Setting solid rules and protection over creation, Alexander is the least living looking god of all, mostly seen as a construct or weapon by most sentient beings. Alexander enters into the material plane more often than the other gods due to his position, often finding it upon himself to protect and uphold the laws of the world. He has often implanted himself within the worlds he has a hand in creating, forming his body into that of castles or entire cities for his subjects to live around and for him to ultimately protect from evil. Alexander takes on the visage of a giant machine for most of his appearances, with 2 large limb-like structures in the front he uses to tilt himself to aim his weapons at enemies. Using both magic and machine to destroy any who would threaten whomever summons him, or any beings he feels deserve his protection.
AC 48, touch 14; flat-footed 41 (-8 size, +7 dex, +34 natural, +5 deflect)
hp 1434  (41d12+451); fast healing 20
Fort +32, Ref +29, Will +29
DR 20/-; Immune Holy, Construct Traits; Resist Wind 25, Earth 25, Ice 25, Fire 25, Lightning 25; SR 40
Speed 40 ft.
Melee 2 Slams +54 (6d6+30)
Space 30 ft.; Reach 30 ft.
Special Attacks Sacrament, Divine Judgement, Holy Bleed, Steelcrusher, Brutal Sanction, Purification
Str 50, Dex 25, Con -, Int 20, Wis 24, Cha 30
Base Atk +41; CMB +69; CMD 86
Feats All-Consuming Swing, Awesome Blow, Cleave, Cleaving Finish, Critical Focus, Devastating Strike, Furious Focus, Great Cleave, Improved Bull Rush, Improved Cleaving Finish, Improved Critical (Slam), Improved Devastating Strike, Improved Initiative, Improved Vital Strike, Power Attack, Staggering Critical, Stunning Assault, Stunning Critical, Toughness, Vital Strike, Weapon Focus (Slam)
Skills Climb +61, Diplomacy +51, Escape Artist +48, Knowledge (Arcana) +46, Knowledge (Planes) +46, Perception +48, Sense Motive +48
SQ Living-like, Does not Breathe, Does not Eat, Does not Sleep
Languages Celestial, Enochian, Common, and 5 others
As a swift action, Alexander fires 4 beams of holy energy at his foes, up to 30 feet away. Each ray requires a ranged touch attack to hit (+40) and deals 4d6 points of holy damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. Blue mages may learn this ability as a 7th level spell (Knowledge: Planes DC 29).
Holy Bleed (Ex)
Once every 1d4 rounds as a standard action, Alexander blasts all enemies within 60’ with a surge of light, making them susceptible to holy damage. If they fail to make their Will save DC 40, any holy damaging ability bypasses 15 holy resistance also does 15 points of holy damage to anything immune to holy for 1d6+1 rounds.
Alexander gains the benefit of extra health from Charisma instead of Constitution due to being a construct. He also gain feats and skills due to having an Intelligence. His saves are also consider Good unlike most constructs.
Once per phase, Alexander can choose to increase his power output growth above his normal limits. This allows him to make an extra slam attack for 1d4+1 rounds and increases his Sacrament damage to 8d6 per shot.
Alexander cannot move up to twice his speed per round. When he drops below 50% health, he gains a secondary attack at (+49) which is a beam that deals 4d6+10 Holy damage, on top of the slam attacks he has.
As a full-round action, Alexander can slam down heavy with both fists. He uses two slam attacks at a -5 penalty, and each slam deals double damage.
3/day, Alexander purifies his allies in a holy radiance. This ability functions like Greater Esunaga. Blue mages may learn this ability as a 9th level spell (Knowledge: Planes DC 33).
Brutal Sanction (Ex)
Once every 1d4 rounds as a standard action, Alexander slams at great velocity and precision at a –5 penalty. If the attack hits, it is treated as a critical hit and deals double damage.
Divine Judgement (Su) [Begins Phase II]
Once a day, under 50% health, as a standard action, Alexander calls down rays of holy light, dealing 30d10 points of Holy damage to all enemies in a 120 ft. radius. A successful Reflex save (DC 40) halves this damage