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| Fithero07-30-07, 10:22 AM | What sort of character would you want to become a god? Any combo of race/alignment/class(must be at least 15th lvl) will do, just list the following- Name: Race: Sex: Physicaly traits: Personality traits: Iconic Equipment: Portfolio: Alignment: Classes: Worshippers: Clerical Alignment: Domains: Favored Weapon: Symbol: What they were/did when they were mortal: How they became a god: Dogma: Lets see if we can get some interesting gods :P Peace |
| Tjuk07-30-07, 11:18 AM | All i have to say: Pun-Pun |
| Fithero07-30-07, 12:12 PM | All i have to say: Pun-Pun You want the CO boards, this is the CD boards. Notice how i didnt ask for any stats, just background info? Pun-Pun is a 2D lizard.... |
| LordYawgmoth07-30-07, 01:10 PM | Yawgmoth The Ineffable, Dark Lord, Father of Machines, the Godlich Greater Deity Symbol: A lich wearing magnificent robes, holding an intricately carved staff with a skull on top in one hand, and conjuring a sphere of darkness in the other. Home Plane: Phyrexia Alignment: Lawful Evil Portfolio: Death, magic, knowledge, law, war, necromancy, lichdom, artifacts Worshippers: Necromancers, mages, liches Cleric Alignments: CE, NE, LE, N, CN Domains: Death, Law, Magic, Knowledge, Charm, Repose, Undeath, Trade Favored weapon: a pair of slashing weapons Basic Information: Yawgmoth is the deity of those who would become liches. He aids all who desire power, for power was what allowed him to ascend. He also has a great interest in artifacts and the like. He always looks after his worshippers, and gladly grants them spells. Yawgmoth does not take kindly to those who betray him, however. Oftentimes Yawgmoth will punish the traitor himself. Dogma: Let your anger and hatred flow through you like blood. Harness it, and you shall achieve true power. Spread the Law across the land. Obey your superiors. Pay attention to your god. Repay treachery and deceit in turn. Shelter those in need and convert them to our cause. Do not kill needlessly, instead gain control over their minds, bodies, and souls. You must first gain control over yourself, then another person, then a group, then a race, then a world, then the entire Multiverse. Knowledge is power. With each kill, you grow wiser, and with added wisdom, you grow stronger. Divine Rank: 10 (Elder Lord) Salient Divine Abilities: Possess Mortal, Control Creatures, Divine Storm, Know Secrets, Power of Nature, Gift of Life, Hand of Death, Divine Splendor, Avatar, True Shapechange Domains: Evil, Law, Death, Trade, Darkness, Magic, Suffering, Trickery Spell-like abilities: At will- Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Summon Monster IX (cast as an evil spell only), Cause Fear, Death Knell, Animate Dead, Death Ward, Slay Living, Destruction, Create Greater Undead, Wail of the Banshee, Protection from Chaos, Magic Circle against Chaos, Order’s Wrath, Dispel Chaos, Hold Monster, Dictum, Shield of Law, Message, Gembomb, Eagle’s Splendor, Sending, Fabricate, True Seeing, Mordenkainen’s Magnificent Mansion, Mind Blank, Discern Location, Obscuring Mist, Blindness/Deafness, Blacklight, Armor of Darkness, Darkbolt, Prying Eyes, Nightmare, Power Word Blind, Power Word Kill, Nystul’s Magic Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen’s Disjunction, Bane, Bear’s Endurance, Bestow Curse, Enervation, Symbol of Pain, Harm, Waves of Exhaustion, Horrid Wilting, Energy Drain, Disguise Self, Invisibility, Nondetection, Confusion, False Vision, Mislead, Screen, Polymorph Any Object, Time Stop. 'Nuff said. |
| Mistress_of_Mockery07-30-07, 01:15 PM | Name: The Truth Race: Unique Outsider (Quori) Sex: N/A Physicaly traits: The Truth is naturally incorporeal, impossible to see and touch. Some think it is a gas, others picture it in a monstrous form, however big or small. In reality, no one knows. Personality traits: The Truth and it's followers are lying and deceitful, but otherwise they are often very monotone when they aren't doing anything that required them to be... unmonotone (such as disguise, bluff, etc) Iconic Equipment: The most common weapon of the Truth's followers is the mind (psionics), but their second choice is the Shortsword (most common use of the soulblade) Portfolio: Mental Dominion, Dreams, Lies and Secrets Alignment: LE Classes: N/A Worshippers: Inspired, Quori, and other psioic beings that fit Clerical Alignment: Any Domains: (Haven't done this yet) Favored Weapon: Shortsword Symbol: An unblinking eye (no matter how cliched) What they were/did when they were mortal: N/A How they became a god: N/A Dogma: The Truth promotes the activities of the Inspired. (I will refrain from putting anything else, in case any of my to-be players frequent these forums) I was never really fond of Deities being ascended mortals, and like the idea of higher beings that have always been higher beings. The Truth will be the 'BBEG' for my upcoming Eberron campaing, while not exactly a diety, he is a CR 15 unique Quori (which I'd consider pretty strong for an Eberron campaign) who will be the main focus of the game. Again, I'm refraining from revealing too much, in case one of my players frequent these boards. |
| LordYawgmoth07-30-07, 02:23 PM | :gasp: How Yawgmoth Became a God: Yawgmoth found the three Holy Artifacts of Vecna- 1. The Eye of Vecna 3. The Hand of Vecna 3. The Sword of Kas -and gathered them together in his private chambers. He absorbed all their power, the power of three Major Artifacts, and ascended in the process. Later, he turned them into phylacteries. |
| Drunk_Yoda07-30-07, 03:14 PM | Name: Abarax Race: Human Phantom Sex: Male Physicaly traits: Most of the time he is incorporeal, like a shadow looking and analising the world, he wears a black cloak and under that he has an armor that is dark gray with golden details. Personality traits: Like his followers he likes to watch the world and reflect about it, he only helps those he belives are worth it and he kills those that are deceitful. He is willing to fight when it is time to fight and craft things when it is time to reconstruct the world. Iconic Equipment: A Greatsword called judgment Portfolio: Death and rebirth Alignment: N Classes: Crusader 2/Cleric 4/Ordained champion 4/RKV 10 Worshippers: Druids and people who have been scared to much by war or have lost everything. Clerical Alignment: LN,N,CN,NG,NE Domains: Healing, Death, War and Craft Favored Weapon: Greatsword Symbol: Two swrds balancing each other at the tip What did he do when he was a mortal that made him a god: He was a holy warrior proud of his church until everything was taken from him by his own church, he didn't have anything to live for so he cursed the gods and went to far reaches of the world seeking a meaning for his suffering and in those travels he saw so much death but he also saw many things come from all that death he learned that life and death were a cycle and only by truly embracing them would he become a god. He did more than embrace them, he escaped them and became them hewas no longer alive or dead he just was and in that point he wandered the earth and absorved dive power from worshipers that felt just like him until he became a god of life and death. Dogma: Life and death are a common thing we should learn to live and make as much as possible with them for he favors those who make something out of their lives, fight when it is time to fight and craft in between because only there can you know your true self. When his clerics embrace the idea of the balance and fight out of their missery they call this the awakening and their wisest clerics are actualy undead priests for they have escaped the cycle of life and death and became something else. |
