Matthew Kling (Deity)

# **Deity, Matthew Kling**

***A long crimson cloak drapes over the form of this large faceless being, which floats just above the ground on footless legs as its menacing flail crackles with blue currents of electricity.***

**Harsh flourishes decorate the armor of this ironclad giant, as though it were the war regalia of some merciless warlord.**

## **Matthew Kling CR 30/MR 10**

**XP 9,830,400**

**NG Medium outsider (augmented humanoid, human, extraplanar, good, herald, godspawn, great old one, mythic)**

**Init +23;Senses:Blindsense 300 ft., Darkvision 720 ft., Ironsense 60 ft., Superior optics, See in darkness, True seeing, Low-light, Detect Aberration, Detect Animals or Plants, Detect Chaos, Detect Charm, Detect Demon, Detect Evil, Detect Good, Detect Law, Detect Magic, Detect Metal, Detect Mindscape, Detect Poison, Detect Psychic Significance, Detect Radiation, Detect Relations, Detect Scrying, Detect Secret Doors, Detect Snares and Pits, Detect the Faithful, Detect Thoughts, Detect Undead, Riversight, Starsight, mistsight, snow vision, greensight, smoke vision, status sight, zealous vision, divine spell perception, x-ray vision, sense decay, bloodsense, limitless vision, swarmsight, discerning gaze; Perception +53**

***Aura:unspeakable presence (300 ft.,DC 40),*****seductive presence (180 ft.,DC 43), *frightful presence (180 ft.,DC 38),*shatter loyalties, *lunar (60 ft.,DC 23),*****cloak of chaos (DC 22)**

### **Defense**

**AC 48,touch 22,flat-footed 35 (+12 Dex, +1 dodge, +26 natural, –1 size,+10 insight; Scatterlight suit (prismatic), Hard light shield; Scatterlight suit (black))**

**hp 752 (34d10+476); regeneration 390 (adamantine, air, chaotic, chaotic spells and effects, cursed weapons, cold iron, epic weapons, earth, evil artifacts, effects and spells, fire, petrification, unarmed strikes, natural weapons, deific or mythic)**

**Fort +49, Ref +59, Will +49; second save**

**Defensive Abilities lightning rod, unbound, rasping armor, absorb blood, critical healing, heretical, supernatural cunning, fortification (75%), Unstoppable, immortality, insanity (DC 40), non-euclidean, heed no call, ocean's aegis, spacetime shifting, positive energy affinity, nature's pacifism, protected life force, construct form, morphic anatomy, death's grace,** **heed no call, block attacks, second save; *DR 430/adamantine, bludgeoning, cold iron, chaotic, silver, slashing, piercing, glass, obsidian, wood, lawful, evil and*** ***e*****pic; Immune Ability damage and drain, Aging, Bleed, Blind, Cold, Charm and compulsion effects, Calling, Disease, Daze, Dazzled, Divinations, Energy drain, Electricity, Fire, Maze, Mind-affecting effects, Negative levels, Paralysis, Permanent wounds, Petrification, Poison, Polymorph, Radiation, Rust, slashing weapons, Sonic, Stagger and Stun; SR 35**

**Weaknesses vulnerable to Crucifixion**

### **Offense**

**Speed 50 ft., fly 150 ft.(average), swim 120 ft., air walk, booster jets, shooting star**

**Melee Aizerghaul +152/+97/+82/+77 (2d8+28/19–20/×3), +6 Sting +98 (1d8+17/19–20 plus poison and Fear Toxin), 2 slams +89 (2d10+16/×19–20 plus bleed, energy drain and radiation), 6 spines +85 (2d10+15/×3), 6 tentacles +84 (2d6+6/19–20 plus grab), 2 quantum lashes +82 touch (1d10 force/19–20),+5 Holy speed war razor +77/+62/+57/+42 (1d4+27/19–20), Riftcarver +81/+76/+61/+56 (4d6+30/19–20/×4 plus poison), 2 hooves +73 (1d4+6 plus 1d6 fire and burn), +3 anarchic morningstar +79/+64/+59/+44 (1d8+11), Prophets' Bane +252/+197/+92/+87 (10d12+500/19–20/×5 plus death strike), +6 ghost touch bite +100 (2d8+28/19–20/×5 plus bleed, curse of lycanthropy, disease, burn, vorpal bite and****poison), 2 +6 shocking burst claws +98 (1d8+12/19–20/×5 plus 3d10 Cha drain, electricity and hunger),+6 shocking burst vorpal battleaxe +68/+23/+18/+13 (1d8+12/19–20/×3 plus 1d6 electricity), +6 primal chisel +90/+85/+70/+65 (3d6+10/15–20 plus devolution), 2 wings +83 (3d6+24/19–20/×5), unarmed strike +61/+56/+41/+36 (2d10+8), rishi scepter +67/+57/+42/+37/+22 (2d6+10/18–20),+5 shock thundering spear +61/+56/+41/+36 (1d8+11/19–20/×3 plus 1d6 electricity), +2 axiomatic keen potent bronze spear +64/+59/+44/+39 (2d6+17/19–20/×3), earth whip +96/+81/+76 (10d6+20/19–20 bludgeoning,piercing or slashing plus hex), leaf whip +96/+81/+76 (20d6+30/19–20 slashing plus hex), 2 pincers +67/+52 (2d6+4 plus grab and sonic burst), +6 cruel keen flaming burst falchion +99/+89/+74/+69 (2d4+21/15–20 plus 1d6 bleed and fire), touch +52 (sensory overload and energy drain), swarm (5d6 plus 5d6 blight, devour, distraction and soul bleed), +6 planar greatsword +50/+45/+30/+25 (2d6+18/17–20), Helicyon +84/+79/+64/+59 (1d6+14/19–20), 2 *+6 mwk lightsabers* +152/+97/+82/+77 (2d8+28/19–20/×5), +6 mwk gold crossguard lightsaber +152/+97/+82/+77 (2d8+28/19–20/×5),**

***Ranged* integrated laser rifle +76 touch (2d10 fire), 2 integrated chain guns +79 (8d6/x4), Shadowkiss +84/+79/+64/+59 (1d4+20/17–20 plus poison), +1 anarchic dart +76/+61/+56/+41 (1d4+9), +6 Masterwork Laser sight mythic-bane endless ammunition Mindrender +116 touch (12d18+12/19–20/x2), Anguish of Drystan +120/+97/+82/+77 (2d8+28/19–20/×5), Zaouli's Bane +120/+97/+82/+77 (2d8+28/19–20/×5), +6 Inferno pistol +52/+47/+42/+37 (2d8+28/19–20/×5), +6 nuclear resonator +71 touch (special +5/15–20), +6 rail gun +66 touch (3d10+4/×4), 4 disintegration rays +60 touch touch (10d6 plus 1d6 fire), thunderstorm blast +62 (20d6+30/19–20 bludgeoning), electric blast +62 touch (10d6+5/19–20 electricity), air blast +62 (10d6+20/19–20 half bludgeoning & half electricity), 2 bone cannons +85 (6d6+16/×4), earth blast +96 (10d6+30/19–20 bludgeoning,piercing or slashing plus hex), leaf blast +96 (20d6+40/19–20 slashing plus hex), rock +99/+84/+79 (2d6+24 plus impact crater), water bomb +51 touch (bull rush), Smite of Merain +53/+48/+43/+38 (3d6+24/19–20/×5), thrown surgical tool +47/+42/+37/+32 (1d6+10/17–20/x5), *+6 pistols*+65/+55/+40/+30/+25 (1d8+1/19–20/×4)**

**Space** 10 ft., **Reach** 10 ft.

***Special Attacks****ruinous, enhanced venom, poison, swarm master, Spiked gauntlet mastery, scroll use, bladed slam, Mythic Power (10/day, Surge +1d12), tentacle transformation, polymorph plague, combined arms, rockets, plasma lance, electromagnetic pulse, override, memory wipe, syringe, energy drain, cruel shot, burn (7d12 fire, DC 34),****domination,*****bloody rose, favored enemy (evil outsiders +6,humans +2,lawful outsiders +8,undead +4), improved bite, vorpal bite, Negative Energy Focus, Children of the Eclipse, Create Mythic Spawn, Blood Omen, Firearms mastery, devastating blow, feed, poison, rend (2 claws,2d8+25), roar, shatter petrification, shockwave, ohrwurm, Sacred ascension, censor text, impossible leap, manifest thunderbolt, aerokinesis, ghostly boarders, spectral energy cannon, infusions (bowling infusion, deadly earth, entangling infusion, extended range, fragmentation, grappling infusion, impale, kinetic whip, mobile blast, pushing infusion, snake, wall), terrakinesis, witch of the fey, infusions (chain, cloud, cyclone, extreme range, gusting infusion, pushing infusion, thundering infusion), impact crater, strange attractor, bloodbird, raven hexes (agony, cackle, charm, Dire Prophecy, disguise, evil eye, misfortune, retribution, speak in dreams), soul eater, probe, sleep paralysis (DC 16), bone swarm, splintered ground, breath weapon (60-ft.cone, 11d6 fire, Reflex DC 19 half, usable once every 1d4 rounds), positive energy, bloodspray, snip thread, compel condemned, kiss of death, devour, soul bleed, reverent influence, merge with host, Tireless judgment, Hellfire blast, Shimmering sting, Gorum's shout, Chaotic charge, Demon-Feared caster, Destructive spell, Bestow destructive smite, Disintegrating blow, Sunburst strike, Blight of ruin, Bolstering channel, *It Came from Beyond,* Heresy*,* Mass Suicide*, Debilitating blight, Blighting channel, Teeth of the dragon, Elemental outrage, Chromatic scourge,* pistols, stranger’s shot**

**SQ Change shape (any animal,magical beast or minotaur;greater polymorph), infernal brand,language mastery, swift transformation, lord of battle, otherworldly insight, greater starflight, hibernation, powerful leaper, unstoppable force, adaptive learning, self-repair, Change shape (Natural Form or Demon Lord Baphomet, Demon Lord Dagon, Demon Lord Deskari, Demon Lord Kostchtchie, Demon Lord Nocticula, Demon Lord Pazuzu, Demon Lord Shax, Demon Lord Sifkesh and Demon Lord Xoveron;shapechange), Change shape (any human, Lycan, Lycan-Corvinus Strain Hybrid, Lycan-Vampire Hybrid, Tri-Blood Hybrid, bat, dire bat, bear, boar, crocodile, deinonychus, jackal, dire rat, shark, tiger, wolf, Amarok, Giant Termite,Termite Swarm or Glaistig;shapechange; [see Change shape or curse of lycanthropy]\*), lycanthropic empathy (wolves and dire wolves), Mist Shapes, Mastermind, lycanthropic empathy (bats and dire bats), lycanthropic empathy (bears and dire bears), lycanthropic empathy (boars and dire boars), lycanthropic empathy (crocodiles and dire crocodiles), lycanthropic empathy (rats and dire rats), lycanthropic empathy (sharks and dire sharks), lycanthropic empathy (tigers and dire tigers), jackal empathy, Absorb Bloodline, evangelization, indomitable oration, malleable form, ki pool (22 points;adamantine, epic, good, lawful, magic, mythic, silver), creature bond, lantern of civilization, uplift, manifest thunderbolt, archive, Change shape (Small or Medium humanoid, peryton, wolf or dire wolf,alter self or beast shape III), raven knight, Change shape (female elf, half-elf or human from Medium to Huge size;alter self or giant form II), Change shape (elf,wasp or giant wasp;alter self or vermin shape II), Change shape (a cloud of perfume or Balor Demon;gaseous form or shapechange), hellstrider, morphic body, lucent arms, lucent body, lord of battle, favored terrain (any good-aligned plane +6,Cold +6,Urban +6), Snakeskin, bloodline Serpentine (reptilian affected by humanoid-affecting spells), Serpentfriend, viper familiar (named Clark), bloodline Infernal (+6 DC for charm spells), infernal resistances, on dark wings, city dweller, diplomatic immunity, divine bond (Cetus), demon lord traits, empyreal lord traits, stranger’s luck**

**Spell-Like Abilities** **(CL 27th; concentration +36)**

**Constant—air walk, freedom of movement, true seeing, Detect Aberration, Detect Animals or Plants, Detect Chaos, Detect Charm, Detect Demon, Detect Evil, Detect Good, Detect Law, Detect Magic, Detect Metal, Detect Mindscape, Detect Poison, Detect Psychic Significance, Detect Radiation, Detect Relations, Detect Scrying, Detect Secret Doors, Detect Snares and Pits, Detect the Faithful, Detect Thoughts, Detect Undead, Riversight, Starsight, Cultural Adaptation (Taldan), Comprehend Languages, Elemental Speech, Hidden Speech, cloak of chaos (DC 22), misdirection, Bilocation, Protection from Outsiders, Animate Dead, Mark of Obvious Ethics, Remove Blindness/Deafness, Remove Curse, Remove Disease, Remove Paralysis, Protection from Technology, Remove Fear, Remove Sickness, Magic Circle Against Technology, Deflection, Antitech Field, creeping doom, Weird, Mind Probe, Waves of Ecstasy, Antilife shell, Object Possession, Miracle, Divine Vessel, Mythic Spawn Calling, Veil of Heaven, Veil of Positive Energy, Unnatural Lust, Hellfire Ray, Seducer's Eyes, Arrow of Law, Shard of Chaos, Spear of Purity, Dread Bolt, Hairline Fractures, Silverlight, Daemon Ward, Undeath Inversion, Summon Laborers, Summon Stampede, Hide from Animals, Hide from Undead, quickened unnatural lust, Lunar Veil**

