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| Tebryn1406-17-03, 04:44 PM | Notes From WizO BigSister This thread is designed to help people looking for statistical information on deities. Looking through the large numbers of threads that sometimes swamp this board can be a bit daunting. READ HERE FOR EXPLANATION OF THE INDEX BELOW Notes from Tebryn14 The index below speaks of new thread posts, old thread posts, and, in one instance, a seperate thread. For all posts except "new thread", the stats are in MY personal archive. Post a request here, and I will dig through and either send it to you, or post it here. Thank you. End of Tebryn14's notes.:angel: The way this thread works is simple * If you want some stats post your request here * If you have an answer to a request or you have some stats of your own work, post it here * I will keep a list of deities covered so far and what page of this topic to find the information as an index list here in the first post Many thanks to Tebryn14 for allowing us to merge his excellent lesser deities thread into this new thread. :angel: Copyright We need to respect the rules of copyright. If the source is available to download for free then you can post large chunks of material. If the source is not free then you can only post brief summaries. Rule of thumb ... don't post something that means a person does not have to buy the book! INDEX OF POSTS ON THIS THREAD Faerunian Pantheon Akadi = old thread, page 15, stated by Jorda the Knight, REPOSTED PAGE 13 Amaunator = old thread, page 19, stated by Elrumir, REPOSTED PAGE 14 Auppenser=new thread, page 27, by Green Giant. Auril = old thread, page 2, stated by Elrumir, REPOSTED PAGE 26 Azuth = Faiths & Pantheons Bane = Faiths & Pantheons Beshaba = old thread, page 4, stated by Jorda the Knight, REPOSTED PAGE 26 Bhaal = old thread, page 23, stated by Elrumir, REPOSTED PAGE 11 Chauntea = Faiths & Pantheons Cyric = Faiths & Pantheons Deneir = old thread, page 11, stated by Elrumir, REPOSTED PAGE 40 Eldath = old thread, page 1, stated by Jorda the Knight, REPOSTED PAGE 16 Finder Wyvernspur = old thread, page 8, revised version on page 21, stated by Elrumir, REPOSTED PAGE 12 Garagos = new thread, page 1, by Mirtek. Gargauth = old thread, page 9, stated by Jorda the Knight, REPOSTED PAGE 27 Gond = Faiths & Pantheons Gwaeron Windstrom = old thread, page 10, stated by Elrumir, REPOSTED PAGE 40 Helm = Faiths & Pantheons Ibrandul = new thread, page 4, stated by Jorda the Knight Ilmater = Faiths & Pantheons Istishia = old thread, page 13, stated by Jorda the Knight Iyachtu Xvim = Jergal = old thread, page 12, stated by Jorda the Knight, REPOSTED PAGE 16 Kelemvor = Faiths & Pantheons Kossuth = Faiths & Pantheons Lathander = Faiths & Pantheons Leira = old thread, page 13, stated by Elrumir Lliira = old thread, page 9, stated by Elrumir, REPOSTED PAGE 17 Loviatar = old thread, page 5, stated by Elrumir, REPOSTED PAGE 15 Lurue = old thread, page 5, stated by Jorda the Knight, REPOSTED PAGE 3, Malar = Faiths & Pantheons Mask = Faiths & Pantheons w/power clause, page 37. Mielikki = Faiths & Pantheons Milil = old thread, page 2, stated by Elrumir, REPOSTED PAGE 33 Moander = new thread, page 9, stated by Jorda the Knight, REPOSTED PAGE 12. Myrkul = new thread, page 9, stated by Jorda the Knight, Mystra = Faiths & Pantheons Nobanion = old thread, page 8, stated by Jorda the Knight, REPOSTED PAGE 26. Oghma = Faiths & Pantheons Red Knight = old thread, page 6, stated by Elrumir, REPOSTED PAGE 10 Savras =new thread, page 25, by Tebryn14, w/power clause page 27. Selune = Faiths & Pantheons Shar = Faiths & Pantheons Sharess = old thread, page 9, stated by Jorda the Knight, REPOSTED PAGE 12 Shaundakul = Faiths & Pantheons Shiallia = old thread, page 10, stated by Jorda the Knight, REPOSTED PAGE 17 Siamorphe = old thread, page 2, stated by Elrumir, REPOSTED PAGE 41 Silvanus = Faiths & Pantheons Sune = Faiths & Pantheons Talona = old thread, page 10, stated by Jorda the Knight, REPOSTED PAGE 11 Talos = Faiths & Pantheons Tempus = Faiths & Pantheons Torm = Faiths & Pantheons Tymora = Faiths & Pantheons Tyr = Faiths & Pantheons Ubtao = new thread, page 1, stated by The Eye of the Cyclop Ulutiu = old thread, page 11, stated by Elrumir, REPOSTED PAGE 12. Umberlee = Faiths & Pantheons Uthgar = Faiths & Pantheons Valkur = old thread, page 2, stated by Jorda the Knight, REPOSTED PAGE 25 Velsharoon = old thread, page 3, stated by Elrumir, REPOSTED PAGE 9. Waukeen = Faiths & Pantheons Mulhorandi (Egyptian) Pantheon Anhur = old thread, page 24, stated by Elrumir; another version in new thread, page 2, stated by Tebryn14 Geb = new thread, page 20, by Green Giant Hathor = Horus-Re = new thread, page 3, stated by Tebryn14 Isis = new thread, page 5, stated by Tebryn14 Nephtys = Osiris = old thread, page 26, stated by Elrumir, REPOSTED PAGE 39. Sebek = new thread, page 23, by Tebryn14 Set = new thread, page 10, stated by Tebryn14 Thoth = Tefnut=New thread, page 21, stated by Tebryn14 Shu=New thread, page 26, by Tebryn14 Apshai=New thread, page 41, by Tebryn14 Untheric Pantheon (Babyloninan, almost all dead within Realmspace) Assuran/Hoar = old thread, page 8, stated by Elrumir, REPOSTED PAGE 3. Gilgeam = new thread, page 9, stated by Jorda the Knight Ramman = Tiamat (also a dragon god outside Realmspace) = old thread, page 5, stated by Jorda the Knight Anu=new thread, page 20, statted by Green Giant Ishtar=new thread, page 24, by Tebryn14 Sumerian Pantheon Enlil=New thread, page 20, by Green Giant Celestial Bureaucracy Reposted on page 22. Maztica Pantheon All on page 15 by Green Giant Zakharan Pantheon All on page 19 by Green Giant Elemental Gods Grumbar = old thread, page 14, stated by Jorda the Knight Istishia = old thread, page 13, stated by Jorda the Knight Akadi = old thread, page 15, stated by Jorda the Knight Grand Caliph of the Djinn=new thread, page 18, by Tebryn14 Grand Sultan of the Efreet=new thread, page 19, by Tebryn14 Grand Padishah of the Marids=new thread, page 19, by Tebryn14 Kabril Ali of the Dao=new thread, page 21, by Tebryn14 Dwarven Pantheon Abbathor = new thread, page 4, stated by Jorda the Knight Berronar Truesilver = new thread, page 8, stated by Tebryn14 Clangeddin Silverbeard = old thread, page 7, stated by Jorda the Knight, REPOSTED PAGE 18 Deep Duerra = old thread, page 16, psionic version also on page 16, stated by Jorda the Knight, REPOSTED PAGE 33 Dugmaren Brightmantle = old thread, page 23, stated by Elrumir, REPOSTED PAGE 37 Dumathoin = new thread, page 19, by Green Giant Gorm Gulthyn = old thread, page 13, stated by Jorda the Knight, REPOSTED PAGE 18 Haela Brightaxe = old thread, page 20, stated by Elrumir, REPOSTED PAGE 41 Laduguer = new thread, page 19, by Green Giant Marthammor Duin = old thread, page 20, stated by Elrumir, REPOSTED PAGE 37 Moradin = Deities & Demigods Sharindlar = old thread, page 21, stated by Elrumir Thard Harr = old thread, page 7, stated by Elrumir Vergadain = new thread, page 7, stated by Tebryn14 Derro Pantheon Diinkarazan = new thread, page 10, stated by Tebryn14 Diirinka = new thread, page 10, stated by Tebryn14 Elven Pantheon Aerdrie Faenya = old thread, page 11, stated by Elrumir, REPOSTED PAGE 13. Angharradh = new thread, page 1, stated by Elrumir Corellon Larethian = Deities & Demigods Deep Sashelas = old thread, page 20, stated by Elrumir, reposted page 28 Erevan Ilesere = old thread, page 18, stated by Elrumir, REPOSTED PAGE 5. Fenmarel Mestarine = old thread, page 21, stated by Jorda the Knight, reposted page 28 Hanali Celanil = old thread, page 19, stated by Elrumir, REPOSTED, PAGE 11 Labelas Enoreth = old thread, page 3, stated by Jorda the Knight, REPOSTED PAGE 28 Rillifane Rallathil = old thread, page 5, revised version on page 6, stated by Elrumir, REPOSTED PAGE 28 Sehanine Moonbow = New thread, page 15, by Tebryn14 Shevarash = old thread, page 14, stated by Jorda the Knight, REPOSTED PAGE 11 Solonor Thelandira = old thread, page 18, stated by Elrumir, REPOSTED PAGE 15 Lashrael and Felarathael=new thread, page 28, statted by Tebryn14 Kirith Sotheril=new thread, page 28, statted by Green Giant. Tethrin Veraldé=new thread, page 28, statted by Green Giant. Araleth Letheranil=new thread, page 28, statted by Green Giant Melira Taralen =new thread, page 28, statted by Green Giant Naralis Analor =new thread, page 28, statted by Green Giant Tarsellis Meunniduin=new thread, page 29, statted by Green Giant Rellavar Danuvian=new thread, page 29, statted by Green Giant Mythrien Sarath=new thread, page 29, statted by Green Giant Sarula Iliene=new thread, page 29, statted by Green Giant Darahl Firecloak=new thread, page 29, statted by Green Giant ALATHRIEN DRUANNA=new thread, page 29, statted by Green Giant Drow Pantheon Eilistraee = Faiths & Pantheons Ghaunadaur = old thread, page 19, stated by Elrumir, REPOSTED PAGE 17 Kiaransalee = City of the Spider Queen, better version page 14 by Tebryn14 Lloth = Faiths & Pantheons Selvetarm = old thread, page 20, stated by Jorda the Knight, new version by Tebryn14, new thread page 1. Vhaeraun = old thread, page 1, stated by E'tii'stil Shadowsil, REPOSTED PAGE 12 Zinzerena (dead)=new thread, page 21, by Tebryn14 Araushnee (Lolth as a lesser goddess)=new thread, page 30, by Tebryn14. Halfling Pantheon Arvoreen = old thread, page 18, stated by Elrumir Brandobaris = old thread, page 10, stated by Elrumir, REPOSTED PAGE 41 Cyrrollalee = old thread, page 7, stated by Jorda the Knight Sheela Peryroyl = old thread, page 2, stated by Jorda the Knight Urogalan = old thread, page 8, stated by Jorda the Knight, REPOSTED PAGE 37 Yondalla = Deities & Demigods Gnome Pantheon Baervan Wildwanderer & Chiktikka Fastpaws = old thread, page 26, stated by Elrumir, REPOSTED PAGE 41 Baravar Cloakshadow = old thread, page 7, stated by Elrumir, REPOSTED PAGE 39. Callarduran Smoothhands = new thread, page 5, stated by Tebryn14 Flandal Steelskin = new thread, page 2, stated by Tebryn14 Gaerdal Ironhand = old thread, page 23, stated by Elrumir, REPOSTED PAGE 33 Garl Glittergold = Deities & Demigods Segojan Earthcaller = new thread, page 6, stated by Tebryn14 Urdlen = old thread, page 10, stated by Elrumir Sylvan Pantheon Caolmhin (killmoulis) = Damh (satyrs) = new thread, page 15, statted by Tebryn14 Eachthighern (pegasi, unicorns) = Emmantiensien (treants) = old thread, page 27, revised version in new thread on page 1, stated by Elrumir Fionnghuala (swanmays) = Nathair Sgiathach (faerie dragons, pixies, sprites) = new thread, page 26 by Tebryn14 Oberon (faeries) = new thread, page 8, stated by Tebryn14 Skerrit (centaurs) = new thread, page 7, stated by Tebryn14 Squelaiche (leprechauns) = The Queen of Air and Darkness (evil faeries) = new thread, page 19, by Green Giant Titania (faeries) = new thread, page 7, stated by Tebryn14 Verenestra (dryads, nymphs, sylphs) = new thread, page 5, stated by Jorda the Knight Orc Pantheon Bahgtru = old thread, page 19, stated by Jorda the Knight, REPOSTED PAGE 7 Gruumsh = New version new thread page 16, by Tebryn14 Ilneval = old thread, page 19, stated by Elrumir, REPOSTED PAGE 33 Luthic = old thread, page 17, stated by Jorda the Knight, REPOSTED PAGE 37 Shargaas = old thread, page 19, stated by Jorda the Knight, REPOSTED PAGE 15. Yurtrus = old thread, page 19, stated by Jorda the Knight, REPOSTED PAGE 37 Goblin Pantheon Bargrivyek = new thread, page 6, stated by Jorda the Knight Khurgorbaeyag = new thread, page 7, stated by Jorda the Knight Maglubiyet = new thread, page 1, stated by Tebryn14 Nomog-Geaya = new thread, page 7, stated by Jorda the Knight Kuraulyek (urds)=new thread, page 19, by Green Giant Meriadar =new thread, page 19, by Green Giant Stalker =new thread, page 20, by Green Giant Bugbear Pantheon Grankhul = new thread, page 25, statted by Tebryn14 Hruggek = new thread, page 7, stated by Tebryn14 Skiggaret = new thread, page 20 by Green Giant Kobold Pantheon Dakarnok = new thread, page 20, by Green Giant Gaknulak =new thread, page 20 by Green Giant Kuraulyek = Kurtulmak = Deities & Demigods Draconic Pantheon Asgorath (Io) = new thread, page 18, By Tebryn Astilabor = Bahamut = Deities & Demigods Chronepsis (Null)=New thread, page 26, by Tebryn14 Faluzure=new thread, page 15, Tebryn14 Garyx = new thread, page 13, by Tebryn14 Hlal (Aasterinian) = Kereska = Lendys = Tamara = Task = Tiamat= Deities and Demigods Zorquan = Giant Pantheon Annam = new thread, page 6, stated by Jorda the Knight Diancastra = new thread, page 6, stated by Jorda the Knight Grolantor = new thread, page 6, stated by Jorda the Knight Hiatea = new thread, page 6, stated by Jorda the Knight Iallanis = new thread, page 6, stated by Jorda the Knight Karontor = new thread, page 6, stated by Jorda the Knight Kostchtchie = new thread, page 6, stated by Jorda the Knight Memnor = new thread, page 6, stated by Jorda the Knight Skoraeus Stonebones = new thread, page 6, stated by Jorda the Knight Stronmaus = new thread, page 4, stated by Jorda the Knight Surtr = Deities & Demigods Thrym = Deities & Demigods Vaprak = new thread, page 2, stated by The Eye of the Cyclop Illithid Pantheon Ilsensine = old thread, page 25, stated by Elrumir, REPOSTED PAGE 19 Maanzecorian (dead) = new thread, page 19, by Green Giant Beholder Pantheon Great Mother = old thread, page 27, stated by The Eye of the Cyclop, REPOSTED PAGE 37 Gzemnid = new thread, page 4, stated by Jorda the Knight Naga Pantheon Parrafaire = new thread, page 26, by Tebryn14 Shekinester = new thread, page 17, statted by Tebryn14. Deities of Dark Folk Balador (werebears) = new thread, page 19, by Green Giant Cegilune (hags) = new thread, page 12, stated by Tebryn14 Daragor (werewolves) = new thread, page 19, by Green Giant Eshebala (foxwomen) = new thread, page 20, by Green Giant Ferrix (weretigresses) = new thread, page 20, by Green Giant Kanchelsis (vampires) = new thread, page 12, stated by Tebryn14 Mellifleur (liches) = new thread, page 9, stated by Jorda the Knight Squerrik (wererats) = new thread, page 20, by Green Giant Sky Gods Pantheon Jazirian (couatl) = new thread, page 9, stated by Jorda the Knight Quorlinn (kenku) = Koriel (ki-rin) = new thread, page 20, by Green Giant Syranita (aarakocra) = new thread, page 12, stated by Tebryn14 Remnis (eagle) = Stillsong = new thread, page 16, statted by Tebryn14 Deities of the Scalyfolk Ramenos (bullywugs) = new thread, page 12, stated by Tebryn14 Semuanya (lizard folk) = new thread, page 1, stated by Tebryn14 Sess'Innek (lizard folk) = new thread, page 19, by Green Giant Laogzed (troglodytes) = new thread, page 25, by Jorda the Knight Merrshaulk (Formerly Sseth in the Realms) = new thread, page 15, by Tebryn14 Sea Gods Pantheon Surminare (selkies) = Persana (tritons) = Panzuriel (evil sea creatures) = new thread, page 7, stated by Jorda the Knight Blibdoolpoolp (kuo-toa) = new thread, page 21, by Tebryn14 Sekolah (sahuagin) = new thread, page 1, stated by The Eye of the Cyclop and Mirtek Eadro (locathah, merfolk) = new thread, page 1, stated by Tebryn14 Water Lion = Trishina (dolphins, sea elves) = new thread, page 3, stated by Tebryn14 Piscaethces(aboleths)=new thread, page 20, by Green Giant. Ilxedren(ixitxachitl)=new thread, page 20, by Green Giant. Other Humanoid Deities Psilofyr (myconids) = New thread, page 15, by Tebryn14 Gorellik (gnolls)=new thread, page 19, by Green Giant Elder Elemental God = Greek Pantheon Uranus = new thread, page 10, stated by Jorda the Knight Celtic Pantheon Arawn=new thread, page 16, statted by Tebryn14 Daghdha=new thread, page 16, statted by Tebryn14 Math Mathonwy=new thread, page 16, by Tebryn14 Vedic Pantheon Kali=new thread, page 17, by Tebryn 14 Brahman=new thread, page 19, by Green Giant Indra=new thread, page 20, by Green Giant Vishnu=new thread, page 20, by Green Giant Siva=new thread, page 20, by Green Giant Norse Pantheon Fenris Wolf=new thread, page 20, by Green Giant Fafnir=new thread, page 21, by Green Giant Japanese Pantheon Izangi and Izanami=new thread, page 20, by Green Giant Aztec Pantheon Ometeotl=new thread, page 20, by Tebryn14 Tezcatlipoca=new thread, page 34, by Tebryn14 Tlazolteotl=new thread, page 38, by Tebryn14 Native American Pantheon Great Spirit=new thread, page 20 by Tebryn14 Dead Gods Borem=Reposted page 15, stats by Elrumir Greyhawk Deities Incabulos=new thread, page 37, statted by Green Giant Raxivort=new thread, page 37, statted by Green Giant Wastri=new thread, page 37, statted by Green Giant Archfiend Gods (see page 11 for archfiend god guidlines) Baphomet (Minotaurs) = new thread, page 10, stated by Tebryn14 Orcus =new thread, page 13, by tebryn14 Yeenoghu (gnolls)= new thread, page 11, stated by Tebryn14 Demogorgon (ixitxachitl)= Jubilex =New thread, page 41, by Tebryn14 Semi-divinities (see page 11 for semi-divinity guidlines) Tanari lords Zuggtmoy = new thread, page 2, stated by Mirtek Graz’zt = new thread, page 11, stated by Tebryn14 Lupercio = new thread, page 12, stated by Tebryn14 Vucarik=new thread, page 13, statted by Tebryn14 Alzrius=new thread, page 13, statted by Tebryn14 Sess'Innek (lizard folk) = new thread, page 19, by Green Giant Archdevils Fierna=new thread, page 13, statted by Tebryn14. Mephistopheles=new thread, page 16, by Tebryn14 Yugoloths Princes General of Gehenna=new thread, page 13, statted by Tebryn14 Anthrxus=new thread, page 14, by Tebryn14 Elementals Baron Bwimb=new thread, page 20, by Green Giant slaad lords Ygorl=new thread, page 14, by Tebryn14 Ssendam=new thread, page 14, by Tebryn14 Celestial Hebomad Pistis Sophia=New thread, page 15, by Tebryn14. Court of Stars Morwel=New thread, page 14 or 15, by Tebryn14 Five Companions Talisid=New thread, page 14 or 15, by Tebryn14 Callisto=New thread, page 14 or 15, by Tebryn14. Elder Evils Kezef the Chaos Hound, new thread, page 15 by Tebryn14. The Elf-Eater=new thread, page 16, statted by Tebryn14 POWER CLAUSE As an optional rule, to increase their power level, all deities should have the following changes made to their statistics. For creatures with VDvR, each entry specifies whether this applies to their stats. Quasi-Deities: Quasi-deities (DvR 0; demon princes, devilish nobility, etc.) follow the rules for VDvR creatures except where noted. Armor Class: All deities have a natural armor bonus equal to 20+divine rank. In addition, all deities have an insight bonus to AC equal to one half their Wisdom bonus. Within their own Realms, their insight bonus equals their Wisdom bonus. This applies to VDvR creatures Base Attack Bonus: VDvR creatures have base attack bonuses as though they had ten fewer HD than they do. DvR 0 creatures calculate base attack bonus normally. Class Levels: All deities should have HD equal to 70+(1/2 divine rank). If the deity has character levels, then all but 10 of these should be character levels. If the deity only has monster Hit Dice (ex. Outsider HD, Dragon HD), then they have HD as if they were VDvR creatures, and their divine rank translates into an equal amount of VDvR for those purposes. This only applies to natural born deities (or extraordinarily powerful outsiders; which follow a modified version of this rule), as well as mortals ascended to true deity-hood via worship should have their stats adjusted thus; quasi and hero deities should not. VDvR creatures (as well as archfiend gods) should have HD equal to 60+(1/2 VDvR). For these creatures, they also receive a number of Effective Character Levels by the following formula: (70+VDvR)-(HD/2). DvR 0 creatures have 40 HD, and 25 effective class level. Damage Reduction (Su): Add the opposite of a portion of the deity’s alignment as a requisite for bypassing their DR. For example, a chaotic good demigod normally has DR 15/epic. Change to DR 15/epic (evil or lawful). Alternatively, the god can choose a special material. For instance, a Fairy deity might have cold iron as a requisite.This applies to VDvR creatures. Divine Aura: Save DCs equal 20+divine rank+ charisma bonus. This does not apply to VDvR creatures, who use the old method; DC=10+Divine Rank+ charisma bonus. Domains: Deities receives a number of domains for free depending on their rank. Demigods receive 4, Lesser Gods 5, Intermediate 6, and Greater Gods 7. However, if no domain fits the deity’s portfolio, it may not receive others just to fulfill this number of domains. Spell-like Abilities (Sp)(Domain): Change the caster level to 30+divine rank. For VDvR creatures, the caster level of their non-divine (not granted by domains) abilities equals their HD-20. DvR 0 creatures use their non-divine abilities at caster level 30. Feats: Epic Spellcasting or Epic Manifestation as a bonus feat (if they meet the prerequisites). In addition, gods should have all Spellcraft DCs for base seed reduce by 10, and have all modifiers reduced by half, because they are a source of magic in and of themselves, and their true forms are not limited by the Weave or the alignment of the planes, and therefore can cast Epic Magic much more easily. VDvR creatures do not gain this feat. In addition, all deities with a strength score of at least 24 gain the Awesome Blow feat, even if they don’t meet the other requisites. VDvR creatures do gain this benefit. Spellcasting: All deities receive a +10 bonus on all caster level checks to overcome SR. This applies to all spells and spell-like abilities. Within their own Realms, this bonus increases to +12. In addition, all gods with at least 20 caster levels in a Spellcasting class with at least a 6th level spell progression (Bard, Cleric, Wizard, Sorcerer, Druid) cast all spells from that class with an bonus to effective caster level (for variables dependant on caster level, as well as for caster level checks to beat SR) equal to their divine rank. For example, a deity with Divine Rank 16 and 20 levels of cleric would cast his cleric spells at 36th caster level, and would have an effective caster level of 46th when making caster level checks to beat SR. This bonus does not stack with the Divine Bonus that all deities receive to all checks; the deity above would simple add 46 to his result of his caster level check roll (an automatic 20 in this case), and would not add an additional Divine Bonus of 16 to the check. VDvR creatures do not gain these benefits. They do, however, receive the True Caster feat for free (see below for details about True Dweomers). If your campaign uses True Dweomers, gods continue increasing in spells per day indefinitely (adding one spell per day to each spell level (1-9) at 24th level, 28th, etc.), and wizard and sorcerers gain 10th, 11th, and 12th level spell slots (as per the Arcanist Weave Depth Progression in Netheril, Empire of Magic). These slots can be used either for Metamagic spells, or for True Dweomers (though spell slots from the Divine Spellcasting SDA and Improved Spell Capacity feat cannot be used for True Dweomers). In addition, spells cast by gods have no damage caps. Spell Resistance: Change to 46+divine rank. Greater deities receive SR equal to 51+divine rank instead. Within their own realm, this changes to 56+divine rank, or 61+divine rank for greater deities. VDvR creatures do receive these benefits. Abilities: Change normal Divine Array (35, 29, 25, 24, 24, 24) to 45, 39, 35, 30, 30, 30. This brings about the subsequent increases to Armor Class, Initiative, Hit Points, Attack Bonuses, Damage Rolls, Skill Modifiers, Saving Throws, Ability Save DCs, and a host of other things affected by this change in ability scores. In addition, the deity gains skill points for the increase in Intelligence. VDvR creatures use the array 40, 34, 30, 29, 29, 29. DvR 0 creatures (Demon Princes, Hero Deities) have use the array 30, 29, 25, 24, 24, 24. Skills: Deities do not have max ranks. In addition, all deities receive a +10 bonus on Knowledge (History) and Knowledge (Arcana), and Knowledge (Religion) checks. Deities that live on the Outer or Inner Planes receive the same bonus to Knowledge (The Planes) checks. VDvR creatures receive half of these bonuses. Avatars: All deities can manifest avatars. Demigods can have up to 2, Lesser Deities 5, Intermediate Gods 10, and Greater Gods 20. In addition, avatars can be in any form the deity desires, and can have stats with HD anywhere up to the deities. The same goes for Divine Rank, though the max is half. On the Prime, the strongest avatar a deity may use may have the same class levels as the deity, with no outsider HD, and Divine Rank of 0. On the Planes, no such rules apply, and avatars can be every bit as strong as those presented in Deities and Demigods. VDvR creatures do not manifest avatars. If an avatar is destroyed, it takes a greater god 1 day to make another, an intermediate deity a week, a lesser deity a month, and a demigod a year. Alter Reality: All deities possess the Alter Reality SDA, as described in Deities in Demigods, except that duplicated spells are subject to SR, and the caster level for such spells in 15+divine rank. Because these effects are not spells, per se, they cannot be used as counterspells, and cannot be counterspelled. Deities still receive a +10 bonus to caster level checks for these spells (or +12 within the deity’s Realm). VDvR creatures do not gain this ability. Life and Death: At will, as a free action, a Greater Deity can slay any mortal anywhere in the Multiverse, simply by willing it so. This ability mimics the Destruction spell, except that there is no save, SR is not applicable, and the deity chooses the visual effects of the spell. A mortal so slain cannot be brought back to life by any means other than a deity of higher rank than the god who slew them using Gift of Life or Life and Death abilities. This ability ignores any warding except Divine Shields created by a deity of higher rank, and, theoretically, specifically designed epic spells and artifacts. The deity can also raise any dead mortal anywhere, no matter how long they have been dead, as long as they weren’t slain by a deity of higher rank using this ability. Intermediate and Lesser deities share the ability to raise mortals, though not to directly cause their death (any god is clever enough to arrange a fatal accident, however). VDvR creatures do not gain this benefit. Summoning Ability: Creatures with VDvR and DvR that are exemplars of an Outsider Race (Tanar’ri, Archons, etc.) can, at will, summon a number of lesser members of their race. No creatures summoned may have a CR greater than 20, or may the combined CR of their summoned creatures exceed DvRx10, (creature with DvR 1 are treated as DvR 2 for this purpose, and may therefore have a total of CR 20). These summoned creatures cannot use their summoning abilities while summoned. DvR 0 creatures that are exemplars follow the same guidelines, but they are limited to 3 times per day. They may have a total of CR 20. Such creatures must give up one SDA in order to keep this ability as well as their racial spell-like abilities. Salient Divine Abilities: VDvR creatures do gain SDA’s. Most such creatures, however, have unique abilities related to their backgrounds, whose power is similar to that of SDAs. Such abilities use 10+1/2 HD+ relevant ability modifier as the DC. For example, most exemplar VDvR creatures spend one SDA to retain (and add to) their racial spell-like abilities and summoning abilities (one SDA for both abilities). Fairly weak abilities (such as Graz’zt’s Item Master and Fear abilities) count as half an SDA. VDvR creatures gain a number of such abilities equal to a god of their VDvR. Spurn the Divine does not cost an SDA slot, and almost all VDvR creatures possess it. VDvR creatures may not posses abilities which have DvR as a requisite, though they may ignore domain prerequisites. Layer Capabilities (Su): Within their own layers (if and only if they specifically control one), archfiends and other exemplar semi-divinities gain an extraordinary measure of divine power. When on their home layer, the semi-divinity’s VDvR increases to 2 times normal plus one (but never above 15). For example, if a demon lord normally had a virtual divine rank of 2, while on his home layer it would effectively be 5. This increase applies to the following areas: SR, AC bonuses, attack bonuses, divine abilities save DCs, skill modifiers, etc. In addition, on their home layer, such creatures have a degree of control that rivals that of even greater deities over their Realms. Their sensory abilities extend to the entire layer (instead of just one mile per rank). The save DCs of their spells increase by +10 (only for effects with a duration longer than instantaneous), and they may alter the terrain and rules of magic on their layer as though they had a DvR of 3 times plus one their usual VDvR ________________________________________ _ Tebryn14's first post Because right before the boards went down I was going to post my version of Maglubiyet, I took it upon myself to restart the thread. Barring some situation like Jorda resenting this or someone else have restarted it while I type this message, I hope you will all repost the deities from the original thread, and post new ones like this: Maglubiyet The King of Goblinkin, Lord of Treachery, The Sneaking God Greater Deity Symbol: Bloody axe Home Plane: Nishrek Alignment: Neutral Evil Portfolio: Goblin, Hobgoblins, War, Leadership Worshippers: Goblinoids Cleric Alignments: NE, CE, LE Domains: Destruction, Evil, Planning, Trickery Favored Weapon: Warhammer Rogue 20/ Fighter 10/ Cleric 10 Small outsider Divine Rank: 16 Hit Dice: 20d8+140 (outsider) and 20d6+140 (rogue) and 10d10+70 (fighter) and 10d8+70 (cleric) (880 hp) Initiative: +19, always first (+15 dex, +4 improved initiative, Supreme Initiative) Speed: 50 ft. AC: 80 (+15 dex, +16 divine, +29 natural, +9 deflection, +1 size) Attacks: +5 impact unholy throwing returning warhammer +75/+70/+65/+60 melee; or +82 ranged; or by spell +65 melee touch, or +72 ranged touch *Always receives 20 on attack rolls; roll die to check for critical hit Damage[B]: +5 impact unholy throwing returning warhammer 1d8+19/19-20; or by spell *Always does maximum damage (warhammer 27 points) [B]Face/ Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Sneak Attack +13d6 (78 points), crippling strike, defensive roll, improved evasion, opportunist, salient divine abilities, domain powers, rebuke undead 12/day, spell-like abilities Special Qualities Goblin Traits, divine aura (16 miles, DC 35), divine immunities, DR 51/+4, fire resistance 36, spontaneous casting of divine spells, understand, speak, and read all languages, speak directly to all beings within 16 miles, remote communication 16 miles, godly realm (100 miles), plane shift at will, SR 48, teleport without error at will, uncanny dodge Saves: Fort +55, Ref +65, Will +55 *Always receives 20 on saves Abilities: Str 26, Dex 40, Con 24, Int 42, Wis 24, Cha 29 Skills: Appraise +72, Balance +71, Bluff +121, Climb +84, Concentration +63, Craft (trap making) +112, Diplomacy +101, Disable Device +72, Disguise +85, Escape Artist +71, Forgery +62, Gather Information +55, Hide +105, Handle Animal +45, Intimidate +55, Jump +74, Knowledge (Arcana, Religion) +82, Listen +65, Move Silently +75, Open Lock +71, Pick Pocket +71, Ride +75, Scry +52, Search +52, Sense Motive +64, Spellcraft +72, Spot +45, Swim +44, Tumble +71, Use Rope +51 *Always receives a 20 on checks Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Expertise, Extend Spell, Great Cleave, Greater Skill Focus (Bluff), Greater Skill Focus (Diplomacy), Improved Disarm, Improved Initiative, Improved Trip, Leadership, Lightning Reflexes, Mobility, Mounted Combat, Power Attack, Quick Draw, Silent Spell, Skill Focus (Bluff), Skill Focus (Diplomacy), Spring Attack, Still Spell, Sunder, Weapon Focus (Warhammer), Weapon Specialization (Warhammer), Whirlwind Attack Divine Immunities: Ability Damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment Salient Divine Abilities: Alter Size, Alter Reality (DC 45 for duplicated spells), Annihilating Strike (DC 63), Banestrike (elves), Control Creatures (goblinoids), Divine Blast (12/day, 25d12 points), Divine Celerity (16 minutes/day), Divine Dodge (66% miss chance), Divine Glibness, Divine Rogue, Divine Shield (10/day, stops 160 points of damage), Divine Skill Focus (Bluff), Divine Skill Focus (Diplomacy), Divine Sneak Attack, Divine Weapon Focus (Warhammer), Extra Domain (Trickery), Hand of Death (DC 45), Life and Death, Mass Divine Blast, Supreme Initiative Domain Abilities: Smite 16/day (16 points of damage), cast evil spells at +1 caster level, free Extend Spell feat, Bluff, Disguise, and Hide are class skills Spell-like abilities: Maglubiyet uses these abilities as a 26th level caster except for evil spells, which he uses at 27th caster level. The save DCs are 35+spell level. Inflict Light Wounds, Shatter, Contagion, Inflict Critical Wounds, Circle of Doom, Harm, Disintegrate, Earthquake, Implosion, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Summon Monster IX (cast as evil spell only), Death Watch, Augury, Clairaudience/ Clairvoyance, Status, Detect Scrying, Heroes’ Feast, Greater Scrying, Discern Location, Time Stop Cleric Spells/day: 6/6/6/5/4/3. Base DC 19+spell level Possessions: Maglubiyet carries Elfcrusher, a +5 impact unholy throwing returning warhammer. Caster Level: 25th Other Divine Powers As a greater deity, Maglubiyet automatically receives the best possible result on any die roll he makes (includes attack, damage, checks, and saves). He is immortal Senses: Maglubiyet can see, hear, touch, and smell at a distance of 16 miles. As a standard action, he can perceive anything within 16 miles of his worshippers, holy sites, objects, or any location where his name or one of his titles was spoken in the last hour. He can extend his sense to up to 20 locations at once. He can block the sensing power of deities of rank 16 and lower at up to two remote locations at once for up to 16 hours. Portfolio Sense: Maglubiyet senses anything that affects the welfare of goblinoids 16 tendays before it happens and retains the sensation for 16 tendays after the events occurs. He likewise senses anytime a goblinoid takes leadership of a group. Automatic Actions: Maglubiyet can use Hide and Craft (trap making) as a free action if the DC for the task is 30 or lower. He can use Bluff or Diplomacy as a free action if the DC for the task is 46 or lower. He can perform up to 20 such free actions each round. Create Magic Items: Maglubiyet can create any magic item (including artifacts) that aids in lying or negotiating, or has to do with goblinoids. He can likewise make magic simple weapons. Avatars Maglubiyet rarely uses avatars on material worlds, preferring to have them aid in his constant battle against Gruumsh’s forces on Nishrek. His avatars always appear as an inconspicuous male goblin. When he does send them to Toril or other worlds where goblinoids exist, it is to defend cities or strongholds against the likes of dwarves, elves, and drow. Avatar of Maglubiyet: As Maglubiyet except divine rank 8; AC 64 (touch 42; flat-footed 48); Atk +67/+62/+57/+52 melee; or +74 ranged; or by spell +57 melee touch or +64 ranged touch; SQ DR 43/+4, fire resistance 28, SR 40, divine aura (800 ft., DC 27); SV Fort +47, Ref +57, Will +47; all skill modifiers reduced by 8. Salient Divine Abilities: Alter Size, Divine Blast, Supreme Initiative, Divine Weapon Focus, Divine Rogue, Divine Dodge, Alter Reality, Banestrike (elves), Divine Skill Focus (Bluff), Divine Skill Focus (Diplomacy). Spell-like abilities: Caster level 18th; saving throw DC 27+ spell level; because of the loss of the Trickery domain, these avatars do not have access to spells from that domain |
| Maruuk06-17-03, 09:17 PM | I'd be interested on seeing your take on the dead god Bhaal, thx. |
| The Eye of the Cyclop06-18-03, 07:58 AM | Ubtao Creator of Chult, Founder of Mezro, Father of the Dinosaurs Greater Faerûnian Deity Symbol: Maze Home Plane: House of Nature Alignment: Neutral Portfolio: Creation, jungles, Chult, the Chultans, dinosaurs Worshipers: Adepts, chultans, druids, inhabitants of jungles, rangers Cleric Alignments: CN, N, NE, NG, LN Domains: Planning, Plant, Protection, Scalykind Favored Weapon: Tyrannosaur head (heavy pick) Ubtao Druid 20/Ranger20 Medium-size Outsider Divine Rank: 16 Hit Dice: 20d8+260 (outsider) plus 20d8+260 (Drd) plus 20d10+260 (Rgr) (1,300 hp) Initiative: +16 (+12 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 63 (+12 Dex, +29 divine, +12 deflection) Attacks*: +5 defending energy aura impact tyrannosaur head +87/+82/+77/+72 melee; or +81 melee touch; or +83 ranged touch *Always receive a 20 on attack rolls, roll die to check for critical hit. Damage*: +5 defending energy aura impact tyrannosaur head 1d6+15 plus 1d6 acid, cold, electricity, fire, or sonic/17-20/x4; or by spell *Always does maximum damage (tyrannosaur head 21 points plus 6 points acid, cold, electricity, fire, or sonic). Face/Reach: 5 ft. by 5ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: A thousand faces, animal companion (up to 40 HD), divine aura (16 miles, DC 36), divine immunities, favored enemy (devil +5, undead +4, aberration +3, shapechanger +2, demon +1), DR 53/+4, godly realm (100 miles Outer Planes, 1,600 ft. Material Plane), nature sense, plane shift at will, remote communication 16 miles, resist nature’s lure, spontaneous casting of divine spells, timeless body, trackless step, understand, speak and read all languages and speak directly to all beings within 16 miles, venom immunity, wild shape (Fine, Diminutive, Tiny, Small, Medium-size, Large, Huge, Gargantuan, Colossal, or dire animal 5/day, elemental 3/day), woodland stride. Saves*: Fort +65 Ref +52 Will +71 *Always receives a 20 on saves. Abilities: Str 31 Dex 34 Con 36 Int 30 Wis 44 Cha 34 Skills*: Animal Empathy +75, Concentartion +76, Climb +60, Diplomacy +57, Handle Animal +75, Heal +72, Hide +62, Intuit Direction +85, Knowledge (arcana) +36, Knowledge (nature) +73, Listen +87, Search +23, Scry +73, Spot +87, Spellcraft +73, Swim +60, Wilderness Lore +85. *always receive a 20 on checks. Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Craft Magic Arms and Armors, Craft Wondrous Item, Dodge, Expertise, Great Cleave, Extend Spell, Improved Initiative, Improved Critical (tyrannosaur head), Plant Control, Plant Defiance, Power Attack, Quick Draw, Spell Penetration, Superior Expertise, Track, Weapon Focus (tyrannosaur head) Divine Imunities: Ability damage, ability drain, acid, cold, death effect, disease, disintegration, electricity, energy drain, fire, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality (DC 48 for duplicated spells), Alter Size, Area Divine Shield (160-foot square, or sphere and hemisphere 16-foot radius), Avatar (up to 20), Call Creatures (up to 16 dinosaurs serving simultaneously, each with up to 16 HD), Command Plants 16-miles radius, Create Object (non-magical objects 800 lbs, 160 cubic feet), Divine Blessing (up to 16 creatures, +6 ehancement bonus to Wisdom for 1 day), Divine Druid (can take dinosaur form), Divine Ranger, Divine Shield (16/day, stop 160 points of damage), Divine Spellcasting, Divine Splendor (160 ft.), Extra Energy Immunity (fire), Gift of Life, Grow Creatures (16/day, dinosaurs), Mind of the Beast (16/day, DC 38, Power of Nature 16-miles, Power of Chult*, Shift Form (dinosaurs). *Unique salient divine ability (see below) Domain Powers: Free Extend Spell Feat, 18/day rebuke or command plant creature; 18/day protective ward (touched subject gains +18 resistance bonus on next saving throw, maximum duration 1 hour); 18/day rebuke or command animals (reptilian creatures and snakes only). Spell-Like Abilities: Ubtao uses these abilities as a 26th-level caster. The save DCs are 38 + spell level. Animal growth (affect ophidian and reptilian creatures only), animal shape (affect ophidian and reptilian creatures only), animal trance (affects ophidian and reptilian creatures only), antimagic field, augury, barkskin, changestaff, clairaudience/claivoyance, command plants, control plants, creeping doom (composed of tiny snakes), deathwatch, detect scrying, discern location, entangle, eyebite, greater magic fang, greater scrying, heroes' fiest, magic fang, mind blank, plant growth, prismatic sphere, protection from elements, repel wood, repulsion, sanctuary, shambler, shapechange, shield other, spell immunity, spell resistance, status, time stop, wall of thorns. *Power of Chult (unique salient divine ability): Ubtao has been granted control over Chult in exchange of guarding the Peaks of Flame for the day Dendar the Night Serpent will get out and eat the sun. As such, Ubtao can change the configuration of the land of Chult as he wishes. However, he cannot augment the border of the country, only his followers can. Druid Spells/Day (Levels 0-17): 6/10/9/9/9/9/7/7/7/7/3/3/3/3/2/2/2/2; base DC = 19 + spell level. Ranger Spells/Day (Levels 1-4): 8/7/7/7; base DC = 19 + spell level. Possessions: Ubtao usually fight with a Tyrannosaur head. It function just like a +5 heavy pick, with the impact, energy aura and defending special abilities. Other Divine Powers As a greater god, Ubtao automatically receives the best possible result on any die roll he made (these include attack rolls, damage, checks and saves). He is immortal. Senses: Ubtao can see, hear, touch and smell at a distance of sixteen miles. As a standard action, he perceives anything within sixteen miles of his worshippers, holy sites, objects or any location where one of his titles or name is spoken in the last hour. He can extend his senses to up to twenty locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 16 hours. Portfolio Sense: Ubtao is automatically aware of anything that happens in the country of Chult sixteen weeks before it happens. He retains this sensation sixteen weeks after it has happened. In the same scope, he is aware of the birth or the death of any Chultans. Automatic Actions: Ubtao is able to use Animal Empathy, Handle Animal and Wilderness Lore skills, if the DC for the check is 30 or less. He can use Knowledge (nature) if the DC is 47 or less. He can perform up to twenty such actions per round. Create Magic Items: Being the foremost, and only deity that Chultans revere, Ubtao can create any magical items that a druid or ranger can create. Avatars There was a time when Ubtao was himself controlling Chult but he has now pass this control to his baras. When he appear in the temple of mezro to judge a potential new bara, he appear either as a old woman, a young fighter or a female child. Avatar of Ubtao: As Ubtao except as follow; divine rank 8; AC 55; Atk +5 defending energy aura impact tyrannosaur head +79/+74/+69/+64 melee (1d6+15 plus 1d6 acid, cold, electricity, fire, or sonic/17-20/x4); or +72 melee touch; or +74 ranged touch SQ Divine aura (800 ft., DC 28), Damage Reduction 45/+4, SV Fort +57 Ref +44 Will +63. Salient Divine Abilities: Call Creatures (up to 8 dinosaurs serving simultaneously, each with up to 8 HD), Command Plants 8-miles radius, Divine Blessing (up to 8 creatures, +6 ehancement bonus to Wisdom for 1 day), Divine Druid (can take dinosaur form), Divine Ranger, Divine Shield (8/day, stop 80 points of damage), Divine Spellcasting, Grow Creatures (8/day, dinosaurs). Spell-Like Abilities: Caster Level 18th; saving throw DC 30 + spell level. I will now do Angharaadh and Sekolah... :cloud9: |
| Tebryn1406-18-03, 09:48 AM | Excellent! I hope that the true masters of this trade from the original thread will stop by and give us a hand. I was going to do Sekolah, but I'll settle for Hruggek and Semuyana instead. Do you think DvR 6 is good for the god of the lizardfolk? |
| Elrumir06-18-03, 10:29 AM | Who do you mean by the true masters? I've lost all the other deities from the 'old boards' :( And you're doing a great job BTW! |
| Tebryn1406-18-03, 10:33 AM | If I remember correctly, you posted quite a few deities on the last thread. But my mind may be playing tricks on me. The old boards still exist, just go back, copy and paste any you'd like handy on this thread. There are still a few deities that need statting. |
| Elrumir06-18-03, 10:40 AM | It's nice to be known ;) But yer right... I could add one that hasn't been done yet: Angharradh The Triune Goddess, the One and the Three, the Union of the Three, Queen of Arvandor Greater Elven Goddess Symbol: Three interconnecting rings on a downward pointing triangle Home Plane: Arvandor Alignment: Chaotic good Portfolio: Spring, fertility, planting, birth, defense, wisdom Worshipers: Community elders, druids, elves, farmers, fighters, midwives, mothers Cleric Alignments: CG, CN, NG Domains: Chaos, Elf, Good, Knowledge, Plant, Protection, Renewal Favoured Weapon: “Duskshaft” (longspear or shortspear) Angharradh Ranger 20/Cleric 10/Sorcerer 10 Medium-size outsider (Chaos, Good) Divine Rank: 16 Hit Dice: 20d8+120 (outsider) + 20d10+120 (Rgr) + 10d8+60 (Clr) + 10d4+60 (Sor) (840 hp) Initiative: +14 (+10 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 81 (+10 Dex, +16 divine, +31 natural, +14 deflection) Attacks*: +5 brilliant energy, defending, speed longspear +72/+72/+67/+62/+57 melee (10 ft. range); or spell +63 melee touch or +66 ranged touch. *Always receives a 20 on attack rolls, roll die to check for critical hit. Damage*:[b] +5 brilliant energy, defending, speed longspear 1d8+12/19-20/x3; or by spell. *Always does maximum damage (longspear 20 points). [b]Face/Reach: 5 ft. by 5 ft./5 ft. (10 ft. with longspear). Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 17/day. Special Qualities: Moon elf racial abilities, divine aura (16 miles, DC 40), divine immunities, DR 51/+4, familiars (owls), favoured enemies (drow +5, orcs +4, goblinoid +3, evil outsiders +2, evil giants +1), fire resistance 56, godly realm (100 miles Outer Plane, 1,600 ft. Material Plane), plane shift at will, remote communication 16 miles, spontaneous casting of divine spells, SR 48, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 16 miles Saves*: Fort +55, Ref +58, Will +66. *Always receives a 20 on saves. Abilities: Str 24, Dex 30, Con 22, Int 32, Wis 40, Cha 38 Skills*: Alchemy +67, Animal Empathy +70, Concentration +62, Craft (armoursmithing) +67, Craft (blacksmithing) +67, Diplomacy +70, Gather Information +70, Handle Animal +70, Heal +75, Hide +66, Intimidate +70, Intuit Direction +71, Knowledge (arcana) +67, Knowledge (nature) +67, Knowledge (religion) +67, Listen +73, Move Silently +66, Profession (herbalist) +71, Profession (sage) +71, Scry +67, Search +67, Spellcraft +67, Spot +73, Wilderness Lore +73. *Always receives a 20 on checks. Feats: Alertness, Cleave, Combat Casting, Combat Reflexes, Dodge, Eschew Materials, Expertise, Forester, Great Cleave, Iron Will, Mobility, Point Blank Shot, Power Attack, Rune Magic, Sacred Spell, Scribe Scroll, Spring Attack, Strong Soul, Superior Expertise, Track, Weapon Focus (longspear), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Area Divine Shield, Avatar, Battlesense, Call Creatures (elves), Clearsight, Command Plants, Divine Blast, Divine Blessing (Wisdom), Divine Celerity, Divine Dodge, Divine Inspiration (hope), Divine Shield, Divine Weapon Focus (longspear), Extra Domain (Chaos), Extra Domain (Elf), Extra Domain (Knowledge), Extra Domain (Renewal), Mass Divine Blast. Domain Powers: Cast chaos spells at +1 caster level; cast good spells at +1 caster level; cast divination spells at +1 caster level; rebuke or command plant creatures; 16/day protective ward; 16/day, when under 0 hp, gain 1d8+14 hp. Spell-like Abilities: Angharradh uses these abilities as a 26th-level caster, except for chaos, good and divination spells, which she uses as a 27th-level caster. The save DC’s are 40 + spell level. aid, animate objects, antimagic field, antipathy, atonement, barkskin, blade barier, cat’s grace, changestaff, chaos hammer, charm person, clairaudience/clairvoyance, cloak of chaos, command plants, commune with nature, control plants, detect secret doors, detect thoughts, discern location, dispel evil, dispel law, divination, entangle, find the path, foresight, freedom, greater restoration, heroes’ feast, holy aura, holy smite, holy word, legend lore, lesser restoration, liveoak, magic circle against evil, magic circle against law, mind blank, polymorph any object, prismatic sphere, protection from elements, protection from evil, protection from law, reincarnate, remove curse, repel wood, repulsion, sanctuary, shambler, shatter, shield other, snare, spell immunity, spell resistance, summon monster IX (as chaos or good spell only), sunburst, tree stride, true seeing, true strike, wall of thorns, word of chaos. Cleric Spells/day: 6/9/9/8/7/6; base DC 25 + spell level. Ranger Spells/day: 3/7/7/7; base DC 25 + spell level. Sorcerer Spells/day: 6/10/10/9/8/6; base DC 24 + spell level. Possessions: Angharradh, as a highly protective deity of the elves and a quite martial-minded goddess, attacks and defends using her longspear, the Duskshaft. It is a +5 longspear with the brilliant energy, defending and speed enhancements. Other Divine Powers As a greater goddess, Angharradh automatically receives the best possible result on any die roll she made (these include attack rolls, damage, checks and saves. She is immortal. Senses: Angharradh can see, hear, touch and smell at a distance of sixteen miles. As a standard action, she can perceive anything within sixteen mile of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to twenty locations simultaneously. She can block the sensing powers of deities of up to her rank at two such remote locations at once for 16 hours. Portfolio Sense: Angharradh knows it instantly when anything threatens any elf community. She similarly is aware of the birth of an elf, or the planting or harvesting of crops within an elf village. Automatic Actions: Angharradh can use Concentration, Diplomacy, Gather Information, Knowledge (nature) or Spellcraft as a free action, if the DC for the check is 30 or less. She can perform up to twenty such actions per round. Create Magic Items: Angharradh can make any magical simple or martial weapon, any magic armour or shield or any item useable by druids or rangers. Avatars Angharradh, when in the Realms manifests as a female elf of unearthly beauty. Graceful and serene, she is clad in glorious gowns and bedecked with shining gems the colour of starlight. She appears thus most of the times, except when battle is imminent and expected. In that case, she wears a gleaming suit of silver elven full plate mail. Avatar of Angharradh: As Angharradh except as follows; divine rank 8; AC 67; Atk +60/+55/+50/+45 melee (1d8+12/19-20/x3, +5 brilliant energy, defending, speed longspear); spell +60 melee touch or +58 ranged touch; SQ Divine aura (800 ft., DC 32), DR 43/+4, fire resistance 28, SR 40; SV Fort +55, Ref +58, Will +54; all skill modifiers are reduced by eight. Salient Divine Abilities: Alter Size, Clearsight, Command Plants, Divine Blast, Divine Blessing (Wisdom), Divine Shield, Extra Domain (Chaos), Extra Domain (Elf), Extra Domain (Knowledge), Extra Domain (Renewal). Spell-like abilities: Caster level 18th, saving throw DC 32 + spell level. Like her? edit: added legibility at Mirtek's request; normally I would have, but now I was short on time ;) |
| Tebryn1406-18-03, 05:07 PM | Semuanya Lord of the Lizardfolk, King of Swamps Lesser Deity Symbol: An image of a log floating in a swamp Home Plane: Dragon Eyrie Alignment: Neutral Portfolio: Swamps, Lizardfolk Worshippers: Lizardfolk Cleric Alignment: N, NE, LN, CN, NG Domains: Animal, Plant, Scalykind, Water Favored Weapon: Lizardtail (Great club) Dogma: Lizardfolk are the rightful heirs of Faerun’s swamps. Resist the call of civilization, for it leads to weakness. The strong are meant to rule and the weak to follow, and lizardfolk should lead themselves separately from the nations of other races. Respect the swamp and live as one with it, and it will be kind to you. Druid 20/ Fighter 10/ Barbarian 10 Medium-Size Outsider Divine Rank: 6 Hit Dice: 20d8+180 (outsider) and 20d8+180 (druid) and 10d10+90 (fighter) and 10d10 +90 Initiative: +9 Speed: 70 ft., swim 70 ft. AC: 52 (+9 dex, +6 divine, +19 natural, +8 deflection) Attacks: +5 impact energy aura wounding great club +67/+62/+57/+52 melee; or by spell +61 melee touch, or +55 ranged touch Damage: +5 impact energy aura wounding great club 1d10+29+1d6 (acid, cold, fire, electricity, sonic) Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Rage (3/day), Salient divine abilities, wild shape (animals, beasts, magical beast, dire, Fine-Colossal, elemental 3/day, 6/day) Special Qualities: Divine Immunities, DR 41/+5, fast healing 26, fire resistance 26, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 6 miles, plane shift at will, remote communication 6 miles, godly realm 1 mile, teleport without error at will, SR 38, divine aura (60 ft., DC 24), uncanny dodge, nature sense, woodland stride, trackless step, resist nature’s lure, a thousand faces Saves: Fort +47, Ref +47, Will +50 Abilities: Str 40, Dex 28, Con 29, Int 22, Wis 34, Cha 26 Skills: Animal Empathy +54, Balance +39, Climb +76, Concentration +55, Handle Animal +54, Heal +43, Hide +35, Intimidate +54, Intuit Direction +68, Jump +75, Knowledge (nature) +56, Listen +60, Move Silently +35, Ride +35, Scry +32, Spellcraft +32, Spot +30, Swim +85, Wilderness Lore +78 Feats: Alertness, Blind-fight, Brew Potion, Cleave, Combat Casting, Combat Reflexes, Dodge, Enlarge Spell, Empower Spell, Expertise, Great Cleave, Greater Skill Focus, Greater Spell Penetration, Mobility, Power Attack, Skill Focus (Knowledge [nature]), Spring Attack, Maximize Spell, Quick Draw, Quicken Spell, Silent Spell, Spell Penetration, Still Spell, Track, Weapon Focus (great club), Weapon Specialization (great club), Whirlwind Attack Divine Immunities: Ability Damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment Salient Divine Abilities: Alter Size, Control Creatures (lizardfolk), Divine Druid, Divine Fast Healing, Divine Spellcasting, Divine Water Mastery, Extra Domain (Scalykind), Power of Nature (6 mile radius) Domain Powers: Cast animal friendship 1/day; Command and Rebuke plants as 6th level cleric 11/day; Command and Rebuke reptilian animals as 6th level cleric 11/day, Turn or Destroy fire creature or Command or Rebuke water creatures as 6th level cleric 11/day Spell-like abilities: Semuanya uses these abilities as a 16th level caster. The save DCs are 24+spell level Calm Animals, Hold Animal, Dominate Animal, Repel Vermin, Commune With Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange, Entangle, Barkskin, Plant Growth, Control Plants, Wall of Thorns, Repel Wood, Changestaff, Command Plants, Shambler, Magic Fang, Animal Trance, Greater magic fang, Poison, Animal Growth, Eyebite, Creeping Doom, Animal Shapes, Obscuring Mist, Fog Cloud, Water Breathing, Control Water, Ice Storm, Cone of Cold, Acid Fog, Horrid Wilting, Elemental Swarm Rage: The following changes are in effect as long as Pan rages: AC 50; hp 1200; attack +69/+64/+59/+54 melee (1d10+32 +5 impact energy aura wounding great club); SV Fort +49, Will +52; Str 44, Con 33; Climb +78, Concentration +57, Jump +77, Swim +87. His rage lasts for 14 rounds, and he is winded for the remainder of the encounter afterwards. Druid Spells/day: 6/8/8/8/8/7/6/6/6/5/2/2/2 (levels 0-12); save DC 24+spell level. Possessions: Semuanya carries a +5 impact energy aura wounding great club Caster Level: 25th Other Divine Powers As a lesser deity, Semuanya may take 10 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Semuanya can see, her, touch, and smell at a distance of 6 miles. As a standard action he can perceive anything within 6 miles of his worshippers, holy sites, objects, or any location where his name or one of his titles was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of rank 6 and lower at up to two remote locations at once for up to six hours. Portfolio Sense: Semuanya senses anything that affects the welfare of lizardfolk, as long as the event affects at least 500 such individuals. He likewise senses any event that affects the welfare of swamps if it is of similar scope. Automatic Actions: Semuanya can use Swim, Intimidate or Wilderness Lore as a free action if the DC for the task is 20 or lower. He can perform up to 5 such free actions each round. Create Magic Items: Semuanya can create any simple magic weapons and any weapon that has to do with reptiles or aquatic creatures (such as a cloak of the manta ray) if the market price is 30,000 gp or lower. Avatars Semuanya lacks the power to create avatars. However, because he has nothing else to do, he often visits lizardfolk communities in the guise of a tall, strong lizardfolk male. He participates in battles, helping the lizardfolk thrive. |
| Mirtek06-18-03, 06:13 PM | Sorry guys if i am a little harsch, but your posts are terrible to read. Please use at least Bold text to make it a little better to review Example: Compare the following two. Which is better to read? Originally posted by Tebryn14 Maglubiyet The King of Goblinkin, Lord of Treachery, The Sneaking God Greater Deity Symbol: Bloody axe Home Plane: Nishrek Alignment: Neutral Evil Portfolio: Goblin, Hobgoblins, War, Leadership Worshippers: Goblinoids Cleric Alignments: NE, CE, LE Domains: Destruction, Evil, Planning, Trickery Favored Weapon: Warhammer Rogue 20/ Fighter 10/ Cleric 10 Small outsider Divine Rank: 16 Hit Dice: 20d8+140 (outsider) and 20d6+140 (rogue) and 10d10+70 (fighter) and 10d8+70 (cleric) (880 hp) Initiative: +19, always first (+15 dex, +4 improved initiative, Supreme Initiative) Speed: 50 ft. AC: 80 (+15 dex, +16 divine, +29 natural, +9 deflection, +1 size) Attacks: +5 impact unholy throwing returning warhammer +75/+70/+65/+60 melee; or +82 ranged; or by spell +65 melee touch, or +72 ranged touch *Always receives 20 on attack rolls; roll die to check for critical hit Damage: +5 impact unholy throwing returning warhammer 1d8+19/19-20; or by spell *Always does maximum damage (warhammer 27 points) Face/ Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Sneak Attack +13d6 (78 points), crippling strike, defensive roll, improved evasion, opportunist, salient divine abilities, domain powers, rebuke undead 12/day, spell-like abilities Special Qualities: Goblin Traits, divine aura (16 miles, DC 35), divine immunities, DR 51/+4, fire resistance 36, spontaneous casting of divine spells, understand, speak, and read all languages, speak directly to all beings within 16 miles, remote communication 16 miles, godly realm (100 miles), plane shift at will, SR 48, teleport without error at will, uncanny dodge Saves: Fort +55, Ref +65, Will +55 *Always receives 20 on saves Abilities: Str 26, Dex 40, Con 24, Int 42, Wis 24, Cha 29 Skills: Appraise +72, Balance +71, Bluff +121, Climb +84, Concentration +63, Craft (trap making) +112, Diplomacy +101, Disable Device +72, Disguise +85, Escape Artist +71, Forgery +62, Gather Information +55, Hide +105, Handle Animal +45, Intimidate +55, Jump +74, Knowledge (Arcana, Religion) +82, Listen +65, Move Silently +75, Open Lock +71, Pick Pocket +71, Ride +75, Scry +52, Search +52, Sense Motive +64, Spellcraft +72, Spot +45, Swim +44, Tumble +71, Use Rope +51 *Always receives a 20 on checks Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Expertise, Extend Spell, Great Cleave, Greater Skill Focus (Bluff), Greater Skill Focus (Diplomacy), Improved Disarm, Improved Initiative, Improved Trip, Leadership, Lightning Reflexes, Mobility, Mounted Combat, Power Attack, Quick Draw, Silent Spell, Skill Focus (Bluff), Skill Focus (Diplomacy), Spring Attack, Still Spell, Sunder, Weapon Focus (Warhammer), Weapon Specialization (Warhammer), Whirlwind Attack Divine Immunities: Ability Damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment Salient Divine Abilities: Alter Size, Alter Reality (DC 45 for duplicated spells), Annihilating Strike (DC 63), Banestrike (elves), Control Creatures (goblinoids), Divine Blast (12/day, 25d12 points), Divine Celerity (16 minutes/day), Divine Dodge (66% miss chance), Divine Glibness, Divine Rogue, Divine Shield (10/day, stops 160 points of damage), Divine Skill Focus (Bluff), Divine Skill Focus (Diplomacy), Divine Sneak Attack, Divine Weapon Focus (Warhammer), Extra Domain (Trickery), Hand of Death (DC 45), Life and Death, Mass Divine Blast, Supreme Initiative Domain Abilities: Smite 16/day (16 points of damage), cast evil spells at +1 caster level, free Extend Spell feat, Bluff, Disguise, and Hide are class skills Spell-like abilities: Maglubiyet uses these abilities as a 26th level caster except for evil spells, which he uses at 27th caster level. The save DCs are 35+spell level. Inflict Light Wounds, Shatter, Contagion, Inflict Critical Wounds, Circle of Doom, Harm, Disintegrate, Earthquake, Implosion, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Summon Monster IX (cast as evil spell only), Death Watch, Augury, Clairaudience/ Clairvoyance, Status, Detect Scrying, Heroes’ Feast, Greater Scrying, Discern Location, Time Stop Cleric Spells/day: 6/6/6/5/4/3. Base DC 19+spell level Possessions: Maglubiyet carries Elfcrusher, a +5 impact unholy throwing returning warhammer. Caster Level: 25th Other Divine Powers As a greater deity, Maglubiyet automatically receives the best possible result on any die roll he makes (includes attack, damage, checks, and saves). He is immortal Senses: Maglubiyet can see, hear, touch, and smell at a distance of 16 miles. As a standard action, he can perceive anything within 16 miles of his worshippers, holy sites, objects, or any location where his name or one of his titles was spoken in the last hour. He can extend his sense to up to 20 locations at once. He can block the sensing power of deities of rank 16 and lower at up to two remote locations at once for up to 16 hours. Portfolio Sense: Maglubiyet senses anything that affects the welfare of goblinoids 16 tendays before it happens and retains the sensation for 16 tendays after the events occurs. He likewise senses anytime a goblinoid takes leadership of a group. Automatic Actions: Maglubiyet can use Hide and Craft (trap making) as a free action if the DC for the task is 30 or lower. He can use Bluff or Diplomacy as a free action if the DC for the task is 46 or lower. He can perform up to 20 such free actions each round. Create Magic Items: Maglubiyet can create any magic item (including artifacts) that aids in lying or negotiating, or has to do with goblinoids. He can likewise make magic simple weapons. Originally posted by Tebryn14 -> edited by Mirtek Maglubiyet The King of Goblinkin, Lord of Treachery, The Sneaking God Greater Deity Symbol: Bloody axe Home Plane: Nishrek Alignment: Neutral Evil Portfolio: Goblin, Hobgoblins, War, Leadership Worshippers: Goblinoids Cleric Alignments: NE, CE, LE Domains: Destruction, Evil, Planning, Trickery Favored Weapon: Warhammer Rogue 20/ Fighter 10/ Cleric 10 Small outsider Divine Rank: 16 Hit Dice: 20d8+140 (outsider) and 20d6+140 (rogue) and 10d10+70 (fighter) and 10d8+70 (cleric) (880 hp) Initiative: +19, always first (+15 dex, +4 improved initiative, Supreme Initiative) Speed: 50 ft. AC: 80 (+15 dex, +16 divine, +29 natural, +9 deflection, +1 size) Attacks: +5 impact unholy throwing returning warhammer +75/+70/+65/+60 melee; or +82 ranged; or by spell +65 melee touch, or +72 ranged touch *Always receives 20 on attack rolls; roll die to check for critical hit Damage: +5 impact unholy throwing returning warhammer 1d8+19/19-20; or by spell *Always does maximum damage (warhammer 27 points) Face/ Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Sneak Attack +13d6 (78 points), crippling strike, defensive roll, improved evasion, opportunist, salient divine abilities, domain powers, rebuke undead 12/day, spell-like abilities Special Qualities: Goblin Traits, divine aura (16 miles, DC 35), divine immunities, DR 51/+4, fire resistance 36, spontaneous casting of divine spells, understand, speak, and read all languages, speak directly to all beings within 16 miles, remote communication 16 miles, godly realm (100 miles), plane shift at will, SR 48, teleport without error at will, uncanny dodge Saves: Fort +55, Ref +65, Will +55 *Always receives 20 on saves Abilities: Str 26, Dex 40, Con 24, Int 42, Wis 24, Cha 29 Skills: Appraise +72, Balance +71, Bluff +121, Climb +84, Concentration +63, Craft (trap making) +112, Diplomacy +101, Disable Device +72, Disguise +85, Escape Artist +71, Forgery +62, Gather Information +55, Hide +105, Handle Animal +45, Intimidate +55, Jump +74, Knowledge (Arcana, Religion) +82, Listen +65, Move Silently +75, Open Lock +71, Pick Pocket +71, Ride +75, Scry +52, Search +52, Sense Motive +64, Spellcraft +72, Spot +45, Swim +44, Tumble +71, Use Rope +51 *Always receives a 20 on checks Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Expertise, Extend Spell, Great Cleave, Greater Skill Focus (Bluff), Greater Skill Focus (Diplomacy), Improved Disarm, Improved Initiative, Improved Trip, Leadership, Lightning Reflexes, Mobility, Mounted Combat, Power Attack, Quick Draw, Silent Spell, Skill Focus (Bluff), Skill Focus (Diplomacy), Spring Attack, Still Spell, Sunder, Weapon Focus (Warhammer), Weapon Specialization (Warhammer), Whirlwind Attack Divine Immunities: Ability Damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment Salient Divine Abilities: Alter Size, Alter Reality (DC 45 for duplicated spells), Annihilating Strike (DC 63), Banestrike (elves), Control Creatures (goblinoids), Divine Blast (12/day, 25d12 points), Divine Celerity (16 minutes/day), Divine Dodge (66% miss chance), Divine Glibness, Divine Rogue, Divine Shield (10/day, stops 160 points of damage), Divine Skill Focus (Bluff), Divine Skill Focus (Diplomacy), Divine Sneak Attack, Divine Weapon Focus (Warhammer), Extra Domain (Trickery), Hand of Death (DC 45), Life and Death, Mass Divine Blast, Supreme Initiative Domain Abilities: Smite 16/day (16 points of damage), cast evil spells at +1 caster level, free Extend Spell feat, Bluff, Disguise, and Hide are class skills Spell-like abilities: Maglubiyet uses these abilities as a 26th level caster except for evil spells, which he uses at 27th caster level. The save DCs are 35+spell level. Inflict Light Wounds, Shatter, Contagion, Inflict Critical Wounds, Circle of Doom, Harm, Disintegrate, Earthquake, Implosion, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Summon Monster IX (cast as evil spell only), Death Watch, Augury, Clairaudience/ Clairvoyance, Status, Detect Scrying, Heroes’ Feast, Greater Scrying, Discern Location, Time Stop Cleric Spells/day: 6/6/6/5/4/3. Base DC 19+spell level Possessions: Maglubiyet carries Elfcrusher, a +5 impact unholy throwing returning warhammer. Caster Level: 25th Other Divine Powers As a greater deity, Maglubiyet automatically receives the best possible result on any die roll he makes (includes attack, damage, checks, and saves). He is immortal Senses: Maglubiyet can see, hear, touch, and smell at a distance of 16 miles. As a standard action, he can perceive anything within 16 miles of his worshippers, holy sites, objects, or any location where his name or one of his titles was spoken in the last hour. He can extend his sense to up to 20 locations at once. He can block the sensing power of deities of rank 16 and lower at up to two remote locations at once for up to 16 hours. Portfolio Sense: Maglubiyet senses anything that affects the welfare of goblinoids 16 tendays before it happens and retains the sensation for 16 tendays after the events occurs. He likewise senses anytime a goblinoid takes leadership of a group. Automatic Actions: Maglubiyet can use Hide and Craft (trap making) as a free action if the DC for the task is 30 or lower. He can use Bluff or Diplomacy as a free action if the DC for the task is 46 or lower. He can perform up to 20 such free actions each round. Create Magic Items: Maglubiyet can create any magic item (including artifacts) that aids in lying or negotiating, or has to do with goblinoids. He can likewise make magic simple weapons. |
| Mirtek06-18-03, 06:15 PM | Garagos The Reaver, Master of All Weapon, Lord of War Demigod Symbol: A pinwheel of five snaky arms clutching swords Home Plane: Warrior’s Rest Alignment: Chaotic neutral Portfolio: War, skill-at-arms, destruction, plunder Worshipers: Barbarians, fighters, rangers, soldiers, spies, warriors Cleric Alignments: CE, CG, CN Domains: Chaos, Destruction, Strength, War Favored Weapon: "The Tentacus" [a pinwheel of five snaky arms , each ending in a sword] (longsword) ---------------------------------------------------------- Garagos Barbarian 20/Fighter 20 Large Outsider (Chaotic) Divine Rank: 5 Hit Dice: 20d8+240 (outsider) plus 20d12+240 (Bbn) plus 20d10+240 (Ftr) (1,320 hp) Initiative: +11, (+7 Dex, +4 Improved Initiative) Speed: 90 ft. AC: 49 (+10 Dex, +5 divine, +18 natural, +7 deflection, -1 size) Attacks: +5 chaotic keen wounding longsword +67/+62+57/+52, +5 chaotic keen wounding scimitar +64/+59, +5 chaotic keen wounding great sword +64/+59, +5 chaotic keen wounding short sword +64/+59, +5 chaotic keen wounding scimitar +64/+59, +5 chaotic keen wounding dagger +64/+59; or spell +59 melee touch or +54 ranged touch Damage: +5 chaotic keen wounding longsword 1d8+27/15–20, +5 chaotic keen wounding scimitar 1d6+14/12-20, +5 chaotic keen wounding great sword 2d6+14/15-20, +5 chaotic keen wounding falchion 2d4+14/12-20, +5 chaotic keen wounding short sword 1d6+14/15-20, +5 chaotic keen wounding dagger 1d4+14/15–20; or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: domain powers, salient divine abilities, spell-like abilities. Special Qualities: Divine aura (50 ft., DC 24), divine immunities, DR 40/+4, fast movement, fire resistance 25, godly realm (500 ft. Outer Plane, 500 ft. Material Plane), remote communication 5 miles, SR 37, teleport without error at will, uncanny dodge (Dex bonus to AC, cannot be flanked, +4 against traps), understand, speak, and read all languages and speak directly to all beings within 5 miles. Saves: Fort +51, Ref +49, Will +47. Abilities: Str 40, Dex 30, Con 34, Int 26, Wis 26, Cha 29. Skills: Climb +83, Craft (armorsmithing) +56, Craft (weaponsmithing) +89, Handle Animal +60, Intimidate +69, Intuit Direction +47, Jump +79, Knowledge (Siege) +70, Knowledge (Warfare) +70, Knowledge (Weaponry) +81, Listen +58, Ride +61, Swim +66, Wilderness Lore +36. Feats: Alertness, Blind-Fight, Blind-Sight, Cleave, Combat Reflexes, Deflect Arrows, Dodge, Endurance, Expertise, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Disarm, Improved Initiative, Improved Multi Weapon Fighting, Improved Sunder, Improved Trip, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mobility, Multi Attack, Multidexterity, Multi Weapon Fighting, Power Attack, Quick Draw, Spring Attack, Sunder, Weapon Focus (longsword), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Divine Battle Mastery, Divine Rage, Divine Weapon Focus (longsword), Divine Weapon Mastery, Divine Weapon Specialization (longsword), Extra Domain (Chaos). Domain Powers: Cast chaotic spells at +1 caster level; 5/day smite (+4 on attack and +5 on damage for one weapon attack); feat of strength (+5 to strength for one action); free material weapon proficiency (longsword) and weapon focus (longsword). Spell-Like Abilities: Garagos uses these abilities as a 15th-level caster, except for chaotic spells, which he uses as an 16th-level caster. The save DCs are 24 + spell level. Animate Objects, Bigby's Clenched Fist, Bigby's Crushing Hand, Bigby's Grasping Hand, Blade Barrier, Bull's Strength, Chaos Hammer, Circle of Doom, Cloak of Chaos, Contagion, Disintegrate, Dispel Law, Divine Power, Earthquake, Endure Elements, Flame Strike, Harm, Implosion, Inflict Critical Wounds, Inflict Light Wounds, Magic Circle against Law, Magic Vestment, Magic Weapon, Power Word Blind, Power Word Kill, Power Word Stun, Protection from Law, Righteous Might, Shatter, Spell Immunity, Spiritual Weapon, Stoneskin, Summon Monster IX (as chaos spell only) , Word of Chaos Possessions: Garagos favored weapon is The Tentacus, a +5 longsword with the chaotic, keen, and wounding special abilities. Other Divine Powers As an demigod, Garagos treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Garagos can see, hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours. Portfolio Sense: Garagos senses any battle that involves at least one thousand people and any outstanding achievement of stamina or physical prowess, provided it is know to at least one thousand people. Automatic Actions: Garagos can use Craft (armorsmithing), Craft (weaponsmithing), or any Strength-based skill as a free action if the DC for the task is 15 or lower. To use a skill as a free action, Garagos must have ranks in the skill, or the skill must be usable untrained. Garagos can not do anything as a free action if the task would be a move action or part of a move action. Garagos can likewise perform anything that can be accomplished with a simple Strength check as a free action. He can perform up to five such free actions each round. Create Magic Items: Garagos can create any magic item that deals damage of gives protection, as long as the item’s market price does not exceed 4,500 gp. |
| Tebryn1406-18-03, 10:56 PM | Selvatarm Fighter 20/ Barbarian 15/ Divine Champion 5 of Lolth Medium-Size Outsider (Chaotic, Evil) Divine Rank: 5 Hit Dice: 20d8+140 (outsider) and 20d10+140 (fighter) and 15d12+105 (barbarian) and 5d10+35 (divine champion) (1,010 hp) Initiative: +21 (+13 dex, +8 supreme initiative) Speed: 110 ft., climb 40 ft. AC: 55 (+13 dex, +5 divine, +18 natural, +9 deflection) Attacks: +5 impact unholy elf bane heavy mace +65/+60/+55/+50 melee, and +5 keen unholy elf bane longsword +65/+60/+55 melee, and +5 short sword +63/+58/+53 melee, and +5 light mace +63/+58/+53 melee, and +5 dagger +63/+58/+53 melee, and +5 morningstar +63/+58/+53 melee Damage: +5 impact unholy elf bane heavy mace 1d8+25/17-20 and +5 keen unholy elf bane longsword 1d8+18/15-20 and +5 short sword 1d6+14/17-20 and +5 light mace 1d6+14/19-20 and +5 dagger 1d4 +14/17-20 and +5 morningstar 1d8+14/19-20 Face/ Reach: 5 ft. by 5 ft. 5 ft. Special Attacks: Domain Powers, salient divine abilities, spell-like abilities, greater rage (4/day), smite infidel Special Qualities: Divine Aura (50 ft., DC 24), divine immunities, DR 40/+4 (2/-), drow traits, fire resistance 25, godly realm (500 ft.), remote communication 5 miles, SR 37, teleport without error at will, understand, speak, and read all languages, and speak directly to all beings within 5 miles, Lay on Hands (14 points), Sacred Defense (+2) Saves: Fort +44, Ref +52, Will +44 Abilities: Str 38, Dex 36, Con 24, Int 26, Wis 24, Cha 29 Skills: Balance +55, Climb +79, Concentration +31, Craft (weaponsmithing) +68, Craft (armorsmithing) +53, Hide +57, Intimidate +59, Intuit Direction +27, Jump +79, Knowledge (Religion) +42, Knowledge (History) +32, Listen +59, Move Silently +50, Ride (spider) +28, Search +35, Sense Motive +32, Spot +61, Swim +29, Tumble +45, Wilderness Lore +29 Feats: Blind-Fight, Blind-Sight (5 ft.), Cleave, Combat Reflexes, Dodge, Epic Weapon Focus (heavy mace), Epic Weapon Focus (longsword), Epic Weapon Specialization (heavy mace), Epic Weapon Specialization (longsword), Exotic Weapon Proficiency (Whip), Expertise, Great Cleave, Greater Multiweapon Fighting, Improved Bull Rush, Improved Disarm, Improved Initiative, Improved Multiweapon Fighting, Improved Trip, Improved Unarmed Strike, Mobility, Multidexterity, Multiweapon Fighting, Power Attack, Quick Draw, Spring Attack, Stealthy, Sunder, Superior Expertise, Superior Initiative, Survivor, Track, Whirlwind Attack Drow Traits: +2 racial bonus on Will saves against enchantment spells or effects, darkvision, entitled to a search check when within 5 ft. of a secret or concealed door as though actively looking for it, +2 bonus on Will saves against spells and spell-like abilities; light blindness (blinded for 1 round by abrupt exposure to bright light, -1 penalty on all attack rolls, saves, and check while operating in bright light). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation Salient Divine Abilities: Alter Size, Battlesense, Divine Battle Mastery, Divine Weapon Mastery, Extra Domain (Spider), Extra Domain (War) Domain Powers: Cast chaotic spells a +1 caster level; free Lightning Reflexes feat; cast evil spells at +1 caster level; rebuke or command spiders as a 5th level cleric (12/day); free Weapon Focus (heavy mace) Spell-like Abilities: Selvatarm uses these abilities as a 15th level caster, except for chaotic and evil spells, which he uses as a 16th level caster. The save DCs are 24+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX (cast as evil or chaos spell only), Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Cloak of Dark power, Clairaudience/ Clairvoyance, Suggestion, Discern Lies, Spiderform, Greater Dispelling, Word of Chaos, Greater Planar Ally, Gate, Magic Weapon, Spiritual Weapon, Magic Vestment, Divine Power, Flame Strike, Blade Barrier, Power Word Stun, Power Word Blind, Power Word Kill As a drow, Selvatarm also has the ability to use dancing lights, darkness, and faerie fire each 1/day, caster level 60th. Rage: The following changes are in effect as long as Selvatarm rages: AC 53; hp 1190; +3 to all attacks; +3 to primary weapon damage; +1 to secondary weapon damages; SV Fort +47 Will +47; Str 44, Con 29; Climb +82, Concentration +34, Jump +83, Swim +32 Possessions: Selvatarm carries Venomace, a +5 impact unholy elf bane heavy mace. He also carries a +5 keen unholy elf bane longsword, a +5 short sword, a +5 light mace, a +5 dagger, and a +5 morningstar. Caster Levels: 25th Other Divine Powers Selvatarm treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Selvatarm can see, hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshipers, holy sites, objects, or any location where one of his titles of name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for up to 5 hours. Portfolio Sense: Selvatarm senses whenever drow make war, as long as at least 1,000 individuals are affected. He can also sense anytime a drow goes into a barbarian rage, as long as the event is of similar scope. Automatic Actions: Selvatarm can use Balance, Craft (weaponsmithing), or any Strength based skill as a free action if the DC for the task is 15 or lower. To use a skill as a free action, Selvatarm must have ranks in the skill, or the skill must be usable untrained. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to five such free actions each round. Create Magic Items: Selvatarm can create any magic weapons or armor, or magic items that aid in destruction (such as a wand of fireball) as long as the item’s market price does not exceed 4,500 gp. Avatars Selvatarm lacks the power to manifest avatars. When he appears as himself, he looks like a half-drow half-spider, with the upper body of a male drow, and the lower body of a spider. The drow half has six thickly muscled arms, each sporting a mace or sword, and a handsome drow head. He travels to planes where Lolth is worshipped, defending her temples, as well as participating in battles of drow against other races. |
| Elrumir06-19-03, 09:41 AM | Just a question: are there any requests as to which deity one would like to see? I would definitely recommend seeing the 'old thread' Lesser Diety stats, I'll make them for you (http://boards.wizards.com/rpg-bin/ultimatebb.cgi?ubb=get_topic;f=165;t=001 752;p=1) first, tho ;) |
| The Eye of the Cyclop06-19-03, 12:49 PM | Sekolah The Shark God, Leader of the Fearless Folk, Father of the Sahuagins Lesser Deity Symbol: White shark Home Plane: Baator Alignment: Lawful evil Portfolio: Sahuagins, hunting, tyranny, plunder Worshipers: Sahuagins Cleric Alignments: LE, LN, NE Domains: Evil, Law, Ocean, Strenght, Tyranny, War Favored Weapon: “Impaler of the Deep” (trident) Sekolah Druid 20/Fighter 10/Ranger 10 Large Outsider Divine Rank: 7 Hit Dice: 20d8+340 (outsider) plus 20d8+340 (Drd) plus 10d10+170 plus 10d10+170 (Rgr) (1540 hp) Initiative: +16 (+12 Dex, +4 Improved Initiative) Speed: 60 ft. swim 80 ft. AC: 59 (+12 Dex, +7 divine, +10 deflection, +20 natural) Attacks: +5 distance frost lawful returning trident +82/+77/+72/+67 melee; or +83/+78/+73/+68 ranged; or +62 melee touch; or +63 ranged touch; Damage: +5 distance frost lawful returning trident 2d8+23 plus 1d6 cold/19-20/x2; or by spell. Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Blood frenzy, domain powers, salient divine abilities, spell-like abilities. Special Qualities: A thousand faces, animal companion (up to 40 HD), divine aura (700 ft. DC 36), divine immunities, favored enemy (elves +3, demons +2, humans +1), DR 42/+4, godly realm (1 mile Outer Planes, 700 ft. Material Plane), fire resistance 27, nature sense, plane shift at will, remote communication 7 miles, resist nature’s lure, spontaneous casting of divine spells, SR 39, timeless body, trackless step, understand, speak and read all languages and speak directly to all beings within 7 miles, venom immunity, wild shape (Fine, Diminutive, Tiny, Small, Medium-size, Large, Huge, Gargantuan, Colossal, or dire animal 5/day, elemental 3/day), woodland stride. Saves: Fort +62 Ref +43 Will +49 Abilities: Str 33 (+11) Dex 34 (+12) Con 44 (+17) Int 30 (+10) Wis 35 (+12) Cha 30 (+10) Skills: Animal Empathy +73, Concentration +80, Handle Animal +73, Heal +52, Hide +62, Intimidate +40, Intuit Direction +67, Jump +74, Knowledge (arcana) +40, Knowledge (nature) +73, Knowledge (religion) +73, Knowledge (the Planes) +40, Listen +62, Ride (sharks) +74, Search +29, Spellcraft +73, Spot +62, Swim +74, Wilderness Lore +73 Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Expertise, Far Shot, Great Cleave, Great Fortitude, Improved Critical (trident), Improved Initiative, Lightning Reflexes, Mobility, Mounted Combat, Precise Shot, Point Blank Shot, Power Attack, Rapid Shot, Ride-By Attack, Spirited Charge, Spring Attack, Track, Weapon Focus (trident, Weapon Specialization (trident), Whirlwind Attack, Blood Frenzy: Once per day, when Sekolah takes damage in combat, he can fly into a frenzy the following round, until his opponent is dead. He gains +2 Constitution, +2 Strenght, and suffers a -2 penalty to AC. Sekolah cannot end his blood frenzy until his opponent is dead. Divine Imunities: Ability damage, ability drain, acid, cold, death effect, disease, disintegration, electricity, energy drain, fire, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality (DC 48 for duplicated spells), Battlesense, Devil of the Sea*, Divine Druid, Divine Water Mastery, Divine Weapon Focus, Divine Weapon Specialization, Extra Domain (Ocean), Extra Domain (Tyranny). *Unique salient divine ability (see below). Domain Powers: Cast evil and law spells at +1 caster level; 7/day feat of strenght (+7 strenght for 7 rounds); free Martial Weapon Profiency (trident) and Weapon Focus (trident); breath in water as water breathing spell for 70 rounds/day; +2 to the saving throw DC of any compulsion spell. Spell-Like Abilities: Sekolah uses these abilities as a 17th-level caster, except for evil and law spell which he uses as a 28th-level caster. The save DCs are 27 + spell level. Bigby's clenched fist, Bigby's crushing hand, Bigby's grasping hand, blade barrier, blasphemy, bull's strenght, calm emotions, command, create greater undead, create undead, desecrate, dictum, discern lies, dispel chaos, dispel good, divine power, dominate monster, elemental swarm (water spell only), endure elements, enthrall, fear, flame strike, freedom of movement, geas/quest, greater command, hold monster, maelstrom, magic circle against chaos, magic circle against good, magic vestment, magic weapon, mass charm, order's wrath, Otiluke's freezing sphere, power word, blind, power word, kill, power word, stun, protection from chaos, protection from good, righteous might, shield of law, sound burst, spell immunity, spiritual weapon, stoneskin, summon monster IX (cast as a law or evil spell only), unholy aura, unholy blight, water breathing, wall of ice, water sprout. Druid Spells/Day (Levels 0-9): 6/8/8/8/8/7/6/6/6/5; base DC = 22 + spell level. Ranger Spells/Day (Levels 1-2): 4/4; base DC = 22 + spell level. *Devil of the Sea (unique salient divine ability): Sekolah has the power to summon 2d4 fiendish dire sharks seven times per day. He is also able to summon them on land (when summoned like that, the fiendish dire sharks can fly as their swim speed with good maneuverability and can breath normally outside water). Possessions: Sekolah usually fight with Impaler of the Deep. It function just like a +5 Huge trident, with the distance, frost, lawful and returning special abilities. Caster Level: 25th Other Divine Powers As a lesser god, Sekolah can take 10 on any check. Sekolah treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Sekolah can see, hear, touch and smell at a distance of seven miles. As a standard action, he perceives anything within seven miles of his worshippers, holy sites, objects or any location where one of his titles or name is spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 7 hours. Portfolio Sense: Sekolah is automatically aware when a sahuagin enter a blood frienzy, as long as the event in question affects at least five hundred creatures. In the same scope, he is aware of the birth or the death of any sahuagin. Automatic Actions: Ubtao is able to use Animal Empathy, Handle Animal, Swim or Wilderness Lore skills, if the DC for the check is 20 or lower. He can perform up to five such actions per round. Create Magic Items: Sekolah can create any objects that relate to sharks and tridents as long as the market price does not exceed 30,000 gp. Avatars Sekolah don't use avatar. His subjects, the sahuagins, are not a weak people (as he thinks) so they don't need helps from him. Sekolah has two forms: one is a large size sahuagin with red scales while the other is a colossal white shark. He live in the gigantic lake Sheyruushk on the sixth layer of the Abyss known as Stygia. WHAT DO YOU THINK OF HIM, NOW? |
| The Eye of the Cyclop06-19-03, 12:51 PM | Sorry little mistake here... In my last part about Sekolah, in the Avatar section, I said that he was dwelling on the sixth plane of the abyss known as Stygia. This is in fact the sixth layer of Baator.... sorry |
| Tebryn1406-19-03, 01:07 PM | It looks great. Except, how did his attack bonus get so high. I get 40 (base) +11 (str) +7 (DvR)+5 (weapon focus)+5 enhancment =+68/+63 etc.. My math may be off (or I may be forgetting something. |
| Mirtek06-19-03, 01:21 PM | I've done a version of Sekolah some time ago as well: @The Eye of the Cyclop A god gets only three domains for free, your Sekolah needs to spend a third SDA to get his sixt extra domain Sekolah Colossal Magical-Beast (Aquatic) Divine Rank: 10 Hit Dice: 60d8+780 (1,260 hp) Initiative: +15 (+11 Dex, +4 Improved Initiative) Speed: Swim 180 ft. AC: 58 (-8 size, +11 Dex, +10 divine, +23 natural, +12 deflection) Attacks: Bite +67 melee; or spell +67 melee touch or +61 ranged touch. Damage: Bite 2d10+17/19-20; or by spell. Face/Reach: 40 ft. by 80 ft./15 ft. Special Attacks: Domain powers, improved grab, salient divine abilities, spell-like abilities, swallow whole Special Qualities: Divine aura (1,000 ft., DC 32), divine immunities, DR 45/+4, fire resistance 30, godly realm (1 mile Outer Plane, 1,000 ft. Material Plane), keen scent, plane shift at will, remote communication 10 miles, SR 42, teleport without error at will, understand, speak, and read all languages and speak directly to all beings within 10 miles. Saves: Fort +55, Ref +53, Will +48. Abilities: Str 44, Dex 32, Con 36, Int 30, Wis 34, Cha 34. Skills: Bluff +43, Handle Animal +43, Hide +85, Intimidate +85, Knowledge (religion) +83, Knowledge (the planes) +83, Knowlegde (Sahuagin) +83, Listen +87, Move Silently +84, Search +83, Sense Motive +43, Spot +87, Tumble +84. Feats: Alertness, Cleave, Combat Reflexes. Doge, Expertise, Great Cleave, Improved Critical (bite), Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Focus (bite), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality (save DC 42 for duplicated spells, temporary nonmagical objects last 10 days, temporary magic objects or creatures last 10 hours), Annihilating Bite* (DC 30 + damage dealt), Battlesense, Call Creatures (sharks), Divine Blast (15/day, up to 10 miles, 22d12 points of damage), Divine Fast Healing (30 hp/round), Divine Shield (16/day, stops 100 points of damage), Divine Water Mastery, Extra Domain (Strength), Extra Domain (Tyranny), Extra Domain (War), Wound Enemy. *Unique salient divine ability (see below). Domain Powers: Cast evil spells at +1 caster level; cast law spells at +1 caster level; water breathing 100 rounds per level, feat of strength (+10 Str) once per day; +2 to DC of any compulsion spell; weapon focus bite. Spell-Like Abilities: Sekolah uses these abilities as a 20th-level caster except for evil and law spells, which he uses as an 21st-level caster. The save DCs are 32 + spell level or 34 + spell level for compulsion spells. Bigby's Clenched Fist, Bigby's Crushing Hand, Bigby's Grasping Hand, Blade Barrier, Blasphemy, Bull's Strength, Calm Emotions, Command, Create Undead, Desecrate, Dictum, Discern Lies, Dispel Chaos, Dispel Good, Divine Power, Dominate Monster, Elemental Swarm (water elementals only), Endure Elements, Enthral, Fear, Flame Strike, Freedom of Movement, Geas/Quest, Greater Command, Hold Monster, Maelstrom, Magic Circle against Chaos, Magic Circle against Good, Magic Vestment, Magic Weapon, Mass Charm, Order's Wrath, Otiluke's Freezing Sphere, Power Word: Blind, Power Word: Kill, Power Word: Stun, Protection from Chaos, Protection from Good, Righteous Might, Shield of Law, Sound Burst, Spell Immunity, Spiritual Weapon, Stoneskin, Summon Monster IX (as evil or chaos spell only), Unholy Aura, Unholy Blight, Wall of Ice, Water Breathing, Waterspout. Annihilating Bite* A bite of Sekolah acts as per the Annihilating Strike SDA with the addition that he devours the soul of any creature he kills in this way making it impossible to ressurect these unfortunte beings, except by a deity with a higher DvR than Sekolah. Other Divine Powers As a lesser deity, Sekolah adds a divine bonus of +10 to all attacks, saves, and checks. He may take 10 on any check. This is included in the statistics block when appropriate. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Sekolah can see, hear, touch, and smell at a distance of ten miles. As a standard action, he can perceive anything within ten miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 10 hours. Portfolio Sense: Sekolah senses anything that affects at least 500 Sahuagin. Automatic Actions: Sekolah can use any skill, even those he has no ranks in, as a free action if the DC for the task is 20 or lower. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to five such free actions each round. Create Magic Items: Sekolah can create any magic item that is related to water, as long as the item’s market price does not exceed 30,000 gp. |
| The Eye of the Cyclop06-19-03, 04:54 PM | Well, deities are MUCH tougher to do than normal character. I can make mistake, I'm only human ya know. Sekolah has also Divine Meapon Focus, which grant him +4 to his attack roll. |
| Tebryn1406-19-03, 07:22 PM | Other then the attack bonus it was very nicely done, and I included Divine Weapon Focus in my addition. Any way, here is Eadro Eadro The Diving Bard, King of Atlantia, Lord of Merfolk, Creator of the Locathah Lesser Deity Symbol: a piscine tail Home Plane: Plane of Faerie (maintains portals to Arvandor and The House of Nature) Alignment: Neutral Portfolio: Merfolk, Locathahs, underwater cities Worshippers: Merfolk, Locathahs, rogue sahuagin Cleric Alignments: N, NG, LN, CN, NE Domains: Animal, Ocean, Protection, Water Favored Weapon: Swordfish (long spear) Eadro is the creator and patron deity of both the merfolk and locathahs. His religion is the center of both their cultures, and his main concern is their propagation. Dogma The ocean is your protector. The water holds safety. Take risks, and never let your view on life become too serious. Allow yourself to change like the ocean, flowing from one lifestyle to the next. Loyalty to clan and family is critical, for they hold the wisdom you and future generations need to prosper. Bard 20/ Barbarian 10/ Druid 10 Divine Rank: 8 Hit Dice: 20d8+160 (outsider) and 20d6+160 (bard) and 10d12+80 (barbarian) and 10d8+80 (druid) (960 hp) Initiative: +18 (+14 dex, +4 improved initiative) Speed: 60 ft., swim 60 ft. AC: 69 (+14 dex, +8 divine, +21 natural, +16 dex) Attacks: +5 shocking burst keen throwing returning long spear +62/+57/+52/+47 melee; or +68 ranged; or by spell +56 melee touch or +62 ranged touch Damage: +5 shocking burst keen throwing returning long spear 1d8+17+1d6 electricity/ 19-20 x3 +2d10 electricity Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain Powers, Spell-like abilities, salient divine abilities, rage (3/day), Special Qualities: Divine Immunities, DR 43/+4, fire resistance 28, spontaneous casting of divine spells, understand, speak and read all languages and speak directly to all beings within 8 miles, remote communication, godly realm (1 mile), teleport without error at will, plane shift at will, bardic knowledge +27, bardic music 24/day (countersong, fascinate, inspire competence, inspire courage, suggestion) range 8 miles, SR 40, Divine Aura (600 ft., DC 34), Nature Sense, Woodland Stride, Trackless Step, Resist Nature’s Lure, Wild Shape (4/day, large), venom immunity Saves: Fort +48, Ref +54, Will +48 Abilities: Str 26, Dex 38, Con 26, Int 25, Wis 28, Cha 42 Skills: Animal Empathy +44, Bluff +64, Concentration +76, Diplomacy +44, Disguise +64, Escape Artist +42, Gather Information +44, Handle Animal +84, Heal +37, Intuit Direction +57, Knowledge (arcana) +35, Knowledge (nature) +75, Knowledge (religion) +35, Listen +37, Perform +66, Scry +45, Sense Motive +37, Spellcraft +65, Spot +37, Swim +76, Wilderness Lore +67 Feats: Blind-fight, Blind-sight (5 ft.), Combat Reflexes, Craft Wondrous Items, Disguise Spell, Dodge, Expertise, Extra Music, Heighten Spell, Improved Initiative, Maximize Spell, Mobility, Quick Draw, Quicken Spell, Skill Focus (Perform), Spell Penetration, Spring Attack, Track, Weapon Focus (long spear), Whirlwind Attack Divine Immunities: Ability Damage, ability drain, acid, cold death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment Salient Divine Abilities: Alter Form, Alter Size, Avatar (up to five), Divine Bard, Divine Blast (19/day, 24d12 damage), Divine Spellcasting, Divine Water Mastery, Extra Domain (Ocean), Instant Counterspell, Power of Nature (8 mile radius) Domain Powers: cast animal friendship 1/day; protective ward as 8th level cleric, 8/day; command or rebuke water elementals or turn or destroy fire elemental as 8th level cleric 19/day. Spell-like abilities: Eadro uses these abilities as an 18th level caster. The save DCs are 34+spell level. Calm Animals, Hold Animal, Dominate Animal, Repel Vermin, Commune With Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange, Endure Elements, Sound Burst, Water Breathing, Freedom of Movement, Wall of Ice, Otiluke’s Freezing Sphere, Waterspout, Maelstrom, Elemental Swarm, Sanctuary, Shield Other, Protection From Elements, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank, Prismatic Sphere, Obscuring Mist, Fog Cloud, Water Breathing, Control Water, Ice Storm, Cone of Cold, Acid Fog, Horrid Wilting Bard Spell Known: (4/8/8/8/8/7/7/4/3/3/3/3/3/2/2/2/2 [levels 0-16] base save DC 28+ spell level) 0-Dancing Lights, Daze, Detect Magic, Mage Hand, Prestidigitation, Read Magic 1st-Charm Person, Cure Light Wounds, Feather Fall, Mage Armor, Summon Monster I 2nd-Blindness/ Deafness, Blur, Hold Person, Sound Burst, Undetectable Alignment 3rd-Confusion, Dispel Magic, Haste, Scrying, Summon Monster III 4th-Cure Critical Wounds, Dismissal, Modify Memory, Rainbow Pattern, Shout 5th- Dream, Greater Dispelling, Healing Circle, Mind Fog, Summon Monster IV 6th- Geas/ Quest, Mass Suggestion, Permanent Image, Summon Monster VI Druid Spells/Day: 6/7/6/5/5/4; base DC= 21+spell level. Rage: The following changes are in effect as long as Eadro rages: AC 67; hp 1080; Atk +64/+59/+54/+49 melee (1d8+19 +5 shocking burst keen throwing returning long spear); SV Fort +50, Will +50; Str 30, Con 30; Concentration +78, Swim +78 Possessions: Eadro carries Swordfish, a +5 long spear with the shocking burst, keen, throwing, and returning special abilities Caster Level: 25th Other Divine Powers As a lesser deity, Eadro may take ten on any check. Eadro treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Eadro can see, hear, touch and smell at a distance of eight miles. As a standard action, he can perceive anything within eight miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power or deities rank 8 and lower at up to two locations for 8 hours. Portfolio Sense: Eadro senses anything that affects at least 500 merfolk or locathahs. He also senses anything that affects any underwater city or settlement, so long as at least 500 beings have taken residence there. Automatic Actions: Eadro can use Animal Empathy, Swim, or Wilderness Lore as a free action as long as the DC for the task is 20 or lower. He can perform up to 5 such free actions each round. Create Magic Items: Eadro can create any magic trident or long spear, or any item that uses, creates, or affects water as long as the market price does not exceed 30,000 gp. Avatars Eadro’s avatars are usually sent to defend merfolk and locathah cities against krakens and other sentient underwater monsters. They either appear as handsome mermen or a locathah male. Avatar of Eadro: As Eadro except: Divine Rank 4; AC 61; Atk +58/+53/+48/+43 melee (1d8+17 +5 shocking burst keen throwing returning long spear) or +64 ranged; or by spell +52 melee touch or +56 ranged touch; SQ DR 39/+4, fire resistance 23, SR 36, divine aura (40 ft. DC 30); SV Fort +44, Ref +50, Will +44; all skill modifiers reduced by 4. Salient Divine Abilities: Divine Bard, Divine Spellcasting, Divine Water Mastery, Power of Nature, Extra Domain (Ocean) Spell-like abilities: caster level 14th, save DC 30+spell level |
| Elrumir06-19-03, 08:18 PM | Emmantiensien The World Tree, the Treant-King Intermediate Ent Deity Symbol: Pair of acorns Home Plane: Arvandor or House of Nature Alignment: Chaotic good Portfolio: Ents, sentient plants, treants. Worshipers: Druids, ents, rangers, treants, woodsmen Cleric Alignments: CG, CN, NG Domains: Chaos, Earth, Good, Plant, Water Favoured Weapon: Gnarled limbs (quarterstaff) [b]Emmantiensien Druid 20/Ranger 20 Huge outsider (Chaos, Good, Plant) Divine Rank: 12 Hit Dice: 20d8+300 (outsider) + 20d8+300 (Drd) + 20d10+300 (Rgr) (1,420 hp) Initiative: +10 (+6 Dex, +4 Improved Initiative) Speed: 100 ft. AC: 82 (+6 Dex, -3 size, +12 divine, +45 natural, +12 deflection) Attacks: +5 construct bane, impact, sweeping gnarled limb +70/+65/+60/+55 melee and +5 construct bane, impact, sweeping gnarled limb +70/+65/+60 melee; or spell +64 melee touch or +53 ranged touch. Damage: +5 construct bane, impact, sweeping gnarled limb 1d10+22/18-20; or by spell. Face/Reach: 10 ft. by 10 ft./15 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: A thousand faces, animal companion (up to 20 HD), divine aura (1,200 ft., DC 34), divine immunities, DR 59/+4, favoured enemies (constructs +5, fire creatures +4, shapechangers +3, goblinoids +2, evil outsiders +1), fire resistance 32, godly realm (10 miles Outer Plane, 1,200 ft. Material Plane), nature sense, plane shift at will, remote communication 12 miles, resist nature’s lure, spontaneous casting of divine spells, SR 44, teleport without error at will, trackless step, understand, speak and read all languages and speak directly to all beings within 12 miles, venom immunity, wild shape (Fine, Tiny, Small, Medium-size, Large, Huge, Gargantuan, Colossal or Dire animal, beast or magical beast 6/day, elemental 3/day), woodland stride. Saves: Fort +57, Ref +50, Will +59 Abilities: Str 45, Dex 22, Con 40, Int 35, Wis 40, Cha 35 Skills: Alchemy +64, Animal Empathy +74, Climb +69, Concentration +67, Craft (woodworking) +64, Diplomacy +64, Gather Information +64, Handle Animal +74, Heal +81, Hide +58, Intimidate +64, Intuit Direction +67, Jump +69, Knowledge (arcana) +64, Knowledge (geography) +64, Knowledge (nature) +98, Knowledge (the planes) +64, Knowledge (religion) +64, Listen +67, Move Silently +58, Profession (herbalist) +77, Profession (woodsmen) +67, Scry +64, Search +64, Spellcraft +64, Spot +67, Swim +69, Use Rope +58, Wilderness Lore +77. Feats: Alertness, Brew Potion, Cleave, Combat Casting, Create Infusion, Eschew Materials, Forester, Great Cleave, Greater Spell Penetration, Greater Two-Weapon Fighting, Heighten Spell, Improved Critical (gnarled limb), Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Reach Spell, Plant Control, Plant Defiance, Power Attack, Spell Penetration, Track, Weapon Focus (gnarled limb), Wild Spell. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Avatar, Command Plants, Divine Druid, Divine Earth Mastery, Divine Shield, Divine Skill Focus (Knowledge [nature]), Extra Domain (Chaos), Extra Domain (Water), Increased Damage Reduction, Mind of the Beast, Power of Nature, Shapechange, Shift Form. Domain Powers: Cast chaos spells at +1 caster level; turn or destroy air creatures, or rebuke or command earth creatures; cast good spells at +1 caster level; 12/day rebuke or command plant creatures; 12/day protective ward; turn or destroy fire creatures, or rebuke or command water creatures. Spell-like Abilities: Emmantiensien uses these abilities as a 22nd-level caster, except for chaos and good spells, which he uses as a 23rd-level caster. The save DC’s are 31 + spell level. acid fog, aid, animate objects, antimagic field, barkskin, blade barrier, changestaff, chaos hammer, cloak of chaos, command plants, cone of cold, control plants, control water, dispel evil, dispel law, earthquake, elemental swarm (as earth or water spell only), entangle, find the path, fog cloud, holy aura, holy smite, holy word, horrid wilting, ice storm, iron body, liveoak, magic circle against evil, magic circle against law, magic stone, mind blank, obscuring mist, plant growth, prismatic sphere, protection from elements, protection from evil, protection from law, repel wood, repulsion, sanctuary, shambler, shatter, shield other, soften earth and stone, spell immunity, spell resistance, spike stone, stone shape, stoneskin, summon monster IX (as chaos or good spell only), wall of stone, wall of thorns, water breathing, word of chaos. Druid Spells/day: 6/9/9/9/8/8/7/7/6/6; base DC 25 + spell level. Ranger Spells/day: 7/7/7/6; base DC 25 + spell level. Possessions: Emmantiensien attacks with two gnarled branches as his favourite attack. They do 1d10 base damage, and function as +5 limbs with the construct bane, impact and sweeping enhancements. With them, he does triple damage to any building or construct. Caster level: 25th; Weight: 4 lb. Other Divine Powers As an intermediate god, Emmantiensien automatically receives a 20 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure and is immortal. Senses: Emmantiensien can see, hear, touch and smell at a distance of twelve miles. As a standard action, he can perceive anything within twelve miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 12 hours. Portfolio Sense: Emmantiensien knows it instantly when anything happens to any treant and their immediate surroundings. Automatic Actions: Emmantiensien can use Heal, Intuit Direction, Knowledge (nature), Profession (herbalist) or Wilderness Lore as a free action, if the DC for the check is 25 or less. He can perform up to ten such actions per round. Create Magic Items: As the god of treants, Emmantiensien can create any magical item useable by druids or rangers, or any wooden magical item, as long as the item’s price does not exceed 200,000gp. Avatars Appearing in the Realms in the guise of a huge walking tree, Emmantiensien has but one favoured form. The type of tree varies from occasion to occasion, but mostly it is the regal oak. When encountered, Emmantiensien does not show his divine bearing at first glance; he prefers to talk to travellers and woodsmen. He can be a fierce combatant as well, and he has been known to destroy a castle in a matter of minutes if he feels its inhabitants threaten the woods. Emmantiensien is closely allied with many of the nature deities of many pantheons, but he mostly spends his time in serious conversation with Rillifane Rallathil the Oaklord and Silvanus the Oak Father. Avatar of Emmantiensien: As Emmantiensien except as follows; divine rank 6; AC 72; Atk +64/+59/+54/+49 and +64/+59/+54 (1d10+22/18-20, +5 construct bane, impact, sweeping gnarled limb); or +58 melee touch or +47 ranged touch (spell); SQ Divine aura (600 ft., DC 34), DR 53/+4, fire resistance 26, SR 38; SV Fort +51, Ref + 44, Will +53; all skill modifiers are reduced by six, Knowledge (nature) by 28. Salient Divine Abilities: Alter Form, Alter Size, Command Plants, Divine Druid, Divine Earth Mastery, Extra Domain (Chaos), Extra Domain (Water), Power of Nature. Spell-like abilities: Caster level 17th, saving throw DC 24 + spell level. ======================================== ===== This was the last god I posted on the old boards, but just as Savras was about to tell me more on the gem Emmantiensien normally carries, the old boards were no longer available. So I reposted the god here with the question: does anyone have more information on the 'fabled gem of Emmantiensien'?? |
| Tebryn1406-19-03, 08:54 PM | I know nothing about the gem. However, it would be helpful if someone could help me gather a list of all the deities of the seelie court, here is what I have: Titania (I) (queen of the seelie court) Oberon (I) (king of seelie court) Skerrit (L) (god of centaurs) Queen of Darkness (I) (ruler of unseelie court) Verenestra(L) (god of dryads) Damh (L) (god of fauns) Eachthighern (L)(god of unicorns and pegasi) Tapaan (L)(god of satyrs) And there's that tree god. I'm sure there are more. Anyone please? |
| The Eye of the Cyclop06-19-03, 10:02 PM | It looks great. Except, how did his attack bonus get so high. I get 40 (base) +11 (str) +7 (DvR)+5 (weapon focus)+5 enhancment =+68/+63 etc.. My math may be off (or I may be forgetting something. I have recalculated my attack rolls for Sekolah and it is you who made an error. You forgot to calculate the base attack bonus from it's outsider hit dice which gives him another +20 bonus... Don't take it personnal, I only stated this for your information :) |
| Tebryn1406-19-03, 10:20 PM | Once again. 20 base attack bonus (outsider hit dice)+ 20 epic attack bonus (40 epic levels) +7 DvR +11 str +1 weapon focus+4 divine weapon focus +5 enhancement= grand total (with calculator) +68/+63/+58/+53. Standard epic deity rules. |
| Savras06-20-03, 03:47 AM | I completely forgot. Well, the gem: So, here go the qutes: ( Titania is G, Oberon L), BtW. The roots of E are curled about a magical crystal, fashioned by some unnamed and unkonwn god, and from this crystal the Treant-King can draw power which the sylvan deities could not otherwise employ, not even Titania herself. That all there is on the gem. It does say he hears a lot (a looooooong description- the elves, the wind, things happening deep under the earth) and knows a lot. Savras |
| Tebryn1406-20-03, 10:27 AM | Thank you for the fey info. Come on people, there are more then just those fey gods. |
| Elrumir06-20-03, 10:44 AM | Tebryn, if yer looking for some info on the fey gods, I found some on this site... Most of it is 2nd, but it's always helpful! Demihuman Deities (http://prespos.crosswinds.net/DHD.htm) Hope it helps! The Fey Deities I know of are Oberon (I) and Titania (G) Skerrit of the Centaurs Verenestra of the Dryads, nymphs and sylphs Emmantiensien of the Treants Tapann of the Korreds Syranita of the Aarakocra Shekinester of the Nagas Eshebala of the Foxwomen Squealaiche Eachtigern Fionnghuala Stillsong Nathair Sgiatach The Queen of Air and Darkness Gorellik Grankhul Grolantor I know, most of these are without portfolio :( And of the Beastlords Balador of the Wereboars Ferrix of the Weretigers Thrishina of the Dolphins Surminare of the Selkies Persana of the Tritons Eadro of the merfolk and locathah |
| Tebryn1406-20-03, 10:52 AM | PERFECT! Thank you! |
| Verghityax06-25-03, 12:49 PM | So, maybe some gnomes deities now (Callarduran, Flandal, Garl and Segojan) :) I know I'm stubborn like a mule but I need these folk :) Besides I would be eager to see 3 ed. Vaprak's stats :D |
| Tebryn1406-25-03, 12:53 PM | I just finished the stats for Flandal Steelskin. All I have to do is type them up and post them, they should be done by the end of the day. |
| The Eye of the Cyclop06-25-03, 04:22 PM | I will do Vaprak then. If someone know his titles and nicknames and a suggested Divine Rank, I will be pleased. |
| Tebryn1406-25-03, 04:35 PM | I suggest divine rank 4, nothing coming to mind as far as titles go though. |
| Savras06-25-03, 04:41 PM | ...how about some dwarfs? (yeah yeah, DWARVES) Haela Brightaxe, Clangaddin... Maybe a tree-hugger or two- Labelas Enoreth? Savras |
| Tebryn1406-25-03, 05:43 PM | I believe all of the elven and dwarven deities were done already on the old Lesser deities site.Lesser Deity Stat's, I'll make them for you (http://archivedboards.wizards.com/rpg/ultimatebb.php?ubb=get_topic;f=165;t=001 752;p=23) That particular page has a list of all the deities that had been done to that point. |
| Tebryn1406-25-03, 05:54 PM | Here's Flandal Steelskin! Flandal Steelskin Expert 15/ Fighter 7/ Cleric 8/ Rogue 10 Small Outsider (Good, Gnome) Divine Rank: 13 Hit Dice: 20d8+160 (outsider) and 15d6+120 (expert) and 7d10+56 (fighter) and 8d8+64 (cleric) and 10d6+80 (rogue) (924 hp) Initiative: +12 (+8 dex, +4 improved initiative) Speed: 50 ft. AC: 67 (+8 dex, +13 divine, +26 natural, +9 deflection, +1 size) Attacks: +5 flaming burst impact ghost touch defending war hammer +75/+70/+65/+60 melee; or by spell +69 melee touch +62 ranged touch Damage: +5 flaming burst impact ghost touch defending war hammer 1d8+29 +1d6 fire/ 17-20 +1d10 fire; or by spell Face/ Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Turn Undead 12/day, domain powers, salient divine abilities, spell-like abilities, sneak attack +5d6 Special Qualities: Divine Immunities, DR 48/+4, fire immunity, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 13 miles, remote communication (13 miles), godly realm (10 miles), teleport without error at will, plane shift at will, SR 65, divine aura (1,300 ft, DC 31), skill mastery (Craft [armorsmithing], Craft , Craft [gem cutting], Craft [metal working], Craft [weaponsmithing], Craft [stone masonry], Profession [miner], Knowledge [architecture & engineering], Diplomacy, Appraise, Alchemy, Disable Device, Open Lock, Use Rope, Craft [bow making], Craft [Leather working]), uncanny dodge, evasion, Rock Gnome racial traits [B]Saves: Fort +53, Ref +53, Will +53 Abilities: Str 40, Dex 26, Con 26, Int 34, Wis 27, Cha 29 Skills: Alchemy +62, Appraise +75, Climb +42, Concentration +61, Craft (armorsmithing) +85, Craft (blacksmithing) +85, Craft (book binding) +55, Craft (bow making) +55, Craft (gem cutting) +120, Craft (leather working) +65, Craft (metal working) +120, Craft (stone masonry) +120, Craft (trap making) +55, Craft (weaponsmithing) +87, Diplomacy +87, Disable Device +60, Handle Animal +36, Jump +42, Knowledge (arcana) +55, Knowledge (architecture & engineering) +60, Open Lock +56, Profession (miner) +119, Ride +35, Scry +37, Spellcraft +65, Use Rope +31. *Always receives a 20 on checks Feats: Blind-fight, Cleave, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Items, Create Portal, Forge Ring, Great Cleave, Improved Critical (war hammer), Improved Initiative, Inscribe Rune, Jack of all Trades, Power Attack, Skill Focus (Craft [gem cutting]), Skill Focus (Craft [metal working]), Skill Focus (Craft [Stone Masonry]), Skill Focus (Craft [weaponsmithing]), Skill Focus (Profession [miner]), Sunder, Weapon Focus (war hammer), Weapon Specialization Gnome Racial Traits: Low-light vision, +2 racial bonus on saves vs. illusions, +1 on attack rolls vs. kobolds and goblinoids, +4 dodge bonus vs. giants, +2 racial bonus on Listen and Alchemy checks, Divine Immunities: Ability Damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment Salient Divine Abilities: Alter Reality (DC for duplicated spells=42), Alter Size, Avatar, Create Greater Object, Create Object, Divine Blast 12/day (22d12 points), Divine Shield (stops 130 points), Divine Skill Focus (Craft [gem cutting]), Divine Skill Focus (Craft [metal working]), Divine Skill Focus (Craft [stone masonry]), Divine Skill Focus (Profession [miner]), Extra Domain (metal), Extra Energy Immunity (fire), Increased SR, Master Crafter, Sunder and Disjoin Domain Powers: Cast creation spells at +1 caster level, cast illusion spells at +1 caster level, cast good spells at +1 caster level, Spell-like abilities: Flandal uses these abilities as a 23rd level caster, except for good, illusion, and creation spells, which he uses as a 24th level caster. The save DCs are 32+spell level. Animate Rope, Wood Shape, Stone Shape, Minor Creation, Wall of Stone, Fantastic Machine, Major Creation, Forcecage, Greater Fantastic Machine, Silent Image, Gembomb, Minor Image, Hallucinatory Terrain, Screen, Otto’s Irresistible Dance, Summon Nature’s Ally*, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX, Magic Weapon, Heat Metal, Keen Edge, Rusting Grasp, Wall of Iron, Transmute Metal to Wood, Iron Body, Repel Metal or Stone . *Earth elementals and animals only As a gnome, Flandal can use dancing lights, ghost sound, and prestidigitation each once per day. Cleric Spells/day: 6/6/6/5/5/3; base DC 18+spell level. Possessions: Flandal carries Rhondang, +5 flaming burst impact ghost touch defending war hammer. It is intelligent (Int 16, Wis 14, Cha 12), and can communicate telepathically and speak to Flandal and all fire-based creatures. Caster Level: 25th Other Divine Powers As an intermediate deity, Flandal automatically receives a die roll of 20 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Flandal can see, hear, touch, and smell at a distance of 13 miles. As a standaed action, he can perceive anything within 13 miles of his worshippers, holy sites, objects, or any location where one of his titles or names was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of any deity rank 13 and lower at up to two remote locations for up to 13 hours. Portfolio Sense: Flandal senses anything that affects the welfare of gnome miners the instant it happens and retains the sensation for 13 tendays. He likewise senses whenever a gnome artisan begins work. Automatic Actions: Flandal can use any Craft skill or Knowledge (architecture & engineering) as a free action if the DC is 25 or lower. He can use Craft (gem cutting), Craft (metal working), Craft (stone masonry, or Profession (miner) as a free action is the DC for the task is 38 or lower. He can perform up to ten such free action each round. Create Magic Items: Flandal can create any magic item that is not composed entirely of raw natural material, as long as the market price is 200,000 gp or lower. Avatars Flandal rarely makes use of avatars. On rare occasions, one will appear to a lost group of gnome miners, or lead a group of gnome miners to a particularly rich vein of ore or gems. They appear as he does, rock gnomes with a silvery metallic skin color. Avatar of Flandal Steelskin: as Flandal except divine rank 6; AC 53; Attack +68/+63/+58/+53 melee (1d8+29+1d6 fire/17-20 +1d10 fire +5 flaming burst impact ghost touch defending war hammer) or spell +62 melee touch or +55 ranged touch; SQ DR 41/+4, SR 59, divine aura (600 ft., DC 24), SV Fort +46, Ref +46, Will +46; all skill modifiers reduced by 7. Salient Divine Abilities: Alter Size, Alter Reality, Master Crafter, Create Objects, Extra Energy Immunity, Extra Domain (metal), Increased SR, Sunder and Disjoin Spell-like abilities: Caster level 16th, saving throw DC 25+spell level |
| Verghityax06-26-03, 03:29 AM | Vaprak has got only one title and that is "The Destroyer". And about elven and dwarven deities, there are still many that haven't been stated. Here's the list: Dwarven Deities: Abbathor - still missing Berronar Truesilver - still missing Clangeddin Silverbeard - done Deep Duerra - done Dugmaren Brightmantle - done Dumathoin - still missing Gorm Gulthyn - done Haela Brightaxe - done Laduguer - still missing Marthammor Duin - done Moradin - still missing Sharindlar - done Thard Harr - done Vergadain - still missing Elven Deities: Aerdrie Faenya - done Angharradh - done Corellon Larethian - still missing Deep Sashelas - done Erevan Ilesere - done Fenmarel Mestarine - done Hanali Celanil - done Labelas Enoreth - done Rillifane Rallathil - done Sehanine Moonbow - done Shevarash - done Solonor Thelandira - done Besides that, there's still no Yondalla of the Halfling Pantheon. |
| Tebryn1406-26-03, 01:26 PM | Corellon, Moradin, Yondalla, and Garl are all done in deities and demigods, it would be a small matter to make the small changes necessary. I just did Anhur, by the way, and will be posting him today or tomorrow. |
| Tebryn1406-26-03, 05:13 PM | Anhur Fighter 20/ Ranger 10/ Druid 10 Medium-Size Outsider (Chaotic, Good) Divine Rank: 10 Hit Dice: 20d8+160 (outsider) and 20d10+160 (fighter) and 10d10+80 (ranger) and 10d8+80 (druid) (1020 hp) Initiative+15 (+11 dex, +4 improved initiative) Speed0 ft. AC: 73 (+10 armor (+5 strength [+4] chainmail), +11 dex (Divine Armor Mastery), +10 divine, +23 natural, +9 deflection) Attacks: +5 chaotic keen shock throwing returning falchion +80/+75/+70/+65 melee; or +73 ranged; or by spell +68 melee touch or +61 ranged touch Damage: +5 chaotic keen shock throwing returning falchion 2d4+48 +1d6 electricity/12-20; or by spell Face/ Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain Powers, salient divine abilities, spell-like abilities, Special Qualities: Divine Immunities, DR 45/+4, fire resistance 30, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 10 miles, remote communication 10 miles, godly realm (1 mile), teleport without error at will, plane shift at will, favored enemies (Red Wizards +3/ Church of Set +2/ Orcs +1), nature sense, resist nature’s lure, trackless step, venom immunity, wild shape (small, medium-size, or large, 4/day), woodland stride, SR 42, Divine Aura (1000 ft., DC 29), Saves: Fort +50, Ref +53, Will +51 Abilities: Str 46, Dex 32, Con 26, Int 24, Wis 28, Cha 29 Skills: Animal Empathy +39, Balance +41, Climb +78, Concentration +48, Craft (weaponsmithing) +57, Diplomacy +39, Handle Animal +59, Heal +39, Hide +41, Intimidate +39, Intuit Direction +39, Jump +78, Knowledge (nature) +37, Knowledge (tactics) +47, Listen +41, Move Silently +41, Profession (commander) +39, Ride +61, Sense Motive +39, Spellcraft +37, Spot +31, Swim +78, Tumble +41, Wilderness Lore +59 Feats: Alertness, Blind-fight, Blind-sight (5 ft.), Cleave, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Deflect Arrows, Dodge, Expertise, Epic Leadership, Epic Weapon Focus (Falchion), Epic Weapon Specialization (Falchion), Great Cleave, Hold the Line, Improve Bull Rush, Improved Disarm, Improved Initiative, Improved Unarmed Strike, Knock-down, Leadership (64), Mobility, Mounted Combat, Power Attack, Power Critical (Falchion), Point-Blank Shot, Quick Draw, Spring Attack, Sunder, Superior Expertise, Whirlwind Attack Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment Salient Divine Abilities: Alter Size, Avatar, Battle Sense, Divine Battle Mastery, Divine Blast (12/day, 19d12 points), Divine Armor Mastery, Divine Weapon Focus (Falchion), Divine Weapon Mastery, Divine Weapon Specialization (Falchion), Extra Domain (storm), Extra Domain (war), Power of Nature (10 mile radius) Domain Powers: cast chaotic spells at +1 caster level, cast good spells at +1 caster level, Feat of Strength 10/day (+10 enhancement bonus to strength for one round) Spell-like abilities: Anhur uses these abilities as a 20th level caster, except for good and chaotic spells, which he uses at 21st caster level. The save DCs are 29+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, Protection from Evil, Aid, Magic Circle Against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Entropic Shield, Gust of Wind, Call Lightning, Sleet Storm, Ice Storm, Summon Monster VI**, Control Weather, Whirlwind, Storm of Vengeance, Endure Elements, Bull’s Strength, Magic Vestment, Spell Immunity, Righteous Might, Stoneskin, Bigby’s Grasping Hand, Bigby’s Clenched Fist, Bigby’s Crushing Hand, Magic Weapon, Spiritual Weapon, Divine Power, Flame Strike, Power Word Stun, Power Word Blind, Power Word Kill *As a good or chaotic spell only ** As an air spell only Druid spells/day: 6/7/6/5/5/4; base DC=19+spell level. Rangers spells/day: 4/3; base DC=19+spell level Possessions: Anhur carries “Warhawk”, a +5 chaotic keen shock throwing returning falchion. Caster Level: 25th Other Divine Powers As a lesser deity, Anhur may take 10 on any check. Anhur treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Anhur can see, hear, touch, and smell at a distance of 10 miles. As a standard action, he can perceive anything within 10 miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. She can extend her sense to up to 5 locations at once. She can block the sensing power of deities rank 10 and lower at up to two remote locations at once for 10 hours. Portfolio Sense: Anhur senses anything that affects Mulhorandi soldiers, as long as at least 500 such beings are affected. He also senses any great physical accomplishment as long as it is witnessed or heard about by at least 500 people. Automatic Actions: Anhur can use any Strength based skill as a free action as long as the DC for the task is 20 or lower. He can perform up to five such free actions each round. Create Magic Items: Anhur can create magic arms and armor, or any item that gives a bonus to a physical ability score, as long as the market price does not exceed 30,000 gp. Avatars Historically, Anhur has himself battled in the defense of Mulhorand. But since the Time of Troubles and his pantheon’s return to the planes, his avatars have been doing the job for him. Avatar of Anhur: As Anhur except divine rank 5; AC 63; Atk +75/+70/+65/+60 melee (2d4+43+1d6 electricity/12-20 +5 chaotic keen shock throwing returning falchion), or spell +63 melee touch or +56 ranged touch; SQ DR 40/+4, SR 37, divine aura (50 ft., DC 24); SV Fort +45, Ref +48, Will +46; all skill modifiers reduced by 5. Salient Divine Abilities: Divine Battle Mastery, Divine Weapon Focus, Divine Weapon Specialization, Divine Weapon Mastery, Divine Armor Mastery, Power of Nature Spell-like abilities: caster level 15th; saving throw DC 24+spell level. Without the Extra Domain salient divine abilities, Anhur’s avatar looses access to the Storm and War domains, as well as the granted powers and spell-like abilities. |
| SlatzG06-26-03, 08:45 PM | Could someone post stats for Lurue? |
| Tebryn1406-26-03, 09:51 PM | Jorda posted stats for Lurue on the old thread, but since, no offence to him, I didn't think he did that god justice, I will restat it, and have it done, say, next friday, unless you can't wait in which case use the link I posted above. |
| SlatzG06-27-03, 06:40 AM | ill wait till friday, thank you much |
| The Eye of the Cyclop06-27-03, 08:28 AM | Great job Tebryn! The last one who posted Anhur didn't even put him druid class (I think he forgot that to have druids, the deity MUST have druid class) |
| The Eye of the Cyclop06-27-03, 10:55 AM | Vaprak The Destroyer Giant Demigod Symbol: Taloned claw Home Plane: Nishrek Alignment: Chaotic evil Portfolio: Violencem, destruction, frenzy, greed Worshippers: Ogres, trolls Cleric Alignments: CE, NE, CN Domains: Chaos, Destruction, Evil, War Favored Weapon: “Trunk of the World Tree” (Greatclub) Vaprak Barbarian 20/Cleric 10/Fighter 10 Huge Outsider (Chaotic, Evil) Divine Rank: 4 Hit Dice: 20d8+300 (outsider) plus 20d12+300 (Bbn) plus 10d8+150 (Clr) plus 10d10+150 (Ftr) (1,380 hp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 42 (+7 Dex, +4 divine, +17 natural, +6 deflection, -2 size) Attacks: +5 chaotic impact unholy greatclub +65/+60/+55/+50 melee; or 2 claws +63 melee; or spell +63 melee touch or +53 ranged touch Damage: +5 chaotic impact unholy greatclub 2d8+22/17-20; or claw 1d8+17; or by spell Face/Reach: 10 ft. by 10 ft./15 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 10/day Special Qualities: Divine aura (40 ft., DC 20), divine immunities, DR 43/+5, fast movement, fire resistance 24, godly realm (400 ft. Outer Plane, 400 ft. Material Plane), remote communication 4 miles, SR 36, teleport without error at will, uncanny dodge (Dex bonus to AC, cannot be flanked, +4 against traps), understand, speak, and read all languages and speak directly to all beings within 4 miles. Saves: Fort +53, Ref +43, Will +41 Abilities: Str 44 +17, Dex 25 +7, Con 41 +15, Int 20 +5, Wis 20 +5, Cha 23 +6 Skills: Climb +60, Handle Animal +49, Intimidate +69, Intuit Direction +68, Jump +80, Knowledge (religion) +49, Knowledge (the planes) +45, Listen +68, Wilderness Lore +46. Feats: Alertness, Cleave, Combat Casting, Combat Reflexes, Dodge, Endurance, Expertise, Great Cleave, Great Fortitude, Improved Critical (greatclub), Improved Initiative, Mobility, Power Attack, Quick Draw, Spring Attack, Sunder, Track, Weapon Focus (greatclub), Weapon Specialization (greatclub), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Battlesense, Divine Rage (4/day), Divine Regeneration*, Extra Domain (War), Increase Damage Reduction, Irresistible Blows (DC 29). *Unique salient divine ability (see below) Domain Powers: Cast chaos and evil spells at +1 caster level; 4/day smite (+4 on attack and +4 on damage for one weapon attack); free Martial Weapon proficiency (greatclub) and Weapon Focus (greatclub). Spell-Like Abilities: Vaprak uses these abilities as a 14th-level caster, except for chaos and evil spells, which he uses as a 15th-level caster. The save DCs are 20 + spell level. Animate objects, blade barrier, blasphemy, chaos hammer, circle of doom, cloak of chaos, contagion, create undead, desecrate, disintegrate, dispel good, dispel law, divine power, earthquake, flame strike, harm, implosion, inflict critical wounds, inflict light wounds, magic circle against good, magic circle against law, magic vestment, magic weapon, power word blind, power word kill, power word stun, protection from good, protection from law, shatter, spiritual weapon, summon monster IX (as chaos or evil spell only), unholy aura, unholy blight, word of chaos . Cleric Spells/day: 6/7/6/5/5/4; base DC 15 + spell level. Divine Regeneration (unque salient divine ability): Vaprak can regenerate 48 point of damage in a round. Fire and acid deals normal damage to Vaprak. If Vaprak loses a limb or body part, the lost portions regrows automatically. If Vaprak is killed, he regenerate completly in 4d8-4 days. Possessions: Vaprak carries the Trunk of the World Tree, a +5 chaotic impact unholy greatclub, a weapon that he crafted from the biggest tree in the realm of Rillifane Rallathil in Arvandor. Caster level: 20th; Weight: 10 lb. Other Divine Powers As a demigod, Vaprak treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Vaprak can see, hear, touch and smell at a distance of four miles. As a standard action, he can perceive anything within four miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once. Portfolio Sense: Vaprak is instantly aware if anything threatens the welfare of the trolls or the ogres or if they go to war if the action affects at least 1,000 people. Automatic Actions: Vaprak can use Intimidate, Intuit Direction or Wilderness Lore as a free action, if the DC for the check is 15 or less. He can perform up to two such actions per round. Create Magic Items: Being the god of trolls and ogres, Vaprak can create any club or magic items that protect against fire, as long as the item’s market price does not exceed 4,500 gp. |
| The Eye of the Cyclop06-27-03, 11:16 AM | What do you think about this ? I will also do Yan-C-Bin, Sunnis, Ogremoch, Zaaman Rul, Imix Ben-Adar and Olhydra, don't worry. I would like commentary however. CHAN Prince of Good Air Creature, Ally of Akadi Air Entity Symbol: - Home Plane: Plane of Air Alignment: Neutral good Portfolio: - Worshipers: Good air creatures Cleric Alignments: NG, CG, LG Domains: Air Favored Weapon: - CHAN Gargantuan Elemental (Air) Divine Rank: 0 Hit Dice: 36d8+216 (504 hp) Initiative: +16 (+12 Dex, +4 Improved Initiative) Speed: Fly 100 ft (perfect) AC: 26 (-4 size, +12 Dex, +8 natural) Attacks: Slam +35/+30/+25/+30 melee Damage: Slam 2d10+12 Face/Reach: 20 ft by 20 ft/20 ft Special Attacks: Spell-like abilities, air mastery, whirlwind, summon air creatures Special Qualities: Elemental, fire resistance 20, grant spell, immune to air attacks, damage reduction 35/+4, SR 32, immunities Saves: Fort +17, Ref +32, Will +16 Abilities: Str 26, Dex 35, Con 20, Int 20, Wis 18, Cha 18 Skills: Concentration +16, Intimidate +14, Knowledge (the planes) +15, Listen +29, Spot +29 Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Expertise, Great Cleave, Improved Critical (slam), Improved Initiative, Mobility, Power Attack, Sunder, Weapon Finesse (slam) Divine Immunities: Ability damage, ability drain, energy drain, mind-affecting effects, transmutation. Domain Powers: Cast chaotic spells at +1 caster level; 5/day smite (+4 on attack and +5 on damage for one weapon attack); feat of strength (+5 to strength for one action); free martial weapon proficiency (longsword) and weapon focus (longsword). Chan appears as a 35-foot tall air elemental and makes his home in a large airy palace on the Plane of Air. COMBAT Chan attacks with his slam attack and spell-like abilities in combat. If he becomes bored with combat or combat goes against him, he uses his summoning ability to call air creatures to his aid. Spell-Like Abilities: At will - blink, cloudkill, control weather, chain lightning, gust of wind, haste, improved invisibility, mislead, obscuring mist, socking grasp, solid fog, unseen servant, whispering wind and wind wall. 1/day - elemental swarm (air spell only)and time stop. These abilities are as the spells cast by a 20th-level sorcerer (save DC 14 + spell level). Air Mastery (Ex): Airborne creatures suffer a -1 penalty to attack and damage rolls against an air elemental. Whirlwind (Su): Chan can transform himself into a whirlwind once ever 10 minutes provided he is and remain in that form for up to 18 rounds. In whirlwind form, he can move through the air or along a surface at his fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and 80 feet tall. He controls the exact height, but it must be at least 10 feet. Creatures of Huge or smaller size take damage when caught in the whirlwind and might be lifted into the air. An affected creature must succeed at a Reflex save (DC 33) when it comes in contact with the whirlwind or take 2d8 points of damage. It must also succeed at a second Reflex save (same DC) or be picked up bodily and held suspended in the powerful winds, automatically taking damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage, but can leave if the save is successful. Chan can eject any carried creatures whenever he wishes, depositing them wherever the whirlwind happens to be. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on Chan and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those further away have total concealment (see Concealment page 133 in the Player's Hanbook). Those caught in the cloud must succeed at a Concentration check to cast a spell (DC 33). Whirlwind Attack (Ex): Because of his great dexterity, Chan can make a single attack on every enemy that is in a 10 ft. radius of him. Except where noted otherwise, this ability is similar tio the feat Whirlwind Attack Summon Air Creatures (Sp): Once per day, Chan can automatically summon 1d3 Large or Huge air elementals, 1d4 invisible stalkers or 1d4 neutral good cloud giants. Immune to Air Attacks (Ex): Chan is immune to any object cast into the air (thrown objects, missile weapons, etc.). This immunity does not extend to spells. Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Grant Spells: Even if he is a deity of divine rank 0, Chan can grant cleric spells to his followers but they can only chooses the Air domain. Immunities (Ex): Chan is immune to electricity effects and petrification. |
| Elrumir06-27-03, 06:09 PM | Originally posted by The Eye of the Cyclop Great job Tebryn! The last one who posted Anhur didn't even put him druid class (I think he forgot that to have druids, the deity MUST have druid class) That would be me, I guess... But, for the record, I did not give Anhur druid levels not because I forgot them, but for the rule that a druid must have a neutral component in his alignment. That's why I gave him a few barbarian and ranger levels. I had another reason for this, though, I wanted to keep him more like how he was portrayed in the 2nd Ed Powers and Pantheons, as his avatar was a Fighter 30/Crusader 20/Ranger 15/Mage 7 there. The reason I gave him more wizard levels was this though: the have more energy-subtyped spells than any other class, and with the feat Energy Substitution, he could make even more of these electrical just as he likes it... Just explaining ;) |
| Elrumir06-27-03, 06:44 PM | I tried my hand at redoing Corellon for the Realms though... I don't know if people will like it, as I made two major changes: 1st: I changed the class levels to include bard levels, and the Bladesinger PrC, as I thought this would be fitting for the combining of magic, music and warfare in his portfolio... 2nd: I lowered his DR to 17, as there are more deities in the pantheon than just he, and it seemed logical that he would have a few (or a lot) less worshippers... This is MY new version... Corellon Larethian Creator of the Elves, the Protector, First of the Seldarine, Protector and Provider of Life, Ruler of All Elves, Coronal of Arvandor Greater Elven God Symbol: Crescent moon Home Plane: Arvandor Alignment: Chaotic good Portfolio: Magic, music, arts, crafts, war, the elven race (especially sun elves, poetry, bards, warriors Worshipers: Arcane archers, artisans, bards, fighters, good leaders, rangers, poets, sorcerers, warriors, wizards Cleric Alignments: CG, CN, NG Domains: Chaos, Elf, Good, Magic, Protection, War Favoured Weapon: “Sahandrian” (longsword) Fighter 10/Wizard 10/Bard 10/Cleric 9/Bladesinger 10 Medium-size outsider (Chaos, Good) Divine Rank: 17 Hit Dice: 20d8+120 (outsider) + 10d10+70 (Ftr) + 10d4+70 (Wiz) + 10d6+70 (Brd) + 9d8+63 (Clr) + 10d8+70 (Bds) (975 hp) Initiative: +20, always first (+16 Dex, +4 Improved Initiative, Supreme Initiative) Speed: 60 ft. AC: 94 (+16 Dex, +12 Int, +17 divine, +30 natural, +9 deflection) Attacks*: +5 chaotic, keen, speed longsword +83/+83/+78/+73/68 melee; or +5 mighty chaotic, distance, speed composite longbow +79/+74/+69/+64 ranged; or spell +67 melee touch or +73 ranged touch. *Always receives a 20 on attack rolls, roll die to check for critical hit. Damage*: +5 chaotic, keen, speed longsword 1d8+32/15-20; or +5 mighty chaotic, distance, speed composite longbow 1d8+19; or by spell. *Always does maximum damage (longsword 40 points; longbow 27 points). Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 12/day. Special Qualities: Sun elf racial abilities, bardic knowledge (+22), bardic music, bladesong, divine aura (17 miles, DC 36), divine immunities, DR 52/+4, familiars (cats), fire resistance 57, godly realm (100 miles Outer Plane, 1,700 ft. Material Plane), greater spellsong, lesser spellsong, plane shift at will, remote communication 17 miles, song of celerity, song of fury, spontaneous casting of divine spells, SR 49, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 17 miles Saves*: Fort +61, Ref +69, Will +63. *Always receives a 20 on saves. Abilities: Str 30, Dex 42, Con 24, Int 35, Wis 29, Cha 29. Skills*: Alchemy +69, Appraise +69, Balance +75, Bluff +66, Concentration +64, Craft (bowyer) +69, Craft (instrumentmaking) +69, Craft (weaponsmithing) +69, Craft (woodworking) +69, Diplomacy +66, Disguise +66, Escape Artist +53, Handle Animal +66, Heal +66, Hide +73, Intimidate +66, Jump +69, Knowledge (arcana) +69, Knowledge (history) +69, Knowledge (nature) +69, Knowledge (the planes) +69, Knowledge (religion) +69, Listen +66, Move Silently +73, Perform +66, Scry +69, Search +69, Sense Motive +66, Spellcraft +69, Spot +66, Tumble +75, Wilderness Lore +46. *Always receives a 20 on checks. Feats: Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Eschew Materials, Expertise, Extend Spell, Far Shot, Greater Spell Focus (Transmutation), Greater Spell Penetration, Improved Critical (longbow), Improved Critical (longsword), Improved Disarm, Improved Initiative, Improved Trip, Mobility, Persistent Spell, Point Blank Shot, Precise Shot, Rapid Shot, Quick Draw, Quicken Spell, Reach Spell, Sacred Spell, Scribe Scroll, Silent Spell, Spell Focus (Transmutation), Spell Penetration, Spring Attack, Still Spell, Strong Soul, Superior Expertise, Weapon Focus (longbow), Weapon Focus (longsword), Weapon Specialization (longbow), Weapon Specialization (longsword), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Arcane Mastery, Area Divine Shield, Avatar, Battlesense, Control Creatures (Elves), Divine Archery, Divine Blast, Divine Celerity, Divine Shield, Divine Spellcasting*, Divine Weapon Focus (longsword), Divine Weapon Specialization (longsword), Extra Domain (Chaos), Extra Domain (Magic), Extra Domain (Protection), Gift of Life, Longsword Finesse**, Supreme Initiative. * Divine Spellcasting: as the elven deity of magic, Corellon has perfected the ability of elven bladesong. He adds his Bladesinger levels to his Wizard levels for determining spellcasting ability, in stead of using the normal spell progression-table. He gains one bonus spell of the bladesinger spell list at levels one to four, however (already included in the statistics below). **Longsword Finesse (unique salient divine ability): Corellon can apply his Dexterity bonus to attacks he makes with any longsword that he can wield in one hand. Domain Powers: Cast chaos spells at +1 caster level; cast good spells at +1 caster level; use spell completion or spell trigger device as Wiz 24; 17/day protective ward. Spell-like Abilities: Corellon Larethian used these abilities as a 27th-level caster, except for chaos and good spells, which he uses as a 28th-level caster. The save DC’s are 40 + spell level. aid, animate objects, antimagic field, antipathy, blade barier, cat’s grace, chaos hammer, cloak of chaos, commune with nature, dispel evil, dispel law, dispel magic, divine power, find the path, flame strike, holy aura, holy smite, holy word, identify, imbue with spell ability, liveoak, magic circle against evil, magic circle against law, magic vestment, magic weapon, mind blank, Mordenkainen’s disjunction, Nystul’s undetectable alignment, power word (blind), power word (kill), power word (stun), prismatic sphere, protection from elements, protection from evil, protection from law, protection from spells, repulsion, sanctuary, shatter, shield other, snare, spell resistance, spell turning, spiritual weapon, summon monster IX (as chaos or good spell only), sunburst, tree stride, true strike, word of chaos. Bard Spells/day: 3/6/5/4/2; base DC 21 + spell level, 25 + spell level for Transmutation spells. Bard Spells known: 6/4/4/4/2. Cleric Spells/day: 6/8/7/6/5/4; base DC 21 + spell level, 25 + spell level for Transmutation spells. Wizard Spells/day: 4/8/8/8/8/6/6/6/6/5/3/3/3; base DC 23 + spell level, 27 + spell level for Transmutation spells. Possessions: Corellon Larethian attacks with Sahandrian when in melee. This is his trusted longsword, the one he used in one of his many battles with Gruumsh to cut out the orc deity’s eye. Sahandrian is a +5 longsword with the chaotic, keen and speed abilities. At will, he can also summon Amlath’hana, a +5 longbow enhanced with the chaotic, distance and speed magical properties. Additional magical items may or may not be present, if the situation asks for such precautions. Other Divine Powers As a greater god, Corellon Larethian automatically receives the best possible result on any die roll he makes (these include attack rolls, damage, checks and saves. He is immortal. Senses: Corellon can see, hear, touch and smell at a distance of seventeen miles. As a standard action, he can perceive anything within seventeen miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 17 hours. Portfolio Sense: As the leader of the Seldarine and supreme god of the elven race, Corellon senses anything that happens to any elf and any one of their gods instantly. Anything that happens to the mortal elves he notices 17 weeks in advance and retains it for 17 weeks as well. Automatic Actions: Corellon can use as a free action, if the DC for the check is 30 or less. He can perform up to twenty such actions per round. Create Magic Items: Corellon Larethian can create any magical item. Avatars Corellon usually appears as an androgynous male elf of truly unearthly beauty. He can take the form of either sex, however, and at times does not even come to the realms in the form of an elf; he might just as easily be of a sylvan race like dryads or centaurs. He wears a sky-blue cloak and hung around his neck is a large amulet with a crescent moon motif within a large circle. His wrists are protected by a pair of dazzling, expertly crafted battle gauntlets. Despite the obvious strength Corellon exudes, his real power lies in his stunning litheness and graceful swiftness. His movements seem impossible to follow and he gestures with incredible speed and reflexes. Avatar of Corellon Larethian: As Corellon except as follows; divine rank 8; AC 79; Atk +74/+74/+69/+64/+59 melee (1d8+32/15-20, [i]+5 chaotic, keen, speed longsword[i]); or +70/+65/+60/+55 ranged (1d8+19, +5 mighty chaotic, distance, speed composite longbow); or spell +58 melee touch or +64 ranged touch; SQ Divine aura (800 ft., DC 27), DR 43/+4, fire resistance 28, SR 40; SV Fort +52, Ref +60, Will +64; all skill modifiers are reduced by nine. Salient Divine Abilities: Battlesense, Divine Archery, Divine Blast, Divine Spellcasting*, Divine Weapon Focus (longsword), Divine Weapon Specialization (longsword), Extra Domain (Chaos), Extra Domain (Magic), Extra Domain (Protection), Longsword Finesse**. Spell-like abilities: Caster level 18th, saving throw DC 27 + spell level. * & **: see above ---------- I hope I didn't overdo it tho :rolleyes: |
| Tebryn1406-28-03, 12:12 AM | Excellent! I love the way you fit Bladesinger in there while maintaining the caster level. The only criticism I had was that he needs to be DvR 18. Think about it. He is the head deity of all elves, on every world. Just my thoughts. And I cannot say I saw your version of Anhur. I was trying to stick to deities that had not been statted, sorry. And as far as the druid thing goes.. He is the god of storms, it was only fitting he had some druid levels. |
| Saasiel06-28-03, 01:19 AM | I still say that ES owns both your 'donkeys' (think desert donkey) in the deity creation stakes. :fight!: ES is definitely and truly the :king: |
| The Eye of the Cyclop06-28-03, 12:11 PM | But, for the record, I did not give Anhur druid levels not because I forgot them, but for the rule that a druid must have a neutral component in his alignment. That's why I gave him a few barbarian and ranger levels. I had another reason for this, though, I wanted to keep him more like how he was portrayed in the 2nd Ed Powers and Pantheons, as his avatar was a Fighter 30/Crusader 20/Ranger 15/Mage 7 there. The reason I gave him more wizard levels was this though: the have more energy-subtyped spells than any other class, and with the feat Energy Substitution, he could make even more of these electrical just as he likes it... I'm sorry Elrumir, I didn't want to insult you. I've done for this section the sahuagin god Sekolah and since he is a nature deity I was also wondering if I should have gave him druid level. I did after seeing that in Faith & Pantheons Talos, a chaotic evil god, was also a druid. |
| Savras06-28-03, 12:21 PM | Talos is not a druid. He is Barbarian 20\Evoker 20. Savras |
| Mirtek06-28-03, 01:01 PM | @The Eye of the Cyclop About Vaprak: It's nice that acid deals normal damage to him, but he's immune against acid anyway (divine immunities) As a dvr 4 demigod he should have five SDAs, you gave him six Beside these points, nice work |
| MooseTracks06-28-03, 08:21 PM | I know she is not part of this setting, but could somebody make Lesser Deity stats for the Lady of the Lake (minor deity of ambiguity). I want to incorporate her into a campaign but need help with the creation. Being the only entity in the legends who could imprison Merlin was the first thing that caught my eye. |
| Saasiel06-30-03, 03:42 AM | There are a few things on this thread that I would like to address. First, Tebryn14, Mirtek, Elrumir, and The Eye of the Cyclops, what part of 'following deity creation rules' don't you understand? It is simple! Second, do not criticise others because of a simple mistake, I'm sure you've made one much worse. Following are my corrections to your deities. Please do not regard this as a 'flame war,' I merely wish to help. Although, at times, my tone may sound a bit arrogant. Pay it no heed. |
| Saasiel06-30-03, 04:01 AM | Tebryn I haven't checked all of your deities as the following were the things that immediately caught my eye, but I will give you a thorough appraisal of them soon. Concerning Maglubiyet, how does that entity of goblinkind/kin possess an Int of 42 and a Dex of 40?!?!?!?!?!?!?!. How does he possess Bluff +121, when he doesn't even possess Lies, intrigue, or a variation thereof as part of his portfolio? Sure, he does have Lord of Treachery, and the Sneaking God as part of his titles, but, if he does not possess said 'things' in his portfolio, then it doesn't count. Maglubiyet being a DvR (divine rank) 16 deity and possessing 40 class levels should have a ability score total of 186 not 185. His atk should be +70/+ etc. +20 (outsider) plus +10 (Rog) plus +5 (Ftr) plus +5 (Clr) plus +1 (weapon focus) plus +8 (Str) plus +5 (weapon) plus +16 (DvR). Concerning Semuanya. Semuanya being a DvR (divine rank) 6 deity and possessing 40 class levels should have a generic ability score total of 176. Being 'Lizardfolk',' his ability score total should be less than that, not as you gave him 179. Concerning Selvatarm. Selvatarm being a DvR (divine rank) 16 deity, drow, and possessing 40 class levels should have a ability score total of 179, not 177. Concerning Eadro. Eadro being a DvR (divine rank) 8 deity, and possessing 40 class levels should have a ability score total of 178, not 185. Being merfolk, I suppose he should have a higher ability score total, but not as high as your ability score total. Concerning Flandal Steelskin. Flandal Steelskin being a DvR (divine rank) 13 deity, and possessing 40 class levels should have a ability score total of 183, not 182. Concerning Anhur. Anhur being a DvR (divine rank) 10 deity, and possessing 40 class levels should have a ability score total of 180, not 185. This has lead me to a conclusion... do you honestly know what you are doing? |
| Saasiel06-30-03, 04:09 AM | The Eye of the Cyclop I haven't checked all of your deities as the following were the things that immediately caught my eye, but I will give you a thorough appraisal of them soon. Concerning Ubtao. Ubtao being a DvR (divine rank) 16 deity and possessing 40 class levels should have a ability score total of 186 not 209. His atk should be +72/+ etc. Concerning Sekolah. Sekolah being a DvR (divine rank) 16 deity and possessing 40 class levels should have a ability score total of 177 not 206. His atk should be +68/+ etc. This has lead me to a conclusion... do you honestly know what you are doing? |
| Savras06-30-03, 05:57 AM | Originally posted by Saasiel This has lead me to a conclusion... do you honestly know what you are doing? First, this is not a conclusion. It is a question. Second, this is blatant flaming. They are doing their best, and do not deserve such unkind trwatment. Other than the finishing sentence, I am sure your corrections were appreciated. But with it.... If you could edit your posts, I would be most grateful. Cheers! Savras |
| Mirtek06-30-03, 06:17 AM | Originally posted by Saasiel First, Tebryn14, Mirtek, Elrumir, and The Eye of the Cyclops, what part of 'following deity creation rules' don't you understand? It is simple! Where are my misstakes? I am sure there are some small misstakes, it's easy to make them. Originally posted by Saasiel Second, do not criticise others because of a simple mistake, I'm sure you've made one much worse. I point out errors. I don't criticise others for making them, i simply point them out so they can be fixed. Originally posted by Saasiel Please do not regard this as a 'flame war,' I merely wish to help. Although, at times, my tone may sound a bit arrogant. Pay it no heed. You tell us to don't critize and you start with yourself: what part of 'following deity creation rules' don't you understand? It is simple! That sounds arrogant, insulting and about to indeed start a flame war. At least you recognize how your tone sounds and don't mean to offend. Originally posted by Savras First, this is not a conclusion. It is a question. Second, this is blatant flaming. They are doing their best, and do not deserve such unkind trwatment. I have to agree with Savras BTW, if i sometimes sound a little rude as well, please don't mind it. English isn't my primary language thus if i am a little too direct sometimes it's not because i intend to insult someone, but because i don't know how to make the sentence any different. German is a little more direct than english and so some germans ust sound rude while using english because we buildour sentences like we would while talking german. @ The Eye of the Cyclop I like your version of CHAN |
| Mirtek06-30-03, 06:22 AM | Not a goddess but anyway: ZUGGTMOY Large Outsider (Evil, Chaotic) Hit Dice: 34d8+408 (564 hp) Initiative: +7 (+7 dex) Speed: 30 ft. AC: 39 (-1 size, +7 dex, +7 insight, +16 natural), touch 23, flat-footed 32 Attacks: 2 pseudopodial arms +42 melee and 4 legs +42 melee Damage: 1d8+9 pseudopodial arm or 2d6+9 leg Face/Reach: 5 ft. by 5 ft. / 10ft Special Attacks: spell-like abilities Special Qualities: DR 20/+5, fast healing 5, outsider traits, see invisibility, SR 37, summon fungi, summon tanar’ri, tanar’ri traits Saves: Fort +30, Ref +25, Will+25 Abilities: Str 28, Dex 25, Con 35, Int 24, Wis 24, Cha 24 Skills: Bluff +44, Concentration +49, Diplomacy +44, Hide +44, Knowledge (arcana) +44, Knowledge (history) +44, Knowledge (religion) +44, Knowledge (the planes) +44, Listen +44, Move Silently +36, Search +44, Sense Motive +44, Spellcraft +44, Spot +44. Feats: Dark Speech, Dodge, Expertise, Improved Trip, Multiattack, Power Attack, Quicken Spell-Like Ability Weapon Focus (pseudopodial arms and leg) Spell-Like Abilities: At will — antiplant shell (as antilife shell but only hedges out plants), astral projection, charm plant (as charm monster but only affects plants), corrupt food and drink (spoils food and drink making it inedible), darkness, detect good, detect law, detect magic, entangle, fear, hold plant (as hold person but affects only plants), improved invisibility, levitate, locate plant (as locate creature but only affects plants), pass without trace, plant growth, polymorph self (usually takes the form of an old crone), programmed image, read magic, silence, snare, speak with plants, telekinesis (500 pounds weight), tongues, transport via plants; 2/day — ethereal jaunt; 1/day — gate and limited wish. Caster level 20th; save DC 17 + spell level. Outsider Traits: Zuggtmoy has darkvision (60-foot range). She can not be raised or resurrected. See Invisibility (Su): Invisible creatures and objects are always visible to Zuggtmoy, as if she constantly had a see invisibility spell (caster level 20) active. Summon Fungi (Sp): Once per day Zuggtmoy can automatically summon 40 HD of plant creatures. Summon Tanar’ri (Sp): Once per day Zuggtmoy can automatically summon 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or 1 balor. Tanar’ri Traits: Zuggtmoy can communicate telepathically with any creature within 100 feet that has a language. She is immune to electricity and poison, and she has acid resistance 20, cold resistance 20, and fire resistance 20. Zuggtmoy, Demoness Lady of Fungi, dread and fell ruler of the 222nd ghastly plane of the Abyss, aspired to establish her rule over a portion of the world. With the aid of luz, she formed the Temple of Elemental Evil and for a time wrought death, destruction, and great suffering. Then the forces of Good fought a campaign against her, and she was surprised and bound during the intaking of the Temple. The opposing clerics and magic users confined her somewhere beneath the ground, reputedly with the aid of one or more deities. Zuggtmoy's natural form is bulbous. She resembles a puffball mushroom with a toadstool growing on top. Four elephantine legs with suckered bottoms support the spherical body. The globular torso is flattened at the bottom and bulges at its equator, so that the legs reach to a bit over 3-foot height, the body another 30 inches higher, but with a horizontal diameter of nearly five feet. The mushroom-stem neck is two feet long, capped by a head which appears to have squashed humanoid features. The eyes are round, black, and blank-looking. Zuggtmoy can extrude a pair of three-foot long pseudopodial arms from either hemisphere of her body, at will. These growths can extend opposing digits if desired. The body coloration is variable, as Zuggtmoy is able to change it to suit her surroundings, though she is typically of a pale grayish-white or brownish-white color, the head slightly darker. Color can be moss green, dull brown, red-orange, mottled purple, etc., ranging the whole spectrum of colors possible to fungi growths. Body texture and odor are likewise obviously fungoid. In all, Zuggtmoy is revolting to behold and disgusting to smell; blotchy patches of mold, smut, and blight cover her body. |
| The Eye of the Cyclop06-30-03, 10:54 AM | Originally posted by Saasiel The Eye of the Cyclop I haven't checked all of your deities as the following were the things that immediately caught my eye, but I will give you a thorough appraisal of them soon. Concerning Ubtao. Ubtao being a DvR (divine rank) 16 deity and possessing 40 class levels should have a ability score total of 186 not 209. His atk should be +72/+ etc. Concerning Sekolah. Sekolah being a DvR (divine rank) 16 deity and possessing 40 class levels should have a ability score total of 177 not 206. His atk should be +68/+ etc. This has lead me to a conclusion... do you honestly know what you are doing? Honestly, do you know what you are doing ? Sekolah is Divine Rank 7 not 16. If you are SO good at doing deities, well do them all. Sincerly yours, Eye of the Cyclop |
| The Eye of the Cyclop06-30-03, 11:00 AM | Originally posted by Mirtek BTW, if i sometimes sound a little rude as well, please don't mind it. English isn't my primary language thus if i am a little too direct sometimes it's not because i intend to insult someone, but because i don't know how to make the sentence any different. German is a little more direct than english and so some germans ust sound rude while using english because we buildour sentences like we would while talking german. @ The Eye of the Cyclop I like your version of CHAN Thank you very much Mirtek :). English is also not my primary language. French and English have many differences and concentring on my grammar AND on making deities is still though for me. Maybe in a couple of years people like Saasiel will understand. |
| Elrumir06-30-03, 07:58 PM | >> Saasiel: I'd like to know: where are my mistakes? I found one myself, though... Corellon does not have any skills in his Automatic Actions section... He can use Concentration, Diplomacy, the Knowledge skills in which he has ranks, Perform and Spellcraft as automatic actions. But then again, you're always such a great help... :rolleyes: (especially regarding yer first posts on the old thread with this subject)... |
| Gibberinghorde07-01-03, 02:00 PM | I have one thing to say: Oberon, Oberon! Well, maybe two. El what happened? I'm not on the boards for about a month and BANG! I come back and all hell has broken loose. Everything has been revamped and all the old stuff are gone.:fight!: Oh, yeah once again all the deities are great, especially for those of the lazy and less inclined nature.:D |
| Elrumir07-01-03, 03:13 PM | Well... as far as I can tell, they gave the boards a facelift (gee, really :rolleyes:). The old threads are read-only now -- they still are accessible -- and this is the new Deities thread, started by the gifted Tebryn14 and Eye of the Cyclop. As for Oberon... I'm quite busy atm, so I'll leave it to those two statters to give Oberon his form :D |
| SlatzG07-01-03, 04:38 PM | Would someone do the honors of posting stats for Lurue? I would greatly appreciate it... |
| The Eye of the Cyclop07-01-03, 08:59 PM | Hello SlatzG. I don't remember who posted Lurue, but it was back again on the other Lesser Deities Stats thread. If this guy is still around, well, thank you. Lurue The Unicorn, the Unicorn Queen, the Queen of Talking Beasts Faerunian Demigod Symbol: Silver-horned unicorn head before a crescent moon Home Plane: House of Nature Alignment: Chaotic good Portfolio: Talking Beasts, intelligent nonhumanoids Worshippers: Druids, entertainers, outcasts, rangers, travelers, unicorn riders Cleric Alignments: CG, CN, NG Domains: Animal, Chaos, Good, Healing Favored Weapon: a unicorn horn (shortspear) Lurue Bard 20/Druid 20 Medium-size Outsider (Chaos, Good) Divine Rank: 4 Hit Dice: 20d8 (Outsider) 20d6 (Brd), 20d8 (Drd) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 56 (+7 Dex, +5 divine, +18 natural, +16 deflection) Attacks: +5 ghost touch throwing holy shortspear +57; or +52 melee touch; or +52 ranged touch Damage: +5 ghost touch throwing holy shortspear 1d8+12; or by spell Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, DR 40/+4, divine aura (50 ft. DC= 30), fire resistance +25, SR 37, godly realm, remote communication 5 miles, understand, speak and read all languages and speak directly to all beings within 5 miles, a thousand faces, nature sense, resist nature’s lure, timeless body, trackless step, venom immunity, wild shape (as 20th level druid), woodland stride, bardic knowledge +35, bardic music (as 20th level bard), Saves: Fort. +45 Ref. +44 Will. +50 Abilities: Str.24 (+7) Dex.24 (+7) Con.26 (+8) Int.28 (+9) Wis.36 (+13) Cha.42 (+16) Skills: Alchemy +45, Animal Empathy +45, Balance +45, Concentration +45, Craft (weaving) +45, Diplomacy +45, Escape Artist +45, Gather Information +45, Handle Animal +45, Heal +45, Intuit Direction +45, Jump +45, Knowledge (nature), Listen +45, Move Silently +45, Perform (song) +45, Profession (forester) +45, Ride (horses) +45, Scry +45, Search +45, Sense Motive +45, Spot +45, Spellcraft +45, Swim +45, Wilderness Lore +45 Feats: Alertness, Combat Casting, Dodge, Mobility, Improved Initiative, Run, Skill Focus (Knowledge, Nature), Spell Penetration, Greater Spell Penetration, Track, Weapon Focus (shortspear), Brew Potion, Craft Wondrous Item, Extend Spell, Quicken Spell, Still Spell, Silent Spell, Eschew Materials, Sacred Spell Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Alter Form, Divine Druid, Extra Domain (Healing), Divine Bard Domain Powers: Cast chaos, good and healing spells a +1 caster level, animal companions (as level 10 druid) Spell-Like Abilities: All domain spells, caster level 15, DC= 31 Possessions: Lurue carries a +5 ghost touch throwing holy shortspear in the shape a long golden or silver unicorn horn. Other Divine Powers Senses: Lurue can see, hear, touch and smell at a distance of 5 miles. As a standard action she can perceive anything within 5 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities of her rank or lower at up to 2 remote locations at once for 5 hours. Portfolio Sense: Lurue senses any act that affects unicorns or talking beasts the moment it happens as long as the event includes at least 1000 people. Automatic Actions: Lurue can use Animal Empathy, Handle Animal, Heal, Diplomacy, Knowledge (nature), Profession (forester), or Wilderness Lore as a free action as long as the DC for the task is 15 or lower. She can take up to 2 such actions per round. Create Magic Items: Lurue can create any magic item that involves unicorns or benefits animals as long as the items market price does not exceed 4500 gp. |
| SlatzG07-02-03, 09:47 AM | Thanx for Lurue... although it doesnt make much sence for her to be Chaotic Good and be a druid... but i suppose deities can be whatever they want... thanx :) |
| Elrumir07-02-03, 04:07 PM | It was Jorda_the_Knight who statted Lurue on the 'old' thread. I think he did some nice work, and I wonder, does anyone know whatever happened to him?? |
| Tebryn1407-02-03, 10:05 PM | I am glad to see that in my absense (I was in NYC), people kept this thread going. I am also glad that when Saasiel decided to repetedly tell me and my peers that our god-making skills paled before ES, as well as that there were math mistakes regarding the ability scores of my gods (there weren't), people stepped in to our defense. Saasiel, do you know the deity making rules? The standard array of ability scores for gods is 35, 29, 25, 24, 24, 24+ 1 per rank, +1 per 4 levels. And if you check my math, I believe most of my gods use that standard array. As a matter of fact, when checking my stats for Selvatarm right now, I think I might have found a way to change his ability scores for the better. I will check that and post an updated version if that is the case. Thank you. |
| Tebryn1407-04-03, 01:57 PM | No rebuttle? New gods? New posts? |
| SnazyKoolKat07-05-03, 07:39 PM | Not sure if anyone's dealt with this before (probably have), but are there any statistics for Bhaal? He may be dead.... but not for long in my campaign. |
| Tebryn1407-05-03, 09:22 PM | He was done on the old thread. I just started on Calluduran Smoothhands, and i'm considering doing Segojan. |
| SnazyKoolKat07-06-03, 01:33 AM | Ech, there's a million pages in those old threads. This could take a while. |
| Tebryn1407-06-03, 02:10 AM | The link I set up above links to the page that lists which deities had been done where. If Bhaal isn't listed there yet, then he was done after that page. That should make your search easier. |
| SnazyKoolKat07-07-03, 02:27 AM | http://archivedboards.wizards.com/rpg/ultimatebb.php?ubb=get_topic;f=165;t=001 752;p=23 |
