CR 8
XP 4,800
Human expert 10
CG Medium humanoid (human)
Init +2; Senses Perception +4
AC 12, touch 12, flat-footed 10
hp 90 (10d8+10)
Fort +6, Ref +5, Will +13
Speed 30 ft.
Melee unarmed +13/1d3+2 nonlethal
During Combat Unitarian Jesus attacks only in
defense of others and/or while confronting corrupt
or abusive worldly powers
Str 16, Dex 14, Con 16, Int 16, Wis 18, Cha 18
Base Atk +13; CMB +6; CMD 12
Feats
Iron Will, Skill Focus (Knowledge [geography, local,
nature, history], Diplomacy)
Skills
Appraise +14, Diplomacy +17, Knowledge (dungeoneering,
engineering, local) +13, Knowledge
(geography) +12, Knowledge (history) +14,
Knowledge (nature) +17, Knowledge (nobility)
+5, Knowledge (religion) +10, Linguistics +14
Languages
Aramaic, Hebrew
Combat Gear/Treasure
robe, sandals
CR 18
XP 153,600
Human cleric 19
NG Medium humanoid (human, extraplanar
(good))
Init +4; Senses Perception +21
AC 15, touch 14, flat-footed 15 (+4 deflection, +2
natural)
hp 219 (19d8+95+35)
Fort +17 (and may re-roll a Fort save once/day),
Ref +6, Will +20 (and may re-roll a Will save
once/day)
Speed 30 ft.
Space 5 ft.
Melee unarmed +14/+9/+4 (1d3+2) nonlethal
Special Attacks
Channel positive energy 7/day (DC 23, heal 10d6 to
living creatures or do 10d6 to undead)
Domain Spell-Like Abilities
Touch of Good (Sp): Jesus can touch a creature as
a standard action, granting a +9 bonus on attack
rolls, skill checks, ability checks, and saving
throws equal to half your cleric level (minimum
1) for 1 round. He can use this ability 9 times per
day.
Rebuke Death (Sp): Jesus can touch a living creature
as a standard action, healing it for 1d4+9 points of
damage. He can only use this ability on a creature
that is below 0 hit points. He can use this ability 9
times per day.
Healer’s Blessing (Su): All cure spells are treated as
if they were empowered, increasing the amount
of damage healed by half (+50%). This does not
apply to damage dealt to undead with a cure
spell. This does not stack with the Empower Spell
metamagic feat.
Water Walk (permanent)
Cleric Spells Prepared (CL 19th; concentration
+25)
9th—mass heal (x4)
8th—holy aura (x2), mass cure critical wounds (x2)
7th—greater restoration, holy word (x2), resurrection
(x2)
6th—banishment (x2), heal (x2), heroes’ feast
5th—breath of life (x2), dispel evil (x3)
4th—cure critical wounds (x2), dismissal, holy smite
(x2), restoration
3rd—create food and water, dispel magic, invisibility
purge, magic circle against evil, magic vestment
2nd—gentle repose, hold person (x2, DC 18), lesser restoration, shield other
1st—protection from evil, remove blindness and deafness,
remove curse, remove disease, remove fear
0 (at will)—detect magic, guidance, read magic, virtue
Domains Good, Healing
Before Combat
Jesus casts protection from evil, magic vestment,
remove fear
During Combat
Jesus refuses to attack any foe himself, excepting
moneychangers occupying religious buildings,
which case He makes either unarmed or improvised
weapon attacks until they leave the area. He
also seeks to grapple/restrain any ally who draws
a weapon to defend Him.
Str 18, Dex 10, Con 18, Int 8, Wis 22, Cha 18
Base Atk +11; CMB +16; CMD +26
Feats
Alignment Channel (Good), Combat Casting,
Great Fortitude, Heavy Armor Proficiency, Improved
Great Fortitude, Improved Initiative, Improved
Unarmed Strike, Improved Iron Will, Iron
Will, Selective Channeling, Toughness, Turn Undead
Skills
Craft (carpentry) +4, Knowledge (local) +6,
Knowledge (religion) +13, Perception +21, Sense
Motive +10
Languages
Aramaic, Hebrew (?), Latin(?)
Gear
robe, sandals
Special Abilities
And on the third day . . .: If Jesus is ever reduced to
0 hp, 72 hours later, He is subject to a resurrection
spell and returns at 100% of normal hit points (although
those wounds responsible for initially reducing
him to zero hp remain). He gains Strength
25 for 10 rounds thereafter. He also then gains the
ability to cast fly and tongues at will.
CR 23
XP 819,200
LG Medium outsider (human, extraplanar, good)
Init +9; Senses darkvision 60 ft., detect evil, true
seeing; Perception +33
Aura protective aura
AC 45, touch 6, flat-footed 43 (+14 armor, +1 Dex,
+1 dodge, +19 natural, +4 deflection vs. evil)
hp 363 (22d10+242); regeneration 15
Fort +25, Ref +14, Will +23; +4 vs. poison, +4 resistance vs. evil
DR 15/epic and evil; Immune acid, cold, petrification;
Resist electricity 15, fire 15; SR 34
Speed 50 ft., fly 150 ft. (good); 35 ft., fly 100 ft.
(good) in armor
Space 5 ft.
