for this is Highest BaB + Str Modifier. A successful Will Save halves the amount of energy drained.

Jutsu or Spells casted within the force of attraction must succeed on a CL Check, otherwise it is sucked towards the Tengoku and treated as being absorbed, granting the respective amount of energy points as such.

### Five-Star Realm

Requires 50 Star Realm Levels.

Tengoku who reach the Five-Star Realm retain their current size. Tengoku are able to shift to and from their original size as a Free Action.

+10 Racial Bonus on Str, Dex and Con

+10 Natural Armor Bonus

+20 Fortitude Save

* Combat Body

Harnessing the crushing pressure at the depths of stars, Tengoku can emit such a pressure from their bodies. This pressure renders the Tengoku immune to ranged attacks (inclusive of ranged touch attack jutsu/spells). Those within 30 ft + 10 ft per Character Level of the Tengoku are also subject to this pressure, causing them to incur a penalty of -10 on Attack Rolls and Saves. Each Star Realm after this increases this penalty by 5.

Whenever a Tengoku is engaged in melee, there is 25% chance of the pressure radiating from them rendering their opponent immobile for one turn. This also applies for any melee-based actions a Tengoku takes such as Grapple, Bull-Rush, Trip, etc. This is determined before the attack/action is resolved. Each Star Realm after this increases this chance by 5%.

### Six-Star Realm

Requires 60 Star Realm Levels.

Tengoku who reach the Six-Star Realm become of size Gargantuan. Tengoku are able to shift to and from their original size as a Free Action.

+10 Racial Bonus on Str, Dex and Con

+10 Natural Armor Bonus

+20 Fortitude Save

* One With Void

Tengoku can warp space with sheer physical strength, allowing them to cross vast distances with a single step. The Tengoku are able to travel up to one kilometer per Character Level, in any direction of their choice. They are unable to travel to specific locations, only a certain distance in a given direction. Furthermore, a Tengoku can instead transmit their melee attacks through the void, though doing so incurs a penalty to their Attack and Damage Rolls equal to -3 per 100 ft of space the attack has traversed through. In any situation where a Tengoku is constricted or held immobile, grappled etc – they can make a Str Check against the opposing creature, or against the CL of the jutsu/spell binding them. Success means the Tengoku can successfully warp space to escape from their binds. Similarly, a Tengoku is unable to be forcefully teleported, moved through dimensions or hindered by space. Doing so requires a CL Check against the Tengoku’s Str + 10 to be made.

As a Full-Round Action, Tengoku are able to carve out a zone of chaotic space. This zone is 200 ft + 100 ft per Character Level and is able to be shaped as the Tengoku desires. This zone has no noticeable indications of its existence, whether one observes it through their senses, spells, etc – this zone appears no different than the space around everything else. However, once inside, no one, even the Tengoku who established it, is able to leave. The chaotic space prevents teleportation and swallows abilities cast within it, those outside a personal area of effect, sending them elsewhere to a random location within the void. After 5d6 turns, this chaotic space returns to normal.

### Seven-Star Realm

Requires 70 Star Realm Levels.

Tengoku who reach the Seven-Star Realm retain their current size. Tengoku are able to shift to and from their original size as a Free Action.

+12 Racial Bonus on Str, Dex and Con

+12 Natural Armor Bonus

+25 Fortitude Save

* Nine Heavens Destruction

The collapse of a star, the crushing pressure of a singularity at its core, the world-scorching heat of its last flares of life, a fraction of such destructive force–all contained within one’s palm. Seeking the stars as their mentors, Tengoku can imitate such destructive phenomena, albeit at a significantly reduced scale, though even a shred of such might is a force to be reckoned with.

Tengoku are able to use these destructive phenomena to turn their hands into weapons of mass destruction. This is melee attack (Unarmed Strike), which upon contact, deals 1d100 per Character Level points of damage (Max 10d100). Any creature dropped to 0 Hit Points from this attack is erased from existence as the destructive force of collapsing space bombards them. During the attack, the explosion of power disrupts the surrounding space, preventing teleportation within 100 ft of the attack. Using this technique, whether it was successful or not, causes the Tengoku to suffer ⅕ of the attack’s damage onto themself.

Using this technique is a Full-Round Action. Alternatively, the Tengoku can choose to expend a Full-Round Action to charge their attack with each time it does so resulting in this attack gaining an additional 5d100 to its maximum damage. The range in which teleportation is disrupted expands by 100 ft per charge. For each three charges, the damage a Tengoku suffers as backlash increases one-fold (⅕ to ¼ to ⅓). Tengoku are only able to perform a maximum of nine charges, respectively named First through Ninth Heaven.