| Tebryn1407-07-03, 10:10 PM | Horus-Re! Horus-Re Paladin 20/ Cleric 20/ Divine Champion 5 Medium-Size Outsider (Good, Lawful) Divine Rank: 18 Hit Dice: 20d8+180 and 20d10+180 and 20d8+180 and 5d10+45 (1155 hp) Initiative: +13 Speed: 60 ft. AC: 79 (+9 dex, +18 divine, +31 natural, +11 deflection) Attacks*: +5 keen holy lawful speed khopesh +82/+82/+77/+72/+67 melee; or by spell +69 melee touch or +67 ranged touch *Always receives a 20 on attacks rolls; roll die to check for critical hit Damage*: +5 keen holy lawful speed khopesh 1d8+21/15-20; or by spell *Always does maximum damage (khopesh 29 points) Face/ Reach: 5 ft by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, smite evil (3/day, +11 on attack and +60 on damage), turn undead 18/day (as cleric 38), Smite Infidel (+11 on attacks, +5 on damage) Special Qualities: Divine Immunities, DR 53/+4, fast healing 38, fire resistance 38, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 18 miles, remote communication 18 miles, godly realm (100 miles outer plane), teleport without error at will, plane shift at will, detect evil, divine grace, lay on hands (236 hp/day), divine health, aura of courage (+8 to morale), remove disease (6/week), paladin mount with celestial template, SR 50, divine aura (18 miles, DC 39), sacred defense +2. Saves*: Fort +72, Ref +72, Will +79 Abilities: Str 32, Dex 29, Con 29, Int 26, Wis 42, Cha 32 Skills*: Balance +47, Climb +59, Concentration +87, Diplomacy +89, Heal +94, Intimidate +49, Jump +69, Knowledge (arcana) +66, Knowledge (History) +46, Knowledge (Mulhorand Local) +46, Knowledge (Nobility and Royalty) +56, Knowledge (The Planes) +46, Knowledge (Religion) +66, Listen +66, Profession (Judge) +104, Ride +47, Scry +46, Sense Motive +74, Spellcraft +76, Spot +66. Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Divine Might, Divine Vengeance, Dodge, Expertise, Extra Turning, Improved Critical (khopesh), Improved Initiative, Leadership, Maximize Spell, Mobility, Mounted Combat, Power Attack, Quick Draw, Quicken Spell, Ride-by Attack, Spirited Charge, Spring Attack, Still Spell, Weapon Focus (khopesh), Whirlwind Attack, Divine Immunities: Ability Damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment Salient Divine Abilities: Alter Reality (save DC 49 for duplicated spells), Annihilating Strike, Automatic Metamagic (Sacred cleric spells), Avatar (up to 20), Battlesense, Divine Blast (14/day, 29d12 points of damage), Divine Blessing (Wisdom), Divine Fast Healing, Divine Paladin, Divine Radiance (180 ft. radius, 9d6 points, or 9d12 for undead), Divine Shield (12/day, stops 180 points of damage), Divine Storm, Divine Weapon Focus, Extra Domain (Nobility), Extra Domain (Retribution), Frightful Presence (DC 39), Gift of Life, Instant Counterspell, Lay Quest, Life and Death, Mass Divine Blast, Mass Life and Death, Rejuvenation Domain Powers: Cast good spells at +1 caster level, cast lawful spells at +1 caster level, inspire allies (+2 bonus on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 11 rounds 18/day), strike of vengeance 18/day, greater turning 18/day. Spell-like Abilities: Horus-Re uses these abilities as a 28th level caster, except for good and lawful spells, which he uses as a 29th level caster. The save DCs are 39+spell level. Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IV*, Protection from Chaos, Calm Emotions, Magic Circle against Chaos, Order’s Wrath, Dispel Chaos, Hold Monster, Dictum, Shield of Law, Divine Favor, Enthrall, Magic Vestment, Discern Lies, Greater Command, Geas/Quest, Repulsion, Demand, Storm of Vengeance, Shield of Faith, Endurance, Speak with Dead, Fire Shield, Mark of Justice, Banishment, Spell Turning, Discern Location, Endure Elements**, Heat Metal, Searing Light, Fire Shield, Flame Strike, Fire Seeds, Sunbeam, Sunburst, Prismatic Sphere *Cast as Law or Good spell only ** Endure Fire or Cold only Cleric Spells/Day: 6/9/9/9/9/7/7/7/7/6; base DC=26+spell level Paladin Spells/Day: 7/7/7/7; base DC=26+spell level Other Divine Powers As a greater deity, Horus-Re automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal. Senses: Horus-Re can hear, touch, smell, and see at a distance of 18 miles. As a standard action, he can perceive anything within nineteen miles of his worshippers, holy sites, object, or any location where one of his titles or name was spoken in the last hour. He can extend his sense to up to twenty locations. He can block the sensing power of deities rank 18 and lower at up to two remote locations for up to 18 hours. Portfolio Sense: Horus-Re senses any action taken by a ruler, any act of vengeance, any sunrise, or any birth 18 tendays before it happens and retains the sensation 18 tendays after it happens. Automatic Actions: Horus-Re can use Diplomacy, Knowledge (Nobility and Royalty), Knowledge (Religion), or Profession (Judge) as a free action as long as the DC for the task is 30 or lower. He can perform up to twenty such free actions each round. Create Magic Items: Horus-Re can create any magic weapon or armor, or any item that uses light, positive energy, or spells from the Retribution or Sun domains. Avatars Horus-Re’s avatars are usually dispatched to deal with a corrupt ruler, or to oversee an important trial. If they are meant to make an impression, they appear as he does: a tall, imposing man with a hawk’s head. If they are going incognito, they appear as a normal human with golden eyes. Avatar of Horus-Re: As Horus-Re except divine rank 9; AC 61 (touch 19, flat-footed 52); Attack +69/+64/+59/+54 (1d8+21/15-20 +5 holy keen lawful speed khopesh) or by spell +60 melee touch or +58 ranged touch; SQ 44/+4, fire resistance 29, SR 41, Divine Aura (900 ft., DC 30); SV Fort +63, Ref +63, Will +70; all skill modifiers reduced by 9. Salient Divine Abilities: Extra Domain (Nobility), Extra Domain (Retribution), Divine Blessing, Divine Blast, Gift of Life, Life and Death, Divine Radiance, Lay Quest, Divine Paladin, Battlesense Spell-like abilities: caster level 19th, saving throw DC 30+spell level. |
| Savras07-08-03, 06:59 AM | Horus-Re! Weee! Good work! Isis! No, Thoth! No, Osiris! Yeah- Osiris! Mulhorand rules!!! Savras |
| Tebryn1407-08-03, 12:13 PM | I'm actually working on 4 deities right now. Isis, Set, Calluduran, and a new deity for E.S.'s Rival the gods. |
| Savras07-08-03, 12:39 PM | Ohhh... Isis! Me like! Set? I *knew* I forgot a cool god! Just do not forget he is also Sseth, eh? Savras |
| Tebryn1407-08-03, 01:46 PM | I'll included that in his portfolio, but I don't think that would change his stats much. |
| Tebryn1407-13-03, 10:49 PM | Sorry for another absense. Isis and Set should be coming along any day now. |
| The Eye of the Cyclop07-27-03, 03:38 PM | I'm back ! My computer has been finally repaired and I can do any god again. Just send suggestion ! |
| Verghityax07-28-03, 03:34 AM | Well, I've got a few suggestions :) We still need Callarduran Smoothhands and Segojan Earthcaller from the Gnome Pantheon. I know that some dwarven gods haven't been stated yet... probably it was Abbathor, Berronar Truesilver, Dumathoin, Laduguer and Vergadain. So it's to plenty to choose from :) I would be very grateful for any of these :) |
| The Eye of the Cyclop07-28-03, 07:24 AM | Consider Laduguer done. |
| Tebryn1407-28-03, 09:17 PM | I have most of Calluduran done, but do to my summer job I have been unable to finish it, and I think I also have most of Segojan done, but I can't seem to remember. I will do my best to get it done this weekend. |
| The Eye of the Cyclop07-29-03, 06:00 PM | What class level and divine rank do you think I should give Laduguer ? I've tought about a Fighter 20/Wizard 15/Loremaster 5. |
| Tebryn1407-29-03, 08:14 PM | Make it Fighter 15/ Wizard 20/ Loremaster 5 and DvR 14. |
| Cli' San Aquanova07-30-03, 08:51 PM | I read the Istishia statistics block on the old thread, and I've got some things to say about it. First, why a monk?? I would think druid or cleric/fighter mainly. Second, how come you didn't have his wave as an attack? To let you know, I'm not meaning to be antagonizing (I mean you did make the stats), but I was just wondering on why you made those decisions. Okay, other than that, great work guys. :) I can't wait for Ben-Hadar. :D :u: |
| The Eye of the Cyclop07-30-03, 09:35 PM | thanks |
| Tebryn1408-02-03, 05:04 PM | After a long down time, here she is: Trishina Queen of Dolphins, Lady of Fidelity Lesser Elven Deity Symbol: A dolphin’s tail Home Plane: Arvandor Alignment: Lawful Good Portfolio: Love, Play, Children, Fidelity, Dolphins Worshippers: Sea Elves, Wives, Awakened Dolphins and other sea creatures Cleric Alignments: LG, LN, NG Domains: Animal, Charm, Elf, Family, Good, Law, Water Favored Weapon: Fidelities Sentinel (Trident) Trishina Cleric 20/ Bard 10/ Wizard 10 Medium-Size Outsider (Good, Lawful, Aquatic Elf) Divine Rank: 9 Hit Dice: 20d8+140 (outsider) and 20d8+140 (cleric) and 10d6+70 (bard) and 10d4+70 wizard (840 hp) Initiative: +14 Speed: 60 ft., swim 60 ft. AC: 61 (+10 dex, +9 divine, +22 natural, +10 deflection) Attacks: +5 keen holy defending dispelling trident +62/+57/+52/+47 melee; or by spell +56 melee touch or +59 ranged touch Damage: +5 keen holy defending dispelling trident 1d8+15; or by spell Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Turn undead 17/day, domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, DR 44/+4, fire resistance 29, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 9 miles, remote communication 9 miles, godly realm (1 mile), teleport without error at will, plane shift at will, bardic knowledge +21, bardic music 10/day (countersong, fascinate, inspire competence, inspire courage, inspire greatness, suggestion), SR 41, divine aura (900 ft., DC 29) Saves: Fort +48, Ref 51, Will +59 Abilities: Str 24, Dex 30, Con 24, Int 32, Wis 40, Cha 30 Skills: Alchemy +60, Animal Empathy +39, Concentration +76, Craft (weaving) +70, Diplomacy +69, Gather Info +49, Handle Animal +39, Heal +64, Innuendo +54, Intimidate +39, Knowledge (Arcana) +70, Knowledge (Nature) +70, Knowledge (Religion) +70, Listen +68, Move Silently +29, Perform +39, Ride +39, Scry +81, Sense Motive +64, Spellcraft +81, Spot +48, Swim +55, Tumble +29, Wilderness Lore +44 Feats: Alertness, Combat Casting, Empower Spell, Enlarge Spell, Expertise, Extend Spell, Extra Turning, Greater Spell Focus (Abjuration), Greater Spell Penetration, Heighten Spell, Iron Will, Improved Counterspell, Improved Initiative, Improved Disarm, Maximize Spell, Point Blank Shot, Quick Draw, Quicken Spell, Reactive Counterspell, Silent Spell, Spell Penetration, Still Spell, Weapon Focus (Trident) Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Divine Inspiration (Love & Desire), Extra Domain (Animal), Extra Domain (Charm), Extra Domain (Family), Extra Domain (Water), Know Secrets Domain Powers: Cast animal friendship 1/day, Boost Cha by four points for 1-minute 9/day, Cast Good spells at +1 caster level, cast Law spells at +1 caster level, grant +4 dodge bonus to AC to 10 creatures at once 9/day, rebuke and command water elementals or turn and destroy fire elementals as a 20th level cleric 17/day Spell-like abilities: Trishina uses these abilities as a 19th level caster, except for Good and Lawful spells, which he uses as a 20th level caster. The save DCs are 29 + spell level or 33+ spell level for Abjuration spells. Calm Animals, Hold Animal, Dominate Animal, Repel Vermin, Commune with Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange, Charm Person, Calm Emotions, Suggestion, Emotion, Charm Monster, Geas/Quest, Insanity, Demand, Dominate Monster, True Strike, Cat’s Grace, Snare, Tree Stride, Find the Path, Liveoak, Sunburst, Antipathy, Bless, Shield Other, Helping Hand, Imbue with spell ability, Rary’s Telepathic Bond, Heroes’ Feast, Refuge, Protection from Spells, Prismatic Sphere, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX*, Protection from Chaos, Calm Emotions, Magic Circle against Chaos, Order’s Wrath, Dispel Chaos, Hold Monster, Dictum, Shield of Law, Obscuring Mist, Fog Cloud, Water Breathing, Control Water, Ice Storm, Cone of Cold, Acid Fog, Horrid Wilting, Elemental Swarm ** *cast as a Good or Law spell only ** cast as water spell only Bard Spells Known (3/6/6/4/2; DC=20+spell level, 24+spell level for Abjuration spells): 0- Dancing Lights, Daze, Detect Magic, Mending, Open/Close, Prestidigitation, 1- Alarm, Cure Light Wounds, Mage Armor, Sleep, 2- Blindness/Deafness, Cat’s Grace, Suggestion, Silence, 3- Charm Monster, Dispel Magic, Emotion, Remove Curse, 4- Cure Critical Wounds, Modify Memory Cleric Spell/day: 6/9/9/9/8/8/7/7/6/6; DC=25+spell level, 29+spell level for Abjuration spells. Possessions: Trishina carries Fidelity’s Sentinel, a +5 keen holy defending dispelling trident. Caster Level: 25th Other Divine Powers As a lesser deity, Trishina may take 10 on any check. Trishina treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses: Trishina can see, hear, touch, and smell at a distance of nine miles. As a standard action, she can perceive any location within 9 miles of her worshippers, holy sites, objects, and any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to five locations at once. She can block the sensing powers of deities her rank and lower at up to 2 remote locations. Portfolio Sense: Trishina senses any time an elf falls in love, gets married, conceives a child, or gives birth as long as the event in question effects at least 500 people. Automatic Actions: Trishina can use Diplomacy, Bluff, or Handle Animal as a free action as long as the DC for the task is 20 or lower. She can perform up to five such free actions each round. Create Magic Items: Trishina can create any magic item that detects lies, or uses a spell effect from the school of Abjuration. |
| Gnaipnur08-02-03, 09:46 PM | I would jusy like to, as humbly as possible, nudge people's attentions towards that less thought of Hoar. Perhaps I could even gently suggest that anyone might want to write his stats some day when they aren't too busy? |
| Tebryn1408-02-03, 10:07 PM | This was done by Elrumir on the Old Page Hoar The Doombringer, Lord of Three Thunders, the Poet of Justice, Hurler of Thunders, Assuran (in Chessenta and Mulhorand) Faerûnian Demigod Symbol: Black-gloved hand holding a coin with a two-faced head Home Plane: The Barrens of Doom and Despair Alignment: Lawful Neutral Portfolio: Revenge, retribution, poetic justice Worshippers: Assassins, fighters, rogues, seekers of retribution Cleric Alignments: LE, LG, LN Domains: Fate, Law, Retribution, Travel Favoured Weapon: “Retribution’s Sting” [javelin of lightning] (javelin) Hoar Rogue 15/Fighter 10/Wizard 10/Cleric 5 Medium-Size Outsider (Lawful) Divine Rank: 4 Hit Dice: 20d8+160 (outsider) + 15d6+105 (Rog) + 10d10+70 (Ftr) + 10d4+70 (Wiz) + 5d8+35 (870 hp) Initiative: +13 (+9 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 51 (+9 Dex, +5 armour, +4 divine, +15 natural, +8 deflection) Attacks: +3 lawful keen mighty cleaving broadsword +54/49/44/39 melee; or +5 lawful returning shocking burst javelin +53 ranged melee; or spell +51 melee touch or +53 ranged touch Damage: +3 lawful keen mighty cleaving broadsword 2d4+10/15-20; or +5 lawful returning shocking burst javelin 1d6+14/19-20; or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 11/day Special Qualities: Divine immunities, DR 39/+4, fire resistance 24, plane shift at will, spontaneous casting of divine spells, understand, speak and read all languages and speak directly to all beings within 4 miles, remote communication, godly realm, teleport without error at will, SR 36, divine aura (40 ft., DC 22) Saves: Fort +44, Ref +45, Will +46 Abilities: Str 25, Dex 29, Con 27, Int 35, Wis 31, Cha 27 Skills: Balance +48, Bluff +47, Climb +46, Concentration +47, Diplomacy +47, Disguise +47, Forgery +51, Gather Information +47, Heal +49, Hide +48, Intimidate +47, Jump +46, Knowledge (arcana) +51, Knowledge (history) +51, Knowledge (nature) +51, Knowledge (religion) +51, Listen +51, Move Silently +48, Profession (lawyer) +51, Read Lips +51, Scry +51, Search +51, Sense Motive +49, Spellcraft +51, Spot +51, Tumble +48. Feats: Alertness, Blind-Fight, Blindsight, Cleave, Combat Casting, Combat Reflexes, Dodge, Energy Substitution (electricity), Extend Spell, Far Shot, Great Cleave, Improved Critical (broadsword), Improved Critical (javelin), Improved Initiative, Maximize Spell, Mobility, Persistent Spell, Point Blank Shot, Power Attack, Precise Shot, Scribe Scroll, Skill Focus (Profession [lawyer]), Spring Attack, Weapon Focus (broadsword), Weapon Focus (javelin), Weapon Specialization (broadsword), Weapon Specialization (javelin). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Size, Divine Inspiration (despair), Divine Sneak Attack, Extra Domain (Travel), Lay Quest. Domain Powers: Cast law spells at +1 caster level, 4/day strike of vengeance, 4/day freedom of movement for 5 rounds. Spell-Like Abilities: Hoar uses these abilities as a 14th-level caster, except for law spells, which he uses as a 15th-level caster. The save DCs are 23 + spell level. astral projection, augury, banishment, bestow curse, calm emotions, dictum, dimension door, discern location, dispel chaos, endurance, expeditious retreat, find the path, fire shield, fly, foresight, geas/quest, hold monster, locate object, magic circle against chaos, mark of justice, mind blank, order’s wrath, phase door, protection from chaos, shield of faith, shield of law, speak with dead, spell turning, status, storm of vengeance, summon monster IX (as law spell only), teleport, teleport without error, true strike, vision. Cleric Spells/day: 5/7/6/4; base DC = 20 + spell level. Wizard Spells/day: 4/7/7/6/6/4; base DC = 22 + spell level. Possessions: In melee combat, Hoar prefers to use Hand of Retribution, a +3 lawful keen mighty cleaving broadsword (treat as longsword with 2d4 base damage), even though he can also use Retribution’s Sting, a +5 lawful returning shocking burst javelin, which is also his favoured ranged weapon. Everyone hit by the javelin must make a Fortitude save (DC 23) or be affected by a call lightning spell as cast by a 14th-level caster. He also wears +5 bracers of armour. Caster level: 20th; Weight 4 lb. and caster level: 20th; Weight: 2 lb. Other Divine Powers As a demigod, Hoar treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Hoar can see, hear, touch and smell at a distance of four miles. As a standard action, he can perceive anything within one mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once. Portfolio Sense: Hoar is instantly of any act of vengeance or an instance of poetic justice, as long as it affects at least 1,000 people. Automatic Actions: Hoar can use Bluff, Diplomacy, Gather Information, Intimidate, Knowledge or Profession, as a free action, if the DC for the check is 15 or less. He can perform up to two such actions per round. Create Magic Items: As the god of retribution, Hoar can create any cursed magic item to be used to get even with someone, as long as the item’s market price does not exceed 4,500 gp. When he appears in the Realms, Hoar is a tall, dark, gaunt man with jet black eyes. His clothing is that of a noble or wealthy merchant, typically in the style of Unther, but sometimes also Chessentan. He wears his dark long hair in ringlets and sports a pointed goatee. Usually his appearance is battered and bruised, having suffered wounds which have healed poorly in his constant battles against Ramman or later Anhur. In battle he wields his broadsword or pulls his javelin from a quiver on his back (which refils later due to the returning enhancement). He wears no armour whatsoever except for a pair of golden bracers. I know it is cramped without the bold and italics, but I think you can space through it. |
| Gnaipnur08-03-03, 01:46 AM | Thank you four taking your time. I must admit that I don't agree to 100% with this description, but each to his own imagination. |
| Jorda_The_Knight08-05-03, 01:45 AM | "I come back to you now, at the turn of the tide." |
| Amon Hok08-05-03, 07:31 AM | I thought he was a lesser deity not a demi-god my bad |
| Jorda_The_Knight08-05-03, 06:01 PM | If anyone has a deity that they would like stats for just post it here and I'll get right on it :fight!: |
| Elrumir08-05-03, 07:21 PM | JORDA!! Yer back!! I have a request: could you do Abbathor? I haven't been able to find just the right way to stat him... And as I am busy, I cannot do so myself either... |
| Jorda_The_Knight08-06-03, 03:15 PM | Sure thing Elrumir, just hope I'm not too rusty :D |
| kos_strahd08-07-03, 03:48 AM | Coud you please, please have a go at any of the following: Moander Mellifleur (lich deity) Ibrundul Diirinka Diinkarazan Stronmaus (giant deity) Gzemnid Blibdoolpoolp I think you've done a first class job at statting and any help for with the above would be very appreciated!!! |
| Jorda_The_Knight08-07-03, 12:22 PM | I'd be happy to try some of those, after I'm done with Abbathor that is :cool: |
| Jorda_The_Knight08-08-03, 09:50 PM | Here's the dastardly dwarf himself, Abbathor! Abbathor Great Master of Greed, Trove Lord, Wyrm of Avarice Intermediate Dwarven Deity Symbol: Jeweled Dagger Home Plane: Dwarfhome Alignment: Neutral Evil Portfolio: Greed Worshipers: Dwarves, misers, rogues, shadowdancers Cleric Alignments: CE, CN, LE Domains: Dwarf, Evil, Luck, Trade, Trickery Favored Weapon: “Heart of Avarice” [diamond-bladed dagger] (dagger) Abbathor 20 Rogue/20 Sorcerer Medium-Size Outsider (Evil) Divine Rank: 13 Hit Dice: 20d8, 20d6, 20d4 Initiative: +19 (+15 Dex, +4 Improved Initiative, always first) Speed: 60 ft. AC: 72 (10 +5 Dex, + 13 divine, +26 natural, +10 deflection, +3 armor, +5 magical) Attacks: +5 keen, speed, vicious dagger +69 melee; or +59 melee touch; or +64 ranged Damage: +5 keen, speed, vicious dagger 1d4/17-20/x2 +15; or by spell Face/Reach: 5ft/ 5ft Special Attacks: Domain powers, salient divine abilities, spell-like abilities, Crippling Strike, Opportunist Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 13 miles, Defensive Roll, Improved Evasion, Dwarf racial traits, DR 48/+4, Fire Resistance 33,SR 45, Remote Communication, Godly Realm, Divine Aura (1300 ft. DC= 33) Saves: Fort. +48 Ref. +58 Will. +51 Abilities: Str.30 (+10) Dex.40 (+15) Con.28 (+9) Int.30 (+10) Wis.26 (+8) Cha.34 (+12) Skills: Bluff +73, Concentration +47, Craft (Alchemy) +48, Craft (Trapmaking) +48, Spellcraft +48, Appraise +46, Balance +53, Climb +48, Decipher Script +48, Disable Device +48, Disguise +50, Escape Artist +53, Forgery +48, Gather Information +50, Hide +53, Intimidate +50, Jump +48, Listen +46, Move Silently +53, Open Lock +53, Search +48, Sense Motive +46, Sleight of Hand +53, Spot +46, Swim +48, Tumble +53, Use Magic Device +50, Use Rope +53, Craft (Trapmaking) +48, Craft (Gemcutting) +48, Knowledge (Arcana) +48, Knowledge (The Planes) +48, Profession (Moneychanger) +46 Feats: Dodge, Mobility, Weapon Focus (Dagger), Combat Casting, Combat Expertise, Combat Reflexes, Quick Draw, Extend Spell, Quicken Spell, Forge Ring, Improved Disarm, Improved Feint, Improved Initiative, Maximize Spell, Persuasive, Great Fortitude Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Automatic Metamagic, Control Creatures (Dwarves), Divine Blast, Divine Celerity, Divine Move, Divine Dodge, Divine Rogue, Divine Skills Focus (Bluff), Divine Sneak Attack, Divine Weapon Focus (dagger), Instant Move, Power of Luck, Supreme Initiative, Extra Domain (Trade), Extra Domain (Luck) Domain Powers: Cast evil spells at +1 caster level, free Great Fortitude feat, add Bluff, Disguise and Hide to cleric class skill list, power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll, as a free action activate Detect Thoughts as the spell on one target for 10 rounds. Spell-Like Abilities: All domain spells at will, caster level 23, Base save DC= 33 + spell level. Possessions: Abbathor always carries (although it is often concealed when in the presence of other deities) an incredibly ornate jeweled dagger, with a blade made of a single carved diamond, called the “Heart of Avarice”. This dagger acts as a +5 keen, speed, vicious dagger and it’s worth in gold is nigh immeasurable. Abbathor generally wears +5 glamered, greater slick, greater shadow, greater silent moves, heavy fortification studded leather, with the metal studs replaced by shining diamonds. Much like his weapon Abbathor’s armor is incredibly valuable. Other Divine Powers As an intermediate deity Abbathor always receives a 20 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Abbathor can see, hear, touch and smell at a distance of 13 miles. As a standard action, he can perceive anything within 13 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 13 hours. Portfolio Sense: Abbathor senses any dwarf being tempted by greed as well as the discovery and of great treasure by a dwarf the instant it happens and retains the sensation for 13 weeks after the event occurs. Automatic Actions: Abbathor can use Appraise, Bluff, Disguise, Forgery and Craft (Trapmaking) as a free action so long as the DC for the task is no greater than 25. Create Magic Items: Abbathor can create any gem or dagger so long as the items market price does not exceed 200,000 gp. |
| Jorda_The_Knight08-09-03, 01:14 AM | I have found most of the info I need to stat the following gods: Moander Mellifleur (lich deity) Ibrundul Diirinka Stronmaus (giant deity) Gzemnid Blibdoolpoolp Unfortunately after a great deal of searching I was unable to find much information involving Diinkarazan except for a very short story about his past with Diirinka. If anyone could provide more information on this god or any of the others above (I'll probably still have to Ad Hoc some of the stuff for them, and I'm sure someone will correct me eventually so I'd just rather they tell me now) please e-mail me with your information, thanks :D |
| Seraph of Babel08-09-03, 06:01 AM | Originally posted by Jorda_The_Knight Unfortunately after a great deal of searching I was unable to find much information involving Diinkarazan except for a very short story about his past with Diirinka. Not sure what you have on him, but there is precious little info to begin with. IIRC, he is a demigod trapped in the Abyss and driven mad by Ilsensine, supposedly betrayed by his brother for stealing the secrets of psionics from the mind flayer god. Every 50 or 100 years, his avatar is freed to go to the prime material to wreck havoc among the dwarves. |
| Jorda_The_Knight08-09-03, 06:58 PM | Thanks for the help Seraph. I think I'll be starting with Ibrundul as I recall his stats being requested at least once before. Again if I make any major mistakes (wrong domains, portfolio, favored weapon, ect. please let me know and I will change it) |
| Jorda_The_Knight08-10-03, 12:59 AM | Here is the long awaited (by some) Ibrundil. If there any mistakes involving this deity please inform me via e-mail. Ibrundul Lord of Caverns, the Dungeon Master :D Lesser Deity Symbol: Four interlocking silver circles on a dark purple background Home Plane: Unknown or Plane of Shadow (as Shar) Alignment: CN Portfolio: Caverns, dungeons, the Underdark, skulls Worshipers: Subterranean creatures, dungeon dwellers Cleric Alignments: CG, CE, CN Domains: Cavern, Chaos, Darkness, Earth Favored Weapon: “ The Skull-Splitter” (heavy pick) Ibrundul Rogue 20/ +Nightcloak 10/ Cleric 10 Medium-Size Outsider (Chaotic) Divine Rank: 7 Hit Dice: 20d8 (Outsider), 20d6 (Rogue), 10d8 (Nightcloak), 10d8 (Cleric) Initiative: +18 (+14 dex, +4 improved initiative, always first) Speed: 60 ft. AC: 59 (10 + 14 Dex, +7 divine, +20 natural, +8 deflection) Attacks: +5 keen, anarchic, acidic burst heavy pick +57 melee; or +46 melee touch; or +53 ranged Damage: +5 keen, anarchic, acidic burst heavy pick 1d6+12/19-20/x4; or by spell Face/Reach: 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, crippling strike, opportunist Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 7 miles, Improved Evasion, Defensive Roll, DR 42/+4, fire resistance 27, SR 39, Remote Communication, Godly Realm, Divine Aura (700 ft. DC= 25) Saves: Fort. +36 Ref. +39 Will. +42 Abilities: Str.24 (+7) Dex.38 (+14) Con.28 (+9) Int.30 (+10) Wis.36 (+13) Cha.26 (+8) Skills: Balance +49, Bluff +43, Climb +42, Concentration +44, Decipher Script +45, Disable Device +45, Disguise +43, Escape Artist +49, Gather Information +43, Hide +49, Intimidate +43, Jump +42, Knowledge (Dungeoneering) +45, Knowledge (Religion) +45, Listen +48, Move Silently +49, Open Lock +49, Perform (dirge) +43, Profession (Spelunker) +48, Search +45, Sense Motive +43, Sleight of Hand +49, Spellcraft +45, Spot +48, Tumble +49, Use Rope +49 Feats: Iron Will, Shadow Weave Magic, Spell Focus (Necromancy), Pernicious Magic, Combat Casting, Combat Expertise, Combat Reflexes, Extend Spell, Spell Penetration, Dodge, Mobility, Greater Spell Penetration, Weapon Focus (heavy pick), Improved Trip, Quick Draw, Improved Initiative, Blind-Fight Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Divine Celerity, Divine Rogue, Extra Domain (Earth), Supreme Initiative, Wave of Chaos, Divine Weapon Focus (heavy pick), Free Move, * Unique Salient Divine Ability Domain Powers: Cast chaos spells at +1 caster level, turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Ibrundul can use this ability 11 times per day. This granted power is a supernatural ability, Free Blind-Fight feat, stonecunning Spell-Like Abilities: All domain spells at will, caster level 17, base saving throw DC= 25 + spell level. Possessions: Ibrundul carries his power weapon, “The Skull-Splitter” which acts as a +5 keen, anarchic, acidic burst heavy pick with him whenever he travels through his dark caverns. Other Divine Powers Ibrundul can take 10 on any check, assuming he needs to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Ibrundul can see, hear, touch and smell at a distance of 7 miles. As a standard action he can perceive anything within 7 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 7 hours. Portfolio Sense: Ibrundul senses any incursion into a cavern, a dungeon or the Underdark the moment it happens as long as the event involves at least 500 people. Automatic Actions: Ibrundul can use Hide, Climb, Knowledge (Dungeoneering) and Move Silent as a free action if the DC for the task is 20 or lower. He can perform up to 5 such actions a turn. Create Magic Items: Ibrundul can create any spell that produces darkness as long as the market price does not exceed 300,000 gp. +Depending on how and in what time line you use Ibrundul he may either be alive, dead or merely an aspect of Shar. If Shar has not yet absorbed Ibrundul or Ibrundul has been freed from Shar’s grasp (perhaps through her death or other divine intervention) in your campaign then he does not draw any of his Nightcloak class abilities from her and does not require her as a patron deity (he may still use any ability that states he gains that particular power from Shar despite this fact). If however Shar has stolen Ibrundul’s power than the abilities function as normal, since Ibrundul is really just an aspect of Shar. * Unique Salient Divine Ability- Subterranean Spell Casting: Whenever Ibrundul is underground or in a cavern he adds +1 to his caster level for all spells. |
| kos_strahd08-11-03, 03:48 AM | Fantastic job mate! |
| Jorda_The_Knight08-11-03, 08:29 AM | Wow, thanks for the compliment Kos, it's always nice to hear a few words of encouragement while you're trying your best to pick skills for an almost all knowing deity :D |
| kos_strahd08-11-03, 10:55 AM | I've found out some info on Diinkarazan aling with some of his 2e stats (although they're partly in french! sorry) Hope it helps: The 586th layer of the Abyss, this layer serves as nothing more than the prison of Diinkarazan, the mad god of the duerger. It's a swirling vortex of air and gas, with rings of whirling rocks flying about a central point. Diinkarazan is magically bound to a stone throne at the center of the storm. The plane constantly distorts space. Cursed and banished by Ilsensine, the power of the illithids, the Mad God cannot be freed by anything less than a greater power, and he is permanently insane and tormented by illusions of th things he most fears (terrible monsters, Ilsensine itself. drowning in water or lava, and the like). The chant is that the high-up stops raving once every 50 years, but he's obsessed with revenge and kills visitors even when he's sane, as like as not. The prison is always torn between slipping over into Carceri and slipping into Pandemonium; the balance of prison and madness keeps it in the Abyss. Avatar de Diinkarazan (voleur 14) L'avatar de Diinkarazan est un grand derro hâve, au regard fixe et fou issu de ses yeux rouges aux pupilles noires. Ses cheveux volent continuellement dans son dos, changeant de couleur, de texture et d'apparence (lisse, raides, frisés...) de manière aléatoire. Il utilise des sorts d'Abjuration et d'invocation/Évocation. Str 13 Dex 16 Con 16 Int 18 Wis 3 Cha 1 VD 1 2 v 36 T M ( 1 50) MR 10% CA0 DV 10 PV 80 #AT 1 THAC0 11 Dg 1 d2 (poings) Also I don't suppose you fancy the challenge of attemtping to stat the Dragon Overpower, Io!? I'd completely forgotten about this very cool deity! If not, any other takes to try this one??? Once again mate, thank you for any help whatsoever. |
| Jorda_The_Knight08-11-03, 02:44 PM | Thanks for the great help Kos! This has been a truely elusive deity for me and any information (french or not) is appreciated. I may be interested in attempting Io, but right now I plan to stat more the lesser deities like the monster deities and so forth. Anyone else who feels up to it is welcome to true the Overgod, but as for me I'm pretty busy as it is. If however noone does him for a long time I might give it a shot ;) If there are any other requests please let us know so we can get working. This thread is as much for all of you out there as it is for myself (and my fellow staters) :D |
| Jorda_The_Knight08-11-03, 04:04 PM | Stronmaus Lord of the Cloud Giants Greater Deity Symbol: Forked lightning bolt descending from a cloud obscuring the sun Home Plane: Midgard Alignment: Chaotic Good Portfolio: Sun, sky, weather, joy, cloud giants Worshipers: Cloud giants, storm giants Cleric Alignments: NG, CN Domains: Chaos, Good, Protection, Storm Favored Weapon: Heavy Mace Stronmaus Cleric 20/ Fighter 20 Huge Outsider (Air, Chaos, Good) Divine Rank: 17 Hit Dice: 20d8 (Outsider), 20d10 (Fighter), 20d8 (Cleric) Initiative: +7 (+7 Dex) Speed: 100 ft. AC: 75 (10 + 7 Dex, +17 divine, +30 natural, +11 deflection) Attacks: +5 defending, ghost touch, shocking burst, thundering mace +70 melee; or +59 melee touch; or +47 ranged Damage: +5 defending, ghost touch, shocking burst, thundering mace 2d8+ 28/19-20/x2; or by spell Face/Reach: 15 ft./ 15 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 17 miles, Saves: Fort. +53 Ref. +36 Will. +46 Abilities: Str.48 (+19) Dex.24 (+7) Con.30 (+10) Int.24 (+7) Wis.32 (+11) Cha.32 (+11) Skills: Appraise +35, Concentration +50, Craft (Armorsmithing) +47, Craft (Toys) +47, Diplomacy +80, Heal +51, Knowledge (Religion) +47, Knowledge (The Planes) +47, Knowledge (History) +47, Knowledge (Geography) +47, Knowledge (Local) +47, Knowledge (Weather) +47, Spellcraft +47, Climb +59, Handle Animal +51, Intimidate +51, Jump +59, Ride (Horse) +47, Swim +59, Profession (Body Guard) +51, Perform (Song) +51, Sense Motive +39, Listen +39, Spot +39, Profession (armor smith) +51, Survival +39 Feats: Weapon Focus (Heavy Mace), Weapon Specialization (Heavy Mace), Greater Weapon Focus (Heavy Mace), Greater Weapon Specialization (Heavy Mace), Improved Critical (Heavy Mace), Power Attack, Cleave, Great Cleave, Combat Casting, Endurance, Quicken Spell, Extend Spell, Maximize Spell, Extra Turning, Great Fortitude, Spell Penetration, Greater Spell Penetration, Improved Bull Rush, Improved Overrun, Improved Sunder, Run, Improved Turning, Dodge, Mobility, Spring Attack, Whirlwind Attack, Skill Focus (Diplomacy), Silent Spell, Combat Reflexes, Combat Expertise Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Alter Form, Automatic Metamagic, Banestrike (Evil Outsiders), Call Creatures (Cloud Giants), Divine Air Mastery, Divine Blast, Mass Divine Blast, Divine Radiance, Divine Shield, Area Divine Shield, Divine Skill Focus (Diplomacy), Divine Storm, Divine Weapon Focus (Heavy Mace), Extra Domain (Storm), Energy Burst, Energy Storm, Divine Splendor, Irresistible Blows, Increased Spell Resistance, Increased Damage Reduction, *Unique Salient Divine Ability Domain Powers: Cast Chaos and Good spells at +1 caster level, electricity resistance 5, Stronmaus can generate a protective ward as a supernatural ability. Granting someone he touches a resistance bonus equal to his cleric level (20) on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day. Spell-Like Abilities: All domains spells at will, caster level 27 (28 for chaos and good spells), base DC= 38 + spell level Possessions: Stronmaus wields a powerful mace whenever he goes into battle, and this mace acts as a huge +5 defending, ghost touch, shocking burst, thundering mace. Other Divine Powers As a greater deity, Stronmaus automatically receives the best possible result on a die roll he makes (including attack and damage rolls, checks and saves). He is immortal Senses: Stronmaus can see, hear, touch and smell at a distance of 17 miles. As a standard action, he can perceive anything within 17 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 17 hours. Portfolio Sense: Stronmaus detects anything the involved cloud giants or the sky the instant it happens and retains the sensation for 17 weeks after the event occurs. Automatic Actions: Stronmaus can use Diplomacy and any Craft or Profession skill in which he has at least 1 rank as a free action so long as the DC for the task is no greater than 30. He can perform 20 such free actions a turn. Create Magic Items: Stronmaus can create any magic item, weapon or armor involving clouds or lightning (including artifacts). * Unique Salient Divine Ability- Cloud Shaping: Stronmaus can mold the shapes of any amount of clouds and also solidify those clouds to the strength of stone for as long as he wishes. |
| Verghityax08-12-03, 04:01 AM | ==> Jorda It's good to have You back with us again :) Oh, by the way, I don't know if You remember but I asked You once (that was on the old forum) if I can use Your stats on my site. As for now, You still didn't answer me and I don't want to use them without Your permission so I'm asking once more: may I translate and use Your stats on my site? It's url is: www.dnd.rpg.net.pl but it's a polish site, therefore it's only in polish language. |
| Jorda_The_Knight08-12-03, 08:20 PM | Sorry for not answering you earlier Verghityax, I was away for quite a while :) I have no problem with you using any of the deity stats that I created as long as proper credit is given. Feel free to translate and re-post the information, just keep me informed as to your updates so I can make sure credit is given. I'm glad you like my work, and I have another god on the way soon :D |
| Verghityax08-13-03, 01:47 AM | Ok :) Thank You very much :) And of course the proper credit shall be given :D |
| Jorda_The_Knight08-14-03, 10:53 AM | Blibdoolpoold The Sea Mother Lesser Deity Symbol: Lobster head or black pearl Home Plane: Unknown Alignment: Chaotic evil Portfolio: Water, evil underwater creatures, Kuo-toa, pearls Worshipers: Kuo-toa, evil sea going humans Cleric Alignments: Domains: Animal, Chaos, Evil, Water Favored Weapon: Pincer staff Blibdoolpoold Druid 20/ Cleric 20 Medium-Size Outsider (Chaos, Evil) Divine Rank: 6 Hit Dice: 20d8 (Outsider) + 20d8 (Druid) + 20d8 (Cleric) Initiative: +9 (+9 Dex) Speed: 60 ft., swim 60 ft. AC: 53 (10 + 9 Dex, +6 divine, +19 natural, +9 deflection) Attacks: +4 spell storing, anarchic, unholy pincer staff +59 melee; or +50 melee touch; or +49 ranged Damage: +4 spell storing, anarchic, unholy pincer staff 1d6+14/x2/19-20; or by spell Face/Reach: 5ft/ 5ft Special Attacks: Domain powers, salient divine abilities, spell-like abilities, Turn undead 16/day Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 6 miles, DR 41/+4, fire resistance 26, SR 38, spontaneous casting of divine spells, remote communication, godly realm, teleport without error at will, plane shift at will, a thousand faces, nature sense, resist nature’s lure, low-light vision, timeless body, trackless step, venom immunity, wild shape as 20th level druid, woodland stride, divine aura (600 ft, DC 25) Saves: Fort. +47 Ref. +33 Will. +51 Abilities: Str.30 (+10) Dex.28 (+9) Con.28 (+9) Int.27 (+8) Wis.40 (+15) Cha.28 (+9) Skills: Knowledge (nature) +42, Concentration +43, Diplomacy +43, Heal +49, Knowledge (arcana) +42, Knowledge (religion) +42, Knowledge (the planes) +42, Spellcraft +42, Handle Animal +43, Listen +49, Ride (shark) +43, Spot +49, Survival +49, Swim *+44, Bluff +26, Intimidate +26, Craft (traps) +42, Craft (coral working) +42, Profession (sailor) +49, Profession (pearl diver) +49, Climb +27, Escape Artist +26, Move Silently +26, Sense Motive +32 Feats: Natural Spell, Extend Spell, Maximize Spell, Weapon Focus (Pincer Staff), Improved Critical (Pincer Staff), Combat Reflexes, Combat Expertise, Improved Trip, Spell Penetration, Greater Spell Penetration, Extra Turning, Skill Focus (Swim), Improved Turning, Run, Reach Spell, Divine Might, Silent Spell, Quicken Spell, Great Fortitude Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Automatic Metamagic, Call Creatures (Kuo-Toa), Command Creatures (Kuo Toa), Divine Druid, Divine Water Mastery, Divine Weapon Focus (Pincer Staff), Extra Domain (Animal), Wave of Chaos Domain Powers: Cast Chaos and Evil spell at +1 caster level, Blibdoolpoold can use speak with animals once per day as a spell-like ability, turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Blibdoolpoold can use these abilities 12 times per day. This granted power is a supernatural ability. Spell-Like Abilities: All domain spells, caster level 16 (17 for Chaos and Evil spells), Base DC= 25 + spell level Possessions: Blibdoolpoold wields the bizarre weapon favored by her Kuo-Toa minions, the pincer staff (see the Monster Manual for more information on the pincer staff). Blibdoolpoold’s pincer staff acts as a +4 spell storing, anarchic, unholy pincer staff. Other Divine Powers Blibdoolpoold can take 10 on any check, assuming she needs to make a check at all. She treats a 1 on an attack or saving throw normally and not as an automatic failure. She is immortal. Senses: Blibdoolpoold can see, hear, touch and smell at a distance of 6 miles. As a standard action she can perceive anything within 6 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 5 locations at once. She can block the sensing power of deities of her rank or lower at up to 2 remote locations at once for 6 hours. Portfolio Sense: Blibdoolpoold senses any activity by kuo-toa the moment it happens as long as the event involves at least 500 people. Automatic Actions: Blibdoolpoold can use Knowledge (nature), Knowledge (religion), Handle Animal, Ride and Survival as a free action if the DC for the task is 20 or lower. She can perform up to 5 such actions a turn. Create Magic Items: Blibdoolpoold can create any item that involves water as long as the market price does not exceed 300,000 gp. |
| kos_strahd08-14-03, 10:59 AM | Thanks Jorda, another great job!!! |
| Jorda_The_Knight08-14-03, 11:16 AM | He he, it's great to have loyal fans, thanks a lot Kos :D We'll get more posts here than "Favorite Deity?" soon enough :) |
| Jorda_The_Knight08-14-03, 04:58 PM | :behold: Gzemnid:behold: The Gas Giant Lesser Deity Symbol: Spheres of swirling gas of many different colors Home Plane: Unknown Alignment: Lawful evil Portfolio: Gases, Fogs, Deception, Beholders Worshipers: Beholders Cleric Alignments: Domains: Air, Evil, Law, Trickery Favored Weapon: Eye Ray Gzemnid 20 Rogue/ 20 Conjurer Gargantuan-Size Outsider (Law, evil) Divine Rank: 6 Hit Dice: 20d8 (Outsider) + 20d6 (Rogue) + 20d4 (Wizard) Initiative: +14 (+10 Dex, +4 improved initiative) Speed: Fly 120 ft. AC: 55 (10 +10 Dex, +6 divine, +19 natural, +10 deflection) Attacks: Bite +48 melee; or +48 melee touch; or +50 ranged Damage: Bite 3d6 + 10; or by spell; or by eye ray Face/Reach: 20 ft./ 20 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, crippling strike, opportunist Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 6 miles, Beholder traits, Improved Evasion, Slippery Mind, DR 41/+4, fire resistance 26, SR 38, Remote Communication, Godly Realm, Divine Aura (600 ft. DC= 26) Saves: Fort. +34 Ref. +40 Will. +38 Abilities: Str.26 (+8) Dex.30 (+10) Con.28 (+10) Int.42 (+16) Wis.26 (+8) Cha.30 (+10) Skills: Appraise +50, Balance +44, Bluff +47, Climb +42, Concentration +44, Craft (Traps) +50, Craft (Alchemy) +50, Craft (Bookbinding) +50, Decipher Script +50, Diplomacy +44, Disable Device +50, Disguise +44, Escape Artist +44, Forgery +50, Gather Information +44, Hide +44, Intimidate +44, Jump +42, Knowledge (Local) +50, Knowledge (Arcana) +50, Knowledge (Architecture and Engineering) +50, Knowledge (Dungeoneering) +50, Knowledge (Geography) +50, Knowledge (History) +50, Knowledge (Nature) +50, Knowledge (Religion) +50, Knowledge (The Planes) +50, Knowledge (Undead) +50, Knowledge (Beholders) +50, Knowledge (Magic Treasure) +50, Listen +42, Move Silent +44, Open Lock +44, Profession (Apothecary) +50, Profession (Scribe) +50, Profession (Translator) +50, Profession (Money Changer) +50, Profession (Herbalist) +50, Profession (Mediator) +50, Search +50, Sense Motive +42, Sleight Of Hand +44, Spellcraft +47, Spot +42, Swim +44, Survival +42, Tumble +44, Use Magic Device +44, Use Rope +44 Feats: Augment Summoning, Quicken Spell, Maximize Spell, Extend Spell, Spell Penetration, Greater Spell Penetration, Spell Focus (Conjuration), Great Spell Focus (Conjuration), Combat Casting, Combat Reflexes, Craft Rod, Craft Wand, Dodge, Weapon Focus (ray), Improved Initiative, Persuasive, Silent Spell, Skill Focus (Bluff), Skill Focus (Spellcraft) Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Alter Reality, Automatic Metamagic, Create Object, Divine Glibness, Divine Spell Focus (Conjuration), Extra Domain (Trickery), Instant Counterspell Domain Powers: Cast Evil and Law spells at +1 caster level, turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 13. This granted power is a supernatural ability Spell-Like Abilities: All domain spells, caster level 16 (except evil and law spells where his caster level is 17), Base save DC= 26 + spell level Possessions: Gzemnid carries no significant items on his person, probably because it would be rather difficult to do so given the beholder physiology. However Gzemnid does have a substantial cache of magic items and ancient lore on the Plane of Concordant Opposition. Other Divine Powers Gzemnid can take 10 on any check, assuming he needs to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Gzemnid can see, hear, touch and smell at a distance of 6 miles. As a standard action he can perceive anything within 6 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 6 hours. Portfolio Sense: Gzemnid can detect the use of any air or concealment magic the moment it happens as long as the event involves at least 500 people. Automatic Actions: Gzemnid can use Bluff, Concentration, Diplomacy, Hide, Intimidate and any Knowledge skill in which he has at least one rank as a free action if the DC for the task is 20 or lower. He can perform up to 5 such actions a turn. Create Magic Items: Gzemnid can create any item that produces an air or gas effect as long as the market price does not exceed 300,000 gp. All his life Jazren had dreamt of one thing, the power of the beholders. As a child he has witnessed their terrible might first hand. His friends, family and virtually everyone he knew had been swept away in the chaotic raid from another world as strange one eyed spheres with gaping, dagger toothed jaws floated through his town. Though he was only 12 years old at the time Jazren felt something stir deep inside him when he witnessed these seemingly invincible titans burn and utterly destroy his town. The sheer power of them made a chill run down his spine. Their alien appearance drew his eyes whenever he dared peak through the small crack in the stone wall behind which he hid. The beams of energy that coalesced and then shot forth, turning people to ash, stone or worse made the young boy clench his fists in glee, his heart beating like never before. He had to become like these monsters, he had to know even a small part of their power if he was to make a name for himself outside of this, now more than ever, ghost town. * * * It was a decade and a half before Jazren ever saw one of the creatures from that fateful day again. He had paid the wizard handsomely, mostly with coin he had managed to horde from mercenary work and some other less reputable sources. Though the wizened sage was loathe to call forth a Beholder, let alone one so closely associated with their Great Mother, his research would not pay for itself, and the wealthy nobles of the nearby lands had been becoming more and more curious, and thusly, annoying. With one last word and a wave of this hand the mage completed the spell, tearing open a hole in his fine stone floor and creating in it’s place a swirling tear of chaos and raw magic. From the insane rip in space slowly rose a single round eye, held atop a thick chitinous stalk. Soon another sprung forth, and then more and more until eventually the creatures entire form had managed to rise from the hole. With its single massive eye closed the creature opens its jaw slowly, bringing to light a fearsome arsenal of teeth. Something about the creature worried the wizard however. He has seen beholders before, even battled one in a dank castle dungeon, but never had he seen one quite so immense, and now gave off the waves of power that this abomination did. Jazren was beside himself, and it was all he could do to clench his fists at his sides and marvel at the summoned creatures might. The single, huge eye suddenly sprung open, its shielding lid pulling back with blinding speed. A grin that threatened to consume the monsters entire lower half slowly crept across its lower hemisphere. With a shriek and the raising of his hands in a futile attempt at salvation the wizard that had brought the beast forth suddenly collapsed in on himself, creating a light popping noise that could just be heard above the din of the wailing pit before him. Jazren stepped back with one foot, unsure of what to do next. This was the moment he had waited for his whole life, he was not about to be snuffed out now like a candle burnt too long. He stepped up, chest pressed forward, hand on the sword at his side. The deadly orb turned on itself, slowly facing Jazren eye to eye. With a commanding voice and a determination that Jazren had practiced for more than half his life the man spoke out. “I am Jazren, the one who made it possible for you to be brought to this world. I ask only that you allow me to follow you, to lend me some of your power that I might spread the name of your people across the world, nah, the planes themselves! What say you?!” The creature smiled once again and Jazren felt his heart skip a beat. But instead of the speedy removal from this world that the wizard had received Jazren instead felt something all around him, inside him, taking hold of his mind and body. He began to float off the ground, his eyes afire and his head feel as though it would explode at even the slightest jolt. A voice suddenly came to him, speaking to his deepest inner being. “You are indeed brave young mortal,” the voice spoke, deep and sibilant, “I will show you what power is, and with my help, you will become a warrior the likes of which has never been seen before.” Jazren focused on the creature, willing his mouth to form the words he needed to ask, “Are you the one I have read of? Are you the almighty Great Mother?!” The voice merely chuckled, the creature’s body shaking up and down. “I am not the one you speak of, but something much more dangerous, be assured. My mother underestimates me, doubts my might could ever topple her tower. She does not realize how weak her tower has become though, and one slipping stone is all it will take to bring it crashing down around her. I am Gzemnid, I am your master.” |
| Verghityax08-15-03, 03:29 AM | Oooooooh! Jorda! You rock! Every day a new deity :D |
| Verghityax08-15-03, 07:32 AM | Ok, I decided to list all Forgotten Realms deities that are known to me. I hope it's going to be of any use :) Faerunian Pantheon Akadi = old thread, page 15, stated by Jorda the Knight Amaunator = old thread, page 19, stated by Elrumir Auril = old thread, page 2, stated by Elrumir Azuth = Faiths & Pantheons Bane = Faiths & Pantheons Beshaba = old thread, page 4, stated by Jorda the Knight Bhaal = old thread, page 23, stated by Elrumir Chauntea = Faiths & Pantheons Cyric = Faiths & Pantheons Deneir = old thread, page 11, stated by Elrumir Eldath = old thread, page 1, stated by Jorda the Knight Finder Wyvernspur = old thread, page 8, revised version on page 21, stated by Elrumir Garagos = old thread, page 5, stated by Mirtek Gargauth = old thread, page 9, stated by Jorda the Knight Gond = Faiths & Pantheons Grumbar = old thread, page 14, stated by Jorda the Knight Gwaeron Windstrom = old thread, page 10, stated by Elrumir Helm = Faiths & Pantheons Ibrandul = new thread, page 4, stated by Jorda the Knight Ilmater = Faiths & Pantheons Istishia = old thread, page 13, stated by Jorda the Knight Iyachtu Xvim = Jergal = old thread, page 12, stated by Jorda the Knight Kelemvor = Faiths & Pantheons Kossuth = Faiths & Pantheons Lathander = Faiths & Pantheons Leira = old thread, page 13, stated by Elrumir Lliira = old thread, page 9, stated by Elrumir Loviatar = old thread, page 5, stated by Elrumir Lurue = old thread, page 5, stated by Jorda the Knight Malar = Faiths & Pantheons Mask = Faiths & Pantheons Mielikki = Faiths & Pantheons Milil = old thread, page 2, stated by Elrumir Moander = new thread, page 9, stated by Jorda the Knight Myrkul = new thread, page 9, stated by Jorda the Knight Mystra = Faiths & Pantheons Nobanion = old thread, page 8, stated by Jorda the Knight Oghma = Faiths & Pantheons Red Knight = old thread, page 6, stated by Elrumir Savras = old thread, page 1, stated by Jorda the Knight Selune = Faiths & Pantheons Shar = Faiths & Pantheons Sharess = old thread, page 9, stated by Jorda the Knight Shaundakul = Faiths & Pantheons Shiallia = old thread, page 10, stated by Jorda the Knight Siamorphe = old thread, page 2, stated by Elrumir Silvanus = Faiths & Pantheons Sune = Faiths & Pantheons Talona = old thread, page 10, stated by Jorda the Knight Talos = Faiths & Pantheons Tempus = Faiths & Pantheons Torm = Faiths & Pantheons Tymora = Faiths & Pantheons Tyr = Faiths & Pantheons Ulutiu = old thread, page 11, stated by Elrumir Umberlee = Faiths & Pantheons Uthgar = Faiths & Pantheons Valkur = old thread, page 2, stated by Jorda the Knight Velsharoon = old thread, page 3, stated by Elrumir Waukeen = Faiths & Pantheons Mulhorandi Pantheon Anhur = old thread, page 24, stated by Elrumir; another version in new thread, page 2, stated by Tebryn14 Geb = Hathor = Horus-Re = new thread, page 3, stated by Tebryn14 Isis = new thread, page 5, stated by Tebryn14 Nephtys = Osiris = old thread, page 26, stated by Elrumir Sebek = Set = new thread, page 10, stated by Tebryn14 Thoth = Untheric Pantheon Assuran/Hoar = old thread, page 8, stated by Elrumir Gilgeam = new thread, page 9, stated by Jorda the Knight Ramman = Tiamat = old thread, page 5, stated by Jorda the Knight Chultan Pantheon Eshowdow = Sseth = Ubtao = new thread, page 1, stated by The Eye of the Cyclop Maztica Pantheon Azul = Eha = Kiltzi = Kukul = Maztica = Nula = Plutoq = Qotal = Tezca = Watil = Zaltec = Dwarven Pantheon Abbathor = new thread, page 4, stated by Jorda the Knight Berronar Truesilver = new thread, page 8, stated by Tebryn14 Clangeddin Silverbeard = old thread, page 7, stated by Jorda the Knight Deep Duerra = old thread, page 16, psionic version also on page 16, stated by Jorda the Knight Dugmaren Brightmantle = old thread, page 23, stated by Elrumir Dumathoin = Gorm Gulthyn = old thread, page 13, stated by Jorda the Knight Haela Brightaxe = old thread, page 20, stated by Elrumir Laduguer = Marthammor Duin = old thread, page 20, stated by Elrumir Moradin = Deities & Demigods Sharindlar = old thread, page 21, stated by Elrumir Thard Harr = old thread, page 7, stated by Elrumir Vergadain = new thread, page 7, stated by Tebryn14 Derro Pantheon Diinkarazan = Diirinka = Elven Pantheon Aerdrie Faenya = old thread, page 11, stated by Elrumir Angharradh = new thread, page 1, stated by Elrumir Corellon Larethian = Deities & Demigods Deep Sashelas = old thread, page 20, stated by Elrumir Erevan Ilesere = old thread, page 18, stated by Elrumir Fenmarel Mestarine = old thread, page 21, stated by Jorda the Knight Hanali Celanil = old thread, page 19, stated by Elrumir Labelas Enoreth = old thread, page 3, stated by Jorda the Knight Rillifane Rallathil = old thread, page 5, revised version on page 6, stated by Elrumir Sehanine Moonbow = old thread, page 4, stated by E'tii'stil Shadowsil Shevarash = old thread, page 14, stated by Jorda the Knight Solonor Thelandira = old thread, page 18, stated by Elrumir Drow Pantheon Eilistraee = Faiths & Pantheons Ghaunadaur = old thread, page 19, stated by Elrumir Kiaransalee = City of the Spider Queen Lloth = Faiths & Pantheons Selvetarm = old thread, page 20, stated by Jorda the Knight Vhaeraun = old thread, page 1, stated by E'tii'stil Shadowsil Halfling Pantheon Arvoreen = old thread, page 18, stated by Elrumir Brandobaris = old thread, page 10, stated by Elrumir Cyrrollalee = old thread, page 7, stated by Jorda the Knight Sheela Peryroyl = old thread, page 2, stated by Jorda the Knight Urogalan = old thread, page 8, stated by Jorda the Knight Yondalla = Deities & Demigods Gnome Pantheon Baervan Wildwanderer & Chiktikka Fastpaws = old thread, page 26, stated by Elrumir Baravar Cloakshadow = old thread, page 7, stated by Elrumir Callarduran Smoothhands = new thread, page 5, stated by Tebryn14 Flandal Steelskin = new thread, page 2, stated by Tebryn14 Gaerdal Ironhand = old thread, page 23, stated by Elrumir Garl Glittergold = Deities & Demigods Segojan Earthcaller = new thread, page 6, stated by Tebryn14 Urdlen = old thread, page 10, stated by Elrumir Sylvan Pantheon Caolmhin (killmoulis) = Damh (satyrs) = Eachthighern (pegasi, unicorns) = Emmantiensien (treants) = old thread, page 27, revised version in new thread on page 1, stated by Elrumir Fionnghuala (swanmays) = Nathair Sgiathach (faerie dragons, pixies, sprites) = Oberon (faeries) = new thread, page 8, stated by Tebryn14 Skerrit (centaurs) = new thread, page 7, stated by Tebryn14 Squelaiche (leprechauns) = The Queen of Air and Darkness (evil faeries) = Titania (faeries) = new thread, page 7, stated by Tebryn14 Verenestra (dryads, nymphs, sylphs) = new thread, page 5, stated by Jorda the Knight Orc Pantheon Bahgtru = old thread, page 19, stated by Jorda the Knight Gruumsh = Deities & Demigods Ilneval = old thread, page 19, stated by Elrumir Luthic = old thread, page 17, stated by Jorda the Knight Shargaas = old thread, page 19, stated by Jorda the Knight Yurtrus = old thread, page 19, stated by Jorda the Knight Goblin Pantheon Bargrivyek = new thread, page 6, stated by Jorda the Knight Khurgorbaeyag = new thread, page 7, stated by Jorda the Knight Maglubiyet = new thread, page 1, stated by Tebryn14 Nomog-Geaya = new thread, page 7, stated by Jorda the Knight Troll & Ogre Pantheon Vaprak = new thread, page 2, stated by The Eye of the Cyclop Bugbear Pantheon Grankhul = Hruggek = new thread, page 7, stated by Tebryn14 Skiggaret = Kobold Pantheon Dakarnok = Gaknulak = Kuraulyek = Kurtulmak = Deities & Demigods Draconic Pantheon Asgorath = Astilabor = Bahamut = Deities & Demigods Garyx = Hlal = Kereska = Lendys = Null = Tamara = Task = Xymor = Zorquan = Lizardfolk Pantheon Semuanya = new thread, page 1, stated by Tebryn14 Sess'Innek = Troglodyte Pantheon Laogzed = Yuan-Ti Pantheon Merrshaulk = Bullywug Pantheon Ramenos = Giant Pantheon Annam = new thread, page 6, stated by Jorda the Knight Diancastra = new thread, page 6, stated by Jorda the Knight Grolantor = new thread, page 6, stated by Jorda the Knight Hiatea = new thread, page 6, stated by Jorda the Knight Iallanis = new thread, page 6, stated by Jorda the Knight Karontor = new thread, page 6, stated by Jorda the Knight Kostchtchie = new thread, page 6, stated by Jorda the Knight Memnor = new thread, page 6, stated by Jorda the Knight Skoraeus Stonebones = new thread, page 6, stated by Jorda the Knight Stronmaus = new thread, page 4, stated by Jorda the Knight Surtr = Deities & Demigods Thrym = Deities & Demigods Gnoll Pantheon Gorellik = Yeenoghu = The Book of Vile Darkness Minotaur Pantheon Baphomet = new thread, page 10, stated by Tebryn14 Illithid Pantheon Ilsensine = old thread, page 25, stated by Elrumir Maanzecorian = Beholder Pantheon Great Mother = old thread, page 27, stated by The Eye of the Cyclop Gzemnid = new thread, page 4, stated by Jorda the Knight Naga Pantheon Parrafaire = Shekinester = Sahuagin Pantheon Sekolah = new thread, page 1, stated by The Eye of the Cyclop and Mirtek Locathah Pantheon Eadro = new thread, page 1, stated by Tebryn14 Kuo-Toa Pantheon Blibdoolpoolp = new thread, page 4, stated by Jorda the Knight Kraken Pantheon Panzuriel = new thread, page 7, stated by Jorda the Knight Triton Pantheon Persana = Myconid Pantheon Psilofyr = Couatl Pantheon Jazirian = new thread, page 9, stated by Jorda the Knight Aarakocra Pantheon Syranita = Ki-Rin Pantheon Koriel = Kenku Pantheon Quorlinn = Selkie Pantheon Surminare = Deities of Dark Folk Balador (werebears) = Cegilune (hags) = Daragor (werewolves) = Eshebala (foxwomen) = Ferrix (weretigresses) = Kanchelsis (vampires) = Mellifleur (liches) = new thread, page 9, stated by Jorda the Knight Squerrik (wererats) = Other Deities Orcus = Remnis = Trishina = new thread, page 3, stated by Tebryn14 Uranus = new thread, page 10, stated by Jorda the Knight Water Lion = Zuggtmoy = new thread, page 2, stated by Mirtek I hope I didn't miss any deity. Anyway, I'm sure that many of the listed deities are not in FR, but they may be useful :) If you need any 2nd ed. stats for the missing deities just tell me (the only 2nd ed. stats I don't have are those of the dragon deities). |
| Tebryn1408-15-03, 10:48 PM | That was quite possibly the most useful post I have seen in a month. Thank you, with all of my heart, you have made my life much easier. Anyway, two things. One, I too did a version of Anhur on this thread, and I am almost done Calladuran, my summer job just ended, so I have plenty of time before school starts. |
| lordyuri2408-16-03, 12:34 AM | OMG! I leave this thread alone for a month and it explodes! Elrumir, you should be in one of those lists too! Everyone here making stats has my full appreciation! I have not responded without cause, I am making my character Half-Dryad and I need the stats for Verenestra, Queen of the Dryads. Can anyone help me out? |
| Jorda_The_Knight08-17-03, 12:58 AM | I would be happy to stat Verenestra for you Lordyuri, I love dryads and I just found the information. I have to work for part of tomorrow, but after that I'll finish her up for ya :D |
| lordyuri2408-17-03, 11:55 AM | Originally posted by Jorda_The_Knight I would be happy to stat Verenestra for you Lordyuri, I love dryads and I just found the information. I have to work for part of tomorrow, but after that I'll finish her up for ya :D Perfect! And just a quick question, which weapon does she use? |
| Jorda_The_Knight08-17-03, 04:33 PM | According to the information I was able to gather I think she uses a quarter-staff. |
| lordyuri2408-17-03, 05:01 PM | Originally posted by Jorda_The_Knight According to the information I was able to gather I think she uses a quarter-staff. It seems to be the common deity weapon. |
| Jorda_The_Knight08-17-03, 08:30 PM | Yeah a lot of gods use them, especially the nature deities. I suppose when your attack bonuses are up there in the 60's using a double weapon just kinda makes sense :) |
| lordyuri2408-17-03, 09:01 PM | Originally posted by Jorda_The_Knight Yeah a lot of gods use them, especially the nature deities. I suppose when your attack bonuses are up there in the 60's using a double weapon just kinda makes sense :) Even for deities that don't take all the TWF feats? I mean,a few FR deities have quarterstaff, but don't use TWF to it's max. I do like it though, I think it is cool for a character to wield. |
| Jorda_The_Knight08-17-03, 09:10 PM | My friend was considering making a horse riding monk who attacked people with his quarterstaff from horseback :) |
| Green Elven Vampire08-17-03, 09:54 PM | Originally posted by Jorda_The_Knight If anyone has a deity that they would like stats for just post it here and I'll get right on it :fight!: May I please have the stats for Erevan Ilesere? And try to make them good. |
| Tebryn1408-17-03, 10:07 PM | I believe they have already been posted on the old page. Let me check. |
| Tebryn1408-17-03, 10:08 PM | Originally posted by Elrumir: Erevan Ilesere The Trickster, the Chameleon, the Green Changeling, the Ever-shifting Shapechanger, the Fey Jester, the Jack of the Seelie Court Intermediate Elven Deity Symbol: Starburst with asymmetrical rays Home Plane: Arvandor Alignment: Chaotic neutral Portfolio: Mischief, change, rogues Worshipers: Bards, elves, revelers, rogues, sorcerers, tricksters Cleric Alignments: CE, CG, CN Domains: Chaos, Elf, Luck, Trickery Favoured Weapon: “Quickstrike” (short sword) Erevan Ilesere Rogue 20/ Sorcerer 10/Ranger 5/Divine Seeker 5 Medium-size outsider (Chaos) Divine Rank: 12 Hit Dice: 20d8+140 (outsider) + 20d6+140 (Rog) + 10d4+70 (Sor) + 5d10+35 (Rgr) + 5d6+35 (Skr) (820 hp) Initiative: +20, always first (+16 Dex, +4 Improved Initiative, Supreme Initiative) Speed: 60 ft. AC: 75 (+16 Dex, +12 divine, +25 deflection, +12 natural) Attacks: +5 knock-back, sweeping longsword +59/+54/+49/+44 and +5 keen, speed short sword +59/+59/+54/+49; or spell +64 melee touch or +71 ranged touch. Damage: +5 knock-back, sweeping longsword 1d8+13/17-20 and +5 keen speed short sword 1d6+13/15-20; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: Moon elf racial abilities, animal companion (up to 5 HD), crippling strike, defensive roll, divine aura (1,200 ft., DC 34), divine immunities, divine perseverance, DR 47/+4, familiars (cats), favoured enemies (drow +2, evil outsiders +1), fire resistance 32, godly realm (10 miles Outer Plane, 1,200 ft. Material Plane), improved evasion, locate creature 1/day, locate object 1/day, obscure object 1/day, opportunist, plane shift at will, remote communication 12 miles, sacred defence +2, sanctuary 1/day, sneak attack +15d6, spontaneous casting of divine spells, SR 44, uncanny dodge (Dex bonus to AC, can’t be flanked, +4 against traps), teleport without error at will, thwart glyph, understand, speak and read all languages and speak directly to all beings within 12 miles. Saves: Fort +51, Ref +60, Will +51 Abilities: Str 26, Dex 42, Con 24, Int 35, Wis 25, Cha 35 Skills: Appraise +59, Animal Empathy +49, Balance +63, Bluff +59, Climb +56, Concentration +54, Decipher Script +59, Diplomacy +59, Disable Device +59, Disguise +59, Escape Artist +63, Forgery +59, Gather Information +59, Handle Animal +51, Heal +54, Hide +63, Innuendo +54, Intimidate +59, Intuit Direction +54, Jump +58, Knowledge (arcana) +59, Knowledge (nature) +59, Listen +56, Move Silently +65, Open Lock +63, Pick Pocket +63, Search +59, Spellcraft +59, Spot +56, Tumble +65, Use Magic Device +59, Use Rope +63, Wilderness Lore +49. Feats: Acrobatic, Alertness, Combat Casting, Dodge, Eschew Materials, Expertise, Extend Spell, Eyes in the Back of Your Head, Greater Two-Weapon Fighting, Improved Critical (longsword), Improved Critical (short sword), Improved Disarm, Improved Initiative, Improved Two-Weapon Fighting, Maximize Spell, Persistent Spell, Point Blank Shot, Quick Draw, Quicker than the Eye, Superior Expertise, Track, Weapon Focus (longsword), Weapon Focus (short sword). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Battlesense, Divine Blast, Divine Dodge, Divine Glibness, Divine Rogue, Divine Sneak Attack, Extra Domain (Elf), Power of Luck, Shapechange, Supreme Initiative, Wave of Chaos. Domain Powers: Cast chaos spells at +1 caster level; 12/day reroll any one roll made. Spell-like Abilities: Erevan uses these abilities as a 24th-level caster, except for chaos spells, which he uses as a 26th-level caster. The save DC’s are 34 + spell level. aid, animate objects, antipathy, break enchantment, cat’s grace, change self, chaos hammer, cloak of chaos, commune with nature, confusion, dispel law, entropic shield, false vision, find the path, freedom of movement, holy aura, invisibility, liveoak, magic circle against law, mind blank, miracle, mislead, nondetection, polymorph any object, prismatic sphere, protection from elements, protection from law, repulsion, screen, shatter, snare, spell turning, summon monster IX (as chaos spell only), sunburst, time stop, tree stride, true strike, word of chaos. Ranger Spells/day: 2 (level 1); base DC 17 + spell level. Sorcerer Spells known: 9/5/4/3/2/1. Sorcerer Spells/day: 6/6/6/6/5/3; base DC 22 + spell level. Possessions: Erevan attacks with Mischief in his one hand and Quickstrike in his off hand. Quickstrike is a +5 short sword with the keen and speed abilities, Mischief a +5 longsword with the sweeping and knock-back abilities. If hard pressed, however, he prefers to use Quickstrike as his main weapon as it is lighter and easier to conceal. Caster level: 25th; Weight: 4 lb. and Caster level 25th; weight 3 lb. Other Divine Powers As an intermediate god, Erevan Ilesere automatically receives a 20 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure and is immortal. Senses: Erevan can see, hear, touch and smell at a distance of twelve miles. As a standard action, he can perceive anything within one mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 10 hours. Portfolio Sense: Erevan is automatically aware when any elf commits an act of mischief or stealth. Automatic Actions: Erevan can use Bluff, Diplomacy, Escape Artist, Pick Pocket, and Search if the DC for the check is 25 or less. He can perform up to ten such actions per round. Create Magic Items: As Erevan is the god of mischief and change, he can create any magic item that has a chaotic or random effect as well as any item that aids in stealth, as long as the item’s price does not exceed 200,000gp. Avatars Erevan appears different every time he sends an avatar to the Realms… Sometimes he’s an elf, at others he’s a brownie, pixie, sprite or other sylvan creature. He sends avatars to check up on his faithful and to aid them if necessary. Erevan is always accompanied bij Avachel, an aspect of the draconic deity Hlal, who is also known as Aasterinian, the dragon's god of trickery. Avatar of Erevan: As Erevan except as follows; divine rank 6; AC 67; Atk +53/+48/+43/+38 (1d8+13/17-20, +5 knock-back, sweeping longsword) and +53/+53/+48/+43 (1d6+13/15-20, +5 keen, speed short sword); or +55 melee touch or +62 ranged touch; SQ Divine aura (600 ft., DC 28), DR 41/+4, fire resistance 26, SR 38; SV Fort +45, Ref +54, Will +55; all skill modifiers are reduced by six. Salient Divine Abilities: Alter Form, Alter Size, Divine Dodge, Divine Glibness, Divine Rogue, Extra Domain (Elf), Shapechange, Supreme Initiative Spell-like abilities: Caster level 16th, saving throw DC 28 + spell level. ---------------------------------------------------- |
| Jorda_The_Knight08-18-03, 08:19 AM | Great work Tebryn14, I know what a pain it can be rummaging through that old thread :D Verenestra will be posted today, sorry about the wait but work caught up with me and wore me out something fierce. |
| Tebryn1408-18-03, 10:47 PM | Finally: Callarduran Smoothhands Illusionist 18/ Fighter 12/ Cleric 10 Small Outsider (Gnome) Divine Rank: 14 Hit Dice: 20d8+140 (outsider) and 18d4+126 (wizard) and 12d10+84 (fighter) and 10d8+70 (cleric)(852 hp) Initiative: +15 Speed: 50 ft. burrow 50 ft. AC: 76 (+11 dex, +14 divine, +17 natural, +9 deflection, +4 dodge) Attacks: +5 keen defending holy flaming battleaxe +70/+65/+60/+55 melee; or by spell +64 melee touch, +66 ranged touch Damage: +5 keen defending holy flaming battleaxe 1d8+20/17-20 x3; or by spell Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain Powers, salient divine abilities, spell-like abilities, turn undead 12/day Special Qualities: Divine Aura (1,400 ft., DC 33), divine immunities, DR 49/+4, familiar (gophers), fire resistance 34, godly realm (10 miles), plane shift at will, remote communication 14 miles, spontaneous casting of divine spells, SR 51 (46), teleport without error at will, understand, speak, and read all languages and speak directly to all beings within 14 miles, deep gnome racial traits Saves: Fort +55, Ref + 61, Will +63 Abilities: Str 28, Dex 32, Con 24, Int 38, Wis 32, Cha 29 Skills*: Alchemy +72, Appraise +50, Balance +45, Bluff +43, Climb +63, Concentration +71, Craft (gem cutting) +90, Craft (stone masonry) +92, Craft (weapon smithing) +90, Diplomacy +63, Handle Animal +43, Heal +45, Hide +66, Innuendo +43, Intimidate +43, Intuit Direction +45, Jump +63, Knowledge (arcana) +78, Knowledge (history) +48, Knowledge (religion) +78, Knowledge (underdark local) +48, Listen +47, Move Silently +40, Profession (miner) +77, Ride +45, Scry +78, Sense Motive +72, Spellcraft +78, Spot +41 Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Items, Dodge, Empower Spell, Enlarge Spell, Combat Expertise, Extend Spell, Forge Ring, Greater Spell Penetration, Heighten Spell, Improved Critical, Improved Initiative, Iron Will, Maximize Spell, Mobility, Power Attack, Quick Draw, Skill Focus (Profession [miner]), Spell Mastery, Spell Penetration, Spring Attack, Stealthy, Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality (save DC 43 for duplicated spells), Arcane Mastery, Automatic Metamagic (quickened wizard spells), Automatic Metamagic (silent wizard spells), Automatic Metamagic (still wizard spells), Avatar (up to 10), Banestrike (drow), Battle Sense, Call Creatures (up to 14 earth elementals serving simultaneously, each with up to 14 HD), Clearsight (14 ft), Divine Blast (12/day, 23d12 points of damage, up to 14 miles), Divine Earth Mastery, Divine Shield (9/day, stops 140 points of damage), Divine Spell Focus (Illusion), Extra Domain (Craft), Master Crafter Domain Powers: Stone Cunning (+4 bonus), Cast Creation spells at +1 caster level and gain a +2 bonus in the craft skill of your choice, Turn and destroy air elementals or rebuke and control earth elementals 12/day, Cast all illusion spells as +1 caster level. Spell-Like abilities: Callarduran uses these abilities as a 24th level caster except for creation spells and illusion spells, which he uses as a 25th, level caster. The save DCs are 33+spell level, or 47+ spell level for illusion spells. Detect Secret Doors, Darkness, Meld into Stone, Leomund’s Secure Shelter, Passwall, Find the Path, Maw of Stone, Earthquake, Imprisonment, Animate Rope, Wood Shape, Stone Shape, Minor Creation, Wall of Stone, Fantastic Machine, Major Creation, Forcecage, Greater Fantastic Machine, Magic Stone, Soften Earth and Stone, Spike Stones, Wall of Stone, Stoneskin, Iron Body, Elemental Swarm*, Silent Image, Gembomb, Minor Image, Hallucinatory Terrain, Screen, Otto’s Irresistible Dance, Summon Nature’s Ally IX** *cast as an earth spell only ** earth elementals or animals only As a svirfneblin, Callarduran can use Blindness, Blur, and Change Self, each once per day at 60th caster level. Cleric Spells/day: 6/4/4/3/3/2; Base save DC=21+spell level, 35+spell level for illusion spells. Wizard Spell/day: 4/8/8/7/7/7/7/5/5/4; base save DC 24+spell level, 38+spell level for illusion spells. Possessions: Callarduran carries Spiderbane, a +5 keen defending holy flaming battleaxe. Other Divine Powers As an intermediate deity, Callarduran automatically receives a die roll of twenty on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Callarduran can see, hear, smell, and touch at a distance of 14 miles. As a standard action, he can perceive anything within 14 miles of his worshippers, holy sites, objects, and any location where his one of his titles of name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities his rank and lower at up to two remote locations for 14 hours. Portfolio Sense: Callarduran senses anything that affects the welfare of deep gnomes the instant it happens and retains the sensation for 14 tendays after the event occurs. He likewise senses anytime deep gnomes engage in mining or crafts. Automatic Actions: Callarduran can use Sense Motive, any Craft skill, or Profession (miner) as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Callarduran can create Simple and Martial magic weapons, or any item that helps conceal one’s position or has to do with mining or digging. |
| kos_strahd08-19-03, 07:06 AM | Very nice job on Callarduran mate! |
| Tebryn1408-19-03, 10:58 AM | I wanted to let everyone know that I am saving all the gods from the old page onto my computer, so that if requested I can get them posted faster. I will be saving them with the names of those who made them, so credit can be given. |
| Jorda_The_Knight08-19-03, 11:48 AM | Thanks Tebryn14, I had planned to do just that at one point, but the task seemed rather daunting, my congratultions on taking on such a lengthy proceedur for everyone's benefit. Venestra is coming soon, I promise :) |
| Tebryn1408-19-03, 11:55 AM | And after I finish getting it onto my computer, I plan on making a PDF out of it, and when I finish it in a century I can post it. |
| Tebryn1408-19-03, 02:12 PM | I just finished saving all the gods from both threads onto my computer and categorizing them by pantheon. Looking at the list, we need to fill up the Giant Pantheon, start the Dragon pantheon, and fill the Seelie and Unseelie courts, and the Mulhorandi pantheon. Now, I have a few of the Mulhorandi gods at least partially statted, and I not going to touch any of the other ones, mostly because I own none of the 2e source books about gods. As soon as a new god is posted, I will file it away, and when we have completed most of the HHUUUUUUGE list, I will make a PDF out of it. |
| lordyuri2408-19-03, 05:25 PM | Originally posted by Tebryn14 I just finished saving all the gods from both threads onto my computer and categorizing them by pantheon. Looking at the list, we need to fill up the Giant Pantheon, start the Dragon pantheon, and fill the Seelie and Unseelie courts, and the Mulhorandi pantheon. Now, I have a few of the Mulhorandi gods at least partially statted, and I not going to touch any of the other ones, mostly because I own none of the 2e source books about gods. As soon as a new god is posted, I will file it away, and when we have completed most of the HHUUUUUUGE list, I will make a PDF out of it. You might even consider sending it to Wizards for possible publication as a F&R errata. |
| Tebryn1408-19-03, 09:17 PM | In and of itself not a bad idea, but I doubt they'd do that. To many legal uses would be involved, or at least that's the excuse they'd use to hide their laziness. |
| Verghityax08-20-03, 02:05 AM | ==> Tebryn14 If You need any 2nd ed. stats from other deities, just give me a sign and I shall send them to You :) P.S. It would be very nice to finish gnome and dwarven pantheon first (in gnome pantheon only Segojan is missing and in dwarven four deities haven't been stated yet - Berronar, Dumathoin, Laduguer and Vergadain). :) P.S.2. Yep, I love all the creatures that are up to 5' of height :) |
| Tebryn1408-20-03, 12:16 PM | Since I am lacking in info, I will try to finish up the gnome and dwarven pantheons ove3r time, as well as for Mulhorand, and Jorda, Eye of the Cyclops and Elrumir, it would be helpful if you could pick up the rest. |
| Jorda_The_Knight08-20-03, 12:48 PM | I'll start on some of the giants, but it would be helpful if someone could either post one up or send me a list of all of them so I know which ones to do next. Sorry about the wait, but here she is ^^ Verenestra The Oak Princess Demigod Symbol: Profile of a dryad emerging from an oak tree Home Plane: House of Nature Alignment: Neutral Good Portfolio: Female Faeries, Charm, Beauty, Dryads, Nymphs Worshipers: Female Faeries, Dryads, Nymphs, Druids Cleric Alignments: LG, N, CG Domains: Animal, Good, Plant, Renewal Favored Weapon: Quarterstaff Verenestra 20 Druid/ 20 Cleric Medium-Sized Outsider (Good) Divine Rank: 5 Hit Dice: 20d8 (Outsider) + 20d8 Druid + 20d8 (Cleric) Initiative: +8 ( +8 Dex) Speed: 60 ft. AC: 55 (10 + 8 Dex + 6 Divine + 19 Natural + 12 Delection) Attacks: +5/+5 defending spell storing quarterstaff +54 melee; or +47 melee; or +48 ranged Damage: +5/+5 defending spell storing quarterstaff 1d6/1d6 +13; or by spell Face/Reach: 5ft./ 5ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 5 miles, DR 40/+4, fire resistance 25, SR 37, spontaneous casting of divine spells, remote communication, godly realm, teleport without error at will, plane shift at will, a thousand faces, nature sense, resist nature’s lure, low-light vision, timeless body, trackless step, venom immunity, wild shape as 20th level druid, woodland stride, divine aura (50 ft, DC 27) Saves: Fort. +50 Ref. +37 Will. +55 Abilities: Str.26 (+7) Dex.26 (+8) Con.28 (+9) Int.28 (+9) Wis.38 (+14) Cha.35 (+12) Skills: Concentration +37, Climb +23, Craft (wooden weapons) +35, Craft (basketweaving) +35, Craft (Very Simple Items) +35, Diplomacy +40, Handle Animal +40, Heal +42, Knowledge (Geography) +37, Knowledge (History) +37, Knowledge (Local) +37, Knowledge (Nature) +37, Knowledge (Religion) +37, Knowledge (The Planes) +37, Knowledge (Agriculture) +37, Listen +42, Perform (Dance) +28, Perform (Song) +28, Profession (farmer) +42, Ride (horse) +36, Sense Motive +30, Spellcraft +37, Spot +42, Survival +42, Swim +23 Feats: Brew Potion, Combat Expertise, Extend Spell, Spell Penetration, Greater Spell Penetration, Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two-Weapon Fighting, Weapon Focus (Quarterstaff), Improved Disarm, Improved Turning, Maximize Spell, Natural Spell, Quicken Spell, Silent Spell, Craft Staff, Plant Defiance, Sacred Spell, Improved Critical (Quarterstaff) Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: 6 Automatic Metamagic, Extra Domain (Renewal), Command Plants, Divine Druid, Power of Nature, Divine Inspiration (love and desire, 6 creatures at once and up to 6 per day) Domain Powers: Cast Good spells at +1 caster level, Verenestra can use speak with animals once per day as a spell-like ability, rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 15 times per day (this granted power is a supernatural ability), if Verenestra falls below 0 HP she gains 1d8+12 hitpoints 1/day. If she is brought to –10 or less hitpoints by a single attack this power does not take affect. Spell-Like Abilities: All domains spells at will, caster level 15 (16 for good spells), base DC= 27+spell level Possessions: Verenestra defends dryads and other good hearted fey with her enchanted quarterstaff which functions as a +5/+5 defending spell storing quarterstaff. Other Divine Powers As a demigod Verenestra treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses: Verenestra can see, hear, touch and smell at a distance of 5 miles. As a standard action she can perceive anything within 5 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities of her rank or lower at up to 2 remote locations at once for 5 hours. Portfolio Sense: Verenestra senses anything that happens to any female fey the moment it happens as long as the event includes at least 1000 people. Automatic Actions: Verenestra can use Climb, Heal and Survival as a free action as long as the DC for the task is 15 or lower. She can take up to 2 such actions per round. Create Magic Items: Verenestra can create any magic item, weapon or armor made of wood as long as the items market price does not exceed 4500 gp. |
| lordyuri2408-20-03, 12:54 PM | Originally posted by Jorda_The_Knight I'll start on some of the giants, but it would be helpful if someone could either post one up or send me a list of all of them so I know which ones to do next. Sorry about the wait, but here she is ^^ Verenestra The Oak Princess Demigod Symbol: Profile of a dryad emerging from an oak tree Home Plane: House of Nature Alignment: Neutral Good Portfolio: Female Faeries, Charm, Beauty, Dryads, Nymphs Worshipers: Female Faeries, Dryads, Nymphs, Druids Cleric Alignments: LG, N, CG Domains: Animal, Good, Plant, Renewal Favored Weapon: Quarterstaff Verenestra 20 Druid/ 20 Cleric Medium-Sized Outsider (Good) Divine Rank: 5 Hit Dice: 20d8 (Outsider) + 20d8 Druid + 20d8 (Cleric) Initiative: +8 ( +8 Dex) Speed: 60 ft. AC: 55 (10 + 8 Dex + 6 Divine + 19 Natural + 12 Delection) Attacks: +5/+5 defending spell storing quarterstaff +54 melee; or +47 melee; or +48 ranged Damage: +5/+5 defending spell storing quarterstaff 1d6/1d6 +13; or by spell Face/Reach: 5ft./ 5ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 5 miles, DR 40/+4, fire resistance 25, SR 37, spontaneous casting of divine spells, remote communication, godly realm, teleport without error at will, plane shift at will, a thousand faces, nature sense, resist nature’s lure, low-light vision, timeless body, trackless step, venom immunity, wild shape as 20th level druid, woodland stride, divine aura (50 ft, DC 27) Saves: Fort. +50 Ref. +37 Will. +55 Abilities: Str.26 (+7) Dex.26 (+8) Con.28 (+9) Int.28 (+9) Wis.38 (+14) Cha.35 (+12) Skills: Concentration +37, Climb +23, Craft (wooden weapons) +35, Craft (basketweaving) +35, Craft (Very Simple Items) +35, Diplomacy +40, Handle Animal +40, Heal +42, Knowledge (Geography) +37, Knowledge (History) +37, Knowledge (Local) +37, Knowledge (Nature) +37, Knowledge (Religion) +37, Knowledge (The Planes) +37, Knowledge (Agriculture) +37, Listen +42, Perform (Dance) +28, Perform (Song) +28, Profession (farmer) +42, Ride (horse) +36, Sense Motive +30, Spellcraft +37, Spot +42, Survival +42, Swim +23 Feats: Brew Potion, Combat Expertise, Extend Spell, Spell Penetration, Greater Spell Penetration, Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two-Weapon Fighting, Weapon Focus (Quarterstaff), Improved Disarm, Improved Turning, Maximize Spell, Natural Spell, Quicken Spell, Silent Spell, Craft Staff, Plant Defiance, Sacred Spell, Improved Critical (Quarterstaff) Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: 6 Automatic Metamagic, Extra Domain (Renewal), Command Plants, Divine Druid, Power of Nature, Divine Inspiration (love and desire, 6 creatures at once and up to 6 per day) Domain Powers: Cast Good spells at +1 caster level, Verenestra can use speak with animals once per day as a spell-like ability, rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 15 times per day (this granted power is a supernatural ability), if Verenestra falls below 0 HP she gains 1d8+12 hitpoints 1/day. If she is brought to –10 or less hitpoints by a single attack this power does not take affect. Spell-Like Abilities: All domains spells at will, caster level 15 (16 for good spells), base DC= 27+spell level Possessions: Verenestra defends dryads and other good hearted fey with her enchanted quarterstaff which functions as a +5/+5 defending spell storing quarterstaff. Other Divine Powers As a demigod Verenestra treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses: Verenestra can see, hear, touch and smell at a distance of 5 miles. As a standard action she can perceive anything within 5 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities of her rank or lower at up to 2 remote locations at once for 5 hours. Portfolio Sense: Verenestra senses anything that happens to any female fey the moment it happens as long as the event includes at least 1000 people. Automatic Actions: Verenestra can use Climb, Heal and Survival as a free action as long as the DC for the task is 15 or lower. She can take up to 2 such actions per round. Create Magic Items: Verenestra can create any magic item, weapon or armor made of wood as long as the items market price does not exceed 4500 gp. EXCELLENT! This is what I was waiting for, and now that it is here I am ready to go! Thanks Jorda! |
| Verghityax08-20-03, 02:08 PM | ==> Jorda :) I'm posting stats of all the other giant deities. If You need anything else just tell me :) Annam (The All-Father, the Creator of Worlds, The Prime Mover, the Great Creator) Greater Power of Ysgard and the Outlands, N Portfolio: Giants, magic, knowledge, fertility, philosophy Aliases: None Domain Name: Ysgard/Gudheim (abandoned) and Outlands/Hidden Realm Superior: None Allies: Stromnaus, Hiatea Foes: Ulutiu (slumbering), Vaprak Symbol: Two hands, wrists together, with fingers facing downwards Wor. Align: Any Annam's Avatar (Fighter 40, Priest 35, Wizard 35) Annam appears as an incredibly tall giant. He possesses a huge flowing white beard and usually has a wise and contemplative look on his face. He wears robes of the deepest midnight blue. He carries a staff, but rarely wields it in combat, preferring instead to trust to his fists and terrifying strength. He casts spells from all schools and spheres. AC -6; MV 21 fl 36, sw 18; HP 260; THAC0 -10; #ATT 2 Dmg 7d8 +14/ 7d8 +14 (fists, +14 STR) MR 80%, SZ G (100 or more feet tall) STR 25, DEX 18, CON 24, INT 22, WIS 23, CHA 23 Spells: P 15/14/13/13/12/11/9, W 8/8/8/8/8/8/8/7/7 Saves: PPDM: 2, RSW: 3, PP: 4, BW: 4, Sp: 4 Special Att./Def.: The All-Father rarely uses weapons in combat; he instead trusts to his massive fists and incredible strength. If he so wishes, he can with a simple wave of the hand produce three times per day each of the following spell-like effects: earthquake, telekinesis (up to 1000 pounds), or a wall of force of twice the normal size. He can moreover twice per day cast his choice of any of the Bigby's fist and hand spells. He rarely carries magic items, other than a staff of power which contains 1d4 wishes beyond the normal powers of such an item. Annam is immune to all energy-draining, mind-controlling, petrification, paralysis, or death magic effects, as well as any weapon of +3 enchantment or less. He does, however, have one particular weakness: any blow successfully landed upon the top of his head stuns the avatar for one round plus an additional round for every two points of the striker's strength damage bonus. The All-Father almost never sends his avatar to anywhere on the Prime Material Plane, let alone Toril. He only does so to observe events of great significance, such as the Fall of Netheril, or when forced to, as during the Time of Troubles (rumor has it that a great figure was seen sitting on the peak of the Great Mount of Ghaethluntar, silently observing all that took place in that troubled time). The only event that might possibly cause him to send and avatar to Toril would be the waking of Ulutiu or the resurrection of Othea, neither of which are highly likely to occur in the foreseeable future. Diancastra (Annam's Witty Daughter, The Maid of Adventure) Demipower of Arborea, CG Portfolio: Trickery, wit, impudence, pleasure, giant rogues Aliases: None Domain Name: Olympus/Florallium Superior: Annam Allies: Annam, Stronmaus, Hiatea, Iallanis, Sune, Tymora, Lliira, Melil, Lathander, Finder Wyvernspur, Brandobaris, Dugmaren Brightmantle, Heala Brightaxe, Marthammor Duin, Quorlinn, Avachel, the gnome pantheon, the elven pantheon (especially Erevan Ilesere and Deep Sashelas), the Seelie Court Foes: Mask, Blibdoolpoolp Symbol: A sea-green streak Wor. Align.: NG, CG, N, CN Diancastra's Avatar (Ranger 25, Illusionist 25, Bard 20) Diancastra, being the trickster she is, has appeared in many forms over the millennia, often choosing those which will give her an advantage in a particularly daring heist. She has been known to disguise herself in forms as different as a slim elf-maiden, a slimy kuo-toa, and a burly human barbarian. She most commonly appears as a willowy 25-foot tall female giant with auburn hair who carries a slim sword and wears a variety of outfits designed to catch the eye of any male who happens to look her way. All her forms, however, have two features in common; her green- flecked amber eyes and a sea-green mark on her left shoulder blade. She almost always has a wry grin on her face and her eyes sparkle mischievously. Her laugh is loud and hearty. In combat, Diancastra wields her sword with relish while taunting her enemies. She particularly enjoys casting spells from the schools of illusion/phantasm, enchantment/charm, and elemental water. AC - 3, MV 15 sw 15, HP 181, THAC0 -4, #ATT 2/1 Dmg 2d8 + 13 (huge long sword +2, +11 STR) MR 25%, SZ varies (usually H, 25 feet tall) STR 23, DEX 19, CON 18, INT 22, WIS 16, CHA 23 Spells: W 6/6/6/6/6/6/6/6/5 * Saves: PPDM: 3, RSW: 3, PP: 4, BW: 4, Sp: 4 *includes one extra illusion/phantasm spell per level Special Att./Def: In combat, the Maid of Adventure usually wields Merriment, her huge long sword +2, which not only deals out incredible damage, but also affects anyone successfully struck with both Tasha's uncontrollable hideous laughter and Otto's irresistible dance unless separate saving throws versus spells are made. She is able, moreover, to cast charm person or giant six times per day by her simple gaze at a range of 240 feet (males save at -6). Furthermore, anyone looking into her eyes is affected as by a rainbow pattern, allowing her to telepathically implant a suggestion in the mind of the fascinated creature. She can freely breathe and possesses free action while underwater. She is usually accompanied by her companion Brighteyes, her serpentine owl. Diancastra is immune to all confusion and fear effects. She can, moreover, only be struck by weapons of +1 or less enchantment. The Maid of Adventure can often be found on Toril, looking for excitement, adventure, and outright fun. She has been known to disguise herself in many forms; joining adventuring parties, engaging duels of strength, wit, or bardic ability, or just mingling with the patrons of taverns. She enjoys both discovering long-lost lore and learning new and imaginative illusions. She has had many flings and one night stands with a myriad love-struck males of many races, most of whom would be shocked to discover the real identity of their lady friend. Any wild party, exciting escapade, heroic adventure, or handsome male may draw the attention of Annam's Witty Daughter, so be forewarned... Grolantor (The Lord of the Steading) Intermediate Power of Carceri, CE Portfolio: Hill giants, battle, fighting, gluttony Aliases: None Domain Name: Cathrys/The Steading Superior: Annam Allies: Memnor Foes: Mielikki, Solonor Thelandira, the Morndinsamman, the orc pantheon, the goblin pantheon, the bugbear pantheon, Baphomet, Vaprak, Yeenoghu Symbol: Wooden club with spikes projecting from the head Wor. Align.: CN, NE, CE Grolantor's Avatar (Fighter 30) Grolantor's avatar appears as a giant, hulking hill giant (or, more rarely, an ettin or frost giant), clad in furs and dragon skin. He has a low, sloping forehead covered with stringy, greasy tufts of hair. His has beady eyes, a bulbous, wart-covered nose, and a mouth full of broken and rotting teeth. When engaged in his favorite pastime, combat, he gleefully swings a huge club that appears to be crudely fashioned from a tree trunk. He casts no spells. AC -2, MV 15, HP 198, THAC0 -9, #ATT 5/2 Dmg 2d10 +15 (huge club +2, +11 STR, +2 specialization) MR 30%, SZ H (20 feet tall) STR 23, DEX 17, CON 20, INT 12, WIS 8, CHR 19 Spells: None Saves: PPDM: 3, RSW: 5, PP: 4, BW: 4, Sp: 6 Special Att./Def.: In combat, Grolantor wields Grolantor's Big Stick, his huge club +2 which does double damage against dwarves. It furthermore feebleminds any target successfully struck if the victim fails a savings throw versus spell. He can hurl rocks up to 400 feet (2d10 points of damage) and can add his strength bonus if the target is less than 100 feet away. He can at a touch grant strength (as per the wizard spell) to a target for 2d4 turns three times a day. He has been known to carry a chime of hunger. Grolantor gains a +3 on all surprise rolls. He is immune to all mind-affecting spells and to all weapons of +2 or less enchantment. The Lord of the Steading sends avatars to Toril on fairly often; he enjoys leading hill giant followers on raids and skirmishes, especially savoring entrapping enemies in cunning ambushes. Unfortunately, Grolantor is easily bored, and has been known to abandon his followers even at the most critical of moments. (Even though they may have been left behind at the hour of their greatest need, Grolantor's faithful do not begrudge their god, seeing the situation as an opportunity to prove themselves in battle). If taunted or challenged, however, Grolantor's immense pride ensures that the avatar will stay and fight to the death. Hiatea (Nature's Lady, The Protector, the Avenger, Annam's Fiery Daughter) Greater Power of Elysium, NG Portfolio: Nature, agriculture, hunting, fire, females, children, firbolgs, voadkyn Aliases: None Domain Name: Eronia/Woodhaven Superior: Annam Allies: Annam's Brood, Chauntea, Silvanus, Meilikki, Gwaeron Windstrom, the Seldarine, the gnome pantheon, Yondalla, Sheela Peryroyl Foes: Memnor, Malar Symbol: A spear with a flaming tip Wor. Align.: LG, NG, CG, LN, N, CN Hiatea's Avatar (Ranger 35, Druid 25, Bard 25) Hiatea appears as a very tall, lithe, tanned, and long-legged giantess. She wears leather armor and always carries a spear, giant-sized composite longbow, and quiver full of arrows. She possesses flame-red hair tied back from her face and large hazel-brown eyes. She casts spells from the druidic spheres and from all wizard schools. AC -6, MV 18, HP 231, THAC0 -10, #ATT 2/1 Dmg: 3d8 +15 (giant spear +3, +12 STR) or 2d8 + 20 (composite longbow +5, arrows +3, +12 STR) MR 80%, SZ G (70 feet tall) STR 24, DEX 23, CON 23, INT 21, WIS 19, CHA 22 Spells: P: 12/11/11/10/9/8/4, W: 5/5/5/5/4/4/1 Saves: PPDM: 2, RSW: 3, PP: 4, BW: 4, Sp: 4 Special Att./Def.: When she engages in hand-to-hand combat, Nature's Lady uses Flamepoint, her giant-sized spear +3, which becomes a flametongue weapon when she wills it. Almost as often, however, she will remain at range and instead use Trueshot, her incredibly huge, strength adjusted composite longbow +5 which possesses three times the range of its normal counterparts. She possesses an always-full quiver of arrows +3, three of which per day can burst spontaneously into flame during flight and inflict a further 2d4 points of damage upon their target (double for creatures particularly susceptible to fire damage) if she so wishes. The avatar also possesses several enchanted nets which she can throw up to 120 feet; the victim must make a saving throw versus spell at -4 or be affected by the nets' enchantments (she most often carries nets of feeblemind, weakness, and petrification). She can cast entangle, plant growth, and plant door at will, as well as always passing without trace. Hiatea is immune to any spell which inhibits movement and takes only half damage from fire spells and effects. She is furthermore immune to all damage from weapons of +3 or less enchantment. Hiatea rarely sends her avatars to the Prime Material Plane, including Toril. She may on rare occasions do so to aid a beleaguered worshiper, but more often does so if a firbolg or voadkyn settlement is threatened with utter destruction. She may also send an avatar to hunt a particularly tough, ferocious, cunning, and/or challenging creature, especially one that threatens a giant community. Iallanis (Annam's Peaceful Daughter, the Forge Mother) Lesser Power of Arborea, NG Portfolio: Love, mercy, beauty, marriage, learning, the arts, peace Aliases: None Domain Name: Olympus/Florallium Superior: Annam Allies: Annam's Brood, Sune, Lliira, Melil, Oghma, Deneir, Gond, Eldath, the Seldarine (especially Hanali Celanil), Berronar Truesilver, Cyrollalee, Meriadar, Fionnghuala Foes: Memnor, Talos, Bane (dead), Iayachtu Xvim, Symbol: A garland of flowers Wor. Align.: LG, NG, CG, LN, N, CN Iallanis' Avatar (Druid 30) Iallanis appears a matronly and graceful giantess wearing a dress seemingly made of living flowers. Like many goddesses of love, she goes barelegged and barefoot. She almost always wears a warm smile, and her dark brown eyes are almost always filled with understanding and compassion. Her hair is an earthy brown and flows in great ringlets down her back. She almost never engages in combat, preferring to find a peaceful solution to any conflict, but when forced or when innocent lives are in danger, she will defend herself and others, although she will never take a life if she can help it. She never carries a weapon, preferring to use her fists when combat becomes necessary (and thereby inflicting non-fatal damage), and casts spells from the spheres allowed to druids, as well as guardian, protection, sun, and time. AC -2, MV 21, HP 132, THAC0 2, # ATT 2/1 Dmg 1d12 +9/1d12 +9 (fist + 9 STR/fist +9 STR) MR 40%, SZ G (25 feet tall) STR 21, DEX 22, CON 20, INT 18, WIS 24, CHA 24 Spells: P 13/12/12/12/12/11/8 Saves: PPDM: 2, RSW: 6, PP: 5, BW: 8, Sp: 7 Special Att./Def.: Iallanis' avatar has very few offensive powers compared to those of other gods; she can cast entangle or slow, each three times a day. She can charm person or giant at will, with a -4 penalty to save, except for giants who have a -8 penalty. Her defensive capabilities, however, are much more extensive. She is immune to energy drains, diseases, poisons, blindness, cause wounds, and harm spells, as well as weapons of +2 or less enchantment. Once per hour, she can cast a shield spell lasting one turn. Finally, she can remove any curse cast by a mortal spellcaster or any that is the effect of an item of less than artifact status. Iallanis sends her avatars to Toril on a fairly common basis. She does so to celebrate alongside her worshipers at a time of great joy or achievement, such as the wedding of a chief, the completion of a temple or other such large building, the signing of an important peace treaty, or as a work of art receives its final touches. Karontor (The Twisted One, The Father of the Fomorians, The Lord of the Verbeeg, The Master of the Fomorians and Verbeeg) Lesser Power of Carceri, NE Portfolio: Fomorians, verbeeg, deformity, hatred, envy, beasts Aliases: Karantor (among the verbeeg) Domain Name: Minethys/The Rack of Injustice Superior: Annam Allies: Shar Foes: Annam's Brood, Malar, Sune, Hanali Celanil, Berronar Truesilver, Sheela Peryroyl, and to a lesser extent all deities Symbol: A winter wolf's head Wor. Align.: LE, NE, CE Karontor's Avatar (Fighter 25, Thief 15) The Twisted One appears as a huge fomorian giant, hideously deformed for even a member of that race, clad in rotting, stinking skins, and wielding a massive club. The deformities are different each time the avatar manifests, and, though they are always twisted and unsightly in the extreme, they in no way detract from the overall dexterity, movement, or combat abilities of the avatar. Alternatively, the avatar may appear as a huge winter wolf with, for the most part, equivalent ability scores, THAC0, AC, and other statistics as the fomorian avatar. In neither form does Karontor cast spells, either wizard or priest, as that ability, so painstakingly learned and so dearly bought, was stripped from him by Annam at the time of his banishment. AC -2, MV 12 (36 in wolf form), HP 201, THAC0 -4, #ATT 5/2 (club) or 2/1 (bite) Dmg 3d8+12 (club +2, +10 STR, +2 specialization) or 3d6+10 (bite) MR 45%, SZ H (19 feet tall) STR 22, DEX 18, CON 21, INT 16, WIS 18, CHA 1 Spells: None Saves: PPDM: 3, RSW: 5, PP: 4, BW: 4, Sp: 6 Special Att./Def.: Although he rarely bestirs himself from his introspective brooding on his own initiative, Karontor will willingly fight when one of his violent rages strikes him (a common occurrence when someone disturbs him) or when he is in one of his coldly spiteful phases. Although he cannot cast spells, he possesses a small armory of magic items and does not hesitate to utilize them when angered. The most commonly used of these is the Deformer, his club +2, which not only stuns an opponent upon a successful blow and if a save versus paralyzation is failed, but also lowers the victims charisma by 1 (by deforming whatever area it hits) if second save versus paralyzation is failed. He also typically carries a rings of invisibility and mammal control, a brooch of shielding, and an efreeti bottle, although this by no means exhausts the possible magic items he may carry. Indeed, he receives a perverse pleasure in periodically disguising himself and leaving flasks of curses with the unfortunates he happens to encounter or warping their physical forms with a wand of polymorphing. In wolf form, besides the terrible damage which his bite inflicts, he is able to breathe a cone of cold for 10d6 points of damage once per day. In either form the avatar is immune to all charm and cold spells, as well as damage from all weapons of +2 or less enchantment. Although he spends most of his time sitting in his lonely palace in Carceri, Karontor does from time to time send an avatar to the Prime Material Plane. Since he rarely moves from his throne unless angered, his avatar usually appears on Toril in one of his legendary rages, much to the misfortune of those whose paths he crosses. However, it is those visits during the rare occasions in which he acts with cold, calculating malice instead of mindless rages that are most noteworthy. He then visits his followers, giving them orders to further his plans of vengeance, as well as spitefully harming those who have the misfortune of encountering him. Kostchtchie (The Frost Master, The Frost Demon) Demipower of the Abyss, CE Portfolio: Strength, violence, rebels, frost giant wizards Aliases: None Domain Name: 23rd layer/Iron Wastes Superior: None Allies: None Foes: Annam's Brood (especially Thrym), Auril, Kosssuth Symbol: A giant-sized war-hammer Wor. Align: CN, NE, CE Kostchtchie's Avatar (Fighter 20, Wizard 10) Kostchtchie's avatar appears as a huge, hunched frost giant who possesses ice-blue skin, pale blue eyes, and a very slight amount of stringy pale blonde hair. He is heavily muscled and wears fine clothing as well as a set of fine steel chain mail when necessary. He carries a huge war hammer and relishes wielding it in combat. He rarely casts spells; when he does they are most often from the school of invocation/evocation, especially those which deal out cold damage. AC -2, MV 15, HP 174, THAC0 1, #ATT 5/2 Dmg: 2d8 + 14 (hammer +3, +9 STR, +2 specialization) MR 35%, SZ G (30 feet tall) STR 21, DEX 17, CON 19, INT 18, WIS 19, CHA 19 Spells: W: 4/4/3/2/2 Saves: PPDM: 3, RSW: 5, PP: 4, BW: 4, Sp: 6 Special Att./Def.: Kostchtchie has no compunction about engaging in combat; indeed, he relishes the chance to swing Winter's Hammer, his war hammer +3, which not only possesses all the abilities of a frost brand, but also allows him to cast cone of cold and Otiluke's freezing sphere three times per day. Even without this powerful weapon, the avatar is able to cast darkness 15' radius, poison, and protection from good 10' radius at will three times a day each. He casts all cold-based spells as if he were a 20th-level wizard, and each such spell does an extra +1 damage for each die. The Frost Demon is immune to cold-based and gaseous attacks, poison, and weapons of +1 or less enchantment. He also suffers only half damage from electrical attacks. He wears an amulet of the planes, but is loath to use it frivolously, as it is currently his only method of interplanar travel (a lingering legacy of his demonic past); Kostchtchie waits with impatience for the time he is powerful enough to travel the planes under his own power. Because of this restriction, Kostchtchie very rarely sends avatars to Toril. He was more likely to do so in the past, when he was actively recruiting followers, but now that Thrym has taken notice of his activities, he tends to manifest in more subtle ways. Kostchtchie may send an avatar to help recruit a particularly high-ranking frost-giant, train or fetch a particularly bright frost wizard student, or to help his followers if they face annihilation by angry followers of Thrym or other giant gods. He also desires the acquisition of other planar travel devices, and will rapidly dispatch an avatar if the capture of one is a definite possibility. Memnor (The Sly One, Annam's Shadowed Child, Annam's Fair Son, The Subtle) Intermediate Power of Gehenna, NE Portfolio: Pride, mental prowess and control, subtlety, subterfuge, evil cloud giants Aliases: None Domain Name: Chamada/Thraotor Superior: Annam Allies: Annam's Brood (at least publicly) Foes: None (at least publicly) Symbol: A thin black obelisk Wor. Align.: LE, NE, CE Memnor's Avatar (Priest 30, Thief 10) The avatar of Annam's Fair Son appears as a tall, golden-skinned cloud giant with long, silvery-white hair. He always wears a flowing sky-blue robe held in place by a golden belt. His deep blue eyes are piercing and often sparkle merrily and mischievously. He always wears a kindly and jovial smile. His voice is deep and musical, usually concerned and caring, while his oft- heard laughter is jolly and contagious. To those who do not know his secret, he is friendly and gentle, but those of his followers who fail him will find him wrathful and malicious. He carries his morningstar at all times, for self-defense he says to those who believe him reformed, but those who discover his secret and those of his followers who anger him know different. Finally, Memnor can use spells from all spheres when he so desires. AC -2; MV 18, fl 36; HP 138; THAC0 2; #ATT 1 Dmg 4d8 + 12 (morningstar +3, +9 STR) MR 50%; SZ G (24 feet tall) STR 21, DEX 19, CON 19, INT 23, WIS 23, CHA 24 Spells P: 13/12/12/11/11/10/9/8 Saves: PPDM: 2, RSW: 6, PP: 5, BW: 8, Sp: 7 Special Att./Def.: Memnor's avatar always carries Redeemer, his huge morningstar +3, which feebleminds upon a successful hit (and a failed save) and can cast charm monster three times per day. The avatar himself can cast mass suggestion, symbol of persuasion, and weather summoning once per day each. Three times per day he can influence the reactions of audiences in a manner identical to a 20th level bard. Memnor has hidden his secret agenda so well that any spell which is used to discover it, if cast by a giant, will fail utterly. For example, know alignment or ESP will merely reveal that he is neutral good and only has the best interests of giants and their gods at heart, while detect lie and detect evil will fail to reveal anything is amiss. These immunities are only for spells cast by giants only; those cast by others will register normally, but it will be all but impossible to persuade giants the truth and they will in all likelihood think the caster mistaken or, if persistent, mad. The avatar is also immune to all spells of the illusion/phantasm school, mind affecting spells, and weapons of +2 or less enchantment. The Sly One sends avatars to Toril more often than most powers; he does so mainly to check up and inspire his followers and to seek out and discover likely converts. As his followers are as secretive (forced to do so through their oaths) as he is, he almost never has to dispatch an avatar to save his worshipers from destruction. To outsiders, his avatar is rarely seen as anything but a kindly and peaceful being, a model for all giants (thus this ruse furthers his plans by enhancing the prestige of his followers); only by assaulting his pride and his envy of Stronmaus can his violent side can be revealed. Skoraeus Stonebones (The Lord of the Stone Giants, The King of the Rock, The Sculptor, Stonehead, Ol' Stoney) Intermediate Power of the Elemental Plane of Earth, N Portfolio: Stone giants, the arts, sculpture, craftsmanship Aliases: None Domain Name: Elemental Plane of Earth/The Sculptorium Superior: Annam Allies: Annam's Brood, the Mordinsamman, the gnome pantheon, Oghma, Melil, Geb, Grumbar Foes: Talos Symbol: A stalactite Wor. Align.: NG, LN, N, CN, NE Skoraeus Stonebones' Avatar (Priest 30, Earth Elementalist 15) The King of the Rock appears as a large stone giant seemingly made of solid granite. Gold veins cover the massive and corded muscles of his shoulders and arms. His head is smooth and bald, and his face is usually cold and expressionless, although he has been known to furrow his brows in deep concentration when busily carving a new masterpiece. He most often wears a loose gray tunic and carries the tools of his art such as a hammer and chisel; conversely, he never wears armor or carries a weapon, depending on his stony skin and massive fists to defend himself. He most usually casts spells the same spheres as his priests, and prefers to cast spells from both the school and sphere of elemental earth. AC -4; MV 9 br 9; HP 136; THAC0: 2; #ATT 2 Dmg 3d10 + 11 (fists, + 11 STR) MR 55%; SZ H 24 (feet tall) STR 22; DEX 15; CON 22, INT 19; WIS 21: CHA 15 Spells P: 12/12/12/11/10/9/9/8; W 6/6/6/6/6/3/2* Saves: PPDM: 2, RSW, PP: 5, BW: 8, Sp: 7 *Numbers assume one extra earth elemental spell per level Special Att./Def.: Although the avatar of the Sculptor never uses weapons in combat, the incredible damage he can dish out with his muscular arms and fists more than makes up for this lack. Skoraeus can summon 1d4 24 HD earth elementals three times per day; these will faithfully serve him for 12 turns. He can cast stone shape, wall of stone, and crystalbrittle three times a day each, and can cast earthquake once per day. All earth-based spells he casts are at maximum duration and extent, and offensive spells do one extra point of damage per die. He carries a wand of earth or stone which is fully and automatically recharged each day. The avatar is immune to all spells from the school and sphere of elemental earth, acid and petrification attacks, and damage from weapons of +2 or less enchantment. He regenerates 3 hit points in any round that he maintains contact with any type of stone and 5 hit points per round when he is underground. Skoraeus often sends avatars to the Prime Material Plane, wandering from one stone giant community to another, although outsiders almost never see these visitations. He most often deploys an avatar in order to protect his stone giants or some important statue from destruction. He has also been known to appear in order to lead his followers to new homes, to long-buried magical caverns, to particularly rich veins of ore, or to fine stone particularly suitable for carving. Surtr (The Lord of the Fire Giants, the Forger, the Flamelord, Annam's Fiery Son) Lesser Power of Ysgard, LE Portfolio: Fire giants, fire, forging, metallurgy, weaponsmithing Aliases: None Domain Name: Ysgard/Jotunheim and Muspelheim/Muspelheim Superior: Annam Allies: Annam's Brood (strained in some cases), Kossuth Foes: Auril, Tyr, Istishia, the Morndinsamman Symbol: Giant-sized flaming sword Wor. Align.: LN, LE, NE, CE Surtr's Avatar (3e: Fighter 20, Cleric 20, Sorcerer 15) (2e: Fighter 25, Cleric 20, Fire Elementalist 10) The Flamelord appears a huge, 22-foot tall fire giant, with skin the color, hardness, and texture of basalt, and with flames for hair and eyebrows. His eyes glow the bright white of molten metal, and his huge arms ripple with muscles strengthened by endless hours at the forge. He often wears a smoke- and fire-damaged leather apron, and usually carries many of the implements and tools of the forge. If he knows he is to engage in combat, he wears an intricate set of iron armor which glows a dull red from its own internal heat. He always carries Fire Reaver, his giant-sized flaming greatsword, and will wield it without hesitation if any are so foolish to stand in his way or interfere with his plans. He will enter battle with little regard to danger as he considers himself superior to all beings (other than a very few members of his family) and will not for a moment believe that it is possible for his inferior creatures to bring him low (this arrogance has been his downfall in the past and savvy opponents will use it against him). He considers his magic to be another weapon to be used when necessary; he especially enjoys using fire-based spells to incinerate particularly pesky opponents (usually other practitioners of the magic arts). Special Att./Def.: When Surtr must teach a lesson to those inferior beings foolish enough to attack him, he gleefully attacks with Fire Reaver, his giant-sized flaming greatsword +3, which automatically catches its target on fire on a critical hit. The Flamelord furthermore can cast burning hands, fireball, and heat metal each three times a day. His glowing iron armor automatically causes 1d10 points of damage to any unprotected foe who is unlucky enough to touch it and can cause weapons to melt and shatter (5% chance per hit, less 1% for each level of enhancement). Surtr is not surprisingly immune to all fire-based attacks, although he takes double damage from cold and ice-based sources. Water and water-based attacks cause him to act as if he were affected by a slow spell for 1d6 rounds (and produce massive super-heated steam clouds which scald everyone in a 10 foot radius for 2d6 points of damage), while he takes only half damage from all earth-based and petrification type spells. Finally, he is immune to damage from weapons of +1 or less enhancement. It is extremely rare that Surtr dispatches an avatar to Toril; his time and attention are too taken up with scheming with and against members of his own pantheon as well as pantheons unknown to the inhabitants of Faerun. He has been known to appear for the forging or completion of a particularly fine or holy weapon or artifact, and to help defend fire giant settlements under heavy attack (although this is rare, as he feels that his people should be powerful enough to defend themselves from all "lesser" beings). Finally, he has been known to send an avatar to frustrate particularly dangerous plans of the church of Tyr as well as to battle the Even-Handed's avatar should one appear on Toril. Indeed, it is rumored that Surtr and Thrym spent much of the Time of Troubles attempting to hunt down and destroy their old rival, although they were ultimately unsuccessful in this quest. Thrym (The Great Jarl, The Jarl of the Frost Giants, Annam's Icy Son) Lesser Power of Ysgard, CE Portfolio: Frost giants, cold, ice Aliases: None Domain Name: Ysgard/Jotunheim Superior: Annam Allies: Annam's Brood (sometimes strained) Foes: Auril, Kostchtchie, Talos, Tyr, Ulutiu Symbol: White double-headed battleaxe Wor. Align.: CN, NE, CE Thrym's Avatar (3e: Barbarian 20, Wizard 18, Fighter 10) (2e: Fighter 30, Wizard 20) Thrym appears as a massive, 25-foot tall frost giant, with long snow-white hair and hugely muscled arms. His pale blue-white skin almost looks as if it had been expertly sculpted from pure ice, and his eyes are of the palest blue, resembling twinkling ice crystals. He dresses in armor made from the skin of a great white wyrm and a helmet of blue steel and mithral. When he engages in combat, he will first unleash a devastating combination of cold- and ice-based spells, then merrily wade in wielding his huge two-headed greataxe, Ice Reaver (in contrast to Surtr's Fire Reaver; the two weapons were forged by Surtr as a set). Special Att./Def.: Ice Reaver, Thrym's greataxe +3, is not only a weapon capable of dealing huge damage on its own during garden-variety combat, but also freezes its target in place (the equivalent of a hold person spell) on a critical hit; the unfortunate victim's armor and clothing has a 25% chance of shattering from the cold and falling into useless pieces (less 5% for each level of magical enhancement). The Great Jarl himself is capable of casting ice storm, cone of cold, and Otiluke's freezing sphere three times a day, and any cold- or ice-based spell he casts (including the aforementioned innate powers) deals an extra 2 points of damage per die. The cold aura surrounding him is so intense that anyone within a 10 foot radius suffers 1d6 points of damage per round unless extreme protective measures have been taken. Thrym is completely immune to all cold- and ice-based attack, although he suffers double damage from all fire-based attacks. Water-based attacks only do half damage, and gaze attacks have a 25% chance of rebounding on their origin due to the Great Jarl's icily reflective skin. Finally, the avatar is immune to all weapons of +1 or less enhancement. For millennia, the Great Jarl almost never sent an avatar to Toril, being too caught up in godly affairs to pay much attention to what was happening in the lands of his mortal worshipers. With the recent defection of many of his worshipers to the faiths of Kostchtchie and Auril, Thrym has begun to dispatch avatars on a more regular basis, albeit still much less frequently than some of the more meddlesome deities. He usually does so in order to frustrate the plans of his two rival powers to convert further populations of frost giants, or in conjunction with his brother Surtr in some plot against Tyr or his faithful. I'm sorry but I couldn't find more detailed stats of Surtr and Thrym. If anyone has them, please, post them here. |
| Elrumir08-20-03, 02:40 PM | :eek: WOW!! I need to get back more often! However, summer job is time-consuming... I'll be glad to do Berronar Truesilver... Hmmm... Yes, that Mother of a Dwarf ;) I will be back asap!! |
| Tebryn1408-20-03, 03:03 PM | This is what I pulled out of Faiths and Pantheons, I suggest that all the giants have Midgard for their home plane, this pantheon needs it's own place. Also, for Orcus, Yeenoghu, Pazrael, and Baphomet, as well as that "giant" deity that begin with a K (Koscthkie?), I suggest that we use the stats from the BoVD, and add Divine Rank, that simple. They were all demon lords before they were gods. Pazrael is listed in the BoVD web enhancement, and the other two can be based on Orcus and Pazrael as far as power level go's. That is how I suggest we deal the god/demon lords. Annam (G), Neutral, Halfspear, Domains: Knowledge, Magic, Rune, Plant, Sun, Symbol: Two hands with wrists together and fingers pointing down. Portfolio: Giants, creation, learning, philosophy, fertility. Grolantor (I), Chaotic Evil, Javelin, Domains: Chaos, Death, Earth, Evil, Hatred, Symbol: Spiked Club, Portfolio: Hunting, Combat, hill Giants Hiatea (G), Neutral Good, Spear, Domains: Animal, Good, Family, Moon, Plant, Sun, Symbol: Flaming Spear, Portfolio: Nature, agriculture, hunting, childbirth Iallanis (I), Neutral Good, Battleaxe, Domains: Good, Healing, Strength, Sun, Symbol: Garland of flowers, Portfolio: Love, Forgiveness, beauty, mercy Memnor (I) Neutral Evil, Morningstar, Domains: Death, Evil, Knowledge, Mentalism, Rune, Trickery, Symbol: thin black obelisk, Portfolio: Pride, Mental Prowess, Control Skoraeus Stonebones (I), Neutral, Warhammer, Domains: Cavern, Earth, Healing, Knowledge, Protection, Symbol: Stalactite, Portfolio: Stone giants, buried things Surtr (L), Lawful Evil, Javelin, Domains: Evil, Fire, Trickery, War, Symbol: Flaming Sword, Portfolio: Fire Giants, Fire, destruction Thrym (L), Chaotic Evil, Greataxe, Domains: Destruction, Evil, Magic, War, Symbol: White double bladed greataxe, Portfolio: Cold, Ice, Magic, Frost Giants. |
| Saasiel08-21-03, 04:55 AM | Originally posted by Verghityax ==> Jorda :) I'm posting stats of all the other giant deities. If You need anything else just tell me :) Annam (The All-Father, the Creator of Worlds, The Prime Mover, the Great Creator) Greater Power of Ysgard and the Outlands, N Portfolio: Giants, magic, knowledge, fertility, philosophy Aliases: None Domain Name: Ysgard/Gudheim (abandoned) and Outlands/Hidden Realm Superior: None Allies: Stromnaus, Hiatea Foes: Ulutiu (slumbering), Vaprak Symbol: Two hands, wrists together, with fingers facing downwards Wor. Align: Any Annam's Avatar (Fighter 40, Priest 35, Wizard 35) Annam appears as an incredibly tall giant. He possesses a huge flowing white beard and usually has a wise and contemplative look on his face. He wears robes of the deepest midnight blue. He carries a staff, but rarely wields it in combat, preferring instead to trust to his fists and terrifying strength. He casts spells from all schools and spheres. AC -6; MV 21 fl 36, sw 18; HP 260; THAC0 -10; #ATT 2 Dmg 7d8 +14/ 7d8 +14 (fists, +14 STR) MR 80%, SZ G (100 or more feet tall) STR 25, DEX 18, CON 24, INT 22, WIS 23, CHA 23 Spells: P 15/14/13/13/12/11/9, W 8/8/8/8/8/8/8/7/7 Saves: PPDM: 2, RSW: 3, PP: 4, BW: 4, Sp: 4 Special Att./Def.: The All-Father rarely uses weapons in combat; he instead trusts to his massive fists and incredible strength. If he so wishes, he can with a simple wave of the hand produce three times per day each of the following spell-like effects: earthquake, telekinesis (up to 1000 pounds), or a wall of force of twice the normal size. He can moreover twice per day cast his choice of any of the Bigby's fist and hand spells. He rarely carries magic items, other than a staff of power which contains 1d4 wishes beyond the normal powers of such an item. Annam is immune to all energy-draining, mind-controlling, petrification, paralysis, or death magic effects, as well as any weapon of +3 enchantment or less. He does, however, have one particular weakness: any blow successfully landed upon the top of his head stuns the avatar for one round plus an additional round for every two points of the striker's strength damage bonus. The All-Father almost never sends his avatar to anywhere on the Prime Material Plane, let alone Toril. He only does so to observe events of great significance, such as the Fall of Netheril, or when forced to, as during the Time of Troubles (rumor has it that a great figure was seen sitting on the peak of the Great Mount of Ghaethluntar, silently observing all that took place in that troubled time). The only event that might possibly cause him to send and avatar to Toril would be the waking of Ulutiu or the resurrection of Othea, neither of which are highly likely to occur in the foreseeable future. Diancastra (Annam's Witty Daughter, The Maid of Adventure) Demipower of Arborea, CG Portfolio: Trickery, wit, impudence, pleasure, giant rogues Aliases: None Domain Name: Olympus/Florallium Superior: Annam Allies: Annam, Stronmaus, Hiatea, Iallanis, Sune, Tymora, Lliira, Melil, Lathander, Finder Wyvernspur, Brandobaris, Dugmaren Brightmantle, Heala Brightaxe, Marthammor Duin, Quorlinn, Avachel, the gnome pantheon, the elven pantheon (especially Erevan Ilesere and Deep Sashelas), the Seelie Court Foes: Mask, Blibdoolpoolp Symbol: A sea-green streak Wor. Align.: NG, CG, N, CN Diancastra's Avatar (Ranger 25, Illusionist 25, Bard 20) Diancastra, being the trickster she is, has appeared in many forms over the millennia, often choosing those which will give her an advantage in a particularly daring heist. She has been known to disguise herself in forms as different as a slim elf-maiden, a slimy kuo-toa, and a burly human barbarian. She most commonly appears as a willowy 25-foot tall female giant with auburn hair who carries a slim sword and wears a variety of outfits designed to catch the eye of any male who happens to look her way. All her forms, however, have two features in common; her green- flecked amber eyes and a sea-green mark on her left shoulder blade. She almost always has a wry grin on her face and her eyes sparkle mischievously. Her laugh is loud and hearty. In combat, Diancastra wields her sword with relish while taunting her enemies. She particularly enjoys casting spells from the schools of illusion/phantasm, enchantment/charm, and elemental water. AC - 3, MV 15 sw 15, HP 181, THAC0 -4, #ATT 2/1 Dmg 2d8 + 13 (huge long sword +2, +11 STR) MR 25%, SZ varies (usually H, 25 feet tall) STR 23, DEX 19, CON 18, INT 22, WIS 16, CHA 23 Spells: W 6/6/6/6/6/6/6/6/5 * Saves: PPDM: 3, RSW: 3, PP: 4, BW: 4, Sp: 4 *includes one extra illusion/phantasm spell per level Special Att./Def: In combat, the Maid of Adventure usually wields Merriment, her huge long sword +2, which not only deals out incredible damage, but also affects anyone successfully struck with both Tasha's uncontrollable hideous laughter and Otto's irresistible dance unless separate saving throws versus spells are made. She is able, moreover, to cast charm person or giant six times per day by her simple gaze at a range of 240 feet (males save at -6). Furthermore, anyone looking into her eyes is affected as by a rainbow pattern, allowing her to telepathically implant a suggestion in the mind of the fascinated creature. She can freely breathe and possesses free action while underwater. She is usually accompanied by her companion Brighteyes, her serpentine owl. Diancastra is immune to all confusion and fear effects. She can, moreover, only be struck by weapons of +1 or less enchantment. The Maid of Adventure can often be found on Toril, looking for excitement, adventure, and outright fun. She has been known to disguise herself in many forms; joining adventuring parties, engaging duels of strength, wit, or bardic ability, or just mingling with the patrons of taverns. She enjoys both discovering long-lost lore and learning new and imaginative illusions. She has had many flings and one night stands with a myriad love-struck males of many races, most of whom would be shocked to discover the real identity of their lady friend. Any wild party, exciting escapade, heroic adventure, or handsome male may draw the attention of Annam's Witty Daughter, so be forewarned... Grolantor (The Lord of the Steading) Intermediate Power of Carceri, CE Portfolio: Hill giants, battle, fighting, gluttony Aliases: None Domain Name: Cathrys/The Steading Superior: Annam Allies: Memnor Foes: Mielikki, Solonor Thelandira, the Morndinsamman, the orc pantheon, the goblin pantheon, the bugbear pantheon, Baphomet, Vaprak, Yeenoghu Symbol: Wooden club with spikes projecting from the head Wor. Align.: CN, NE, CE Grolantor's Avatar (Fighter 30) Grolantor's avatar appears as a giant, hulking hill giant (or, more rarely, an ettin or frost giant), clad in furs and dragon skin. He has a low, sloping forehead covered with stringy, greasy tufts of hair. His has beady eyes, a bulbous, wart-covered nose, and a mouth full of broken and rotting teeth. When engaged in his favorite pastime, combat, he gleefully swings a huge club that appears to be crudely fashioned from a tree trunk. He casts no spells. AC -2, MV 15, HP 198, THAC0 -9, #ATT 5/2 Dmg 2d10 +15 (huge club +2, +11 STR, +2 specialization) MR 30%, SZ H (20 feet tall) STR 23, DEX 17, CON 20, INT 12, WIS 8, CHR 19 Spells: None Saves: PPDM: 3, RSW: 5, PP: 4, BW: 4, Sp: 6 Special Att./Def.: In combat, Grolantor wields Grolantor's Big Stick, his huge club +2 which does double damage against dwarves. It furthermore feebleminds any target successfully struck if the victim fails a savings throw versus spell. He can hurl rocks up to 400 feet (2d10 points of damage) and can add his strength bonus if the target is less than 100 feet away. He can at a touch grant strength (as per the wizard spell) to a target for 2d4 turns three times a day. He has been known to carry a chime of hunger. Grolantor gains a +3 on all surprise rolls. He is immune to all mind-affecting spells and to all weapons of +2 or less enchantment. The Lord of the Steading sends avatars to Toril on fairly often; he enjoys leading hill giant followers on raids and skirmishes, especially savoring entrapping enemies in cunning ambushes. Unfortunately, Grolantor is easily bored, and has been known to abandon his followers even at the most critical of moments. (Even though they may have been left behind at the hour of their greatest need, Grolantor's faithful do not begrudge their god, seeing the situation as an opportunity to prove themselves in battle). If taunted or challenged, however, Grolantor's immense pride ensures that the avatar will stay and fight to the death. Hiatea (Nature's Lady, The Protector, the Avenger, Annam's Fiery Daughter) Greater Power of Elysium, NG Portfolio: Nature, agriculture, hunting, fire, females, children, firbolgs, voadkyn Aliases: None Domain Name: Eronia/Woodhaven Superior: Annam Allies: Annam's Brood, Chauntea, Silvanus, Meilikki, Gwaeron Windstrom, the Seldarine, the gnome pantheon, Yondalla, Sheela Peryroyl Foes: Memnor, Malar Symbol: A spear with a flaming tip Wor. Align.: LG, NG, CG, LN, N, CN Hiatea's Avatar (Ranger 35, Druid 25, Bard 25) Hiatea appears as a very tall, lithe, tanned, and long-legged giantess. She wears leather armor and always carries a spear, giant-sized composite longbow, and quiver full of arrows. She possesses flame-red hair tied back from her face and large hazel-brown eyes. She casts spells from the druidic spheres and from all wizard schools. AC -6, MV 18, HP 231, THAC0 -10, #ATT 2/1 Dmg: 3d8 +15 (giant spear +3, +12 STR) or 2d8 + 20 (composite longbow +5, arrows +3, +12 STR) MR 80%, SZ G (70 feet tall) STR 24, DEX 23, CON 23, INT 21, WIS 19, CHA 22 Spells: P: 12/11/11/10/9/8/4, W: 5/5/5/5/4/4/1 Saves: PPDM: 2, RSW: 3, PP: 4, BW: 4, Sp: 4 Special Att./Def.: When she engages in hand-to-hand combat, Nature's Lady uses Flamepoint, her giant-sized spear +3, which becomes a flametongue weapon when she wills it. Almost as often, however, she will remain at range and instead use Trueshot, her incredibly huge, strength adjusted composite longbow +5 which possesses three times the range of its normal counterparts. She possesses an always-full quiver of arrows +3, three of which per day can burst spontaneously into flame during flight and inflict a further 2d4 points of damage upon their target (double for creatures particularly susceptible to fire damage) if she so wishes. The avatar also possesses several enchanted nets which she can throw up to 120 feet; the victim must make a saving throw versus spell at -4 or be affected by the nets' enchantments (she most often carries nets of feeblemind, weakness, and petrification). She can cast entangle, plant growth, and plant door at will, as well as always passing without trace. Hiatea is immune to any spell which inhibits movement and takes only half damage from fire spells and effects. She is furthermore immune to all damage from weapons of +3 or less enchantment. Hiatea rarely sends her avatars to the Prime Material Plane, including Toril. She may on rare occasions do so to aid a beleaguered worshiper, but more often does so if a firbolg or voadkyn settlement is threatened with utter destruction. She may also send an avatar to hunt a particularly tough, ferocious, cunning, and/or challenging creature, especially one that threatens a giant community. Iallanis (Annam's Peaceful Daughter, the Forge Mother) Lesser Power of Arborea, NG Portfolio: Love, mercy, beauty, marriage, learning, the arts, peace Aliases: None Domain Name: Olympus/Florallium Superior: Annam Allies: Annam's Brood, Sune, Lliira, Melil, Oghma, Deneir, Gond, Eldath, the Seldarine (especially Hanali Celanil), Berronar Truesilver, Cyrollalee, Meriadar, Fionnghuala Foes: Memnor, Talos, Bane (dead), Iayachtu Xvim, Symbol: A garland of flowers Wor. Align.: LG, NG, CG, LN, N, CN Iallanis' Avatar (Druid 30) Iallanis appears a matronly and graceful giantess wearing a dress seemingly made of living flowers. Like many goddesses of love, she goes barelegged and barefoot. She almost always wears a warm smile, and her dark brown eyes are almost always filled with understanding and compassion. Her hair is an earthy brown and flows in great ringlets down her back. She almost never engages in combat, preferring to find a peaceful solution to any conflict, but when forced or when innocent lives are in danger, she will defend herself and others, although she will never take a life if she can help it. She never carries a weapon, preferring to use her fists when combat becomes necessary (and thereby inflicting non-fatal damage), and casts spells from the spheres allowed to druids, as well as guardian, protection, sun, and time. AC -2, MV 21, HP 132, THAC0 2, # ATT 2/1 Dmg 1d12 +9/1d12 +9 (fist + 9 STR/fist +9 STR) MR 40%, SZ G (25 feet tall) STR 21, DEX 22, CON 20, INT 18, WIS 24, CHA 24 Spells: P 13/12/12/12/12/11/8 Saves: PPDM: 2, RSW: 6, PP: 5, BW: 8, Sp: 7 Special Att./Def.: Iallanis' avatar has very few offensive powers compared to those of other gods; she can cast entangle or slow, each three times a day. She can charm person or giant at will, with a -4 penalty to save, except for giants who have a -8 penalty. Her defensive capabilities, however, are much more extensive. She is immune to energy drains, diseases, poisons, blindness, cause wounds, and harm spells, as well as weapons of +2 or less enchantment. Once per hour, she can cast a shield spell lasting one turn. Finally, she can remove any curse cast by a mortal spellcaster or any that is the effect of an item of less than artifact status. Iallanis sends her avatars to Toril on a fairly common basis. She does so to celebrate alongside her worshipers at a time of great joy or achievement, such as the wedding of a chief, the completion of a temple or other such large building, the signing of an important peace treaty, or as a work of art receives its final touches. Karontor (The Twisted One, The Father of the Fomorians, The Lord of the Verbeeg, The Master of the Fomorians and Verbeeg) Lesser Power of Carceri, NE Portfolio: Fomorians, verbeeg, deformity, hatred, envy, beasts Aliases: Karantor (among the verbeeg) Domain Name: Minethys/The Rack of Injustice Superior: Annam Allies: Shar Foes: Annam's Brood, Malar, Sune, Hanali Celanil, Berronar Truesilver, Sheela Peryroyl, and to a lesser extent all deities Symbol: A winter wolf's head Wor. Align.: LE, NE, CE Karontor's Avatar (Fighter 25, Thief 15) The Twisted One appears as a huge fomorian giant, hideously deformed for even a member of that race, clad in rotting, stinking skins, and wielding a massive club. The deformities are different each time the avatar manifests, and, though they are always twisted and unsightly in the extreme, they in no way detract from the overall dexterity, movement, or combat abilities of the avatar. Alternatively, the avatar may appear as a huge winter wolf with, for the most part, equivalent ability scores, THAC0, AC, and other statistics as the fomorian avatar. In neither form does Karontor cast spells, either wizard or priest, as that ability, so painstakingly learned and so dearly bought, was stripped from him by Annam at the time of his banishment. AC -2, MV 12 (36 in wolf form), HP 201, THAC0 -4, #ATT 5/2 (club) or 2/1 (bite) Dmg 3d8+12 (club +2, +10 STR, +2 specialization) or 3d6+10 (bite) MR 45%, SZ H (19 feet tall) STR 22, DEX 18, CON 21, INT 16, WIS 18, CHA 1 Spells: None Saves: PPDM: 3, RSW: 5, PP: 4, BW: 4, Sp: 6 Special Att./Def.: Although he rarely bestirs himself from his introspective brooding on his own initiative, Karontor will willingly fight when one of his violent rages strikes him (a common occurrence when someone disturbs him) or when he is in one of his coldly spiteful phases. Although he cannot cast spells, he possesses a small armory of magic items and does not hesitate to utilize them when angered. The most commonly used of these is the Deformer, his club +2, which not only stuns an opponent upon a successful blow and if a save versus paralyzation is failed, but also lowers the victims charisma by 1 (by deforming whatever area it hits) if second save versus paralyzation is failed. He also typically carries a rings of invisibility and mammal control, a brooch of shielding, and an efreeti bottle, although this by no means exhausts the possible magic items he may carry. Indeed, he receives a perverse pleasure in periodically disguising himself and leaving flasks of curses with the unfortunates he happens to encounter or warping their physical forms with a wand of polymorphing. In wolf form, besides the terrible damage which his bite inflicts, he is able to breathe a cone of cold for 10d6 points of damage once per day. In either form the avatar is immune to all charm and cold spells, as well as damage from all weapons of +2 or less enchantment. Although he spends most of his time sitting in his lonely palace in Carceri, Karontor does from time to time send an avatar to the Prime Material Plane. Since he rarely moves from his throne unless angered, his avatar usually appears on Toril in one of his legendary rages, much to the misfortune of those whose paths he crosses. However, it is those visits during the rare occasions in which he acts with cold, calculating malice instead of mindless rages that are most noteworthy. He then visits his followers, giving them orders to further his plans of vengeance, as well as spitefully harming those who have the misfortune of encountering him. Kostchtchie (The Frost Master, The Frost Demon) Demipower of the Abyss, CE Portfolio: Strength, violence, rebels, frost giant wizards Aliases: None Domain Name: 23rd layer/Iron Wastes Superior: None Allies: None Foes: Annam's Brood (especially Thrym), Auril, Kosssuth Symbol: A giant-sized war-hammer Wor. Align: CN, NE, CE Kostchtchie's Avatar (Fighter 20, Wizard 10) Kostchtchie's avatar appears as a huge, hunched frost giant who possesses ice-blue skin, pale blue eyes, and a very slight amount of stringy pale blonde hair. He is heavily muscled and wears fine clothing as well as a set of fine steel chain mail when necessary. He carries a huge war hammer and relishes wielding it in combat. He rarely casts spells; when he does they are most often from the school of invocation/evocation, especially those which deal out cold damage. AC -2, MV 15, HP 174, THAC0 1, #ATT 5/2 Dmg: 2d8 + 14 (hammer +3, +9 STR, +2 specialization) MR 35%, SZ G (30 feet tall) STR 21, DEX 17, CON 19, INT 18, WIS 19, CHA 19 Spells: W: 4/4/3/2/2 Saves: PPDM: 3, RSW: 5, PP: 4, BW: 4, Sp: 6 Special Att./Def.: Kostchtchie has no compunction about engaging in combat; indeed, he relishes the chance to swing Winter's Hammer, his war hammer +3, which not only possesses all the abilities of a frost brand, but also allows him to cast cone of cold and Otiluke's freezing sphere three times per day. Even without this powerful weapon, the avatar is able to cast darkness 15' radius, poison, and protection from good 10' radius at will three times a day each. He casts all cold-based spells as if he were a 20th-level wizard, and each such spell does an extra +1 damage for each die. The Frost Demon is immune to cold-based and gaseous attacks, poison, and weapons of +1 or less enchantment. He also suffers only half damage from electrical attacks. He wears an amulet of the planes, but is loath to use it frivolously, as it is currently his only method of interplanar travel (a lingering legacy of his demonic past); Kostchtchie waits with impatience for the time he is powerful enough to travel the planes under his own power. Because of this restriction, Kostchtchie very rarely sends avatars to Toril. He was more likely to do so in the past, when he was actively recruiting followers, but now that Thrym has taken notice of his activities, he tends to manifest in more subtle ways. Kostchtchie may send an avatar to help recruit a particularly high-ranking frost-giant, train or fetch a particularly bright frost wizard student, or to help his followers if they face annihilation by angry followers of Thrym or other giant gods. He also desires the acquisition of other planar travel devices, and will rapidly dispatch an avatar if the capture of one is a definite possibility. Memnor (The Sly One, Annam's Shadowed Child, Annam's Fair Son, The Subtle) Intermediate Power of Gehenna, NE Portfolio: Pride, mental prowess and control, subtlety, subterfuge, evil cloud giants Aliases: None Domain Name: Chamada/Thraotor Superior: Annam Allies: Annam's Brood (at least publicly) Foes: None (at least publicly) Symbol: A thin black obelisk Wor. Align.: LE, NE, CE Memnor's Avatar (Priest 30, Thief 10) The avatar of Annam's Fair Son appears as a tall, golden-skinned cloud giant with long, silvery-white hair. He always wears a flowing sky-blue robe held in place by a golden belt. His deep blue eyes are piercing and often sparkle merrily and mischievously. He always wears a kindly and jovial smile. His voice is deep and musical, usually concerned and caring, while his oft- heard laughter is jolly and contagious. To those who do not know his secret, he is friendly and gentle, but those of his followers who fail him will find him wrathful and malicious. He carries his morningstar at all times, for self-defense he says to those who believe him reformed, but those who discover his secret and those of his followers who anger him know different. Finally, Memnor can use spells from all spheres when he so desires. AC -2; MV 18, fl 36; HP 138; THAC0 2; #ATT 1 Dmg 4d8 + 12 (morningstar +3, +9 STR) MR 50%; SZ G (24 feet tall) STR 21, DEX 19, CON 19, INT 23, WIS 23, CHA 24 Spells P: 13/12/12/11/11/10/9/8 Saves: PPDM: 2, RSW: 6, PP: 5, BW: 8, Sp: 7 Special Att./Def.: Memnor's avatar always carries Redeemer, his huge morningstar +3, which feebleminds upon a successful hit (and a failed save) and can cast charm monster three times per day. The avatar himself can cast mass suggestion, symbol of persuasion, and weather summoning once per day each. Three times per day he can influence the reactions of audiences in a manner identical to a 20th level bard. Memnor has hidden his secret agenda so well that any spell which is used to discover it, if cast by a giant, will fail utterly. For example, know alignment or ESP will merely reveal that he is neutral good and only has the best interests of giants and their gods at heart, while detect lie and detect evil will fail to reveal anything is amiss. These immunities are only for spells cast by giants only; those cast by others will register normally, but it will be all but impossible to persuade giants the truth and they will in all likelihood think the caster mistaken or, if persistent, mad. The avatar is also immune to all spells of the illusion/phantasm school, mind affecting spells, and weapons of +2 or less enchantment. The Sly One sends avatars to Toril more often than most powers; he does so mainly to check up and inspire his followers and to seek out and discover likely converts. As his followers are as secretive (forced to do so through their oaths) as he is, he almost never has to dispatch an avatar to save his worshipers from destruction. To outsiders, his avatar is rarely seen as anything but a kindly and peaceful being, a model for all giants (thus this ruse furthers his plans by enhancing the prestige of his followers); only by assaulting his pride and his envy of Stronmaus can his violent side can be revealed. Skoraeus Stonebones (The Lord of the Stone Giants, The King of the Rock, The Sculptor, Stonehead, Ol' Stoney) Intermediate Power of the Elemental Plane of Earth, N Portfolio: Stone giants, the arts, sculpture, craftsmanship Aliases: None Domain Name: Elemental Plane of Earth/The Sculptorium Superior: Annam Allies: Annam's Brood, the Mordinsamman, the gnome pantheon, Oghma, Melil, Geb, Grumbar Foes: Talos Symbol: A stalactite Wor. Align.: NG, LN, N, CN, NE Skoraeus Stonebones' Avatar (Priest 30, Earth Elementalist 15) The King of the Rock appears as a large stone giant seemingly made of solid granite. Gold veins cover the massive and corded muscles of his shoulders and arms. His head is smooth and bald, and his face is usually cold and expressionless, although he has been known to furrow his brows in deep concentration when busily carving a new masterpiece. He most often wears a loose gray tunic and carries the tools of his art such as a hammer and chisel; conversely, he never wears armor or carries a weapon, depending on his stony skin and massive fists to defend himself. He most usually casts spells the same spheres as his priests, and prefers to cast spells from both the school and sphere of elemental earth. AC -4; MV 9 br 9; HP 136; THAC0: 2; #ATT 2 Dmg 3d10 + 11 (fists, + 11 STR) MR 55%; SZ H 24 (feet tall) STR 22; DEX 15; CON 22, INT 19; WIS 21: CHA 15 Spells P: 12/12/12/11/10/9/9/8; W 6/6/6/6/6/3/2* Saves: PPDM: 2, RSW, PP: 5, BW: 8, Sp: 7 *Numbers assume one extra earth elemental spell per level Special Att./Def.: Although the avatar of the Sculptor never uses weapons in combat, the incredible damage he can dish out with his muscular arms and fists more than makes up for this lack. Skoraeus can summon 1d4 24 HD earth elementals three times per day; these will faithfully serve him for 12 turns. He can cast stone shape, wall of stone, and crystalbrittle three times a day each, and can cast earthquake once per day. All earth-based spells he casts are at maximum duration and extent, and offensive spells do one extra point of damage per die. He carries a wand of earth or stone which is fully and automatically recharged each day. The avatar is immune to all spells from the school and sphere of elemental earth, acid and petrification attacks, and damage from weapons of +2 or less enchantment. He regenerates 3 hit points in any round that he maintains contact with any type of stone and 5 hit points per round when he is underground. Skoraeus often sends avatars to the Prime Material Plane, wandering from one stone giant community to another, although outsiders almost never see these visitations. He most often deploys an avatar in order to protect his stone giants or some important statue from destruction. He has also been known to appear in order to lead his followers to new homes, to long-buried magical caverns, to particularly rich veins of ore, or to fine stone particularly suitable for carving. Surtr (The Lord of the Fire Giants, the Forger, the Flamelord, Annam's Fiery Son) Lesser Power of Ysgard, LE Portfolio: Fire giants, fire, forging, metallurgy, weaponsmithing Aliases: None Domain Name: Ysgard/Jotunheim and Muspelheim/Muspelheim Superior: Annam Allies: Annam's Brood (strained in some cases), Kossuth Foes: Auril, Tyr, Istishia, the Morndinsamman Symbol: Giant-sized flaming sword Wor. Align.: LN, LE, NE, CE Surtr's Avatar (3e: Fighter 20, Cleric 20, Sorcerer 15) (2e: Fighter 25, Cleric 20, Fire Elementalist 10) The Flamelord appears a huge, 22-foot tall fire giant, with skin the color, hardness, and texture of basalt, and with flames for hair and eyebrows. His eyes glow the bright white of molten metal, and his huge arms ripple with muscles strengthened by endless hours at the forge. He often wears a smoke- and fire-damaged leather apron, and usually carries many of the implements and tools of the forge. If he knows he is to engage in combat, he wears an intricate set of iron armor which glows a dull red from its own internal heat. He always carries Fire Reaver, his giant-sized flaming greatsword, and will wield it without hesitation if any are so foolish to stand in his way or interfere with his plans. He will enter battle with little regard to danger as he considers himself superior to all beings (other than a very few members of his family) and will not for a moment believe that it is possible for his inferior creatures to bring him low (this arrogance has been his downfall in the past and savvy opponents will use it against him). He considers his magic to be another weapon to be used when necessary; he especially enjoys using fire-based spells to incinerate particularly pesky opponents (usually other practitioners of the magic arts). Special Att./Def.: When Surtr must teach a lesson to those inferior beings foolish enough to attack him, he gleefully attacks with Fire Reaver, his giant-sized flaming greatsword +3, which automatically catches its target on fire on a critical hit. The Flamelord furthermore can cast burning hands, fireball, and heat metal each three times a day. His glowing iron armor automatically causes 1d10 points of damage to any unprotected foe who is unlucky enough to touch it and can cause weapons to melt and shatter (5% chance per hit, less 1% for each level of enhancement). Surtr is not surprisingly immune to all fire-based attacks, although he takes double damage from cold and ice-based sources. Water and water-based attacks cause him to act as if he were affected by a slow spell for 1d6 rounds (and produce massive super-heated steam clouds which scald everyone in a 10 foot radius for 2d6 points of damage), while he takes only half damage from all earth-based and petrification type spells. Finally, he is immune to damage from weapons of +1 or less enhancement. It is extremely rare that Surtr dispatches an avatar to Toril; his time and attention are too taken up with scheming with and against members of his own pantheon as well as pantheons unknown to the inhabitants of Faerun. He has been known to appear for the forging or completion of a particularly fine or holy weapon or artifact, and to help defend fire giant settlements under heavy attack (although this is rare, as he feels that his people should be powerful enough to defend themselves from all "lesser" beings). Finally, he has been known to send an avatar to frustrate particularly dangerous plans of the church of Tyr as well as to battle the Even-Handed's avatar should one appear on Toril. Indeed, it is rumored that Surtr and Thrym spent much of the Time of Troubles attempting to hunt down and destroy their old rival, although they were ultimately unsuccessful in this quest. Thrym (The Great Jarl, The Jarl of the Frost Giants, Annam's Icy Son) Lesser Power of Ysgard, CE Portfolio: Frost giants, cold, ice Aliases: None Domain Name: Ysgard/Jotunheim Superior: Annam Allies: Annam's Brood (sometimes strained) Foes: Auril, Kostchtchie, Talos, Tyr, Ulutiu Symbol: White double-headed battleaxe Wor. Align.: CN, NE, CE Thrym's Avatar (3e: Barbarian 20, Wizard 18, Fighter 10) (2e: Fighter 30, Wizard 20) Thrym appears as a massive, 25-foot tall frost giant, with long snow-white hair and hugely muscled arms. His pale blue-white skin almost looks as if it had been expertly sculpted from pure ice, and his eyes are of the palest blue, resembling twinkling ice crystals. He dresses in armor made from the skin of a great white wyrm and a helmet of blue steel and mithral. When he engages in combat, he will first unleash a devastating combination of cold- and ice-based spells, then merrily wade in wielding his huge two-headed greataxe, Ice Reaver (in contrast to Surtr's Fire Reaver; the two weapons were forged by Surtr as a set). Special Att./Def.: Ice Reaver, Thrym's greataxe +3, is not only a weapon capable of dealing huge damage on its own during garden-variety combat, but also freezes its target in place (the equivalent of a hold person spell) on a critical hit; the unfortunate victim's armor and clothing has a 25% chance of shattering from the cold and falling into useless pieces (less 5% for each level of magical enhancement). The Great Jarl himself is capable of casting ice storm, cone of cold, and Otiluke's freezing sphere three times a day, and any cold- or ice-based spell he casts (including the aforementioned innate powers) deals an extra 2 points of damage per die. The cold aura surrounding him is so intense that anyone within a 10 foot radius suffers 1d6 points of damage per round unless extreme protective measures have been taken. Thrym is completely immune to all cold- and ice-based attack, although he suffers double damage from all fire-based attacks. Water-based attacks only do half damage, and gaze attacks have a 25% chance of rebounding on their origin due to the Great Jarl's icily reflective skin. Finally, the avatar is immune to all weapons of +1 or less enhancement. For millennia, the Great Jarl almost never sent an avatar to Toril, being too caught up in godly affairs to pay much attention to what was happening in the lands of his mortal worshipers. With the recent defection of many of his worshipers to the faiths of Kostchtchie and Auril, Thrym has begun to dispatch avatars on a more regular basis, albeit still much less frequently than some of the more meddlesome deities. He usually does so in order to frustrate the plans of his two rival powers to convert further populations of frost giants, or in conjunction with his brother Surtr in some plot against Tyr or his faithful. I'm sorry but I couldn't find more detailed stats of Surtr and Thrym. If anyone has them, please, post them here. Do you realise that you have just committed a form of plagiarization? |
| Verghityax08-21-03, 07:50 AM | ==> Saasiel Are You sure about that? I don't think this info comes from a sourcebook. I've found it on the internet some time ago. I can even give You a link if you don't believe me: http://www.prespos.crosswinds.net/FOR6.htm It's under the Jotun Pantheon. If my previous post is illegal I shall remove it at once. |
| Jorda_The_Knight08-21-03, 09:29 AM | Thanks for the info Verghityax, it will mist certainly come in handy. I plan that over the next few days I will have all the giant deities stats (though unless specifically requested I think I'll leave Surtur and Thyrm the way they were in DD). As for the whole plagerism thing, technically yes I think it would be plagerism, but no more than any of us would be considered plagerist for using the information provided in Faiths and Pantheons in order to create the deities statistics that we have all done. Since it's not a legal issue, and since Verghityax really made no claim to having come up with the information himself when it was from another sourse I don't think it's really fair to brand him as a "plagerist" but we get the idea none the less. :D I also think that the giants should be in Midgard, but also is Ysgard, since they're pretty much together (I think, could be wrong, correct if I am) Now, back to doing what we all came to this board to do, get to work on some deities who have long deserved real statistics! :) |
| kos_strahd08-21-03, 09:32 AM | I'm with Jorda, statting is the real thing that matters. |
| Tebryn1408-21-03, 11:49 AM | I may be wrong, but I believe that all source books fall under the oped gaming liscence. Please report the post the moderater. The information needs to be put across, and if it is banned, then we will use e-mail. Simple as that. And BTW Saasiel, thank you so much for being such a positive person. |
| Tebryn1408-21-03, 09:55 PM | Finally, Isis! Isis Wizard 20/ Cleric 12/ Druid 11 Medium Size Outsider (Good) Divine Rank: 15 Hit Dice: 20d8+160 (outsider) plus 20d4+160 (wizard) plus 12d8+96 (cleric) plus 11d8+88 (Druid) (928 hp) Initiative: +13 Speed: 60 ft. AC: 72 (+9 dex, +15 divine, +28 natural, +10 deflection) Attacks: +5 keen holy ghost touch spell storing ankh and star +69/+64/+59/+54 melee; or by spell +63 melee touch, or +64 ranged touch. Damage: +5 keen holy ghost touch spell storing ankh and star 1d4+13; or by spell. Face/ Reach: 5 ft. by 5-ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 17/day. Special Qualities: Animal companion, divine aura (1500 ft., DC 35), divine immunities, DR 25/epic, fire resistance 20, godly realms (10 miles), nature sense, plane shift at will, remote communication 15 miles, resist nature’s lure, spontaneous casting of divine spells, SR 67, greater teleport at will, trackless step, understand, speak, and read all languages and speak directly to all being within 15 miles, venom immunity, wild shape (large, tiny 4/day), wild empathy (+21), woodland stride Saves: Fort +56, Ref +57, Will +60 Abilities: Str 26, Dex 28, Con 26, Int 42, Wis 34, Cha 30 Skills*: Appraise +51, Craft (Alchemy) +77, Concentration +86, Diplomacy +76, Gather Information +45, Handle Animal +67, Heal +80, Knowledge (Arcana) +88, Knowledge (Dungeoneering) +51, Knowledge (Geography) +56, Knowledge (History) +82, Knowledge (Mulhorandi Local) +82, Knowledge (Nature) +88, Knowledge (Nobility and Royalty) +76, Knowledge (The Planes) +82, Knowledge (Religion) +90, Listen +68, Profession (Matchmaker) +90, Profession (Midwife) +90, Search +57, Sense Motive +68, Spellcraft +96, Spot +74, Survival +81, Swim +64. *Always receives a 20 on checks Feats: Brew Potion, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Extra Turning, Forge Ring, Heighten Spell, Improved Disarm, Improved Initiative, Maximize Spell, Persistent Spell, Quick Draw, Reach Spell, Repeat Spell, Sacred Spell, Silent Spell, Spell Mastery, Still Spell, Weapon Focus (ankh and star), Widen Spell. Divine Immunities: Ability damage, ability drain. Acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment Salient Divine Abilities: Alter Reality (DC 45 for duplicated spells), Arcane Mastery Area Divine Shield, Automatic Metamagic (quickened wizard spells), Avatar (up to 10), Divine Blast (13/days, 15 miles, 25d12 points), Divine Shield (11/day stops 150 points of damage), Divine Spellcasting, Extra Domain (Water), Extra Domain (Storm), Gift of Life, Increased SR, Instant Counterspell, Mass Divine Blast, Power of Nature (15 miles), See Magic, Spontaneous Wizard Spell. Domain Powers: Protect up to ten people with a +4 dodge bonus to AC for 15 rounds, 15/day. Cast good spells at +1 caster level. Use spell completion or spell trigger devices as a Wiz26. Turn or destroy fire creatures and rebuke and command water elementals 13/day. Spell-like Abilities: Isis uses these abilities as a 25th level caster, except for good spells, which she uses as a 26th level caster. The save DCs are 35+spell level. Bless, Shield Other, Helping Hand, Imbue with Spell Ability, Rary’s Telepathic Bond, Hero’s Feast, Refuge, Protection from Spells, Prismatic Sphere, Protection from Evil, Aid, Magic Circle Against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX*, Magic Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Mage’s Disjunction, Entropic Shield, Gust of Wind, Call Lightning, Sleet Storm, Ice Storm, Summon Monster VI**, Control Weather, Whirlwind, Storm of Vengeance, Obscuring Mist, Fog Cloud, Water Breathing, Control Water, Ice Storm, Cone of Cold, Acid Fog, Horrid Wilting, Elemental Swarm *** *cast a good spell only **cast as an air spell only ***cast as a water spell only Cleric Spells/day: 6/8/7/7/6/5/4; base DC=22+spell level. Druid Spells/day: 6/8/7/7/6/4/3; base DC=22+spell level. Wizard Spells/day (Levels 0-16): 4/8/8/8/8/7/7/7/7/6/3/3/3/2/2/2/2; base DC=26+spell level. Possessions: Isis carries a ankh and star that functions as a +5 punching dagger with the keen, holy, ghost touch, and spell storing special qualities. Caster Level: 25th Other Divine Powers As an intermediate deity, Isis automatically receives a die roll of twenty on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Isis can see, hear, touch, and smell at a distance of fifteen miles. As a standard action she can perceive anything within fifteen miles of her worshippers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations at once. She can block the sensing power of deities of her rank and lower at up to two remote locations at once for up to twelve hours. Portfolio Sense: Isis senses any change in the weather the instant it happens and retains the sensation for 15 tendays. She is likewise aware of anytime a river floods or changes it’s course, a crop is planted or harvested, someone fall in love or is married, or uses magic for good purposes. Automatic Actions: Isis can use Profession (midwife), Profession (matchmaker), Knowledge (Nature), Knowledge (Arcana), Knowledge (Religion), or Survival as a free action if the DC for the task is 25 or lower. She can perform up to ten such free actions each round. Create Magic Items: Isis can create any magic item, as long as the item’s markets price does not exceed 200,000 gp. |
| Green Elven Vampire08-21-03, 10:04 PM | All very good |
| Jorda_The_Knight08-21-03, 10:05 PM | Uhh, thanks G E V :D |