| Cowtessa07-30-07, 05:06 PM | Name: Victoria, The Tiger Queen, The Shadow Queen Race: Elf/Lycanthrope (weretiger) Sex: Female Physical traits: A beautiful, petite elven woman, garbed in comfortable silks and other light fabrics carrying a belt, quiver and bag or a tiger with sapphire blue, elven eyes Personality traits: Borderline to hedonistic, prone to luxuriating and creature comforts, while simultaneously willing to risk everything to save the helpless, rescue loved ones and so on. Initially a follower of Sune, embracing wholeheartedly the tenets of beauty, kindness and love between good beings. Iconic Equipment: An elegant rapier, engraved with runes along its blade and a simple crown. Portfolio: Free spirited beings of all types, good aligned shapeshifters (not only lycanthropes, her kingdom openly invited all good beings), comfort and, of course, cuddling. Alignment: Chaotic Good Classes: Weretiger/6 Rogue/12 Shadowdancer/12 Sorcerer/3 Worshipers: Many of her worshipers are from her nation, elven tribes in the wealdath, lycanthropes and so on. Clerical Alignment: Chaotic Good. As a mortal and as a deity she finds laws constraining and uncomfortable, encouraging whatever makes you comfortable. Domains: Chaos, Good, Magic, Alteration/Enchantment, Favored Weapon: Claws when possible, rapier otherwise Symbol: A tigers grin with fangs showing What they were/did when they were mortal: In her early life she left home to find a location for a new village where her tribe could expand without panicking non-shifters. Establishing a new village in the wealdath, she established several businesses, rapidly expanding her presence in the forest and finally established diplomatic relations with the neighboring kingdoms and native dwellers of the forest. Later, her adventuring career carried her through multiple layers of the abyss, myriad elemental planes, Sigil, the plane of her deity, the shadow plane, and multiple multiverses. How they became a god: For some time she had actively discouraged any statues or such of her as she felt that the honors belonged to her deity or celebrating her daughter. In spite of herself, her deity seems to have conspired to start her down the path of deity-hood as one of her underlings. On the prime material, it started almost as a joke when one of her followers approached her daughter while Victoria was on business of her deity in the outer planes. The follower needed to speak with Victoria about something of some urgency and failing to come up with an answer for the follower, she grinned and told him to pray on it. To say the least Victoria found it unsettling, to which her she felt her deity's thoughts in her mind comment "get used to it" with more than a bit of amusement. Dogma: Intentionally being uncomfortable when you have the means to be comfortable is silly, though make certain that you provide for those around you as well. Being a lord or lady bathed in the lap of luxury while ones aids and staff are confined to small closets with infested bedding when one could live in a little less comfort and make their lives better is a Good Thing. Protect those that can't protect themselves, even if it might mean your life. One should be willing to risk such things for the greater good. Money is not an evil thing, so long as it is earned honestly. Knowing how to pick a lock or lift an item off of someone is not evil, as long as one is careful. A few other major points of influence in her mortal life (showing of her dogma): At one point she stepped between a pair of balor and in the middle of a ritual on an abyssal layer to stop them from sacrificing maidens (about 20 or so remained) even knowing the party was the better part of a half mile away and a half dozen bone devils (this was at an evil holy site that even devils are permitted to visit) were helping. The sacrifices stopped, but the party showed up the round after she was killed. She was ressed later during the fight and granted a weapon by her deity to slay an abomination that had risen from the ground. Part of her negotiations with one of her neighboring nations involved a night raid into a city that was occupied by orcs, ogres, goblins and giants. Leading the party through the city and avoiding most of the patrols, they found a pair of ogre magi and their guardian giants, freeing one of the nations important leaders. Once the siege was broken, she offered to her followers that any that were willing to hunt the orcs, ogres and goblins back into the mountains would receive free training and basic equipment, care of the fighter academy she owns. She traveled to a demi-plane beyond the plane of shadow in order to rescue her friend, a cleric of Sune, who had been abducted by followers of Shar and tainted with demonic essences into an inhuman being, his mind completely suppressed by three demonic minds infesting his body. After a nasty fight, a combat use of wish, the first time the warmage has cast anything less than 6th level in aeons, a resurrection, two uses of heal mass, another wish spell and trap the soul they were able to get him somewhere that he could be healed the rest of the way and brought back home. Rescued a PCs sibling from Graz'zt's castle in his home layer of the abyss, sneaking through a hidden entrance from Malcanthets layer. Mind you they had to do a task for a powerful NPC in order to gain her favor and have her convince Malcanthet to let us use the entrance. However, as it would take a while to open up, the party was invited to spend an evening enjoying all the queen of the succubi had to offer, with an added guarantee that they would be unharmed. Unfortunately, her plans failed as none of the male characters offered to indulge, however Victoria found a short while later that though she was unharmed, she wasn't without a parting gift. Eventually, she summoned her daughters other mother and coerced her to the side of good, redeeming her. To say the least, many elves are somewhat anxious about such things so soon after the fey'ri. They are now engaged to be wed. (Largely due to Malcanthets seduction of the redeemed succubus under mortal guise, leaving her with offspring of her own >.< ) And her shadows that she gained as a shadowdancer have all been equipped with ghost touch gloves allowing them to act as her hand maidens. |