### Eighth-Star Realm

Requires 80 Star Realm Levels.

Tengoku who reach the Eight-Star Realm become of size Colossal. Tengoku are able to shift to and from their original size as a Free Action.

+12 Racial Bonus on Str, Dex and Con

+12 Natural Armor Bonus

+25 Fortitude Save

* Ancient God’s Roar

On a successful Reflex Save, Tengoku can unleash a devastating roar, which interrupts all actions, canceling casting, preventing movement, etc – dazing those who hear it for one turn. Any action being performed by a creature affected by this ability immediately fails. Any creature targeted by this ability must resolve it at the beginning of the turn, before they can do anything else. This is considered a mind-altering effect.

This can only be performed once per turn, as a Full-Round Action, affecting any creature within an area of 100 ft + 10 ft per Character Level. It targets friends and foes alike, dealing 5d6 points of Sonic Damage per Character Level. A successful Will Save (DC Highest BaB + Con Modifier) negates the interrupt and deals half damage instead.

### Nine-Star Realm

Requires 90 Star Realm Levels.

Tengoku who reach the Nine-Star Realm retain their current size. Tengoku are able to shift to and from their original size as a Free Action.

+14 Racial Bonus on Str, Dex and Con

+14 Natural Armor Bonus

+30 Fortitude Save

* Ancient God Weapon

Tengoku can nurture a weapon within their bodies and establish a link between said weapon and their soul, transforming it into an Ancient God Weapon. This weapon becomes bonded to them and can be controlled telepathically. Regardless of the distance between them, as long as they are on the same plane, a Tengoku can summon their weapon through the void to return to them, as a Free Action. Tengoku can only have a single bonded weapon throughout their life. Bonded weapons are unable to be used by anyone other than the Tengoku it is bonded to. Whenever a bonded weapon is damaged, as long as the core of it remains intact, a Tengoku can nurture the weapon within their body for 2d4 months to restore it back to normal.

Ancient God Weapons possess an enhancement bonus equal to the Tengoku’s Character Level. For each Star Realm a Tengoku possesses, +3 is added to this enhancement bonus. The weapon’s base damage becomes 1d10. This weapon can change in size with a Tengoku to properly accommodate its use, and for each size above its original it becomes, its base damage gains an additional damage die. Ancient God Weapons are always considered Epic Magical in nature and can be inscribed with enchantments upon creation.

### Ten-Star Realm

Tengoku who reach the Ten-Star Realm Requires 100 Star Realm Levels.

+14 Racial Bonus on Str, Dex and Con

+14 Natural Armor Bonus

+30 Fortitude Save

* Combat Meridians

The cracks on a Tengoku’s skin are their meridians, which intake and transfer the energy they absorb throughout their body. As Tengoku increase their Ancient Clan Stars, their meridians strengthen and evolve, enabling it to siphon spiritual energy from the distant stars. Through this, Tengoku are able to draw upon the Yin and Yang aligned spiritual energies from distant celestial bodies and transform it into one of two attacks:

Blade of The Setting Sun – A slash made with the hand, producing a downward arching trail of the sun’s scorching flames. This is a melee attack (Unarmed Strike), dealing 3d4 points of Fire Damage per Character Level. The intense flames negate Fire Resistance, but not immunity. Whenever this attack inflicts damage on a creature, its Hit Points are permanently reduced, unable to be recovered by anything short of a Wish spell. Furthermore, each turn afterward, once they have suffered damage from this attack, the target must succeed on a Fortitude Save (DC Highest BaB + Wis Modifier), otherwise they suffer 3d10 points of Fire Damage. Tengoku must partly immolate themselves in blazing Yang energy to use this ability, resulting in -2d2 Con each time it is used.

Blade of The Rising Moon – An upward slash made with the hand, bringing forth a bone-piercing cold as frost erupts out to encase the target. This is a melee attack (Unarmed Strike), dealing 2d4 points of Cold Damage per Character Level. The intense cold negates Cold Resistance, but not immunity. Whenever this attack inflicts damage on a creature, its Hit Points are permanently reduced, unable to be recovered by anything short of a Wish spell. Furthermore, at the beginning of the target’s turn, once they have suffered damage from this attack, they must succeed on a Fortitude Save (DC Highest BaB + Wis Modifier), otherwise they become permanently petrified, their bodies becoming a crystal clear statue of ice. Tengoku must expose themselves to the icy Yin energy when using this ability, resulting in -1d2 Con each time it is used.