| Jorda_The_Knight08-21-03, 10:50 PM | Here's Amman folks, one more giant down! Jack, eat your heart out! :D Annam The All-Father, the Creator of Worlds, The Prime Mover, the Great Creator Greater Deity Symbol: Two hands, wrists together, with fingers facing downwards Home Plane: Ysgard Alignment: Neutral Portfolio: Giants, magic, knowledge, fertility, philosophy Worshipers: All giants, knowledge seekers Cleric Alignments: Domains: Knowledge, Magic, Strength, Spell Favored Weapon: Fists (Unarmed Strike) Annam Fighter 20/ Cleric 15/ Wizard 15 Gargantuan Outsider Divine Rank: 17 Hit Dice: 20d8 (Outsider) + 20d10 (Fighter) + 15d8 (Cleric) + 15d4 (Wizard) Initiative: +11 (+7 Dex, +4 improved initiative) Speed: 120 ft. AC: 68 (10 - 4 Size + 7 Dex, +17 Divine + 30 natural + 8 deflection) Attacks: +5 mighty cleaving, speed unarmed strike +68 melee; or +60 melee; or 50 ranged Damage: +5 mighty cleaving, speed unarmed strike 2d6 + 22; or by spell Face/Reach: 20 ft./ 20 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 17 miles, DR 48/+4, fire resistance 37, SR 49, spontaneous casting of divine spells, remote communication, godly realm, teleport without error at will, plane shift at will, divine aura (17 miles, DC= 35) Saves: Fort. +57 Ref. +47 Will. +53 Abilities: Str.44 (+17) Dex.24 (+7) Con.28 (+9) Int.38 (+12) Wis.33 (+12) Cha.26 (+8) Skills: Concentration +45, Climb +45, Craft (Alchemy) +45, Craft (Armorsmithing) +45, Craft (Weaponsmithing) +45, Craft (Bowmaking) +45, Craft (Trapmaking) +45, Decipher Script +45, Diplomacy +45, Handle Animal +45, Heal +45, Intimidate +45, Jump +45, Knowledge (Arcana) +45, Knowledge (Architecture and engineering) +45, Knowledge (Dungeoneering) +45, Knowledge (Geography) +45, Knowledge (History) +45, Knowledge (Local) +45, Knowledge (Nature) +45, Knowledge (Nobility) +45, Knowledge (Nobility and royalty) +45, Knowledge (Religion) +45, Knowledge (The Planes) +45, Ride (Horse) +45, Professional (Philosopher) +45, Spellcraft +45, Swim +45 Feats: Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magical Arms and Armor, Craft Staff, Craft Wand, Craft Wondrous Item, Diligent, Dodge, Empower Spell, Endurance, Enlarge Spell, Extend Spell, Improved Turning, Great Cleave, Great Fortitude, Lightning Reflexes, Iron Will, Spell Penetration, Greater Spell Penetration, Weapon Focus (Unarmed Strike), Greater Weapon Focus (Unarmed Strike), Weapon Specialization (Unarmed Strike), Greater Weapon Specialization (Unarmed Strike), Improved Bull Rush, Improved Critical (Unarmed Strike), Improved Grapple, Improved Initiative, Improved Sunder, Maximize Spell, Power Attack, Quicken Spell, Silent Spell, Still Spell, Mobility, Spring Attack, Whirlwind Attack Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Alter Form, Shift Form, Alter Reality, Annihilating Strike, Automatic Metamagic, Avatar, Call Creatures (Giants), Control Creatures (Giants), Create Object, Gift of Life, Life and Death, Mass Life and Death, Divine Fast Healing, Rejuvenation, Divine Shield, Extra Domain (Craft), Grow Creature (Giant), Indomitable Strength, Irresistible Blows, Know Secrets, See Magic, Sunder and Disjoin Domain Powers: All Knowledge skills are added to Amman’s list of cleric class skills and he cast divination spells at +1 caster level, Amman uses scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half his cleric level (at least 1st level). For the purpose of using a scroll or other magic device, since Amman is also a wizard, actual wizard levels and these effective wizard levels stack, Amman can perform a feat of strength as a supernatural ability. He gains an enhancement bonus to Strength equal to his cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day, +2 bonus on Concentration and Spellcraft checks. Spell-Like Abilities: All domain spells at will, caster level 27, base DC= 35 + spell level. Possessions: While Amman does carry a mighty staff with him (which acts as a Thundering, Impact Club he usually prefers to attack with his mighty fist, each one acting as if it were a +5 mighty cleaving, speed weapon. Other Divine Powers As a greater deity, Amman automatically receives the best possible result on a die roll he makes (including attack and damage rolls, checks and saves). He is immortal Senses: Amman can see, hear, touch and smell at a distance of 17 miles. As a standard action, he can perceive anything within 17 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 17 hours. Portfolio Sense: Amman can sense anything that happens to any giant the instant it happens and retains the sensation for 17 weeks after the event occurs. Automatic Actions: Amman can use Diplomacy and any Craft or Knowledge skill in which he has at least 1 rank as a free action so long as the DC for the task is no greater than 30. He can perform 20 such free actions a turn. Create Magic Items: Amman can create any magic item, weapon or armor (including artifacts). |
| Green Elven Vampire08-21-03, 10:58 PM | You're welcome :) |
| Tebryn1408-21-03, 11:24 PM | Two in one day, not bad. I will try to finish Set tomorrow. |
| Verghityax08-22-03, 02:59 AM | Tebryn, Jorda, great work mates! :D P.S. I've updated the Huge List, as usual :) |
| kos_strahd08-22-03, 03:49 AM | Top job on Annam Jorda! Same to you on Isis Tebryn! |
| Jorda_The_Knight08-22-03, 02:33 PM | Here's the first of Amman's daughters, as well as a long list of other giant gods, Diancastra! :D Diancastra Annam's Witty Daughter, The Maid of Adventure Demigod Symbol: A sea-green streak Home Plane: Asgard Alignment: Chaotic Good Portfolio: Trickery, wit, impudence, pleasure, giant rogues Worshipers: Giant rogues, tricksters Cleric Alignments: CN, NG Domains: Chaos, Charm, Trickery Favored Weapon: “Merriment” (Longsword) Diancastra 20 Illusionist/ 20 Rogue Huge Outsider (Chaos, Good) Divine Rank: 5 Hit Dice: 20d8 (Outsider) + 20d6 (Rogue) + 20d4 (Illusionist) Initiative: +16 (+12 Dex, +4 improved initiative) Speed: 100 ft. AC: 57 (10 + 12 Dex + 5 divine + 18 natural + 14 deflection – 2 size) Attacks: +5 keen, ghost touch, speed huge longsword +53 melee; or +47 melee; or +50 ranged Damage: +5 keen, ghost touch, speed huge longsword 2d8+14 /17-20/ x2; or by spell Face/Reach: 20 ft./ 20 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack+10d6, crippling strike Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 5 miles, dodge, improved evasion, defensive roll, DR 40/+4, fire resistance 25, SR 37, spontaneous casting of divine spells, remote communication, godly realm, teleport without error at will, plane shift at will, divine aura (50 ft. DC= 29) Saves: Fort.+29 Ref.+37 Will.+35 Abilities: Str.28 (+9) Dex.34 (+12) Con.26 (+8) Int.26 (+8) Wis.25 (+7) Cha.38 (+14) Skills: Appraise +36, Balance +42, Bluff +47, Climb +37, Concentration +36, Craft (Traps) +36, Craft (Weaponsmithing) +36, Decipher Script +36, Diplomacy +42, Disable Device +36, Disguise +42, Escape Artist +42, Forgery +36, Gather Information +42, Hide +40, Intimidate +44, Jump +37, Knowledge (local) +36, Knowledge (Arcana) +36, Knowledge (Dungeoneering) +36, Knowledge (Nature) +36, Knowledge (Religion) +36, Knowledge (The Planes) +36, Listen +35, Move Silently +40, Open Lock +40, Perform (Dance) +45, Search +36, Sense Motive +35, Sleight of Hand +40, Spellcraft +36, Spot +35, Swim +37, Tumble +40, Use Magic Device +42, Use Rope +40 Feats: Agile, Combat Casting, Combat Reflexes, Dodge, Extend Spell, Lightning Reflexes, Spell Penetration, Greater Spell Penetration, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Mobility, Persuasive, Quick Draw, Quicken Spell, Run, Silent Spell, Skill Focus (Bluff), Skill Focus (Perform, Dance), Still Spell, Weapon Focus (Longsword) Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Alter Reality, Automatic Metamagic, Divine Glibness, Divine Rogue, *Unique Salient Divine Ability Domain Powers: Cast Chaos spells at +1 caster level, Diancastra can boost her Charisma by 4 points once per day for up to one minute (using this ability is a free action). Spell-Like Abilities: All domain spells at will, caster level 15, base DC= 29 + spell level. Possessions: The Lady of Adventure wades into combat with her massive sword “Merriment” which acts as a +5 keen, ghost touch, speed huge longsword. Other Divine Powers As a demigod Diancastra treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses: Diancastra can see, hear, touch and smell at a distance of 5 miles. As a standard action she can perceive anything within 5 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities of her rank or lower at up to 2 remote locations at once for 5 hours. Portfolio Sense: Diancastra senses any form of trickery and any action taken by a giant with any levels in rogue or illusionist the moment it happens as long as the event includes at least 1000 people. Automatic Actions: Diancastra can use Bluff, Diplomacy, Hide, Move Silent and Perform (dance) as a free action as long as the DC for the task is 15 or lower. She can take up to 2 such actions per round. Create Magic Items: Diancastra can create any form of weapon with which a rogue would be proficient as well as any item that produces an Illusion effect as long as the items market price does not exceed 4500 gp. Familiar: “Brighteyes” Serpentine Owl (as Owl with reptilian template, if you do not have the reptilian template then as Owl). Diancastra can use any owl within 5 miles as her familiar. * Unique Salient Divine Ability- Diancastra’s Overwhelming Joy: Any creature struck by any attack made by Diancastra must make a Will save (DC 29) or be affected by Tasha’s Hideous Laughter for 1d4 rounds. SR does not count but this ability has no affect on deities of Diancastra’s rank or higher or any creature immune to critical hits. Multiple hits are not culmunitive for time, but Diancastra Annam's Witty Daughter, The Maid of Adventure Demigod Symbol: A sea-green streak Home Plane: Asgard Alignment: Chaotic Good Portfolio: Trickery, wit, impudence, pleasure, giant rogues Worshipers: Giant rogues, tricksters Cleric Alignments: Domains: Chaos, Charm, Trickery Favored Weapon: “Merriment” (Longsword) Diancastra 20 Illusionist/ 20 Rogue Huge Outsider (Chaos, Good) Divine Rank: 5 Hit Dice: 20d8 (Outsider) + 20d6 (Rogue) + 20d4 (Illusionist) Initiative: +16 (+12 Dex, +4 improved initiative) Speed: 100 ft. AC: 57 (10 + 12 Dex + 5 divine + 18 natural + 14 deflection – 2 size) Attacks: +5 keen, ghost touch, speed huge longsword +53 melee; or +47 melee; or +50 ranged Damage: +5 keen, ghost touch, speed huge longsword 2d8+14 /17-20/ x2; or by spell Face/Reach: 20 ft./ 20 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack+10d6, crippling strike Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 5 miles, dodge, improved evasion, defensive roll, DR 40/+4, fire resistance 25, SR 37, spontaneous casting of divine spells, remote communication, godly realm, teleport without error at will, plane shift at will, divine aura (50 ft. DC= 29) Saves: Fort.+29 Ref.+37 Will.+35 Abilities: Str.28 (+9) Dex.34 (+12) Con.26 (+8) Int.26 (+8) Wis.25 (+7) Cha.38 (+14) Skills: Appraise +36, Balance +42, Bluff +47, Climb +37, Concentration +36, Craft (Traps) +36, Craft (Weaponsmithing) +36, Decipher Script +36, Diplomacy +42, Disable Device +36, Disguise +42, Escape Artist +42, Forgery +36, Gather Information +42, Hide +40, Intimidate +44, Jump +37, Knowledge (local) +36, Knowledge (Arcana) +36, Knowledge (Dungeoneering) +36, Knowledge (Nature) +36, Knowledge (Religion) +36, Knowledge (The Planes) +36, Listen +35, Move Silently +40, Open Lock +40, Perform (Dance) +45, Search +36, Sense Motive +35, Sleight of Hand +40, Spellcraft +36, Spot +35, Swim +37, Tumble +40, Use Magic Device +42, Use Rope +40 Feats: Agile, Combat Casting, Combat Reflexes, Dodge, Extend Spell, Lightning Reflexes, Spell Penetration, Greater Spell Penetration, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Mobility, Persuasive, Quick Draw, Quicken Spell, Run, Silent Spell, Skill Focus (Bluff), Skill Focus (Perform, Dance), Still Spell, Weapon Focus (Longsword) Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Alter Reality, Automatic Metamagic, Divine Glibness, Divine Rogue, *Unique Salient Divine Ability Domain Powers: Cast Chaos spells at +1 caster level, Diancastra can boost her Charisma by 4 points once per day for up to one minute (using this ability is a free action). Spell-Like Abilities: All domain spells at will, caster level 15, base DC= 29 + spell level. Possessions: The Lady of Adventure wades into combat with her massive sword “Merriment” which acts as a +5 keen, ghost touch, speed huge longsword. Other Divine Powers As a demigod Diancastra treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses: Diancastra can see, hear, touch and smell at a distance of 5 miles. As a standard action she can perceive anything within 5 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities of her rank or lower at up to 2 remote locations at once for 5 hours. Portfolio Sense: Diancastra senses any form of trickery and any action taken by a giant with any levels in rogue or illusionist the moment it happens as long as the event includes at least 1000 people. Automatic Actions: Diancastra can use Bluff, Diplomacy, Hide, Move Silent and Perform (dance) as a free action as long as the DC for the task is 15 or lower. She can take up to 2 such actions per round. Create Magic Items: Diancastra can create any form of weapon with which a rogue would be proficient as well as any item that produces an Illusion effect as long as the items market price does not exceed 4500 gp. Familiar: “Brighteyes” Serpentine Owl (as Owl with reptilian template, if you do not have the reptilian template then as Owl). Diancastra can use any owl within 5 miles as her familiar. * Unique Salient Divine Ability- Diancastra’s Overwhelming Joy: Any creature struck by any attack made by Diancastra must make a Will save (DC 29) or be affected by Tasha’s Hideous Laughter for 1d4 rounds. SR does not count but this ability has no affect on deities of Diancastra’s rank or higher or any creature immune to critical hits. Multiple hits are not culmunitive for time, however Diancastra can choose to reroll the 1d4 which sets the number of rounds if she successfully lands another hit against a creature already effected by this ability. (Thus if with her first attack Diancastra's opponent failed their save and Diancastra rolled a 1 on her 1d4 to determine how many rounds the ability would last she could reroll that die if within the same round she managed to score a second hit and her opponent once again failed it's save). |
| Jorda_The_Knight08-22-03, 10:20 PM | Phew, hard at work folks, but when work is this much fun, why not work hard at it :D Grolantor The Lord of the Steading Intermediate Deity Symbol: Wooden club with spikes projecting from the head Home Plane: Asgard Alignment: Chaotic evil Portfolio: Hill giants, battle, fighting, gluttony Worshipers: Hill giants, giant barbarians Cleric Alignments: Domains: Chaos, Evil, Strength, War Favored Weapon: “Grolantor's Big Stick” (Greatclub) Grolantor Barbarian 20/ Fighter 20 Huge Outsider (Chaos, Evil) Divine Rank: 15 Hit Dice: 20d8 (Outsider) + 20d12 (Barbarian) + 20d10 (Fighter) Initiative: +16 (+12 Dex, +4 Improved Initiative) Speed: 100 ft. AC: 68 (10 + 12 Dex + 15 Divine + 28 natural + 7 deflection – 2 size) Attacks: +5 anarchic, wounding, mighty cleaving, bane (dwarf) huge greatclub +67; or +50 melee; or +50 ranged Damage: +5 anarchic, wounding, mighty cleaving, bane (dwarf) huge greatclub 2d8 + 42/ 19-20/ x2; or 4d6 +12 (when within 100 ft.) huge boulder; or by spell Face/Reach: 20 ft./ 20 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, mighty rage, rage 6/day Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 15 miles, improved uncanny dodge, trap sense +6, indomitable will, tireless rage, DR 5/-, DR 50/+6, fire resistance 35, SR 47, spontaneous casting of divine spells, remote communication, godly realm, teleport without error at will, plane shift at will, divine aura (1500 ft., DC 32) Saves: Fort. +53 Ref. +39 Will. +41 Abilities: Str.46 (+18) Dex.34 (+12) Con.40 (+15) Int.20 (+5) Wis.26 (+8) Cha.24 (+7) Skills: Climb +58, Craft (Crude Weapons) +43, Craft (Crude Armor) +43, Craft (Trapmaking) +43, Craft (Carving) +43, Handle Animal +45, Intimidate +45, Jump +56, Listen +46, Ride (Horse) +50, Survival +46, Swim +58, Bluff +33, Disguise +33, Hide +38, Knowledge (Nature) +31, Knowledge (The Planes) +31, Move Silently +38, Spot +34, Tumble +38, Use Rope +38, Profession (Hunter) +34, Profession (Raider) +34 Feats: Athletic, Blind-Fight, Power Attack, Cleave, Great Cleave, Combat Expertise, Combat Reflexes, Diehard, Dodge, Mobility, Endurance, Far Shot, Great Fortitude, Weapon Focus (greatclub), Greater Weapon Focus (greatclub), Weapon Specialization (greatclub), Greater Weapon Specialization (greatclub), Hold The Line, Improved Bull Rush, Improved Critical (greatclub), Improved Grapple, Improved Initiative, Improved Sunder, Iron Will, Quick Draw, Rapid Shot, Run, Spring Attack, Power Critical (greatclub) Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Alter Form, Shift Form (giants), Annihilating Strike, Banestrike (Dwarves), Battlesense, Divine Rage, Divine Weapon Focus (Greatclub), Divine Weapon Specialization (Greatclub), Divine Weapon Mastery, Extra Domain (War), Frightful Presence, Grow Creature (Giants), Increased Damage Reduction (2), Indomitable Strength, Irresistible Blows, Sunder And Disjoin Domain Powers: Cast Chaos and Evil spells at +1 caster level, Grolantor can perform a feat of strength as a supernatural ability. He gains an enhancement bonus to Strength equal to his cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day, free Weapon Focus feat with greatclub. Spell-Like Abilities: All domain spells at will, caster level 25, Base DC= 32 + spell level. (While Grolantor is quite capable of using spells in this way, he almost always chooses not to, greatly preferring the feeling of crushing his foes under his mighty club, though if things are going against him or if Grolantor is fighting an obviously dangerous enemy he will make use of his spells, generally to augment is fighting abilities). Possessions: Grolantor carries “Grolantor's Big Stick” with him wherever he goes, the massive club looking like a massive tree fleshly ripped from the ground which acts as a +5 anarchic, wounding, mighty cleaving, bane (dwarf) huge greatclub. Grolantor also carries a massive pouch filled with choice boulders. He is able to throw these boulders at a range of 400 feet, and can add his strength modifier to the damage these boulders inflict if his target is within 100 ft. Other Divine Powers As an intermediate deity Grolantor always receives a 20 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Grolantor can see, hear, touch and smell at a distance of 13 miles. As a standard action, he can perceive anything within 13 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 13 hours. Portfolio Sense: Grolantor senses any battle involving giants the instant it happens and retains the sensation for 13 weeks after the event occurs. Automatic Actions: Grolantor can use Climb, Intimidate, Jump, Survival and Swim as a free action so long as the DC for the task is no greater than 25. Create Magic Items: Grolantor can create any simple weapon or club, as long the items market price does not exceed 200,000 gp. |
| Verghityax08-23-03, 03:36 AM | :invasion: That's awesome! :D |
| Jorda_The_Knight08-23-03, 11:14 AM | He he, what is Verghityax? :confused: :) |
| Verghityax08-24-03, 03:02 AM | The stats, of course :) |
| Amaunator08-24-03, 04:50 AM | Jorda and or Elrumir or anyone else either of you or both can do the Zahkaran pantheon? (Al-Qadim) Like Hajama, Selan, Najm, and etc. Thank you, Chosen of Amaunator |
| Jorda_The_Knight08-24-03, 09:48 AM | I would, but currently I'm pretty busy working on the Giant pantheon, plus I have very little info on the Zahkaran pantheon. If noone else takes it by the time I'm done however I'll be happy to work on it :) |
| Jorda_The_Knight08-24-03, 10:23 AM | Here's Amman's second daughter, the fiery one :) Hiatea Nature's Lady, The Protector, the Avenger, Annam's Fiery Daughter Greater Deity Symbol: A spear with a flaming tip Home Plane: Asgard Alignment: Neutral Good Portfolio: Nature, agriculture, hunting, fire, females, children, firbolgs Worshipers: Female giants, mothers, druid giants, ranger giants Cleric Alignments: LG, N, NG, CG Domains: Earth, Fire, Plant, Protection Favored Weapon: “Flamepoint” (longspear) Hiatea Cleric 20/ Ranger 20 Huge Outsider (Good) Divine Rank: 16 Hit Dice: 20d8 (Outsider) + 20d8 (Druid) + 20d8 (Ranger) Initiative: +18 (+14 Dex, +4 Improved Initiative) Speed: 100 ft. AC: 74 (10 + 14 Dex + 16 divine + 29 natural + 9 deflection –2 size) Attacks: +5 flaming burst, defending, holy longspear +75 melee; or +5 distance, flaming, seeking, speed longbow +79 ranged; or +65 melee; or +68 ranged Damage: +5 flaming burst, defending, holy longspear 2d8+16/x3; or +5 distance, flaming, seeking, speed longbow 2d8+5/x3; or by spell Face/Reach: 20 ft./ 20 ft. Special Attacks: Turn undead 12/day, domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 16 miles, damage reduction 49/+4, fire resistance 36, SR 48, remote communication, godly realm, divine aura (16 miles, DC=35), spontaneous casting of divine spells, godly realm, remote communication, favored enemy (outsiders, water) +10, Track, Wild Empathy, Woodland Stride, Swift Tracker, Evasion, Camouflage, Hide in Plain Sight Saves: Fort.+62 Ref.+58 Will.+59 Abilities: Str.32 (+11) Dex.38 (+14) Con.30 (+10) Int.26 (+8) Wis.36 (+13) Cha.29 (+9) Skills: Balance +41, Concentration +49, Climb +50, Craft (bowmaking) +46, Craft (traps) +46, Craft (armorsmithing) +46, Craft (weaponsmithing) +46, Diplomacy +46, Escape Artist +41, Handle Animal +46, Heal +42, Hide +53, Intimidate +36, Jump +40, Knowledge (arcana) +47, Knowledge (dungeoneering) +47, Knowledge (history) +47, Knowledge (local) +47, Knowledge (geography) +47, Knowledge (nature) +47, Knowledge (religion) +47, Knowledge (the planes) +47,Move Silently +53, Ride (horse) +53, Search +52, Sense Motive +40, Spot +52, Survival +70, Profession (guard) +52, Profession (hunter) +52, Profession (trapper) +52, Profession (farmer) +52, Spellcraft +47, Swim +38, Tumble +41 Feats: Agile, Alertness, Combat Casting, Combat Reflexes, Dodge, Extend Spell, Far Shot, Spell Penetration, Greater Spell Penetration, Improved Critical (longbow), Mounted Archery, Point Blank Shot, Quick Draw, Shot on the Run, Weapon Focus (longspear), Weapon Focus (longbow), Endurance Hiatea gains the use of all of the following feats so long as she wears light or no armor: Rapid Shot, Manyshot, Improved Precise Shot Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Alter Form, Divine Archery, Divine Celerity, Divine Dodge, Divine Blast, Divine Ranger, Divine Shield, Area Divine Shield, Divine Splendor, Divine Weapon Focus (longspear), Divine Weapon Focus (longbow), Extra Domain (Plant), Mind of The Beast, Power of Nature, Instant Move, Command Plants, Divine Skill Focus (Survival), Divine Inspiration (Hope), Gift of Life, * Unique Salient Divine Ability Domain Powers: Hiatea can turn or destroy air creatures as a good cleric turns undead. She rebukes, commands, or bolsters earth creatures as an evil cleric rebukes undead. She can use these abilities 12 times per day. This granted power is a supernatural ability, Hiatea can turn or destroy water creatures as a good cleric turns undead. She rebukes, commands, or bolsters fire creatures as an evil cleric rebukes undead. She can these abilities 12 times/day. This granted power is a supernatural ability, Hiatea can rebuke or command plant creatures as an evil cleric rebukes or commands undead. She can use this ability12 times per day. This granted power is a supernatural ability, Hiatea can generate a protective ward as a supernatural ability. She can grant someone she touches a resistance bonus equal to her cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day. Spell-Like Abilities: All domain spells at will, caster level 26, base DC= 35 + spell level Possessions: Hiatea carries two very powerful magical weapons with her at all times, ever ready to defend and avenge. When in melee combat Hiatea wields “Flamepoint” a huge sized +5 flaming burst, defending, holy longspear. If given the chance however Hiatea prefers to fire from afar with her huge sized composite longbow “Trueshot” which acts as a +5 distance, flaming, seeking, speed longbow. Hiatea’s quiver never runs out of arrows and 3 times/day she is able to enchant up to 10 of her arrows to add the Flaming Burst weapon quality to them for the rest of the day as a free action. Other Divine Powers As a greater deity, Hiatea automatically receives the best possible result on a die roll she makes (including attack and damage rolls, checks and saves). She is immortal Senses: Hiatea can see, hear, touch and smell at a distance of 16 miles. As a standard action, she can perceive anything within 16 mile of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 20 locations at once. She can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 16 hours. Portfolio Sense: Hiatea senses any form of giant agriculture or hunting, any attack made against giant children and any activity made by firbolgs the instant it happens and retains the sensation for 16 weeks after the event occurs. Automatic Actions: Hiatea can use Climb, Knowledge (nature), any Craft skill in which she has at least 1 rank, Survival and Swim as a free action so long as the DC for the task is no greater than 30. She can perform 20 such free actions a turn. Create Magic Items: Hiatea can create any magic item, weapon or armor (including artifacts) that pertain to protection, abjuration or fire. * Unique Salient Divine Ability: Hiatea’s Defensive Position- As a free action up to 10 times per day Hiatea can place herself in a defensive position, in some ways similar to the Dwarven Defenders ability Defensive Stance. However, in this combat position Hiatea can choose to forfeit any amount of her dexterity modifier (up to her max) in order to add that same number to her attack roll. In addition she gains a +5 insight bonus to AC and is considered to have the Improved Evasion class feature. She can remain in her Defensive Position for up to 16 rounds, after which she is able to resume the defensive position (assuming, of course, that she still had uses left) |
| Jorda_The_Knight08-24-03, 01:47 PM | Amman's last daughter and his second last child, the peaceful Iallanis. Iallanis Annam's Peaceful Daughter, the Forge Mother Lesser Deity Symbol: A garland of flowers Home Plane: Asgard Alignment: Neutral Good Portfolio: Love, mercy, beauty, marriage, learning, the arts, peace Worshipers: Pacifist giants, druid giants, artists Cleric Alignments: LG, NG, N, CG Domains: Charm, Family, Good, Protection Favored Weapon: An open hand (unarmed strike) Iallanis Bard 20/ Cleric 20 Huge Outsider (Good) Divine Rank: 14 Hit Dice: 20d8 (outsider) + 20d8 (cleric) + 20d6 (bard) Initiative: +9 (+9 Dex) Speed: 100 ft. AC: 74 (10 + 9 Dex + 14 divine + 27 natural + 16 deflection –2 size) Attacks: Unarmed strike +59; or +61 ranged Damage: Unarmed strike 1d8 (subdual) + 7/x2; or by spell Face/Reach: 20 ft./ 20 ft. Special Attacks: Turn undead 15 times/day, domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 14 miles, DR 49/+4, fire resistance 34, spontaneous casting of divine spells, remote communication, godly realm, teleport without error at will, plane shift at will, divine aura (1400 ft., DC 40), bardic knowledge +30, bardic music 24/day (as level 20 bard) Saves: Fort.+52 Ref.+53 Will.+63 Abilities: Str.24 (+7) Dex.28 (+9) Con.27 (+8) Int.30 (+10) Wis.36 (+13) Cha. 42 (+16) Skills: Concentration +45, Craft (weaving) +47, Craft (treaties) +47, Diplomacy +80, Heal +50, Knowledge (arcana) +47, Knowledge (history) +47, Knowledge (local) +47, Knowledge (geography) +47, Knowledge (nature) +47, Knowledge (nobility and royalty) +47, Knowledge (religion) +47, Knowledge (the planes) +47, Profession (matchmaker) +50, Profession (gardener) +50, Spellcraft +47, Appraise +50, Balance +46, Bluff +53, Climb +44, Decipher Script +47, Disguise +53, Escape Artist +46, Gather Information +53, Hide +46, Jump +44, Listen +50, Move Silently +46, Perform (dance) +53, Perform (sing) +53, Perform (act) +53, Perform (keyboard instrument) +53, Perform (orator) +53, Perform (string instrument) +53, Perform (wind instrument) +53, Sense Motive +50, Sleight of Hand +46, Swim +44, Tumble +46, Use Magic Device +53, Survival +38 Feats: Brew Potion, Combat Expertise, Craft Staff, Dodge, Mobility, Run, Extend Spell, Extra Turning, Improved Turning, Spell Penetration, Greater Spell Penetration, Extra Music, Reach Spell, Subdual Substitution, Superior Expertise, Improved Counterspell, Improved Disarm, Improved Unarmed Strike, Skill Focus (Diplomacy) Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Alter Form, Alter Reality, Divine Bard, Divine Blessing (charisma), Divine Dodge, Divine Inspiration (hope), Divine Inspiration (love and desire), Divine Shield, Area Divine Shield, Divine Skill Focus (diplomacy), Divine Splendor, Extra Domain (Family), Gift of Life, Instant Counterspell, Irresistible Performance, * Unique Salient Divine Ability Domain Powers: Cast Good spells at +1 caster level, Iallanis can generate a protective ward as a supernatural ability. She grants someone she touches a resistance bonus equal to her cleric level (+20) on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day, as a free action Iallanis can protect up to 16 creatures (can be self) with a +4 dodge bonus to AC for 20 rounds/day (creatures that move more than 10 feet away lose this bonus), Iallanis can boost her Charisma by 4 points once per day for up to one minute (using this ability is a free action). Spell-Like Abilities: All domain spells at will, caster level 24, base DC= 40 + spell level. Possessions: Iallanis possesses no weapons or armor, but she can sometimes be found with items that provide greater protection (such as Bracers of Armor +8, ect.). She will also wear an Amulet of Mighty Fists if she knows combat cannot be avoided. Other Divine Powers As an intermediate deity Iallanis always receives a 20 on any check, assuming she has to make a check at all. She treats a 1 on an attack or saving throw normally and not as an automatic failure. She is immortal. Senses: Iallanis can see, hear, touch and smell at a distance of 14 miles. As a standard action, she can perceive anything within 14 mile of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 10 locations at once. She can block the sensing powers of deities of her rank or lower at up to 2 remote locations for up to 14 hours. Portfolio Sense: Iallanis senses any pacifist act made by a giant or any creation of beauty by a giant the instant it happens and retains the sensation for 14 weeks after the event occurs. Automatic Actions: Iallanis can use Diplomacy, and any Craft or Perform skill in which she has at least 1 rank as a free action so long as the DC for the task is no greater than 25. Create Magic Items: Iallanis can create any magic item that cannot be used to cause direct harm (such as weapons or magic items that create damaging spells, such as a Wand of Fireballs) so long as the items market price does not exceed 200,000 gp. *Unique Salient Divine Ability: Calming Eyes: Anyone who comes within 140 feet of Iallanis must avoid her gaze (as per a gaze attack) or make a will save (DC 40). Anyone failing their save falls under the effects of a calm emotions spell and cannot attack Iallanis for the remainder of the encounter (unless she, unlikely, attacks them after they fail the save). Spell resistance still applies though for this ability Iallanis is considered a level 35 caster. |
| Jorda_The_Knight08-24-03, 09:37 PM | Here's the nastiest (smell wise and attitude wise) giant of them all, Karontor! Karontor The Twisted One, The Father of the Fomorians, The Lord of the Verbeeg, The Master of the Fomorians and Verbeeg Lesser Deity Symbol: A winter wolf's head Home Plane: Asgard (as well as Carceri) Alignment: Neutral Evil Portfolio: Fomorians, verbeeg, deformity, hatred, envy, beasts Worshipers: Fomorians, verbeeg, deformed giants, evil giants Cleric Alignments: Domains: Evil, Hatred, Suffering Favored Weapon: “Deformer” (club) Karontor Barbarian 20/ Fighter 10/ Rogue 10 Huge Outsider (Evil) Divine Rank: 8 Hit Dice: 20d8 (outsider) + 20d12 (barbarian) + 10d10 (fighter) + 10d6 (rogue) Initiative: +14 (+10 Dex, +4 Improved Initiative) Speed: 110 ft. AC: 50 (10 + 10 Dex + 8 divine + 21 natural + 3 deflection –2 size) Attacks: +5 mighty cleaving, unholy, wounding huge club +72 melee; or +60 melee; or +56 ranged; or +61 bite Damage: +5 mighty cleaving, unholy, wounding huge club 2d6 + 29/19-20/x2; or bite 2d6 + 22/x2 Face/Reach: 20 ft./ 20 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack +5d6, crippling strike Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 8 miles, trapfinding, evasion, uncanny dodge, trap sense +3, DR 43/+4, fire resistance 23, SR 41, Remote Communication, Godly Realm, Divine Aura (800 ft. DC= 21) Saves: Fort.+57 Ref.+46 Will.+40 Abilities: Str.38 (+14) Dex.30 (+10) Con.36 (+13) Int.28 (+9) Wis.27 (+8) Cha.16 (+3) Skills: Climb +31, Craft (crude weaponsmithing) +31, Craft (crude armorsmithing) +31, Craft (leatherworking) +31, Handle Animal +31, Intimidate +31, Jump +31, Listen +31, Ride +31, Survival +31, Swim +31, Appraise +21, Balance +21, Bluff +21, Decipher Script +21, Diplomacy +21, Disable Device +21, Disguise +21, Escape Artist +21, Forgery +21, Gather Information +21, Hide +21, Knowledge (local) +21, Listen +21, Move Silently +21, Open Lock +21, Perform (percussion instruments) +21, Profession (assassin) +21, Search +21, Sense Motive +21, Sleight of Hand +21, Spot +21, Tumble +21, Use Magic Device +21, Use Rope +21 Feats: Blind Fight, Power Attack, Cleave, Great Cleave, Combat Reflexes, Dodge, Endurance, Great Fortitude, Weapon Focus (club), Greater Weapon Focus (club), Weapon Specialization (club), Improved Bull Rush, Improved Critical (club), Improved Initiative, Improved Feint, Improved Sunder, Blind-Sight 5 ft., Eyes in the Back of Your Head, Improved Grapple, Knock-Down, Power Critical (club), Weapon Focus (bite), Weapon Specialization (bite), Combat Expertise, Superior Combat Expertise Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Alter Form, Shift Form (Wolf form), Call Creatures (Fomorians), Divine Inspiration (Frenzy), Divine Rage, Divine Weapon Focus (club), Irresistible Blows, Increased Damage Reduction, *Unique Salient Divine Ability Domain Powers: Cast evil spells at +1 caster level, once per day, as a free action, Karontor can select one opponent against which he gains a +2 profane bonus to attacks, saving throws and AC. This supernatural ability lasts for 1 minute, Karontor may use a pain touch once per day. If he makes a successful melee touch attack against a living creature that creature receives a –2 enhancement penalty to Strength and Dexterity for 1 minute. This spell-like ability does not affect creatures immune to critical hits. :confused: Spell-Like Abilities: All domain spells at will, caster level 18, base DC= 21 Possessions: Karontor carries his massive club “Deformer” with him which acts as a +5 mighty cleaving, unholy, wounding huge club. Anyone hit by Karontor’s club must also make a fortitude save (DC 20) or lose 2 points of Charisma for 1 day. Any creature brought to 0 Charisma by such attacks instantly transforms into a fomorian under Karontor’s control. Karontor also favors items such as Ring of Invisibility and Efreeti Bottle as well as any others he can find, since he is able to use such items with no hindrance. Other Divine Powers Karontor can take 10 on any check, assuming he needs to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Karontor can see, hear, touch and smell at a distance of 8 miles. As a standard action he can perceive anything within 6 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 8 hours. Portfolio Sense: Karontor can sense anything that affects the lives of fomorians or verbeegs as well as any giant becoming deformed in any way the moment it happens as long as the event involves at least 500 people. Automatic Actions: Karontor can use Climb, Intimidate and Hide as a free action if the DC for the task is 20 or lower. He can perform up to 5 such actions a turn. Create Magic Items: Karontor can create any magical weapon or armor as long as the market price does not exceed 300,000 gp. Wolf Form: When Karontor shifts to his wolf form his statistics remain unchanged except for the following changes: Speed: 150 ft., bite attack, Cone of Cold as the spell cast by a 20th level sorcerer 2/day. *Unique Salient Divine Ability- Grotesque Form: Karontor’s body fluctuates and pulses with all manner of deformities. Anyone looking directly at Karontor or standing within 10 feet of him must make a fortitude save (DC 21) or become sickened for 2d4 rounds. Creatures with Blindsight and do not smell can ignore this ability. :confused: It is worth noting that while Karontor can use these abilities upon his home plane of Asgard (from which he is now banished), he cannot use any kind of magic outside of that plane since Amman stripped him of his ability to cast spells and cast him out. This also includes magic items that use charges (such as wands and staves), and his ability to use plane shift at will. 9For conversions of both fomorians, for those who do not own MM2, and verbeeg look to EN World http://66.34.111.89/Eric/3econversions_monsters.htm) |
| Jorda_The_Knight08-25-03, 11:41 AM | Here's the next one folks, it's the other ice giant god, Kostchtchie! Kostchtchie The Frost Master, The Frost Demon Demigod Symbol: A giant-sized war-hammer Home Plane: Asgard (currently in The Abyss) Alignment: Chaotic Evil Portfolio: Strength, violence, rebels, frost giant wizards Worshipers: Frost giant wizards, rebellious and violent giants Cleric Alignments: CE, CN, NE Domains: Evil, Strength, Water Favored Weapon: “Winter's Hammer” (warhammer) Kostchtchie Fighter 20/ Wizard 20 Huge Outsider (Chaos, Evil, Cold) Divine Rank: 4 Hit Dice: 20d8 (Outsider) + 20d10 (Fighter) + 20d4 (Wizard) Initiative: +12 (+8 Dex + 4 Improved Initiative) Speed: 100 ft. AC: 44 (10 + 8 Dex + 4 divine + 17 natural + 7 deflection - 2 size) Attacks: +5 icy burst, mighty cleaving huge warhammer +68 melee; or +56 melee; or +50 ranged Damage: +5 icy burst, mighty cleaving huge warhammer 2d8+22/19-20/x3 ;or by spell Face/Reach: 20 ft./ 20 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 4 miles, DR 39/+4, fire resistance 24, godly realm, SR 36, divine aura (40 ft. DC= 23), spontaneous casting of divine spells, familiar Saves: Fort.+44 Ref.+36 Will.+42 Abilities: Str.40 (+14) Dex.26 (+8) Con.30 (+10) Int.32 (+11) Wis.26 (+8) Cha.25 (+7) Skills: Climb +41, Craft (Weaponsmithing) +38, Craft (Armorsmithing) +38, Craft (Bowmaking) +38, Craft (Alchemy) +38, Craft (Ice Sculpture) +38, Handle Animal +34, Intimidate +34, Jump +41, Ride (horse) +35, Swim +41, Concentration +37, Decipher Script +38, Knowledge (The Planes) +38, Knowledge (Arcana) +38, Knowledge (Local) +38, Knowledge (Architecture and engineering) +38, Knowledge (Dungeoneering) +38, Knowledge (Geography) +38, Knowledge (History) +38, Knowledge (Nature) +38, Knowledge (Nobility and Royalty) +38, Knowledge (Religion) +38, Profession ( Profession (strong arm) +35, Spellcraft +38, Hide +23, Listen +23, Move Silently +23, Search +26, Sense Motive +23, Spot +23, Survival +23, Tumble +23, Balance +23, Bluff +22, Disguise +22, Gather Information +22 Feats: Augment Summoning, Blind-Fight, Power Attack, Cleave, Great Cleave, Weapon Focus (warhammer), Greater Weapon Focus (warhammer), Weapon Specialization (warhammer), Greater Weapon Specialization (warhammer), Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Empower Spell, Spell Penetration, Greater Spell Penetration, Improved Bull Rush, Improved Critical, Improved Familiar (Ice Mephit), Improved Initiative, Improved Sunder, Iron Will, Maximize Spell, Mobility, Quick Draw, Run, Spring Attack Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Annihilating Strike, Divine Weapon Focus (warhammer), Divine Weapon Specialization (warhammer), Energy Burst Domain Powers: Cast Evil spells at +1 caster level, Kostchtchie can perform a feat of strength as a supernatural ability. He gains an enhancement bonus to his Strength equal to his cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day, Kostchtchie can turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. He can use these abilities 10 times/day. This granted power is a supernatural ability. Spell-Like Abilities: All domain spells, caster level 14, Base DC= 21 + spell level Possessions: Kostchtchie relishes in melee combat, bringing to the fore his powerful warhammer “Winter's Hammer” which acts as a +5 icy burst, mighty cleaving huge warhammer. In addition to these powers Kostchtchie can use “Winter’s Hammer” to cast a maximized Freezing Sphere spell 3 times a day as a free action. Kostchtchie also has a prized Amulet of the Planes, his only means of interplanar travel, which he covets from all others. Other Divine Powers As a demigod Kostchtchie treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses: Kostchtchie can see, hear, touch and smell at a distance of 4 miles. As a standard action he can perceive anything within 4 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 4 hours. Portfolio Sense: Kostchtchie senses any form of giant rebellion as well as the use of any arcane magic by a frost giant the moment it happens as long as the event includes at least 1000 people. Automatic Actions: Kostchtchie can use Climb, Intimidate, Bluff and Jump as a free action as long as the DC for the task is 15 or lower. He can take up to 2 such actions per round. Create Magic Items: Kostchtchie can create any weapon with the Frost or Icy Burst special qualities or any magic item that produces a cold effect (such as a wand of Ray of Frost) as long as the items market price does not exceed 4500 gp. Familiar: Kostchtchie has a regular ice mephit as his farmiliar as well as being able to use any ice mephit within 4 miles as his farmiliar. Kostchtchie oftens sends his familiar to other planes to spy for him. * Demonic Blood- For all purposes Kostchtchie is considered to be a devil as well as a giant. |
| Jorda_The_Knight08-26-03, 02:44 PM | Here's the ultimate two-timing giant liar, Memnor! Memnor The Sly One, Annam's Shadowed Child, Annam's Fair Son, The Subtle Intermediate Deity Symbol: A thin black obelisk Home Plane: Asgard Alignment: Neutral Evil Portfolio: Pride, mental prowess and control, subtlety, subterfuge, evil cloud giants Worshipers: Evil cloud giants, deceitful giants Cleric Alignments: *1 N, NE, LE, CE Domains: Evil, Glory, Mentalism, Trickery Favored Weapon: “Redeemer” (morningstar) Memnor Rogue 20/ Evoker 20 Huge Outsider (Evil) Divine Rank: 15 Hit Dice: 20d8 (outsider) + 20d6 (rogue) + 20d4 (Evoker) Initiative: +14 (+10 Dex + 4 Improved Initiative, Always First) Speed: 100 ft. AC: 76 (10 + 10 Dex + 15 divine + 28 natural + 15 deflection – 2 size Attacks: +5 wounding, spell storing, ghost touch huge morningstar +72 melee; or +62 melee touch; or +63 ranged Damage: +5 wounding, spell storing, ghost touch huge morningstar 2d8 + 14/19-20/x2; or by spell Face/Reach: 20 ft./ 20 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities Crippling Strike, Sneak Attack +13d6 Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 15 miles, Improved Evasion, Defensive Roll, DR 50/+4, Fire Resistance 35, SR 45, Remote Communication, Godly Realm, Divine Aura (1300 ft. DC= 33) Saves: Fort.+58 Ref.+59 Will.+58 Abilities: Str.28 (+9) Dex.30 (+10) Con.28 (+9) Int.34 (+12) Wis.32 (+11) Cha.40 (+15) Skills: Appraise +49, Balance +48, Bluff +55, Climb +47, Concentration +47, Craft (Alchemy) +50, Craft (armorsmithing) +50, Craft (book bindings) +50, Craft (weaponsmithing) +50, Craft (trapmaking) +50, Decipher Script +50, Diplomacy +55, Disable Device +48, Disguise +53, Escape Artist +48, Forgery +53, Gather Information +53, Heal +37, Hide +48, Intimidate +53, Jump +47, Knowledge (arcana) +50, Knowledge (Architecture and engineering) +50, Knowledge (dungeoneering) +50, Knowledge (geography) +50, Knowledge (history) +50, Knowledge (local) +50, Knowledge (nature) +50, Knowledge (nobility and royalty) +50, Knowledge (religion) +50, Knowledge (the planes) +50, Listen +49, Move Silently +48, Open Lock +48, Perform (orator) +53, Profession (herbalist) +49, Profession (bookbinder) +49, Profession (orator) +49, Search +49, Sense Motive +49, Sleight of Hand +50, Spellcraft +50, Spot +49, Swim +47, Tumble +48, Use Magic Device +53, Use Rope +50 Feats: Combat Casting, Combat Expertise, Combat Reflexes, Deft Hands, Dodge, Mobility, Empower Spell, Extend Spell, Power Attack, Cleave, Great Cleave, Spell Penetration, Greater Spell Penetration, Weapon Focus (morningstar), Improved Counterspell, Improved Critical (morningstar), Improved Feint, Improved Initiative, Great Fortitude, Persuasive, Quick Draw, Quicken Spell Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Alter Form, Alter Reality, Automatic Metamagic (Quicken Spell), Divine Blast, Mass Divine Blast, Divine Celerity, Free Move, Divine Dodge, Divine Glibness, Divine Rogue, Divine Shield, Divine Sneak Attack, Divine Weapon Focus (morningstar), Extra Domain (Glory), Hand of Death, Increased Spell Resistance, Instant Counterspell, Instant Move, Irresistible Blows (morningstar), Supreme Initiative, *2 Unique Salient Divine Ability (see below) Domain Powers: Cast Evil spells at +1 caster level, +2 bonus to turning checks and + 1d6 turning damage, 1/day Memnor can create a mental ward on any creature he touches. That creature receives a +12 bonus to his next Will saving throw. Using this power is a standard action and is an abjuration effect with a duration 1 hour Spell-Like Abilities: All domain spells, caster level 25, Base DC= 40 + spell level Possessions: Memnor always carries his mighty morningstar “Redeemer” (though he claims this is merely for self defense those worshippers of Memnor who go against him or those who rile his anger by assaulting his envy of Stronmaus soon find out otherwise) which acts as a +5 wounding, spell storing, ghost touch huge morningstar. Other Divine Powers As an intermediate deity Memnor always receives a 20 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Memnor can see, hear, touch and smell at a distance of 15 miles. As a standard action, he can perceive anything within 15 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 15 hours. Portfolio Sense: Memnor senses any act of subtlety or subterfuge the instant it happens and retains the sensation for 15 weeks after the event occurs. Automatic Actions: Memnor can use Bluff, Diplomacy, Disguise and Forgery as a free action so long as the DC for the task is no greater than 25. Create Magic Items: Memnor can create any magic item that reproduces the effects of an evocation spell so long as the items market price does not exceed 200,000 gp. *1Those who know of Memnor’s true alignment are generally of these alignments, but since Memnor presents himself as a good and benevolent deity some people of other alignments may worship him, though he only grants them spells so long as they serve his purpose. *2Unique Salient Divine Ability-Memnor’s Grand Deception: This ability effectively masks Memnor’s alignment whenever a giant uses any spell to detect his alignment. Whenever any giant tries to detect Memnor’s alignment it will always appear as neutral good. Other races may detect Memnor’s true alignment, but any attempt to persuade a giant that Memnor is anything but neutral good requires a successful Diplomacy check (DC 30). In addition Memnor can use the bardic music abilities Fascinate and Mass Suggestion as if he were a level 20 Bard when using his Perform (orator) skill up to three times a day each. |
| Jorda_The_Knight08-26-03, 04:59 PM | Well I've been very hard at work on these giant diety stats, just wish some other people would post here too :D But anyways here's the last of the giant gods I was asked to stat, does anyone else have a request for me? Skoraeus Stonebones The Lord of the Stone Giants, The King of the Rock, The Sculptor, Stonehead Intermediate Deity Symbol: A stalactite Home Plane: Asgard Alignment: Neutral Portfolio: Stone giants, the arts, sculpture, craftsmanship Worshipers: Stone giants, giant artist and sculptures Cleric Alignments: N, LN, NG, CN, NE Domains: Artifice, Cavern, Craft, Earth Favored Weapon: A Stone Fist (unarmed strike) Skoraeus Stonebones Cleric 20/ Transmuter 20 Huge Outsider (Earth) Divine Rank: 15 Hit Dice: 20d8 (outsider) + 20d8 (Cleric) + 20d4 (Transmuter) Initiative: +8 (+8 Dex) Speed: 100 ft. AC: 67 (10 + 8 Dex + 15 divine + 28 natural + 8 deflection – 2 size) Attacks: Unarmed strike +68 1d8 +18/19-20/x2; or +66 melee touch; or +63 ranged touch Damage: Unarmed strike 1d8 +18/19-20/x2; or by spell Face/Reach: 20 ft./ 20ft. Special Attacks: Turn undead 16/day, domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 15 miles, DR 80/+6, Fire Resistance 35,SR 47, Remote Communication, Godly Realm, Divine Aura (1500 ft. DC= 33) Saves: Fort.+61 Ref.+56 Will.+56 Abilities: Str.36 (+13) Dex.27 (+8) Con.34 (+12) Int.38 (+14) Wis.29 (+9) Cha.26 (+8) Skills: Appraise +35, Balance +34, Climb +39, Concentration +50, Craft (armorsmithing) +56, Craft (alchemy) +56, Craft (trapmaking) +56, Craft (sculpture) +74, Craft (masonry) +59, Craft (weaponsmithing) +56, Decipher Script +52, Diplomacy +46, Forgery +34, Gather Information +34, Heal +47, Hide +34, Intimidate +34, Jump +39, Knowledge (arcana) +52, Knowledge (architecture and engineering) +52, Knowledge (dungeoneering) +52, Knowledge (geography) +52, Knowledge (history) +52, Knowledge (nature) +52, Knowledge (nobility and royalty) +52, Knowledge (geology) +52, Knowledge (religion) +52, Knowledge (the planes) +52, Listen +35, Open Lock +34, Perform (percussion instruments) +34, Ride (horse) +34, Search +40, Profession (geologist) +47, Profession (sculptor) +47, Profession (mason) +47, Profession (miner) +47, Sense Motive +35, Spot +35, Spellcraft +52, Survival +35, Use Rope +34 Feats: Augment Summoning, Improved Unarmed Strike, Combat Casting, Combat Expertise, Craft Arms and Armor, Craft Wondrous Item, Deflect Arrows, Die Hard, Enlarge Spell, Extend Spell, Extra Turning, Forge Ring, Skill Focus (Craft [Sculpture]), Great Fortitude, Improved Bull Rush, Improved Disarm, Improved Sunder, Improved Familiar (small earth elemental), Power Attack, Cleave, Weapon Focus (unarmed strike), Stunning Fist, Skill Focus (masonry) Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Alter Form, Automatic Metamagic (Extend Spell), Call Creatures (stone giants), Call Creatures (earth elementals), Control Creatures (stone giants), Control Creatures (earth elementals), Create Object, Create Greater Object, Divine Earth Mastery, Divine Skill Focus (Craft [sculpture]), Divine Weapon Focus (unarmed strike), Extra Domain (Cavern), Extra Sense Enhancement (can see through rock and ore but not worked metals), Grow Creature (stone giants), Increased Damage Reduction (x2), Master Crafter Domain Powers: +4 bonus on all Craft checks, cast conjuration spells at +1 caster level, gain stone cunning as a Dwarf, creation spells at +1 caster level, Skill Focus (Craft [masonry]), turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities 15 times per day. This granted power is a supernatural ability. Spell-Like Abilities: All domain spells at will, caster level 25, Base DC= 33 Possessions: Skoraeus Stonebones does not wear armor and does not carry any weapons, relying instead on his rocky skin and massive fists to deal with any threats, his fists acting as +5 weapons with the defending and impact special qualities. He has a huge array of statues, many inlaid with gems and all of near perfect quality and likeness. Along with these statues Skoraeus owns a set of Masterwork Artisan’s Tools, created by dwarven masters, which confer a +4 bonus to any Craft skill that Skoraeus uses them with. Other Divine Powers As an intermediate deity Skoraeus always receives a 20 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Skoraeus can see, hear, touch and smell at a distance of 15 miles. As a standard action, he can perceive anything within 15 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 15 hours. Portfolio Sense: Skoraeus senses any creation by stone giants as well as any sculpting by anyone the instant it happens and retains the sensation for 15 weeks after the event occurs. Automatic Actions: Skoraeus can use any Craft skill in which he has at least 1 rank as a free action so long as the DC for the task is no greater than 25. Create Magic Items: Skoraeus can create any item made of stone as well as any item that reproduces a spell effect with the Earth descriptor so long as the items market price does not exceed 200,000 gp. Familiars: Skoraeus Stonebones has an average small earth elemental as a familiar and can use any small earth elemental within 15 miles as his familiar if he so chooses. |
| Tebryn1408-26-03, 06:04 PM | I just finished the stats for Segojan and Skerrit, and eventually I will type them up. I also have the stats for Set done, and I will type him up too. |
| Jorda_The_Knight08-27-03, 12:00 AM | Nice work Tebryn :) While there are no current requests I have a deity or two I'll be working on, the main one right now being Fenrir, the wolf son of Loki. |
| Jorda_The_Knight08-27-03, 12:00 AM | Nice work Tebryn :) While there are no current requests I have a deity or two I'll be working on, the main one right now being Fenrir, the wolf son of Loki. |
| Jorda_The_Knight08-27-03, 12:00 AM | Nice work Tebryn :) While there are no current requests I have a deity or two I'll be working on, the main one right now being Fenrir, the wolf son of Loki. |
| Verghityax08-27-03, 03:43 AM | ==> Jorda :) Great work on Memnor and Skoraeus :) Oh! And I've got a request :D Please, take care of the rest of the goblin deities - I mean Bargrivyek, Khurgorbaeyag and Nomog-Geaya :) If You need their 2nd ed. stats, here they are: http://www.masterao.com/articles/get_article.asp?id=44 |
| Gnaipnur08-27-03, 07:31 AM | I would really like to see The Great Mother, Maglubiyet and Sharindlar (if they have not yet been posted). |
| Verghityax08-27-03, 09:12 AM | In fact, they've been posted. Check page 4 of this thread. There's a list of FR deities including numbers of pages they've been posted on. |
| Jorda_The_Knight08-27-03, 09:57 AM | I'd be happy to help you with the rest of the goblin pantheon Verghityax, and thanks again for the very useful link to the 2nd Edition info :) |
| Jorda_The_Knight08-27-03, 11:15 AM | Here's the first goblin god I'll be doing! Bargrivyek The Great Truce Maker, He-Who-Brings-Together Lesser Deity Symbol: A flail with three white, spiked balls Home Plane: Baator Alignment: Lawful Evil Portfolio: Co-operation, territory, domestic affairs, goblin law Worshipers: Lawful goblins, goblin judges Cleric Alignments: LE, NE, LN Domains: Evil, Law, Planning Favored Weapon: “Whitetip” (light flail) Bargrivyek Cleric 20/ Rogue 20 Large Size Outsider (Lawful, Evil) Divine Rank: 7 Hit Dice: 20d8 (outsider) + 20d8 (cleric) + 20d6 (rogue) Initiative: +16 (+12 Dex + 4 improved initiative) Speed: 80 ft. AC: 58 (10 + 12 Dex + 7 divine + 20 natural + 10 deflection –1 size) Attacks: +5 impact, unholy light flail +68 melee; or +54 melee touch; or +58 ranged Damage: +5 impact, unholy light flail 1d8 + 13/19-20/x2; or by spell Face/Reach: 10 ft./ 10 ft. Special Attacks: Rebuke undead 12/day, domain powers, salient divine abilities, spell-like abilities, +10d6 sneak attack, Crippling Strike Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 7 miles, Opportunist, Improved Evasion, Defensive Roll, DR 42/+4, fire resistance 27, SR 39, Remote Communication, Godly Realm, Divine Aura (700 ft. DC= 27) Saves: Fort.+46 Ref.+51 Will.+53 Abilities: Str.27 (+8) Dex.34 (+12) Con.26 (+7) Int.30 (+10) Wis.38 (+14) Cha.30 (+10) Skills: Concentration +37, Craft (weaponsmithing) +40, Craft (treaties) +40, Craft (trapmaking) +40, Diplomacy +42, Heal +44, Knowledge (arcana) +40, Knowledge (history) +40, Knowledge (religion) +40, Knowledge (the planes) +40, Profession (commander) +44, Profession (negotiator) +44, Profession (mediator) +44, Spellcraft (Int) +40, Appraise +40, Balance +42, Bluff +42, Climb +38, Decipher Script +40, Disable Device +42, Disguise +40, Escape Artist +42, Forgery +40, Gather Information +42, Hide +42, Intimidate +44, Jump +38, Knowledge (local) +40, Listen +44, Move Silently +42, Open Lock +42, Perform (orator) +40, Search +46, Sense Motive +46, Sleight of Hand +42, Spot +44, Swim +38, Tumble +42, Use Magic Device +40, Use Rope +42, Ride (wolves) +30 Feats: Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Mobility, Empower Spell, Quicken Spell, Weapon Focus (light flail), Improved Trip, Improved Disarm, Improved Counterspell, Improved Feint, Improved Initiative, Investigator, Negotiator, Persuasive, Quick Draw, Weapon Finesse (light flail), Extend Spell Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Alter Reality, Automatic Metamagic (Empower Spell), Call Creatures (goblinoids), Control Creatures (goblinoids), Divine Dodge, Divine Inspiration (courage), Divine Weapon Focus (flail), Possess Mortal Domain Powers: Cast Evil and Law spells at +1 caster level Spell-Like Abilities: All domain spells at will, caster level 17 (except Evil and Law spells in which case Bargrivyek’s caster level is 18), Base DC= 27 Possessions: Bargrivyek wields a three balled light flail with each of the flails balls being pure white. This weapon acts as a +5 impact, unholy light flail. In addition to these abilities anyone hit by Bargrivyek’s flail must make a Fortitude save (DC 15) or be stunned for 1d4 rounds. Other Divine Powers As a lesser deity Bargrivyek can take 10 on any check, assuming he needs to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Bargrivyek can see, hear, touch and smell at a distance of 7 miles. As a standard action he can perceive anything within 7 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 7 hours. Portfolio Sense: Bargrivyek senses the gathering or co-operation of all goblinoids the moment it happens as long as the event involves at least 500 people. Automatic Actions: Bargrivyek can use Bluff, Diplomacy, Gather Information, Sense Motive and Listen as a free action if the DC for the task is 20 or lower. He can perform up to 5 such actions a turn. Create Magic Items: Bargrivyek can create any magic item that confers a bonus on an ally or confers a morale bonus as long as the market price does not exceed 300,000 gp. Bargrivyek has an additional special power. He cannot be silenced or have his speech impeded in anyway except by those of his divine rank or higher. |
| Tebryn1408-27-03, 04:07 PM | Segojan Earthcaller Druid 20/ Illusionist 15/ Fighter 5 Small Outsider (Good, Gnome) Divine Rank: 15 Hit Dice: 20d8+180 (outsider) plus 20d8+180 (druid) plus 15d4+135 (wizard) plus 5d10+45 (fighter) (970 hp) Initiative: +12 Speed: 50 ft., burrow 50 ft. AC: 71 (+8 dex, +15 divine, +28 natural, +9 deflection, +1 size) Attacks: +5 impact, ghost touch energy aura crystalline rod +68/+63/+58/+53 melee; or by spell +62 melee touch, or +63 ranged touch Damage: +5 impact, ghost touch energy aura crystalline rod 1d8+12+1d6 acid, cold, fire, or sonic; or by spell. Face/ Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities Special Qualities: A thousand faces, divine aura (1,500 ft., DC 34), divine immunities, DR 25/epic, fire resistance 20, godly realm (10 miles), nature sense, plane shift at will, remote communication 15 miles, resist nature’s lure, spontaneous casting of divine spells, SR 47, teleport without error at will, trackless step, understand, speak, and read all languages and speak directly to all beings within 15 miles, venom immunity, wild shape (fine, diminutive, tiny, small, medium-size, large, huge, gargantuan, colossal, or dire animal and magical beasts 5/day, elemental 3/day), woodland stride, wild sense (+38) Saves: Fort +56, Ref +55, Will+ +63 Abilities: Str 24, Dex 27, Con 28, Int 26, Wis 42, Cha 29 Skills: Appraise +48, Balance +43, Bluff +34, Climb +56, Concentration +79, Craft (Alchemy) +75, Diplomacy +73, Handle Animal +74, Heal +73, Hide +66, Intimidate +36, Jump +49, Knowledge (Arcana) +73, Knowledge (Dungeoneering) +38. Knowledge (Nature) +85, Knowledge (Religion) +63, Listen +81, Move Silently +50, Profession (Miner) +86, Ride +80, Sense Motive +51, Spellcraft +84, Spot +80, Survival +80, Swim +72. Feats: Alertness, Brew Potion, Combat Expertise, Craft Magic Arms and Armor, Craft Staff, Craft Wondrous Items, Dodge, Empower Spell, Enlarge Spell, Epic Spell Penetration, Extend Spell, Greater Spell Penetration, Heighten Spell, Improved Initiative, Legendary Tracker, Maximize Spell, Mobility, Multispell, Quicken Spell, Silent Spell, Spell Penetration, Spring Attack, Still Spell, Track, Weapon Focus, Weapon Specialization, Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form Alter Size, Alter Reality (save DC 44 for duplicated spells), Arcane Mastery, Avatar (up to 10), Call Creatures (up to 15 earth elementals, each with 15 HD serving simultaneously), Divine Blast (12/day, 24d12 points of damage), Divine Druid, Divine Earth Mastery, Divine Shield (12/day, stops 150 points of damage), Divine Spellcasting, Extra Domain (Good), Gift of Life, Instant Counterspell, Life and Death, Power of Nature (15 miles), Shapechange, Spontaneous Wizard Spells. Domain Powers: Dwarven Stonecunning, Turn or Destroy air elementals, Rebuke or Command earth elementals, 12/day), cast all illusion spells as +1 caster level, cast good spells at +1 caster level. Spell-Like Abilities: Segojan uses these abilities as a 25th level caster, except for good and illusion spells, which he uses as a 26th level caster. The save DCs are 34+spell level. Detect Secret Doors, Darkness, Meld into Stone, Leomund’s Secure Shelter, Passwall, Find the Path, Maw of Stone, Earthquake, Imprisonment, Magic Stone, Soften Earth and Stone, Stone Shape, Spike Stones, Wall of Stone, Stoneskin, Iron Body, Elemental Swarm, Silent Image, Gembomb, Minor Image, Minor Creation, Hallucinatory Terrain, Fantastic Machine, Screen, Otto’s Irresistible Dance, Summon Nature’s Ally, Protection From Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX. Druid Spells/day (Levels 0-17): 6/9/9/9/9/8/7/7/7/6/3/3/3/3/2/2/2/2; base DC=28+spell level. Wizard Spells/day: 4/8/7/7/7/7/5/4/3; base DC=25+spell level. Possessions: Segojan carries a crystal rod as a weapon. Treat this as a +5 impact, ghost touch, energy aura heavy mace. Caster Level: 25th Other Divine Powers As an intermediate deity, Segojan automatically receives a die roll of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Segojan can see, hear, touch, and smell, at a distance of fifteen miles. As a standard action, he can perceive anything within fifteen miles of his worshippers, holy sites, objects, or any location one of his titles of name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities his rank and lower at up to two remote locations at once for up to fifteen hours. Portfolio Sense: Segojan senses anything that affects the welfare of rock gnomes the instant it happens and retains the sensation for 15 tendays after the event occurs. He is similarly aware of anything that affects the welfare of gnome miners, the death of any gnome, and any action of Urdlen against gnomes or the other members of his pantheon. Automatic Actions: Segojan can use Knowledge (Nature) or Survival as a free actions if the DC for the task is 25 or lower. He can perform up to ten free actions each round. Create Magic Items: Segojan can create simple and martial magic weapons, any tool that helps with mining, or any item that affects nature, as long as the market price does not exceed 200,000 gp. |
| Verghityax08-28-03, 01:44 AM | At last! The gnome pantheon is complete! Great work Tebryn! :) |
| Jorda_The_Knight08-28-03, 01:03 PM | Sweet, now we just need to finish up the dwarves and we'll have all the standard pantheons set. I'm currently working on goblin deity #2, and he should be done later today. |
| Tebryn1408-28-03, 04:49 PM | Skerrit King of the Centaurs, The Lord of Noble Fairies Lesser Deity Symbol: A horsetail Home Plane: The Plane of Faerie Alignment: Neutral Good Portfolio: Centaurs, equines Worshippers: Centaurs, awakened equines, good fairies Cleric Alignments: NG, CG, LG Domains: Animal, Good, Nobility, Plant Favored Weapon: A horse’s tail (great club) Ranger 20/ Druid 10/ Bard 10 Large Outsider (good) Divine Rank: 9 Hit Dice: 20d8+180 (outsider) plus 20d8+180 (ranger) plus 10d8+90 (druid) plus 10d6+90 (1,000 hp) Initiative: +18 Speed: 120 ft. AC: 63 (+14 dex, +9 divine, +22 natural, +9 deflection, -1 size) Attacks: huge +5 impact holy defending ghost touch horse tail +67/+62/+57/+52 melee and 2 +5 hooves +62 melee; or +5 might composite longbow (+8 Str) with +5 arrows +72/+67/+62/+57 ranged, or by spell +61 melee touch, or +62 ranged touch. Damage: huge +5 impact holy defending ghost touch horse tail 2d6+24/17-20, and 2+5 hooves 1d6+11; or +5 mighty composite longbow 1d8+18; or by spell. Face/ Reach: 5 ft. by 10 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: Bardic Knowledge (+16), Bardic Music (10/day, countersong, fascinate, inspire courage +2, inspire competence, suggestion, inspire greatness), divine aura (900 ft., DC 28), divine immunities, DR 20/epic, favored enemies (orcs +5, goblins +4, kobolds +3, Church of Malar +2, aberrations +1), fire resistance 14, godly realm (1 mile), darkvision 60 ft., nature sense, plane shift at will, remote communication 9 miles, resist natures’ lure, spontaneous casting of divine spells, SR 41, teleport without error at will, trackless step, understand, speak, and read all languages and speak directly to all beings within 9 miles, venom immunity, wild empathy (+28) wild shape (4/day, large), woodland stride, evasion, combat style (archery), improved combat style (archery), combat style mastery (archery), camouflage, hide in plain sight, swift tracker. Saves: Fort +50, Ref +55, Will + 56 Abilities: Str 36, Dex 38, Con 28, Int 22, Wis 40, Cha 29 Skills: Balance +43, Climb +56, Concentration +78, Craft (bow making) +50, Diplomacy +38, Handle Animal +68, Heal +74, Hide +69, Jump +61, Knowledge (Geography) +35, Knowledge (Nature) +77, Listen +86, Move Silently +73, Perform +58, Spellcraft +55, Spot +55, Survival +84, Swim+42. Feats: Alertness, Cleave, Combat Expertise, Combat Reflexes, Dodge, Endurance, Far Shot, Improved Critical (horse tail), Improved Initiative, Improved Precise Shot, Manyshot, Mobility, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Quicken Spell, Rapid Shot, Shot on the Run, Silent Spell, Spirited Charge, Spring Attack, Track, Trample, Weapon Focus, Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Alter Reality (save DC 38 for duplicated spells), Battlesense, Divine Archery, Divine Dodge, Divine Ranger, Divine Shield (12/day, stops 90 points of damage), Extra Domain (Nobility), Mind of the Beast, Power of Nature (9 miles). Domain Powers: 9/day use animal friendship, cast good spells at +1 caster level, rebuke or command plants 12/day, inspire allies (+2 morale bonus of saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls) for 9 round 9/day. Spell-Like Abilities: Skerrit uses these abilities as a 19th level caster, except for good spells, which she uses as a 20th, level caster. The save DCs are 28+spell level. Calm Animals, Hold Animal, Dominate Animal, Repel Vermin, Commune with Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX, Entangle, Barkskin, Plant Growth, Control Plants, Wall of Thorns, Repel Wood, Changestaff, Command Plants, Shambler, Divine Favor, Enthrall, Magic Vestment, Discern Lies, Greater Command, Geas/Quest, Repulsion, Demand, Storm of Vengeance. Bard Spells Known (3/6/5/4/2; base DC=19+spell level): 0-Dancing Lights, Detect Magic, Flare, Mending, Mage Hand, Read Magic; 1st-Alarm, Cure Light Wounds, Feather Fall, Sleep; 2nd-Blur, Delay Poison, Sound Burst, Suggestion; 3rd-Charm Monster, Dispel Magic, Haste, Scrying; 4th-Cure Critical Wounds, Dismissal. Druid Spells/day: 6/8/8/7/6/5; base DC=25+spell level. Ranger Spells/day: 7/7/7/6; base DC-25+spell level. Possessions: Skerrit carries a horsetail. Treat this as a huge impact holy defending ghost touch great club. Caster Level: 25th Other Divine Powers: As a lesser deity, Skerrit treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Skerrit can see, hear, touch, and smell at a distance of nine miles. As a standard action, he can perceive anything within nine miles of his worshippers, holy sites, objects, or any location where one of his titles of name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities his rank and lower at up to two remote locations at once for 9 hours. Portfolio Sense: Skerrit can sense anything that affects the welfare of centaurs as long the event effects at least 500 such beings. Automatic Actions: Skerrit can use Survival, Knowledge (Nature), or Perform as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions each round. Create Magic Items: Skerrit can create any item meant for a mount, such as horseshoes of the zephyr, or any item that relates to nature as long the market price does not exceed 30,000 gp. |
| Tebryn1408-28-03, 05:06 PM | Double post |
| Jorda_The_Knight08-29-03, 12:00 AM | Good stuff Tebryn, but I believe you have a typo. Skerrit's ranger levels are put in twice, and I'm pretty sure one should be bard levels correct? Just thought I'd point it out. |
| Jorda_The_Knight08-29-03, 01:24 AM | Here's the second goblin deity, almost there, but I may be busy tomorrow. I should find some free time to do the last one though, I'd hate to keep you guys waiting :) Khurgorbaeyag Lord of the Goblins Lesser Deity Symbol: A red and yellow striped whip Home Plane: Acheron Alignment: Lawful Evil Portfolio: Goblins, slavery, oppression, social order, thieves Worshipers: Goblins, task masters, thieves Cleric Alignments: LE, LN, NE Domains: Law, Suffering, Tyranny Favored Weapon: “Slavedriver” (*barbed whip) Khurgorbaeyag Rogue 20/ Fighter 10/ Cleric 10 Large Size Outsider (Law, Evil) Divine Rank: 7 Hit Dice: 20d8 (outsider) + 20d6 (rogue) + 10d10 (fighter) + 10d8 (cleric) Initiative: +19 (+15 Dex, +4 Improved Initiative, always first) Speed: 80 ft. AC: 58 (10 + 15 Dex + 7 divine + 20 natural + 7 deflection –1 size) Attacks: +5 dancing, wounding barbed whip +73 ranged; or +57 melee; or +61 ranged Damage: +5 dancing, wounding barbed whip 1d3 + 16/19-20/x2 Face/Reach: 10 ft./ 10 ft. Special Attacks: Turn undead 6/day, domain powers, salient divine abilities, spell-like abilities, sneak attack +13d6, crippling strike Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 7 miles, improved dodge, opportunist, DR 42/+4, fire resistance 27, SR 39, Remote Communication, Godly Realm, Divine Aura (700 ft. DC= 24) Saves: Fort.+48 Ref.+54 Will.+49 Abilities: Str.32 (+11) Dex.40 (+15) Con.28 (+9) Int.26 (+8) Wis.30 (+10) Cha.25 (+7) Skills: Appraise +40, Balance +45, Bluff +37, Concentration +29, Climb +41, Craft (weaponsmithing) +38, Craft (traps) +38, Decipher Script +38, Diplomacy +40, Disable Device +45, Disguise +37, Escape Artist +45, Forgery +37, Gather Information +37, Handle Animal +27, Hide +45, Intimidate +37, Jump +41, Knowledge (arcana) +28, Knowledge (local) +38, Knowledge (religion) +28, Knowledge (the planes) +28, Listen +40, Move Silently +45, Open Lock +45, Perform (chant) +37, Profession (taskmaster) +40, Ride (wolves) +35, Search +38, Sense Motive +40, Sleight of Hand +45, Spellcraft +28, Spot +40, Swim +41, Tumble +45, Use Magic Device +37, Use Rope (Dex) +45 Feats: Weapon Focus (whip), Greater Weapon Focus (whip), Weapon Specialization (whip), Improved Critical (whip), Blind Fight, Combat Casting, Combat Expertise, Combat Reflexes, Improved Trip, Improved Disarm, Dodge, Mobility, Spell Penetration, Greater Spell Penetration, Improved Feint, Improved Initiative, Precise Shot, Improved Precise Shot, Point Blank Shot, Mounted Combat, Quick Draw, Rapid Shot, Run, Spring Attack, Whirlwind Attack Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Battle Sense, Divine Dodge, Divine Weapon Focus (whip), Divine Sneak Attack, Divine Weapon Specialization, Instant Move, Irresistible Blows, Supreme Initiative Domain Powers: Cast Law spells at +1 caster level, Khurgorbaeyag may use a pain touch once per day. If he makes a successful melee touch attack against a living creature that creature receives a –2 enhancement penalty to Strength and Dexterity for 1 minute. This spell-like ability does not affect creatures immune to critical hits, Khurgorbaeyag adds +2 to the saving throw DC of all compulsion spells he casts. Spell-Like Abilities: All domain spells at will, caster level 17, base DC= 24 Possessions: Khurgorbaeyag carries a deadly barbed whip he calls “Slavedriver”, this whip acts as a +5 dancing, wounding barbed whip. Other Divine Powers As a lesser deity Khurgorbaeyag can take 10 on any check, assuming he needs to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Khurgorbaeyag can see, hear, touch and smell at a distance of 7 miles. As a standard action he can perceive anything within 7 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 7 hours. Portfolio Sense: Khurgorbaeyag senses any act of slavery, domination or thievery by any goblinoids the moment it happens as long as the event involves at least 500 people. Automatic Actions: Khurgorbaeyag can use Bluff, Intimidate and Gather Information as a free action if the DC for the task is 20 or lower. He can perform up to 5 such actions a turn. Create Magic Items: Khurgorbaeyag can create any whip and any item that enslaves creatures as long as the market price does not exceed 300,000 gp. *barbed whips are like whips in all ways except they deal lethal damage. |
| Verghityax08-29-03, 02:33 AM | ==> Jorda There are still some deities from standard pantheons that haven't been stated yet. From Faerunian Pantheon we need Moander and Myrkul. And there's still no Kiaransalee from the Drow Pantheon :) |
| Tebryn1408-29-03, 10:29 AM | Originally posted by Jorda_The_Knight Good stuff Tebryn, but I believe you have a typo. Skerrit's ranger levels are put in twice, and I'm pretty sure one should be bard levels correct? Just thought I'd point it out. Good point. What would Skerrit do without his bard levels? Oh, BTW, Kiaransalee is statted in the City of the Spider Queen Web enhancement. I thought we were leaving the dead gods in their graves? |
| Jorda_The_Knight08-29-03, 10:51 AM | If some people want to re-do the stats for some gods that's fine by me, and as for dead gods I think they deserve a revamping just like the others, since some people might be interested in playing a campaign back in the days when these gods were around. Perhaps they feel that the deity in question was done poorly or needed some new stuff to really round them out. Personally I usually don't like to do "FR flavored" gods from other books or re-do deities who have already been created, since it really takes very little time to change the actual game stats. Ah yes, I do still have to do Moander don't I. Well once I finish the last goblin god I'll get to work on em, but I may be starting my university year around then, and the first week will no doubt be hectic. |
| Tebryn1408-29-03, 11:13 AM | Well, I'm mostly done with Vergadain. I would do Dumathoin, but I can't bring myself to do another single god of crafts. I'll do Berronar (spelling) Truesilver, and maybe Laduguer (spelling). |
| Jorda_The_Knight08-29-03, 12:24 PM | That's cool with me, if noone else picks him up I'll do Dumathoin for ya Tebryn.:D |
| Jorda_The_Knight08-30-03, 12:15 AM | Here's the last goblin deity, the hobgoblin war machine! Nomog-Geaya Lord of the Hobgoblins, the Unsmiling One, the Grim Master Lesser Deity Symbol: Crossed Broadsword and Axe Home Plane: Acheron Alignment: Lawful Evil Portfolio: Hobgoblins, battle prowess, authority Worshipers: Hobgoblins, lawful goblinoids Cleric Alignments: LN, LE, NE Domains: Law, Planning, War Favored Weapon: “Bloodflow” and “Painbringer” (greatsword or battle axe) Nomog-Geaya Cleric 20/Fighter 20 Large Outsider Divine Rank: 7 Hit Dice: 20d8 (outsider) + 20d8 (cleric) + 20d10 (fighter) Initiative: +15 (+11 Dex + 4 Improved Initiative) Speed: 80 ft. AC: 64 (10 + 7 divine + 11 Dex + 3 magic + 8 armor + 1 shield + 20 natural + 5 deflection – 1 size) Attacks: +5 unholy, wounding greatsword and +5 axiomatic battleaxe +73 melee; or +61 melee; or +58 ranged Damage: +5 unholy, wounding greatsword 2d6 + 31/17-20/x2; or +5 axiomatic battleaxe 1d8 +31/19-20/x3; or by spell Face/Reach: 10 ft./ 10 ft. Special Attacks: Turn undead 12/day, domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 7 miles, DR 49/+5, fire resistance 27, SR 39, Remote Communication, Godly Realm, Divine Aura (700 ft. DC= 22) Saves: Fort.+48 Ref.+50 Will.+50 Abilities: Str.40 (+15) Dex.32 (+11) Con.28 (+9) Int.30 (+10) Wis.32 (+11) Cha.20 (+5) Skills: Balance +29, Concentration +39, Climb +45, Craft (weaponsmithing) +40, Craft (alchemy) +40, Craft (armorsmithing) +40, Craft (traps) +40, Craft (mapmaking) +40, Diplomacy +35, Gather Information +23, Handle Animal +35, Heal +41, Intimidate +35, Jump +45, Knowledge (geography) +28, Knowledge (architecture and engineering) +28, Knowledge (arcana) +40, Knowledge (history) +40, Knowledge (religion) +40, Knowledge (the planes) +40, Listen +29, Profession (general) +41, Ride (horse) +41, Ride (wolf) +41, Search +29, Sense Motive +29, Spellcraft +40, Spot +29, Swim +45, Survival +29, Tumble +29, Use Rope +29 Feats: Alertness, Weapon Focus (greatsword), Weapon Focus (battleaxe), Greater Weapon Focus (greatsword), Greater Weapon Focus (battleaxe), Weapon Specialization (greatsword), Weapon Specialization (battleaxe), Greater Weapon Specialization (greatsword), Greater Weapon Specialization (battleaxe), Improved Critical (greatsword), Improved Critical (battleaxe), Power Attack, Cleave, Great Cleave, Blind Fight, Combat Casting, Combat Expertise, Combat Reflexes, Spell Penetration, Greater Spell Penetration, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Improved Trip, Improved Disarm, Improved Sunder, Improved Initiative, Extend Spell, Quicken Spell, Improved Turning, Quick Draw, Two-Weapon Defense Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Call Creatures (hobgoblins), Command Creatures (hobgoblins), Divine Armor Mastery, Divine Battle Mastery, Divine Weapon Focus (greatsword), Divine Weapon Focus (battleaxe), Increased Damage Reduction, Unique Salient Divine Ability Domain Powers: Cast Law spells at +1 caster level Spell-Like Abilities: All domain spells at will, caster level 17, Base DC= 22 Possessions: Nomog-Geaya wields two deadly weapons in combat, his greatsword “Bloodflow” in his right hand, which acts as a +5 unholy, wounding greatsword and his battleaxe “Painbringer” in his left hand which acts as a +5 axiomatic battleaxe. In addition to it’s other abilities anyone hit by Painbringer must make a successful Fortitude save (DC 20) or be stunned for 2d4 rounds. Nomog-Geaya often appears wearing black +3 full plate armor. Other Divine Powers As a lesser deity Nomog-Geaya can take 10 on any check, assuming he needs to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Nomog-Geaya can see, hear, touch and smell at a distance of 7 miles. As a standard action he can perceive anything within 7 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 7 hours. Portfolio Sense: Nomog-Geaya senses any militant action by any goblinoids the moment it happens as long as the event involves at least 500 people. Automatic Actions: Nomog-Geaya can use Intimidate, Jump and Ride as a free action if the DC for the task is 20 or lower. He can perform up to 5 such actions a turn. Create Magic Items: Nomog-Geaya can create any magical sword or axe as long as the market price does not exceed 300,000 gp. Unique Salient Divine Ability:Perfect Balance: This ability allows Nomog-Geaya to make an additional set of attacks at his regular attack bonus with his off hand weapon. This ability replaced any Two-Weapon Fighting feat benefits Nomog-Geaya receives and is similar to the epic feat Perfect Two-Weapon Fighting. |
| Gnaipnur08-30-03, 03:19 PM | I don't think Eshebala has been posted. By the way: You mention Acheron, The Plane Faerie, Carceri and Asgard, but neither of these exist in the Faerûnian cosmology; at least not as far as I can tell (I'm reading in the Faerûn Campaign Setting). Those names come from The Great Wheel cosmology, which I believe is more linked to Hextor, Pelor and all those other gods. Have I missed something? |
| Jorda_The_Knight08-30-03, 03:27 PM | Probably not, however the information on the FR cosmology is kind of limited as fair as I've read. It's easier to find a place for these gods in the great wheel cosmology and it also puts them in more appropriate planes. It's really up to the DM to place these guys in the FR cosmology as they see fit, either as gods that have always been there or as interloper deities who are carving out a new place for themselves. For some of the gods I've been able to find perfect niches for them, while for others I just couldn't think of a place in the FR cosmology where they fit, so I stuck em in the more farmiliar great wheel cosmology, sorry for the confusion Gnaipnur. |
| Gnaipnur08-30-03, 03:59 PM | No problem, just keep up the good work. |
| Tebryn1408-30-03, 05:12 PM | In my version of the FR cosmology, I simply add a Plane of Faerie for the Seelie and UnSeelie courts, as well as a plane for the giants. |
| Tebryn1409-06-03, 11:20 PM | Just so everyone knows, I have not given up on this thread. I have just started school again, so I'll try to get a god done every weekend. Here's one: Vergadain Rogue 20/ Cleric 20 Medium-Size Outsider (Dwarf) Divine Rank: 15 Hit Dice: 20d8+160 (outsider) plus 20d6+160 (rogue) plus 20d8+160 (cleric) (920 hp) Initiative: +17, always first AC: 78 (+13 dex, +15 divine, +28 natural, +12 deflection) Attacks: +5 keen dancing long sword +68/+63/+58/+53 melee; or by spell +62 melee touch or +68 ranged touch Damage: +5 keen dancing long sword 1d8+15/17-20; or by spell. Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, sneak attack +13d6, spell-like abilities, turn undead 15/day Special Qualities: Crippling strike, defensive roll, divine aura (1,500 ft., DC 37), divine immunities, DR 25/epic, evasion, fire resistance 20, godly realm (10 miles), improved evasion, plane shift at will, remote communication 15 miles, slippery mind, SR 47, greater teleport at will, traps, uncanny dodge, improved uncanny dodge, understand, speak, and read all languages, and speak directly to all beings within 15 miles, spontaneous casting of divine spells, Saves: Fort +57, Ref +65, Will +55 Abilities: Str 24, Dex 36, Con 26, Int 40, Wis 26, Cha 34 Skills*: Appraise +80, Balance +48, Bluff +87, Climb +42, Concentration +73, Diplomacy +87, Disable Device +58, Disguise +89, Escape Artist +48, Forgery +72, Gather Information +67, Heal +43, Hide +88, Intimidate +67, Knowledge (Arcana) +80, Knowledge (architecture and engineering) +50, Knowledge (the planes) +50, Knowledge (Religion) +80, Listen +73, Move Silently +68, Open Lock +78, Profession +83, Search +70, Sense Motive +73, Sleight of Hand +80, Spellcraft +80, Spot +53, Tumble +48, Use Magic Device +47. *Always receives a 20 on checks. Feats: Blind-fight, Combat Casting, Combat Expertise, Combat Reflexes, Deceitful, Deft Hands, Deflect Arrows, Dodge, Empower Spell, Improved Feint, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Maximize Spell, Mobility, Quick Draw, Snatch Arrows, Spring Attack, Still Spell, Weapon Focus (long sword), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality (DC 47 for duplicated spells), Alter Size, Automatic Metamagic (quickened cleric spells), Automatic Metamagic (silent cleric spells), Avatar (up to ten), Battlesense, Divine Blast (15/day, 27d12 points of damage, up to 15 miles), Divine Celerity (15 minutes/day), Divine Dodge (miss chance 65%), Divine Glibness, Divine Recall (well negotiated deals), Divine Rogue, Divine Sneak Attack, Extra Domain (trickery), Instant Move (450 ft.), Know Secrets (DC 37), Supreme Initiative, Domain Powers: 15/day reroll a die roll after it is made; 12-minutes/day use detect thoughts. Spell-Like Abilities: Vergadain uses these abilities as a 25th level caster. The save DCs are 37+spell level. Magic Weapon, Endurance, Glyph of Warding, Greater Magic Weapon, Fabricate, Stone Tell, Dictum, Protection From Spells, Elemental Swarm, Entropic Shield, Aid, Protection from Energy, Freedom of Movement, Break Enchantment, Mislead, Spell Turning, Moment of Prescience, Miracle, Message, Gembomb, Eagle’s Splendor, Sending, Fabricate, True Seeing, Mordenkainen’s Magnificent Mansion, Mind Blank, Discern Location, Disguise Self, Invisibility, Nondetection, Confusion, False Vision, Screen, Polymorph any Object, Time Stop. Cleric Spells/Day: 6/7/7/7/7/6/5/5/5/4; save DCs=18+spell level. Possession: Vergadain carries “Goldseeker”, a +5 keen dancing long sword. Caster Level: 25th Other Divine Powers As an intermediate deity, Vergadain automatically receives a die roll of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Vergadain can see, hear, smell, and touch at a distance of 15 miles. As a standard action, he can perceive anything within 15 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his sense to up to ten remote locations at once. He can block the sensing power of deities his rank and lower at up to two remote locations at once for 15 hours. Portfolio Sense: Vergadain automatically senses whenever a deal is made involving dwarfs or between dwarfs, a dwarf commits nonmalicious thievery, or experiences extraordinary luck the instant it happens and retains the sensation for 15 tendays. Automatic Actions: Vergadain can use Bluff, Diplomacy, or Profession (merchant), as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Vergadain can create any magic item that aids in or aids in detecting lying, aids in stealth, or grants a bonus to a saving throw as long as the marker price does not exceed 200,000 gp. |
| Verghityax09-07-03, 02:26 AM | Tebryn, You rock :D |
| Tebryn1409-07-03, 11:35 AM | I try. |
| Bahgtru09-07-03, 01:51 PM | Tebryn, Any chance of trying your hand at Bahgtru Bonesnapper of the Orcish pantheon? Thanks in advance. |
| Tebryn1409-07-03, 04:06 PM | Bahgtru By Jorda the Knight The Strong, the Leg Breaker, the Son of Gruumsh Lesser Orc Deity Symbol: Broken thighbone Home Plane: Nishrek Alignment: Chaotic evil Portfolio: Loyalty, stupidity, brute strength Worshipers: Barbarians, followers, orcs, physically strong beings, warriors, wrestlers Cleric Alignments: CE, CN, NE Domains: Chaos, Evil, Orc, Strength Favored Weapon: “Crunch” (spiked gauntlet) Bahgtru Fighter 20/Barbarian 20 Medium-Size Outsider (Chaos, evil) Divine Rank: 10 Hit Dice: 20d8+240 (Outsider), 20d12+240 (Brb), 20d10+240 (Ftr) (1320 hp) Initiative: +13 (+9 Dex, +4 improved initiative) Speed: 70 ft. AC: 55 (+9 Dex, +10 divine, +23 natural, +3 deflection) Attacks: +5 mighty cleaving, keen, chaotic unarmed strike +74; or +64 melee touch; or +49 ranged touch Damage: +5 mighty cleaving, keen, chaotic unarmed strike 1d8 +44/19-20/x2 Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 10 miles, DR 45/+6 (4/-), fire resistance 30, fast healing 30, remote communication, fast movement, SR 42, divine aura (1000 ft. DC 23) Saves: Fort. +57 Ref. +51 Will. +47 Abilities: Str.58 (+24) Dex.28 (+9) Con.34 (+12) Int.4 (-3) Wis.20 (+5) Cha.16 (+3) Skills: Climb +54, Intimidate +32, Intuit Direction +35, Jump +54, Spot +25, Swim +54 Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Mobility, Spring Attack, Endurance, Expertise, Improved Disarm, Improved Trip, Whirlwind Attack, Great Fortitude, Improved Critical (unarmed strike), Improved Initiative, Improved Unarmed Strike, Stunning Fist, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Sunder, Run, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike), Bullheaded, Hold The Line, Improved Grapple, Improved Sunder, Knock-Down, Power Critical (unarmed strike) Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Extra Domain (evil), Alter Size, Divine Rage, Divine Weapon Focus (unarmed strike), Divine Weapon Specialization (unarmed strike), Divine Fast Healing, Increased Damage Reduction (2), Indomitable Strength, Irresistible Blows (unarmed strike), Wave of Chaos, * Unique Salient Divine Ability Domain Powers: Cast chaos and evil spells at +1 caster level, smite 1/day (+10 to damage if you hit with a single melee attack. If used against an elf or dwarf add +4 to your attack roll for the smite attack), add +10 enhancement bonus to strength 1/day for 1 round as a free action. Spell-Like Abilities: All domain spells, caster level 20, base DC= 23 Divine Rage: While in his divine rage (activated only after Bahgtru has suffered damage from a weapon 10/day for up to 1 hour) Bahgtru gains +10 Strength and Constitution, a +5 moral bonus on Will saves, his SR becomes 52 and his fire resistance increases to 40. While raging he also suffers a –5 penalty to AC and cannot perform acts the require patience or concentration (this includes salient divine abilities) *Thick Skull: Bahgtru is without a doubt the stupidest god in existence. While this hinders him in many ways his lack of powerful brain activity make certain spells and abilities less effective against him. Any mind affecting or compulsion spells (as well as any form of psionics) used directly on Bahgtru have a 75% chance to fail outright upon casting since the spell simply does not register with Bahgtru’s mind. Deities of Bahgtru’s rank or greater have only a 25% chance of failure with the noted exceptions of Gruumsh and Luthic, both of whom are immune to their son’s Thick Skull ability. Possessions: Bahgtru carries no possession at all, feeling that any form of weapon or armor is a sign of weakness. Each of his huge, clawed fists however functions as +5 mighty cleaving, keen, chaotic unarmed strike. Other Divine Powers Senses: Bahgtru can see, hear, touch and smell at a distance of 10 miles. As a standard action he can perceive anything within 10 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 10 hours. Portfolio Sense: Bahgtru senses any orc rage and anger, any feat of strength as well as any act of stupidity the moment it happens as long as the event involves at least 500 people. Automatic Actions: Bahgtru can use Climb, Intimidate and Jump as a free action if the DC for the task is 20 or lower. She can perform up to 5 such actions a turn. Create Magic Items: Bahgtru can create magic items that allow someone to enter a rage or that grant a strength bonus as long as the market price does not exceed 300,000 gp. |
| Tebryn1409-07-03, 06:44 PM | For the record, I have most of Hruggrek done, and I will try to type it up tonight, but if not tonight then thursday. |
| Tebryn1409-11-03, 05:30 PM | Hruggrek The King of Bugbears, The Lord of Ambushes, The Master of Violence Intermediate Deity Symbol: Morningstar Home Plane: Nishrek Alignment: Chaotic Evil Portfolio: Violence, combat, ambushes Worshippers: Bugbears, violent goblinoids Cleric Alignments: CE, NE, CN Domains: Chaos, Evil, Trickery, War Favored Weapon: Morningstar Barbarian 20/ Rogue 10/ Fighter 10 Medium-Size Outsider (Chaotic, Evil, Goblinoid) Divine Rank: 13 Hit Dice: 20d8+240 (outsider) plus 20d12+240 (barbarian) plus 10d6+120 (rogue) plus 10d10+120 (fighter) (1280 hp) Initiative: +17, always first Speed: 60 ft. AC: 83 (+10 armor [+5 breastplate], +14 dex, +13 divine, +26 natural, +10 deflection) Attacks: +5 impact chaotic unholy morningstar +77/+72/+67/+62 melee; or by spell +69 melee touch, or +66 ranged touch. Damage: +5 impact chaotic unholy morningstar 1d8+34/17-20; or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: Divine aura (1,300 ft., DC 32), divine immunities, DR 30/epic and lawful (5/-), fast movement, fire resistance 18, godly realm (10 miles), plane shift at will, SR 45, greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 13 miles, sneak attack +5d6, trap sense +9, trapfinding, crippling strike, evasion, fast healing 33. Saves: Fort +57, Ref +59, Will +52 Abilities: Str 44, Dex 38, Con 34, Int 24, Wis 24, Cha 30 Skills *: Balance +57, Bluff +53, Climb +91, Disguise +53, Handle Animal +53, Hide +62, Intimidate +81, Jump +91, Listen +71, Move Silently +76, Ride +82, Spot +51, Swim +91, Tumble +59, Survival +71 Feats: Blind-fight, Blind-Sight (5 ft.), Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Greater Weapon Focus (morningstar), Greater Weapon Specialization (morningstar), Hold the Line, Improved Bull Rush, Improved Critical (morningstar), Improved Initiative, Improved Sunder, Improved Trip, Knock-Down, Legendary Leaper, Mobility, Power Attack, Quick Draw, Quicken Spell-like Ability, Ruinous Rage, Spring Attack, Track, Weapon Focus, Weapon Specialization, Whirlwind Attack Divine Immunities: Ability, damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment Salient Divine Abilities: Alter Size, Annihilating Strike, Battlesense, Divine Armor Mastery, Divine Blast (13/day, 23d12 points of damage, 13 miles), Divine Dodge (miss chance 63%), Divine Fast Healing, Divine Rage, Extra Domain (trickery), Frightful Presence (Will DC 33), Increased DR, Supreme Initiative, Wave of Chaos, Wound Enemy, Avatar (up to ten), Divine Celerity (13 minutes per day). Domain Powers: Cast chaotic spells at +1 caster level; cast evil spells at +1 caster level Spell-Like Abilities: Hruggrek uses these abilities as a 23rd level caster, except for chaotic and evil spells, which he uses as a 24th level caster. The save DCs are 33+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Disguise Self, Invisibility, Nondetection, Confusion, False Vision, Mislead, Screen, Polymorph any Object, Time Stop, Magic Weapon, Spiritual Weapon, Magic Vestment, Divine Power, Flame Strike, Blade Barrier, Power Word, Stun, Power Word, Blind, Power Word, Kill *Cast as a chaotic or evil spell only. Divine Rage: The following changes are in effect as long as Hruggrek rages: AC 78; hp 1580; Atk +82/+77/+72/+67 melee (1d8+42); +10 to fire and spell resistance; SV Fort +61, Will +57; Str 54, Con 44. His rage can be used 16/day, it lasts for one hour (or until ended), and he is not winded afterward. Possessions: Hruggrek carries a +5 chaotic unholy impact morningstar. Caster Level: 25th Other Divine Powers As an intermediate deity, Hruggrek automatically receives a die roll of 20 on any check. He treats a one on a saving throw normally and not as an automatic failure. He is immortal. Senses: Hruggrek can see, hear, touch and smell at a distance of 13 miles. As a standard action, he can perceive anything within 13 miles of his worshippers, holy site, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities his rank and lower at up to two remote locations at once for up to 16 hours. Portfolio Sense: Hruggrek senses any act of violence committed by or against goblinoids the instant it happens and retains the sensation for 13 tendays. He likewise is aware of any ambush planned by goblinoids. Automatic Actions: Hruggrek can use Climb, Jump and Hide as a free action if the DC for the task is 25 or lower. He can perform up to 10 such free actions each round. Create Magic Items: Hruggrek can create simple and martial magic weapons, and all types of magic armor, as long as the item’s market price does not exceed 200,000 gp. |
| Verghityax09-12-03, 01:49 AM | Good job, Tebryn. Oh, one more thing, it's Hruggek, not Hruggrek. P.S. If I can have a request I would like to see stats of Grankhul and Skiggaret from the Bugbear Pantheon as well :) |
| kos09-12-03, 04:00 AM | Great job Tebryn!!! One more humble request too (pretty please!), the Kraken deity, Panzuriel. |
| Verghityax09-12-03, 07:09 AM | Oh yes! :) Panzuriel rocks too :) I would be very pleased to see him :) |
| Tebryn1409-12-03, 03:17 PM | Unfortunately, Panzuriel is not a Faerunian deity. I would be happy to give him my best, but he will have to wait until a more substantial amount of the other gods are finished. |
| Tebryn1409-14-03, 10:29 PM | Titania The Faerie Queen, The Queen of Light, The Queen of the Seelie Court Greater Deity Symbol: White diamond with a blue star Home Plane: The Plane of Faerie Alignment: Chaotic Good Portfolio: Faerie folk and realms, friendship, magic Worshippers: Good and neutral fey, elves Cleric Alignments: CG, NG, CN Domains: Chaos, Good, Magic, Plant Favored Weapon: Dagger Illusionist 26/ Druid 20 Medium-Size Outsider (Chaotic, Good, Fey) Divine Rank: 18 Hit Dice: 20d8+120 plus 26d4+156 plus 20d8+120 (820 hp) Initiative: +15 Speed: 60 ft. AC: 85 (+11 dex, +18 divine, +31 natural, +15 deflection) Attacks*: +5 chaotic holy keen dagger +77/+72/+67/+62; or by spell +67 melee touch, or +72 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: +5 chaotic holy keen dagger 1d4+11/17-20; or by spell. *Always does maximum damage (dagger 15 points). Face/ Reach: 5 ft. by 5 ft./ 5ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, Special Qualities: A thousand faces, nature sense, wild empathy (+35), woodland stride, trackless step, resist natures lure, Wild Shape (5/day, Fine, Diminutive, Tiny, Small, Medium-Size, Large, Huge, Gargantuan, Colossal, magical beasts, or dire animals, 3/day elemental), venom immunity, familiar (cats), divine aura (18 miles, DC 43), DR 30/epic, fire resistance 23, godly realm (100 miles), plane shift at will, greater teleport at will, remote communication 18 miles, spontaneous casting of divine spells, SR 70, understand, speak, and read all languages and speak directly to all beings within 18 miles, Saves*: Fort +59, Ref +64, Will +66. *Always receives a 20 on saves. Abilities: Str 22, Dex 32, Con 22, Int 40, Wis 32, Cha 40 Skills*: Balance +69, Bluff +73, Climb +44, Concentration +87, Craft (Alchemy) +73, Diplomacy +83, Gather Information +73, Handle Animal +83, Heal +79, Intimidate +53, Knowledge (Arcana) +83, Knowledge (Nature) +85, Knowledge (The Planes) +68, Knowledge (Religion) +83, Listen +81, Move Silently +54, Perform +68, Ride +64, Search +53, Sense Motive +79, Spellcraft +96, Spot +81, Survival +83, Swim +64, Tumble +69. *Always receives a 20 on checks. Feats: Alertness, Blind-Fight, Brew Potion, Combat Expertise, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Items, Dodge, Empower Spell, Enlarge Spell, Epic Spellcasting (5 Arcane, 5 Divine/day), Extend Spell, Forge Ring, Heighten Spell, Improved Disarm, Improved Initiative, Iron Will, Mobility, Multispell (x4), Quick Draw, Seelie Court Kelir, Silent Spells, Still Spells, Track, Weapon Finesse (dagger). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality (save DC 53 for duplicated spells) Alter Size, Arcane Mastery, Automatic Metamagic (quickened wizard spells), Automatic Metamagic (Quickened druid spells), Avatar (up to 20), Call Creatures (up to 18 fey serving simultaneously, each with up to 19 HD), Command Plants, Control Creatures (up to 18 fey per day, Will DC 43), Divine Blast (18/day, 33d12 points of damage), Divine Druid, Divine Shield (9/day, stops 180 points of damage), Divine Spellcasting, Extra Domain (Plant), Gift of Life, Instant Counterspell, Increased SR, Power of Nature (18 miles), See Magic, Shapechange, Spontaneous Wizard Spells, True Shapechange. Domain Powers: Cast chaos spells at +1 caster level; cast good spells at +1 caster level; use spell completion and spell trigger items as Wiz 29; rebuke or command plant creatures 18/day. Spell-Like Ability: Titania uses these abilities as a 28th level caster, except for chaotic and good spells, which he uses as a 29th level caster. The saves DCs are 43+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IV*, Protection from Evil, Aid, Magic Circle Against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Nystul’s Undetectable Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen’s Disjunction, Entangle, Barkskin, Plant Growth, Control Plants, Wall of Thorns, Repel Wood, Changestaff, Command Plants, Shambler. *Cast as a chaotic or good spell only Druid Spells/Day (Levels 0-11): 6/8/8/8/7/7/6/6/5/5/2/2; base DC=23+spell level. Wizard Spells/Day (Levels 0-15): 4/8/8/8/7/7/7/7/6/6/3/3/2/2/2/2; base DC=27+spell level. Possessions: Titania carries a +5 dagger with the holy, chaotic, and keen special properties. Caster Level: 25th Other Divine Powers As a greater deity, Titania automatically receives the best possible result on any die roll she makes (including attack rolls, damage rolls, and saves). She is immortal. Senses: Titania can see, hear, touch, and smell at a distance of nineteen miles. As a standard action, she can perceive anything within 19 miles of her worshippers, holy sites, objects, or any location where on of her titles or name was spoken within the last hour. She can extend her senses to up to 20 locations at once. She can block the sensing power of deities her rank and lower at up to two remote locations at once for up to 18 hours. Portfolio: Titania senses anything that affects the welfare of fey or fey lands (including any forest, desert, sea, or other major geographical feature which is inhabited by at least 100 fey) 18 tendays before it happens and retains the sensation for 18 tendays after the event occurs. She likewise senses anytime fey makes alliances or friendships with others, fey or non-fey, and anytime a fey uses magic. Automatic Actions: Titania can use Knowledge (Arcana), Knowledge (Nature), Spellcraft, or Survival as a free action as long as the DC for the task is 30 or lower. She can perform up to twenty such free actions each round. Create Magic Items: Titania can create any magic item. |
| evilsunz09-18-03, 06:13 AM | hi there ! Tebryn14, di you have logs from the old thread ? i lost it in a HDD crash and i really want to get it back :) it would be really nice if you could help me in this ! |
| Tebryn1409-18-03, 02:57 PM | Logs? What are logs? If you mean the deity stats from the old page, then yes I have all of them, available on request. |
| evilsunz09-18-03, 04:55 PM | well my request is simple : i want it all :)) |
| Tebryn1409-18-03, 05:05 PM | That really isn't possible. There only way possible is request basis. Just name who you want. |
| E'tii'stil Shadowsil09-22-03, 05:10 AM | This is the Dicefreaks (my) version of Corellon Larethian. Please forgive me if there is another build of the Coronal of Arvandor on this thread as I haven't read this thread in its entirety. * This build makes use of the variant deity rules on www.dicefreaks.com. CORELLON LARETHIAN Creator of the Elves, the Protector, First of the Seldarine, Protector and Preserver of Life, Ruler of All Elves, Coronal of Arvandor Greater Deity Symbol: A silver crescent moon Home Plane: Arvandor, the Olympian Glades of Arborea Alignment: Chaotic Good Portfolio: Elves, magic, arts and crafts, music, war, poets, poetry, bards, warriors Worshipers: Elves, half-elves, bards Cleric Alignments: Any good Domains: Chaos, Elf, Good, Magic, Protection, War Favored Weapon: ¡°Sahandrian¡± (longsword) Archmage 5/Bard 15/Bladesinger 10/Duelist 10/Fighter 20/Wizard 20 Medium Outsider (Chaotic, Extraplanar, Good) Divine rank: 19 Hit Dice: 5d4 (Archmage) + 15d6 (Bard) + 10d8 (Bladesinger) + 10d10 (Duelist) +20d10 (Fighter) + 20d4 (Wizard) + 1040 (1610 hp) Initiative: +32, always first (+20 Dexterity, +8 Superior Initiative, +4 Improved Reaction, Supreme Initiative) Speed: 60 ft. AC: 1271 (+20 Dexterity, +19 divine, +44 natural, +18 deflection, +16 canny defense), touch 83, flat-footed 107 Base Attack/Grapple: +45/+64 Attack: Sahandrian (+20 anarchic power holy power keen speed longsword) +112/+112 melee (1d8+66 plus +3d6 anarchic and 1 negative level [Fort DC 42] plus +3d6 holy and 1 negative level [Fort DC 42] plus +2d6 precise strike plus [Fort DC 88] or death 15-20/x2 plus +6d6 anarchic and 2 negative levels [Fort DC 42] plus +6d6 holy and 2 negative levels [Fort DC 42] plus [Fort DC 88] or death plus +1d6), or Kalwynrian (+20 anarchic power distant shot holy speed unerring accuracy mighty composite longbow) +106/+106 ranged (1d8+39 plus +3d6 anarchic and 1 negative level [Fort DC 42] plus +2d6 holy/x3 plus +9d6 and 3 negative levels [Fort DC 42]), or spell +83 melee touch or +84 ranged touch *Always does maximum damage (longsword 74 points; longbow 47 points) Full Attack: Sahandrian (+20 anarchic power holy power keen speed longsword) +112/+112/+107/+102/+97 melee (1d8+66 plus +3d6 anarchic and 1 negative level [Fort DC 42] plus +3d6 holy and 1 negative level [Fort DC 42] plus +2d6 precise strike plus [Fort DC 88] or death 15-20/x2 plus +6d6 anarchic and 2 negative levels [Fort DC 42] plus +6d6 holy and 2 negative levels [Fort DC 42] plus [Fort DC 88] or death plus +1d6), or Kalwynrian (+20 anarchic power distant shot holy speed unerring accuracy mighty composite longbow) +106/+106/+101/+96/+91 ranged (1d8+39 plus +3d6 anarchic and 1 negative level [Fort DC 42] plus +2d6 holy/x3 plus +9d6 and 3 negative levels [Fort DC 42]), or spell +83 melee touch or +84 ranged touch *Always does maximum damage (longsword 74 points; longbow 47 points) Space/Reach: 5 ft./5 ft. Special Attacks: Acrobatic charge, deflect arrows, domain powers, elaborate parry, precise strike +2d6, salient divine abilities, spell-like abilities Special Qualities: Elf traits, arcane reach, bardic knowledge +31, bardic music, bladesong, canny defense, countersong, damage reduction 30/epic and unholy and adamantine, divine aura (19 miles, DC 62), divine immunities, enhanced mobility, familiar (cats), fascinate, godly realm, grace, greater spellsong, greater teleport at will, improved reaction +4, inspire competence, inspire courage +3, inspire greatness, inspire heroics, lesser spellsong, mastery of counterspelling, mastery of elements, mastery of shaping, plane shift at will, remote communication 19 miles, song of celerity, song of freedom, song of fury, spell mastery, spell power +1, SR 81, suggestion, understand, speak, and read all languages and speak directly to all being within 19 miles Saves: Fort +68, Ref +81, Will +74 Abilities: Str 48, Dex 50, Con 36, Int 42, Wis 36, Cha 46 Skills: Appraise +65 (+69 for alchemy, +73 for bows, +73 for weapons, +73 for woodworking), Balance +89, Bluff +79, Climb +51, Concentration +119, Craft (alchemy) +70, Craft (bowmaking) +95, Craft (weaponsmithing) +95, Craft (woodworking) +95, Diplomacy +84, Disguise +84, Escape Artist +84, Hide +97, Intimidate +46, Jump +71, Knowledge (arcana) +115, Knowledge (religion) +106, Listen +106, Move Silently +102, Perform +89, Search +106, Sense Motive +106, Spellcraft +118, Spot +106, Survival +57, Swim +51, Tumble +104, Use Rope +66 Feats: Acrobatic (B), Agile (B), Alertness (B), Ambidexterity, Blind-Fight (B), Cleave, Combat Expertise (B), Combat Reflexes (B), Craft Wand, Craft Wondrous Item, Deflect Arrows (B), Dodge (B), Empower Spell, Enlarge Spell, Eschew Materials, Forge Ring, Great Cleave (B), Greater Spell Penetration (B), Greater Weapon Focus (longsword) (B), Greater Weapon Specialization (longsword), Heighten Spell, Improved Feint, Improved Initiative, Magical Aptitude (B), Maximize Spell, Mobility, Point Blank Shot (B), Power Attack, Quick Draw (B), Scribe Scroll (B), Spell Penetration, Spellcasting Prodigy (B), Spring Attack, Still Spell Epic Feats: Armed Deflection (B), Automatic Still Spell, Devastating Critical (longsword), Dire Charge, Enhance Spell, Epic Reflexes, Epic Weapon Focus (longsword) (B), Epic Weapon Specialization (longsword), Ignore Material Components, Improved Combat Reflexes (B), Improved Metamagic, Improved Whirlwind Attack (B), Intensify Spell (B), Multispell (B), Overwhelming Critical (longsword), Spellcasting Harrier, Tenacious Magic Combat Salient Divine Abilities: Annihilating Strike (Fort DC 39 + damage dealt), Arcane Mastery, Area Divine Shield, Automatic Metamagic (quicken wizard spells), Battlesense, Control Creatures (up to 19 elves/day, Will DC 47), Craft Artifact, Create Greater Object, Create Object, Divine Blast (21/day, up to 19 miles, 37d12 points of damage), Divine Celerity, Divine Creation, Divine Shield (16/day, stops 190 points of damage), Divine Spellcasting, Divine Weapon Focus (longsword), Divine Weapon Mastery, Divine Weapon Specialization (longsword), Extra Domain (Chaos), Extra Energy Immunity (fire), Gift of Life, Longsword Finesse, Spontaneous Wizard Spells, Supreme Initiative, Wave of Chaos (170 ft. radius, Will DC 47) Domain Powers: Cast chaotic spells at +1 caster level; cast good spells at +1 cast level; 19/day protective ward (touched subject gains +20 resistance bonus on next saving throw, maximum duration 1 hour) Spell-Like Abilities: Corellon uses these abilities as a 57th-level caster, expect for chaos spells and good spells, which he uses as a 58th-level caster. The save DCs are 65 + spell level. Aid, animate objects, antimagic field, antipathy, blade barrier, cat¡¯s grace, chaos hammer, cloak of chaos, commune with nature, dispel evil, dispel law, dispel magic, divine power, find the path, flame strike, holy aura, holy smite, holy word, identify, imbue with spell ability, liveoak, mage¡¯s disjunction, magic aura, magic circle against evil, magic circle against law, magic vestment, magic weapon, mind blank, power word blind, power word kill, power word stun, prismatic sphere, protection from elements, protection from evil, protection from law, protection from spells, repulsion, sanctuary, shatter, shield other, snare, spell immunity, spell resistance, spell turning, spiritual weapon, summon monster IX (as chaos or good spell only), sunburst, tree stride, true strike, word of chaos. Bard Spells per Day: 4/9/8/7/7/6; base DC = 48 + spell level. Bladesinger Spells per Day: 0/9/8/7/7; base DC = 44 + spell level. Wizards Spells per Day (Levels 0-16): 4/9/8/8/8/8/7/7/7/7/4/4/4/3/3/2/2; base DC = 44 + spell level. |
| Saasiel09-22-03, 05:14 AM | :mymy: :mymy: :mymy: :mymy: :mymy: HOLY ****! |
| Tebryn1409-25-03, 04:50 PM | My power was out for a week! I hate Isabel. But now I am back, and this weekend I will be posting Titania, Berronar, and maybe Oberon. |
| Damador09-26-03, 07:25 AM | http://www.candlekeep.co.uk/content/runningtherealms/deitiesoffaerun/index.htm how about stats from here |
| Cymric_Steiner09-26-03, 10:06 AM | could you please post the red knights stats |
| Tebryn1409-26-03, 11:21 AM | Originally posted by Damador http://www.candlekeep.co.uk/content/runningtherealms/deitiesoffaerun/index.htm how about stats from here Looking at these, two thoughts occur to me. One, we have way more deities done. Two, many of our deities are, in my opinions much better. |
| Tebryn1409-27-03, 08:13 PM | Berronar Truesilver Cleric 20/Fighter 10/ Dwarven Defender 10 Medium-Size Outsider (Dwarf, Good, Lawful) Divine Rank: 15 Hit Dice: 20d8+200 (outsider) plus 20d8+200 (cleric) plus 10d10+100 (fighter) plus 10d12+100 (dwarven defender) (1143 hp) Initiative: +7 Speed: 60 ft. AC: 83 (+1 dex, +15 divine, +4 dwarven defender, +28 natural, +13, +5 full plate, +12 deflection) Attacks: +5 impact holy lawful heavy mace +70/+65/+60/+55 melee; or by spell +64 melee touch, or +62 ranged touch. Damage: +5 impact holy lawful heavy mace 1d8+20/19-20; or by spell. Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Turn undead 15/day, domain powers, salient divine abilities, spell-like abilities. Special Qualities: Dwarf traits, divine immunities, DR 25/epic (6), fast healing 35, fire resistance 20, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication 15 miles, godly realm (10 miles), greater teleport at will, plane shift at will, SR 67, divine aura (1,500 ft, DC 37), defensive stance 5/day, improved uncanny dodge, uncanny dodge, trap sense +2, mobile defense. Saves: Fort +59, Ref +54, Will +65 Abilities: Str 28, Dex 24, Con 30, Int 28, Wis 42, Cha 34 Skills *: Concentration +75, Diplomacy +77, Gather Information +47, Handle Animal +47, Heal +81, Knowledge (Arcana)+74, Knowledge (Geography) +44, Knowledge (History) +54, Knowledge (Religion) +74, Knowledge (The Planes) +69, Listen +71, Profession (scribe) +76, Profession (midwife) +76, Search +44, Sense Motive +76, Spellcraft +74, Spot +71. *Always receives a 20 on checks. Feats: Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Dodge, Empower Spell, Endurance, Enlarge Spell, Extend Spell, Forge Ring, Great Cleave, Great Fortitude, Improved Disarm, Improved Trip, Iron Will, Maximize Spell, Mobility, Power Attack, Quick Draw, Scribe Scroll, Silent Spell, Spring Attack, Still Spell, Toughness, Weapon Focus (Heavy Mace), Weapon Specialization (Heavy Mace), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment Salient Divine Abilities: Alter Reality (save DC 47 for duplicated spells), Area Divine Shield, Automatic Metamagic (quickened cleric spells), Avatar (up to 10), Banestrike (orcs), Battlsense, Clearsight (15 ft.), Divine Blast (15/day, 27d12 points, 15 miles), Divine Fast Healing, Divine Shield (13/day, 150 points), Divine Spellcasting, Extra Domain (Healing), Extra Domain (Law), Extra Domain (Protection), Life and Death, Increased SR, Instant Counterspell, Power of Truth Domain Powers: Protect a 12 creatures with +4 dodge bonus to AC for 20 rounds 15/day; Cast good spells at +1 caster level; Cast healing spells at +1 caster level; Cast lawful spells at +1 caster level; Grant one creature a +20 bonus on next saving throw 15/day. Domain Spells: Berronar casts uses these abilities as a 25th level caster, with the exception of good, healing, and lawful spells, which she uses at 26th caster level. The save DCs are 37+spell level. Magic Weapon, Endurance, Glyph of Warding, Greater Magic Weapon, Fabricate, Stone Tell, Dictum, Protection from Spells, Elemental Swarm*, Bless, Shield Other, Helping Hand, Imbue with Spell Ability, Rary’s Telepathic Bond, Heroe’s Feast, Refuge, Protection from Spells, Prismatic Sphere, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX**, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Cure Light Wounds, Heal, Regenerate, Mass Heal, Mass Cure Critical Wounds, Protection from Chaos, Calm Emotions, Magic Circle against Chaos, Order’s Wrath, Dispel Chaos, Hold Monster, Dictum, Shield of Law, Sanctuary, Shield Other, Protection from Energy, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank, Prismatic Sphere. *Cast as an earth spell only ** Cast as a good or lawful spell only Cleric Spells/Day (levels 0-16): 6/9/9/9/9/8/7/7/7/6/3/3/3/2/2/2/2; base DC=28+spell level. Other Divine Powers As an intermediate deity, Berronar automatically receives a die result of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Berronar can see, hear, touch, and smell at a distance of 15 miles. As a standard action, she can perceive anything within 15 miles of her worshippers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 10 locations at once. She can block the sensing power of deities her rank and lower at up to two remote locations at once for up to 15 hours. Portfolio Sense: Berronar senses anytime a dwarf commits any sort of falsehood the instant it happens and retains the sensation for 15 tendays after the event occurs. She likewise is aware of anything that affects the welfare of a dwarven community or large clan. Automatic Actions: Berronar can use Diplomacy, Healing, Profession (midwife), or Profession (scribe) as a free action as long as the DC for the task is 25 or lower. She can perform up to ten such free actions each round. Create Magic Items: Berronar can create any kind of magic armor or shield, or any item that confers any bonus to AC or saving throws, or any item that detects falsehoods, as long as the market price does not exceed 200,000 gp. |
| Bahgtru09-28-03, 08:29 PM | Any chance of doing stats for a Titan like Atlas? :-) |
| Tebryn1409-28-03, 08:58 PM | Maybe, but not for a while. We still have a rather startling number of forgotten realms deities left, so when we finish those, other requests can come into consideration. |
| E'tii'stil Shadowsil09-28-03, 10:33 PM | * This build makes use of the variant deity rules on www.dicefreaks.com. EREVAN ILESERE The Trickster, the Chameleon, the Green Changeling, the Evershifting Shapechanger, the Fey Jester, the Jack of the Seelie Court Intermediate Deity Symbol: A nova star with asymmetrical rays Home Plane: Arvandor, the Olympian Glades of Arborea Alignment: Chaotic Neutral Portfolio: Mischief, Change, Rogues Worshipers: Bards, elves, revelers, rogues, sorcerers, tricksters Cleric Alignments: CE, CG, CN, N, NE, NG Domains: Chaos, Elf, Luck, Trickery Favored Weapon: “Mischief” (scimitar) Arcane Trickster 10/Rogue 25/Shadowdancer 10/Void Incarnate 10/Wizard 5 Medium Outsider (Chaotic, Extraplanar) Divine rank: 15 Hit Dice: 10d4 (Arcane Trickster) + 25d6 (Rogue) +10d8 (Shadowdancer) + 10d6 (Void Incarnate) + 5d4 (Wizard) + 660 (1010 hp) Initiative: +32, always first (+24 Dexterity, +8 Superior Initiative, Supreme Initiative) Speed: 60 ft. AC: 102 (+24 Dexterity, +15 divine, +39 natural, +14 deflection), touch 63, flat-footed 102 Base Attack/Grapple: +36/+46 Attack: Mischief (+18 anarchic power icy blast luck blade wounding scimitar) +93 melee (1d6+30 plus +3d6 anarchic and 1 negative level [Fort DC 38] plus +3d6 cold plus 1 Con 18-20/x2 plus +6d6 anarchic and 2 negative levels [Fort DC 38] plus +6d6 cold plus 1 Con) and Quickstrike (+18 anarchic power lightning blast speed luck blade scimitar) +93/+93 melee (1d6+30 plus +3d6 anarchic and 1 negative level [Fort DC 38] plus +3d6 electricity 18-20/x2 plus +6d6 anarchic and 2 negative levels [Fort DC 38] plus +6d6 electricity), or spell +61 melee touch or +75 ranged touch Full Attack: Mischief (+18 anarchic power icy blast luck blade wounding scimitar) +93/+88/+83/+78 melee (1d6+30 plus +3d6 anarchic and 1 negative level [Fort DC 38] plus +3d6 cold plus 1 Con 18-20/x2 plus +6d6 anarchic and 2 negative levels [Fort DC 38] plus +6d6 cold plus 1 Con) and Quickstrike (+18 anarchic power lightning blast speed luck blade scimitar) +93/+93/+88/+83/+78 melee (1d6+30 plus +3d6 anarchic and 1 negative level [Fort DC 38] plus +3d6 electricity 18-20/x2 plus +6d6 anarchic and 2 negative levels [Fort DC 38] plus +6d6 electricity), or spell +61 melee touch or +75 ranged touch Space/Reach: 5 ft./5 ft. Special Attacks: Crippling strike, domain powers, impromptu sneak attack 2/day, null strike, salient divine abilities, sneak attack +21d6, spell-like abilities Special Qualities: Elf traits, blank aura, blank mind, damage reduction 30/epic and axiomatic and cold iron, darkvision, defensive roll, divine aura (14 miles, DC 49), divine immunities, familiar (cats), fire resistance 20, empty form, evasion, godly realm, greater teleport at will, hide in plain sight, improved evasion, improved mettle of fortitude, improved mettle of will, mettle of fortitude, mettle of will, opportunist, plane shift at will, ranged legerdemain 3/day, remote communication 14 miles, shadow illusion, shadow jump 160 ft., skill mastery, slippery mind, SR 76, summon shadow, trapfinding, trap sense +6, understand, speak, and read all languages and speak directly to all beings within 14 miles, void presence Saves: Fort +52, Ref +79, Will +53 Abilities: Str 31, Dex 59, Con 33, Int 42, Wis 26, Cha 38 Skills: Appraise +49, Balance +102, Bluff +89, Climb +57, Concentration +88, Decipher Script +76, Diplomacy +65, Disable Device +106, Disguise +118, Escape Artist +106, Forgery +86, Gather Information +68, Hide +115, Jump +57, Knowledge (arcana) +87, Knowledge (religion) +87, Listen +106, Move Silently +115, Open Lock +88, Perform +57, Search +106, Sense Motive +56, Sleight of Hand +124, Spot +106, Tumble +124, Use Magic Device +88, Use Rope +96 Feats: Acrobatic (B), Alertness (B), Ambidexterity, Blind-Fight, Deceitful, Deft Hands (B), Eschew Materials, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Lightning Reflexes, Point Blank Shot, Quick Draw, Scribe Scroll (B), Two-Weapon Fighting, Weapon Finesse (scimitar) Epic Feats: Armor Skin, Dextrous Will, Epic Reflexes (B), Ignore Material Components, Perfect Two-Weapon Fighting, Self Concealment x4, Sneak Attack of Opportunity, Superior Initiative, Two-Weapon Rend Combat Salient Divine Abilities: Alter Form, Area Divine Shield, Battlesense, Divine Blast (17/day, up to 15 miles, 29d12 points of damage), Divine Celerity 15 minutes, Divine Dodge (miss chance 105%), Divine Glibness (as mass suggestion cast by a 25th-level sorcerer, up to 25 creatures, Will DC 39), Divine Rogue, Divine Shield (14/day, stops 150 points of damage), Divine Sneak Attack, Footsore (Fort DC 39), Free Move, Increased Damage Reduction, Instant Move, Power of Luck (up to 15 creatures/day, +15 luck bonus or –15 luck penalty), Shapechange, Supreme Initiative, True Shapechange Domain Powers: Cast chaotic spells at +1 caster level; 15/day reroll a die roll once after it is made Spell-Like Abilities: Erevan uses these abilities as a 25th-level caster, expect for chaos spells, which he uses as a 26th-level caster. The save DCs are 39 + spell level. Aid, animate objects, antipathy, break enchantment, cat’s grace, chaos hammer, cloak of chaos, commune with nature, confusion, disguise self, dispel law, entropic shield, false vision, find the path, freedom of movement, invisibility, liveoak, magic circle against law, miracle, mislead, moment of prescience, nondetection, polymorph any object, protection from energy, protection from law, screen, shatter, snare, spell turning, summon monster IX (as chaos spell only), sunburst, time stop, tree stride, true strike, word of chaos. Wizards Spells per Day: 4/8/8/8/8/7/6/5/4; base DC = 26 + spell level. Alter Reality: Erevan exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. Erevan can use wish with regard to any action or inaction that promotes Chaotic Neutral in general, or matters associated with Mischief, Change, and Rogues in particular; he cannot replicate spells in this fashion. Erevan suffers no experience loss and requires a standard action to alter reality in this fashion. Furthermore, Erevan acquires the following benefits, the total of which he may use in total up to 15 per day and lasts for one round per divine rank: • Erevan may add +24 to all revelant Rogue type saving throws (Evasion, Mettle, etc). |
| Skyrocket09-29-03, 12:35 AM | I`ve been looking for stats for Istishia for ages. :drool: Though I`m not sure if I like the old thread version on the Candlekeep version better. Opinions? |
| Tebryn1409-29-03, 05:02 PM | Well I am not personally a fan of the was Jorda did Istishia, no offense. Do as you please is all I can say. |
| Skyrocket09-30-03, 02:38 AM | Looked over the two versions of Istishia last night and I think the Candlekeep version is the better one. Druid 20/Fighter 20 is a good match for Kossuth`s Wizard 20/Fighter 20. Though considering how oftern clerics of Istishia multiclass as bards I`m surprised Istishia himself doesn`t have a few levels of that. Then again, he`s hardly a social deitiy. |
| Tebryn1409-30-03, 04:15 PM | That is probably how I would have done him. |
| Elrumir09-30-03, 07:14 PM | Originally posted by Tebryn14 Looking at these, two thoughts occur to me. One, we have way more deities done. Two, many of our deities are, in my opinions much better. Having done more, or having uploaded more IS a difference :P Besides, I really wanted the Faerûnian and Elven pantheons first, and after that decided to do the Drow, since it fits good with the Drow content of the site. Originally posted by Skyrocket Looked over the two versions of Istishia last night and I think the Candlekeep version is the better one. Druid 20/Fighter 20 is a good match for Kossuth`s Wizard 20/Fighter 20. Thanks! :D I never really understood why Istishia had to be a monk, considering he is more of a nature deity than a real skilled 'strange power fighter'... Though considering how oftern clerics of Istishia multiclass as bards I`m surprised Istishia himself doesn`t have a few levels of that. Then again, he`s hardly a social deitiy. I never saw Istishia as a social deity either, and I tried to keep them more in line with the older 2nd ed stats, where they were more or less gargantuan elementals with class levels. Originally posted by Tebryn14 That is probably how I would have done him. :D:D:D Coming from you, that is a compliment! :ayyyy!: :tiphat: |
| Tebryn1410-14-03, 10:04 PM | Oberon The Faerie King Lesser Deity Symbol: White stag Home Plane: The Plane of Faerie Alignment: Neutral Good Portfolio: Animals, nature, wild places Worshippers: Rangers, good and neutral fey, hunters, sentient animals, elves, druids Cleric Alignments: NG, LG, CG Domains: Animal, Good, Protection, Strength Favored Weapon: Long sword Ranger 20/ Druid 10/ Bard 10 Medium-Size Outsider (Good, Fey) Divine Rank: 10 Hit Dice: 20d8+140 (outsider) plus 20d8+140 (ranger) plus 10d8+70 (druid) plus 10d6+70 (bard) (880 hp) Initiative: +14 Speed: 60 ft. AC: 72 (+10 dex, +10 divine, +23 natural, +10 armor [+5 elven chain], +9 deflection Attacks: +5 holy keen ghost touch defending long sword +71/+66/+61/+56 melee; or +5 mighty composite long bow [+10 str bonus] +66/+61/+56/+55 ranged; or by spell +65 melee touch, or +60 ranged touch. Damage: +5 holy keen ghost touch defending long sword 1d8+27/15-20; or +5 mighty composite long bow [+10 str bonus] 1d8+15; or by spell. Face/ Reach: 5 ft by 5 ft./ 5 ft. Special Attacks: Domain Powers, salient divine abilities, spell-like abilities Special Qualities: Bardic knowledge +16, bardic music (countersong, fascinate, inspire courage +2, inspire competence, suggestion, inspire greatness) 10/day, nature sense, wild empathy +39, woodland stride, trackless step, resist nature’s lure, wild shape (Large, 4/day), venom immunity, combat style (archery), improved combat style, swift tracker, evasion, combat style mastery, camouflage, hide in plain sight, favored enemies (+5 orcs, + 4 demons, +3 devils, + 2 animals, +1 construct), divine aura (1000 ft., DC 29), divine immunities, DR 20/epic, fire resistance 15, godly realm (1 mile), plane shift at will, remote communication 10 miles, spontaneous casting of divine spells, SR 42, greater teleport at will, understand, speak, and read all languages, and speak directly to all beings within 10 miles. Saves: Fort +49, Ref +52, Will +55 Abilities: Str 40, Dex 30, Con 24, Int 22, Wis 36, Cha 29 Skills: Balance +50, Climb +75, Concentration +47, Craft (Bowmaking) +36, Diplomacy +29, Handle Animal +69, Heal +63, Hide +65, Jump +75, Knowledge (nature) +78, Listen +78, Move Silently +70, Perform +39, Ride +60, Spellcraft +36, Spot +78, Survival +80, Swim +40, Tumble +40 Feats: Blind-fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Far Shot, Great Cleave, Improved Critical (long sword), Improved Initiative, Improved Precise Shot, Legendary Leaper, Manyshot, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Quick Draw, Rapid Shot, Shot on the Run, Spring Attack, Track, Weapon Focus (Long sword), Weapon Focus (Long Bow), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Size, Avatar, Battlesense, Call Creatures (up to 10 animals serving simultaneously, each with up to 10 HD), Divine Archery, Divine Armor Mastery, Divine Dodge, Divine Ranger, Divine Shield (10/day, stops 100 points of damage), Extra Domain (Protection), Mind of the Beast (Fort save DC 29), Power of Nature (10 miles). Domain Powers: 10/day use animal friendship; Cast good spells at +1 caster level; Grant +10 resistance bonus on next saving throw 10/day; 10/day, gain a +10 enhancement bonus to strength. Spell-Like Abilities: Oberon uses these abilities as a 20th level caster, except for good spells, which he uses as a 21st level caster. The save DCs are 29+spell level. Calm Animals, Hold Animal, Dominate Animal, Repel Vermin, Commune with Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX*, Sanctuary, Shield Other, Protection from Energy, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank, Prismatic Sphere, Endure Elements, Bull’s Strength, Magic Vestment, Spell Immunity, Righteous Might, Stoneskin, Bigby’s Grasping Hand, Bigby’s Clenched Fist, Bigby’s Crushing Hand. Bard Spells Known (3/6/5/4/2; base DC=19+spell level): 0-Daze, Detect Magic, Ghost Sound, Mending, Prestidigitation, Resistance; 1st-Alarm, Charm Person, Silent Image, Sleep; 2nd-Blur, Cure Moderate Wounds, Delay Poison, Summon Swarm; 3rd-Cure Serious Wounds, Gust of Wind, Keen Edge, Phantom Steed; 4th-Cure Critical Wounds, Shout. Druid Spells/Day: 6/8/7/6/6/5; base DC=23+spell level. Ranger Spells/Day: 7/6/6/6; base DC=spell level. Possessions: Oberon carries a +5 long sword with the holy, keen, ghost touch, and defending properties. Caster Level: 25th; Weight: 6 lbs Other Divine Powers As a lesser deity, Oberon may take 10 on any check. Oberon treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Oberon can see, hear, touch, and smell at a distance of 10 miles. As a standard action, he can perceive anything within 10 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoke within the last hour. He can extend his senses to up to five locations at once. He can block the sensing powers of deity’s his rank and lower at up to two remote locations at once for up to 10 hours. Portfolio Sense: Oberon senses anything that affects animal life the instant it happens as long as it affects at least 500 such beings. He likewise senses anything that affects any area of undomesticated forest, desert, or other natural environment at least 500 square feet in area. Automatic Actions: Oberon can use Handle Animal or Wilderness Lore as a free action as long as the DC for the task is 20 or lower. He can perform up to 5 such free actions each round. Create Magic Items: Oberon can create simple or martial magic weapons, light or medium armor, any item that controls or summons animals, or any item that provides a natural armor bonus to AC. |
| Kossie10-15-03, 04:00 AM | Great thread guys but I'm shocked that nobody's thought of statting Myrkul or Moander, two of the more 'classic' Faerunian deities?!? Anyone tempted as I'd really love to see them converted??? |
| Tebryn1410-15-03, 07:55 AM | I vaguely remember someone statting them in the mists of the past, but if they did I do not have them in my files. Your only bet is to plea for those people to post them again, or find someone to redo the stats. |
| The Spellcasting Sorcerer10-15-03, 04:23 PM | Originally posted by Tebryn14 Abilities: Str 40, Dex 30, Con 24, Int 22, Wis 36, Cha 29 [/B] Minor nitpick: Shouldn't Oberon have Intelligence of at least 24? At least, he should if you're giving deities the standard divine array of ability scores (35, 28, 25, 24, 24, 24). |
| Tebryn1410-15-03, 04:35 PM | I took the 2 points from intelligence and put it in another ability. I consider ok, and I've seen it used by other god builders. If you don't like that way, just adjust the stats. Put two point in intelligence and take two from str or something. |
| Bahgtru11-16-03, 11:44 PM | Hi Tebryn14, I was wondering if anyone has done an FR Bahamut, and Tiamat. If you could direct me or if you get the chance to work your magic, thanks in advance. :) |
| Jorda_The_Knight11-17-03, 10:26 AM | Actually Bahgtru I once upon a time did the stats for a FR Tiamat, I believe if you search the old boards you'll find er. |
| Kossie11-17-03, 10:32 AM | I'm gonna sound like a right thickie, but can anyone tell me how I can gain access to the Old Boards please?!? |
| Tebryn1411-17-03, 09:21 PM | Sorry I have been sort of absent. High school, ech, enough said. I can start working again though during my winter break in a few weeks. I will check if anyone did post Tiamat (vaguely remember it) but no one has done Bahamut, and I most certainly won't be. Oh yeah, the old boards are dead and inaccessible. |
| Tebryn1411-17-03, 09:21 PM | Sorry I have been sort of absent. High school, ech, enough said. I can start working again though during my winter break in a few weeks. I will check if anyone did post Tiamat (vaguely remember it) but no one has done Bahamut, and I most certainly won't be. |
| Jorda_The_Knight11-17-03, 09:26 PM | I've also been busy lately, with university crap like term papers and essays. I will also have time to start posting again after Christmas and I hope to start doing the stats for the dragon gods listed in the Dragonomicon. |
| Zat11-19-03, 08:48 AM | maby it's just my computer, but I can't seem to get to the origonal page through the link on page 1. I really want to get there, and was wondering if someone could post another link or something. Thanks. |
| Duskey11-20-03, 02:51 AM | Um...maybe it's just me, but I can't seem to find Velsharoon anywhere. You said you posted it in old thread, but I think it's been pruned. |
| Jorda_The_Knight11-29-03, 02:11 AM | Heya everyone, sorry I've been gone for a while, really busy working out school stuff. Anyways just wanted everyone to know I'm still alive, and so is this thread! :D Actually if someone could e-mail me or post a list of the completed gods that would be great. I can't wait to start working on the dragon deities as soon as I'm done school! I'll be checking here more often too, promise :) Oh and on another note: I made Istisha a Monk because I thought it would be an interesting change of pace. The only other monk god is Ilmater and he's not for everyone. In retrospect it wasn't worth the hassel, but I hope someone liked it as much as me :) |
| Jorda_The_Knight12-02-03, 02:46 PM | Hey everyone, I've started to do the stats for Moander, but I need some help. I can't find all his info anywhere, so if anyone has it please e-mail it to me or post it here. I mostly need his Homeplane, worshippers and favored weapons, thanks. |
| Tebryn1412-02-03, 07:13 PM | Originally posted by Duskey Um...maybe it's just me, but I can't seem to find Velsharoon anywhere. You said you posted it in old thread, but I think it's been pruned. I have all (or almost all) of the stats from the old page, available upon request. Let me see, here it is: Velsharoon By Elrumir Symbol: A crowned laughing lich skull on a solid black hexagon Home Plane: Dweomerheart Alignment: Neutral evil Portfolio: Necromancy, necromancers, evil liches, undeath Worshipers: Divine disciples, liches, necromancers, seekers of immortality through undeath, Cult of the Dragon Cleric Alignments: CN, LN, NE Domains: Death, Evil, Magic, Undeath Favoured Weapon: "Skull Staff of the Necromancer" (quarterstaff) Velsharoon The Vaunted, Archmage of Necromancy, Lord of the Forsaken Crypt, the Necromancer, Lord of the Forgotten Crypt, the Lich-Lord, Patron of Evil Liches Necromancer 20/Cleric 10/Archmage 5/True Necromancer 10 Medium-size Undead (Evil) Divine Rank: 5 Hit Dice: 20d12 (Nec) + 10d12 (Clr) + 5d12 (Acm) + 10d12 (TNc) (540 hp) Initiative: +14 (+10 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 49 (+10 Dex, +5 divine, +15 natural, +9 deflection) Attacks: +3 unholy ghost touch spell storing quarterstaff +40/+35/+30/+25; or lich touch +36 melee; or spell +36 melee touch or +39 ranged touch Damage: +3 unholy ghost touch spell storing quarterstaff 1d6+10; or 1d8+5 melee touch (DC 41 for half damage); or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, fear aura (DC 42), paralyzing touch (DC 42), salient divine abilities, spell-like abilities, rebuke undead 16/day. Special Qualities: Undead traits, arcane fire, arcane reach, create greater undead 1/day, create undead 1/day, divine aura (50 ft., DC 22), divine immunities, DR 40/+4, energy drain 1/day, familiars (owls), fire resistance 25, godly realm (500 ft. Outer Plane, 500 ft. Material Plane), mastery of counterspelling, mastery of shaping, necromancer (cast Necromancy or Death domain spells as 45th level caster), plane shift at will, rebuke (rebuke undead as 20th level cleric), remote communication 5 miles, spell power +3, spontaneous casting of divine spells, SR 37, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 5 miles, major zone of desecration (450 ft.). Saves: Fort +17, Ref +22, Will +43 Abilities: Str 24, Dex 30, Con –, Int 40, Wis 35, Cha 28 Skills: Alchemy +43, Appraise +34, Bluff +28, Craft (bookbinding) +36, Concentration +35, Heal +24, Intimidate +33, Knowledge (arcana) +45, Knowledge (history) +45, Knowledge (nature) +43, Knowledge (the planes) +45, Knowledge (religion) +43, Knowledge (undeath) +45, Listen +29, Profession (herbalist) +31, Profession (scribe) +31, Scry +42, Search +38, Spellcraft +47, Spot +29. Feats: Combat Casting, Craft Wondrous Item, Discipline, Empower Spell, Extra Turning, Greater Spell Focus (Necromancy), Heighten Spell, Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Shadow Weave Magic, Silent Spell, Skill Focus (Spellcraft), Spell Focus (Transmutation), Spell Focus (Necromancy), Spell Mastery, Spell Penetration, Still Spell, Weapon Focus (quarterstaff). Undead Traits: Darkvision, not subject to critical hits or subdual damage. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Arcane Mastery, Divine Spell Focus (Necromancy), Divine Spellcasting, Extra Domain (Death), Hand of Death, Life Drain. Domain Powers: 5/day death touch (roll 10d6; if subject touched does not have at least that many hp, it dies); cast evil spells at +1 caster level. Spell-like Abilities: Velsharoon casts these spells as a 15th- level caster, except for evil spells, which he uses as a 16th-level caster. The save DC’s are 24 + spell level. animate dead, antimagic field, blasphemy, cause fear, circle of doom, control undead, create greater undead, create undead, death knell, death ward, desecrate, destruction, detect undead, dispel good, dispel magic, energy drain, identify, imbue with spell ability, magic circle against good, Mordenkainen’s disjunction, Nystul’s undetectable aura, protection from good, protection from spells, slay living, spell resistance, spell turning, summon monster IX (as evil spell only), unholy aura, unholy blight, wail of the banshee. Cleric Spells/day: 6/9/9/9/8/8/7/6/6/5/3/3/3; base DC 24 + spell level, 25 + spell level for Enchantment and Illusion spells, 28 + spell level for Necromancy spells. Wizard Spells/day: 4/8/8/8/7/7/6/5/6/4/4/4/3/3/3/3; base DC 27 + spell level, 28 + spell level for Enchantment and Illusion spells, 31 + spell level for Necromancy spells. Possessions: Velsharoon carries the Skull Staff of the Necromancer, a +3 Staff of Skulls (see Magic of Faerun) with the additional properties unholy, ghost touch and spell storing. Caster level:25th; Weight:4 lb. Other Divine Powers As a demigod, Velsharoon treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Velsharoon can see, hear, touch and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 5 hours. Portfolio Sense: Velsharoon is instantly aware of the creation of any undead, whether intentionally (like when becoming a lich) or involuntarily (like after being bitten by a vampire) or the casting of any Necromantic spell. Automatic Actions: Velsharoon can use Alchemy, Concentration, Knowledge (arcana), Knowledge (religion), Knowledge (undead) or Spellcraft as a free action, if the DC for the check is 15 or less. He can perform up to two such actions per round. Create Magic Items: Being the god of necromancers, Velsharoon can create any magic item that uses a necromantic spell or creates undead, as long as the item’s price is 4,500 gp or less. |
| Zat12-03-03, 08:47 AM | Thank you so very much!!! And now a question: Would consuming the last reminants of Myrkul from the Crown of Horns give someone divine ranks, and if so, how many? |
| Jorda_The_Knight12-03-03, 01:13 PM | I'm not sure if it would or not. It seems that in general only killed a deity and stealing his divine spark or by the direct action of another powerful god (like Talos or even Ao) can raise someone to divine status. Since Myrkul's portfolio was basically stolen from him and not neccesary his entire divine spark on could reason that if they found a way to take the last remnants of his divine spark from the crown of horns they may be raised to deity status, however they would probably need to assume an untaken portfolio as well as get permission from Ao. I would say it gives them at most demi-god status and more likely Divine Rank 0. On a side note I'm working on the stats for the once mighty Myrkul and should have them and Moanders (assuming I get his information) soon. |
| Zat12-03-03, 04:21 PM | I was thinking more along the lines of another god comsuming the power of the Crown. But thanks. |
| Tebryn1412-03-03, 04:21 PM | The only way that any being can become a deity, at least while on Toril is to have Ao grant them that status. Usually it is after they slay another god or are sponsored by a powerful deity like Talos. |
| Jorda_The_Knight12-03-03, 04:40 PM | Here he is, the oldest and bestest :D god of the dead! Myrkul Lord of the Dead, Lord of Bones, the Reaper, Old Lord Skull Greater Deity Symbol: White human skull face-on against a black field or a reaching white skeletol hand on a black field Home Plane: Oinos/ Bone Castle Alignment: NE Portfolio: The dead, wasting, decay, corruption, parasites, old age, exhaustion, dusk autumn Worshipers: Intelligent undead, mourners, loners, gravediggers, power hungry (particularly young) humans Cleric Alignments: LE, NE, CE Domains: Death, Evil, Law, Suffering, Travel Favored Weapon: “Doombringer” (Scythe) Myrkul Cleric 20/ Wizard 20/ Archmage 10 Medium Size Outsider (Extraplanar, Evil) Divine Rank: 18 Hit Dice: 20d8 (Cleric), 20d4 (Wizard), 20d8, 20d4 (Archmage) Initiative: +14 (+10 Dex, +4 improved initiative) Speed: 60 ft. AC: 44 Attacks*: “DoomBringer” +49/+44/+39/+34; or spell +43 melee touch or +45 ranged touch *Always receives a 20 on attack rolls; roll to check for critical hits. Damage*: “DoomBringer” 2d4+13; or by spell *Always does maximum damage (scythe 21 points) Space/Reach: 5ft/ 5ft Special Attacks: Rebuke undead 15/day, domain powers, salient divine powers, spell-like abilities Special Qualities: Divine immunities, DR 53/+4, fire resistance 38, spontaneous casting of divine spells, understand, speak and read all languages and speak directly to all beings within 18 miles, remote communication, godly realm, teleport without error at will, planeshift at will, familiar (undead), SR 70, divine aura (18 miles, DC 36, Arcane Reach (30 ft.), Mastery of Counterspelling, Mastery of Shaping, Spell Power (+2 caster level) Saves: Fort. +45 Ref. +41 Will. +59 Abilities: Str. 26 (+8) Dex. 30 (+10) Con. 26 (+8) Int. 40 (+15) Wis. 36 (+13) Cha. 26 (+8) Skills: Appraise +59, Concentration +79, Craft (alchemy) +86, Decipher Script +56, Diplomacy +54, Gather Information +61, Heal +52, Intimidate +44, Knowledge (arcana) +86, Knowledge (dungeoneering) +86, Knowledge (nature) +86, Knowledge (nobility and royalty) +86, Knowledge (history) +86, Knowledge (religion) +86, Knowledge (the planes) +86, Knowledge (undead) +86, Listen +59, Move Silently +56, Profession (undertaker) +81, Sense Motive +59, Spellcraft +97, Spot +54 Feats: Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Necromancy), Spell Focus (Evocation), Combat Casting, Craft Staff, Forge Ring, Empower Spell, Enlarge Spell, Extend Spell, Greater Spell Focus (Necromancy), Spell Penetration, Greater Spell Penetration, Heighten Spell, Improved Farmiliar (Homunculus), Improved Initiative, Improved Turning, Extra Turning, Maximize Spell, Quicken Spell, Spell Mastery, Silent Spell, Still Spell, Weapon Focus (Scythe) Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment, banishment Salient Divine Abilities: Extra Domain (Suffering), Extra Domain (Travel), Arcane Mastery, Spontaneous Wizard Spells, Automatic Metamagic (still wizard spells), Avatar, Divine Blessing (Int.), Divine Recall (deaths), Divine Skill Focus (Spellcraft), Divine Spellcasting, Frightful Presence, Hand of Death, Life and Death, Mass Life and Death, Increased Spell Resistance, Instant Counterspell, Know Death, Lay Curse, Life Drain, Stride (18 creatures/day), Undead Mastery (18 undead at once), Undead Qualities, *Unique ability (described below) Domain Powers: Myrkul may use a death touch once per day. His death touch is a supernatural ability that produces a death effect. He must succeed on a melee touch attack against a living creature (using the rules for touch spells). When he touches, he rolls 20d6. If the total at least equals the creature’s current hit points, it dies (no save); cast evil and law spells at +1 caster level; 18/day pain touch (subject touched suffers a –2 enhancement penalty on Strength and Dexterity for 1 minute); 20 rounds/level, Myrkul can act normally regardless of magical effects that impede movement as if he were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Spell-Like Abilities: Myrkul usues all these abilities as a 30th level caster except necromancy and evocation spells, which he uses as a 31th level caster. All domains spells, base DC = 36 + spell level. Cleric Spells/ Day: 6/10/9/9/9/9/7/7/7/7; base DC = 23 + spell level. Wizard Spells/ Day: (Levels 0-15): 4/8/8/8/7/5/6/4/6/6/3/3/2/2/2/2; base DC = 25 + spell level. *The End is Neigh (unique salient divine ability): Myrkul’s mere presence reminds mortals of their eventual demise. Any mortal that looks at Myrkul (including scrying) or is within range of his divine aura (18 miles) must succeed at a will save (DC = 42) or instantly become frightened, fleeing as fast as possible in the direction fartherst from Myrkul. The merest glance or action by Myrkul causes those who failed their save to cower for 1d4 rounds. This ability is in all others ways similar to Myrkul’s regular divine aura. Possessions: Myrkul carries a deadly scythe with him at all times which acts as a +5 ghost touch, keen, spell storing, unholy scythe. Other Divine Powers As an greater deity Myrkul always receives the best possible result on any die roll he makes, assuming he has to roll at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Myrkul can see, hear, touch and smell at a distance of 18 miles. As a standard action, he can perceive anything within 18 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 18 hours. Portfolio Sense: Myrkul senses the death of any mortal 18 weeks before it happens, and retains the sensation for 18 weeks after the event occurs. Automatic Actions: Myrkul can use any of his skills as a free action if the DC for the task is 30 or lower. He can also use and death-producing spell or domain power (but not a salient divine ability) as a free action. He can perform 20 such free actions a round. Create Magic Items: Myrkul can create magic weapons that he is personally proficient with as well as items that can produce death effects, such as maks of the skull. |
| Jorda_The_Knight12-03-03, 08:11 PM | Tiamat may have knocked him down, but he's not out! It's the former god-king, Gilgeam! :D Oh and make sure to read the bottom of this post everyone :) Gilgeam the Great, Father of Victory, the Supreme Ruler of Unther Intermediate Deity Symbol: A clenched red fist backed by a golden sun on a black lozenge Home Plane: Avalas/Zugurraxus Alignment: Lawful evil Portfolio: Strength, the sky, battle, cities, athletic prowess, the land of Unther Worshipers: Untheric nobility and warriors Cleric Alignments: LE, LN, NE Domains: Evil, Law, Strength, Tyranny, War Favored Weapon: “Rod of Victory” (heavy mace) Gilgeam Fighter 20/ Cleric 10/ Blackguard 10 Medium Outsider (Extraplanar, Lawful, Evil) Divine Rank: 12 Hit Dice: 20d10 (fighter), 10d8 (cleric), 10d10 (blackguard) Initiative: +12 (+8 Dex, + 4 Improved Initiative) Speed: 60 ft. AC: 42 (10 + 12 + 8 + 12) Attacks: Base +49/+42/+37/+32; or Rod of Victory +74/+69/+64/+59; or +63/+58/+53/+48 melee; or +57/+51/+46/+41 ranged Damage: Rod of Victory 1d8 + 30; or by spell Space/Reach: 5 ft./ 5ft. Special Attacks: Rebuke undead 13/day (effective cleric level 18th), domain powers, salient divine abilities, spell-like abilities, smite good (3/day, +10 to attack and +10 to damage against good creatures), sneak attack +3d6 Special Qualities: Divine immunities, DR 47/+4, fire resistance 32, spontaneous casting of divine spells, understand speak and read all languages and speak directly to all beings within 12 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 44, divine aura, detect good, aura of evil, poison use, dark blessing, aura of dispair, fiendish servant (fiendish horse) Saves: Fort. +53 Ref. +32 Will. +48 Abilities: Str. 38 (+14) Dex. 26 (+8) Con. 30 (+10) Int. 26 (+8) Wis. 28 (+9) Cha. 30 (+10) Skills: Craft (weaponsmithing) +63, Craft (armorsmithing) +63, Concentration +55, Diplomacy +55, Handle Animal +55, Heal +55, Intimidate +55, Knowledge (religion) +53, Ride (horse) +53, Hide +33, Climb +51, Jump +49, Swim +51, Knowledge (arcana) +41, Knowledge (history) +41, Knowledge (the planes) +41, Spellcraft +43, Knowledge (nobility and royalty) +35 Feats: Athletic, Blind-Fight, Combat Casting, Combat Reflexes, Cleave, Divine Might, Great Cleave, Improved Sunder, Weapon Focus (heavy mace), Greater Weapon Focus (heavy mace), Weapon Specialization (heavy mace), Greater Weapon Specialization (heavy mace), Power Attack, Improved Bull Rush, Improved Critical (heavy mace), Improved Disarm, Improved Initiative, Iron Will, Mounted Combat, Quick Draw, Improved Overrun, Dodge, Mobility, Spring Attack, Whirlwind Attack Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment, banishment Salient Divine Abilities: Alter Size, Alter Reality, Annihilating Strike (Fort DC = 32 + damage dealt), Battlesense, Divine Battle Mastery, Divine Shield, Divine Weapon Focus (heavy mace), Divine Weapon Specialization, Divine Weapon Mastery, Extra Domain (Strength), Extra Domain (Tyranny), Irresisitble Blows (heavy mace), Sunder and Disjoin, Supreme Initiative, Wound Enemy Domain Powers: Cast evil and law spells at +1 caster level; Gilgeam can perform a feat of strength as a supernatural ability. He gains a +10 enhancement bonus to Strength. Activating the power is a free action, the power lasts 1 round, and it is usable once per day; free Weapon Focus feat; Gilgeam adds +2 to the saving throw DC of any compulsion spell he casts. Spell-Like Abilities: Any domain spell at will, caster level 22, base save DC = 32 + spell level. Possessions: Gilgeam wields the powerful “Rod of Victory” which acts as a +5 thundering, unholy, mighty cleaving heavy mace. Other Divine Powers As an intermediate deity Gilgeam always receives a 20 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Gilgeam can see, hear, touch and smell at a distance of 12 miles. As a standard action, he can perceive anything within 12 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 12 hours. Portfolio Sense: Gilgeam senses and feat of great strength or athletics and any act of tyranny or war the instant it happens and retains the sensation for 13 weeks after the event occurs. Automatic Actions: Gilgeam can use Intimidate, Ride (horse) and Diplomacy as a free action so long as the DC for the task is no greater than 25. Create Magic Items: Gilgeam can create any mace or any item involving tyranny and leadership (such as a wand of command) so long as the items market price does not exceed 200,000 gp. Along with the gods stats from now on I’ll also be adding an artifact that was either created by or left behind by the god. Minor Artifact The Crown of Unther: Though Gilgeam was killed by the jealous Tiamat his crown remains behind, an artifact once thought to have been lost in the chaos that followed Gilgeams fall. The crown lies in wait in the ruins of what was once northern Unther, buried under rubble and time. The crown appears as an exquisite (and very expensive) gold crown with a single red gem at it center. Anyone who dones the crown instantly becomes stronger and more persuasive as well as gaining some of the former God King of Unthers evil. The crown gives its wearer a +6 enchancement bonus to both strength and charisma. Once per day the wearer can call upon the power of the gem to cause fear in one opponent as per the spell cast by a 10th level caster. The darker side of the crown comes to the fore when the gem is used. The target of the fear spell immediate becomes the focal point of the wearers wrath and the user of the crown must make a Will save (DC 20) in order to not attack the target of the fear effect. The drive to attack the wearers enemy lasts until the opponent is dead, the fear effect wears off or the wearer makes a successful save at which point they need only make another save if the crown is used again. Though the crown in not curst and can be removed at any time the use of the gem is rather addictive, giving the user a sense of power and domination that is hard for all but the purest of souls to resist. Strong transmutation, necromancy; CL 20th |
| Jorda_The_Knight12-04-03, 01:01 AM | Here's the mad sea god, Panzuriel! I decided to make him similar to Bahamut. Panzuriel The Deep Old One, The Banished One, The Many-Tentacled One, The Enslaver Intermediate Deity Symbol: Left footprint Home Plane: Elemental Plane of Water Alignment: NE Portfolio: Evil Aquatic Creatures, Murder, Confusion, Subversion Worshipers: Evil aquatic creatures Cleric Alignments: NE, LE, CE Domains: Destruction, Evil, War, Water, Madness Favored Weapon: Quarterstaff Panzuriel Colossal Outsider (Extraplanar, Evil, Aquatic) Divine Rank: 14 Hit Dice: 50d8 (outsider) Initiative: +4 (+4 improved initiative) Speed: Swim 180 ft. AC: 58 (10 – 8 size + 12 divine + 32 natural + 12 deflection) Attacks: 2 tentacles +88 melee (3d8+29/19–20) and 6 arms +82 melee (1d8+27) and bite +81 melee (6d6+27) Damage: 2 tentacles 3d8+29/19–20 and 6 arms 1d8+27 and bite 6d6+27 Space/Reach: 30 ft./ 25 ft. (70 ft. with tentacle, 45 ft. with arm) Special Attacks: Improved Grab, constrict, spell-like abilities, domain powers, salient divine abilities, contrict 3d8+29 or 1d8+27 Special Qualities: Divine immunities, DR 63/+5, fire resistance 34, spontaneous casting of divine spells, understand speak and read all languages and speak directly to all beings within 14 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 46, divine aura (140 ft., DC 32), ink cloud, jet, amphibious Saves: Fort. +65 Ref. +29 Will. +43 Abilities: Str. 64 (+27) Dex. 10 (+0) Con. 51 (+20) Int. 35 (+12) Wis. 34 (+12) Cha. 34 (+12) Skills: Concentration +87, Diplomacy +79, Hide +51, Intimidate +79, Knowledge (geography) +79, Knowledge (nature) +79, Listen +79, Search +79, Sense Motive +79, Spot +79, Survival +79 (+81 following tracks), Swim +126, Use Magic Device +79, Bluff +79, Knowledge (the planes) +79, Sense Motive +79, Spot +79 Feats: Blind-Fight, Multiattack, Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, Power Attack, Cleave, Great Cleave, Weapon Focus (tentacle), Weapon Focus (arm), Improved Bull Rush, Improved Disarm, Improved Overrun, Skill Focus (swim), Knock-Down, Power Critical (tentacle) Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment, banishment Salient Divine Abilities: Alter Size, Annihilating Strike, Call Creatures (krakens), Control Creatures (krakens), Divine Shield, Divine Skill Focus (swim), Divine Water Mastery, Divine Weapon Focus (tentacle), Energy Burst (sonic), Energy Storm (sonic), Extra Domain (madness), Extra Domain (war), Increased Damage Reduction, Irresistable Blows (tentacle), Speak with Creatures (krakens), Sunder and Disjoin, Frightenful Presence Domain Powers: Panzuriel can make a single melee attack with a +4 bonus on his attack roll and deals an additional +12 damage (assuming he hits). He must declare the smite before making the attack. This ability is usable once per day; cast evil spells at +1 caster level, free Weapon Focus feat, Panzuriel cam turn or destroy fire creatures as a good cleric turns undead. He can rebuke, command, or bolster water creatures as an evil cleric rebukes undead. He can use these abilities 15 times/day. This granted power is a supernatural ability; Madness score = 14, add to wisdom score for spell casting and save DCs, subtract from skills and saves involving wisdom. 1/day add madness score instead of subtracting from a roll involving wisdom. Spell-Like Abilities: All domain spells, caster level 24, base save DC = 36 + spell level. Improved Grab (Ex): To use this ability, Panzuriel must hit with an arm or tentacle attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict. Constrict (Ex): Panzuriel deals automatic arm or tentacle damage with a successful grapple check. Jet (Ex): Panzuriel can jet backward once per round as a full-round action, at a speed of 380 feet. He must move in a straight line, but does not provoke attacks of opportunity while jetting. Ink Cloud (Ex): Panzuriel can emit a cloud of jet-black ink in an 180-foot spread once per minute as a free action. The cloud provides total concealment, which Panzuriel normally uses to escape a fight that is going badly (very rare indeed). Creatures within the cloud are considered to be in darkness. Additional Spell-Like Abilities: 1/day—control weather, control winds, dominate animal (DC 25), resist energy. Caster level 24th. Possessions: Panzuriel keeps no personal belongings, but his belly is surely filled with untold riches from across the ages. He has been known however to create quarter staves with the thundering, shocking and/or shocking burst qualities to those who prove themselves loyal to him. Other Divine Powers As an intermediate deity Panzuriel always receives a 20 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Panzuriel can see, hear, touch and smell at a distance of 14 miles. As a standard action, he can perceive anything within 14 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 14 hours. Portfolio Sense: Panzuriel senses any act of destruction, evil or war that happens in or on an ocean the instant it happens and retains the sensation for 14 weeks after the event occurs. Automatic Actions: Panzuriel can use Intimidate, Swim, Hide and Bluff as a free action so long as the DC for the task is no greater than 25. Create Magic Items: Panzuriel can create any magic item involving water (such as a ring of water walking) or any weapon with the thundering, shocking and/or shocking burst special qualities so long as the items market price does not exceed 200,000 gp. Minor Artifact The Tentacle of Fury and Destruction: Rumored to be a severed arm that Panzuriel later regrew, the Tentacle of Fury and Destruction is a powerful artifact to those who know its secrets, but it comes at a price. When first viewed the tentacle looks like nothing more than a dried and stuffed kraken tentacle, though it is longer than any found on a material kraken. When the stump is held to a willing, living creatures bare chest (no armor may be worn) and the name of Panzuriel is spoken the tentacle begins the gruesome process of sliding into the victims chest, shorting to the appropriate length based on their size (5 ft. for small, +5 feet for each size category larger up to 30 ft. for a gargantuan creature). When the process is complete the speaker can then breath underwater, gains an additional natural attack (tentacle 1d4 + 1d4 per size category of creature above small). Three times per day the bearer of the tentacle may use it to attack an object and ignore its hardness. The bearer however cannot don regular armor and must have even masterwork or magical armor reworked in order to fit his body (a process costing roughly 200 gold pieces). The tentacle can only be removed by a kraken or Panzuriel himself, though it does fall off should the victim die (there is also a 5% chance per strike with a vorpal weapon that the tentacle is severed). Any attacks made against the tentacle deal damage to the bearer. Should the bearer possess the barbarian Rage class ability he may not stop his rage prematurely so long as he bears the Tentacle of Fury and Destruction Strong Transmutation; CL 20th |
| Jorda_The_Knight12-04-03, 01:19 AM | Phew, it's even harder to find info on Mellifleur than it is to find info on Moander. If anyone has any information about either deity please let me know. I'm also looking for info on Jazirian, it seems all I can get are snippets from some ancient d&d text. |
| Verghityax12-04-03, 02:32 AM | Hi there! :) I'm back at last. Thanks for new gods Jorda, they're superb! And now it's my turn to help a bit. Jorda, check Your private message box later. I will send You some info on Moander and Mellifleur :) |
| Kossie12-04-03, 06:12 AM | Thanks very much Jorda, first rate job mate!! This is what I've managed to gather on Melifleur and Jazirian: Mellifleur, Deity of lichdom and magic, NE, Evil, Knowledge, Magic Gehenna Mellifleur (Universe: D&D (All)) Lesser power of liches, who received his divinity by accident when his transformation into a lich intercepted a transfer of divine might from a god of evil. (That god has sought to get it back ever since; the name of the god seems to vary from world to world.) Mellifleur dwells in the realm of Death's Embrace on the level of Gehenna known as Mungoth. He also deals with the Night Hags of the Gray Waste. (Material from the Forgotten Realms campaign indicates that the demigod Velsharoon is supposed to be identical with Mellifleur. However, there are differences between their origins and situations that suggest otherwise.) Jazirian Community, Peace, Learning, Parenthood Jazirian (G; couatl god) JAZIRIAN, MOTHER OF COUATL Jazirian is one of the mightiest of Law's Champions (Asmodius was the other one). Jazirian is winged and feathered and is devoted to the good side of Law (whereas Asmodius, scaled and forked of tongue, was devoted to the darker path). Together, these two entities created the outer planes, according to those that believe in them., as well as the various Laws of the Cosmos (the Law of Threes, et. al.)Jazirian and Asmodius fought, and her blood created the couatl. Weakened, she landed on Mount Celestia, and soon other gods usurped her, and people have all but forgotten her.She prefers now to stay quietly in the background and gather information. Her children, the couatl, are powerful creatures imbued with Jazirian's magic.Followers of Jazirian (usually couatl) value beauty, law, unwavering virtue, and magical (or psionic) powers. Followers of Jazirian often try to undermine the actions of devils.She seldom attacks without provocation, but always attacks evil-doers caught in the act. |
| Kossie12-04-03, 06:12 AM | Thanks very much Jorda, first rate job mate!! This is what I've managed to gather on Melifleur and Jazirian: Mellifleur, Deity of lichdom and magic, NE, Evil, Knowledge, Magic Gehenna Mellifleur (Universe: D&D (All)) Lesser power of liches, who received his divinity by accident when his transformation into a lich intercepted a transfer of divine might from a god of evil. (That god has sought to get it back ever since; the name of the god seems to vary from world to world.) Mellifleur dwells in the realm of Death's Embrace on the level of Gehenna known as Mungoth. He also deals with the Night Hags of the Gray Waste. (Material from the Forgotten Realms campaign indicates that the demigod Velsharoon is supposed to be identical with Mellifleur. However, there are differences between their origins and situations that suggest otherwise.) Jazirian Community, Peace, Learning, Parenthood Jazirian (G; couatl god) JAZIRIAN, MOTHER OF COUATL Jazirian is one of the mightiest of Law's Champions (Asmodius was the other one). Jazirian is winged and feathered and is devoted to the good side of Law (whereas Asmodius, scaled and forked of tongue, was devoted to the darker path). Together, these two entities created the outer planes, according to those that believe in them., as well as the various Laws of the Cosmos (the Law of Threes, et. al.)Jazirian and Asmodius fought, and her blood created the couatl. Weakened, she landed on Mount Celestia, and soon other gods usurped her, and people have all but forgotten her.She prefers now to stay quietly in the background and gather information. Her children, the couatl, are powerful creatures imbued with Jazirian's magic.Followers of Jazirian (usually couatl) value beauty, law, unwavering virtue, and magical (or psionic) powers. Followers of Jazirian often try to undermine the actions of devils.She seldom attacks without provocation, but always attacks evil-doers caught in the act. |