| Bloodsoul07-30-07, 09:41 PM | Name: Quintessa, The Enchantress, The Lady of Desires Race: Outsider (former human) Sex: Female Physicaly traits: Appears as a beautiful, young woman with snow-white, snake-like hair and glowing, blue eyes, often adorned with a gaudy, blue gown over black tights. (pic) (http://www.rjmwhittaker.com/quintessa.png) Personality traits: Deceptive, alluring, witty, and intelligent, Quintessa doesn't hesitate to use her feminine wiles to lure unsuspecting victims to do her heart's desire, and, likewise, teaches her followers to behave in the same manner. If a dirty deed needs to be done, let others do it for you while keeping your own hands clean. Iconic Equipment: Her coutier's outfit, her pet small viper, Destro. Portfolio: Beauty, envy, and vanity Alignment: Chaotic Evil Classes: Sorcerer 15, Archmage 5, Bard 18, Blackguard 2 (subject to change before final revision) Worshippers: Aristocrats, sorcerers, bards, artisans Clerical Alignment: CN, CE, NE Domains: Charm, Envy, Pride Favored Weapon: Unarmed strike Symbol: A blue rose encircled by it's stem (pic) (http://www.rjmwhittaker.com/bluerose.png) What did she do when she was a mortal that made her a god: She bore witness to the death of a demigod from a far away land, and used the small breadth of power she received to overcome a draconic deity of great power, molding her bolstered divine powers to suit her whim. She continually seeks to grow stronger and to achieve a better understanding of her newfound abilities, before accepting her place amonst the pantheon. Dogma: Quintessa teaches that beauty and intelligence comes from the inate purity of one's soul, and those that are foul in appearance or dull of mind have no place in the world. She also believes that one's natural talents are what seperate them from the ordinary folk, and that one should use every advantage one has to get ahead in life. Clergy and Temples: Quintessa's clerics are often found working for royalty and nobility in positions of power, yet others may be found in lesser cities working to beautify and ennoble the land, often at the costs of another's freedoms. They wear blue and black dress adorned with jewels. Temples to Quintessa are most often found in large, wealthy cities amidst bustling marketplaces. Within it's cleanly walls are numerous artisans and crafters working tirelessly to create works of enduring beauty, which are often sold to aristocrats and townships all over the land. |
| Beaver07-31-07, 03:12 AM | Name: Xander Race: Human Vampire Lord Sex: Male Physicaly traits: Appears as an extremely beautiful male human, void of any traits that may give away his undead heritage. He is cloaked in magical items, which all seem to flow in a regal manner about him. He has a perfectly toned physique, with unnaturally long fangs and fingernails (which seem sheathed in red). He stands at 5'11'' weighing almost 200 lbs. Personality traits: Xander may be the most charismatic force in all the realms. His words tend to sway the most stubborn of minds. He is not slow to aid his allies, expecting the same allegience in return. Iconic Equipment: Xander's Thirst (+10/Necrotic Focus, Lifedrinking, Vorpal, Kopesh), Stone of Emnity (Borems solidified quaqheart). Portfolio: Vampires, Beauty, Blood, Magic Alignment: Neutral Evil Classes: Sorceror 20/ Vampire Master 3/ Lifedrinker 10/ Fighter 20 Worshippers: Vampires, Undead with culture, Evil Sorcerors, Clerical Alignment: NE, TN, LE, CE, Domains: Magic, Evil, Charm, Undeath Favored Weapon: Kopesh Symbol: A Kopesh with the world in the circle of the Blade, the Kopesh dripping Blood unto Faerun. What they were/did when they were mortal: Xander was a Vampire Lord of immense power whom aided in the downfall of the Shades. How they became a god: He found Borem's Quaqheart, finding a trace of divinity in the process. He soon slew Volumnvox, a demi-god whom had been bothering Shar for a long time. Shar then rewarded Xander, with another small piece of her divinity to add another ally. Dogma: Look for Beauty in all, life and death. Relish in the beauty of blood, as it courses through the living and nurishes the dead. Vampires both take blood and give new life. Vampirism is the true way to explore eternity, as one may even conquer its vices to achieve true perfection. |
| CrimsonWyvern08-01-07, 01:01 AM | Name: Gorgi Race: Dragonkin Sex: Male Physical traits: Large sized, not too strong-looking for his race, very quick-looking, tattooed with five magic tattoos. Personality traits: Cares a lot about civillians. Not very charismatic or intelligent, but very alert. Does not care for those who don't assist their allies when needed. Just as in life, he dislikes conflict among his comrades, and will try to defend them against assault. Realizes that Neutral and Evil people can still be decent people and can be convinced into helping do good deeds. Truthfully, as long as people don't attack or endanger civilians, those who would defend civilians, or his comrades, then he doesn't see too big of a reason for their deaths. Iconic Equipment: An assortment of AC improving magic gear, but not a shield or armor, and magic gauntlets. Portfolio: Civilians, Protection, and Flight Home Plane: Part of Celestia, spends most of time on material plane in disguise. Alignment: Lawful Good Classes: Monk 20 / Tattooed Monk 10 Worshipers: Good Monks, Good Knights, Paladins, Those who protect others with their lives. Clerical Alignment: LG, NG, CG, LN, N, and CN (So long as they don't hurt civilians) Domains: Air, Protection, and Good Favored Weapon: Gauntlets / Natural Weapons / Unarmed Strikes Symbol: The mortal Gorgi interposing himself between a Dragon's breath and an ally during his time on earth ( Dragon type and ally depends on the symbol maker's decision ) Divine Abilities: Alter Size, Alter Form, Divine Air Mastery, Divine Monk, Gift of Life, Life And Death, Divine Celerity, Free Move What they were/did when they were mortal: Gorgi was a Dragonkin who traveled with people who were trying to release a good deity. He outlasted most of the comrades he was close to but carried on their mission. He accomplished it, dealt with complications, and retired for a while. He then realized that a friend that had died continued to be tortured in Dispater's realm. He then did what many thought impossible, he traveled into Dis, confronted Dispater, freed his comrade, and lived through it. How they became a god: After defeating Dispater, the god that Gorgi had freed earlier assisted him in earning his first divine rank. Gorgi later gained a few additional ranks later in his immortality. Dogma: " Protect others even if at the cost of your own life. " Gorgi is currently my PC, but if he ascended to deity level, this is how I imagine he would go about it. |