**At will—astral projection, flesh to stone (DC 25), greater dispel magic, greater teleport, shapechange, stone shape, telekinesis (DC 24), hallow, earthquake, quickened flesh to stone (DC 25), reverse gravity, symbol of weakness (DC 26), implosion (DC 28), time stop, control weather, Treasure Stitching, Village Veil, Wall of Ectoplasm, Wall of Light, Vomit Twin, Wall of Blindness/Deafness, Vision of Hell, Wall of Nausea, Stone Call, Unwelcome Halo, Urban Grace, Color Spray, Delusional Pride, Discern Next of Kin, Sotto Voce, Flare, Ghost Sound, Haunted Fey Aspect, Light, Spark, Flame Blade, Smite Abomination, create water, mending, purify food and drink, read magic, Greater Create Mindscape, Create Variant Mummy, Elemental Bombardment, Hungry Darkness, Maddening Oubliette, Mage's Magnificent Mansion, Planar Refuge, Mass Planetary Adaptation, Banshee Blast, Chain Lightning, Chains of Fire, Chains of Light, Circle of Death, Cold Ice Strike, Cosmic Ray, Disintegrate, Envious Urge, Flesh to Ooze, Freezing Sphere, Genius Avaricious, Greater Harrowing, Serenity, Sirocco, polar midnight, maze,summon demons, summon minotaurs, quickened baleful polymorph (DC 21), Clashing Rocks, Crushing Hand, Cursed Earth, Canopic Conversion, Dominate Monster, Echean's Excellent Enclosure, Etherealness, Fiery Body, Foresight, Fiery Body, Freedom, Gate, Heroic Invocation, Mass Hold Monster, Mass Icy Prison, Imprisonment, Interplanetary Teleport, Mage's Disjunction, Meteor Swarm M, Communal Mind Blank, Overwhelming Presence, Parasitic Soul, Power Word Kill, Prismatic Sphere, Refuge, Ride the Lightning, Rune of Jandelay, Salvage, Scourge of the Horsemen, Shades, Soul Bind, Spawn Calling, Mass Suffocation, Summon Derghodaemon, Summon Greater Demon, Summon Monster IX, Summon Thanadaemon, Symbol of Strife, Symbol of Vulnerability, Teleportation Circle, Transmute Blood To Acid, Tsunami, Wail of the Banshee, Wall of Suppression, Winds of Vengeance, Wooden Phalanx, World Wave, Ascension, Mass Heal, Storm of Vengeance, True Resurrection, finger of death (DC 32), blade barrier (DC 26), mage’s sword, Anti-Incorporeal Shell, Ardor's Onslaught, Charon's Dispensation, Crusader's Edge, Effortless Armor, Gozreh's Trident, Calm Spirit, Ward of the Season, Infuse Robot, Maddening Oubliette, Magnetic Field, Counterbalancing Aura, Shield of Law, Symbol of Debauchery, Greater Spell Immunity, Terraform, Life Channel, Titanic Anchoring, Symbol of Revelation, Terrible Remorse, Euphoric Tranquility, Frightful Aspect, summon (level 9,see below), brilliant inspiration, demand (DC 26), discern location, dictum (DC 25), discern lies (DC 22), dispel chaos, divination, divine favor, ﬁnd the path, legend lore, magic circle against chaos, protection from chaos, order’s wrath (DC 22), prayer, repulsion (DC 24), seek thoughts (DC 21), speak with dead (DC 21), telepathic bond, summon (level 9,33 kithangians,100%), summon (level 9,42 succubi,100%), summon (level 9,28 Shachaths,100%), summon (level 9,15 balors,100%), summon (level 3,42 Lilitus,100%), summon (level 9,23 oolioddroos,100%), summon (level 9,16 Vavakias,100%),summon (level 9,20 seraptis,100%),summon (level 9,20 ulkreths,100%),summon (level 9,100 abrikandilus,100%), summon (level 9,50 babaus,100%), summon (level 9,60 brimoraks,100%), summon (level 9,150 Cambions,100%),summon (level 9,150 dretch,100%),summon (level 9,25 Coloxus,100%),summon (level 4,30 deraknis,100%), summon (level 9,15 gallus 100%), summon (level 9,11 gibrileths,100%), summon (level 9,23 glabrezus,100%), summon (level 9,27 hezrous 100%), summon (level 9,50 incubi,100%), summon (level 9,30 kalavakus, 100%), summon (level 9,16 katpaskir,100%), summon (level 9,300 Human petitioner Larva Demons,100%), summon (level 9,14 mythic mariliths, 100%), summon (level 9,27 mythic vrocks,100%), summon (level 9,17 mythic nalfeshnees,100%), summon (level 9,37 nabasus,100%), summon (level 9,25 omox,100%), summon (level 9, 150 quasits,100%), summon (level 9,75 schirs, 100%), summon (level 9,42 shadow demons,100%), summon (level 9,18 shemhazians,100%),summon (level 9,75 swaithes,100%),summon (level 9,60 Thoxels,100%),summon (level 9,100 vermleks,100%), summon (level 9,18 shachaths,100%), summon (level 9,15 vrolikais,100%), planar binding (daemons only), planar binding (devils only), planar ally (agathions only), planar ally (archons only), planar ally (azata only), summon monster IX (chaos spell only), summon monster IX (law spell only), planar binding (aeons only), planar binding (inevitables only), planar ally (psychopomps only), summon monster IX (good spell only), summon monster IX (evil spell only), cursed earth, quickened righteous might, call spirit (DC 23), summon (level 9,1 Good aligned Rat Plague Swarm,Locust Plague Swarm or Bat Plague Swarm,100%;{see \*swarm master}), summon (level 9,1 Good aligned Anemos or Glaistig,100%), summon (level 9,1 Good aligned Cherufe or Cetus,100%), summon (level 9,1 Good aligned Death Coach or Grim Reaper,100%), summon (level 9,1 Good aligned Bone Ship,100%), mental block (DC 20), mindlink, divide mind, summon (level 9,1 Good aligned Saxra,3 Vilderavns or 9 Grays,100%), lover’s vengeance, summon (level 9,1 Good aligned Apkallu,2 Anunnaki or 3 Ningens,100%), summon (level 9,2 Good aligned Amaroks,100%), summon (level 9,2 Amaroks Werewolves,100%), summon (level 9,2 Good aligned Amaroks Werewolves,100%), summon (level 9,6 Good aligned Megapon Ant,100%)**

**Sorcerer Spells Prepared (CL 20th;concentration +26)**

**8th—Horrid Wilting, Orb of the Void, Greater Planar Binding**

**7th—sunbeam**

**5th—atonement, baleful polymorph, deathward, transmute rock to mud, wall of thorns, Transmute Mud to Rock, Wall of Force, Wall of Sound, Wall of Stone**

**3rd—cure moderate wounds, neutralize poison (2), remove disease, Vampiric Touch, Force Punch**

**2nd—chill metal, heat metal (DC 18)**

**1st—calm animals (DC 17,2), pass without trace (2)**

**Bloodline Spell-Like Abilities (CL 20th;concentration +28)**

**11/day—Serpent’s Fang (10 rounds)**

**3/day—Den of Vipers**

**1/day—Scaled Soul (20 rounds)**

**Sorcerer Spells Known (CL 20th;concentration +28)**

**9th (6/day)—dominate monster**

**8th (7/day)—irresistible dance**

**7th (7/day)—summon monster VII (reptiles only)**

**6th (7/day)—mass suggestion**

**5th (7/day)—hold monster**

**4th (8/day)—poison**

**3rd (8/day)—summon monster III (reptiles only)**

**2nd (8/day)—delay poison**

**1st (8/day)—hypnotism**

**Bloodline serpentine**

**Bloodline Spell-Like Abilities (CL 20th;concentration +28)**

**11/day—corrupting touch (10 rounds)**

**3/day—hellfire (15d6 fire,DC 23)**

**1/day—Power of the Pit (20 rounds)**

**Sorcerer Spells Known (CL 20th;concentration +28)**

**9th (6/day)—meteor swarm**

**8th (7/day)—power word stun**

**7th (7/day)—greater teleport**

**6th (7/day)—planar binding (devils and creatures with the fiendish template only)**

**5th (7/day)—dominate person**

**4th (8/day)—charm monster**

**3rd (8/day)—suggestion**

**2nd (8/day)—scorching ray**

**1st (8/day)—protection from good**

**Bloodline Infernal**

### **Statistics**

**Str 60, Dex 60, Con 60, Int 60, Wis 60, Cha 60**

**Base Atk +305; CMB +779 (+500 bull rush, +377 sunder, 100 vs.trip, +56 grapple); CMD 868 (415 vs.bull rush, 224 vs.disarm, can’t be tripped, 276 vs.sunder, 100 vs.trip)**

**Feats Combat Reflexes, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Greater Bull Rush, Greater Weapon Focus (Spiked gauntlet,primal chisel), Greater Weapon Specialization (Spiked gauntlet,primal chisel), Improved Bull Rush, Improved Critical (Spiked gauntlet,primal chisel), Improved Initiative, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Scribe Scroll, Staggering Critical, Weapon Focus (Spiked gauntlet,primal chisel), Weapon Specialization (Spiked gauntlet,primal chisel), Far Shot, Point-Blank Shot, Precise Shot,Quick Draw, Summon Good Monster, Selective Channeling, Craft Technological Arms and Armor, Craft Cybernetics,Craft Pharmaceutical, Craft Technological Item, Create Reliquary Arms and Shields, Run, Endurance, Diehard, Lightning Reflexes, Improved Lightning Reflexes, Mythic Lightning Reflexes, Iron Will, Improved Iron Will, Mythic Crafter, Mythic Divine Interference, Alignment Channel, Mythic Alignment Channel, Channel Smite, Mythic Channel Smite, Mythic Endurance, Augment Summoning, Mythic Augment Summoning, Mythic Craft Magic Arms And Armor, Deceitful, Mythic Deceitful, Mythic Diehard, Mythic Improved Initiative, Intimidating Prowess, Mythic Intimidating Prowess, Leadership, Mythic Leadership, Penetrating Strike, Mythic Penetrating Strike, Prophetic Visionary, Mythic Prophetic Visionary, Selective Channeling, Mythic Selective Channeling, Shatter Defenses, Mythic Shatter Defenses, Shot on the Run, Mythic Shot on the Run, Skill Focus (Linguistics), Mythic Skill Focus (Knowledge), Snatch Arrows, Mythic Snatch Arrows, Sociable, Mythic Sociable, Turn Undead, Mythic Turn Undead, Undead Master, Mythic Undead Master, Vital Strike, Improved Vital Strike, Greater Vital Strike, Mythic Vital Strike, Ability Focus (Bite, Terrakinesis, Witch of the Fey, Infusions, Raven Hexes, Shatter Loyalties, Aerokinesis, Manifest Thunderbolt, Death Strike)**

**Skills Perception +53,Knowledge (arcana, dungeoneering, geography, history, nobility, planes, religion) +49,Spellcraft +49,Fly +49, Diplomacy +48, Bluff +48, Linguistics +46, Handle Animal +45, Intimidate +45, Sense Motive +45, Use Magic Device +45, Acrobatics +44, Stealth +43; Racial Modifiers +8 Perception**

**Languages all languages; speak with animals; cultural adaptation (Taldan); comprehend languages; elemental speech; hidden speech; truespeech; indomitable oration; chemical communication; telepathy 300 ft.**