| Tebryn1412-04-03, 06:50 PM | Together, these two entities created the outer planes, according to those that believe in them., as well as the various Laws of the Cosmos (the Law of Threes, et. al.)Jazirian and Asmodius fought, and her blood created the couatl. Weakened, she landed on Mount Celestia, and soon other gods usurped her, and people have all but forgotten her. Ok, on this subject, I have been torn as too what my policy involving the outer planes and cosmology and such. What I have come to is that we have the Circle of out planes, with sigil as their crux. Then we have our material plane, and a whole collection of other material planes lined up and connected through the Astral plane to the Great Circle but not to each other. |
| Tebryn1412-04-03, 06:50 PM | Together, these two entities created the outer planes, according to those that believe in them., as well as the various Laws of the Cosmos (the Law of Threes, et. al.)Jazirian and Asmodius fought, and her blood created the couatl. Weakened, she landed on Mount Celestia, and soon other gods usurped her, and people have all but forgotten her. Ok, on this subject, I have been torn as too what my policy involving the outer planes and cosmology and such. What I have come to is that we have the Circle of out planes, with sigil as their crux. Then we have our material plane, and a whole collection of other material planes (crystal spheres) lined up and connected through the Astral plane to the Great Circle but not to each other. |
| Tebryn1412-04-03, 06:53 PM | Together, these two entities created the outer planes, according to those that believe in them., as well as the various Laws of the Cosmos (the Law of Threes, et. al.)Jazirian and Asmodius fought, and her blood created the couatl. Weakened, she landed on Mount Celestia, and soon other gods usurped her, and people have all but forgotten her. Ok, on this subject, I have been torn as too what my policy involving the outer planes and cosmology and such. What I have come to is that we have the Circle of out planes, with sigil as their crux. Then we have our material plane, and a whole collection of other material planes (crystal spheres) lined up and connected through the Astral plane to the Great Wheel but not to each other. On the subject of where gods can be worshipped, I've decided the gods of humans can only be worshipped in one crystal sphere, but racial deities can be worshipped in more than one. Oh, and beings can be worshipped by other creatures on their home plane always. And I am getting rid of the idea that if something kills a god, that god is dead, period, not just dead in one world. |
| Jorda_The_Knight12-04-03, 07:55 PM | Here's Moander everyone. I wasn't too sure on how to work this guy out, but I think I did an ok job given the limited (even with Tebryn's much needed aid) information on him. Moander The Darkbringer, the Jawed God, the Rotting God, the Great Dread God Lesser Deity Symbol: An upright male human right hand, fingers outstretched, with an open human female fanged mouth, lips parted as though speaking, set in its palm Home Plane: Rarandreth/ Offalmound Alignment: Chaotic Evil Portfolio: Rotting death, decay, corruption Worshipers: Corrupt druids, corrupt rangers, deranged cultists Cleric Alignments: CE, LE, NE Domains: Chaos, Death, Evil, Slime Favored Weapon: “ The Gauntlets of Moander” (Spiked Gauntlets) Moander Druid 20/ Transmuter 20 Large Outsider (Chaos, Evil, Extraplanar) Divine Rank: 10 Hit Dice: 20d8 (Outsider) + 20d4 (Wizard) + 20d8 (Druid) Initiative: +8 (+8 dex) Speed: 80 ft. AC: 48 (10 + 10 divine + 23 natural + 5 deflection) Attacks: Gauntlets of Moander +64/+59/+54/+49; or +64 melee; or +63 ranged Damage: Gauntlets of Moander 1d4+9; or by spell Space/Reach: 10 ft./ 10 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, DR 45/+4, fire resistance 30, spontaneous casting of divine spells, understand speak and read all languages and speak directly to all beings within 10 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 42, divine aura Saves: Fort. +52 Ref. +42 Will. +59 Abilities: Str. 28 (+9) Dex. 26 (+8) Con. 28 (+9) Int. 34 (+12) Wis. 36 (+13) Cha. 20 (+5) Skills: Concentration +62, Knowledge (nature) +65, Spellcraft +65, Diplomacy +38, Dicipher Script +45, Handle Animal +48, Heal +46, Listen +46, Ride (slimes) +41, Spot +46, Survival +46, Swim +41, Knowledge (arcana) +45, Knowledge (architecture and engineering) +45, Knowledge (dungeoneering) +45, Knowledge (geography) +45, Knowledge (history) +45, Knowledge (local) +45, Knowledge (nobility and royalty) +45, Knowledge (religion) +45, Knowledge (the planes) +45, Appraise +35, Balance +31, Bluff +28, Climb +32, Craft (alchemy) +35, Disguise +28, Escape Artist +31, Forgery +28, Gather Information +28, Hide +27, Intimidate +28, Jump +32, Move Silently +31, Search +35, Sense Motive +36, Sleight of Hand +31, Spot +36 Feats: Scribe Scroll, Augment Summoning, Spell Focus (trasmutation), Spell Focus (conjuration), Blind-Fight, Brew Potion, Combat Casting, Diehard, Empower Spell, Eschew Materials, Extend Spell, Greater Spell Focus (trasmutation), Spell Penetration, Greater Spell Penetration, Heighten Spell, Improved Farmiliar (fiendish rat), Quicken Spell, Still Spell, Silent Spell, Maximize Spell Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment, banishment Salient Divine Abilities: Alter Size, Alter Form, Shift Form, Automatic Metamagic (Quicken Spell), Divine Druid (oozes and undead), Divine Fast Healing, Energy Burst (acid), Extra Domain (slime), Lay Curse, Life Drain, Undead Qualities, *Unique Salient Divine Ability (described below) Shift Form: This power allows Moander to change from his humanoid form (as above) to a shambling mound form made entirely of rotting natural materials. In his shambling mound form use all statistics above except that Moander losses his normal attacks in favor of up to 8 tenticle attacks (range 20 ft., 1d4 +9 damage). No more than 3 tenticles can attack anyone creature unless they are larger than Moander. Domain Powers: Cast chaos and evil spells at +1 caster level; Moander may use a death touch once per day. His death touch is a supernatural ability that produces a death effect. He must succeed on a melee touch attack against a living creature (using the rules for touch spells). When he touches, roll 10d6. If the total at least equals the creature’s current hit points, it dies (no save); rebuke or command slimes as an evil cleric rebukes and commands undead (as a 10th level cleric). Moander can use this ability 8 times per day. Spell-Like Abilities: All domain spells, caster level 20th (except chaos, evil spells which Moander casts at caster level 21), base save DC = 25 + spell level Druid Spells/day: 6/9/8/8/8/8/6/6/6/6, base save DC = 23 + spell level Wizard Spells/day: 4/ 7+1 /7+1 /7+1/ 7+1/ 6+1/ 6+1/ 6+1/ 6+1/ 5+1, base save DC = 22 + spell level *Touch of Decay (unique salient divine ability): In either his humanoid form or his shambling mound form, any physical damage dealt by Moander has the chance to start to cause rot and decay in the subject hit. Anyone mortal that Moander strikes must make a fortitude (DC = 25) for each hit or contract a random disease. The disease has no incubation period and the disease need not be a contact disease for the victim of Moanders attack to infect them. Possessions: Moander wears The Gauntlets Of Moander when in his humanoid form which act as +5 spell storing (usually contagion), unholy spiked gauntlets. Other Divine Powers As a lesser deity Moander may take 10 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Moander can see, hear, touch and smell at a distance of 10 miles. As a standard action, he can perceive anything within 10 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 10 hours. Portfolio Sense: Moander senses any rot or decay that affects at least five hundred people (such the spread of a massive rotting disease). Automatic Actions: Moander can use Bluff, Intimidate and Hide as a free action so long as the DC for the task is 20 or lower. He can perform up to five such free actions each round. Create Magic Items: Moander can create any magic item related to death and decay (such as a Wand of Contagion) so long as the items market price does not exceed 30,000 gp. Minor Artifact The Cape of Rot: This magical cape looks like little more than a blanket of rotting vegetable matter. When worn as a cape the cape begins to crawl and move slowly of it’s own volition. The wearer of the cape can inflict others with the magical disease Mummy Rot as a touch attack with no incubation period three times per day. In addition the wearer of the cape smells of death and decaying matter, fooling undead and creating a cloud of stinking gas around themselves. This cloud is like that produced by the spell stinking cloud as cast by a 5th level caster but without the concealing features of fog cloud spell. Should the cloud be blown away by strong winds it reforms in 5 minutes. The wearer also fools undead while the cloak is worn, acting as if under the effects a permanent hide From undead spell cast by a 5th level cleric. The wearer is however vulnerable to the detect undead spell as an undead with HD equal to its class levels and racial hit dice. Should the cape be worn for more than a day the wearer starts to look as if they are wasting away from a terrible disease and after a week of constant wear the wearer starts to look like an undead (such as a zombie or lich). |
| Jorda_The_Knight12-05-03, 03:45 AM | In the case of Mellifleur I wanted to show his difference from the other undead gods by showing his obsession with undead experiments, resulting in the minor artifacts requiring a second post due to length, I hope everyone thinks the idea for them is as cool as I do :D Mellifleur The Lichlord, The First Lich Lesser Deity Symbol: Crystal vial in a skeletal hand with ring on fourth finger Home Plane: Gehenna/ Death's Embrace Alignment: NE Portfolio: Lichdom, magic Worshipers: Liches, intelligent undead, necromancers, prospective liches Cleric Alignments: CE, NE, LE Domains: Evil, Knowledge, Magic Favored Weapon: “Lich Ring” (unarmed strike) Mellifleur Necromaner 20/ Cleric 15/ Archmage 5 Medium-Size Undead (Evil) Divine Rank: 8 Hit Dice: 20d12 (Necro) + 15d12 (Clr) + 5d12 (Arch) Initiative: +9 (+9 dex) Speed: 60 ft. AC: 40 (10 + 8 divine + 5 natural + 17 deflection) Attacks: Lich Ring +30/+25/+20/+15; or +30 melee; or +32 ranged Damage: Lich Ring 1d6+7 damage; or by spell Space/Reach: 5ft/ 5 ft. Special Attacks: Turn undead (15/day), domain powers, salient divine abilities, spell-like abilities, fear aura (DC 42), paralyzing touch (DC 42), Arcane Fire Special Qualities: Divine immunities, DR 43/+4, fire resistance 28, spontaneous casting of divine spells, understand speak and read all languages and speak directly to all beings within 8 miles, remote communication, godly realm, teleport without error at will, plane shift at will, turn resistance +4, familiar (ravens), SR 40, divine aura (1000 ft., DC = 32), Arcane Reach, Mastery of Elements, Spell Power, Mastery of Shaping Saves: Fort. +29 Ref. +25 Will. +38 Abilities: Str. 25 (+7) Dex. 28 (+9) Con. ¾ Int. 42 (+16) Wis. 34 (+12) Cha. 34 (+12) Skills: Concentration +51, Craft (alchemy) +67, Craft (bookbinding) +67 Decipher Script +67, Diplomacy +33, Heal +33, Knowledge (arcana) +67, Knowledge (the planes) +67, Knowledge (nature) +67, Knowledge (architecture and engineering) +67, Knowledge (dungeoneering) +67, Knowledge (geography) +67, Knowledge (history) +67, Knowledge (local) +67, Knowledge (religion) +67, Knowledge (nobility and royalty) +67, Spellcraft +70, Listen +38, Appraise +37, Hide +38, Move Silently +38, Bluff +33, Intimidate +33, Search +41, Sense Motive +41, Spot +33 Feats: Scribe Scroll, Spell Focus (necromancy), Spell Focus (transmutation), Spell Penetration, Greater Spell Penetration, Skill Focus (Spellcraft), Brew Potion, Combat Casting, Forge Ring, Silent Spell, Still Spell, Quicken Spell, Maximize Spell, Extend Spell, Craft Wonderous Item, Eschew Materials, Spell Mastery Undead Traits: Darkvision, not subject to critical hits Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment, banishment Salient Divine Abilities: Alter Reality, Arcane Mastery, Automatic Metamagic (extend spell), Spontaneous Wizard Spells, Divine Blast, Divine Shield, Divine Spell Focus (necromancy), Divine Spellcasting, Increased Spell Resistance, Possess Mortal Domain Powers: Cast Evil spells at +1 caster level. Spell-Like Abilities: Any domain spell at will, caster level 18th (except for necromancy spells which Mellifleur casts at caster level 19th, base save DC = 30 + spell level (except for necromancy where the spell DC = 38 + spell level and trasmutation spells where the spell DC = 31) Cleric Spells/Day: 6/ 5+1/ 5+1/ 5+1/ 4+1/ 4+1/ 3+1/ 2+1/ 1+1, base save DC = 22 + spell level Wizard Spells/Day (Mellifleur cannot cast spells from the schools of Illusion and or Enchantment) (Levels 0-16): 4/ 4+1/ 4+1/ 4+1/ 4+1/ 3+1/ 3+1/ 4+1/ 3+1/ 3+1/ 3+1/ 3+1/ 2+1/ 2+1/ 2+1/ 2+1/ 2+1, base save DC = 26 + spell level (except necromancy spells wich have a save DC of 32 + spell level and trasmutation which have a save DC of 27 + spell level) Possessions: Mellifleur wears a the Lich Ring which grants him a +5 deflection bonus to AC as well as a +5 resistance bonus on all saves. The rings allows Mellifleurs unarmed attacks to be considered armed attacks and act as +5 magical weapons for the purposes of overcoming damage reduction, as well as increasing his unarmed damage (see above). Mellifleur has a vast number of phylacteries as well as many magical tomes and a great supply of magical potions, some unique to his holdings. Other Divine Powers As a lesser deity Mellifleur may take 10 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Mellifleur can see, hear, touch and smell at a distance of 8 miles. As a standard action, he can perceive anything within 8 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 8 hours. Portfolio Sense: Mellifleur detects the creation of any lich or undead that affects at least five hundred people (such as the creating of a powerful king into a lich or other undead). Automatic Actions: Mellifleur can use any knowledge skill he has at least 1 rank in as well as Spellcraft as a free action so long as the DC for the task is 20 or lower. He can perform up to five such free actions each round. Create Magic Items: Mellifleur can create any magical ring or potion (such as a potion of firebreathing) so long as the items market price does not exceed 30,000 gp. |
| Jorda_The_Knight12-05-03, 03:56 AM | Minor Artifacts :b:The Undead Potions of Mellifleur:b: Millifleur prized these magical potions greatly and boasted about their properties even to the other gods. Rumor has it that this boasting drew the attention of a great deity of theives, who stole the potions and cast them into a swirling portal that led to a random world with each passing second. Millifleur was furious when he realized what had happened, but was not powerful enough to search all the worlds for his lost potions. There are 9 potions (or oils) in all, each one very powerful and some deadly. Many wizards and especially necromancers have attempted to recreate these potions, but all attempts so far have ended fatally. The potions are all different in their effects, but have some similar properties: All the potions radiate a strong aura of necromantic magic. The bottle containing the potion, once drunk, will refill itself after one week of being constantly “corked”. If a bottle is destroyed (same statistics as a regular potion bottle) it will reform after a month, full and perfectly fixed (though many assume the potion is gone forever and will simply throw it out). The drinker gains all the normal traits of undead (immunity to critical hits and dark vision 60 ft.) and are considered undead for the drinks duration for all spells and special abilities involving undead. For the purposes of turning the drinker is considered an undead with HD equal to its class levels + racial HD. When the potion is first used the drinker automatically knows how long it will last after that drink. When the potion is drunk the drinkers hip points and hit dice change. All current hit dice become d12s and the drinker losses it’s bonus hit points from constitution (this never reduces the drinkers hitpoints below 0). This loss of constition also effects fortitude saves, restricts barbarians from raging and any other in game effect that requires constitution (such as some skills and special abilities). Some potions turn the drinker into an incoporeal undead as well, removing their strength scores (which affects a number of different statistics and rolls.) With all the potions the drinker always retains their own base attack bonus and saves (with appropriate changes for ability score change). Unless otherwise stated in the monster description the drinker also retains all special attack, special qualities, racial qualities, skill ranks and feats, and spellcasting ability. :teach:Remember that an undead uses its charisma modifier in place of its constitution modifier for a number of in-game effects. Potion of the Vampire: This potion comes in a small crystal vial and appears to be full of dark red blood. When the potion is drunk by a living creature at night the drinking temporarily becomes a vampire. Add the vampire template to the drinker, with all penalties and strengths, (except for the create spawn special attack) for 1d4 hours, after which the potion wears off and the drinker returns to normal. However, should the drinker kill a living creature with its newly acquired blood drain special attack he remains a vampire for an additional hour. Should he kill another victim with his blood drain attack before the extra hour is up he may remain a vampire for one hour after that, but killing multiple victims within the time limit (either 1d4 hours or 1 hour) with the blood drain do not stack (so if a person drinks the potion and rolls a 3 and then kills 2 people with his blood drain special attack he would still only remain a vampire for 1 additional hour. The drinkers appearance changes while the potion is in effect. Their skin changes to an almost pure white, their eyes glow a deep red or sickly green and their nails and canine teeth extend and sharpen. Many people claim that the potion also aids a feral, cunning look to the drinkers face. Ghost Drink: The ghost drink appears as a non-descript bottle, filled with slow swirling mist that seems to be heavier than air. When the bottle is uncorked the air temporarily fills with loud moans of pain and torment. Any living creature who drinks the potion temporarily changes into a ghost. Add the ghost template to the drinker, with all penalties and strengths (except for the rejuvenation special quality, if you are killed in ghost form, you are dead) for 1d4 hours. The drinkers appearance changes as if they had actually become a ghost. They become semi-transparent and float just off the ground. Mummy Oil: While technically not a potion this oil falls under all the same rules as the other potions except that it must be applied to bare skin. The oil has a grainy texture to it and is light brown. When applied to the bare skin of a living creature that creature takes on some of the characteristics of a mummy for 1d4 hours. Along with all the standard changes that are associated with all the potions (see above) the drinker also gains a mummies despair and mummy rot special attacks (both with a save DC of 10 + the drinkers charisma modifier) as well as damage reduction 5/-, +10 natural armor, vulnerability to fire, their speed drops by 10 ft., and a slam attack which deals 1d6 + strength modifier and (potentially) mummy rot. The drinkers body first appears to become incredibly dry and pulled tight. They are then quickly wrapped from the feet up to the top of their heads with dirty white bandages that seems to come from the ground. This cloth in no way restricts movement (except for the loss of movement mentioned above) or sight since the bandages leave room for the mouth, eyes, nose and wraps around each of the drinkers limbs individually. It also avoids magical or mundane items and weapons, allowing the drinker to access amulets and weapons or other items that need to be held or touched. This potion also runs a risk for the drinker. When the potion wears off the drinker must make a Fortitude save with a DC of 16 or contract Mummy Rot. Bodak Brew: This brew appears in a bottle which looks to be cracked and ready to shatter (though this is purely cosmetic) and the liquid is a dark purple color, appearing very thick and viscous. Any living creature that drinks the potion takes on many of the characteristics of a bodak for 1d4 hours. Along with all the standard changes that are associated with all the potions (see above) the drinker also gains damage reduction 10/cold iron, immunity to electricity, resistance to acid 10 and fire 10, +8 natural armor, vulnerability to sunlight, their speed drops by 10 ft., and the bodaks death gaze special attack (death, range 30 feet, fortitude DC = 10 + charisma modifier negates). Anyone slain by the death gaze still turns into a bodak after 24 hours. The drinker retains all its memories, unlike a real bodak. The drinker appears much as they did before they drank the potion, though they often have a much paler complextion and any wounds suffered before drinking the potion that have not been properly healed seem all the more gruesome. This potion is dangerous for the drinker as well. After the potions effects wear off the drinker must make a fortitude save (DC 15) or suffer 2 points of intelligence drain for each hour that they were under the effects of the potion. Ghoul Broth: This foul smelling drink is revolting to even the most iron of stomachs. Found in a dirty (inside and out) looking bottle Ghoul Brew appears to be made up of the remains or a small mammal or bird floating in blood. Just drinking it requires a fortitude save (DC 10), a successful save means that the drinker has forced the liquid down, otherwise they must spit it up and the potion is wasted until it refills itself. Once downed however the potion offers a number of benefits similar to that of a ghoul for 1d4 hours. The drinker instantly gains +2 natural armor and a bite attack (1d6 + strength modifier). The bite also carries with it two maladies; the disease Ghoul Fever (DC 10 + charisma modifier) and paralysis (DC 10 + charisma modifier). Another variety of this potion is said to exsist, the Lacedon Liquid. This potion functions just like the Ghoul Broth except that it also grants the drinker a swim speed of 30 ft. and the ability to breath under water while the contents of the bottle appear to be made from the smashed body of a fish rather than a small mammal or bird. Potion of the Lich: Considered by scholars to be the most powerful (and dangerous) of Millifleurs nine potions, the Potion of the Lich grants all the powers of a lich to the drinker, but as with all quick fixes there are risks. The drinker first of all must be a living cleric, wizard or sorcerer who knows at least 3 necromancy spells (in the case of clerics this usually attained by taking the Death domain), otherwise the potion has no effect (save for the negative after effect). The drinker doubles over in pain upon drinking the liquid, causing them to be nauseated for 1 round after drinking as evil magic alters their body from the inside out. The drinker must also prepare a phylactery similar to that used by a normal lich (the material cost is the same, but the phylactery does not take up any experience points when being made). Once this process is complete the drinker may then embib the potion, thusly adding the lich template for 2d4 hours. If the phylactery is destroyed while the drinker is a lich or while their body is forming again the drinker dies. Should the drinker be killed during his time as a lich his soul is taken back into the phylactery. The body is then reformed in a number of days equal to the number of hours the drinker was a lich. After this time is up the phylactery is destroyed and a new one must be constructed before the bottle can be used again properly. Though using the potion is a faster, safer and less expensive proccess than actually becoming a lich it can come at a terrible cost. After the potion has worn off the drinker must make a fortitude save (DC 20) or collapse into a coma (as if their intelligence had dropped to 0) for a number of days equal to the number of hours spent as a lich, as well as suffering 2 points of wisdom drain. Only a wish, miracle or greater restoration spell can awake the drinker. When this potion is taken in the drinker doubles over in pain as their body changes. Their skin and muscles pull tight over their now nearly visible bones as they are formed into a nearly skeletol, gaunt version of themselves. The drinkers eyes sink into their skull and are replaced by burning points of red light. Shadow Stuff: This drink appears in a pure black jar made of jet, which hides the pure darkness held inside. The shadow stuff has a consistancy like that of molasses or thick honey but it reflects no light and looks (as well as tastes) more like oil. Said to be made from pure shadow this thick liquid allows the drinker to gain some of the powers of a shadow for 1d4 hours. The drinker becomes an incoporeal undead (gaining all the incoporeal traits), a fly speed of 40 ft., an incorporeal touch attack that deals strength damage (1d6 str.), +2 turn resistance, a +2 racial bonus to Listen and Spot checks, and a +4 racial bonus on Hide checks in areas of shadowy illumination (in brightly lit areas, the drinker takes a –4 penalty on Hide checks). The drinker does not, however, gain a shadows ability to create spawn. When the potion is downed the drinkers colors (clothing, skin tone, ect.) begin to fade to a darker and darker shade until their whole body is pure black, making them look like a silhouette of their former selves. There is no inherent danger in drinking this potion but the drinker must be wary of how long they have been under the effect of the potion. Should the potion wear off while the drinker is within a solid object he must make a reflex save (DC = 10 + 1 for every foot of solid matter from the nearest open space that the drinker is) or be instantly slain or maimed (possibly losing a leg or arm for example, DM’s descretion). Bottle of Marrow: The most graphic and gruesome of Mellifleurs potions is the Bottle of Marrow. A clear glass bottle holds what appears to be pure bone marrow within it. Anyone daring enough to drink this potion gains the skeleton template for 1d4 hours. Unlike a normal skeleton however the drinker retains his intelligence score and his wisdom and charisma scores are unchanged. The danger in taking the Bottle of Marrow (or having it forced upon ones self) is that the process of becoming a skeleton is a terrifying and often mentally scarring one. The drinkers flesh and skin begin to rip and tear from its body, seeming to disappear into smoke. Their body literally falls apart until only the skeleton is left (which thankfully only takes one round) at which point they acquire the skeleton template. During the round that the Bottle of Marrow was taken however the drinker must make a will save (DC 15) or suffer 2 points of intelligence, wisdom and charisma drain. Zombie Paste: This thick, stinky paste is similar to Mummy Oil except that it does not have a grainy texture. Once applied to bare skin the paste transforms the user into a horrifing mockery of their former self. Unlike many of the other potions this particular one does not allow the user to retain their intelligence, it transforms them, mind and body into a zombie, adding that template to the user for 1d4 hours. Zombie Paste is generally used on enemies or prisoners, but some deranged cultists believe that the oil allows them to become closer to the undead gods they revere. The user of Zombie Paste instantly starts to look as if where the paste touches them their flesh is rotting away. Once even a small part of the oil is applied (still taking up the entire use of the oil) the decay spreads all over the users body and even inside their bodies and brains. As the potion begins to wear of the users flesh slowly regrows until it looks healthy once again (minus any attacks suffered before or while in zombie form). |
| Kossie12-05-03, 04:47 AM | Top class again Jorda, well impressed mate! |
| Jorda_The_Knight12-05-03, 07:07 AM | Thanks Kossie, always good to hear from my #1 fan :D |
| Kossie12-05-03, 07:10 AM | Please tell me when you're open for more requests mate! |
| Jorda_The_Knight12-05-03, 09:50 AM | As soon as I get the coutial god done I'll be ready to go for more requests. Just e-mail them or PM them to me Kossie :) |
| Tebryn1412-05-03, 02:11 PM | Originally posted by Tebryn14 Ok, on this subject, I have been torn as too what my policy involving the outer planes and cosmology and such. What I have come to is that we have the Circle of out planes, with sigil as their crux. Then we have our material plane, and a whole collection of other material planes (crystal spheres) lined up and connected through the Astral plane to the Great Wheel but not to each other. On the subject of where gods can be worshipped, I've decided the gods of humans can only be worshipped in one crystal sphere, but racial deities can be worshipped in more than one. Oh, and beings can be worshipped by other creatures on their home plane always. And I am getting rid of the idea that if something kills a god, that god is dead, period, not just dead in one world. Now I have a problem with the end of the world issue. We have Dendar who will escape onto Toril. But will that bring the end of Toril, or of the Great Wheel and all Material planes connected to it? Please aid your troubled friend me. |
| Jorda_The_Knight12-06-03, 04:27 AM | Busy, busy, but here she is Jazirian! Jazirian Mother of Couatl Greater Deity Symbol: A multicolored, feathered wing Home Plane: Celestia Alignment: LG Portfolio: Community, peace, learning, parenthood Worshipers: Couatl, paladins, lawmakers Cleric Alignments: LG, LN, NG Domains: Community, Law, Good, Knowledge Favored Weapon: Tail attack (whip) Jazirian Sorcerer 20/ Paladin 20 Huge Outsider (Law, Good, Extraplanar) Divine Rank: 18 Hit Dice: 20d8 (Outsider) + 20d4 (Sorc) + 20d10 (Pal) Initiative*: (+13 Dex, +4 improved initiative *Always goes first) Speed: 100 ft., fly 280 ft. AC: 75 (10 –2 size + 18 divine + 31 natural + 18 deflection) Attacks*: Bite +63/+58/+53/+48; or +62 melee touch; or +61 ranged touch *Always recieves a 20 on attacks; roll die to check for critical hit Damage*: Bite 1d4 + 14 (plus poison); or by spell *Always does maximum damage (Bite 18, constrict 38) Space/Reach: 15 ft./ 15 ft. Special Attacks: Constrict 3d8+14, improved grab, poison (injury, DC 22, initial and secondary 4d4 strength), psionics (DCs 28), domain powers, spell-like abilities, salient divine abilities, smite evil (8/day, +18 to attack and +60 damage), turn undead 21/day (paladin, as cleric 18), Special Qualities: Divine immunities, DR 71/+5, fire resistance 38, spontaneous casting of divine spells, understand speak and read all languages and speak directly to all beings within 18 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 70, divine aura (18 miles, DC = 46), ethereal jaunt (caster level 28th), telepathy, detect evil, divine grace, lay on hands (360 hp/day), divine health, aura of courage (+8 to morale), remove disease 5/week, aura of good (20) Saves*: Fort. +66 Ref. +61 Will. +70 *Always recieves a 20 on saves. Abilities: Str. 40 (+14) Dex. 36 (+13) Con. 36 (+12) Int. 32 (+11) Wis. 42 (+16) Cha. 46 (+18) Skills: Appraise +42, Bluff +59, Concentration +74, Craft (weaponsmithing) +72, Craft (armorsmithing) +72, Craft (alchemy) +72, Diplomacy +59, Handle Animal +59, Heal +57, Knowledge (arcana) +72, Knowledge (architecture and engineering) +72, Knowledge (dungeoneering) +72, Knowledge (geography) +72, Knowledge (histrory) +72, Knowledge (local) +72, Knowledge (nature) +72, Knowledge (the planes) +72, Knowledge (nobility and royalty) +72, Knowledge (religion) +72, Listen +47, Move Silently +44, Spot +47, Hide +36, Profession (judge) +77, Sense Motive +57, Spellcraft +52, Survival +47 Feats: Augment Summoning, Combat Casting, Combat Expertise, Superior Combat Expertise, Combat Reflexes, Eschew Materials, Extra Turning, Spell Penetration, Greater Spell Penetration, Weapon Focus (bite), Improved Familiar (celestial hawk), Improved Initiative, Improved Trip, Maximize Spell, Silent Spell, Still Spell, Power Attack, Divine Vengeance, Divine Might Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment, banishment Salient Divine Abilities: Alter Size, Alter Reality, Automatic Metamagic (sorcerer still spells), Avatar, Call Creatures (couatl), Divine Blast, Mass Divine Blast, Divine Inspiration (courage, hope), Divine Paladin, Divine Shield, Area Divine Shield, Divine Splendor, Extra Domain (community), Gift of Life, Speak with Creatures (couatl), Increased Spell Resistance, Increased Damage Reduction, Grow Creature (couatl), Divine Blessing (wisdom), Banestrike (outsiders, chaotic), Supreme Initiative, Divine Dodge, *Unique Salient Divine Ability (described below) Domain Powers: Cast good and law spells at +1 caster level; all Knowledge skills are considered class skills; use calm emotions once per day. Spell-Like Abilities: Any domain spell at will, caster level 28th, base save DC = 46 + spell level. Paladin spells/day (levels 1-4): 8/8/8/8, base DC = 26 + spell level Sorcerer Spells/day: 6/11/10/10/10/10/10/9/9/9, base DC = 28 + spell level Sorcerer Spell/known: 9/5/5/4/4/4/3/3/3: 0- Resistance, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Mending, Message, Arcane Mark; 1st- Protection from Chaos, Protection from Evil, Charm Person, Sleep, Color Spray; 2nd- Acid Arrow, Fog Cloud, Summon Swarm, Invisibility, Eagles Splendor; 3rd- Dispel Magic, Magic Circle Against Chaos, Magic Circle Against Evil, Haste; 4th- Charm Monster, Shout, Rainbow Pattern, Polymorph; 5th- Dismissal, Hold Monster, Cone of Cold, Wall of Force; 6th- Greater Dispel Magic, Legend Lore, Mass Eagles Splendor; 7th- Banishment, Prismatic Spray, Waves of Exhaustion; 8th- Prismatic Wall, Polymorph Any Object, Screen; 9th- Summon Monster IX, Prismatic Sphere, Crushing Hand Couatl Blood (unique salient divine ability): Whenever Jazirian suffers 58 hit points of damage from a single her blood transforms into an adult couatl which appears in an adjacent square to her. If in the air the coualt simply begins flying but in a fight under the water or in a plane with no gravity Jazirians blood does not transform. Possessions: Jazirian carries no material possession, though all her natural attacks act as +5 weapons for the purposes of overcoming damage reduction. Other Divine Powers As an greater deity Jazirian always receives the best possible result on any die roll she makes, assuming she has to roll at all. She treats a 1 on an attack or saving throw normally and not as an automatic failure. She is immortal. Senses: Jazirian can see, hear, touch and smell at a distance of 18 miles. As a standard action, she can perceive anything within 18 mile of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 20 locations at once. She can block the sensing powers of deities of her rank or lower at up to 2 remote locations for up to 18 hours. Portfolio Sense: Jazirian can sense any action by any couatl and any strong lawful act (such as the arresting of a corrupt ruler or the destruction of a powerful choatic demon by a lawful paladin) 18 weeks before it happens, and retains the sensation for 18 weeks after the event occurs. Automatic Actions: Jazirian can use Diplomacy, Handle Animal and any Knowledge skill in which she at least 1 rank as a free action if the DC for the task is 30 or lower. She can perform 20 such free actions a round. Create Magic Items: Myrkul can create magic item. Minor Artifacts Wing Feathers of Jazirian: Some scholars believe that the multiverse was created when a great battle raged between Jazirian and her lawful evil counterpart Asmodeus. In the end Jazirian was forced to land on Mount Celestia, but when she did many of her divine, multi-colored feathers scattered about the plane and eventually some found their way into material realms. At present there are four known Wing Feathers of Jazirian throughout the material planes, though many more may exist. Each feather has a number of magical properties but only in the hands of a lawful good being. Anyone else who tries to hold the feather gains no benefit and those of evil or chaotic alignment suffer 1d4 negative levels while the feather is held. Chaotic evil creatures that grasp the feather must make a fortitude save (DC 25) each time they do so or die immediately. When held in hand by a lawful good mortal the bearer gains a +4 enhancement bonus to strength and charisma. In addtion the holder of the feather produces an aura of courage like that of a paladin equal to their class levels. Once per day the holder of the feather can raise it overhead and then drop it, envoking Jazirians name as they do. When the feather touches the ground (which takes one round unless heeded by an outside force, though winds have no effect on the feather) a full grown couatl appears (as per the summon monster IX spell). Strong Conjuration, Caster level 20th |
| Seraph of Babel12-06-03, 06:02 AM | Originally posted by Jorda_The_Knight Couatl Blood (unique salient divine ability): Whenever Jazirian suffers 58 hit points of damage from a single her blood transforms into an adult couatl which appears in an adjacent square to her. If in the air the coualt simply begins flying but in a fight under the water or in a plane with no gravity Jazirians blood does not transform.[/B] Why not just use Zeus' creative blood SDA (D&DG p.102)? Limit it to only coualts (advance to appropriate dungeon level). |
| Jorda_The_Knight12-06-03, 04:42 PM | I thought about doing that, but I didn't want to copy it exactically. I think that the way it is now works out quite well, since Jazirian has to take enough damage as a full grown couatl had hit points. Coualt are pretty strong as it is, so I didn't really see the need to complicate the ability with tables and charts. |
| Tebryn1412-06-03, 04:48 PM | Jorda, just curious, are you giving the gods skill points for their outsider hit dice? because their skills look awfully measley. |
| Jorda_The_Knight12-06-03, 06:35 PM | I have been Tebryn, except for with Jizirian where I forgot to add her divine rank bonus and her ability modifier bonuses, which I will fix in one second. The skill points probably seem kinda low because 3 of the gods (Myrkul, Gilgeam and Mellifluer) where all once human and thus do not have outsider hit dice, while Panzuriel only has outsider hit dice, is not particularyly intelligent as far as gods go and was also very limited in his skills which he could take at max rank (which was 53, which also ate up tons of skill points with each class skill) and so was forced to take a number of skills at double cost. Thanks for your concern though, with something as compl;icated as the statistics for gods it's easy to make mistakes (like the one I did with Jazrian) that would otherwise be picked up on a character sheet right away. Sorry for any confusion I've caused. If anyone sees that I have in fact made an error with one of these gods skills then please inform me so I can fix it ASAP. |
| Tebryn1412-07-03, 12:35 AM | Not the the Dark Three, just a bunch of assorted gods, but now that I am looking back there is a trend, low INT, etc. So my bad. |
| Jorda_The_Knight12-07-03, 01:43 AM | No problem man, it's good to have us keep each other on our toes :D |
| Jorda_The_Knight12-07-03, 03:26 AM | Wow, this guy was one of the hardest I've ever had to create! Uranus, the first supreme olympian god and father of Cronos (who I will post next) was a true challenge and test of my god statting skills, I just hope I did him justice :) This entry does not contain an artifact, since I was having trouble coming up with a good enough one and Uranus really only left 2 thing behind (and I don't think ANY character would wants those!) Uranus Ouranos, Caelum, Son of Akmon, The Sky God Greater Deity Symbol: Male symbol Home Plane: Olympus Alignment: Chaotic Neutral Portfolio: Sky, heaven Worshipers: Everyone Cleric Alignments: CN, CG, CE Domains: Air, Chaos, Strength, Creation, Glory Favored Weapon: Fist (unarmed strike) Uranus Barbarian 20/ Fighter 20/ Cleric 20 Gargantuan Outsider (Chaos, Extraplanar) Divine Rank: 20 Hit Dice: 20d8 (Outsider) + 20d12 (Brb) + 20d10 (Ftr) + 20d8 (Clr) Initiative: +15 (+11 Dex, +4 Improved Intiative) Speed: 120 ft. AC: 86 (10 – 4 size + 20 divine + 43 natural + 17 deflection) Attacks*: Fists +145/+140/+135/+130 melee; or +129 melee touch; or +106 ranged touch *always receives 20 on attack rolls; roll die to check for critical hit Damage*: Fists 1d10 + 64 *Always does maximum damage (Fists 74) Space/Reach: 20ft./ 15 ft. Special Attacks: Turn undead 20/day, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, DR 75/+5, fire immunity, spontaneous casting of divine spells, understand speak and read all languages and speak directly to all beings within 20 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 72, divine aura (200 miles, DC = 47) Saves*: Fort. +81 Ref. +49 Will. +63 *Always recieves a 20 on any roll Abilities: Str. 78 (+34) Dex. 32 (+11) Con. 60 (+25) Int. 38 (+14) Wis. 48 (+19) Cha. 44 (+17) Skills: Balance +54, Bluff +60, Disguise +60, Concentration +88, Climb +107, Craft (armorsmithing) +97, Craft (weaponsmithing) +97, Diplomacy +88, Handle Animal +80, Heal +79, Knowledge (arcana) +57, Knowledge (history) +57, Knowledge (religion) +77, Knowledge (geography) +47, Knowledge (nobility and royalty) +47, Knowledge (nature) +47, Knowledge (the planes) +60, Initimidate +103, Jump +107, Ride (horse) +74, Swim +107, Spellcraft +77, Listen +82, Survival +82, Perform (orator) +60, Sense Motive +62, Search +62, Gather Information +50, Spot +52, Hide +32, Move Silently +44, Search +52 Feats: Power Attack, Improved Bull Rush, Awesome Blow, Blind-Fight, Cleave, Great Cleave, Improved Sunder, Combat Casting, Combat Expertise, Superior Combat Expertise, Combat Reflexes, Craft Wonderous Item, Improved Unarmed Strike, Deflect Arrows, Dodge, Maximize Spell, Still Spell, Silent Spell, Spell Penetration, Greater Spell Penetration, Improved Critical (unarmed strike), Improved Disarm, Improved Grapple, Improved Trip, Improved Initiative, Improved Overrun, Heighten Spell, Skill Focus (Intimidate), Mobility, Spring Attack, Whirlwind Attack, Stunning Fist (DC 59), Weapon Focus (unarmed strike), Greater Weapon Focus (unarmed strike), Weapon Specialization (unarmed attack), Greater Weapon Specialization (unarmed attack) Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment, banishment Salient Divine Abilities: Alter Size, Alter Reality, Annihilating Strike, Automatic Metamagic (silent cleric spells), Improved Spell Resistance, Divine Battle Mastery, Divine Blast, Mass Divine Blast, Increased Damage Reduction, Divine Rage, Divine Shield, Area Divine Shield, Divine Spellcasting, Divine Storm, Divine Weapon Focus (unarmed strike), Divine Weapon Specialization (unarmed strike), Energy Burst (sonic), Extra Domain (Creation), Extra Domain (Glory), Extra Energy Immunity (fire), Frightful Presense, Indomitable Strength, Irresistable Blows (unarmed strike), Sunder and Disjoin, * Unique Ability (described below) Domain Powers: Cast chaos spells at +1 caster level; Uranus can turn or destroy earth creatures as a good cleric turns undead. He can rebuke, command, or bolster air creatures as an evil cleric rebukes undead. He can use these abilities 20 times/day. This granted power is a supernatural ability; Uranus can perform a feat of strength as a supernatural ability. He gains a +20 enchancement bonus to strength. Activating the power is a free action, the power lasts 1 round, and it is usable once per day; Uranus can cast conjuration spells at +2 caster level; Uranus gets a +2 bonus to turning checks and adds 1d6 to turning damage. Spell-Like Abilities: Any domain spell at will, caster level 30th, base DC = 47 + spell level. Cleric Spells/Day (Levels 0-19): 6/ 10+1/ 9+1/ 9+1/ 9+1/ 9+1/ 8+1/ 8+1/ 7+1/ 7+1/ 4+1/ 4+1/ 3+1/ 3+1/ 3+1/ 3+1/ 2+1/ 2+1/ 2+1/ 2+1 Divine Creative Blood: This salient divine ability is just like that of Zeus’ Creative Blood salient divine ability except that each monster created has some small divine spark depending on how much damage was dealt with any single attack: 40 points- Add 1d4 divine ranks 60 points- Add 1d6 divine ranks 80 points- Add 1d8 divine ranks Should any one attack (somehow) kill Uranus the resulting blow releases enough cosmic energy to create a brand new deity of at least divine rank 14 with 40 class levels. (It should be noted that these divine creatures are not under any control by Uranus or feel any need to serve him save for out of respect for his power. Uranus, in fact, hates these “offspring” and unless his current enemies stand a very good chance of killing him he turns and crushes the offending creatures that came from him, unless his enemies start to take advantage of this situation, Uranus is arrogant, not a fool.) Possessions: Uranus carries no possesions, his own divine might more than makes up for this fact. His fists count as +5 mighty cleaving, thundering, shocking burst, speed weapons and his skin is even tougher than that of most gods (+10 natural armor). Other Divine Powers As an greater deity Uranus always receives the best possible result on any die roll he makes, assuming he has to roll at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Uranus can see, hear, touch and smell at a distance of 20 miles. As a standard action, he can perceive anything within 20 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 20 hours. Portfolio Sense: Uranus senses anything under the open sky 18 weeks before it happens, and retains the sensation for 18 weeks after the event occurs. Automatic Actions: Uranus can use any skill in which he has at least 1 rank as a free action if the DC for the task is 30 or lower. He can perform 20 such free actions a round. Create Magic Items: Uranus can create any magic item. |
| Verghityax12-07-03, 04:31 AM | Ok, I have few requests: 1) Dumathoin 2) Laduguer 3) Eshowdow 4) Baphomet 5) Maanzecorian |
| Tebryn1412-07-03, 11:09 AM | I'm not touching th dwarves, because Iam sick of craft gods. I would try Baphomet, butI am not sure how to do him. O don't think he should be statted as a regular deity, \ but rather as a demon lord with a bunch of unique abilities, and what the hell, the spellcasting abilities of a 20th level something. So basically no SDA. Since I have next to none 2e stuff, it would be vastly hekpful if someone could give me some baackground on him so I can decide what special abilities to give him. also, PLEASE ANSWWER MY PLEA FOR PLANAR OPINIONS! |
| Jorda_The_Knight12-07-03, 11:57 AM | Unfortunately I have very little 2E information myself so I'm really not of any help there. I can do some of the dwarf gods, but I have one or two other gods I need to stat out first. |
| Verghityax12-07-03, 12:49 PM | Well :) I've got all the 2nd ed. info (or almost all). If You need info on any deity just let me know :) |
| Tebryn1412-07-03, 01:04 PM | Let's see, anything and everything on Baphomet, Eschadow, and the Derro gods, if you will. |
| Tebryn1412-07-03, 04:34 PM | I was almost finished with this one before my last break. Here he is: Set Wizard 20/ Rogue 10/ Assassin 10 Medium-Size Outsider (Evil, Lawful, Extraplanar) Divine Rank: 14 Hit Dice: 20d8+140 (outsider) and 20d4+140 (wizard) and 10d6+70 (rogue) and 10d6+70 (assassin) (780 hp) Initiative: +10 Speed: 60 ft. AC: 73 (+10 dex, +14 divine, +27 natural, +12 deflection) Attacks: +5 keen unholy shocking burst short spear +69/+64/+59/+54 melee; or by spell +63 melee, or +64 ranged. Damage: +5 keen unholy icy burst short spear 1d8+18/17-20+1d10 cold; or by spell Face Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, poison use, sneak attack +10d6, death attack (DC 35) Special Qualities: Divine immunities, DR 25/epic, fire resistance 19, understand, speak, and read all languages and speak with all creatures with 14 miles, remote communication 14 miles, godly realm (10 miles) greater teleport at will, plane shift at will, SR 46, divine aura (1,400 ft, DC 36), trapfinding, evasion, trap sense +3, improved uncanny dodge, uncanny dodge, crippling strike, +5 save vs. poison Saves: Fort +53, Ref +56, Will +55 Abilities: Str 29, Dex 30, Con 24, Int 40, Wis 28, Cha 34 Skills: Balance +64, Bluff +76, Climb +53, Concentration +61, Craft (Alchemy) +69, Diplomacy +66, Disguise +66, Forgery +49, Handle Animal +46, Hide +74, Intimidate +76, Jump +53, Knowledge (Arcana) +71, Knowledge (history) +69, Knowledge (Mulhorandi, local) +69, Knowledge (Nobility & Royalty) +69, Listen +75, Move Silently +74, Open Lock +64, Pick Pocket +54, Sense Motive +63, Spellcraft +84, Spot +75, Survival +63, Swim +53, Tumble +64. Feats: Alertness, Blind-fight, Blind-sight (5 ft. radius), Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Items, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Forge Ring, Greater Spell Penetration, Heighten Spell, Improved Critical (short spear), Maximize Spell, Mobility, Power Attack, Quick Draw, Quicken Spell, Skill Focus (Knowledge [Arcana]), Spell Mastery, Spell Penetration, Spring Attack, Weapon Focus (short spear), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Size, Alter Reality (DC 46 for duplicated spells), Annihilating Strike, Arcane Mastery, Avatar (up to ten), Battlesense, Divine Blast (15/day, 26d12 points of damage), Divine Shield (10/day, stops 140 points of damage), Divine Spellcasting, Extra Domain (Hatred), Extra Domain (Law), Extra Domain (Magic), Extra Domain (Scalykind), Hand of Death (DC 46), Instant Counterspell, Spontaneous Wizard Spells, Wound Enemy. Domain Powers: 15/day turn or destroy earth elementals, or rebuke or command air elementals; cast evil spells at +1 caster level; 14/day gain +2 profane bonus on AC, saves, and attack rolls against one opponent for 1 minute; cast law spells at +1 caster level; use spell completion and spell trigger items as wiz27; rebuke or command reptilian animals 15/day. Spell-like abilities: Set uses these abilities as a 24th level caster, except for evil and law spells, which he uses as a 25th level caster. The save DCs are 36+spell level. Obscuring Mist, Wind Wall, Gaseous Form, Air Walk, Control Winds, Chain Lightning, Control Weather, Whirlwind, Elemental Swarm, Blindness/Deafness, Blacklight, Armor of Darkness, Darkbolt, Prying Eyes, Nightmare, Power Word, Blind, Power Word, Kill, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Summon Monster XI*, Doom, Scare, Bestow Curse, Emotion, Righteous Might, Forbiddance, Antipathy, Wail of the Banshee, Protection from Chaos, Calm Emotions, Magic Circle against Chaos, Order’s Wrath, Dispel Chaos, Hold Monster, Dictum, Shield of Law, Nystul’s Undetectable Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen’s Disjunction, Magic Fang, Animal Trance, Greater Magic Fang, Poison, Animal Growth, Eyebite, Creeping Doom, Animal Shapes, Shapechange. *Cast as an evil of law spell only. Assassin spells/day: 6/6/6/4; base DC=25+spell level. Wizard spells/day: 4/8/8/7/7/7/7/6/6/3/3/2/2/2/2; base=25+spell level. Other Divine Powers As an intermediate deity, Set automatically receives a die roll of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Set can touch, smell, see, and hear at a distance of fourteen miles. As a standard action, he can perceive anything within 15 miles of his worshippers, holy sites, objects, or any location where one of his titles or names was spoken in the last hour. He can extend his sense to up to ten locations at once. He can block the sensing power of deities his rank or lower at up to two remote locations at once for 15 hours. Portfolio Sense: Set is aware of anything that occurs under the cover of darkness the instant it happens and retains the sensation for up to 14 hours. He is likewise aware of any act of ambition, or any evil impulse such as murder, hate, or betrayal, and any casting of evil magic within Mulhorand. Automatic Actions: Set can use Hide, Intimidate or Spellcraft as a free action if the DC for the task is 25 or lower. He can perform up to 10 such free actions each round. Create Magic Items: Set can create any evil magic item (such as an unholy long sword) as long as the item’s market price does not exceed 200,000 gp. |
| Jorda_The_Knight12-08-03, 04:34 PM | Nice work Teb, I always thought that Set needed an FR revamp :) |
| Tebryn1412-09-03, 09:03 PM | Baphomet: Baphomet Master of Mazes, The Minotaur Lord Lesser Deity Symbol: Stylized Mace Home Plane: Abyss (600th layer; The Endless Maze) Alignment: Chaotic Evil Portfolio: Minotaurs, vengeance, mazes, bulls Worshippers: Minotaurs, ogres, ghour demons, cultists Cleric Alignments: CE, NE, CN Domains: Animal, Chaos, Evil, Hatred, Retribution Favored Weapon: Lost Soul (club) Having now attained near full divinity, Baphomet is slowly gaining more influence in Toril as a god instead of a powerful demon lord. He is now sending more and more ghours into the world as diplomats, with the goal of rekindling his worship among the various minotaur and ogre tribes, often with promise of rebuilding ancient empires. Baphomet Large Outsider (Chaotic, Evil, Extraplanar) Divine Rank: 6 Hit Dice: 44d8+616 (outsider) (968 hp) Initiative: +12 Speed: 80 ft. AC: 59 (+8 dex, +6 divine, +5 insight, +24 natural, +6 deflection) Attacks: +5 huge unholy club +73/+68/+63/+58 melee and headbutt +72 melee; or by spell +67 melee touch, or +60 ranged touch. Damage: +5 huge unholy club 2d6+32+1 vile+2d6 unholy plus confusion/19-20; headbutt 2d6+27; or by spell. Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Domain Powers, spell-like abilities, summon minotaurs, summon ghours, maze. Special Qualities: Divine immunities, DR 20/epic, fire resistance 21, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 6 miles, remote communication 6 miles, godly realm (1 mile), greater teleport at will, plane shift at will, SR 38, divine aura (600 ft., DC 22), maze immunity. Saves: Fort +44, Ref +40, Will +37 Abilities: Str 46, Dex 30, Con 38, Int 22, Wis 24, Cha 23 Skills: Balance +46, Bluff +42, Climb +64, Concentration +60, Handle Animal +47, Hide +38, Intimidate +59, Jump +64, Knowledge (Arcana) +42, Knowledge (The Planes) +42, Knowledge (Religion) +42, Listen +43, Move Silently +46, Search +32, Sense Motive +33, Spellcraft +46, Spot +43, Survival +43, Tumble +46. Feats: Cleave, Combat Reflexes, Craft Magic Arms and Armor, Dark Speech, Dodge, Empower Spell, Great Cleave, Improved Critical (club), Improved Initiative, Power Attack, Quicken Spell, Sunder, Track, Vile Martial Strike (club), Weapon Focus (Club). Divine Immunities: Ability damage, ability drain, acid, cold , death effects, disease, disintegration, electricity, energy drain, mind affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Domain Powers: 6/day use animal friendship; cast chaotic spells at +1 caster level; cast evil spells at +1 caster level; 6/day gain +2 profane bonus on attack rolls, saving throws, and AC for one minute against one opponent; 6/day, against one opponent who has harmed you in combat, make a strike of vengeance on you next turn, dealing maximum damage. Spell-like abilities: Baphomet uses these abilities as a 16th level caster, except for evil and chaos spells, which he uses as a 17th level caster. The save DCs are 22+spell level. Calm Animals, Hold Animal, Dominate Animal, Repel Vermin, Commune with Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange, Protection from Law, Shatter, Magic Circle against Evil, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, Protection from Good, Desecrate, Magic Circle Against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Doom, Scare, Bestow Curse, Emotion, Righteous Might, Forbiddance, Antipathy, Wail of the Banshee, Shield of Faith, Endurance, Speak with Dead, Fire Shield, Mark of Justice, Banishment, Spell Turning, Discern Location, Storm of Vengeance. *cast as an chaos or evil spell only Spell-like abilities: In addition to his divine abilities, Baphomet can also use these abilities as a 30th level caster. The save DCs are 22+spell level. Detect Magic, Detect Good, Detect Invisibility, Dispel Magic, Wall of Stone. Maze (Su): At will as a standard action, Baphomet can duplicate the effects of a Maze spell, as cast by a 20th level caster. The save DC is 22. Once a target has been affected by this ability, he cannot be affected by Baphomet’s Maze ability for one day. Every this ability is used on a creature, it has a 1% chance of being sent bodily to The Endless Maze on Baphomet’s layer of the Abyss. Maze Immunity (Su): Baphomet is completely immune to any Maze spell or ability that duplicates the spell. In fact, any Maze spell cast at him rebounds upon the caster sending him or her into a double strength Maze (no save) (treat the creature’s intelligence as 3, and then double the length). The creature has a 1% chance of being sent bodily to the Endless Maze on Baphomet’s layer of the Abyss. Summon Minotaur (Sp): 5/day, Baphomet can magically summon 1d4+2 5th level minotaur fighters with maximum hit points. Summon Ghours (Sp): 5/day, Baphomet can magically summon 1d4+2 ghours. Spells: Baphomet casts spells as an 18th level cleric, with access to all the domains he grants. Spells per day: 6/7/7/6/6/5/5/3/3/2; save DC=17+spell level) Possessions: Baphomet carries Lost Soul, a +5 huge unholy club. In addition, any creature that touches the weapon without Baphomet’s consent suffers the effect of a confusion spell unless they succeed at a Will save (DC 30). Any creature that Baphomet strikes in combat must also succeed at a will save or be affected. Caster Level: 25th Other Divine Powers As a lesser deity, Baphomet may take ten on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Baphomet can see, hear, touch, and smell at a distance of 6 miles. As a standard action, he can perceive anything within 6 miles of his worshippers, holy site, objects, or any location where one of his titles or name was spoke in the last hour, or any site on the 600th layer of the Abyss. Portfolio Sense: Baphomet senses anything that affects the welfare of minotaurs, as long as it affects at least 500 such beings. He likewise senses anything that occurs on his layer of the Abyss. Automatic Actions: Baphomet can use Intimidate as a free action as long as the task’s DC is 20 or lower. He can perform up to 5 such free actions each round. Create Magic Items: Baphomet can create any magic item that causes creatures to get lost, or grants magical strength as long as the item’s market price is 30,000 gp or lower. |
| Jorda_The_Knight12-09-03, 10:52 PM | I don't see Baphomet's salient divine abilities anywhere Teb. Did you forget them or is he not supposed to be a lesser deity? |
| Tebryn1412-10-03, 05:42 PM | Oh, I didn't mention that? I intentionally left them out. Because he is first and foremost a demon lord and not a god, I gave him other abilities, to reflect his unique nature. I thought it would be excessively lazy, and would indeed not do him justice if I gave him SDAs instead of tayloring abilities specifically to him. Sorry, but that is what I thought was best for such an awesome god. |
| Tebryn1412-14-03, 11:29 PM | Diirinka Intermediate Deity Symbol: Spiral of gray, black, and white Home Plane: The Abyss Alignment: Chaotic Evil Portfolio: Magic, savants, knowledge, cruelty Worshippers: Derro, savants, depraved dwarves Cleric Alignments: CE, NE, CN Domain: Chaos, Destruction, Dwarf, Evil, Suffering, Trickery Favored Weapon: Dagger One of the original gods of Shanatar, worship of Diirinka was later abandoned by dwarves in favor of younger gods. He is extremely cruel, and cares little for anyone, including himself. He is the most magical of the dwarven gods, having both wizardly and priestly powers. Wizard 20/Archmage 5/ Cleric 15 Medium-Size Outsider (Chaotic, Evil, Extraplanar, Dwarf) Divine Rank: 13 Hit Dice: 20d8+200 (outsider) plus 20d4+200 (wizard) plus 5d4+50 (archmage) plus 15d8+150 (cleric) (980 hp) Initiative: +11 Speed: 50 ft. AC: 73 (+11 dex, +13 divine, +26 natural, +13 deflection) Attacks: +5 chaotic unholy wounding dagger +69/+64/+59/+54 melee; or by spell +63 melee touch, or +64 ranged touch. Damage: +5 chaotic unholy wounding dagger 1d4+15 plus wounding; or by spell Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Arcane Fire (600 ft., 5d6+1d6/spell level), domain powers, salient divine powers, spell-like abilities, rebuke undead 16/day, spell power +1, spell power +2 Special Qualities: Derro traits, divine aura (1,300 ft., DC 36), divine immunities, DR 25/epic, familiar (rats), fire resistance 18, godly realm (10 miles), mastery of counterspelling, mastery of elements, plane shift at will, remote communication 13 miles, spontaneous casting of divine spells, SR 45, greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 13 miles. Saves: Fort +57, Ref +56, Will +50 Abilities: Str 30, Dex 32, Con 30, Int 42, Wis 20, Cha 36 Skills*: Balance +53, Bluff +74, Concentration +84, Craft (alchemy) +90, Craft (poisonmaking) +90, Diplomacy +62, Disguise +74, Gather Information +46, Heal +54, Hide +72, Intimidate +65, Knowledge (Arcana) +90, Knowledge (History) +75, Knowledge (Nature) +69, Knowledge (Nobility and Royalty) +69, Knowledge (The Planes) +90, Knowledge (Religion) +90, Listen +57, Move Silently +63, Search +55, Sense Motive +57, Spellcraft +91, Spot +57, Tumble +44. *Always receives a 20 on checks. Feats: Blind-fight, Brew Potion, Craft Magic Arms and Armor, Craft Portal, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Items, Dodge, Empower Spell, Enlarge Spell, Epic Spellcasting (6/day), Extend Spell, Forge Ring, Greater Spell Penetration, Heighten Spell, Inscribe Rune, Maximize Spell, Multispell, Persistent Spell, Quicken Spell, Reach Spell, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell, Weapon Focus (dagger) Divine Immunities: Ability damage, ability drain, acid, cold, death, effect, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, banishment, imprisonment. Salient Divine Abilities: Alter Reality (DC 46 for duplicated spells), Arcane Mastery, Automatic Metamagic (Quickened wizard spells), Avatar (10), Craft Artifact, Divine Blast, Divine Glibness, Divine Spellcasting, Extra Domain (Evil), Extra Domain (Suffering), Extra Domain (Trickery), Instant Counterspell, Lay Curse, Spontaneous Wizard Spells, Undead Qualities, Wave of Chaos. Domain Powers: Cast chaotic spells at +1 caster level; 13/day, make one attack with a +4 bonus to hit and +15 to damage; Cast evil spells at +1 caster level; 13/day bestow a –2 penalty to strength and dexterity for 1 minute with a successful melee touch attack; Bluff, Hide and Disguise are class skills. Spell-like Abilities: Diirinka uses these abilities as a 23rd level caster except for chaotic and evil spells, which he uses as a 24th, level caster. The save DCs are 36+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX, Inflict Light Wounds, Contagion, Inflict Critical Wounds, Circle of Doom, Harm, Disintegrate, Earthquake, Implosion, Magic Weapon, Endurance, Glyph of Warding, Greater Magic Weapon, Fabricate, Stone Tell, Dictum, Protection from Spells, Elemental Swarm, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Bane, Bestow Curse, Enervation Feeblemind, Eyebite, Symbol, Horrid Wilting, Change Self, Invisibility, Nondetection, Confusion, False Vision, Mislead, Screen, Polymorph any Object, Time Stop. Wizard Spells/day (Levels 0-16): 4/8/8/8/8/6/7/5/6/5/3/3/3/2/2/2/2; base DC=8+spell level. Cleric Spell/day: 5/7/6/5/5/4/2/1; base DC=15+spell level. Possessions: Diirinka carries a +5 chaotic unholy wounding dagger of venom. Caster Level: 25th Other Divine Powers Senses: Diirinka can see, hear, touch and smell at a distance of 13 miles. As a standard action, he can perceive anything within 13 miles of his worshippers, holy site, objects, or any location where one of his titles or name was spoken within the last hours. He can extend his senses to up to ten locations at once. He can block the sensing power of deities his rank and lower at up to two locations at once for up to 13 hours. Portfolio Sense: Diirinka automatically senses whenever a dwarf commits an act of depravity the instant it happens and maintains the sensation for 13 tendays. He likewise senses anything the affects the welfare of a savant, or the derro race in general. Automatic Actions: Diirinka can use Spellcraft, Concentration, Intimidate, Bluff, or Disguise as a free action as long as the DC for the task is 25 or lower. He can perform up to 10 such free actions each round. Create Magic Items: Diirinka can create any magic items as long as the market price does not exceed 200,000 gp. |
| Zat12-16-03, 11:46 AM | Has anyone done Jergal? I've spontaniously become lazy, and therefore have not searched the thread for him. If he's here, throw me a page and I'll be good. If he's not, you could just throw him on a back burner. Thanks. |
| Tebryn1412-16-03, 05:43 PM | Jergal By Jorda the Knight Lord of the End of Everything, Scribe of the Doomed, the Pitiless One Faerunian Demigod Symbol: Jawless skull and writing quill on scroll Home Plane: The Fugue Plane Alignment: Lawful neutral Portfolio: Fatalism, proper burial, guardian of tombs Worshipers: Monks, necromancers, paladins Cleric Alignments: LE, LG, LN Domains: Fate, Law, Repose, Rune, Suffering Favored Weapon: A white glove (scythe) Jergal Necromancer 20/Cleric 20/Expert 10 Medium-Size Outsider (Law) Divine Rank: 5 Hit Dice: 20d4 (Nec), 20d8 (Clr), 10d6 (Exp) Initiative: +13 (+9 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 50 (+ 9 Dex, +5 divine, +18 natural, +8 deflection) Attacks: +5 keen ghost touch lawful scythe +63 melee; or +57 melee touch; or +61 ranged touch Damage: +5 keen ghost touch lawful scythe 2d4+12/18-20; or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 5 miles, Saves: Fort. +44 Ref. +46 Will. +52 Abilities: Str.24 (+7) Dex.28 (+9) Con.24 (+7) Int.40 (+15) Wis.40 (+15) Cha.26 (+8) Skills: (32 at +48) Alchemy +62, Concentration +55, Craft (bookbinding) +62, Craft (calligraphy) +62, Craft (stonemasonry) +62, Craft (coffins) +62, Diplomacy +56, Heal +62, Knowledge (arcana) +62, Knowledge (religion) +62, Knowledge (the planes) +62, Knowledge (History) +62, Scry +62, Spell Craft +62, Bluff +56, Appraise +62, Gather Information +56, Intimidate +56, Listen +62, Move Silently +57, Read Lips +62, Sense Motive +62, Spot +62, Jump +55, Search +62, Profession (apothecary) +62, Profession (bookkeeper) +62, Profession (guide) +62, Profession (herbalist) +62, Profession (scribe) +62, Profession (gravedigger) +62, Profession (undertaker) +62 Feats: Alertness, Combat Casting, Combat Reflexes, Expertise, Improved Critical (Scythe), Improved Initiative, Spell Focus (Necromancy), Spell Penetration, Greater Spell Penetration, Greater Spell Focus (Necromancy), Weapon Focus (Scythe), Empower Spell, Maximize Spell, Extend Spell, Quicken Spell, Silent Spell, Still Spell, Eschew Materials, Power Critical (Scythe), Persistent Spell, Reach Spell, Widen Spell, Sacred Spell, Repeat Spell, Scribe Scroll Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Extra Domain (Rune), Extra Domain (Suffering), Know Death, Hand of Death, Divine Recall (deaths), Divine Spell Focus (Necromancy) Domain Powers: Cast law spells at +1 caster level, uncanny dodge as 3rd level rogue, Pain Touch 1/day (touched living creature suffers –2 enhancement penalty to Strength and Dexterity for 1 minute. Does not affect creatures immune to critical hits), if Jergal falls below 0 HP he gains 1d8+8 hitpoints 1/day. If he is brought to –10 or less hitpoints by a single attack this power does not take affect. Spell-Like Abilities: All domain spells, caster level 15, base DC= 23 + spell level Cleric spells/day: 6/9/9/9/8/8/7/7/6/6 + domain spells Wizard spells/day: 4/8/8/8/7/7/7/7/6/6 + 1 per caster level (must be necromancy spell) Possessions: Jergal carries his +5 keen ghost touch lawful scythe, but is more likely to be using it as a walking stick than to be fighting with it. Other Divine Powers Senses: Jergal can see, hear, touch and smell at a distance of 5 miles. As a standard action he can perceive anything within 5 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 5 hours. Portfolio Sense: Jergal senses any death (via his Divine Recall salient divine ability) and any funeral proceedings so long as it involves at least 1000 or more people. Automatic Actions: Jergal may use any Craft, Knowledge or Profession skill in which he has at least 1 rank as a free action if the DC for the task is 15 or lower. He can perform up to 5 such free actions each round. Create Magic Items: Jergal can create any magic item that involved death or memory so long as the item’s market price does not exceed 4500 gp. |
| Master Sylvius12-16-03, 08:14 PM | Excellent work you guys! Especially for the Mulhorandi pantheon! Do any of you have data on the Red Knight? |
| Master Sylvius12-16-03, 08:14 PM | Excellent work you guys! Especially for the Mulhorandi pantheon! Do any of you have data on the Red Knight? |
| Tebryn1412-16-03, 08:20 PM | The Red Knight By Elrumir An ascended mortal elevated by Tempus, I've fashioned her a bit after Nike from the Olympian Pantheon of D&Dg. She turned out to very different, however! Red Knight Lady of Strategy, Grandmaster of the Lanceboard Cleric 20/Fighter 10/Warmaster 10 (from Sword and Fist) Medium-size Outsider (Lawful) Divine Rank: 5 Hit Dice: 20d8+200 (Clr) + 10d10+100 (Ftr) + 10d10+100 (Wrm) (760 hp) Initiative: +13 (+9 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 47 (+1 Dex, +5 divine, +12 natural, +11 armour [+3 light fortification full plate of strength+2], +7 deflection) Attacks: +5 lawful mighty cleaving keen longsword +59/+54/+49/+44 melee; or spell +53 melee touch or +49 ranged touch. Damage: +5 lawful mighty cleaving keen longsword 1d8+20/15-20; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 10/day Special Qualities: Battle cry, battle standard, brotherhood, die for your country, divine immunities, DR 40/+4, direct troops, fire resistance 25, hard march, huge castle, Leadership bonus +5, plane shift at will, spontaneous casting of divine spells, understand, speak and read all languages and speak directly to all beings within 5 miles, remote communication, godly realm, teleport without error at will, SR 37, divine aura (50 ft., DC 22) Saves: Fort +33, Ref +22, Will +27 Abilities: Str 37, Dex 29, Con 31, Int 27, Wis 29, Cha 24 Skills: Animal Empathy +42, Climb +57, Concentration +48, Craft (weaponsmithing) +43, Diplomacy +42, Gather Information +42, Handle Animal +42, Intimidate +39, Jump +57, Knowledge (arcana) +43, Knowledge (geography) +43, Knowledge (history) +48, Knowledge (nobility and royalty) +48, Knowledge (religion) +43, Profession (tactician) +48, Listen +44, Ride +44, Spot +44. Feats: Cleave, Combat Casting, Combat Reflexes, Delay Spell, Divine Might, Expert Tactician, Expertise, Extend Spell, Eyes in the Back of Your Head, Great Cleave, Hold the Line, Improved Critical (longsword), Improved Disarm, Improved Initiative, Improved Trip, Leadership, Power Attack, Persistent Spell, Power Critical (longsword), Reach Spell, Spell Penetration, Weapon Focus (longsword), Weapon Specialization (longsword). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Battlesense, Divine Weapon Focus (longsword), Extra Domain (Law), Faithful Animals*, Irresistible Blows (longsword), Sunder and Disjoin (DC 27). * Faithful Animals (unique salient divine ability): wherever the Red Knight goes, she is always accompanied by her steed Farra (Fortitude), an awakened legendary heavy warhorse of maximum hit points, and her war hound Paysar (Perseverance), an awakened legendary riding dog, also of double hit points. (legendary animals are described in Masters of the Wild) Domain Powers: Cast lawful spells at +1 caster level, 4/day inspire allies (+2 morale bonus on saves, attacks, ability checks, skill checks, and weapon damage for 7 rounds). Spell-like Abilities: The Red Knight uses these abilities as a 14th-level caster, except for lawful spells, which she uses as a 15th-level caster. Save DC’s are 21 + spell level. augury, blade barrier, calm emotions, clairaudience/clairvoyance, deathwatch, demand, detect scrying, dictum, discern lies, discern location, dispel chaos, divine favor, divine power, enthrall, flamestrike, geas/quest, greater command, greater scrying, heroes’ feast, hold monster, magic circle against chaos, magic vestment, magic weapon, order’s wrath, power word (blind), power word (kill), power word (stun), protection from chaos, repulsion, shield of law, spiritual weapon, storm of vengeance, status, summon monster (as law spell only), time stop. Cleric Spells/day: 6/9/8/8/8/8/6/6/6/6; base DC 19 + spell level. Possessions: The Red Knight wades into battle swinging Checkmate, a +5 lawful mighty cleaving speed longsword. She also carries blood-red +3 light fortification full plate of strength +2. Other Divine Powers As a demigod, The Red Knight treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses: The Red Knight can see, hear, touch and smell at a distance of five miles. As a standard action, she can perceive anything within five miles of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to two locations simultaneously. She can block the sensing powers of deities of up to her rank at two such remote locations at once for 5 hours Portfolio Sense: The Red Knight is instantly aware of any battle won by strategy as opposed to brute strength, as long as the event involves thousand people or more. Automatic Actions: The Red Knight can use Diplomacy, Craft (weaponsmithing), Knowledge, Profession or Ride, as a free action, if the DC for the check is 15 or less. She can perform up to two such actions per round. Create Magic Items: Being the goddess of strategy, the Red Knight can create any magic item whose primary function is to enhance the bearer's Strength, Intelligence or Wisdom or any kind of simple or martial weapon, as long as the item’s market price does not exceed 4,500 gp. |
| Zat12-17-03, 04:16 PM | Thank you so very very much. |
| Tebryn1412-24-03, 05:02 PM | Diinkarazan Dwarven Demigod Symbol: none Home Plane: The Abyss (586th layer) Alignment: Chaotic Evil Portfolio: Vengeance Worshippers: Scattered cultists, vengeful dwarves Cleric Alignments: None (CE, NE, and CN, theoretically) Domains: Chaos, Dwarf, Evil, Retribution Favored Weapon: Unarmed strike The 586th layer of the Abyss serves as nothing more than the prison of Diinkarazan, the mad god of the derro. The plane constantly distorts space. The prison is always torn between slipping over into Carceri and slipping into Pandemonium; the balance of prison and madness keeps it in the Abyss. Cursed and banished by Ilsensine, the illithid god, he cannot be freed by anything less than a greater god, and he is permanently insane and tormented by illusions of the things he most fears (terrible monsters, Ilsensine itself, drowning in water or lava, and the like). Ilsensine's curse is a complex thing, and once every 50 years or so (with random variation of 1-10 years) the god experiences one day of lucidity. On this day, he can travel to the Prime Material plane to stalk derro communities and destroy all he can. His hunger for revenge is so great that his behavior often degenerates into a frenzy of slaying anything it comes across until he is forced to flee by some power or another. Wizard 18/ Rogue 10/ Fighter 7 Medium-Size Outsider (Chaotic, Dwarf, Evil) Divine Rank: 3 Hit Dice: 20d8+200 (outsider) plus 18d4+180 (wizard) plus 10d6+100 (rogue) plus 7d10+70 (fighter) (912 hp) Initiative: +20 Speed: 50 ft. AC: 45 (+16 dex, +3 divine, +16 natural) Attacks: unarmed strike +57/+52/+47/+42 melee; or by spell +49 melee touch, or +57 ranged touch. Damage: unarmed strike 1d3+15; or by spell. Face/ Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack +5d6. Special Qualities: Divine Aura (30 ft., DC 13), divine immunities, DR 15/epic, familiar (vultures), fire resistance 8, godly realm (suppressed by Ilsensine’s curse), remote communication 3 miles, SR 35, greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 3 miles, trapfinding, evasion, uncanny dodge, improved uncanny dodge, trap sense +3, Ilsensine’s curse. Saves: Fort +44, Ref +48, Will +28 Abilities: Str 28, Dex 42, Con 30, Int 32, Wis 3(while free)/0(while imprisoned), Cha 3 Skills: Climb +56, Concentration +56, Hide +61, Intimidate +42, Jump +68, Knowledge (Arcana) +57, Knowledge (History) +57, Knowledge (lower underdark Local) +57, Knowledge (The Planes) +57, Knowledge (Religion) +57, Listen +39, Move Silently +61, Open Lock +49, Search +44, Sleight of Hand +49, Spellcraft +57, Spot +13, Swim +56, Tumble +61. Feats: Blind-fight, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Empower Spell, Enlarge Spell, Great Cleave, Hammer Fist, Improved Bull Rush, Improved Initiative, Improved Unarmed Strike, Maximize Spell, Mobility, Power Attack, Quicken Spell, Reckless Offensive, Spell Mastery, Spell Penetration, Spring Attack, Stunning Fist, Weapon Finesse (unarmed strike), Weapon Focus (unarmed strike), Weapon specialization (unarmed strike), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Arcane Mastery, Extra Domain (Retribution), Wave of Chaos (DC 10), Winds of Chaos*. *Unique SDA. Domain Powers: Cast chaos spells at +1 caster level; cast evil spells at +1 caster level; 3/day, make an maximum damage attack after being struck in combat. Spell-Like Abilities: Diinkarazan uses these abilities as a 13th level caster, except for chaos and evil spells, which he uses as a 14th level caster. The save DCs are 10+spell level. Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Summon Monster IV, Magic Weapon, Endurance, Glyph of Warding, Greater Magic Weapon, Fabricate, Stone Tell, Dictum, Protection from Spells, Elemental Swarm, Shield of Faith, Speak with Dead, Fire Shield, Mark of Justice, Banishment, Spell Turning, Discern Location, Storm of Vengeance. Wizard Spell/day: 4/7/7/7/6/6/6/5/4/3; base DC=21+spell level. *Winds of Chaos, unique SDA: Diinkarazan is constantly surrounded by swirling winds to a radius of 20 ft. Any ranged attack made from within or aimed at a target within this area automatically fail unless made by a deity of higher rank than Diinkarazan. Every round, the winds duplicate one of the following effects in a random direction (roll 1d3 to determine which effect): Gust of Wind, Stinking Cloud, or a targeted wind-blast dealing 5d6 points of damage to a random target within the radius. The winds also have a 25% of reflecting any spell targeted on Diinkarazan back on the caster (if it bypasses his SR). As a SDA, none of these effects are subject to SR. Ilsensine’s Curse: Banished and imprisoned by the illithid deity, Diinkarazan cannot leave his layer of the Abyss, or indeed the stone throne in the center of the plane on which he sits. Except for one day out of every 50 years, he is withdrawn in a nightmare filled sleep (Wis 0, Cha 3). On that other day, he is free to leave, stalking derro communities and wreaking havoc. Even then, his Wisdom is 3, and his Charisma is as well. Any being that attempts mental contact with Diinkarazan suffers an insanity spell (no save, SR does not apply). This curse cannot be broken by anything less than a greater power, and indeed no such being has seen fit to free the lost, mad demigod in the several millennia of his imprisonment. Other Divine Powers As a demigod, Diinkarazan treats a 1 on a saving throw normally and not as an automatic failure. He is immortal. Senses: Diinkarazan can see, hear, smell, and touch at a distance of 3 miles. As a standard action, he can perceive anything within 3 miles of his worshippers, holy sites, objects, or any location where one of this titles or name was spoken in the last hour. He can extend his sense to up to 2 locations at once. He can block the sensing power of deities his rank or lower at up to two remote locations at once of 3 hours. Portfolio Sense: None Automatic Actions: None Create Magic Items: None |
| Kaladin01-05-04, 12:12 AM | Labelas Enoreth The lifegiver, Lord of the Continuum, the Sage at Sunset Intermediate Elven Deity Symbol: Setting sun Home Plane: Arvandor Alignment: Chaotic Good (Page: 128 Faith & Pantheon) I asked this on the general boards and I kinda got directed here, well as in I picked this thread because it seemed like a good place. I know people near the beggining of this thread point his stats out in links, however most don't work or they no longer point to the right places. My question is can someone help me find/create poor Labelas Enoreth's stats and full description? Thanks! |
| Karthios01-05-04, 03:43 PM | Here is some info on Vaprak for you. I am getting this directly from the old 2e "Giantcraft" campaign accessory. Vaprak (Lesser God) Title: The Destroyer AL: CE, WAL: CE (ogres) Portfolio: Combat, Greed Symbol: Taloned claw Vaprak's avatar (Fighter 14) STR: 19, DEX: 14, CON: 17, INT: 14, WIS: 9, CHA: 18 As for the stats. They are likely to change due to 3e rules and such. But I only offer this in hopes that it may assist you. I am also interested in seeing the stats of the other "giantish" deities if possible. Thanks Karthios |
| Karthios01-05-04, 03:43 PM | Here is some info on Vaprak for you. I am getting this directly from the old 2e "Giantcraft" campaign accessory. Vaprak (Lesser God) Title: The Destroyer AL: CE, WAL: CE (ogres) Portfolio: Combat, Greed Symbol: Taloned claw Vaprak's avatar (Fighter 14) STR: 19, DEX: 14, CON: 17, INT: 14, WIS: 9, CHA: 18 As for the stats. They are likely to change due to 3e rules and such. But I only offer this in hopes that it may assist you. I am also interested in seeing the stats of the other "giantish" deities if possible. Thanks Karthios |
| Karthios01-05-04, 03:44 PM | Here is some info on Vaprak for you. I am getting this directly from the old 2e "Giantcraft" campaign accessory. Vaprak (Lesser God) Title: The Destroyer AL: CE, WAL: CE (ogres) Portfolio: Combat, Greed Symbol: Taloned claw Vaprak's avatar (Fighter 14) STR: 19, DEX: 14, CON: 17, INT: 14, WIS: 9, CHA: 18 As for the stats. They are likely to change due to 3e rules and such. But I only offer this in hopes that it may assist you. I am also interested in seeing the stats of the other "giantish" deities if possible. Thanks Karthios |
| Karthios01-05-04, 03:45 PM | D'OH! I accidentally sent that reply twice. That's what I get for using MSN messenger at the same time. Karthios |
| Tebryn1401-05-04, 04:23 PM | Labelas Enoreth By Jorda the Knight The Lifegiver, Lord of the Continuum, the Sage of Sunset Intermediate Elven Deity Symbol: Setting Sun Home Plane: Arvandor Alignment: Chaotic Good Portfolio: Time, longevity, the moment of choice, history Worshipers: Bards, divine disciples, elves, loremasters, scholars, teachers Cleric Alignments: CG, CN, NG Domains: Chaos, Elf, Good, Knowledge, Time Favored Weapon: “The Timestave” (quarterstaff) Labelas Enoreth Bard 20/Loremaster 10/Diviner 10 Medium Sized Outsider (Chaos, Good) Divine Rank: 15 Hit Dice: 20d8 (Outsider), 20d6 (Brd), 10d4 (Lrm), 10d4 (Div) Initiative: +14 (+10 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 73(+10 Dex, +15 Divine, +28 natural, +10 deflection) Attacks: +5/+5 speed quarterstaff +59 melee; or +53 melee touch; or +56 ranged touch Damage: +5/+5 speed quarterstaff 1d6+5/1d6+5/x2 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine Abilities, spell-like abilities Special Qualities: Divine Immunities, DR 50/+4, fire resistance 35, SR 47, understand, speak and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, bardic knowledge +34, bardic music (as 20th level bard) range 15 miles, familiar (cats), divine aura 1500 ft. DC= 35, Secrets (Inner Strength, True Stamina, Avoidance, Weapon Trick, Dodge Trick), Lore, Greater Lore, True Lore Saves: Fort. +56 Ref. +58 Will. +62 Abilities: Str.24 (+7) Dex.30 (+10) Con.26 (+8) Int.38 (+14) Wis.44 (+17) Cha.30 (+10) Skills: Alchemy +52, Appraise +52, Balance +48, Concentration +46, Craft (bookbinding) +52, Decipher Script +52, Diplomacy +48, Escape Artist +48, Gather Information +48, Hide +48, Intuit Direction +55, Knowledge (arcana) +52 Knowledge (religion) +52, Knowledge (nature) +52, Knowledge (architecture and engineering) +52, Knowledge (geography) +52, Knowledge (history) +74, Knowledge (local) +52, Knowledge (nobility and royalty) +52, Knowledge (The Planes) +52, Listen +55, Move Silently +48, Perform (epic poem) +48, Profession (bookkeeper) +55, Profession (scribe) +55, Profession (historian) +55, Scry +52, Spellcraft +52, Spot +55 Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Spell Focus (Divination), Greater Spell Focus (Divination), Spell Penetration, Greater Spell Penetration, Weapon Finesse (quarter staff), Weapon Focus (quarterstaff), Brew Potion, Skill Focus (Knowledge, history), Craft Rod, Craft Staff, Scribe Scroll, Enlarge Spell, Extend Spell, Persist Spell, Maximize Spell, Quicken Spell, Silent Spell, Still Spell, Eschew Materials, Repeat Spell, Point Blank Shot Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abiltities: Extra Domain (Knowledge), Extra Domain (Time), Automatic Metamagic, Clear Sight, Divine Bard, Divine Skill Focus (Knowledge, history), Instant Counterspell, Instant Move, Know Death, Know Secrets, Power of Truth, See Magic, Supreme Initiative, True Knowledge, Divine Spell Focus (Divinations), Irresistible Performance, Divine Recall (Elves) Domain Powers: Cast chaos, divinations and good spells at +1 caster level, free Improved Initiative feat, free Point Blank Shot feat, Spell-Like Abilities: All domain spells, caster level=25, base DC= 35+ spell level Bard spells/day: 4/7/7/6/6/6/6 Wizard spells/day: 4/9/9/8/8/8/8/7/7/7 Possessions: Labelas is almost never found without his trusty quarterstaff “The Timestave”, a +5/+5 speed quarterstaff Other Divine Powers As an intermediate deity Labelas always receives a 20 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Labelas can see, hear, touch and smell at a distance of 15 miles. As a standard action, he can perceive anything within six miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations at once for 15 hours. Portfolio Sense: Labelas senses anything that effects elves, any time an important choice is made, any time magic is used to alter time (such as with a Time Stop spell and any discovery of knowledge or secrets the instant it happens and retains the sensation for 15 weeks after the event occurs. Automatic Actions: Labelas can use any Knowledge skill, Craft (bookbinding), Perform (epic poem), Profession (bookkeeper), Profession (scribe), Profession (historian) or Scry as a free action if the DC for the task is 25 (30 for Knowledge, history) or lower. He can perform up to 10 such free actions per round. Create Magic Items: Labelas can create any magic item that functions specifically for elves or involves time or knowledge so long as the market price does not exceed 200,000 gp. Oh, and Vaprak and all of the other giant deities were posted already, earlier on this thread. Check page three and I think you will find a list of where they are. Oh, I don't think Jorda ever got to Thrym or Surtr. |
| dark loner01-23-04, 04:53 AM | Amazing job you have done here!!!!! Has anyone made Velsharoon yet? I would need him for a little...experiment |
| Tebryn1401-23-04, 10:27 PM | Velsharoon By Elrumir Symbol: A crowned laughing lich skull on a solid black hexagon Home Plane: Dweomerheart Alignment: Neutral evil Portfolio: Necromancy, necromancers, evil liches, undeath Worshipers: Divine disciples, liches, necromancers, seekers of immortality through undeath, Cult of the Dragon Cleric Alignments: CN, LN, NE Domains: Death, Evil, Magic, Undeath Favoured Weapon: "Skull Staff of the Necromancer" (quarterstaff) Velsharoon The Vaunted, Archmage of Necromancy, Lord of the Forsaken Crypt, the Necromancer, Lord of the Forgotten Crypt, the Lich-Lord, Patron of Evil Liches Necromancer 20/Cleric 10/Archmage 5/True Necromancer 10 Medium-size Undead (Evil) Divine Rank: 5 Hit Dice: 20d12 (Nec) + 10d12 (Clr) + 5d12 (Acm) + 10d12 (TNc) (540 hp) Initiative: +14 (+10 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 49 (+10 Dex, +5 divine, +15 natural, +9 deflection) Attacks: +3 unholy ghost touch spell storing quarterstaff +40/+35/+30/+25; or lich touch +36 melee; or spell +36 melee touch or +39 ranged touch Damage: +3 unholy ghost touch spell storing quarterstaff 1d6+10; or 1d8+5 melee touch (DC 41 for half damage); or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, fear aura (DC 42), paralyzing touch (DC 42), salient divine abilities, spell-like abilities, rebuke undead 16/day. Special Qualities: Undead traits, arcane fire, arcane reach, create greater undead 1/day, create undead 1/day, divine aura (50 ft., DC 22), divine immunities, DR 40/+4, energy drain 1/day, familiars (owls), fire resistance 25, godly realm (500 ft. Outer Plane, 500 ft. Material Plane), mastery of counterspelling, mastery of shaping, necromancer (cast Necromancy or Death domain spells as 45th level caster), plane shift at will, rebuke (rebuke undead as 20th level cleric), remote communication 5 miles, spell power +3, spontaneous casting of divine spells, SR 37, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 5 miles, major zone of desecration (450 ft.). Saves: Fort +17, Ref +22, Will +43 Abilities: Str 24, Dex 30, Con –, Int 40, Wis 35, Cha 28 Skills: Alchemy +43, Appraise +34, Bluff +28, Craft (bookbinding) +36, Concentration +35, Heal +24, Intimidate +33, Knowledge (arcana) +45, Knowledge (history) +45, Knowledge (nature) +43, Knowledge (the planes) +45, Knowledge (religion) +43, Knowledge (undeath) +45, Listen +29, Profession (herbalist) +31, Profession (scribe) +31, Scry +42, Search +38, Spellcraft +47, Spot +29. Feats: Combat Casting, Craft Wondrous Item, Discipline, Empower Spell, Extra Turning, Greater Spell Focus (Necromancy), Heighten Spell, Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Shadow Weave Magic, Silent Spell, Skill Focus (Spellcraft), Spell Focus (Transmutation), Spell Focus (Necromancy), Spell Mastery, Spell Penetration, Still Spell, Weapon Focus (quarterstaff). Undead Traits: Darkvision, not subject to critical hits or subdual damage. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Arcane Mastery, Divine Spell Focus (Necromancy), Divine Spellcasting, Extra Domain (Death), Hand of Death, Life Drain. Domain Powers: 5/day death touch (roll 10d6; if subject touched does not have at least that many hp, it dies); cast evil spells at +1 caster level. Spell-like Abilities: Velsharoon casts these spells as a 15th- level caster, except for evil spells, which he uses as a 16th-level caster. The save DC’s are 24 + spell level. animate dead, antimagic field, blasphemy, cause fear, circle of doom, control undead, create greater undead, create undead, death knell, death ward, desecrate, destruction, detect undead, dispel good, dispel magic, energy drain, identify, imbue with spell ability, magic circle against good, Mordenkainen’s disjunction, Nystul’s undetectable aura, protection from good, protection from spells, slay living, spell resistance, spell turning, summon monster IX (as evil spell only), unholy aura, unholy blight, wail of the banshee. Cleric Spells/day: 6/9/9/9/8/8/7/6/6/5/3/3/3; base DC 24 + spell level, 25 + spell level for Enchantment and Illusion spells, 28 + spell level for Necromancy spells. Wizard Spells/day: 4/8/8/8/7/7/6/5/6/4/4/4/3/3/3/3; base DC 27 + spell level, 28 + spell level for Enchantment and Illusion spells, 31 + spell level for Necromancy spells. Possessions: Velsharoon carries the Skull Staff of the Necromancer, a +3 Staff of Skulls (see Magic of Faerun) with the additional properties unholy, ghost touch and spell storing. Caster level:25th; Weight:4 lb. Other Divine Powers As a demigod, Velsharoon treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Velsharoon can see, hear, touch and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 5 hours. Portfolio Sense: Velsharoon is instantly aware of the creation of any undead, whether intentionally (like when becoming a lich) or involuntarily (like after being bitten by a vampire) or the casting of any Necromantic spell. Automatic Actions: Velsharoon can use Alchemy, Concentration, Knowledge (arcana), Knowledge (religion), Knowledge (undead) or Spellcraft as a free action, if the DC for the check is 15 or less. He can perform up to two such actions per round. Create Magic Items: Being the god of necromancers, Velsharoon can create any magic item that uses a necromantic spell or creates undead, as long as the item’s price is 4,500 gp or less. |
| Jorda_The_Knight01-24-04, 01:36 PM | Uhg, school and being sick are not fun, especially not together! :mad: in any case I'll be posting again soon, I know I say that often enough but this time it's true! :D |
| Tebryn1401-28-04, 04:14 PM | All following statements should have the word "please" interjected at appropriate intervals. These are my wishes, and not commands. I am asking, not telling (as if I could ;) ). Just trying to get my thread back on track, and this should happen over the next few months, if at all. Thank you. I had been doing stats for the Queen of Air and Darkness, but I was recently informed that she was only a intermediate goddess, so that needs some reworking. I would like to start the statting of archfiend gods, like Baphomet (Already done) and Demogorgon, and semi-divinities, like Grazzt. Maybe even some slaad lords. The way I would like to handle this is as such. Instead of giving these beings SDAs, I think they all deserve unique powers, as per those described in their 2e stat blocks. So no class levels, but feel free to give spellcasting ability, again as per 2e stats. As far as outsider HD (the only HD they should have), think 25-50, commensurate with their rank, as well as their status on their planes. For the semi divinities, they should be given the benefits commensurate to their VDvR (1-5), immunities, DR, SR, but nothing relating to domains (as they haven't worshippers, or at least not in the traditional sense). Their abilities should also be done as such, but with thought given to their 2e stats as always. For the Archfiend gods, they get ALL of the benefits of their divine rank, EXCEPT SDAs, which, once again should be replaced with unique abilities with their 2e stats taken in mind. They do, however get two sets of Spell-like abilities, one for their domain spells, and another along the lines of their 2e selves. For those of you who aren't statters, but have access to 2e info, please volunteer anything you have, using private messages upon request. This is going to be a group effort among all of this thread's audience member, else it shall fail. Ok team, LETS GO!!!!!!!!!!!!!! |
| Tebryn1401-29-04, 07:59 PM | Not hearing the entusiasm. |
| Vampric01-30-04, 12:17 AM | Hey did u guys do a stat for Baal? or how about Myrkul? i know they're dead, but they reak of coolness. If u guys already did them, just tell me the page, i looked through it real quick, but my time was limited :b: |
| WizO_BigSister01-31-04, 10:34 AM | As this thread has been active for so long, and contains such a huge amount of information I am moving it over to the new "Magic & Deities" forum :) |
| Tebryn1402-01-04, 03:08 PM | What I consider to possibly be my greatest piece so far, GRAZ'ZT! Graz’zt Prince of Darkness, Lord of Shadow, Lord of the Triple Realm Demon Prince Symbol: 6 fingered hand Home Plane: Abyss Alignment: Chaotic evil Portfolio: - Worshippers: Cultists, female monsters Cleric Alignments: CE, NE. Domains: - Favored Weapon: Great sword. The ruler of the Abyssal Realm of Azzagrat, Graz’zt is one of the most powerful Tanar’ri lords, having three layers of that Plane under his control. He exercises a great deal of influence in the mortal realms, through spies, as well as through his several offspring, including the Oerth demigod Iuz. Graz’zt is a very sexual being, and he appears as an 8 ft. tall humanoid possessed of a bestial handsomeness. Though not a true deity, Graz’zt does have worshippers, and could certainly challenge the might of many demigods. Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri) Virtual Divine Rank: 3 Hit Dice: 41d8+328 (outsider) (656 hp) Initiative: +13 Speed: 80 ft. AC: 57 (+9 dex, +3 divine, +16 natural, +15 deflection, +5 insight, -1 size) Attacks: +5 corrosive great sword +59/+54/+49/+44 melee; or unarmed strike +53/+48/+43/+38 melee; or by spell +53 melee touch, or +53 ranged touch. Damage: +5 corrosive great sword 2d6+13+1d6 acid/17-20; or unarmed strike 1d6+9; or by spell. Face/Reach: 5 ft. by 5 ft./ 10 ft. Special Attacks: Spell-like abilities Special Qualities: DR 15/epic, fast healing 5, item master, SR 36, summon tanar’ri¸ tanar’ri traits, divine immunities, divine aura (30 ft., DC 28), greater teleport at will, godly realm (300 ft., Zelantar), fire resistance 8, understand, speak, and read all languages and speak directly to all beings within 3 miles. Saves: Fort +33, Ref +34, Will +32 Abilities: Str 28, Dex 29, Con 26, Int 32, Wis 24, Cha 40 Skills: Balance +52, Bluff +63, Climb +32, Concentration +46, Diplomacy +63, Disguise +53, Gather Information +53, Hide +42, Intimidate +63, Jump +33, Knowledge (Arcana) +49, Knowledge (History) +49, Knowledge (Local, Azzagrat) +49, Knowledge (Planes) +49, Knowledge (Religion) +49, Listen +46, Move Silently +48, Search +50, Sense Motive +46, Spellcraft +50, Spot +46, Tumble +58. Feats: Cleave, Combat Expertise, Dark Speech, Dodge, Empower Spell-like ability, Improved Critical (Great sword), Improved Initiative, Improved Unarmed Strike, Power Attack, Quick Draw, Quicken Spell-like ability, Spring Attack, Weapon Focus (Great sword), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Spell-like abilities: Graz’zt uses these abilities as a 20th level caster. The save DCs are 25+spell level. At will- Blasphemy, Charm Monster, Darkness, Deeper Darkness, Demand, Desecrate, detect good, detect law, discern location, insanity, greater dispelling, mass charm, magic missile, mirror image, suggestion, telekinesis, greater teleport, vanish, unhallow, unholy aura. 3/day- Disintegrate, Polymorph any Object, Polymorph Self. 1/day- Gate, Shapechange, Veil. Item Master (Ex): Graz’zt can use any magical item, even spell trigger and spell completion items, even though he in not an actual spellcaster. Summon Tanar’ri (Sp): At will, Graz’zt can attempt to summon 1d2 balors (60% chance), 1d4 mariliths (80% chance), or he can automatically summon 1d6+2 babau. Possessions: Graz’zt carries a curved, +5 corrosive great sword, Other Divine Powers As a Demon Prince with the power of a demigod, Graz’zt treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Graz’zt can see, hear, smell, and touch at a distance of 3 miles. As a standard action, he can perceive anything within six miles of his worshippers, or any location where one of his titles or name was spoken in the last hour. He can extend his sense to up to 5 locations at once. He can block the sensing power of deities rank 3 and lower at up to two remote locations at once for up to 3 hours. Virtual Divine Rank: Though not an actual deity, by virtue of his age, might, and influence over his layers of the Abyss, Graz’zt is essentially a Rank 3 demigod. However, he does not gain power from those who worship him, nor does he have domain powers or spells. He cannot create avatars, and he does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs he would otherwise have, he is treated as having a Divine Rank of 3. He can, however, grant spell of up to 3rd level to his would be clerics, or up to 4th level if he deigns to appear to them is person. His clerics do not gain access to domain powers of spells. |
| Tebryn1402-01-04, 03:14 PM | Myrkul By Jorda_The_Knight Lord of the Dead, Lord of Bones, the Reaper, Old Lord Skull Greater Deity Symbol: White human skull face-on against a black field or a reaching white skeletol hand on a black field Home Plane: Oinos/ Bone Castle Alignment: NE Portfolio: The dead, wasting, decay, corruption, parasites, old age, exhaustion, dusk autumn Worshipers: Intelligent undead, mourners, loners, gravediggers, power hungry (particularly young) humans Cleric Alignments: LE, NE, CE Domains: Death, Evil, Law, Suffering, Travel Favored Weapon: “Doombringer” (Scythe) Myrkul Cleric 20/ Wizard 20/ Archmage 10 Medium Size Outsider (Extraplanar, Evil) Divine Rank: 18 Hit Dice: 20d8 (Cleric), 20d4 (Wizard), 20d8, 20d4 (Archmage) Initiative: +14 (+10 Dex, +4 improved initiative) Speed: 60 ft. AC: 44 Attacks*: “DoomBringer” +49/+44/+39/+34; or spell +43 melee touch or +45 ranged touch *Always receives a 20 on attack rolls; roll to check for critical hits. Damage*: “DoomBringer” 2d4+13; or by spell *Always does maximum damage (scythe 21 points) Space/Reach: 5ft/ 5ft Special Attacks: Rebuke undead 15/day, domain powers, salient divine powers, spell-like abilities Special Qualities: Divine immunities, DR 53/+4, fire resistance 38, spontaneous casting of divine spells, understand, speak and read all languages and speak directly to all beings within 18 miles, remote communication, godly realm, teleport without error at will, planeshift at will, familiar (undead), SR 70, divine aura (18 miles, DC 36, Arcane Reach (30 ft.), Mastery of Counterspelling, Mastery of Shaping, Spell Power (+2 caster level) Saves: Fort. +45 Ref. +41 Will. +59 Abilities: Str. 26 (+8) Dex. 30 (+10) Con. 26 (+8) Int. 40 (+15) Wis. 36 (+13) Cha. 26 (+8) Skills: Appraise +59, Concentration +79, Craft (alchemy) +86, Decipher Script +56, Diplomacy +54, Gather Information +61, Heal +52, Intimidate +44, Knowledge (arcana) +86, Knowledge (dungeoneering) +86, Knowledge (nature) +86, Knowledge (nobility and royalty) +86, Knowledge (history) +86, Knowledge (religion) +86, Knowledge (the planes) +86, Knowledge (undead) +86, Listen +59, Move Silently +56, Profession (undertaker) +81, Sense Motive +59, Spellcraft +97, Spot +54 Feats: Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Necromancy), Spell Focus (Evocation), Combat Casting, Craft Staff, Forge Ring, Empower Spell, Enlarge Spell, Extend Spell, Greater Spell Focus (Necromancy), Spell Penetration, Greater Spell Penetration, Heighten Spell, Improved Farmiliar (Homunculus), Improved Initiative, Improved Turning, Extra Turning, Maximize Spell, Quicken Spell, Spell Mastery, Silent Spell, Still Spell, Weapon Focus (Scythe) Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment, banishment Salient Divine Abilities: Extra Domain (Suffering), Extra Domain (Travel), Arcane Mastery, Spontaneous Wizard Spells, Automatic Metamagic (still wizard spells), Avatar, Divine Blessing (Int.), Divine Recall (deaths), Divine Skill Focus (Spellcraft), Divine Spellcasting, Frightful Presence, Hand of Death, Life and Death, Mass Life and Death, Increased Spell Resistance, Instant Counterspell, Know Death, Lay Curse, Life Drain, Stride (18 creatures/day), Undead Mastery (18 undead at once), Undead Qualities, *Unique ability (described below) Domain Powers: Myrkul may use a death touch once per day. His death touch is a supernatural ability that produces a death effect. He must succeed on a melee touch attack against a living creature (using the rules for touch spells). When he touches, he rolls 20d6. If the total at least equals the creature’s current hit points, it dies (no save); cast evil and law spells at +1 caster level; 18/day pain touch (subject touched suffers a –2 enhancement penalty on Strength and Dexterity for 1 minute); 20 rounds/level, Myrkul can act normally regardless of magical effects that impede movement as if he were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Spell-Like Abilities: Myrkul usues all these abilities as a 30th level caster except necromancy and evocation spells, which he uses as a 31th level caster. All domains spells, base DC = 36 + spell level. Cleric Spells/ Day: 6/10/9/9/9/9/7/7/7/7; base DC = 23 + spell level. Wizard Spells/ Day: (Levels 0-15): 4/8/8/8/7/5/6/4/6/6/3/3/2/2/2/2; base DC = 25 + spell level. *The End is Neigh (unique salient divine ability): Myrkul’s mere presence reminds mortals of their eventual demise. Any mortal that looks at Myrkul (including scrying) or is within range of his divine aura (18 miles) must succeed at a will save (DC = 42) or instantly become frightened, fleeing as fast as possible in the direction fartherst from Myrkul. The merest glance or action by Myrkul causes those who failed their save to cower for 1d4 rounds. This ability is in all others ways similar to Myrkul’s regular divine aura. Possessions: Myrkul carries a deadly scythe with him at all times which acts as a +5 ghost touch, keen, spell storing, unholy scythe. Other Divine Powers As an greater deity Myrkul always receives the best possible result on any die roll he makes, assuming he has to roll at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Myrkul can see, hear, touch and smell at a distance of 18 miles. As a standard action, he can perceive anything within 18 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 18 hours. Portfolio Sense: Myrkul senses the death of any mortal 18 weeks before it happens, and retains the sensation for 18 weeks after the event occurs. Automatic Actions: Myrkul can use any of his skills as a free action if the DC for the task is 30 or lower. He can also use and death-producing spell or domain power (but not a salient divine ability) as a free action. He can perform 20 such free actions a round. Create Magic Items: Myrkul can create magic weapons that he is personally proficient with as well as items that can produce death effects, such as maks of the skull. |
| Tebryn1402-01-04, 03:15 PM | Bhaal By Elrumir Lord of Murder Intermediate Faerûnian Deity (dead) Symbol: A white, face-on human skull surrounded by a counter-clockwise orbit of many streaming teardrops Home Plane: formerly The Barrens of Doom and Despair, currently adrift on the Astral Plane. Alignment: Lawful evil Portfolio: Death, especially violent or ritual death Worshipers: Assassins, cultists, monks, necromancers, sadists Cleric Alignments: LE, LN, NE Domains: Death, Evil, Fate, Law, Suffering Favoured Weapon: Bone dagger (dagger) Bhaal Thief 20/Fighter 10/Assassin 10 Medium-size outsider (Evil, Law) Divine Rank: 13 Hit Dice: 20d8+180 (outsider) + 20d6+180 (Rog) + 10d10+90 (Ftr) + 10d6+90 (Ass) (980 hp) Initiative: +19, always first (+11 Dex, +4 Improved Initiative, Supreme Initiative) Speed: 60 ft. AC: 75 (+15 Dex, +13 divine, +26 natural, +11 deflection) Attacks: +5 keen, wounding, unholy, ghost touch dagger +74/+69/+64/+59 melee or +72/+67/+62/+57 and +72/+67/+62 melee or +74 ranged; or spell +65 melee touch or +68 ranged touch. Damage: +5 keen, wounding, unholy, ghost touch dagger 1d4+19/19-20/x2; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: Crippling strike, death attack, defensive roll, divine aura (1,300 ft., DC 34), divine immunities, DR 48/+5, evasion, fire resistance 33, godly realm (1 mile Outer Plane, 1,300 ft. Material Plane), improved evasion, opportunist, plane shift at will, poison save +5, poison use, remote communication 13 miles, sneak attack +18d6; spontaneous casting of divine spells, SR 45, teleport without error at will, uncanny dodge (Dex bonus to AC, can’t be flanked, +4 against traps), understand, speak and read all languages and speak directly to all beings within 13 miles. Saves: Fort +56, Ref +60, Will +55 Abilities: Str 35, Dex 40, Con 28, Int 31, Wis 27, Cha 33 Skills: Alchemy +63, Appraise +63, Balance +70, Bluff +64, Climb +65, Craft (blacksmithing) +63, Craft (poisonmaking) +63, Craft (trapmaking) +63, Diplomacy +64, Disguise +64, Escape Artist +68, Forgery +63, Gather Information +64, Hide +68, Innuendo +61, Intimidate +64, Jump +67, Knowledge (arcana) +63, Knowledge (the planes) +63, Knowledge (religion) +63, Listen +63, Move Silently +68, Profession (herbalist) +61, Read Lips +63, Search +63, Spellcraft +63, Spot +63, Tumble +72. Feats: Alertness, Ambidexterity, Arterial Strike, Blind Fight, Blindsight, Combat Reflexes, Dodge, Dirty Fighting, Expertise, Flick of the Wrist, Greater Two-Weapon Fighting, Improved Critical (dagger), Improved Disarm, Improved Initiative, Improved Trip, Improved Two Weapon Fighting, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quicker then the Eye, Spring Attack, Superior Expertise, Twin Sword Style, Two Weapon Fighting, Weapon Finesse (dagger), Weapon Focus (dagger), Weapon Specialization (dagger). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Battlesense, Divine Blast, Divine Rogue, Divine Sneak Attack, Extra Domain (Fate), Extra Domain (Law), Frightful Presence, Hand of Death, Irresistible Blows, Mass Divine Blast, Supreme Initiative, Wound Enemy. Domain Powers: 13/day death touch; cast evil spells at +1 caster level; cast law spells at +1 caster level; 13/day pain touch. Spell-like Abilities: Bhaal used these abilities as a 23th-level caster, except for evil and law spells, which he used as a 24th-level caster. The save DC’s are 34 + spell level. animate dead, augury, bane, bestow curse, blasphemy, calm emotions, cause fear, create greater undead, create undead, death knell, death ward, desecrate, destruction, dictum, dispel chaos, dispel good, endurance, enervation, eyebite (sicken effect only), feeblemind, foresight, geas/quest, harm, hold monster, horrid wilting, magic circle against chaos, magic circle against good, mark of justice, mind blank, order’s wrath, protection from good, shield of law, slay living, status, summon monster IX (as evil or law spell only), symbol (pain effect only), true strike, unholy aura, unholy blight, vision, wail of the banshee. Assassin Spells/day: 5/5/4/3 (levels 1-4); base DC 20 + spell level. Possessions: Bhaal conjured many bone daggers when he was drawn into a fight. These functioned each as [/i]+5 keen, wounding, unholy ghost touch daggers which he threw as easily as he thrusted with them. Caster level: 25th; Weight: 1 lb. Other Divine Powers As an intermediate god, Bhaal automatically received a 20 on any check. He treated a 1 on an attack roll or saving throw normally and not as an automatic failure and was immortal before he died during the aftermath of the Time of Troubles. His corpse now lies in the astral plane. Senses: Bhaal was able to see, hear, touch and smell at a distance of fourteen miles. As a standard action, he could perceive anything within fourteen mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He could extend his senses to up to ten locations simultaneously. He was able to block the sensing powers of deities of up to his rank at two such remote locations at once for 10 hours. Portfolio Sense: Bhaal was automatically aware when anyone is murdered, dies of unnatural causes (this includes magic) or is ritually killed. Automatic Actions: Bhaal could use Bluff, Craft, Diplomacy, Hide, Intimidate and Move Silently as a free action, if the DC for the check was 25 or less. He could perform up to ten such actions per round. Create Magic Items: As Bhaal was the god of murder, he could create any unholy item, or any item that can be used to kill someone as its primary function, as long as the item’s price did not exceed 200,000gp. Avatars Bane did not come to the Realms often, but when he did, he always appeared in a form named the Slayer in urban environments. The Slayer looked like a male corpse, with a ferocious visage, bone-white skin and deep lacerations from which black ichor endlessly came forth. The Slayer was able to conjure an infinite number of daggers. In more remote settings, such as the Moonshaes, he appeared as a huge man, the Ravager. This gigantic form had tough sinews, a flowing beard and a mane of hair, eyes with a fire of hatred burning in them, supernatural hatred that also shows on his grimacing face. From his forehead two 7-foot-long horns jutted, curving backwards. The Ravager was a weapon of mass destruction, and he favoured attacking with his massive fists. Avatar of Bhaal: As Bhaal except as follows; divine rank 6; Init +19; AC 58; Atk +67/+62/+57/+52, or +65/+60/+55/+50 and +65/+60/+55 melee; or +67 ranged (1d4+19/19-20, +5 keen, wounding, unholy, ghost touch dagger); spell +58 melee touch or +61 ranged touch; SQ Divine aura (600 ft., DC 27), DR 41/+4, fire resistance 26, SR 38; SV Fort +49, Ref + 53, Will +48; all skill modifiers are reduced by seven. Salient Divine Abilities: Alter Form, Alter Size, Divine Blast, Divine Rogue, Divine Sneak Attack, Extra Domain (Law), Hand of Death, Wound Enemy Spell-like abilities: Caster level 17th, saving throw DC 24 + spell level. Without the Extra Domain salient ability, Bhaal loses access to the Fate domain and the spell-like abilities augury, bestow curse, foresight, geas/quest, mark of justice, mind blank, status, true strike, vision. |
| Tebryn1402-09-04, 09:55 PM | *bump* |
| Zat02-10-04, 04:21 PM | Are there an Goblinoid gods up at the time? |
| Tebryn1402-10-04, 06:29 PM | I believe most if not all of them are lurking about. Maglubiyet is the first deity posted, and I did Hruggrek myself, but I don't know where the rest are. Check the list on p3 or 4 (I think). |
| Tebryn1402-15-04, 03:23 PM | Bump |
| aravilar_holistacia02-15-04, 04:31 PM | Hiya. :) I checked over the thread and I was wondering if you guys had the stats for Hanali Celanil stashed away somewhere; I tried the link to the old thread, and it seems the archived boards aren't working (or maybe it's just me). Thanks in advance, |
| Tebryn1402-16-04, 12:04 AM | I do, as a matter of fact. Hanali Celanil By Elrumir The Heart of Gold, Winsome Rose, Archer of Love, Kiss of Romance, Lady Goldheart Intermediate Elven Deity Symbol: Gold heart Home Plane: Arvandor Alignment: Chaotic good Portfolio: Love, beauty, enchantments, magic item artistry, fine arts, artists Worshipers: Aesthetes, artists, enchanters, lovers, sorcerers, Arilyn Moonblade Cleric Alignments: CG, CN, NG Domains: Chaos, Charm, Elf, Good, Magic, Protection Favoured Weapon: A shining heart (dagger) Hanali Celanil Enchanter 20/Cleric 20 Medium-size outsider (Chaos, Good) Divine Rank: 15 Hit Dice: 20d8+120 (outsider) + 20d4+120 (Enc) + 20d8+120 (Clr) (760 hp) Initiative: +15 (+11 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 79 (+11 Dex, +15 divine, +28 deflection, +15 natural) Attacks: +5 keen, defending, dispelling, spell storing shining heart +72/+67/+62/+57 melee or +72 ranged; or spell +62 melee touch or +66 ranged touch. Damage: +5 keen, defending, dispelling, spell storing shining heart 1d4+12/15-20; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 22/day. Special Qualities: Gold elf racial abilities, divine aura (1,500 ft., DC 40), divine immunities, DR 50/+4, familiars (cats), fire resistance 35, godly realm (10 miles Outer Plane, 1,500 ft. Material Plane), plane shift at will, remote communication 15 miles, spontaneous casting of divine spells, SR 47, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 15 miles. Saves: Fort +53, Ref +58, Will +57 Abilities: Str 24, Dex 33, Con 22, Int 35, Wis 31, Cha 40 Skills: Alchemy +67, Appraise +67, Bluff +74, Concentration +61, Craft (calligraphy) +67, Craft (painting) +67, Craft (pottery) +67, Craft (weaving) +67, Decipher Script +67, Diplomacy +74, Forgery +67, Gather Information +72, Heal +67, Innuendo +65, Intimidate +74, Knowledge (arcana) +67, Knowledge (history) +67, Knowledge (nobility and royalty) +67, Knowledge (religion) +67, Listen +65, Perform +70, Profession (herbalist) +65, Profession (jeweller) +67, Scry +67, Search +67, Sense Motive +65, Spellcraft +67, Spot +65. Feats: Alluring, Brew Potion, Combat Casting, Craft Magic Arms and Armour, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Dodge, Eschew Materials, Expertise, Extra Turning, Forge Ring, Greater Spell Focus (Enchantment), Improved Critical (shining heart), Improved Initiative, Persuasive, Point Blank Shot, Reach Spell, Sacred Spell, Scribe Scroll, Spell Focus (Enchantment), Subdual Substitution, Superior Expertise, Trustworthy, Weapon Finesse (shining heart), Weapon Focus (shining heart). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Area Divine Shield, Avatar, Craft Artefact, Create Greater Object, Create Object, Divine Blessing (Charisma), Divine Inspiration (love and desire), Divine Shield, Divine Spell Focus (Enchantment), Divine Splendour, Extra Domain (Chaos), Extra Domain (Good), Extra Domain (Protection), Master Crafter, Possess Mortal. *Even though normally only allowed to deities of rank 16 or higher, Hanali has access to this salient divine ability due to the fact she competes with Sune, from whom she has ‘mimicked’ this power. Domain Powers: Cast chaos spells at +1 caster level; 15/day increase Charisma by four; cast good spells at +1 caster level; use spell completion or spell trigger devices as Enc30; 15/day protective ward. Spell-like Abilities: Hanali uses these abilities as a 25th-level caster, except for chaos spells, which she uses as a 26th-level caster. The save DC’s are 40 + spell level. aid, animate objects, antimagic field, antipathy, blade barrier, calm emotions, cat’s grace, chaos hammer, charm monster, charm person, cloak of chaos, commune with nature, demand, dispel evil, dispel law, dispel magic, dominate monster, emotion, find the path, geas/quest holy aura, holy smite, holy word, identify, imbue with spell ability, insanity, liveoak, magic circle against evil, magic circle against law, mind blank, Mordenkainen’s disjunction, Nystul’s undetectable aura, prismatic sphere, protection from elements, protection from evil, protection from law, protection from spells, repulsion, sanctuary, shatter, shield other,, snare, spell immunity, spell resistance, spell turning, suggestion, summon monster IX (as chaos or good spell only), sunburst, tree stride, true strike, word of chaos. Cleric Spells/day: 6/9/9/8/8/8/7/6/6/6; base DC 20 + spell level, 35 + spell level for Enchantment spells, +2 if mind-affecting, language dependent spell. Enchanter Spells/day: 4/7/7/7/7/6/6/6/6/5; base DC 22 + spell level, 37 + spell level if Enchantment spells, +2 if mind-affecting, language dependent spell. Possessions: Hanali prefers not to attack; she is essentially a non-violent goddess. If she must, she’d rather use subdually substituted spells or her perfect beauty to incapacitate or, if necessary, kill, her foes. If very sorely pressed, she conjures shining hearts of pure gold out of thin air, which function as +5 keen, defending, dispelling, spell storing daggers each. She attacks with them as easily as she hurls them. Caster level 25th; Weight 1 lb. Other Divine Powers As an intermediate goddess, Hanali Celanil automatically receives a 20 on any check. She treats a 1 on an attack roll or saving throw normally and not as an automatic failure and is immortal. Senses: Hanali can see, hear, touch and smell at a distance of fifteen miles. As a standard action, she can perceive anything within fifteen miles of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations simultaneously. She can block the sensing powers of deities of up to her rank at two such remote locations at once for 15 hours. Portfolio Sense: Hanali is automatically aware when an elf is in love or creates something beautiful, especially if magical. Automatic Actions: Hanali can use Craft, Diplomacy, Heal, Knowledge, or Spellcraft if the DC for the check is 25 or less. She can perform up to ten such actions per round. Create Magic Items: Being the elven goddess of love, magic and artistry, be it magical or not, Hanali can create any magic item – but prefers magical items that are aesthetically pleasing, work with Charisma (such as a circlet of persuasion) or with love (such as a potion of love) – as long as the item’s price does not exceed 200,000gp. Avatars When encountered, Hanali appears as a beautiful gold elven maiden scantily clad in a short, white and golden dress or gown. Always barefooted, she wears gold anklets and toe rings. Avatar of Hanali: As Hanali except as follows; divine rank 7; AC 63; Atk +65/+60/+55/+50 melee or +65 ranged (1d4+12/15-20, +5 keen, defending, dispelling, spell storing shining heart); or spell +55 melee touch or +59 ranged touch; SQ Divine aura (700 ft., DC 32), DR 42/+4, fire resistance 27, SR 39; SV Fort +46, Ref +51, Will +50; all skill modifiers are reduced by seven. Salient Divine Abilities: Alter Size, Craft Artefact, Divine Inspiration (love and desire), Divine Shield, Divine Spell Focus (Enchantment), Extra Domain (Chaos), Extra Domain (Good), Extra Domain (Protection), Master Crafter. Spell-like abilities: Caster level 17th, saving throw DC 32 + spell level. |
| aravilar_holistacia02-16-04, 01:28 AM | Thanks a ton! This thread is excellent by the way :D |
| Naeryndam Alastrarra02-18-04, 12:05 PM | could anybody make stats for karsus as a diety? |
| Tebryn1402-20-04, 11:26 PM | Karsus, hm. I couldn't. Not until the Arcanist class is revealed in Player's Guide to Faerun. But here is Yeenoghu as a consolation prize! Yeenoghu The Destroyer, Demon Prince of Gnolls Lesser Deity Symbol: Triple headed flail Home Plane: Abyss (422nd layer, Seeping Woods) Alignment: Chaotic Evil Portfolio: Ghouls, gnolls, paralysis Cleric Alignments: CE, CN, NE Domains: Chaos, Evil, Undeath Favored Weapon: triple headed flail A perfect example of an Abyssal lord turned god, Yeenoghu is a terrifying power. He usually appears as a 12-foot tall gnoll with glowing red eyes and a bestial appearance. By subverting worship of the now dwindling gnoll power Gorellik, Yeenoghu has ascended to true godhood, and now eclipses his peer in both Abyssal and divine power. Yeenoghu hates all other powers, and wants nothing to do with any of them. From his throne of severed limbs of those who have angered him, he rules his layer. The Seeping Wood is a wide plain of savannahs, though the whole layer is poisonous. Large Outsider (Chaotic, Evil, Tanar’ri) Divine Rank: 6 Hit Dice: 40d8+360 (680 hp) Initiative: +16 Speed: 80 ft. AC: 59(+12 Dex, +6 divine, +20 natural, +9 deflection, +3 insight, -1 size) Attacks: +5 triple headed flail +66/+61/+56/+51 melee; or by spell +61 melee touch, or +58 ranged touch. Damage: +5 triple headed flail 1d12+20 (1d3 heads per hit); or by spell. Face/Reach: 5 ft. by 5 ft./ 10 ft. Special Attacks: Domain powers, spell-like abilities (domain), spell-like abilities (demon), summon Tanar’ri, summon ghouls, summon gnolls, spells, turn undead 16/day. Special Qualities: Divine aura (600 ft., DC 25), divine immunities, DR 20/epic, fire resistance 11, godly realm (Seeping Woods, 1 mile), plane shift at will, greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 6 miles, tanar’ri traits, scent, fast healing 2, SR 38, remote communication 6 miles. Saves: Fort +37, Ref +40, Will +36 Abilities: Str 40, Dex 34, Con 29, Int 26, Wis 27, Cha 28 Skills: Balance +48, Climb +56, Concentration +50, Diplomacy +35, Escape Artist +38, Handle Animal +45, Hide +44, Intimidate +55, Jump +56, Knowledge (Arcana) +34, Knowledge (Nature) +49, Knowledge (Religion) +49, Listen +49, Move Silently +48, Search +39, Sense Motive +35, Spot +49, Tumble +53, Survival +54, Spellcraft +39. Feats: Blinding Speed, Cleave, Combat Expertise, Dark Speech, Dodge, Extra Turning, Great Cleave, Improved Critical (triple flail), Improved Initiative, Power Attack, Quicken Spell-like Ability, Spring Attack, Track, Weapon Focus (triple flail), Whirlwind. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Domain Powers: Cast chaotic spells at +1 caster level; cast evil spells at +1 caster level; free Extra Turning feat. Spell-like Abilities (Divine): Yeenoghu uses these abilities as a 16th level caster, except for chaotic and evil spells, which he uses at 17th caster level. The save DCs are 25+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Detect Undead, Animate Dead, Death Ward, Circle of Doom, Control Undead, Create Greater Undead, Energy Drain. *Cast as a chaos or evil spell only Spell-like Abilities (Tanar’ri): Yeenoghu uses these abilities as a 20th level caster, except for chaotic and evil spells, which he uses as a 21st level caster. The save DCs are 25+spell level. At will- Bull’s Strength, Deeper Darkness, Greater Dispelling, Greater Magic Fang, Telekinesis, Greater Teleport, Unhallow. 1/day-Shapechange. Cleric Spell/day: Yeenoghu cast spells as a 20th level cleric. He can rebuke or control undead. 6/7/7/7/7/6/5/5/5/4. Base save DC=18+spell level. Summon Ghouls (Sp): 3/day, Yeenoghu can summon 2d6+3 ghouls, with maximum hit points and a +6 profane bonus on turn resistance and AC. Summon Gnolls (Sp): 5/day, Yeenoghu can summon 7d6 gnolls or 3d6 5th level gnoll fighters. Summon Tanar’ri (Sp): 5/day, Yeenoghu can automatically summon 1d6 vrocks, or alternatively he could attempt to summon 1 balor (60%). Possessions: Yeenoghu carries a Huge +5 triple headed flail, a unique, exotic weapon. Each time a hit is scored, 1d3 of the head hit for listed damage. If more than one head hits, the victim must make a Fortitude save (DC 27) or by paralyzed for 2d6 rounds. If all three hit, the target must also make a Will save (DC 27) or be confused for 10 rounds. Other Divine Powers As a lesser deity, Yeenoghu may take 10 on any check. Yeenoghu treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Yeenoghu can see, hear, touch, and smell at a distance of 6 miles. As a standard action, he can perceive anything within 6 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken within the last hour. He can extend his sense at up to 5 locations at once. He can block the sensing power of deities his rank and lower at up to two remote locations at once for up to 6 hours. Portfolio Senses: Yeenoghu automatically senses anything that affects the welfare of gnolls as long as the event affects at least 500 such beings. He likewise senses the movements of any large (500 or more) group of ghouls. Automatic Actions: Yeenoghu can use Handle Animal, Intimidate, or Survival as a free action, as long as the DC for the task is 20 or lower. He can perform up to 5 such free actions each round. Create Magic Items: Yeenoghu can create any magic item that cause paralysis, restricts movement, or creates ghouls, as long as the item’s market price does not exceed 30,000 gp. |
| Gnarsh02-21-04, 01:58 PM | Has anyone done stats for Shevarash? |
| Tebryn1402-21-04, 02:20 PM | Shevarash By Jorda the Knight The Black Archer, the Night Hunter Elven Demigod Symbol: Broken arrow above a teardrop Home Plane: Arvandor Alignment: Chaotic Neutral Portfolio: Hatred of the drow, vengeance, crusades, loss, Worshipers: Arcane archers, archers, elves, fighters, hunters, sorcerers, soldiers, rangers Cleric Alignments: CE, CG, CN Domains: Chaos, Elf, Retribution, War Favored Weapon: “The Black Bow” (longbow) Shevarash Ranger 20/Sorcerer 10/Arcane Archer 10 Medium Size Outsider (Chaos) Divine Rank: 5 Hit Dice: 20d10+180 (Rng), 10d4+90 (Sor), 10d8+90 (Arc) (680 hp) Initiative: +20 (+16 dex, +4 Improved Initiative) Speed: 60 ft. AC: 56 (+16 Dex, +5 divine, +7deflection, +18 natural) Attacks: +5 distance bane (drow) shocking burst long bow +56 ranged; or +5 keen bane (drow) flaming burst short sword and +5 keen bane (drow) icy burst short sword +50 melee; or +45 melee touch; or +51 ranged touch Damage: +5 distance bane (drow) shocking burst long bow 1d8+5/19-20/x3; or +5 keen bane (drow) flaming burst short sword and +5 keen bane (drow) icy burst short sword 1d6+5/17-20/x2 (2); or by spell Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, hail of arrows, arrow of death, imbue arrow, seeker arrow, phase arrow Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 5 miles, enchant arrow (+5), favored enemies (drow +5, vermin +4, mind flayers +3, goblinoids +2, undead +1), animal companions (up to 10 HD), DR 40/+4, fire resistance 25, godly realm, remote communication 5 miles, spontaneous casting of divine spells, SR 37 Saves: Fort. +46 Ref. +53 Will. +45 Abilities: Str.30 (+10) Dex.42 (+16) Con.28 (+9) Int.28 (+9) Wis.27 (+8) Cha.24 (+7) Skills: Animal Empathy +35, Climb +38, Concentration +37, Craft (bowmaking) +37, Handle Animal +35, Heal +36, Hide +44, Intuit Direction +35, Jump +38, Knowledge (arcana) +37, Knowledge (nature) +37, Listen +36, Move Silently +44, Ride (horse) +44, Search +36, Spot +36, Swim +38, Use Rope +44, Wilderness Lore +36, Scry +37, Spellcraft +37 Feats: Ambidexterity (light or no armor), Track, Two-Weapon Fighting (light or no armor), Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Mobility, Spring Attack, Weapon Finesse (short sword), Whirlwind Attack, Improved Critical (longbow), Improved Initiative, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Shot on the Run, Quick Draw, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Weapon Focus (longbow), Weapon Focus (short sword) Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Banestrike (Drow), Divine Archery, Extra Domain (War), Divine Celerity, Divine Weapon Focus (longbow), Free Move Domain Powers: Cast chaos spells at +1 caster level, free weapon focus feat (longbow), if harmed by someone in combat you may make a strike of vengeance against that person with a melee or ranged weapon on your next turn (maximum damage if you hit), free Point Blank Shot feat. Spell-Like Abilities: All domain spells, caster level 15, base DC=22 Ranger spells/day: 3/5/5/5 caster level 10, DC= 18 + spell level Sorcerer spells/day: 6/8/8/8/6/4 caster level 10, DC= 17 + spell level Sorcerer spells known: 0- Resistance, Ray of Frost, Detect Poison, Dancing Lights, Light, Ghost Sound, Disrupt Undead, Mending, Detect Magic 1- Protection from Evil, Shield, Mage Armor, Magic Missle, Spider Climb 2- Daylight, Invisibility, Mirror Image, Darkvision 3- Dispel Magic, Flame Arrow, Fireball 4- Wall of Fire, Improved Invisibility 5- Wall of Force Shevarash uses his wall spells to trap and break up drow forces in narrow tunnels. He almost always has a number of Daylight and at least one [/I]Darkvision spell prepared. Possessions: Shevarash carries an array of weapons and always puts them to their best use for the particular situation. He usually begins taking down enemies from afar with his “Black Bow” a +5 distance bane (drow) shocking burst long bow. If he enters melee or is forced into small quarters he will put away his bow and draw out his two deadly swords which act as +5 keen bane (drow) flaming burst short sword and a +5 keen bane (drow) icy burst short sword respectively. Shevarash is the bane of all drow, and just the sight of him can cause some drow armies to turn tail, or at least think twice about their current plan of attack, for all of Shevarash’s weapons share his hatred for the dark elves. Other Divine Powers Shevarash is immortal. Senses: Shevarash can see, hear, touch and smell at a distance of 5 miles. As a standard action he can perceive anything within 5 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 5 hours. Portfolio Sense: Shevarash senses any drow or Underdark attack on an elven community the moment it happens so long as it involves at least 1000 or more people. Automatic Actions: Shevarash can use Craft (bowmaking), Hide, any Knowledge skill in which he has ranks and Wilderness Lore as a free action if the DC for the task is 15 or lower. He can perform up to 5 such free actions each round. Create Magic Items: Shevarash can create any kind of bow or bane (drow) weapon as long as the item’s market price does not exceed 4500 gp. |
| Maskanodel02-22-04, 11:32 AM | Tebryn, do you happen to have the stats for Talona, Shar, and Malar??? If you could post them it'd be a great help to me. Thanks, Maskanodel |
| Tebryn1402-22-04, 11:50 AM | Shar and Malar are statted in Faiths and Pantheons, but I certainly have Talona. Talona By Jorda the Knight Lady of Poison, Mistress of Disease, Mother of All Plagues Lesser Faerunian Deity Symbol: Three amber teardrops on a purple triangle Home Plane: The Barrens of Doom and Despair Alignment: Chaotic Evil Portfolio: Disease, Poison Worshipers: Assassins, druids, healers, rogues, those suffering from disease and illness Cleric Alignments: CE, CN, NE Domains: Chaos, Destruction, Evil, Suffering Favored Weapon: A scabrous hand (unarmed strike) Talona 20Druid/10 Assassin/10Rogue Medium-Size Outsider (Chaos, Evil) Divine Rank: 10 Hit Dice: 20d8 (Drd), 20d6 (Asn), 20d6 (Rog) Initiative: +14 (+10 Dex, +4 improved initiative) Speed: 60 ft. AC: 60 (+10 Dex, +10 divine, +23 natural, +7 deflection) Attacks: +5 ghost touch spell-storing unholy touch (unarmed strike) +63 melee; or +58 melee touch; or +60 ranged touch Damage: 1d4+10; or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack +5d6, death attack (DC=30) Special Qualities: Divine immunities, DR 45/+5, fire resistance 30, opportunist, divine aura (1000 ft., DC=27), evasion, godly realm, remote communication 10 miles, SR 42, uncanny dodge, understand, speak and read all languages and speak directly to all beings within 10 miles, a thousand faces, animal companion (up to 20 HD, usually poisonous creatures), nature sense, resist nature’s lure, spontaneous casting of divine spells, timeless body, trackless step, wild shape, woodland stride Saves: Fort. +54 Ref. +52 Will. +57 Abilities: Str.26 (+8) Dex.30 (+10) Con.35 (+12) Int.30 (+10) Wis.40 (+15) Cha.24 (+7) Skills: Alchemy +36, Animal Empathy +49, Balance +52, Bluff +49, Concentration +54, Disguise +49, Escape Artist +52, Forgery +52, Gather Information +49, Heal +57, Intimidate +49, Jump +50, Knowledge (nature) +52, Listen +57, Move Silently +52, Open Lock +52, Pick Pocket +52, Scry +52, Search +52, Spot +57, Spellcraft +52, Swim +50, Tumble + +52, Wilderness Lore +57 Feats: Combat Casting, Combat Reflexes, Dodge, Mobility, Improved Initiative, Improved Unarmed Strike, Stunning Fist, Lightning Reflexes, Run, Spell Penetration, Greater Spell Penetration, Enlarge Spell, Reach Spell, Extend Spell, Quicken Spell, Silent Spell, Still Spell, Eschew Materials Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Reality, Divine Druid, Extra Domain (Suffering), Extra Domain (Evil), Frightful Presence, Gift of Life, Hand of Death, Increased Damage Reduction, Lay Curse, Life Drain, Wound Enemy, *Unique Salient Divine Ability Domain Powers: Cast chaos and evil spells at +1 caster level, smite 1/day (+4 attack, +10 damage), pain touch 1/day (touch creature receives –2 enhancement penalty to strength and dex for 1 minute. Does not effect creatures immune to critical hits) Spell-Like Abilities: All domain spells, caster level 20, base DC= 27 +spell level * Plague: This ability is similar to the plague ability of the Blighter prestige class (Master of the Wild) but is much more powerful. This ability acts as the Contagion spell except that no touch attack roll is required and it affects all mortals Talona designates within a 100 ft. radius. Talona may use this ability as a standard action up to 10 times per day. Possessions: While Talona carries no material goods her very touch is deadly. Her spell-storing ability has a permanent Contagion spell stored within it (DC= 30). Talona may change which type of disease is stored each round as a free action. Other Divine Powers Senses: Talona can see, hear, touch and smell at a distance of 10 miles. As a standard action she can perceive anything within 10 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 5 locations at once. She can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 10 hours. Portfolio Sense: Talona senses the contraction and/or curing of any disease, any form of poisoning or blight as well as the removal of poison (such as by a heal spell) the moment it happens as long as the event involves at least 500 people. Automatic Actions: Talona may use Alchemy, Disguise, Heal or Scry as a free action if the DC for the task is 20 or lower. She can perform up to 5 such actions a turn. Create Magic Items: Talona can create any magic item involving poison or disease as long as the market price does not exceed 30,000 gp |
| Maskanodel02-22-04, 05:51 PM | Thanks a lot...exactly what I was looking. And thanks for the heads up about F&P |
| Laszlo Koller02-23-04, 06:11 PM | Hi Folks! Two things... 1) The stats for the various "lesser" deities is great. However, finding the data easily for a specific deity can be a chore at times. Has anyone posted these stats on a website somewhere where it would be easier to view them all (including knowing which deities haven't been covered yet)? 2) What are virtual divine ranks? And where can I learn more? Thanks and keep up the great work. |
| Tebryn1402-23-04, 09:18 PM | Well, you may or may not remember, but his thread is a reincarnation of a thread that was on the old boards last year. They had a huge number of gods of all ranks done. After the board switch, when they announced that the old boards would be viewable for several more months, I realized that all that work would likely be lost. So I copied the stats of all several hundred gods onto Word documents and saved them on my computer. They are categorized by pantheon for easy access. If you ever need a god, just ask, and I can post it for you. On page four or five of this thread, a very helpful member posted a list of nearly all deities if the Torillian sphere, plus most of the planar deities, as well as which ones had been done by whom and where. Another good source is the 2e planescape book, On Hallowed Ground, which lists virtually all deities of all planar pantheons, and a good chunk of the single sphere pantheons. Virtual divine rank is a concept that has been thrown about on the boards for some time. It was developed to reflect the powers of being not quite deities, as they don't gain power from worship, but with a deity level amount of power. As far as I know, I am the only one who has a defined system for statting creatures with Virtual Divine Rank (VDvR). My system goes that creatures with VDvR gain all the powers of godhood, except for those connected with worship. For example, a standard VDvR being would have divine immunities, divine senses, SDA's, DR, SR, and all the others, except for domain powers and spells, as well as portfolio sense, because they don't have portfolios. However, I feel that unique creatures like archdevils deserve to have abilties specially crafted to them, so I avoid using SDAs. For a perfect example of an archfiend with DvR, see Baphomet or Yeenoghu, either on this page or the one before it. For an archfiend with VDvR, see Graz'zt, somewhere between the first two. And example of a creature that would have VDvR but actual SDAs might be the Lady of Pain. However, I would not reccomend trying to stat her, because in theory no mortal should be powerful enough to do her harm, and no god can get anywhere near her, and besides it would ruin her air of mystery. Now that I think of it, VDvR creatures are almost all unique enough to merit unique abilities, but... |
| Tebryn1403-07-04, 10:53 AM | This thread has fallen into sad disuse, which is a shame considering that several moths ago, we had this awesome quest, to finish the great list. And then we had my little idea a few weeks ago, that went ignored. Come on guys, let's get back on track. |
| Maskanodel03-07-04, 12:03 PM | Maybe you should petition BigSis into get stickied. It'd make it more visible to people and it wouldn't get knocked back every other day. |
| Tebryn1403-07-04, 08:17 PM | She actually asked me if I wanted her to do it, but I think we fell out of communication. I should PM her again. Thanks for reminding me. |
| WizO_BigSister03-09-04, 11:54 AM | Please check out the first post to see what will happen on this merged version of the thread, and for an index of all the deities already posted. |
| Tebryn1403-09-04, 04:18 PM | Thank you, Big Sis. Just a note. There are several mistakes in Big Sis's first page registry, which is quite alright because she did this as a favor, and it took her a long time. We have almost all deities anyone is likely to request, but most of them have not been posted on [I]this[I] thread. Remember that there were c.a. 18 pages of stats on the old boards, and I have all of them. Also, before you use any of these stats, please find the post, and see who actually posted it first, because they deserve credit, not I for simply reposting them. Thank you all, especially, again, Big Sis. |
| Jorda_The_Knight03-10-04, 12:58 AM | Hey all. Just wanted you to know I'm still alive. Been going through some stuff school, health, life and all that other boring crap we all hate so very much ^_^ I am however alive and still sane, and I should be getting into the swing of posting some deity stats again. Hope everyone is doing ok :D |
| madoule03-10-04, 01:01 AM | oh! oh! Oh! Do moander! Do moander! and do like moander, with a 0 divine stats and an avatar if possible! Hey man I know how you feel its been about 4 months since i last posted, but now i'm back in the saddle again! |
| Green Giant03-10-04, 04:31 PM | Does anyone want me to repost the stats to the Celestial Pantheon of Kara-Tur and most of the Maztican Pantheon? I had posted them in their own threads before but now that there's a single thread for it all, I'm wondering if anyone wishes to see them. |
| Tebryn1403-10-04, 04:34 PM | You could, but I don't think it's necessary. I have all of the stats you did (I think) and they could be posted on request. But feel free. |
| Jorda_The_Knight03-11-04, 01:22 PM | I think at some point someone did Moander, may have been me actually :) I'm sure Tebryn knows :D |
| Tebryn1403-11-04, 03:18 PM | It was you Jorda, who would've guessed. Here it is. Moander By Jorda_The_Knight The Darkbringer, the Jawed God, the Rotting God, the Great Dread God Lesser Deity Symbol: An upright male human right hand, fingers outstretched, with an open human female fanged mouth, lips parted as though speaking, set in its palm Home Plane: Rarandreth/ Offalmound Alignment: Chaotic Evil Portfolio: Rotting death, decay, corruption Worshipers: Corrupt druids, corrupt rangers, deranged cultists Cleric Alignments: CE, LE, NE Domains: Chaos, Death, Evil, Slime Favored Weapon: “ The Gauntlets of Moander” (Spiked Gauntlets) Moander Druid 20/ Transmuter 20 Large Outsider (Chaos, Evil, Extraplanar) Divine Rank: 10 Hit Dice: 20d8 (Outsider) + 20d4 (Wizard) + 20d8 (Druid) Initiative: +8 (+8 dex) Speed: 80 ft. AC: 48 (10 + 10 divine + 23 natural + 5 deflection) Attacks: Gauntlets of Moander +64/+59/+54/+49; or +64 melee; or +63 ranged Damage: Gauntlets of Moander 1d4+9; or by spell Space/Reach: 10 ft./ 10 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, DR 45/+4, fire resistance 30, spontaneous casting of divine spells, understand speak and read all languages and speak directly to all beings within 10 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 42, divine aura Saves: Fort. +52 Ref. +42 Will. +59 Abilities: Str. 28 (+9) Dex. 26 (+8) Con. 28 (+9) Int. 34 (+12) Wis. 36 (+13) Cha. 20 (+5) Skills: Concentration +62, Knowledge (nature) +65, Spellcraft +65, Diplomacy +38, Dicipher Script +45, Handle Animal +48, Heal +46, Listen +46, Ride (slimes) +41, Spot +46, Survival +46, Swim +41, Knowledge (arcana) +45, Knowledge (architecture and engineering) +45, Knowledge (dungeoneering) +45, Knowledge (geography) +45, Knowledge (history) +45, Knowledge (local) +45, Knowledge (nobility and royalty) +45, Knowledge (religion) +45, Knowledge (the planes) +45, Appraise +35, Balance +31, Bluff +28, Climb +32, Craft (alchemy) +35, Disguise +28, Escape Artist +31, Forgery +28, Gather Information +28, Hide +27, Intimidate +28, Jump +32, Move Silently +31, Search +35, Sense Motive +36, Sleight of Hand +31, Spot +36 Feats: Scribe Scroll, Augment Summoning, Spell Focus (trasmutation), Spell Focus (conjuration), Blind-Fight, Brew Potion, Combat Casting, Diehard, Empower Spell, Eschew Materials, Extend Spell, Greater Spell Focus (trasmutation), Spell Penetration, Greater Spell Penetration, Heighten Spell, Improved Farmiliar (fiendish rat), Quicken Spell, Still Spell, Silent Spell, Maximize Spell Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment, banishment Salient Divine Abilities: Alter Size, Alter Form, Shift Form, Automatic Metamagic (Quicken Spell), Divine Druid (oozes and undead), Divine Fast Healing, Energy Burst (acid), Extra Domain (slime), Lay Curse, Life Drain, Undead Qualities, *Unique Salient Divine Ability (described below) Shift Form: This power allows Moander to change from his humanoid form (as above) to a shambling mound form made entirely of rotting natural materials. In his shambling mound form use all statistics above except that Moander losses his normal attacks in favor of up to 8 tenticle attacks (range 20 ft., 1d4 +9 damage). No more than 3 tenticles can attack anyone creature unless they are larger than Moander. Domain Powers: Cast chaos and evil spells at +1 caster level; Moander may use a death touch once per day. His death touch is a supernatural ability that produces a death effect. He must succeed on a melee touch attack against a living creature (using the rules for touch spells). When he touches, roll 10d6. If the total at least equals the creature’s current hit points, it dies (no save); rebuke or command slimes as an evil cleric rebukes and commands undead (as a 10th level cleric). Moander can use this ability 8 times per day. Spell-Like Abilities: All domain spells, caster level 20th (except chaos, evil spells which Moander casts at caster level 21), base save DC = 25 + spell level Druid Spells/day: 6/9/8/8/8/8/6/6/6/6, base save DC = 23 + spell level Wizard Spells/day: 4/ 7+1 /7+1 /7+1/ 7+1/ 6+1/ 6+1/ 6+1/ 6+1/ 5+1, base save DC = 22 + spell level *Touch of Decay (unique salient divine ability): In either his humanoid form or his shambling mound form, any physical damage dealt by Moander has the chance to start to cause rot and decay in the subject hit. Anyone mortal that Moander strikes must make a fortitude (DC = 25) for each hit or contract a random disease. The disease has no incubation period and the disease need not be a contact disease for the victim of Moanders attack to infect them. Possessions: Moander wears The Gauntlets Of Moander when in his humanoid form which act as +5 spell storing (usually contagion), unholy spiked gauntlets. Other Divine Powers As a lesser deity Moander may take 10 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Moander can see, hear, touch and smell at a distance of 10 miles. As a standard action, he can perceive anything within 10 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 10 hours. Portfolio Sense: Moander senses any rot or decay that affects at least five hundred people (such the spread of a massive rotting disease). Automatic Actions: Moander can use Bluff, Intimidate and Hide as a free action so long as the DC for the task is 20 or lower. He can perform up to five such free actions each round. Create Magic Items: Moander can create any magic item related to death and decay (such as a Wand of Contagion) so long as the items market price does not exceed 30,000 gp. Minor Artifact The Cape of Rot: This magical cape looks like little more than a blanket of rotting vegetable matter. When worn as a cape the cape begins to crawl and move slowly of it’s own volition. The wearer of the cape can inflict others with the magical disease Mummy Rot as a touch attack with no incubation period three times per day. In addition the wearer of the cape smells of death and decaying matter, fooling undead and creating a cloud of stinking gas around themselves. This cloud is like that produced by the spell stinking cloud as cast by a 5th level caster but without the concealing features of fog cloud spell. Should the cloud be blown away by strong winds it reforms in 5 minutes. The wearer also fools undead while the cloak is worn, acting as if under the effects a permanent hide From undead spell cast by a 5th level cleric. The wearer is however vulnerable to the detect undead spell as an undead with HD equal to its class levels and racial hit dice. Should the cape be worn for more than a day the wearer starts to look as if they are wasting away from a terrible disease and after a week of constant wear the wearer starts to look like an undead (such as a zombie or lich). |
| Dawnspeaker03-11-04, 03:30 PM | Is there any place this has been saved in an easy file format for download? So don't have to surf through and just save each one individually? (yeah I'm lazy I know) Also is it possible to get a new version of Orcus like there is of Gra'zzt? |
| Tebryn1403-11-04, 03:44 PM | Nope, none to speak of yet. Once we are finished, I'll get to work compiling them all, but it would be redundant to do it more than once. I'll get to Orcus eventually, right now I am on Kanchelsis, the vampire god, and that should be out this weekend. Keep in mind that Orcus is an actually deity, and will not be really a new version, but a resurrection of the old (as Grazzt was). If you need any particular deity, just post a request here, and either I will post it, or someone will stat it. |
| Dawnspeaker03-11-04, 04:36 PM | Also a question on how to determine divine stats. The +1 per rank is that to each stat? Or they get a +1 and to choose where it goes per divine rank? Also is Tiamat in the Deities and Demigods accurate or would she be different in FR? If she would I'd love to see her(since she also has the Entropy guise, etc.) Thansk! You guys rule! |
| Tebryn1403-11-04, 09:47 PM | The standard array for deities are 35, 29, 25, 24, 24, 24, and then bonus points to be distributed as seen fit. 1 per rank, +1 per four class levels. I think the Tiamat in Deities and Demigods is a fairly good representation of Tiamat, the Sumerian (I think) god. And since most of us are assuming a Planescape type cosmology, that Tiamat is the same one worshipped on Toril. |
| Dawnspeaker03-12-04, 07:55 AM | Thanks! Last question and a few more deity requests. What skills are able to be chosen from for the Outsider HD and how many SP per HD? Also here is my way to long request list of gods I didn't see on this thread. Beshaba Lliira Loviatar Talona Gargauth Auril Finder Wyvernspur and Savras Thanks! |
| Tebryn1403-12-04, 03:18 PM | I give them a choice of all skills for outsider hit dice, and they recieve 8+int bonus per HD. |
| Jorda_The_Knight03-14-04, 12:13 AM | As to those deities you requested I know for a fact that some of them have been completeled already. I suggest you e-mail or message Tebryn for them, but as for the ones not done we'll be getting to them soon I'm sure :) |
| Tebryn1403-14-04, 12:29 AM | Oh, all the Faerunian gods were done. I just haven't had time to post them. I think I'll just start with one of my favorites. Finder Wyvernspur By Elrumir The Nameless Bard, ‘the God of Reckless Fools’ Faerûnian Demigod Symbol: White harp on gray circle Home Plane: Gates of the Moon Alignment: Chaotic Neutral Portfolio: Cycle of life, transformation of arts, saurials Worshippers: Artists, bards, saurials Cleric Alignments: CE, CG, CN Domains: Chaos, Charm, Renewal, Scalykind Favoured Weapon: “Sword of Songs” (bastard sword) Finder Wyvernspur Bard 20/Wizard 10/Cleric 5/Harper Scout 5/Harper Mage 5 Medium-Size Outsider (Chaotic) Divine Rank: 4 Hit Dice: 20d6+160 (Brd) + 10d4+80 + 5d8+40 (Clr) + 5d6+40 (Hrp) + 5d4+40 (HMg) (610 hp) Initiative: +15 (+11 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 49 (+11 Dex, +4 divine, +12 natural, +12 deflection) Attacks: +5 chaotic keen singing bastard sword +48/+43/+38/+33 melee; or spell +42 melee touch or +46 ranged touch. Damage: +5 chaotic keen singing bastard sword 1d10+12/15-20; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 18/day Special Qualities: Arcane theory, bardic/Harper knowledge +40, bardic music 20/day, craft Harper item, Deneir’s eye, divine aura (400 ft., DC 26), divine immunities, DR 39/+4, extend spell 13/day, familiars (birds), favoured enemy (Church of Bane +2, Zhentarim +1), fire resistance 24, godly realm (1 miles Outer Plane, 400 ft. Material Plane), Lliira’s heart, Mystra’s grace, Oghma’s insight, plane shift at will, remote communication 4 miles, spontaneous casting of divine spells, SR 36, teleport without error at will, Tymora’s smile, understand, speak and read all languages and speak directly to all beings within 4 miles. Saves: Fort +30, Ref +39, Will +35 Abilities: Str 24, Dex 33, Con 27, Int 31, Wis 24, Cha 35 Skills: Appraise +43, Bluff +46, Concentration +42, Diplomacy +52, Disguise +46, Forgery +43, Gather Information +46, Heal +41, Innuendo +41, Intimidate +46, Knowledge (arcana) +53, Knowledge (geography) +43, Knowledge (history) +48, Knowledge (local) +45, Knowledge (the planes) +43, Knowledge (religion) +43, Listen +43, Perform +56, Pick Pocket +45, Sense Motive +41, Spellcraft +48, Spot +43, Tumble +45, Use Magic Device +46. Feats: Alertness, Combat Casting, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Disguise Spell, Dodge, Eschew Materials, Exotic Weapon Proficiency (bastard sword), Expertise, Extend Spell, Forge Ring, Greater Spell Focus (Enchantment), Improved Critical (bastard sword), Improved Initiative, Iron Will, Lingering Song, Powerful Voice, Scribe Scroll, Skill Focus (Knowledge [local]), Skill Focus (Perform), Skill Focus (Spellcraft), Spell Focus (Enchantment), Spellcasting Prodigy (bard), Subsonics, Weapon Focus (bastard sword). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Size, Craft Artefact, Divine Bard, Extra Domain (Chaos), Irresistible Performance. Domain Powers: Cast chaos spells at +1 caster level, 4/day increase Charisma by 4 for 1 minute, 4/day gain 1d8+12 of brought below 0 hp (but not to -10 or below) 18/day rebuke or command reptilian creatures and snakes as an evil cleric rebukes or commands undead. Spell-Like Abilities: Finder Wyvernspur uses these abilities as a 14th-level caster, except for chaos spells, which he uses as a 15th-level caster. The save DCs are 26 + spell level. animal growth, animal shapes, animal trance, animate objects, atonement, calm emotions, chaos hammer, charm monster, charm person, cloak of chaos, creeping doom (composed of tiny snakes), demand, dispel law, dominate monster, emotion, eyebite, geas/quest, greater magic fang, greater restoration, freedom, heroes’ feast, insanity, lesser restoration, magic circle against law, magic fang, poison, polymorph any object, protection from law, reincarnate, remove disease, shapechange, shatter, suggestion, summon monster IX (as chaos spell only), word of chaos. Bard Spells/day: 4/8/7/7/7/7/6; base DC 24 + spell level, 28 + spell level for Enchantment spells. Cleric Spells/day: 5/6/5/4; base DC 17 + spell level, 21 + spell level for Enchantment spells. Wizard Spells/day: 4/7/7/6/6/6/5/3/2; base DC 20 + spell level, 24 + spell level for Enchantment spells. Possessions: Finder prefers to end any conflict through skilful negotiation, but if need be he uses the Sword of Songs, a +5 bastard sword with the chaotic, keen and singing enhancements. Caster level: 20th; Weight: 10 lb. Other Divine Powers As a demigod, Finder treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Finder can see, hear, touch and smell at a distance of four miles. As a standard action, He can perceive anything within four miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once. Portfolio Sense: Finder is instantly aware if anything threatens the welfare of the saurials of the Lost Vale or if anyone evolves his art for the better if the action affects at least 1,000 people. Automatic Actions: Finder can use Bluff, Diplomacy, Gather Information or Perform as a free action, if the DC for the check is 15 or less. He can perform up to two such actions per round. Create Magic Items: Being a bardic god, Finder can create any magic instrument, any Charisma related item or any item useable specifically by bards, as long as the item’s market price does not exceed 4,500 gp. Avatars Finder usually appears in the Realms the same way he did in the last years of his life, a man in his late prime, about sixty years old. Attractive, robust, tall and dark-haired, he dresses in simple but elegant travelling clothes. He prefers to travel incognito, so he can change this appearance as he wants, and therefore sometimes appears younger or older, especially to disguise his features so as to hide his presence from those present who knew him when still a mortal. ________________________________________ ___________________________________ |
| Jorda_The_Knight03-14-04, 01:01 AM | Here by ancient request (at least it seems ancient) is Cronus! Cronus Kronos, Saturn, The Sower Greater Deity Symbol: A sickle infront of stalks of wheat Home Plane: Olympus Alignment: Lawful Good Portfolio: The Harvest, Time Worshipers: Everyone Cleric Alignments: LG, LN, NG Domains: Air, Law, Good, Glory, Strength Favored Weapon: Sickle Cronus Cleric 20/ 20 Fighter/ Wizard 10 Huge Outsider (Law, Good) Divine Rank: 19 Hit Dice: 20d8 (outsider) + 20d8 (clr) + 20d10 (fgt) + 10d4 (wiz) Initiative: +15 (+11 Dex, +4 improved initiative) Speed: 100 ft. AC: 80 (+32 natural, +19 divine, +18 deflection, +11 Dex) Attacks: Huge +5 adamantine keen, vorpal sickle +86/+81/+76/+71; or spell +76 melee + 56 ranged. Damage: Huge +5 adamantine keen, vorpal sickle 1d8 + 59; or by spell Space/Reach: 10 ft./ 15 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead Special Qualities: Divine immunities, DR 53 /+4, DR 15/lawful, fire resistance 39, spontaneous casting of divine spells, understand speak and read all languages and speak directly to all beings within 19 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 51, divine aura (190 miles, DC = 47) Saves: Fort. +80 Ref. +65 Will. +56 Abilities: Str. 72 (+31) Dex. 32 (+11) Con. 58 (+24) Int. 43 (+16) Wis. 48 (+19) Cha. 47 (+18) Skills: Appraise +13, Craft (weaponsmithing) +73, Craft (armorsmithing) +73, Craft (alchemy) +73, Craft (bowmaking) +73, Craft (traps) +73, Concentration +53, Spellcraft +53, Knowledge (arcana) +53, Diplomacy +43, Heal +23, Knowledge (history) +33, Knowledge (religion +33, Knowledge (the planes) +33, Climb +43, Jump +43, Intimidate +43, Swim +43, Handle Animal +23, Ride (horse) +23, Decipher Script +13, Knowledge (geography) +13, Knowledge (architecture and engineering) +13, Knowledge (dungeoneering) +13, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility and royalty) +13, Balance +23, Bluff +23, Disguise +23 (+25 when acting), Listen +23, Perform (oratory) +23, Profession (farmer) +73, Profession (judge) +73, Sense Motive +23, Search +23, Spot +23, Survival +23, Gather Information +13, Hide +5, Listen +15, Spot +15 Feats: Alertness, Athletic, Power Attack, Improved Bull Rush, Awesome Blow, Blind-Fight, Cleave, Great Cleave, Improved Sunder, Combat Casting, Dodge, Maximize Spell, Still Spell, Silent Spell, Spell Penetration, Greater Spell Penetration, Improved Disarm, Greater Weapon Focus (sickle), Weapon Focus (sickle), Weapon Specialization (sickle), Greater Weapon Focus (sickle), Improved Trip, Improved Initiative, Improved Overrun, Heighten Spell, Mobility, Spring Attack, Whirlwind Attack, Blindsight, 5ft. Radius, Divine Might, Eschew Materials, Knock-Down Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment, banishment Salient Divine Abilities: Alter Size, Alter Reality, Annihilating Strike, Avatar, Battlesense, Clearsight, Divine Blast, Mass Divine Blast, Divine Dodge, Divine Inspiration (courage), Divine Shield, Area Divine Shield, Divine Storm, Divine Weapon Focus (sickle), Divine Weapon Specialization, Extra Domain (Glory), Extra Domain (Strength), Increased Energy Resistance (fire), Increased Damage Reduction, Increased Spell Resistance, Indomitable Strength, Instant Move, Sunder and Disjoin, Supreme Initiative Domain Powers: Cronus can turn or destroy earth creatures as a good cleric turns undead. He can rebuke, command, or bolster air creatures as an evil cleric rebukes undead. He can use these abilities 21 times a day. This granted power is a supernatural ability; Cronus casts good spells at +1 caster level; Cronus casts law spells at +1 caster level; Cronus can perform a feat of strength as a supernatural ability. He gains a +20 enhancement bonus to Strength. Activating the power is a free action, the power lasts 1 round, and it is usable once per day; Cronus turns undead with a +2 bonus on turn checks and +1d6 damage to turning damage rolls. Spell-Like Abilities: Any domain spell at will, caster level 29th, base DC = 46. Wizard Spells/ Day: 0- 4 1- 8 2- 8 3- 7 4- 7 5- 6 Cleric Spells/ Day: 0- 6 1- 10+1 2- 10+1 3- 10+1 4- 9+1 5- 9+1 6- 8+1 7- 8+1 8- 7+1 9- 7+1 Possessions: Cronus carries a massive, incredibly sharp adamantine sickle, given to him by his mother Gaia. This sickle acts just like a huge +5 adamantine keen, vorpal sickle. Other Divine Powers As a greater deity, Cronus automatically receives the best possible result on a die roll he makes (including attack and damage rolls, checks and saves). He is immortal Senses: Cronus can see, hear, touch and smell at a distance of 19 miles. As a standard action, he can perceive anything within 19 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 19 hours. Portfolio Sense: Cronus can sense anything that alters the timeline (even the casting of a Haste spell the instant it happens and retains the sensation for 17 weeks after the event occurs. Automatic Actions: Cronus can use Diplomacy and Intimidate as a free action so long as the DC for the task is no greater than 30. He can perform 20 such free actions a turn. Create Magic Items: Amman can create any magic item, weapon or armor (including artifacts). Major Artifact The Stone That Would Be A God Cronus is the son of the first two deities to arise in the Greek pantheon. Uranus and Gaia were the deities that would eventually spawn all others, but their own couplings did not bear fine fruit. Their children were the Titans, most horribly ugly and terribly monstrous to behold, in fact, Cronus himself if a titan and is the youngest of Uranus and Gaia’s children. When Uranus saw what his children looked like he would cast them away from his sight to the hidden realm of Tartarus, not wishing to see them or even acknowledge their existence. Gaia was heart broken by the loss of her children and the constant lust of Uranus, which only promised more such heartache. She asked her children to aid her in bringing Uranus down so that she may be at peace. None of the titans dared go against their father, for his might was too great and they feared his wraith deeply. It was only young Cronus who would take up the challenge and aid his ill-fated mother. Gaia granted him a shining razor sharp sickle with barbed teeth and baid him to hide in ambush, and when next Uranus approached her with amorous intent, he was to sever his own father’s genitals. Cronus did just as he was asked and after the deed was done he cast the severed section of his father into the sea (the foam around these “parts” would come to form Aphrodite, goddess of love and passion, who would eventually join the Greek pantheon). Cronus then became the supreme god, replacing Uranus and wedding his sister Rhea. Cronus was no fool though, and as his wife bore them children he could see how strong they could potentially become. Fearing that one of his children would rise up and cut him down like he had his father, Cronus came up with a plan. He began to devour his children, one by one, holding them captive in his divine gut, where they could do nothing to act against him. Rhea, just as her mother Gaia, was grief stricken with the loss of all of her children. When at last she gave birth to a son named Zeus she hatched a clever plan of her own. Swathing a stone in the dressings of a child Cronus mistook it for the infant Zeus and promptly swallowed it. Meanwhile Zeus was carried off to safety and to grow in power. When at last Zeus returned to Mount Olympus his mother, Rhea, forced Cronus to regurgitate their children (most accounts claim she used some kind of concuction to perform this deed). At the sides of his brothers and sisters Zeus killed Cronus and became the supreme god. Although there is no accounting for it, or even true mention of it's whereabouts after Cronus regurgitates it, the rock still remains to this day. Churning with Cronus’s own divine energies and that of the gods who would form the base of the Greek pantheon transformed the stone into an object of incredible power. The stone grants anyone who holds it for at least one full round and keeps it on their person a divine rank of 1, instantly raising them to the level of divinity. The rush of power is often too much for most mortals and a Will save (DC 35) is required whenever someone holds the stone for one full round. Success means that the mortal has was able to handle the stress of becoming a deity, failure means that the target is destroyed utterly, not even the direct intervention of a deity can prevent this loss of life, or resurrect the fallen. The newly divine gains a portfolio and all the benefits of a divine rank 1 deity (the DM and player should discuss potential portfolios and domains). This new deity does not go unnoticed by other celestial (and infernal) beings, and the would be god may find themselves taking on more than they bargained for. In any case only one person may bear the stones power at any single time, so should it be stolen or wrested away from the holder and held for one full round the former god would again become mortal and a new god would rise in his place. |