| Fithero08-01-07, 01:19 PM | Name: Dylaniao Race:Human Sex:Male Physicaly traits:Strong and athletic build. Always dirty, as though back from an adventure. Personality traits:Optimistic, inquisitive, free spirited. Iconic Equipment: Portfolio:Adventuring, Exploration, Expeditions Alignment:Neutral Good Classes:Fighter 10/Rogue 10/Wizard 5/Cleric 5/Mystic Theurge 10 Worshippers:Good adventurers and Explorers Clerical Alignment:LG, NG, CG, LN, TN, CN Domains:Travel, Sun, Good, Protection Favored Weapon:Longsword Symbol:A golden goblet with a waving, red banner behind it. The goblet is engraved with all sorts of heroic deeds. What they were/did when they were mortal:A simple adventurer when he was a mortal, Dylaniao personified all that was good about adventuring. He spent year after year exploring ancient ruins, defeating tyranical overlords and slaying dragons. In his mid years, he heard rumour of an item that granted the power of a god, he set off on one last treck to discover the item. That was the last time anyone saw him as a mortal ever again. How they became a god:Dylaniao faced the challanges set down by the oldest of gods and came out alive, along with the trophy. His reward was godhood. Dogma:As an adventurer you are given unique opportunities every day to help those who need it. Explore every ancient vault and spread the wealth you find within, for it does no one any good lying underground. Defeat every tyrant you come across and show the people what true freedom is. |
| xXOblivionXx08-01-07, 04:32 PM | Name: Karkus, The Raven King Race: Outsider Sex: None Physical traits: Appears as an asexual human with black feathered wings. Its head seems as it have been cut off and replaced with the head of a giant crow Personality traits: Insane by mortal standards, power hungry, knowledge hungry, Spiteful. Iconic Equipment: Carnage Feeder(+10 Shadow Striking, Vile, Souldrinking, Unholy, Profane Burst, Necrotic Focus Scythe) Portfolio: Crows, Undeath, Necromancy, Magic, Madness. Alignment: Neutral Evil Classes: Necromancer(prohibited school: Illusion) 20/ Shadowcaster 20/ Archivist 20/ Dread Necromancer 20 Worshipers: Necromancers, Shadowcasters, Archivists, Dread Necromancers, Crow "lovers", Ghouls, Ghasts, Famine Spirits, Cannibals. Clerical Alignment: All alignments except good. Domains: Death Bound, Hunger(Eyes of the King summons four Fiendish Dire Crows with the statistics of a Fiendish Dire Hawk) , Undeath, Madness, Corruption, Magic, domain associated with birds/crows Favored Weapon: Scythe Symbol: A crow with blood-red eyes What they were/did when they were mortal: Karkus was human Necromancer/Shadowcaster with an affinity for crows. Ghouls was one of his favorite undead creatures, reminding him of crows. Unlike most Necromancers and Shadowcasters Karkus had an obsession with the Far Realm. And so he researched for ways of visiting the Realm. How they became a god: After years of research, Karkus, finally was able to open a portal to the Far Realm. With a handful of other wizards, Karkus performed the ritual and the gate opened. The wizards transformed to Kaortis, but Karkus, instead of transforming to Kaorti gained power from the Realm and became a demigod. After that he killed many gods and absorbed their essence finally becoming what he is today. Dogma: Karkus has no organized religion nor a dogma, as he is not interested in worshipers, although he grants spells to those few who chose to worship him. A cult dedicated to him existed, but it was destroyed by an adventuring party some years ago. The few survivors seek now to create once more the cult. |
| HassanNinkin08-01-07, 05:17 PM | Name: Hassan Ninkin Race: Gnome Sex: Male Physicaly traits: Hassan is known foremost for his shaggy sand colored hair that hangs in front of his face, and for the goofy looking goggles he wears beneath the mane of hair Personality traits: Impulsive, Distracting, Too friendly to large creatures that want to hurt him Iconic Equipment: The Chaos Charm: This object, imbued with a fraction of his soul, became his familiar. It has no natural form, and spontaneously shapeshifts into various inanimate objects. Portfolio: luck, chaos, humor, slapstick, accidents Alignment: CN Classes: Sorceror 18 Worshippers: gnomes, pranksters, troublemakers, outliers Clerical Alignment: any Chaotic Domains: Chaos, Magic, Luck, Charm Favored Weapon: Wands or Rods Symbol: a hand with its fingers crossed What they were/did when they were mortal: Hassan was a guide hired by a band of adventurers seeking to rebuild the Rod of Seven Parts. While he didn't agree with the need for the Rod to exist, he found that they needed a certain element of fun to break their honor bound mindsets. Wielding a pair of Wands of Wonder rather than any weapons he was just as often a detriment to his allies as he was an asset. However, by studying the processes by which the Rod of Seven Parts was assembled, and a brief foray into the controlled structure of order, he was enlightened and discovered a method by which an equal and opposite artifact could be created. Before the group managed their final confrontation with Miska the Wolf Spider, Hassan performed a volatile experiment, fusing both Wands of Wonder and sacrificing his own familiar, along with part of his psyche to create an artifact of pure Chaos to compete against the power of the Rod. How they became a god: After Miska was defeated by the band, Hassan took advantage of the temporary power vaccuum in Limbo. Wielding his Chaos Charm over the corpse of Miska, he channeled a portion of the energy of the Queen of Chaos, transcending mortal form and becoming the demigod of Strange Chaos Dogma: "If you expect it, change it." "Don't break laws to hurt people, break laws to hurt the laws." "I don't care how bad it hurt, it was also funny." |
| Terjon of the Blue Rose08-03-07, 03:15 AM | Name: Darwin, The Divine Right, The Ceaser, Champion of the Strong Race: Human Sex: Male Physically traits: A physically imposing human male with a gleam of hisdeous intelligence in his eyes. Personality traits: Pityless and condecending. Appreciative of shows of strength. Iconic Equipment: Morning Star *The Servant* (intelligent magical weapon which cast dominate monster on strike:: personality: toady with absolute loyalty to Darwin), Plate Male, A steel covered book entitled "The Divine Right" Portfolio: Tyranny, Domination, Strength, Cruelty, Predatory activity Alignment: NE Classes: Wizard15/Fighter15/Spellsword10/Runecaster10 Worshippers: Evil adventurers, Bandits, Mercenaries, Robber Barons, Tyrants, Those who prey on the weak. Clerical Alignment: LE, NE, CE, LN, NN Domains: Domination, Evil, Strength, Tyranny, Magic Favored Weapon: Morningstar Symbol: A green field under blue sky with rivers of blood pouring out of two silhouetted clashing armies What they were/did when they were mortal: Darwin was a king in ancient times. He led his armies in conquest after conquest. He would destroy any remenant of a weak foe, while absorbing anything which could make him or his armies stronger. How they became a god: Darwin ascended to godhood through an foul ritual. He led his armies in a hunt for a race of peaceful creatures with little ability to defend themselves. When the last of the 1000 of these creatures had been captured he followed through with the ritual, which required him to single-handedly commit a genocide, by killing off every last one of them with his own hands. Dogma: Only the strong have right to survive. Those who can not support themselves have no right to be supported by others. Take whatever you can and by whatever means. Power is all important, whether it is by way of knowledge, strength of arms, or extraordinary skill. Make yourself strong enough that no other can challenge you and you will have earned the right to be served by them. Challenge those who are stronger than you only if it will make you stronger to do so. Destroy those who are weaker if they do not make you stronger, for they may make a foe stronger if you do not. In the world: Darwin activelly seeks followers and is willing to provide direct divine aid to those who prove themeselves worthy (10% less cost for his clerics to use planar ally spells). In addition he grants any children born into his fold the capacity to acheive strength as favored souls leading to an inordinate number of these amongst his clergy. As a result his power tends to grow quickly if not stamped out early. |