Melee +5 flaming greatsword +35/+30/+25/+20
(3d6+18) or slam +30 (2d8+13)
Spell-Like Abilities (CL 20th)
Constant—detect evil, discern lies (DC 21), fly, true
seeing, water walk
At Will—aid, animate objects, commune, continual
flame, dimensional anchor, greater dispel magic, holy
smite (DC 21), imprisonment (DC 26), invisibility (self
only), lesser restoration, remove curse, remove disease,
remove fear, resist energy, speak with dead (DC 20),
waves of fatigue
3/day—blade barrier (DC 23), earthquake (DC 25),
heal, resurrection, waves of exhaustion
1/day—greater restoration, power word blind, power
word kill, power word stun, prismatic spray (DC 24),
wish
Spells Prepared (CL 20th)
9th—mass heal, miracle, storm of vengeance (x2; DC
27)
8th—fire storm (DC 26), holy aura (x2; DC 26), mass
cure critical wounds (x22)
7th—destruction (DC 25), dictum (DC 25), greater
restoration, holy word (x2; DC 25)
6th—banishment (DC 24), heroes’ feast, mass cure
moderate wounds, undeath to death (DC 24), word of
recall
5th—break enchantment, breath of life, dispel evil (DC
23), plane shift (DC 23), righteous might, symbol of
sleep (DC 23)
4th—cure critical wounds (x3), dismissal (x2; DC 22),
neutralize poison (x2; DC 22)
3rd—cure serious wounds, daylight, invisibility purge,
magic circle against evil, prayer, protection from energy,
wind wall
2nd—align weapon, bear’s endurance, consecrate (x2),
cure moderate wounds (x3)
1st—bless, cure light wounds (x3), shield of faith (x3)
0 (at will)—detect magic, purify food and drink, stabilize,
virtue
Str 28, Dex 20, Con 30, Int 23, Wis 27, Cha 25
Base Atk +22; CMB +32; CMD 47
Feats
Cleave, Dodge, Great Fortitude, Improved Initiative,
Improved Sunder, Improved Iron Will, Iron
Will, Lightning Reflexes, Mobility, Power Attack,
Toughness
Skills
Craft (carpentry) +31, Diplomacy +32, Fly +32,
Knowledge (history) +40, Knowledge (nature)
+40, Knowledge (religion) +40, Perception +33,
Sense Motive +40, Spellcraft +31, Stealth +21
Languages
All
Treasure
+5 full plate, +5 flaming greatsword
Special Abilities
Eternal and Uncreated: If Jesus is ever reduced to
0 hp, He is immediately subject to a resurrection
spell at the beginning of the next round and returns
at 50% of normal hit points.
Spells: Jesus can cast spells as a 20th-level cleric. In
His aspect as herald of the Day of Judgement, he
does not have access to domain spells or special
domain abilities.
Note also that in this iteration of Himself, which
emphasizes divine Righteousness rather than
Mercy, Jesus switches from the Neutral Good of
his earthly self to the pure Lawful Good of Heaven
Itself.
CR 25
XP 1,614,000
NG Medium outsider (human, extraplanar, good)
Init +7; Senses darkvision 60 ft., detect evil, true
seeing; Perception +40
Aura healing aura (see below), peaceful aura (see
below)
AC 14, touch 10, flat-footed 14
hp 310 (31d10); regeneration 50 (see also “Eternal
and Uncreated” under Special Abilities below)
Fort +22, Ref +22, Will +30
DR 25;
Immune domination, electricity, fire, acid, cold,
sleep, petrification
Speed 30 ft., fly 150 ft. (good)
Space 5 ft.
Melee N/A (never attacks)
Spell-Like Abilities (W 20th, CL 20th)
Constant—detect evil, discern lies (DC 21), fly, true
seeing, water walk
At Will—aid, animate objects, commune, continual
flame, create food and water, dimensional anchor,
greater dispel magic, greater restoration, heal, heroes’
feast, holy word, imprisonment (DC 26), invisibility
(self only), lesser restoration, power word blind, power word stun, remove curse, remove disease, remove fear,
resurrection, resist energy, speak with dead (DC 20),
waves of fatigue
5/day--limited wish (except: cannot duplicate
spells that directly do damage)
3/day—wish (except: cannot duplicate spells that
directly do damage)
Str 18, Dex 18, Con 18, Int 23, Wis 27, Cha Total
(Jesus automatically succeeds and/or outrolls adversaries
on all Charisma checks; in such case as a
numeric bonus may be needed, use +100)
Base Atk N/A (never attacks)
Feats
Dodge, Great Fortitude, Improved Great Fortitude,
Improved Initiative, Improved Iron Will,
Improved Lightning Reflexes, Iron Will, Lightning
Reflexes, Mobility
Skills
Craft (carpentry) +30, Diplomacy +40, Fly +40,
Knowledge (history) +40, Knowledge (nature)
+40, Knowledge (religion) +40, Perception +40,
Sense Motive +40, Spellcraft +40, Stealth +40
Languages
All
Treasure
none
Special Abilities
Eternal and Uncreated: If Jesus is ever reduced to
0 hp, He is immediately subject to a resurrection
spell at the beginning of the next round and returns
at 50% of normal hit points.
Healing Aura: Within 100’ of Jesus, all healing,
natural or magical, is multiplied by 3. Also, all
creatures (including undead) have regeneration
10 and, if currently affected by poison or disease,
may make a save against that poison or disease
at +25 at the beginning of each round, before any
damage or other effects occur for that round. All
creatures affected by ability score damage regain
lost ability points at a rate of 1 per round per ability
Peaceful Aura: Within 100’ of Jesus, any character
or creature that would make an attack, use an ability
or cast a spell that would cause 1 hp or more of
damage must make a Will save (DC 50) in order to
carry out the attack, ability or spell casting. “Inanimate”
sources of damage (i.e. fires or traps) simply
fail to do any damage whatsoever. All Diplomacy
skill checks whose aim is to reduce conflict and/
or avert harm are at a +20 to succeed.