| Jorda_The_Knight03-14-04, 11:52 AM | I think I'm going to start on the dragon deities, is that cool with everyone? |
| Tebryn1403-14-04, 02:41 PM | I very much approve. I'll continue with my Planescape gods. Just a question, are you going to use their planescape standard identities, or are you going to use their 3e FR ones? I prefer the old 2e planescape if at all possible, but its up to you. |
| Jorda_The_Knight03-15-04, 01:38 AM | For the dragon deities? I was just going to kind of ad-lib them based on the info in the Dragonomicon and from Tiamat and Bahamut, but if you could e-mail me some info that would be great :) |
| Entaru03-16-04, 01:37 AM | Link to Vhaeraun? |
| Tebryn1403-16-04, 02:25 PM | Not a link, but here. By E'tii'stil Shadowsil Vhaeraun The Masked Lord of the Night, the Shadow Lesser Diety Symbol: A velvet black mask Home Plane: The Demonweb Pits (also the Demiplane of Shadow) Alignment: Chaotic evil Portfolio: Drow activity on the surface, deception, intrigue, shadows, thievery Worshipers: Predominately drow males, surface-dwelling elves Cleric Alignments: CE, CN, NE Domains: Chaos, Charm, Drow, Elf, Evil, Travel, Trickery Favored Weapon: "The Nightblade" (longsword) Vhaeraun Rogue 20/Illusionist 10/Cleric 10 Medium-size Outsider (Chaotic, Evil) Divine Rank: 7 Hit Dice: 20d8+140 (outsider) plus 20d6+140 (Rog) plus 10d8+70 (Clr) plus 10d4+70 (Ill) (830 hp) Initiative: +20 (+16 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 66 (+16 Dex, +7 divine, +20 natural, +13 deflection) Attacks: +5 chaotic, keen, wounding longsword +67/+62/+57/+52; or by spell +60 melee touch or +76 ranged touch. Damage: +5 chaotic, keen, wounding longsword 1d8+26/15-20; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, rebuke undead 17/day. Special Qualities: +4 against traps, defensive roll, divine aura (700 ft., DC 31), divine immunities, DR 42/+4, drow traits, familiar (ravens), fire resistance 27, evasion, godly realm (1 mile Outer Plane, 700 ft. Material Plane), locate traps, opportunist, plane shift at will, remote communication 7 miles, slippery mind, spontaneous casting of divine spells, SR 72, teleport without error at will, uncanny dodge, understand, speak, and read all languages and speak directly to all beings within 7 miles. Saves: Fort +46, Ref +55, Will +46. Abilities: Str 24, Dex 42, Con 24, Int 31, Wis 24, Cha 36. Skills: Balance +50, Bluff +44, Climb +37, Concentration +40, Decipher Script +68, Diplomacy +52, Disable Device +72, Disguise +66, Escape Artist +64, Forgery +63, Gather Information +40, Heal +40, Hide +72, Intimidate +25, Intuit Direction +35, Jump +68, Knowledge (arcana) +56, Knowledge (religion) +56, Listen +39, Move Silently +72, Pick Pockets +56, Read Lips +62, Scry +46, Search +39, Open Lock +67, Sense Motive +37, Spellcraft +56, Spot +38, Swim +37, Tumble +68, Use Magic Device +66, Use Rope +44. Feats: Ambidexterity, Blind-Fight, Cleave, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Daylight Adaptation, Dodge, Expertise, Great Cleave, Greater Spell Focus (illusion), Greater Spell Penetration, Heighten Spell, Improved Critical (longsword), Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Quicken Spell, Run, Scribe Scroll, Silent Spell, Spell Focus (illusion), Spell Penetration, Spring Attack, Sunder, Weapon Finesse (longsword), Weapon Focus (longsword), Whirlwind Attack. Drow Traits: +2 racial bonus on Will saves against enchantment spells or effects, darkvision, entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it, +2 bonus on Will saves against spells or spell-like abilities. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities:] Avatar (up to 5), Divine Rogue, Divine Weapon Focus (longsword), Extra Domain (Chaos), Extra Domain (Evil), Extra Domain (Travel), Increased Spell Resistance, Stride (up to 6 creatures/day). Domain Powers: Cast chaos spells at +1 caster level; 7/day increase Cha by +4 for 1 minute; cast evil spells at +1 caster level; 17/day turn or destroy spiders, or rebuke or command shadow creatures, 10 rounds/day freedom of movement. Spell-Like Abilties: Vhaeraun uses these abilities as a 17th-level caster, except for chaos spells and evil spells, which he uses as an 18th-level caster. The save DCs are 31 + spell level. Animal shapes, animate objects, antipathy, banishment, blade barrier, blasphemy, calm emotions, cat’s grace, chaos hammer, charm monster, charm person, clairaudience/clairvoyance, cloak of chaos, cloak of dark power, commune with nature, demand, dimension door, dimensional anchor, discern lies, dispel good, dispel law, dominate monster, emotion, etherealness, expeditious retreat, faerie fire, fly, geas/quest, greater dispelling, greater planar ally, insanity, liveoak, magic circle against good, magic circle against law, mass invisibility, maze, mislead, phase door, permanent image, protection from good, protection from law, scrreen, shadow walk, shatter, simulacrum, snare, spiderform, suggestion, summon monster I, summon monster IX (as chaos or evil spell only), sunburst, tree stride, true strike, unholy aura, unholy smite, weird, word of chaos. As a drow, Vhaeraun also has the ability to use dancing lights, darkness, and faerie fire each 1/day, caster level 60th. Illusionist Spells per Day: 4/8/8/6/6/5. Base DC = 24 + spell level. 0 -- dancing lights, daze, detect magic, ghost sound, light, read magic; 1st -- change self, color spray, detect secret doors, Nystul's magic aura, Nystul's undetectable aura, silent image, ventroliquism; 2nd -- blur, detect thoughts, hypnotic pattern, invisibility, Leomund's trap, magic mouth, minor image, mirror image, misdirection; 3rd -- displacement, illusory script, invisibility sphere, major image; 4th -- hallucinatory terrain, illusory wall, improved invisibility, phantasmal killer, rainbow pattern, shadow conjuration; 5th -- dream, false vision, greater shadow conjuration, mirage arcana, nightmare, persistent image, seeming, shadow evocation. Cleric Spells per Day: 6/6/6/5/4/3. Base DC = 24 + spell level. Possessions: Vhaeraun carries the Nightblade, a +5 longsword with the chaotic, keen, and wounding special abilities. Caster Level: 25th; Weight: 4 lb. Other Divine Powers As a lesser deity, Vhaeraun may take 10 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Vhaeraun can see (using normal vision or darkvision), hear, touch, and smell at a distance of seven miles. As a standard action, he can perceive anything within seven miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 7 hours. Portfolio Sense: Vhaeraun senses any threat to male drow, as long as the event in question affects at least five hundred such beings. He is similarly aware of any drow who consider rejecting the worship of the Lolth if the event is of similar scope. Automatic Actions: Vhaeraun can use any Dexterity-based skill as a free action if the DC for the task is 20 or lower. To use a skill as a free action, Vhaeraun must have ranks in the skill, or the skill must be usable untrained. Vhaeraun likewise can perform anything that can be accomplished with a simple Dexterity check as a free action. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to five such free actions each round. Avatars The typical avatar of Vhaeraun appears as a cloaked male drow, 6 feet in height, with close-cropped shining obsidian hair, with dangerously narrowed crimson, amber eyes. His presence is always accompanied by a swirling cloak of living shadow. His face is correctly proportioned, angular and very handsome. Avatar of Vhaeraun: As Vhaeraun expect divine rank 4; AC 58 (touch 42, flat-footed 42); Atk +64/+59/+54/+49 melee (1d8+20/15–20, +5 chaotic keen wounding longsword), or spell +57 melee touch or +73 ranged touch; SQ Divine aura (40 ft., DC 28); DR 39/+4, fire resistance 24, SR 68; Hide +64, all skill modifiers reduced by 4. Salient Divine Abilities: Divine Rogue, Divine Weapon Focus (longsword), Stride (up to 3 creatures/day). Create Magic Items: Vhaeraun can create any magic item that relates to thievery or shadow, as long as the item’s market price does not exceed 30,000 gp. |
| Maskanodel03-16-04, 06:58 PM | Has Ulutiu ever been given stats??? |
| Tebryn1403-16-04, 08:18 PM | Here: Ulutiu By Elrumir The Lord in the Ice, the Eternal Sleeper, Father of the Giants’ Kin Faerûnian Demigod (slumbering) Symbol: Necklace of blue and white ice crystals Home Plane: Astral Alignment: Lawful Neutral Portfolio: Glaciers, polar environments, arctic dwellers Worshippers: Arctic dwellers, druids, historians, leaders, teachers, rangers Cleric Alignments: LE, LG, LN Domains: Animal, Law, Ocean, Protection, Strength Favoured Weapon: “Harpoon of the Cold Sea” (longspear or shortspear) Ulutiu Ranger 20/ Cleric 20 Large Outsider (Cold, Lawful) Divine Rank: 2 Hit Dice: 20d8+240 (outsider) + 20d10+240 (Rgr) + 20d8+240 (Clr) (1,240 hp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 46 (+7 Dex, -1 size, +2 divine, +21 natural, +7 deflection) Attacks: +3 throwing, returning, icy burst, sweeping harpoon +57/+52/+47/+42; or +3 throwing, returning, icy burst, sweeping harpoon +52 ranged; or spell +54 melee touch or +49 ranged touch. Damage: +3 throwing, returning, icy burst, sweeping harpoon 2d8+15 melee or 2d8+15 ranged; or by spell. Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 10/day Special Qualities: Cold subtype, animal companion (up to 20 HD), divine immunities, DR 37/+4, favoured enemy (giants +5, elementals [fire] +4, dragons +3, aberrations +2, magical beasts +1), fire resistance 22, plane shift at will, spontaneous casting of divine spells, understand, speak and read all languages and speak directly to all beings within 2 miles, remote communication, godly realm, teleport without error at will, SR 34, divine aura (20 ft., DC 19) Saves: Fort +49, Ref +41, Will +44 Abilities: Str 35, Dex 24, Con 35, Int 24, Wis 30, Cha 24 Skills: Animal Empathy +44, Balance +46, Climb +49, Concentration +49, Handle Animal +46, Heal +49, Intuit Direction +47, Jump +51, Knowledge (arcana) +44, Knowledge (history [giants]) +44, Knowledge (nature) +44, Knowledge (religion) +44, Listen +49, Profession (herbalist) +47, Search +44, Spellcraft +44, Spot +49, Swim +49, Tumble +46, Wilderness Lore +49. Feats: Alertness, Blind-Fight, Blindsight, Cleave, Combat Casting, Combat Reflexes, Divine Might, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (harpoon), Improved Initiative, Power Attack, Power Critical (harpoon), Power Lunge, Survivor, Track, Weapon Focus (harpoon). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Call Creatures (arctic animals), Extra Domain (Law), Extra Domain (Strength). Domain Powers: 2/day animal friendship; cast law spells at +1 caster level; water breathing for 400 minutes/day; 2/day protective ward; 2/day feat of strength. Spell-Like Abilities: Ulutiu uses these abilities as a 12th-level caster, except for law spells, which he uses as a 13th-level caster. The save DCs are 19 + spell level. Spell-Like Abilities: Ulutiu uses these abilities as a 12th-level caster, except for law spells, which he uses as a 13th-level caster. The save DCs are 19 + spell level. animal shapes, antilife shell, antimagic field, Bigby’s clenched fist, Bigby’s crushing hand, Bigby’s grasping hand, bull’s strength, calm animals, calm emotions, commune with nature, creeping doom, dictum, dispel chaos, dominate animal, elemental swarm (as water spell only), endure elements, freedom of movement, hold animal, hold monster, maelstrom, magic circle against chaos, magic vestment, mind blank, order’s wrath, Otiluke’s freezing sphere, prismatic sphere, protection from chaos, protection from elements, repel vermin, repulsion, righteous might, sanctuary, shapechange, shield of law, shield other, sound burst, spell immunity, spell resistance, stoneskin, summon monster IX (as law spell only), wall of ice, water breathing, waterspout. Possessions: Ulutiu prefers to use the Harpoon of the Cold Sea in combat. With his natural reach, this +3 throwing, returning, icy burst, sweeping harpoon (treat as longspear with 2d8 base damage) is a formidable weapon. He also uses his harpoon at ranged combat, and with the ethereal tether trailing behind it, he may make trip attacks at up to 30 ft. Caster level: 25th; Weight: 15 lb. Other Divine Powers As a demigod, Ulutiu treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Ulutiu can see, hear, touch and smell at a distance of two miles. As a standard action, he can perceive anything within one mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once. Portfolio Sense: Ulutiu knows instantly if anything threatens the arctic dwellers who worship him, as long as it affects at least 1,000 people. Automatic Actions: Ulutiu can use Heal, Knowledge (nature), Profession (herbalist) or Wilderness Lore as a free action, if the DC for the check is 15 or less. He can perform up to two such actions per round. Create Magic Items: As the god of glaciers, Ulutiu can create any item that aids a person in surviving in the cold regions, as long as the item’s market price does not exceed 4,500 gp. For almost 4,000 years, Ulutiu has not manifested himself nor an avatar in the Realms. The last time he did, he appeared as a stocky human of unrecognizable ancestry. His arms are short and thick with stump fingers resembling sausages. He has an ice blue skin, jet black hair, a round face in which lie impossibly deep blue eyes. Pressed to his head are a flat nose and tiny ears. Ulutiu has no intention of appearing in the Realms in the near future. However, if anything or anyone threatens the integrity of the Great Glacier, tries to revive Othea or if Annam comes to the Realms, he will most likely react swiftly. ------------------------------------------------- |
| Tebryn1403-16-04, 09:21 PM | Here is a newly statted god, Kanchelsis, the dual natured, elven descended god of blood, vampirism and MAGIC! WOO!!! Kanchelsis/Mastraacht Intermediate Planar Deity Symbol: Drop of blood Home Plane: The Abyss/ 487th layer/ The Lair of the Beast; The Mansion of the Rake Alignment: Chaotic Evil Portfolio: Blood, Debauch, Vampirism, Magic Worshippers: Vampires, nosferatu, other undead, killers, desperate hemophiliacs, deranged elves Cleric Alignments: CE, NE, CN Domains: Animal, Chaos, Evil, Magic, Undeath Favored Weapon: claw According to legend, Kanchelsis was born of the collective blood of the Seldarine. Whether this is true or not, Kanchelsis has conspired for eons against the Elf Lords, and hates them with a passion. Kanchelsis has two “aspects”, both usually appearing as a vampire elf or half elf. One, called the Animal is vicious, consumed with bloodlust and savagery. The other is the Discharged, and reflects the other half of the vampire’s nature; cool, sophisticated, and deadly. Not truly different aspects, the two are merely moods of Kanchelsis, the Animal emerging from the dominant Discharged in response to outside events or the god’s own rage. Kanchelsis’ dual realms both have something in common; they are flowing with blood. Cleric 20/ Wizard 10/ Barbarian 10 Medium-Size Undead (Extraplanar, Chaotic, Evil) Divine Rank: 14 Hit Dice: 20d12 (outsider) plus 20d12 (cleric) plus 10d12 (wizard) plus 10d12 (barbarian) (720 hp) Initiative: +16 Speed: 70 ft. AC: 74 (+12 dex, +14 divine, +27 natural, +11 deflection) Attacks: 2 +5 chaotic unholy claws +77 melee and +5 chaotic unholy bite +71 melee; or +5 keen unholy long sword +73/+68/+63/+58 melee; or by spell +68 melee touch, or +66 ranged touch. Damage: 2 +5 chaotic unholy claws 1d8+19+energy drain/19-20; and +5 chaotic unholy bite 2d6+12+energy drain/19-20; or +5 keen unholy long sword 1d8+19/17-20. Face/ Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, domination (DC 61), energy drain, blood drain (1d6 Con instead of 1d4), children of the night, create spawn, control or rebuke undead 18/day Special Qualities: Divine aura (1,400 ft, DC 35), divine immunities, DR 25/epic (2/-), fast movement, fire resistance 19, godly realm (10 miles), plane shift at will, rage 3/day, remote communication 14 miles, spontaneous casting of divine spells, SR 46, greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 14 miles, +4 turn resistance, gaseous form, spider climb, alternate form (bat, wolf, dire bat, dire wolf), fast healing 34, vampire weaknesses (immune to running water, garlic, holy symbols, and staking), scent, trap sense +3. Saves: Fort +46, Ref +60, Will +60 Abilities: Str 38, Dex 34, Con-, Int 37, Wis 38, Cha 32. Skills*: Balance +46, Bluff +73, Climb +63, Concentration +69, Craft (Alchemy) +77, Diplomacy +65, Handle Animal +55, Heal +53, Hide +69, Intimidate +70, Jump +63, Knowledge (Arcana) +82, Knowledge (History) +57, Knowledge (Nature) +47, Knowledge (Planes) +57, Knowledge (Religion) +77, Listen +83, Move Silently +63, Ride +36, Search +35, Sense Motive +56, Spellcraft +82, Spot +78, Survival +68, Tumble +66. *Always receives a 20 on checks. Feats: Alertness, Blind-fight, Brew Potion, Cleave, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Items, Dodge, Empower Spell, Extra Turning, Forge Ring, Improved Initiative, Improved Trip, Knock-Back, Lightning Reflexes, Maximize Spell, Mobility, Multi-attack, Quick Draw, Scribe Scroll, Silent Spell, Spell Mastery, Spell Penetration, Spring Attack, Track, Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality (DC 45 for duplicated spells), Annihilating Strike (DC 34+damage dealt), Arcane Mastery, Automatic Metamagic (quickened wizard spells), Avatar (10), Battle Sense, Divine Blast (14/day, 14 miles, 25d12 points), Divine Dodge (64% miss), Divine Fast Healing, Divine Spellcasting, Divine Weapon Focus (claw), Extra Domain (Undeath), Extra Domain (Magic), Frightful Presence (DC 35), Instant Counterspell, Spontaneous Wizard Spells, Undead Mastery. Domain Powers: Cast chaotic spells at +1 caster level; cast animal friendship 14/day; cast evil spells at +1 caster level; use spell completion and spell trigger items as a wiz20. Spell-like Abilities: Kanchelsis uses there abilities as a 24th level caster, except for chaotic and evil spells, which he uses as a 25th level caster. The save DCs are 37+spell level. Calm Animals, Hold Animal, Dominate Animal, Repel Vermin, Commune with Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange, Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IV*, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Nystul’s Undetectable Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen’s Disjunction, Detect Undead, Animate Dead, Death Ward, Circle of Doom, Control Undead, Create Greater Undead, Energy Drain. *Cast as an evil or chaotic spell only. Cleric Spells/day (Levels 0-16): 6/9/9/8/8/8/7/6/6/6/3/3/3/2/2/2/2; base DC=26+spell level. Wizard Spells/day: 4/8/7/6/6/5; base DC=25+spell level. Possessions: Kanchelsis carries a +5 keen unholy long sword. Caster Level: 25th. Other Divine Powers As an intermediate deity, Kanchelsis automatically receives a die result of 20 on any check. She treats a 1 on a saving throw normally and not as an automatic failure. She is immortal. Senses: Kanchelsis can see, hear, touch, and smell (including scent ability and tracking) at a distance of 14 miles. As a standard action, he can perceive anything within 14 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank and lower at up to two remote locations at once for up to 14 hours. Portfolio Sense: Kanchelsis senses anytime anyone is transformed into a vampire the instant it happens and retains the sensation for 14 tendays after the event occurs. He likewise senses the actions of any vampire of 20th level or higher, and anytime any vampire feeds. Automatic Actions: Kanchelsis can use Jump, Tumble, Spellcraft, Intimidate, or Heal as a free action if the DC for the task is 25 or lower. He can perform up to 10 such free actions each round. Create Magic Items: Kanchelsis can create any magic items specifically intended for use by undead, or having to do with blood, or that causes a bleeding wound, as long as the market price does not exceed 200,000 gp. |
| Tebryn1403-20-04, 12:58 AM | Cegilune Mistress of the Hollow Moon, Hag of the Night Moon Intermediate Planar Deity Symbol: Full moon Home Plane: The Gray Waste of Hades/Pluton/Hagsend Alignment: Neutral Evil Portfolio: Larvae, moon, Night Hags Worshippers: Night hags, evil planar merchants Cleric Alignments: NE, CE, LE Domains: Darkness, Evil, Moon, Suffering. Favored Weapon: bite Cegilune, deity of the night hags, is supreme among that race of fiends. Though she is indeed propagated, it is done more to placate her, as opposed to out of devotion. She appears as any other night hag, always enveloped in a slight yet palpable aura of darkness. She is a power of disease as well as the larvae that make up Lower Plane currency. She has a fully advanced nightmare with maximum hit points, which she rides into battle. Medium-Size Outsider (Evil, Extraplanar) Divine Rank: 11 Hit Dice: 44d8+414 (782 hp) Initiative: +12 Speed: 60 ft. AC: 68 (+8 dex, +11 divine, +24 natural, +10 deflection, +5 insight) Attacks: Bite +66 melee, and 2 claws +64 melee; or by spell +66 melee touch, or +63 ranged touch. Damage: Bite 2d6+11+disease; and claws 1d8+5+disease; or by spell. Face/ Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, spell-like abilities (divine), spell-like abilities (hag), sleep, dream haunting, spells. Special Qualities: Divine aura (1,100 ft., DC 30), divine immunities, DR 25/epic (15/magic and cold iron), fire resistance 16, godly realm (10 miles), plane shift at will, remote communication 11 miles, spontaneous casting of divine spells, SR 43, greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 11 miles, disease, know secrets, etherealness. Saves: Fort +50, Ref +49, Will +54. Abilities: Str 32, Dex 26, Con 28, Int 38, Wis 36, Cha 31. Skills*: Appraise +74, Balance +50, Bluff +70, Climb +47, Concentration +63, Craft (Alchemy) +71, Diplomacy +64, Disguise +53, Escape Artist +45, Gather Information +56, Hide +54, Intimidate +56, Jump +32, Knowledge (Arcana) +65, Knowledge (History) +61, Knowledge (Planes) +71, Knowledge (Religion) +63, Listen +66, Move Silently +54, Profession (Apothecary) +73, Profession (Merchant) +73, Ride (nightmare) +49, Sense Motive +69, Spellcraft +70, Spot +66, Tumble +44, Survival +59. *Always receives a 20 on checks. Feats: Alertness, Blind-Fight, Brew Potion, Combat Casting, Combat Reflexes, Craft Rod, Craft Staff, Craft Wondrous Items, Dark Speech, Extend Spell, Improved Initiative, Maximize Spell, Mounted Combat, Multi-attack, Quicken Spell, Ride-by Attack, Spell Penetration. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Domain Powers: Cast evil spells at +1 caster level; turn or destroy lycanthropes 13/day; pain touch 11/day, -2 penalty to str and dex for one minute. Spell-like abilities (divine): Cegilune uses these abilities as a 21st level caster, except for evil spells, which she uses as a 22nd level caster. The save DCs are 31+spell level. Obscuring Mist, Blindness/Deafness, Blacklight, Armor of Darkness, Darkbolt, Prying Eyes, Nightmare, Power Word, blind, Power Word, kill, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Summon Monster IX*, Faerie Fire, Moonbeam, Moon Blade, Emotion, Moon Path, Permanent Image, Insanity, Animal Shapes, Moonfire, Bane, Endurance, Bestow Curse, Enervation, Feeblemind, Harm, Eyebite**, Symbol***, Horrid Wilting. *cast as an evil spell only **sicken effect only ***pain effect only Spell-like abilities (night hag): Cegilune uses these abilities as a 22nd level caster, except for evil spells, which she uses as a 23rd level caster. The save DCs are 38+spell level. At will-Detect Good, Detect Chaos, Detect Evil, Detect Law, Detect Magic, Deeper Darkness, Magic Missile, Shapechange, Ray of Enfeeblement, Finger of Death. Sleep (Su): At will, as a standard action, Cegilune can use a sleep effect. All creatures or 46 or fewer HD within a 20 ft. burst must succeed at a Will saving throw (DC 35) or fall asleep for 10d10 minutes. Know Secrets (Su): As the Know Secrets Salient Divine Ability. Etherealness (Su): At will as a free action, Cegilune can become ethereal, as per the spell, and may remain so indefinitely. She can do this even without her heartstone. Dream Haunting (Su): As per the standard night hag ability, but Cegilune deals 1d6 points of permanent constitution damage instead of 1. Disease (Su): Mutant Demon Fever-bite, claws, Fort save (DC 31), no incubation period; damage 1d6 temporary constitution damage. Each day thereafter, on a failed save, the victim must succeed at another Fort save or suffer 1d2 points of permanent damage. Spells: Cegilune can cast spells as a 22nd level cleric. Spells/day-6/9/8/8/8/8/6/6/6/6; base DC=23+spell level. Possessions: Cegilune, like other night hags, carries a Heartstone. However, her Heartstone provides a +5 resistance bonus to AC instead of +2, and she does not need it to become ethereal. On the other hand, non-night hags who attempt to make use of her Heartstone can use it to become ethereal, 5/day, as per the spell, in addition to the +5 resistance bonus. Caster Level: 25th. Other Divine Powers As an intermediate deity, Cegilune automatically receives a die role of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Cegilune can see, hear, smell, and touch at a distance of 11 miles. As a standard action, she can perceive anything within 11 miles of her worshippers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can block the sensing power of deities her rank and lower at up to two remote locations at once for 11 hours. Portfolio Sense: Cegilune senses any transaction involving larvae the instant in happens and retains the sensation for 11 tendays after the event occurs. She is likewise aware of anything that takes place under the shadows created by moonlight. Automatic Actions: Cegilune can use Profession (Merchant), Profession (Apothecary), Diplomacy, Bluff, and Craft (Alchemy) as a free action if the DC for the task is 25 or lower. She can perform up to ten such free actions each round. Create Magic Items: Cegilune can create any item that involves moonlight, or that captures or holds the soul or essence of a creature, as long as the market price does not exceed 200,000 gp. |
| Tebryn1403-20-04, 06:12 PM | Syranita Intermediate Deity Symbol: Hawk’s eye Home Plane: Arborea/Olympus/Whistledge Alignment: Neutral Good Portfolio: Protection, Watchfulness, Aarakocra Worshippers: Aarakocras, giant eagles, avarial. Cleric Alignments: NG, CG, LG Domains: Air, Animal, Family, Good, Protection. Favored Weapon: Javelin Syranita, the goddess of the aarakocras, is a watchful mother. She protects her charges fearlessly, attacking with claw and beak all her would harm her children. She is the personification of the aarakocra’s society. Freedom, the family unit, and hunting all are important parts of her character. Cleric 20/Fighter 10/ Ranger 10 Medium-Size Outsider (Good, Extraplanar) Divine Rank: 13 Hit Dice: 20d8+160 (outsider) plus 20d8+160 (cleric) plus 10d10+80 (fighter) plus 10d8+80 (ranger) (980 hp) Initiative: +17 Speed: 60 ft., fly 200 ft. (perfect) AC: 75 (+17 dex, +13 divine, +26 natural, +9 deflection) Attack: +5 distance holy shocking burst javelins +77/+72/+67/+62 ranged; or 2 +5 claws +75 melee (while flying only); or +5 holy shocking burst short spear +65/+60/+55/+50 and +5 bite +70 melee; or by spell +61 melee touch, or +70 ranged touch. Damage: +5 distance holy shocking burst javelins 1d6+14+1d6 electricity/+1d10 electricity; or +5 claws 1d4+12; or +5 holy shocking burst short spear 1d8+12; or +5 bite 1d3+8; or by spell. Face/ Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 12/day, dive. Special Qualities: Divine aura (1,300 ft., DC 32), divine immunities, DR 25/epic, favored enemies (orcs +3, humanoids [reptilian] +2, goblinoids +1), fire resistance 18, godly realm (10 miles), plane shift at will, remote communication 13 miles, spontaneous casting of divine spells, SR 45, greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 13 miles, aarokocra traits, wild empathy +19, woodland stride, evasion, swift tracker. Saves: Fort +53, Ref +62, Will +57. Abilities: Str 24, Dex 44, Con 26, Int 29, Wis 34, Cha 29. Skills*: Balance +50, Climb +40, Concentration +76, Craft (Weaponsmithing) +74, Diplomacy +67, Handle Animal +62, Heal +80, Hide +60, Jump +40, Knowledge (Arcana) +62, Knowledge (Geography) +57, Knowledge (Nature) +79, Knowledge (Planes) +47, Knowledge (Religion) +62, Listen +69, Move Silently +60, Search +52, Sense Motive +35, Spellcraft +57, Spot +64, Survival +70. *Always receives a 20 on checks. Feats: Alertness, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Staff, Craft Wand, Craft Wondrous Items, Dodge, Empower Spell, Endurance, Extend Spell, Flyby Attack, Forge Ring, Hover, Manyshot, Maximize Spell, Mobility, Point Blank Shot, Quick Draw, Rapid Shot, Shot on the Run, Silent Spell, Spell Penetration, Spring Attack, Track, Weapon Finesse, Weapon Focus (Javelin), Weapon Specialization (Javelin), Wingover. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Area Divine Shield, Automatic Metamagic (Quickened cleric spells), Avatar (10), Battlesense, Call Creatures (up to 13 air elementals serving simultaneously, each with up to 13 HD), Clearsight 130 ft., Divine Air Mastery, Divine Blast (12/day, 22d12 points), Divine Celerity (13 minutes/day), Divine Dodge (63%), Divine Shield (12/day, 130 points), Extra Domain (Good), Extra Domain (Protection), Instant Counterspell, Power of Nature (13 miles), Speak with Creatures (birds). Domain Powers: Turn or destroy earth elementals/ rebuke or control air elementals 12/day; cast animal friendship 13/day; protect up to 9 creatures with +4 dodge bonus to AC for 20 minutes 13/day; cast good spells at +1 caster level; protective ward (+20 bonus to saving throw) 13/day. Spell-like Abilities: Syranita uses these abilities as a 23rd level caster, except for good spells, which she uses as a 24th level caster. The save DCs are 32+spell level. Obscuring Mist, Wind Wall, Gaseous Form, Air Walk, Control Winds, Chain Lightning, Control Weather, Whirlwind, Elemental Swarm*, Calm Animals, Hold Animal, Dominate Animal, Repel Vermin, Commune with Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange, Bless, Shield Other, Helping Hand, Imbue with Spell Ability, Rary’s Telepathic Bond, Hero’s Feast, Refuge, Protection from Spells, Prismatic Sphere, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX, Sanctuary, Protection from Elements, Spell Immunity Spell Resistance, Antimagic Field, Repulsion, Mind Blank. *Cast as an air spell only. Cleric Spells/day: 6/8/8/8/8/7/6/6/6/5; base DC=22+spell level. Ranger Spells/day: 4/4; base DC=22+spell level. Possessions: Syranita carries +5 distance, holy, shocking burst javelins, and a +5 holy, shocking burst short spear. Caster Level: 25th. Other Divine Powers As an intermediate deity, Syranita receives an automatic die roll of 20 on any check. She treats a 1 on a saving throw or attack role normally and not as an automatic failure. She is immortal. Senses: Syranita can see, hear, smell, and touch at a distance of 13 miles. As a standard action, she can perceive anything within 13 miles of her worshippers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can block the sensing power of deities her rank or lower at up to 2 locations at once for 13 hours. Portfolio Sense: Syranita senses anything that affect aarakocra welfare the instant it happens and retains the sensation for 13 tendays after the event occurs. Automatic Actions: Syranita can use Spot, Listen, Heal, Knowledge (Nature), and Survival as a free action if the DC for the task is 25 or lower. She can perform up to ten such free actions each round. Create Magic Items: Syranita can create any magic item that confers defense, or that confers the ability to fly, as long as the market price does not exceed 200,000 gp. |
| Gadodel03-20-04, 08:09 PM | lotsa good work herein. :D |
| Tebryn1403-22-04, 01:26 PM | Ramenos Lesser Deity Symbol: Reeds Home Plane: Abyss/74th/Smaragd Alignment: Chaotic Evil Portfolio: Somnolence, Decay, Intoxication, Bullywugs Worshippers: Bullywugs Cleric Alignments: CE, NE, CN Domains: Chaos, Destruction, Evil, Scalykind, Water Favored Weapon: Short spear Like the race that he rules, Ramenos is destructive, cruel, and evil. Though he shares the layer Smaragd with the Yuan-ti god Merrshaulk (formerly Sseth in the Realms), he denies that the other (stronger) god has any control at all over “his” domain. See, just like his charges in the swamps of Faerun, Ramenos is really only tolerated by other powers, not respected. Cleric 20/Barbarian 20 Medium-Size Outsider (Chaotic, Evil, Extraplanar, Reptilian, Aquatic) Divine Rank: 8 Hit Dice: 20d8+240 (outsider) plus 20d8+240 (cleric) plus 20d12+240 (barbarian) (1280 hp, 1580 while raging) Initiative: +13 Speed: 70 ft., swim 60 ft. AC: 54 (+9 dex, +8 divine, +21 natural, +6 deflection) (49 while raging) Attacks: +5 keen unholy wounding short spear +68/+63/+58/+53 melee (+73/+73/+68/+63/+58 melee while raging); or by spell +62 melee touch, or +54 ranged touch. Damage: +5 keen unholy wounding short spear 1d8+26/19-20 (1d8+33/19-20 while raging); or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, rebuke undead (9/day), summoning (5% chance of uncontrolled monsters) Special Qualities: Divine aura (800 ft., DC 24), divine immunities, DR 20/epic (5/-), fast movement, fire resistance 13 (23 while raging), godly realm (1 mile), plane shift at will, rage 8/day (1 hour duration), remote communication 8 miles, spontaneous casting of divine spells, SR 40 (50 while raging), greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 8 miles, trap sense +6. Saves: Fort +54, Ref +49, Will +48 (+53 while raging) Abilities: Str 38, Dex 28, Con 38, Int 21, Wis 26, Cha 22. Skills: Balance +37, Bluff +34, Climb +62, Concentration +52, Escape Artist +37, Handle Animal +44, Hide +27, Intimidate +64, Knowledge (Arcana) +43, Knowledge (Religion) +43, Knowledge (Nature) +23, Knowledge (Planes) +33, Listen +53, Move Silently +27, Spellcraft +43, Spot +43, Survival +66, Swim +72, Tumble +37. Feats: Alertness, Augment Summoning, Blind-fight, Brew Potion, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Dodge, Empower Spell, Endurance, Improved Initiative, Maximize Spell, Mobility, Quick Draw, Quicken Spell, Power Attack, Spring Attack, Weapon Focus (short spear), Whirlwind Attack. Divine Immunities: Ability drain, ability damage, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Size, Aura of Somnolence and Decay* Avatar (5), Banestrike (sivs), Battlesense, Control Creatures (Bullywugs), Divine Rage, Divine Water Mastery, Extra Domain (Scalykind), Extra Domain (Water). *Unique Salient Divine Ability Aura of Somnolence and Decay Within a 30 ft radius of Ramenos, all objects and building are structurally weakened by his presence. All unattended, non-magical objects have their hardness permanently reduced by 10. If this would reduce an object’s hardness to below 0, the object is essentially rotted through. All objects that survive the weakening effects also take 10d6 points of damage as decay sets in. Magical and attended objects receive a save (DC 34) to resist the affect. Buildings not fully within the radius find only part of their structure decayed. Artifacts are exempt. In addition, all living creatures within the area must make a Will saving throw (DC 34), or by affected by a slow effect (as if cast at 20th caster level). The effect lasts as long as the creature in within the area of the effect, and for 20 rounds after it leaves. Domain Powers: Cast chaotic spells at +1 caster level; smite 8/day (+4 to attack, +20 to damage); cast evil spells at +1 caster level; rebuke or command reptiles 9/day; turn or destroy fire creatures and rebuke or command water creatures 9/day. Spell-like Abilities: Ramenos uses these abilities as an 18th level caster, except for chaotic and evil spells, which he uses as a 19th level caster. The save DCs are 24+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, Inflict Light Wounds, Contagion, Inflict Critical Wounds, Circle of Doom, Harm, Disintegrate, Earthquake, Implosion, Protection from Good, Desecrate, Magic Circle against Evil, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Magic Fang, Animal Trance, Greater Magic Fang, Poison, Animal Growth, Eyebite, Creeping Doom, Animal Shapes, Shapechange, Obscuring Mist, Fog Cloud, Water Breathing, Control Weather, Ice Storm, Cone of Cold, Acid Fog, Horrid Wilting, Elemental Swarm** *Cast as a chaotic or evil spell only **Water elementals only. Cleric Spells/day: 6/8/7/7/7/7/5/5/5/4; base DC=18+spell level. Possessions: Ramenos carries a +5 keen unholy wounding short spear Caster Level: 25th Other Divine Powers As a lesser deity Ramenos may take 10 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Ramenos can see, hear, touch, and smell at a distance of 8 miles. As a standard action, he can perceive anything within 8 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoke within the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities his rank and lower at up to 2 locations at once for up to 8 hours. Portfolio Sense: Ramenos senses anything that affects the welfare of a bullywug community of at least 500 creatures the instant it happens. Automatic Actions: Ramenos can use Intimidate, Survival, and Swim as a free action as long as the DC for the task is 20 or lower. He can perform up to 5 such free actions each round. Create Magic Items: Ramenos can create any magical drug, alcohol, poison, or any item that dulls the senses or causes a Wisdom or Dexterity penalty as long as the market price does not exceed 30,000 gp |
| Tebryn1403-23-04, 12:02 AM | One of my favorite works. Lupercio Baron of Sloth Abyssal Lord Symbol: Smile of razor sharp teeth on shadowy background Home Plane: Abyss/128th/Slugbed (wanders) Alignment: Chaotic Evil Portfolio: - Worshippers: Cultists, Shadow Demons, Shadows. Cleric Alignments: - Domains: - Favored Weapon: Slam Lupercio is the embodiment of the strength of darkness. He is one of the strongest beings to walk the Abyss. Tales say he is the child of Pale Night, the ancient Abyssal Lady whose castle can be found within Baphomet’s Endless Maze. If this is true, then he would also be the brother of Graz’zt, though they certainly share no outward bond. His true form is unknown, because the light around him bends, cloaking him is shadow. He switched back and forth between periods of sloth-like inactivity, and bouts of quickness and haste. Medium-Size Outsider (Chaotic, Evil, Extraplanar, Tanar’ri) Virtual Divine Rank: 3 Hit Dice: 42d8+336 (outsider) (672 hp) Initiative: +16 Speed: 60 ft. AC: 54 (+12 dex, +3 divine, +17 natural, +9 deflection, +3 insight) Base Attack/Grapple: +42/+59 Attacks: Slam +62/+57/+52/+47 melee; or by spell +62 melee touch, or +57 ranged touch. Damage: Slam 1d6+25; or by spell. Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Spell-like abilities, fear, summon nightwalker, summon shadow, summon tanar’ri, spells. Special Qualities: Divine aura (30 ft., DC 22), divine immunities, DR 15/epic, fire resistance 8, godly realm (Slugbeds; 300 ft. elsewhere), remote communication 3 miles, SR 35, greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 3 miles, blind-sight 20 ft, darkvision, aura of darkness, aura of sloth. Saves: Fort +34, Ref +38, Will +34. Abilities: Str 44, Dex 34, Con 26, Int 28, Wis 26, Cha 29. Skills: Balance +45, Bluff +52, Climb +40, Concentration +46, Diplomacy +22, Escape Artist +45, Gather Info +42, Hide +75, Intimidate +57, Jump +40, Knowledge (Arcana) +47, Knowledge (Abyssal Politics) +47, Knowledge (The Planes) +47, Knowledge (Religion) +47, Listen +48, Move Silently +60, Search +32, Sense Motive +31, Spellcraft +47, Spot +48, Tumble +50, Use Magic Device +42, Survival +35. Feats: Alertness, Awesome Blow, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Great Cleave, Improved Initiative, Mobility, Power Attack, Silent Spell, Spring Attack, Still Spell. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Spell-like Abilities: Lupercio uses these abilities as a 20th level caster. The save DCs are 22+spell level. At will-Abyssal Might, Bull’s Strength, Blasphemy, Armor of Darkness, Chaos Hammer, Damning Darkness, Deeper Darkness, Darkbolt, Desecrate, Greater Dispelling, Greater Teleport, Sap Strength, Telekinesis, Unholy Aura. 3/day- Finger of Death, Shadow Walk. Aura of Darkness (Su): Lupercio is surrounded by an area that causes severe curvature of light. Because of this, the area immediately surrounding him is very dark, making it impossible to discern his true form. In addition, it grants him 9/10th concealment (40% miss chance) at all times, as well as a +15 circumstance bonus on Hide checks. It automatically counters and dispels and light effect within 20 ft. of him, unless it was cast by a deity of rank 3 or higher. Any mundane light sources have their illumination radii cut in half while within the aura. The effect cannot be dispelled. Aura of Sloth (Su): All creatures within 10 ft. of Lupercio must succeed at a Will saving throw (DC 32) or suffer the effects of a slow effect. The effect remains for as long as the creature is within the aura. If a creature leaves and then reenters, he must save again. Summon Tanar’ri (Sp): At will, Lupercio can automatically summon 1d2 shadow demons. In addition, 5/day, he can attempt to summon 1 kelvezu (75% chance). Summon Nightwalker (Sp): 3/day, Lupercio can automatically summon 1 nightwalker nightshade. Summon Shadows (Sp): At will, Lupercio can summon 1d6+3 undead shadows. Fear (Su)[b/]: Lupercio’s cackle (free action) can invoke a fear effect (DC 33) at will. [b]Spells: Lupercio can cast spells as a 12th level cleric with access to the Chaos, Darkness, Evil, and Strength domains. 6/7/6/6/5/4/3; base DC=18+spell level. Other Divine Powers As a Tanar’ri Lord with the power of a demigod, Lupercio treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Lupercio can see, hear, smell, and touch at a distance of 3 miles. As a standard action, he can perceive anything within 3 miles of his worshippers, or any location where one of his titles or name was spoken in the last hour. He can extend his sense to up to 2 locations at once. He can block the sensing power of deities rank 3 and lower at up to two remote locations at once for up to 3 hours. Virtual Divine Rank: Though not an actual deity, by virtue of his age, might, and influence over his layers of the Abyss, Lupercio is essentially a Rank 3 demigod. However, he does not gain power from those who worship him, nor does he have domain powers or spells. He cannot create avatars, and he does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs he would otherwise have, he is treated as having a Divine Rank of 3. He can, however, grant spell of up to 3rd level to his would be clerics, or up to 4th level if he deigns to appear to them is person. His clerics do not gain access to domain powers or spells. |
| Tebryn1403-23-04, 01:59 PM | - |
| Akumaisloose03-25-04, 02:14 PM | How about that post for the diety Sharess, I know that she was on the last one but i have yet to see her on this one, if i have simply passed over it without seeing it please tell me the page it is on and i will trudge back there. Thank you and have a great day or night depending on where you are at. |
| Tebryn1403-25-04, 08:21 PM | Sharess By Jorda the Knight The Dancing Lady, Mother of Cats Faerunian Demigod Symbol: Feminine Lips Home Plane: Brightwater Alignment: Chaotic Good Portfolio: Hedonism, sensual fulfillment, feasthalls, cats Worshipers: Bards, hedonists, sensualists Cleric Alignments: CG, CN, NG Domains: Chaos, Charm, Good, Travel, Trickery Favored Weapon: A great cat’s paw (claw bracer) Sharess 20 Bard/20 Rogue Medium-Size Outsider (Chaos, Good) Divine Rank: 5 Hit Dice: 20d8 (Outsider), 20d6 (Brd), 20d6 (Rog) Initiative: +17 (+13 Dex, +4 improved initiative) Speed: 60 ft. AC: 61 (+13 Dex, +5 divine, +18 natural, +15 deflection) Attacks: +4 keen bane (reptile) bite and +4 keen bane (reptile) claws + 56 melee (bite), +63 melee (claws); or +51 melee touch; or +62 ranged touch Damage: Claws 1d4+12/ 1d4+12/19-20, bite 1d8+12 Face/Reach: 5 ft. by 5 ft/ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack +10d6 Special Qualities: Divine immunities, DR 40/+4, understand, speak and read all languages and speak directly to all beings within 5 miles, fire resistance 25, godly realm, evasion, uncanny dodge, improved evasion, opportunist, crippling blow, SR 37, bardic knowledge +35, bardic music 20 times/day (as level 20 bard), divine aura (50 ft. DC= 30) Saves: Fort. +46 Ref. +50 Will. +44 Abilities: Str.26 (+8) Dex. 36 (+13) Con.28 (+9) Int.26 (+8) Wis.25 (+7) Cha. 40 (+15) Skills: Alchemy +45, Balance +45, Bluff +45, Climb +45, Decipher Script +45, Diplomacy +45, Disguise +45, Escape Artist +45, Hide +45, Innuendo +45, Jump +45, Knowledge (arcana) +45, Knowledge (nature) +45, Listen +45, Move Silently +45, Open Lock +45, Perform (song) +45, Pick Pocket +45, Read Lips +45, Scry +45, Spellcraft +45, Wilderness Lore +45 Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Mobility, Spring Attack, Improved Trip, Improved Critical (claws), Weapon Focus (claws), Weapon Finesse (claws), Improved Initiative, Blind Fight, Blind Sight 5 ft., Run, Spell Penetration, Track, Multiattack, Power Critical (claws) Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Extra Domain (Travel), Extra Domain (Trickery), Alter Size, Banestrike (reptiles), Call Creatures (felines), Control Creatures (felines) Domain Powers: Cast chaos and good spells at +1 caster level, 10 rounds/day move as if under effects of a freedom of movement spell, Wilderness Lore is a class skill, Bluff, Disguise and Hide are class skills, add +4 to charisma 1/day as free action for 1 minute. Spell-Like Abilities: All domain spells, caster level 15, Base DC= 30+ spell level Possessions: Sharess carries no special items, though she often has a number of small but valuable magic items she uses as jewelry. Other Divine Powers Senses: Sharess can see, hear and feel at a distance of 5 miles. As a standard action she can perceive anything within 5 miles of any feline, her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 remote locations at once. She can block the sensing power of a deity of her rank or lower at up to 2 remote locations for 5 hours. Portfolio Sense: Sharess can sense any act of seduction, pleasure or any act that involves felines as long as at least 1000 creatures are involved. Automatic Actions: Sharess can use Balance, Bluff, Hide or Perform (song) as a free action as long as the DC for the task is 15 or lower. Create Magic Items: Sharess can create any magic item that involves charm or felines so long as the market price of the item is not greater than 4500 gp. |
| Akumaisloose03-26-04, 10:26 AM | Thank you for helping me get the stat for Sharess to all of you, I am glad, but my friends and players will hate you, i'm sick of them being evil so i am going to throw her in there somwhere |
| Tebryn1403-27-04, 03:24 PM | Orcus Demon Prince of the Undead; the Lost Power of the Undead; Tenebrous. Lesser Deity Symbol: A skull-tipped wand (the Wand of Orcus) Home Plane: Abyss/113th (Thanatos)/Naratyr Alignment: Chaotic Evil Portfolio: Undeath, the undead Worshippers: Cultists, death worshippers, undead Cleric Alignments: CE, NE Domains: Chaos, Death, Evil, Undeath Favored Weapon: The Wand of Orcus (great club) Recently resurrected by the Skull-King, his last faithful cleric, Orcus is once again a force to be reckoned with. After having his worship in the Cold Lands (and Wand) shattered by King Dragonsbane, Bahamut, and Ilmater, he was deposed and killed by Kiaransalee. He then manifested as a power of undeath, calling himself Tenebrous. Wielding an ancient and powerful artifact called the Last Word, he slew several deities, including the illithid power Maanzicorian. But now Orcus is once again living (mostly). Having revitalized his Wand, he has forced Kiaransalee to flee Naratyr, and has again risen to lesser deity status. He has resumed his wars with Demogorgon and Graz’zt, and is once again a power player of the Abyss. Large Outsider (Chaotic, Evil, Tanar’ri) Divine Rank: 6 Hit Dice: 43d8+516 (860 hp) Initiative: +8 Speed: 80 ft., fly 240 ft. (perfect) AC: 56 (+8 dex, +6 divine, +20 natural, +9 deflection +4 insight, -1 size) Base Attack/Grapple: +43/+62 Attacks: The Wand of Orcus (+6 unholy chaotic great club) +69/+64/+59/+54 melee and claw +59 melee, and horn +59 melee, and sting +59 melee; or by spell +64 melee touch, or +57 ranged touch. Damage: The Wand of Orcus (+6 unholy chaotic great club) 1d10+21+death (see below); claw 1d8+7; horn 2d6+7; sting 1d6+7+poison; or by spell. Face/Reach: 15 ft by 5 ft./10 ft. Special Attacks: Domain powers, spell-like abilities, poison, spells, rebuke or control undead (as 35th level cleric) 16/day; summon tanar’ri, summon undead. Special Qualities: Divine aura (600 ft., DC 25), divine immunities, DR 20/epic, fast healing 3, fire resistance 11, godly realm (1 mile, Naratyr/Thanatos), plane shift at will, remote communication 6 miles, SR 38, greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 6 miles, undead qualities. Saves: Fort +41, Ref +37, Will +38. Abilities: Str 40, Dex 26, Con 34, Int 28, Wis 28, Cha 28. Skills: Balance +22, Bluff +55, Climb +51, Concentration +63, Craft (Alchemy) +50, Diplomacy +45, Escape Artist +34, Gather Information +35, Hide +34, Intimidate +60, Jump +51, Knowledge (Arcana) +60, Knowledge (Abyssal Politics) +55, Knowledge (Planes) +55, Knowledge (Religion) +60, Listen +57, Move Silently +34, Search +41, Sense Motive +50, Spellcraft +60, Spot +57, Survival +35, Use Magic Device +30. Feats: Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Craft Magic Arms and Armor, Craft Rod, Dark Speech, Dodge, Extra Turning, Maximize Spell, Mobility, Power Attack, Quicken Spell, Spell Focus (Necromancy), Spring Attack, Vile Spell. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Domain Powers: Cast chaotic spells at +1 caster level; death touch 6/day; cast evil spells at +1 caster level; free Extra Turning feat. Spell-like abilities (divine): Orcus uses these abilities as a 16th level caster, except for chaotic and evil spells, which he uses as a 17th level caster. The save DCs are 25+spell level, except for Necromancy spells, for which the save DCs are 27+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IV, Cause Fear, Death Knell, Animate Dead, Death Ward, Slay Living, Create Undead, Destruction, Create Greater Undead, Wail of the Banshee, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Blasphemy, Unholy Aura, Detect Undead, Circle of Doom, Control Undead, Energy Drain. Spell-like abilities (tanar’ri): Orcus uses these abilities as a 20th level caster, except for chaotic and evil spells, which he uses as a 21st level caster. The save DCs are 19+spell level, except for Necromancy spells, for which the save DCs are 21+spell level. At Will-Darkness, Abyssal Might, Astral Projection, Sympathy, Enervation, Halt Undead, Vampiric Touch, Chill Touch, Control Undead, Soul Bind, Telekinesis, Greater Teleport, Lightning Bolt, Fear, Wall of Fire, Stop Heart, Detect Law, Detect Good. 1/day-Gate, Finger of Death, Energy Drain, General of Undeath, Trap the Soul. Poison (Ex): Sting-initial damage 1d6 Str, secondary damage 2d6 Str. Fort save DC 43. Spells: Orcus casts spells as a 28th level wizard specialized in the school of Necromancy. Prohibited school-Illusion. Spells/day: 4/7/6/6/6/6/5/5/5/5; base save DC=19+spell level. Control or Rebuke Undead (Su): Orcus can control or rebuke undead as a 35th level cleric 16/day. Summon Undead (Sp): At will, Orcus can summon 5d6 wights, 3d6 wrights, 1d6 bodaks, or 1 nightwing. Summon Tanar’ri (Sp): 10/day, Orcus can automatically summon 1d6 vrocks, 1d3 glabrezu, or 1 nalfeshnee. Additionally, 5/day, he can attempt to summon either 1 balor (75%), or 1 kelvezu (85%). Possessions: Orcus carries the Wand of Orcus, which functions as a +6 chaotic unholy great club. Anyone struck by it in combat or touching it directly against Orcus’ will must succeed at a Fort Save (DC 25) or die immediately. It also double the maximum HD of undead that the wielder is able to control. Caster Level: 25th Other Divine Powers As a lesser deity, Orcus may take 10 on any check. He treats a roll of 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Orcus can see, hear, smell, and touch at a distance of 6 miles. As a standard action, he can perceive anything within 6 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken within the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities his rank and lower at up to 2 locations at once for up to 6 hours. Portfolio Sense: Orcus senses any creation of undead as long as it involves or affects at least 500 people. Automatic Actions: Orcus can use Knowledge (Religion), Knowledge (Arcana), and Spellcraft as a free action as long as the DC for the task is 20 or lower. He can perform up to 5 such free actions each round. Create Magic Items: Orcus can create any magic item that aids in the creation and/or control of undead creatures, or that makes use of a death effect, as long as the market price does not exceed 30,000 gp. |
| Tebryn1403-28-04, 01:04 AM | General of Gehenna Ultraloth Prince Symbol: Depiction of the Crawling City Home Plane: Gehenna/Crawling City (Wanders) Alignment: Neutral Evil Portfolio: - Worshippers: - Cleric Alignments: - Domains: - Favored Weapon: Long sword The General of Gehenna, the leader of all Yugoloths, along with the Oinoloth, is equivalent in power to a demigod. The first Yugoloth of all, The General wielded the Heart of Darkness eons ago at the direction of the Baernaloths to separate the flaws of Law and Chaos from the Yugoloths and infect the larvae of the Gray Waste, creating the Baatezu, who migrated to the Nine Hells and usurped the Ancient Baatorians, and the Tanar’ri, who fully replaced whatever may have preceded them as the native race of the Abyss. He now rules the Crawling City, wielding complete control over the movement of the City. From his chambers there, he steers the Blood War masterfully, provoking it according to the will of the Baernaloths and other unique Yugoloth beings. The general appears much as other Ultraloths, save that he is taller, around 8 ft. tall. He has a presence of ancient power, and indeed has the might to back up the image. Large Outsider (Evil, Extraplanar) Virtual Divine Rank: 5 Hit Dice: 46d8+368 (736 hp) Initiative: +15 Speed: 80 ft. AC: 63 (+11 dex, +5 divine, +20 natural, +12 deflection, +6 insight, -1 size) Base Attack/Grapple: +46/+58 Attacks: +5 unholy vorpal long sword +63/+58/+53/+48 melee; or enervation ray +62 ranged touch; or by spell +59 melee touch, or +62 ranged touch. Damage: +5 unholy vorpal long sword 1d8+13; or enervation ray, as enervation spell; or by spell. Face/Reach: 5 ft. by 5 ft./ 10 ft. Special Attacks: Spell-like abilities, spells, summon unique being, summon Yugoloth, hypnotic gaze. Special Qualities: Divine aura (50 ft., DC 27), divine immunities, fast healing 3, fire resistance 10, godly realm (500 ft./Crawling City), remote communication 5 miles, SR 37, DR 15/epic, greater teleport at will, battlesense, clearsight, understand, speak, and read all languages and speak directly to all beings within 5 miles, shrewd, Yugoloth traits. Saves: Fort +38, Ref +41, Will +43. Abilities: Str 27, Dex 32, Con 26, Int 40, Wis 36, Cha 34. Skills: Appraise +50, Balance +56, Bluff +70, Climb +48, Concentration +62, Diplomacy +70, Forgery +65, Gather Information +66, Hide +51, Intimidate +66, Jump +43, Knowledge (Abyssal Politics) +65, Knowledge (Arcana) +65, Knowledge (Baatorian) +65, Knowledge (Battle Tactics) +69, Knowledge (History) +65, Knowledge (The Planes) +69, Knowledge (Religion) +55, Listen +62, Move Silently +51, Search +50, Sense Motive +83, Spellcraft +65, Spot +62, Tumble +56, Use Magic Device +29. Feats: Alertness, Blind-fight, Combat Casting, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Epic Leadership, Evil Brand (Baernaloths), Extend Spell, Improved Initiative, Leadership (58), Maximize Spell, Mobility, Quick Draw, Quicken Spell-like ability, Spring Attack, Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Hypnotic Gaze (Su): Hypnotic Pattern as per the spell cast by a 20th level sorcerer, no HD limit, 30 ft, Will DC 45 negates. Clearsight (Su): As per the Clearsight salient divine ability, 50 ft. range. Battlesense (Su): As per the Battlesense salient divine ability. Spell-like abilities: The General uses these abilities as a 20th level caster. The save DCs are 22+spell level. At will-Alter Self, Deeper Darkness, Desecrate, Fear, Gaseous Form, Invisibility, Prying Eyes, Augury, Greater Scrying, See Invisibility, Suggestion, Wall of Fire, Chain Lightning, Detect Good, Detect Chaos, Detect Evil, Detect Law, Greater Dispelling, Blasphemy, Unholy Aura, Greater Teleport. 3/day-Binding, Geas/Quest, Mass Suggestion, Energy Drain 1/day-Symbol, Gate, Power Word, kill, Meteor Swarm. Spells: The General can cast spells as a 25th level wizard. Spells/day: 4/8/8/8/7/7/7/7/6/6; save DC=25+spell level. Shrewd (Su): The General is magically proficient at knowing the intentions of others. He gains a +12 insight bonus to all Sense Motive checks. He also has a detect thoughts effect, as per the 3rd round of the spell, constantly active, with no saving throw available. Summon Yugoloth (Sp): At will, the General can automatically summon 3d6 mezzoloths, 1d6 nycaloths or arcanaloths, or 1 ultraloth. Summon Unique Being (Sp): Because of his importance in the Blood War as well as in other aspects of lower plane politics, the General can attempt to summon a unique archfiend 1/week. Summoned archdevils have a 50% chance of arriving, Abyssal Lords 35%, and yugolothic lords 75%. The beings are not in the control of the General upon their arrival. Possessions: The General carries a +5 unholy vorpal long sword. Caster Level: 25th Other Divine Powers As an Ultraloth prince with the power of a demigod, the General treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: The General can see, hear, smell, and touch at a distance of 5 miles. As a standard action, he can perceive anything within 5 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities rank 5 and lower at up to two remote locations at once for up to 5 hours. Virtual Divine Rank: Though not an actual deity, by virtue of his age, might, and influence in lower planes politics, the General is essentially a Rank 5 demigod. However, he does not gain power from those who worship him, nor does he have domain powers or spells. He cannot create avatars, and he does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs he would otherwise have, he is treated as having a Divine Rank of 5. |
| Tebryn1403-28-04, 11:03 AM | Just out of curiosity: I know that we have views, because the numbers keep going up, but how many of you all are actually "following" this thread? You know, actively reading to see the next deity or powerful outsider we map out? Just trying to figure out if we have an "audience" or more of a "group of spectators" gathered. BTW, Cryronax (evil eic archelemental) and probably an archdevil or two. MAybe Fierna. They're coming up next. |
| Maskanodel03-28-04, 12:01 PM | I don't know about anyone else, but I always look forward to seeing the next deity you put up. |
| Par-Salian03-29-04, 10:28 AM | Tebryn14, I can genuinely say that I look forward to checking out both this and the Realms NPC Characters thread every single day and you and Green Giant do a fantastic job!! |
| Tebryn1403-30-04, 10:25 PM | Well, as I promised Fierna The Lady of Phlegethos Archduchess of the 4th layer Symbol: A pair of glowing red eyes, circled by a tail with a barbed end. Home Plane: Baator/4th layer (Phlegethos)/Abriymoch Alignment: Lawful Evil Portfolio: - Worshippers: - Cleric Alignments: - Domains: - Favored Weapon: Flame Blade Fierna is the Lady of the 4th circle. For eons, her father ruled the layer, but after the Reckoning, and with the blessing of Asmodeus, he elevated his daughter as his co-ruler. While many devils believe (and so Fierna and Belial would like them to) that in reality Belial is the real power behind the throne, Fierna is in truth quite as skilled in negotiating the cutthroat world of Baatorian politics as her father. In fact, her superior charisma and personal force offers her an advantage over her father. Many devils believe that she spends the majority of her time in lava pools with her consort, the powerful Pit Fiend and an overseer of her city, Gazra. In truth, she is indeed often reclining in the lava pools, though more often then not with her father by her side, negotiating and deliberating. Belial also has the gift of channeling his daughter’s frequent (and horrifying) fits of rage. Fierna appears as a tall (but not inhumanly so), dark humanoid woman. Having a mastery over fire, she often appears wreathed in flames. She fights with a fiery blade of divine force she summons at will. The base damage results directly from divine energy, and the rest from fire and her prodigious Strength. Medium-Size Outsider (Evil, Lawful, Extraplanar, Baatezu) Virtual Divine Rank: 2 Hit Dice: 41d8+328 (656 hp) Initiative: +13 Speed: 60ft. AC: 55 (+9 dex, +2 divine, +17 natural, +14 deflection, +3 insight) Base Attack/Grapple: +41/+49 Attacks: Flame Blade +52/+47/+42/+37 melee; or by spell +51 melee touch, +52 ranged touch. Damage: Flame Blade 2d8+8+15 fire; or by spell. Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Spell-like abilities, fear aura, summon Baatezu, heat aura, spells. Special Qualities:Heat sense, divine aura (20 ft. DC 26), DR 15/epic, fire immunity, understand, speak, and read all languages and speak directly to all beings within 2 miles, remote communication 2 miles, godly realm (200 ft., Abriymoch), SR 34, Baatezu qualities, divine immunities. Saves: Fort +32, Ref +33, Will +33. Abilities: Str 27, Dex 29, Con 26, In 34, Wis 29, Cha 38. Skills: Balance +31, Bluff +60, Climb +25, Concentration +40, Diplomacy +60, Disguise +46, Escape Artist +36, Forgery +58, Gather Information +60, Heal +31, Hide +26, Intimidate +60, Jump +25, Knowledge (Arcana) +54, Knowledge (Baatorian Politics) +58, Knowledge (Planes) +56, Knowledge (Religion) +54, Listen +53, Move Silently +26, Read Lips +49, Search +39, Sense Motive +55, Spellcraft +55, Spot +53, Tumble +31. Feats: Combat Casting, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Empower Spell, Extend Spell, Improved Initiative, Maximize Spell, Quicken Spell-like Ability, Scribe Scroll, Spell Focus (Evocation), Spell Penetration, Still Spell, Weapon Focus (Flame Blade). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Spell-like Abilities: Fierna uses these abilities as a 20th level caster. The save DCs are 24+spell level, except for Evocation spells which are 26+spell level. At will-Blasphemy, Desecrate, Detect Good, Detect Chaos, Greater Dispelling, Burning Hands, Produce Flame, Wall of Fire, Incendiary Cloud, Flame Arrows, Fireball, Suggestion, Sunburst, Hellfire Storm, Flame Strike, Unholy Aura 5/day-Fire Storm, Meteor Swarm 1/day-Gate, Wish. Spells: Fierna casts spells as a 15th level wizard. 4/7/7/7/7/5/4/3; base DC=22+spell level. Fear Aura (Su): At will, as a free action, Fierna can create and aura of fear in a 30 ft radius. It is otherwise identical to a fear spell cast at 25th caster level (save DC 44). Heat Aura (Su): At will, as a free action, Fierna can cause the air around her to heat to tremendous temperatures. All creatures within a 20 ft. radius take 2d6 points of fire damage each round they remain within the aura. In addition, easily flammable material (paper, parchment, oil) catch fire immediately. Heat Sense (Su): By sensing their ambient body heat, Fiera can discern the location of any corporeal creature within 30 ft. Summon Baatezu (Sp): 10/day, Fierna can automatically summon 2d6 hamatulas, or 2d4 cornugons. Additionally, 3/day, she can attempt to summon 1 pit fiend (90% chance). Other Divine Powers As a Duchess of Hell with the power of a demigod, Fierna treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Fierna can see, hear, smell, and touch at a distance of 2 miles. As a standard action, she can perceive anything within 2 miles of her worshippers, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities rank 2 and lower at up to two remote locations at once for up to 2 hours. Virtual Divine Rank: Though not an actual deity, by virtue of her age, might, and influence over her layer of the Nine Hells, as well as the authority granted by Asmodeus, Fierna is essentially a Rank 2 demigod. However, she does not gain power from those who worship her, nor does she have domain powers or spells. She cannot create avatars, and she does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs he would otherwise have, she is treated as having a Divine Rank of 2. She can, however, grant spell of up to 3rd level to her would be clerics, or up to 4th level if she deigns to appear to them in person. Her clerics do not gain access to domain powers or spells. |
| DragonFan04-02-04, 12:31 AM | Jorda, I loved Oranos and Cronos. Is there anyway you could do Atlas and Prometheus? Atlas if you can only do one. Thanks in advance. |
| Tebryn1404-02-04, 11:25 PM | Garyx Firelord, All-Destroyer, Cleanser of Worlds Intermediate Deity Symbol: Draconic eye superimposed over flame. Home Plane: The Abyss Alignment: Chaotic Evil Portfolio: Fire-using dragons, Destruction, Renewal. Worshippers: Fire using dragons, sorcerers, some druids. Cleric Alignments: CE, NE, CN Domains: Chaos, Destruction, Evil, Fire, Renewal, Scalykind. Favored Weapon: Sickle (claw) Garyx represents the destructive, all-consuming portion of dragon nature. He is completely evil, and even more chaotic, relishing in sheer power. He appears as a great red wyrm dragon. Colossal Dragon (Fire, Chaotic, Evil, Extraplanar) Divine Rank: 12 Hit Dice: 53d12+715 (1375 hp) Initiative: +4 Speed: 60 ft., fly 180 ft. clumsy. AC: 78 (-8 size, +12 divine, +54 natural, +10 deflection) Base Attack/Grapple: +55/+85. Attacks: Bite +81 melee, and 2 claws +76 melee, and 2 wings +76 melee, and tail slap +76 melee; or by spell +81 melee touch, or +59 ranged touch. Damage: Bite 4d8+22; 2 claws 2d8+11; 2 wings 4d6+11; tail slap 4d6+33; or by spell. Face/Reach: 40 ft. by 80 ft./ Bite 30 ft., claws 20 ft., wings 30 ft., tail 40 ft. Special Attacks: Breath weapon, crush, tail sweep, spells, spell-like abilities, domain powers, salient divine abilities. Special Qualities: Divine immunities, fire subtype, DR 25/epic, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 12 miles, remote communication 12 miles, godly realm (10 miles), greater teleport at will, plane shift at will, blindsense 390 ft., frightful presence (DC 47), SR 44, divine aura (1,200 ft., DC 32). Saves: Fort +54, Ref +41, Will +48. Abilities: Str 54, Dex 10, Con 37, Int 29, Wis 26, Cha 30. Skills*: Appraise +50, Balance +22, Bluff +80, Climb +84, Concentration +75, Intimidate +80, Jump +89, Knowledge (Arcana) +71, Knowledge (Dragonkind) +79, Knowledge (Planes) +71, Knowledge (Religion) +71, Listen +77, Search +76, Sense Motive +44, Spellcraft +76, Spot +77, Survival +33. *Always receives a 20 on checks. Feats: Alertness, Awesome Blow, Cleave, Combat Casting, Combat Reflexes, Empower Spell, Great Cleave, Improved Initiative, Maximize Spell, Power Attack, Quicken Spell, Shock Wave, Snatch, Spell Penetration, Sunder, Tail Sweep Knockdown, Tempest Breath (Tornado strength), Wingstorm. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Breath Weapon (Su): Garyx’s breath weapon is a cone of fire 80 ft. long that deals 39d12 points of damage. A Reflex save (DC 61) reduces the damage by half. Once Garyx has used his breath weapon, he must wait 1d4 rounds before he can breathe again. Crush (Ex): Garyx can land on foes as a standard action, using his while body to crush them. Crush attack are effective only again opponents that are large or smaller. A crush attack affects as many creatures as can fit under Garyx’s body. Creatures in the affected area must succeed at Reflex saves (DC 61) or be pinned automatically, taking 4d8+33 points of damage each round until Garyx moves. Garyx can maintain the pin as a normal grapple action. Tail Sweep (Ex): As a standard action, Garyx can sweep his tail in a hold circle with a 40 ft. diameter. Medium-size or smaller creatures within the tail sweep area automatically take 2d8+33 points of damage and must succeed at Reflex saves (DC 61) to avoid being knocked down. Domain Powers: Cast chaotic spells at +1 caster level; Smite attack with +4 to attack and +20 to damage 12/day; cast evil spells at +1 caster level; turn or control Air type creatures and rebuke or control Fire type creatures 13/day; rebuke or command reptilian creatures 13/day; 12/day, gain 1d8+10 hit points when you fall below 0 hit points. Spell-like Abilities: Garyx uses these abilities as a 22nd level caster, except for chaotic and evil spells, which he uses as a 23rd level caster. The save DCs are 32+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster XI*, Inflict Light Wounds, Contagion, Inflict Critical Wounds, Circle of Doom, Harm, Disintegrate, Earthquake, Implosion, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Burning Hands, Produce Flame, Resist Elements, Wall of Fire, Fire Shield, Fire Seeds, Fire Storm, Incendiary Cloud, Elemental Swarm, Charm Person, Lesser Restoration, Remove Disease, Reincarnate, Atonement, Heroes’ Feast, Greater Restoration, Polymorph any Object, Freedom, Magic Fang, Animal Trance, Greater Magic Fang, Poison, Animal Growth, Eyebite, Creeping Doom, Animal Shapes, Shapechange. *Cast as an evil or chaotic spell only. Salient Divine Abilities: Alter Size, Annihilating Strike, Automatic Metamagic (Quickened Sorcerer spells), Avatar, Divine Blast (13/day; 22d12 points of damage), Divine Fire Mastery, Divine Shield (16/day; stops 120 points of damage), Energy Storm (Fire), Extra Domain (Fire), Extra Domain (Renewal), Extra Domain (Scalykind), Extra Energy Immunity, Hand of Death (DC 42), Mass Divine Blast, Spell Immunity. Cleric Spells/day: 6/7/7/7/7/6/5/5/5/4; base DC=18+spell level. Caster level 20th. Sorcerer Spells Known (6/9/9/8/8/8/8/7/7/7; base DC=20+spell level, caster level 24th): 0-Daze, Dancing Lights, Flare, Arcane Mark, Detect Magic, Ray of Enfeeblement, Ray of Frost, Disrupt Undead; 1st-True Strike, Magic Missile, Chill Touch, Burning Hands, Shocking Grasp; 2nd-Continual Flame, Darkness, Flaming Sphere, Shatter, Pyrotechnics; 3rd-Dispel Magic, Flame Arrow, Fireball, Lightning Bolt; 4th-Wall of Fire, Shout, Enervation, Scrying; 5th-Cloudkill, Dominate Person, Animate Dead, Magic Jar; 6th-Greater Dispelling, Acid Fog, Chain Lightning, Control Weather; 7th-Spell Turning, Delayed Blast Fireball, Limited Wish; 8th-Incendiary Cloud, Power word, Blind, Horrid Wilting; 9th-Gate, Meteor Swarm, Wish. Spell Immunity (unique salient divine ability): Garyx is immune to the effect of any spell of spell-like ability of 5th level or lower. Other Divine Powers As an intermediate deity, Garyx receives an automatic die roll of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Garyx can see, hear, smell, and touch at a distance of 12 miles. As a standard action, he can perceive anything within 12 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can block the sensing power of deities his rank or lower at up to 2 locations at once for 12 hours. Portfolio Sense: Garyx senses anytime dragons engage in destructive acts, the instant it happens and retains the sensation for 12 tendays. Automatic Actions: Garyx can use Intimidate, or Bluff as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Garyx can create any magic item that uses fire, or cause destruction, as long as the market price does not exceed 200,000 gp. |
| DragonFan04-03-04, 09:16 AM | Very Nice Tebryn. :) I don't know if yu caught my post above to Jorda about Atlas and Prometheus but if you find the time I would aprreciate if you could give them a whirl. thanks in advance. |
| Tebryn1404-03-04, 10:49 AM | Hmm, actually I am conflicted about that matter. First of all, Cronus is supposed to be CE and inhabit Mt Orthys on Carceri. And while the Greek Pantheon are indeed part of the multiverse in my campaign, I'm gonna have to take a rain check on that one.There are several pantheons that haven't even been started yet, and once I get a respectable number of those done, I can start worrying about finishing upo the ones we already have.. BTW, I am thinking about doing a slaad lord, and I have an archelemental (Cryonax) coming today. After those too wonderfuls, I havecompleted a selection of all the categories of semidivinities. I also have to update that list, there are a few thjings missing that I need to get to. But in all seriousness, we are within respectable distance of finishing that list. And then I will try to find a way to get that entire collection out, without spending the 150 dollars to buy Adobe software (because my meek high school budget would be crushed). If you have any tips on that subject, please feel free. The file, BTW, will be about 5 mb, and is composed of Word files. |
| DragonFan04-03-04, 12:18 PM | Other than those two issues, were you happy with Jorda's take on the Titans? |
| Tebryn1404-03-04, 01:33 PM | I wouldn't call them his best works (He certainly has some good ones), but yes, I was fairly happy with their stats, if not background and alignment. |
| Tebryn1404-04-04, 04:06 PM | Alzrius Lord of the Infernal Light Tanar’ri Lord Symbol: A white flame Home Plane: Abyss/601st layer/Conflagratum Alignment: Chaotic Evil Portfolio: - Worshippers: - Cleric Alignments: - Domains: - Favored Weapon: slam Alzrius appears as a 10 ft. tall flame of incredible brightness. His realm, the Conflagratum, is a layer of burned, strange architecture, with only Alzrius’ palace whole and not consumed. The entire layer has the Fire Dominant trait. Taking a greater role in the Blood War than most Tanar’ri Lords, his armies of Babau and Armanites make lightning quick strikes into the Gray Waster, Gehenna, and even, on rare occasions, the Nine Hells itself. Alzrius is infernal flames embodied, blinding white fury, and incredible radiance. Large Outsider (Chaotic, Evil, Fire, Tanar’ri) Virtual Divine Rank: 2 Hit Dice: 41d8+369 (697 hp) Initiative: +18 Speed: 80 ft. AC: 56 (+14 dex, +2 divine, +17 natural, +10 deflection, +4 insight, -1 size) Base Attack/Grapple: +41/+58 Attacks: Slam +57/+52/+47/+42 melee; or by spell +56 melee touch, or +57 ranged touch. Damage: Slam 1d8+13+3d6 fire; or by spell. Face/Reach: 5 ft. b6 5 ft./10 ft. Special Attacks: Spell-like abilities, spells, blinding flash, summon Tanar’ri, summon fire elementals. Special Qualities: Divine immunities (except cold), DR 15/epic, fire subtype, spontaneous casting of divine spells, fast healing 2, understand, speak, and read all languages and speak directly to all beings within 2 miles, remote communication 2 miles, godly realm (200 ft./Conflagratum), greater teleport at will, SR 34, divine aura (20 ft., DC 22), heat, alter size. Saves: Fort +33, Ref +38, Will +32. Abilities: Str 36, Dex 38, Con 29, Int 29, Wis 26, Cha 30. Skills: Balance +41, Bluff +47, Climb +35, Concentration +51, Diplomacy +22, Intimidate +56, Knowledge (Arcana) +51, Knowledge (Abyssal Politics) +55, Knowledge (Blood War) +41, Knowledge (Tactics) +51, Knowledge (Planes) +55, Knowledge (Religion) +46, Listen +52, Move Silently +31, Search +41, Sense Motive +45, Spellcraft +51, Spot +52, Tumble +36, Survival +30. Feats: Alertness, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Maximize Spell, Mobility, Quicken Spell, Spell Focus (Evocation), Spring Attack, Weapon Finesse, Weapon Focus (Slam), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Spell-like Abilities: Alzrius uses these abilities as a 20th level caster. The save DCs are 20+spell level, except for evocation spells, for which the save DCs are 22+spell level. At will-Burning Hands, Produce Flame, Wall of Fire, Fire Shield, Blasphemy, Unholy Blight, Chaos Hammer, Flame Strike, Greater Teleport, Inferno, Flame Arrow, Fireball, Acid Fog, Telekinesis, Mass Haste; 5/day-Fire Storm, Meteor Swarm, Binding, Incendiary Cloud, Cloud Kill, Disintegrate; 1/day-Wish, Gate, Elemental Swarm, Trap the Soul. Heat (Su): Creatures within 30 ft. of Alzrius take 2d10 points of fire damage each round (2d10+5 if wearing metal armor), on top of the damage from the Fire Dominant nature of the Conflagratum. In addition, creatures that breath take 1 point of temporary Constitution damage each round from the intense heat of the air unless they succeed at a Fortitude save (DC 40). Any flammable materials within the radius catch fire, and liquids and potions boil immediately. Any weapon or less than +5 enhancement bonus striking Alzrius must succeed at a Reflex save (DC 40) or melt and become useless (or catch fire and burn to cinders in wooden). Blinding Flash (Su): 5/day, as a free action, Alzrius can increase the radiance of his body in a flash of brilliance. This deals 10d6 points of fire damage to all within 30 ft. (Reflex DC 40 for half). The effect also blinds all within 50 ft., unless they succeed at the Reflex save, in which case they manage to avert their eyes. Even if the fail the Reflex save, if they succeed at a Fortitude save (DC 40) they avert blindness. Spells: Alzrius casts spells as a 18th level wizard. 4/7/6/6/6/6/5/4/4/3;base DC=19+spell level. Alzrius’ spell books are all warded against flames, and because the libraries of his palace are nigh infinite, he can prepare any wiz/sor spell from any source. Summon Tanar’ri (Sp): At will, Alzrius can summon 1d6+1 babau or armanites. In addition, 5/day, he can summon 1 balor. Summon Fire Elemental (Sp): 5/day, Alzrius can summon 4d6 medium fire elementals, 2d6+3 large elementals, 1d6 huge, 1d3 greater, or 1 elder. Alter Size (Su): As the Alter Size salient divine ability. Other Divine Powers As a Tanar’ri Lord with the power of a demigod, Alzrius treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Alzrius can see, hear, smell, and touch at a distance of 2 miles. As a standard action, he can perceive anything within 2 miles of his worshippers, or any location where one of his titles or name was spoken in the last hour. He can extend his sense to up to 2 locations at once. He can block the sensing power of deities rank 2 and lower at up to two remote locations at once for up to 2 hours. Virtual Divine Rank: Though not an actual deity, by virtue of his age, might, and influence over his layer of the Abyss, Alzrius is essentially a Rank 2 demigod. However, he does not gain power from those who worship him, nor does he have domain powers or spells. He cannot create avatars, and he does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs he would otherwise have, he is treated as having a Divine Rank of 2. He can, however, grant spell of up to 2nd level to his would be clerics, or up to 4th level if he deigns to appear to them is person. His clerics do not gain access to domain powers or spells. |
| Tebryn1404-04-04, 09:35 PM | I think I like this one better, very nice, I think. Vucarik Consort of Chains Tanar’ri Lord Symbol: A rusty length of chain Home Plane: Abyss/ Wanders Alignment: Chaotic Evil (With NE tendencies) Portfolio: - Worshippers: - Cleric Alignments: - Domains: - Favored Weapon: Chain (spike chain) Perhaps the most devil-like of the Tanar’ri Lords, Vucarik wanders the Abyss at whim, having no realm that he calls his own. Along with him he brings his court, and the sound of chains rattling announces the coming of the demonic caravan. Certain Baatezu texts have linked Vucarik to the kytons of the Nine Hells, and indeed, he can summon Kytons, though they are not typical Kytons of the Nine Hells. Vucarik appears as a tall, chain-wrapped figure, his form perpetually concealed. Medium-Size Outsider (Chaotic, Evil, Extraplanar, Tanar’ri) Virtual Divine Rank: 2 Hit Dice: 40d8+400 (720 hp) Initiative: +14 Speed: 60 ft. AC: 58 (+14 dex, +2 divine, +16 natural, +5 armor (chains), +8 deflection, +3 insight) Base Attack/Grapple: +40/+53 Attacks: +5 unholy keen chain +58/+53/+48/+43 melee, and +5 unholy keen chain +58/+53/+48; or by spell +55 melee touch, or +56 ranged touch. Damage: +5 unholy keen chain 1d6+18/19-20; +5 unholy keen chain 1d6+11/19-20; or by spell. Face/Reach: 5 ft. by 5 ft./ 5 ft. (10 ft. with chains) Special Attacks: Spell-like abilities, fear, summon Tanar’ri, summon kytons, entangle, rust, spells. Special Qualities: Divine immunities, rust immunity, DR 15/epic, fire resistance 7, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 2 miles, remote communication 2 miles, godly realm (200 ft.), greater teleport at will, battlesense, chains, grab, SR 34, divine aura (20 ft., DC 20), fast healing 3. Saves: Fort +34, Ref +38, Will +32. Abilities: Str 37, Dex 38, Con 30, Int 32, Wis 29, Cha 26. Skills: Balance +56, Bluff +45, Climb +45, Concentration +47, Diplomacy +40, Escape Artist +36, Gather Information +30, Hide +46, Intimidate +45, Jump +45, Knowledge (Arcana) +53, Knowledge (Abyssal Politics) +56, Knowledge (Blood War) +33, Knowledge (The Planes) +53, Knowledge (Religion) +48, Listen +49, Perform (Weapon Drill) +59, Search +33, Sense Motive +46, Spellcraft +53, Spot +49, Tumble +56, Use Rope +59. Feats: Ambidexterity, Blind-fight, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Greater Two-Weapon Fighting, Improved Trip (B), Improved Two-Weapon Fighting, Mobility, Quick Draw, Quicken Spell-like Ability, Spring Attack, Two-Weapon Fighting, Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Spell-like Abilities: Vucarik uses these abilities as a 20th level caster, except for evil spells, which he uses as a 21st level caster. The save DCs are 18+spell level. At will-Desecrate, Blasphemy, Wall of Chain, Wall of Deadly Chains, Wall of Fire, Greater Dispelling, Chain Lightning, Wave of Pain, Dancing Chains, Wall of Iron, Blade Barrier, Heat Metal, Repel Metal or Stone, Haste, Animate Rope, Suggestion; 5/day-Implosion, Forcecage, Dominate Monster; 1/day-Wish, Gate, Flensing. Fear (Su): The sight and sound of Vucarik’s chained form invokes a fear effect (DC 38). Battlesense (Su): As the Battlesense salient divine ability. Chains (Ex): Vucarik fights with chains that are actually attached to him. All disarm attempts automatically fail. Entangle (Ex): Vucarik’s chains can entangle foes much like an attack with a net. They have a maximum range of 20 ft, and a range increment of 10 ft. They need no folding. If one of them hits, Vucarik and the target immediately make opposed strength checks. If Vucarik wins, the target is pulled prone. Vucarik can choose which attack each round to use this ability on, if he uses it at all. Grab (Ex): Whenever any weapon strikes Vucarik, it becomes enwrapped in his chains unless it succeeds at a Reflex saving throw (DC 44). If a weapon becomes entangled, Vucarik can make a disarm attempt against that opponent as a free action. Even if the disarm attempt fails, the opponent must succeed at a DC 20 strength check to free his weapon. Rust (Su): Any metal weapon of +4 enhancement bonus or less that strikes Vucarik must succeed at a DC 40 Reflex save or rust through and crumble, useless. Summon Tanar’ri (Sp): At will, Vucarik can summon 1d6 vrocks, 1d3 glabrezu, or 1 marilith. In addition, 3/day he can summon 1 balor. Summon Kytons (Sp): 5/day, Vucarik can summon 4d6 neutral evil Kytons. Spells: Vucarik can cast spells as a 17th level cleric. 6/7/7/7/7/5/5/4/3/1; base DC=19+spell level. Vucarik gains access to the Evil, Metal, and Suffering domains, and gains the granted abilities of these domains. Other Divine Powers As a Tanar’ri Lord with the power of a demigod, Vucarik treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Vucarik can see, hear, smell, and touch at a distance of 2 miles. As a standard action, he can perceive anything within 2 miles of his worshippers, or any location where one of his titles or name was spoken in the last hour. He can extend his sense to up to 2 locations at once. He can block the sensing power of deities rank 2 and lower at up to two remote locations at once for up to 2 hours. Virtual Divine Rank: Though not an actual deity, by virtue of his age, might, and influence over his layer of the Abyss, Vucarik is essentially a Rank 2 demigod. However, he does not gain power from those who worship him, nor does he have domain powers or spells. He cannot create avatars, and he does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs he would otherwise have, he is treated as having a Divine Rank of 2. He can, however, grant spell of up to 3rd level to his would be clerics, or up to 4th level if he deigns to appear to them is person. His clerics do not gain access to domain powers or spells. |
| Par-Salian04-05-04, 04:03 AM | Top job Tebryn!! |
| Tebryn1404-06-04, 10:02 PM | Thanks. I am not really sure who I want to do next (I have short attention span). I have an Elemental whose stats are written in short hand, I just need to type them up. I just can't bring myself to. Too boring, need you know. I'll figure something out. I need an interesting god, and once I get Planes of Chaos, I think I'll get to the Slaad Lords. Any requests? Interesting gods only.:) |
| Tebryn1404-09-04, 11:28 PM | I have made revisions to most (if not all) of the semi-divinities and archfiend gods. They range from extra VDvR abilities, to other things like increased caster level, changed feats, AC adjustments, and extra abilities. If anyone needs any of these beings for their campaigns, and would like a slightly more correct version, just ask, and I'll either e-mail you or PM it. As soon as I can, I will figure out a way to get the entire file out there. However, I don't have the software to make PDFs, and I think the stats for all the gods are around 4.5 Megabytes, all in word documents, so... |
| Wizzy of Eros04-13-04, 03:41 PM | Hello :) Where can I find the 'old threat'? I would like the stads from Akadi and Aerdrie Faenya^.^ |
| Tebryn1404-13-04, 07:28 PM | Sorry, old thread is gone now. But I have all of the stats, here is the first. Aerdrie Faenya By Elrumir The Winged Mother, Lady of Air and Wind, Queen of the Avariel, She of the Azure Plumage, Bringer of Rain and Storm Intermediate Elven Deity Symbol: Cloud with a bird silhouette Home Plane: Arvandor Alignment: Chaotic good Portfolio: Air, weather, avians, rain, fertility, avariels Worshipers: Bards, druids, elves, rangers, sorcerers, travelers, winged beings Cleric Alignments: CG, CN, NG Domains: Air, Animal, Chaos, Elf, Good, Storm Favoured Weapon: “Thunderbolt” (quarterstaff) Aerdrie Faenya Ranger 20/ Sorcerer 20 Medium-size outsider (Chaos, Good) Divine Rank: 12 Hit Dice: 20d8+140 (outsider) + 20d10+140 (Sor) + 20d10+140 (Rgr) (860 hp) Initiative: +16 (+12 Dex, +4 Improved Initiative) Speed: 60 ft., fly 60 ft. (perfect) AC: 71 (+12 Dex, +12 divine, +25 natural, +12 deflection) Attacks: +5 shocking burst, flying, impact quarterstaff +65/+60/+55/+50; or spell +59 melee touch or +64 ranged touch. Damage: +5 shocking burst, flying, impact quarterstaff 1d6+15/18-20; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: Elf (moon) racial adjustments, animal companion (up to 20 HD), divine aura (1,200 ft., DC 44), divine immunities, DR 47/+4, familiars (eagles), favoured enemies (+5 elementals [earth], +4 outsiders [evil], +3 drow, +2 aberrations, +1 monstrous humanoids), fire resistance 32, godly realm (1 mile Outer Plane, 1,200 ft. Material Plane), plane shift at will, remote communication 12 miles, spontaneous casting of divine spells, SR 44, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 12 miles. Saves: Fort +51, Ref +56, Will +56 Abilities: Str 24, Dex 35, Con 24, Int 29, Wis 35, Cha 35 Skills: Alchemy +61, Animal Empathy +64, Concentration +59, Diplomacy +54, Gather Information +54, Handle Animal +66, Heal +68, Hide +64, Intuit Direction +64, Knowledge (arcana) +61, Knowledge (history) +51, Knowledge (nature) +61, Listen +68, Move Silently +64, Perform (wind instruments) +54, Profession (herbalist) +64, Scry +61, Search +63, Spellcraft +61, Spot +68, Wilderness Lore +66. Feats: Alertness, Brew Potion, Combat Casting, Combat Reflexes, Dodge, Energy Substitution (electricity), Eschew Materials, Expertise, Flyby Attack, Forester, Improved Critical (quarterstaff), Improved Initiative, Mobility, Point Blank Shot, Reach Spell, Spell Focus (Conjuration), Spring Attack, Superior Expertise, Track, Twin Spell, Weapon Focus (quarterstaff). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Avatar, Call Creatures (avians), Control Creatures (Avians), Divine Air Mastery, Divine Celerity, Divine Dodge, Divine Ranger, Extra Domain (Chaos), Extra Domain (Elf), Extra Domain (Good), Power of Nature, Shapechange, Speak with Creatures (avians). Domain Powers: 12/day turn or destroy earth creatures, or rebuke or command air creatures; 12/day animal friendship; cast chaos spells at +1 caster level; cast good spells at +1 caster level. Spell-like Abilities: Aerdrie uses these abilities as a 22th-level caster, except for chaos and good spells, which she uses as a 23th-level caster. The save DCs are 34 + spell level. aid, air walk, animal shapes, animate objects, antilife shell, antipathy, blade barrier, call lightning, calm animals, cat’s grace, chaos hammer, chain lightning, cloak of chaos, commune with nature, control weather, control winds, creeping doom, dispel evil, dispel law, dominate animal, elemental swarm (as air spell only), entropic shield, find the path, gaseous form, gust of wind, hold animal, holy aura, holy smite, holy word, ice storm, liveoak, magic circle against evil, magic circle against law, obscuring mist, protection from evil, protection from law, repel vermin, shapechange, shatter, sleet storm, snare, storm of vengeance, summon monster VI (as air spell only), summon monster IX (as chaos or good spell only), sunburst, tree stride, true strike, whirlwind, wind wall, word of chaos. Ranger Spells/day: 6/6/6/6 (levels 1–4; base DC 22 + spell level, 24 + spell level for Conjuration spells. Sorcerer Spells/known: 9/5/5/4/4/4/3/3/3/3. Mostly Conjuration spells or air/gas spells. Sorcerer Spells/day: 6/9/9/9/9/8/8/8/8/7 (levels 0–9); base DC 22 + spell level, 24 + spell level for Conjuration spells. Possessions: Aerdrie uses the Thunderbolt in combat, a +5 shocking burst, flying, impact quarterstaff. She prefers to use spells which involve electricity, gas or flight, however. Caster level: 25th; Weight: 4 lb. Other Divine Powers As an intermediate god, Aerdrie Faenya automatically receives a 20 on any check. She treats a 1 on an attack roll or saving throw normally and not as an automatic failure and is immortal. Senses: Aerdrie can see, hear, touch and smell at a distance of twelve miles. As a standard action, she can perceive anything within one mile of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations simultaneously. She can block the sensing powers of deities of up to her rank at two such remote locations at once for 10 hours. Portfolio Sense: Aerdrie is automatically aware when anything threatens or involves the avariel or other winged creature. Automatic Actions: Aerdrie can use Concentration, Heal, Knowledge (nature), Spellcraft or Wilderness Lore as a free action, if the DC for the check is 25 or less. She can perform up to ten such actions per round. Create Magic Items: As Aerdrie is the god of the avariel and wind, she can create any magical item relating to flight, wind or electricity, as long as the item’s price does not exceed 200,000gp. Avatars Aerdrie appears as beautiful, blue-skinned elven maiden with huge feathery, bird-like wings that change colour frequently – from white to yellow to blue to green. Her hair is downy and feathered and seems to flow in the wind constantly. The lower part of her body dissolves into flowing mist from the hips down, so she never seems to touch the ground. Avatar of Aerdrie: As Aerdrie except as follows; divine rank 6; AC 62; Atk +59/+54/+49/+44 (+5 shocking burst, flying, impact quarterstaff; 1d6+15/18-20); or spell +53 melee touch or +58 ranged touch; SQ Divine aura (600 ft., DC 28), DR 41/+4, fire resistance 26, SR 38; SV Fort +45, Ref +50, Will +47; all skill modifiers are reduced by six. Salient Divine Abilities: Alter Form, Alter Size, Call Creatures (avians), Control Creatures (Avians), Divine Air Mastery, Divine Celerity, Extra Domain (Chaos), Extra Domain (Elf). Spell-like abilities: Caster level 16th, saving throw DC 29 + spell level. Without the Extra Domain salient divine ability, Aerdrie loses access to the Good domain and the corresponding spell-like abilities. |
| Tebryn1404-13-04, 07:30 PM | Akadi By Jorda the Knight Queen of Air, the Lady of the Air, Lady of the Wind Greater Faerunian Deity Symbol: White cloud on blue background Home Plane: Elemental Plane of Air Alignment: Neutral Portfolio: Elemental air, movement, speed, flying creatures Worshipers: Animal breeders, elemental archons (air), rangers, rogues, sailors Cleric Alignments: CN, LN, NE Domains: Air, Illusion, Travel, Trickery Favored Weapon: A whirlwind (heavy flail) Akadi Druid 20/Rogue 20 Medium Size Outsider (Air) Divine Rank: 17 Hit Dice: 20d8+160 (Outsider), 20d8+160 (drd), 20d6+160 (rog) (920 hp) Initiative: +20 (always first) (+16 Dex, +4 Improved Initiative) Speed: 60 ft, fly 60 ft. (perfect) AC: 83 (100 if both Akadi and her opponent are airborne) (+16 Dex, +17 divine, +30 natural, +10 deflection) Attacks: +5 impact ghost touch icy burst whirlwind +83 melee; or +66 melee touch; or +73 ranged touch (increase all attack bonuses by 17 if both Akadi and her opponent are airborne) Damage: +5 impact ghost touch icy burst whirlwind 1d10+14/15-20/x2; or by spell (add +17 to all damage rolls if both Akadi and her opponent are airborne) Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack +13d6, opportunist, crippling strike. Special Qualities: Divine immunities, fire resistance 37, understand, speak and read all languages and speak directly to all beings within 17 miles, DR 53/+4, remote communication, godly realm, evasion, improved evasion, defensive roll, uncanny dodge, SR 49, divine aura (17 miles, DC=37), a thousand faces, spontaneous casting of divine spells, nature sense, godly realm, remote communication, resist nature’s lure, timeless body, trackless step, venom immunity, wild shape (as 20th level druid), woodland stride Saves: Fort. +57 Ref. +65 Will. +62 Abilities: Str.28 (+9) Dex.42 (+16) Con.26 (+8) Int.30 (+10) Wis.36 (+13) Cha.30 (+10) Skills: Animal Empathy +60, Appraise +60, Balance +66, Bluff +60, Jump +59, Concentration +58, Diplomacy +60, Disable Device +60, Disguise +60, Escape Artist +66, Handle Animal +60, Hide +66, Intimidate +60, Intuit Direction +63, Knowledge (nature) +60, Move Silently +66, Open Lock +66, Pick Pocket +66, Scry +60, Search +60, Spellcraft +60, Tumble +66, Wilderness Lore +63 Feats: Alertness, Blind-Fight, Blind Sight (5 ft. radius), Combat Casting, Combat Reflexes, Dodge, Mobility, Spring Attack, Expertise, Improved Disarm, Improved Trip, Whirlwind Attack, Improved Critical (whirlwind), Improved Initiative, Lightning Reflexes, Quick Draw, Run, Spell Penetration, Greater Spell Penetration, Weapon Focus (whirlwind), *Weapon Finesse *: Akadi's whirlwind, while following most of the statistics for a heavy flail actually has no weight, and is thus a light weapon for purposes of the Weapon Finesse feat. Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Alter Form, Shift Form, Alter Reality, Banestrike (earth creatures), Call Creatures (air creatures), Control Creatures (air creatures), Divine Air Mastery, Divine Celerity, Free Move, Divine Dodge, Divine Druid, Divine Rogue, Divine Sneak Attack, Divine Weapon Focus (whirlwind), Energy Burst (cold), Energy Storm (cold), Extra Domain (trickery), Instant Move, Power of Nature, Stride, Supreme Initiative Domain Powers: Turn or destroy earth creatures as a good cleric turns undead 20/day, freedom of movement 10 rounds/day, Wilderness Lore is a class skill, Bluff, Disguise and Hide are class skills, cast illusion spells at +1 caster level Spell-Like Abilities: All domain spells, caster level 27, DC= 37 + spell level Akadi can use her Shift Form salient divine ability to become a Colossal whirlwind, similar to the ability of an air elemental. None of Akadi’s stats change except for those effected by size. This whirlwind is 10 feet at the base and up to 70 feet high, though Akadi can make it as small as 20 feet high. This form has all the abilities of an air elemental in it’s whirlwind form except, Save DC: 32, damage 2d10. Possessions: Akadi carries no material possessions though she can "wield" a whirling storm of wind which acts similar to a heavy flail except it has no weight and Akadi can use her weapon finesse feat when wielding this it, +5 impact ghost touch icy burst whirlwind. Even when she appears in humanoid form she is dressed in very little clothing, all of which is light and flowing. Other Divine Powers As a greater deity, Akadi automatically receives the best possible result on a die roll she makes (including attack and damage rolls, checks and saves). She is immortal Senses: Akadi can see, hear, touch and smell at a distance of 17 miles. As a standard action, she can perceive anything within 17 mile of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 20 locations at once. She can block the sensing powers of deities of her rank or lower at up to 2 remote locations for up to 17 hours. Akadi can also sense the presence of any corporeal creature within 170 ft. by sensing the disturbance in the air the creature causes. Portfolio Sense: Akadi can sense any change in the winds and any summoning of air elementals the instant it happens and retains the sensation for 17 weeks after the event occurs. Automatic Actions: Akadi can use Balance, Bluff, Jump, Escape Artist, Hide and Move Silently as a free action so long as the DC for the task is no greater than 30. She can perform 20 such free actions a turn. Create Magic Items: Akadi can create any magical arms or armor and any item that involves elemental air (including artifacts). |
| Tebryn1404-14-04, 09:47 PM | I like this one. Ssendam The Lady of Insanity Slaad Lady Symbol: - Home Plane: Limbo Alignment: Chaotic Evil Portfolio: - Worshippers: - Cleric Alignments: - Domains: - Favored Weapon: - Ssendam, the oldest of all Slaadi, appears as a great golden blob of seething, roiling chaos. Mortals that gaze upon her go insane, and she has mental powers that crush minds. Insanity is her chosen form of chaos, what sets her apart from the other slaad lords. Though Ygorl may be the “ruler” of Limbo, even he is scared of Ssendam, though he is arguably more powerful. Large Outsider (Chaotic, Extraplanar) Virtual Divine Rank: 4 Hit Dice: 43d8+344 (688 hp) Initiative: +13 Speed: 80 ft. AC: 61 (-1 size, +9 dex, +4 divine, +18 natural, +5 insight, +16 deflection) Base Attack/Grapple: +43/+58 Attack: 4 tentacles +57 melee; or 2 globs of chaos +55 ranged; or by spell +57 melee touch, or +55 ranged touch. Damage: 4 tentacles 3d6+11+2d6 chaos; or globs of chaos 1d12+5d8 chaos+polymorph; or by spell. Face/Reach: 10 ft. by 10 ft./15 ft. Special Attacks: Spell-like abilities, psionics, glob of chaos, summon slaad, summon chaotic outsider. Special Qualities: Semi-divine immunities, resistances (fire 9, cold 5, sonic 5), DR 15/epic and lawful, understand, speak, and read all languages and speak directly to all beings within 4 miles, remote communication 4 miles, godly realm (400 ft.), greater teleport at will, SR 36, divine aura (40 ft., DC 30), spurn the divine, fast healing 5, barmy, aura of chaos, alternate form. Saves: Fort +35, Ref +36, Will +40. Abilities: Str 32, Dex 28, Con 26, Int 32, Wis 32, Cha 42. Skills: Autohypnosis +37, Balance +28, Bluff +66, Climb +35, Concentration +57, Diplomacy +45, Escape Artist +39, Hide +24, Intimidate +66, Jump +35, Knowledge (Arcana) +60, Knowledge (Planes) +60, Knowledge (Psionics) +60, Knowledge (Religion) +50, Listen +55, Move Silently +29, Psicraft +61, Search +40, Sense Motive +55, Spellcraft +55, Spot +55, Stabilize Self +37, Tumble +38, Survival +35. Feats: Awesome Blow, Combat Casting, Combat Expertise, Dodge, Enlarge Power, Improved Initiative, Improved Manifestation, Iron Will, Maximize Power, Mobility, Power Knowledge (x2), Power Penetration, Quicken Spell-like Ability, Spring Attack. Semi-divine Immunities: Ability damage, ability drain, acid, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Spell-like Abilities: Ssendam uses these abilities as a 43rd level caster. The save DCs are 26+spell level. At will-Shatter, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Circle of Doom, Greater Shout, Inflict Critical Wounds, Greater Dispelling, Blade Barrier, Demand, Eyebite, Hold Monster, Chain Lightning, Mass Haste; 5/day-Power Word, blind, Binding, Symbol, Weird, Soul Bind; 1/day-Wish, Shapechange, Time Stop, Energy Drain, Gate, Implosion. Psionics (Sp): Attack/Defense Modes-At will-all. Ssendam can also manifest powers as a 23rd level telepath. Pp/day-429. 0-Detect Psionics, Bold, Burst, Daze, Distract, Missive, Telempathic, Projection; 1st-Destiny, Dissonance, Fire fall, Matter Agitation, Charm Person, Disable; 2nd-See Invisibility, Concussion, Knock, Detect Thoughts, Suggestion; 3rd-Nondetection, Cone of Sound, Time Hop, Charm Monster, Split Mind; 4th-Inertial Barrier, Telekinesis, Dimension Door, Domination, Mindwipe; 5th-Brilliant Blast, Greater Domination, Energy Barrier, Mind Probe; 6th-Disintegrate, Banishment, Retrieve, Mass Suggestion; 7th-Improved Telekinesis, Mass Domination, Power Turning, Ultrablast; 8th-Telekinetic Sphere, Temporal Acceleration, Mind Blank, True Domination; 9th-Detonation, True Telekinesis, Microcosm, Thrall. Aura of Chaos (Su): Ssendam is surrounded by and aura of chaos to a radius of 30 ft. This duplicates the effects of a constant shatter spell (area effect). In addition, lawful creatures within the area take 2d8 points of damage each round. Lawful outsiders must make a DC 47 Will Save to be able to enter at all. If approached by Ssendam, such a creature who fails its save acts as a if being pushed by an invisible barrier, and may make an opposed Strength check to see if Ssendam can continue moving forward. She may lower this aspect of the barrier at a whim. Barmy (Su): Any creature that gazes upon Ssendam from less than 60 ft. away must succeed at a Will Save or suffer the combined effects of an Insanity and Feeblemind spell. A creature that succeeds at this saving throw is immune to this ability for the next day. Glob of Chaos (Su): Ssendam can fire up to 2 globs of chaos each round at up to 50 ft range. They deal 1d12 points of damage, plus 5d8 points of chaotic damage to non-chaotic opponents, as well as 4d8 points of chaos damage the next round, and 3d8 the next, unless the chaos infecting the wound is somehow neutralized. In addition, the creature must succeed at a Will Save (DC 47), or by polymorphed into a random creature (turn to random page in the Monster Manual and choose an appropriate creature). A target can only suffer this affect once per time being struck with a glob of chaos. Summon Slaad (Sp): At will, Ssendam can summon 5d6 Red Slaad, 4d6+2 Blue Slaad, 3d8 Greed Slaad, 2d6 Grey Slaad, or 1d6+2 Death Slaad. Summon Chaotic Outsider (Sp): 3/day, Ssendam can attempt to summon 1 Balor or 1 Tulani Eladrin (75%). Spurn the Divine: Ssendam is partially resistant to Divine Blast, Divine Shield, Mass Divine Blast, and Area Divine Shield. When facing a god using any of these powers, Ssendam receives a Fortitude save to fend off Divine Blasts or Mass Divine Blasts; against Area Divine Shields and Divine Shields, Ssendam receives a Will save to breach the effect if Ssendam’s virtual divine rank is equal to or greater than the divine rank of the god in question for round (it may make another attempt the next round). In either case, the DC = 40 + the god’s divine rank. Alternate Form (Su): Ssendam can shift between her natural and any humanoid form at will as a free action. She can remain in her humanoid form indefinitely. Other Divine Powers As a Slaad Lady with the power of a demigod, Ssendam treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Ssendam can see, hear, smell, and touch at a distance of 4 miles. As a standard action, she can perceive anything within 4 miles of her worshippers, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities rank 4 and lower at up to two remote locations at once for up to 4 hours. Virtual Divine Rank: Though not an actual deity, by virtue of her age, might, and influence over Limbo, Ssendam is essentially a Rank 4 demigod. However, she does not gain power from those who worship her, nor does she have domain powers or spells. She cannot create avatars, and she does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs he would otherwise have, she is treated as having a Divine Rank of 4. She can, however, grant spell of up to 3rd level to her would be clerics, or up to 4th level if she deigns to appear to them is person. Her clerics do not gain access to domain powers or spells. |
| JRBlasingame04-15-04, 12:13 PM | Great job Tebryn and Jord. I have gone through all 13 pages and I am impressed. I would like to see that Bahamet that Jord has been mentioning doing though. thanks again. |
| Wizzy of Eros04-15-04, 04:20 PM | Thank you for the stads of Aerdrie Faenya en Akadi :D |
| Chosen Of Bhaal04-16-04, 04:32 AM | I've got to say it... nice work with this thread Tebryn can you please put up amaunator? |
| realbombchu04-16-04, 12:22 PM | I'm looking at Aerdrie Faenya's stats, and I like them, but shouldn't she be an avariel? They appeared in Races of Faerun, in case you don't know. I mean, she is their queen, right? Also, have you considered updating these stats for v 3.5? |
| Tebryn1404-16-04, 10:22 PM | This clause should be added to all deities (and some semi-divinities) that I have statted, and I strongly recommend adding this to all deities you may use. Oh, and I can't do anything about Aedrie, because I did not stat her. PM Elrumir, and if he gives me permission, I'll consider taking the time to update her myself. And Amauntor will be out soon, have to find him. Power Clause As an optional rule, to increase their power level, all deities should have the following changes made to their statistics. Damage Reduction (Su): Add the opposite of a portion of the deity’s alignment as a requisite for bypassing their DR. For example, a chaotic good demigod normally has DR 15/epic. Change to DR/epic (evil or lawful). Spell-like Abilities (Sp)(Domain): Change the caster level to 30+divine rank. Feats: Epic Spellcasting or Epic Manifestation as a bonus feat (if they meet the requisites). In addition, gods should have all Spellcraft DCs for base seed reduce by 5, and have all modifiers reduced by half, because they are a source of magic in and of themselves, and their true forms are not limited by the Weave or the alignment of the planes, and therefore can cast Epic Magic much more easily. Spellcasting: All deities receive a +5 bonus of all caster level checks to overcome SR. This applies to all spells and spell-like abilities. |
| Tebryn1404-17-04, 04:08 PM | Ygorl Lord of Entropy Slaad Lord [b]Symbol: Scythe Home Plane: Limbo Alignment: - Portfolio: - Worshippers: - Cleric Alignments: - Domains: - Favored Weapon: Scythe The ostensible “ruler” of Limbo, Ygorl is the second oldest, and arguably most powerful of all slaadi. Having created the runes on the Spawning Stone, and therefore limiting the forms of slaadi to their present races, he has already taken steps to ensure that he retains this position of power. Ygorl appears as a tall, slaadi skeleton with putrid wings. He is a power of decay, entropy, and destruction. His main concern is the propagation of the slaadi, and to that end he often sends them across the Planes to implant. When on the Prime, he uses an Ancient Brass Dragon as his mount. Medium-Size Outsider (Chaotic, Extraplanar) Virtual Divine Rank: 4 Hit Dice: 44d8+396 (748 hp) Initiative: +8 Speed: 60 ft., fly 100 ft. (good) AC: 56 (+8 dex, +4 divine, +9 deflection, +19 natural, +6 insight) Base Attack/Grapple: +44/+59. Attack: +4 brilliant energy vorpal scythe +67/+62/+57/+52 melee; Chaos Touch +63 melee touch; or by spell +63 melee touch, +56 ranged touch. Damage: +4 brilliant energy vorpal scythe 2d4+26; Chaos Touch 8d8 chaos, plus 2 negative levels, plus 1 point Con damage, plus Awesome Blow. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Spell-like abilities, spells, chaos touch, summon slaad, rebuke undead 12/day. Special Qualities: Semi-divine immunities, resistances (fire 9, acid 5, sonic 5), DR 15/epic and lawful, understand, speak, and read all languages and speak directly to all beings within 4 miles, remote communication 4 miles, godly realm (400 ft.), greater teleport at will, SR 36, divine aura (40 ft., DC 23), spurn the divine, fast healing 6, aura of chaos, alternate form, spontaneous casting of divine spells, blindsense 30 ft, footsore. Saves: Fort +37, Ref +36, Will +38. Abilities: Str 40, Dex 27, Con 29, Int 32, Wis 31, Cha 29. Skills: Balance +32, Bluff +53, Climb +44, Craft (Alchemy) +40, Craft (Rune) +30, Decipher Script +35, Diplomacy +43, Disguise +28, Escape Artist +27, Forgery +40, Hide +47, Intimidate +60, Jump +44, Knowledge (Arcana) +62, Knowledge (Religion) +62, Knowledge (Planes) +62, Listen +59, Move Silently +47, Ride (Dragon) +42, Search +50, Sense Motive +55, Spellcraft +62, Spot +59, Survival, Tumble +42, Use Magic Device +43. Feats: Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Craft Wondrous Item, Dodge, Inscribe Rune, Maximize Spell, Mobility, Power Attack, Quick Draw, Quicken Spell, Spell Penetration, Spring Attack, Whirlwind Attack. Semi-Divine Immunities: Ability damage, ability drain, death effects, disease, cold, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. As with true deities, some of these immunities are ineffective against attackers of a higher divine rank. Aura of Chaos (Su): Ygorl is surrounded by and aura of chaos to a radius of 30 ft. All objects within the area have their hardness reduced by 5 points each round they remain within. Objects that have their hardness reduced to 0 are destroyed and crumble. Magic items receive a Fortitude save each round to resist the effect (DC 41). Each round, any 2 dead bodies of any size (if there are any) within the aura animate as zombies under Ygorl’s control. Once he has exceeded his limit of HD he can control, newly animated zombies fall out of his control. All creatures within the area must make a Fortitude save each round or take 1 point of Constitution damage (DC 41). In addition, lawful creatures within the area take 2d8+2 points of damage each round. Lawful outsiders must make a DC 41 Will Save to be able to enter at all. If approached by Ygorl, such a creature who fails its save acts as a if being pushed by an invisible barrier, and may make an opposed Strength check to see if Ygorl can continue moving forward. He may lower this aspect of the barrier at a whim. In addition, all creatures within the area must succeed at a Will Save (DC 41) each round or suffer the effects of a symbol spell (Discord or Hopelessness at Ygorl’s whim; he can change it once per round). Chaos Touch (Su): As a standard action, Ygorl can make a melee touch attack against an opponent. This touch deals 8d8 points of chaotic damage (4d8 to chaotic foes), plus 2 negative levels (DC 41 to remove), plus 1 point of Constitution damage. The next round, the chaos infecting the wound deals another 5d8 points of damage, then 4d8 the next round, and so on, unless it is somehow neutralized. The creature also has a 4% chance of suffering the effects of an insanity spell (no save). In addition, Ygorl may apply the Awesome Blow feat to this touch without taking a penalty on his attack bonus. Spell-like Abilities: Ygorl uses these abilities as a 44th level caster, except for chaotic spells, which he uses as a 45th level caster. The save DCs are 19+spell level. At will-Cause Fear, Protection from Law, Detect Magic, Detect Law, Greater Dispelling, Death Watch, Bade, Entropic Shield, Death Knell, Deeper Darkness, Inflict Critical Wounds, Shatter, Chaos Hammer, Contagion, Circle of Doom, Earthquake, Dispel Law, Animate Objects, Word of Chaos, Create Undead. 5/day-Destruction, Wail of the Banshee, Disintegrate, Implosion. 1/day-Wish, Gate, Power Word, kill, Time Stop, Resurrection. Spells: Ygorl can cast spells as a 24th level cleric. He has access to the domains of Chaos, Destruction, and Death, and gains the granted powers associated with those domains. 6/8/8/7/7/7/6/5/5/5; base save DC=20+spell level. Summon Slaad (Sp): At will, Ygorl can summon 5d6 Red or Blue Slaad, 3d8+2 Green Slaad, 2d6+2 grey slaad, or 2d6 death slaad. Spurn the Divine: Ygorl is partially resistant to Divine Blast, Divine Shield, Mass Divine Blast, and Area Divine Shield. When facing a god using any of these powers, Ygorl receives a Fortitude save to fend off Divine Blasts or Mass Divine Blasts; against Area Divine Shields and Divine Shields, Ygorl receives a Will save to breach the effect if Ygorl’s virtual divine rank is equal to or greater than the divine rank of the god in question for round (it may make another attempt the next round). In either case, the DC = 40 + the god’s divine rank. Alternate Form (Su): Ygorl can shift between his natural and any humanoid form at will as a free action. He can remain in his humanoid form indefinitely. Footsore (Su): As the Salient Divine Ability, except affecting up to 10 mortals at once, and no more than that many per day. Other Divine Powers As a Slaad Lord with the power of a demigod, Ygorl treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Ygorl can see, hear, smell, and touch at a distance of 4 miles. As a standard action, he can perceive anything within 4 miles of his worshippers, or any location where one of his titles or name was spoken in the last hour. He can extend his sense to up to 2 locations at once. He can block the sensing power of deities rank 4 and lower at up to two remote locations at once for up to 4 hours. Virtual Divine Rank: Though not an actual deity, by virtue of his age, might, and influence over Limbo Ygorl is essentially a Rank 4 demigod. However, he does not gain power from those who worship him, nor does he have domain powers or spells. He cannot create avatars, and he does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs he would otherwise have, he is treated as having a Divine Rank of 4. He can, however, grant spell of up to 3rd level to his would be clerics, or up to 4th level if he deigns to appear to them is person. His clerics do not gain access to domain powers or spells. |
| Tebryn1404-18-04, 08:54 PM | Anthraxus Anthraxus the Decayed Ultraloth Prince Symbol: Flapping gray cloak Home Plane: The Gray Waste of Hades Alignment: Neutral Evil Portfolio: - Worshippers: - Cleric Alignments: - Domains: - Favored Weapon: slam Anthraxus the Decayed is one of the most powerful Yugoloths on the Lower Planes. Once the Oinoloth, he repudiated that title, and the powers it granted, to the Ultraloth prince Mydianchlarus, after that individual whispered a secret so foul that it shook such a being as Anthraxus. Originating as a typical (yet still powerful) Ultraloth prince himself, Anthraxus bargained for much of his power with a powerful Coven of Night Hags (possibly even Cegilune herself) as a favor for defending their monopoly on the larvae trade from Mellifleur the Lich-Lord. Even without the powers over disease that the title of Oinoloth granted, Anthraxus was (and is) mighty in his own right, somewhere in power between other Ultraloth princes (Mydianchlarus) and the ruler of the Yugoloths (the General of Gehenna). He appears as a 12 foot tall figure draped in gray robes, his head that of a diseased ram. His skin is taut over his bones, his mouth foams, and his fur appears to be falling away. He currently rents out his service to powers on the Lower Planes, though vague rumors hint that he may at some point in the future attempt to regain his position atop Khin-Oin. Large Outsider (Evil, Extraplanar) Virtual Divine Rank: 3 Hit Dice: 44d8+352 (704 hp) Initiative: +8 Speed: 80 ft. AC: 56 (+8 dex, +3 divine, +20 natural, +11 deflection, +5 insight, -1 size) Base Attack/Grapple: +44/+59 Attack: Slam +57/+52/+47/+42 melee; or touch +57 melee touch; or by spell +57 melee touch, or +54 ranged touch. Damage: Slam 2d6+16+disease; touch disease; or by spell. Face/Reach: 10 ft. by 10 ft./ 10 ft. Special Attacks: Spell-like abilities, summon Yugoloths, Awing Speech, Hypnotic Gaze, spells, rebuke undead 14/day. Special Qualities: Divine aura (30 ft., DC 24), semi-divine immunities, fast healing 5, resistances (fire 8, electricity 10), godly realm (300 ft.), remote communication 3 miles, SR 35, DR 15/epic and good, greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 3 miles, Yugoloth traits, spurn the divine, disease, foul aura, darkvision, spontaneous casting of divine spells. Saves: Fort +35, Ref +35, Will +39. Abilities: Str 32, Dex 26, Con 26, Int 38, Wis 34, Cha 33. Skills: Appraise +32, Balance +29, Bluff +65, Climb +35, Concentration +56, Craft (Alchemy) +59, Decipher Script +58, Diplomacy +65, Disguise +41, Forgery +43, Gather Information +51, Heal +33, Hide +42, Intimidate +61, Jump +35, Knowledge (Arcana) +64, Knowledge (History) +53, Knowledge (Planes) +64, Knowledge (Religion) +55, Knowledge (Yugoloth politics) +64, Listen +61, Move Silently +42, Search +47, Sense Motive +66, Spellcraft +64, Spot +61, Tumble +25. Feats: Alertness, Awesome Blow, Blind-Fight, Brew Potion, Combat Casting, Combat Expertise, Craft Staff, Dodge, Empower Spell, Enlarge Spell, Maximize Spell, Quick Draw, Quicken Spell, Silent Spell, Still Spell. Semi-divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. As with true deific immunities, several of these are ineffective against attackers of a higher divine rank (true or virtual). Spell-like Abilities: Anthraxus uses these abilities as a 44th level caster. The save DCs are 21+spell level. At will-Alter Self, Blasphemy, Chain Lightning, Charm Person, Desecrate, Deeper Darkness, Hold Person, Contagion, Bestow Curse, Nondetection, Unhallow, Circle of Doom, Unholy Aura, Pox, Pestilence, Angry Ache, Slow Consumption, Befoul, Circle of Nausea, Rotting Curse of Urfesta, Scrying, Suggestion, Wall of Fire; 5/day-Stop Heart, Slay Living, Symbol, Mass Suggestion, Binding, Fire Storm, Charnel Fire; 1/day-Wish, Power Word, kill, Gate; Always active-[i]True Seeing, Detect Magic.[i/] Disease (Su): Mutant demon fever-slam, touch, Fortitude save DC 40, incubation period 1 day; damage 2d6 temporary Constitution. Each day thereafter, on a failed save, the creature must immediately succeed at another Fortitude save of suffer 2 points of permanent constitution drain. Foul Aura (Su): Anthraxus’ presence is utterly foul and caustic to living beings. Any food or water within a 60 ft. radius becomes foul and disease ridden. Any creature ingesting such fouled substances must save or contract blinding sickness. In addition, any living creature that spends 3 or more consecutive rounds within the area must succeed at a Fortitude save (DC 43) or suffer one point of Constitution damage. Dazing Speech (Su): Anthraxus’ speech (free action, not possible during active melee combat) can cause a hold monster effect. This is exactly like the spell, except that is affects everything within a 20 ft burst. Creatures are allowed a Will save to avoid the effect (DC 43). It lasts until Anthraxus’ either dismisses the effect, attacks, or is attacked. Each round, each creature affected get another Will save to try throwing off the affect. Hypnotic Gaze (Su): Hypnotic Pattern with no HD limit, 30 ft range, caster level 44th. Will save DC 43 negates. Spells: Though the godless Yugoloths are almost never priests, Anthraxus is an exception, as he grants his own spells. He can cast spells as a 24th level cleric, with access to the Domains of Evil, Death, Destruction, and Hatred. He gains the granted powers of those domains. 6/8/8/8/8/7/6/6/6/5; base DC=22+spell level. Summon Yugoloths (Sp): At will, Anthraxus can summon 1 Ultraloth, 1d4 nycaloths, 1d8 charonoloths, arcanaloths, or yagnoloths, or 3d6 mezzoloths or canoloths. Spurn the Divine: Anthraxus is partially resistant to Divine Blast, Divine Shield, Mass Divine Blast, and Area Divine Shield. When facing a god using any of these powers, Anthraxus receives a Fortitude save to fend off Divine Blasts or Mass Divine Blasts; against Area Divine Shields and Divine Shields, the General receives a Will save to breach the effect if Anthraxus’ virtual divine rank is equal to or greater than the divine rank of the god in question for round (it may make another attempt the next round). In either case, the DC = 40 + the god’s divine rank. Anthraxus receives +3 bonus on these saves. Other Divine Powers As an Ultraloth prince with the power of a demigod, Anthraxus treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Anthraxus can see, hear, smell, and touch at a distance of 3 miles. As a standard action, he can perceive anything within 3 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities rank 3 and lower at up to two remote locations at once for up to 3 hours. Virtual Divine Rank: Though not an actual deity, by virtue of his age, might, and influence in lower planes politics, Anthraxus is essentially a Rank 3 demigod. However, he does not gain power from those who worship him, nor does he have domain powers or spells. He cannot create avatars, and he does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs he would otherwise have, he is treated as having a Divine Rank of 3. |
| Tebryn1404-25-04, 04:45 PM | Talisid Prince Talisid, The Celestial Lion. Guardinal Prince Symbol: Lion’s paw Home Plane: Elysium/ Wanders Alignment: Neutral Good Portfolio: - Worshippers: - Cleric Alignments: - Domains: - Favored Weapon: Claw Talisid, a king among the Guardinals, is the most ancient, powerful, and wisest of the leonals, a powerful race of lion-like warriors. Regardless of his ostensible position, he does not let pride go to his head, and instead of maintaining a permanent residence, he shacks up with various guardinals of note when not traveling with the Five Companions. With them, he spends most of his time traveling throughout the layers of Elysium, smashing evil. He has many druids of good-aligned gods among his followers, and though he grants no spells and discourages worship of any but true gods, he has several groups, including the lions of Talisid who act in his name on the Prime. Large Outsider (Good, Extraplanar, Guardinal) Hit Dice: 44d8+440 (792 hp) Initiative: +16 Speed: 80 ft. AC: 63 (-1 size, +12 dex, +5 divine, +11 deflection, +20 natural, +6 insight) Base Attack/Grapple: +44/+66 Attack: 2 claws +66 melee and bite +61 melee; or by spell +66 melee touch or +60 ranged touch. Damage: Claw 1d10+18; bite 2d8+9; or by spell. Space/Reach: 10 ft. by 10 ft./ 10 ft. Special Attacks: Improved grab, pounce, rake 1d10+18, roar, spells, spell-like abilities, summon guardinals, power of nature. Special Qualities: Protective aura, DR 15/epic and evil, darkvision 60 ft., resist nature’s lure, semi-divine immunities, resistances (Acid, cold, fire 10), SR 37, thousand faces, trackless step, wild shape, woodland stride, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 5 miles, remote communication 5 miles, godly realm (500 ft.), greater teleport at will, divine aura (50 ft., DC 26), nature sense, scent, spurn the divine, battlesense, fast healing 6. Saves: Fort +39, Ref +41, Will +39. Abilities: Str 46, Con 31, Dex 34, Int 26, Wis 30, Cha 32. Skills: Balance +52, Concentration +55, Diplomacy +56, Heal +37, Hide +59, Intimidate +63, Knowledge (Arcana) +53, Knowledge (Religion) +48, Knowledge (Planes) +53, Knowledge (Nature) +60, Listen +60, Move Silently +59, Search +43, Sense Motive +56, Spot +60, Survival +62, Swim +58, Spellcraft +48. Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Power Attack, Quicken Spell, Silent Spell, Spring Attack, Track, Whirlwind Attack. Semi-Divine Immunities: Ability damage, ability drain, electricity, death effects, disease, disintegration, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. As with a true deity, several of these immunities are ineffective against attackers of a higher divine rank (true or virtual). Improved Grab (Ex): If Talisid hits a Medium or smaller opponent with his bite attack, he deals normal lethal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If he gets a hold, he can attempt to rake on the same round. Thereafter, Talisid has the option to conduct the grapple normally, or simply use his mouth to hold the opponent (-20 penalty of grapple check, but Talisid is not considered grappled). In either case, each successful grapple check he makes during successive rounds automatically deals bite damage. Rake (Ex): Is Talisid gets hold on an opponent, he can make two rake attacks (+65 melee) with his hind legs for 1d10+18 points of damage. Pounce (Ex): If Talisid charges, he can make a full attack (including a rake attempt), he though he has moved. Roar (Su): Once per minute, Talisid can roar. Each roar releases a blast in a 100 ft. cone that duplicates the effects of a holy word spell and deals an additional 10d6 points of sonic damage (Fort save DC 43 negates). In addition, it evokes a Fear effect, affecting only evil creatures (Will DC 43). Spells: Talisid casts spells as a 23rd level druid. 6/8/8/7/7/7/6/5/5/5; base DC=20+spell level. Spell-like Abilities: Talisid uses these abilities as a 44th level caster. The save DCs are 21+spell level. At will-Detect Evil, Detect Thoughts, Fireball, Hold Monster, Wall of Force, Cure Critical Wounds, Neutralize Poison, Remove Disease, Greater Dispelling, Sunburst, Holy Word, Holy Aura, Dispel Evil, Holy Smite, Commune with Nature, Repel Vermin, Celestial Brilliance, Haste, Heavenly Lightning Storm, Consecrate; 5/day-Heal, Sanctify the Wicked, Shambler, Whirlwind; 1/day-Wish, Gate, Shapechange, Time Stop, Mass Heal; Constant-Speak with Animals. Protective Aura (Su): At will, as a free action, Talisid can surround himself with a 40 ft. radius nimbus of light. This acts as a Bastion of Good spell, at 44th caster level. Resist Nature’s Lure (Ex): Talisid gains a +4 bonus on saving throws against the spell-like abilities of fey. Thousand Faces (Su): While in his natural form, Talisid can alter his appearance at will, as if using the Alter Self spell (caster level 20th). Trackless Step (Ex): Talisid leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail is so desired. Wild Shape (Su): At will, Talisid can turn himself into any animal, plant, or good-aligned magical beast of Fine to Gargantuan size or an elemental of Tiny to Huge size. Aside from having no usage limit, this ability works the same as a druid’s wild shape ability. Woodland Stride (Ex): Talisid may move through any sort of natural undergrowth at his normal speed and without suffering damage or other impairment. Power of Nature (Su): As the Power of Nature Salient Divine Ability, except with a radius of 1000 ft. Battlesense (Su): As the Battlesense Salient Divine Ability. Summon Guardinal (Sp): At will, Talisid can summon 1d3 leonals. Spurn the Divine: Talisid is partially resistant to Divine Blast, Divine Shield, Mass Divine Blast, and Area Divine Shield. When facing a god using any of these powers, Talisid receives a Fortitude save to fend off Divine Blasts or Mass Divine Blasts; against Area Divine Shields and Divine Shields, Talisid receives a Will save to breach the effect if Talisid virtual divine rank is equal to or greater than the divine rank of the god in question for round (it may make another attempt the next round). In either case, the DC = 40 + the god’s divine rank. Talisid receives +3 bonus on these saves. Other Divine Powers As an Guardinal Prince with the power of a demigod, Talisid treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Talisid can see, hear, smell, and touch at a distance of 5 miles. As a standard action, he can perceive anything within 5 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities rank 5 and lower at up to two remote locations at once for up to 5 hours. Virtual Divine Rank: Though not an actual deity, by virtue of his age, might, and influence in upper plane politics, Talisid is essentially a Rank 5 demigod. However, he does not gain power from those who worship him, nor does he have domain powers or spells. He cannot create avatars, and he does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs he would otherwise have, he is treated as having a Divine Rank of 5. |
| Chosen Of Bhaal04-27-04, 04:42 AM | can i please make a request: Amunator (sp?) |
| Tebryn1404-27-04, 07:47 AM | Amaunator By Elrumir The Yellow God, the Keeper of the Eternal Sun, At’ar the Merciless (among the Bedine) Greater Faerûnian God (dead) Symbol: Sun with a face on the solar disk Home Plane: House of the Triad, currently adrift in the Astral Plane Alignment: Lawful Neutral Portfolio: Bureaucracy, contracts, law, order, the sun, rulership Worshipers: Dictators, lawyers, nobles, rulers, those who use contracts, tyrants Cleric Alignments: LE, LG, LN Domains: Fate, Knowledge, Law, Nobility, Planning, Sun Favoured Weapon: “The Sceptre of the Eternal Sun” [scepter] (heavy mace) Amaunator Cleric 20/Wizard 15/Archmage 5/Hierophant 5 Medium-size outsider (Law) Divine Rank: 16 Hit Dice: 20d8+200 (outsider) + 20d8+200 (Clr) + 15d4+150 (Wiz) + 5d4+50 (Acm) + 5d8+50 (Hie) (1,120 hp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 72 (+7 Dex, +16 divine, +29 natural, +10 deflection) Attacks*: +5 lawful, construct bane, impact sceptre +74/+69/+64/+59 melee; or spell +68 melee touch or +66 ranged touch. *Always received a 20 on attack rolls, roll die to check for critical hit. Damage*: +5 lawful, construct bane, impact sceptre 2d6+14/18-20; or by spell. *Always did maximum damage (sceptre 28 points). Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 13/day. Special Qualities: Arcane fire, blast infidel, divine aura (16 miles, DC 36), divine immunities, DR 51/+4, faith healing, familiars (snakes), fire resistance 56, gift of the divine, godly realm (100 miles Outer Plane, 1,600 ft. Material Plane), mastery of counterspelling, mastery of energy, mastery of shaping, plane shift at will, remote communication 16 miles, spell power +2 (divine), spell power +3 (arcane), spell-like ability (6/day daylight) spontaneous casting of divine spells, SR 48, teleport without error at will, uncanny dodge (can’t be flanked), understand, speak and read all languages and speak directly to all beings within 16 miles Saves*: Fort +60, Ref +57, Will +62. *Always receives a 20 on saves. Abilities: Str 28, Dex 24, Con 30, Int 40, Wis 35, Cha 30 Skills*: Alchemy +71, Appraise +71, Bluff +68, Concentration +66, Diplomacy +68, Forgery +71, Gather Information +56, Heal +68, Intimidate +68, Knowledge (arcana) +76, Knowledge (history) +71, Knowledge (nature) +71, Knowledge (nobility and royalty) +71, Knowledge (religion) +71, Knowledge (the planes) +71, Listen +70, Profession (lawyer) +84, Profession (scribe) +68, Scry +71, Search +71, Sense Motive +68, Spellcraft +73, Spot +70. *Always received a 20 on checks. Feats: Alertness, Blind-Fight, Blindsight, Combat Casting, Craft Wondrous Item, Delay Spell, Divine Might, Divine Vengeance, Energy Admixture, Energy Substitution (fire), Extend Spell, Extra Turning, Greater Spell Penetration, Improved Critical (sceptre), Improved Initiative, Persistent Spell, Power Attack, Reach Spell, Sacred Spell, Scribe Scroll, Skill Focus (Profession [lawyer]), Skill Focus (Spellcraft), Spell Focus (Divination), Spell Focus (Evocation), Spell Penetration, Still Spell, Weapon Focus (sceptre). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Banestrike (undead), Call Creatures (lawful outsiders), Clearsight, Divine Blast, Divine Radiance*, Divine Recall (contracts), Divine Skill Focus (Profession [lawyer], Divine Spellcasting, Divine Storm, Extra Domain (Fate), Extra Domain (Knowledge), Extra Domain (Planning), Increased Energy Resistance (fire), Know Secrets, Lay Quest, Mass Divine Blast, Power of Truth. * Even though normally only allowed to good deities, Amaunator, being the first (and only true) sun god on Faerûn, had access to this salient divine ability. Domain Powers: Cast divination spells at +1 caster level; cast law spells at +1 caster level; 16/day inspire allies (+2 morale bonus on saves, attacks, ability checks, skill checks, and weapon damage for 15 rounds); 16/day greater turning. Spell-like Abilities: Amaunator used these abilities as a 26th-level caster, except for law and divination spells, which he used as a 27th-level caster. The save DC’s are 36 + spell level. augury, bestow curse, calm emotions, clairaudience/clairvoyance, deathwatch, demand, detect scrying, detect secret doors, detect thoughts, dictum, discern lies, discern location, dispel chaos, divination, divine favour, endure elements, enthrall, find the path, fire seeds, fire shield, flame strike, foresight, geas/quest, greater command, greater scrying, heat metal, heroes feast, hold monster, legend lore, magic circle against chaos, magic vestment, mark of justice, mind blank, order’s wrath, prismatic sphere, protection from chaos, repulsion, searing light, shield of law, status, storm of vengeance, summon monster IX (as a law spell only), sunbeam, sunburst, time stop, true seeing, true strike, vision. Cleric Spells/day: 6/9/9/9/9/8/7/7/7/6/3/3/3; base DC 26 + spell level. Wizard Spells/day: 4/8/8/8/7/7/6/6/5/4/4/4/3/3/3/3; base DC 30 + spell level. Possessions: Amaunator attacked only when sorely provoked. He swung the Sceptre of the Eternal Sun, a +5 lawful, construct bane, impact sceptre with the additional powers of a rod of rulership. Treat the sceptre as a heavy mace with 2d6 base damage. Other Divine Powers As a greater god, Amaunator automatically received the best possible result on any die roll he made (these included attack rolls, damage, checks and saves. He was immortal until he died of neglect. Senses: Amaunator could see, hear, touch and smell at a distance of sixteen miles. As a standard action, he was able to perceive anything within sixteen mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He could extend his senses to up to twenty locations simultaneously. He could block the sensing powers of deities of up to his rank at two such remote locations at once for 16 hours. Portfolio Sense: Amaunator automatically knew of any contract being made, being broken or any ruler, hereditary or chosen, being instated or deposed sixteen weeks before it happened. He retained this sensation sixteen weeks after it had happened. He similarly knew of anything that happened under the open sun. Automatic Actions: Amaunator was able to use Concentration, Diplomacy, Intimidate, Sense Motive or Spellcraft as a free action, if the DC for the check was 30 or less. He could use Profession (lawyer) as a free action if the DC was 36 or less. He could perform up to twenty such actions per round. Create Magic Items: As he was the Faerûnian sun god, Amaunator could create any magic item that used light, daylight or otherwise, any item that specifically opposed chaotic creatures, golems, or undead, or any lawful item. Avatars Most of the times encountered, Amaunator appeared as a lanky man with silver-white hair and a short, tenday growth of white beard. Carrying a sceptre in his one hand and a legal tome in the other, he was dressed in a magistrate’s robes, flowing black or purple, with a silver or gold trim. His skin constantly glowed with a quiet golden radiance, which added to his awe-inspiring presence. People noted that ‘to be in his presence, is to feel the power of True Law’. At other times, not quite so often, he appeared as a glowing woman dressed in a flowing, opalescent dress bearing a balance of the purest gold. If the scales of the almost translucent gold tipped towards the right, the viewer had met with disapproval. Tipping to the left, they predicted great fortune for the person seeing the apparition. The greatest of favours came to those who saw the scales in perfect balance; they would to be asked to join the priesthood of the Keeper of the Eternal Sun shortly. Avatar of Amaunator: As Amaunator except as follows; divine rank 8; AC 59; Atk +66/+61/+56/+51 melee (2d8+14/18-20, +5 lawful, construct bane impact sceptre); spell +60 melee touch or +58 ranged touch; SQ Divine aura (800 ft., DC 28), DR 43/+4, fire resistance 28, SR 40; SV Fort +52, Ref +49, Will +54; all skill modifiers are reduced by eight. Salient Divine Abilities: Alter Size, Banestrike (undead), Clearsight, Divine Blast, Divine Radiance, Divine Spellcasting, Divine Storm, Extra Domain (Fate), Extra Domain (Knowledge), Extra Domain (Planning). Spell-like abilities: Caster level 18th, saving throw DC 28 + spell level. ________________________________________ _____________ It seems to be confirmed that Amaunator slowly, during his decline, turned into being Lathander (which I find hard to believe, because I thought that the Dawn Cataclysm happened before the fall of Netheril, but I may be mistaken). He would then have changed his Law domain to Good, Fate to Renewal, Knowledge to Strength and Planning to Protection. He drifted from a stern and lawful god to an exuberant and playful deity who does not care about any contracts and laws. ‘If it is good, it is good’, seems to be his motto now, in stead of the old sun god’s ‘law is good, law is perfection’. I find the change a bit inexplicable, but then again, that may be just me… |
| AvengedMutablegenus04-27-04, 10:10 PM | Can we start posting aspects of deitys? |
| Tebryn1404-27-04, 10:13 PM | You can, but as a purely Chain Mail concept, I'm avoiding it. My deities come in three forms. The true forms, avatars, and lesser avatars (Just the class levels, no outsider HD, and DvR 0; for the Prime). |
| Tebryn1404-30-04, 10:35 PM | Callisto Duchess Callisto Guardinal Duchess Symbol: Bear’s paw Home Plane: Elysium/Wanders Alignment: Neutral Good Portfolio: - Worshippers: - Cleric Alignments: - Domains: - Favored Weapon: claw Ruler of the ursinals, the wise and intelligent sages of the Guardinals, Callisto is powerfully magical. Though she is just as happy wandering Elysium and smashing evil, she is also often found is one of several colleges of magical learning on Elysium. She appears as a great white bear, with wise, ancient eyes, and a gentle expression. She has several wizardly orders dedicated to her, both on the Prime, and on the Planes. Huge Outsider (Extraplanar, Good, Guardinal) Hit Dice: 43d8+387 (731 hp) Initiative: +12 Speed: 140 ft. AC: 56 (-2 size, +4 divine, +20 natural, +10 deflection, +8 dexterity, +6 insight) Base Attack/Grapple: +43/+66. Attack: 2 claws +56 melee and +51 melee; or by spell +56 melee touch, or +53 ranged touch. Damage: Claws 3d6+11; bite 2d12+5; or by spell. Space/Reach: 15 ft. by 15 ft./ 15 ft. Special Attacks: Improved grab, spells, spell-like abilities, summon guardinals, summon dire bears, roar. Special Qualities: Protective aura, DR 15/epic and evil, darkvision 60 ft., instant Counterspell, mind of the beast, uncanny dodge, see magic, mastery of counterspelling, mastery of shaping, semi-divine immunities, resistances (sonic 10, fire 9), SR 36, understand, speak, and read all languages and speak directly to all beings within 4 miles, remote communication 4 miles, godly realm (400 ft.), greater teleport at will, divine aura (40 ft., DC 24), spurn the divine, fast healing 4, nature friendly spells. Saves: Fort +36, Ref +35, Will +39. Abilities: Str 32, Dex 26, Con 28, Int 38, Wis 34, Cha 30. Skills: Balance +27, Climb +41, Concentration +57, Craft (Alchemy) +58, Craft (Calligraphy) +58, Diplomacy +59, Decipher Script +59, Gather Information +36, Heal +51, Intimidate +46, Jump +37, Knowledge (Arcana) +64, Knowledge (Geography) +58, Knowledge (History) +59, Knowledge (Nature) +61, Knowledge (Planes) +63, Knowledge (Religion) +62, Listen +62, Professional (Herbalist) +61, Search +48, Sense Motive +61, Spellcraft +64, Spot +62, Swim +43, Survival +51. Feats: Alertness, Awesome Blow, Brew Potion, Combat Casting, Consecrate Spell, Dodge, Enlarge Spell, Extend Spell, Improved Initiative, Improved Spell Capacity (10th), Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (Enchantment), Spell Focus (Divination), Spell Penetration. Semi-Divine Immunities: Ability damage, ability drain, cold, death effects, disease, disintegration, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. As with a true deity, several of these immunities are ineffective against attackers of a higher divine rank (true or virtual). Improved Grab (Ex): If Callisto hits a Large or smaller opponent with her claw attack, she deals normal lethal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Thereafter, Callisto has the option to conduct the grapple normally, or simply use her claw to hold the opponent (-20 penalty of grapple check, but Callisto is not considered grappled). In either case, each successful grapple check he makes during successive rounds automatically deals claw damage. Mind of the Beast (Su): As the Mind of the Beast Salient Divine Ability, except that she may only use the ability once per day. In addition, Callisto has the option of making the sentience granting effect permanent. Instant Counterspell (Su): As the Instant Counterspell Salient Divine Ability. See Magic (Su): As the See Magic Salient Divine Ability. Mastery of Counterspelling (Su): When Callisto successfully counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be thusly affected, it is merely counterspelled. Mastery of Shaping (Su): Callisto can alter area and effect spells that use the following categories: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell area or effect that are not subject to the spell. The minimum dimensions of these spaces are 5 ft, cubes. Spell-like Abilities: Callisto uses these abilities as a 43rd level caster. The save DCs are 20+spell level. At will- Aid, Daylight, Deep Slumber, Detect Evil, Detect Thoughts, Greater Dispelling, Hold Monster, Magic Circle against Evil, Magic Missile, Polymorph Self, See Invisibility, Solid Fog, Neutralize Poison, Remove Disease, Holy Word, Holy Smite, Dispel Evil, Cure Critical Wounds, Sending, Hallow, Greater Scrying, Holy Aura, Prying Eyes, Mass Suggestion, Wall of Force, Banishment, Cone of Cold, Luminous Armor; 5/day-Heal, Foresight, Symbol; 1/day-Wish, Gate, Time Stop; Constant-True Seeing, Speak with Animals. Spells: Callisto casts spells as a 25th level caster. She has access to all non-evil spells, through the nigh-infinite libraries of Elysium. 4/8/8/7/7/7/7/6/6/6/3; DC 24+spell level. Roar (Su): As a standard action, Callisto can roar. This invokes a fear effect affecting only evil creatures (Will DC 41). Uncanny Dodge (Ex): While on Elysium, Callisto can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to Armor Class even when caught flat-footed. She looses this ability on other planes. Nature-Friendly Spells (Su): Callisto can change the composition of any energy-based spell she casts to something that is not destructive to nature. The spell must have the acid, cold, electricity, or fire descriptor, and Callisto may choose to deal non-lethal damage instead of lethal damage against animals and plants targeted or otherwise affected by the spell. Summon Dire Bears (Sp): 5/day, Callisto can summon 5d6 celestial dire bears. Summon Guardinals (Sp): At will, Callisto can summon 1d6 ursinals. Spurn the Divine: Callisto is partially resistant to Divine Blast, Divine Shield, Mass Divine Blast, and Area Divine Shield. When facing a god using any of these powers, Callisto receives a Fortitude save to fend off Divine Blasts or Mass Divine Blasts; against Area Divine Shields and Divine Shields, Callisto receives a Will save to breach the effect if Callisto virtual divine rank is equal to or greater than the divine rank of the god in question for round (it may make another attempt the next round). In either case, the DC = 40 + the god’s divine rank. Callisto receives +3 bonus on these saves. Other Divine Powers As an Guardinal Prince with the power of a demigod, Callisto treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Callisto can see, hear, smell, and touch at a distance of 4 miles. As a standard action, she can perceive anything within 4 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities rank 4 and lower at up to two remote locations at once for up to 4 hours. Virtual Divine Rank: Though not an actual deity, by virtue of her age, might, and influence in upper plane politics, Callisto is essentially a Rank 4 demigod. However, she does not gain power from those who worship her, nor does she have domain powers or spells. She cannot create avatars, and she does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs she would otherwise have, she is treated as having a Divine Rank of 4. |
| Elrumir05-01-04, 09:48 AM | It's been a long, LONG time... Great work y'alll! I know I haven't been on in a while, but I'd like to get back to helping stat deities again, I've sure missed the Boards -- I was kinda busy the last... year or so :rolleyes: Anyone? I've got some reading up to do first however :) |
| Tebryn1405-01-04, 10:34 AM | YOU"RE BACK YOU"RE BACK YOU"RE BACK YOU"RE BACK YOU"RE BACK YOU"RE BACK YOU"RE BACK YOU"RE BACK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!! Anyhow, how much access to 2e sources do you have? That's pretty much wjat we're on to now, as you'll see. On my part mostly powerful outsiders. But, if you don't mind, why don't you start finishing out the standard pantheons, like the dwarves, or, let me see here, maybe the Kobold pantheon. I have some stuff that may be helpful but I believe you have your own 2e sources, so... |
| Tebryn1405-03-04, 05:13 PM | I'm posting this again, because I think its important. This should be applied to all true deities (at least) Power Clause As an optional rule, to increase their power level, all deities should have the following changes made to their statistics. Armor Class: All deities have a natural armor bonus equal to 20+divine rank. In addition, all deities have an insight bonus to AC equal to one half their Wisdom bonus. Within their own Realms, their insight bonus equals their Wisdom bonus. Damage Reduction (Su): Add the opposite of a portion of the deity’s alignment as a requisite for bypassing their DR. For example, a chaotic good demigod normally has DR 15/epic. Change to DR 15/epic (evil or lawful). Divine Aura: Save DCs equal 20+divine rank+ charisma bonus. Spell-like Abilities (Sp)(Domain): Change the caster level to 30+divine rank. Feats: Epic Spellcasting or Epic Manifestation as a bonus feat (if they meet the prerequisites). In addition, gods should have all Spellcraft DCs for base seed reduce by 10, and have all modifiers reduced by half, because they are a source of magic in and of themselves, and their true forms are not limited by the Weave or the alignment of the planes, and therefore can cast Epic Magic much more easily. Spellcasting: All deities receive a +10 bonus on all caster level checks to overcome SR. This applies to all spells and spell-like abilities. Within their own Realms, this bonus increases to +12. In addition, all gods with at least 20 caster levels in a Spellcasting class with at least a 6th level spell progression (Bard, Cleric, Wizard, Sorcerer, Druid) cast all spells from that class with an bonus to effective caster level (for variables dependant on caster level, as well as for caster level checks to beat SR) equal to their divine rank. For example, a deity with Divine Rank 16 and 20 levels of cleric would cast his cleric spells at 36th caster level, and would have an effective caster level of 46th when making caster level checks to beat SR Spell Resistance: Change to 41+divine rank. Greater deities receive SR equal to 46+divine rank instead. Within their own realm, this changes to 51+divine rank, or 56+divine rank for greater deities. Avatars: All deities can manifest avatars. Demigods can have up to 2, Lesser Deities 5, Intermediate Gods 10, and Greater Gods 20. In addition, avatars can be in any form the deity desires, and can have stats with HD anywhere up to the deities. The same goes for Divine Rank, though the max is half. On the Prime, the strongest avatar a deity may use may have the same class levels as the deity, with no outsider HD, and Divine Rank of 0. On the Planes, no such rules apply, and avatars can be every bit as strong as those presented in Deities and Demigods. Alter Reality: All deities possess the Alter Reality SDA, as described in Deities in Demigods, except that duplicated spells are subject to SR, and the caster level for such spells in 15+divine rank. Deities still receive a +10 bonus to caster level checks for these spells (or +12 within the deity’s Realm. |
| Tebryn1405-03-04, 05:21 PM | Morwel Queen Morwel, Queen of Stars Eladrin Monarch Symbol: Stars Home Plane: Arborea/Court of Stars/Wanders Alignment: Chaotic Good Portfolio: - Worshippers: - Cleric Alignments: - Domains: - Favored Weapon: Rapier The Eladrin ruler, Morwel has always presided over the loosely feudal Eladrin Court of Stars, or at least as long as anyone can remember. She is a powerful being, appearing rather like a Tulani of incredible, unearthly beauty. She wields a rapier of light that she summons from thin air. Morwel moves with an ease and grace, her elf-like features delicate and light. The Court of Stars, a demiplane as well as the base of Eladrin power, moves around Arborea at Morwel’s whim, only accessible with her consent. Conceivably, a more powerful deity could force entrance (as they could any true deity’s realm), but they would suffer the attacks of the Seelie Court, as well as the Seldarine and various other Sylvan powers, all of which are intensely allied with the Court of Stars (despite any rivalries that might exist between particular members). Medium-Size Outsider (Chaotic, Good, Eladrin, Extraplanar) Virtual Divine Rank: 5 Hit Dice: 45d8+360 (720 hp) Initiative: +13 Speed: 60 ft., fly 120 ft (perfect) AC: 66 (+9 dex, +5 divine, +16 deflection, +20 natural, +6 insight) Attacks: +5 brilliant energy holy rapier +64/+59/+54/+49; or by spell +56 melee touch, or +59 ranged touch. Damage: +5 brilliant energy holy rapier 1d6+11; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Divine bard, blinding beauty, unearthly beauty, gaze, prismatic light ray, spells, spell-like ability, sword of light, irresistible performance, summon Eladrin. Special Qualities: Protective aura, DR 15/epic and evil, darkvision 60 ft., semi-divine immunities, resistances (fire 10, cold 10), SR 37, understand, speak, and read all languages and speak directly to all beings within 5 miles, remote communication 5 miles, godly realm (500 ft./ Court of Stars), greater teleport at will, divine aura (50 ft., DC 31), spurn the divine, fast healing 5, alternate form, divine blessing Saves: Fort +37, Ref +38, Will +40. Abilities: Str 22, Dex 29, Con 26, Int 35, Wis 32, Cha 42. Skills: Balance +34, Bluff +69, Concentration +58, Craft (Alchemy) +57, Craft (Weaving) +52, Diplomacy +69, Disguise +61, Escape Artist +29, Gather Information +61, Heal +56, Hide +41, Intimidate +69, Knowledge (Arcana) +61, Knowledge (Nature) +56, Knowledge (Planes) +64, Knowledge (Religion) +60, Listen +63, Move Silently +40, Perform (Dance, Sing) +66, Ride +49, Search +47, Sense Motive +65, Spellcraft +65, Spot +63, Survival +26, Tumble +21. Feats: Alertness, Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Extend Spell, Improved Disarm, Improved Initiative, Maximize Spell, Mobility, Spell Knowledge, Spell Penetration, Spring Attack, Still Spell, Weapon Finesse. Semi-Divine Immunities: Ability damage, ability drain, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. As with a true deity, several of these immunities are ineffective against attackers of a higher divine rank (true or virtual). Protective Aura (Su): At will, as a free action, Morwel can generate a 20 ft. radius nimbus of light. This acts as a double strength Magic Circle against Evil, and as a Minor Globe of Invulnerability (caster level 45th). The aura can be dispelled, but Morwel can create it against as a free action on her turn. Blinding Beauty (Su): This ability operates continuously, affecting all humanoids within 60 ft. of Morwel. Those who look directly at her must succeed at a DC 48 Fortitude save or be permanently blinded, as though affected by the Blindness spell. Morwel can suppress or resume this ability as a free action. Divine Bard (Su): As per the Divine Bard salient divine ability. In addition, Morwel may use any Bardic Music effect at will, and can maintain concentration on one such ability each round as a free action. Gaze (Su): Slay evil creatures of 10 HD or lower, range 60 ft., DC 48 Will negates. Unearthly Beauty (Su): Morwel can evoke this ability 5/day. Any non-Eladrin within 30 ft. or Morwel who looks directly at her must make a DC 50 Will save or die. Alternate Form (Su): Morwel can shift between her humanoid and globe forms as a standard action. In humanoid form, she cannot fly or use her prismatic light rays, but she can use her gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, she can fly, use her prismatic light rays, and use spell-like abilities, but she cannot cast spells or use her gaze attack. The globe form is incorporeal, and Morwel has no Strength score while in that form. While incorporeal, Morwel can be harmed only by other incorporeal creatures, +1 or better magic weapons (though her damage reduction still applies as well), and spells, spell-like abilities, or supernatural abilities. She is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, she has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, and attacks made with ghost touch weapons. Prismatic Light Ray (Su): In her globe form, Morwel can project a ray of light with a ranged of 300 ft (caster level 45th). Morwel must choose the color of the ray before making each attack roll. During rounds when she makes multiple attacks, Morwel can change the color of the ray after every attack. A creature struck by a ray must succeed at an appropriate saving throw (DC 48) or suffer the effects listed below: Red: 20d6 points of fire damage (Reflex half). Orange: Ray of enfeeblement (as the spell, no save). Yellow: Flesh to stone (as the spell, Fortitude negates). Green: Disintegrate (as the spell, Fort partial). Blue: 20d6 cold (Reflex half). Violet: Sent to another plane of Morwel’s choosing (Will negates). Spells: Morwel casts spells as a 23rd level bard. Spells Known (6/8/8/8/8/7/7); save DC=26+spell level): 0-Light, Mage Hand, Open/Close, Read Magic, Mending, Prestidigitation; 1st-Mage Armor, Grease, Silent Image, Sleep, Ventriloquism; 2nd-Blur, Daylight, Hold Person, Sound Burst, Suggestion; 3rd-Gust of Wind, Remove Disease, Scrying, Illusory Script, Lesser Geas; 4th-Break Enchantment, Dismissal, Shout, Rainbow Pattern, Legend Lore; 5th-Dream, Healing Circle, False Vision, Mind Fog, Persistent Image, Mislead; 6th-Eyebite, Mass Suggestion, Project Image, Veil, Repulsion. Spell-like Abilities: Morwel uses these abilities as a 45th level caster. The saves DCs are 26+spell level. At will-Chain Lightning (Damage increased by one half as if affected by Empower Spell feat), Cure Critical Wounds, Dancing Lights, Detect Thoughts, Greater Dispelling, Divine Favor, Haste, Greater Invisibility, Major Image, Mass Charm Monster, Polymorph any Object, Holy Smite, Dispel Evil, Holy Aura, Chaos Hammer, Telekinesis, Wall of Force, Emotion, Radiant Shield, Radiant Fog, Rain of Embers, Rain of Roses, Stars of Arvandor, Starmantle; 5/day-Heal, Meteor Swarm, Binding; 1/day-Power Word, kill, Wish, Time Stop, Gate; Constant-True Seeing, Blessed Sight, Detect Law, Detect Magic, Magic Circle against Evil. Sword of Light (Su): Morwel can create a +5 Brilliant Energy Holy Rapier at will as a free action. If Morwel dies or loses physical contact with the rapier, it disappears instantly. Irresistible Performance (Su): As the Irresistible Performance salient divine ability. DC=31. Summon Eladrin (Sp): At will, Morwel can summon 6d6 Coure Eladrins, 3d6 Firre, 2d6 Shiradis or Ghaeles, or 1 Tulani. Spurn the Divine: Morwel is partially resistant to Divine Blast, Divine Shield, Mass Divine Blast, and Area Divine Shield. When facing a god using any of these powers, Morwel receives a Fortitude save to fend off Divine Blasts or Mass Divine Blasts; against Area Divine Shields and Divine Shields, Morwel receives a Will save to breach the effect if Morwel virtual divine rank is equal to or greater than the divine rank of the god in question for round (it may make another attempt the next round). In either case, the DC = 40 + the god’s divine rank. Morwel receives +3 bonus on these saves. Other Divine Powers As the Eladrin Monarch with the power of a demigod, Morwel treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Morwel can see, hear, smell, and touch at a distance of 5 miles. As a standard action, she can perceive anything within 5 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities rank 5 and lower at up to two remote locations at once for up to 5 hours. Virtual Divine Rank: Though not an actual deity, by virtue of her age, might, and influence in upper plane politics, Morwel is essentially a Rank 5 demigod. However, she does not gain power from those who worship her, nor does she have domain powers or spells. She cannot create avatars, and she does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs she would otherwise have, she is treated as having a Divine Rank of 5. |
| Skyrocket05-04-04, 02:39 AM | Cool stuff. I'm a big fan of The Court of the Stars. |
| Elrumir05-04-04, 03:17 AM | Thanks for the welcome :) Of the 2nd ed books, all I have is the 'standard' trilogy of Faiths and Avatars, Demihuman Deities and Powers and Pantheons. After I've read the entire thread (which may take a while ;)), I'll see what I can work with from that. What I haven't seen yet is: 3 or 3.5? |
| Tebryn1405-04-04, 07:47 AM | Somewhere in between. New DR system, and some new skill and spell names, but not a full conversion. But you can use whichever you like, I am literate in both.:D BTW, if you decide to work on semi-divinities or archfiend gods, see the top of page 11, where I posted "guidlines" for how I think they should be statted, IMHO. |
| Elrumir05-04-04, 10:36 AM | Hmz... Not really into the semi-divine, only the real stuff for me (as I am as well course ;))... Any suggestion as to where to start/continue? |
| Tebryn1405-04-04, 04:22 PM | I'd think that probably finishing the dwarven pantheon would be a good idea, and, lets see, the bugbear, goblin, and kobold powers. I think I have them all listed on the index (page one), but if you need any info, I'll give whatever my limited sources can supply. |
| Green Giant05-05-04, 05:10 PM | Tebryn14, I checked your index page and discovered, to my surprise, that you don't have the Maztican pantheon listed. I distinctly remember posting them in another thread. Did you copy them? If not, do you wish me to post them once again? I have all of them except for Qotal and Zaltec. I was waiting to see if anyone had done a decent plumaweaver and hishnashaper PrC to add to the deities class levels. When that didn't happen I started the Realms NPC Characters thread and neglected to finish Qotal and Zaltec. Guess I'll have to get into the mindset of creating Deities again and finish the pantheon. |
| Tebryn1405-05-04, 05:46 PM | Sure, please do! I would love them for my archives and the thread! |