## Moongazer Serpent

*Moongazer Serpents are parasites that live inside the Ancient Gods. They have three forms. The first form has no offensive capabilities.*

*In their second form, all of the hairs on its body would shrink and morph into various shapes inside the Ancient God’s body. This second form usually meant that it was sleeping.*

*The third and final state, their hairs will extend and could reach up to the same length as its body. If one encountered a Moongazer Serpent in that state, they should immediately run, or they would risk being attacked.*

All Tengoku have Moongazer Serpents within them, but they start off as 9th Level Summoning Creatures. A Tengoku can have a number of Moongazer Serpents within them equal to ½ their Con Modifier but are only able to command up to their BaB number of them at once. The Moongazer Serpents grow along with their Tengoku host, possessing a number of Hit Dice equal to their host’s Hit Dice. However, one of these creatures can undergo evolution, possessing a number of Hit Dice equal to twice that of their host’s (Requires Parasitic Evolution Feat).

Moongazer Serpents, as Summoning Creatures, can have their stats improved and gain abilities as other summons do. But their HD cannot be improved, and their pool of improvement points is half what its normal total should be. However, they possess the following abilities which are unique to them:

* Moongazer Serpents possess a number of hairs equal to their Con Modifier. For every 10 hairs the creature possesses, it gains an additional attack.

* These creatures possess a major flaw, their inability to remain outside the Tengoku’s body for extended periods of time. Moongazer Serpents are only able to leave their host’s body for 2d6 turns, after which they immediately die. After a Moongazer returns to the Tengoku's body, it is required to spend twice as much time inside the Tengoku as it spent outside of them, before being able to venture out again.

* Siphoning Grasp – Whenever a Moongazer Serpent lands an attack, it steals 1/10 its HD worth of points from the target’s Ability Scores, with no save. This is temporary ability score damage. These stolen points are temporarily added to the creature’s own ability scores, lasting 1d2 rounds per HD.

* Ancient God’s Finger – It is said a Moongazer Serpent is akin to the finger of an Ancient God, for when enraged, they can display prowess on par with a single devastating finger strike of an Ancient God. Once per turn, Moongazer Serpents are able to perform a single melee attack using their Tengoku host’s Attack and Damage Rolls. This is considered a Full-Round Action.

* Berserker – Sensitive to pain, Moongazer Serpents become enraged and slip into a berserk state when injured. If a Moongazer Serpent loses ¼ of its Hit Points, it becomes berserk, and vents its anger on everything around it. This state lasts for 2d8 rounds, where the creature deals twice as much damage and has a 30% chance of ignoring the damage received from one attack per turn.

* Spatial Bending – Moongazer Serpents are capable of manipulating space as Tengoku do, and are thus treated as having the Tengoku’s, One With Void, ability. However, they are unable to transmit their attacks across space as Tengoku do.

* Aura Recognition - Moongazer Serpents are extremely perceptive to the aura around other creatures and even inanimate objects. This enables it to easily track others through their aura, an ability it typically used to seek out new hosts once its own perished. Thus, these creatures are always able to sense the lingering auras around their environment and track others through them. Moongazer Serpents can use Track with a +20 bonus to their Check DC. However, those it is seeking must have been in the area within a time frame of 1d2 months, otherwise their lingering aura would have long dispersed.

## Graft

*Ancient Gods could leave behind inheritances of their power upon death for others to inherit. Producing an inheritance requires the Ancient God to willingly die and have at least 4 Ancient Clan Stars. Even then, it wasn’t guaranteed inheritances would form. The Ancient God’s Body doesn’t dissipate after their death when inheritances form, but instead remains in a perpetual state of suspended animation until the inheritances are claimed.*

Tengoku are also able to create inheritances upon their death, but unlike their ancestors, are only capable of producing one type of the two possible inheritances an Ancient God could create. Characters who take a Tengoku Graft gain +4 Con and are only able to choose from one the following inheritances:

* Inheritance of Knowledge – The character taking the graft is able to use the Ancient God Tactic, as well as, gaining all the memories of the Tengoku whom this graft was taken from. Any abilities it knew while alive, the character with its inheritance also knows, but must meet the requirements to use them. Similarly, any feats the Tengoku possessed while alive are granted to the character.

* Inheritance of Power – The character taking the graft gains the Star-Realms and their respective abilities, of the Tengoku whom this graft was taken from. This inheritance also grants the Ancient God Body. Those with an Inheritance of Power are unable to use abilities related to the Ancient God Tactic.