**SQ Change shape (any animal, magical beast or minotaur; greater polymorph), infernal brand,language mastery, swift transformation, lord of battle, otherworldly insight, greater starflight, hibernation, powerful leaper, unstoppable force, adaptive learning, self-repair, Change shape (Natural Form or Demon Lord Baphomet, Demon Lord Dagon, Demon Lord Deskari, Demon Lord Kostchtchie, Demon Lord Nocticula, Demon Lord Pazuzu, Demon Lord Shax, Demon Lord Sifkesh and Demon Lord Xoveron;shapechange), Change shape (any human, Lycan, Lycan-Corvinus Strain Hybrid, Lycan-Vampire Hybrid, Tri-Blood Hybrid, bat, dire bat, bear, boar, crocodile, deinonychus, jackal, dire rat, shark, tiger, wolf, Amarok, Giant Termite,Termite Swarm or Glaistig; shapechange; [see Change shape or curse of lycanthropy]\*), lycanthropic empathy (wolves and dire wolves), Mist Shapes, Mastermind, lycanthropic empathy (bats and dire bats), lycanthropic empathy (bears and dire bears), lycanthropic empathy (boars and dire boars), lycanthropic empathy (crocodiles and dire crocodiles), lycanthropic empathy (rats and dire rats), lycanthropic empathy (sharks and dire sharks), lycanthropic empathy (tigers and dire tigers), jackal empathy, Absorb Bloodline, evangelization, indomitable oration, malleable form, ki pool (22 points; adamantine, epic, good, lawful, magic, mythic, silver), creature bond, lantern of civilization, uplift, manifest thunderbolt, archive, Change shape (Small or Medium humanoid, peryton, wolf or dire wolf, alter self or beast shape III), raven knight, Change shape (female elf, half-elf or human from Medium to Huge size;alter self or giant form II), Change shape (elf,wasp or giant wasp; alter self or vermin shape II), Change shape (a cloud of perfume or Balor Demon; gaseous form or shapechange), hellstrider, morphic body, lucent arms, lucent body, lord of battle, favored terrain (any good-aligned plane +6, Cold +6, Urban +6), Snakeskin, bloodline Serpentine (reptilian affected by humanoid-affecting spells), Serpentfriend, viper familiar (named Apsu), bloodline Infernal (+6 DC for charm spells), infernal resistances, on dark wings, City dweller, Diplomatic immunity, divine bond (Cetus, The First Blade), demon lord traits, empyreal lord traits, augmented critical**

**\*Werebat, Werebear, Wereboar, Werecrocodile, weredeinonychus, jackalwere, Wererat, Wereshark, Weretiger, Werewolf**

### **Ecology**

**Environment Any (Elysium, Heaven, Nirvana or Positive Energy Plane)**

**Organization solitary,gang (2–5),death dealers (Matthew Kling plus 1–6 Demon Lord Golems),war band (6–8 plus 1–2 half-celestial werewolves),raiding party (9–12 plus 1–4 vampires),council (Matthew Kling plus 2–4 council members) or Empire (Matthew Kling plus 1-3 Assassins,2-4 drows,6-8 shadow-using creatures,10-12 succubi,14-16 female whores,20-30 Dragons of any type,32-34 mercenaries,36-38 thanatotic titans,40-42 vampires,44-46 werewolves,48-50 good lizardfolks,52-54 trained dire apes of immense size,girallons,jungle monsters,ice linnorms,remorhazes,Bats,gibbering mouthers,leeches,rats,stirges & wolves,56-58 ice golems,60-62 undead & various other blood-drinking monsters,64-66 illusion-using monsters,68-70 celestial crows,72-74 Lawful good tengu,76-78 good nymphs,80-82 half-celestial werewolves,84-86 celestial gorgons,88-90 half-celestial minotaurs,92-94 celestial baku,96-98 celestial executioner's hoods,100-102 good valkyries,104-106 celestial giant toads,108-110 celestial wood giants,112-114 good sphinxes,116-118 celestial tigers,120-122 celestial water nagas,124-126 celestial girallons,128-130 celestial derhii,132-134 celestial crysmals,136-138 celestial royal nagas,140-142 celestial kongamatos,144-146 celestial polar bears,148-150 celestial rams,152-154 half-celestial criosphinxes,156-158 celestial pseudodragons,160-162 celestial giant dragonflies,164-166 half-celestial calikangs,168-170 half-celestial girtablilus,172-174 celestial owl bears,176-178 celestial ice elementals,182-186 celestial earth & fire elementals,188-190 celestial thunderbirds,192-194 lawful angels,196-198 peris,208-218 celestial air elementals,charybdises,giant eagles,hippocampi & roes,220-222 celestial invisible stalkers,224-226 those who fear the sun,228-230 warlike desert nomads,232-234 outcasts from other religions,236-238 survivors of botched suicide attempts,242-244 the repressed of any kind,246-299 troglodyte,300-50,000 female sexual partners of any type,2–4 council members,1-6 Demon Lord Golems)**

**Treasure none**

### **Special Abilities**

**Aizerghaul (Abyssal for ”Labyrinth’s Final Edge”) is a uniquely shaped Spiked gauntlet,the head of which consists of a double blade akin to a clawed hand.This blade is made of ivory,but is razor sharp & as hard as adamantine and possesses all the qualities of that material.It is a +6 lawful-outsider bane holy wounding Spiked gauntlet capable of inflicting particularly horrible and painful wounds on evil-aligned targets and devils alike.Such a creature must succeed at a DC 38 Fortitude save each time it’s wounded by Aizerghaul or be sickened with pain for as long as the damage caused by the wound persists.Whether the save succeeds or fails,these wounds don’t heal naturally & resist magical healing.A character attempting to heal these wounds must succeed at a DC 32 caster level check or the healing has no effect on the injured creature.**

**Spiked gauntlet Mastery (Ex) Matthew Kling is exceptionally skilled at fighting with a spiked gauntlet.He is treated as a 20th-level fighter for the purposes of fulfilling any feat prerequisites,such as that for Weapon Specialization.**

**Infernal Brand (Su) The mark of Asmodeus is branded on Matthew Kling’s right arm,yet this is no mark of fealty or servitude.Rather,Matthew Kling has claimed the pentagram—a remnant of the time he spend as the archdevil’s prisoner—and now draws power from it.The brand grants him his devil-like abilities of fire immunity and see in darkness.In addition,all devils & worshipers of devils take a –2 penalty on saving throws against Matthew Kling’s special attacks and spell-like abilities.He gains a +4 bonus on caster level checks to penetrate a devil’s spell resistance and automatically penetrates a devil’s damage reduction with his Spiked gauntlet and natural attacks.**

 **Language Mastery (Ex) Matthew Kling can speak,read and understand all languages.**

**Scroll Use (Ex) Matthew Kling can cast spells from any scroll as if he possessed the spell on a spell list.Spells he casts from scrolls always resolve at caster level 27th.**

**Summon Minotaurs (Sp) Matthew Kling can summon half-fiend minotaurs,labyrinth minotaurs and mythic minotaurs as if casting a summon monster spell.He can summon eight half-fiend minotaurs three times per day and four mythic minotaurs or one labyrinth minotaur once per day.This ability functions as a swift action,but otherwise works like the summon universal monster rule with 100% chance of success and counts as a 9th-level spell effect.**

**Supernatural Cunning (Su) Matthew Kling is never caught flat-footed and gains a +8 bonus on initiative checks.In addition,he’s immune to maze spells and can never become lost.He always knows the shortest,most direct route through any maze. After spending 1 minute in any maze,he understands its entire layout implicitly**

**Swift Transformation (Ex) Matthew Kling can use his change shape ability as a free action.**

**Lord of Battle (Ex) Matthew Kling is proficient in all weapons and counts as an 18th-level barbarian and fighter for the purposes of all prerequisites.**

**Enhanced Venom (Su) Any poisons created by Matthew Kling or even those used by him become enhanced and can affect creatures normally immune to poison.If an affected creature is mythic and is normally immune to poison,it instead receive a +4 bonus on its saving throw against Matthew Kling’s poison effects.**

**Rasping Armor (Su) The armor plates that protect Matthew Kling’s body rasp together whenever he is damaged by a physical attack,creating a discordant shrieking and grinding sound. Every time a creature strikes Matthew Kling with an attack that deals bludgeoning,force,piercing or slashing damage,all creatures within 10 feet of Matthew Kling must succeed at a DC 42 Fortitude save or be sickened for 1d6 rounds.A sickened creature that fails this save becomes staggered for 1 round.A staggered creature that fails this save becomes nauseated for 1 round.Finally,a nauseated creature that fails this save becomes stunned for 1d6 rounds.This is a mind-affecting sonic effect that does not affect celestials.The save DC is Constitution-based.**

**Swarm Master (Su) Matthew Kling is immune to swarm damage and other swarm effects (such as distraction). As a swift action,he can direct the movement of any swarm within 30 feet. An intelligent swarm can resist this compulsion by succeeding at a DC 36 Will save. Any swarm created by or conjured by Matthew Kling deals +3d6 points of swarm damage and the damage caused by such a swarm is treated as Chaotic, Epic and Good for the purpose of overcoming damage reduction.The save DC is Charisma-based.**

**Lightning Rod (Su) Matthew Kling absorbs and negates any electricity effect that targets him or includes him in its area.As an immediate action on his next turn,he can release this energy to grant the shock weapon special ability to all weapons wielded by his allies within 30 feet for 1 round.**

**Absorb Blood (Su) If a creature dies while under the effects of Matthew Kling’s ability to command blood,all of the victim’s blood slithers out of its body and moves at a speed of 60 feet toward Matthew Kling.If the slithering blood reaches Matthew Kling,it flows up onto his body and is absorbed, affecting Matthew Kling as a heal spell (CL 28th). A slithering pool of blood can be destroyed by any amount of fire damage applied to it before it reaches its goal or by the application of an effect that transmutes liquid to something other than blood.**

**Critical Healing (Ex) Critical hits cause Matthew Kling to experience a sudden rush of energy and healing. Any additional damage dealt to Matthew Kling by a critical hit actually heals his of that amount of damage rather than harming him.This damage applies simultaneously to the attack’s normal damage and can prevent his from being slain if the damage from the normal attack would otherwise have been enough to kill him. Matthew Kling takes no damage at all (but neither does he gain healing) from critical hits he or his allies deal to his—only attempts to actually damage him can heal him in this way.Whenever Matthew Kling is healed of any damage in this manner, he becomes hasted for 1 round.Matthew Kling takes normal damage from sneak attacks and other precision-based damage.**

**Heretical (Ex) Matthew Kling’s heretical persona protects his from servants of faith. Against any spell cast by a divine spellcaster, his Spell Resistance increases to 41 and he gains a +2 bonus on all saving throws against such spells. A divine spellcaster who willingly touches Matthew Kling must succeed at a DC 38 Will save or be nauseated for 1d4 rounds.The save DC is Charisma-based.**

**Bladed Slam (Ex) Matthew Kling’s slam attacks deal bludgeoning and slashing damage. His slams count as natural weapons or manufactured weapons (whichever is most beneficial to him) for the purpose of spells that enhance attacks and as Adamantine,Chaotic and Magic for the purpose of overcoming damage reduction and bypassing hardness.**

**Ironsense (Ex) Matthew Kling automatically detects iron objects within 60 feet, just as if it possessed the blindsight ability.**

**Unspeakable Presence (Su) Failing a DC 40 Will save against Matthew Kling's unspeakable presence causes the victim to immediately die of fright.This is a death and fear effect.A creature immune to fear that fails its save against Matthew Kling's unspeakable presence is staggered for 1d6 rounds instead of killed.The save DC is Charisma-based.**

**Non-Euclidean (Ex) Matthew Kling does not exist wholly in the physical world, space and time strain against his presence. This grants Matthew Kling a deflection bonus to AC and a racial bonus on Reflex saves equal to his Charisma modifier (+12). His apparent and actual position are never quite the same,granting him a 50% miss chance against all attacks. True seeing can defeat this miss chance,but any creature that looks upon Matthew Kling while under the effects of true seeing must succeed at a DC 40 Will save or be afflicted by a random insanity (this is a mind-affecting effect). The save DC is Charisma-based.**

**Greater Starflight (Su) Matthew Kling can survive in the void of outer space and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes Matthew Kling 2d6 hours and a trip beyond normally takes 2d6 days or more, at the GM's discretion.**

**Spines (Ex) Matthew Kling can loose a volley of six spear-like spines from his body as a standard action with a toss of his head or a lash of his tail. Make an attack roll for each spine—all targets must be within 30 feet of each other. The spines have a range increment of 120 ft.**

**Polymorph Plague (Su) Any creature that has been affected by one of Matthew Kling’s polymorph effects becomes “contagious. For 24 hours after the creature’s initial transformation, any other creature that touches or is touched by the polymorphed creature must succeed at a Fortitude save (DC = 10 + 1/2 the polymorphed creature’s HD + the polymorphed creature’s Constitution modifier) to resist polymorphing into a creature identical to the current form of the polymorphed creature.**

**Tentacle Transformation (Su) At the start of every oddnumbered round, three of Matthew Kling’s tentacle tips transform into one of three different types of appendages—a serpent’s head, a clawed hand or a metallic blade.The three tentacles all change into the same type of attack and the change persists for 1 full round,after which the three tentacles revert to normal tentacles on every even-numbered round. While transformed,the limbs make the following types of attacks instead of tentacle attacks.**

* **Blade:talon +86 (3d6+13/19-20)**
* **Clawed Hand:claw +86 (2d6+13 plus bleed damage equal to the damage dealt by the claw)**
* **Serpent Head:bite +86 (1d8+13 plus poison: bite—injury;save Fort DC 37; frequency 1/round for 12 rounds;effect 1d4 Dex drain and slowed for 1 round;cure 3 consecutive saves)**