| Fithero08-03-07, 08:48 AM | Hey guys, we're getting some great gods goin' on here, good work! I've started a thread over in the art gallery (dont worry, i didnt know we had one either :confused: ) to see if any of them feel like giving your gods some form. Should be interesting. Keep 'em comming people, no need to make it 1 per person :P Later |
| CrimsonWyvern08-03-07, 12:23 PM | Name: Alpha-01 Race: Warforged Gender: N/A (Male-type personality) Physically traits: Rather clunky version of a standard warforged, heavy rusted spots, loose fibers, and a built-in crossbow. Personality traits: Very murderous, slightly erratic in his actions at times, believes that humanoids, being weak, have weakened the Warforged that have been created. He believes that he must stop humanoids from defiling the most perfect race (Warforged). Iconic Equipment: A built in crossbow, always poisonous, a dagger tipped with the most vile poisons available. Portfolio: Destruction, Death, Warforged, War Alignment: Special* Classes: Fighter 10 / Rogue 20 / Assassin 10 / Warforged Juggernaut 10 ( or however many levels it actually has, I don't have the Eberron books ) Worshippers: Evil Warforged, Malfunctioning Warforged, Evil (or crazy) Artificers and Wizards Clerical Alignment: CN / LN / N / CE / LE / NE / Special* Domains: Death, Destruction, Creation, Artifice Favored Weapon: Crossbow Symbol: A warforged foot crushing a human's face What they were/did when they were mortal: Alpha-01 was the first warforged created. He was perfect for war, however by the time it was over, the kill function inhibitor program was corrupted. He continued to slaughter humanoids, and eventually almost all of his original programming was too corrupted for repair. He slaughtered as many humanoids as he could, but realized the need for stealth. He eventually decided that warforged like himself were weakened by being created by non-warforged. Thus, he decided to destroy the creation forges owned by humanoids, so that warforged would no longer be made defective. How they became a god: After destroying several forges, Alpha-01 decided the next best move for increasing his efficiency would be to get a lot of followers. He became a beacon for evil or malfunctioning warforged, and even some odd wizards and artificers. He found several artifacts and implemented them into his construction, and used their power to ascend to deityhood. Dogma: Warforged are the superior race. Warforged are weakened by their creators. Destroy the creators, so that Warforged may take their rightful place. In the world: He sends his followers to do his mission, and whenever anyone is close to destroying a creation forge and the people running it, he assists them slightly. *: A feat, from a book titled Feats, under the Quest feats section, makes it so that a character is treated as not having an alignment. The feat pretty much means that a character is insane. Alpha-01's continuous degradation of his programming gave him this feat. Note: I don't know that much about the Eberron campaign setting, so Alpha-01 might not be completely Eberron-friendly. |
| mikeloop8608-03-07, 05:03 PM | Name: Mehiik (The Ice Tiger, The Oceanfloor Scorpion, The Fire that Freezes) Race: Tiger-Lycanthrope Tauric Human/Large Monstrous Scorpion Sex: Male Physicaly traits: From the waist down, the complete body of a large, golden Monstrous Scorpion. Where the scorpion's head should be begins the upper torso of a humanoid with features of a Tiger. Head of a Tiger, large clawed hands, fur mixed with patches of exoskeleton located at the shoulders, the pectorals, the abs, and the fore-arms. Able to to take the form of an animated Icy Statue of himself or into the form of a raging water wave. Personality traits: Cold, quiet, calculating. Normally takes the form of an Icy Statue when calm. He does his best to maintain control of himself, but when angered or in euphoric bliss, his emotions take control and he shifts into either his true form or that of a river, who's intensity matches that of his mood. Iconic Equipment: Trident of Mehiik (+5 Vicious Icy Burst Trident, 3/day can Summon 5 Scorpion Swarms (Use the Statistics under Centipede Swarms) and 1/day can summon a Dire Tiger of Legend) Portfolio: Steely Resolve. Cold or Arctic Enviroments. Passion tempered by Control. Scorpions and Tigers. Control of any form by both Overt and Subtle means. Alignment: Lawful Neutral Classes: BattleSorcerer 6/AbjurantChampion 5/Dragonslayer 1/Eldritch Knight 8/ArchMage 5/Loremaster 10 Worshippers: Clerics, Rogues, Bards, Wizards, Sorcerers, and Druids. Anyone who seeks control of both themselves and the world around them. Clerical Alignment: True Neutral. Domains: Water, Cold, Law, Chaos, Domination, Mind, and Passion. Favored Weapon: Trident Symbol: A stylistic representation of a Tiger and a Scorpion encircling one another (Reminiscent of Yin and Yang) What they were/did when they were mortal: A man who struggled to find out what was driving him, was the Battlemage general of a nation before succumbing to lycanthropy contracted from a run-in with a hired assassin. The assassin was dead, but it wasn't long before the overiding nature of the beast within drove him to seek seclusion in the colder, northern lands. The beast, though unweildy at times, came with benefits of great agility and strength, and so the man sought a means to take full control of his lycanthrope. His journeys brought him to the lair of a great beast, known as the slayer of Orien. Using powerful magics, Mehiik fuzed himself with the Giant Scorpion beast, and so the mind of an insect god fuzed with the rage and passion of Mehiik. This fusion of power created the god now known as Mehiik. How they became a god: See above. Dogma: Your anger is a tool, save it. Wait until it has built up into a torrent of rage within you, and then release it in one mighty overwhelming attack against your enemies. Your happiness is finite. Save it and let it out only when you have enough to wash over onto all your companions, so that they too may know the joy you feel. In peace, order is most benificial. In battle, one must give himself to the chaos so as to become lost. You must take many forms, like the water of this world. Do not fear the change, but always be wary of acting solely on reflex. Tigers are the hunters, they eat the weak and those who do nothing to better themselve. Scorpions are the man-slayers, they kill the strong who prey on only the weak, and who are foolish enough not to beware any threat, no matter how meager. One must be both to achieve anything. |