| Green Giant05-06-04, 12:33 AM | Here is the first of the Maztican pantheon. I've combined some of the elements from the Aztec pantheon of Legends & Lore to what was presented in the Maztica boxed set. Azul Calor, Giver of Rain and Taker of Breath Intermediate Deity Symbol: A fanged fish Home Plane: Acheron/Avalas/Tlalocan Portfolio: Water, octal, drunkeness Worshipers: Farmers, fisherman, sailors, those who murder by drowning victims, octal, drunkness Cleric Alignments: LE, NE, LN Domains: Evil, Law, Protection, Water Favored Weapon: Spear Azul, “he who makes things grow", is the god of rain and moisture. He is a cruel deity who delights in the torture of helpless innocents. Given his evil nature, it seems strange that Azul has created Tlalocan, a gay paradise reserved for the victims of death associated with water (such as drowning or being broken on the rocks by a great wave). Azul is portrayed as a constantly smiling cherub, whose skin is very clean and clothed in clean, soft cotton. Dogma Azul has four pitchers of water which he may pour over areas of Maztica as indications of his mood. He uses the first pitcher, which contains good water, only when his priests have performed their rites with the proper zeal. The other three he uses to express his displeasure: the second pitcher contains water filled with spider eggs and webs that bring blight, the third with water that turns to frost, and the fourth with water that causes fruit to rot. Other omens of Azul’s displeasure include too little or too much rain, drought, and floods. Azul is a very important god in Maztica. Whenever a new place is settled, a temple of Azul is the first constructed to bless this new land with rain. He also holds countenance with octal, and its inebriated state. Clergy and Temples The duties of Azul’s clerics include kidnapping, torture, and other tasks of his vile worship. They are to ritually scrub themselves clean with rough pumice stone. In order to ensure good rains for the spring season, the priests of Azul must sacrifice a young child by drowning him/her in a ritual pool. AZUL Cleric 20/Fighter 10/Ranger 10 Medium-Size Outsider (Evil, Law) Divine Rank: 13 Hit Dice: 20d8+220 (outsider) plus 20d8+220 (Cleric) plus 10d10+110 (Fighter) plus 10d8+110 (Ranger) (1,160 hp) Initiative: +14 (+10 Dex, +4 Improved Iniative) Speed: 60 ft., swim 60 ft. AC: 69 (+10 Dex, +13 divine, +26 natural, +10 deflection) touch 43, flat-footed 59 Base Attack/Grapple: +40/+53 Attack: Spear of Azul +76 melee; or spell +66 melee touch or +63 ranged touch Full Attack: Spear of Azul +76/+71/+66/+61 melee; or spell +66 melee touch or +63 ranged touch Damage: Spear of Azul 1d8+33 plus 1d6 acid plus 1d6 cold/19-20/x3; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Rebuke undead 17/day (+6 to rebuking checks), domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (evil, law). Special Qualities: Divine immunities, DR 25/epic, fire resistance 18, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 13 miles, remote communication, godly realm, greater teleport at will, plane shift at will, wild empathy +26, favored enemy (human +6, elemental +2, fire outsider +2), animal companion as ranger, woodland stride, swift tracker, evasion, SR 45, divine aura (1,300 ft., DC 33). Saves: Fort +56, Ref +55, Will +54 Abilities: Str 36, Dex 30, Con 32, Int 28, Wis 28, Cha 30 Skills*: Climb +46 (+50 when using rope), Concentration +54 (+58 when casting defensively), Craft (alchemy) +42, Craft (shipmaking) +42, Craft (weaponsmithing) +42, Diplomacy +49, Handle Animal +68, Heal +42, Hide +43, Intimidate +48, Jump +46, Knowledge (arcana) +47, Knowledge (dungeoneering) +47, Knowledge (geography) +47, Knowledge (history) +47, Knowledge (nature) +70, Knowledge (nobility and royalty) +47, Knowledge (religion) +70, Knowledge (the planes) +47, Listen +42, Move Silently +43, Profession (brewer) +37, Profession (fisherman) +47, Profession (sailor) +47, Ride (fish) +54, Search +47, Sense Motive +32, Spellcraft +56, Spot +42, Survival +67 (+71 to underground, avoid getting lost, other planes, to search tracks, +73 aboveground), Swim +71, Use Rope +48. *Always receives a 20 on checks. Feats: Brew Potion, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Divine Might, Dodge, Endurance, Energy Substitution (acid), Energy Substitution (cold), Eschew Materials, Extra Turning, Improved Critical (spear), Improved Iniative, Improved Disarm, Improved Two-Weapon Fighting, Mobility, Power Attack, Sacred Spell, Scribe Scroll, Silent Spell, Spell Penetration, Spring Attack, Still Spell, Track, Two-Weapon Fighting, Weapon Focus (spear), Weapon Specialization (spear), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Call Creatures (aquatic creatures), Divine Blast, Divine Shield, Divine Water Mastery, Divine Weapon Focus (spear), Divine Weapon Specialization (spear), Energy Storm (cold), Energy Storm (acid), Extra Domain (protection), Hand of Death, Life and Death, Mass Divine Blast, Power of Nature. Domain Powers: Cast evil spells at +1 caster level; cast law spells at +1 caster level; 13/day protective ward (touched subject gains +20 resistant bonus on next saving throw, maximum duration 1 hour); 13/day turn or destroy fire creatures, or rebuke or command water creatures. Spell-like Abilities: Azul uses these abilities as a 23rd-level caster, except for evil spells and law spells, which he uses as a 24th-level caster. The save DCs are 33 + spell level. Acid fog, antimagic field, blasphemy, calm emotions, cone of cold, control water, create undead, desecrate, dictum, dispel chaos, dispel good, elemental swarm (as water spell only), fog cloud, hold monster, horrid wilting, ice storm, magic circle against chaos, magic circle against good, mind blank, obscuring mist, order’s wrath, prismatic sphere, protection from chaos, protection from energy, protection from good, repulsion, sanctuary, shield of law, shield other, spell immunity, spell resistance, summon monster IX (as evil or law spells only), unholy aura, unholy blight, water breathing. Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base DC = 19 + spell level. Ranger Spells/Day: 4/3; base DC = 19 + spell level. Possessions: Spear of Azul combines the features of a +5 spear with the acidic burst and icy burst ability along with the trident of fish command. Other Divine Powers As an intermediate deity, Azul automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Azul can see, hear, touch, and smell at a distance of thirteen miles. As a standard action, he can perceive anything within thirteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 13 hours. Portfolio sense: Azul senses when anyone has drowned or is drunk, and he also knows any act that happens during a rainstorm or near or on a large body of water at least thirteen miles wide the instant it happens and retains the sensation for thirteen weeks after the event occurs. Automatic actions: Azul can use Knowledge (religion), Knowledge (nature), Survival and Swim as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Azul can create any kind of magic item dealing with water, ships, or alcoholic drinks, as long as the item’s market price does not exceed 200,000 gp. Avatars Azul sends his avatars to bring rain to communities who have pleased him and to flood or bring drought to communities who have displeased him. Avatar of Azul: As Azul except divine rank 6; Spd 60 ft., swim 60 ft.; AC 55 (touch 36, flat-footed 45); Atk +69/+64/+59/+54 melee (1d8+26 plus 1d6 acid plus 1d6 cold/19-20/x3, Spear of Azul), or spell +59 melee touch or +56 ranged touch; SQ DR 20/epic, fire resistance 11, SR 38, divine aura (600 ft., DC 26); SV Fort +49, Ref +48, Will +47; all skill modifiers reduced by 7. Salient Divine Abilities: Alter Reality, Divine Blast, Divine Shield, Divine Water Mastery, Divine Weapon Focus (spear), Divine Weapon Specialization (spear), Extra Domain (protection), Power of Nature. Spell-like Abilities: Caster level 16th; saving throw DC 26 + spell level. |
| Green Giant05-06-04, 05:49 PM | Eha Wind Sprite Demigod Symbol: Swirling wisp of smoke seen though a window Home Plane: Limbo/Mayel Portfolio: Clouds, wind, smoke, steam Worshipers: Babies, fathers, guides, travelers, rogues Cleric Alignments: CN, CG, CE Domains: Air, Chaos, Travel Favored Weapon: Dagger Eha appears as constantly shifting smoke with a long plume of hair. At times she appears solid but those who look closely can see light streaming through her. She is always changing her form into many shapes. Dogma Eha gives breath to babies when they are born and is a messenger of spring. She uses her winds for more beneficial purposes than selfish ones. Clergy and Temples Fathers and clerics of Eha place offerings on windy nights outside the homes of those who have just had children and lived. EHA Rogue 20/Cleric 20 Medium-Size Outsider (Chaos, Incorporeal) Divine Rank: 5 Hit Dice: 20d8+140 (outsider) plus 20d6+140 (Rogue) plus 20d8+140 (Cleric) (860 hp) Initiative: +19, always first (+15 Dex, +4 Improved Iniative, Supreme Iniative) Speed: 60 ft. AC: 58 (+15 Dex, +5 divine, +18 natural, +10 deflection) touch 40, flat-footed 43 Base Attack/Grapple: +40/+47 Attack: +5 anarchic, speed dagger +66 melee; or spell +60 melee touch or +60 ranged touch Full Attack: +5 anarchic, speed dagger +66/+66/+61/+56/+51 melee; or spell +60 melee touch or +60 ranged touch Damage: +5 anarchic, speed dagger 1d4+12; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead 14/day (+4 to turning checks), sneak attack +13d6, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos). Special Qualities: Divine immunities, DR 15/epic, fire resistance 10, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 5 miles, remote communication, godly realm, greater teleport at will, plane shift at will, manifest (as ghost), improved evasion, trap sense +6, improved uncanny dodge, crippling strike, defensive roll, opportunist, SR 37, divine aura (50 ft., DC 26). Saves: Fort +44, Ref +52, Will +46 Abilities: Str 24, Dex 40, Con 24, Int 28, Wis 28, Cha 32 Skills: Appraise +39 (+43 with all crafts taken), Balance +51, Bluff +41, Climb +37 (+41 with ropes), Concentration +47 (+51 when casting defensively), Craft (alchemy) +39, Craft (trapmaking) +39, Decipher Script +39, Diplomacy +49, Disable Device +39, Disguise +45, Escape Artist +45 (+49 escape from rope), Forgery +39, Gather Information +45, Heal +39, Hide +53, Jump +43, Knowledge (arcana) +39, Knowledge (local) +39, Knowledge (history) +39, Knowledge (religion) +39, Knowledge (the planes) +29, Listen +39, Move Silently +53, Open Lock +45, Perform (wind instruments) +41, Profession (guide) +39, Search +39, Sense Motive +39, Sleight of Hand +49, Spellcraft +53 (+57 with deciphering scrolls), Spot +39, Swim +27, Tumble +69, Use Magic Device +41 (+49 with scrolls), Use Rope +45 (+49 bind someone). Feats: Combat Casting, Combat Expertise, Combat Reflexes, Craft Wand, Craft Wondrous Item, Dodge, Eschew Materials, Fleet of Foot, Improved Iniative, Mobility, Quick Draw, Quicken Spell, Run, Scribe Scroll, Silent Spell, Spell Penetration, Spring Attack, Still Spell, Weapon Finesse, Weapon Focus (dagger), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Divine Rogue, Divine Sneak Attack, Gift of Life, Stride, Supreme Iniative. Domain Powers: 14/day turn or destroy earth creatures, or rebuke or command air creatures; cast chaos spells at +1 caster level; 20 rounds/day freedom of movement. Spell-like Abilities: Eha uses these abilities as a 15th-level caster, except for chaos spells, which she uses as a 16th-level caster. The save DCs are 26 + spell level. Air walk, animate objects, astral projection, chain lightning, chaos hammer, cloak of chaos, control weather, control winds, dimension door, dispel law, elemental swarm (as air spell only), find the path, fly, gaseous form, greater teleport, locate objects, longstrider, magic circle against law, obscuring mist, phase door, protection from law, shatter, teleport, word of chaos, summon monster IX (as chaos spell only), whirlwind, wind wall. Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base DC = 19 + spell level. Possessions: Eha wields a +5 dagger with the anarchic and speed special ability for combat. Other Divine Powers As a demigod, Eha treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Eha can see, hear, touch, and smell at a distance of five miles. As a standard action, she can perceive anything within five miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to two locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 5 hours. Portfolio sense: Eha is aware when a newborn takes its first breath within a community with at least one thousand people and when an explorer or guide discovers a new route which affects at least one thousand people. Automatic actions: Eha can use any Rogue class skill as a free action if the DC for the task is 15 or lower. She cannot do anything as a free action if the task would be a move action or part of a move action. She can perform up to two such free actions each round. Create Magic Items: Eha can create any kind of magic item dealing with wind or travel, as long as the item’s market price does not exceed 4,500 gp. |
| Green Giant05-06-04, 06:02 PM | Kiltzi Giver of Health, Growth, Nourishment, and Love Intermediate Diety Symbol: Flower in full bloom Home Plane: Arborea/Arvandor/Teotecan Portfolio: Marriage, childbirth, fertility, passion Worshipers: Pregnant women, lovers Cleric Alignments: CG, NG, CN Domains: Chaos, Charm, Family, Good, Healing Favored Weapon: Dagger Kiltzi is the deity of marriage. She delights in blessing lovers, sheltering children, and protecting mankind in general. In her true form, she is a beautiful woman with long hair that she uses to clothe herself. She commonly appears to be pregnant. Dogma Kiltzi is a benign goddess whose only wish is for others to be content, happy and be in good health. She is invoked in weddings, pregnancies and after childbirth. However she occasionally lets loose her wild side and enjoys drinking and pursuing pleasure. Omens from Kiltzi often involve the sound of running water, such as an unexplained musical trickling to denote pleasure, or the roar of a waterfall to denote anger. Clergy and Temples One of the most important duties of Kiltzi’s clergy is to ensure the physical and emotional well-being of those in distress. A bag of mayz or seeds is sometimes burned as an offering to her but the most common form of offering is that between a man and a woman. KILTZI Cleric 20/Bard 20 Medium-Size Outsider (Chaos, Good) Divine Rank: 11 Hit Dice: 20d8+140 (outsider) plus 20d8+140 (Cleric) plus 20d6+140 (Bard) (860 hp) Initiative: +14 (+10 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 72 (+10 Dex, +11 divine, +24 natural, +17 deflection) touch 48, flat-footed 62 Base Attack/Grapple: +40/+47 Attack: +5 dancing, holy dagger +64 melee; or spell +58 melee touch or +61 ranged touch Full Attack: +5 dancing, holy dagger +64/+59/+54/+49 melee; or spell +58 melee touch or +61 ranged touch Damage: +5 dancing, holy dagger 1d4+12/19-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead 24/day (+4 to turning checks), domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, good). Special Qualities: Divine immunities, DR 25/epic, fire resistance 16, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 11 miles, remote communication, godly realm, greater teleport at will, plane shift at will, bardic knowledge +34, bardic music 24/day (countersong, fascinate, inspire courage +8, inspire competence, suggestion, inspire greatness, song of freedom, inspire heroics, mass suggestion), SR 43, divine aura (1,100 ft., DC 38). Saves: Fort +50, Ref +53, Will +52 Abilities: Str 24, Dex 30, Con 24, Int 30, Wis 29, Cha 45 Skills*: Appraise +41 (+45 with alchemy, musical instrument, weaving), Balance +45, Bluff +58, Climb +28, Concentration +48 (+52 when casting defensively), Craft (alchemy) +46, Craft (musical instrument) +46, Craft (weaving) +46, Decipher Script +41, Diplomacy +68, Disguise +62, Escape Artist +41, Gather Information +52, Heal +40, Hide +41, Jump +32, Knowledge (arcana) +51, Knowledge (history) +51, Knowledge (local) +51, Knowledge (nature) +46, Knowledge (nobility and royalty) +46, Knowledge (religion) +51, Knowledge (the planes) +46, Listen +40, Move Silently +41, Perform (dance) +70, Perform (percussion instruments) +68, Perform (string instruments) +68, Perform (wind instruments) +68, Perform (sing) +70, Profession (courtier) +40, Sense Motive +40, Sleight of Hand +45, Spellcraft +55 (+57 with deciphering scrolls), Spot +40, Swim +38, Tumble +53, Use Magic Device +48 (+54 with scrolls). *Always receives a 20 on checks. Feats: Combat Casting, Craft Wand, Craft Wondrous Item, Combat Expertise, Disguise Spell, Dodge, Eschew Materials, Extra Music, Extra Turning, Forge Ring, Improved Iniative, Lingering Song, Mobility, Sacred Spell, Scribe Scroll, Silent Spell, Spell Penetration, Spring Attack, Still Spell, Subsonics, Weapon Focus (dagger). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Area Divine Shield, Avatar, Create Object, Divine Bard, Divine Blast, Divine Inspiration (love and desire), Divine Shield, Extra Domain (chaos), Extra Domain (healing), Gift of Life, Irresistble Performance, Life and Death, Wave of Chaos. Domain Powers: Cast chaos spells at +1 caster level; 11/day increase Cha by +4 for 1 minute; 11/day protect 15 people within 10’ with +2 dodge bonus to AC for 20 rounds; cast good spells at +1 caster level; cast healing spells at +1 caster level. Spell-like Abilities: Kiltzi uses these abilities as a 21th-level caster, except for chaos spells, good spells, and healing spells, which she uses as a 22th-level caster. The save DCs are 38 + spell level. Aid, animate objects, blade barrier, bless, calm emotions, chaos hammer, charm monster, charm person, cloak of chaos, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, demand, dispel evil, dispel law, dominate monster, geas/quest, heal, helping hand, heroes’ feast, heroism, holy aura, holy smite, holy word, imbue with spell ability, insanity, magic circle against chaos, magic circle against evil, mass cure critical wounds, mass cure light wounds, mass heal, protection from chaos, protection from evil, protection from spells, prismatic sphere, Rary’s telepathic bond, refuge, regenerate, shatter, shield other, suggestion, summon monster IX (as chaos or good spell only), word of chaos. Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base DC = 19 + spell level. Bard Spells Known (4/9/8/8/8/8/7; base DC = 27 + spell level): 0-dancing lights, daze, lullaby, prestidigitation, resistance, summon instrument; 1st-feather fall, identify, lesser confusion, sleep, Tasha’s hideous laughter; 2nd-alter self, daze monster, detect thoughts, invisibility, mirror image; 3rd-blink, gaseous form, good hope, haste, see invisibility; 4th-break enchantment, freedom of movement, hold monster, legend lore, shout; 5th-greater heroism, mind fog, mislead, seeming, song of discord; 6th-greater shout, project image, Tasha’s irresistible dance, veil. Possessions: Kiltzi carries a +5 dagger with the holy and dancing ability for combat Other Divine Powers As an intermediate deity, Kiltzi automatically receives a die result of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Kiltzi can see, hear, touch, and smell at a distance of eleven miles. As a standard action, she can perceive anything within eleven miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 11 hours. Portfolio sense: Kiltzi knows when two people fall in love or make love, get married, and when a woman becomes pregnant the instant it happens and retains the sensation for eleven weeks after the event occurs. Automatic actions: Kiltzi can use Craft (musical instrument), Knowledge (arcana), Knowledge (history), Knowledge (local), Knowledge (religion) and any Perform check as a free action if the DC for the task is 25 or lower. She can perform up to ten such free actions each round. Create Magic Items: Kiltzi can create any kind of magic item dealing with music, dancing, singing, or has an enchantment effect, as long as the item’s market price does not exceed 200,000 gp. Avatars Kiltzi sends her avatars to help midwives deliver a difficult birth, to bring lovers together, and to make women fertile. Avatar of Kiltzi: As Kiltzi except divine rank 5; Spd 60 ft.; AC 60 (touch 42, flat-footed 50); Atk +58/+53/+48/+43 melee (1d4+12/19-20, +5 dancing, holy dagger) or spell +52 melee touch or +55 ranged touch; SQ DR 15/epic, fire resistance 10, SR 37, divine aura (50 ft., DC 32); SV Fort +44, Ref +47, Will +46; all skill modifiers reduced by 6. Salient Divine Abilities: Alter Reality, Divine Bard, Divine Inspiration (love and desire), Extra Domain (chaos), Extra Domain (healing), Gift of Life. Spell-like Abilities: Caster level 15th; saving throw DC 32 + spell level. |
| Kuje3105-06-04, 06:07 PM | Originally posted by Green Giant Tebryn14, I checked your index page and discovered, to my surprise, that you don't have the Maztican pantheon listed. I distinctly remember posting them in another thread. Did you copy them? If not, do you wish me to post them once again? I have all of them except for Qotal and Zaltec. I was waiting to see if anyone had done a decent plumaweaver and hishnashaper PrC to add to the deities class levels. When that didn't happen I started the Realms NPC Characters thread and neglected to finish Qotal and Zaltec. Guess I'll have to get into the mindset of creating Deities again and finish the pantheon. Not sure if you knew this, but Dragon #315 the Classics Issue had those two prestige classes....... |
| Green Giant05-06-04, 06:25 PM | Kukul Ancient Father of the Gods Greater Diety Symbol: Concentric rings around a golden point Home Plane: Astral Plane (Outlands/?) Portfolio: Creation, knowledge, meteors and stars, time, gold Worshipers: Sages, chroniclers, historians, artists, man Cleric Alignments: N, LN, NG, CN, NE Domains: Creation, Fate, Knowledge, Time Favored Weapon: Shooting star (spear) Kukul was “the god-above-all, of the near-and-close, he who is at the center”. He was the progenitor of the gods, who created first himself, then the other gods, and then everything else. In a certain sense, he was the embodiment of the universe, and all things are a part of him. No statue or depiction of Kukul has ever been made, for none are certain of his description. The only image of Kukul that a man can see are gold which is believed to be the remains of his body. He was the mate of Maztica. Dogma Kukul was the most aloof of all deities and never answered appeals for aid. The only time he would involve himself in human affairs was if those affairs threatened the order of the universe itself. In such cases, he would send his avatar to destroy or correct the problem. Kukul seldom sent omens or warnings to worshipers. If they did something that angered him, he simply withdrew his favor. If they did something that threatened his power or the order of the universe, he sent his avatar to destroy them. Clergy and Temples Priests of Kukul that existed were usually sages or chroniclers. They pursued knowledge to better understand the universe and their place within it. KUKUL Cleric 20/Sorcerer 20 Medium-Size Outsider Divine Rank: 17 Hit Dice: 20d8+180 (outsider) plus 20d8+180 (Cleric) plus 20d4+180 (Sorcerer) (940 hp) Initiative: +13 (+9 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 78 (+9 Dex, +17 divine, +30 natural, +12 deflection) touch 48, flat-footed 69 Base Attack/Grapple: +40/+49 Attack: +5 distance, keen, returning, speed spear +72 melee; or spell +66 melee touch or +66 ranged touch Full Attack: +5 distance, keen, returning, speed spear +72/+72/+67/+62/+57 melee; or spell +66 melee touch or +66 ranged touch Damage*: +5 distance, keen, returning, speed spear 1d8+14/19-20/x3; or by spell *Always does maximum damage (spear 22) Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead 15/day (+6 to turning checks), domain powers, salient divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 30/epic, fire resistance 22, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 17 miles, remote communication, godly realm, greater teleport at will, plane shift at will, uncanny dodge, SR 49, divine aura (17 miles, DC 39). Saves: Fort +58, Ref +58, Will +64 Abilities: Str 28, Dex 28, Con 28, Int 30, Wis 40, Cha 34 Skills*: Appraise +42 (+46 with metals and stone, +48 with alchemy), Bluff +54, Concentration +71 (+75 casting defensively), Craft (alchemy) +72, Craft (calligraphy) +57, Craft (metalworking) +57, Craft (stoneworking) +57, Decipher Script +37, Diplomacy +86, Heal +62, Knowledge (arcana) +92, Knowledge (architecture and engineering) +52, Knowledge (dungeoneering) +52, Knowledge (geography) +52, Knowledge (history) +52, Knowledge (local) +52, Knowledge (nature) +52, Knowledge (nobility and royalty) +52, Knowledge (religion) +74, Knowledge (the planes) +74, Listen +47, Profession (scribe) +57, Sense Motive +57, Spellcraft +100 (+102 to decipher scrolls), Spot +47, Use Magic Device +44 (+54 with scrolls). *Always receives a 20 on checks. Feats: Brew Potion, Combat Casting, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Divine Might, Empower Spell, Eschew Materials, Forge Ring, Heighten Spell, Improved Iniative, Leadership, Power Attack, Quicken Spell, Sacred Spell, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell, Weapon Focus (spear). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Annihilating Strike, Area Divine Shield, Avatar, Control Creatures (humans), Craft Artifact, Create Object, Create Greater Object, Divine Blast, Divine Creation, Divine Shield, Divine Spellcasting, Divine Splendor, Extra Domain (fate), Gift of Life, Know Secrets, Life and Death, Mass Divine Blast, Mass Life and Death, Possess Mortal, Sunder and Disjoin. Domain Powers: Cast conjuration (creation) spells at +2 caster levels; cast divination spells at +1 caster levels. Spell-like Abilities: Kukul uses these abilities as a 27th-level caster, except for divination spells which he uses as a 28th-level caster, and conjuration (creation) spells which he uses as a 29th-level caster. The save DCs are 39 + spell level. Augury, bestow curse, clairaudience/clairvoyance, contingency, create food and water, create water, detect secret doors, detect thoughts, discern location, divination, find the path, foresight, freedom of movement, geas/quest, genesis, gentle repose, haste, heroes’ feast, legend lore, major creation, mark of justice, mind blank, minor creation, minor image, moment of prescience, permanency, permanent image, status, time stop, true creation, true seeing, true strike, vision. Cleric Spells/Day (Levels 0-15; 6/10/10/10/9/9/8/8/7/7/3/3/2/2/2/2; base DC = 26 + spell level. Sorcerer Spells Known (Levels 0-12; 6/9/9/9/9/8/8/8/8/7/2/2/2; base DC = 23 + spell level): 0-dancing lights, daze, detect magic, prestidigitation, mage hand, mending, ray of frost, read magic, resistance; 1st-alarm, magic missile, ray of enfeeblement, shield, sleep; 2nd-detect thoughts, eagle’s splendor, protection from arrows, scorching ray, see invisibility; 3rd-fireball, heroism, lightning bolt, slow; 4th-confusion, greater invisibility, minor creation, stoneskin; 5th-dismissal, feeblemind, major creation, wall of force; 6th-analyze dweomer, chain lightning, disintegrate; 7th-power word blind, prismatic spray, spell turning; 8th-Bigby’s clenched fist, summon monster VIII, temporal stasis; 9th-meteor swarm, time stop, wish; 10th-?; 11th-?; 12th-? Possessions: Kukul carries a +5 spear with the distance, keen, returning, and speed ability in battle. Other Divine Powers As a greater deity, Kukul automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks and saves). He is immortal. Senses: Kukul can see, hear, touch, and smell at a distance of seventeen miles. As a standard action, he can perceive anything within seventeen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 17 hours. Portfolio sense: Kukul senses anything happening to Mazticans and any celestial event seventeen weeks before it happens and retains the sensation for seventeen weeks after the event occurs. Automatic actions: Kukul can use Diplomacy, Knowledge (arcana), Knowledge (religion) and Knowledge (the planes) as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round. Create Magic Items: Kukul can create any kind of magic item. Avatars Kukul sent his avatars to protect mankind and ensure the order of the universe. Avatar of Kukul: As Kukul except divine rank 8; Spd 60 ft.; AC 60 (touch 39, flat-footed 51); Atk +63/+63/+58/+53/+48 melee (1d8+14/19-20/x3, +5 distance, keen, returning, speed spear) or spell +58 melee touch or +58 ranged touch; SQ DR 20/epic, fire resistance 13, SR 40, divine aura (800 ft., DC 30); SV Fort +49, Ref +49, Will +55; all skill modifiers reduced by 9. Salient Divine Abilities: Alter Reality, Control Creatures (humans), Craft Artifact, Create Object, Divine Blast, Divine Shield, Divine Spellcasting, Extra Domain (fate), Gift of Life, Know Secrets. Spell-like Abilities: Caster level 18th; saving throw DC 30 + spell level. |
| Green Giant05-06-04, 06:34 PM | Maztica Mother of Life and the True World Greater Diety Symbol: Fertility egg Home Plane: Outlands/Maztlan Portfolio: Earth, soil, silver Worshipers: Druids, shamans, wilderness tribes Cleric Alignments: N, NG, LN, CN, NE Domains: Animal, Earth, Healing, Plant, Protection, Renewal Favored Weapon: Club Maztica was once a lush, well-rounded woman with round, smiling face before she was killed and became the True World. Nowadays the land is considered to be her true form and anything that it does is considered to be an omen. Dogma Maztica is the land itself. The plants, lakes and streams are considered to rest upon her and because of this she continues to be worshipped unlike her husband Kukul. Clergy and Temples Most priests of Maztica are druids. They are found among small tribes in the wilderness and far hard to reach places. Clerics on the other hand are found among communities and cities helping bless fields to ensure a good crop. MAZTICA Druid 20/Cleric 20 Medium-Size Outsider Divine Rank: 19 Hit Dice: 20d8+220 (outsider) plus 20d8+220 (Druid) plus 20d8+220 (Cleric) (1,140 hp) Initiative: +11 (+7 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 81 (+7 Dex, +19 divine, +32 natural, +13 deflection) touch 49, flat-footed 74 Base Attack/Grapple: +40/+47 Attack: +5 energy aura, defending, impact club +72 melee; or spell +66 melee touch or +66 ranged touch Full Attack: +5 energy aura, defending, impact club +72/+67/+62/+57 melee; or spell +66 melee touch or +66 ranged touch Damage*: +5 energy aura, defending, impact club 1d6+12 plus 1d6 energy/19-20; or by spell *Always does maximum damage (club 24) Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead 16/day (+6 to turning checks), domain powers, salient divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 30/epic, fire resistance 24, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 19 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion, nature sense, wild empathy +39, woodland stride, trackless step, resist nature’s lure, wild shape (any size animal, magical beast, or plant 6/day, small medium-size, large or huge elemental 3/day), venom immunity, a thousand faces, timeless body, SR 51, divine aura (19 miles, DC 42). Saves: Fort +62, Ref +58, Will +70 Abilities: Str 24, Dex 24, Con 32, Int 26, Wis 48, Cha 36 Skills*: Climb +46, Concentration +63 (+67 casting defensively), Craft (alchemy) +47, Diplomacy +66, Handle Animal +77, Heal +83, Knowledge (arcana) +52, Knowledge (dungeoneering) +52, Knowledge (history) +52, Knowledge (geography) +62, Knowledge (nature) +90, Knowledge (religion) +82, Knowledge (the planes) +52, Listen +58, Profession (farmer) +68, Profession (herbalist) +68, Ride (horse) +52, Sense Motive +63, Spellcraft +76, Spot +58, Survival +85 (+89 underground, avoid getting lost, other planes, +91 aboveground), Swim +46. *Always receives a 20 on checks. Feats: Brew Potion, Combat Casting, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Create Infusion, Dodge, Empower Spell, Eschew Materials, Extend Spell, Forge Ring, Heighten Spell, Improved Iniative, Natural Spell, Sacred Spell, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell, Weapon Focus (club). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Area Divine Shield, Avatar, Call Creatures (elementals), Divine Blast, Divine Druid, Divine Earth Mastery, Divine Fast Healing, Divine Rejuvenation, Divine Shield, Divine Spellcasting, Extra Domain (healing), Extra Domain (protection), Extra Domain (renewal), Gift of Life, Life and Death, Mass Life and Death, Mind of the Beast, Power of Nature, Shapechange, Shift Form, True Shapechange. Domain Powers: 19/day speak with animals; 19/day turn or destroy air creatures, or rebuke or command earth creatures; cast healing spells at +1 caster level; 16/day rebuke or command plant creatures; 19/day protective ward (touched subject gains +20 resistance bonus on next saving throw, maximum duration 1 hour); 19/day regain 1d8+13 hp if brought below 0 hp (but not to –10 or below). Spell-like Abilities: Maztica uses these abilities as a 29th-level caster, except for healing spells, which she uses as a 30th-level caster. The save DCs are 42 + spell level. Animal shape, animate plants, antilife shell, antimagic spell, atonement, barkskin, calm animals, charm person, command plants, commune with nature, control plants, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, dominate animal, earthquake, elemental swarm (as earth spell only), entangle, freedom, greater restoration, heal, heroes’ feast, hold animal, iron body, lesser restoration, magic stone, mass cure critical wounds, mass cure light wounds, mass heal, mind blank, plant growth, polymorph any object, prismatic sphere, protection from energy, regenerate, reincarnate, remove disease, repel wood, repulsion, sanctuary, shambler, shapechange, shield other, soften earth and stone, spell immunity, spell resistance, spike stones, stone shape, stoneskin, summon nature’s ally IV (summon animals only), summon nature’s ally VIII (summon animals only), wall of stone, wall of thorns. Druid Spells/Day (Levels 0-19; 6/10/10/10/9/9/8/8/7/7/4/4/3/3/3/3/2/2/2/2; base DC = 30 + spell level). Cleric Spells/Day (Levels 0-19; 6/11/11/11/10/10/9/9/8/8/4/4/3/3/3/3/2/2/2/2; base DC = 30 + spell level). Possessions: Maztica carries a +5 club with the energy aura, defending, and impact ability in battle. Other Divine Powers As a greater deity, Maztica automatically receives the best possible result on any die roll she makes (including attack rolls, damage, checks and saves). She is immortal. Senses: Maztica can see, hear, touch, and smell at a distance of nineteen miles. As a standard action, she can perceive anything within nineteen miles of his worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to twenty locations at once. She can block the sensing power of deities of his rank or lower at up to two remote locations at once for 19 hours. Portfolio sense: Maztica senses anything that affects the True World nineteen weeks before it happens and retains the sensation for nineteen weeks after the event occurs. Automatic actions: Maztica can use Handle Animal, Knowledge (geaography), Knowledge (nature), Knowledge (religion), and Survival as a free action if the DC for the task is 30 or lower. She can perform up to twenty such free actions each round. Create Magic Items: Maztica can create any kind of magic item dealing with elementals, that control plants or animals, and protect the user from elements. Avatars Maztica sends her avatars to protect the True World from being despoiled, to help her followers, and to restore lands that have been ravaged. Avatar of Maztica: As Maztica except divine rank 9; Spd 60 ft.; AC 61 (touch 39, flat-footed 54); Atk +62/+57/+52/+47 melee (1d6+12/19-20, +5 energy aura, defending, impact club) or spell +56 melee touch or +56 ranged touch; SQ DR 20/epic, fire resistance 14, SR 41, divine aura (900 ft., DC 32); SV Fort +52, Ref +48, Will +60; all skill modifiers reduced by 10. Salient Divine Abilities: Alter Reality, Alter Size, Divine Blast, Divine Druid, Divine Earth Mastery, Divine Shield, Extra Domain (healing), Extra Domain (protection), Extra Domain (renewal), Gift of Life, Power of Nature. Spell-like Abilities: Caster level 19th; saving throw DC 32 + spell level. |
| Green Giant05-06-04, 06:42 PM | Nula Guardian of Animals Lesser Diety Symbol: A two-headed buzzard or an ornate monkey Home Plane: Ysgard/Ysgard/Tochitl Portfolio: Animals, hunters, livestock, moon Worshipers: Hunters, fisherman, rangers Cleric Alignments: CN, CG, CE Domains: Animal, Chaos, Moon, Travel Favored Weapon: Bow Nula, the Lady of the Night, is the goddess of the moon. She is the kindly patron of all animal growth. But she is also the goddess who brings the terrible things of the night — cold damp air, the poisons of the atmosphere, ghosts, and other fearful shapes and shadows. Nula is the deity who brought light to the world by throwing a leper into a bonfire, then walking into the flames herself. As the pair vanished, the night gave way to the day. Nula appears as a long-limbed monkey among mortals. Her emotions swing from one extreme to another with suprising suddenness In her home, she is a beautiful, ghostly woman of silver light. Dogma On the surface, Nula seems an enigmatic contradiction. She is a beneficent goddess of night who created day, yet she also presides over the terrible creatures of the night. What humankind does not realize, and what Nula has no interest in explaining, is that she is concerned with far more than the welfare of human beings, and the creatures of darkness are of crucial importance to her. She was an unimportant goddess since plants were more important and vital to people of Maztica than animals, which they considered to be dangerous and wild. However, her stature has grown lately with the introduction of horses, cattle and other domesticated animals from foreigners across the sea. Omens from Nula take the form of visits from shadowy creatures in the late hours of night. Clergy and Temples Nula’s priests spend most of their time hunting and fishing as well as raising fruits and grain, which they leave out in special vessels at night to feed their deity’s shadowy denizens. Not even the highest clerics know the significance of this task. NULA Druid 20/Ranger 20 Medium-Size Outsider (Chaos) Divine Rank: 8 Hit Dice: 20d8+160 (outsider) plus 20d8+160 (Druid) plus 20d8+160 (Ranger) (960 hp) Initiative: +15 (+11 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 60 (+11 Dex, +8 divine, +21 natural, +10 deflection) touch 39, flat-footed 49 Base Attack/Grapple: +40/+48 Attack: +5 anarchic, distance, hunting, seeking composite shortbow (+8 Str bonus) with +5 arrows +65 ranged; or spell +56 melee touch or +59 ranged touch Full Attack: +5 anarchic, distance, hunting, seeking composite shortbow (+8 Str bonus) with +5 arrows +65/+60/+55/+50 ranged; or spell +56 melee touch or +59 ranged touch Damage: +5 anarchic, distance, hunting, seeking composite shortbow (+8 Str bonus) with +5 arrows 1d6+13/x3; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos). Special Qualities: Divine immunities, DR 20/epic, fire resistance 13, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 8 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion as druid, nature sense, wild empathy +56, woodland stride, trackless step, resist nature’s lure, wild shape (any size animal, magical beast, or plant 6/day, small medium-size, large or huge elemental 3/day), venom immunity, a thousand faces, timeless body, favored enemy (animal +6, aberration +4, plant +2, monstrous humanoid +2, fey +2), animal companion as ranger, woodland stride, swift tracker, evasion, camouflage, hide in plain sight, SR 40, divine aura (800 ft., DC 28). Saves: Fort +48, Ref +51, Will +54 Abilities: Str 26, Dex 33, Con 26, Int 26, Wis 38, Cha 30 Skills: Climb +41 (+45 with rope), Concentration +50 (+54 when casting defensively), Craft (alchemy) +41, Craft (bowmaking) +71, Craft (weaponsmithing) +41, Diplomacy +45, Handle Animal +73, Heal +47, Hide +44, Jump +41, Knowledge (dungeoneering) +41, Knowledge (geography) +71, Knowledge (nature) +71, Knowledge (religion) +41, Knowledge (the planes) +41, Listen +47, Move Silently +44, Profession (hunter) +47, Ride (giant eagle) +50, Search +61, Sense Motive +37, Spellcraft +50, Spot +47, Survival +77 (+81 underground, other planes, +83 avoid getting lost, aboveground, finding tracks), Swim +41, Use Rope +44. Feats: Combat Casting, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Create Infusion, Dodge, Endurance, Eschew Materials, Far Shot, Improved Iniative, Improved Precise Shot, Many Shot, Mobility, Mounted Archery, Mounted Combat, Natural Spell, Point Blank Shot, Rapid Shot, Sacred Spell, Scribe Scroll, Shot on the Run, Silent Spell, Spell Penetration, Still Spell, Track, Weapon Focus (composite shortbow). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Control Creatures (animals), Divine Archery, Divine Blast, Divine Druid, Divine Ranger, Divine Shield, Extra Domain (travel), Gift of Life, Mind of the Beast. Domain Powers: 8/day speak with animals; cast chaos spells at +1 caster level; 13/day turn or destroy lycanthrope; 8 rounds/day freedom of movement. Spell-like Abilities: Nula uses these abilities as an 18th-level caster, except for chaos spells, which she uses as a 19th-level caster. The save DCs are 28 + spell level. Animal shapes, animate objects, antilife shell, astral projection, calm animals, chaos hammer, cloak of chaos, commune with nature, dimension door, dispel law, dominate animal, faerie fire, find the path, fly, greater teleport, heroism, hold animal, insanity, locate object, longstrider, magic circle against chaos, moon blade, moon path, moonbeam, moonfire, permanent image, phase door, protection from chaos, shapechange, shatter, summon monster IX (as chaos spell only), summon nature’s ally IV (summon animals only), summon nature’s ally VIII (summon animals only), teleport, word of chaos. Druid Spells/Day: 6/9/9/8/8/8/7/6/6/6; base DC = 24 + spell level. Ranger Spells/Day: 7/7/6/6; base DC = 24 + spell level. Possessions: Nula uses a +5 composite shortbow (+8 Str bonus) with the anarchic, distance, hunting, and seeking ability for combat Other Divine Powers As a lesser deity, Nula may take 10 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Nula can see, hear, touch, and smell at a distance of eight miles. As a standard action, she can perceive anything within eight miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to five locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 8 hours. Portfolio sense: Nula senses anything that affects at least 500 animals, and she also is aware anything happening under the light of the moon within a community of at least 500 people or more. Automatic actions: Nula can use Craft (bowmaking), Handle Animal, Knowledge (geography), Knowledge (nature), and Survival as a free action if the DC for the task is 20 or lower. She can perform up to five such free actions each round. Create Magic Items: Nula can create any kind of magic item dealing with hunting, animals, travel, or the moon, as long as the item’s market price does not exceed 30,000 gp. |
| Green Giant05-06-04, 06:49 PM | Plutoq Master of Earth and Stone Lesser Diety Symbol: Five mountain peaks as seen from above Home Plane: Mechanus/Itzli Portfolio: Earth, mountains, earthquakes and avalanches Worshipers: Stone/gem workers, farmers, travelers crossing mountains Cleric Alignments: LN, LG, LE Domains: Craft, Earth, Law, Strength Favored Weapon: Stone greatclub Plutoq is pictured as a giant earth elemental whose strength is that of the mountains with jade eyes and obsidian spikes for teeth. Dogma Plutoq is not a popular god among the common people and is usually worshipped when fields have gone barren and prayers to Watil have gone unanswered. He is nevertheless popular with craftsmen, especially those who work with stone. Clergy and Temples Priests of Plutoq are craftsmen themselves and enjoy shattering pottery or jewelry upon the ground as an offering to their god. PLUTOQ Cleric 20/Fighter 10/Expert 10 Colossal Outsider (Law) Divine Rank: 10 Hit Dice: 20d8+240 (outsider) plus 20d8+240 (Cleric) plus 10d10+120 (Fighter) plus 10d6+120 (Expert) (1,200 hp) Initiative: +9 (+5 Dex, +4 Improved Iniative) Speed: 60 ft., burrow 60 ft. AC: 49 (-8 size, +5 Dex, +10 divine, +23 natural, +9 deflection) touch 26, flat-footed 44 Base Attack/Grapple: +40/+71 Attack: +5 axiomatic, impact, knockback stone greatclub +71 melee; or spell +65 melee touch or +55 ranged touch Full Attack: +5 axiomatic, impact, knockback stone greatclub +71/+66/+61/+56 melee; or spell +65 melee touch or +55 ranged touch Damage: +5 axiomatic, impact, knockback stone greatclub 6d8+22/19-20; or by spell. Face/Reach: 30 ft./30 ft. Special Attacks: Turn undead 12/day (+4 to turning checks), domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (law). Special Qualities: Divine immunities, DR 20/epic, fire resistance 15, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 10 miles, remote communication, godly realm, greater teleport at will, plane shift at will, SR 42, divine aura (1,00 ft., DC 29). Saves: Fort +54, Ref +47, Will +51 Abilities: Str 40, Dex 20, Con 34, Int 30, Wis 28, Cha 29 Skills: Appraise +54 (+57 with alchemy, +60 with gems, sculptures), Climb +70, Concentration +67 (+71 when casting defensively), Craft (alchemy) +45, Craft (gemcutting) +65, Craft (stonemasonry) +68, Craft (sculpture) +65, Diplomacy +48, Handle Animal +35, Heal +44, Hide –11, Jump +35, Knowledge (arcana) +45, Knowledge (architecture and engineering) +85, Knowledge (dungeoneering) +85, Knowledge (geography) +85, Knowledge (history) +45, Knowledge (nature) +65, Knowledge (religion) +45, Knowledge (the planes) +45, Listen +44, Profession (miner) +64, Ride (horse) +44, Sense Motive +44, Spellcraft +49, Spot +44, Survival +64 (+68 other planes, aboveground, +72 avoid getting lost, underground), Swim +35. Feats: Cleave, Combat Casting, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Divine Might, Empower Spell, Endurance, Eschew Materials, Forge Ring, Great Cleave, Improved Bull Rush, Improved Grapple, Improved Iniative, Improved Overrun, Improved Sunder, Improved Unarmed Strike, Maximize Spell, Power Attack, Sacred Spell, Scribe Scroll, Silent Spell, Skill Focus [Craft (stonemasonry)], Spell Penetration, Still Spell, Track, Weapon Focus (greatclub), Weapon Specialization (greatclub). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Creat Object, Divine Blast, Divine Earth Mastery, Divine Shield, Extra Domain (strength), Gift of Life, Indomitable Strength. Domain Powers: Cast creation spells at +1 caster level; 13/day turn or destroy air creatures, or rebuke or command earth creatures; cast law spells at +1 caster level; 10/day feat of strength (+20 enhancement bonus to Str for 1 round). Spell-like Abilities: Plutoq uses these abilities as a 20th-level caster, except for chaos spells and creation spells, which he uses as a 21st-level caster. The save DCs are 28 + spell level. Animate rope, Bigby’s clenched fist, Bigby’s crushing hand, Bigby’s grasping hand, bull’s strength, calm emotions, dictum, dispel chaos, earthquake, elemental swarm (as earth spell only), enlarge person, fantastic machine, forcecage, greater fantastic machine, hold monster, iron body, magic circle against chaos, magic stone, magic vestment, major creation, minor creation, order’s wrath, protection from chaos, righteous might, shield of law, soften earth and stone, spell immunity, spike stones, stone shape, stoneskin, summon monster IX (as law spell only), wall of stone, wood shape. Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base DC = 19 + spell level. Possessions: Plutoq uses a +5 stone greatclub with the axiomatic, impact, and knockback ability for combat Other Divine Powers As a lesser deity, Plutoq may take 10 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Plutoq can see, hear, touch, and smell at a distance of eight miles. As a standard action, he can perceive anything within ten miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 10 hours. Portfolio sense: Plutoq senses anything that affects the earth least 500 miles wide, and he is also aware of anything that happens within a mining community of at least 500 people or more. Automatic actions: Plutoq can use Craft (gemcutting), Craft (sculpture), Craft (stonemasonry), Knowledge (architecture and engineering), Knowledge (dungeoneering), and Knowledge (geography) as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions each round. Create Magic Items: Plutoq can create any kind of magic item dealing with earth elementals, strength, earth, or crafting, as long as the item’s market price does not exceed 30,000 gp. Avatars Plutoq sends his avatars to help guide miners to new veins of minerals, to warn his followers of earthquakes, and to create scupltures. Avatar of Plutoq: As Plutoq except divine rank 5; Spd 60 ft., burrow 60 ft.; AC 39 (touch 21, flat-footed 34); Atk +66/+61/+56/+51 melee (6d8+22/19-20, +5 axiomatic, impact, knockback stone greatclub) or spell +60 melee touch or +50 ranged touch; SQ DR 15/epic, fire resistance 10, SR 37, divine aura (50 ft., DC 24); SV Fort +49, Ref +42, Will +46; all skill modifiers reduced by 5. Salient Divine Abilities: Alter Reality, Divine Blast, Divine Earth Mastery, Divine Shield, Extra Domain (strength), Indomitable Strength. Spell-like Abilities: Caster level 15th; saving throw DC 24 + spell level. Edit: Corrected the mistake the damage his weapon makes. |
| Green Giant05-06-04, 07:00 PM | Qotal The Feathered Dragon, Plumed One Intermediate Deity Symbol: Macaw, eagle Home Plane: Mt. Celestia/Jovar/Tlazcautli Portfolio: Air, wind, goodness, health Worshipers: Eagle knights, plumaweavers, sages, fighters Cleric Alignments: LG, NG, LN Domains: Air, Good, Healing, Knowledge, Law Favored Weapon: Bite Qotal is known all over Maztica as the feathered-serpent, god of the wind. He is also a god of wisdom and a teacher of peaceful arts. Dogma When Qotal was preparing to return to the world and recruiting worshipers, he would send an avatar. The avatar then attempted to recruit the priest, saying that the evil of Zaltec must be stopped. This is no longer the case and he is now and advocate of the sanctity of life and enemy of Zaltec and the other evil gods. Qotal’s omens and portents include wind storms, the presence of birds (especially talking ones), and whispering voices. Clergy and Temples Priests of Qotal were charged with preparing for his return, and were assigned a variety of tasks, including the infiltration of key government posts, recruiting worshipers in the wilderness, or even preparing secret caches of weapons and armor. When their god returned, their hard work paid off but not without sacrifice. They now exist to teach others to turn away from the need to sacrifice lives to the gods. QOTAL Cleric 20/Sorcerer 20 Colossal Outsider (Good, Law) Divine Rank: 15 Hit Dice: 20d8+180 (outsider) plus 20d8+180 (Cleric) plus 20d4+180 (Sorcerer) (940 hp) Initiative: +13 (+9 Dex, +4 Improved Iniative) Speed: 140 ft., fly 360 ft. (good) AC: 64 (-8 size, +9 Dex, +15 divine, +28 natural, +10 deflection) touch 36, flat-footed 55 Base Attack/Grapple: +40/+66 Attack: Bite +70 melee; or spell +65 melee touch or +64 ranged touch Full Attack: Bite +70 melee; or spell +65 melee touch or +64 ranged touch Damage: 2d6+10 plus poison; or by spell. Face/Reach: 30 ft./20 ft. Special Attacks: Constrict 8d6+15, improved grab, poison (DC 23, initial Str 2d4, secondary Str 4d4), turn undead 17/day (+6 to turn checks), domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (good, law) Special Qualities: Divine immunities, DR 25/epic, fire resistance 20, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, greater teleport at will, plane shift at will, SR 47, divine aura (1,500 ft., DC 35), ethereal jaunt, telepathy 90 ft. Saves: Fort +56, Ref +56, Will +61 Abilities: Str 30, Dex 28, Con 28, Int 31, Wis 38, Cha 31 Skills*: Bluff +48, Concentration +93 (+97 when casting defensively), Craft (alchemy) +71, Diplomacy +77, Heal +62, Hide –7, Knowledge (arcana) +94, Knowledge (architecture and engineering) +48, Knowledge (geography) +48, Knowledge (history) +48, Knowledge (local) +48, Knowledge (nature) +50, Knowledge (nobility and royalty) +48, Knowledge (religion) +82, Knowledge (the planes) +74, Listen +52, Perform (dance) +36, Search +48, Sense Motive +52, Spellcraft +102, Spot +52, Survival +52 (+54 avoid getting lost, to search tracks, aboveground, +58 in other planes), Tumble +47, Use Magic Device +48. *Always receives a 20 on checks. Feats: Brew Potion, Combat Casting, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Divine Cleansing, Dodge, Empower Spell, Eschew Materials, Extra Turning, Flyby Attak, Hover, Improved Iniative, Improved Natural Attack (bite), Quicken Spell, Sacred Spell, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell, Weapon Focus (bite), Wingover Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar, Call Creatures (air creatures), Clearsight, Divine Blast, Divine Shield, Divine Spellcasting, Divine Air Mastery, Divine Weapon Focus (bite), Energy Storm (positive), Extra Domain (healing), Extra Domain (knowledge), Gift of Life, Lay Quest, Life and Death, Power of Truth Domain Powers: 13/day turn or destroy earth creatures, or rebuke or command air creatures; cast good spells at +1 caster level; cast healing spells at +1 caster level; cast law spells at +1 caster level; cast divination spells at +1 caster level. Spell-like Abilities: Qotal uses these abilities as a 25th-level caster, except for divination, good, healing, and law spells, which he uses as a 26th-level caster. The save DCs are 35 + spell level. Aid, air walk, blade barrier, calm emotions, chain lightning, clairaudience/clairvoyance, control weather, control winds, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, detect secret doors, detect thoughts, dictum, discern location, dispel chaos, dispel evil, divination, elemental swarm (as air spell only), find the path, foresight, gaseous form, heal, hold monster, holy aura, holy smite, holy word, legend lore, magic circle against chaos, magic circle against evil, mass cure critical wounds, mass heal, obscuring mist, order’s wrath, protection from chaos, protection from evil, regenerate, shield of law, summon monster IX (as good or law spell only), true seeing, whirlwind, wind wall. As a couatl, Qotal has access to the following psi-like abilities: at will – aura sight, cloud mind (DC 22), detect psionics, read thoughts (DC 22); 3/day – mental barrier (2 rounds), metamorphosis, psionic plane shift, thought shield (power resistance 19). Cleric Spells/Day (Levels 0-14; 6/10/10/9/9/9/8/7/7/7/3/2/2/2/2; base DC = 30 + spell level). Sorcerer Spells Known (Levels 0-10; 6/9/9/8/8/8/8/7/7/7/2; base DC = 21 + spell level): 0-daze, disrupt undead, light, prestidigitation, mage hand, message, ray of frost, read magic, resistance; 1st-endure elements, hypnotism, mage armor, magic missile, true strike; 2nd-eagle’s splendor, gust of wind, protection from arrows, scorching ray, whispering wind; 3rd-daylight, gaseous form, lightning bolt, summon monster III; 4th-charm monster, polymorph, solid fog, scrying; 5th-break enchantment, fabricate, hold monster, sending; 6th-Bigby’s forceful hand, greater dispel magic, greater heroism; 7th-banishment, prismatic spray, reverse gravity; 8th-prismatic wall, scintillating pattern, temporal stasis; 9th-dominate monster, prismatic sphere, wish; 10th-? Other Divine Powers As an intermediate deity, Qotal automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Qotal can see, hear, touch, and smell at a distance of fifteen miles. As a standard action, he can perceive anything within fifteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 15 hours. Portfolio sense: Qotal senses any act of healing, knows anything that affects the welfare of couatls, and he also knows any act that happens within an area where the wind is blowing no matter how slight the instant it happens and retains the sensation for fifteen weeks after the event occurs. Automatic actions: Qotal can use Diplomacy, Knowledge (arcana), and Knowledge (religion) as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Qotal can create any kind of magic item dealing with air, healing, good, or knowledge, as long as the item’s market price does not exceed 200,000 gp. Avatars Qotal sends his avatars very rarely, usually to counter the machinations of Zaltec and also when a community of couatls is in danger of being destroyed. Avatar of Qotal: As Qotal except divine rank 7; Spd 140 ft., fly 360 ft. (good); AC 48 (touch 28, flat-footed 39); Atk +58 melee (2d6+10 plus poison, bite), or spell +57 melee touch or +56 ranged touch; SQ DR 20/epic, fire resistance 12, SR 39, divine aura (700 ft., DC 27); SV Fort +48, Ref +48, Will +53; all skill modifiers reduced by 8. Salient Divine Abilities: Alter Reality, Alter Size, Call Creatures (air creatures), Clearsight, Divine Blast, Divine Shield, Divine Air Mastery, Extra Domain (healing), Extra Domain (knowledge) Spell-like Abilities: Caster level 17th; saving throw DC 27 + spell level. |
| Green Giant05-06-04, 07:07 PM | Watil Guardian of Plants Intermediate Diety Symbol: Two stalks of maize entwined horizontally Home Plane: Elysium/Amoria/Xilen Portfolio: Plants, harvest Worshipers: Farmers, gardeners, druids Cleric Alignments: NG, LG, CG Domains: Good, Plants, Healing, Protection Favored Weapon: Quarterstaff Watil is the goddess of agriculture, nature, and mayz in particular. She is a beneficent deity who watches over food crops. She is portrayed as a lush woman with white petals framing her face dressed in green adorned with belts, cloaks and sandals made of bright flowers. Dogma Watil watches over the harvest, dictating how bountiful it will be based upon the devotion of her worshipers. Omens from Watil include insect plagues, crop blights, pollen, and seeing her avatar, which always foretells great personal calamity. Clergy and Temples Watil’s priests preside over the planting and harvesting of all food crops. A great deal of their time is occupied with reading the signs of nature to determine optimum planting times. They prefer to dwell in forests and swamps to study and care for the many exotic plants growing there. WATIL Cleric 20/Druid 20 Medium-Size Outsider (Good) Divine Rank: 11 Hit Dice: 20d8+200 (outsider) plus 20d8+200 (Cleric) plus 20d8+200 (Druid) (1080 hp) Initiative: +12 (+8 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 63 (+8 Dex, +11 divine, +24 natural, +10 deflection) touch 39, flat-footed 55 Base Attack/Grapple: +40/+48 Attack: +5 defending, holy, impact, merciful quarterstaff +65 melee; or spell +59 melee touch or +59 ranged touch Full Attack: +5 defending, holy, impact, merciful quarterstaff +65/+60/+55/+50 melee; or spell +59 melee touch or +59 ranged touch Damage: +5 defending, holy, impact, merciful quarterstaff 1d6+13/19-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead 17/day (+6 to turning checks), domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (good). Special Qualities: Divine immunities, DR 25/epic, fire resistance 16, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 11 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion, nature sense, wild empathy +36, woodland stride, trackless step, resist nature’s lure, wild shape (any size animal, magical beast or plant 6/day, small medium-size, large or huge elemental 3/day), venom immunity, a thousand faces, timeless body, SR 43, divine aura (1,100 ft., DC 31). Saves: Fort +53, Ref +51, Will +58 Abilities: Str 27, Dex 27, Con 30, Int 28, Wis 40, Cha 30 Skills*: Climb +39, Concentration +56 (+60 when casting defensively), Craft (alchemy) +45, Craft (woodworking) +65, Diplomacy +50, Handle Animal +66, Heal +51, Knowledge (arcana) +55, Knowledge (dungeoneering) +45, Knowledge (geography) +45, Knowledge (history) +45, Knowledge (local) +40, Knowledge (nature) +70, Knowledge (religion) +68, Knowledge (the planes) +45, Listen +51, Profession (cook) +46, Profession (farmer) +71, Profession (herbalist) +51, Ride (horse) +45, Sense Motive +51, Spellcraft +59, Spot +51, Survival +73 (+77 underground, to avoid getting lost and other planes, +79 aboveground), Swim +39. *Always receives a 20 on checks. Feats: Brew Potion, Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Create Infusion, Dodge, Eschew Materials, Extend Spell, Extra Turning, Heighten Spell, Improved Iniative, Natural Spell, Plant Defiance, Quicken Spell, Sacred Spell, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell, Weapon Focus (quarterstaff). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Call Creatures (plants), Command Plants, Divine Blast, Divine Druid, Divine Shield, Extra Domain (protection), Gift of Life, Life and Death, Mind of the Beast, Power of Nature, Speak with Creatures (plants). Domain Powers: Cast good spells at +1 caster level; cast healing spells at +1 caster level; 13/day rebuke or command plant creatures; 11/day protective ward (touched subject gains +20 resistanct bonus on next saving throw, maximum duration 1 hour); Spell-like Abilities: Watil uses these abilities as a 21st-level caster, except for good spells and healing spells, which she uses as a 22nd-level caster. The save DCs are 31 + spell level. Aid, animate plants, antimagic field, barkskin, blade barrier, command plants, control plants, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, dispel evil, entangle, heal, holy aura, holy smite, holy word, magic circle against evil, mass cure critical wounds, mass cure light wounds, mass heal, mind blank, plant growth, prismatic sphere, protection from energy, protection from evil, regenerate, repel wood, repulsion, sanctuary, shambler, shield other, spell immunity, spell resistance, summon monster IX (as good spell only), wall of thorns. Cleric Spells/Day: 6/10/10/10/9/9/8/8/7/7; base DC = 25 + spell level. Druid Spells/Day: 6/9/9/9/8/8/7/7/6/6; base DC = 25 + spell level. Possessions: Watil wields a +5 quarterstaff with the defending, holy, impact, and merciful ability for combat. Other Divine Powers As an intermediate deity, Watil automatically receives a die result of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Watil can see, hear, touch, and smell at a distance of eleven miles. As a standard action, she can perceive anything within eleven miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 11 hours. Portfolio sense: Watil senses any act of farming and anything that affects it the instant it happens and retains the sensation for eleven weeks after the event occurs. Any maize plant can be the focus for Watil’s remote sense and remote communication powers. Automatic actions: Watil can use Craft (woodworking), Knowledge (nature), Knowledge (religion), Profession (farmer), and Survival as a free action if the DC for the task is 25 or lower. She can perform up to ten such free actions each round. Create Magic Items: Watil can create any magic item that summons or controls plants, or that affects the health of someone, as long as the item’s market price does not exceed 200,000 gp. Avatars Watil sends her avatars to help during the planting and harvest season, to bless crops, and to protect farms and farmers from depredations. Avatar of Watil: As Watil except divine rank 5; Spd 60 ft.; AC 51 (touch 33, flat-footed 43); Atk +59/+54/+49/+44 melee (1d6+13/19-20, +5 defending, holy, impact, merciful quarterstaff); or spell +53 melee touch or +53 ranged touch; SQ DR 15/epic, fire resistance 10, SR 37, divine aura (50 ft., DC 25); SV Fort +47, Ref +45, Will +52; all skill modifiers reduced by 6. Salient Divine Abilities: Alter Reality, Command Plants, Divine Blast, Divine Druid, Divine Shield, Gift of Life. Spell-like Abilities: Caster level 15th; saving throw DC 25 + spell level. |
| Green Giant05-06-04, 07:21 PM | Zaltec Bringer of War, Eater of Hearts Intermediate Deity Symbol: Jaguar head Home Plane: Abyss/Layer ?/Teotli Itic and Carceri/Cathrys/Zompantli, the Place of Skulls Portfolio: War, violence Worshipers: Jaguar Knights, Hishna weavers, inhabitants of Nexala, warriors Cleric Alignments: CE, NE, CN Domains: Chaos, Destruction, Evil, War Favored Weapon: Macca (treat as longsword) The patron god of the Nexalans, Zaltec is the god of war. He is a fierce, bloodthirsty god depicted with a large maw filled with sharp teeth with a continous look of hunger on his face. Dogma Zaltec is quite active in affairs of men. Assuming they perform the proper rites, worshipers can count on him for sound advice. Those who have offended him will find their weapons mysteriously dulled or rotted, usually at an inopportune moment. Other omens include violent lightning storms, an unexplained stench of death, and mysterious battle sounds in the night. Clergy and Temples Zaltec’s clerics must embody the spirit of war. They must always be willing to fight without regard to own lives. Their primary duty is presiding over the deaths of prisoners taken in Zaltec’s name. ZALTEC Barbarian 20/Fighter 20 Medium-Size Outsider (Chaos, Evil) Divine Rank: 15 Hit Dice: 20d8+240 (outsider) plus 20d12+240 (Barbarian) plus 20d10+240 (Fighter) (1,320 hp) Initiative: +12 (+8 Dex, +4 Improved Iniative) Speed: 50 ft. AC: 82 (+8 Dex, +15 divine, +28 natural, +9 deflection, +7 hide, +5 shield) touch 46, flat-footed 70 Base Attack/Grapple: +40/+59 Attack: Zaltec’s Macca +86 melee; or spell +74 melee touch or +63 ranged touch Full Attack: Zaltec’s Macca +86/+81/+76/+71 melee; or spell +74 melee touch or +63 ranged touch Damage: 1d8+43 plus 1d6 electricity plus 2d6/17-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, evil). Special Qualities: Divine immunities, DR 25/epic (5/-), fire resistance 20, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, greater teleport at will, plane shift at will, SR 47, divine aura (1,500 ft., DC 34), fast movement, uncanny dodge, improved uncanny dodge, trap sense +6. Saves: Fort +59, Ref +55, Will +54 Abilities: Str 49, Dex 26, Con 34, Int 24, Wis 24, Cha 29 Skills*: Bluff +47, Climb +79, Concentration +50, Craft (armorsmithing) +68, Craft (weaponsmithing) +68, Heal +45, Handle Animal +70, Hide +43, Intimidate +72, Jump +79, Knowledge (history) +45, Knowledge (local) +45, Knowledge (nobility and royalty) +45, Knowledge (religion) +45, Listen +48, Move Silently +43, Perform (dance) +47, Ride (dragon) +55, Search +45, Sense Motive +45, Spot +48, Survival +68 (+70 to search tracks, aboveground), Swim +76, Tumble +52. *Always receives a 20 on checks. Feats: Armor Dance**, Athletic, Blind-Fight, Cleave, Combat Brute, Combat Expertise, Diehard, Dodge, Endurance, Great Cleave, Greater Weapon Focus (macca), Greater Weapon Focus (macca), Improved Armor Dance**, Improved Bull Rush, Improved Critical (macca), Improved Grapple, Improved Iniative, Improved Overrun, Improved Shield Bash, Improved Sunder, Improved Unarmed Strike, Mobility, Overwhelming Critical (macca), Power Attack, Power Critical (macca), Quick Draw, Shield Charge, Shield Slam, Spring Attack, Terrifying Rage, Weapon Focus (macca), Weapon Specialization (macca), Whirlwind Attack Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Annhilating Strike, Avatar, Battlesense, Divine Armor Mastery, Divine Blast, Divine Rage, Divine Shield, Divine Weapon Focus (macca), Divine Weapon Mastery, Divine Weapon Specialization (macca), Extra Domain (evil), Hand of Death, Irresistible Blows (macca), Life and Death, Mass Divine Blast, Wave of Chaos Domain Powers: Cast chaos spells at +1 caster level; 15/day smite (+4 on attack and +15 on damage for one weapon attack); cast evil spells at +1 caster level; 12/day turn or destroy water creatures, or rebuke or command fire creatures. Spell-like Abilities: Zaltec uses these abilities as a 25th-level caster, except for chaos and evil spells, which he uses as a 26th-level caster. The save DCs are 34 + spell level. Animate objects, blade barrier, blasphemy, chaos hammer, cloak of chaos, contagion, create undead, desecrate, disintegrate, dispel good, dispel law, divine power, earthquake, flame strike, harm, implosion, inflict critical wounds, inflict light wounds, magic circle against good, magic circle against law, magic vestment, magic weapon, mass inflict light wounds, power word blind, power word kill, power word stun, protection from good, protection from law, shatter, spiritual weapon, summon monster IX (as chaos or evil spell only), unholy aura, unholy blight, word of chaos. Divine Rage: The following changes are in effect as long as Zaltec rages: AC 65; hp 1,620; Atk +91/+91/+86/+81/+76 melee (1d8+48 plus 1d6 fire plus 2d6/17-20, Zaltec’s Macca); SQ Fire resistance 30, SR 57; SV Fort +64, Will +59; Str 59, Con 44; Climb +84, Concentration +55, Jump +84, Swim +81. His rage can be used 15 times per day, it lasts for 1 hour (or until ended), and he is not winded afterward. Possessions: Zaltec’s Macca combines the features of a +5 macca with the shocking burst, unholy, and vicious weapon special abilities. Zaltec wears a skin taken from a half-fiendish, monster of legend jaguar. This functions similarly to demon armor except that it is hide armor not full plate. He also carries a +5 bashing heavy wooden shield of heavy fortification. Other Divine Powers As an intermediate deity, Zaltec automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Zaltec can see, hear, touch, and smell at a distance of fifteen miles. As a standard action, he can perceive anything within fifteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 15 hours. Portfolio sense: Zaltec senses any battle or act of violence the instant it happens and retains the sensation for fifteen weeks after the event occurs. Automatic actions: Zaltec can use Intimidate, or any Strength- or Constitution-related skill as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Zaltec can create any simple or martial magic weapon as well as items dealing with fire or destruction as long as the item’s market price does not exceed 200,000 gp. Avatars Zaltec sends his avatars to drive people to engage in war, to witness battles or assist in large sacrifices. Avatar of Zaltec: As Zaltec except divine rank 7; Spd 70 ft.; AC 74 (touch 38, flat-footed 62); Atk +78/+73/+68/+63 melee (1d8+35 plus 1d6 electricity plus 2d6/17-20, Zaltec’s Macca), or spell +66 melee touch or +55 ranged touch; SQ DR 20/epic, fire resistance 12, SR 39, divine aura (700 ft., DC 26); SV Fort +51, Ref +47, Will +46; all skill modifiers reduced by 8. Salient Divine Abilities: Alter Reality, Alter Size, Divine Blast, Divine Shield, Divine Weapon Focus (macca), Divine Weapon Specialization (macca), Extra Domain (evil), Extra Domain (fire), Power of Nature Spell-like Abilities: Caster level 17th; saving throw DC 26 + spell level. ** These feats can be found in Dragon Magazine #315. Edit: Made a mistake on the energy ability and damage of his weapon. |
| Green Giant05-06-04, 07:29 PM | Tezca Ruler of Sun and Fire Intermediate Deity Symbol: A fire lizard Home Plane: Pandemonium/Pandesmos/Xipetlan and Abyss/Layer ?/Teotli Itic Portfolio: Fire, sunlight, warmth Worshipers: Fighters, barbarians, farmers, Kultakans Cleric Alignments: CE, NE, CN Domains: Chaos, Evil, Fire, Sun Favored Weapon: Spear Tezca is a sun/warrior god who fights a daily battle against the night and patron god of the Kultakans. He is also credited with ripening crops, but is also feared because of his ability to bring on droughts. He appears as an orange-skinned man whose hair is made of smoke. Dogma Tezca is the second most powerful god in the Maztican pantheon, a position he guards jealously. He often assigns his priests tasks designed to erode the support of rival gods. On rare occasions, he has even been known to appear personally to further some particularly important scheme. He is especially vigilant in regards to the Qotal’s worshipers, and places special emphasis on exposing schemes that helps their deity. Omens and portents from Tezcatlipoca tend to be direct and forceful. More than once, he has frightened a worshiper by causing his image to appear in a mirror and issue instructions. Because of his jealously, Tezcatlipoca tolerates no shortcomings in his priests, and he is particularly vigilant about watching their activities under the sun. Minor transgressions are punished by a denial of spells and, usually, a visit from some unsavory warriors. In the case of major offenses, Tezca usually sends an avatar to end the offender’s life. Clergy and Temples The first duty of priests of Tezcatlipoca is to promote their temple. Every cleric is required to produce at least one convert. Their second duty is to prevent Qotal from gaining too much power. To this end, lower level clerics are assigned to follow Qotal’s known priests and report their activities. Their third duty is to continue a steady supply of sacrifices to ensure the return of the sun the next day. High level priests must spend a great deal of their time forming ceremonies in order to strengthen and appease their god. TEZCA Cleric 20/Fighter 20 Medium-Size Outsider (Chaos, Evil) Divine Rank: 13 Hit Dice: 20d8+200 (outsider) plus 20d8+200 (Cleric) plus 20d10+200 (Fighter) (1,120 hp) Initiative: +13 (+9 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 74 (+9 Dex, +13 divine, +26 natural, +7 armor [+5 leather armor], +9 deflection) touch 41, flat-footed 65 Base Attack/Grapple: +40/+55 Attack: +5 flaming burst, unholy, wounding spear +79 melee; or spell +68 melee touch or +62 ranged touch Full Attack: +5 flaming burst, unholy, wounding spear +79/+74/+69/+64 melee; or spell +68 melee touch or +62 ranged touch Damage: +5 flaming burst, unholy, wounding spear 1d8+33 plus 1d6 fire/19-20/x3; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Rebuke undead 16/day (+6 to rebuking checks), domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, evil). Special Qualities: Divine immunities, DR 25/epic, immune to fire, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 13 miles, remote communication, godly realm, greater teleport at will, plane shift at will, SR 45, divine aura (1,300 ft., DC 32). Saves: Fort +55, Ref +54, Will +54 Abilities: Str 40, Dex 28, Con 30, Int 28, Wis 29, Cha 29 Skills*: Appraise +42 (+46 with alchemy, +48 with armor, weapons), Climb +58, Concentration +53 (+57 when casting defensively), Craft (alchemy) +47, Craft (armorsmithing) +67, Craft (leatherworking) +67, Craft (weaponsmithing) +67, Diplomacy +48, Handle Animal +42, Heal +42, Intimidate +52, Jump +48, Knowledge (arcana) +48, Knowledge (architecture and engineering) +52, Knowledge (history) +42, Knowledge (nobility and royalty) +42, Knowledge (religion) +67, Knowledge (the planes) +42, Listen +42, Profession (commander) +57, Profession (siege engineer) +57, Ride (giant lizard) +44, Sense Motive +42, Spellcraft +56, Spot +42. *Always receives a 20 on checks. Feats: Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Divine Might, Dodge, Energy Substitution (fire), Eschew Materials, Extra Turning, Great Cleave, Greater Weapon Focus (spear), Greater Weapon Specialization (spear), Improved Critical (spear), Improved Iniative, Mobility, Mounted Combat, Power Attack, Ride-by-Attack, Sacred Spell, Scribe Scroll, Silent Spell, Spell Penetration, Spirited Charge, Spring Attack, Still Spell, Trample, Weapon Focus (spear), Weapon Specialization (spear), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Annihilating Strike, Alter Reality, Alter Size, Divine Armor Mastery, Divine Blast, Divine Fire Mastery, Divine Shield, Divine Weapon Focus (spear), Divine Weapon Specialization (spear), Energy Storm (fire), Extra Domain (chaos), Hand of Death, Lay Curse, Life and Death, Mass Divine Blast, Wound Enemy. Domain Powers: Cast chaos spells at +1 caster level; cast evil spells at +1 caster level; 13/day turn or destroy water creatures, or rebuke or command fire creatures; 13/day greater turning. Spell-like Abilities: Tezca uses these abilities as a 23th-level caster, except for chaos spells and evil spells, which he uses as a 24th-level caster. The save DCs are 32 + spell level. Animate objects, blasphemy, burning hands, chaos hammer, cloak of chaos, create undead, desecrate, dispel good, dispel law, elemental swarm (as fire spell only), endure elements, fire seeds, fire shield, fire storm, flame strike, heat metal, incendiary cloud, magic circle against evil, magic circle against law, prismatic sphere, produce flame, protection from evil, protection from law, resist energy (cold or fire only), searing light, shatter, summon monster IX (as chaos or evil spell only), sunbeam, sunburst, unholy aura, unholy blight, wall of fire, word of chaos. Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base DC = 19 + spell level. Possessions: Tezca uses a +5 spear with the flaming burst, unholy, and wounding ability for battle. Other Divine Powers As an intermediate deity, Tezca automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Tezca can see, hear, touch, and smell at a distance of thirteen miles. As a standard action, he can perceive anything within thirteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of her rank or lower at up to two remote locations at once for 13 hours. Portfolio sense: Tezca senses every dusk and dawn, and any source of light is lit or extinguished the instant it happens and retains the sensation for thirteen weeks after the event occurs. Automatic actions: Tezca can use Craft (armorsmithing), Craft (leatherworking), Craft (weaponsmithing), Knowledge (architecture and engineering), and Knowledge (religion) as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Tezca can create any kind of magic item dealing with fire, light, or evil, as long as the item’s market price does not exceed 200,000 gp. Avatars Tezca sends his avatars to burn those who have offended him and to communities that have pleased him with their rituals to bring light. Avatar of Tezca: As Tezca except divine rank 6; Spd 60 ft.; AC 60 (touch 41, flat-footed 51); Atk +72/+67/+62/+57 melee (1d8+26 plus 1d6 fire/19-20/x3, +5 flaming burst, unholy, wounding spear), or spell +61 melee touch or +55 ranged touch; SQ DR 20/epic, immune to fire, SR 38, divine aura (600 ft., DC 25); SV Fort +48, Ref +47, Will +47; all skill modifiers reduced by 7. Salient Divine Abilities: Alter Reality, Divine Armor Mastery, Divine Blast, Divine Fire Mastery, Divine Shield, Divine Weapon Focus (spear), Divine Weapon Specialization (spear), Extra Domain (chaos). Spell-like Abilities: Caster level 16th; saving throw DC 25 + spell level. |
| Tebryn1405-08-04, 11:56 AM | Here is my version of Kiaransalee: Kiaransalee Lady of the Dead, The Revenancer, The Vengeful Banshee, the White Banshee Lesser Drow Deity Symbol: Female drow hand wearing silver rings Home Plane: The Abyss/66th/Demonweb Pits Alignment: Chaotic Evil Worshippers: Drow, necromancers, undead Cleric Alignments: CE, NE, CN Domains: Chaos, Drow, Evil, Retribution, Undeath After loosing her Realm on Thanatos to Orcus (who was more powerful than she at the time) Kiaransalee possibly fled to the Demonweb Pits, though it is not known for sure. What is known is that with the Silence of Lolth, the boost in worship on the Prime World of Toril has been enough to boost her to lesser deity status. Necromancer 25/Cleric 20/True Necromancer 10 Medium-Size Undead (Chaotic, Evil, Extraplanar, Drow, Lich) Divine Rank: 6 Hit Dice: 25d12 (Nec) plus 20d12 (cleric) +10d12 (True Nec) (660 hp)_ Initiative: +9 Speed: 60 ft. AC: 56 (+6 divine, +9 dex, +19 natural, +12 deflection) Base Attack/Grapple: +27/+34. Attacks: +5 unholy wounding keen frost dagger +45/+40 melee; or by spell +40 melee touch, or +44 ranged touch. Damage: +5 unholy wounding keen frost dagger 1d4+12+1d6 cold; or by spell. Face/Reach: 5 ft. by 5 ft./ 5ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, create greater undead, create undead, energy drain, rebuke undead 19/day (as 30th level cleric), paralyzing touch (DC 49). Special Qualities: Divine aura (600 ft., DC 28), divine immunities, DR 20/epic, fire resistance 11, godly realm (1 mile), plane shift at will, remote communication 6 miles, SR 38, greater teleport at will, understand, speak, and read all language and speak directly to all beings within 6 miles, necromancer (cast all Nec spells at 55th caster level), zone of desecration, major desecration (550 ft.), drow qualities, fear aura (DC 49), undead qualities. Saves: Fort +29, Ref +40, Will +50. Abilities: Str 24, Dex 29, Con -, Int 40, Wis 36, Cha 34. Skills: Appraise +29, Bluff +44, Concentration +62, Craft (Alchemy) +69, Craft (Rune) +44, Decipher Script +37, Diplomacy +58, Forgery +29, Gather Information +27, Heal +52, Hide +38, Intimidate +44, Knowledge (Arcana) +79, Knowledge (History) +75, Knowledge (Planes) +79, Knowledge (Religion) +79, Listen +46, Move Silently +28, Sense Motive +50, Spellcraft +79, Spot +47. Feats: Brew Potion, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Items, Empower Spell, Enlarge Spell, Epic Spell Focus (Necromancy), Extend Spell, Extra Turning, Greater Spell Focus (Necromancy), Heighten Spell, Inscribe Rune, Iron Will, Lightning Reflexes, Maximize Spell, Multispell, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Knowledge [Religion]), Spellcasting Prodigy, Spell Focus (Necromancy), Spell Mastery, Spell Penetration, Still Spell. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Arcane Mastery, Craft Artifact, Divine Spellcasting, Extra Domain (Retribution), Extra Domain (Undeath), Instant Counterspell, Lay Curse, Spontaneous Wizard Spells. Domain Powers: Cast chaotic spells at +1 caster level, free Lightning Reflexes; cast evil spells at +1 caster level; strike of vengeance 6/day; free Extra Turning. Spell-like abilities: Kiaransalee uses these abilities as a 16th level caster, except for chaotic and evil spells, which she uses as a 17th level caster. The saves DCs are 28+spell level, except for Necromancy spells, for which the DCs are 34+spell level. Protection from Chaos, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Chaotic Aura, Summon Monster IX*, Cloak of Dark Power, Clairaudience/clairvoyance, Suggestion, Discern Lies, Spider Form, Greater Dispelling, Greater Planar Ally, Gate, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Shield of Faith, Endurance, Speak with Dead, Fire Shield, Mark of Justice, Banishment, Spell Turning, Discern Location, Storm of Vengeance, Detect Undead, Animate Dead, Death Ward, Circle of Doom, Control Undead, Create Greater Undead, Energy Drain. *Cast as a chaotic or evil spell only. Wizard Spell/day (Levels 0-16): 5/9/9/9/9/8/8/8/8/7/3/3/3/2/2/2/2; base DC=25+spell level, 31+spell level for Necromancy spells. Caster level 30th. All Necromancy spells are cast at 55th caster level instead. Cleric Spells/day (Levels 0-13): 6/9/8/8/8/8/6/6/6/6/2/2/2/2; base DC=23+spell level, 29+spell level for Necromancy spells. Caster level 25th. All Necromancy spells are cast at 55th caster level instead. Possessions: Kiaransalee carries Cold Heart, a +5 unholy, keen, wounding, frost dagger. Caster Level: 25th. Other Divine Powers As a lesser deity, Kiaransalee can take 10 on any check. She treats a roll of 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses: Kiaransalee can see, hear, touch, and smell at a distance of 6 miles. As a standard action, she can perceive anything within 6 miles or her worshippers, holy sites, objects, or any location where one of her titles or name was spoken within the last hour. She can extend her senses to up to 5 locations at once. She can block the sensing power of deities her rank and lower at up to two remote locations at once for up to 6 hours. Portfolio Sense: Kiaransalee sense any animation of undead as long as it affects at least 500 people. She likewise senses any act (or planning of) vengeance by a group of at least 500 people or against a group of at least 500 people. Automatic Actions: Kiaransalee can use Knowledge (Arcana), Knowledge (Religion), Knowledge (History), or Spellcraft as a free action as long as the DC for the task is 20 or lower. Create Magic Items: Kiaransalee can create any magic item that aids in either the control or animation of undead creatures. |
| Gavvin05-13-04, 06:31 PM | Could someone please repost the statistics for Finder WyvernSpur.. I would be REALLY appreciative. |
| Gavvin05-13-04, 06:44 PM | Hey guys, so in the Faiths and Pantheons book on page 170 there is mention of the God Borem, and his lair the Lake of Burning Mud. It lists an artifact there that could bring back Borem in theory. Does anyone have any information on Borem? Any information would be REALLY appreciated. Thanks |
| Mawtaw05-15-04, 03:26 PM | Ugh! I have gotten all confused by this new thread old thread thing on the first page. It says that Solonor is done but I can't seem to find him on this thread and I can't find the old thread that he is on. Could someone please provide a link to him. Just me. |
| Tebryn1405-15-04, 03:37 PM | Like I mentioned in the initial post, all of the deities are in my personal archive, so no link. Here are the stats though, for Faluzure, who I just stated, and then for the others. Faluzure Null, the Night Dragon. Lesser Dragon Deity Symbol:Draconic Skull Home Plane: Carceri/ Minethys/ Mausoleum of Pain Alignment: Neutral Evil Portfolio: Undeath, decay, dracoliches. Worshippers: Dracoliches, Necromancers, Cult of the dragon members. Cleric Alignments: NE, CE, LE. Domains: Evil, Darkness, Death, Scalykind, Undeath. Favored Weapon: claw Faluzure, the Night Dragon, is a horrifying god. Appearing as a tremendous, black, desiccated dragon, resembling a shadow dragon, he is surrounded by a palpable area of darkness and shadows. On Toril, Faluzure is more often worshipped as an aspect of Null, along with Chronepsis. Colossal Dragon (Evil, Extraplanar) Divine Rank: 9 Hit Dice: 48d12+576 (1152 hp) Initiative: +4 Speed: 180 ft., fly 300 ft. poor. AC: 67 (-8 size, +47 natural, +9 divine, +9 deflection). Base Attack/Grapple: +48/+75 grapple. Attack: Bite +68 melee and 2 claws +63 melee and 2 wings +63 melee and tail slap +63 melee; or by spell +68 melee touch, or +49 ranged touch. Damage: Bite 4d8+19; 2 claws 2d8+9; 2 wings 4d6+9; 4d6+28; or by spell. Face/Reach: 40 ft. by 80 ft./ Bite 30 ft., claws 20 ft., wings 30 ft., tail 40 ft. Special Attacks: Breath weapon, crush, tail sweep, spells, spell-like abilities, domain powers, salient divine abilities. Special Qualities: Divine immunities, DR 20/epic, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 9 miles, remote communication 9 miles, godly realm (1 mile), greater teleport at will, plane shift at will, blindsense 380 ft., frightful presence (DC 42), SR 41, shadow blend. Saves: Fort +47, Ref +35, Will +43. Abilities: Str 48, Dex 10, Con 34, Int 30, Wis 26, Cha 29. Skills: Balance +39, Bluff +66, Climb +58, Concentration +69, Diplomacy +45, Escape Artist +29, Hide +17, Intimidate +66, Knowledge (Arcana) +67, Knowledge (Dragonkin) +67, Knowledge (Planes) +64, Knowledge (Religion) +70, Listen +65, Search +64, Sense Motive +41, Spellcraft +67, Spot +65, Swim +52. Feats: Awesome Blow, Combat Casting, Empower Spell, Enlarge Spell, Extend Spell, Greater Spell Focus (Necromancy), Heighten Spell, Hover, Improved Initiative, Maximize Spell, Power Attack, Quicken Spell, Shapebreath, Silent Spell, Snatch, Spreading Breath, Spell Focus (Necromancy). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Avatar, Control Creatures (Undead; 9/day; up to 90 at once), Divine Spell Focus (Necromancy), Energy Burst (9d8 negative energy, DC 31 half), Exhaustion*, Extra Domain (Scalykind), Extra Domain (Undeath), Hand of Death (Fort DC 38 negates), Life Drain (DC 28), Spell Immunity*, Undead Qualities. *Unique SDAs Exhaustion As the Footsore salient divine ability, except 18 creatures/day. The save DC is 28. Spell Immunity Faluzure is immune to the effects of all spells and spell-like abilities of 5th level and lower. Breath Weapons (Su): Faluzure has 2 different breath weapons. Cold: A cone of cold 80 ft. long that deals 34d10 points of damage. A Reflex save DC 55 is allowed for half damage. Shadows: A cone of billowing shadows 80 ft. long. Any creature in the area receives 14 negative levels. A Reflex save DC 55 is allowed for half the negative levels. Crush (Ex): Faluzure can land on foes as a standard action, using his whole body to crush them. Crush attack are effective only against opponents that are Large or smaller. A crush attack affects as many creature as can fit under Faluzure’s body. Creatures in the affected area must succeed at Reflex saves (DC 55) or by pinned automatically, taking 4d8+28 points of damage each round until Faluzure moves. Faluzure can maintain the pin as a normal grapple action. Tail Sweep (Ex): As a standard action, Faluzure can sweep his tail in a half-circle with a 40 ft. diameter. Medium-size or smaller creatures within the tail sweep area automatically take 2d8+283 points of damage and must succeed at Reflex saves (DC 55) to avoid being knocked down. Domain Powers: Cast evil spells at +1 caster level; free Blind-fight feat; death touch 9/day, as 23rd level cleric; rebuke or command reptiles as 23rd level cleric 12/day. Spell-like Abilities: Faluzure uses these abilities as a 19th level caster, except for evil spells which he uses as a 20th level caster. The save DCs are 28+spell level, except for Necromancy spells, for which the DCs are 37. Cause Fear, Death Knell, Animate Dead, Death Ward, Slay Living, Create Undead, Destruction, Create Greater Undead, Wail of the Banshee, Obscuring Mist, Blindness/deafness, Blacklight, Armor of Darkness, Darkbolt, Prying Eyes, Nightmare, Power word, blind, Power word, kill, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Evil, Blasphemy, Unholy Aura, Summon Monster IX, Magic Fang, Animal Trance, Greater Magic Fang, Poison, Animal Growth, Eyebite, Creeping Doom, Animal Shapes, Shapechange, Detect Undead, Circle of Doom, Control Undead, Energy Drain. *Cast as an evil spell only. Shadow Blend (Su): In any condition of illumination other than full daylight, Faluzure can disappear into the shadows, giving him total concealment. Only a light spells cast by a deity of his rank or higher can negate this. Cleric Spells/day: As a 23rd level cleric; 6/8/7/7/7/7/5/5/5/5; save DC=18+spell level, except for Necromancy spells, for which the DCs=27+spell level. Sorcerer Spells known: As a 20th level sorcerer; DC 19+spell level, except for Necromancy spells, for which the DCs=28 spell level: (6/9/9/8/8/8/8/7/7/7) 0-Ray of Frost, Daze, Ghost Sound, Acid Splash, Arcane Mark, Detect Magic, Dead Magic, Mage Hand, Disrupt Undead; 1st-Cause Fear, Chill Touch, Magic Missile, Spirit Worm, Force Wave; 2nd-Igedrazaar’s Miasma, Life Bolt, Death Armor, Ghoul Touch, Scare; 3rd-Halt Undead, Vampiric Touch, Summon Undead III, Slow; 4th-Enervation, Contagion, Shadow Well, Rebuking Breath; 5th-Magic Jar, Telekinesis, Shadow Hand, Dimensional Lock; 6th-Imerious Glare, Circle of Death, Greater Dispelling; 7th-[i]Control Undead, Shadow Walk, Spell Turning; 8th-Horrid Wilting, Trap the Soul, Skeletal Guard; 9th-Soul Bind, Wail of the Banshee, Wish. Other Divine Abilities As a lesser deity, Faluzure can take 10 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal Senses: Faluzure can see, hear, smell, and touch at a distance of 9 miles. As a standard action, he can perceive anything within 9 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can block the sensing power of deities his rank or lower at up to 2 locations at once for 9 hours. Portfolio Sense: Faluzure senses any creation of undead dragons as long as the event affects at least 500 people. He also senses any animation of undead by a dragon, as long as the event is of similar scope. Automatic Actions: Faluzure can use Knowledge (Religion) as a free action as long as the DC is 20 or less. Create Magic Items: Faluzure can create any magic item that aids in the creation or control of undead creatures. |
| Mawtaw05-15-04, 03:43 PM | @Tebryn14, could you put up the stats for Solonor then please. Just me. |
| Tebryn1405-15-04, 03:44 PM | Borem By Elrumir The Swamplord, Him of the Quicksands, Borem of the Lake of Boiling Mud Lesser Faerunian Deity (dead) Symbol: A fist jutting upward from quicksand. Home Plane: Fury’s Heart (before Talos and the Gods of Fury arrived, afterwards very distant from them) Alignment: Neutral evil Portfolio: Swamps, marshes, quicksand, death through drowning, hazards of travelling over, through or near water Worshipers: Adepts, druids, rangers, lizardfolk, people living near/in swamps, those who need to travel past marshes and such. Cleric Alignments: CE, LE, NE Domains: Death, Destruction, Earth, Evil, Water Favoured Weapon: Globs of mud [throwing hammer] (light hammer or warhammer) Borem (Boh-rum) is one of the famous or infamous Lost Gods, along with Maram, Haask, Tyranthraxus, and Camnod the Unseen and two others, whose names are lost to time. During his peak, Borem was a god who was not so much as revered as he was feared. His name was evoked mostly when people started a journey through dangerous marshlands, when people wanted him not to interfere. He had a small following among some of the more debased druids who felt that swamps, being a combination of earth and water, are supreme to most other elements, thus creating an unbalance in nature unlike normal druids. The few rangers who worshiped him mostly did so out of fear, as they wanted the most fearsome creatures from the quagmires to avoid them, but some of them used these animals and beasts as companions with which to hunt. The Swamplord looked mostly like something out of a nightmare, a creature made out of mud, with the disgusting smell to accompany it. It mostly moved a lurching move, but could be very quick and agile if need be. Borem was killed by Bane, along with Bhaal and Myrkul, in his quest to become a god himself, with the use of the Jathiman Dagger, a minor artefact which was given him by Jergal. His faithful spent the day preaching the dangers of swamps and marshes, making everyone fear Borem. Appearing mostly totally covered in mud, they prayed for their spells at sunset, if possible with their faces turned towards a body of murky water, or at least in the direction of the nearest swamp. They annually held only one holy day, the Cleansing. During this day, Boremians were allowed to mourn those who had fallen while travelling in the vicinity of large swamps, but also clear their minds of any unholy thoughts regarding the faith and practice. This was the only day that clerics were allowed to rinse themselves of mud as well. History/Relationships: It is unknown at this date who Borem’s allies in the pantheons were, but it seems most likely that Kozah and Moander, who shared similar interest, might be included among them. He was despised by Jannath (who later came to be known as Chauntea) and Selûne, who helped travellers whenever she could. Dogma: If anything, clerics of Borem taught the masses to fear him, to respect his authority over one of the most dangerous types of country, especially when travelling. Clergy and Temples: Followers of Borem were known as Swampwalkers, and they had few permanent temples. This is not because they did not build them, but because they mostly were constructed near the wetlands, where the ground could not support that much. Due to this fact, most temples were constructed of light materials, such as wood, which has rotted over time of course, or have sunken under those lands over which they claimed dominion, and as such have fallen victim to the murky depths. They went clad in the lightest armour offering the best protection, because if they would ever fall into the swamps they served, heavy armor would surely draw them to their doom. Those few who did meet this fate were said to have met Borem's dissaproval and as such were not allowed to mourn over. I know the above normally is a much more in-depth piece of info on the gods, but I wasn't able to find anything. I guess this was one of the gods who was supposed to stay a mystery, so I did not dare come up with more Borem Druid 10/Wizard 10/Ranger 10/King of the Marshes 10 Medium-size outsider (Evil) Divine Rank: 6 Hit Dice: 20d8+240 (outsider) + 10d8+120 (Drd) + 10d4+140 (Wiz) + 10d10+140 (Rgr) + 10d10+140 (KoM) (1,280 hp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: 60 ft., burrow 60 ft., swim 60 ft. AC: 62 (+7 Dex, +6 divine, +31 natural, +8 deflection) Attacks: +5 returning, distance, unholy, impact glob of mud +59/+54/+49/+44 ranged; or muddy slam +62 (varying number); or spell +54 melee touch, or +58 ranged touch. Damage: +5 returning, distance, unholy, impact glob of mud 1d8+17/19-20/x3; or muddy slam 1d8+17/19-20/x3; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: Adaptation, animal companion (up to 10 HD), attack native creatures +4, bonus feats, 3/day detect animals and plants, divine aura (600 ft., DC 24), divine immunities, DR 41/+4, endure elements (acid) 20, familiars (lizards), favoured enemies (humans +3, elves +2, dwarves +1), fire resistance 26, freedom of movement, godly realm (1 mile Outer Plane, 600 ft. Material Plane), marsh camouflage, marsh skill bonuses, nature sense, plane shift at will, remote communication 6 miles, resist nature’s lure, spontaneous casting of divine spells, SR 38, teleport without error at will, trackless step, understand, speak and read all languages and speak directly to all beings within 6 miles, venom immunity, wild shape (Small, Medium-size or Large animal 4/day), woodland stride. Saves: Fort +50, Ref +45, Will +47 Abilities: Str 35, Dex 24, Con 35, Int 31, Wis 29, Cha 26 Skills: Alchemy +46, Animal Empathy +44, Bluff +44, Concentration +48, Handle Animal +44, Heal +47, Hide +43, Intimidate +44, Intuit Direction +45, Knowledge (arcana) +46, Knowledge (geography) +46, Knowledge (geology) +46, Knowledge (nature) +46, Knowledge (religion) +46, Listen +45, Move Silently +43, Profession (herbalist) +45, Search +46, Spellcraft +46, Spot +45, Wilderness Lore +45. Feats: Blind-Fight, Blindsight, Cleave, Combat Casting, Combat Reflexes, Dirty Fighting, Energy Admixture (acid), Energy Substitution (acid), Eschew Materials, Expertise, Extend Spell, Great Cleave, Improved Bull Rush, Improved Critical (glob of mud), Improved Initiative, Improved Trip, Maximize Spell, Multiattack, Multidexterity, Persistent Spell, Power Attack, Power Critical, Power Lunge, Still Spell, Scribe Scroll, Weapon Focus (glob of mud) Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, banishment, imprisonment. Salient Divine Abilities: Alter Form, Alter Size, Divine Earth Mastery, Divine Water Mastery, Extra Domain (Death), Extra Domain (Earth), Power of Nature, Shift Form*. * This allowed Borem to change between his elemental mud form and a more mundane, humanoid form to allow less obvious travel. Domain Powers: 6/day death touch; 6/day smite; turn or rebuke air creatures or command earth creatures; cast evil spells at +1 caster level; turn or rebuke fire creatures or command water creatures. Spell-Like Abilities: Borem uses these abilities as a 16th-level caster, except for evil spells, which he uses as a 17th-level caster. The save DCs are 24 + spell level. Druid Spells/day: 6/7/6/5/5/4 (levels 0-5); base DC 19 + spell level. Ranger Spells/day: 3/6/5/5 (levels 1-4); base DC 19 + spell level. Wizard spells/day: 4/7/7/5/5/4 (levels 0-5); base DC 20 + spell level. Possessions: Borem normally attacked with multiple muddy slam attacks from his numerous gooey arms, which function as +5 returning, distance, unholy, impact warhammers. He can also shoot those globs as if they were throwing hammers with 1d8 base damage. Other Divine Powers As a lesser god, Borem may take 10 on any check. Borem treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Borem can see, hear, touch and smell at a distance of seven miles. As a standard action, he can perceive anything within one mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 10 hours. Portfolio Sense: Borem is instantly aware if anything threatens his swamps or the creatures that live therein if the act affects 500 creatures or more. Automatic Actions: Borem can use Intuit Direction, Knowledge (geology), Knowledge (nature), or Wilderness Lore as a free action, if the DC for the check is 20 or less. He can perform up to five such actions per round. Create Magic Items: Being the god of swamps, Borem can create any magical item that helps in wilderness survival and any item that works with water or earth, or preferably a combination of the two, as long as the item’s price does not exceed 30,000gp. Borem did not send avatars to the Realms, but preferred to come himself. He always appeared in either of two forms. The Glob, as it was commonly known, was an amorphous entity comprised of mud and other disgusting materials. It stank of death and decay, and it attacked with multiple amorphous tentacles. His other form, the Mudmaster, was a human-shaped form which delighted in the outdoors. It always tried to trick people into following him through a swamp if they were lost, and then lure them to their deaths. |
| Tebryn1405-15-04, 03:46 PM | Finder Wyvernspur By Elrumir The Nameless Bard, ‘the God of Reckless Fools’ Faerûnian Demigod Symbol: White harp on gray circle Home Plane: Gates of the Moon Alignment: Chaotic Neutral Portfolio: Cycle of life, transformation of arts, saurials Worshippers: Artists, bards, saurials Cleric Alignments: CE, CG, CN Domains: Chaos, Charm, Renewal, Scalykind Favoured Weapon: “Sword of Songs” (bastard sword) Finder Wyvernspur Bard 20/Cleric 10/Fighter 10 Medium-Size Outsider (Chaotic) Divine Rank: 4 Hit Dice: 20d6+160 (Brd) + 10d8+80 (Clr) + 10d10+80 (620 hp) Initiative: +15 (+11 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 49 (+11 Dex, +4 divine, +12 natural, +12 deflection) Attacks: +3 chaotic keen singing bastard sword +47/+42/+37/+32 melee; or spell +44 melee touch or +47 ranged touch Damage: +3 chaotic keen singing bastard sword 1d10+13/15-20; or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 15/day Special Qualities: Bardic knowledge, bardic music, divine immunities, DR 39/+4, fire resistance 24, plane shift at will, spontaneous casting of divine spells, understand, speak and read all languages and speak directly to all beings within 4 miles, remote communication, godly realm, teleport without error at will, SR 36, divine aura (40 ft., DC 26) Saves: Fort +32, Ref +33, Will +33 Abilities: Str 26, Dex 33, Con 27, Int 29, Wis 24, Cha 35 Skills: Appraise +43, Bluff +46, Concentration +42, Diplomacy +52, Disguise +46, Forgery +43, Gather Information +46, Heal +41, Innuendo +41, Intimidate +46, Knowledge (arcana) +48, Knowledge (geography) +43, Knowledge (history) +48, Knowledge (religion) +43, Listen +43, Perform +56, Pick Pocket +45, Sense Motive +41, Spellcraf +43, Spot +43, Tumble +45, Use Magic Device +46. Feats: Alertness, Combat Casting, Disguise Spell, Dodge, Exotic Weapon Proficiency (bastard sword), Expertise, Greater Spell Focus (Enchantment), Green Ear, Improved Critical (bastard sword), Improved Initiative, Lingering Song, Powerful Voice, Requiem, Skill Focus (Perform), Spell Focus (Enchantment), Spellcasting Prodigy, Subsonics, Weapon Focus (bastard sword), Weapon Specialization (bastard sword). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Size, Alter Form, Divine Bard, Extra Domain (Chaos), Irresistible Performance. Domain Powers: Cast chaos spells at +1 caster level, 4/day increase Charisma by 4 for 1 minute, 4/day gain 1d8+12 of brought below 0 hp (but not to -10 or below), 18/day rebuke or command reptilian creatures and snakes as an evil cleric rebukes or commands undead. Spell-Like Abilities: Finder Wyvernspur uses these abilities as a 14th-level caster, except for chaos spells, which he uses as a 14th-level caster. The save DCs are 26 + spell level. animal growth, animal shapes, animal trance, animate objects, atonement, calm emotions, chaos hammer, charm monster, charm person, cloak of chaos, creeping doom (composed of tiny snakes), demand, dispel law, dominate monster, emotion, eyebite, geas/quest, greater magic fang, greater restoration, freedom, heroes’ feast, insanity, lesser restoration, magic circle against law, magic fang, poison, polymorph any object, protection from law, reincarnate, remove disease, shapechange, shatter, suggestion, summon monster IX (as chaos spell only), word of chaos. Bard Spells/day: 4/8/7/7/7/7/6; base DC 24 + spell level, 28 + spell level for Enchantment spells. Cleric Spells/day: 6/7/7/6/6/4; base DC 17 + spell level, 21 + spell level for Enchantment spells. Possessions: Finder carries the Sword of Songs, a +3 chaotic keen singing bastard sword. Caster level: 20th; Weight: 10 lb. Other Divine Powers As a demigod, Finder treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Finder can see, hear, touch and smell at a distance of four miles. As a standard action, He can perceive anything within four miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once. Portfolio Sense: Finder is instantly if anything threatens the welfare of the saurials of the Lost Vale or if anyone evolves his art for the better if the action affects at least 1,000 people. Automatic Actions: Finder can use Bluff, Diplomacy, Gather Information or Perform as a free action, if the DC for the check is 15 or less. He can perform up to two such actions per round. Create Magic Items: Being a bardic god, Finder can create any magic instrument, any Charisma related item or any item useable specifically by bards, as long as the item’s market price does not exceed 4,500 gp. Solonor Thelandira By Elrumir Keen-Eye, the Great Archer, the Forest Hunter Intermediate Elven Deity Symbol: Silver arrow with green fletching Home Plane: Arvandor Alignment: Chaotic good Portfolio: Archery, hunting, wilderness survival Worshipers: Arcane archers, archers, druids, elves, rangers Cleric Alignments: CG, CN, NG Domains: Chaos, Elf, Good, Plant, War Favoured Weapon: “Longshot” (longbow) Solonor Thelandira Ranger 10/Wizard 10/Arcane Archer 10/Deepwood Sniper 10 Medium-size outsider (Chaos, Good) Divine Rank: 13 Hit Dice: 20d8+200 (outsider) + 10d10+100 (Rgr) + 10d4+100 (Wiz) + 10d8+100 (AAr) + 10d8+100 (DWS) (1,060 hp) Initiative: +20, always first (+16 Dex, +4 Improved Initiative, Supreme Initiative) Speed: 60 ft. AC: 71 (+16 Dex, +13 divine, +26 natural, +6 deflection) Attacks: +5 distance, speed, elemental aura longbow +75/+75/+75/+70/+65/+60* ranged or melee; or spell +53 melee touch or +59 ranged touch. * number of attacks comes from speed ability of the weapon and the Rapid Shot feat. Damage: +5 distance, speed elemental aura longbow 1d8+18/17-20/x3; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: Wood elf racial abilities, animal companion (up to 10 HD), arrow of death, concealment reduction 30%, consistent aim 3/day, divine aura (1,300 ft., DC 29), divine immunities, DR 48/+4, enchant arrow +5, familiars (hawks), favoured enemies (drow +3, evil outsiders +2, goblinoids +1), fire resistance 33, godly realm (10 miles Outer Plane, 1,300 ft. Material Plane), hail of arrows, imbue arrow, keen arrows, phase arrow, plane shift at will, poison use, projectile improved critical +2, 1/day projectile magic weapon, 1/day projectile true strike, range increment +100 ft., remote communication 13 miles, seeker arrow, spontaneous casting of divine spells, SR 45, take aim +4, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 13 miles. Saves: Fort +55, Ref +61, Will +55 Abilities: Str 30, Dex 42, Con 30, Int 27, Wis 31, Cha 22 Skills: Animal Empathy +69, Balance +71, Bluff +61, Climb +63, Concentration +53, Craft (bowyer) +79, Diplomacy +61, Escape Artist +69, Handle Animal +61, Heal +63, Hide +69, Intimidate +61, Intuit Direction +63, Jump +65, Knowledge (arcana) +51, Knowledge (nature) +61, Knowledge (religion) +51, Listen +65, Move Silently +69, Search +61, Spellcraft +51, Spot +65, Swim +63, Tumble +71, Wilderness Lore +81. Feats: Alertness, Blind-Fight, Blindsight, Combat Casting, Combat Reflexes, Dodge, Expertise, Far Shot, Improved Critical (longbow), Improved Initiative, Improved Sunder, Mobility, Point Blank Shot, Power Attack, Power Critical (longbow), Precise Shot, Rapid Shot, Quicken Spell, Scribe Scroll, Shot on the Run, Skill Focus (Wilderness Lore), Spring Attack, Still Spell, Sunder, Track, Weapon Focus (longbow). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Annihilating Strike (DC 33 + damage dealt), Battlesense, Divine Archery, Divine Celerity, Divine Dodge, Divine Ranger*, Divine Skill Focus (Craft [Bowyer]), Divine Skill Focus (Wilderness Lore), Divine Weapon Focus (longbow), Divine Weapon Specialization (longbow), Extra Domain (Chaos), Extra Domain (Plant), Free Move, Supreme Initiative. * Even though normally only allowed to 20th-level rangers, Solonor is the epitome of the ranger. Therefore he has access to the abilities of the Divine Ranger salient divine ability. Domain Powers: Cast chaos spells at +1 caster level; cast good spells at +1 caster level; 10/day rebuke or command plant creatures. Spell-like Abilities: Solonor uses these abilities as a 23th-level caster, except for chaos and good spells, which he uses as a 24th-level caster. The save DC’s are 29 + spell level. aid, animate objects, antipathy, barkskin, blade barrier, cat’s grace, changestaff, chaos hammer, cloak of chaos, command plants, commune with nature, control plants, dispel evil, dispel law, divine power, entangle, find the path, flame strike, holy aura, holy smite, holy word, liveoak, magic circle against evil, magic circle against law, magic vestment, magic weapon, plant growth, power word (blind), power word (kill), power word (stun, protection from evil, protection from law, repel wood, shambler, shatter, snare, spiritual weapon, summon monster IX (as chaos or good spell only), sunburst, tree stride, true strike, wall of thorns, word of chaos. Ranger Spells/day: 4/4 (levels 1-2); base DC 20 + spell level. Wizard Spells/day: 4/6/6/5/5/3 (levels 0-5); base DC 18 + spell level Possessions: Solonor fires Longshot, a +5 longbow with the distance, speed and elemental aura abilities. He does so even when he is caught up in melee, a thing he tries to avoid as much as possible. Caster level: 25th; Weight: 4 lb. Other Divine Powers As an intermediate god, Solonor Thelandira automatically receives a 20 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure and is immortal. Senses: Solonor can see, hear, touch and smell at a distance of thirteen miles. As a standard action, he can perceive anything within one mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 10 hours. Portfolio Sense: Solonor is automatically aware whenever an elf uses a bow, especially in defence of his or her homelands. Automatic Actions: Solonor can use Craft (bowyer), Intuit Direction, Knowledge (nature) and Wilderness Lore as a free action, if the DC for the check is 25 or less. He can perform up to ten such actions per round. Create Magic Items: As Solonor is the elven god of the archery and wilderness survival, he can create any magic bow and any item aiding in tracking and living in the wild, as long as the item’s price does not exceed 200,000gp. Avatars Solonor does not send avatars to the Realms; he prefers to aid those elves in need himself. Against the Drow gods and Malar the beastlord he is especially ferocious. He is particularly close to Rillifane Rallathil and Corellon Larethian int his respect, as they all try to protect either the elves or the woodlands in which they live. |
| ikemvexnay05-15-04, 04:32 PM | Could I get stats for Shargaas? |
| Tebryn1405-15-04, 05:03 PM | Pistis Sophia The Ascetic Tome Archon Symbol: Light blue ambience Home Plane: Celestia/ 4th (Solania) Alignment: Lawful Good Portfolio: - Worshippers: - Cleric Alignments: - Favored Weapon: Unarmed strike Pistis Sophia, the ruler of Solania, the Crystal Heaven, is also known as the Ascetic. Like the monks that serve her, she is devoted to a life of austerity and giving. Not maintaining a permanent realm, she tours the various monasteries of her layer. Though, like the others of the Celestial Hebdomad, she usually appears as a hawk-headed humanoid, though she sometimes appears an androgynous humanoid with light feminine features. Large Outsider (Good, Lawful, Extraplanar, Archon) Virtual Divine Rank: 3 Hit Dice: 43d8+387 (731 hp) Initiative: +10 Speed: 90 ft., fly 180 ft. (perfect) Armor Class: 63 (+3 divine, +14 natural, +9 deflection, +14 wisdom, +10 dex, +4 insight, -1 size). Base Attack/Grapple: +43/+55 Attack: Unarmed strike +56/+56/+56/+51/+46/+41 melee; or by spell +55 melee touch, or +55 ranged touch. Damage: Unarmed strike 2d10+9+2d6 holy; or by spell. Space/Reach: 10 ft. by 10 ft./10 ft. Special Attacks: Spells, spell-like abilities, summon archon, ki strike (magic, adamantine, lawful), flurry of strikes, unarmed strike. Special Qualities: Aura of menace, DR 15/epic and evil, darkvision 60 ft., battlesense, semi-divine immunities, resistances (sonic 10, cold 10, fire 8), SR 35, understand, speak, and read all languages and speak directly to all beings within 3 miles, remote communication 3 miles, godly realm (300 ft.), greater teleport at will, divine aura (30 ft., DC 22), spurn the divine, fast healing 3, fast movement, still mind, slow fall, improved evasion, divine dodge, indelible imprint, magic circle against evil. Saves: Fort +35, Ref +36, Will +40 Abilities: Str 28, Dex 30, Con 28, Int 32, Wis 38, Cha 29. Skills: Balance +59, Climb +52, Concentration +58, Decipher Script +39, Escape Artist +46, Heal +62, Intimidate +53, Jump +58, Knowledge (Arcana) +59, Knowledge (Planes) +59, Knowledge (Religion) +59, Listen +59, Move Silently +48, Search +44, Sense Motive +62, Spellcraft +59, Spot +59, Survival +45, Tumble +59. Feats: Blind-fight, Combat Casting, Combat Expertise, Deflect Arrows, Dodge, Exceptional Deflection, Holy Radiance, Improved Disarm, Improved Unarmed Strike, Infinite Deflection, Maximize Spell, Nimbus of Light, Purify Spell, Sanctify Ki Strike, Shattering Strike, Snatch Arrows, Stunning Fist, Weapon Finesse, Weapon Focus (Unarmed Strike). Semi-Divine Immunities: Ability damage, ability drain, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. As with a true deity, several of these immunities are ineffective against attackers of a higher divine rank (true or virtual). Aura of Menace (Su): A righteous aura surrounds Pistis Sophia when she fights or gets angry. Any hostile creature within a 40 ft. radius of her must make a Will save (DC 40) to resist its effects. Those who fail take a –6 morale penalty on attacks, AC, and saves for one day. If that creature makes a successful attack against Pistis Sophia, it can attempt a new saving throw. A creature that makes a successful saving throw cannot be affected by Pistis Sophia’s Aura of Menace for one day. Magic Circle Against Evil (Su): A magic circle against evil effect always surrounds Pistis Sophia, identical with the spell. The effect can be dispelled, but only by a being of a higher divine rank than Pistis Sophia, and she may create it again during her next turn as a free action. The caster level is 43rd. Indelible Imprint (Su): When Pistis Sophia is slain, she releases holy energy to brand her murderer for all time. The instant she dies, all creatures within 1 mile who have dealt damage to Pistis Sophia within that past day must make a Will save (DC 40). Those that fail receive an unsightly rune upon their face that instantly identifies them to any good creatures as a murder of a member of the Celestial Hebdomad. The mark may only be removed by a deity of Pistis Sophia’s rank or higher. Battlesense (Su): As the Battlesense salient divine ability. Divine Dodge (Su): As the Divine Dodge salient divine ability, except with a 40% miss chance. Monk Abilities (Ex or Su): Pistis Sophia has the following monk abilities as if she were a 20th level monk: Flurry of Strikes, Unarmed Strike, Fast Movement, Ki Strike, Still Mind, Slow Fall, Improved Evasion. She also receives her Wisdom bonus as a bonus to her AC. Spell-like Abilities (Sp): Pistis Sophia can use these abilities as a 43rd level caster. The save DCs are 19+spell level. At will-Continual Flame, Crown of Brilliance, Detect Chaos, Detect Evil, Etherealness, Freedom of Movement, Greater Dispelling, Holy Word, Holy Aura, Message, Ray of Hope, True Seeing, Celestial Lightning Storm, Constricting Chains, Empyreal Ecstasy, Shield of the Archons, Dictum, Tome of Light, Cure Critical Wounds; 5/day-Last Judgement, Prismatic Sphere, Heal; 1/day-Miracle, Mass Heal, Time Stop, Gate, End to Strife. Summon Archon (Sp): 15/day, Pistis Sophia can summon 1 throne archon, 1d2 trumpet archons, 1d3 sword archons, 1d10 hound archons, or 3d6 lantern archons. 1/day, she can summon another member of the Celestial Hebdomad. Cleric Spells/day: Pistis Sophia casts spells as a 20th level caster. She has access to the Good, Law, and Healing Domains. The save DCs are 24+spell level. 6/9/9/8/8/8/7/6/6/6. Spurn the Divine: Pistis Sophia is partially resistant to Divine Blast, Divine Shield, Mass Divine Blast, and Area Divine Shield. When facing a god using any of these powers, Pistis Sophia receives a Fortitude save to fend off Divine Blasts or Mass Divine Blasts; against Area Divine Shields and Divine Shields, Pistis Sophia receives a Will save to breach the effect if Pistis Sophia virtual divine rank is equal to or greater than the divine rank of the god in question for round (it may make another attempt the next round). In either case, the DC = 40 + the god’s divine rank. Pistis Sophia receives +3 bonus on these saves. Other Divine Powers As an member of the Celestial Hebdomad with the power of a demigod, Pistis Sophia treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Pistis Sophia can see, hear, smell, and touch at a distance of 3 miles. As a standard action, she can perceive anything within 3 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities rank 3 and lower at up to two remote locations at once for up to 3 hours. Virtual Divine Rank: Though not an actual deity, by virtue of her age, might, and influence in upper plane politics, Pistis Sophia is essentially a Rank 3 demigod. However, she does not gain power from those who worship her, nor does she have domain powers or spells. She cannot create avatars, and she does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs she would otherwise have, she is treated as having a Divine Rank of 3. |
| Tebryn1405-15-04, 06:09 PM | hargaas By Jorda the Knight The Night Lord, the Blade in the Darkness, the Stalker Below Lesser Orc Deity Symbol: Skull on a red crescent moon Home Plane: Nishrek Alignment: Chaotic evil Portfolio: Night, thieves, stealth, darkness, the Underdark Worshipers: Assassins, blackguards, orcs, shadowdancers, thieves Cleric Alignments: CE, CN, NE Domains: Chaos, Darkness, Evil, Orc, Trickery Favored Weapon: “Nightblade” (short sword) Shargaas 20 Rogue/Assassin 10/Shadowdancer 10 Medium-Size Outsider (Chaos, evil) Divine Rank: 8 Hit Dice: 20d8 (outsider), 20d6 (rog), 10d6 (asn), 10d8 (shd) Initiative: + 19 (always goes first) (+15 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 63 (+15 Dex, +8 Divine, +21 natural, +9 deflection) Attacks: +5 keen, wounding, unholy short sword +73 melee; or +58 melee touch; or +63 ranged touch Damage: +5 keen, wounding, unholy short sword 1d6 +15/16-20/x2; or by spell Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, Death Attack (DC 29), sneak attack +18d6 Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 8 miles, Darkvision, defensive roll, divine aura (800 ft. DC 29), DR 43/+4, evasion, fire resistance 28, godly realm, hide in plain sight, improved evasion, remote communication, shadow illusion, shadow jump (160 ft.), slippery mind, SR 40, summon shadow, traps, uncanny dodge Saves: Fort. +51 Ref. +55 Will. +47 Abilities: Str.30 (+10) Dex.40 (+15) Con.32 (+11) Int.28 (+9) Wis.24 (+7) Cha.29 (+9) Skills: Appraise +57, Balance +63, Bluff +59, Climb+58, Concentration +59, Craft (trapmaking) +57, Decipher Script +55, Disable Device +57, Disguise +57, Escape Artist +63, Forgery +57, Gather Information +57, Hide +63, Intimidate +57, Innuendo+57, Listen +55, Move Silently +63, Open Lock +63, Pick Pocket +63, Read Lips +57, Search +55, Spellcraft +57, Tumble +63, Use Rope +63 Feats: Alertness, Blind Fight, Blind-Sight (5 foot radius), Combat Casting, Combat Reflexes, Dodge, Mobility, Spring Attack, Expertise, Improved Disarm, Improved Trip, Improved Critical (short sword), Improved Initiative, Quick Draw, Weapon Finesse (short sword), Weapon Focus (short sword), Run, Power Critical (short sword), Skill Focus (Bluff) Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Extra Domain (darkness), Divine Celerity, Extra Domain (trickery), Divine Dodge, Divine Glibness, Divine Rogue, Divine Sneak Attack, Divine Weapon Focus (short sword), Supreme Initiative Domain Powers: Cast chaos and evil spells at +1 caster level, smite 1/day (+10 to damage if you hit with a single melee attack. If used against an elf or dwarf add +4 to your attack roll for the smite attack), Bluff, Disguise and Hide are class skills, free Blind-Fight feat Spell-Like Abilities: All domain spells, caster level 18, DC 27 + spell level Possessions: Shargaas carries his deadly, obsidian “Nightblade” which functions as a +5 keen, wounding, unholy short sword. Shargaas usually keeps this weapon well hidden, using his Quick Draw feat to draw it quickly and attack without warning. Other Divine Powers Senses: Shargaas can see, hear, touch and smell at a distance of 8 miles. As a standard action he can perceive anything within 8 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 8 hours. Portfolio Sense: Shargaas senses any act of orc treachery or assassination the moment it happens as long as the event involves at least 500 people. Automatic Actions: Shargaas can use Bluff, Hide and Move Silently as a free action if the DC for the task is 20 or lower. She can perform up to 5 such actions a turn. Create Magic Items: Shargaas can create any small weapon and any kind of poison as long as the market price does not exceed 300,000 gp. Avatars Shargaas does not send avatars into the realms but when he does appear himself he most often resembles a fairly squat, obese orc, his head shaved entirely bald. His rotund appearance, however, is a ruse used to give his enemies the impression that he is terribly slow, when infact his movements are lightning fast, a fact few he encounters ever get a chance to ponder over, since Shargaas generally tries to make his first attack a killing blow. Across his ugly face Shargaas seems to have a perpetual smirk whenever he is engaged in a kill, but otherwise his visage is dark and brooding. Shargaas is rarely seen, even when he does appear in the lands of Faerun, for he is most often found in the Underdark or if forced above shrouded in countless spells of darkness and shadow. He also appears to be unarmed, but this is usually another trick. Shargaas loves to suddenly spring from the darkness, use his Quick Draw feat and incredible speed to gain the advantage, make a devastating sneak attack and then return to the shadows for safety. Karrak crept along a dark tunnel, the stony throughway barely large enough for him to pass while down on all fours. Fortunately the orog was well used to these kinds of conditions, “it all comes with the job” he was apt to say, though usually it was only the cold stone around him that heard. Leaning over a particularly step ledge Karrak exited the small tunnel he had been traveling through for nearly five hours now. He didn’t dare try and catch his short breath, even though his pounding heart and the pressure building in his sinuses urged him to. Not ten feet below sat a lone drow warrior, the long white haired male searching a large cavern for any signs of enemy advance. Satisfied that the area was secure, the obsidian skinned elf sat on a smooth rock, drawing his beautifully crafted and decorated sword to admire it’s design. Karrak almost laughed as he drew his own small dagger, the blade simple, but with a deadliness to it’s edge that showed hours of hard work had been put into it’s construction. Without so much as disturbing a pebble Karrak slipped down from the ledge, landing on the back of smooth rock, just behind the drow male. The healthy, lithe dark elf did not make a sound, the finely fashioned orog blade buried hilt deep into his back. As the quickly cooling corpse slipped to the stony floor, Karrak relieved the body of it’s possession, even going so far as to take the drow’s boots and piwafwi. “I hope you lived well in life dark one, for now you will know eternity through Shargaas’s dark embrace.” With this short vow Karrak cleaned off his blade and leap up into the air, grabbing hold of the ledge from which he spilled forth. Sliding back into the tunnel he spoke a near silent prayer to his patron god, thanking the Night Lord for the chance to slay, and the promise of more killings to come. |
| Tebryn1405-16-04, 02:11 PM | Merrshaulk Master of the Pit, the Serpent Lord, the Sleeping Serpent, the Maker of Venom Intermediate Yuan-ti Deity Symbol: Cobra’s head Home Plane: Abyss/74th/Smaragd Alignment: Chaotic Evil Portfolio: Snakes, Yuan-ti, poison, somnolence, traps, murder, reptiles Worshipers: Yuan-ti, assassins, snakes, cultists, rogues. Cleric Alignments: CE, NE, CN Domains: Animal, Chaos, Destruction, Evil, Scalykind Favored Weapon: Rapier Though his Torillian persona (known as Sseth) has been slain by Set, thereby severing his connection to that Prime world, it is doubtful that Merrshaulk is even aware of it. The Serpent Lord, possibly once a powerful demon prince, is now in a near perpetual state of slumber. He appears as a powerfully built Abomination, though he can change forms at will, and just as often will appear as a giant viper. Ranger 15/Assassin 5/Cleric 20 Large Outsider (Chaotic, Evil, Extraplanar, Yuan-ti) Divine Rank: 13 Hit Dice: 20d8+180 (outsider) plus 15d8+135 (ranger) plus 5d6+45 (assassin) plus 20d8+180 (cleric) (1010 hp) Initiative: +15 Speed: 80 ft. AC: 71 (-1 size, +11 dex, +13 divine, +26 natural, +12 deflection) Base Attack/Grapple: +40/+65 Attack: +6 unholy keen wounding rapier +68/+63/+58/+53 melee and bite +64 melee; or by spell +61 melee touch or +64 ranged touch. Damage: +6 unholy keen wounding rapier 1d6+14 and wounding/16-20; bite 4d6+13 and poison; or by spell. Face/Reach: 5 ft. by 10 ft./ 10 ft. Special Attacks: Poison, domain powers, salient divine abilities, spell-like abilities, turn undead 15/day, psionics, improved grab, constrict, death attack, sneak attack +3d6. Special Qualities: Divine aura (1,300 ft., DC 35), divine immunities, DR 25/epic, favored enemies (humans +4, dwarves +3, goblinoids +2, orcs +1), fire resistance 18, godly realm (10 miles), plane shift at will, remote communication 13 miles, spontaneous casting of divine spells, SR 65, greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 13 miles, wild empathy +27, woodland stride, evasion, swift tracker, camouflage, combat style, improved combat style, combat style mastery, poison use, uncanny dodge. Saves: Fort +54, Ref +56, Will +61 Abilities: Str 28, Dex 32, Con 28, Int 36, Wis 42, Cha 34. Skills: Balance +59, Bluff +60, Climb +60, Concentration +73, Craft (Alchemy) +71, Craft (Poisonmaking) +86, Craft (Trapmaking) +86, Diplomacy +70, Disguise +65, Escape Artist +40, Handle Animal +60, Hide +56, Intimidate +45, Jump +46, Knowledge (Arcana) +64, Knowledge (Geography) +41, Knowledge (Nature) +81, Knowledge (Planes) +64, Knowledge (Religion) +64, Listen +67, Move Silently +70, Search +56, Sense Motive +60, Spellcraft +66, Spot +69, Survival +69, Swim +47, Tumble +29. Feats: Alertness, Awesome Blow, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Endurance, Empower Spell, Extend Spell, Improved Disarm, Improved Initiative, Improved Precise Shot, Many Shot, Maximize, Mobility, Power Attack, Quick Draw, Quicken Spell, Rapid Shot, Spell Focus (Illusion), Spell Penetration, Spring Attack, still Spell, Track, Weapon Finesse, Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Avatar, Automatic Metamagic (Silent cleric spells), Control Creatures (Reptilian creatures), Divine Shield (12/day, 130 points of damage), Divine Spellcasting, Extra Domain (Evil), Extra Domain (Scalykind), Energy Burst (Acid, DC 32, 130 ft radius, 13d8 points of damage), Hand of Death (DC 35), Instant Counterspell, Improved SR, Shapechange, Speak with Creatures (Reptilian creatures), Wave of Chaos (130 ft. DC 35). Domain Powers: Cast chaotic spells at +1 caster level; smite 13/day (+4 to hit and +20 to damage); cast evil spells at +1 caster level, rebuke or command reptilian creatures 15/day. Spell-like Abilities: Merrshaulk uses these abilities as a 23rd level caster, except for chaotic and evil spells, which he uses as a 24th level caster. The save DCs are 35+spell level, except for Illusion spells, for which the DCs are 37+spell level. Calm Animals, Hold Animal, Dominate Animal, Repel Vermin, Commune with Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange, Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, Inflict Light Wounds, Contagion, Inflict Critical Wounds, Circle of Doom, Harm, Disintegrate, Earthquake, Implosion, Protection from Good, Desecrate, Magic Circle against Good, Unholy Smite, Dispel Evil, Create Undead, Blasphemy, Unholy Aura, Magic Fang, Animal Trance, Greater Magic Fang, Poison, Animal Growth, Eyebite. Cleric Spells/day (Levels 1-16): 6/9/9/9/9/8/7/7/7/6/3/3/3/2/2/2/2; save DCs=26+spell level, except for Illusion spells, for which save DCs=28+spell level. Ranger Spells/day: 6/5/5/5; save DCs=26+spell level. Assassin Spells/day: 5/4/3; save DCs=23+spell level. Improved Grab (Ex): To use this ability, Merrshaulk must hit with his bite attack. If he gets a hold, he can constrict. Constrict (Ex): If Merrshaulk gets a hold, he can constrict for 3d6+13 points of damage with a successful grapple check. Poison (Su): -Bite, Fortitude save (DC 49); initial damage 1d6 Constitution and slow for 13 minutes; secondary damage 3d6 Constitution and slumber (as slumber version of Binding spell, 33rd caster level). This can affect even beings normally immune to poison, including deities of Merrshaulk’s rank or lower. Psionics (Sp): Merrshaulk can use each of these abilities at will, as a 60th level caster. Detect Poison: As the spell. Chameleon Power: Change coloration to match background, grants +8 circumstance bonus on Hide checks. Produce Acid: Exclude acid that deals 5d6 points of damage with a touch. Aversion: Create compulsion effect targeting one creature within 30 ft. The subject must succeed at a DC 35 will save or gain an aversion to snakes for 10 minutes. Must stay at least 20 ft. away from any snake or yuan-ti. Possessions: Merrshaulk carries a +6 keen unholy wounding rapier. Other Divine Powers As an intermediate deity, Merrshaulk receives an automatic die roll of 20 on any check. He treats a 1 on a saving throw or attack role normally and not as an automatic failure. He is immortal. Senses: Merrshaulk can see, hear, smell, and touch at a distance of 13 miles. As a standard action, he can perceive anything within 13 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can block the sensing power of deities his rank or lower at up to 2 locations at once for 13 hours. Portfolio Sense: Merrshaulk senses anything that affects Yuan-ti welfare the instant it happens and retains the sensation for 13 tendays after the event occurs. He likewise senses any murder or creation of poison. Automatic Actions: Merrshaulk can use Hide, Move Silently, Craft (Poisonmaking), Knowledge (Nature), and Survival as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Merrshaulk can create any potion, or any magic item that uses poison, aids in sneak or death attacks, or aids in stealth, as long as the market price does not exceed 200,000 gp. |
| XhaoSuma05-16-04, 04:55 PM | I know very little about the deities of Zakhara an Kara-Tur so I have two questions. One, where (either book or on the net) can I find out who the gods of these places are? Two, Have or is anyone planning to stat any of them out? I've recently become interested in the Realms so I don't have any 2e books, but I wouldn't mind buying used ones if they had what I was looking for. Tebryn, Jorda, Elrumir, etc.-you guys are awesome, keep up the good work! -XhaoSuma |
| Tebryn1405-16-04, 05:39 PM | The deities of Kara Tur are a planar pantheon (like the Mulhorandi/Egyptian pantheon) that migrated to Toril some time ago. They are known as the Celestial Bureacracy, and Green Giant has statted them all out. He could repost them (or I could) or he could PM them to you. I know nothing about Zakarah, excet that FRCS makes it sound like the most interesting of the 3 known continents. |
| darrius05-22-04, 12:14 PM | can u get the stats and stuff for Sehanine Moonbow(don't know if thats exact) post it on here or e-mail it to me. |
| Tebryn1405-22-04, 12:26 PM | They exist, but in some bizarre twist of fate, I never saved them off of the old thread. I have PM'd the person who wrote the stats originally, and hopefully they will be delivered soon. If not, I guess I can always do that stats, and I was in fact considering statting some of the lesser elven demigods. |
| darrius05-22-04, 12:32 PM | thx. |
| Urban Sniper05-23-04, 05:06 AM | It might be here somewhere, but it's getting waaaaaay to early for me right now :) So, could someone point me to or post Loviatar's stats? Thanks a million. |
| Tebryn1405-23-04, 10:38 AM | Loviatar By Elrumir Maiden of Pain, the Willing Whip, Patroness of Torturers Lesser Faerûnian Deity Symbol: Nine-tailed barbed scourge Home Plane: The Barrens of Doom and Despair Alignment: Lawful evil Portfolio: Pain, hurt, agony, torment, suffering, torture Worshipers: Beguilers, torturers, evil warriors, the depraved Cleric Alignments: LE, LN, NE Domains: Evil, Law, Retribution, Strength, Suffering Favoured Weapon: “Painbringer” (scourge) Loviatar Fighter 20/Cleric 10/Wizard 10 Medium-size Outsider (Lawful, Evil) Divine Rank: 7 Hit Dice: 20d8+240 (outsider) + 20d10+240 (Ftr) + 10d8+120 (Clr) + 10d4+120 (Wiz) Initiative: +13 (+9 Dex, + 4 Improved Initiative) Speed: 60 ft. AC: 55 (+9 Dex, +7 divine, +28 natural, + 11 deflection) Attacks: +5 unholy, lawful, wounding, keen scourge +60/+55/+50/+45 and +3 frost spell storing dagger +58/+53/+48 melee; or spell +56 melee touch or +56 ranged touch. Damage: +5 unholy, lawful, wounding, shock scourge 1d8+16/17-20 and +3 frost spell storing dagger 1d4+9/17-20; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, rebuke undead 14/day. Special Qualities: Divine aura (700 ft., DC 28), divine immunities, DR 49/+5, familiars (imps), fire resistance 27, godly realm (1 mile Outer Plane, 700 ft. Material Plane), plane shift at will, remote communication 7 miles, spontaneous casting of divine spells, SR 39, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 7 miles. Saves: Fort +53, Ref +48, Will +47 Abilities: Str 29, Dex 29, Con 35, Int 24, Wis 27, Cha 32 Skills: Alchemy +34, Balance +38, Bluff +43, Climb +42, Concentration +51, Craft (weaponsmithing) +32, Diplomacy +38, Disguise +38, Escape Artist +42, Forgery +34, Gather Information +42, Heal +39, Hide +38, Intimidate +43, Knowledge (arcana) +33, Knowledge (religion) +33, Listen +35, Perform +42, Profession (executioner) +42, Search +33, Spellcraft +32, Spot +35, Tumble +38, Use Rope +36. Feats: Alertness, Ambidexterity, Brew Potion, Cleave, Combat Casting, Combat Reflexes, Craft Magic Arms and Armour, Dirty Fighting, Dodge, Exotic Weapon Proficiency (scourge), Expertise, Great Fortitude, Greater Expertise, Greater Two-Weapon Fighting, Improved Critical (dagger), Improved Critical (scourge), Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Knock-Down, Mobility, Off-Hand Parry, Power Attack, Power Critical (scourge), Scribe Scroll, Spell Focus (Illusion), Spring Attack, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (scourge), Weapon Specialization (dagger), Weapon Specialization (scourge). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Avatar (up to five), Divine Blast (14/day, 18d12), Divine Inspiration (despair), Extra Domain (Law), Extra Domain (Retribution), Increased Damage Reduction, Wound Enemy. Domain Powers: Cast evil spells at +1 caster level; cast law spells at +1 caster level; 7/day strike of vengeance for maximum damage; 7/day feat of strength; 7/day pain touch. Spell-like Abilities: Loviatar uses these abilities as a 17th-level caster, except for evil and lawful spells, which she uses as an 18th-level caster. The save DC’s are 21 + spell level. bane, banishment, bestow curse, Bigby’s clenched fist, Bigby’s crushing hand, Bigby’s grasping hand, blasphemy, bull’s strength, calm emotions, create undead, desecrate, dictum, discern location, dispel chaos, dispel good, endurance, endure elements, enervation, eyebite (sicken effect only), feeblemind, fire shield, harm, hold monster, horrid wilting, magic circle against chaos, magic circle against good, magic vestment, mark of justice, order’s wrath, protection from chaos, protection from good, righteous might, shield of faith, shield of law, speak with dead, spell immunity, spell turning, stoneskin, storm of vengeance, summon monster IX (as evil or law spell only), symbol (pain effect only), unholy aura, unholy blight. Cleric Spells/day: 6/7/7/6/6/4; base DC 18 + spell level, 20 + spell level for Illusion spells. Wizard Spells/day: 4/6/6/5/4/3; base DC 17 + spell level, 19 + spell level for Illusion spells. Possessions: Loviatar carries Painbringer, a +5 unholy, lawful, wounding, shock scourge and a +3 frost spell storing dagger. Caster level: 25th and 20th; Weight: 2 lb. and 1 lb. Other Divine Powers As a lesser goddess, Loviatar may take 10 on any check. Loviatar treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses: Loviatar can see, hear, touch and smell at a distance of seven miles. As a standard action, she can perceive anything within seven mile of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to five locations simultaneously. She can block the sensing powers of deities of up to her rank at two such remote locations at once for 7 hours. Portfolio Sense: Loviatar is instantly aware of any torturing, or feelings of pain (emotional or physical), or the suffering of five hundred ore more people (as with famine or war). Automatic Actions: Loviatar can use Concentration, Craft (weaponsmithing), Knowledge (arcana), Profession (executioner) or Spellcraft as a free action, if the DC for the check is 20 or less. She can perform up to five such actions per round. Create Magic Items: Being the goddess of pain and torture, Loviatar can create any magic item that inflicts pain (including weapons, she has a love for whips and scourges) or keeps a person locked and bound, as long as the item’s price does not exceed 30,000gp. Avatars Loviatar appears as a lovely human female, slender stature, and long straight, platinum-blonde hair. Unfortunately, her beauty does not reach her eyes as she has a cold and sinister manner. She dresses in revealing white silks decorated with silver chains or black leather decorated with outlandish spikes. She wields her scourge in hand-to-hand combat, accompanied by a dagger in her off-hand. Nothing delights her more than inflicting pain on her opponents, be it mental of physical pain. Unlike most other bullies, however, she does not fear pain herself, and many an adventurer was surprised to see her charge into the ranks of her enemies just so as to suffer the first draw of blood. When she bleeds, it is a black and thick ichor that oozes out of the wounds. She prefers casting spells that cause lingering pain… Avatar of Loviatar: As Loviatar except as follows; divine rank 3; AC 49; Atk +56/+51/+46/+41 melee (1d8+12/17-20, +5 unholy, lawful, wounding, keen scourge) and +56/+51/+46 melee +3 frost spell storing dagger; or spell +53 melee touch or +53 ranged touch; SQ Divine aura (30 ft., DC 22), DR 38/+4, fire resistance 23, SR 35; SV Fort +50, Ref + 45, Will +44; all skill modifiers are reduced by four. Salient Divine Abilities: Divine Blast (14/day, 14d12), Divine Inspiration (despair), Increased Damage Reduction, Wound Enemy. Spell-like abilities: Caster level 13th, saving throw DC 24 + spell level. Without the Extra Domain salient ability, Loviatar’s avatar loses access to the Law and Retribution domains and the spell-like abilities banishment, calm emotions, dictum, discern location, dispel chaos, fire shield, hold monster, magic circle against chaos, mark of justice, order’s wrath, protection from chaos, shield of faith, shield of law, speak with dead, spell turning, storm of vengeance, summon monster IX (as law spell) |
| Par-Salian05-24-04, 04:08 AM | Tebryn, is there any chance that you could please, please, please do 3e stats for the quasi-dieties in the 2e Powers and Pantheons. These were Kezef the Chaos Hound, Dendar the Night Serpent and Ityak -Ortheel the Elf Eater. |
| Chosen Of Bhaal05-24-04, 04:26 AM | i'd love to see kezef in particular statted up please :D |
| Green Giant05-25-04, 08:36 PM | Originally posted by Tebryn14 The deities of Kara Tur are a planar pantheon (like the Mulhorandi/Egyptian pantheon) that migrated to Toril some time ago. They are known as the Celestial Bureacracy, and Green Giant has statted them all out. He could repost them (or I could) or he could PM them to you. I know nothing about Zakarah, excet that FRCS makes it sound like the most interesting of the 3 known continents. The deities of Zakhara are divided into three groups: major (also called Great), local (also called common) and savage (also called heathen). The Great Gods can be anywhere in the Lands of Fate and have the largest churches. The local gods are usually found in one area or city. The savage gods are forgotten gods, cults, the elemental gods and gods from other continents in Toril. The Great Gods are supposed to be neutral but with 3e this might no longer be the case. They are: *Hajama the Courageous - Courage (CW), Luck, Travel, Trickery; Favored Weapon (short sword). Symbol - featureless disc. *Hakiyah of the Sea Breeze - Insight (DLCS), Knowledge, Meditation (DLCS), Oracle (CD). Symbol - a cresting wave. *Haku, Master of the Desert Winds - Competition (CD), Liberation (CD), Luck, Strength; Favored Weapon (scimitar). Symbol - stylized gust of wind. *Jauhar the Gemmed - Knowledge, Protection, Trade, Travel, Wealth (Draconomicon). Symbol - gold dinar. Very similar to Waukeen, she is actually considered to be a local deity. *Jisan of the Floods - Air, Craft, Planning, Storm, Weather (CD). Symbol - rain cloud. *Kor the Venerable - Insight (DLCS), Knowledge, Time, Trickery. Favored Weapon (battleaxe). Symbol - sunburst. *Najm the Adventurous - Celerity (CD), Luck, Travel, Trickery. Favored Weapon (short bow). Symbol - single arrow pointed upward. *Selan the Beautiful Moon (if this isn't an alias for Selune may she strike me blind) - Use domains from Selune adding the Charm domain. Symbol - ringed moon. *Zann the Learned - Knowledge, Magic, Mind, Protection. Symbol - a fountain's jet. There is also the Gods of the Pantheon which include Hajama, Jauhar, Kor, Najm, Selan. An individual can worship the Pantheon as a whole and take any of the domains the dieties contain. Symbol - Pentagon. Local Gods include: *Bala of the Tidings - Charm, Joy (BoED), Knowledge, Trickery. Symbol - the zither. *Kahins - they are supposed to be a strange version of the druid who worship items, places or even a common god. Symbol - six downward arrows in an arc. *Temple of the Ten Thousand Gods - all deities are recognized and as such they can access any domain. Symbol - nautilus shell. *Vatagatal the Warrior-Slave (seems to be a male version of the Red Knight) - use the same domains as the Red Knight. Symbol - red-bladed sword. Savage Gods include: *Kiga the Predator - use the same domains as Malar. Commands a pride of female were-leopards. *Lotha - alias for Lolth, use same domains. *Migal, Mentor of the Gods - commands winged assassins to enforce his orders. *Shajar - obese, hippo-headed god of the river. *Raggara - mate of Shajar, crocodile-headed woman with bat wings. *the Drummer - travels through the air with the beat of drums. Found in the Crowded Sea. *Kar'r'rga - a giant with the head of a horseshoe crab. Found in the Crowded Sea. *the Lost One - elephant-headed humanoid with a long, flowing mane. His power was dispersed among the elephants on the island after being destroyed by worshippers of Selan. Found in Afyal, an island in the Crowded Sea. *Pag - a nature god. Found in the Crowded Sea. *the Beast - a drooling, snarling half-man with the eyes and fangs of a cat. Worshipped by Hill tribe barbarians. (Sounds like Malar). *the Faceless God - god of the yak-men, has no face. *the Elemental Gods - Akadi of Air, Grumbar of Earth, Istishia of Water, Kossuth of Fire. *Ajami ("Foreign") Gods - Gond, Helam the Watcher, Clang (Clangeddin Silverbeard). |
| Tebryn1405-25-04, 10:11 PM | THANK YOU! Awesome. Just a few questions though. One, where did you find the original 2e info. And also, did you assign those domains yourself? And third, um... Can you explain some of your abbreviations for domain sources (I only recognized 2). Thanks. Oh yeah, and are they all neutral, because more than just the Greater Gods seem to be missing alignments (unless I am ignoring something [completely possible]). On another note, I have stats for three different deities that are almost finished, and at least one of them will be posted reasonably soon. Then I plan on moving on to some of those quasi-deities, probably Kezef first. Then on to Zakarah. IF ANYONE HAS ANY INFO ON ANY OF THESE, I WOULD APPRECIATE IF YOU PM'D IT TO ME. |
| Green Giant05-25-04, 10:31 PM | 1. The 2e original info can be found in Land of Fate boxed set. Although the rules, spells and kits are found in Al-Qadim: Arabian Adventures. 2. Yes, I assigned the domains myself. It was done quickly though and I might change them with a little more research. 3. CW=Complete Warrior, CD=Complete Divine, DLCS=Dragonlance Campaign Setting. 4. The great gods were supposed to be neutral in 2e because their portfolios allowed good and evil. After all, courage can be found in heroes and villaiins, knowledge can be used for good and evil, etc. Under 3.5e you might allow clerics to choose aligned domains if their alignment allows it along with their deity domains(ex. a LG cleric of Haku could take any of the domains of the god as well as the good and law domains; a NE cleric of Hajama could take any of the domains of the god as well as the evil domain). |
| The Blue Sorceress05-26-04, 11:10 PM | I'm curious to know th divine rank of Demogorgon. His stats as a demon prince are in the BoVD, but I understand that in Faerun he's a lesser deity. Any help you could give me would be great and I would be more than thankful. -Blue |
| Tebryn1405-27-04, 07:44 AM | Technically, he is now a demon price in everywhere. In 2e, in all worlds (where he had a presence) he was a Demon Lord (lords were higher than princes then) turned lesser deity. As were Orcus, Jubilex, Yeenoghu, and Baphomet. I have done stats for all except Demogorgon and Jubilex, and they are posted here (check the page one index). I still treat them as deities (so you know). |
| The Blue Sorceress05-27-04, 03:42 PM | Originally posted by Tebryn14 Technically, he is now a demon price in everywhere. In 2e, in all worlds (where he had a presence) he was a Demon Lord (lords were higher than princes then) turned lesser deity. As were Orcus, Jubilex, Yeenoghu, and Baphomet. I have done stats for all except Demogorgon and Jubilex, and they are posted here (check the page one index). I still treat them as deities (so you know). OK, thank you. I got on the losing end of a lore debate and wanted to know where I was wrong. Thanks again, -Blue |
| Tebryn1405-27-04, 06:16 PM | Sehanine Moonbow By Tebryn14 Daughter of the Night Skies, the Luminous Cloud, Lady of Dreams Intermediate Elven Deity Symbol: Misty crescent above a full moon Home Plane: Arborea/ Olympus/ Arvandor Alignment: Chaotic Good Portfolio: Mysticism, dreams, death, journeys, transcendence, the moon, the stars, the heavens, moon elves. Worshipers: Diviners, illusionists, half-elves, elves, opponents of the undead. Cleric Alignments: CG, NG, CN Domains: Chaos, Elf, Good, Illusion, Knowledge, Moon, Repose, Travel. Favored Weapon: “Moonshaft” (quarterstaff) Sehanine is the mightiest of the females Elven Deities, and her tears are said to have mingled with Corellon’s blood to create the first elves. She guards over the dreams of elves, protecting them during reverie. In addition, she uses her illusions to cloak Elven hideaways, and Evermeet would likely have fallen many times without these illusions protecting it. She is also an aspect of Angharradh, the Triune Goddess. Illusionist 23/ Cleric 20 Medium-Size Outsider (Chaotic, Elven, Extraplanar, Good) Divine Rank: 15 Hit Dice: 20d8+120 (outsider) plus 23d4+138 (wizard) plus 20d8+120 (cleric) (790 hp) Initiative: +12 Speed: 60 ft. AC: 72 (+8 dex, +15 divine, +28 natural, +11 deflection). Base Attack/Grapple: +41/+63 Attacks: +5 holy impact chaotic quarterstaff +66/+61/+56/+51 melee and +5 holy impact chaotic quarterstaff +66 melee; or by spell +63 melee touch or +64 ranged touch. Damage: +5 holy impact chaotic quarterstaff 1d8+15/19-20; or by spell. Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 18/day. Special Qualities: Divine aura (1,500 ft, DC 36), divine immunities, DR 25/epic, familiar (wolves), godly realm (10 miles), fire resistance 20, plane shift at will, greater teleport at will, remote communication 15 miles, spontaneous casting of divine spells, SR 47, understand, speak, and read all languages and speak directly to all beings within 15 miles. Saves: Fort +54, Ref +58, Will +68. Abilities: Str 24, Dex 26, Con 22, Int 36, Wis 46, Cha 32. Skills: Balance +43, Concentration +87, Decipher Script +58, Diplomacy +80, Gather Information +56, Heal +87, Intimidate +54, Knowledge (Arcana) +94, Knowledge (History) +75, Knowledge (Nature) +71, Knowledge (Nobility and Royalty +70, Knowledge (Planes) +94, Knowledge (Religion) +94, Move Silently +60, Listen +75, Search +66, Sense Motive +75, Spellcraft +94, Spot +75, Survival +63, Feats: Alertness, Ambidexterity, Brew Potion, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Items, Dodge, Empower Spell, Enlarge Spell, Expertise, Extend Spell, Forge Ring, Greater Spell Focus (Illusion), Greater Spell Penetration, Heighten Spell, Improved Initiative, Iron Will, Lightning Reflexes, Maximize Spell, Quicken Spell, Sacred Spell, Silent Spell, Spell Mastery, Spell Penetration, Still Spell, Two-Weapon Fighting. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality (DC 46 for duplicated spells), Arcane Mastery, Avatar (10), Craft Artifact, Divine Illusions*, Divine Shield (9/day, stops 150 points), Divine Spell Focus (Illusion), Divine Spellcasting, Extra Domain (Illusion), Extra Domain (Knowledge), Extra Domain (Moon), Extra Domain (Repose), Extra Domain (Travel), Gift of Life, Instant Counterspell, Know Death, Life and Death, Spontaneous Wizard Spells. *Unique SDA Any Illusions Sehanine casts have a maximum area of 15 square miles, instead of whatever the normal area is for that spells. In addition, all non-elves (including drow) take a –20 penalty on Will saves to disbelieve her illusions. Domain Powers: Cast chaotic spells as +1 caster level; free Lightning Reflexes; cast good spells as +1 caster level; cast Illusion spells at +1 caster level; cast divinations at +1 caster level; turn or destroy lycanthropes 14/day; free Extra Turning; 20 rounds/day, act as if under Freedom of Movement spell. Spell-like Abilities: Sehanine uses these abilities as a 25th level caster, except for Divination and Illusion spells, which she casts at 26th caster level. The save DCs are 36+spell level, or 51+spell level for illusions. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, True Strike, Cat’s Grace, Snare, Tree Stride, Commune with Nature, Find the Path, Liveoak, Sunburst, Antipathy, Protection from Evil, Consecrate, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Silent Image, Minor Image, Displacement, Phantasmal Killer, Persistent Image, Mislead, Project Image, Screen, Weird, Detect Secret Doors, Detect Thoughts, Clairaudience/Clairvoyance, Divination, True Seeing, Find the Path, Legend Lore, Discern Location, Foresight, Faerie Fire, Moonbeam, Moonblade, Emotion, Moon Path, Insanity, Animal Shapes, Moonfire, Deathwatch, Gentle Repose, Speak with Dead, Death Ward, Slay Living, Undeath to Death, Destruction, Surelife, Wail of the Banshee, Expeditious Retreat, Locate Object, Fly, Dimension Door, Teleport, Find the Path, Phase Door, Astral Projection. * cast as a chaotic or good spell only. Wizard Spells/day (Levels 0-13): 4/8/7/7/7/7/6/6/6/6/2/2/2/2; base DC=25+spell level, or 38+spell level for Illusions. Cleric Spells/day (Levels 0-18): 6/10/10/9/9/9/8/7/7/7/4/3/3/3/3/2/2/2/2; base DC=30+spell level, or 43+spell level for Illusions. Possessions: Sehanine carries a Moonshaft, a +5 holy chaotic impact quarterstaff. Caster level: 25th; Weight: 4 lb. Other Divine Powers As an intermediate god, Sehanine automatically receives a 20 on any check. She treats a 1 on an attack roll or saving throw normally and not as an automatic failure and is immortal. Senses: Sehanine can see, hear, touch and smell at a distance of 15e miles. As a standard action, she can perceive anything within one mile of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations simultaneously. She can block the sensing powers of deities of up to her rank at two such remote locations at once for 15 hours. Portfolio Sense: Sehanine is instantly aware of anything that affects Elves in reverie, the passing of any elf, and anything done by Elves under moonlight. Automatic Actions: Sehanine can use Concentration, Heal, Knowledge (Arcana), Knowledge (Religion), Spellcraft, or Diplomacy as a free action, if the DC for the check is 25 or less. She can perform up to ten such actions per round. Create Magic Items: Sehanine can create any magic item that aids in the destruction of undead or creates light, as long as the market price does not exceed 200,000gp. |
| Tebryn1405-27-04, 07:00 PM | Psilofyr Lord of Fungi Intermediate Myconid Deity Symbol: Circle of mushroom Home Plane: Mechanus/ Mycelia Alignment: Lawful Neutral Portfolio: Myconids, community, healing, fungi Worshippers: Myconids, plants, druids Cleric Alignments: LN, LG, LE Domains: Family, Healing, Law, Plant, Protection Favored Weapon: Slam Psilofyr, the deity of the myconids, is a power of law and order. It was he that created the myconids in the first place, and he that led them to the highly structured existence they now lead. He taught them how to use fungi not just for sustenance, but also in a variety of crafts. He appears as a giant myconid. Cleric 20/ Druid 20 Large Outsider (Extraplanar, Lawful, Plant) Divine Rank: 13 Hit Dice: 20d8+260 (outsider) plus 20d8+260 (cleric) plus 20d8+260 (druid) (1260 hp) Initiative: +12 Speed: 50 ft. AC: 65 (+13 divine, +8 dex, +25 natural, +10 deflection, -1 size) Base Attack/Grapple: +40/+69 Attack: 2 slams +64 melee; and 2 spores +61 ranged touch; or by spell +64 melee touch, or +60 ranged touch. Damage: slam 2d10+12; or by spores; or by spell. Face/Reach: 10 ft. by 10 ft./ 10 ft. Special Attacks: Turn undead 13/day, domain powers, salient divine abilities, spell-like abilities, spores. Special Qualities: Plant traits, divine immunities, DR 25/epic, fire resistance 18, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 13 miles, remote communication 13 miles, godly realm (10 miles), greater teleport at will, plane shift at will, SR 45, nature sense, wild empathy +30, woodland stride, trackless step, resist nature’s lure, thousand faces, wild shape (Tiny-Huge/plant 6/day; Small-Huge elemental 3/day, divine aura (1,300 ft. DC 33), fast healing 32. Saves: Fort +57, Ref +52, Will +65. Abilities: Str 35, Dex 26, Con 36, Int 28, Wis 48, Cha 31. Skills*: Concentration +87, Craft (Fungi-craft) +83, Diplomacy +85, Heal +97, Handle Animal +43, Intimidate +44, Knowledge (Arcana) +58, Knowledge (Geography) +42, Knowledge (Nature) +87, Knowledge (Planes) +59, Knowledge (Religion) +59, Listen +70, Profession (Farmer) +92, Profession (Herbalist) +87, Search +32, Sense Motive +52, Spellcraft +82, Spot +70, Survival +79. Feats: Ability Focus (Spores), Alertness, Brew Potion, Dodge, Empower Spell, Enlarge Spell, Epic Spell Focus (Abjuration) Extend Spell, Greater Spell Focus (Abjuration), Heighten Spell, Improved Initiative, Iron Will, Maximize Spell, Persistent Spell, Plant Defiance, Power Attack, Quicken Spell, Sacred Spell, Spell Penetration, Still Spell, Subdual Spell, Weapon Focus (Spores). Divine Immunities: Ability damage, ability drain, acid cold death effects disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Size, Area Divine Shield, Automatic Metamagic, Avatar (10), Call Creatures (up too 13 plant creatures serving simultaneously, each with up to 13 HD), Clearsight (130 ft.), Command Plants, Divine Fast Healing, Divine Shield (16/day; stops 130 points of damage), Divine Spellcasting, Divine Spores*, Extra Domain (Plant), Extra Domain (Protection), Grow Creatures (Plants), Instant Counterspell. *Unique Salient Divine Ability Divine Spores At will, up to twice a round as a free action, Psilofyr can release any of the following spores. They either are a ray with a 1,300 ft ranged, or a spread with a radius of 1,300 ft. The Will save DCs are 55. The effects can affect even creatures normally immune to the effects, except for deities of Psilofyr’s rank and higher. Distress: These spores alert all other Lawful Neutral creatures with range. This effect is a spread. Reproduction: These spores give become new Myconid Sovereigns 1d4 rounds after they are released. Such Sovereigns are under Psilofyr’s control. Each use of this spore creates 5d10 such creatures. Petrification: These spores affect creatures like a hold monster spell. This effect lasts for 13 minutes, though Psilofyr can dismiss the effect earlier if he chooses. This spore is released as a ray. Pacification: Creatures affected by this spore must save or become pacified for 13 minutes. Being pacified is similar to being dazed, except that the creature can take partial actions that don’t involve attacking. This spore is released as a ray. Hallucination: Creatures affected by this spore suffers powerful hallucinations that duplicated the affect of a confusion spell for 13 hours. These spores are released as a ray. Animation: When released over a dead body, these spores begin a process that covers the corpse with purple fungus. After 1d2 minutes, the corpse reanimates as a servant with all the characteristics of a zombie of the same size, except that it retains its previous creature type and it cannot be turned. Over the course of 1d6 months, the corpse slowly decays. Domain Powers: As a free action 13/day, protect up to 10 creatures with a +4 dodge bonus for 20 rounds; cast healing spells at +1 caster level; cast law spells at +1 caster level; rebuke plants 13/day; grant one being a +20 bonus on next saving throw 13/day. Spell-like abilities: Psilofyr uses these abilities as a 23rd level caster, except for lawful and healing spells, which he uses at 24th caster level. The save DCs are 35+spell level, except for Abjuration spells, for which the saves DCs are 39+spell level. Bless, Shield Other, Helping Hand, Imbue with Spell Ability, Rary’s Telepathic Bond, Hero’s Feast, Refuge, Protection from Spells, Prismatic Sphere, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Healing Circle, Heal, Regenerate, Mass Heal, True Resurrection, Protection from Chaos, Calm Emotions, Magic Circle against Chaos, Order’s Wrath, Dispel Chaos, Hold Monster, Dictum, Shield of Law, Summon Monster IX*, Entangle, Barkskin, Plant Growth, Control Plants, Wall of Thorns, Repel Wood, Changestaff, Command Plants, Shambler, Sanctuary, Shield Other, Protection from Elements, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank. *Cast as a lawful spell only. Cleric Spells/day (Levels 0-19): 6/10/10/10/9/9/8/8/7/7/4/4/3/3/3/3/2/2/2/2; save DCs=31+spell level, or 35+spell level for Abjuration Spells. Druid Spells/day (Levels 0-19): 6/10/10/10/9/9/8/8/7/7/4/4/3/3/3/3/2/2/2/2; save DCs=31+spell level, or 35+spell level for Abjuration spells. Other Divine Powers As an intermediate deity, Psilofyr automatically receives a die roll of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Psilofyr can see, hear, touch, and smell, at a distance of fifteen miles. As a standard action, he can perceive anything within fifteen miles of his worshippers, holy sites, objects, or any location one of his titles of name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities his rank and lower at up to two remote locations at once for up to fifteen hours. Portfolio Sense: Psilofyr senses anything that affects myconid welfare the instant it happens and retains the sensation for 13 tendays after the event occurs. Automatic Actions: Psilofyr can Knowledge (Nature), Profession (Farmer), Craft (Fungi-craft), or Heal as long as the DC for the task is 25 or lower. Craft Magic Items: Psilofyr can create any magic item that aids in farming or harvesting as long as the market does not exceed 200,000 gp. |
| Tebryn1405-31-04, 06:46 PM | Kezef Kezef the Chaos Hound, Fenris Wolf Elder Evil Symbol: - Home Plane: - Alignment: Chaotic Evil Portfolio: - Worshippers: - Cleric Alignments: - Domains: - Favored Weapon: Bite Kezef the Chaos Hound is a powerful Extraplanar entity. He appears as a huge, revolting hound. His skin is composed on maggots that constantly squirm and writhe. His howl causes terror to even the gods, and his presence leaves in its wake nightmares particularly cherished by Dendar the Night Serpent. Kezef had recently been causing a great deal of trouble. After being captured eons ago by Mystra and the Circle of Greater Gods and imprisoned in magical force, he was later freed by Cyric. Later, Mask gained his enmity, and Kezef succeeded in ambushing (and severing the leg of) that deity. Though Tyr interceded before Kezef could finish his meal, the Chaos Hound continued to hunt Blackheart, stopping only after Mystra created the sword Houndsbane, which slew any hound of natural of unnatural loins that it struck. Mask attained this sword, and thus staved off Kezef’s tracking. Should Mask ever loose possession of the sword, it is a safe bet Kezef will be back on his trail. Large Outsider (Extraplanar, Chaotic, Evil) Virtual Divine Rank: 5 Hit Dice: 45d8+585 (945 hp) Initiative: +15 (always goes first) Speed: 120 ft. (or fly [perfect] 500 ft.). AC: 61 (-1 size, +11 dex, +9 deflection, +5 divine, +21 natural, +6 insight). Base Attack/Grapple: +45/+71 Attack: +5 unholy wounding speed bite +71/+71 melee. Damage: +5 unholy wounding speed bite 2d12+30+chaos bite+ poison+ unholy damage. Face/Reach: 5 ft. by 10 ft./ 10 ft. Special Attacks: Breath weapon, burning blood, poison, destroy souls, howl, chaos bite, improved grab, sever. Special Qualities: Semi-divine immunities, DR 15/epic and lawful, fire resistance 10, understand, speak, and read all languages and speak directly to all beings within 5 miles, SR 45, divine aura (50 ft., DC 24), fast healing 7, battlesense, supreme initiative, scent, regeneration 15 (lawful deals normal damage), track, phantom form, clearsight. Saves: Fort +42, Ref +40, Will +42 AbilitiesStr 44, Dex 32, Con 36, Int 25, Wis 36, Cha 28. Skills: Balance +46, Climb +67, Escape Artist +41, Gather Information +39, Hide +51, Intimidate +61, Jump +67, Knowledge (Arcana) +37, Knowledge (History) +42, Knowledge (Planes) +47, Knowledge (Religion) +47, Listen +67, Move Silently +51, Search +59, Sense Motive +48, Spot +67, Survival +65 (+115 when Tracking), Swim +67. Feats: Alertness, Awesome Blow, Cleave, Combat Reflexes, Dodge, Endurance, Great Cleave, Improved Bullrush, Improved Initiative, Improved Trip, Mobility, Power Attack, Run, Spring Attack, Track. Semi-divine immunities: Ability damage, ability drain, acid, death effects, disease, disintegration, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Breath Weapon (Su): Every other round, as a free action, Kezef can breath a 60 ft. cone of corrosive gas. This deals 30d8 points of acid damage, as well as 10d8 points of damage (as the wind-blown particles within the cloud strips the skin from their bones (, as well as 5d8 points of acid damage each round for the next 10 rounds unless it is washed off. A Reflex save (DC 45) is allowed for half damage. In addition, all creatures within the cone suffer the effects of hurricane force winds. Burning Blood (Su): Anytime Kezef is damage in melee combat, the attack is splashed with his blood. This deals 5d8 points of fire damage each round for 5 rounds unless it is somehow neutralized. Chaos Bite (Su): Any creature bitten by Kezef, in addition to the normal damage from the bite, takes 10d8 points of chaotic damage as well. The damage continues each round for the next 10, each round dealing 1d8 less points of damage, unless it is somehow neutralized. Destroy Souls (Su): Any petitioner damaged by Kezef’s bite is instantly and irreversibly (even by gods) slain. Howl (Su): At will as a standard action, Kezef can howl. This affects all creatures within 5 miles as with a fear effect (Will DC 51 negates). This ability affects even creature’s normally immune to mind-affecting effects, including gods. The save DC has a +10 racial bonus included. Improved Grab (Ex): If Kezef hits a Large or smaller creatures with his bite attack, in addition to normal damage he can attempt to start a grapple as a free action without provoking an attack of opportunity. If he gets a hold, he can attempt to sever. Sever (Ex): If Kezef gets a hold, he can attempt to sever. He must succeed at his grapple check for at least 2 successive rounds. If he does so, he makes an opposed strength check with his opponent. If he wins, one of the opponent’s limbs is severed (choose randomly). This limb may only be restored by the direct intervention of a Greater Deity with Healing as part of its portfolio. If the victim later attempts to change forms, that form is always missing one limb, though which one that is can be chosen by the victim. Poison (Su): -Bite. Initial and Secondary damage 1d4 points of permanent Constitution drain. Fort DC 45. This can even affect creatures normally immune to both poison and ability drain (or damage). Phantom Form (Su): When Kezef runs (or tracks), he becomes invisible and insubstantial, rather like a ghost when not manifested. His speed becomes fly [perfect] 500 ft. In this form, he can cross planar boundaries at will, as with plane shift. He cannot be harmed or otherwise affected while in this form. Track (Su): Kezef can track even creatures that could not otherwise be tracked (such as by the trackless step class ability). In addition, it can track creatures on unusual treads as noted in the Divine Ranger Salient Divine Ability. Kezef also receives a +50 racial bonus to Survival checks made to track. It can even track creatures that have used teleport spells, using the DC as if they had flown. When Kezef is tracking, he assumes Phantom Form. To get on the trail of a creature with no tracks, it need only know the name of the creature. It can then be instantly transported back to the place of the creature’s birth and follow the trail of emotions to find the creature no matter where it may be. No mortal means can conceal a creature from the Chaos Hound, and indeed only the direct intervention of a Greater Deity can hide a creature from Kezef. This ability also allows Kezef to follow trails up to 500 years old without an increase to DC. Supreme Initiative (Su): As the Salient Divine Ability. Battlesense (Su): As the Salient Divine Ability. Clearsight (Su): As the Salient Divine Ability, range 50 ft. Spurn the Divine: Kezef is partially resistant to Divine Blast, Divine Shield, Mass Divine Blast, and Area Divine Shield. When facing a god using any of these powers, Kezef receives a Fortitude save to fend off Divine Blasts or Mass Divine Blasts; against Area Divine Shields and Divine Shields, Kezef receives a Will save to breach the effect if Kezef virtual divine rank is equal to or greater than the divine rank of the god in question for round (it may make another attempt the next round). In either case, the DC = 40 + the god’s divine rank. Kezef receives +3 bonus on these saves. Other Divine Powers As an Extraplanar entity with the power of a demigod, Kezef treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Kezef can see, hear, smell, and touch at a distance of 5 miles. As a standard action, he can perceive anything within 5 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities rank 5 and lower at up to two remote locations at once for up to 5 hours. Virtual Divine Rank: Though not an actual deity, by virtue of his age and might Kezef is essentially a Rank 5 demigod. However, he does not gain power from those who worship him, nor does he have domain powers or spells. He cannot create avatars, and he does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs he would otherwise have, he is treated as having a Divine Rank of 5. |