**Unbound (Su) Matthew Kling is immune to any effects that restrict or force extradimensional movement upon him, such as banishment or dimensional anchor. He may allow these effects to affect him.**

**Combined Arms (Ex) When taking a full-attack action, Matthew Kling can attack with melee and ranged integrated weapons simultaneously.**

**Laser Rifle (Ex) Matthew Kling’s eyes are an integrated laser rifle.This weapon has a range increment of 250 feet.**

**Quantum Lash (Ex) Matthew Kling’s two wrist tentacles lash out with surprising force and are capable of extending up to a reach of 20 feet.These lashes are primary attacks that deal force damage on a successful hit.They resolve as touch attacks,but the damage dealt is not modified by Strength, nor can it be improved via Power Attack. A quantum lash threatens a critical hit on a 19–20.A quantum lash that strikes a force field or force effect has a chance to disrupt that effect. Against a magical force effect like a wall of force,Matthew Kling makes a special check as if it were casting dispel magic against the effect (CL 11th). Against Matthew Kling’s force field,Matthew Kling struck must succeed at a DC 18 Fortitude save or his force field is deactivated for 1d10 rounds,after which it returns at the same hit point level it was at before it was deactivated.The save DC is Intelligence-based.**

**Rockets (Ex) As a standard action, Matthew Kling can fire a rocket to a range of 800 feet. A rocket explodes on impact in a 30-foot-radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all creatures in the area (Reflex DC 18 halves). Matthew Kling carries a maximum of five rockets. His core can replenish fired rockets at the rate of one per 12 hours, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based.**

**Superior Optics (Ex) Matthew Kling sees invisible creatures or objects as if they were visible.**

**Self-Repair (Ex) Matthew Kling’s nanites heal him of damage at the rate of a number of hit points per hour equal to his Hit Dice (4 hit points per hour for most gearsmen). Up to once per day,as a full-round action, he can heal any robot he touches of 4d6 points of damage—if Matthew Kling uses this ability on himself, he automatically heals the maximum amount:24 points of damage.**

**Booster Jets (Ex) As a swift action up to 10 times per hour, Matthew Kling can gain a fly speed of 210 feet (good maneuverability) for a duration of 1 minute.**

**Chain Guns (Ex) These advanced firearms have a range increment of 200 feet, automatically reload as a free action and never misfire. Matthew Kling’s core can process scrap metal into new ammunition, effectively giving Matthew Kling infinite ammo with these weapons.**

**Plasma Lance (Ex) As a standard action once every 3 rounds, Matthew Kling may fire a 120-foot-long line of plasma from his hands. All creatures in this area take 20d6 points of plasma damage (Reflex DC 22 halves).The save DC is Intelligence-based.**

**Electromagnetic Pulse (Ex) Once per day as a standard action, Matthew Kling can unleash an electromagnetic pulse in a 20- foot radius that bypasses any active force fields or similar effects and deals 6d6 points of electricity damage to any robots or creatures with cybernetic implants. This effect doesn’t harm Matthew Kling himself or other living creatures. Creatures affected by this attack that succeed at a DC 21 Reflex save take only half the normal amount of damage. Any technological item within this radius is drained of 1d6 charges unless the item succeeds at a DC 21 Reflex save. The save DCs are Intelligence-based.**

**Override (Ex) Matthew Kling can usurp control of an otherwise functional robot. In order to gain control of a robot, Matthew Kling must first make a ranged touch attack against a target robot within a range of 60 feet.If the attack is successful, the targeted robot must succeed at a DC 20 Will saving throw to prevent Matthew Kling from linking to the target’s command processor. On any subsequent turn after a link is established, Matthew Kling can issue a command to the targeted robot as a standard action. The targeted robot can attempt another Will save (DC 20) to resist following each command.**

**To command its target,Matthew Kling must be within 60 feet of the targeted robot and must issue the command in a language the robot understands. The types of commands he can issue are similar to those allowed by a suggestion spell—once a command is successfully issued,the robot does its best to carry out the orders over the course of the next hour. Additionally,any robot affected by this ability also gains a +2 competence bonus on attack & weapon damage rolls.These save DCs are Intelligence-based.**

**Memory Wipe (Ex) As a standard action, Matthew Kling can make a touch attack that, if it hits, injects nanites into a target and erases the last 12 hours of its memories. A successful DC 19 Will save negates this effect. This is a mind-affecting effect and the save DC is Intelligence-based.**

**Syringe (Ex) When Matthew Kling makes a successful attack with his syringes, he can inject or Spray the target with poison, Fear Toxins, Blood of Baphomet and Acid. Matthew Kling contains vials that fabricate the poison, Fear Toxins, Blood of Baphomet and Acid stored within his multiple vials. Up to 10 doses of poison, Fear Toxins, Blood of Baphomet and Acid can be administered per day. Matthew Kling can choose to affect his target with poison, Fear Toxin, Blood of Baphomet and Acid each time he uses this ability.**

**Energy Drain (Su) Matthew Kling’s energy drain functions identically to that of a succubus (Pathfinder RPG Bestiary 68), except that he drains 2 levels when he uses this ability against mythic creatures or 1d6+4 levels against non-mythic creatures.**

**Seductive Presence (Su) Unlike most demon lords, Matthew Kling does not possess a frightful presence ability. Rather,he has a seductive presence that he can activate as a free action whenever he speaks or uses a spell-like ability. Anyone within 180 feet who fails a DC 43 Fortitude save loses any immunity to Mind-affecting effects, Charm and compulsion effects, becomes fascinated by Matthew Kling for 5d4 rounds. A creature affected by a mind-affecting effect while within this aura remains affected even after leaving Matthew Kling’s seductive presence. Creatures that succeed at this saving throw are immune to this ability for 24 hours.The save DC is Charisma-based.**

**Cruel Shot (Ex) Matthew Kling is adept at making ranged attacks to strike cruel shots that deal significant and humiliating damage. He adds his Charisma bonus to all damage dealt by ranged weapons.**

**Domination (Su)** **As a standard action, Matthew Kling can crush a foe’s will. The target must be visible to Matthew Kling and within 120 feet. It must succeed at a DC 43 Will save or fall instantly under Matthew Kling’s influence as*****dominate monster*****(CL 30th). If he uses domination against a humanoid creature, he may instead choose to use the ability as a swift action and it functions as*****dominate person*****. As long as the target is under this effect, it gains a +4 profane bonus on all saving throws against targets other than Matthew Kling.**

**Bloody Rose (Su) At will as a free action, Matthew Kling can create a thorny red rose. He may use this rose as a +1 anarchic dart as if he had the Quick Draw feat. The rose loses all its powers 1 round after it leaves Matthew Kling’s hand.**

**Favored Enemy (Ex) Matthew Kling has the favored enemy ability of a 17th-level ranger.**

**Prophets' Bane is a uniquely shaped Null blade, the head of which consists of a double blade akin to a crescent moon. This blade is made of Plasma, but is razor sharp and as hard as adamantine and possesses all the qualities of that material. It is a +6 lawful-outsider bane holy wounding Null blade capable of inflicting particularly horrible and painful wounds on evil-aligned targets and devils alike. Such a creature must succeed at a DC 38 Fortitude save each time it’s wounded by Prophets' Bane or be sickened with pain for as long as the damage caused by the wound persists. Whether the save succeeds or fails, these wounds don’t heal naturally and resist magical healing. A character attempting to heal these wounds must succeed at a DC 32 caster level check or the healing has no effect on the injured creature.**

**Anguish of Drystan is a uniquely shaped Stun Gun. It is a +6 lawful-outsider bane holy wounding endless ammunition Stun Gun capable of inflicting particularly horrible and painful wounds on evil-aligned targets and devils alike.Such a creature must succeed at a DC 38 Fortitude save each time it’s wounded by Anguish of Drystan or be sickened with pain for as long as the damage caused by the wound persists. Whether the save succeeds or fails, these wounds don’t heal naturally and resist magical healing. A character attempting to heal these wounds must succeed at a DC 32 caster level check or the healing has no effect on the injured creature.**

**Smite of Merain****is a uniquely shaped nuclear resonator. It is a +6 lawful-outsider bane holy wounding endless ammunition**nuclear resonator**capable of inflicting particularly horrible and painful wounds on evil-aligned targets and devils alike. Such a creature must succeed at a DC 38 Fortitude save each time it’s wounded by**Smite of Merain**or be sickened with pain for as long as the damage caused by the wound persists. Whether the save succeeds or fails, these wounds don’t heal naturally and resist magical healing. A character attempting to heal these wounds must succeed at a DC 32 caster level check or the healing has no effect on the injured creature.**

**Summon Divs (Sp) Three times per day as a swift action, Matthew Kling can summon any div or combination of divs whose total combined CR is 300 or lower or summon a unique div of his choice. This otherwise works like the summon universal monster rule, with a 100% chance of success and counts as a 9th-level spell effect.**

**Improved Bite (Ex) Matthew Kling’s bite has a critical threat range of 19–20 and critical multiplier of ×5.**

**Vorpal Bite (Su) If Matthew Kling confirms a critical hit against a non-mythic opponent, he can expend one use of mythic power as a free action to bite off the opponent’s head, instantly killing it (Fort DC 15 negates). The save DC is Constitution-based.**

**Negative Energy Focus (Su):Matthew Kling’s energy drain ability triggers once per successful melee attack with melee weapons or natural attacks,up to a maximum of once per round for every 2 mythic ranks Matthew Kling has.**

**Children of the Eclipse (Su):At 4th rank, Matthew Kling can use his children of the night ability to call forth bat swarms, rat swarms or wolves once per hour instead of once per day. Once per day, Matthew Kling can use children of the night to call forth 2d6 ghouls or 1d6+1 shadows. At 7th rank,once per day Matthew Kling can use children of the night to call forth 1d6 wraiths or mohrgs.**

**Mist Shapes (Su):At 5th rank, Matthew Kling can summon and sculpt mist into realistic shapes as the major image spell. A shape created in this way lasts for as long as Matthew Kling can see and concentrate upon it. In areas of particularly dense mist, this ability functions as mirage arcana instead of major image.**

**Mastermind (Su):At 6th rank, as a standard action Matthew Kling can see,hear and speak through the body of a creature it has dominated. Matthew Kling can use this ability indefinitely on one creature at a time,as long as he and the creature under his control remain on the same plane. Matthew Kling using this ability can’t move, but is still aware of his surroundings and can end this ability as a free action.**

**Create Mythic Spawn:At 8th rank, Matthew Kling can expend one use of mythic power when using create spawn to cause the victim to rise as undead in 1 hour instead of 1d4 days. Matthew Kling can expend two uses of mythic power when using create spawn to create a mythic vampire or werewolf instead of a vampire spawn or non-mythic vampire or werewolf.**

**Blood Omen (Su):At 9th rank, Matthew Kling can expend two uses of mythic power as a standard action to drain blood from all creatures within 30 feet. Each creature must succeed at a Fortitude saving throw (DC 10 + 1/2 Matthew Kling’s HD + Matthew Kling’s Cha modifier) or be affected by Matthew King’s vampire blood drain ability. Matthew Kling gains the normal benefits of all blood drained in this manner.**

**Eclipse (Su):At 10th rank, Matthew Kling can expend one use of his mythic power to blot out the power of the sun in a 1-mile radius. This entire area is affected by the spell deeper darkness for 1 hour.Matthew Kling and the mythic vampires or werewolves’s can see through this darkness.**

**Jackal Empathy (Ex) Matthew Kling can communicate and empathize with jackals (use stats for Small dog) and can use Bluff as if it were Diplomacy to change a jackal's attitude,receiving a +4 racial bonus to do so.**

**Firearms Mastery (Ex) Matthew Kling is exceptionally skilled at fighting with Firearms. He is treated as a 20th-level fighter for the purposes of fulfilling any feat prerequisites, such as that for Weapon Specialization. Matthew Kling can manifest ammunition at will and never runs out of ammunition. While pistols Firearms normally consume bullets,black powder & laser/plasma enegry when fired, Matthew Kling’s pistols and Firearms supernaturally reload the instant he fires them, allowing Matthew Kling to make multiple attacks in a round with the weapons.**

***Radioactive (Ex) Any creature that comes in contact with Matthew Kling risks infection from the radiation that consumes the creatures. Any creature hit by Matthew Kling’s slam attacks risks infection,as does any creature who touches Matthew Kling.*****On a failed saving throw, the target is affected by medium radiation and radiates low radiation in a 10-foot radius for as long as it remains afflicted. For more information on radiation,see page 55 of Pathfinder Campaign Setting: Technology Guide. This is a poison effect and the save DC is Charisma-based.**