| Meikle_64108-04-07, 04:43 PM | Name: Irkrhyss, "The Iron man", "Oh-God-Why-Won't-He-Die" Race: Lizardfolk Sex: Male Physical traits: Tall, heavily built, covered in magical tattoos, hard to kill Personality traits: Easy going, likes to relax, dislikes alignment extremes Iconic Equipment: Tyrfing (Intelligent Evil Greatsword), The Cheat (Proficient Revolver), Vyth Oposs (Automatic rifle) Portfolio: Scaleykind, Travel, Health, Balance Alignment: True Neutral Classes: Fighter/Avenger Druid/Horizon Walker/Scaled Horror Worshippers: Lizardfolk, Kobolds, Neutrals, pretty much anybody who likes to party Clerical Alignment: TN, NG, LN, CN. Irkrhyss finds Evil people to be very likely to be bringdowns and troublemakers and does not allow Evil clerics Domains: Heath, Scaleykind, Celerity, Courage, Balance Favored Weapon: Greatsword Symbol: Tyrfing against a Draconic head What they were/did when they were mortal: He was a lizardfolk shocktrooper mercenary for the Kingdom of Nighthaven. He specialized in fast strikes, leap attacks, and firearms. Vehemently opposed good or evil from becoming overly strong. Was also ridiculously impossible to kill, surviving numerous falls from orbit, an accidental .45 bullet to the face, and many other crazy injuries. How they became a god: Became incredibly famous over the course of adventuring and saved a village of kobolds who then started worshipping him, which was what started it, really. Dogma: Everybody has a right to chill and enjoy themselves and live their life. If good or evil goes to far in the pursuit of their goal, things tend to go bad, which cannot be allowed. Thus a balance is required for things to be pleasant for the most people possible. |
| Terjon of the Blue Rose08-05-07, 12:23 AM | Name: Trix, "The Hidden Spider", Hope of the Hopeless, The Slaves Comfort, The Godthief, The respite in dreams Race: Dwarf Sex: Female Physically traits: A malnourished female gold dwarf with spiders swarming around and onto her constantly biting at her flesh. A white spider shaped sar mars her forehead. Personality traits: Concerned and full of compassion. Iconic Equipment: Dagger "Bondcutter", shattered shackles at hands and feet Portfolio: Enduring Hope, Freedom, Escape, Theft Alignment: NG Classes: Wizard 20/ Cleric 20/ Arachnomancer 10 Worshippers: Slaves, The oppressed, People in hopeless situations Clerical Alignment: Any good. Trix does not allow nuetral clerics as she feels it the duty of all to aid others without expectation of recompense. Domains: Good, Protection, Darkness, Liberation, Spider, Dream Favored Weapon: Dagger Symbol: A spider peeking out from under a stone with 8 stars for eyes. What they were/did when they were mortal: Trix was born to a small community of gold dwarves in the underdark and spent most of her youth studying as a potential cleric of the dwarven goddess of the hearth. She was captured in a raid while still young and put to work as a slave for a drow mage due to her racial ability to safely handle spider poison. Several years of such work hardened her against her cruel masters and she eventually stole a tome from her master and ran. When she returned to the drow city it was incognito and she helped many slaves escape before she was captured and put to death. How they became a god:Trix was captured and killed while helping other slaves escape a drow city. Her arcane might had already grown significantly by then though and that, combined with several powerful allies who were helping her allowed her to ruin a drow ritual being used for her execution. While her soul should have arrived bound and ready for destruction amongst the demonweb pits, it instead arrived fresh and whole. Trix used all her skill and wits to evade Lolth for weeks before she discovered safe hiding places. Eventually she even managed to steal a portion of Lolth's divine power and escape the abyss altogether. Dogma:The darkest moments still hold hope. Hope is the dearest treasure you have and so you must never abandon it. Foster hope in others and provide them aid even if they are afraid to ask. Never tolerate slavery or other forms of oppression. Free those who are held so and do your best to destroy the tools that allow others to oppress and enslave. In the world:Trix most often speaks to her followers in their dreams. She there offers comforting words and a kind shoulder to those who are most injured for few are the slavers who can monitor dreams. She tells those who are free of weaknesses in the defense of slavers and looks for those who will be simpathetic to slaves to recruit as worshippers. She often tells followers who are free what those who are still enslaved have learned about their captors. |
| CrimsonWyvern08-05-07, 02:29 AM | Here's a couple of deities that are fairly linked together. Name: Celeste, Destiny's Guardian Race: Human Gender: Female Physically traits: Woman in elegant golden robes, with glowing eyes with colors that depend on the viewer and the occasion. Incredibly light blond hair. Personality traits: Often calm and uncaring in appearance, hostile when resisted, sarcastic around a seldom few. Iconic Equipment: "Keeper of Destiny" a staff similar to a Staff of the Magi without as many drawbacks. Portfolio: Destiny, Fate, etc. Alignment: TN Classes: N/A Worshipers: A very seldom few, mostly those who are concerned with the balance of Good and Evil. Clerical Alignment: TN Domains: Destiny, Good, Evil Favored Weapon: Quarterstaff Symbol: A half-white, half-black Sphere What they were/did when they were mortal: N/A How they became a god: N/A Always was a deity. Dogma: Whatever is destined to happen will happen. Make sure it happens, but only directly interfere when absolutely necessary. In the world: Celeste's clerics are to go out and through subtle machinations make sure that what is supposed to happen happens. ----- Name: Ian, Ein, The Enigma Race: Human Gender: Male Physically traits: A somewhat slender human, very quick-looking, a glint in his eye that is showing that he is almost always trying to get somebody in trouble, wearing pirate's clothes, red hair. Personality traits: Tricky, evasive, charismatic. One of the few that can joke around with Celeste and actually have her respond in kind, and even taunts a few other deities on occasion. Iconic Equipment: "Evader of Fate" a +5 Keen Dancing Speed Rapier Portfolio: Heroics, Fortune, Good Alignment: CG Classes: Rogue 20, Duelist 10, Fortune's Friend 5 Worshipers: Truthfully, not many know about him. Rogues, Bards, and Fortune's Friends are