| Chosen Of Bhaal06-01-04, 12:00 AM | Thanks tebryn!!! i love this thread :D |
| Tebryn1406-01-04, 09:06 PM | Damh Tapann the Undying, Lord of the Korreds Lesser Faerie Deity Symbol: A curved horn Home Plane: The Seelie Court (Wanders) Alignment: Chaotic Neutral Portfolio: Satyrs, Korreds, Song, Dance Worshippers: Satyrs, Korreds, Bards. Cleric Alignments: CN, CG. Domains: Chaos, Charm, Luck, Trickery Favored Weapon: Longbow Damh is the god of the satyrs, and embodies their mischievous spirit well. He appears much as a satyr, though with a much greater presence than any mortal satyr one is likely to meet. He is a god of revelry, and as such spends much of his time with powers of Arborea, many of whom share his love of drunken partying. However, he is at heart a god of song and dance, and as such, is a nearly unparalleled performer. Bard 20/ Sorcerer 20 Medium-Size Outsider (Chaotic, Fey, Extraplanar) Divine Rank: 7 Hit Dice: 20d8+160 (outsider) plus 20d6+160 (bard) plus 20d4+160 (sorcerer) (840 hp) Initiative: +17 Speed: 60 ft. AC: 66 (+13 dex, +7 divine, +20 natural, +16 deflection) Base Attack/Grapple: +40/+54 Attack: Gore +60 melee and +5 keen speed dagger +60/+60/+55/+50/+45 melee; +5 speed frost mighty composite longbow (+7 str bonus) with +5 arrows +71/+66/+61/+56 ranged; or by spell +54 melee touch or +60 ranged touch. Damage: Gore 1d8+10; +5 keen speed dagger 1d4+12; +5 speed frost mighty composite longbow (+7 str bonus) with +5 arrows 1d8+17+1d6 cold; or by spell. Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, bardic music 24/day (countersong, fascinate, inspire courage +4, inspire competence, suggestion, inspire greatness, song of freedom, inspire heroics, mass suggestion). Special Qualities: Divine aura (700 ft., DC 33), divine immunities, DR 20/epic, fire resistance 12, godly realm (1 mile), plane shift, remote communication 7 miles, SR 39, greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 7 miles, bardic knowledge +30. Saves: Fort +47, Ref +52, Will +48. Abilities: Str 24, Dex 36, Con 26, Int 31, Wis 29, Cha 42. Skills: Balance +45, Bluff +76, Climb +39, Concentration +68, Diplomacy +55, Disguise +62, Escape Artist +48, Forgery +42, Handle Animal +33, Hide +60, Jump +39, Knowledge (Arcana) +67, Knowledge (Nature) +63, Knowledge (Planes) +57, Knowledge (Religion) +59, Listen +56, Move Silenly +63, Perform +75, Sense Motive +36, Spellcraft +71, Spot +31, Survival +46, Tumble +42, Use Rope +23. Feats: Alertness, Blind-Fight, Dodge, Craft Wondrous Item, Disguise Spell, Empower, Spell, Enlarge Spell, Extend Spell, Extra Music, Far Shot, Improved Initiative, Maximize Spell, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Shot on the Run, Still Spell, Weapon Finesse, Weapon Focus (Mighty Composite Longbow). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Avatar (5), Divine Archery, Divine Bard, Divine Dodge (57 % miss chance), Divine Glibness, Divine Spellcasting, Extra Domain (Trickery), Irresistible Performance (DC 33), Power of Nature (7 miles). Domain Powers: Cast chaotic spells at +1 caster level; boost Cha by 4 for 1 minute 7/day; reroll one roll 7/day, must use result. Spell-like Abilities: Damh uses these abilities as a 17th level caster, except for chaotic spell, which he uses as a 18th level caster. The save DCs are 33+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, Charm Person, Calm Emotions, Suggestion, Emotion, Charm Monster, Geas/Quest, Insanity, Demand, Dominate Monster, Entropic Shield, Aid, Protection from Elements, Freedom of Movement, Break Enchantment, Mislead, Spell Turning, Holy Aura, Miracle, Change Self, Invisibility, Nondetection, Confusion, False Vision, Screen, Polymorph any Object, Time Stop. *Usable as a chaotic spell only. Bard Spells Known (Levels 0-16; 4/8/8/8/8/7/7/4/4/3/3/3/3/2/2/2/2; base DC=28+spell level): 0-Dancing Lights, Daze, Detect Magic, Mage Hand, Prestidigitation, Read Magic; 1st-Charm Person, Hypnotism, Sleep, Cure Light Wounds, Mage Armor; 2nd-Blur, Hold Person, Invisibility, Suggestion, Sound Burst; 3rd-Charm Monster, Dispel Magic, Haste, Emotion, Scrying; 4th-Dominate Person, Hold Monster, Modify Memory, Shout, Improved Invisibility; 5th-Greater Dispelling, Dream, Healing Circle, Mislead, False Vision; 6th-Geas/Quest, Greater Scrying, Mass Haste, Veil. Sorcerer Spells/day (Levels 0-15; 6/10/10/10/10/9/9/9/9/8/3/3/3/2/2/2/2; base DC=28+spell level): 0-Resistance, Daze, Flare, Light, Arcane Mark, Mending, Ghost Sound, Dancing Lights, Detect Poison; 1st-Magic Missile, Sleep, Feather Fall, Change Self, Jump; 2nd-Tasha’s Hideous Laughter, Alter Self, Bull’s Strength, Rope Trick; 3rd-Sleet Storm, Lightning Bolt, Fly, Slow; 4th-Confusion, Ice Storm, Phantasmal Killer, Shout; 5th-Feeblemind, Cone of Cold, Telekinesis, Persistent Image; 6th-Globe of Invulnerability, Chain Lightning, Eyebite; 7th-Banishment, Insanity, Forcecage; 8th-Binding, Otto’s Irresistible Dace, Symbol; 9th-Temporal Stasis, Gate, Wish. Possessions: Damh carries a +5 keen speed dagger, as well as a +5 frost speed mighty composite longbow. Caster Levels: 25th. Other Divine Powers As a lesser deity, Damh may take 10 on any check. Damh treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Damh can see, hear, touch, and smell at a distance of 7 miles. As a standard action, he can perceive anything within 7 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoke within the last hour. He can extend his senses to up to five locations at once. He can block the sensing powers of deity’s his rank and lower at up to two remote locations at once for up to 7 hours. Portfolio Sense: Damh senses anything that affects at least 500 satyrs the instant it happens. He likewise senses any merriment or song by sylvan folk or in woodland areas, as long as it is witnessed or participated in by at least 500 beings. Automatic Actions: Damh can use Perform, Bluff, or Disguise as a as long as the DC for the task is 20 or lower. He can perform up to 5 such free actions each round. Create Magic Items: Damh can create any magical musical instrument or any magical weapon that deals sonic damage as long as the market price does not exceed 30,000 gp. |
| Par-Salian06-02-04, 03:46 AM | Brilliant job with Kezef, Tebryn!! You the man! |
| brunofeu06-09-04, 07:05 PM | Could you please post Jergal's stats? Thanks! |
| Tebryn1406-09-04, 11:31 PM | Jergal By Jorda the Knight Lord of the End of Everything, Scribe of the Doomed, the Pitiless One Faerunian Demigod Symbol: Jawless skull and writing quill on scroll Home Plane: The Fugue Plane Alignment: Lawful neutral Portfolio: Fatalism, proper burial, guardian of tombs Worshipers: Monks, necromancers, paladins Cleric Alignments: LE, LG, LN Domains: Fate, Law, Repose, Rune, Suffering Favored Weapon: A white glove (scythe) Jergal Necromancer 20/Cleric 20/Expert 10 Medium-Size Outsider (Law) Divine Rank: 5 Hit Dice: 20d4 (Nec), 20d8 (Clr), 10d6 (Exp) Initiative: +13 (+9 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 50 (+ 9 Dex, +5 divine, +18 natural, +8 deflection) Attacks: +5 keen ghost touch lawful scythe +63 melee; or +57 melee touch; or +61 ranged touch Damage: +5 keen ghost touch lawful scythe 2d4+12/18-20; or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 5 miles, Saves: Fort. +44 Ref. +46 Will. +52 Abilities: Str.24 (+7) Dex.28 (+9) Con.24 (+7) Int.40 (+15) Wis.40 (+15) Cha.26 (+8) Skills: (32 at +48) Alchemy +62, Concentration +55, Craft (bookbinding) +62, Craft (calligraphy) +62, Craft (stonemasonry) +62, Craft (coffins) +62, Diplomacy +56, Heal +62, Knowledge (arcana) +62, Knowledge (religion) +62, Knowledge (the planes) +62, Knowledge (History) +62, Scry +62, Spell Craft +62, Bluff +56, Appraise +62, Gather Information +56, Intimidate +56, Listen +62, Move Silently +57, Read Lips +62, Sense Motive +62, Spot +62, Jump +55, Search +62, Profession (apothecary) +62, Profession (bookkeeper) +62, Profession (guide) +62, Profession (herbalist) +62, Profession (scribe) +62, Profession (gravedigger) +62, Profession (undertaker) +62 Feats: Alertness, Combat Casting, Combat Reflexes, Expertise, Improved Critical (Scythe), Improved Initiative, Spell Focus (Necromancy), Spell Penetration, Greater Spell Penetration, Greater Spell Focus (Necromancy), Weapon Focus (Scythe), Empower Spell, Maximize Spell, Extend Spell, Quicken Spell, Silent Spell, Still Spell, Eschew Materials, Power Critical (Scythe), Persistent Spell, Reach Spell, Widen Spell, Sacred Spell, Repeat Spell, Scribe Scroll Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Extra Domain (Rune), Extra Domain (Suffering), Know Death, Hand of Death, Divine Recall (deaths), Divine Spell Focus (Necromancy) Domain Powers: Cast law spells at +1 caster level, uncanny dodge as 3rd level rogue, Pain Touch 1/day (touched living creature suffers –2 enhancement penalty to Strength and Dexterity for 1 minute. Does not affect creatures immune to critical hits), if Jergal falls below 0 HP he gains 1d8+8 hitpoints 1/day. If he is brought to –10 or less hitpoints by a single attack this power does not take affect. Spell-Like Abilities: All domain spells, caster level 15, base DC= 23 + spell level Cleric spells/day: 6/9/9/9/8/8/7/7/6/6 + domain spells Wizard spells/day: 4/8/8/8/7/7/7/7/6/6 + 1 per caster level (must be necromancy spell) Possessions: Jergal carries his +5 keen ghost touch lawful scythe, but is more likely to be using it as a walking stick than to be fighting with it. Other Divine Powers Senses: Jergal can see, hear, touch and smell at a distance of 5 miles. As a standard action he can perceive anything within 5 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 5 hours. Portfolio Sense: Jergal senses any death (via his Divine Recall salient divine ability) and any funeral proceedings so long as it involves at least 1000 or more people. Automatic Actions: Jergal may use any Craft, Knowledge or Profession skill in which he has at least 1 rank as a free action if the DC for the task is 15 or lower. He can perform up to 5 such free actions each round. Create Magic Items: Jergal can create any magic item that involved death or memory so long as the item’s market price does not exceed 4500 gp. |
| Tebryn1406-11-04, 04:15 PM | Ityak-Ortheel The Elf-Eater Elder Evil Symbol: - Home Plane: The Abyss/ Hidden Layer Portfolio: - Worshippers: - Cleric Alignments: - Domains: - Favored Weapon: Tentacle One of the three Eternal Elder Evils to haunt Toril, the Elf-Eater has lurked in the depths of the Abyss as long as Toril has existed. It never leaves its mire-choked layer, except when called forth by Malar the Beastlord. It appears vaguely like a colossal turtles, with 40 some tentacles probing ahead of its gaping maw. It can travel across the terrain with incredible speed. Though it can eat anything, it gains sustenance only from Elves. The Elf-Eater was spawned from the mingled blood of Gruumsh and Corellon during one of their many fights. Colossal Outsider (Evil, Chaotic, Extraplanar) Divine Rank: 0 Hit Dice: 40d8+560 (880 hp) Initiative: +11 Speed: 180 ft. AC: 60 (+11 dex, +33 natural, +8 deflection, +6 insight, -8 size) Base Attack/Grapple: +40/+74 Attack: 40 +5 tentacles +56 melee. Damage: +5 tentacles 3d8+23. Face/Reach: 40 ft. by 40 ft./ 100 ft. Special Attacks: Improved grab, swallow whole. Special Qualities: Semi-divine immunities, DR 15/epic and good, fire resistance 10, cold resistance 10, acid resistance 10, SR 48, fast healing 10, scent, regeneration 5 (good deals normal damage), favored enemy, carapace. Saves: Fort +36, Ref +33, Will +34. Abilities: Str 46, Dex 32, Con 38, Int 6, Wis 34, Cha 26. Skills: Climb +53, Intimidate +33, Jump +53, Listen +42, Search +33, Spot +42, Swim +38, Survival +42. Feats: Alertness, Awesome Blow, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Mobility, Power Attack, Run, Spring Attack, Sunder, Track, Weapon Focus (Tentacle). Semi-divine immunities: Ability damage, ability drain, death effects, disease, disintegration, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Favored Enemy (Ex): The Elf-Eater gains a +10 bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks, as well as to Attack and Damage rolls, when made against elves of any subtype. Carapace (Ex): The Elf-Eater’s armor like carapace is exceptionally tough. It renders it immune to all rays, lines, cones, and even magic missiles. Improved Grab (Ex): To use this ability, the Elf-Eater must hit a Huge or smaller opponent with its tentacle attack. If it gets a hold, it can try to swallow the foe. Swallow Whole (Ex): The Elf-Eater can try to swallow a grabbed opponent of Huge size or smaller by making a successful grapple check. Once inside, the opponent takes 4d8+9 points of crushing damage, plus 3d10+20 acid damage per round. A swallowed creature can cut it’s way out by dealing 100 points of slashing or piercing damage to the Elf-Eater’s stomach lining (AC 28). After the creature escapes, the gullet lining regenerates, and other creatures must cut their own way out. The Elf-Eater’s gullet can hole 4 Huge creatures, 16 Large, 64, Medium, or 256 Small or smaller creatures. |
| Tebryn1406-14-04, 01:34 PM | This one I have been considering for a while. Stillsong Greater Deity (?) Symbol: ? Home Plane: Wanders; any good-aligned Plane. Alignment: Neutral Good Portfolio: ? (song, delphons, moondogs) Worshippers: Delphons, moondogs, bards, minstrels, performers. Cleric Alignment: NG, LG, CG Domains: Air, Charm, Good, Joy (BoED), Renewal. Favored Weapon: None Stillsong is a mystery. Almost nothing is known about the motivations of this god. All that is known is that is god has been in transition for some time, now hovering in status around Greater power. He usually manifests as a 40 ft. diameter sphere of song, though theoretically his avatars could take other forms. He wanders the Upper Planes at will, and when he is near the River Oceanus, delphons are never far away. When he is elsewhere, a retinue of moondogs usually accompanies him, leading many to believe he (it?) has a connection to them as well as whatever role he plays as a god of song. Bard 40 Colossal Outsider (Good, Extraplanar, Incorporeal) Divine Rank: 16 Hit Dice: 20d8+180 (outsider) plus 40d6+360 (bard) (960 hp) Initiative: +12 Speed: Fly 360 ft (perfect). AC: 74 (+19 deflection, +8 dex, +16 divine, +29 natural, - 8 size) Base Attack/Grapple: +40/+72 Attacks*: Spell +56 melee touch, or +64 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: By spell. *Always does maximum damage. Face/Reach: 40 ft. by 40 ft./ 0 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 30/epic, fire resistance 21, sonic immunity, fast healing 37, understand, speak, and read all languages and speak directly to all beings within 16 miles, remote communication 16 miles, godly realm (100 miles), greater teleport at will, plane shift at will, bardic knowledge +49, bardic music 40/day (Inspire Awe, Singing Shout, Inspire Legions, Holy Cacophony, Song of Hope, Celestial Symphony; standard effects at will) range 16 miles, SR 48, divine aura (16 miles, DC 45). Saves*: Fort +57, Ref +58, Will +66. Always receives a 20 on saves. Abilities: Str -, Dex 28, Con 29, Int 28, Wis 42, Cha 48. Skills *: Concentration +85, Decipher Script +75, Diplomacy +99, Gather Information +85, Handle Animal +55, Heal +52, Intimidate +60, Knowledge (Arcana) +86, Knowledge (History) +87, Knowledge (Planes) +88, Knowledge (Religion) +85, Listen +94, Perform +98, Read Lips +50, Search +60, Sense Motive +93, Spellcraft +85, Spot +74. *Always receives a 20 on checks. Feats:Alertness, Consecrate Spell, Deafening Song, Empower Spell, Enhance Spell, Enlarge Spell, Extend Spell, Greater Spell Focus (Good), Heighten Spell, Hindering Song, Holy Radiance, Improved Initiative, Iron Will, Maximize Spell, Multispell, Nimbus of Light, Nonlethal Substitution, Purify Spell, Spell Knowledge x9. Divine Immunities: Ability damage, ability drain, acid, cold, death effect, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Automatic Metamagic (Quickened Bard spells), Automatic Metamagic (Still Bard Spells), Avatar (20), Call Creatures (up to 16 moondogs, each advanced to up to 16 HD), Divine Air Mastery, Divine Bard, Divine Blast (22/day, up to 16 miles, 35d12 points of damage), Divine Blessing (Wisdom, 16 creatures/day), Divine Fast Healing, Divine Inspiration (DC 45), Divine Shield (12/day, 160 points of damage), Divine Song*, Divine Spellcasting, Energy Burst (Sonic, 16d8, 160 ft. radius, Fort DC 35 for half), Extra Domain (Renewal), Extra Domain (Joy), Extra Energy Immunity (Sonic) Gift of Life, Increased Energy Resistance (Sonic), Irresistible Performance (DC 45), Rejuvenation. *Divine Song Stillsong is, quite literally, song. This has several effects. One, instead of Stillsong having a physical true form, his essence simply fills that 40 ft. diameter sphere that is his “body”. Within that sphere is heard godly music completely inaudible outside the area. This duplicates the effects of the first effect listed under the Irresistible Performance SDA (rapt attention) on all creatures who enter the area, no save. Even creatures normally immune to mind-affecting affects are affected, though they receive a Will Save to resist, and they take a –10 penalty on that save (DC 45). In addition, any Neutral Good creatures entering the area for the first time receives a +1 inherent bonus to Wisdom as some secret of the multiverse reveals itself to him. Stillsong is also completely invisible, as well as incorporeal. Stillsong has the option of creating avatars with a physical body, and they do not gain any of the benefits listed above. In addition, Stillsong may use any of the following Bardic Music effects at will, and may maintain concentration on any two of them each round as a free action: Countersong, Fascinate, Inspire Courage, Inspire Competence, Suggestion, Inspire Greatness, Song of Freedom, Inspire Heroics, Mass Suggestion. Stillsong may use any Sanctified spell (from BoED) as if he knew it. In addition, 40/day, Stillsong may use they following Bardic Music effects: (from the BoED)-Holy Cacophony, Song of Hope, Celestial Symphony; (from the Complete Warrior)-Inspire Awe, Singing Shout, Inspire Legions. Domain Powers: Turn or destroy earth creatures or rebuke or command air creatures 22/day; Gain +4 bonus to Charisma for 1 minutes 16/day; Cast Good spells at +1 caster level; +4 sacred bonus to Diplomacy checks; 16/day, regain 1d8+19 HP if you fall below 0 HP. Spell-like Abilities: Stillsong uses the following abilities as a 26th level caster, except for Good spells which he uses as a 27th level caster. The save DCs are 45+spell level, or 47+spell level for Good spells. Obscuring Mist, Wind Wall, Gaseous Form, Air Walk, Control Winds, Chain Lightning, Control Weather, Whirlwind, Elemental Swarm *, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura Summon Monster IX, Charm Person, Calm Emotions, Suggestion, Emotion, Charm Monster, Geas/Quest, Insanity, Demand, Dominate Monster, Vision of Heaven, Elation, Distilled Joy, Good Hope, Chaav’s Laugh, Heroism, greater, Starmantle, Sympathy, Otto’s Irresistible Dance, Lesser Restoration, Remove Disease, Reincarnate, Atonement, Heroes’ Feast, Greater Restoration, Polymorph any Object, Freedom. Bard Spells Known (Levels 0-19: 4/9/9/9/8/8/8/5/4/4/4/4/3/3/3/3/2/2/2/2; base DC=31+spell level): 0-Dancing Lights, Detect Magic, Ghost Sound, Read Magic, Mage Hand, Light; 1st-Ray of Hope, Charm Person, Sleep, Ventriloquism, Herald’s Call, Cure Light Wounds, Identify; 2nd-Cure Moderate Wounds, Daylight, Hold Person, Shatter, Sound Burst, Elation, Tasha’s Hideous Laughter; 3rd-Cure Serious Wounds, Dispel Magic, Emotion, Refreshment, Charm Monster, Slow, Haunting Tune; 4th-Break Enchantment, Inspired Aim, Shout, Modify Memory, Cure Serious Wounds, Dolorous Motes, Dismissal, Rainbow Pattern; 5th-Dream, Greater Dispelling, Healing Circle, Telepathy, Mind Fog, Persistent Image, Mirage Arcana; 6th-Control Weather, Greater Scrying, Mass Haste, Permanent Image, Repulsion, Veil, Empyreal Ecstasy, Heaven’s Trumpet, Mass Suggestion, Cacophonic Shield. Other Divine Powers As a Greater Deity (probably), Stillsong automatically receives the best possible result on any die roll he makes (including attack rolls, damage roll, and saves). He is immortal. Senses: Stillsong can see, hear, touch, and smell at a distance of 16 miles. As a standard action, he an perceive anything within 16 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his sense to up to 10 locations at once. He can block the sensing power of deities his rank or lower at up to two remote locations at once for 16 hours. Portfolio Sense: Unknown. Automatic Actions: Stillsong can use Perform, Diplomacy, Sense Motive, or Listen as a free action as long as the DC is 30 or lower. Create Magic Items: Stillsong can create any magical instrument, or any object that grants a bonus to charisma, Diplomacy, or Wisdom. |
| Tebryn1406-16-04, 01:10 PM | Arawn The Dark One Intermediate Celtic Deity Symbol: Warrior’s Skull Home Plane: Hades/Nilfheim/Annwn Alignment: Neutral Evil Portfolio: Life, death. Worshippers: Celts, gravediggers. Cleric Alignments: NE, CE, LE Domains: Death, Evil, Fate, Renewal. Favored Weapon: Club Worshipped primarily on the Crystal Sphere that houses the Celts, Arawn controls all the power of life and death of the worshippers of that pantheon. He is one of the few evil powers of the bunch, but truly isn’t all that evil. He feels that evil is necessary to allow good to shine brighter, and he simply does his job. He punishes the wicked, and rewards the brave. He appears as a man draped in completely black robes. Cleric 25/Wizard 15 Medium-Size Outsider (Evil, Extraplanar) Divine Rank: 15 Hit Dice: 20d8+180 (outsider) plus 25d8+225 (cleric) plus 15d4+135 (wizard) (960 hp) Initiative: +11 Speed: 60 ft. AC: 69 (+7 dex, +15 divine, +28 natural, +9 deflection) Base Attack/Grapple: +40/+63 Attack: +5 impact icy burst unholy club +69/+64/+59/+54 melee; or by spell +63 melee touch, or +62 ranged touch. Damage: +5 impact icy burst unholy club 1d6+17+1d6 cold/19-20 +1d10 cold; or by spell. Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Rebuke undead 16/day, domain powers, salient divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 25/epic, fire resistance 20, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication 15 miles, godly realm (10 miles), greater teleport at will, plane shift at will, SR 67, divine aura (1,500 ft., DC 34), familiar (vulture), fast healing 3, uncanny dodge. Saves: Fort +56, Ref +54, Will +64. Abilities: Str 27, Dex 24, Con 28, Int 34, Wis 44, Cha 29. Skills*: Climb +33, Concentration +86, Craft (Alchemy) +64, Diplomacy +72, Gather Information +39, Heal +72, Hide +59, Intimidate +61, Jump +33, Knowledge (Arcana) +90, Knowledge (History) +74, Knowledge (Planes) +87, Knowledge (Religion) +90, Listen +73, Move Silently +58, Profession (Judge) +93, Search +47, Sense Motive +74, Spellcraft +87, Spot +73, Swim +38. *Always receives a 20 on checks. Feats: Alertness, Blind-fight, Combat Expertise, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Extra Turning, Fast Healing, Greater Spell Penetration, Heighten Spell, Improved Initiative, Maximize Spell, Mobility, Persistent Spell, Power Attack, Quicken Spell, Sacred Spell, Silent Spell, Spell Mastery, Spell Penetration, Spring Attack, Still Spell, Weapon Focus (Club). Divine Immunities: Ability damage, ability drain, acid, cold, death effect, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, banishment, imprisonment. Salient Divine Abilities: Alter Size, Arcane Mastery, Automatic Metamagic (Stilled Cleric spells), Automatic Metamagic (Silent Cleric spells), Avatar (10), Divine Shield (12/day, stops 150 points of damage), Divine Spellcasting, Divine Storm (Negative Energy, DC 34), Extra Domain (Fate), Extra Domain (Renewal), Hand of Death (DC 44), Increased SR, Instant Counterspell, Know Death, Life and Death, Life Drain (DC 34), Soul Mastery*, Spontaneous Wizard Spells. *Soul Mastery Arawn can prevent the soul of any worshipper of the Celtic Pantheon from returning to its body when an attempt is made to return it to life, unless that attempt is made by a Greater Power. Domain Powers: Death touch 15/day; cast evil spells at +1 caster level; regain 1d8+9 HP 15/day when HP total falls below 0; uncanny dodge. Spell-like Abilities: Arawn uses the following abilities at 25th caster level, except for evil spell, which he uses at 26th caster level. The DCs are 34+spell level. Cause Fear, Death Knell, Animate Dead, Death Ward, Slay Living, Create Undead, Destruction, Create Greater Undead, Wail of the Banshee, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Blasphemy, Unholy Aura, Summon Monster IX, True Strike, Augury, Bestow Curse, Status, Mark of Justice, Geas/quest, Vision, Mind Blank, Foresight, Charm Person, Lesser Restoration, Remove Disease, Reincarnate, Heroes’ Feast, Greater Restoration, Polymorph Any Object, Freedom. *Cast as an evil spell only. Cleric Spell/Day (Levels 0-17): 6/10/9/9/9/9/7/7/7/7/3/3/3/3/2/2/2/2; base DC=29+spell level. Wizard Spell/Day: 4/7/7/7/7/6/5/4/3; base DC=24+spell level. Possessions: Arawn carries a +5 impact icy burst unholy club. Other Divine Powers As an intermediate deity, Arawn automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Arawn can see, hear, touch, and smell at a distance of 15 miles. As a standard action, he can perceive anything within 15 miles of his worshippers, holy sites, objects, or any location where one of his titles or name as spoken in the last hour. He can extend his sense to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for15 hours. Portfolio Sense: Arawn senses the death of any worshipper of a Celtic deity the instant it happens and retains the sensation for 15 tendays (or weeks, depending on what system that person’s home world uses). He likewise senses the birth of a child to a worshipper of the Celtic Pantheon. Automatic Actions: Arawn can use Knowledge (Arcana), Concentration, Knowledge (Religion), Diplomacy, Sense Motive, or Profession (Judge), as a free action, as long as the DC is 25 or lower. Create Magic Items: Arawn can create any magic item that creates a death effect, that brings someone back to life, or that prolongs someone’s life if the market price is 200,000 gp or lower. |
| Tebryn1406-18-04, 05:09 PM | Daghdha Greater Celtic Deity Eochaid Ollathair, the Daghdha, the Dozen King Symbol: Celtic Shield Home Plane: Outlands/ Tir na Og (Mag Mell) Alignment: Chaotic Good Portfolio: Weather, crops Worshippers: Farmers, tricksters, rogues, druids, rangers. Cleric Alignments: CG, CN, NG Domains: Balance, Chaos, Good, Plant, Storm, Trickery Favored Weapon: Club The leader of the Celtic Pantheon, Daghdha one of the leading factors that contributes to the pantheon’s neutral position in planar politics. However, this says very little about the god’s behavior, which is uncouth and unpredictable. Though he normally acts like a stupid buffoon, he is certainly capable of the leading the pantheon, and as one of the older gods around, he seems to know exactly where the pantheon needs to go. He appears as a comically dressed man, tall, with a too-short tunic. Druid 30/ Fighter 12/ Rogue 7 Medium-Sized Outsider (Chaotic, Extraplanar, Good) Divine Rank: 19 Hit Dice: 20d8+160 (outsider) plus 30d8+240 (druid) plus 12d10+96 (fighter) plus 7d6+56 (rogue) (1114 hp) Initiative: +12 Speed: 60 ft. AC: 80 (+8 dex, +19 divine, +11 deflection, +32 natural) Base Attack/Grapple: +44/+73. Attack*: +5 chaotic holy impact club +83/+78/+73/+68 melee; or by spell +73 melee touch or +71 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: +5 chaotic holy impact club 1d6+22+2d6 holy+2d6 chaotic/19-20; or by spell. *Always does maximum damage (club 28 +12 holy+12 chaotic). Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak +4d6. Special Qualities: Divine immunities, DR 30/epic, fire resistance 24, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 19 miles, remote communication 19 miles, godly realm (100 miles), greater teleport at will, plane shift at will, a thousand faces, nature’s sense, wild empathy +41, woodland stride, trackless step, resist nature’s lure, wild shape (animal, magical beast, plant, dragon 9/day; elemental 3/day), SR 71, divine aura (19 miles, DC 40), trap sense +2, trapfinding, evasion. Saves: Fort +63, Ref +67, Will +72. Abilities: Str 30, Dex 26, Con 26, Int 34, Wis 44, Cha 32. Skills*: Balance +42, Bluff +77, Climb +44, Concentration +77, Diplomacy +95, Disguise +57, Escape +42, Forgery +69, Gather Information +43, Handle Animal +92, Heal +79, Hide +69, Intimidate +59, Jump +44, Knowledge (Arcana) +64, Knowledge (History) +64, Knowledge (Nature) +83, Knowledge (Planes) +64, Knowledge (Religion) +64, Listen +86, Move Silently +69, Open Lock +47, Ride +55, Search +41, Sense Motive +65, Sleight of Hand +65, Spellcraft +81, Spot +86, Survival +88, Swim +57, Tumble +37. *Always receives a die roll of 20 on checks. Feats: Alertness, Awesome Blow, Blind-fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Empower Spell, Enhance Spell, Enlarge Spell, Epic Reflexes, Extend Spell, Great Cleave, Greater Spell Penetration, Heighten Spell, Improved Bullrush, Improved Initiative, Improved Trip, Knock-down, Maximize Spell, Mobility, Multispell, Persistent Spell, Power Attack, Quick Draw, Spell Penetration, Spring Attack, Still Spell, Sunder, Track, Weapon Focus (Club), Weapon Specialization (Club), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality (DC 50 for duplicated spells), Alter Size, Automatic Metamagic (Quickened Druid spells), Automatic Metamagic (Silent Druid spells), Avatar (20), Battlesense, Command Plants (19 mile radius), Divine Blast (14/day, 19 miles, 30d8 points of damage), Divine Druid, Divine Glibness (up to 29 creatures, DC 40), Divine Shield (11/day, stops 190 points of damage), Divine Spellcasting, Divine Weapon Focus (Club), Extra Domain (Plant), Extra Domain (Storm), Extra Domain (Trickery), Gift of Life, Increased SR, Instant Counterspell, Life and Death, Mass Divine Blast, Possess Mortal (20 at once, DC 40), Power of Nature (19 miles). Domain Powers: Add Wisdom modifier to AC for 19 rounds, 19/day; cast chaotic spells at +1 caster level; cast good spells at +1caster level; rebuke or command plants 14/day. Spell-like Abilities: Daghdha uses these abilities as a 29th level caster, except for chaotic and good spells, which he uses as a 30th level caster. The DCs are 40+spell level. Make Whole, Calm Emotions, Clarity of Mind, Dismissal, Sanctuary, mass, Banishment, Word of Balance, Protection from Spells, Weighed in the Balance, Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Entangle, Barkskin, Plant Growth, Control Plants, Wall of Thorns, Repel Wood, Changestaff, Command Plants, Shambler, Entropic Shield, Gust of Wind, Call Lightning, Sleet Storm, Ice Storm, Call Lightning Storm, Control Weather, Whirlwind, Storm of Vengeance, Change Self, Invisibility, Nondetection, Confusion, False Vision, Mislead, Screen, Polymorph Any Object, Time Stop. *Cast as a chaotic or good spell only Druid Spells/day (Levels 0-17): 6/10/9/9/9/9/7/7/7/7/3/3/3/3/2/2/2/2; base DC=29+spell level. Possessions: Daghdha carries a +5 holy chaotic impact club. In addition, he has access to his Great Cauldron, from which he (and his proxy) can pull any object they desire, as if by the Divine Creation salient divine ability. Other Divine Powers As a Greater Deity, Daghdha automatically receives the best possible result on any die roll he makes (including attack rolls, damage roll, and saves). He is immortal. Senses: Daghdha can see, hear, touch, and smell at a distance of 19 miles. As a standard action, he an perceive anything within 19 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his sense to up to 20 locations at once. He can block the sensing power of deities his rank or lower at up to two remote locations at once for 19 hours. Portfolio Sense: Daghdha senses anything that affects the crops on a world in which the Celtic Pantheon has a presence 19 tendays (or weeks) before the event occurs and retains the sensation for 19 tendays (or weeks). He likewise senses any change in the weather, whether natural or supernatural, as well as anything that affects the welfare of the Celtic Pantheon as a whole. Automatic Actions: Daghdha can use Bluff, Diplomacy, Knowledge (Nature), or Survival as a free action as long as the DC is 30 or lower. Create Magic Items: Daghdha can create any magical weapons, as well as any item that controls the weather, controls plants, or aids in stealth and trickery. |
| Gavvin06-23-04, 08:35 PM | Does anyone have any information on the Abyssal Lord Pazuzu or his layer in the Abyss. I got the name from the module created in a online extra for farun the tower of good and the crypt of evil. Any information would be REALLY helpful THANKS guys!! |
| BeastieMan06-24-04, 10:58 AM | i dont know if anyone has done this before, but has or could anyone do the patron deity of psions/psionic warriors? |
| realbombchu06-24-04, 08:30 PM | What page is Eldath on? I was looking page by page, but got bored and just thought I would ask. Thanks for any help! |
| Tebryn1406-25-04, 04:26 PM | You needn't have searched, there is an index on the first post. Had you looked there, you would have discovered that she was posted on the old thread. Here you go. Eldath by Jorda_The_Knight Goddess of Singing Waters, Mother Guardian of Groves, the Green Goddess Lesser Faerunian Deity Symbol: Waterfall plunging into still pool Home Plane: House of Nature Alignment: Neutral good Portfolio: Quiet places, springs, pools, peace, waterfalls Worshipers: Druids, pacifists, rangers Cleric Alignments: CG, CN, NG Domains: Family, Good, Plant, Protection, Water Favored Weapon: Net (net or net that does damage as unarmed attack) Eldath Cleric 20/ Druid 20 Medium-Sized Outsider (Good) Divine Rank: 7 Hit Dice: 20d8+140 (outsider) 20d8+140 (Clr), 20d8+140 (Drd) (900 hp) Initiative: +9 (+9 Dex) Speed: 60 ft., swim 60 ft. AC: 59 (+7 divine, +20 natural, +13 deflection, +9 dex) Attacks: +5 defending, spell storing quarterstaff +52 melee; or +5 distance, returning net +54 ranged; or spell +47 melee touch or +49 ranged touch Damage: 1d6+13/1d6+13; or *Special (see net descriptor in PHB) Face/Reach: 5 ft. by 5ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell like abilities Special Qualities: A thousand faces, animal companion (up to 20 HD), divine aura (700ft., DC 30), divine immunities, DR 42/+4, nature sense, woodland stride, trackless step, resist natures lure, timeless body, wild shape (as 20th level druid), fire resistance 27, SR 39, remote communication 7 miles, understand, speak and read all languages and speak directly to all beings within 7 miles. Saves: Fort. +39 Ref. +41 Will. +46 Abilities: Str 24, Dex 28, Con 24, Int 30, Wis 38, Cha 36 Skills: Animal Empathy +36, Balance +20, Concentration +30, Climb +18, Craft (basket weaving) +33, Craft (weaving) +33, Diplomacy +36, Handle Animal +36, Heal +37, Hide +20, Intuit Direction +37, Jump +18, Knowledge (arcana) +33, Knowledge (religion) +33, Knowledge (nature) +33, Knowledge (geography) +33, Knowledge (the planes) +33, Listen +23, Move Silently +20, Profession (herbalist) +37, Profession (gardener) +37, Ride (horse) +20, Scry +33, Sense Motive +25, Spellcraft +33, Spot +25, Swim +30, Use Rope +20, Wilderness Lore +37 Feats: Alertness, Dodge, Mobility, Exotic Weapon Prof. (net), Expertise, Improved Disarm, Improved Trip, Improved Initiative, Run, Brew Potion, Craft Staff, Craft Wondrous Item, Scribe Scroll, Enlarge Spell, Quicken Spell, Extend Spell, Silent Spell, Still Spell, Reach Spell, Superior Expertise Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Divine Druid, Divine Shield, Divine Water Mastery, Extra Domain, Extra Domain, Power of Nature, *Unique Ability (described below) Domain Powers: As free action protect 13 creatures (minimum 1) with a +4 dodge bonus to AC. This supernatural ability lasts for 20 rounds. An affected creature loses this protection if it moves more than 10 feet from you. You may affect yourself with this ability; cast Good spells at +1 caster level; rebuke or command plants as an evil cleric rebukes or commands undead (16/day); Knowledge (nature) is a class skill; protective ward (touched subject receives +20 resistance bonus to next saving throw, max duration 1 hour); turn or destroy fire creatures as a good cleric turns undead (16/day). Spell-Like Abilities: All domain spells at will, effective caster level 17. Saving throw DC= 30 + spell level. (Sorry I didn’t write them all out, but I didn’t want to get carpal tunnel, he he) Cleric Spells/Day: 6/10/10/9/9/9/8/7/7/7 Base DC= 20+ spell level Druid Spells/Day: 6/9/9/8/8/8/7/6/6/6 Base DC= 20+ spell level *Calming Presence: This special ability is similar to the Divine Splendor salient divine ability but is much less powerful and is not deadly in any way. Any mortal that approaches within 70 feet of Eldath is automatically affected as though by the spell Calm Emotions spell with no saving throw and spell resistance does not apply. Possessions: Eldath carries a +5 distance returning net as well as a +5 defending spell storing quarterstaff. Being a pacifist Eldath almost never uses these items for combat and will most likely throw her net and make a tactical escape or if forced use her quarterstaff to defend herself (using the full extent of it’s defending property) until she can flee. Other Divine Powers As a lesser deity, Eldath may take 10 on any check. Eldath treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses: Eldath can see, hear, touch and smell at a distance of 7 miles. As a standard action she can perceive anything within seven miles of her worshipers, holy sites, objects or any location where one of her titles or names was spoken in the last hour. She can extend her senses to up to 5 locations at once. She can block the sensing power of deities of her rank or lower at up to 2 remote locations at once for 7 hours. Portfolio Sense: Eldath instantly aware of any event involving great tranquility or the planting/ rapid growth of plants as long as that event affects 5 hundred or more people. Automatic Actions: Eldath can use Handle Animal, Heal, Diplomacy, Knowledge (nature), Profession (herbalist), Profession (gardener) and Wilderness Lore as a free action if the DC for the task is 20 or lower. She can perform up to 5 such free actions each round. Create Magic Items: Eldath can create minor magic items involving nature or tranquility such as boots of the winterlands, or a wand of calm emotions, as long as the item’s market price does not exceed 30,000 gp. |
| Tebryn1406-25-04, 04:29 PM | As for Pazuzu, all I know is that he is a Abyssal Lord of the Open Skies, and that he was given stats (albeit, in my mind, bad ones) in the BoVD web enhancements. I don't know that he is specifically mentioned in any planescape sources, though I have not yet checked out Hellbound, and he might be there (though I doubt it). I don't know that there is a patron of Psions or Psychic warriors per say, though I suppose Deep Duerra could fall under either category, though not specifically. |
| DigitalNarcotic06-27-04, 12:29 AM | Can i get stats and info on daragor? Im actully more interested in info on anything hes been involved in in realtion to werewolves, for a campain im working, he might make an appearence. |
| Tebryn1406-27-04, 12:33 AM | No one has written stats for him, though I might consider it towards the midde of July. I personally do not have any info on him either. |
| DigitalNarcotic06-27-04, 01:22 AM | Does anyone have any info on him at all? |
| Tebryn1407-08-04, 11:16 AM | Sorry, I've been away. But here is info on two new gods, for your delight. Enjoy. Math Mathonwy The Miser of Sorcery Intermediate Celtic Deity Symbol: The staff Home Plane: Gehenna/Khalas/Corriegrave Alignment: Neutral Evil Portfolio: Magic Worshippers: Wizards, sorcerers, loremasters. Cleric Alignments: Any neutral Domains: Evil, Greed, Knowledge, Magic, Spell. Favored Weapon: The staff Math Mathonwy is the Celtic god of sorcery. A powerfully magical being, he greedily hoards his powers, only using his magic for the good of his family, completely ignoring his followers, servants, and whatever may pass for his friends. However, he is intensely curious about any new magical secret, and may, if swayed, share some of his secrets in return. Mathonwy appears as an elderly man in a heavy tunic and robes. Wizard 20/Cleric 7/Mystic Theurge 10/Archmage 5 Medium-Size Outsider (Evil, Extraplanar) Divine Rank: 14 Hit Dice: 20d8+160 (outsider) plus 20d4+160 (wizard) plus 7d8+56 (cleric) plus 10d4+80 (mystic theurge) plus 5d4+40 (archmage) (852 hp) Initiative: +13 Speed: 60 ft. AC: 69 (+14 divine, +9 dex, +27 natural, +9 deflection) Base Attack/Grapple: +41/+62 Attacks: +6 quarterstaff +68/+63/+58/+53 melee; or by spell +63 melee touch, or +65 ranged touch. Damage: +6 quarterstaff 1d6+16+transformation into water; or by spell. Face/Reach: 5 ft. by 5 ft./ 5ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, rebuke undead 12/day, arcane fire (600 ft., 5d6+1d6/spell level). Special Damage: Arcane reach, mastery of counterspelling, mastery of elements, spell power +1, divine aura (1,400 ft., DC 33), divine immunities, DR 25/epic, familiar (rats), fire resistance 19, godly realm (10 miles), plane shift at will, greater teleport at will, remote communication 14 miles, spontaneous casting of divine spells, SR 66, understand, speak, and read all languages and speak directly to all beings within 14 miles. Saves: Fort +55, Ref +56, Will +59 Abilities: Str 24, Dex 28, Con 26, Int 46, Wis 32, Cha 29. Skills*: Appraise +76, Bluff +45, Climb +37, Concentration +92, Craft (Alchemy) +92, Decipher Script +78, Diplomacy +67, Gather Information +65, Heal +45, Hide +63, Intimidate +43, Knowledge (Arcana) +97, Knowledge (Architecture and Engineering) +84, Knowledge (Geography) +84, Knowledge (History) +90, Knowledge (Nature) +84, Knowledge (Nobility and Royalty) +84, Knowledge (The Planes) +92, Knowledge (Religion) +96, Listen +70, Move Silently +63, Search +75, Sense Motive +73, Spellcraft +101, Spot +70, Use Magic Device +43. *Always receives a 20 on checks. Feats: Alertness, Brew Potion, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Forge Ring, Heighten Spell, Greater Spell Penetration, Improved Initiative, Iron Will, Maximize Spell, Quicken Spell, Silent Spell, Skill Focus (Spellcraft), Spell Mastery, Spell Penetration, Still Spell, Weapon Focus (ray). Divine Immunities: Ability damage, ability drain, acid, cold, death effect, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality (DC 43 for duplicated spells), Arcane Mastery, Automatic Metamagic (Quickened Wizard Spells), Automatic Metamagic (Silent Wizard Spells), Avatar (10), Clearsight (140 ft.), Craft Artifact, Divine Blast (12/day; 23d12 points of damage; 14 miles), Divine Shield (11/day; 140 points of damage); Divine Spellcasting, Extra Domain (Magic), Extra Domain (Spell), Increased SR, Instant Counterspell, Know Secrets (DC 33), See Magic, Spontaneous Wizard Spells. Domain Powers:cast evil spells at +1 caster level; +2 bonus to Appraise, Open Lock, and Slight of Hand checks; cast divinations at +1 caster level; use spell completion and spell trigger items as a Wiz 38; +2 bonus on Spellcraft and Concentration checks. Spell-like Abilities: Mathonwy uses these abilities as a 24th level caster, except for evil and divination spells, which he uses as a 25th level caster. The save DCs are 35+spell level. Protection from Evil, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Summon Monster IX*, Cheat, Entice Gift, Knock, Fire Trap, Fabricate, Guards and Wards, Teleport Object, Phantasmal Thief, Sympathy, Detect Secret Doors, Detect Thoughts, Clairaudience/Clairvoyance, Divination, True Seeing, Find the Path, Legend Lore, Discern Location, Foresight, Nystul’s Undetectable Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen’s Disjunction, Mage Armor, Silence, Anyspell, Rary’s Mnemonic Enhancer, Break Enhancement, Greater Anyspell, Limited Wish. *Cast as an evil spell only. Cleric Spells/Day: 6/8/8/8/7/6/6/5/3/2; base DC=23+spell level. Wizard Spells/Day (Levels 0-18): 4/9/9/8/8/7/8/5/6/6/4/3/3/3/3/2/2/2/2; base DC=30+spell level. Possessions: Mathonwy carries his staff, which acts as a +6 quarterstaff. In addition, any creature struck by it must succeed at a DC 55 Fortitude save or be permanently transformed into water. Other Divine Powers As an intermediate deity, Mathonwy automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Mathonwy can see, hear, touch, and smell at a distance of 14 miles. As a standard action, she can perceive anything within 15 miles of her worshippers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her sense to up to ten locations at once. She can block the sensing power of deities her rank and lower at up to two remote locations at once for up to 14 hours. Portfolio Sense: Mathonwy senses any use of magic by a worshipper of a Celtic deity the instant it happens and retains the sensation for 15 tendays. He likewise senses any magical discovery made by such a person. Automatic Actions: Mathonwy can use any Knowledge skills, Concentration, or Spellcraft as a free action as long as the DC is 25 or lower. He can perform up to 10 such free actions each round. Create Magic Items: Mathonwy can create any magic item as long as the market price does not exceed 200,000 gp. |
| Tebryn1407-08-04, 11:24 AM | Mephistopheles Lord of the 8th, Baron Molikroth Duke of Hell Symbol: A red hand with black fingernails shrouded in black flames Home Plane: Baator/Cania/Mephistar Alignment: Lawful Evil Portfolio: - Worshippers: - Cleric Alignments: - Domains: - Favored Weapon: Ranseur One of the most powerful devils in the Cosmos, Mephistopheles is very much like his hated rival Baalzebul in his burning ambition and jealously, though no sane being would say so to his face. He constantly acts to increase his power, in particular aiming to somehow dethrone Asmodeus. He appears as a 9-foot tall humanoid with red skin, white eyes, horns, black wings, and a palpable aura of power. His fortress, Mephistar, the home of many of the Gelugon nobility, is one of the few warm spots in the deadly cold of Cania, most recently because of an innovation of Mephistopheles, hellfire. Other recent schemes include the false coup by Baron Molikroth. In reality, however, Molikroth was simply the Lord of the 8th in a disguise, and resulted in the deposition of many would-be conspirators. More prominently, the Reckoning comes to mind, though that uprising cannot be attributed completely to Mephistopheles. Large Outsider (Evil, Extraplanar, Baatezu, Lawful) Virtual Divine Rank: 5 Hit Dice: 44d8+396 (748 hp) Initiative: +15 Speed: 80 ft; fly 140 ft. (good) AC: 61 (+5 divine, +18 natural, +13 deflection, +11 dex, +5 insight, -1 size) Base Attack/Grapple: +44/+62 Attack: Huge +5 keen unholy icy/flaming burst ranseur +63/+58/+53/+48 melee; or by spell +58 melee touch, or +60 ranged touch. Damage: Huge +5 keen unholy icy/flaming burst ranseur 2d6+18+1d6 cold/fire+2d6 unholy/17-20 +1d10 fire/cold; or by spell. Face/Reach: 5 ft. by 5 ft./ 15 ft. Special Attacks: Spell-like abilities, frightful gaze, summon Baatezu, flames of hell, energy storm, spells. Special Qualities: Heat sense, divine aura (50 ft. DC 28), DR 15/epic and good, fire immunity, cold immunity, understand, speak, and read all languages and speak directly to all beings within 5 miles, remote communication 5 miles, godly realm (500 ft., Mephistar), SR 37, Baatezu qualities, semi-divine immunities, resistances (acid 10), fast healing 5, spurn the divine, greater teleport at will. Saves: Fort +38, Ref +40, Will +40 Abilities: Str 28, Dex 32, Con 28, Int 34, Wis 32, Cha 36 Skills: Balance +45, Bluff +63, Concentration +59, Craft (Alchemy) +47, Decipher Script +42, Diplomacy +63, Disguise +65, Forgery +47, Gather Information +53, Hide +50, Intimidate +58, Knowledge (Arcana) +61, Knowledge (Baatorian Politics) +64, Knowledge (History) +58, Knowledge (Planes) +62, Knowledge (Religion) +57, Listen +63, Move Silently +50, Search +47, Sense Motive +58, Spellcraft +59, Spot +63, Tumble +34. Feats: Alertness, Combat Casting, Combat Reflexes, Dark Speech, Dodge, Empower Spell, Improved Initiative, Maximize Spell, Mobility, Power Attack, Quick Draw, Quicken Spell, Scribe Scroll, Spell Focus (Evocation), Spell Penetration, Weapon Focus (Ranseur). Semi-Divine Immunities: Ability damage, ability drain, death effects, disease, disintegration, energy drain, mind-affecting affects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Spell-like Abilities (Sp): Mephistopheles uses the following abilities as a 44th level caster. The save DCs are 23+spell level, except for Evocation spells, for which the DC is 25+spell level. At will-Blasphemy, Charm Monster, Create Undead, Desecrate, Detect Good, Detect Chaos, Detect Magic, Fireball, Fiendish Quickening, Greater Dispelling, Greater Scrying, Hellfire, Hellfire Storm, Magic Circle against Good, Major Image, Resurrection, Suggestion, Greater Teleport, True Seeing, Unholy Aura, Unholy Blight, Unhallow, Wall of Fire, Wall of Ice, Ice Storm, Polar Ray, Geas/Quest, Polymorph Self, Restoration, Pyrotechnics, Produce Flame, Cone of Cold, Greater Command, Dispel Good, Flame Strike, Fire Shield. 3/day-Zajimarn’s Avalanche, Meteor Swarm, Incendiary Cloud, Symbol. 1/day- Wish, Gate, Binding. Spells: Mephistopheles casts spells as a 22nd level wizard. 4/7/7/7/7/6/6/6/6/5; base DC=22+spell level, or 24+spell level for Evocation spells. The libraries of Mephistar are extensive enough to allow Mephistopheles to prepare any spell he wishes. Frightful Gaze (Su): Mephistopheles’ gaze causes a fear effect to a range of 60 ft. (Will DC 45 negates). Flames of Hell (Su): Mephistopheles is surrounded by dark flames. His touch deals 5d6 unholy damage, plus 5d6 fire damage. Creatures within 10 ft. also takes this damage if the Lord of the 8th wishes. Summon Baatezu (Sp): At will, Mephistopheles can summon 1d6 hamatulas, 1d3 gelugons, or he can attempt to summon 1 pit fiend with a 75% chance of success. Spurn the Divine: Mephistopheles is partially resistant to Divine Blast, Divine Shield, Mass Divine Blast, and Area Divine Shield. When facing a god using any of these powers, Mephistopheles receives a Fortitude save to fend off Divine Blasts or Mass Divine Blasts; against Area Divine Shields and Divine Shields, Mephistopheles receives a Will save to breach the effect if Mephistopheles’ virtual divine rank is equal to or greater than the divine rank of the god in question for round (it may make another attempt the next round). In either case, the DC = 40 + the god’s divine rank. Possessions: Mephistopheles carries a Huge +5 keen unholy ranseur. At his whim, it can also gain either the flaming burst or icy burst special qualities. He can change this as a free action once per round, but not between consecutive attacks. In addition, the ranseur allows one to focus the hellfire and hellfire storm spell-like abilities, dealing an extra 3d6 points of damage. Caster Level: 25th. Other Divine Powers As a Duke of Hell with the power of a demigod, Mephistopheles treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Mephistopheles can see, hear, smell, and touch at a distance of 5 miles. As a standard action, he can perceive anything within 5 miles of his worshippers, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities rank 5 and lower at up to two remote locations at once for up to 5 hours. Virtual Divine Rank: Though not an actual deity, by virtue of his age, might, and influence over her layer of the Nine Hells, as well as the authority granted by Asmodeus, Mephistopheles is essentially a Rank 5 demigod. However, he does not gain power from those who worship him, nor does he have domain powers or spells. He cannot create avatars, and he does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs he would otherwise have, he is treated as having a Divine Rank of 5. He can, however, grant spell of up to 3rd level to his would be clerics, or up to 4th level if he deigns to appear to them in person. His clerics do not gain access to domain powers or spells. |
| Tebryn1407-09-04, 05:39 PM | Gruumsh He Who Never Sleeps, the One-Eyed God, He Who Watches Greater Orc Deity Symbol: Unblinking eye Home Plane: Archeron/Avalas/Nishrek Alignment: Chaotic Evil Portfolio: Orcs, conquest, survival, strength, territory Worshippers: Orcs, fighters. Cleric Alignments: CE, CN, NE Domains: Cavern, Chaos, Evil, Hatred, Orc, Strength, War Favored Weapon: “The Bloodspear” [longspear or shortspear] Fighter 20/Barbarian 20/Cleric 7 Medium-Size Outsider (Chaotic, Evil, Extraplanar, Orc) Divine Rank: 18 Hit Dice: 20d8+260 (outsider) plus 20d10+260 (fighter) plus 20d12+260 (barbarian) plus 7d8+91 (cleric) (1,471 hp) (1,806 while raging) Initiative: +11 Speed: 70 ft. AC: 89 (+7 dex, +18 divine, +31 natural, +13 +5 heavy fortification full plate, +10 deflection) (84 while raging) Base Attack/Grapple: +106 Attacks*: +5 keen chaotic unholy longspear +91/+86/+81/+76 melee (or +96/+96/+91/+86/+81 while raging); or by spell +81 melee touch, or +69 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: +5 keen chaotic unholy longspear 1d8+53+2d6 unholy+2d6 chaotic/15-20 (1d8+62 while raging); or by spell. *Always does maximum damage (longspear 61 points+12 unholy+12 chaotic, or 70 while raging. Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Rebuke undead 13/day, domain powers, salient divine abilities, spell-like abilities. Special Qualities: Orc traits, divine immunities, DR 30/epic (5/-), fire resistance 23 (33 while raging), spontaneous casting of divine spells, understand, speak, and read all languages, and speak directly to all beings within 18 miles, remote communication, godly realm (100 miles), greater teleport at will, plane shift at will, fast movement, divine rage 18/day, SR 50 (60 while raging), divine aura (18 miles, DC 38), fast healing 38, trap sense +6, indomitable will. Saves*: Fort +68 (+73 while raging), Ref +60, Will +63 (+68 while raging). *Always receives a 20 on saves. Abilities: Str 48 (58 while raging), Dex 24, Con 36 (46 while raging), Int 24, Wis 26, Cha 30. Skills*: Balance +35, Bluff +40, Climb +69, Concentration +61, Craft (Armorsmithing) +80, Craft (Metalworking) +60, Craft (Stoneworking) +60, Craft (Weaponsmithing) +80, Diplomacy +41, Intimidate +65, Jump +69, Knowledge (Arcana) +55, Knowledge (History) +40, Knowledge (Planes) +55, Knowledge (Religion) +55, Listen +66, Search +40, Sense Motive +46, Spellcraft +55, Spot +61, Survival +56, Swim +75. Feats: Alertness, Awesome Blow, Blind-fight, Blind-Sight (5 ft. radius), Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Endurance, Great Cleave, Great Fortitude, Improved Bullrush, Improved Critical (Spear), Improved Disarm, Improved Initiative, Improved Trip, Improved Unarmed Strike, Iron Will, Knock Down, Mobility, Power Attack, Quick Draw, Run, Snatch Arrows, Spell Penetration, Spring Attack, Still Spell, Sunder, Superior Expertise, Track, Weapon Focus (Spear), Weapon Specialization (Spear), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality (DC 48 for duplicated spells), Alter Size, Annihilating Strike, Avatar (20), Banestrike (Elves), Banestrike (Dwarves), Battlesense, Control Creatures (Orcs; 18 creatures/day; 180 at once, DC 38), Divine Armor Mastery, Divine Battle Mastery, Divine Blast (13/day, 18 miles, 28d12 points of damage), Divine Fast Healing, Divine Rage, Divine Shield (16/day, stops 180 points of damage), Divine Weapon Focus (Spear), Divine Weapon Specialization, Extra Domain (Hatred), Extra Domain (Orc), Extra Domain (Strength), Extra Domain (War), Fog of War*, Indomitable Strength, Sunder and Disjoin (DC 29). *Unique ability, described below. Domain Powers: Dwarven stonecunning; cast chaotic spells at +1 caster level; cast evil spells at +1 caster level; 18/day, gain +2 profane bonus on attack rolls, saving throws and AC vs. one opponent for 1 minute; 18/day, make smite attack with a +18 bonus to damage (and a +4 bonus to attack if against a dwarf or elf); 18/day, gain +18 bonus to strength for one round. Spell-like Abilities: Gruumsh uses these abilities as a 28th level cleric, except for chaotic and evils spells, which he uses as a 29th level caster. The save DCs are 38+spell level. Detect Secret Doors, Darkness, Meld into Stone, Leomund’s Secure Shelter, Passwall, Find the Path, Maw of Stone, Earthquake, Imprisonment, Protection from Law, Shatter, Magic Circle against Law, Chaotic Smite, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Doom, Scare, Bestow Curse, Emotion, Righteous Might, Forbiddance, Antipathy, Wail of the Banshee, Cause Fear, Produce Flame, Prayer, Divine Power, Prying Eyes, Eyebite, Power Word, kill, Endure Elements, Bull’s Strength, Magic Vestment, Spell Immunity, Stoneskin, Bigby’s Grasping Hand, Bigby’s Clenched Fist, Bigby’s Crushing Hand, Magic Weapon, Spiritual Weapon, Divine Power, Flame Strike, Blade Barrier, Power Word, stun, Power Word, blind. *Cast as a chaotic or evil spell only. Cleric Spells/Day: 6/6/5/4/3; base DC=18+spell level. Fog of War (Unique salient divine ability): Gruumsh can generate a cloud of acrid black smoke that rises from his body in a 30 ft. radius spread, 10 ft high. Its effects are otherwise similar to a cloudkill spell. The save DC against this effect is 41. Possessions: Gruumsh carries Bloodspear, a +5 keen chaotic unholy spear that deals damage as a longspear. Bloodspear can assume any size from halfspear to longspear. This increases Gruumsh’s reach by 5 ft. Because of the spear’s variable length, Gruumsh can attack foes that are adjacent to him. Caster Level: 25th. Other Divine Powers As a greater deity, Gruumsh automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal. Senses: Gruumsh can see, hear, touch, and smell at a distance of 18 miles. As a standard action, he can perceive anything within 18 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing power of deities his rank and lower at up to two remote locations at once for up to 18 hours. Portfolio Sense: Gruumsh senses anything that affects orc welfare 18 tendays before it happens and retains the sensation for 18 tendays after the event occurs. He is similarly aware of whenever orcs engage in combat, make war, or gain or lose territory. Automatic Actions: Gruumsh can use Intimidate, Craft (Armorsmithing), Craft (Weaponsmithing), or Survival as a free action as long as the DC for the task is 30 or lower. He can perform up to 20 such free actions each round. Create Magic Items: Gruumsh can create any magic weapon or armor. |
| Verghityax07-13-04, 08:46 AM | Hello there! Sorry for my long absence but I had much work at the university recently. Tebryn, if You're still interested I can send You Eshowdow's 2nd ed. stats. P.S. I beg someone to do Laduguer's and Dumathoin's stats so the dwarven pantheon can be complete at last. P.S.2. Could someone please repost Auril? |
| yacker07-13-04, 01:47 PM | What I would love would be Moloch and Geryon the old arch devils....anyone know where i can get the stats...besides and old monster manual. |
| Tebryn1407-14-04, 03:57 PM | Geryon was given stats, pretty bad ones, in the BoVD web enhancement. I have not yet gotten to either of them, however. He is Auril. Auril By Elrumir Wizard 20/Druid 10/Ranger 10 Medium-size outsider (Cold, Evil) Divine Rank: 9 Hit Dice:20d8+200 (outsider) + 20d4+200 (Wiz) + 10d8+100 (Drd) + 10d10+100 (Rgr) (1,020 hp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: 60 ft., fly 60 ft. (perfect), swim 60 ft. AC: 54 (+7 Dex, +9 divine, +22 natural, +9 deflection) Attacks: +5 keen, icy burst, shock ice axe +55/+50/+45/+40 melee; or spell +50 melee touch or +49 ranged touch Damage: +5 keen, icy burst, shock ice axe 2d4+12/17-20/x3; or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, rebuke undead 12/day. Special Qualities: Animal companion (up to 10 HD), cold subtype, divine aura (900 ft., DC 28), divine immunities, DR 44/+4, familiars (wolves), favoured enemies (humans +3, elves +2, dragons +1), fire resistance 29, godly realm (1 mile Outer Plane, 900 ft. Material Plane), nature sense, plane shift at will, remote communication 9 miles, resist nature’s lure, spontaneous casting of divine spells, SR 41, teleport without error at will, trackless step, understand, speak and read all languages and speak directly to all beings within 9 miles, venom immunity, wild shape (Small, Medium-size or Large animal 4/day), woodland stride. Saves: Fort +51, Ref + 48, Will +49 Abilities: Str 25, Dex 24, Con 30, Int 35, Wis 26, Cha 29 Skills: Animal Empathy +45, Bluff +38, Concentration +59, Diplomacy +41, Disguise +36, Handle Animal +39, Heal +45, Intimidate +36, Intuit Direction +44, Knowledge (arcana) +48, Knowledge (geography) +48, Knowledge (nature) +48, Knowledge (religion) +48, Knowledge (the planes) +48, Listen +41, Search +38, Sense Motive +40, Spellcraft +41, Spot +41, Wilderness Lore +45. Feats: Blind-Fight, Combat Casting, Empower Spell, Endurance, Energy Admixture (Cold), Energy Substitution (Cold), Extend Spell, Greater Spell Focus (Evocation), Improved Critical (ice axe), Improved Initiative, Persistent Spell, Scribe Scroll, Spell Focus (Evocation), Track, Weapon Focus (ice axe), Widen Spell. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Form, Alter Size, Avatar (up to 5), Control Creatures (cold creatures), Divine Air Mastery, Divine Blast (12/day, up to 9 miles 18d12 points of damage), Divine Water Mastery, Energy Burst (Cold), Extra Domain (Evil), Power of Nature, Shift Form. Shift Form: This power allows Auril to shift between her Frostmaiden and Icedawn forms. See Avatars for more information. Domain Powers: 9/day turn or destroy earth creatures, or rebuke or command air creatures; cast evil spells at +1 caster level; 9/day turn or destroy fire creatures, or rebuke or command water creatures. Spell-Like Abilities: Auril uses these abilities as a 19th-level caster, except for evil spells, which she uses as a 20th-level caster. The save DCs are 19 + spell level. Acid fog, air walk, blasphemy, call lightning, chain lightning, cone of cold, control water, control weather, control winds, create undead, desecrate, dispel good, elemental swarm (as air or water spell only), entropic shield, fog cloud, gaseous form, gust of wind, horrid wilting, ice storm, magic circle against good, obscuring mist, protection from good, sleet storm, storm of vengeance, summon monster VI (as air spell only), summon monster IX (as evil spell only), unholy aura, unholy blight, water breathing, whirlwind, wind wall. Druid Spells/day: 6/6/6/5/5/3; base DC 18 + spell level, 22 + spell level for Evocation spells. Wizard Spells/day: 4/7/7/7/7/6/6/6/6/5; base DC 22 + spell level, 26 + spell level for Evocation spells. Possessions: Auril carries Icemaiden’s Caress , a +5 keen, icy burst, shock ice axe (treat as battleaxe with 2d4 base damage). Caster level: 20th; Weight: 7 lb. Other Divine Powers As a lesser goddess, Auril may take 10 on any check. Auril treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses: Auril can see, hear, touch and smell at a distance of nine miles. As a standard action, she can perceive anything within nine mile of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to five locations simultaneously. She can block the sensing powers of deities of up to her rank at two such remote locations at once for 10 hours. Portfolio Sense: Auril is instantly aware of anything that happens within the freezing cold or snow, like death by frost or a person caught by a blizzard. * I know Lesser Deities normally need 500 people or more to be involved for them to use their portfolio sense, but since it seemed a bit off in this instance, I did not include this restriction. Automatic Actions: Auril can use Concentration, Intuit Direction, Knowledge (arcana), Knowledge (nature), Spellcraft or Wilderness Lore as a free action, if the DC for the check is 20 or less. She can perform up to five such actions per round. Create Magic Items: Being the goddess of cold, Auril can create any magic item that uses or produces ice or aids a person in wilderness survival as long as the item’s price does not exceed 30,000gp. Avatars Auril appears most often in one of two avatar forms: the Frostmaiden or Icedawn. The Frostmaiden is a lithe, furious figure of action and is the most often seen avatar of Auril in all regions of the Realms except the south and the east. Her skin is blue, her hair is long, free-flowing and white, and a fine gown of lawn thickly furred with frost swirls about her. In this form, her avatar tends to hurl mighty ice spells. She is quick to anger and responds to insults with an icy glare and a cold sneer. Icedawn is a silent, gliding apparition of icy hauteur, an impassive figure in an ornate crown and hooked, spurred armour of opaque, light blue ice. If encountered in this form, the life of an Aurilian present will always be taken, but the deceased in question may be raised later if he or she is not shattered by internal freezing. Floating by, she covers everything within 90 feet in a thick icy layer. No other attacks will be made and Icedawn does not speak. Avatar of Auril: As Auril except as follows; divine rank 4; AC 45; Atk +50/+45/+40/+35 melee (2d4+12/17-20/x3, +5 keen icy burst, shock ice axe); or spell +45 melee touch or +44 ranged touch; SQ Divine aura (40 ft., DC 23), DR 39/+4, fire resistance 24, SR 36; SV Fort +46, Ref + 43, Will +44; all skill modifiers are reduced by five. Salient Divine Abilities: Control Creatures (cold creatures), Divine Air Mastery, Divine Blast (12/day, up to 9 miles 18d12 points of damage), Energy Burst (Cold), Power of Nature. Spell-like abilities: Caster level 14th, saving throw DC 23 + spell level. Without the Extra Domain salient ability, Auril’s avatar loses access to the Evil domain and the spell-like abilities blasphemy, create undead, desecrate, dispel good, magic circle against good, protection from good, summon monster IX (as evil spell only) , unholy aura, unholy blight. |
| Verghityax07-15-04, 03:41 PM | Hello, Teb! I just wanted to announce that in the moment I'm going to Scotland, therefore I am not able to send You the info on Eshowdow now. I will take care of it when I'm back (26th or 27th of July). I hope that this delay is not a problem for You. Keep up good stating :) |
| IamWeasel07-20-04, 01:12 AM | I'd like a deity for a 3e Chaotic Good Human with the War domain and a favored weapon of a sword, a greatsword would be perferred, but a LongSword will do. Any help would be greatly appreciated. |
| Tebryn1407-20-04, 06:04 PM | Originally posted by IamWeasel I'd like a deity for a 3e Chaotic Good Human with the War domain and a favored weapon of a sword, a greatsword would be perferred, but a LongSword will do. Any help would be greatly appreciated. I think your best bets among the human deities worshipped on Faerun (which is, I'm assuming, the sphere in which you are playing) are Tempus (CN, Greatsword) and Anhur (CG, Falchion). |
| Valgard07-21-04, 03:10 PM | Originally posted by Tebryn14 I think your best bets among the human deities worshipped on Faerun (which is, I'm assuming, the sphere in which you are playing) are Tempus (CN, Greatsword) and Anhur (CG, Falchion). Tempus's favored weapon is the battleaxe, not the greatsword. |
| Tebryn1407-21-04, 03:16 PM | Originally posted by Valgard Tempus's favored weapon is the battleaxe, not the greatsword. True, but in his stat block in Faiths and Pantheons, it says that he sometimes uses a greatsword. I figure that if it's good enough for a good to use some of the time, it is good for a mortal to use all the time. But, true, my post was slightly misleading. Thank you for pointing that out. |
| Tebryn1407-22-04, 12:13 PM | This next god is a version of Selvatarm that I wrote, updated with the Power Clause that is listed in the initial post. It is a big improvement, in my mind. |
| Tebryn1407-22-04, 01:05 PM | Selvatarm By Tebryn14 Fighter 20/ Barbarian 15/ Divine Champion 5 of Lolth Medium-Size Outsider (Chaotic, Evil, Drow) Divine Rank: 5 Hit Dice: 20d8+180 (outsider) and 20d10+180 (fighter) and 15d12+135 (barbarian) and 5d10+45 (divine champion) (1,130 hp) Initiative: +23 (+15 dex, +8 supreme initiative) Speed: 110 ft., climb 40 ft. AC: 71 (+15 dex, +5 divine, +25 natural, +12 deflection, +4 insight (+8)) (75 in Realm) Attacks: +5 impact unholy elf bane heavy mace +67/+62/+57/+52 melee, and +5 keen unholy elf bane longsword +67/+62/+57 melee, and +5 short sword +65/+60/+55 melee, and +5 light mace +65/+60/+55 melee, and +5 dagger +65/+60/+55 melee, and +5 morningstar +65/+60/+55 melee Damage: +5 impact unholy elf bane heavy mace 1d8+27/17-20 and +5 keen unholy elf bane longsword 1d8+19/15-20 and +5 short sword 1d6+15/17-20 and +5 light mace 1d6+15/19-20 and +5 dagger 1d4+15/17-20 and +5 morningstar 1d8+15/19-20 Face/ Reach: 5 ft. by 5 ft. 5 ft. Special Attacks: Domain Powers, salient divine abilities, spell-like abilities, greater rage (4/day), smite infidel Special Qualities: Divine Aura (50 ft., DC 37), divine immunities, DR 15/epic and lawful (4/-), drow traits, fire resistance 10, godly realm (500 ft.), remote communication 5 miles, SR 46 (56 in his realm), teleport without error at will, understand, speak, and read all languages, and speak directly to all beings within 5 miles, Lay on Hands (17 points), Sacred Defense (+2), trap sense +5, indomitable will. Saves: Fort +46, Ref +54, Will +46 Abilities: Str 43, Dex 41, Con 29, Int 31, Wis 29, Cha 34 Skills: Balance +67, Climb +81, Concentration +43, Craft (weaponsmithing) +70, Craft (armorsmithing) +55, Hide +65, Intimidate +71, Jump +81, Knowledge (Arcana) +35, Knowledge (Religion) +49, Knowledge (History) +39, Knowledge (Planes) +35, Listen +70, Move Silently +58, Ride (spider) +30, Search +37, Sense Motive +40, Spot +70, Swim +31, Tumble +60, Wilderness Lore +40 Feats: Awesome Blow, Blind-Fight, Blind-Sight (5 ft.), Cleave, Combat Reflexes, Dodge, Epic Weapon Focus (heavy mace), Epic Weapon Focus (longsword), Epic Weapon Specialization (heavy mace), Epic Weapon Specialization (longsword), Exotic Weapon Proficiency (Whip), Expertise, Great Cleave, Greater Multiweapon Fighting, Improved Bull Rush, Improved Disarm, Improved Initiative, Improved Multiweapon Fighting, Improved Trip, Improved Unarmed Strike, Mobility, Multidexterity, Multiweapon Fighting, Power Attack, Quick Draw, Spring Attack, Stealthy, Sunder, Superior Expertise, Superior Initiative, Survivor, Track, Whirlwind Attack Drow Traits: +2 racial bonus on Will saves against enchantment spells or effects, darkvision, entitled to a search check when within 5 ft. of a secret or concealed door as though actively looking for it, +2 bonus on Will saves against spells and spell-like abilities; light blindness (blinded for 1 round by abrupt exposure to bright light, -1 penalty on all attack rolls, saves, and check while operating in bright light). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation Salient Divine Abilities: Alter Size, Battlesense, Divine Battle Mastery, Divine Weapon Mastery, Extra Domain (Spider), Extra Domain (War) Domain Powers: Cast chaotic spells a +1 caster level; free Lightning Reflexes feat; cast evil spells at +1 caster level; rebuke or command spiders as a 5th level cleric (12/day); free Weapon Focus (heavy mace) Spell-like Abilities: Selvatarm uses these abilities as a 35th level caster, except for chaotic and evil spells, which he uses as a 36th level caster. The save DCs are 27+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX (cast as evil or chaos spell only), Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Cloak of Dark power, Clairaudience/ Clairvoyance, Suggestion, Discern Lies, Spiderform, Greater Dispelling, Word of Chaos, Greater Planar Ally, Gate, Magic Weapon, Spiritual Weapon, Magic Vestment, Divine Power, Flame Strike, Blade Barrier, Power Word Stun, Power Word Blind, Power Word Kill As a drow, Selvatarm also has the ability to use dancing lights, darkness, and faerie fire each 1/day, caster level 60th. Rage: The following changes are in effect as long as Selvatarm rages: AC 69; hp 1310; +3 to all attacks; +3 to primary weapon damage; +1 to secondary weapon damages; SV Fort +49 Will +49; Str 49, Con 34; Climb +84, Concentration +33, Jump +84, Swim +34 Alter Reality: This ability functions as the Alter Reality SDA, as described in Deities in Demigods, except that duplicated spells are subject to SR, and the caster level for such spells in 20th. Selvatarm still receive a +10 bonus to caster level checks for these spells (or +12 within the deity’s Realm). Avatars: Selvatarm may manifest up to two avatars. Avatars can be in any form the deity desires, and can have stats with HD (outsider and class levels) anywhere up to Selvatarm's. The same goes for Divine Rank, though the max is half. On the Prime, the strongest avatar a he may use may have the same class levels as the Selvatarm, with no outsider HD, and Divine Rank of 0. On the Planes, no such rules apply, and avatars can be every bit as strong as those presented in Deities and Demigods. Spellcasting: Selvatarm receives a +10 bonus on all caster level checks to overcome SR. This applies to all spells and spell-like abilities. Within his own Realm, this bonus increases to +12 Possessions: Selvatarm carries Venomace, a +5 impact unholy elf bane heavy mace. He also carries a +5 keen unholy elf bane longsword, a +5 short sword, a +5 light mace, a +5 dagger, and a +5 morningstar. Caster Levels: 25th Other Divine Powers Selvatarm treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Selvatarm can see, hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshipers, holy sites, objects, or any location where one of his titles of name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for up to 5 hours. Portfolio Sense: Selvatarm senses whenever drow make war, as long as at least 1,000 individuals are affected. He can also sense anytime a drow goes into a barbarian rage, as long as the event is of similar scope. Automatic Actions: Selvatarm can use Balance, Craft (weaponsmithing), or any Strength based skill as a free action if the DC for the task is 15 or lower. To use a skill as a free action, Selvatarm must have ranks in the skill, or the skill must be usable untrained. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to five such free actions each round. Create Magic Items: Selvatarm can create any magic weapons or armor, or magic items that aid in destruction (such as a wand of fireball) as long as the item’s market price does not exceed 4,500 gp. Avatars Selvatarm’s avatars appear as a half-drow half-spider, with the upper body of a male drow, and the lower body of a spider. The drow half has six thickly muscled arms, each sporting a mace or sword, and a handsome drow head. He sends to planes where Lolth is worshipped, defending her temples, as well as participating in battles of drow against other races. |
| WAUKEEN07-22-04, 02:44 PM | He is a really tough guy :D |
| patviz07-22-04, 09:47 PM | could you post Elrumir from the Illithid Pantheon. :bigeyes: |
| patviz07-22-04, 09:47 PM | could you post Elrumir from the Illithid Pantheon. :bigeyes: |
| Mannanin Mac Lir07-27-04, 08:47 AM | Hi , I just want to say this is wicked, I have the pleasure of living on the Isle of Man, bag smack in the middle of all the ancient celtic stories.. any chance of my name sake Mannanin Mac Lir "son of the sea" i think he appeared in a 2e book from years ago. If you need any help on lore about creatures, fairies and the like , let me know Cheers |
| Ossyrian Ush'Bel07-27-04, 02:56 PM | Would it be possible to get the stats for Bane? |
| Tebryn1407-27-04, 06:56 PM | Stats for Bane appear in Faiths and Pantheons. |
| Tebryn1407-29-04, 03:14 PM | I've been mulling this one over for a while. Just so ya know, I got the racial ability adjustments by averaging those of the spirit, water, and guardian nagas. Hence the high abilities scores. Shekinester The Three Faced Queen, The Naga Queen Greater Deity Symbol: Mask, mirror, or grain jar Home Plane: Outlands/Court of Light Alignment: Neutral Portfolio: Destruction, knowledge, creation maintenance, nagas. Worshippers: Nagas, pterafolk, scaly ones. Cleric Alignments: N, NE, CN, NG, LN, LG, CE. Domains: Chaos, Destruction, Evil, Good, Knowledge, Law, Magic, Protection, Renewal, Scalykind. Favored Weapon: Bite Shekinester, the Queen of Nagakind, is a triple aspected creature. She takes three different forms, though each is part of the power that is Shekinester. Her first aspect is that of the Weaver, who destroys so that creation may come of it. In addition, she weaves enlightenments among mortals. Next is the Empowerer. In this form, she bestows wisdom and asks riddles. Her third aspect is the Preserver, a keeper of knowledge and light. She herself a fragment of the World Serpent, Shekinester is always wary of actions that may cause her to fragment as did her progenitor. However, she has been stable for eons, and isn’t likely to splinter soon. She guards the Arching Flame, which supposedly fuels the entire multiverse. Shekinester has many allies among the Planes, notable among them the Egyptian (Mulhorandi) pantheon. In addition, she is the mother of Parrafaire by Jazirian, who is itself another of the World Serpent’s many splinter gods. Sorcerer 20/Loremaster 10/Cleric 20 Large Outsider (Extraplanar) Divine Rank: 18 Hit Dice: 20d8+240 (outsider) plus 20d4+240 (sorcerer) plus 10d4+120 (loremaster) plus 20d8+240 (cleric) (1280 hp) Initiative: +14 Speed: 100 ft. AC: 81 (+10 dex, +13 deflection, +18 divine, +31 natural, -1 size) Base Attack/Grapple: +45/+78. Attacks*: Bite +74 melee, and sting +69 melee, and tail slam +69 melee; or by spell +74 melee touch, or +73 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: Bite 3d6+15; sting 2d8+10 plus poison; 2d6+10 plus poison; or by spell. *Always does maximum damage (bite 33 points, sting 26 points, tail slam 22). Face/Reach: 5 ft. by 5 ft. (coiled); 10 ft. Special Attacks: Turn or rebuke undead 16/day, domain powers, spell-like abilities, salient divine abilities, charm gaze, poison. Special Qualities: Divine immunities, DR 30/epic, fire resistance 23, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 18 miles, remote communication 18 miles, godly realm (100 miles), greater teleport at will, plane shift at will, familiar (snakes), SR 50, divine aura (18 miles, DC 41), weapon trick, applicable knowledge (mobility, dodge trick, newfound arcana, more newfound arcana, lore, true lore, greater lore. Saves*: Fort +67, Ref +65, Will +76. *Always receives a 20 on saves. Abilities: Str 32, Dex 31, Con 35, Int 41, Wis 48, Cha 37. Skills*: Appraise +53, Balance +38, Bluff +71, Concentration +100, Craft (Alchemy) +83, Craft (Weaving) +93, Decipher Script +73, Diplomacy +86, Disguise +46, Gather Information +61, Handle Animal +36, Heal +87, Hide +39, Intimidate +51, Knowledge (Arcana) +103, Knowledge (Architecture and Engineering) +83, Knowledge (Geography) +83, Knowledge (History) +93, Knowledge (Nature) +93, Knowledge (Nobility and Royalty) +83, Knowledge (Planes) +95, Knowledge (Religion) +93, Listen +79, Move Silently +43, Profession (Scribe) +87, Search +43, Sense Motive +67, Spellcraft +103, Spot +79. *Always receives a 20 on checks. Feats: Alertness, Combat Expertise, Combat Reflexes, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Improved Initiative, Improved Counterspell, Iron Will, Mobility, Persistent Spell, Quicken Spell, Reactive Counterspell, Silent Spell, Skill Focus (Knowledge [Planes]), Spell Penetration, Still Spell. Epic Feats: Automatic Quicken Spell x3, Epic Counterspell, Multispell x2. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Alter Reality (DC 51 for duplicated spells), Annihilating Strike, Avatar (20), Clearsight (180 ft.), Control Creatures (Scaled Ones), Create Greater Object, Create Object, Divine Blast (16/day, 18 miles, 31d12 points of damage), Divine Creation, Divine Shield (15/day, stops 180 points of damage), Divine Spellcasting, Extra Domain (Good), Extra Domain (Knowledge), Extra Domain (Law), Extra Domain (Magic), Extra Domain (Protection), Extra Domain (Renewal), Extra Domain (Scalykind), Mass Divine Blast, See Magic, True Knowledge. Domain Powers: Cast chaotic spells at +1 caster level; smite attack 18/day (+4 attack, +20 damage); cast evil spells at +1 caster level; cast good spells at +1 caster level; cast divinations at +1 caster level; cast lawful spells at +1 caster level; use spell trigger and spell completion items as Wiz 40; 18/day grant one creatures a +20 bonus on next saving throw; gain 1d8+13 hit points when below 0 hp 18/day; rebuke reptilian creatures 16/day. Spell-like Abilities: Shekinester uses these abilities as a 28th level caster, except for chaotic, lawful, good, evil, and divination spells, which she uses as a 29th level caster. The save DCs are 43+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX, Inflict Light Wounds, Contagion, Inflict Critical Wounds, Circle of Doom, Harm, Disintegrate, Earthquake, Implosion, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Protection from Evil, Aid, Magic Circle Against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Detect Secret Doors, Detect Thoughts, Clairaudience/Clairvoyance, Divination, True Seeing, Find the Path, Legend Lore, Discern Location, Foresight, Protection from Chaos, Calm Emotions, Magic Circle Against Chaos, Order’s Wrath, Dispel Chaos, Hold Monster, Dictum, Shield of Law, Nystul’s Undetectable Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen’s Disjunction, Sanctuary, Shield Other, Protection from Elements, Spell Immunity, Repulsion, Mind Blank, Prismatic Sphere, Charm Person, Lesser Restoration, Remove Disease, Reincarnate, Atonement, Heroes’ Feast, Greater Restoration, Polymorph any Object, Freedom, Magic Fang, Animal Trance, Greater Magic Fang, Poison, Animal Growth, Eyebite, Creeping Doom, Animal Shapes, Shapechange. Charming Gaze (Su): As Charm Monster, 60 ft, Will Save (DC 58). Poison (Ex): Bite, Fortitude save (DC 57) Initial and Secondary 3d8 constitution. Poison (Ex): Sting, Fortitude save (DC 57) or lapse into a nightmare haunted sleep for 2d4 weeks. Cleric Spells/day (Levels 0-19): 6/10/10/10/9/9/8/8/7/7/4/4/3/3/3/3/2/2/2/2; base DC=31+spell level. Sorcerer Spells Known (Levels 0-13; 6/11/10/9/9/9/8/8/8/8/2/2/2/2; base DC=25+spell level): Shekinester’s spells known change completely depending on which form she is manifesting in. The Weaver tends more towards spells of chaos and destruction, while the Preserver tends more towards protective spells and non-lethal effects. The Empowerer usually knows divinations and spells to reveal the truth. Other Divine Powers As a greater deity, Shekinester automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal. Senses: Shekinester can see, hear, touch, and smell at a distance of 18 miles. As a standard action, she can perceive anything within 18 miles of her worshippers, holy sites, objects, or any location where one of her titles of name was spoken in the last hour. She can extend her sense to up to 20 locations at once. She can block the sensing power of deities her rank and lower at up to two remote locations at once for 18 hours. Portfolio Sense: Shekinester sense anything that affects the welfare of nagas 18 tendays before the event occurs and retains the sensation for 18 tendays afterwards. She likewise senses anytime that nagas engage in destruction, learning, or creation. Automatic Actions: Shekinester can use Knowledge (Any), Diplomacy, Craft (Weaving), Profession (Scribe), or Spellcraft as a free action as long as the DC for the task is 30 or lower. She can perform up to 20 such free actions each round. Create Magic Items: Shekinester can create any magic item. |
| cskolos08-03-04, 10:33 AM | Bhaal = old thread, page 23, stated by Elrumir Some information on Bhaal is in Dragon Issue 322 (August 2004) Page 92. Complete stats for the god are not listed. I'm interested in Bhaal's stats prior to his death (or after his return.) Specifically I'm interested in the weapon enchantments on Bhaal's "Bone Blade" (dagger). Could someone point me to a post or sourcebook with that information? Cheers, Chet. |
| Frostbite_Ravenheart08-05-04, 04:08 PM | Hello everybody how are we doing today on this fine summers evening? Anyways I'm asking about the ever-so-often-forgotton goddess Shiallia. I dont particularly care for her in the F&P and it said on the first page that it was posted here on the tenth. I cannot seem to find him and if its on this page I've either lost my mind or lost my site. If she has not been posted and there some misunderstanding some where I would be happy to make her but it would take a week for me to get the time and my books together to do some. -Frosty |
| Chosen Of Bhaal08-11-04, 03:11 AM | Originally posted by cskolos Bhaal = old thread, page 23, stated by Elrumir Some information on Bhaal is in Dragon Issue 322 (August 2004) Page 92. Complete stats for the god are not listed. I'm interested in Bhaal's stats prior to his death (or after his return.) Specifically I'm interested in the weapon enchantments on Bhaal's "Bone Blade" (dagger). Could someone point me to a post or sourcebook with that information? Cheers, Chet. Stats for Bhaal can be found on page 11 of this thread, a little bit down. |
| El_Machinae08-12-04, 05:16 PM | Is there a working link to the old board? I clicked the provided link and it is not working. As well, I'm hoping that Kyuss (from MMII) can eventually be done. But we have limited information available. |
| Tebryn1408-12-04, 10:18 PM | Originally posted by El_Machinae Is there a working link to the old board? I clicked the provided link and it is not working. As well, I'm hoping that Kyuss (from MMII) can eventually be done. But we have limited information available. No, there are no working links to the old boards, because the old boards no longer exist. I don't know that Kyuss is even on my radar, because he really isn't a Realms deity, or even a Planescape deity. Shiallia By Jorda the Knight Dancer in the Glades, Daughter of the High Forest, the Lady of the Woods Faerunian Demigod Symbol: Golden Acorn Home Plane: House of Nature Alignment: Neutral Good Portfolio: Woodland glades, woodland fertility, growth, the High Forest, Neverwinter wood Worshipers: Druids, farmers, foresters, gardeners, nuptial couples Cleric Alignments: CG, LG, LN Domains: Animal, Good, Plant, Renewal Favored Weapon: “Forest’s Friend” (quarterstaff) Shiallia Bard 20/Druid 20 Medium Sized Outsider (Good) Divine Rank: 4 Hit Dice: 20d8+140 (Outsider), 20d8+140 (Druid), 20d6+140 (Bard) (860 hp) Initiative: +14 (+10 Dex, +4 improved initiative) Speed: 60 ft. AC: 53 (+10 Dex, +4 divine, +17 natural, +12 deflection) Attacks: +3/+3 defending holy quarterstaff +55/+55; or +51 melee touch; or +56 ranged touch Damage: 1d4+10/1d4+10; or by spell Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within (divine rank) miles, Saves: Fort. Ref. Will. Abilities: Str.24 (+7) Dex.30 (+10) Con.25 (+7) Int.28 (+9) Wis.38 (+14) Cha.34 (+12) Skills: Alchemy +46, Animal Empathy +49, Balance +47, Bluff +49, Climb +44, Concentration +44, Diplomacy +49, Disguise +49, Escape Artist +47, Handle Animal +49, Heal +51, Intuit Direction +51, Jump +44, Knowledge (arcana) +46, Knowledge (nature) +46, Listen +51, Move Silently +47, Perform (song) +49, Scry +46, Sense Motive +51, Spellcraft +46, Swim +44, Tumble +47, Wilderness Lore +51, Profession (nursemaid) +51, Profession (forester) +51 Feats: Alertness, Ambidexterity, Combat Casting, Dodge, Mobility, Expertise, Improved Disarm, Improved Initiative, Two-Weapon Fighting, Spell Penetration, Greater Spell Penetration, Weapon Focus (Quarterstaff), Brew Potion, Extend Spell, Still Spell, Silent Spell, Eschew Materials Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Divine Druid, Call Creatures (forest animals), Extra Domain (Renewal), Mind of the Beast Domain Powers: Cast good spells at +1 caster level, animal companions (10 HD), rebuke/command plants as an evil cleric commands undead 15/day, if Shiallia falls below 0 HP she gains 1d8+12 hitpoints 1/day. If she is brought to –10 or less hitpoints by a single attack this power does not take affect. Spell-Like Abilities: All domain spells, caster level=14, Base DC= 26 +spell level Possessions: Shiallia carries her trusty staff “Forest’s Friend”, which acts as a +3/+3 defending holy quarterstaff. Other Divine Powers Senses: Shiallia can see, hear, touch and smell at a distance of 4 miles. As a standard action she can perceive anything within 4 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities of her rank or lower at up to 2 remote locations at once for 4 hours. Portfolio Sense: Shiallia senses anything that effects forests, sylvan creatures or forest animals the moment it happens as long as the event includes at least 1000 people. Automatic Actions: Shiallia can use Animal Empathy, Handle Animal, Heal, Knowledge (nature), Wilderness Lore and any Profession skill in which she has ranks as a free action as long as the DC for the task is 15 or lower. She can take up to 2 such actions per round. Create Magic Items: Shiallia can create any magic item that involves forest creatures or sylvan creatures as long as the items market price does not exceed 4500 gp. |
| The Blue Sorceress08-12-04, 11:37 PM | Originally posted by Tebryn14 No, there are no working links to the old boards, because the old boards no longer exist. I don't know that Kyuss is even on my radar, because he really isn't a Realms deity, or even a Planescape deity. Shiallia By Jorda the Knight Dancer in the Glades, Daughter of the High Forest, the Lady of the Woods Faerunian Demigod Symbol: Golden Acorn Home Plane: House of Nature Alignment: Neutral Good Portfolio: Woodland glades, woodland fertility, growth, the High Forest, Neverwinter wood Worshipers: Druids, farmers, foresters, gardeners, nuptial couples Cleric Alignments: CG, LG, LN Domains: Animal, Good, Plant, Renewal Favored Weapon: “Forest’s Friend” (quarterstaff) etc... Hey great! I ran a Favored Soul of Shiallia NPC (actually a character I wanted to play, but since my duties are usually that of the DM it sort of never panned out.) Anyway, you did a lovely write up, so I just thought I'd send you my appreciation. -Blue |
| Jorda_The_Knight08-14-04, 09:57 PM | Who me? Well thanks for the compliment. I haven't done one of these for a while, my new job simply doesn't allow me enough, I'm lucky if I get to eat and sleep. I may post one up just for the heck of it tomorrow, see if I still got the touch:D :D I might try one of the new (old?) dieties that they have listed for GreyHawk in Complete Divine, but who knows. If anyone has any requests please feel free to message or better yet e-mail them to me. |
| KaeYoss08-17-04, 08:01 PM | Where's that old threat? Want to look at Vhaeraun's stats. |
| Tebryn1408-17-04, 08:06 PM | Originally posted by KaeYoss Where's that old threat? Want to look at Vhaeraun's stats. The old thread doesn't exist anymore. Here are the stats. By E'tii'stil Shadowsil Vhaeraun The Masked Lord of the Night, the Shadow Lesser Diety Symbol: A velvet black mask Home Plane: The Demonweb Pits (also the Demiplane of Shadow) Alignment: Chaotic evil Portfolio: Drow activity on the surface, deception, intrigue, shadows, thievery Worshipers: Predominately drow males, surface-dwelling elves Cleric Alignments: CE, CN, NE Domains: Chaos, Charm, Drow, Elf, Evil, Travel, Trickery Favored Weapon: "The Nightblade" (longsword) Vhaeraun Rogue 20/Illusionist 10/Cleric 10 Medium-size Outsider (Chaotic, Evil) Divine Rank: 7 Hit Dice: 20d8+140 (outsider) plus 20d6+140 (Rog) plus 10d8+70 (Clr) plus 10d4+70 (Ill) (830 hp) Initiative: +20 (+16 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 66 (+16 Dex, +7 divine, +20 natural, +13 deflection) Attacks: +5 chaotic, keen, wounding longsword +67/+62/+57/+52; or by spell +60 melee touch or +76 ranged touch. Damage: +5 chaotic, keen, wounding longsword 1d8+26/15-20; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, rebuke undead 17/day. Special Qualities: +4 against traps, defensive roll, divine aura (700 ft., DC 31), divine immunities, DR 42/+4, drow traits, familiar (ravens), fire resistance 27, evasion, godly realm (1 mile Outer Plane, 700 ft. Material Plane), locate traps, opportunist, plane shift at will, remote communication 7 miles, slippery mind, spontaneous casting of divine spells, SR 72, teleport without error at will, uncanny dodge, understand, speak, and read all languages and speak directly to all beings within 7 miles. Saves: Fort +46, Ref +55, Will +46. Abilities: Str 24, Dex 42, Con 24, Int 31, Wis 24, Cha 36. Skills: Balance +50, Bluff +44, Climb +37, Concentration +40, Decipher Script +68, Diplomacy +52, Disable Device +72, Disguise +66, Escape Artist +64, Forgery +63, Gather Information +40, Heal +40, Hide +72, Intimidate +25, Intuit Direction +35, Jump +68, Knowledge (arcana) +56, Knowledge (religion) +56, Listen +39, Move Silently +72, Pick Pockets +56, Read Lips +62, Scry +46, Search +39, Open Lock +67, Sense Motive +37, Spellcraft +56, Spot +38, Swim +37, Tumble +68, Use Magic Device +66, Use Rope +44. Feats: Ambidexterity, Blind-Fight, Cleave, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Daylight Adaptation, Dodge, Expertise, Great Cleave, Greater Spell Focus (illusion), Greater Spell Penetration, Heighten Spell, Improved Critical (longsword), Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Quicken Spell, Run, Scribe Scroll, Silent Spell, Spell Focus (illusion), Spell Penetration, Spring Attack, Sunder, Weapon Finesse (longsword), Weapon Focus (longsword), Whirlwind Attack. Drow Traits: +2 racial bonus on Will saves against enchantment spells or effects, darkvision, entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it, +2 bonus on Will saves against spells or spell-like abilities. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities:] Avatar (up to 5), Divine Rogue, Divine Weapon Focus (longsword), Extra Domain (Chaos), Extra Domain (Evil), Extra Domain (Travel), Increased Spell Resistance, Stride (up to 6 creatures/day). Domain Powers: Cast chaos spells at +1 caster level; 7/day increase Cha by +4 for 1 minute; cast evil spells at +1 caster level; 17/day turn or destroy spiders, or rebuke or command shadow creatures, 10 rounds/day freedom of movement. Spell-Like Abilties: Vhaeraun uses these abilities as a 17th-level caster, except for chaos spells and evil spells, which he uses as an 18th-level caster. The save DCs are 31 + spell level. Animal shapes, animate objects, antipathy, banishment, blade barrier, blasphemy, calm emotions, cat’s grace, chaos hammer, charm monster, charm person, clairaudience/clairvoyance, cloak of chaos, cloak of dark power, commune with nature, demand, dimension door, dimensional anchor, discern lies, dispel good, dispel law, dominate monster, emotion, etherealness, expeditious retreat, faerie fire, fly, geas/quest, greater dispelling, greater planar ally, insanity, liveoak, magic circle against good, magic circle against law, mass invisibility, maze, mislead, phase door, permanent image, protection from good, protection from law, scrreen, shadow walk, shatter, simulacrum, snare, spiderform, suggestion, summon monster I, summon monster IX (as chaos or evil spell only), sunburst, tree stride, true strike, unholy aura, unholy smite, weird, word of chaos. As a drow, Vhaeraun also has the ability to use dancing lights, darkness, and faerie fire each 1/day, caster level 60th. Illusionist Spells per Day: 4/8/8/6/6/5. Base DC = 24 + spell level. 0 -- dancing lights, daze, detect magic, ghost sound, light, read magic; 1st -- change self, color spray, detect secret doors, Nystul's magic aura, Nystul's undetectable aura, silent image, ventroliquism; 2nd -- blur, detect thoughts, hypnotic pattern, invisibility, Leomund's trap, magic mouth, minor image, mirror image, misdirection; 3rd -- displacement, illusory script, invisibility sphere, major image; 4th -- hallucinatory terrain, illusory wall, improved invisibility, phantasmal killer, rainbow pattern, shadow conjuration; 5th -- dream, false vision, greater shadow conjuration, mirage arcana, nightmare, persistent image, seeming, shadow evocation. Cleric Spells per Day: 6/6/6/5/4/3. Base DC = 24 + spell level. Possessions: Vhaeraun carries the Nightblade, a +5 longsword with the chaotic, keen, and wounding special abilities. Caster Level: 25th; Weight: 4 lb. Other Divine Powers As a lesser deity, Vhaeraun may take 10 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Vhaeraun can see (using normal vision or darkvision), hear, touch, and smell at a distance of seven miles. As a standard action, he can perceive anything within seven miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 7 hours. Portfolio Sense: Vhaeraun senses any threat to male drow, as long as the event in question affects at least five hundred such beings. He is similarly aware of any drow who consider rejecting the worship of the Lolth if the event is of similar scope. Automatic Actions: Vhaeraun can use any Dexterity-based skill as a free action if the DC for the task is 20 or lower. To use a skill as a free action, Vhaeraun must have ranks in the skill, or the skill must be usable untrained. Vhaeraun likewise can perform anything that can be accomplished with a simple Dexterity check as a free action. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to five such free actions each round. Avatars The typical avatar of Vhaeraun appears as a cloaked male drow, 6 feet in height, with close-cropped shining obsidian hair, with dangerously narrowed crimson, amber eyes. His presence is always accompanied by a swirling cloak of living shadow. His face is correctly proportioned, angular and very handsome. Avatar of Vhaeraun: As Vhaeraun expect divine rank 4; AC 58 (touch 42, flat-footed 42); Atk +64/+59/+54/+49 melee (1d8+20/15–20, +5 chaotic keen wounding longsword), or spell +57 melee touch or +73 ranged touch; SQ Divine aura (40 ft., DC 28); DR 39/+4, fire resistance 24, SR 68; Hide +64, all skill modifiers reduced by 4. Salient Divine Abilities: Divine Rogue, Divine Weapon Focus (longsword), Stride (up to 3 creatures/day). Create Magic Items: Vhaeraun can create any magic item that relates to thievery or shadow, as long as the item’s market price does not exceed 30,000 gp. |
| KaeYoss08-17-04, 08:21 PM | Thanks a lot. Not exactly what I was thinking of, though. In 2e he was Rogue/Fighter, so he would be along those lines (though the illusionist isn't bad, either). Also, I'd give him DR 10: Setting him the same as his sister (DR 7) seems wrong to start with (I rockon he has a lot more worshippers - in 2e he's said to have almost as much power as Lolth, which is why she hasn't done away with him yet - he seems to be quite an annoyance), and I think he'll have profited largely from the Silence (after all, Kiaransalee did - in the CotSQWe she became DR 6 and a minor goddess due to the stuff from the module. I'm sure Vhaeraun could finally persuade a lot of drow to join him, now that the clerics of Lolth are next-to-powerless to stop him). But I digress. Thanks again for the stats. |
| Tebryn1408-17-04, 08:29 PM | Originally posted by KaeYoss Thanks a lot. Not exactly what I was thinking of, though. In 2e he was Rogue/Fighter, so he would be along those lines (though the illusionist isn't bad, either). Also, I'd give him DR 10: Setting him the same as his sister (DR 7) seems wrong to start with (I rockon he has a lot more worshippers - in 2e he's said to have almost as much power as Lolth, which is why she hasn't done away with him yet - he seems to be quite an annoyance), and I think he'll have profited largely from the Silence (after all, Kiaransalee did - in the CotSQWe she became DR 6 and a minor goddess due to the stuff from the module. I'm sure Vhaeraun could finally persuade a lot of drow to join him, now that the clerics of Lolth are next-to-powerless to stop him). But I digress. Thanks again for the stats. Well, I didn't do the stats. I also know from memory that the person who statted him wasn't much for following 2e. These stats were also done around a year and half ago, before the Silence had really been explained much. |
| KaeYoss08-17-04, 08:42 PM | I didn't mean to criticize you. Not Following 2e doesn't mean going against it, either. I can't think of Vhaeraun as a cleric, that's all. Fighter/Rogue/Wizard seems most likely. The pre-Silence changes matters concerning the DR (though I'd still think he was stronger than Eilistraee even then) Well, until I can finally get myself to make my own version, I'll settle with this one |
| Lord Mortanius08-18-04, 03:54 AM | Why does Myrkul have 10 Archmage levels? Wiz25/Clr25/TrueNec10 seems appropriate. And shouldn't Velsharoon have Red Wizard levels? |
| raidensnake_2k408-18-04, 05:06 PM | since the old thread doesn't work could someone please post the stats for Ghaunadaur. thanks |
| Tebryn1408-18-04, 05:49 PM | Ghaunadaur By Elrumir That Which Lurks, the Elder Eye, the Ancient One Lesser Drow Deity Symbol: Purplish eye on purple, violet and black circles Home Plane: Demonweb Pits Alignment: Chaotic evil Portfolio: Oozes, slimes, jellies, outcasts, ropers, rebels Worshipers: Aboleths, drow, fighters, oozes, outcasts, ropers Cleric Alignments: CE, CN, NE Domains: Cavern, Chaos, Drow, Evil, Hatred, Slime Favoured Weapon: An amorphous tentacle (warhammer) Ghaunadaur Barbarian 20/Cleric 10/Oozemaster 10 from Masters of the Wild Large ooze (Chaos, Evil) Divine Rank: 7 Hit Dice: 20d8+300 (outsider) + 20d12+300 (Bbn) + 10d8+150 (Clr) + 10d8+150 (Ooz) (1,460 hp) Initiative: +14 (+10 Dex, +4 Improved Initiative) Speed: 70 ft. AC: 53 (+10 Dex, -1 size, +7 divine, +23 natural, +4 deflection) Attacks: +5 acidic burst, chaotic, unholy, impact tentacle +68/+63/+58/+53 melee and +5 acidic burst, chaotic, unholy, impact tentacles +66/+61/+56 melee (5x); or spell +60 melee touch or +58 ranged touch. Damage: +5 acidic burst, chaotic, unholy, impact tentacle 1d10+21/18-20/x3; or by spell. Face/Reach: 5 ft. by 10 ft./10 ft. Special attacks: Domain powers, salient divine abilities, spell-like abilities, rebuke undead 7/day. Special Qualities: Divine aura (700 ft., DC 21), divine immunities, DR 42/+4 (4/-), fast movement, fire resistance 27, godly realm (1 mile Outer Plane, 700 ft. Material Plane), indiscernible anatomy, major oozy touch (black pudding & green slime), malleability, minor oozy touch (grey ooze & ochre jelly), ooze abilities (immune to flanking, poison, sleep, paralysis, stunning, mind-influencing effects), oozy glob 5/day, plane shift at will, rage 6/day, remote communication 7 miles, slime wave 1/day, slithery face, spontaneous casting of divine spells, SR 39, teleport without error at will, uncanny dodge (Dex bonus to AC, can’t be flanked, +4 against traps), understand, speak and read all languages and speak directly to all beings within 7 miles, stonecunning. Saves: Fort +53, Ref +51, Will +47 Abilities: Str 42, Dex 31, Con 40, Int 24, Wis 26, Cha 19 Skills: Alchemy +54, Balance +59, Bluff +53, Climb +63, Concentration +61, Disguise +61, Escape Artist +57, Forgery +54, Hide +53, Innuendo +55, Intimidate +53, Intuit Direction +55, Jump +65, Knowledge (arcana) +54, Knowledge (nature) +54, Knowledge (the planes) +54, Knowledge (religion) +54, Listen +55, Move Silently +57, Search +54, Spellcraft +54, Spot +55, Swim +63, Tumble +59, Wilderness Lore +55. Feats: Alertness, Blind-Fight, Blindsight, Cleave, Combat Casting, Combat Reflexes, Destructive Rage, Dirty Fighting, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (tentacle), Improved Initiative, Improved Multiweapon Fighting, Improved Sunder, Intimidating Rage, Lightning Reflexes, Multiattack, Multidexterity, Multiweapon Fighting, Power Attack, Sunder, Weapon Focus (tentacle). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Annihilating Strike, Divine Rage, Extra Domain (Chaos), Extra Domain (Drow), Extra Domain (Hatred), Irresistible Blows (tentacles), Shift Form. Domain Powers: Cast chaos at +1 caster level; cast evil at +1 caster level; 7/day gain a +2 profane bonus on AC against one opponent; rebuke or command oozes as an evil cleric rebukes or commands undead. Spell-Like Abilities: Ghaunadaur uses these abilities as a 16th-level caster, except for chaos and evil spells, which he uses as a 17th-level caster. The save DCs are 21 + spell level. antipathy, animate objects, bestow curse, blasphemy, chaos hammer, clairaudience/clairvoyance, cloak of chaos, cloak of dark power, darkness, destruction, detect secret doors, discern lies, dispel good, dispel law, doom, earthquake, emotion (hate only), Evard’s black tentacles, find the path, forbiddance, gate, grease, greater dispelling, greater planar ally, implosion, imprisonment, Leomund’s secure shelter, magic circle against good, magic circle against law, maw of stone, meld into stone, Melf’s acid arrow, passwall, poison, power word (blind), protection from good, protection from law, righteous might, rusting grasp, scare, shatter, spiderform, suggestion, summon monster IX (as chaos or evil spell only), transmute rock to mud, unholy aura, unholy blight, wail of the banshee, word of chaos. Cleric Spells/day: 6/8/8/8/7/6/5/4/3; base DC 18 + spell level. Possessions: Ghaunadaur does not carry any items in his favoured form; he attacks as a gigantic slug with multiple tentacles. These function as +5 acidic burst, chaotic, unholy, impact tentacles and do 1d10 base damage. Other Divine Powers As a lesser god, Ghaunadaur may take 10 on any check. Ghaunadaur treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Ghaunadaur can see, hear, touch and smell at a distance of seven miles. As a standard action, she can perceive anything within seven miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 7 hours. Portfolio Sense: Ghaunadaur is instantly aware of anything that happens to or with slimes, as long as the action affects 500 creatures or more. Automatic Actions: Ghaunadaur can use Alchemy, Concentration, Knowledge (arcana), Knowledge (nature) Listen and Spot as a free action, if the DC for the check is 20 or less. He can perform up to five such actions per round. Create Magic Items: Ghaunadaur, as the god of oozes, can create any item which has any connection with ooze, slime, acid, or other like substances, as long as the item’s price does not exceed 30,000gp. Avatars Ghaunadaur appears rarely in the realms, and he is utterly inpredictable in his appearances. He may appear to a lip service paying worshipper to give him great boons, but may just as easily destroy the unlucky person. He appears as an amorphous giant slug with six tentacles. I agree with the assertion about Myrkul, but not about Velsharoon. His stats (and godly stats in general) are built to reflect their portfolios, not their histories. As the patron of Necromancy, he is better suited with his current levels than he would be with Red Wizard levels. BTW, I am responsible for neither set of stats, so... |
| Tebryn1408-23-04, 04:07 PM | Here are a new set of stats for Corellon that I wrote up, still seeking that ideal Corellon. Corellon Larethian Creator of the Elves, First of the Seldarine, Coronal of Arvandor, The Protector Greater Elven Deity Symbol: Crescent moon Home Plane: Aborea/Olympus/Arvandor Alignment: Chaotic Good Portfolio: Magic, music, arts, crafts, war, the Elven race (especially sun elves), poetry, bards, warriors. Worshippers: Arcane archers, artisans, artists, bards, fighters, good leaders, rangers, poets, sorcerers, warriors, wizards, fey. Cleric Alignments: CG, CN, NG Domains: Chaos, Elf, Good, Magic, Protection, War. Favored Weapon: Sahandrian (Longsword) Fighter 20/Wizard 20/Bard 12 Medium-Size Outsider (Chaotic, Elf, Extraplanar, Good) Divine Rank: 19 Hit Dice: 20d8+140 (outsider) plus 20d10+140 (Fighter) plus 20d4+140 (wizard) plus 12d6+84 (bard) (1016 hp) Initiative: +21 Speed: 60 ft. AC: 102 (+19 divine, +32 natural, +11 deflection, +13 intelligence, +17 dexterity) Attacks*: +5 keen speed chaotic longsword +92/+92/+87/+82/+77 melee; or +5 chaotic distance speed mighty composite longbow (+10 strength bonus) with +5 arrows +93/+93/+88/+83/+78 ranged; or by spell +75 melee touch, or +82 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: +5 keen speed chaotic longsword 1d8+36/15-20; or +5 chaotic distance speed mighty composite longbow (+10 strength bonus) with +5 arrows 1d8+22/19-20/x3; or by spell. *Always does maximum damage (Longsword 44, longbow 30). Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 30/epic, fire resistance 24, understand, speak, and read all languages and speak directly to all beings within 19 miles, remote communication 19 miles, godly realm (100 miles), greater teleport at will, plane shift at will, bardic knowledge +25, bardic music 12/day (fascinate, inspire courage +2, inspire competence, suggestion, inspire greatness, song of freedom), SR 51, divine aura (19 miles, DC 40). Saves*: Fort +64, Ref +76, Will +67. *Always receives a 20 on saves. Abilities: Str 30, Dex 44, Con 24, Int 36, Wis 30, Cha 32. Skills*: Appraise +42, Balance +71, Bluff +50, Climb +59, Concentration +81, Craft (Alchemy) +72, Craft (Bowmaking) +92, Craft (Weaponsmithing) +92, Craft (Woodworking) +92, Decipher Script +37, Diplomacy +75, Disguise +34, Escape Artist +46, Handle Animal +60, Heal +39, Hide +66, Intimidate +50, Jump +65, Knowledge (Arcana) +83, Knowledge (History) +77, Knowledge (Religion) +81, Knowledge (Planes) +78, Knowledge (Religion) +81, Listen +73, Move Silently +66, Perform (Singing) +59, Perform (Dancing) +59, Ride +56, Search +49, Sense Motive +69, Spellcraft +87, Spot +63, Survival +61, Tumble +61. Feats: Alertness, Blind-fight, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Empower Spell, Enlarge Spell, Epic Counterspell, Extend Spell, Far Shot, Forge Ring, Great Charisma x2, Great Wisdom, Heighten Spell, Improved Counterspell, Improved Critical (Longbow), Improved Disarm, Improved Initiative, Improved Trip, Improved Unarmed Strike, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quicken Spell, Rapid Shot, Reactive Counterspell, Shot on the Run, Silent Spell, Spell Mastery, Spring Attack, Still Spell, Superior Expertise, Track, Weapon Focus (Longbow), Weapon Focus (Longsword), Weapon Specialization (Longbow), Weapon Specialization (Longsword), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effect, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality (DC 50 for duplicated spells), Alter Size, Arcane Mastery, Area Divine Shield, Avatar (20), Battlesense, Control Creatures (Elves), Create Greater Object, Create Object, Divine Archery, Divine Battle Mastery, Divine Bladesong*, Divine Blast (14/day, 30d12 points of damage), Divine Creation, Divine Shield (10/day, stops 120 points of damage), Divine Spellcasting, Divine Weapon Focus (Longsword), Divine Weapon Specialization (Longsword), Extra Domain (Magic), Extra Domain (Protection), Extra Domain (War), Gift of Life, Spontaneous Wizard Spells. *Unique Salient Divine Ability, see below. Domain Powers: Cast chaos spells at +1 caster level; cast good spells at +1 caster level; use spell completion and spell trigger items as Wiz29; protective ward (+19 on next saving throw) 19/day. Spell-like Abilities: Corellon uses these abilities as a 29th level caster, except for chaotic and good spells, which he uses as a 30th level caster. The save DCs are 42+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, True Strike, Cat’s Grace, Snare, Tree Stride, Commune with Nature, Find the Path, Liveoak, Sunburst, Antipathy, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Nystul’s Undetectable Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen’s Disjunction, Sanctuary, Shield Other, Protection from Elements, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank, Prismatic Sphere, Magic Weapon, Spiritual Weapon, Magic Vestment, Divine Power, Flame Strike, Blade Barrier, Power Word, stun, Power Word, blind, Power Word, kill. *Used as a chaotic or good spell only. Wizard Spells/Day (Levels 0-13): 4/8/7/7/7/7/6/6/6/6/2/2/2/2; base DC=25+spell level. Bard Spells Known: (3/6/6/5/4; base DC=23+spell level): Corellon’s Bard spells known change according to the situation, given his myriad of portfolio elements. Divine Bladesong (Unique Salient Divine Ability): As the epitome of the Bladesong, Corellon can, when taking the full attack action and wielding any one handed, bladed, melee weapon, cast one arcane spell with a casting time of 1 action or less as a free action. Such a spell cannot have any Metamagic feats applied to it. He gains a dodge bonus to AC equal to his Intelligence modifier. In addition, Corellon can apply his Dexterity bonus to any longsword he can wield in one hand. Possessions: Corellon carries his longsword, Sahandrian. Aside from being a +5 keen chaotic speed weapon, also has a multitude of other abilities known only to the Elven Gods themselves, including at least a measure of intelligence, although to what extent is unknown. Corellon himself forged the sword, with additional enchantments woven into it by at least 3 Elven goddesses. Caster Level: 25th. Corellon also carries Kalwynrian (Amlath’hana), a +5 mighty composite chaotic distance, speed (+10) longbow. Caster Level: 25th. Other Divine Powers As a greater god, Corellon Larethian automatically receives the best possible result on any die roll he makes (these include attack rolls, damage, checks and saves. He is immortal. Senses: Corellon can see, hear, touch and smell at a distance of 19. As a standard action, he can perceive anything within seventeen miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 19 hours. Portfolio Sense: Corellon senses anything that affects Elven welfare 19 tendays in advance and retains it for 19 tendays as well. He likewise senses anytime else engage in magic or make war. Automatic Actions: Corellon can use Craft (Weaponsmithing), Craft (Bowmaking), Craft (Woodworking), Spellcraft, or any Dexterity based skill as a free action, if the DC for the check is 30 or less. He can perform up to twenty such actions per round. Create Magic Items: Corellon Larethian can create any magical item. |
| Tebryn1408-23-04, 04:47 PM | Here are a new set of stats for Corellon that I wrote up, still seeking that ideal Corellon. Corellon Larethian Creator of the Elves, First of the Seldarine, Coronal of Arvandor, The Protector Greater Elven Deity Symbol: Crescent moon Home Plane: Aborea/Olympus/Arvandor Alignment: Chaotic Good Portfolio: Magic, music, arts, crafts, war, the Elven race (especially sun elves), poetry, bards, warriors. Worshippers: Arcane archers, artisans, artists, bards, fighters, good leaders, rangers, poets, sorcerers, warriors, wizards, fey. Cleric Alignments: CG, CN, NG Domains: Chaos, Elf, Good, Magic, Protection, War. Favored Weapon: Sahandrian (Longsword) Fighter 20/Wizard 20/Bard 12 Medium-Size Outsider (Chaotic, Elf, Extraplanar, Good) Divine Rank: 19 Hit Dice: 20d8+140 (outsider) plus 20d10+140 (Fighter) plus 20d4+140 (wizard) plus 12d6+84 (bard) (1016 hp) Initiative: +21 Speed: 60 ft. AC: 102 (+19 divine, +32 natural, +11 deflection, +13 intelligence, +17 dexterity) Attacks*: +5 keen speed chaotic longsword +92/+92/+87/+82/+77 melee; or +5 chaotic distance speed mighty composite longbow (+10 strength bonus) with +5 arrows +93/+93/+88/+83/+78 ranged; or by spell +75 melee touch, or +82 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: +5 keen speed chaotic longsword 1d8+36/15-20; or +5 chaotic distance speed mighty composite longbow (+10 strength bonus) with +5 arrows 1d8+22/19-20/x3; or by spell. *Always does maximum damage (Longsword 44, longbow 30). Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 30/epic, fire resistance 24, understand, speak, and read all languages and speak directly to all beings within 19 miles, remote communication 19 miles, godly realm (100 miles), greater teleport at will, plane shift at will, bardic knowledge +25, bardic music 12/day (fascinate, inspire courage +2, inspire competence, suggestion, inspire greatness, song of freedom), SR 51, divine aura (19 miles, DC 40). Saves*: Fort +64, Ref +76, Will +67. *Always receives a 20 on saves. Abilities: Str 30, Dex 44, Con 24, Int 36, Wis 30, Cha 32. Skills*: Appraise +42, Balance +71, Bluff +50, Climb +59, Concentration +81, Craft (Alchemy) +72, Craft (Bowmaking) +92, Craft (Weaponsmithing) +92, Craft (Woodworking) +92, Decipher Script +37, Diplomacy +75, Disguise +34, Escape Artist +46, Handle Animal +60, Heal +39, Hide +66, Intimidate +50, Jump +65, Knowledge (Arcana) +83, Knowledge (History) +77, Knowledge (Religion) +81, Knowledge (Planes) +78, Knowledge (Religion) +81, Listen +73, Move Silently +66, Perform (Singing) +59, Perform (Dancing) +59, Ride +56, Search +49, Sense Motive +69, Spellcraft +87, Spot +63, Survival +61, Tumble +61. Feats: Alertness, Blind-fight, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Empower Spell, Enlarge Spell, Epic Counterspell, Extend Spell, Far Shot, Forge Ring, Great Charisma x2, Great Wisdom, Heighten Spell, Improved Counterspell, Improved Critical (Longbow), Improved Disarm, Improved Initiative, Improved Trip, Improved Unarmed Strike, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quicken Spell, Rapid Shot, Reactive Counterspell, Shot on the Run, Silent Spell, Spell Mastery, Spring Attack, Still Spell, Superior Expertise, Track, Weapon Focus (Longbow), Weapon Focus (Longsword), Weapon Specialization (Longbow), Weapon Specialization (Longsword), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effect, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality (DC 50 for duplicated spells), Alter Size, Arcane Mastery, Area Divine Shield, Avatar (20), Battlesense, Control Creatures (Elves), Create Greater Object, Create Object, Divine Archery, Divine Battle Mastery, Divine Bladesong*, Divine Blast (14/day, 30d12 points of damage), Divine Creation, Divine Shield (10/day, stops 120 points of damage), Divine Spellcasting, Divine Weapon Focus (Longsword), Divine Weapon Specialization (Longsword), Extra Domain (Magic), Extra Domain (Protection), Extra Domain (War), Gift of Life, Spontaneous Wizard Spells. *Unique Salient Divine Ability, see below. Domain Powers: Cast chaos spells at +1 caster level; cast good spells at +1 caster level; use spell completion and spell trigger items as Wiz29; protective ward (+19 on next saving throw) 19/day. Spell-like Abilities: Corellon uses these abilities as a 29th level caster, except for chaotic and good spells, which he uses as a 30th level caster. The save DCs are 42+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, True Strike, Cat’s Grace, Snare, Tree Stride, Commune with Nature, Find the Path, Liveoak, Sunburst, Antipathy, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Nystul’s Undetectable Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen’s Disjunction, Sanctuary, Shield Other, Protection from Elements, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank, Prismatic Sphere, Magic Weapon, Spiritual Weapon, Magic Vestment, Divine Power, Flame Strike, Blade Barrier, Power Word, stun, Power Word, blind, Power Word, kill. *Used as a chaotic or good spell only. Wizard Spells/Day (Levels 0-13): 4/8/7/7/7/7/6/6/6/6/2/2/2/2; base DC=25+spell level. Bard Spells Known: (3/6/6/5/4; base DC=23+spell level): Corellon’s Bard spells known change according to the situation, given his myriad of portfolio elements. Divine Bladesong (Unique Salient Divine Ability): As the epitome of the Bladesong, Corellon can, when taking the full attack action and wielding any one handed, bladed, melee weapon, cast one arcane spell with a casting time of 1 action or less as a free action. Such a spell cannot have any Metamagic feats applied to it. He gains a dodge bonus to AC equal to his Intelligence modifier. In addition, Corellon can apply his Dexterity bonus to any longsword he can wield in one hand. Possessions: Corellon carries his longsword, Sahandrian. Aside from being a +5 keen chaotic speed weapon, also has a multitude of other abilities known only to the Elven Gods themselves, including at least a measure of intelligence, although to what extent is unknown. Corellon himself forged the sword, with additional enchantments woven into it by at least 3 Elven goddesses. Caster Level: 25th. Corellon also carries Kalwynrian (Amlath’hana), a +5 mighty composite chaotic distance, speed (+10) longbow. Caster Level: 25th. Other Divine Powers As a greater god, Corellon Larethian automatically receives the best possible result on any die roll he makes (these include attack rolls, damage, checks and saves. He is immortal. Senses: Corellon can see, hear, touch and smell at a distance of 19. As a standard action, he can perceive anything within seventeen miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 19 hours. Portfolio Sense: Corellon senses anything that affects Elven welfare 19 tendays in advance and retains it for 19 tendays as well. He likewise senses anytime else engage in magic or make war. Automatic Actions: Corellon can use Craft (Weaponsmithing), Craft (Bowmaking), Craft (Woodworking), Spellcraft, or any Dexterity based skill as a free action, if the DC for the check is 30 or less. He can perform up to twenty such actions per round. Create Magic Items: Corellon Larethian can create any magical item. |
| Tebryn1408-23-04, 10:17 PM | Here's the beginning of a new pantheon. The Vedic Pantheon. Kali The Black Mother Intermediate God Symbol: Skull Home Plane: Abyss/643/Cavern of the Skull Alignment: Chaotic Evil Portfolio: Life, Death Worshippers: Murderers, brigands, death worshippers, psychopaths, assassins. Cleric Alignments: CE, CN, NE Domains: Chaos, Death, Destruction, Evil, Renewal. Favored Weapon: Dagger Barbarian 20/Rogue 20 Medium-Size Outsider (Chaotic, Evil, Extraplanar) Divine Rank: 15 Hit Dice: 20d8+180 (outsider) plus 20d12+140 (barbarian) plus 20d6+140 (rogue) (1,060 hp), (1,360 hp while raging) Initiative: +17 Speed: 70 ft. AC: 76 (+15 divine, +13 dexterity, +10 deflection, +28 natural) (71 while raging) Base Attack/Grapple: +40/+70 Attacks: +5 chaotic keen wounding frost dagger +78/+73/+68/+63 melee (or +83/+83/+78/+73/+68 melee while raging), and +5 chaotic keen wounding frost dagger +78/+73/+68/+63 melee (or +83/+78/+73/+68 melee while raging); or by spell +70 melee touch, or +68 ranged touch. Damage: +5 chaotic keen wounding frost dagger 1d4+35+1d6 frost (or 1d4+40 while raging); +5 chaotic keen wounding frost dagger 1d4+27+1d6 frost (or 1d4+30 while raging); or by spell. Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Sneak attack +13d6, crippling strike, domain powers, spell-like abilities, salient divine abilities. Special Qualities: Divine immunities, DR 25/epic (5/-), understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication 15 miles, godly realm (100 miles), greater teleport at will, plane shift at will, evasion, trap sense +12, opportunist, SR 47 (or 57 while raging), divine aura (1,500 ft., DC 35), defensive role, fast movement, indomitable will, fire resistance 20 (or 30 while raging), fast healing 35. Saves: Fort +56, Ref +60, Will +55 (or +60 while raging). Abilities: Str 40 (50 while raging), Dex 36, Con 29 (39 while raging), Int 24, Wis 26, Cha 30. Skills*: Balance +68, Climb +70, Concentration +44, Diplomacy +55, Heal +48, Heal +78, Intimidate +85, Jump +90, Knowledge (Arcana) +52, Knowledge (Religion) +52, Knowledge (Planes) +52, Listen +75, Move Silently +78, Search +47, Spellcraft +52, Spot +70, Survival +43, Swim +70, Tumble +68. *Always receives a 20 on checks. Feats: Alertness, Ambidexterity, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Greater Two Weapon Fighting, Improved Initiative, Improved Two Weapon Fighting, Improved Unarmed Strike, Mobility, Power Attack, Perfect Two Weapon Fighting, Quick Draw, Spring Attack, Sunder, Track, Two Weapon Fighting, Weapon Focus (Dagger), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effect, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Size, Annihilating Strike, Avatar (10), Battlesense, Divine Blast (13/day, 25d12 points of damage), Divine Dodge (65%), Divine Fast Healing, Divine Rage (15/day), Divine Rogue, Divine Sneak Attack, Divine Weapon Focus (Dagger), Divine Weapon Specialization (Dagger), Extra Domain (Evil), Extra Domain (Renewal), Hand of Death (DC 45), Know Death, Life and Death, Wave of Chaos (150 ft., DC 35, caster level 25th). Domain Powers: Cast chaotic spells at +1 caster level; death touch 15/day; smite (+4 to attack and +15 damage on a single attack) 15/day; cast evil spells at +1 caster level; regain 1d8+10 hit points 15/day. Spell-Like Abilities: Kali uses these abilities as a 25th level caster, except for chaotic and evil spells, which she uses as a 26th level caster. The save DCs are 35+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, Cause Fear, Death Knell, Animate Dead, Death Ward, Slay Living, Create Undead, Destruction, Create Greater Undead, Wail of the Banshee, Inflict Light Wounds, Contagion, Inflict Critical Wounds, Circle of Doom, Harm, Disintegrate, Earthquake, Implosion, Protection from Good, Desecrate, Magical Circle against Good, Unholy Blight, Dispel Good, Blasphemy, Unholy Aura, Charm Person, Lesser Restoration, Remove Disease, Reincarnate, Atonement, Heroes’ Feast, Greater Restoration, Polymorph any Object, Freedom. Cast as a chaotic or evil spell only. Possessions: Kali carries 2 +5 chaotic keen wounding frost daggers. Caster Level: 25th. Other Divine Powers As an intermediate deity, Kali automatically receives a die roll of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Kali can see, hear, touch, and smell at a distance of 15 miles. As a standard action, she can perceives anything within 15 miles of her worshippers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her sense to up to ten locations at once. She can block the sensing power of deities her rank or lower at up to two remote locations at once for 15 hours. Portfolio Sense: Kali automatically senses any murder of a worshipper of the Vedic pantheon the instant it happens. She likewise senses any act of violence committed by a worshipper, or anytime a worshipper of the pantheon dies. Automatic Actions: Kali can use Hide, Move Silently, Tumble, or Jump as a free action as long as the DC for the task is 25 or lower. She can perform up to ten such free actions each round. Create Magic Items: Kali can create any magic weapon, any item that creates a death effect, or any item that returns someone to life. |
| KingDes08-31-04, 01:44 PM | Anyone up to the challange of making Iakhovas? He was once Umberlees lover, and before that was called "the one who swims with Sekolah". The "taker", or the "destroyer" |
| Tebryn1408-31-04, 02:12 PM | I have no info about the deity that you requested. If you were to provide more, perhaps history, a portfolio, etc, and maybe a pantheon suggestion, I could be of more use. |
| Mysteris08-31-04, 09:59 PM | Hello. I was wondering if Tebryn might be willing to post up or send the stats on Sharess, Lilira, and Mask. Thank you. :) |
| Mysteris08-31-04, 10:08 PM | Oops, double-post. |
| Lord Mortanius09-01-04, 02:01 AM | Have Mydianchlarus and Bubonix been statted out ? |
| Tebryn1409-01-04, 09:38 PM | Neither Mydianchlarus or Bubonix have been statted, but I statted Anthraxus (after his fall from Khin-Oin), and his stats would present a vague approximation of either of the other two. I will eventually get around to the others. Mask is in Faiths and Pantheons. Here are Shiallia and Liira. Lliira By Elrumir Our Lady of Joy, Joybringer, the Goddess of Joy, Mistress of the Revelers Lesser Faerûnian Deity Symbol: A triangle of three six-pointed stars (orange, yellow and red) Home Plane: Brightwater Alignment: Chaotic good Portfolio: Joy, happiness, dance, festivals, freedom, liberty Worshipers: Bards, dancers, entertainers, poets, revelers, singers Cleric Alignments: CG, CN NG Domains: Chaos, Charm, Family, Good, Travel Favoured Weapon: “Sparkle” (shuriken) Lliira Bard 15/Cleric 10/Mystic Wanderer 10/Spelldancer 5 (both from Magic of Faerûn) Medium-size outsider (Chaos, Good) Divine Rank: 10 Hit Dice: 20d8+140 (outsider) + 15d6+105 (Brd) + 10d8+70 (Clr) + 10d8+70 (Wnd) + 5d6+35 (Spd) (860 hp) Initiative: +16 (+12 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 85 (+12 Dex, +10 divine, +23 natural, +15 deflection, +15 sacred) Attacks: (3x) +5 chaotic, returning, domineering shuriken +67/+62/+57/+52 ranged; or unarmed +62/+57/+52/+47 melee or spell +62 melee touch or +62 ranged touch Damage: (3x) 13, +5 chaotic, returning, domineering shuriken; or unarmed 1d10+7; or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 18/day. Special Qualities: Bardic knowledge +24, 15/day bardic music (countersong, fascinate, inspire competence, inspire courage, inspire greatness, suggestion), confusing dance (DC 30), cooperative dance, divine aura (1,000 ft., DC 35), charm monster 1/day (DC 29), divine immunities, DR 45/+4, enthralling dance 2/day (DC 30), evasion, familiars (cats), fire resistance 30, godly realm (1 mile Outer Plane, 1,000 ft. Material Plane), greater potion I/II/III, lore of nature, mass charm 1/day (DC 33), plane shift at will, remote communication 10 miles, spontaneous casting of divine spells, resist charm, sleep 1/day (DC 26), sleep dance (DC 30), spelldance, suggestion 1/day (DC 28), SR 42, teleport without error at will, timeless body, understand, speak and read all languages and speak directly to all beings within 10 miles. Saves: Fort +51, Ref +54, Will +52 Abilities: Str 24, Dex 35, Con 29, Int 29, Wis 27, Cha 40 Skills: Alchemy +54, Balance +57, Bluff +60, Concentration +54, Diplomacy +60, Disguise +60, Gather Information +60, Heal +52, Hide +57, Jump +52, Knowledge (arcana) +54, Knowledge (nature) +56, Knowledge (religion) +54, Listen +52, Move Silently +57, Perform (dance, song…) +60, Profession (herbalist) +54, Spellcraft +54, Spot +52, Tumble +57, Use Magic Device +60. Feats: Attune Gem, Brew Potion, Combat Casting, Dodge, Endurance, Enlarge Spell, Expertise, Extend Spell, Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Iron Will, Maximize Spell, Mobility, Persistent Spell, Spell Focus (Enchantment), Twin Spell, Weapon Finesse (unarmed). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, banishment, imprisonment. Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar (up to 5), Divine Blessing (Charisma), Divine Dodge, Divine Recall (festivals), Divine Shield, Extra Domain (Chaos), Extra Domain (Travel), Irresistible Performance, Move Those Feet*. * Move Those Feet (unique salient divine ability): whenever Lliira is within 100 ft., all creatures experience a state of bliss, forgetting everything they were doing (as per the hypnotic pattern spell), if they fail a Will save (DC 40) and forcing everyone affected to dance (as per the Otto's irresistible dance spell). Nevertheless, the 'victims' seem to be having a great time Domain Powers: cast chaos spells at +1 caster level; 10/day increase Charisma by 4 for 1 minute; 10/day give 15 creatures +4 dodge bonus to AC for 10 rounds; cast good spells at +1 caster level; 10/day freedom of movement for 10 rounds. Spell-Like Abilities: Lliira uses these abilities as an 20th-level caster, except for chaos and good spells, which she uses as a 20th-level caster. The save DCs are 35 + spell level. aid, animate objects, astral projection, blade barrier, bless, calm emotions, chaos hammer, charm monster, charm person, cloak of chaos, demand, dimension door, dispel evil, dispel law, dominate monster, emotion, expeditious retreat, find the path, fly, geas/quest, helping hand, holy aura, holy smite, holy word, imbue with spell ability, insanity, locate object, magic circle against evil, magic circle against law, phase door, protection from evil, protection from law, shatter, shield other, suggestion, summon monster IX (as a chaos or good spell only), teleport, teleport without error, word of chaos. Bard Spells/day: 4/8/8/8/7/7/7; base DC 25 + spell level, 27 + spell level for Enchantment spells. Cleric Spells/day: 6/8/8/8/8/7/6/6/6/5; base DC 18 + spell level, 20 + spell level for Enchantment spells. Possessions: Lliira favours throwing Sparkle(s), a set of 3 +5 chaotic, returning, domineering shuriken. She also is very proficient in the lesser damaging forms of combat, unarmed combat, wrestling or grappling. Her base hand damage is 1d10 and she always does subdual damage with her hands, rather using non-marring bruises to bring a person down than actually breaking a man’s limbs or so. Caster level: 20th; Weight: 1/10 lb. Other Divine Powers As a lesser god, Lliira may take 10 on any check. Lliira treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses: Lliira can see, hear, touch and smell at a distance of ten miles. As a standard action, she can perceive anything within one mile of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to five locations simultaneously. She can block the sensing powers of deities of up to her rank at two such remote locations at once for 10 hours. Portfolio Sense: Lliira is instantly aware of any festival, performance in dancing or any feelings of joy and happiness, as long as it involves at least five hundred people. Automatic Actions: Lliira can use Balance, Concentration, Jump, Perform, Spellcraft or Tumble as a free action, if the DC for the check is 20 or less. She can perform up to five such actions per round. Create Magic Items: Lliira can create any magic item involving dancing or any item that works on charm or Charisma, as long as the item’s price does not exceed 30,000gp. Avatars When people encounter an avatar of Lliira, it always first appears as bright colourful lights and smoke coming onto the non-expectant out of thin air. Out of the clouds then dances a beautiful, sensuous, infectiously laughing human maiden with bright blue eyes and long golden hair, sometimes streaked with silver, or odd pastel colours such as blue, pink, green or lilac. The shapely, carefree lady seems to revel in the joy of the moment, dancing all around, wearing a tight-fitting body suit underneath layers of gauze that whirl about. In her wake, tiny lights sparkle and wink, as a comet’s tail 60 ft. in length. Before Loviatar murdered her paramour, High Revelmistress Chlanna Asjros, she could not abide violence and the sight of any hostile activities was reason enough for her to take away her favour. Now, however, she feels she has been forced take on a more militant role, even though she does feel too happy about it. Avatar of Lliira: As Lliira except as follows; divine rank 5; Initiative +16; AC 76; Atk +62/+57/+52/+47/ ranged (13; 3 +5 chaotic, returning, domineering shuriken); or +57/+52/+47/+42 melee (1d10+7, unarmed); or spell +57 melee touch or +57 ranged touch; SQ Divine aura (50 ft., DC 30), DR 40/+4, fire resistance 25, SR 37; SV Fort +46, Ref + 49, Will +47; all skill modifiers are reduced by five. Salient Divine Abilities: Alter Size, Divine Blessing (Charisma), Divine Dodge, Divine Shield, Irresistible Performance, Move Those Feet*. * unique SDA, described above Spell-like abilities: Caster level 15th, saving throw DC 30 + spell level. Without the Extra Domain salient ability, Lliira’s avatar loses access to the Chaos and Travel domains and the corresponding spell-like abilities. Shiallia By Jorda the Knight Dancer in the Glades, Daughter of the High Forest, the Lady of the Woods Faerunian Demigod Symbol: Golden Acorn Home Plane: House of Nature Alignment: Neutral Good Portfolio: Woodland glades, woodland fertility, growth, the High Forest, Neverwinter wood Worshipers: Druids, farmers, foresters, gardeners, nuptial couples Cleric Alignments: CG, LG, LN Domains: Animal, Good, Plant, Renewal Favored Weapon: “Forest’s Friend” (quarterstaff) Shiallia Bard 20/Druid 20 Medium Sized Outsider (Good) Divine Rank: 4 Hit Dice: 20d8+140 (Outsider), 20d8+140 (Druid), 20d6+140 (Bard) (860 hp) Initiative: +14 (+10 Dex, +4 improved initiative) Speed: 60 ft. AC: 53 (+10 Dex, +4 divine, +17 natural, +12 deflection) Attacks: +3/+3 defending holy quarterstaff +55/+55; or +51 melee touch; or +56 ranged touch Damage: 1d4+10/1d4+10; or by spell Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within (divine rank) miles, Saves: Fort. Ref. Will. Abilities: Str.24 (+7) Dex.30 (+10) Con.25 (+7) Int.28 (+9) Wis.38 (+14) Cha.34 (+12) Skills: Alchemy +46, Animal Empathy +49, Balance +47, Bluff +49, Climb +44, Concentration +44, Diplomacy +49, Disguise +49, Escape Artist +47, Handle Animal +49, Heal +51, Intuit Direction +51, Jump +44, Knowledge (arcana) +46, Knowledge (nature) +46, Listen +51, Move Silently +47, Perform (song) +49, Scry +46, Sense Motive +51, Spellcraft +46, Swim +44, Tumble +47, Wilderness Lore +51, Profession (nursemaid) +51, Profession (forester) +51 Feats: Alertness, Ambidexterity, Combat Casting, Dodge, Mobility, Expertise, Improved Disarm, Improved Initiative, Two-Weapon Fighting, Spell Penetration, Greater Spell Penetration, Weapon Focus (Quarterstaff), Brew Potion, Extend Spell, Still Spell, Silent Spell, Eschew Materials Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Divine Druid, Call Creatures (forest animals), Extra Domain (Renewal), Mind of the Beast Domain Powers: Cast good spells at +1 caster level, animal companions (10 HD), rebuke/command plants as an evil cleric commands undead 15/day, if Shiallia falls below 0 HP she gains 1d8+12 hitpoints 1/day. If she is brought to –10 or less hitpoints by a single attack this power does not take affect. Spell-Like Abilities: All domain spells, caster level=14, Base DC= 26 +spell level Possessions: Shiallia carries her trusty staff “Forest’s Friend”, which acts as a +3/+3 defending holy quarterstaff. Other Divine Powers Senses: Shiallia can see, hear, touch and smell at a distance of 4 miles. As a standard action she can perceive anything within 4 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities of her rank or lower at up to 2 remote locations at once for 4 hours. Portfolio Sense: Shiallia senses anything that effects forests, sylvan creatures or forest animals the moment it happens as long as the event includes at least 1000 people. Automatic Actions: Shiallia can use Animal Empathy, Handle Animal, Heal, Knowledge (nature), Wilderness Lore and any Profession skill in which she has ranks as a free action as long as the DC for the task is 15 or lower. She can take up to 2 such actions per round. Create Magic Items: Shiallia can create any magic item that involves forest creatures or sylvan creatures as long as the items market price does not exceed 4500 gp. |
| Tebryn1409-01-04, 09:46 PM | Also, someone sent me a PM asking me for stats for 2 elven deities. Somehow, I deleted it, and I cannot for the life of me remember which deities they were or who requested them. So if you could repost that or send me the message again, I would be happy to send you the stats. Also, I plan on making some more changes to the Power Clause shortly, so be on the lookout for more updates. |
| Lord Mortanius09-02-04, 04:00 AM | Asmodeus and Demogorgon, then ? |
| El_Machinae09-02-04, 10:33 AM | I'm hoping Jorda can do Dumathoin one of these days. As well, Tebryn - could you pop out Clangeddin and Gorm, please? I'm sad to see the archives gone |
| Mysteris09-02-04, 07:29 PM | Thanks for the Lilira stats! Is there anything on Sharess? I'm thinking my next character might be a cleric of either Lilira or Sharess. :) |
| Tebryn1409-02-04, 09:39 PM | Here is Titania, boosted with the new and updated Power Clause. She is scary. I'll post the requested deities at my next opportunity. Titania By Tebryn14 The Faerie Queen, The Queen of Light, The Queen of the Seelie Court Greater Deity Symbol: White diamond with a blue star Home Plane: The Plane of Faerie Alignment: Chaotic Good Portfolio: Faerie folk and realms, friendship, magic Worshippers: Good and neutral fey, elves Cleric Alignments: CG, NG, CN Domains: Chaos, Good, Magic, Plant, Protection. Favored Weapon: Dagger Illusionist 26/ Druid 23/Bard 20 Medium-Size Outsider (Chaotic, Good, Fey) Divine Rank: 18 Hit Dice: 20d8+160 plus 26d4+208 (wizard) plus 23d8+184 (druid) plus 20d6+160 (bard) (1,188 hp) Initiative: +22 Speed: 60 ft. AC: 116 (+18 dex, +18 divine, +38 natural, +23 deflection, +9 insight) Attacks*: +5 chaotic holy keen dagger +96/+91/+86/+81; or by spell +80 melee touch, or +90 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: +5 chaotic holy keen dagger 1d4+14/17-20; or by spell. *Always does maximum damage (dagger 18 points). Face/ Reach: 5 ft. by 5 ft./ 5ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, alter reality, life and death. Special Qualities: A thousand faces, nature sense, wild empathy (+46), woodland stride, trackless step, resist natures lure, Wild Shape (5/day, Fine, Diminutive, Tiny, Small, Medium-Size, Large, Huge, Gargantuan, Colossal, magical beasts, or dire animals, 3/day elemental), venom immunity, familiar (cats), divine aura (18 miles, DC 61), DR 30/epic and cold iron, fire resistance 23, godly realm (100 miles), plane shift at will, greater teleport at will, remote communication 18 miles, spontaneous casting of divine spells, SR 84 (94 within Plane of Faerie), understand, speak, and read all languages and speak directly to all beings within 18 miles, Bardic Knowledge +41, bardic music 20/day, countersong, fascinate, inspire courage +4, inspire competence, suggestion, inspire greatness, song of freedom, inspire heroics, mass suggestion. Saves*: Fort +72, Ref +82, Will +82. *Always receives a 20 on saves. Abilities: Str 26, Dex 46, Con 26, Int 52, Wis 46, Cha 56 Skills*: Appraise +69, Balance +116, Bluff +121, Climb +67, Concentration +119, Craft (Alchemy) +119, Decipher Script +79, Diplomacy +131, Disguise +81, Escape Artist +57, Gather Information +101, Handle Animal +111, Heal +109, Hide +67, Intimidate +84, Jump +67, Knowledge (Arcana) +136, Knowledge (History) +110, Knowledge (Nature) +121, Knowledge (The Planes) +114, Knowledge (Religion) +126, Listen +108, Move Silently +92, Perform +106, Ride +81, Search +78, Sense Motive +106, Spellcraft +132, Spot +98, Survival +110, Swim +82, Tumble +106. *Always receives a 20 on checks. Feats: Alertness, Awesome Blow, Blind-Fight, Brew Potion, Combat Expertise, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Items, Dodge, Empower Spell, Enlarge Spell, Epic Spellcasting (8 Arcane, 7 Divine/day), Expertise, Extend Spell, Forge Ring, Greater Spell Focus (Enchantment), Greater Spell Focus (Illusion), Heighten Spell, Improved Disarm, Improved Initiative, Intensify Spell, Iron Will, Mobility, Multispell (x4), Quick Draw, Quicken Spell, Seelie Court Kelir, Silent Spells, Spell Mastery, Spell Penetration, Still Spells, Track, Weapon Finesse (dagger), Weapon Focus (Dagger). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Arcane Mastery, Automatic Metamagic (quickened wizard spells), Automatic Metamagic (Quickened Bard spells), Call Creatures (up to 18 fey serving simultaneously, each with up to 18 HD), Command Plants, Control Creatures (up to 18 fey per day, Will DC 51), Divine Bard, Divine Blast (26/day, 41d12 points of damage), Divine Druid, Divine Shield (11/day, stops 180 points of damage), Divine Spellcasting, Extra Domain (Plant), Extra Domain (Protection), Gift of Life, Instant Counterspell, Increased SR, Power of Nature (18 miles), See Magic, Shapechange, Spontaneous Wizard Spells, True Shapechange. Domain Powers: Cast chaos spells at +1 caster level; cast good spells at +1 caster level; use spell completion and spell trigger items as Wiz 29; rebuke or command plant creatures 18/day. Spell-Like Ability: Titania uses these abilities as a 48th level caster, except for chaotic and good spells, which he uses as a 49th level caster. The saves DCs are 53+spell level, or 55+spell level for Illusion and Enchantment spells. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IV*, Protection from Evil, Aid, Magic Circle Against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Nystul’s Undetectable Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen’s Disjunction, Entangle, Barkskin, Plant Growth, Control Plants, Wall of Thorns, Repel Wood, Changestaff, Command Plants, Shambler, Sanctuary, Shield Other, Protection from Elements, Spell Immunity, Antimagic Field, Repulsion, Mind Blank, Prismatic Sphere. *Cast as a chaotic or good spell only Druid Spells/Day (Levels 0-18): 6/10/10/9/9/9/8/7/7/7/4/3/3/3/3/2/2/2/2; base DC=30+spell level, or 32+spell level for Illusion and Enchantment. Wizard Spells/Day (Levels 0-21): 4/10/9/9/9/9/8/8/8/8/4/4/4/4/3/3/3/3/2/2/2/2; base DC=33+spell level, or 35+spell level for Illusion and Enchantment. Bard Spells/Day (Levels 0-23): 10/10/10/9/9/9/9/6/5/5/5/5/4/4/4/4/3/3/3/3/2/2/2/2; base DC=35+spell level, or 37+spell level for Illusion and Enchantment. Life and Death: At will, as a free action, a Titania can slay any mortal anywhere in the Multiverse, simply by willing it so. This ability mimics the Destruction spell, except that there is no save, SR is not applicable, and Titania chooses the visual effects of the spell. A mortal so slain cannot be brought back to life by any means other than a deity of higher rank than Titania using Gift of Life or Life and Death abilities. This ability ignores any warding except Divine Shields created by a deity of higher rank, and, theoretically, specifically designed epic spells and artifacts. She can also raise any dead mortal anywhere, no matter how long they have been dead, as long as they weren’t slain by a deity of higher rank using this ability. Spellcasting: Titania receives a +10 bonus on all caster level checks to overcome SR. This applies to all spells and spell-like abilities. Within her Realm, this bonus increases to +12. In addition, casts all spells granted by her Illusion, Bard, and Druid levels with a bonus to effective caster level (for variables dependant on caster level, as well as for caster level checks to beat SR) equal to her divine rank. For example, Titania casts her Druid spells at 41st caster level, and would have an effective caster level of 53rd (due to Spell Penetration) when making caster level checks to beat SR. Avatars: Titania can manifest avatars. She may have up to 20. In addition, avatars can be in any form she desires, and can have stats with HD anywhere up to Titania’s. The same goes for Divine Rank, though the max is half. On the Prime, the strongest avatar Titania may use may have the same class levels as her, with no outsider HD, and Divine Rank of 0. On the Planes, no such rules apply, and avatars can be every bit as strong as those presented in Deities and Demigods. Possessions: Titania carries a +5 dagger with the holy, chaotic, and keen special properties. Caster Level: 25th Other Divine Powers As a greater deity, Titania automatically receives the best possible result on any die roll she makes (including attack rolls, damage rolls, and saves). She is immortal. Senses: Titania can see, hear, touch, and smell at a distance of eighteen miles. As a standard action, she can perceive anything within 18 miles of her worshippers, holy sites, objects, or any location where on of her titles or name was spoken within the last hour. She can extend her senses to up to 20 locations at once. She can block the sensing power of deities her rank and lower at up to two remote locations at once for up to 18 hours. Portfolio: Titania senses anything that affects the welfare of fey or fey lands (including any forest, desert, sea, or other major geographical feature which is inhabited by at least 100 fey) 18 tendays before it happens and retains the sensation for 18 tendays after the event occurs. She likewise senses anytime fey makes alliances or friendships with others, fey or non-fey, and anytime a fey uses magic. Automatic Actions: Titania can use Knowledge (Arcana), Knowledge (Nature), Spellcraft, or Survival as a free action as long as the DC for the task is 30 or lower. She can perform up to twenty such free actions each round. Create Magic Items: Titania can create any magic item. |
| Bahgtru09-03-04, 12:57 AM | Hi Tebryn, Any chance of statting the Goliath Gods or at least Kavaki? Thanks in advance. |
| Tebryn1409-03-04, 11:08 PM | Sharess By Jorda the Knight The Dancing Lady, Mother of Cats Faerunian Demigod Symbol: Feminine Lips Home Plane: Brightwater Alignment: Chaotic Good Portfolio: Hedonism, sensual fulfillment, feasthalls, cats Worshipers: Bards, hedonists, sensualists Cleric Alignments: CG, CN, NG Domains: Chaos, Charm, Good, Travel, Trickery Favored Weapon: A great cat’s paw (claw bracer) Sharess 20 Bard/20 Rogue Medium-Size Outsider (Chaos, Good) Divine Rank: 5 Hit Dice: 20d8 (Outsider), 20d6 (Brd), 20d6 (Rog) Initiative: +17 (+13 Dex, +4 improved initiative) Speed: 60 ft. AC: 61 (+13 Dex, +5 divine, +18 natural, +15 deflection) Attacks: +4 keen bane (reptile) bite and +4 keen bane (reptile) claws + 56 melee (bite), +63 melee (claws); or +51 melee touch; or +62 ranged touch Damage: Claws 1d4+12/ 1d4+12/19-20, bite 1d8+12 Face/Reach: 5 ft. by 5 ft/ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack +10d6 Special Qualities: Divine immunities, DR 40/+4, understand, speak and read all languages and speak directly to all beings within 5 miles, fire resistance 25, godly realm, evasion, uncanny dodge, improved evasion, opportunist, crippling blow, SR 37, bardic knowledge +35, bardic music 20 times/day (as level 20 bard), divine aura (50 ft. DC= 30) Saves: Fort. +46 Ref. +50 Will. +44 Abilities: Str.26 (+8) Dex. 36 (+13) Con.28 (+9) Int.26 (+8) Wis.25 (+7) Cha. 40 (+15) Skills: Alchemy +45, Balance +45, Bluff +45, Climb +45, Decipher Script +45, Diplomacy +45, Disguise +45, Escape Artist +45, Hide +45, Innuendo +45, Jump +45, Knowledge (arcana) +45, Knowledge (nature) +45, Listen +45, Move Silently +45, Open Lock +45, Perform (song) +45, Pick Pocket +45, Read Lips +45, Scry +45, Spellcraft +45, Wilderness Lore +45 Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Mobility, Spring Attack, Improved Trip, Improved Critical (claws), Weapon Focus (claws), Weapon Finesse (claws), Improved Initiative, Blind Fight, Blind Sight 5 ft., Run, Spell Penetration, Track, Multiattack, Power Critical (claws) Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Extra Domain (Travel), Extra Domain (Trickery), Alter Size, Banestrike (reptiles), Call Creatures (felines), Control Creatures (felines) Domain Powers: Cast chaos and good spells at +1 caster level, 10 rounds/day move as if under effects of a freedom of movement spell, Wilderness Lore is a class skill, Bluff, Disguise and Hide are class skills, add +4 to charisma 1/day as free action for 1 minute. Spell-Like Abilities: All domain spells, caster level 15, Base DC= 30+ spell level Possessions: Sharess carries no special items, though she often has a number of small but valuable magic items she uses as jewelry. Other Divine Powers Senses: Sharess can see, hear and feel at a distance of 5 miles. As a standard action she can perceive anything within 5 miles of any feline, her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 remote locations at once. She can block the sensing power of a deity of her rank or lower at up to 2 remote locations for 5 hours. Portfolio Sense: Sharess can sense any act of seduction, pleasure or any act that involves felines as long as at least 1000 creatures are involved. Automatic Actions: Sharess can use Balance, Bluff, Hide or Perform (song) as a free action as long as the DC for the task is 15 or lower. Create Magic Items: Sharess can create any magic item that involves charm or felines so long as the market price of the item is not greater than 4500 gp. |
| Tebryn1409-03-04, 11:16 PM | Clangeddin Silverbeard Jorda the Knight Father of Battle, Lord of the Twin Axes, the Rock of Battle Intermediate Faerunian Deity Symbol: Two crossed battleaxes Home Plane: Dwarfhome Alignment: Lawful Good Portfolio: Battle, war, valor, bravery, honor in battle Worshipers: Barbarians, dwarven defenders, dwarves, fighters, monks, paladins, soldiers, strategists, tacticians, warriors Cleric Alignments: LG, LN, NG Domains: Dwarf, Good, Law, Strength, War Favored Weapon: “Giantbane” (battleaxe) Clangeddin Silverbeard 20 Fighter/20 Dwarven Defender Medium Sized Outsider (Good, Law) Divine Rank: 15 Hit Dice: 20d8+360 (Outsider), 20d10+360 (Ftr), 20d12+360 (Dwd) (1623 hp, 1743 hp in Defensive Stance) Initiative: +13, always first (+9 Dex, +4 Improved Initiative) Speed: 50 ft. AC: +84 (+88 when in Defensive Stance) (+3 Dex, +15 divine, +28 natural armor, +8 deflection, +5 magical [armor], +5 magical [shield], +8 armor, +2 shield) Attacks: +5 defending keen mighty cleaving giants bane battleaxe +81; or +71 melee touch; or +64 ranged touch Damage: +5 defending keen mighty cleaving giants bane battleaxe 1d8/17-20/x3 +38 (+40 and +6d6 against giants); or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, Dwarf traits understand, speak and read all languages and speak directly to all beings within (15) miles, DR 50/+5 (or 12/-), Fast Healing 35, fire resistance 35, SR 47, remote communication, godly realm, divine aura (1500 ft. DC=33), Defensive Stance 10/day, Defensive Awareness (can’t be flanked, Dex bonus to AC when flat-footed, +2 against traps) Saves: Fort. +67 Ref. +56 Will. +57 Abilities: Str.42 (+16) Dex.28 (+9) Con.46 (+18) Int.28 (+9) Wis.30 (+10) Cha.26 (+8) Skills: Climb +71, Balance +44 Handle Animal +64, Jump +71, Ride (Horses) +64, Swim +71, Listen +65, Sense Motive +65, Spot +65, Craft (armorsmithing) +64, Craft (weaponmaking) +64, Craft (leatherworking) +64, Intimidate +43, Heal +45, Intuit Direction +45, Search +45, Use Rope +43, Profession (strategist) +45 Feats: Dodge, Endurance, Toughness, Mobility, Spring Attack, Improved Critical (Battleaxe), Improved Initiative, Lightning Reflexes, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Run, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe), Combat Reflexes, Hold The Line, Knock-Down, Power Critical (Battleaxe), Expertise, Improved Disarm, Improved Trip, Whirlwind Attack, Sunder, Improved Sunder, Track, Alertness, Superior Expertise, Blind Fight, Blind-Sight 5 ft., Great Fortitude Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Annihilating Strike, Banestrike (Giants), Battlesense, Divine Battle Mastery, Divine Fast Healing, Divine Shield, Area Divine Shield, Divine Weapon Focus (battleaxe), Divine Weapon Specialization (battleaxe), Divine Weapon Mastery, Extra Domain (War), Extra Domain (Good), Increased Damage Reduction, Increased Spell Resistance, Irresistible Blows, Supreme Initiative, Divine Blessing (Con) Domain Powers: Cast law and good spells at +1 caster level, free Weapon Focus (battleaxe), +10 to strength 1/day for 1 round, free Great Fortitude feat Spell-Like Abilities: All domain spells, caster level 25, base DC= 33+ spell level Possessions: Clangeddin Silverbeard carries his powerful +5 defending keen mighty cleaving giants bane battleaxe which he has named “Giantbane”, and with good reason as many giants have felt it’s edge. He also wears +5 nimble ghost touch full-plate and carries in his other hand (until he animates it, usually at the first of combat, allowing him to better grip his battleaxe and attack with both hands) [/I]+5 animated ghost touch large steel shield [/I]. Other Divine Powers As an intermediate deity Yarra always receives a 20 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Clangeddin can see, hear, touch and smell at a distance of 15 miles. As a standard action, he can perceive anything within 15 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 15 hours. Portfolio Sense: Clangeddin senses whenever a dwarf enters battle or when plans for war are made the instant it happens and retains the sensation for 15 weeks after the event occurs. Automatic Actions: Clangeddin can use Jump, Spot and Listen as a free action so long as the DC for the task is no greater than 25. Create Magic Items: Clangeddin can create any kind of axe or shield so long as the items market price does not exceed 200,000 gp. Gorm Gulthyn By Jorda the Knight Fire Eyes, Lord of the Bronze Mask, the Eternally Vigilant Lesser Dwarven Deity Symbol: Shining bronze mask with eyeholes of flame Home Plane: Dwarfhome Alignment: Lawful good Portfolio: Guardian of all dwarves, defense, watchfulness Worshipers: Dwarven defenders, dwarves, fighters Cleric Alignments: LG, LN, NG Domains: Dwarf, Good, Law, Protection, War Favored Weapon: “Axegard” (battleaxe) Gorm Gulthyn Fighter20/Ranger10/Dwarven Defender10 Medium-Size Outsider (Law, Good) Divine Rank: 10 Hit Dice: 20d8 (Outsider), 20d10 (ftr), 10d10 (rgr), 12d10 (dwd) Initiative: +12 (+8 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 66 (70 when in Defensive Stance) (+5 Dex, +5 armor, +10 divine, +10 magical, +2 shield, +18 natural, +6 deflection) Attacks: +5 defending keen lawful battleaxe +70 melee; or +61 melee touch; or +58 ranged touch attack Damage: +5 defending keen lawful battleaxe 1d8+28/19-20/x3; or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, dwarf traits, understand, speak and read all languages and speak directly to all beings within 10 miles, DR 45/+5 or 6/-, fire resistance 30, godly realm, teleport without error (at will), plane shift (at will), remote communication, favored enemies (goblinoids +3 , drow +2, mind flayers +1), SR 42, divine aura (1000 ft. DC=26), defensive stance 5/day, defensive awareness (dex bonus to AC, cannot be flanked, +1 vs. traps) Saves: Fort. +58 Ref. +50 Will. +51 Abilities: Str.32 (+11) Dex.26 (+8) Con.43 (+16) Int.26 (+8) Wis.28 (+9) Cha.22 (+6) Skills: Animal Empathy +49, Climb +54, Handle Animal +49, Heal +52, Hide +51, Jump +54, Knowledge (nature) +52, Listen +52, Move Silently +51, Scry +51, Spot +52, Swim +54, Use Rope +51, Wilderness Lore +52, Ride (horse) +51, Sense Motive +52, Intimidate +33, Craft (armorsmithing) +51, Craft (weaponsmithing) +52, Profession (miner) +52, Profession (guide) +52, Profession (siege engineer) +52 Feats: Alertness, Ambidexterity (in light or no armor only), Blind Fight, Combat Reflexes, Dodge, Mobility, Spring Attack, Endurance, Expertise, Improved Disarm, Improved Trip, Whirlwind Attack, Great Fortitude, Improved Critical (battleaxe), Power Critical (battleaxe), Improved Initiative, Lightning Reflexes, Quick Draw Power Attack, Cleave, Great Cleave, Improved Bull Rush, Sunder, Two-Weapon Fighting (in light or no armor only), Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Superior Expertise, Blindsight (5 ft.), Eyes in the Back of Your Head, Hold the Line, Improved Sunder, Knock Down, Skill Focus (Intimidate), Track Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Extra Domain (Protection), Extra Domain (War), Avatar, Divine Shield, Area Divine Shield, Divine Weapon Focus (battleaxe), Divine Battle Mastery, Divine Weapon Specialization (battleaxe), Divine Weapon Mastery, Increased Damage Reduction, Call Creature (dwarves) Domain Powers: Cast law and good spells at +1 caster level, ward touched creature with +10 resistance bonus on next saving throw for up to one hour 1/day, Spell-Like Abilities: All domain spells, caster level 20, base DC= 26 + spell level Possessions: Gorm carries “Axegard” +5 defending keen lawful battleaxe which he uses to defend all dwarves. He also wears a +5 nimble ghost touch breastplate and a +5 animated arrow deflection small steel shield which he looses on the first round of combat. Other Divine Powers Senses: Gorm can see, hear, touch and smell at a distance of 10 miles. As a standard action he can perceive anything within 10 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 10 hours. Portfolio Sense: Gorm senses any incursion on a dwarf settlement the moment it happens as long as the event involves at least 500 people. Automatic Actions: Gorm can use Spot, Wilderness Lore, Ride and Sense Motive as a free action if the DC for the task is 20 or lower. He can perform up to 5 such actions a turn. Create Magic Items: Gorm can create any magical armor or shield as long as the market price does not exceed 300,000 gp. Avatars: Gorm probably uses his avatars more than any other deity on Toril. He has been seen as a stout, vigilant dwarf clad in full bronze body and a shining bronze mask with fire filling the eye holes. Unfortunately, as each dwarven kingdom fell, so did Gorm’s power, and this has most readily been seen in the battles Gorm’s avatars are involved in, as they seem more determined, almost desperate to defend the dwarves homes. Avatar of Gorm: As Gorm except divine rank 5, AC 61, Atk +65 melee (1d8+23/x3 +5 defending keen lawful battleaxe) or spell +56 melee touch; +53 ranged touch; SQ DR 40/+4, fire resistance 27, SR 37, divine aura (50 ft. DC= 21); SV Fort. +53 Ref. +45 Will. +46, all skill modifiers reduced by 5. Salient Divine Abilities: Extra Domain (war), Extra Domain (protection), Divine Weapon Focus (battleaxe), Divine Shield, Divine Weapon Specialization (battleaxe), Call Creatures (dwarves) Spell-Like Abilities: Caster level 15, base DC= 21 + spell level |