**Radiation:Slam—contact;save Fort DC 18;frequency 1/round for 6 rounds;effect 1d4 Con drain;cure 2 consecutive saves.**

**Curse of Lycanthropy (Su) Matthew Kling's bite attack in animal or hybrid form infects a humanoid target with the lycanthropy curse (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope,this ability has no effect. Lycanthropy Type curse, injury;Save Fortitude DC 15 negates, Will DC 15 to avoid effects**

**Onset the next full moon;Frequency on the night of every full moon or whenever the target is injured.**

**Effect target transforms into a Lycan (Werebat, Werebear, Wereboar, Werecrocodile, weredeinonychus, Wererat, Jackalwere, Wereshark, Weretiger or Werewolf) or Were-creatures (Werebat, Werebear, Wereboar, Werecrocodile, weredeinonychus, Wererat, Jackalwere, Wereshark, Weretiger or Werewolf) under the GM's control until the next morning or any time**

**When a PC becomes a lycanthrope, you as the GM have a choice to make.In most cases, you should take control of the PC's actions whenever he is in hybrid or animal form—lycanthropy shouldn't be a method to increase a PC's power, after all and what an afflicted lycanthrope does while in animal or hybrid form is often at odds with what the character would actually want. If a player wants to play a lycanthrope, he should play a natural lycanthrope and follow the guidelines for playing a character of a powerful race.**

**Disease (Ex) Sexually transmitted disease:Bite—injury; save Fort DC 32; onset 1 day; frequency 1/day; effect 1d4 Con and 1d4 Cha damage; cure 2 consecutive saves. The save DC is Constitution-based.**

**Absorb Bloodline:Matthew Kling can access all of the bloodline powers of a given sorcerer bloodline as if He were a sorcerer of a level equaling his total arcane spellcaster level (including bloodmage levels) by consuming blood tied to that bloodline. By drinking 1 pint of fresh blood (which inflicts 1 point of Constitution damage) from a sorcerer with the given bloodline or from a creature affiliated with that bloodline, the bloodmage gains the ability to use the bloodline powers (but not bonus spells,proficiencies and so on) as appropriate to her level for 1 hour. This ability is usable once per day and drinking the blood normally requires a full minute, but bloodmages with the Brew Potion feat can distill the blood into a potion-sized draught that can be stored and consumed as a standard action.**

**Any bloodlines absorbed are in addition to the original bloodline of a bloodmage with sorcerer levels. Though the bloodmage gains no physical nourishment from drinking blood, this practice is likely responsible for many of the stories linking bloodmages and vampires.**

**In addition to sorcerers of the given bloodline,the following list presents a few examples of creatures whose blood is considered affiliated to a bloodline. There may be others who work equally well, at the GM’s discretion.**

* **Aberrant:any aberration.**
* **Abyssal:any chaotic evil outsider.**
* **Arcane:any arcane caster or any creature with an arcane spell or spell-like ability of at least 3rd-level.**
* **Celestial:any good outsider.**
* **Destined:any creature able to cast divination spells.**
* **Draconic:any dragon or creature with the dragon type.**
* **Elemental:any creature with an elemental or energy subtype (air, cold, earth, fire, water),provided it has flesh and blood (such as a salamander, but not a fire elemental).**
* **Fey:any fey or gnome.**
* **Infernal:any lawful evil outsider.**
* **Undead:any undead creature with flesh and blood (such as vampires or ghouls, but not skeletons).**

**Devastating Blow (Su) As a standard action, Matthew Kling can bring both of his claws to bear upon a single target. It this attack hits, he deals 8d8+68 points of bludgeoning damage. If the target is a creature,it must make a successful DC 43 Fortitude save or be knocked prone and staggered for 1d4 rounds. If the target is an object, the attack ignores all hardness possessed by the object. The save DC is Strength-based.**

**Feed (Su) Matthew Kling can consume the corpse of a Large or smaller creature that has been dead no longer than a day as a full-round action. Doing so destroys the creature’s body and leaves its gear scattered on the ground. All armor and gear worn in the body slot must make a successful DC 43 Fortitude save to avoid becoming broken by this swift and violent consumption. When Matthew Kling feeds on a creature, he immediately learns all of that creature’s memories and knowledge. In addition, he gains the effects of a heal spell and a haste spell (both at CL 27th). The save DC is Strength-based.**

**Poison (Ex) Bite—injury;save Fort DC 40;frequency 1/round for 6 rounds;effect 1d6 Dexterity drain;cure 3 consecutive saves. If a creature’s Dexterity is drained to 0,the creature is immediately petrified. The save DC is Constitution-based.**

**Roar (Su) Matthew Kling can unleash a devastating roar as a standard action once per hour. When he roars, all creatures and unattended objects within 60 feet take 30d10 points of sonic damage and become stunned for 1d6 rounds. Matthew Kling does not take this damage and he can exclude any number of creatures or objects from this effect as he wills. A successful DC 40 Reflex save halves the damage and negates the stun effect. The save DC is Constitution-based.**

**Shatter Petrification (Su) Matthew Kling can strike a petrified creature with any one of his natural weapon attacks to cause it to shatter. The petrified creature can resist this with a successful DC 43 Fortitude save. If the creature fails to resist, the blow smashes it apart into an explosion of razor sharp stone fragments. Any creature within 10 feet of a shattering petrified creature takes 10d6 points of piercing and slashing damage from these flying fragments of once-living flesh (Reflex DC 43 half). Matthew Kling is never damaged by these flying shards of stone. The save DC is Strength-based.**

**Shockwave (Su) When Matthew Kling makes a charge attack while flying and lands at the end of the charge, the force of his landing creates a powerful shockwave. All creatures standing on the ground within 30 feet of Matthew Kling when he lands at the end of a charge attack must make a successful DC 40 Reflex save to avoid being knocked prone by the force of the impact. The save DC is Constitution-based.**

**Evangelization (Su) The words of Matthew Kling are poison to the mind. Every round Matthew Kling speaks (a free action), all non-celestials or half-celestials with an Intelligence score of 3 or higher within 30 feet must make a DC 28 Will save or become vulnerable to his sacred discourse.The DC of this Will save increases by +1 for each consecutive round a creature has listened to Matthew Kling speak. Creatures must be listening to Matthew Kling to be affected by his oration. Deafened creatures and those in combat—either with Matthew Kling or other creatures—are not considered to be listening. Victims cannot simply declare they are not listening without taking steps to impede their hearing.**

**Upon failing this save, a victim can be affected by the sacred power of Matthew Kling’s words. Matthew Kling may use his speech to affect a listener in ways that mimic any of the following spells:calm emotions (DC 21), charm monster (DC 23), command (DC 20), confusion (DC 23), crushing despair (DC 23), deep slumber (DC 22), enthrall (DC 21), modify memory (DC 23), rage (DC 22) or suggestion (DC 22). Victims still receive saving throws against these spell effects, but if they fail their saves they are not aware Matthew Kling is working his power upon them. Matthew Kling can affect multiple victims with different spell effects in the same round.**

**A creature that makes its save against this ability is immune to Matthew Kling’s evangelization for the next 24 hours. This is a sonic mind-affecting effect. The base save DC is Charisma-based.**

**Indomitable Oration (Su) Matthew Kling’s speech is always perfectly clear and cannot be silenced or warped. In areas of incredible noise, through water or airless voids, even in areas of magical silence, Matthew Kling’s voices can still be heard normally. All beings understand Matthew Kling, as if Matthew Kling constantly spoke in all tongues at once.**

**Malleable Form (Su) Matthew Kling has complete control over his physical form and if transformed into another shape against its will, he can revert to his own form as a free action.**

**Ohrwurm (Ex) As a standard action, three times per day, Matthew Kling can whisper a fundamental and terrifying multiversal truth to one creature within 5 feet. The target must make a DC 28 Will save or have Matthew Kling’s words take root in its psyche. Outsiders and elementals have a +2 bonus on their saves to resist this ability. Initially, Matthew Kling’s words seem to have no effect. Anytime the victim tries to rest, though, he must make an additional DC 28 Will save or be affected as per the spell nightmare (even if the victim doesn’t technically sleep). After a night of suffering vivid dreams and wrestling with Matthew Kling’s words, the victim must make yet another DC 28 Will save or have its alignment shift one step toward lawful good. Only by unlearning what Matthew Kling told it can a victim be free of this effect, requiring a spell such as miracle, modify memory or wish.**

**Devolution (Su) As a standard action, Matthew Kling can touch a creature and cause it to permanently lose cognitive function.**

**The creature touched must succeed at a DC 28 Will save or be affected by an effect similar to feeblemind that can be removed only by a wish or miracle. If a creature affected by devolution procreates, its children can't have an Intelligence or Charisma score higher than 2 naturally, nor can this effect be lifted by magic. Progeny created with this affliction also possess physical traits that were more common among earlier evolutionary forms of their parent species. The save DC is Charisma-based.**

**Lantern of Civilization (Su) Matthew Kling's lantern of civilization powers his primal chisel. If it loses its lantern of civilization, he loses both these abilities.**

**Primal Chisel (Su) Matthew Kling's primal chisel is a part of Matthew Kling and is powered by his lantern of civilization.**

**It is a masterwork one-handed piercing weapon that deals 3d6 points of damage with an 18–20 critical threat range and a successful attack made with it applies Matthew Kling's devolution ability.**

**Uplift (Su) As a full-round action, Matthew Kling can impart incredible capacity for thought and understanding to a creature he touches. The creature must have an Intelligence score of 3 or less to be affected by this ability. This affect is identical to awaken, except that it works on creatures of the animal, plant, humanoid, magical beast and monstrous humanoid types. Creatures affected by uplift don't change creature type (with the exception of animals, which become magical beasts), nor does the affected creature have any inherent affinity toward Matthew Kling. The effect of uplift is permanent and is passed on to any progeny the uplifted creature produces.**

**Sacred Ascension (Su) As a swift action while in an act of passion with a willing mortal, Matthew Kling may grant a Sacred ascension. The target’s name appears in glowing celestial runes on Matthew Kling’s wings and a crimson mark manifests somewhere on the target’s body.The target immediately gains a +6 sacred bonus to any one ability score of its choice, a +4 sacred bonus to any other ability score of its choice and the see in darkness ability. A single creature may have only one Sacred ascension in effect at any one time. As long as the effect persists, Matthew Kling can communicate telepathically with the target across any distance and may use any of his spell-like abilities through the target, manifesting them as if the target were using them. A Sacred ascension may be removed by a miracle or wish. Matthew Kling can remove it as a free action,dealing 4d6 points of Charisma drain and imparting 1d10+10 permanent negative levels to the victim.**

**Zealous Vision (Su) Matthew Kling automatically pinpoints the location of any evil creature within 1,000 feet of him.**

**Divine Spell Perception (Su) Matthew Kling automatically notices divine spellcasting within 60 feet. He automatically pinpoints the location of the caster, identifies the spell being cast the knows the intended target or area of the spell.**

**Divine Resistance (Su) Matthew Kling gains a +4 deflection bonus to Armor Class and a +4 bonus on saving throws against attacks and effects from deities, outsiders who serve a deity and divine spellcasters.**

**Censor Text (Su) Matthew Kling can attempt to magically steal or modify any text within 100 feet as a standard action.**

**Against an unattended text, it automatically succeeds. A creature in possession of a text can attempt a DC 22 Will save to negate this ability. A stolen text teleports directly into Matthew Kling's hand. A modified text is permanently revised according to Matthew Kling's wishes—this change is detectable with magic, but can't be dispelled or reversed short of a wish or miracle. The save DC is Charisma-based.**

**Heed No Call (Ex) Matthew Kling is ancient beyond measure and directly serve the gods. Matthew Kling is immune to all calling spells, unless he choose to allow himself to be called.**

**Creature Bond (Ex) Matthew Kling is associated with a single race or kind of creature, such as humans or basilisks (not humanoids or magical beasts); this bond never changes. Matthew Kling is treated as both outsider and as the race, creature type and subtypes of his bonded creature for the purposes of effects that target a specific race or kind of creature.**

**Rishi Scepter (Su) Matthew Kling possesses a scepter forged from thought and will. In the hands of Matthew Kling, it functions as a +4 speed club that deals damage as if it were two size categories larger and penetrates damage reduction as if it were both lawful-aligned and good-aligned. Matthew Kling can touch a living creature of lawful good alignment with his scepter, granting it the benefits of moment of prescience (CL 14th). Once a creature has benefited from the touch of a rishi scepter, it can't benefit from it again for 24 hours.**

**Disintegration Rays (Su) Matthew Kling can produce magical rays,each with a range of 100 feet. Matthew Kling can shoot a single ray as an attack action or up to four rays as a full-attack action. *Firing a ray doesn't provoke attacks of opportunity. Each ray deals 10d6 points of damage.***