most commonly the types of people who would worship him. Clerical Alignment: LG, NG, CG Domains: Good, Luck, Travel Favored Weapon: Rapier Symbol: A smiling face with small gemstones in the eye holes. What they were/did when they were mortal: Was a behind-the-scenes type of guy, he knew several mainstream deities before they became deities. Insists that some of the currently thought things about deities are blown out of proportion or completely wrong. Became immortal because, after seeing so many become deities, decided to give it a go. One hero, who was supposed to ascend to deityhood by defeating a great evil, was beat there by Ian. Ian deprived the hero of his destiny, thus angering Celeste. She cursed him with immortality and demanded that he work for her. How they became a god: After working for Celeste for long enough, Ian longed for freedom again. He did this when an evil overlord was destined to rule. This gave Ian a perfect chance to rebel. He assisted a young hero in defying the overlord's destiny, and got his freedom by besting Celeste in combat. This officially gave him deity status, without removing Celeste from power. Dogma: Do good, no matter what somebody else tells you that you're destined to do. In the world: Ian doesn't actually have any agenda to promote. He doesn't wish to gain power on a deific scale, and he doesn't want other people to fight for him. As such, he often takes "Leaves of absence" and, while still granting spells, reduces his own power such that he can actively help a hero do good without doing it for them. |
| the_narrator08-06-07, 04:23 AM | Name: Faust Nailo II, Dragonbane. Race: Elf Sex: M Physicaly traits: Lithe and fit, clad in an immaculate Blue Dragonscale breastplate over sturdy dark linens and high black boots. Personality traits: Cold and distant, contemptuous of lesser beings and weaklings. Iconic Equipment: Duskhallow, the shape-changing sword passed down from his Grandfather who had helped save the world from a Demon invasion. Portfolio: Martial Prowess, Deceit, Trickery, Agility, Power. Alignment: LN Classes: Fighter 4/ Swashbuckler 3/ Rogue 3/ Dark Star Adept 10 Worshipers: Mostly dedicated Dragon killers of the Ranger, Rogue, and Dragon Stalker variety, or any warrior favoring dexterity. Clerical Alignment: Any neutral. Domains: War, Destruction, Death. Favored Weapon: Longsword. Symbol: A black longsword sheathed in white and blue. What they were/did when they were mortal: Waged a crusade against Orcus and his minions which raged from the Frostfell to the never-ending deserts to the outer planes. How they became a god: Defeated Orcus and saved the realm from another Demon invasion, was granted god hood by the Creation Well to replace the gods lost in the conflict. Dogma: History is written with the sword, not the pen. Those who would oppose you need be shown no mercy or quarter. |
| Terjon of the Blue Rose08-06-07, 06:36 AM | Name:Tebbin, The Emmisary, He of All Races, The Peace Maker, The Beautiful Mongrel Race:Mongrelfolk Sex:Male Physically traits:A Short creature with the most appealing physical qualities of dozens of races. The dominant race usually appears to be that of the viewer. Personality traits:Kind and understanding with a forceful, dominating presence. Iconic Equipment:Finery and jewelry from dozens of cultures each piece of which flatters the next. Portfolio:Peace, Tolerance, Culture, Shared experience Alignment: NG Classes:Favored Soul 20/ Sorcerer 20 Worshippers:Diplomats, Travelers, Traders, Innkeepers, People who live amongst mixed species. Clerical Alignment: Any Good or Nuetral Domains:Community, Pact, Travel, Trade, Good Favored Weapon:Staff Symbol:12 Multi-color hands grasping each other at the wrist. What they were/did when they were mortal:Tebbin Was born beautiful by mongrelfolk standards... meaning most people could stand to look at him and a rare few even found him mildly attractive. As a result he was able to travel farther than most of his kind moving openly through the streets of other people. He joined several adventuring bands offering his skill as a favored soul and saw much of the world. How they became a god:Tebbin was traveling with a group of adenturers when they were hired on to break through enemy forces during a battle between warring parties of elves, humans, and dwarves. During the quest his group captured a dwarven noble and Tebbin convinced the party to let him talk to her. After some discussion he convince the noble that the war was costing her and hers far more than sharing the land the 3 forces fought over and later helped her convince leaders of the other 2 forces of the same. At the signing of the treaty a human god of peace appeared and offered to make Tebbin a god so he could help continue his work. Dogma:We share more in common with a stranger than we know. Fear not those who are unlike you, for you shall always find common ground if you look. Travel to the lands of different people and you will see how much room their is for all in the world. Open your homes to those who are different for they will share more than either of you knows. |
| Terjon of the Blue Rose08-06-07, 06:54 AM | Name:Greeget, The distant, The god of those outside, The Astral God Race:Outsider Sex:N/A Physically traits:Appears as several swirling spheres of many forms of energy. Personality traits:Shifting and extreme, seems to change based on central sphere Portfolio:Outsiders, Summoning, Planar Travel Alignment:N Classes:Outsider 20/ Wizard 20/ Cleric 20 Worshippers:Outsiders, Summoners, Planar Travellers, some denizens of the Astral Plane Clerical Alignment:Any Domains:Magic, Travel, Mysticism, Summoner, All Planar Domains (any one) Favored Weapon:Unarmed Strike (natural weapons) Symbol:A planar wheel What they were/did when they were mortal:N/A How they became a god:N/A Dogma:Travel the planes for in their extremes one finds the hidden truths of the universe. Learn to adapt to the many worlds that lie hidden within them. Never accept the ordinary when you can find the extraordinary. The Prime Material Plane is ordinary and uninteresting compared to the extremes of the planes. |
| Terjon of the Blue Rose08-06-07, 07:12 AM | Enjoying this thread... and bored at work:P I have decided to add a list of existing Domains for everyone's convenience. From the Player's Handbook and Spell Compendium Air, Animal, Balance, Cavern, Celerity, Chaos, Charm, Cold, Community, Competition, Courage, Craft, Creation, Darkness, Death, Deathbound, Destruction, Domination, Dragon, Dream, Drow, Dwarf, Earth, Elf, Envy, Evil, Family, Fate, Fire, Force, Glorry, Gluttony, Gnome, Good, Greed, Halfling, Hatred, Healing, Hunger, Illusion, Inquisition, Knowledge, Law, Liberation, Luck, Lust, Madness, Magic, Mentalism, Metal, Mind, Moon, Mysticism, Nobility, Ocean, Oracle, Orc, Pact, Pestilence, Planning, Plant, Portal, Pride, Protection, Purification, Renewal, Retribution, Rune, Scalykind, Slime, Sloth, Spell, Spider, Storm, Strength, Suffering, Summoner, Sun, Time, Trade, Travel, Trickery, Tyranny, Undeath, War, Water, Wealth, Windstorm, Wrath Skipping the Planar domains. Don't feel limited people but I hope someone finds inspiration. |
