Ilmater

Ilmater

### Aliases

The Crying God, The Broken God, The Lord on the Rack, The One Who Endures, The Rack-Broken Lord

## Divine

### Salient Divine Abilities

Alter Reality (save DC 45 for duplicated spells, temporary nonmagical objects last 13 days, temporary magic items or creatures last 13 hours), Alter Size, Avatar (up to 10), Battlesense, Clearsight 13 ft., Divine Blast (12/day, up to 13 miles, 22d12 points of damage), Divine Celerity 13 minutes, Divine Dodge (miss chance 63%), Divine Monk, Divine Paladin, Divine Shield (10/day, stops 130 points of damage), Divine Weapon Focus (unarmed strike), Extra Domain (Law), Extra Domain (Strength), Gift of Life, Supreme Initiative.

### Divine Immunities

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

### Domains

Charity, Endurance, Good, Healing, Humility, Law, Strength, Suffering, Temperance

### Domain Powers

Cast good spells at +1 caster level; cast healing spells at +1 caster level; cast law spells at +1 caster level; 13/day feat of strength (+13 enhancement bonus to Str for 1 round); 13/day pain touch (subject touched suffers a -2 enhancement penalty on Strength and Dexterity for 1 minute).

### Worshipers

The lame, oppressed, impoverished, peasants, slaves, monks, paladins

## Factions

### Position

Endurance, Martyrdom, Perseverance, Suffering

## Vital Statistics

### Vision

Ilmater can see, hear, touch, and smell at a distance of thirteen miles. As a standard action, he can perceive anything within thirteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend (her)his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 13 hours. Ilmater sense any suffering the instant it happens and retains the sensation for thirteen tendays after the event occurs. He is likewise aware of anyone who sacrifices his or her life on behalf of another.

### Physical Conditions

Ilmater's body bares the marks of mutilation and torture on the rack, covered with open cuts, closed scars, burns, and a range of other wounds. Ilmater's joints are broken, his limbs are ravaged, and his hands are smashed yet still functional. Moving causes him a great deal of pain as he drags himself around. No matter how much his avatar healed, it still shows these terrible wounds.

## Combat

### Attacks

Unarmed strike +71/+66/+61/+56 melee, or spell +61 melee touch or +68 ranged touch. \*Because of the Divine Monk salient ability, Ilmater’s unarmed strike functions as a +5 keen lawful vorpal weapon.Damage: Unarmed strike 2d12+13/18-20; or by spell.

### Special Attacks

Domain powers, flurry of blows, ki strike +3, quivering palm (Fort Dc 35), salient divine abilities, smite evil (3/day, +9 on attack and +60 on damage for one weapon attack), spell-like abilities stunning attack (20/day, Fort DC 35), turn undead 16/day (effective cleric level 18th).

### Initiative

+19, always first (+15 Dex, +4 Improved Initiative, Supreme Initiative)

### HP

20d8+140 (outsider) plus 20d10+140 (Mnk) plus 20d10+140 (Pal) (940 hp)

### AC

92 (+15 Dex, +13 divine, +26 natural, +9 deflection, +4 monk bonus, +15 Wis)

### Touch AC

41 (+13 divine, +9 deflection, +4 monk bonus, +15 Wis)

### Flat-Footed

77 (+13 divine, +26 natural, +9 deflection, +4 monk bonus, +15 Wis)

## Feats

### Special

Special Qualities: abundant step, aura or courage (+8 morale bonus on saves against fear effects for all allies within 100 ft.), detect evil, diamond body, divine aura (1,300 ft., DC 32), divine grace, divine health, divine immunities, DR 48/+4 (20/+1), empty body (20 rounds/day), evasion, fast movement, fire resistance 33, godly realm (10 miles Outer Plane, 1,300 ft. Material Plane), improved evasion, lay on hands (180 hp), leap of the clouds, plane shift at will, purity of body, remote communication 13 miles, remove disease 6/tenday, slow fall (any distance), SR 45, still mind, teleport without error at will, timeless body, tongue of the sun and moon, understand, speak, and read all languages and speak directly to all beings within 13 miles, wholeness of body (40 hp).

Spell-Like Abilities: Ilmater uses these abilities as a 23rd-level caster, except for good spells, healing spell, and law spells, which he uses as a 24th-level caster. The save DCs are 32 + spell level. Aid, bane, bestow curse, Bigby’s clenched fist, Bigby’s crushing hand, Bigby’s grasping hand, blade barrier, bull’s strength, calm emotions, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, dictum, dispel chaos, dispel evil, endurance, endure elements, enervation, eyebite (sicken), feeblemind, harm, heal, healing circle, hold monster, holy aura, holy smite, holy word, horrid wilting, magic circle against chaos, magic circle against evil, magic vestment, mass heal, order’s wrath, protection from chaos, protection from evil, regenerate, righteous might, shield of law, spell immunity, stoneskin, summon monster IX (as good or law spell only), symbol (pain), true resurrection.

## Meta-Knowledge

### Played by

DM

**Ilmater** *(ill-may-ter)* is a generous and self-sacrificing deity. He is willing to shoulder any burden for another person, whether it is a heavy load or terrible pain.

A gentle god, **Ilmater** is quiet, kind, and good-spirited. He appreciates a humorous story and is always slow to anger. While most consider him nonviolent, in the face of extreme cruelty or atrocities his anger rises and his wrath is terrible to behold. He takes great care to reassure and protect children and young creatures, and he takes exceptional offence at those that would harm them.

Unlike most other faiths, the church of **Ilmater** has many saints. Perceived by most as a puzzling crowd of martyrs, the church of **Ilmater** spends most of its efforts on providing healing to those that have been hurt. It sends its clerics to impoverished areas, places struck by plague, and war-torn lands in order to alleviate the suffering of others.

**Ilmater**’s clerics are the most sensitive and caring beings in the world. While some grow cynical at all the suffering they see, they still are compelled to help those in need whenever they encounter them. His clerics share whatever they have with the needy and act on behalf of those that cannot act for or defend themselves. Many learn the Brew Potion feat so that they can help those beyond their immediate reach.

Clerics of **Ilmater** pray for spells in the morning, although they still have to pray to **Ilmater** at least six times a day altogether. They have no annual holy days, but occasionally a cleric calls for a Plea of Rest. This allows him a tenday of respite from **Ilmater**’s dictates, which prevents the cleric from suffering emotional exhaustion or allows him to perform some act that **Ilmater** would normally frown upon.

One group of monks of **Ilmater** acts as the defenders of the faithful and the church’s temples. These monks can multiclass freely as clerics.