**Creatures reduced to 0 hit points by a ray are slain instantly and reduced to ash.**

**Impossible Leap (Su) Matthew Kling can uncoil upward, revealing more length than he seems he could possibly possess while soaring to great heights. As a full-round action, he can leap out of the water toward a creature up to 1,200 feet in the air and make a bite attack against that creature before coiling down and returning to his original space. This leap provokes attacks of opportunity.**

**Ocean's Aegis (Su) The sea itself protects Matthew Kling. Matthew Kling gains a deflection bonus to AC equal to his Charisma bonus while any part of him is in water.**

**Aerokinesis (Sp, Su) Matthew Kling has access to a variety of air wild talents as if it were a 20th-level kineticist. Matthew Kling can perform the air and electric simple blasts and the thunderstorm composite blast at no burn cost. Matthew Kling gains infusions and utility talents listed under His other special abilities, but doesn't gain any other abilities of a 20th-level kineticist.**

**Manifest Thunderbolt (Su) Matthew Kling 's spear is an actual thunderbolt, which he can form at will as a free action.**

**Archive (Su) Without interruption, Matthew Kling can conjure the door to a personal extradimensional archive in which he collects and preserves the lore generated by the civilizations he guides. Matthew Kling's archive is similar to an archmage's sanctum but is 2,000 cubic feet in size. By spending one use of his mythic power as a full-round action, Matthew Kling can instantly record up to nine non-magical writings (books, scrolls, carvings and so on) that it is touching or carrying within tomes in the archive.**

**If Matthew Kling is killed or rendered unconscious (even if his regeneration is still active), his body and any items he is carrying are immediately transported to his archive. Matthew Kling can conjure the door to the archive of a slain Bilocation clone at the location of the slain Bilocation clone's death.**

**Bone Cannon (Su) Matthew Kling can create two cannons fashioned from his hands as a swift action. These cannons deal 6d6 points of damage & have a ×4 critical multiplier. The bone cannons have a range increment of 100 feet and deal both bludgeoning and piercing damage. At a range up of up to 100 feet, Matthew Kling's cannons are treated as touch attacks. Matthew Kling can fire both cannons as a standard action. The ammunition is a combination of bones and debris. Because the ammunition is ejected from Matthew Kling's body, bone cannons add Matthew Kling's Strength modifier on damage rolls. The cannons are considered to be part of Matthew Kling and not separate objects.**

**Ghostly Boarders (Su) Once per minute as a full-round action, Matthew Kling can disgorge the souls of the sailors bound within him. The ghostly boarders appear as spectral entities and slaughter all living creatures around Matthew Kling, functioning as per the spell circle of death (CL 20th) except that it affects creatures of up to 15 Hit Dice. Living creatures must succeed at a DC 30 Fortitude save or be slain, their souls dragged into Matthew Kling. Creatures slain in this manner can be restored to life only by a miracle or wish spell. The save DC is Charisma-based.**

**Spectral Energy Cannon (Su) As a standard action every 1d4 rounds, Matthew Kling can combine all both of his bone cannons into a spectral energy cannon that deals 18d6 points of negative energy damage to creatures in a 180-foot line (Will DC 30 half). The save DC is Charisma-based.**

**Death Strike (Su) Matthew Kling automatically confirms any critical hit. A creature damaged by a critical hit from Matthew Kling must succeed at a DC 34 Fortitude saving throw or be instantly killed. The save DC is Charisma-based.**

**Status Sight (Su) When Matthew Kling gazes on a creature, he can see that creature's emotion aura and that creature's current health and overall well-being. This acts as the status spell, as well as the emotion aura aspect of the analyze aura spell.**

**Terrakinesis (Sp, Su) Matthew Kling has access to a variety of earth wild talents as if he were a 20th-level kineticist, but he manifests them in a visual blend of earth and plant matter. He can perform the earth blast, as well as a special composite blast of the earth element called leaf blast, at no burn cost. Matthew Kling's leaf blast is a physical composite blast that deals slashing damage. Matthew Kling can apply the infusions of deadly earth, entangling infusion, impale and pushing infusion, as well as any of Matthew Kling's universal infusions, to his leaf blast. Matthew Kling also gains infusions and utility talents listed under his other special abilities, but doesn't gain any other abilities of a 20th-level kineticist.**

**Witch of the Fey (Su) Matthew Kling can use the blight, disguise, fortune and misfortune minor hexes, the agony and retribution major hexes and the natural disaster grand hex as if he were a 20th-level witch; this ability counts as the hex class feature for the purposes of qualifying for feats. The save DC for this ability is Charisma-based. On a successful melee attack, Matthew Kling can affect his target with either his agony, misfortune or retribution hex as an additional effect. When he uses his earth blast or leaf blast, he can choose one of these hexes to affect all creatures damaged by the blast.**

**Lunar Aura (Su) Creatures within 60 feet of Matthew Kling are affected by his lunar aura as long as they remain with range (Will DC 23 negates).Matthew Kling can choose one of the following effects:**

**Waning:Affected creatures are calmed as per calm emotions. Aggressive action against a calmed creature breaks the effect for that creature only. A lycanthrope that fails its save is also affected by the true form spell.**

**Waxing:Affected creatures are enraged as per rage. A lycanthrope that fails its save is also affected by the true form spell, except it is forced to revert to its hybrid form instead of its human form.**

**A creature that succeeds at its save against the aura is immune to Matthew Kling's lunar aura for 24 hours. Matthew Kling can activate, suppress or change the effect of the aura as a free action and Matthew Kling can choose whether to include itself as part of the same free action. The save DC is Charisma-based.**

**Impact Crater (Ex) When Matthew Kling throws a rock, he creates an area of difficult terrain in a 10-foot radius around the spot where the rock landed. If the rock was thrown at a creature, Matthew Kling can choose the point of origin for this radius anywhere within the target's space. If Matthew Kling misses with a rock attack, roll to determine where the rock lands as if it were a splash weapon.**

**Sonic Burst (Ex) Matthew Kling attacks with such extreme speed that his pincers issue a concussive blast of light and force when they snap closed. Each time Matthew Kling makes a pincer attack, whether it hits or misses, each creature in a 10-foot-radius burst centered on the attack's target takes 1d8 points of sonic damage and must succeed at a DC 20 Reflex save or be stunned for 1 round. A creature that succeeds at this save is immune to the stun effect from additional sonic bursts from Matthew Kling until his's next turn, but it still takes sonic damage from additional sonic bursts. Matthew Kling is immune to this effect. The save DC is Constitution-based.**

**Speedy Pincers (Ex) Matthew Kling can make iterative attacks with one pincer.**

**Spacetime Shifting (Ex) Reality constantly reconfigures in the vicinity of Matthew Kling, correcting the paradoxes Matthew Kling's existence in space and time generates. This causes all attacks against Matthew Kling to suffer a 20% miss chance and grants Matthew Kling a deflection bonus to AC and a racial bonus on Reflex saves equal to its Charisma modifier.**

**Strange Attractor (Sp) Matthew Kling can activate or deactivate the staff-like strange attractor he carries as a free action.**

**While active, a strange attractor hovers in place and Matthew Kling can mentally move it up to 60 feet through space as a move action, to a maximum range of 300 feet. If it enters a space with a creature, it stops moving for the round and that creature must attempt a DC 31 Will saving throw. The creature falls unconscious for 1 round if it fails this save or is nauseated for 1 round if it succeeds.The space around an active strange attractor twists and warps, trapping creatures within its gravity well. This functions like repulsion but in reverse: creatures within 60 feet attempting to move away from it are prevented from doing so, wasting their move actions (Reflex DC 31 negates).**

**Lawful creatures beginning their turn within 60 feet of an active strange attractor are nauseated for 1 round (Will DC 31 negates). Nausea caused by a strange attractor is a mind-affecting effect. Creatures with the chaotic subtype are immune to all effects of the strange attractor. The save DCs are Charisma-based.**

**A strange attractor can't be attacked or harmed by physical attacks, but disintegrate,mage's disjunction, a sphere of annihilation or a rod of cancellation affect it. A strange attractor's touch AC is 18 (+8 deflection) and attacks against it suffer a 20% miss chance. If Matthew Kling's strange attractor is destroyed, Matthew Kling can create a new one after 1d8 hours of uninterrupted meditation. If Matthew Kling is slain, his strange attractor disappears.**

**Bloodbird (Su) Bleed damage dealt by Matthew Kling's natural and manufactured weapons stacks with itself and other sources of bleed damage. In addition, the bleeding it causes is difficult to stanch—a successful DC 26 Heal check or a DC 26 caster level check (if using a magical healing effect) is required to stop the bleed damage. This is a curse effect. The DC is Charisma-based.**

**Raven Hexes (Sp, Su) Matthew Kling can use the hexes listed in His special attacks entry as an 18th-level witch. The save DC to resist Matthew Kling's hex is 35 and is Charisma-based. Matthew Kling also uses his Charisma modifier, instead of his Intelligence modifier, to determine the other variables of his hexes.**

**Raven Knight (Sp) When Matthew Kling assumes humanoid form with his change shape ability, he does not loses his natural armor bonus and becomes fully garbed in black +5 full plate that is almost part of his body. This armor has no movement speed penalty, maximum Dexterity bonus or armor check penalty. (For Matthew Kling,this changes His AC to 68 and his flat-footed AC to 68.) Also as part of the transformation, he gains a +5 cruel keen falchion formed from his vicious talons. These items are part of Matthew Kling's being and disappear when he is slain. Matthew Kling in humanoid form is considered to be proficient in all types of armor, shields (except** **tower shields) and martial weapons.**

**Shatter Loyalties (Su) Matthew Kling's frightful presence creates disloyalty, doubt and dissension in addition to fear. Creatures that fail their saves are no longer treated as allies to other creatures and can't provide flanking, use or benefit from teamwork feats or aid another actions or allow other creatures to move through their space. Any spell or effect that requires a willing target fails if used on an affected creature and even harmless effects require an attack roll (if applicable) and require affected creatures to attempt a saving throw to resist their effects (if a save is allowed). Creatures that are immune to fear can still be affected by the shatter loyalties component of Matthew Kling's frightful presence; they ignore the shaken condition but are otherwise affected as described above. This is a mind-affecting effect and the save DC is Charisma-based.**

**Soul Eater (Ex) Matthew Kling's bite attack threatens a critical hit on an 18–20. If Matthew Kling kills a humanoid foe with a critical hit from his bite attack (including a coup de grace), he can tear out the victim's heart and consume its soul. Creatures that witness this savagery are frightened for 1d4 rounds or shaken for 1 round if they succeed at a DC 27 Will save. Also, Matthew Kling gains the benefits of death knell and the slain creature is affected as per rest eternal (caster level 18th).**

**While the target remains dead, Matthew Kling gains access to that creature's memories and can use its change shape ability to assume a perfect likeness of the slain creature, gaining a +10 bonus on Bluff and Disguise checks made to impersonate it. Matthew Kling can store any number of souls.**

**Slaying Matthew Kling ends all his ongoing rest eternal effects.The save DC is Charisma-based.**

**Probe (Su) As a standard action, Matthew Kling can probe the mind of a single intelligent, conscious, helpless creature he touches. Each minute he can scan for an answer to a simple question (such as,“Where is your family hiding?”) or for information on a general topic the subject knows.In addition,as long as Matthew Kling has probed the subject for at least 1 minute, he can choose one Knowledge skill the subject has at least 10 rank in and make Knowledge checks using the subject's skill modifier instead of its own for the next 24 hours. This is a mind-affecting effect.**

**Sensory Overload (Su) Any creature hit by Matthew Kling's touch is stunned by sensory overload for 1d4 rounds unless it succeeds at a DC 16 Will save. Matthew Kling can't use sensory overload and probe at the same time and must choose only one of these to use each time it touches a creature.The save DC is Intelligence-based.**

**Sleep Paralysis (Su) As a standard action, Matthew Kling can paralyze a sleeping creature within 30 feet that he can see.Targets who succeed at a DC 17 Will save remain asleep and are immune to Matthew Kling's sleep paralysis for 24 hours.**

**A creature who fails awakens and is paralyzed for 1d6 minutes. Any attack or hostile action other than Matthew Kling's probe ability ends this paralysis. If the paralysis is not interrupted early, at the end of its duration the victim falls back asleep and has no memory of the event, as if its memory were eliminated by modify memory. The creature attempts a Will save against the memory erasure and if it succeeds it remembers the paralysis and probing but with imperfect clarity. This is a mind-affecting effect. The save DC is Intelligence-based.**

**Bone Swarm (Su) Any creature that ends its turn within 5 feet of Matthew Kling takes 5d6 points of slashing damage and 5d6 points of positive energy damage from the whirling cloud of bone shards that surrounds it.**

**Before the bone swarm deals damage, he attempts a caster level check to dispel any death ward effects on the target (as per a CL 20 dispel magic spell).**

**Splintered Ground (Su) As a standard action, Matthew Kling can cause splintered bones to erupt from all terrain (except worked stone or open water) in a 100-foot radius. Any creature moving across this area takes 2d6 points of piercing damage and 2d6 points of positive energy damage for every 5 feet of movement and must succeed at a DC 30 Reflex save or have its land speed reduced by half for 10 minutes.**