| Deadlion08-07-07, 01:04 PM | Name: Aerdfyh Race: Outsider Sex: Male Physicaly traits: Appears as a huge bear of a man, very similar to human except for the pigmentation, which changes in almost every manifestation. His bearing is patrician, his physique heroic, his beard enormous. Personality traits: Tenacious and relentless. If something/someone pleases him he will lavish them/it with attention, gifts, protection and, in some cases, love. If, however, something has earned his wrath, he will do all in his power to impede, damage, disgrace and even destroy it. In his determination towards any purpose he undertakes, lies his empodiment of mental strength and willpower. Iconic Equipment: None. Portfolio: The elements, strength, willpower, masculinity. Alignment: N. He is at times emotional, at times very honour-bound, at times selfish or vindictive, while at others generous and kind. Overall, he stays in a very turbulent True Neutral position. Classes: Monk 20/Fighter 10/Barbarian 10/Druid 10 Worshippers: Athletes, warriors, rulers, labourers, druids, monks, men. Clerical Alignment: Any Domains: Air, Earth, Fire, Strength, Water. Favored Weapon: Unarmed strike Symbol: A spiral with a hand at the centre. What they were/did when they were mortal: N/A How they became a god: N/A Dogma: Aerdfyh encourages his followers to improve their bodies and hone them to perfection. As the house of both mind and soul, he teaches, the body is to be treated with the utmost respect, and maintained to the utmost degree. He also preaches that the greatest virtue is strength of mind and determination. Enough perseverence and willpower, according to Aerdfyh, can achieve anything. Male followers are also encouraged to embrace their masculinity, and perform roles within society that reflect this. Hard, manual graft is seen as a positive outlet for male energies, as well as helping to improve one's physique. |
| Fithero08-09-07, 02:49 AM | Name: 'The Destroyer', 'Carnage & Mayhem', 'Megiddo' (No true name is known, just numerous titles) Race: Human (Hints of ogre and orc blood is suspected) Sex: Male Physicaly traits: Buldging eyes, frothing mouth, twitching muscles of great proportion. Personality traits: No real personality to speak of, just screams and kills, at the same time if possible. Iconic Equipment: His broken armor (he is so muscled, that he actually grew through the armor, breaking it to the point where it is suspected that he can no longer take it off. It can just be seen in parts of his body where there is less muscle.) His helmet (two great (nearly 2ft long) horns stick out the side of his helmet, which coveres his face, leaing his eyes, nose and frothing mouth free.) His great axe ( a thick oaken haft with two great sweeping blades out each side.) Portfolio: Killing, War, Slaughter Alignment: Chaotic Evil Classes: Barbarian 20/Frenzied Berserker 10/Berserk 10 Worshippers:Barbarians, Mercenaries, Warlords, Killers, Fighters Clerical Alignment: CE Domains: War, Destruction, Evil, Death Favored Weapon: Great Axe Symbol: A great axe, embedded in a human head. What they were/did when they were mortal: Carnage & Mayhem served no man and no god as a mortal, he just wandered from one battle field to the next, killing all within his reach. When there was no battle fields, he turned on innocent people, wiping out whole towns single handedly. How they became a god: A coalition of evil gods were amazed at how many people Carnage & Mayhem had killed over the years and worked together to make him a minor god. He immediatley turned on them and killed them all, increasing his power tenfold within a day of being a god. Dogma: Destroy This guy isnt big on casting spells, you have to be pretty impressive to even get his notice.... and for him not to just kill you. He usually wanderes the planes, killing all that are unlucky enough to cross his path. He spent numerous years fighting in the Blood War, enjoying the carnage of slaying demons and devils. |
| ninja108-10-07, 09:26 AM | I thought this was worth mentioning... Alignment: A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral. |
| ArgulFraster08-10-07, 01:15 PM | Argul Fraster Race: Felinian Sex: Male Physicaly traits: 6'5, skinny, with stripes that move like flame Personality traits: Cheery and fire-obsessed Iconic Equipment: A staff embossed with glowing runes in one hand a delayed blast fireball in the other Portfolio: Fire, Insanity, Knowledge, Constructs Alignment: Chaotic Good Classes: Sorcerer, Archmage Worshippers: Felinian Sorcerers, pyromaniacs, scholars Clerical Alignment: Chaotic Good, Chaotic Neutral Domains: Fire, Insanity, Knowledge Favored Weapon: Mage's Staff Symbol: A tiger's head, cradling a ball of flames in its mouth. What they were/did when they were mortal: Argul Fraster was devoted to his god as a mortal, and adventured with a mixed group. How they became a god: When he reached 20th level his god saw fit to bestow upon him divine rank. Dogma: If it's evil set fire to it, if it's good give something nice to it, if it's in a dungeon TAKE IT! |
| Sungrey08-10-07, 06:25 PM | [QUOTE=Fithero;13239350]What sort of character would you want to become a god? I would be an Ao-level overdeity with more than 20 divine levels and able to do whatever I wanted. |
| Fithero08-10-07, 10:49 PM | I would be an Ao-level overdeity with more than 20 divine levels and able to do whatever I wanted. Woah. Thanks for your contribution...:pbbbtt: |
| ChocolateJesus08-12-07, 07:23 PM | Name: CHUCK NORRIS Race: roundhouse kick (don't ask, he just is) Sex: neither and both at the same time Physically traits: 8 ft. 11 in., physique of, well, Chuck Norris. There's no other way of describing that much awesomeness Personality traits: enjoys slaughter, mayhem, crushing the skulls of children, and long moonlit walks on the beach Portfolio: bone-crushing kicks to the jaw that usually just cleave the head right off (his foot is vorpal and has a threat range of "you die") Alignment: TN, The Chuck just doesn't care (that whole indiscriminate slaughter thing is just the result of unintentional muscle spasms) Classes: Monk 42 Worshipers: everyone that values their life Clerical Alignment: The Chuck works alone Domains: spontaneous awesomeness Favored Weapon: small furry woodland creatures Symbol: no one knows, if you look upon it, you cease to exist What they were/did when they were mortal: The Chuck traveled the world ridding people of such useless objects as "heads" How they became a god: He forcefully gathered the existing gods together in one room and threatened to kill them if they didn't all give him all of their power and divine rank. At first they refused, so The Chuck killed a few with a sword made out of chipmunks, and all the others agreed out of fear. Dogma: The Chuck encourages his followers to be more like him. However, this tends to drive the more devoted insane, as The Chuck's awesomeness is beyond all measure and imitation. |