Septigenius Maximus

Immortal God-King

The loving undead who will rule forever, Septigenius Maximus grants his greatest powers to those who are willing to serve as his eyes, ears, mouth, and hands.

Summoning Rules

Spirit Level: 8th
Constellation: Skull
Binding DC: 33
Totems: You gain a totem bonus on binding checks if you meet some or all of these conditions:

  • You perform the spirit’s ritual inside of or while in sight of a tomb.
  • The bandages you use are made from the finest cloth, worth no less than 500 gold per piece of silk. The silk is consumed in the manifestation.
  • You wear 2 magic rings and a magic amulet worth no less than 10,000 gp combined. These items are not consumed in the ceremony.

Ceremony: You cut up dozens of white-silk bandages and wrap your body with them. When you have finished, you willingly drink a thimble of spider poison.
Manifestation: Your body goes numb as the poison takes effect. A golden light envelops you and Septigenius Maximus appears, shrouded in clouds and gold. He offers to begin the pactmaking process with you, to which you can only nod or shake your head.


The once-great desert tribes of the world recount a story of the golden age of their people, ruled by an entity known as the God-King. According to legends, it was custom for the priests to bury their king alive with his servants when his time as ruler had passed, and the corrupt priests knowingly did so before the gods had commanded that the king be laid to rest. The king saw through his advisors’ deceptions, however, and many weeks before he underwent a ritual that transformed him into an undead. As such, the spider venom the priests administered him did nothing to the king’s nonliving body and he smashed free from his tomb and rescued his servants before returning to the surface world. The priests were proclaiming their sorrow when the king emerged, covered in kingly silks and golden jewelry. The frightened priests tried to stop their king, but the enraged king transformed them into salt with which the kingdoms used to season the feast that ushered in the unending reign of their God-King, and although temples have fallen and worship has faded, some in the deserts say that the God-King has never truly left and will return to the deserts once more.

Granted Abilities

Major Granted Abilities

  • Gaze of Transmutation: As a standard action, you can unleash a petrifying gaze attack. A creature that fails a Fortitude save is transmuted into a specific type of inert material, as described below. With the exception of the material, this ability functions as flesh to stone. Below are a list of the materials a creature can be transformed into and the DC modifier applied to gaze of transmutation as a result of the different material.
  • Stone (DC +0): The creature is transformed into rock-hard granite.
  • Salt (DC –2): You transform the creature into a statue of solid salt, suitable for cooking.
  • Iron (DC –4): You transform the creature into solid iron, suitable for crafting weapons.
  • Gold (DC –6): You transform the creature into a solid gold statue of itself, suitable for smelting into wealth.

After using this granted ability, it is expended for 5 rounds.

  • Capstone Empowerment: You can use this granted ability to undo the effects of flesh to stone and similar petrifying effects. Using gaze of transmutation this way functions as stone to flesh except you can only use it to undo petrification.

Minor Granted Abilities

  • Antidote: As a standard action, you can remove disease and poison with a touch. This ability functions as remove disease or neutralize poison; choose which spell to mimic when you use this ability. You may only attempt to remove poison or disease from a given creature once per hour.
  • Mummify: You are transformed into a mummy for the duration of your pact with Septigenius Maximus, gaining the following abilities: +2 size bonus to Strength, a +2 natural armor bonus to AC, 1 slam attack (1d6 if Medium, 1d4 if Small), darkvision (60 feet), +4 on saving throws made against mind-affecting effects, diseases, and stunning effects, damage reduction 5/–, and vulnerability to fire. In addition, spells detect you as an undead creature and you are treated as an undead creature for the purpose of channel energy and cure and inflict spells, but not for other effects that specifically target or react differently to undead, such as searing light. This is a polymorph effect that cannot be dispelled or suppressed, even by disjunction or an antimagic field. This ability also renders you immune to other polymorph effects. You must show Septigenius Maximus’s sign in order to gain this benefit.
  • Septigenius Maximus’s Precautions: While you are bound to Septigenius Maximus, you are immune to poisons and acid damage.
  • Soothing Caress: As a standard action, you can make a touch attack against a humanoid or monstrous humanoid. If it hits, the touched creature must succeed on a Will save or become stunned by overwhelming ecstasy for 1d4+1 rounds. While stunned, the creature suffers a –5 penalty to Perception and Sense Motive checks and it is charmed as charm monster for 24 hours. A successful saving throw staggers the creature for 1 round, prevents all other effects of this ability, and grants the creature immunity to this ability for 24 hours.

Signs and Influence

Physical Sign: You are wrapped in bandages like a mummy. Whenever you activate one of Septigenius Maximus’s granted abilities, your head is sheathed in a crown of golden light.
Personality: You refuse to kneel before priests and similar holy men. In addition, you ignore laws, customs, edicts, and similar guides that cause harm, promote privilege, or constrain basic freedoms.
Favored Ally: Any (living creatures with 3 or fewer Hit Dice)
Favored Enemy: Any (evil divine spellcasters)

Vestigial Companion

You gain the service of a number of skeletal followers, using your binder level as your Leadership score to determine the number of followers you attract in addition to any actual followers you receive if you actually possess the Leadership feat. This ability grants only 1st level warriors with the skeletal template with an alignment and race matching your own. Unlike typical skeletons, your followers have an Intelligence score of 10 and unquestioningly obey you, fighting to the death to serve and protect you. This ability replaces soothing caress.

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