**Positive Energy (Su) Matthew Kling’s natural weapons and any weapons he wields strike as if they were ghost touch weapons. In addition, any weapon (natural or manufactured) Matthew Kling uses deals +1d6 fire damage on a hit.**

**Positive Energy Affinity (Ex) Matthew Kling can exist comfortably on the Positive Energy Plane and does not benefit or suffer from that plane’s overwhelming infusions of life-giving energies. Whenever Matthew Kling is subjected to a magical healing effect, that effect functions at its full potential, as if enhanced by Maximize Spell.**

**Breath Weapon (Su) Matthew Kling’s breath weapon is a focused burst of searing fire infused with positive energy. Undead in the area take 11d8 damage rather than 11d6.**

**Vulnerable to Crucifixion (Su) Matthew Kling takes a –40 penalty on saving throws against Crucifixion and even on a successful save against Crucifixion takes 10d14 points of all Ability damage. If his Ability damage from Crucifixion ever exceeds his Ability Damage, Matthew Kling dies. Being targeted with the Crucifixion suppresses Matthew Kling's regeneration, damage reduction, immunities and Defensive Abilities, even if Matthew Kling succeeds at his save.**

**Sense Decay (Su) Matthew Kling is under the constant effects of deathwatch and can detect creatures currently infected by disease as if by the scent ability.**

**Shooting Star (Su) As a full-round action that provokes attacks of opportunity, Matthew Kling can fly at a speed of 300 feet. Matthew Kling can use this ability only outside at night and must be at least 500 feet above the ground to do so.he must also hold a lit torch while doing so;the torch need not be magical and while held by Matthew Kling, the torch's flame is not subject to mundane effects that would extinguish it, such as the wind.**

**Bloodsense (Su) Matthew Kling notices living creatures within 60 feet just as if he possessed the blindsight ability.**

**Bloodspray (Su) Once every 1d4 rounds,Matthew Kling can unleash a 20-foot cone of blood and eldritch enzymes. Any living creature struck by Matthew Kling's bloodspray must make a DC 25 Fortitude save or be affected as by the spell slow. A slowed creature struck by Matthew Kling's bloodspray a second time must make an additional save or be paralyzed. These effects last for 2d6 rounds. Matthew Kling can also consciously alter his enzymes, producing a spray that removes all effects of this ability. The save DC is Constitution-based.**

**Chemical Communication (Ex) Matthew Kling can communicate with other ghorazaghs within 60 feet via pheromone transmission.In a ghorazagh hive,this range extends to cover the entire hive.This is a silent & instantaneous mode of communication that only Matthew Kling can understand.**

**Snip Thread (Su) As a standard action up to three times per day but no more often than once every 1d4 rounds, Matthew Kling may produce a golden thread linked to a creature's fate and then attempt to snip it short with her shears. The target creature must be within 120 feet and in Matthew Kling's line of sight. The target immediately takes 20d6 points of damage (Fortitude DC 30 for half). If the target dies from this damage, Matthew Kling has cut through the thread—in this case, the target may only be restored to life via miracle, wish or divine intervention. This is a death effect. The Save DC is Charisma-based.**

**Nature's Pacifism (Ex) Animals and plant creatures do not willingly attack Matthew Kling, though they can be forced to do so by magic. If Matthew Kling attacks a plant or animal, his protection against that creature ends.**

**Protected Life Force (Ex) Matthew Kling is never harmed by positive-dominant or negative-dominant planar traits.**

**Compel Condemned (Su) As a standard action, Matthew Kling can force one humanoid within 30 feet to make a DC 17 Will save or be affected as per the spell dominate person. This ability functions exactly as that spell, but Matthew Kling can only command an affected creature to approach and kiss him. This action is not considered to be against the target's nature or self-destructive. Any damage taken by the target (other than damage Matthew Kling deals) immediately ends this effect.**

**Kiss of Death (Su) Matthew Kling can kill a grappled, helpless or willing target with a long,passionate kiss. The target must succeed at a DC 17 Fortitude save or take 5d6 points of damage. Any creature damaged by Matthew Kling's kiss for three consecutive rounds instantly dies, regardless of how many hit points it has remaining. Creatures of the old age category take a –2 penalty on saving throws to resist this ability, while those in the venerable age category take a –4 penalty. This is a death effect. The save DCs are Charisma-base**d.

**Hunger (Su) Matthew Kling’s claw attack deals an additional 1d6 points of nonlethal damage as it causes sudden pangs of horrific hunger in his foe. Creatures that do not need to eat are immune to this effect.**

**Construct Form:Despite being true human and outsider, Matthew Kling possess a number of immunities common to constructs, including immunity to ability damage and drain, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, necromancy effects, nonlethal damage, paralysis, sleep effects and stunning. Upon being reduced to 0 hit points, he is immediately destroyed.**

**Hellstrider (Su) Matthew Kling is not impeded by difficult terrain and can move or charge through such squares as normal. He can also cross areas covered with dangerous impediments (such as caltrops or thorns) without being damaged or hindered. Matthew Kling's legs are immune to acid and cold, allowing him to cross even rivers of acid without being damaged or hindered as long as the hazard is fewer than 4 feet deep. This ability does not protect Matthew Kling against magical hindrances like black tentacles, web or similar spells.**

**Blight (Su) Matthew Kling deal additional untyped damage equal to their standard swarm damage. This damage originates from divine power, similar to the spell flame strike. Matthew Kling's swarm damage counts as magic and epic for the purposes of bypassing damage reduction.**

**Devour (Ex) Matthew Kling devours everything in his path. His swarm attack damages all unattended objects and all attended items that are not magical.**

**Each round, Matthew Kling also damage one attended magic item worn or carried by each creature damaged by the swarm. Each round, Matthew Kling can affect only one magic item per creature, even with its dual initiative. If a creature possesses more than one attended magic item, use the table for items affected by magical attacks to determine which magic item the swarm targets. Matthew Kling 's powerful jaws count as adamantine for the purpose of bypassing DR and bypass all hardness less than 20.**

**Soul Bleed (Su) A creature that takes damage from Matthew Kling begins to bleed from its body and its soul. Each round, a creature under the effects of soul bleed takes 1d4 points of Constitution bleed damage and gains 1 negative level. A creature affected by soul bleed can't be healed by magical healing from a non-mythic source.**

**A mythic caster can attempt a DC 24 caster level check to heal a creature under the effects of soul bleed. If the caster succeeds, the soul bleed ends. Otherwise, any creature can end a soul bleed effect with a successful DC 35 Heal check.**

**Twenty-four hours after a creature takes negative levels from soul bleed, it must attempt a separate DC 26 Fortitude save for each negative level. If it succeeds at a save, that negative level is removed. If it fails, that negative level becomes permanent. The save DC is Constitution-based.**

**Water Bomb (Su) As a standard action, Matthew Kling can spit a ball of water at a target within 60 feet as a ranged touch attack. If successful, the attack is resolved as a bull rush using Matthew Kling's CMB. This bull rush doesn't provoke an attack of opportunity. If the ball of water successfully hits, it remains in the square of the target struck.**

**If the ball of water misses, it continues in a straight line and lands at the extent of its range. This ball is 2 feet across and weighs 50 pounds. One round after Matthew Kling spits the ball of water, it explodes, dealing 10d6 points of nonlethal damage to all creatures within a 20-foot radius (Reflex DC 25 half). The save DC is Constitution-based.**

**Morphic Anatomy (Ex) Matthew Kling is an adept shapechanger and can shift his internal anatomy to best suit his immediate needs. This ability renders him immune to critical hits, sneak attacks and precision damage.**

**Morphic Body (Ex) Matthew Kling can assume the appearance of any creature within one size category of himself (other than creatures with the elemental, incorporeal or swarm subtypes—the body assumed must be solid). Matthew Kling 's creature type doesn't change in this new form and he gains none of the mimicked creature's special abilities;the transformation is cosmetic only. In these other forms, Matthew Kling retains all of his normal statistics and abilities as noted above, though he does take the appropriate bonuses and penalties based on his new size.  Though this ability affects only Matthew Kling's outward appearance, it is a transmutation effect.**

**Limitless Vision (Ex) Matthew Kling takes no distance penalties on Perception checks.**

**Lucent Arms (Ex) Matthew Kling infuses his weapons with his own inner light. Any weapon Matthew Kling wields gains the holy and merciful special abilities. Matthew Kling can suppress the merciful special ability on command as normal. Matthew Kling needs no ammunition for his bow (or for any other ranged weapon he may possess), as it can simply fire arrows of light. Matthew Kling's weapons count as having the brilliant energy special ability whenever it would be beneficial to Matthew Kling.**

**Lucent Body (Ex) Matthew Kling can summon an ancient essence of good. His lucent body melds perfectly with his armor and clothing, forming a single whole. Matthew Kling gains a sacred bonus to his Armor Class equal to the total armor bonus of his infused armor (typically +14 from infused +5 full plate), but he suffers no restrictions or penalties for wearing armor.**

**Swarmsight (Su) Matthew Kling can see through the eyes of any swarm he commands or controls, including the swarm of biting flies that makes up his wings (this swarm, incidentally, grants him all-around vision).**

**Reverent Influence (Su) A victim that falls under the effects of Matthew Kling's merge with host ability becomes lawful good, neutral good or chaotic good. Divine spellcasters subject to Matthew Kling's merge with host ability temporarily lose connection with their faith and now gain their divine powers from Elysium, Heaven, Nirvana, Positive Energy Plane or a empyreal lords Matthew Kling serves. Though they can still cast the spells they had prepared, they cannot cast spells with the lawful, chaotic or good descriptor. If the victim of Matthew Kling's merging had access to the Evil domain,that access changes to the Good domain. If the victim had access to the Law or Chaos domain, that access changes to the Chaos or Law domain. If the victim had access to a subdomain associated with the Evil, Chaos or Law domain,that subdomain changes to the Agathion, Archon, Azata, Friendship or Redemption subdomain. These changes last as long as Matthew Kling remains merged with the victim. Other domain choices are not adjusted. If the victim is rescued from Matthew Kling's influence and the merge ends without the victim's death, the victim remains Lawful Good, Neutral Good or Chaotic Good—this may result in the victim losing some or all class abilities. An atonement spell can restore the victim's alignment at no additional cost,at which point lost class abilities are restored.**

**Merge with Host (Su) As a full-round action that provokes an attack of opportunity, Matthew Kling can merge his body with that of a helpless creature and control it if the victim fails a DC 20 Will save. A creature that successfully saves is not subject to Matthew Kling 's merge with host ability for 24 hours. While merged with a victim, Matthew Kling gains control of the body and may use it as his own, as if it controlled the target via dominate monster. Misdirection or similar effects can hide the victim's alignment change. Matthew Kling has full access to all of the host's defensive and offensive abilities and can still use his own spell-like abilities as well. As long as Matthew Kling occupies the host, he knows and can speak the languages known by the victim and basic information about the victim's identity and personality. He can learn specific memories or knowledge from the victim by telepathic communication as needed. Damage dealt to a host body does not harm Matthew Kling and if the host body is slain, Matthew Kling emerges and is dazed for 1 round. Matthew Kling can choose to abandon a host body as an immediate action, but doing so causes the host to be dazed for 1 round and Matthew Kling must wait 24 hours before attempting to use merge with host again on any target. Matthew Kling can be ejected from a host through the use of break enchantment (against CL 13th), dispel chaos, dispel law or dispel good. Merge with host is a mind-affecting possession effect. The save DC is Charisma-based.**

**Death's Grace (Su) The dark power stolen from countless souls protects Matthew Kling, granting him a Sacred bonus on all saving throws and to AC equal to his Charisma modifier.**

**Tireless Judgment (Ex) You gain Favored Judgment as a bonus feat, choosing chaotic outsider, good outsider or a subtype of humanoid. If you don’t have the judgment class feature, you instead gain a +4 profane bonus on Survival checks made to track a creature or individual. This boon doesn’t grant you any ranks in the Survival skill; therefore,if you have no ranks, you still can follow tracks only if the DC of the task is 10 or lower.**

**City Dweller (Ex) You never become lost in cities of more than 5,000 inhabitants—upon entering a city, even for the first time, you can always retrace your steps and intuit where particular districts must be. Furthermore, you pick up local accents and vernacular instantly, giving you the cant of a citizen. You also gain a +4 sacred or profane bonus on Disguise and Knowledge (local) checks while in the bounds of a city.**

**Diplomatic Immunity (Ex)** **While within the bounds of a city of more than 5,000 inhabitants, you gain a +4 sacred or profane bonus on Bluff and Diplomacy checks. You also gain special status with the law. You’re considered a person to be respected and may obtain special treatment and assistance that ordinary citizens could not, such as information on political activity, criminal investigations or threats against the city. Any bribes or fees that would normally be levied by the legal system are waived for you. City guards and officials with an initial starting attitude of unfriendly or hostile instead have an attitude of indifferent toward you. These benefits apply only when you identify yourself as an exalted of Abadar.**

