Chronicles of Tellus
All stellar devas from a given plane serve an absolute matriarchy headed by the Ruling Emprix. Within any given stellar deva society, it is possible that the sitting Emprix is advised by another of her kind the Waning Emprix, who is usually her mother and the most powerful of the group. She may also be rearing her heir, the Emprix Ascendant — a less developed deva, but nevertheless a being of grace and power.
An Emprix looks like most starkin, though slightly more attractive (if possible) and radiating dignity and power. Most Emprixes are blessed with the stellar deva’s silver hair and the most luminous of eyes.
The current Emprix is Satura IV.
Like her fellow stellar devas, the Emprix speaks Celestial, Infernal, Draconic and Vrill.
The Emprix excels at battle just as do those she rules. The only difference in combat is her improved bonuses, her +2 great sun mace, her ability to focus positive energy without a focusing rod, and her increased selection of abilities.
Light Ray (Ex): An Emprix’s light rays (usable only in its star form) have a range of 60 feet.
Spell-like Abillities: At will – aid, continual flame, flare, cure light wounds, detect magic, dispel magic, holy aura, daylight, remove disease and remove fear. These abilities are as the spells cast by a 12th-level sorcerer (save DC 15+spell level).
The following abilities are always active on the Emprix’s person, as the spells cast by a 15th-level sorcerer: detect evil, detect chaos, see invisibility, and true seeing. They can be dispelled, but the Emprix can reactivate them as a free action.
Additionally, the Emprix has the following enchantments available to her each round. Whether in human or star form: at will – daze, charm person, suggestion, charm monster, confusion, emotion, 3/day – mass charm, 1/month – geas/quest. These are as the spells cast by a 17th-level sorcerer (save DC 15+spell level).
Positive Energy Focus (Ex): Like other stellar devas, an Emprix can channel and focus positive energy although she does not required any tool to do so. The Emprix can use this ability as a ranged attack up to 60 feet or a touch attack (see above for attack bonuses). She can make only once such attack — either by bolt or touch — per round.
Stun (Ex): Any non-evil living being struck by the Emprix’s energy must succeed at a Fortitude save (DC 18) or be stunned for 1d6 rounds.
Positive Energy Bolt (Ex): The beam deals 2d10 damage in positive energy to any evil or undead creature it strikes. The Emprix may choose to simply stun evil living beings (Fortitude save DC 18) but the beam always damages the undead.
Brand: A use unique to Emprixes is their ability to brand any non-evil, living beings with “The Sigil of Stars”. To be successful the Emprix must actually touch the target being, who is allowed a Will save to resist being branded(DC18).
An Emprix may only brand one being at a time. Successfully branding a second being causes the brand on the first being to immediately fade away. The brand remains on the target until he or she has used up all it inherent powers. The Sigil of Stars appears as a crescent moon surrounded by eight stars. It glows softly, becoming visible only in darkness, underground, and at night, although a true seeing spell will reveal its presence in other circumstances. The Sigil of Stars’ bearer can, at will, perform the following abilities as the spells cast by an 8th-level sorcerer: flare (Fort save at DC 15), light, disrupt undead, and protection from evil (Will save at DC 16). The bearer may also cast glitterdust, daylight or halt undead but each casting of these spells causes one of the Sigil’s eight stars to vanish. Once all eight stars have been used, the Sigil dissipates and the bearer no longer has access to any of its beneifts.
Celestial Qualities: Protective aura, tongues, fire resistance 20, electricity, cold, acid, and petrification immunity, +4 save against poison, lowlight vision, darkvision 60 ft. (as do all outsiders).
Alternate Form: Exactly as other stellar deva.