**Shimmering Sting (Sp) Once per day, you can cast rainbow pattern. Rather than appearing as a multitude of colors, this spell manifests as a swarm of shimmering wasps. The wasps shine as brightly as gold and fly in an intricate, mesmerizing pattern. The saving throw DC for this ability is Charisma-based.**

**Chaotic Charge (Ex) Three times per day, you can make a chaotic charge attack while mounted. You must declare your use of this ability before you roll your attack. You take an extra –2 penalty to AC in addition to the normal AC penalty for charging, but you deal an extra 2d6 points of damage to creatures of lawful alignment on a successful mounted charge. If you have the cavalier’s charge, mighty charge or supreme charge class ability, you instead deal an extra 3d6 points of damage to creatures of lawful alignment on a successful wild charge and don’t take the AC penalty.**

**Gorum's Shout (Sp) Once per day, you can use word of chaos as a spell-like ability. In order to use this ability, you must shout a battle cry at top volume, ending your shout in praise to Gorum.**

**Demon-Feared Caster (Ex) You are used to fighting the forces of evil. You gain a sacred bonus equal to 1 + 1 for every 4 Hit Dice you possess (maximum +6) on caster level checks to overcome the spell resistance of outsiders with the chaotic or evil subtypes. These bonuses stack against outsiders who are both chaotic and evil (maximum +12) . If you don’t have the ability to cast spells, you instead gain the ability to use protection from chaos/evil as a spell-like ability three times per day.**

**Destructive Spell (Su) By calling on the rage of the Rough Beast, you gain the ability to deal terrific damage with your spells. You can use this ability when casting a spell that deals hit point damage and has a casting time of 1 standard action or less. You can choose to cast the spell as a full-round action to gain a +4 bonus to its save DC. In addition, you treat all 1s rolled on your damage dice for the spell as 2s instead.**

**Bestow Destructive Smite (Su) You can bestow the Destruction domain’s destructive smite granted power upon an ally. As a standard action, you can spend one use of your destructive smite to grant its power to any ally within 30 feet, channeling into him the erratic force of Rovagug’s rage. Your ally must make the destructive smite within 1 round of being granted the power or its use is wasted. Your ally uses your level to calculate the power of the destructive smite. If you don’t have access to the Destruction domain, you instead gain access to the destructive smite granted power but only for your personal use, as normal.**

**Disintegrating Blow (Sp) Once per day, you can channel a glimpse of Rovagug’s hatred through your weapon, recreating the effects of disintegrate. You must declare your use of this ability before you roll your attack. On a hit, the target is affected as if targeted by disintegrate cast by a wizard of a level equal to your Hit Dice (maximum CL 20th). If your attack misses, the disintegrate effect is wasted.**

**Sunburst Strike (Sp) Once per day, you can channel the effects of sunburst through your weapon. You must declare your use of this ability before you roll your attack. On a hit, the target is affected as if you had cast sunburst, as well as taking normal weapon damage. The sunburst effect you generate affects only the target you have struck, not an area of effect as it would normally. If you miss with your attack, the sunburst ability is wasted.**

**Blight of Ruin (Su) Your blight hex gains power from Urgathoa’s favor. If you use your blight hex on a plot of land, you can affect an area whose radius is equal to 20 × your combined witch and evangelist levels. If you blight a creature of the animal or plant type, increase the saving throw DC by 4 and the curse’s effect to 2 points of Constitution damage per day. If the target successfully saves against your blight hex, it instead takes 3d6 points of negative energy damage. If you don’t have access to the blight hex, you instead gain the ability to use mass fester once per day as a spell-like ability.**

**Bolstering Channel (Su) When you channel negative energy to heal undead creatures, you infuse the targets with negative energy made more powerful by Urgathoa’s influence. Any undead creatures healed by your channeled energy increase their movement speed by 10 feet for 1 round for every Hit Die you possess.**

***It Came from Beyond (Su)*: Once per day when you cast a summoning spell, any one creature you summon is more powerful than normal. The creature gains the advanced creature simple template. If you summon more than one creature with a spell, only one of the summoned creatures gains the advanced creature simple template. A summoned creature that gains the advanced creature simple template in this manner looks unusually deformed or hideous. This ability works only on spells you cast as a cleric—it does not work on spellcasting abilities gained from any other spellcasting classes you might have.**

***Immune to Edged Weapons (Ex)*** **Matthew Kling is immune to all forms of slashing damage and bleed effects.**

***Heresy (Su) Once per day as a standard action, you can utter blasphemy or heresy against a single religion other than the worship of Matthew Kling. A worshiper of the targeted religion must be able to hear your utterance, or this ability fails. You gain SR equal to your HD + 11 against spells cast by worshipers of the religion you spoke out against—this SR lasts until you use this ability again to blaspheme a different religion (as long as you continue your daily obedience, this SR persists until you select a different religion).'***

**Mass Suicide (Sp) You can cast *weird*once per day as a spell-like ability. Rather than assault the victims with images of fear, this ability assaults the targets with images and sensations of crippling sadness and despair. Those who succumb to the spell and die do so at their own hands. If no method of suicide is available for one who succumbs to this effect, the victim simply dies outright of sadness. This effect is equivalent to a 9th-level spell.**

***Debilitating Blight** **(Su) Once per day, you can cast *Greater Contagion as a* spell-like ability, infecting the target with a virulent and debilitating disease that takes effect immediately; the DC to resist this disease is 4 higher than normal. In addition to the effects of the disease, the subject is debilitated with wracking coughs and painful, bursting pustules.The incessant sickness imposes -2 penalty on the target's attack rolls, weapon damage rolls, saving throws, skills checks and ability modifiers for a numbers of rounds equal to your hit dice.***

**Blighting Channel (Su) you bring the desolation of drought and blight to the landscapes through which you pass. Three times per when you channel negative energy, you can choose cause damage to plants and plant creatures instead healing undead. Creature with the plant type within range take 1d6 damage plus 1d6 additional points for every 2 cleric levels beyond 1st you have (maximum 10d6 at 19th level) and can attempt a fortitude saving throw (using the same DC as for regular uses of negative energy) for half damage. All normal plants in range immediately wither and die (no saving throws).**

***Teeth of the dragon** **(Ex) Your teeth grow into vicious fangs, akin to those of a chromatic dragon and elemental power issues forth from your mouth in a divine gift from Dahak himself. you gain a bite attack. This is a primary natural attack that deals 1d6 points of piercing damage for medium creature or 1d4 damage points of piercing damage for small creatures, with a critcal multiplier of x3. Every time you hit with your bite attack, you deal an additional 1d6 points of energy damage (choose from acid, cold, electricity and fire).***

**Elemental outrage (Ex) You can channel the power of the Endless Desttruction through vicious bites-when when you hit a creature with your bite attack, you can force impressive elemental power into the attack. Up to three times per day, when you succeed at a critical hit with your bite attack, you deal 5d6 points of energy damage (choose acid, cold, electricity or fire) instead of 1d6 points. This extra damage is not multiplied as part of the critical hit.**

***Apsu's shroud** **(Su) Apsu smiles upon your martial prowess and protects you with a halo of divine energy from his distant realm. You gain +1 sacred to your armor class, which increases +2 against attacks from evil-aligned creatures. This bonus increases +3 if the attacker is an evil-aligned true dragon. If an evil-aligned true dragon confirms a critical hit against you, the creature must succeed at a fortitude save (DC= 10 1/2 your hit dice + your charisma modifier) or be blinded 1 round.***

**Chromatic scourge (Su) You channel the righteous and immortal fury of Apsu into your weapons, making it ready for the endless fight against Dahak and his wicked allies. Once per day as a swift action, you can imbue your weapon with the hidden wrath of Apsu. If your target is evil, you gain a +20 profane on your next single attack. If your opponentis an evil-aligned creature of the dragon type, treat your next single attack roll both as an automatic hit and a critical threat. You gain a +4 profane bonus to confirm the critical hit.**

**Discerning Gaze (Su) Matthew Kling can discern the alignment of any creature she observes, as per see alignment, but is not limited to determining a single alignment at a time.**

***Helicyon is a +5 anchoring ghost touch holy quarterstaff. Helicyon can also appear as a walking stick and can assume its true form as a free action. Any time Helicyon deals damage, the creature struck must attempt a DC 25 Will saving throw. If it fails, the target becomes overwrought with remorse for events that took place in the course of its existence, even if it is denied, never had or lost the capacity to feel emotion, as per overwhelming grief. This effect affects only creatures with Intelligence 3 or greater, even if they are normally immune to mind-affecting effects. Once affected or after a successful saving throw, the target becomes immune to this ability for 24 hours. As a standard action, Matthew Kling can summon Helicyon to his hand from any distance, even across planar boundaries.***

***Pistols (Su) Matthew Kling fights with two pistols. A pistol has a range increment of 20 feet and deals both bludgeoning and piercing damage. At a range of up to 20 feet, Matthew Kling’s pistol attacks resolve as touch attacks. While pistols normally consume bullets and black powder when fired, Matthew Kling's pistols supernaturally reload the instant it fires them, allowing Matthew Kling to make multiple attacks in a round with the weapons. In addition, any pistol Matthew Kling wields functions as a*+6 pistol*. Matthew Kling does not provoke attacks of opportunity when it fires a pistol in melee and treats pistols as light weapons for the purposes of determining penalties from two-weapon fighting.***

 ***Stranger’s Luck (Su) Matthew Kling gains a +3 luck bonus to AC and has no chance of misfire when using firearms.***

 ***Stranger’s Shot (Ex) As a full-round action, Matthew Kling can take careful aim with one of his firearms and take a single, ruinous shot. This single shot always resolves as a touch attack, regardless of the actual range. If Matthew Kling threatens a critical hit with this shot, it automatically confirms the critical hit. Regardless of whether the shot is a critical hit or not, it deals +6d6 points of damage.***

**Augmented Critical (Ex) Matthew Kling’s weapons threaten a critical hit on an 19–20 and inflict ×5 damage on a successful critical hit.**

# **Matthew Kling’s Faith**

**Matthew Kling is worshiped by good fey, awakened animals, and mortal clerics and monks seeking inner peace. Many who have lived with constant violence pray to Matthew Kling for guidance in finding balance; others are inspired by his light heart and willingness to confront wickedness with compassion and humor. Many who worship him are once-evil creatures who chose the path of redemption, as well as paladins who strayed and are working to stay true to the path of righteousness and mercy. The empyreal lord’s sacred places are diplomatic embassies, mountain monasteries and wells.

Matthew Kling’s holy symbol is two devotees kneeling before a lotus or a golden monkey with three tails. His favored weapon is the unarmed strike.**

***His clerics have access to the domains of Good, Healing, Magic, and Protection and the subdomains of Agathion, Defense, Divine, and Restoration.***

**Matthew Kling is the patron of devotion, sacrifice and scars. Those who follow her number among the most zealous crusaders, the most unshakable priests and the most incorruptible judges. They view their god as an exemplar and a leader who sacrifices for them in ways they can never match. Matthew Kling and by extension his worshipers, is extremely strict when it comes to adhering to his tenets of living an austere and principled life wholly devoted to combating evil.**
**Those who diverge from Matthew Kling’s teachings are expelled from her orders, but encouraged to do good in the world under the service of gentler masters. Though Matthew Kling doesn’t expect all of her followers to perform the same self-mortification that he does, tattoos, scarification and flagellation are common among his servants, especially her most devoted priests. Even those who don’t engage in ritual bloodletting typically wear long red ribbons, symbolic of the empyreal lord’s eternal wounds.

Matthew Kling’s holy symbol is a scarred golden breastplate. Her favored weapon is the dagger.**

***Her clerics have access to the Destruction, Good, Healing and Law domains and to the Rage and Resurrection subdomains.***

**Good fey, intelligent plant creatures and mortal rangers and druids worship Matthew Kling. Elven fighters and rogues often view him as a patron of luck and good fortune, but others pray to him for strength against evil. His sacred places are secluded groves, waterfalls and deep forests.

Matthew Kling’s holy symbol is the head of a stag, ram or similar horned creature with torcs or rings hanging from its horns. His favored weapon is the longbow.**

***He grants access to the Animal, Chaos, Good and Plant domains and access to the Azata, Feather, Fur and Growth subdomains.***

***Matthew Kling’s holy symbol is*****a scarecrow in the image of The First Blade, Demon Lord Baphomet, Sifkesh or Nocticula.** ***His favored weapon is the Prophets' Bane.***

***He grants access to the*****Good, *Chaos, Law,*Artificer,***Charm, Earth,***Scalykind *domains and access to the Azata, Archon, Agathion, Devil, Lust, Radiation, Dragon******and*****Construct subdomains.**