| Tebryn1409-03-04, 11:17 PM | Baghtru, I am completely unfamiliar with the deities you referred to. |
| Lord Mortanius09-04-04, 01:14 AM | Tebryn, could you post Velsharoon with your power clause ? |
| Tebryn1409-04-04, 01:36 AM | I could theoretically do that. First, I would have to look at Velsharoon's stats, and see if they are appropriate to me. Second, it would have to wait several days while I work out several kinks in the latest version of the power clause. But certainly it is a possibility for the future. |
| Kavaki_the_Ram_Lord09-04-04, 01:57 AM | Baghtru, I am completely unfamiliar with the deities you referred to. They are the pantheon of the new core race the "Goliaths" in Races of Stone. |
| Tebryn1409-04-04, 10:10 PM | In that case, I can't stat them until their place in a Planescape world is really settled, but possibly in the future. So everyone knows, I have once again made changes to the Power Clause. Very minor this time. Just about the HD of archfiend deities, as well as the number of class levels a deity should have. I reduced it slightly, by ten. So Titania and Selvatarm are now both outdated; relics of two of the earlier versions of the Power Clause. I have presented the Power Clause on DiceFreaks as well to get their opinions, though many of them seem cold about a system other than the similarly admirable one they have developed over there. Very understandable. Anyway, Io (finally) should be coming along soon. All I have to figure out is how to handle his supposedly tremendous size; his scales, supposedly are larger than any wyrm that has ever existed. |
| Green Giant09-05-04, 01:43 AM | Here is a local or common god of Zakhara. Enjoy. :) Vataqatal The Warrior-Slave, Master of the Battlefield Lesser Diety Symbol: A red-bladed sword Home Plane: Unknown (Peaceable Kingdoms of Arcadia/Abellio) Portfolio: War, duty, strife Worshipers: Mamluks, fighters, farisan (paladins) Cleric Alignments: Any non-chaotic Domains: Nobility, Planning, War Favored Weapon: Bloodsword (great scimitar [falchion]) Vataqatal, the Master of the Battlefield, is a common god who represents duty and strife. Vataqatal is said to stride onto the battlefield, looking for opponents so that he can test their abilities and spirit. Clerics of Vataqatal tend to multiclass as fighters, mamluks or divine champions. Dogma Attain true spiritual peace through testing one’s abilities against another. Thinkers may debate, but warriors speak with the strength of their swords and their hearts. Duty stands above all. Clergy and Temples Vataqatal’s followers acknowledge that their god has a lesser standing than Zakhara’s other enlightened gods. This is keeping with his dual nature¾that of a slave and servant, inferior in status, yet stronger in his sense of purpose and will. Those qualities enable him to effectively serve and protect the weak. His followers seek to emulate these qualities and value duty above all else. He is worshipped in the far north of Zakhara, in regions that border upon “barbarian lands”. His greatest temple, the Mosque of Blood, is located in Qudra, the City of Power. It was erected by mamluks who used hewn red sandstone and then coated the walls with henna. Smaller shrines are found among the Free Cities of the North, where the mamluk orders are powerful. VATAQATAL Fighter 20/Mamluk 10/Cleric 10 Medium-Size Outsider (Law) Divine Rank: 10 Hit Dice: 20d8+220 (outsider) plus 20d10+220 (Fighter) plus 10d12+110 (Mamluk) plus 10d8+110 (Cleric) (1,226 hp) Initiative: +13 (+9 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 71 (+9 Dex, +10 divine, +23 natural, +10 armor [+5 lamellar], +9 deflection) touch 38, flat-footed 62 Base Attack/Grapple: +40/+64 Attack: +5 axiomatic, defending, enlightened great scimitar +78 melee; or spell +65 melee touch or +60 ranged touch Full Attack: +5 axiomatic, defending, enlightened great scimitar +78/+73/+68/+63 ranged; or spell +65 melee touch or +60 ranged touch Damage: +5 axiomatic, defending, enlightened great scimitar 2d4+44/15-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+6 to turn checks) 12/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (law). Special Qualities: Divine immunities, DR 20/epic, fire resistance 15, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 10 miles, remote communication, godly realm, greater teleport at will, plane shift at will, hardened, authority, rally +3, iron focus, zealot, war-hardened, desert survivor, fanaticism, SR 42, divine aura (1,000 ft., DC 29). Saves: Fort +55, Ref +51, Will +51 Abilities: Str 39, Dex 28, Con 33, Int 24, Wis 28, Cha 29 Skills: Climb +41, Concentration +58 (+62 when casting defensively), Craft (armorsmithing) +44, Craft (weaponsmithing) +44, Diplomacy +44, Handle Animal +36, Heal +36, Intimidate +36, Jump +41, Knowledge (arcana) +34, Knowledge (architecture and engineering) +34, Knowledge (geography) +34, Knowledge (history) +34, Knowledge (local) +34, Knowledge (nobility and royalty) +34, Knowledge (religion) +54, Knowledge (the planes) +34, Listen +36, Profession (commander) +41, Ride (horse) +40, Search +34 (+38 with secret or hidden doors), Sense Motive +36, Spellcraft +38, Spot +36, Survival +36 (+40 avoid getting lost, other planes, and finding tracks), Swim +41. Feats: Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Divine Might, Divine Vigor, Epic Prowess, Epic Sunder, Epic Weapon Focus (great scimitar), Epic Weapon Specialization (great scimitar), Devastating Critical, Diehard, Dodge, Endurance, Extend Spell, Great Cleave, Great Fortitude, Greater Weapon Focus (great scimitar), Greater Weapon Specialization (great scimitar), Improved Critical (great scimitar), Improved Iniative, Improved Sunder, Mobility, Mounted Combat, Overwhelming Critical, Power Attack, Power Critical, Quick Draw, Ride-By Attack, Spirited Charge, Spring Attack, Toughness x 2, Weapon Focus (great scimitar), Weapon Specialization (great scimitar), Whirlwind Attack Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Battlesense, Divine Armor Mastery, Divine Battle Mastery, Divine Blast, Divine Shield, Divine Weapon Focus (great scimitar), Divine Weapon Mastery, Divine Weapon Specialization (great scimitar), Irresistible Blows Domain Powers: 10/day inspire allies (+2 morale bonus on saves, attacks, ability checks, skill checks, and weapon damage for 9 rounds) Spell-like Abilities: Vataqatal uses these abilities as an 20th-level caster. The save DCs are 29 + spell level. Augury, blade barrier, clairaudience/clairvoyance, deathwatch, demand, detect scrying, discern lies, discern location, divine favor, divine power, enthrall, flame strike, geas/quest, greater command, greater scrying, heroes’ feast, imbue with spell ability, magic vestment, magic weapon, power word blind, power word kill, power word stun, repulsion, spiritual weapon, storm of vengeance, time stop. Cleric Spells/Day: 6/8/7/6/6/5; base DC = 19 + spell level. Possessions: Vataqatal uses Bloodsword, a +5 great scimitar with the axiomatic, defending, and enlightened special abilities for combat. Other Divine Powers As a lesser deity, Vataqatal may take 10 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Vataqatal can see, hear, touch, and smell at a distance of ten miles. As a standard action, he can perceive anything within ten miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 8 hours. Portfolio sense: Vataqatal senses anything that affects at least 500 warriors, and he is also aware when any battle is about to occur so long as there is 500 participants. Automatic actions: Vataqatal can use Craft (armorsmithing), Craft (weaponsmithing), Knowledge (history), and Knowledge (nobility and royalty) as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions each round. Create Magic Items: Vataqatal can create any kind of magic weapon or armor, as long as the item’s market price does not exceed 30,000 gp. Avatars Vataqatal is portrayed as a strong-hewn figure in flowing robes. Beneath them he wears blood-stained lamellar and carries a great scimitar. His face is veiled, revealing only his red, glowing eyes. Avatar of Vataqatal: As Vataqatal except divine rank 5; Spd 60 ft.; AC 66 (touch 33, flat-footed 57); Base Atk +40; Grp +59; Atk +73 melee (2d4+39/15-20, +5 axiomatic, defending, enlightened great scimitar), or spell +60 melee touch or +55 ranged touch; Full Atk +73/+68/+63/+58 melee (2d4+39/15-20, +5 axiomatic, defending, enlightened great scimitar), or spell +60 melee touch or +55 ranged touch; SQ DR 15/epic, fire resistance 10, SR 37, divine aura (50 ft., DC 24); SV Fort +50, Ref +46, Will +46; all skill modifiers reduced by 5. Salient Divine Abilities: Alter Reality, Divine Armor Mastery, Divine Blast, Divine Shield, Divine Weapon Focus (great scimitar), Divine Weapon Specialization (great scimitar) Spell-like Abilities: Caster level 15th; saving throw DC 24 + spell level. Enlightened: An enlightened weapon is charged with destroying the followers of heathen gods. It deals +2d6 bonus points of damage against any unenlightened characters and creatures with an intelligence score of at least 3, including all the following: creatures who have no faith, creatures who reject any kind of faith, and creatures who worship any deity considered to be a savage or ajami god. It bestows one negative level on any unenlightened creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so enchanted bestow the enlightened power upon their ammunition. Moderate evocation; CL 7th; Craft Magic Arms and Armor, creator must worship an enlightened god; Market Price +2 bonus. Note: Clerics of Zakhara should follow the changes made in the Eberron Campaign Setting. A cleric's alignment does not have to match that of his deity. Although followers of local or heathen gods may have alignment restrictions. A lawful evil cleric can worship a chaotic good god, and he will still receive spells and granted powers. The main question is what this divergent alignment means. It may be that the priest is betraying the ideals of his church. It is equally possible that the priest fervently believes in the principles of his religion but approaches them in an unusual manner. Spells with alignment trait descriptors can be cast by clerics or other divine spellcasters even if it is counter to their own alignment. However a character whose abilities are tied to his alignment may lose those abilities (e.g. a faris [paladin] who casts a spell with the chaos or evil descriptor will lose his paladin status until he atones) and repeated casting of such spells may require a change in the character’s alignment. Another change in the Land of Fate, for clerics or other divine spellcasters who gain domains, is the selection of alignment domains. A cleric or other always has the option to select an alignment domain even if his deity does not offer it in their domain list. The cleric must still abide by the restrictions on alignment domains. (A cleric or other who is true neutral may choose the Balance domain for his alignment domain). Sources: Land of Fate (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Faiths and Pantheons (3E), Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Epic Level Handbook (3E), Complete Warrior (3.5E), Oriental Adventures (3E), and Dragon #321. |
| Green Giant09-05-04, 07:58 PM | Here is a major or great god of Zakhara. Enjoy. :) Hajama Brave Hajama, the Courageous Intermediate Diety Symbol: Featureless disc Home Plane: Unknown (Olympian Glades of Arborea/Mithardir) Portfolio: Bravery, courage Worshipers: The brave, thrill-seekers, fighters, the Everlasting Cleric Alignments: Any Domains: Courage, Endurance, Glory, Strength Favored Weapon: Short sword This Great God represents the ideal of courage in the face of opposition. If a man is said to have “Hajama in his heart and Fate at his back,” then he is both courageous and fortunate. Clerics of Hajama tend to multiclass as fighters or divine champions. Dogma Trust your feelings and follow your heart. Always dare to try; cowards fail because their great deeds are unattempted. Bravery takes many forms, the easiest of which is in battle. Living through a defeat strengthens the spirit more than dying for an ideal. Clergy and Temples The faith of Brave Hajama is popular in rural areas, particularly those which border desert, mountains, or other potentially hostile regions. High-ranking male priests of Hajama wear long black beards. The faiths of Hajama and Najm are on friendly terms, and priests of one faith will attend each other’s mosques. In the Pantheon, Hajama is portrayed as one of the sons of Kor, with Najm as his twin brother. The faith of Hajama is served by holy slayers known as the Everlasting. They have a secret citadel somewhere in the Haunted Lands and have operatives in every major city in the Land of Fate. The Everlasting is led by the Grandfather who is sometimes known as “The Caliph of Shadows.” Their symbol is the golden scimitar. A group of mystics called the Court of Rhythm also serve Hajama among the Ruined Kingdoms, Afyal, and the Crowded Sea. They gain their inspiration through rhythmic pounding of drums in great conclaves of drummers. HAJAMA Fighter 20/Cleric 20 Medium-Size Outsider (Chaos, Good) Divine Rank: 14 Hit Dice: 20d8+160 (outsider) plus 20d10+160 (Fighter) plus 20d8+160 (Cleric) (1,000 hp) Initiative: +16, always first (+12 Dex, +4 Improved Iniative, Supreme Iniative) Speed: 60 ft. AC: 87 (+12 Dex, +14 divine, +27 natural, +10 armor [+5 greater shadow lamellar], +3 shield [Greater Two-Weapon Defense feat], +11 deflection) touch 47, flat-footed 75 Base Attack/Grapple: +40/+68 Attack: +5 holy, speed, valorous short sword +79 melee; or spell +68 melee touch or +66 ranged touch Full Attack: +5 holy, speed, valorous short sword +77/+77/+72/+67/+62 melee and +5 holy, speed, valorous, short sword +77/+77/+72/+67/+62 melee; or spell +68 melee touch or +66 ranged touch Damage: +5 holy, speed, valorous short sword 1d6+37/17-20 and +5 holy, speed, valorous short sword 1d6+30/17-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+8 to turn checks) 14/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, good). Special Qualities: Divine immunities, DR 25/epic, fire resistance 19, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 14 miles, remote communication, godly realm, greater teleport at will, plane shift at will, SR 46, divine aura (1,400 ft., DC 35). Saves: Fort +54, Ref +58, Will +55 Abilities: Str 38, Dex 35, Con 26, Int 26, Wis 28, Cha 32 Skills*: Climb +63 (+67 when using rope), Concentration +47 (+51 when casting defensively), Craft (armorsmithing) +42, Craft (weaponsmithing) +42, Diplomacy +51, Handle Animal +50, Heal +43, Hide +76, Intimidate +55, Jump +63, Knowledge (arcana) +47, Knowledge (dungeoneering) +42, Knowledge (geography) +42, Knowledge (history) +42, Knowledge (local) +42, Knowledge (nobility and royalty) +42, Knowledge (religion) +67, Knowledge (the planes) +42, Listen +62, Move Silently +61, Ride (horse) +65, Search +42, Sense Motive +48, Spellcraft +51, Spot +62, Survival +58 (+60 to underground, avoid getting lost, and other planes, to search tracks), Swim +63, Use Rope +51. *Always receives a 20 on checks. Feats: Blind-Fight, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Dodge, Endurance, Greater Powerful Charge, Greater Two-Weapon Defense, Greater Two-Weapon Fighting, Greater Weapon Focus (short sword), Greater Weapon Specialization (short sword), Improved Critical (short sword), Improved Iniative, Improved Disarm, Improved Trip, Improved Two-Weapon Defense, Improved Two-Weapon Fighting, Mobility, Mounted Combat, Perfect Two-Weapon Fighting, Power Attack, Powerful Charge, Ride-By Attack, Spirited Charge, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (short sword), Weapon Specialization (short sword), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar, Battlesense, Divine Armor Mastery, Divine Blast, Divine Inspiration (courage), Divine Shield, Divine Weapon Focus (short sword), Divine Weapon Specialization (short sword), Extra Domain (glory), Gift of Life, Lay Quest, Life and Death, Mass Divine Blast, Supreme Iniative Domain Powers: Aura of courage (allies within 10 ft. including self gain a +4 morale bonus to saving throws against fear effects); 14/day feat of endurance (+10 enhancement bonus to Con for 1 minute); +2 bonus on turn undead checks and +1d6 on turn undead damage roll; 14/day feat of strength (+20 enhancement bonus to Str for 1 round). Spell-like Abilities: Hajama uses these abilities as a 24th-level caster. The save DCs are 35 + spell level. Aid, bear’s endurance, Bigby’s clenched fist, Bigby’s crushing hand, Bigby’s grasping hand, bless weapon, bolt of glory, bull’s strength, cloak of bravery, crown of glory, disrupt undead, endure elements, enlarge person, gate, globe of invulnerability, greater cloak of bravery, greater heroism, heroes’ feast, heroism, holy smite, holy sword, iron body, lion’s roar, magic vestment, mass bear’s endurance, refreshment, remove fear, righteous might, searing light, spell immunity, spell turning, stoneskin, sunbeam, sustain, valiant fury. Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base DC = 19 + spell level. Possessions: Hajama uses twin +5 short swords with the holy, speed, and valorous special abilities. Other Divine Powers As an intermediate deity, Hajama automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Hajama can see, hear, touch, and smell at a distance of fourteen miles. As a standard action, he can perceive anything within fourteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of her rank or lower at up to two remote locations at once for 14 hours. Portfolio sense: Hajama senses when any brave act has occured, and he also knows any acts of cowardice the instant it happens and retains the sensation for fourteen weeks after the event occurs. Automatic actions: Hajama can use Climb, Intimidate, Jump, Survival and Swim as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Hajama can create any kind of magic item dealing with courage and morale, as long as the item’s market price does not exceed 200,000 gp. Avatars In legend, Hajama is described as a stocky man whose long beard is as black as ink. When telling tales of Hajama’s adventure in the desert, Al-Badian priests describe a figure who wraps himself in a jellaba as dark as midnight. Al-Hadhar describe a god who comes to the cities wearing lamellar armor that is carved from the night sky itself. Avatar of Hajama: As Hajama except divine rank 7; Spd 60 ft.; AC 73 (touch 40, flat-footed 61); Base Atk +40; Grp +68; Atk +72 melee (1d6+30/17-20, +5 holy, speed, valorous short sword), or spell +61 melee touch or +59 ranged touch; Full Atk +70/+70/+65/+60/+55 melee (1d6+30/17-20, +5 holy, speed, valorous short sword) and +70/+70/+65/+60/+55 melee (1d6+23/17-20, +5 holy, speed, valorous short sword) or spell +61 melee touch or +59 ranged touch; SQ DR 20/epic, fire resistance 12, SR 39, divine aura (700 ft., DC 28); SV Fort +47, Ref +51, Will +48; all skill modifiers reduced by 7. Salient Divine Abilities: Alter Reality, Alter Size, Divine Armor Mastery, Divine Blast, Divine Inspiration (courage), Divine Shield, Divine Weapon Focus (short sword), Divine Weapon Specialization (short sword), Supreme Iniative. Spell-like Abilities: Caster level 17th; saving throw DC 28 + spell level. Note: Clerics of Zakhara should follow the changes made in the Eberron Campaign Setting. A cleric's alignment does not have to match that of his deity. Although followers of local or heathen gods may have alignment restrictions. A lawful evil cleric can worship a chaotic good god, and he will still receive spells and granted powers. The main question is what this divergent alignment means. It may be that the priest is betraying the ideals of his church. It is equally possible that the priest fervently believes in the principles of his religion but approaches them in an unusual manner. Spells with alignment trait descriptors can be cast by clerics or other divine spellcasters even if it is counter to their own alignment. However a character whose abilities are tied to his alignment may lose those abilities (e.g. a faris [paladin] who casts a spell with the chaos or evil descriptor will lose his paladin status until he atones) and repeated casting of such spells may require a change in the character’s alignment. Another change in the Land of Fate, for clerics or other divine spellcasters who gain domains, is the selection of alignment domains. A cleric or other always has the option to select an alignment domain even if his deity does not offer it in their domain list. The cleric must still abide by the restrictions on alignment domains. (A cleric or other who is true neutral may choose the Balance domain for his alignment domain). Sources: Land of Fate (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Faiths and Pantheons (3E), Player’s Guide to Faerun (3.5E), Unapprochable East (3.5E), Deities and Demigods (3E), Epic Level Handbook (3E), Book of Exalted Deeds (3.5E), Miniature’s Handbook (3.5E), Complete Divine (3.5E), Complete Warrior (3.5E), and Oriental Adventures (3E). |
| Phantom_Lord09-06-04, 02:59 AM | Any chances of getting Xvim's stats? Thank you. |
| Tebryn1409-06-04, 04:05 PM | There are at present no stats for Xvim in my archives. My backlog has reached godly proportions (hah, pun), so... Here is a god I have been working on a for a while, Io. He's a heavy hitter. As a matter of fact, his stats actually made me make another change to the Class Levels portion of the power clause (in addition to some wild Size modifiers). Check that out. Here he is, the Swallower of Shades. Io The Concordant Dragon, The Great Eternal Wheel, Lord of the Gods, Swallower of Shades, The Ninefold Dragon, Creator of Dragonkind. Greater Deity Symbol: A multicolored metallic disk. Home Plane: Unknown Alignment: Neutral Portfolio: Creation, dragonkind Worshippers: Dragons, kobolds, troglodytes, other scalyfolk, dragon cultists. Cleric Alignments: all Domains: Balance, Chaos, Evil, Good, Knowledge, Law, Magic, Scalykind. Favored Weapon: Bite Io, the Concordant Dragon, the head of the Draconic Pantheon, is among the most powerful of all deities, along with the heads of the other major pantheons. However, many myths allude to Io as a power greater than his peers. Some say his title, the Lord of the Gods is proof of his superior stature. Other claim him to be an overpower, or a being who was integral to the creation of everything, not just the dragons. These folk claim that he was so deeply ingrained in the creation of the multiverse that other creation myths, even those that don’t include him are still accurate; he preceded the other gods, perhaps even having brought them into existence. He is supposedly of such great size that each of his individual scales is larger than the greatest mortal wyrm ever to have flown the skies of his world. The truth of the matter is that much of this talk is just that. However, even though he is not an overpower, Io is a force to be reckoned with. His chief concern is the welfare of the dragons, and he is called the Ninefold dragon because he subsumes all nine alignments into his being. Colossal ++ Dragon (Extraplanar) Divine Rank: 19 Hit Dice: 70d12+1050 (1890 hp) Initiative: +4 Speed: 200 ft., fly 400 ft. average. AC: 87 (-24 size, +19 divine, +69 natural, +13 deflection) Base Attack/Grapple: +70/+135. Attacks*: Bite +95 melee, and 2 claws +90 melee, and 2 wings +90 melee, and tail slap +90 melee; or by spell +95 melee touch, or +65 ranged touch. Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: Bite 5d8+30; 2 claws 3d8+15; 2 wings 6d6+15; tail slap 6d6+45; or by spell. *Always does maximum damage (Bite 70 points, claws 39 points, wings 51 points, tail slap 85). Face/Reach: 120 ft. by 240 ft./ 45 ft. Special Attacks: Breath weapons, crush, tail sweep, spells, spell-like abilities, domain powers, salient divine abilities. Special Qualities: Divine immunities, fire resistance 24, DR 30/epic, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 19 miles, remote communication 19 miles, godly realm (100 miles), greater teleport at will, plane shift at will, blindsight 500 ft., SR 51, divine aura (19 miles, DC 42), fast healing 39, frightful presence (DC 42). Saves*: Fort +71, Ref +56, Will +73. Always receives a 20 on saving throws. Abilities: Str 70, Dex 10, Con 40, Int 40, Wis 44, Cha 36. Skills*: Bluff +62, Climb +60, Concentration +104, Craft (Alchemy) +104, Decipher Script +84, Diplomacy +102, Gather Information +62, Heal +76, Intimidate +92, Jump +99, Knowledge (Arcana) +104, Knowledge (Architecture and Engineering) +104, Knowledge (History) +104, Knowledge (Nature) +104, Knowledge (Nobility and Royalty) +104, Knowledge (Planes) +104, Knowledge (Religion) +104, Listen +88, Search +84, Sense Motive +106, Spellcraft +108, Spot +88, Swim +69, Use Magic Device +62. *Always receives a 20 on checks. Feats: Alertness, Cleave, Combat Reflexes, Draconic Knowledge (+35), Empower Spell, Enhance Spell, Enlarge Spell, Extend Spell, Fly By Attack, Great Cleave, Heighten Breath, Heighten Spell, Hover, Improved Bullrush, Improved Initiative, Intensify Spell, Multispell, Power Attack, Quicken Spell, Shock Wave, Silent Spell, Spell Penetration, Still Spell, Sunder. Breath Weapons (Su): Io can use the breath weapon of any true mortal dragon. All lines are 200 ft. long and 5 ft, wide and tall, and all cones are 100 ft. All those that deal damage deal 45d10 points of the appropriate type, and any that allow a saving throw have a DC of 79. Crush (Ex): Io can land on foes as a standard action, using his whole body to crush them. Crush attacks are effective only against opponents that are Gargantuan or smaller. A crush attack affects as many creatures as can fit un Io’s body. Creatures in the affected area must succeed at Reflex saving throws (DC 79) or be pinned automatically, taking 8d8+45 points of damage each round until Io moves. Io can maintain the pin as a normal grapple action. Tail Sweep (Ex): AS a standard action, Io can sweep his tail in a half circle with a diameter of 120 ft. Huge or smaller creatures within the tail sweep automatically take 4d8+45 points of damage and must succeed at Reflex saves to avoid being knocked prone (DC 79). Domain Powers:[b]Cast chaotic, good, evil, and lawful spells at +1 caster level; cast divination spells at +1 caster level; use spell trigger and spell completion items as Wiz39; 19/day, add Wisdom modifier to AC for 22 rounds; Rebuke reptilian creatures 16/day. [b]Spell-Like Abilities: Io uses these abilities as a 29th level caster, except for chaotic, good, evil, and lawful spells, which he uses as a 30th level caster. The save DCs are 44+spell level. Make Whole, Calm Emotions, Clarity of Mind, Dismissal, Santuary, Mass, Banishment, Word of Balance, Protection from Spells, Weighed in the Balance, Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX, Protection from Good, Desecrate, Magic Circle again Good, Unholy Smite, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Blade Barrier, Holy Word, Holy Aura, Detect Secret Doors, Detect Thoughts, Clairaudience/Clairvoyance, Divination, True Seeing, Find the Path, Legend Lore, Discern Location, Foresight, Protection from Chaos, Calm Emotions, Magi circle Against Chaos, Order’s Wrath, Dispel Chaos, Home Monster, Dictum, Shield of Law, Nystul’s Undetectable Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen’s Disjunction, Magic Fang, Animal Trance, Greater Magic Fang, Poison, Animal Growth, Eyebite, Creeping Doom, Animal Shapes, Shapechange. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality (DC 52 for duplicated spells), Alter Reality, Annihilation Strike, Automatic Metamagic (Quickened Sorcerer Spells), Avatar (20), Call Creatures (up to 19 dragon-type creatures, each with up to 19 HD), Clearsight (190 ft.), Control Creatures (Dragons, DC 42, 190 creatures at once), Create Greater Object, Create Object, Divine Blast (16/day, 32d12 points of damage, up to 19 miles), Divine Creation, Divine Fast Healing, Divine Shield (18/day, 190 points of damage), Divine Spellcasting, Extra Domain (Good), Extra Domain (Knowledge), Extra Domain (Law), Extra Domain (Magic), Extra Domain (Scalykind), Frightful Presence, Instant Counterspell, See Magic, Spell Immunity*. Cleric Spells/Day (Levels 0-17): Io casts spells as a 22nd level cleric. 6/10/9/9/9/9//7/7/7/7/3/3/3/3/2/2/2/2; base DC=29+spell level. Sorcerer Spells/day (Levels 0-13): Io casts spells as a 28th level sorcerer. 6/10/9/9/9/9/8/8/8/8/2/2/2/2; base DC=25+spell level. *Spell Immunity (unique salient divine ability): Io is immune to effect of any spell or spell-like ability of 5th level or lower. Other Divine Powers As a greater deity, Io automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal. Senses: Io can see, hear, touch, and smell at a distance of 19 miles. As a standard actio0n, he can perceives anything within 19 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing power of deities his rank or lower at up to two remote locations at once for 19 hours. Portfolio Sense: Io senses anything that affects the well-being of dragonkind 19 tendays before it happens, and retains the sensation for 19 tendays after the event occurs. He likewise senses whenever dragons use magic, or anytime someone studies dragon lore. He also senses any action that will upset the Balance. Automatic Actions: Io can use any Knowledge skill as a free action as long as the DC for the task is 30 or lower. He can likewise use Spellcraft or Concentration. He can perform up to 20 such free actions each round. Create Magic Items: Io can create any magic item. |
| Green Giant09-06-04, 10:12 PM | Here is a major or great goddess of Zakhara. Enjoy. :) Hakiyah Of the Sea Breezes, the Honest Intermediate Diety Symbol: A cresting wave Home Plane: Unknown (Seven Mounting Heavens of Celestia/Solania) Portfolio: Honesty, truth Worshipers: Hakimas, farisan (paladins), judges, seekers of truth Cleric Alignments: Any Domains: Insight, Knowledge, Meditation, Oracle Favored Weapon: Spear This Great Goddess, also called Hakiyah the Honest, symbolizes truth. She is potrayed as the calm voice of reason, often correcting and guiding Haku (who is alternately her nephew, brother, and uncle) in his adventures. Clerics of Hakiyah tend to multiclass as loremasters, paladins, diviners, divine disciples, or hakimas. Dogma Question and check, then check again. People see what they desire to see, not always what truly exists. All men and women my cast illusions-even those who are not sorcerers, and even those who are ignorant of their actions. Danger lies in unquestioning belief. Clergy and Temples The nature of Hakiyah’s worship is calm, meditative, and methodical. Better to take no action than to take one impulsively, it is said. As a result, Hakiyah is popular in the Pearl Cities, particularly among members of the merchant class. Both Hakiyah and Haku have large mosques and universities in the Pearl Cities. In the Pantheist League, neither god is worshipped openly, and their followers are persecuted. The faith of Hakiyah is served by holy slayers known as the Soft Whisper who allow female members only. They have members throughout the Land of Fate and several members of the Grand Caliph’s harim are whispered to belong to the order. Their symbol is the jade jambiya. HAKIYAH Cleric 20/Diviner 10/Loremaster 10 Medium-Size Outsider (Good, Law) Divine Rank: 13 Hit Dice: 20d8+140 (outsider) plus 20d8+140 (Cleric) plus 10d4+70 (Diviner) plus 10d4+70 (Loremaster) (820 hp) Initiative: +11 (+7 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 67 (+7 Dex, +13 divine, +26 natural, +11 deflection) touch 41, flat-footed 60 Base Attack/Grapple: +40/+60 Attack: +5 enlightened, holy, merciful spear +66 melee; or spell +60 melee touch or +60 ranged touch Full Attack: +5 enlightened, holy, merciful spear +66/+61/+56/+51 melee; or spell +60 melee touch or +60 ranged touch Damage: +5 enlightened, holy, merciful spear 1d8+12/x3; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+8 to turn checks) 18/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (good, law). Special Qualities: Divine immunities, DR 25/epic, fire resistance 18, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 13 miles, remote communication, godly realm, greater teleport at will, plane shift at will, lore +28, secret (secrets of inner strength, the lore of true stamina, secret knowledge of avoidance, applicable knowledge, dodge trick), greater lore, true lore, uncanny dodge, SR 45, divine aura (1,300 ft., DC 34). Saves: Fort +54, Ref +54, Will +61 Abilities: Str 24, Dex 24, Con 24, Int 35, Wis 41, Cha 33 Skills*: Appraise +50, Concentration +85 (+89 when casting defensively), Craft (alchemy) +50, Craft (calligraphy) +50, Decipher Script +50, Diplomacy +81, Gather Information +53, Handle Animal +49, Heal +58, Knowledge (arcana) +90, Knowledge (architecture and engineering) +60, Knowledge (dungeoneering) +60, Knowledge (geography) +60, Knowledge (history) +70, Knowledge (local) +70, Knowledge (nature) +60, Knowledge (nobility and royalty) +60, Knowledge (religion) +90, Knowledge (the planes) +60, Listen +53, Perform (oratory) +69, Profession (judge) +73, Search +50 (+54 with hidden or secret doors), Sense Motive +106, Spellcraft +98 (+102 to decipher scrolls), Spot +53, Use Magic Device +49 (+61 with scrolls). *Always receives a 20 on checks. Feats: Combat Casting, Combat Expertise, Craft Staff, Craft Wand, Craft Wondrous Item, Divine Metamagic, Divine Spell Power, Enlarge Spell, Epic Skill Focus (divination), Epic Spell Focus (divination), Extend Spell, Extra Turning, Greater Spell Focus (divination), Greater Spell Penetration, Heighten Spell, Improved Counterspell, Improved Heighten Spell, Improved Iniative, Improved Metamagic, Quicken Spell, Scribe Scroll, Skill Focus (Sense Motive), Spell Focus (divination), Spell Penetration, Weapon Focus (spear). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar, Clearsight, Divine Blast, Divine Recall (truth), Divine Shield, Divine Spell Focus (divination), Divine Spellcasting, Extra Domain (knowledge), Gift of Life, Know Secrets, Lay Quest, Life and Death, Power of Truth Domain Powers: 13/day Empower spell. Spell-like Abilities: Hakiyah uses these abilities as a 23rd-level caster, except for divination spells, which she casts as a 26th-level caster. The save DCs are 34 + spell level. Augury, astral projection, clairaudience/clairvoyance, commune, comprehend languages, detect secret doors, detect thoughts, discern location, divination, find the path, foresight, greater arcane sight, greater scrying, identify, legend lore, locate object, mass owl’s wisdom, mind blank, moment of prescience, owl’s wisdom, scrying, spell resistance, spell turning, tongues, true seeing, true strike. Cleric Spells/Day (Levels 0-15): 6/10/10/10/9/9/8/8/7/7/3/3/2/2/2/2; base DC = 25 + spell level or 38 + spell level for divination spells. Wizard Spells/Day (Levels 0-12): 5/8/8/8/8/7/7/7/7/6/3/3/3; base DC = 22 + spell level or 35 + spell level for divination spells; Prohibited school: Illusion. Possessions: Hakiyah uses a +5 spear with the enlightened, holy, and merciful special abilities. Other Divine Powers As an intermediate deity, Hakiyah automatically receives a die result of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Hakiyah can see, hear, touch, and smell at a distance of thirteen miles. As a standard action, she can perceive anything within thirteen miles of his worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 13 hours. Portfolio sense: Hakiyah senses when anyone has spoken the truth or been honest, and she also knows anyone has spoken a lie the instant it happens and retains the sensation for thirteen weeks after the event occurs. Automatic actions: Hakiyah can use Diplomacy, Profession (judge), Sense Motive and any Knowledge skill used in the pursuit of truth as a free action if the DC for the task is 25 or lower. She can perform up to ten such free actions each round. Create Magic Items: Hakiyah can create any kind of magic item dealing with truth and divination, as long as the item’s market price does not exceed 200,000 gp. Avatars In human form, she wears the trousers, blouse, and vest of a city-dweller. Avatar of Hakiyah: As Hakiyah except divine rank 6; Spd 60 ft.; AC 53 (touch 34, flat-footed 46); Base Atk +40; Grp +53; Atk +59 melee (1d8+12/x3, +5 enlightened, holy, merciful spear), or spell +53 melee touch or +53 ranged touch; Full Atk +59/+54/+49/+44 melee (1d8+12/x3, +5 enlightened, holy, merciful spear) or spell +53 melee touch or +53 ranged touch; SQ DR 20/epic, fire resistance 11, SR 38, divine aura (600 ft., DC 27); SV Fort +47, Ref +47, Will +54; all skill modifiers reduced by 7. Salient Divine Abilities: Alter Reality, Alter Size, Clearsight, Divine Blast, Divine Shield, Divine Spell Focus (divination), Extra Domain (knowledge), Power of Truth. Spell-like Abilities: Caster level 16th, except for divination spells, which she casts as a 19th-level caster; saving throw DC 27 + spell level. Enlightened: An enlightened weapon is charged with destroying the followers of savage gods. It deals +2d6 bonus points of damage against any unenlightened characters and creatures with an intelligence score of at least 3, including all the following: creatures who have no faith, creatures who reject faith, and creatures who worship any deity considered to be a savage or ajami god. It bestows one negative level on any unenlightened creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so enchanted bestow the enlightened power upon their ammunition. Moderate evocation; CL 7th; Craft Magic Arms and Armor, creator must worship an enlightened god; Market Price +2 bonus. Note: Clerics of Zakhara should follow the changes made in the Eberron Campaign Setting. A cleric's alignment does not have to match that of his deity. Although followers of local or heathen gods may have alignment restrictions. A lawful evil cleric can worship a chaotic good god, and he will still receive spells and granted powers. The main question is what this divergent alignment means. It may be that the priest is betraying the ideals of his church. It is equally possible that the priest fervently believes in the principles of his religion but approaches them in an unusual manner. Spells with alignment trait descriptors can be cast by clerics or other divine spellcasters even if it is counter to their own alignment. However a character whose abilities are tied to his alignment may lose those abilities (e.g. a faris [paladin] who casts a spell with the chaos or evil descriptor will lose his paladin status until he atones) and repeated casting of such spells may require a change in the character’s alignment. Another change in the Land of Fate, for clerics or other divine spellcasters who gain domains, is the selection of alignment domains. A cleric or other always has the option to select an alignment domain even if his deity does not offer it in their domain list. The cleric must still abide by the restrictions on alignment domains. (A cleric or other who is true neutral may choose the Balance domain for his alignment domain). Sources: Land of Fate (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Faiths and Pantheons (3E), Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Epic Level Handbook (3E), Complete Divine (3.5E), and Dragonlance Campaign Setting (3.5E). |
| Green Giant09-07-04, 11:21 PM | Here is a major or great goddess of Zakhara. Enjoy. :) Haku Master of the Desert Wind, Free Haku Intermediate Diety Symbol: A stylized gust of wind Home Plane: Unknown (Wilderness of the Beastlands/Krigala) Portfolio: Freedom, independence Worshipers: Desert dwellers, slaves, rangers, holy liberators Cleric Alignments: Any Domains: Competition, Liberation, Protection, Travel Favored Weapon: Scimitar This God represents personal independence. His words, when recorded by those who receive them, are always proud, self-assured, and even haughty. He implores his followers to apply themselves and to do nothing half-heartedly. Clerics of Haku tend to multiclass as rangers, divine disciples, or holy liberators. Dogma Do not burden others. Rely on your own talents. Trust the wisdom of your own experiences. Protect those you love and respect, but do not assume that they will be there to protect you. Clergy and Temples Haku is popular in regions lying in and near the open desert. In the Pearl Cities he is connected with Hakiyah, who is alternately described as niece, sister, and aunt. Both Haku and Hakiyah’s worshippers are persecuted in Pantheist lands. The faith of Haku is served by holy slayers known as the Wind of Fate who allow male members only. Its members are well-versed in desert lore, and said to have members among every major desert tribe. Its citadel is located in the mountains overlooking the Genies’ Anvil. Their symbol is the blowgun. A group of dervishes, desert peoples, and mystics also serve Haku as the Dome Dancers. They swear allegiance to the Desert Mosque and its keeper, Angaloran (N hm Clr9/Lor5 of Haku). They receive their enlightenment from long periods of dancing and spinning. They are extremely radical in their pressing for the freedom of the desert and the superiority and romance of the nomadic tribes over their civilized neighbors. HAKU Ranger 20/Cleric 20 Medium-Size Outsider (Chaos, Good) Divine Rank: 13 Hit Dice: 20d8+160 (outsider) plus 20d8+160 (Ranger) plus 20d8+160 (Cleric) (960 hp) Initiative: +18, always first (+14 Dex, +4 Improved Iniative, Supreme Iniative) Speed: 60 ft. AC: 72 (+14 Dex, +13 divine, +26 natural, +9 deflection) touch 46, flat-footed 58 Base Attack/Grapple: +40/+65 Attack: +5 anarchic, everbright, hunting scimitar +75 melee; or spell +65 melee touch or +67 ranged touch Full Attack: +5 anarchic, everbright, hunting scimitar +75/+70/+65/+60 melee; or spell +65 melee touch or +67 ranged touch Damage: +5 anarchic, everbright, hunting scimitar 1d6+30/15-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+6 to turn checks) 12/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, good). Special Qualities: Divine immunities, DR 25/epic, fire resistance 18, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 13 miles, remote communication, godly realm, greater teleport at will, plane shift at will, wild empathy +33, favored enemy (monstrous humanoid +9, evil outsider +7, undead +5, giant +5, magical beast +5), animal companion as ranger, woodland stride, swift tracker, evasion, camouflage, hide in plain sight, SR 45, divine aura (1,300 ft., DC 32). Saves: Fort +53, Ref +59, Will +55 Abilities: Str 34, Dex 38, Con 27, Int 26, Wis 30, Cha 29 Skills*: Climb +53 (+57 with ropes), Concentration +46 (+50 when casting defensively), Craft (alchemy) +46, Diplomacy +51, Handle Animal +57, Heal +48, Hide +72, Jump +53, Knowledge (arcana) +46, Knowledge (dungeoneering) +48, Knowledge (geography) +48, Knowledge (history) +46, Knowledge (local) +46, Knowledge (nature) +82, Knowledge (religion) +66, Knowledge (the planes) +46, Listen +53, Move Silently +72, Profession (hunter) +48, Ride (camel) +76, Search +46, Sense Motive +48, Spellcraft +50, Spot +53, Survival +78 (+82 underground, avoid getting lost, other planes, and find tracks, +84 aboveground), Swim +53, Use Rope +52. *Always receives a 20 on checks. Feats: Blind-Fight, Cleave, Combat Casting, Combat Expertise, Craft Magic Arms and Armor, Dodge, Endurance, Favored Power Attack, Great Cleave, Greater Two-Weapon Fighting, Improved Critical (scimitar), Improved Favored Enemy, Improved Trip, Improved Two-Weapon Fighting, Improved Unarmed Strike, Mobility, Mounted Combat, Quick Draw, Power Attack, Ride-By Attack, Spirited Charge, Spring Attack, Track, Two-Weapon Fighting, Weapon Focus (scimitar), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Banestrike (monstrous humanoid), Battlesense, Divine Blast, Divine Ranger, Divine Shield, Divine Weapon Focus (scimitar), Divine Weapon Specialization (scimitar), Extra Domain (competition), Gift of Life, Life and Death, Power of Nature, Supreme Iniative, Wound Enemy Domain Powers: +1 on all opposed checks; reroll any failed save vs. charm, compulsion, or fear effects; 13/day protective ward (touched subject gains +20 resistant bonus on next saving throw, maximum duration 1 hour); 20 rounds/day freedom of movement. Spell-like Abilities: Haku uses these abilities as a 23rd-level caster. The save DCs are 32 + spell level. Antimagic field, astral projection, break enchantment, dimension door, divine power, find the path, fly, freedom of movment, greater dispel magic, greater teleport, greater visage of the deity, locate object, longstrider, mind blank, moment of prescience, omen of peril, phase door, prayer, prismatic sphere, protection from energy, rage, refuge, regenerate, remove fear, repulsion, righteous might, sanctuary, shield other, spell immunity, spell resistance, teleport, unbinding, undetectable alignment, zeal, zealot pact. Cleric Spells/Day: 6/9/9/8/8/8/7/6/6/6; base DC = 20 + spell level. Ranger Spells/Day: 6/6/5/5; base DC = 20 + spell level. Possessions: Haku uses a +5 scimitar with the anarchic, everbright, and hunting special abilities. Other Divine Powers As an intermediate deity, Haku automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Haku can see, hear, touch, and smell at a distance of thirteen miles. As a standard action, he can perceive anything within thirteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 13 hours. Portfolio sense: Haku senses when anyone is being oppressed or suffering the instant it happens and retains the sensation for thirteen weeks after the event occurs. Automatic actions: Haku can use Hide, Knowledge (nature), Move Silently, Ride (camel), and Survival as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Haku can create any kind of magic item dealing with liberation or protection from the elements, as long as the item’s market price does not exceed 200,000 gp. Avatars In the old legends, he is always described as a desert nomad, wearing a flowing aba and keffiyeh, with a gleaming scimitar at his side. Avatar of Haku: As Haku except divine rank 6; Spd 60 ft.; AC 58 (touch 39, flat-footed 44); Base Atk +40; Grp +59; Atk +68 melee (1d6+23/15-20, +5 anarchic, everbright, hunting scimitar), or spell +58 melee touch or +60 ranged touch; Full Atk +68/+63/+58/+53 melee (1d6+23/15-20, +5 anarchic, everbright, hunting scimitar) or spell +58 melee touch or +60 ranged touch; SQ DR 20/epic, fire resistance 11, SR 38, divine aura (600 ft., DC 25); SV Fort +46, Ref +52, Will +48; all skill modifiers reduced by 7. Salient Divine Abilities: Alter Reality, Alter Size, Divine Blast, Divine Ranger, Divine Shield, Divine Weapon Focus (scimitar), Divine Weapon Specialization (scimitar), Extra Domain (competition). Spell-like Abilities: Caster level 16th; saving throw DC 25 + spell level. Note: Clerics of Zakhara should follow the changes made in the Eberron Campaign Setting. A cleric's alignment does not have to match that of his deity. Although followers of local or heathen gods may have alignment restrictions. A lawful evil cleric can worship a chaotic good god, and he will still receive spells and granted powers. The main question is what this divergent alignment means. It may be that the priest is betraying the ideals of his church. It is equally possible that the priest fervently believes in the principles of his religion but approaches them in an unusual manner. Spells with alignment trait descriptors can be cast by clerics or other divine spellcasters even if it is counter to their own alignment. However a character whose abilities are tied to his alignment may lose those abilities (e.g. a faris [paladin] who casts a spell with the chaos or evil descriptor will lose his paladin status until he atones) and repeated casting of such spells may require a change in the character’s alignment. Another change in the Land of Fate, for clerics or other divine spellcasters who gain domains, is the selection of alignment domains. A cleric or other always has the option to select an alignment domain even if his deity does not offer it in their domain list. The cleric must still abide by the restrictions on alignment domains. (A cleric or other who is true neutral may choose the Balance domain for his alignment domain). Sources: Land of Fate (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Faiths and Pantheons (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Complete Warrior (3.5E), Complete Divine (3.5E), and Masters of the Wild (3E). |
| Phantom_Lord09-08-04, 06:41 AM | There are at present no stats for Xvim in my archives. My backlog has reached godly proportions (hah, pun) Tebryn, by any chance do you have your backlogs in a word document? :schemes: |
| Green Giant09-08-04, 04:32 PM | Here is a goddess of Zakhara. Enjoy. :) Jauhar The Gem Studded Intermediate Diety Symbol: A gold dinar Home Plane: Unknown (Concordant Domain of the Outlands/the Marketplace Eternal) Portfolio: Wealth Worshipers: Merchants, traders, the wealthy, rogues Cleric Alignments: Any Domains: Knowledge, Protection, Trade, Travel, Wealth Favored Weapon: Jambiya Representing wealth, this goddess is sometimes called Jauhar the Gem Studded. She is technically a common deity, because her worship is confined to the Pantheist League and a few cities of the Ruined Kingdoms. The heavily moralist League of the Pantheon considers her a Great God, however, taking the place of Bountiful Jisan (whom Pantheists view as common). In the Pantheon, Jauhar is regarded as the beautiful daughter of Kor. This explains a popular Pantheist saying: “Wisdom comes from Strength, but Wealth comes from Wisdom.” Clerics of Jauhar tend to multiclass as experts, rogues, or aristocrats. Dogma Work hard and you will be rewarded as you are due. A holy person is a wealthy person. Those who have no food cannot meditate; they think more about their empty stomachs than their empty souls. Wealth is the oil that greases the wheels of the civilized world. Fate gives to those who take. Clergy and Temples Jauhar represents the industriousness of the Pantheist cities, and she is venerated by merchants and craftsmen of that region. Her worship is tolerated in other areas, though not where Jisan prevails. Jauharites and Jisanites compete for followers, funds, and attention. At times, the competition is bloody. JAUHAR Cleric 20/Expert 10/Rogue 10 Medium-Size Outsider Divine Rank: 11 Hit Dice: 20d8+140 (outsider) plus 20d8+140 (Cleric) plus 10d6+70 (Expert) plus 10d6+70 (Rogue) (860 hp) Initiative: +12 (+8 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 66 (+8 Dex, +11 divine, +24 natural, +13 deflection) touch 42, flat-footed 58 Base Attack/Grapple: +40/+58 Attack: +5 defending, disarming, enlightened jambiya +65 melee; or spell +58 melee touch or +59 ranged touch Full Attack: +5 defending, disarming, enlightened jambiya +65/+60/+55/+50 melee; or spell +58 melee touch or +59 ranged touch Damage: +5 defending, disarming, enlightened jambiya 1d3+12/15-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+6 to turn checks) 16/day, sneak attack +5d6, domain powers, salient divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 25/epic, fire resistance 16, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 11 miles, remote communication, godly realm, greater teleport at will, plane shift at will, trapfinding, improved evasion, trap sense +3, uncanny dodge, improved uncanny dodge, SR 43, divine aura (1,100 ft., DC 34). Saves: Fort +50, Ref +51, Will +55 Abilities: Str 25, Dex 26, Con 25, Int 35, Wis 35, Cha 36 Skills*: Appraise +71, Balance +50, Bluff +69, Climb +43, Concentration +43 (+47 when casting defensively), Craft (locksmithing) +48, Decipher Script +48, Diplomacy +83, Disable Device +48, Disguise +49 (+55 acting), Escape Artist +44, Forgery +48, Gather Information +53, Heal +48, Hide +44, Jump +49, Knowledge (arcana) +48, Knowledge (architecture and engineering) +48, Knowledge (geography) +48, Knowledge (history) +48, Knowledge (local) +68, Knowledge (nobility and royalty) +48, Knowledge (religion) +53, Knowledge (the planes) +48, Listen +48, Move Silently +44, Open Lock +44, Perform (dance) +69, Profession (merchant) +68, Ride (horse) +44, Search +48 (+52 with hidden or secret doors), Sense Motive +48, Sleight of Hand +50, Spellcraft +52 (+56 to decipher scrolls), Spot +48, Survival +48 (+52 to avoid getting lost, other planes, and follow tracks), Swim +44, Tumble +68, Use Magic Device +49 (+57 with scrolls). *Always receives a 20 on checks. Feats: Combat Casting, Brew Potion, Combat Expertise, Combat Reflexes, Craft Wondrous Item, Dodge, Flick of the Wrist, Improved Critical (jambiya), Improve Disarm, Improved Feint, Improved Iniative, Mobility, Mounted Combat, Quick Draw, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Appraise), Spring Attack, Still Spell, Weapon Finesse, Weapon Focus (jambiya). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Clearsight, Create Object, Create Greater Object, Divine Blast, Divine Shield, Extra Domain (knowledge), Extra Domain (protection), Gift of Life, Know Secrets, Life and Death Domain Powers: Cast divination spells at +1 caster level; 11/day protective ward (touched subject gains +20 resistance bonus on next saving throw, maximum duration 1 hour), 20 rounds/day freedom of movement; 11/day detect thoughts for 20 minutes (one target per use). Spell-like Abilities: Jauhar uses these abilities as a 21st-level caster, except divination spells, which she casts as a 22nd-level caster. The save DCs are 34 + spell level. Alarm, antimagic field, antipathy, astral projection, clairaudience/clairvoyance, detect secret doors, detect scrying, detect thoughts, dimension door, discern location, divination, eagle’s splendor, fabricate, find the path, fly, forbiddance, foresight, gembomb, glyph of warding, greater teleport, legend lore, Leomund’s secret chest, longstrider, locate object, message, mind blank, Mordenkainen’s magnificent mansion, obscure object, phase door, prismatic sphere, protection from energy, repulsion, sanctuary, sending, sequester, shield other, spell immunity, spell resistance, teleport, true seeing. Cleric Spells/Day: 6/9/9/9/9/8/7/7/7/6; base DC = 22 + spell level. Possessions: Jauhar uses a +5 jambiya with the defending, disarming, and enlightened special abilities. Other Divine Powers As an intermediate deity, Jauhar automatically receives a die result of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Jauhar can see, hear, touch, and smell at a distance of eleven miles. As a standard action, she can perceive anything within eleven miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 11 hours. Portfolio sense: Jauhar senses any contract or commercial transaction, and she also knows of any destruction or theft the instant it happens and retains the sensation for eleven weeks after the event occurs. Automatic actions: Jauhar can use Appraise, Bluff, Diplomacy, Gather Information, Knowledge (local), Listen, Perform (dance), Profession (merchant), and Sense Motive as a free action if the DC for the task is 25 or lower. She can perform up to ten such free actions each round. Create Magic Items: Jauhar can create any kind of magic item dealing with comfort, defense, the gathering of information or the verifying of information, as long as the item’s market price does not exceed 200,000 gp. Avatars Jauhar takes on physical form only in rare portraits of old-those which Pantheists seek to eliminate. In such legends, Jauhar always appears as a comely maiden with straight black hair and luminous, kohl-rimmed eyes. She wears a dancer’s brassiere and pantaloons. The brassiere is covered with coins-allegedly given to her by admirers. The seams of her silken pantaloons are similarly adorned. Old temples scattered throughout Zakhara once contained drawings of Jauhar in this garb. Nearly all of the drawings have been destroyed by Pantheists, leaving only a verbal portrait. Even that has been declared blasphemous by the Pantheists, who describe her as a more modest woman, fully cloaked in a chador, with only the gold dinar on her forehead serving to distinguish her from other moralist women. Avatar of Jauhar: As Jauhar except divine rank 5; Spd 60 ft.; AC 54 (touch 36, flat-footed 46); Base Atk +40; Grp +52; Atk +59 melee (1d3+12/15-20, +5 defending, disarming, enlightened jambiya), or spell +52 melee touch or +53 ranged touch; Full Atk +59/+54/+49/+44 melee (1d3+12/15-20, +5 defending, disarming, enlightened jambiya) or spell +52 melee touch or +53 ranged touch; SQ DR 15/epic, fire resistance 10, SR 37, divine aura (50 ft., DC 28); SV Fort +44, Ref +45, Will +49; all skill modifiers reduced by 6. Salient Divine Abilities: Alter Reality, Alter Size, Divine Blast, Divine Shield, Gift of Life, Know Secrets Spell-like Abilities: Caster level 15th; saving throw DC 28 + spell level. Enlightened: An enlightened weapon is charged with destroying the followers of savage gods. It deals +2d6 bonus points of damage against any unenlightened characters and creatures with an intelligence score of at least 3, including all the following: creatures who have no faith, creatures who reject faith, and creatures who worship any deity considered to be a savage or ajami god. It bestows one negative level on any unenlightened creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so enchanted bestow the enlightened power upon their ammunition. Moderate evocation; CL 7th; Craft Magic Arms and Armor, creator must worship an enlightened god; Market Price +2 bonus. Note: Clerics of Zakhara should follow the changes made in the Eberron Campaign Setting. A cleric's alignment does not have to match that of his deity. Although followers of local or heathen gods may have alignment restrictions. A lawful evil cleric can worship a chaotic good god, and he will still receive spells and granted powers. The main question is what this divergent alignment means. It may be that the priest is betraying the ideals of his church. It is equally possible that the priest fervently believes in the principles of his religion but approaches them in an unusual manner. Spells with alignment trait descriptors can be cast by clerics or other divine spellcasters even if it is counter to their own alignment. However a character whose abilities are tied to his alignment may lose those abilities (e.g. a faris [paladin] who casts a spell with the chaos or evil descriptor will lose his paladin status until he atones) and repeated casting of such spells may require a change in the character’s alignment. Another change in the Land of Fate, for clerics or other divine spellcasters who gain domains, is the selection of alignment domains. A cleric or other always has the option to select an alignment domain even if his deity does not offer it in their domain list. The cleric must still abide by the restrictions on alignment domains. (A cleric or other who is true neutral may choose the Balance domain for his alignment domain). Sources: Land of Fate (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Faiths and Pantheons (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E), Deities and Demigods (3E), Complete Warrior (3.5E), and Draconomicon (3.5E). |
| Green Giant09-09-04, 04:24 PM | Here is a major or great goddess of Zakhara. Enjoy. :) Jisan Of the Floods, the Bountiful Greater Diety Symbol: A rain cloud Home Plane: Unknown (Blessed Fields of Elysium/Amoria) Portfolio: Fruitfulness Worshipers: Farmers, gardeners, commoners, merchants Cleric Alignments: Any Domains: Craft, Feast, Life, Renewal, Storm Favored Weapon: Flail This Great Goddess symbolizes fertility and productivity. She may have been a storm-goddess long ago, for she was linked to the monsoon rains and the yearly flooding of the great river. From that origin, she became identified with people who prepared for the rains and floods-people who therefore gained the most from the water’s passing. Dogma Rewards of the spirit and the flesh may be harvested from the act of applying oneself to a noble task. The gold brought from honest labor is repaid a thousandfold in the good it brings to the spirit. A person who does not work, wastes. Fate brings all things to men and women, but only those who are prepared may take advantage of it. If the sky were raining catfish, would you rather have a net or a parasol? Clergy and Temples Jisan encourages the work ethic. She is venerated by merchants, and her word is carried throughout the Land of Fate to every port. Jisan’s worship is nearly universal, though it is most popular in cities that boat thriving bazaars. Members of the League of the Pantheon consider Jisan a common god, unworthy of their worship. Instead, Pantheists worship their own local deity, Jauhar, who is similar (and allegedly superior) in nature. Followers of Jisan are energetic, industrious, and diligent. They plan for the future and try to play all angles, such that if one plan fails, an alternative may yet succeed. The faith of Jisan is served by holy slayers known as the Gilded Palm. It is the closest thing to an organization of assassins-for-hire in the Land of Fate. They often undertake assignments for merchants and bureaucrats, rationalizing that anything that interferes with “bount” should be rooted out and destroyed. The fact that the leaders of the Gilded Palm are paid for these actions has no effect on their passion. The Gilded Palm is known for using its members as pawns, often sending two or three against the same target in a waste of life. The Gilded Palm is best known for one of its “former” members, Tocka (NE gm Rog6/Holy Slayer 4), the personal dwarf-servant of the Sultana of Hiyal. While Tocka is said to have “retired,” individuals taking their problems to him soon find their problems solved by the Gilded Palm. Their symbol and weapon of choice is a dagger with gold coins wedged into the hilt. A group of mystics numbering around 400 also serve Jisan as the Chant Masters. They are primarily located in the hills throughout the Pearl Cities. They receive their inspiration through song and verse, and have excellent relationships with rawun (bards). JISAN Druid 20/Cleric 20 Medium-Size Outsider (Good) Divine Rank: 19 Hit Dice: 20d8+220 (outsider) plus 20d8+220 (Druid) plus 20d8+220 (Cleric) (1,140 hp) Initiative: +11 (+7 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 81 (+7 Dex, +19 divine, +32 natural, +13 deflection) touch 49, flat-footed 74 Base Attack/Grapple: +40/+66 Attack: +5 energy aura, impact, merciful flail +72 melee; or spell +66 melee touch or +66 ranged touch Full Attack: +5 energy aura, impact, merciful flail +72/+67/+62/+57 melee; or spell +66 melee touch or +66 ranged touch Damage*: +5 energy aura, impact, merciful flail 1d8+12 plus 1d6 energy/19-20; or by spell *Always does maximum damage (flail 26) Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+6 to turn checks) 16/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (good). Special Qualities: Divine immunities, DR 30/epic, fire resistance 24, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 19 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion, nature sense, wild empathy +37, woodland stride, trackless step, resist nature’s lure, wild shape (any size animal, magical beast, or plant 6/day, small medium-size, large or huge elemental 3/day), venom immunity, a thousand faces, timeless body, SR 51, divine aura (19 miles, DC 42). Saves: Fort +62, Ref +58, Will +70 Abilities: Str 24, Dex 24, Con 32, Int 26, Wis 48, Cha 36 Skills*: Appraise +52, Concentration +55 (+59 casting defensively), Craft (alchemy) +52, Craft (basketweaving) +57, Craft (cobbling) +57, Craft (leatherworking) +57, Craft (pottery) +60, Craft (weaving) +60, Diplomacy +61, Handle Animal +57, Heal +83, Knowledge (arcana) +52, Knowledge (history) +52, Knowledge (geography) +52, Knowledge (local) +52, Knowledge (nature) +80, Knowledge (religion) +76, Knowledge (the planes) +52, Listen +63, Profession (farmer) +83, Profession (merchant) +83, Ride (horse) +55, Sense Motive +63, Spellcraft +56, Spot +63, Survival +63 (+67 avoid getting lost, other planes, +69 aboveground), Swim +51. *Always receives a 20 on checks. Feats: Brew Potion, Combat Casting, Craft Staff, Craft Wondrous Item, Create Infusion, Divine Vigor, Dodge, Empower Spell, Eschew Materials, Extend Spell, Heighten Spell, Improved Iniative, Natural Spell, Sacred Healing, Sacred Spell, Scribe Scroll, Silent Spell, Skill Focus (Craft [pottery]), Skill Focus (Craft [weaving]), Spell Penetration, Still Spell, Weapon Focus (flail). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Area Divine Shield, Avatar, Create Greater Object, Create Object, Divine Blast, Divine Creation, Divine Druid, Divine Fast Healing, Divine Rejuvenation, Divine Shield, Divine Spellcasting, Extra Domain (craft), Extra Domain (storm), Gift of Life, Life and Death, Mass Life and Death, Master Crafter, Power of Nature, Shapechange, Shift Form, True Shapechange. Domain Powers: Cast creation spells at +1 caster level; 19/day grant 1d6+20 temporary hit points, maximum duration 20 hours; 19/day regain 1d8+13 hp if brought below 0 hp (but not to –10 or below). Spell-like Abilities: Jisan uses these abilities as a 29th-level caster, except creation spells, which she casts as a 30th-level caster. The save DCs are 42 + spell level. Animate objects, animate plants, animate rope, atonement, call lightning, call lightning storm, charm person, control weather, create food and water, death ward, delay poison, detoxify, disrupting weapon, entropic shield, fantastic machine, feast of champions, forcecage, freedom, goodberry, greater fantastic machine, greater restoration, gust of wind, heroes’ feast, hide from undead, ice storm, Leomund’s secure shelter, lesser restoration, major creation, mass heal, minor creation, Mordenkainen’s magnificent mansion, neutralize poison, plant growth, polymorph any object, regenerate, reincarnate, remove disease, sleet storm, stone shape, storm of vengeance, wall of stone, whirlwind, wood shape. Druid Spells/Day (Levels 0-19): 6/10/10/10/9/9/8/8/7/7/4/4/3/3/3/3/2/2/2/2; base DC = 29 + spell level. Cleric Spells/Day (Levels 0-19): 6/11/11/11/10/10/9/9/8/8/4/4/3/3/3/3/2/2/2/2; base DC = 29 + spell level. Possessions: Jisan uses a +5 flail with the energy aura, impact, and merciful special ability. Other Divine Powers As a greater deity, Jisan automatically receives the best possible result on any die roll she makes (including attack rolls, damage, checks and saves). She is immortal. Senses: Jisan can see, hear, touch, and smell at a distance of nineteen miles. As a standard action, she can perceive anything within nineteen miles of his worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to twenty locations at once. She can block the sensing power of deities of his rank or lower at up to two remote locations at once for 19 hours. Portfolio sense: Jisan senses anything that affects commerce in the Land of Fate, any birth, and as well as anything that happens during a storm nineteen weeks before it happens and retains the sensation for nineteen weeks after the event occurs. Automatic actions: Jisan can use any Craft skill (whether or not she has ranks in it), Heal, Knowledge (nature), Knowledge (religion), Profession (farmer), and Profession (merchant) as a free action if the DC for the task is 30 or lower. She can perform up to twenty such free actions each round. Create Magic Items: Jisan can create any kind of magic item dealing with the weather, craftsmanship, life and fertility. Avatars In all the tales and legends, no physical description is provided for Jisan; she takes no human or demihuman form. Avatar of Jisan: As Jisan except divine rank 9; Spd 60 ft.; AC 61 (touch 39, flat-footed 54); Base Atk +40; Grp +66; Atk +62 melee (1d8+12/19-20, +5 energy aura, impact, merciful flail) or spell +56 melee touch or +56 ranged touch; Full Atk +62/+57/+52/+47 melee (1d8+12/19-20, +5 energy aura, impact, merciful flail) or spell +56 melee touch or +56 ranged touch; SQ DR 20/epic, fire resistance 14, SR 41, divine aura (900 ft., DC 32); SV Fort +52, Ref +48, Will +60; all skill modifiers reduced by 10. Salient Divine Abilities: Alter Reality, Alter Size, Create Object, Divine Blast, Divine Druid, Divine Shield, Extra Domain (craft), Extra Domain (storm), Gift of Life, Master Crafter, Power of Nature. Spell-like Abilities: Caster level 19th; saving throw DC 32 + spell level. Note: Clerics of Zakhara should follow the changes made in the Eberron Campaign Setting. A cleric's alignment does not have to match that of his deity. Although followers of local or heathen gods may have alignment restrictions. A lawful evil cleric can worship a chaotic good god, and he will still receive spells and granted powers. The main question is what this divergent alignment means. It may be that the priest is betraying the ideals of his church. It is equally possible that the priest fervently believes in the principles of his religion but approaches them in an unusual manner. Spells with alignment trait descriptors can be cast by clerics or other divine spellcasters even if it is counter to their own alignment. However a character whose abilities are tied to his alignment may lose those abilities (e.g. a faris [paladin] who casts a spell with the chaos or evil descriptor will lose his paladin status until he atones) and repeated casting of such spells may require a change in the character’s alignment. Another change in the Land of Fate, for clerics or other divine spellcasters who gain domains, is the selection of alignment domains. A cleric or other always has the option to select an alignment domain even if his deity does not offer it in their domain list. The cleric must still abide by the restrictions on alignment domains. (A cleric or other who is true neutral may choose the Balance domain for his alignment domain). Sources: Land of Fate (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Faiths and Pantheons (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Complete Divine (3.5E), Complete Warrior (3.5E), Masters of the Wild (3E), and Eberron Campaign Setting (3.5E). |
| Green Giant09-10-04, 11:16 PM | Here is a major or great god of Zakhara. Enjoy. :) Kor The Venerable, Old Kor Greater Diety Symbol: A sunburst Home Plane: Unknown (Concordant Domain of the Outlands) Portfolio: Wisdom Worshipers: the Old, mystics, loremasters, sages, historians Cleric Alignments: Any Domains: Insight, Knowledge, Time, Trickery Favored Weapon: Battleaxe This Great God represents wisdom. He may err, it is said, but he learns from his mistakes and becomes greater still. In parables describing Kor, the other gods ask his advice, as befits his age and wisdom. Clerics of Kor tend to multiclass as experts, divine disciples, hierophants, or mystic wanderers. Dogma Always seek out the wisdom of the elders, and heed their words even if you disagree with them. Learn from your mistakes. Clergy and Temples The church of Kor represents stability, order, and tradition. In making decisions, precedents are sought and elders are consulted. Among the ordered priests of Kor, moralists tend to be stiff-necked and unbending, while pragmatists tend to emphasize the principle of “learning from one’s mistakes.” Pantheist priests view Kor as a father figure. The faith of Kor is served by holy slayers known as the Wrath of the Old. This is a group of fanatical Korrites found primarily in the Furrowed Mountains south of the Free Cities. They tend to be reclusive, and refuse to accept entreaties from any of the Free Cities, mamluk organizations, or hill tribes for their petty squabbles. However, if they determine that an individual stands in the way of knowledge or learning, they spare no expense of manpower and effort to destroy that individual. It is assumed that the Wrath has agents in all the Free Cities and in the Corsair Domains, and their influence reaches as far south as Huzuz. Their symbol and weapon of choice is a dagger with the sunburst of Kor scratched into it. A group of dervishes based in a monastery in the Al-Akara Mountains also serve Kor as the Dancing Dwarves. Membership is not restricted exclusively to dwarves, but the group’s leaders and best priests are all dwarves, hence the name. Theologically, the Dancing Dwarves are extremely conservative. There are about 200 Dancing Dwarf mystics in the central Land of Fate, and they are common in Huzuz. Their current leader is an ancient dwarf named Doth (N dm Clr5/Mystic Wanderer 8). KOR Cleric 20/Fighter 10/Wizard 10 Medium-Size Outsider Divine Rank: 17 Hit Dice: 20d8+160 (outsider) plus 20d8+160 (Cleric) plus 10d10+80 plus 10d4+80 (Wizard) (940 hp) Initiative: +12 (+8 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 77 (+8 Dex, +17 divine, +30 natural, +12 deflection) touch 47, flat-footed 69 Base Attack/Grapple: +40/+67 Attack: +5 enlightened, mighty cleaving, returning, throwing battleaxe +73 melee; or spell +67 melee touch or +65 ranged touch Full Attack: +5 enlightened, mighty cleaving, returning, throwing battleaxe +73/+68/+63/+58 melee; or spell +67 melee touch or +65 ranged touch Damage*: +5 enlightened, mighty cleaving, returning, throwing battleaxe 1d8+17/19-20/x3; or by spell *Always does maximum damage (battleaxe 25) Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+6 to turn checks) 13/day, domain powers, salient divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 30/epic, fire resistance 22, sonic resistance 17, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 17 miles, remote communication, godly realm, greater teleport at will, plane shift at will, uncanny dodge, SR 69, divine aura (17 miles, DC 37). Saves: Fort +57, Ref +57, Will +66 Abilities: Str 30, Dex 26, Con 26, Int 30, Wis 46, Cha 30 Skills*: Bluff +52, Climb +32, Concentration +50 (+54 casting defensively), Craft (alchemy) +52, Craft (calligraphy) +52, Decipher Script +52, Diplomacy +66, Disguise +41 (+45 acting), Gather Information +58, Handle Animal +32, Heal +60, Hide +37, Jump +32, Knowledge (arcana) +72, Knowledge (architecture and engineering) +72, Knowledge (dungeoneering) +72, Knowledge (geography) +72, Knowledge (history) +72, Knowledge (local) +72, Knowledge (nature) +72, Knowledge (nobility and royalty) +72, Knowledge (religion) +72, Knowledge (the planes) +72, Listen +60, Perform (oratory) +54, Profession (historian) +60, Ride (horse) +52, Search +52 (+58 with hidden or secret doors), Sense Motive +60, Spellcraft +58, Spot +60, Swim +32. *Always receives a 20 on checks. Feats: Arcane Strike, Blind-Fight, Brew Potion, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Rod, Craft Staff, Craft Wondrous Item, Dodge, Improved Combat Expertise, Enlarge Spell, Extend Spell, Eyes in the Back of Your Head, Heighten Spell, Improved Combat Casting, Improved Critical (battleaxe), Improved Feint, Improved Iniative, Improved Trip, Mobility, Power Attack, Quicken Spell, Scribe Scroll, Silent Spell, Spell Penetration, Spring Attack, Still Spell, Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Area Divine Shield, Avatar, Clearsight, Create Object, Divine Blast, Divine Blessing (wisdom), Divine Inspiration (calm emotions), Divine Recall (any mistakes), Divine Shield, Divine Spellcasting, Extra Domain (trickery), Extra Energy Resistance, Extra Spell Resistance, Gift of Life, Know Secrets, Life and Death, Mass Divine Blast, Mass Life and Death, Power of Truth Domain Powers: Cast divination spells at +1 caster levels. Spell-like Abilities: Kukul uses these abilities as a 27th-level caster, except for divination spells which he uses as a 28th-level caster. The save DCs are 37 + spell level. Augury, clairaudience/clairvoyance, commune, confusion, contingency, detect secret doors, detect thoughts, discern location, disguise self, divination, false vision, find the path, foresight, freedom of movement, gentle repose, greater arcane sight, haste, invisibility, legend lore, locate object, mass owl’s wisdom, mislead, moment of prescience, nondetection, permanency, polymorph any object, screen, time stop, true seeing, true strike. Cleric Spells/Day (Levels 0-18): 6/11/11/10/10/10/9/8/8/8/4/3/3/3/3/2/2/2/2; base DC = 29 + spell level. Wizard Spells/Day: 4/7/7/5/5/4; base DC = 21 + spell level. Possessions: Kor carries a +5 battleaxe with the enlightened, mighty cleaving, returning, and throwing ability in battle. Other Divine Powers As a greater deity, Kor automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks and saves). He is immortal. Senses: Kor can see, hear, touch, and smell at a distance of seventeen miles. As a standard action, he can perceive anything within seventeen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 17 hours. Portfolio sense: Kor senses any act of wisdom in the Land of Fate as well as any foolish decision seventeen weeks before it happens and retains the sensation for seventeen weeks after the event occurs. Automatic actions: Kor can use any Knowledge skill as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round. Create Magic Items: Kor can create any kind of magic item dealing with wisdom, divination, and that provides an insight bonus. Avatars Old Kor has been described in one tale as strong, gray-haired man carrying a great hatchet, which he uses to attack the root of a problem. Avatar of Kor: As Kor except divine rank 8; Spd 60 ft.; AC 59 (touch 38, flat-footed 51); Base Atk +40; Grp +59; Atk +64 melee (1d8+17/19-20/x3, +5 enlightened, mighty cleaving, returning, throwing battleaxe) or spell +58 melee touch or +56 ranged touch; Full Atk +64/+59/+54/+49 melee (1d8+13/19-20/x3, +5 enlightened, mighty cleaving, returning, throwing battleaxe) or spell +58 melee touch or +56 ranged touch; SQ DR 20/epic, fire resistance 13, SR 40, divine aura (800 ft., DC 28); SV Fort +48, Ref +48, Will +57; all skill modifiers reduced by 9. Salient Divine Abilities: Alter Reality, Alter Size, Divine Blast, Divine Blessing (wisdom), Divine Recall (any mistakes), Divine Shield, Extra Domain (trickery), Gift of Life, Know Secrets, Power of Truth Spell-like Abilities: Caster level 18th; saving throw DC 28 + spell level. Enlightened: An enlightened weapon is charged with destroying the followers of savage gods. It deals +2d6 bonus points of damage against any unenlightened characters and creatures with an intelligence score of at least 3, including all the following: creatures who have no faith, creatures who reject faith, and creatures who worship any deity considered to be a savage or ajami god. It bestows one negative level on any unenlightened creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so enchanted bestow the enlightened power upon their ammunition. Moderate evocation; CL 7th; Craft Magic Arms and Armor, creator must worship an enlightened god; Market Price +2 bonus. Note: Clerics of Zakhara should follow the changes made in the Eberron Campaign Setting. A cleric's alignment does not have to match that of his deity. Although followers of local or heathen gods may have alignment restrictions. A lawful evil cleric can worship a chaotic good god, and he will still receive spells and granted powers. The main question is what this divergent alignment means. It may be that the priest is betraying the ideals of his church. It is equally possible that the priest fervently believes in the principles of his religion but approaches them in an unusual manner. Spells with alignment trait descriptors can be cast by clerics or other divine spellcasters even if it is counter to their own alignment. However a character whose abilities are tied to his alignment may lose those abilities (e.g. a faris [paladin] who casts a spell with the chaos or evil descriptor will lose his paladin status until he atones) and repeated casting of such spells may require a change in the character’s alignment. Another change in the Land of Fate, for clerics or other divine spellcasters who gain domains, is the selection of alignment domains. A cleric or other always has the option to select an alignment domain even if his deity does not offer it in their domain list. The cleric must still abide by the restrictions on alignment domains. (A cleric or other who is true neutral may choose the Balance domain for his alignment domain). Sources: Land of Fate (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Faiths and Pantheons (3E), Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Complete Divine (3.5E), Complete Warrior (3.5E), Epic Level Handbook (3E), and Dragonlance Campaign Setting (3.5E). |
| Green Giant09-11-04, 11:34 PM | Here is a major or great god of Zakhara. Enjoy. :) Najm The Adventurous Intermediate Diety Symbol: A single arrow, pointed upward. Home Plane: Unknown (Heroic Domains of Ysgard/Ysgard) Portfolio: Adventure, curiosity Worshipers: Rogues, adventurers, travelers Cleric Alignments: Any Domains: Celerity, Luck, Travel, Trickery Favored Weapon: Short bow Adventure and curiosity are the ideals of this Great God and his-or her-followers. Al-Badian tales of this god have common themes: Najm doing the impossible, Najm finding the unfindable, or Najm attaining the unattainable. Clerics of Najm tend to multiclass as rogues, extreme explorers, or divine seekers. Dogma Achieve, do, and experience. The journey is more important than the destination. Do not be afraid of new things until you learn more about them. Curiosity leavened with caution never hurt anyone. Clergy and Temples As might be guessed, Najm’s church includes dynamic missionaries who seek to bring enlightenment to the heathen. It also includes explorers who journey into the hinterlands in Najm’s name, returning to civilization with tales for the young as well as riches for the church coffers. A Zakharan Priest of Order who is found in a far, foreign land is usually a follower of Najm. Only a small percentage of Najm’s followers in the church hierarchy are moralists. These are found primarly in the cities of the Pantheon. Pantheist priests of Najm unwaveringly portray their god as male. They acknowledge the goddess Hajama as Najm’s sister. Rude jokes to the contrary, implying less platonic ties, are not tolerated by moralist Najmites. The faith of Najm is served by holy slayers known as the Grey Fire. They show a keen talent for exploration, research, and discovery. The Grey Fire is found primarily in the Pearl City area, and it was here that their most recent assassination, against the Sultan of Sikak, was attempted. Most often the Grey Fire is expert at recovering lost or misplaced items and returning them to the church (often with fingers still attached). Their symbol and weapon of choice is a javelin with a grey shaft and red feathers. NAJM Rogue 20/Cleric 20 Medium-Size Outsider (Chaos) Divine Rank: 14 Hit Dice: 20d8+160 (outsider) plus 20d6+160 (Rogue) plus 20d8+160 (Cleric) (920 hp) Initiative: +19, always first (+15 Dex, +4 Improved Iniative, Supreme Iniative) Speed: 70 ft. AC: 77 (+15 Dex, +14 divine, +27 natural, +11 deflection) touch 50, flat-footed 62 Base Attack/Grapple: +40/+64 Attack: +5 anarchic, distance, fortunate, seeking composite [+10] short bow +75 ranged; or spell +64 melee touch or +69 ranged touch Full Attack: +5 anarchic, distance, fortunate, seeking composite [+10] short bow +75/+70/+65/+60 melee; or spell +64 melee touch or +69 ranged touch Damage: +5 anarchic, distance, fortunate, seeking composite [+10] short bow with +5 energy aura arrows 1d6+15 plus 1d6 energy/x3; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+2 to turn checks) 14/day, sneak attack +13d6, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos). Special Qualities: Divine immunities, DR 25/epic, fire resistance 19, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 14 miles, remote communication, godly realm, greater teleport at will, plane shift at will, improved evasion, uncanny dodge, trap sense +6, improved uncanny dodge, crippling strike, defensive roll, opportunist, SR 46, divine aura (1,400 ft., DC 35). Saves: Fort +55, Ref +62, Will +56 Abilities: Str 30, Dex 40, Con 26, Int 28, Wis 28, Cha 33 Skills*: Appraise +48, Balance +60, Bluff +50, Climb +49 (+53 when using rope), Concentration +42 (+46 when casting defensively), Craft (bowmaking) +48, Decipher Script +48, Diplomacy +58, Disable Device +48, Disguise +50 (+54 acting), Escape Artist +54 (+59 to escape ropes), Forgery +48, Gather Information +54, Heal +43, Hide +67, Intimidate +54, Jump +55, Knowledge (arcana) +43, Knowledge (dungeoneering) +43, Knowledge (geography) +43, Knowledge (history) +43, Knowledge (local) +48, Knowledge (religion) +43, Knowledge (the planes) +43, Listen +48, Move Silently +67, Open Lock +54, Ride (horse) +54, Search +48, Sense Motive +48, Sleight of Hand +58, Spellcraft +45 (+49 to decipher scrolls), Spot +48, Survival +48 (+60 to underground, avoid getting lost, and other planes, +62 to search tracks), Swim +49, Tumble +78, Use Magic Device +50 (+54 with scrolls), Use Rope +54 (+56 to bind). *Always receives a 20 on checks. Feats: Blind-Fight, Combat Archery, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Dodge, Far Shot, Improved Iniative, Improved Precise Shot, Improved Rapid Shot, Manyshot, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Rapid Shot, Sharp Shooting, Shot on the Run, Swarm of Arrows, Weapon Focus (short bow). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Divine Blast, Divine Celerity, Divine Dodge, Divine Rogue, Divine Shield, Divine Sneak Attack, Extra Domain (celerity), Footsore, Gift of Life, Lay Quest, Life and Death, Power of Luck, Stride, Supreme Iniative Domain Powers: 14/day reroll a die roll once after it is made; 20 rounds/day freedom of movement. Spell-like Abilities: Najm uses these abilities as a 24th-level caster. The save DCs are 35 + spell level. Aid, astral projection, blur, break enchantment, cat’s grace, confusion, dimension door, disguise self, entropic shield, expeditious retreat, false vision, find the path, fly, freedom of movement, greater teleport, haste, improved blink, invisibility, locate object, longstrider, mass cat’s grace, miracle, mislead, moment of prescience, nondetection, phase door, polymorph any object, protection from energy, screen, spell turning, teleport, time stop, tree stride, wind walk. Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base DC = 19 + spell level. Possessions: Najm uses a +5 composite [+10] short bow with the anarchic, distance, fortunate, and seeking special abilities with +5 energy aura arrows. Other Divine Powers As an intermediate deity, Najm automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Najm can see, hear, touch, and smell at a distance of fourteen miles. As a standard action, he can perceive anything within fourteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 14 hours. Portfolio sense: Najm senses when any act of good fortune or adventure the instant it happens and retains the sensation for fourteen weeks after the event occurs. Automatic actions: Najm can use any Rogue class skill, whether he has ranks in them or not, as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Najm can create any kind of magic item that provides a bonus, as long as the item’s market price does not exceed 200,000 gp. Avatars In some tales, Najm is female. In others, he is male. In any case, Najm is described as dashing, hot-tempered, fervent, and very much alive (as a mortal might be). Avatar of Najm: As Najm except divine rank 7; Spd 60 ft.; AC 63 (touch 43, flat-footed 48); Base Atk +40; Grp +57; Atk +68 melee (1d6+15 plus 1d6 energy/x3, +5 anarchic, distance, fortunate, seeking composite [+10] short bow with +5 energy aura arrows), or spell +57 melee touch or +62 ranged touch; Full Atk +68/+63/+58/+53 melee (1d6+15 plus 1d6 energy/x3, +5 anarchic, distance, fortunate, seeking composite [+10] short bow with +5 energy aura arrows) or spell +57 melee touch or +62 ranged touch; SQ DR 20/epic, fire resistance 12, SR 39, divine aura (700 ft., DC 28); SV Fort +48, Ref +55, Will +49; all skill modifiers reduced by 7. Salient Divine Abilities: Alter Reality, Alter Size, Divine Blast, Divine Celerity, Divine Shield, Extra Domain (celerity), Power of Luck, Stride, Supreme Iniative Spell-like Abilities: Caster level 17th; saving throw DC 28 + spell level. Note: Clerics of Zakhara should follow the changes made in the Eberron Campaign Setting. A cleric's alignment does not have to match that of his deity. Although followers of local or heathen gods may have alignment restrictions. A lawful evil cleric can worship a chaotic good god, and he will still receive spells and granted powers. The main question is what this divergent alignment means. It may be that the priest is betraying the ideals of his church. It is equally possible that the priest fervently believes in the principles of his religion but approaches them in an unusual manner. Spells with alignment trait descriptors can be cast by clerics or other divine spellcasters even if it is counter to their own alignment. However a character whose abilities are tied to his alignment may lose those abilities (e.g. a faris [paladin] who casts a spell with the chaos or evil descriptor will lose his paladin status until he atones) and repeated casting of such spells may require a change in the character’s alignment. Another change in the Land of Fate, for clerics or other divine spellcasters who gain domains, is the selection of alignment domains. A cleric or other always has the option to select an alignment domain even if his deity does not offer it in their domain list. The cleric must still abide by the restrictions on alignment domains. (A cleric or other who is true neutral may choose the Balance domain for his alignment domain). Sources: Land of Fate (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Faiths and Pantheons (3E), Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Epic Level Handbook (3E), Arms and Equipment Guide (3E), Complete Divine (3.5E), Complete Warrior (3.5E) and Eberron Campaign Setting (3.5E). |
| Tebryn1409-12-04, 12:16 AM | Here's the first demon lord in a while. Pale Night Mother of Darkness Demon Lady Symbol: Cloak fluttering in wind Home Plane: Abyss/600th layer/The Endless Maze Alignment: Chaotic Evil Portfolio: - Worshippers: Anarchists, assassins, shadow dancers, cultists, eschatologists, nihilists. Cleric Alignments: - Domains: - Favored Weapon: Fingernails Ancient Demon Queen, primal evil, mother of darkness? This Demon Lady is very much a mystery, even to the most learned scholars. Her origins have been traced back to the birth of the Abyss by some demonologists, while others claim that she is an ascended Yugoloth sent to control the actions of the Tanar’ri. No one really knows. Common chant names her as the mother of no fewer than three Demon Lord; most commonly they are Graz’zt, Lupercio, and Vucarik. Graz’zt and Lupercio’s shadowy, dark forms mark them as full siblings, while Vucarik is likely the spawn of some other lusting sire, possibly a kyton of the Nine Hells. One thing is true. Pale Night is a powerful and terrifying Demon Lady. She rarely acts directly, and she is hardly ever seen. Her palace lies at the center of Baphomet’s Endless Maze, and many animate claws and undead serve her there. When hopeless mortals stumble upon her realm, she will often send them forth as her agents, to spy on the activities of her powerful children, and to ensure they are not acting against you. She appears as a shadowy figure in a fluttering, torn black cloak. Those who claim to have encountered her say that when a sudden wind blows, and her cloak rises, there is nothing underneath. A palpable, eerie silence is purported to surround her, and her presence strikes fear into the hearts of gods and mortals alike. Medium-Size Outsider (Chaotic, Evil, Extraplanar, Tanar’ri) Virtual Divine Rank: 5 Hit Dice: 45d8+405 (765 hp) Initiative: +15 Speed: 60 ft., fly 200 ft. (perfect) AC: 68 (+5 divine, +18 natural, +18 deflection, +11 dexterity, +6 insight) Base Attack Bonus/Grapple: +45/+58 Attacks: +5 chaotic unholy wounding fingernails +65/+60/+55/+50 melee, and +5 chaotic unholy wounding fingernails +65/+60 melee; or by spell +58 melee touch, or +61 ranged touch. Damage: +5 chaotic unholy wounding fingernails 1d8+13; +5 chaotic unholy wounding fingernails 1d8+7; or by spell. Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Spell-like abilities, summon tanar’ri, sneak attack +9d6, crippling strike, spells. Special Qualities: Semi-Divine immunities, DR 15/epic and good, fire resistance 10, understand, speak and read all languages and speak directly to all beings within 5 miles, remote communication 5 miles, godly realm (500 ft.), divine aura (50 ft., DC 33), greater teleport at will, SR 37, presence, quiescence, trap sense +6, uncanny dodge, improved uncanny dodge, defensive roll, leap, spurn the divine, fast healing 7, silent spell. Saves: Fort +38, Ref +40, Will +41. Abilities: Str 26, Dex 32, Con 29, Int 40, Wis 34, Cha 46. Skills: Appraise +40, Balance +56, Bluff +63, Climb +43, Concentration +54, Decipher Script +50, Diplomacy +71, Disguise +63, Escape Artist +51, Forgery +55, Gather Information +71, Handle Animal +33, Heal +42, Hide +64, Intimidate +63, Jump +43, Knowledge (Arcana) +68, Knowledge (Religion) +65, Knowledge (Planes) +68, Knowledge (History) +65, Listen +62, Move Silently +84, Search +52, Sense Motive +65, Spellcraft +67, Tumble +56, Use Magic Device +53. Feats: Alertness, Ambidexterity, Combat Expertise, Dodge, Empower Spell, Improved Initiative, Improved Two-Weapon Fighting, Maximize Spell, Mobility, Quicken Spell-Like Ability, Spell Focus (Enchantment), Still Spell, Two-Weapon Fighting, Violate Spell, Weapon Finesse, Weapon Focus (Fingernails). Semi-Divine Immunities: Ability damage, ability drain, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. As with a true god, several of these immunities are ineffective against deities of higher Divine Rank (virtual or true). Presence (Su): Pale Night, one of the most ancient of Demon Lords, possesses a presence of startlingly powerful evil. Any area she walks through is considered unhallowed to a radius of 300 ft., and remains this way for 3d6 tendays afterward. This effect dispels any hallow spell of a deity of lower rank, and temporarily (for 10d6 minutes) suppresses that of any other deity, though often they will step in to deal with her themselves. All creatures of lesser power (DvR) within 30 ft. of her must make a Will Saving Throw (DC 50) each round or be paralyzed with fear. While in this state, the creature can take no actions, looses their dexterity bonus (if any) to AC, and attackers gain a +2 bonus to hit. This ability affects even those creatures normally immune to mind-affecting effects. Her presence also spoils any food and drink, and causes non-magical documents to spoil and rot. Quiescence (Su): The area within 60 ft. of Pale Night is supernaturally quiet. All Listen Checks made within this area receive a –20 penalty. No sound may be heard more than 5 ft. from its source. This also limits the ability of creature to communicate telepathically, even negating the communication powers of gods her rank and lower. This renders all sound or language based spells and effects useless (except her own). Should she choose to do so, Pale Night may negate this power as a free action, or she may limit it to certain creatures or places within the area. This ability also grants Pale Night a +20 circumstance modifier on Move Silently checks. Silent Spells (Su): All spells Pale Night casts are, at her option, silent. These spells do not take up a higher-level spell slot or change the casting time. Leap (Su): Up to 2 times a round, during her turn, while taking the full attack action, Pale Night may move instantaneously as a free action as though using the Dimension Door spell (at 20th caster level). She may attack before, after, and between these movements, up to her maximum number of attacks per round, as she sees fit. Spell-Like Abilities: Pale Night uses these abilities as a 45th caster. The save DCs are 28+spell level, except for Enchantment spells, for which the DC is 30+spell level. At will-Magic Circle against Good, Chaos Hammer, Dispel Law, Animate Objects, Death Knell, Animate Dead, Contagion, Circle of Doom, Improved Invisibility, Desecrate, Unhallow, Magic Circle against Law, Unholy Blight, Blasphemy, Dispel Good, Unholy Aura, Greater Dispelling, True Seeing, Greater Scrying, Calm Emotion, Emotion, Non-Detection, Mislead, False Vision, Suggestion, Charm Monster, Fear, Obscuring Mist, Armor of Darkness, Darkbolt, Prying Eyes, Enervation, Discern Lies, Geas, Claws of Darkness, Abyssal Might, Telekinesis, Evil Eye; 5/day-Flensing, Forbidden Speech, Pestilence, Despoil, Energy Drain; 1/day-Gate, Wish, Time Stop, Mindrape. Sneak Attack (Ex): Pale Night deals an additional 9d6 points of damage with a successful melee attack while her opponent does not have his Dexterity bonus or is flanked. This functions as the sneak attack ability of an 18th level rogue. Crippling Strike (Ex): This ability function as the ability of the same name as used by an 18th level rogue. Defensive Role (Ex): This ability function as the ability of the same name as used by an 18th level rogue. Spells: Pale Night casts spells as a 26th level sorcerer. Spells known (6/11/11/10/10/10/10/9/9/9; Base DC=28+spell, or 30+spell level): 0-Read Magic, Unnerving Gaze, Ray of Frost, Daze, Mage Hand, Arcane Mark, Detect Magic, Prestidigitation, Slash Tongue; 1st-Stupor, Hypnotism, Sleep, Chill Touch, Mage Armor; 2nd-Tasha’s Hideous Laughter, Shatter, Blur, Ghoul Touch; 3rd-Ray of Exhaustion, Hold Person, Dread Word, Drown; 4th-Crushing Despair, Damning Darkness, Phantasmal Killer, Corrupt Summons; 5th-Waves of Fatigue, Dominate Person, Stop Heart, Resonating Resistance; 6th-Suggestion, mass, Eyebite, Disintegrate; 7th-Waves of Exhaustion, Finger of Death, Insanity; 8th-Polar Ray, Binding, Horrid Wilting; 9th-Power Word, kill, Temporal Stasis, Soul Bind. Summon Tanar’ri (Sp): Pale Night can, at will, summon 1d4 Chasmes, 1d6 Succubi, 1d2 Kelvezu, or 1 Balor. Spurn the Divine: Pale Night is partially resistant to Divine Blast, Divine Shield, Mass Divine Blast, and Area Divine Shield. When facing a god using any of these powers, Pale Night receives a Fortitude save to fend off Divine Blasts or Mass Divine Blasts; against Area Divine Shields and Divine Shields, Pale Night receives a Will save to breach the effect if Pale Night’s virtual divine rank is equal to or greater than the divine rank of the god in question for round (it may make another attempt the next round). In either case, the DC = 40 + the god’s divine rank. Other Divine Powers As a Tanar’ri Lord with the power of a demigod, Pale Night treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Pale Night can see, hear, smell, and touch at a distance of 5 miles. As a standard action, she can perceive anything within 5 miles of her worshippers, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities rank 5 and lower at up to two remote locations at once for up to 5 hours. Virtual Divine Rank: Though not an actual deity, by virtue of her age, might, and influence over of the Abyss, Pale Night is essentially a Rank 5 demigod. However, she does not gain power from those who worship her, nor does she have domain powers or spells. She cannot create avatars, and she does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs she would otherwise have, she is treated as having a Divine Rank of 5. She can, however, grant spell of up to 3rd level to her would be clerics, or up to 4th level if she deigns to appear to them in person. Her clerics do not gain access to domain powers or spells. |
| Tebryn1409-12-04, 07:22 PM | Here's a deity I statted fairly out of the blue. Caliph of the Djinn. Did anyone else know he was a greater god. I didn't know quite what his portfolio was supposed to be, so I improvised. If anyone has concrete info to that effect, it would be helpful. Oh, made some more changes to the Power Clause. Perhaps this will be the final version? Caliph Husam al-Balil ben Hafhat al-Yugayyim The Master of the Clouds, The Son of the Breezes, Commander of the Four Winds, Ruler of All Djinn, Defender of the Heavens, Prince of Birds, Storm of Righteousness Greater Deity Symbol: A cloud Home Plane: Elemental Air/The Palace of Ice and Steel Alignment: Chaotic Good Portfolio: Djinn, air creatures, storms Worshippers: Djinn, flying creatures, elementals Cleric Alignments: CG, CN, NG Domains: Air, Chaos, Good, Nobility, Storm The Grand Caliph of all Djinn, Caliph Husam is a mighty elemental being. He watches over the Djinn Empire, and is as chaotic and imperious as his subjects. He appears as a large imposing Djinni, though his power far outreaches that of even the most powerful Genie nobles. Like Akadi and her counterpart Grumbar, Caliph Husam works against the evil machinations of the Dao’s lord, Kabril Khan. Large Outsider (Chaotic, Good, Extraplanar, Air) Divine Rank: 16 Hit Dice: 48d8+528 (912 hp) Initiative: +22 Speed: 80 ft., fly 240 (perfect) AC: 84 (+18 dex, +16 divine, +12 deflection, +29 natural, -1 size) Attacks*: Huge +5 keen shock vorpal falchion +87/+82/+77/+72 melee; or by spell +77 melee touch, or +81 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: Huge +5 keen shock vorpal falchion 2d6+42/15-20 beheading; or by spell. *Always does maximum damage (falchion 54 points plus 6 electricity). Face/Reach: 10 ft. by 10 ft./ 10 ft. Special Attacks: Domain powers, spell-like abilities, salient divine abilities, spells, whirlwind. Special Qualities: Divine immunities, DR 30/epic, fire resistance 21, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings with 16 miles, remote communication 16 miles, godly realm (100 miles), greater teleport at will, plane shift at will, SR 48, divine aura (16 miles, DC 38). Saves*: Fort +53, Ref +60, Will +54. *Always receives a 20 on saving throws. Abilities: Str 38, Dex 46, Con 32, Int 36, Wis 34, Cha 35. Skills*: Appraise +69, Balance +49, Concentration +78, Craft (Weaponsmithing) +69, Decipher Script +59, Diplomacy +79, Disguise +68, Escape Artist +64, Gather Information +48, Handle Animal +56, Intimidate +79, Knowledge (Arcana) +80, Knowledge (History) +77, Knowledge (Nature) +77, Knowledge (Planes) +79, Knowledge (Religion) +78, Listen +73, Move Silently +64, Search +71, Sense Motive +79, Spellcraft +80, Spot +73, Tumble +49, Survival +58, Use Rope +59. *Always receives a 20 on checks. Feats: Blind-Fight, Combat Expertise, Combat Reflexes, Craft Rod, Craft Staff, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Improved Initiative, Mobility, Quick Draw, Quicken Spell, Spell Mastery, Weapon Focus (Falchion), Whirlwind Attack, Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality (DC 48 for duplicated spells), Alter Size, Arcane Mastery, Automatic Metamagic (Quickened Wizard spells), Avatar (20), Battlesense, Call Creatures (up to 16 creatures with the air subtype serving simultaneously, each with up to 16 HD), Divine Air Mastery, Divine Blast (15/day; 16 miles, 28d12 points of damage), Divine Shield (14/day, stops 160 points of damage), Divine Spellcasting, Divine Weapon Focus (Falchion), Divine Weapon Specialization (Falchion), Energy Burst (Electricity, 160 ft., 16d8 points of damage, Reflex (DC 37) for half), Energy Storm (Cold), Extra Domain (Nobility), Extra Domain (Storm), Instant Counterspell, Power of Nature (16 miles), Spontaneous Wizard Spells. *Divine Air Mastery In addition to the usual abilities granted by this SDA, the Caliph Husam also adds +10 to the Saving Throw DC for all of his spells and effects with the electricity or air descriptor. This ability stacks with the abilities granted by Caliph Husam’s levels in the Elemental Savant Prestige Class. In addition, those abilities automatically ignore the immunities and resistances to electricity of any being damaged by them, except divine beings of higher rank. Domain Powers: Turn earth creatures or rebuke air creatures 15/day; cast chaotic spells at +1 caster level; cast good spells at +1 caster level; Inspire allies (+2 bonus on saving throws, attack rolls, ability check, skill checks, and weapon damage rolls) for 12 rounds, 16/day. Spell-Like Abilities: Caliph Husam uses these abilities as a 26th level caster, except for chaotic and good spells, which he uses as a 27th level caster. The save DCs are 40+spell level. Obscuring Mist, Wind Wall, Gaseous Form, Air Walk, Control Winds, Chain Lightning, Control Weather, Whirlwind, Elemental Swarm, Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Divine Favor, Enthrall, Magic Vestment, Discern Lies, Greater Command, Geas/Quest, Repulsion, Demand, Storm of Vengeance, Entropic Shield, Gust of Wind, Call Lightning, Sleet Storm, Ice Storm, Call Lightning Storm, Control Weather, Whirlwind. Cast as a good or chaotic spell only. Effective Character Levels: Caliph Husam casts spells as a 27th level wizard, has the special abilities of a 10th level elemental savant, and can cast spells as a 15th level druid Wizard Spells/Day: 4/8/7/7/7/7/6/6/6/6/2/2/2/2 (levels 0-13). The save DCs are 25+spell level, or 38+spell level for electricity spells. Druid Spells/Day: 6/8/8/7/7/6/5/4/3; DC= 24+spell level, or 37+spell level for air and electricity spells. Elemental Focus (Ex): Caliph Husam can manipulate electricity better than normal wizards. The save DC for any spell that uses this element increase by 3. Elemental Penetration (Ex): Caliph Husam has refined his ability to wield electricity. When he casts a spell with the fire descriptor, he gains a +3 bonus to caster level checks to beat SR. Whirlwind (Su): At will, the Caliph may transform himself into a whirlwind for as long as he wishes. The whirlwind is 30 ft wide at the base, up to 180 ft. wide at the top and up to 300 ft. tall. The Caliph controls the dimensions. Huge or smaller creatures might take damage when caught in the whirlwind and be lifted into the air. An affected creature must make a Reflex saving throw (DC 45) when it comes in contact with the whirlwind or take 10d6 points of damage. It must also succeed at a second reflex save or by picked up bodily and held suspended in the powerful winds, automatically taking 4d8 points of damage each round. A creature that can fly is allowed a reflex save each round to escape the whirlwind. The caliph may eject the creatures at any time. If the whirlwind touches the ground, it creates a swirling cloud of debris. This cloud is centered on the Caliph and has a diameter equal to half the height. It obscures all vision beyond 5 feet. Possessions: Caliph Husam carries a Huge +5 keen vorpal falchion of shock. Caster Level: 25th. Other Divine Powers As a greater deity, the Caliph automatically receives the best possible result on any die he makes (including attack rolls, damage, checks and saves). He is immortal Senses: The Caliph can see, hear, touch, and smell at a distance of 16 miles. As a standard action, he can perceive anything within 16 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his sense to up to twenty locations at once. He can block the sensing power of deities his rank and lower at up to two remote locations at once for 16 hours. Portfolio Sense: The Caliph senses anything that affects the welfare of the Djinn Empire 16 weeks before it happens and retains the sensation for 16 weeks. He likewise senses any storm or shift in the winds. Automatic Actions: The Caliph can use Intimidate, Knowledge (Nature), Sense Motive or Survival as a free action if the DC for the task is 30 or lower. Create Magic Items: The Caliph can create simple and martial magic weapons, as well as any item that utilizes sonic or electrical energy, or affects weather or wind. |
| Green Giant09-12-04, 09:05 PM | Here is a major or great goddess of Zakhara. Although Selan is more than likely an alias of Selune and she has official stats in Faiths and Pantheons, I posted this version to illustrate the differences between her different aliases. Enjoy. :) Selan The Beautiful Moon, the Gracious, of the Garden Intermediate Diety Symbol: The ringed moon Home Plane: Heroic Domains of Ysgard/Ysgard/Gates of the Moon Portfolio: Beauty Worshipers: Female spellcasters, lovers, artists, gardeners, navigators, sailors Cleric Alignments: Any Domains: Charm, Moon, Protection, Travel Favored Weapon: Heavy mace This Great Goddess represents divine pulchritude and heavenly grace. In the oldest tales, she is said to be linked to the moon. Such tales claim that the moon is her chariot. She rides it across the sky while pursued by ardent suitors, who appear as a cluster of smaller stars, following in her wake. Clerics of Selan tend to multiclass as hakimas, mystic wanderers, or sorcerers. Dogma Reveal that which is pleasing. Accentuate the positive. Kind words can override angry curses. Beauty grows over time. Treat others with the sweetness and goodness they deserve. Clergy and Temples Selan’s followers, like Kor’s, tend to be traditional in their outlook, finding joy in what they know to be true rather than seeking out new ideas and new thinking. Deep philosophical thought has never been a strong point of Selanite philosophy. These priests place great stock in appearances, and they usually let initial reactions-which they call “the sensation in the liver”-guide them in their lives. Selan is much beloved by gardeners and artisans. Her greatest mosque is not in Huzuz, but on the island of Afyal, where her followers make up most of the population. The faith of Selan is served by holy slayers known as the Moon-spinners. They are devoted to the supremacy of Selan on the Isle of the Elephant. In particular, their foe is the heathen following of the elephant-headed god known as the Lost One. The Moon-spinners tend to be imaginative in performing their craft, such that they raise their holy slaying to an art. Their symbol and weapon of choice is a long white scarf, which they use both as a whip and a garrote. A reflective and meditative mystic order also serve Selan as the Quiet Multitude. Members receive their enlightenment by meditating in the moonlight. This particular sect spread like wildfire through the entire civilized world a hundred years ago, reconnecting Selan with her identity in the moon. Since then the sect has broken into a hundred small factions, each with its own interpretation of the Selan/moon controversy. Being a member of the Quiet Multitude from Huzuz usually means one can get into an argument with a Quiet Multitude member from Afyal. SELAN as Selune except for the following changes- Salient Divine Abilities: Change Extra Domain (Protection) to Divine Inspiration (love and desire). Other Divine Powers as Selune except for the following changes- Create Magic Items: Selan can also create any kind of magic item dealing with love or beauty, as long as the item’s market price does not exceed 200,000 gp. Avatars She is described as a flawless maiden cloaked in shimmering white. as Selune. Note: Clerics of Zakhara should follow the changes made in the Eberron Campaign Setting. A cleric's alignment does not have to match that of his deity. Although followers of local or heathen gods may have alignment restrictions. A lawful evil cleric can worship a chaotic good god, and he will still receive spells and granted powers. The main question is what this divergent alignment means. It may be that the priest is betraying the ideals of his church. It is equally possible that the priest fervently believes in the principles of his religion but approaches them in an unusual manner. Spells with alignment trait descriptors can be cast by clerics or other divine spellcasters even if it is counter to their own alignment. However a character whose abilities are tied to his alignment may lose those abilities (e.g. a faris [paladin] who casts a spell with the chaos or evil descriptor will lose his paladin status until he atones) and repeated casting of such spells may require a change in the character’s alignment. Another change in the Land of Fate, for clerics or other divine spellcasters who gain domains, is the selection of alignment domains. A cleric or other always has the option to select an alignment domain even if his deity does not offer it in their domain list. The cleric must still abide by the restrictions on alignment domains. (A cleric or other who is true neutral may choose the Balance domain for his alignment domain). Sources: Land of Fate (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Faiths and Pantheons (3E), and Player’s Guide to Faerun (3.5E). |
| Avatar of Paladine09-13-04, 04:08 AM | Tebryn, brilliant job on the Grand Caliph!! is there any chance that you might do the other genie lords too like Padishah Kalbari of the Marids and Sultan Marrake of the Efreet?? also, could you please do Dendar the Night Serpent as he is the only elder elemental evil stats... Green Giant, first rate job on the dieties of Zhakara! Thanks for all your hard work guys |
| Green Giant09-13-04, 09:09 PM | Here is a major or great goddess of Zakhara. Enjoy. :) Zann The Learned, the Marvelous Intermediate Diety Symbol: A fountain’s jet Home Plane: Unknown (Clockwork Nirvana of Mechanus) Portfolio: Intelligence, learning Worshipers: Wizards, librarians, sages, scholars, scribes, seekers of enlightenment, students Cleric Alignments: Any Domains: Knowledge, Magic, Mind, Rune Favored Weapon: Staff of the Enlightened Word (quarterstaff) This Great God is a scholar’s deity, for he epitomizes learning and intelligence. Zann has an amazing memory for details. Study and research are necessary, bu a true scholar knows it is just as important to record one’s experiences so that others may also learn. Clerics of Zann tend to multiclass as wizards, loremasters, arcane devotees, experts, or runecasters. Dogma Do not destroy what you do not understand. We stand on a mountain built by our fathers, and only a fool would step off that mountain. Learn from the mistakes of others. The written word is our gift to our grandchildren. Clergy and Temples The universities and libraries built by Zann’s followers are the largest and most complete in all of Zakhara. Zannites classify the contents of these libraries using three labels: great texts, common texts, and heathen texts. Great texts are considered “official” documents and histories, regarded by members of the faith as true and wise. They cover all manner of subjects relating to Zakhara’s enlightenment (not just the Great Gods). A scholar seeking answers will always consult these official texts first. Common texts are documents from an unofficial source or of questionable authenticity, including personal letters and diaries, and documents that challenge or disagree with the great texts. Zannites do not believe in denying information just because its veracity is uncertain. As learning progresses, common texts may become great, and vice versa. Heathen texts come from the world beyond the Land of Fate. Zannites treat such heathen documents with general suspicion. At best, they are considered to be legends or fairy tales. The faith of Zann is served by holy slayers known as the Friendly Word. It has the reputation of never slaying anyone. Instead this group of radical Zannites, based somewhere in the Ghost Mountains, destroys reputation and station as opposed to life and limb. They learn as much about the target as possible, then quickly and quietly rid him of his worldly possessions, friends, and good name. They are masters at the whispering campaign and ugly rumor, with just enough fact and proof to stand up before the qadi (judge). A standard tactic of the Word is to float some accusation against a target, who in turn must reveal some other damning fact to deny it (“I could not have been dallying with the merchant’s wife that morning, for I was still unconscious from drinking the night before”). The Friendly Word uses no special weapons, but leaves a dagger shaped like a pen on the pillow of its victims to show they are in disfavor. A group of fanatics also serve Zann as the Readers. They receive their enlightment from reading prodigiously. These mystics are based in Huzuz, but are found throughout the Land of Fate wherever ther are universities. Comprehension and retention are not important for the Readers, only the act of reading, exposure to all the information possible. The Readers have been in existence for over 400 years, and in that time several holy crusades and internal conflicts have been created by Readers coming upon a revelation in their texts. The leader of the Readers in Huzuz is Gina bint Kemala (N hf Clr5/Mystic Wanderer 7). ZANN Wizard 20/Cleric 10/Runecaster 10 Medium-Size Outsider (Law) Divine Rank: 12 Hit Dice: 20d8+140 (outsider) plus 20d4+140 (Wizard) plus 10d8+70 (Cleric) plus 10d8+70 (820 hp) Initiative: +11 (+7 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 66 (+7 Dex, +12 divine, +25 natural, +2 luck [Staff of the Enlightened Word], +10 deflection) touch 41, flat-footed 59 Base Attack/Grapple: +40/+59 Attack: Staff of the Enlightened Word +65 melee; or spell +59 melee touch or +59 ranged touch Full Attack: Staff of the Enlightened Word +65/+60/+55/+50 melee; or spell +59 melee touch or +59 ranged touch Damage: Staff of the Enlightened Word 1d6+12; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+6 to turn checks) 13/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (law). Special Qualities: Divine immunities, DR 25/epic, fire resistance 17, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 12 miles, remote communication, godly realm, greater teleport at will, plane shift at will, rune craft +3, improved runecasting, rune power, maximize rune, rune chant, SR 44, divine aura (1,200 ft., DC 32). Saves: Fort +53, Ref +53, Will +58 Abilities: Str 24, Dex 24, Con 24, Int 44, Wis 34, Cha 30 Skills*: Appraise +64, Bluff +59, Concentration +79 (+83 when casting defensively), Craft (alchemy) +89, Craft (bookbinding) +74, Craft (calligraphy) +77, Decipher Script +74, Diplomacy +73, Gather Information +63, Heal +59, Knowledge (arcana) +89, Knowledge (architecture and engineering) +89, Knowledge (dungeoneering) +89, Knowledge (geography) +89, Knowledge (history) +89, Knowledge (local) +89, Knowledge (nature) +89, Knowledge (nobility and royalty) +89, Knowledge (religion) +89, Knowledge (the planes) +89, Listen +59, Perform (oratory) +47, Profession (librarian) +69, Profession (scribe) +69, Search +74 (+80 with hidden or secret doors), Sense Motive +61, Spellcraft +95, Spot +59. *Always receives a 20 on checks. Feats: Brew Potion, Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell, Enlarge Spell, Extend Spell, Forge Ring, Greater Spell Penetration, Heighten Spell, Improved Combat Casting, Improved Counterspell, Improved Heighten Spell, Improved Iniative, Improved Metamagic, Inscribe Epic Rune, Inscribe Rune, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Mastery, Spell Penetration, Still Spell, Weapon Focus (quarterstaff). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Arcane Mastery, Avatar, Divine Blast, Divine Blessing (intelligence), Divine Recall (all), Divine Shield, Divine Spellcasting, Extra Domain (magic), Gift of Life, Instant Counterspell, Life and Death, See Magic, Spontaneous Wizard Spells Domain Powers: Cast divination spells at +1 caster level; use spell completion or spell trigger devices as Wiz30. Spell-like Abilities: Zann uses these abilities as a 22nd-level caster, except for divination spells, which she casts as a 23rd-level caster. The save DCs are 32 + spell level. Antimagic field, brain spider, clairaudience/clairvoyance, comprehend languages, detect secret doors, detect thoughts, discern lies, discern location, dispel magic, divination, Drawmij’s instant summons, erase, explosive runes, find the path, foresight, glyph of warding, greater glyph of warding, identify, imbue with spell ability, legend lore, lesser planar binding, lesser telepathic bond, mind blank, Mordenkainen’s disjunction, Nystul’s magic aura, probe thoughts, protection from spells, Rary’s telepathic bond, secret page, spell resistance, spell turning, teleportation circle, transcibe symbol, true seeing, weird. Wizard Spells/Day (Levels 0-17): 4/9/8/8/8/8/7/7/7/7/3/3/3/3/2/2/2/2; base DC = 28 + spell level. Cleric Spells/Day (Levels 0-12): 6/9/9/9/9/8/7/7/7/6/2/2/2; base DC = 23 + spell level. Possessions: Zann uses the Staff of the Enlightened Word which combines the features of a staff of the magi, a staff of power, and a +5 enlightened staff. Other Divine Powers As an intermediate deity, Zann automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Zann can see, hear, touch, and smell at a distance of twelve miles. As a standard action, he can perceive anything within twelve miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 12 hours. Portfolio sense: Zann senses when anything has been written, and he also knows when anyone has gained knowledge the instant it happens and retains the sensation for twelve weeks after the event occurs. Automatic actions: Zann can use any Wizard class skill, whether he has ranks or not, as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Zann can create any written kind of magic item, as long as the item’s market price does not exceed 200,000 gp. Avatars In legend, he is usually described as a man in city dress, carrying a writing tablet and a case of pens, recording all he sees. Avatar of Zann: As Zann except divine rank 6; Spd 60 ft.; AC 54 (touch 35, flat-footed 47); Base Atk +40; Grp +53; Atk +59 melee (1d6+12, Staff of the Enlightened Word), or spell +53 melee touch or +53 ranged touch; Full Atk +59/+54/+49/+44 melee (1d6+12, Staff of the Enlightened Word) or spell +53 melee touch or +53 ranged touch; SQ DR 20/epic, fire resistance 11, SR 38, divine aura (600 ft., DC 26); SV Fort +47, Ref +47, Will +52; all skill modifiers reduced by 6. Salient Divine Abilities: Alter Reality, Alter Size, Divine Blast, Divine Recall (all), Divine Shield, Divine Spellcasting, Extra Domain (magic), Gift of Life. Spell-like Abilities: Caster level 16th; saving throw DC 26 + spell level. Enlightened: An enlightened weapon is charged with destroying the followers of savage gods. It deals +2d6 bonus points of damage against any unenlightened characters and creatures with an intelligence score of at least 3, including all the following: creatures who have no faith, creatures who reject faith, and creatures who worship any deity considered to be a savage or ajami god. It bestows one negative level on any unenlightened creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so enchanted bestow the enlightened power upon their ammunition. Moderate evocation; CL 7th; Craft Magic Arms and Armor, creator must worship an enlightened god; Market Price +2 bonus. Note: Clerics of Zakhara should follow the changes made in the Eberron Campaign Setting. A cleric's alignment does not have to match that of his deity. Although followers of local or heathen gods may have alignment restrictions. A lawful evil cleric can worship a chaotic good god, and he will still receive spells and granted powers. The main question is what this divergent alignment means. It may be that the priest is betraying the ideals of his church. It is equally possible that the priest fervently believes in the principles of his religion but approaches them in an unusual manner. Spells with alignment trait descriptors can be cast by clerics or other divine spellcasters even if it is counter to their own alignment. However a character whose abilities are tied to his alignment may lose those abilities (e.g. a faris [paladin] who casts a spell with the chaos or evil descriptor will lose his paladin status until he atones) and repeated casting of such spells may require a change in the character’s alignment. Another change in the Land of Fate, for clerics or other divine spellcasters who gain domains, is the selection of alignment domains. A cleric or other always has the option to select an alignment domain even if his deity does not offer it in their domain list. The cleric must still abide by the restrictions on alignment domains. (A cleric or other who is true neutral may choose the Balance domain for his alignment domain). Sources: Land of Fate (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Faiths and Pantheons (3E), Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), and Epic Level Handbook (3E). |
| Green Giant09-14-04, 04:52 PM | Here is a local or common goddess of Zakhara. Enjoy. :) Bala Of the Tidings, of Ill Tidings Lesser Diety Symbol: The zither Home Plane: Unknown (Heroic Domains of Ysgard/Ysgard) Portfolio: Music Worshipers: Rawuns (bards), entertainers, poets, revelers, singers Cleric Alignments: Any non-lawful Domains: Charm, Joy, Knowledge, Trickery Favored Weapon: Jambiya This common god of music was openly beloved in Mahabba, long ago. When Pantheists took control of the city, her worshippers were forced to continue their faith in secret. Clerics of Bala tend to multiclass as rawuns (bards). Dogma The voice was made to sing, and the mind to create praise for all things. Bring news to the unenlightened and joy to the suffering. Speak freely and openly among friends. Strike against those who seek to silence our tongues (moralists). Clergy and Temples The Pantheists have attempted to stamp out the Balanite faction in Mahabba for years. As a result, the faith has spread to several other cities. At least one fellowship of Balanite holy slayers has formed as a result of Pantheist persecution. The holy slayers are dedicated to removing the oppressive yoke of Pantheist rule. Bala of the Tidings has become Bala of Ill Tidings-playing a dirge for those who attempt to crush all her followers. Outside the Pantheist League, a priest of Bala may worship at an open mosque just like any other priest. Within the cities of the Pantheon, Balanites do not profess their faith unless they are sure of the company they’re keeping. Meetings and worship are quiet, hidden affairs. “Speak freely among friends” is a greeting by which Balanites can recognize one another, but they also have other, more secret codes. The faith of Bala is served by holy slayers known as the Final Chord. The followers of the Final Chord are fanatics in the cause of Bala, a common god whose followers have been persecuted by the Pantheon for hundreds of years. It is the most recent of a long line of holy slayer fellowships devoted to destroying the Pantheon and its leadership, and returning Bala to supreme worship in the city of Mahabba. The Final Chord are found throughout the Pantheon and the Ruined Kingdoms, but keep a very low profile. Their chief enemies are the Pantheon priests and the Storm Which Destroys. Their symbol and weapon of choice is a silver jambiya with silver bells tied to its hilt. There are rumors that a great training operation exists in the Grey Jungle for the Final Chord. BALA Bard 20/Cleric 20 Medium-Size Outsider (Chaos) Divine Rank: 8 Hit Dice: 20d8+160 (outsider) plus 20d6+160 (Bard) plus 20d8+160 (Cleric) (920 hp) Initiative: +14 (+10 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 64 (+10 Dex, +8 divine, +21 natural, +15 deflection) touch 43, flat-footed 54 Base Attack/Grapple: +40/+56 Attack: +5 dancing keen jambiya +62 melee; or spell +56 melee touch or +58 ranged touch Full Attack: +5 dancing keen jambiya +62/+57/+52/+47 ranged; or spell +56 melee touch or +58 ranged touch Damage: +5 dancing keen jambiya 1d3+13/15-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+4 to turn checks) 18/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos). Special Qualities: Divine immunities, DR 20/epic, fire resistance 13, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 8 miles, remote communication, godly realm, greater teleport at will, plane shift at will, bardic knowledge +35, bardic music 24/day (countersong, fascinate, inspire courage +8, inspire competence, suggestion, inspire greatness, song of freedom, inspire heroics, mass suggestion), SR 40, divine aura (800 ft., DC 33). Saves: Fort +48, Ref +50, Will +49 Abilities: Str 26, Dex 30, Con 26, Int 28, Wis 28, Cha 41 Skills: Appraise +37, Balance +47, Bluff +68, Climb +36, Concentration +36 (+40 when casting defensively), Craft (alchemy) +37, Craft (musical instrument) +47, Decipher Script +37, Diplomacy +64, Disguise +48 (+54 acting), Escape Artist +38, Gather Information +52, Heal +37, Hide +38, Jump +45, Knowledge (arcana) +42, Knowledge (history) +62, Knowledge (local) +42, Knowledge (nobility and royalty) +42, Knowledge (religion) +42, Knowledge (the planes) +42, Listen +40, Move Silently +38, Perform (dance) +53, Perform (percussion instruments) +53, Perform (string instruments) +68, Perform (wind instruments) +53, Perform (sing) +68, Sense Motive +37, Sleight of Hand +49, Spellcraft +46 (+48 with deciphering scrolls), Spot +40, Swim +37, Tumble +47, Use Magic Device +43 (+49 with scrolls). Feats: Combat Casting, Combat Expertise, Craft Wondrous Item, Deafening Song, Disguise Spell, Dodge, Extend Spell, Extra Music, Group Inspiration, Hindering Song, Improved Feint, Improved Iniative, Inspire Excellence, Mobility, Scribe Scroll, Spell Penetration, Spring Attack, Subsonics, Weapon Focus (jambiya), Whirlwind Attack, Widen Spell Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Divine Bard, Divine Blast, Divine Glibness, Divine Shield, Extra Domain (knowledge), Gift of Life, Irresistible Performance. Domain Powers: 8/day increase Cha by +4 for 1 minute; cast divination spells at +1 caster level. Spell-like Abilities: Bala uses these abilities as an 18th-level caster, except for divination spells, which she uses as a 19th-level caster. The save DCs are 33 + spell level. Calm emotions, Chaav’s laugh, charm monster, charm person, clairaudience/clairvoyance, confusion, demand, detect secret doors, detect thoughts, discern location, disguise self, divination, dominate monster, distilled joy, elation, false vision, find the path, foresight, geas/quest, good hope, greater heroism, insanity, invisibility, legend lore, mislead, nondetection, Otto’s irresistible dance, polymorph any object, screen, starmantle, suggestion, sympathy, time stop, true seeing, vision of heaven. Bard Spells Known (4/8/8/8/7/7/7; base DC = 25 + spell level): 0-dancing lights, daze, lullaby, prestidigitation, resistance, summon instrument; 1st-identify, lesser confusion, sleep, Tasha’s hideous laughter, ventriloquism; 2nd-alter self, mirror image, shatter, silence, sound burst; 3rd-gaseous form, glibness, haste, major image, sculpt sound; 4th-break enchantment, freedom of movement, legend lore, modify memory, shout; 5th-false vision, mind fog, mislead, seeming, song of discord; 6th-greater shout, project image, sympathetic vibration, Tasha’s irresistible dance. Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base DC = 19 + spell level. Possessions: Bala uses a +5 jambiya with the dancing and keen special abilities for combat. Other Divine Powers As a lesser deity, Bala may take 10 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Bala can see, hear, touch, and smell at a distance of eight miles. As a standard action, she can perceive anything within eight miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to five locations at once. She can block the sensing power of deities of his rank or lower at up to two remote locations at once for 8 hours. Portfolio sense: Bala senses anything that affects at least 500 rawuns (bards), and she is also aware when any performance is about to occur so long as there is 500 members in the audience. Automatic actions: Bala can use Bluff and any Perform skill, whether she has ranks or not, as a free action if the DC for the task is 20 or lower. She can perform up to five such free actions each round. Create Magic Items: Bala can create any kind of magic musical instrument, as long as the item’s market price does not exceed 30,000 gp. Avatars Bala has been depicted as a middle-aged woman, dressed modestly but colorfully, playing a zither. So wonderful is her music that the genies come to dance for her, and the other gods pause from their work at the hint of a song. Such are the legends. Avatar of Bala: As Bala except divine rank 4; Spd 60 ft.; AC 58 (touch 39, flat-footed 46); Base Atk +40; Grp +52; Atk +58 melee (1d3+13/15-20, +5 dancing keen jambiya), or spell +52 melee touch or +54 ranged touch; Full Atk +58/+53/+48/+43 melee (1d3+13/15-20, +5 dancing keen jambiya), or spell +52 melee touch or +54 ranged touch; SQ DR 15/epic, fire resistance 9, SR 36, divine aura (40 ft., DC 29); SV Fort +44, Ref +46, Will +45; all skill modifiers reduced by 4. Salient Divine Abilities: Alter Reality, Divine Bard, Divine Blast, Divine Shield, Irresistible Performance. Spell-like Abilities: Caster level 14th; saving throw DC 29 + spell level. Note: Clerics of Zakhara should follow the changes made in the Eberron Campaign Setting. A cleric's alignment does not have to match that of his deity. Although followers of local or heathen gods may have alignment restrictions. A lawful evil cleric can worship a chaotic good god, and he will still receive spells and granted powers. The main question is what this divergent alignment means. It may be that the priest is betraying the ideals of his church. It is equally possible that the priest fervently believes in the principles of his religion but approaches them in an unusual manner. Spells with alignment trait descriptors can be cast by clerics or other divine spellcasters even if it is counter to their own alignment. However a character whose abilities are tied to his alignment may lose those abilities (e.g. a faris [paladin] who casts a spell with the chaos or evil descriptor will lose his paladin status until he atones) and repeated casting of such spells may require a change in the character’s alignment. Another change in the Land of Fate, for clerics or other divine spellcasters who gain domains, is the selection of alignment domains. A cleric or other always has the option to select an alignment domain even if his deity does not offer it in their domain list. The cleric must still abide by the restrictions on alignment domains. (A cleric or other who is true neutral may choose the Balance domain for his alignment domain). Sources: Land of Fate (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Faiths and Pantheons (3E), Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Epic Level Handbook (3E), Book of Exalted Deeds (3.5E), and Song and Silence (3E). |
| Green Giant09-14-04, 05:00 PM | Here is a pantheistic faith of Zakhara. Enjoy. :) The Pantheon Symbol: Pentagon Portfolio: Unity Worshipers: Pantheist League Cleric Alignments: Any Domains: Celerity, Charm, Courage, Endurance, Glory, Insight, Knowledge, Luck, Moon, Protection, Strength, Time, Trade, Travel, Trickery, Wealth as well as Death, Healing, and Fate Favored Weapon: Short sword, jambiya, battleaxe, short bow, or heavy mace Hajama, Jauhar, Kor, Najm, Selan-these five enlightened gods make up the Pantheon. Priests of the Pantheon recognize only these gods, considering them to be the “true” Great Gods. Members of the Pantheist League do not tolerate the worship of any other deities. All but Jauhar are known and worshipped throughout the Land of Fate. Still, the bond between Pantheists and non-Pantheists of a given faith is tenuous as best. The god is the same, yet the beliefs and practices differ. Pantheists of a given faith have more in common with fellow Pantheists who worship other gods than they do with outsiders who belong to the same faith. Clerics of the Pantheon tend to multiclass as divine disciples or hierophants. Dogma Only by gathering together, and by combining the best talents of the group, can we succeed. Trust your foes to be jealous of your accomplishments. The gods of the Pantheon are the only true gods. All other so-called deities are common creations, and their followers must be “enlightened.” Excessive actions may be excused by excessive circumstances. Clergy and Temples Unlike other worshippers elsewhere, Pantheists do not attend ceremonies tailored only to one god. Instead, Pantheist mosques are similar to open mosques found elsewhere; religious services reflect the variety among the worshippers who are welcomed. There is one key difference, however. Only the five deities of the Pantheon may be venerated in a Pantheist mosque. No other mosques are permitted within the cities of the League of the Pantheon; those which manage to exist are small as well as secret. The Pantheist church is a united body, devoted to the well-being of all its worshippers. The Church works closely with the local rulers of the Pantheist cities to ensure that the needy are cared for, the hungry are fed, and the sick are healed. Pantheist followers are loyal and enthusiastic about their combined faith. Non-Pantheist priests who worship one of the deities of the Pantheon are regarded with tolerance and general interest. They are “cousins” hailing from outside the Pantheon, welcomed as members of related churches. Even a Pantheist believes that a priest of Kor is still a priest of Kor-even a somewhat misguided Korite from Afyal. Nonetheless, Pantheists would prefer to sway that cousin to a more like mind. Ironically, a Pantheist may not receive the same welcome when traveling to a sister church outside the Pantheist cities. As a group, Pantheists are regarded with suspicion, particularly in the Pearl Cities. If the gods themselves have any precise opinion as to whose views are correct, they have kept to themselves. The faith of the Pantheon is served by holy slayers known as the Storm Which Destroys. This is a group of extremely moralistic fanatics operating out of the Al-Sayaj mountains overlooking the Pantheon Lands. It may be said that the Storm is the “shadow army” of the Pantheon, and its members are used both to advance the causes of the Pantheon, and to settle internal disputes. Rumor has it that the Storm is too radical for most of the Pantheon leadership, but rumor also has it that the Storm answers ultimately to Revered Father Rimaq al-Nimar (LN hm Clr 15/Dis5 of the Pantheon) of I’tiraf. The Storm Which Destroys has recently been involved in the dismissal of the former Caliph of Talab. The Storm’s symbol and weapon of choice is the obsidian blade. Note: Clerics of Zakhara should follow the changes made in the Eberron Campaign Setting. A cleric's alignment does not have to match that of his deity. Although followers of local or heathen gods may have alignment restrictions. A lawful evil cleric can worship a chaotic good god, and he will still receive spells and granted powers. The main question is what this divergent alignment means. It may be that the priest is betraying the ideals of his church. It is equally possible that the priest fervently believes in the principles of his religion but approaches them in an unusual manner. Spells with alignment trait descriptors can be cast by clerics or other divine spellcasters even if it is counter to their own alignment. However a character whose abilities are tied to his alignment may lose those abilities (e.g. a faris [paladin] who casts a spell with the chaos or evil descriptor will lose his paladin status until he atones) and repeated casting of such spells may require a change in the character’s alignment. Another change in the Land of Fate, for clerics or other divine spellcasters who gain domains, is the selection of alignment domains. A cleric or other always has the option to select an alignment domain even if his deity does not offer it in their domain list. The cleric must still abide by the restrictions on alignment domains. (A cleric or other who is true neutral may choose the Balance domain for his alignment domain). Sources: Land of Fate (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Faiths and Pantheons (3E), Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Complete Warrior (3.5E), Complete Divine (3.5E), Book of Exalted Deeds (3.5E), Draconomicon (3.5E), and Dragonlance Campaign Setting (3.5E). |
| Green Giant09-14-04, 05:06 PM | Here is another pantheistic faith of Zakhara. Enjoy. :) Temple of Ten Thousand Gods Symbol: A nautilus shell Portfolio: Acceptance Worshipers: Any Cleric Alignments: Any Domains: Any Favored Weapon: Mace The Temple of Ten Thousand Gods is an oddity among the enlightened faiths. While its members recognize the established gods such as Kor and Najm, they also recognize any deity, believing all gods to be aspects of the same divine power. In other words, the many deites, known and forgotten, are but different faces of the same divinity. Some moralists declare that the Temple of the Ten Thousand Gods is no more than a philosophy, and not a true religion. But priests of the Ten Thousand gain spells in the same fashion as other priests. Someone or something, must be listening to their prayers. Clerics of Temple of Ten Thousand Gods rarely tend to multiclass. Dogma The gods are aspects of a greater holy power. Men and women, elves, half-elves, dwarves, and other creatures-all these mortal beings mirror the diversity of that divine power. All are touched by the same holy radiance. Accept your brothers and sisters. Think well of them and treat them kindly, for they, like you, are divine. Clergy and Temples Followers of the Ten Thousand tend to be quick-witted, cunning, and pragmatic (the faith has the largest number of pragmatist priests of any church). They are often humorous to the point of being sarcastic, and sly to the point of deviousness. It is sometimes hard to discern whether they are telling the truth or whether they are merely toying with someone. Members of this popular faith tend to be wanderers, curious by nature. While kahins frequent the wilderness, priests of the Ten Thousand usually travel from town to town. As a result, there are few organized mosques for the Ten Thousand. (Those which do exist are, of course, open mosques.) Rather than locating a mosque of the Ten Thousand, it’s a small matter for the faithful to worship at another recognized mosque, or to accept the hospitality of a more organized religion. Priests of the Ten Thousand are essentially “jacks of all trades” (or all gods). They can debate theology with priests of Kor as easily as they can advise priests of Selan, for priests of the Ten Thousand worship both gods and more. Priests who venerate a single god treat members of the Ten Thousand as an interesting diversion in secular life. Some outsiders believe such a broad-minded cleric can bring new light to their own faiths by crossing over the lines between religions. Others view priests of the Ten Thousand as a chattering group of agitators and headache-makers who seek to ridicule the existent gods. In the Pantheist League, followers of the Ten Thousand are outlawed. While these “outlaws” frequently visit the cities of the Pantheon, they are almost impossible to catch, since they freely worship the Pantheon gods. “Outlaws” who are wise simply blend with the Pantheist crowd. Note: Clerics of Zakhara should follow the changes made in the Eberron Campaign Setting. A cleric's alignment does not have to match that of his deity. Although followers of local or heathen gods may have alignment restrictions. A lawful evil cleric can worship a chaotic good god, and he will still receive spells and granted powers. The main question is what this divergent alignment means. It may be that the priest is betraying the ideals of his church. It is equally possible that the priest fervently believes in the principles of his religion but approaches them in an unusual manner. Spells with alignment trait descriptors can be cast by clerics or other divine spellcasters even if it is counter to their own alignment. However a character whose abilities are tied to his alignment may lose those abilities (e.g. a faris [paladin] who casts a spell with the chaos or evil descriptor will lose his paladin status until he atones) and repeated casting of such spells may require a change in the character’s alignment. Another change in the Land of Fate, for clerics or other divine spellcasters who gain domains, is the selection of alignment domains. A cleric or other always has the option to select an alignment domain even if his deity does not offer it in their domain list. The cleric must still abide by the restrictions on alignment domains. (A cleric or other who is true neutral may choose the Balance domain for his alignment domain). Sources: Land of Fate (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Faiths and Pantheons (3E), Player’s Guide to Faerun (3.5E), and Deities and Demigods (3E). |
| Green Giant09-14-04, 05:16 PM | Guess I've finished with all the non-Faerunian pantheons that exist except for those of the unknown lands. The rest of the Zakharan pantheon seem to be aspects or aliases of known gods and those who are not seem to be nothing more than either powerful outsiders or abominations. I might continue later on when I'm a little more sure of what to expect. Otherwise that's it. :) |
| darrius09-16-04, 06:43 PM | does anybody have the stats for hextor anywhere??? |
| Tebryn1409-16-04, 07:54 PM | Green Giant, thank you so much for yet another astoundingly good human pantheon. Feel free to do another, perhaps the Greek (see On Hallowed Grounds, if you own it). As for Hextor, he is in Deities and Demigods. |
| darrius09-22-04, 08:25 PM | is it just me or all their levels 40??? is it possible for a 60th lvl god??? |
| EmeraldFox09-22-04, 09:43 PM | Bane has 65 levels. |
| Tebryn1409-22-04, 10:12 PM | Well, the average Deity has 60 HD. The first 20 outsider HD (unless the deity is an ascended mortal). Now, my counterparts over at Dicefreaks think that those HD are a terrible waste, and substitute character levels (as well as having a quite different set of rules for their deities, rather like my Power Clause, though I must give them credit for coming up with theirs much earlier and devoting much more time to it). I, however, think that it is a very nice thing, ensuring that almost all deities have 4 attacks, good base saves, as well as a very nice hefty skill point base. |
| Lord Mortanius09-22-04, 10:41 PM | is it just me or all their levels 40??? is it possible for a 60th lvl god??? Bane has 65 levels, Azuth has 60+, while Bhaal and Myrkul possibly have the same number of levels as Bane. |
| Tebryn1409-22-04, 11:00 PM | Please note that all of those gods ARE ascended mortals. |
| Green Giant09-25-04, 08:01 PM | Don't know if it's been posted before but here is an FR deity that was requested. Enjoy. :) Eshowdow The Shadow Giant, Devourer of Honor, Courage, and Nobility Demigod Symbol: A black, vaguely man-shaped shadow with long claws Home Plane: Toril/Chult Portfolio: Shadows, destruction, revenge, cowardice, ignominy, fear Worshipers: Eshowe people, Tabaxi outcasts, Batiri Cleric Alignments: CN, NE, CE Domains: Darkness, Destruction, Evil Favored Weapon: Shadowclaw (greatclub) Dogma Clergy and Temples ESHOWDOW Sorcerer 10/Shadow Adept 10/Ranger 10/Shadowdancer 10 Large Outsider (Chaos, Evil, Incorporeal) Divine Rank: 5 Hit Dice: 20d8+140 (outsider) plus 10d4+70 (Sorcerer) plus 10d4+70 (Shadow Adept) plus 10d8+70 (Ranger) plus 10d8+70 (Shadowdancer) (820 hp) Initiative: +19 (+15 Dex, +4 Improved Iniative) Speed: 80 ft. AC: 57 (+15 Dex, +5 divine, +18 natural, -1 size, +10 deflection) touch 39, flat-footed 42 Base Attack/Grapple: +40/+58 Attack: +5 keen, shadowstrike, unholy claw +69 melee; or spell +57 melee touch or +60 ranged touch Full Attack: +5 keen, shadowstrike, unholy claw +67/+62/+57/+52 melee and +5 keen, shadowstrike, unholy claw +67/+62 melee; or spell +57 melee touch or +60 ranged touch Damage: +5 keen, shadowstrike, unholy claw 1d6+14 plus energy drain/19-20 and +5 keen, shadowstrike, unholy claw 1d6+9 plus energy drain/19-20; or by spell. Face/Reach: 10 ft./10 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, evil). Special Qualities: Divine immunities, DR 15/epic, fire resistance 10, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 5 miles, remote communication, godly realm, greater teleport at will, low-light vision, shadow defense +3, greater shield of shadows, darkvision 60 ft., shadow walk, shadow double, hide in plain sight, evasion, uncanny dodge, shadow illusion, summon shadow (6 HD), shadow jump 160 ft., defensive roll, improved uncanny dodge, slippery mind, improved evasion, wild empathy +22, favored enemy (+6 human, +2 animal, +2 magical beast), animal companion as ranger, woodland stride, swift tracker, SR 37, divine aura (50 ft., DC 25). Saves: Fort +44, Ref +52, Will +44 Abilities: Str 29, Dex 40, Con 24, Int 29, Wis 24, Cha 30 Skills: Balance +49, Bluff +60, Climb +34 (+36 with ropes), Concentration +57 (+61 when casting defensively), Decipher Script +34, Diplomacy +45, Disguise +40 (+46 acting), Escape Artist +45 (+47 escape from rope), Handle Animal +35, Heal +32, Hide +63, Intimidate +51, Jump +43, Knowledge (arcana) +59, Knowledge (dungeoneering) +39, Knowledge (geography) +39, Knowledge (local) +39, Knowledge (nature) +39, Knowledge (religion) +39, Knowledge (the planes) +39, Listen +37, Move Silently +67, Perform (dance) +40, Profession (herbalist) +37, Search +39, Sense Motive +37, Sleight of Hand +51, Spellcraft +65, Spot +37, Survival +37 (+41 underground, avoid getting lost, aboveground, other planes, and to find or follow tracks), Swim +30, Tumble +49, Use Rope +40 (+44 bind someone). Feats: Blind-Fight, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Wondrous Item, Dodge, Empower Spell, Endurance, Eschew Materials, Improved Feint, Improved Iniative, Improved Two-Weapon Fighting, Improved Unarmed Strike, Insidious Magic, Mobility, Pernicious Magic, Power Attack, Shadow Weave Magic, Silent Spell, Spring Attack, Stealthy, Still Spell, Tenacious Magic, Two-Weapon Fighting, Track, Weapon Finesse, Weapon Focus (claw). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Reality, Alter Size, Divine Blast, Divine Inspiration (dread), Divine Shield, Hand of Death. Domain Powers: 5/day smite (+4 on attack and +10 on damage for one weapon attack); cast evil spells at +1 caster level. Spell-like Abilities: Eshowdow uses these abilities as a 15th-level caster, except for evil spells, which he uses as a 16th-level caster, and evocation and transmutation spells (except spells from those two schools with the darkness descriptor), which he uses as a 14th-level caster. The save DCs are 24 + spell level, or 25 + spell level for enchantment, illusion, and necromancy spells. Armor of darkness, blacklight, blasphemy, blindness/deafness, contagion, create undead, darkbolt, desecrate, disintegrate, dispel good, earthquake, harm, implosion, inflict light wounds, inflict critical wounds, magic circle against good, mass inflict light wounds, nightmare, obscuring mist, power word blind, power word kill, protection from good, prying eyes, shatter, summon monster IX (as evil spell only), unholy aura, unholy blight. Ranger Spells/Day: 3/3; base DC = 17 + spell level, or 18 + spell level for enchantment, illusion, and necromancy spells; effective caster level 4 for evocation and transmutation spells (except spells from those two schools with the darkness descriptor). Sorcerer Spells Known (6/9/9/8/8/8/8/7/7/7; base DC = 20 + spell level, or 21 + spell level for enchantment, illusion, and necromancy spells; effective caster level 19 for evocation and transmutation spells [except spells from those two schools with the darkness descriptor]): 0-daze, detect magic, ghost sound, prestidigitation, mage hand, ray of frost, read magic, resistance, touch of fatigue; 1st-cause fear, chill touch, ray of enfeeblement, shield, true strike; 2nd-claws of darkness (FOR), darkness, ghoul touch, see invisibility, spectral hand; 3rd-dispel magic, displacement, lesser shadow tentacle (LOR), vampiric touch; 4th-charm monster, fear, greater invisibility, shadow conjuration; 5th-blight, hold monster, shadow evocation, waves of fatigue; 6th-circle of death, eyebite, shadow walk; 7th-finger of death, limited wish, plane shift; 8th-demand, horrid wilting, summon monster VIII; 9th-dominate monster, soul bind, weird. Possessions: Eshowdow uses his claws which have a +5 enhancement to their attacks as well as the keen, shadowstrike, and unholy special abilities. Each attack also deals energy drain of two negative levels (DC 55 to remove). Other Divine Powers As a demigod, Eshowdow treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Eshowdow can see, hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours. Portfolio sense: Eshowdow knows is aware of any act of destruction, vengeance, or cowardice that happens in the dark or shadows if it affects at least 500 people. Automatic actions: Eshowdow can use Bluff, Hide, Intimdate, Move Silently, and Tumble as a free action if the DC for the task is 15 or lower. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to two such free actions each round. Create Magic Items: Eshowdow can create any kind of magic item dealing with darkness, deals damage, or negatively affects an individual’s morale, as long as the item’s market price does not exceed 4,500 gp. Sources: Powers & Pantheons (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Faiths and Pantheons (3E), Lords of Darkness (3E), Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), and Arms and Equipment Guide (3E). |
| Lord Mortanius09-26-04, 12:52 AM | Just a question, but why to Bhaal and Myrkul have less levels than Bane ? |
| Tebryn1409-27-04, 04:42 PM | Here is the second of the Genie Gods. I also made some changes to Caliph Husam of the Djinn, so check that out. Green Giant, if you are up for statting, could you do stats for Gorellik, or do you prefer human gods. If the latter is the case, perhaps one of the Planescape human pantheons, ie. Greek, or the rest of the Celts, Vedic, etc. Sultan Marrake al-Sidan al-Hariq ben Lazan The Lord of Flame, the Potentate Incandescent, The Tempering, the Eternal Flame of Truth, the Smoldering Dictator, the Grand Sultan of the Efreet Greater Deity Symbol: Flame Home Plane: Elemental Fire/ City of Brass Alignment: Lawful Evil Portfolio: Efreet, flame, dictatorship. Worshippers: Efreet, elemental savants. Cleric Alignment: LE, LN, NE Domains: Evil, Fire, Hatred, Law, Tyranny Favored Weapon: Unarmed strike The Grant Sultan of the Efreet, Sultan Marrake, is a force for both fire and evil. He appears as a large efreet with a tangible aura of power. Like his Marid, Dao, and Djinn counterparts, he rules over the efreet empire, though with a much firmer grasp than any of the others. He forces often battle against both the Marid, as well as the Djinn. In addition, he is at odds with Istishia, the queen of water elementals. Large Outsider (Evil, Extraplanar, Lawful, Fire) Divine Rank: 16 Hit Dice: 45d8+576 (960 hp) Initiative: +17 Speed: 80 ft. fly 160 ft (perfect) AC: 82 (+16 divine, +15 deflection, +13 dexterity, +29 natural, -1 size) Base Attack/Grapple: +48/+87 Attacks*: +5 flaming burst, unholy, lawful fists +92/+87/+82/+77 melee; or by spell +82 melee touch, or +76 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: +5 flaming burst, unholy, lawful fists 2d6+51+1d6 fire/+1d10 fire; or by spell. Always deals maximum damage (fists 63 plus 6 fire plus 12 each unholy and lawful). Face Reach: 10 ft. by 10 ft./ 10 ft. Special Attacks: Domain powers, divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 30/epic, fire immunity, understand, speak, and read all languages and speak directly to all beings within 16 miles, remote communication, godly realm (100 miles), greater teleport at will, plane shift at will, SR 48, divine aura (16 miles, DC 41), effective character levels (32 wizard, 10 elemental savant, 10 fighter), elemental focus (fire) +3, elemental penetration (fire) +3, darkvision. Saves*: Fort +54, Ref +55, Will +52. *Always receives a 20 on saves. Abilities: Str 48, Dex 36, Con 34, Int 32, Wis 30, Cha 41 Skills*: Appraise +56, Balance +49, Bluff +82, Concentration +79, Craft (Alchemy) +49, Decipher Script +67, Diplomacy +86, Disguise +61, Escape Artist +59, Gather Information +81, Intimidate +88, Knowledge (Arcana) +82, Knowledge (History) +72, Knowledge (Nature) +72, Knowledge (Planes) +75, Knowledge (Religion) +75, Listen +70, Move Silently +49, Search +52, Sense Motive +71, Spellcraft +78, Spot +70. *Always receives a 20 on checks. Feats: Alertness, Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Great Cleave, Heighten Spell, Improved Bullrush, Improved Initiative, Improved Unarmed Strike, Mobility, Power Attack, Spell Mastery, Spring Attack, Snatch Arrow, Sunder, Weapon Focus (Unarmed), Weapon Specialization (Unarmed), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality (DC 51 for duplicated spells), Alter Size, Annihilating Strike, Arcane Mastery, Automatic Metamagic (Quickened Wizard spells), Avatar (20), Battlesense, Call Creatures (up to 16 fire creatures serving simultaneously, each with up to 16 HD), Control Creatures (Fire Creatures), Divine Blast (18/day, 16 miles, 31d12 points of damage), Divine Fire Mastery*, Divine Shield (15/day, stops 160 points of damage), Divine Weapon Focus (unarmed), Divine Weapon Specialization (Unarmed), Energy Burst (fire, 160 ft., 16d8, Reflex DC 48 for half), Energy Storm (Fire, Unholy), Extra Domain (Law), Extra Domain (Tyranny), Instant Counterspell, Spontaneous Wizard Spells. *Divine Fire Mastery In addition to the usual abilities granted by this SDA, the Grand Sultan also adds +10 to the Saving Throw DC for all of his spells and effects with the fire descriptor. This ability stacks with the abilities granted by the Grand Sultan’s levels in the Elemental Savant Prestige Class. In addition, those abilities automatically ignore the immunities and resistances to fire of any being damaged by them, except divine beings of higher rank. Domain Powers: Rebuke fire creatures or turn water creatures 18/day; cast evil spells at +1 caster level; gain +2 profane bonus on attack rolls, saving throws, and AC vs. one opponent for 1 minute, 16/day; cast law spells at +1 caster level; add +2 to DC of all compulsion spells. Spell-Like Abilities: The Grand Sultan uses these abilities as a 26th level caster, except for chaotic and evil spells, which he uses at 27th caster level. The save DCs are 41+spell level, except for compulsion spells, for which the save DCs are 43+spell level, and fire spells, for which they are 54+spell level. Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Summon Monster IX*, Burning Hands, Produce Flame, Resist Elements, Wall of Fire, Fire Shield, Fire Seeds, Fire Storm, Incendiary Cloud, Elemental Swarm**, Doom, Scare, Bestow Curse, Emotion, Righteous Might, Forbiddance, Antipathy, Wail of the Banshee, Protection from Chaos, Calm Emotions, Magic Circle against Chaos, Order’s Wrath, Dispel Chaos, Hold Monster, Dictum, Shield of Law, Command, Enthrall, Discern Lies, Fear, Greater Command, Geas/Quest, Bigby’s Grasping Hand, Mass Charm, Dominate Monster. *Cast as an Evil or Law spell only. **Cast as a fire spell only. Effective Character Levels: The Grand Sultan has the Spellcasting ability of a 32nd level wizard, the special abilities of a 10th level elemental savant (Fire), and the bonus feats of a 10th level fighter. Wizard Spells/Day: 4/7/7/7/6/6/6/6/5/5; save DC=21+spell level, or 34+spell level for fire spells. Elemental Focus (Ex): The Grand Sultan can manipulate fire better than normal wizards. The save DC for any spell that uses this element increase by 3. Elemental Penetration (Ex): The Grant Sultan has refined his ability to wield fire. When he casts a spell with the fire descriptor, he gains a +3 bonus to caster level checks to beat SR. Other Divine Powers As a greater deity, the Grand Sultan automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal Senses: The Grand Sultan can see, hear, touch, and smell at a distance of 16 miles. As a standard action, her can perceives anything within 16 miles of his worshippers, holy site, objects, or any location where on his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing powers of deities his rank or lower at up to two remote locations at once for 16 hours. Portfolio Sense: The Grand Sultan senses anything that affects the welfare of the Efreet 16 weeks before it happens, and retains the sensation for 16 weeks after the event occurs. He is likewise aware of anytime Efreet exert control over another being. Automatic Actions: The Grand Sultan can use Diplomacy, Bluff, Intimidate, or Gather Information as a free action as long as the DC for the task is 30 or lower. He can perform up to 20 such free actions each round. Create Magic Items: The Grand Sultan can create any magic weapon, any item that uses fire, any item that grants a bonus to Charisma, or any item that allows the control or domination of others. |
| Green Giant09-30-04, 09:15 PM | Here is the much troubled, ancient god of the gnolls. Enjoy. :) Gorellik The Savage Hyena Demigod Symbol: A white, mottled hyeandon’s head Home Plane: Wanders Portfolio: Hunting, gnolls, hyenas, hyeandons Worshipers: Gnolls Cleric Alignments: CE, CN, NE Domains: Animal, Chaos, Strength Favored Weapon: Bite (morningstar) Dogma Clergy and Temples GORELLIK Ranger 20/Barbarian 20 Large Outsider (Chaos, Evil) Divine Rank: 2 Hit Dice: 20d8+220 (outsider) plus 20d8+220 (Ranger) plus 20d12+220 (Barbarian) (1220 hp) Initiative: +16 (+12 Dex, +4 Improved Iniative) Speed: 70 ft. AC: 48 (+12 Dex, +2 divine, +15 natural, +9 deflection) touch 33, flat-footed 36 Base Attack/Grapple: +40/+58 Attack: +5 unholy, vicious, wounding bite +64 melee; or spell +58 melee touch or +54 ranged touch Full Attack: +5 unholy, vicious, wounding bite +64 melee and 2 +5 keen claws +64 melee; or spell +58 melee touch or +54 ranged touch Damage: +5 unholy, vicious, wounding bite 1d8+29/19-20; or +5 unholy, vicious, wounding bite 1d8+21/19-20 and 2 +5 keen claw 1d6+13/19-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, evil). Special Qualities: Divine immunities, DR 15/epic (DR 5/-), fire resistance 7, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 2 miles, remote communication, godly realm, greater teleport at will, wild empathy +33, favored enemy (animal +9, undead +7, magical beast +5, monstrous humanoid +5, fey +5), animal companion as ranger, woodland stride, swift tracker, evasion, camouflage, hide in plain sight, fast movement, mighty rage 8/day, uncanny dodge, trap sense +6, improved uncanny dodge, indomitable will, tireless rage, SR 34, divine aura (20 ft., DC 21). Saves: Fort +45, Ref +46, Will +38 Abilities: Str 42, Dex 35, Con 32, Int 18, Wis 18, Cha 29 Skills: Climb +43 (+45 with ropes), Concentration +33, Diplomacy +33, Handle Animal +56, Heal +26, Hide +41, Intimidate +66, Jump +43, Knowledge (dungeoneering) +26, Knowledge (geography) +26, Knowledge (nature) +31, Knowledge (religion) +26, Knowledge (the planes) +26, Listen +63, Move Silently +41, Search +27, Sense Motive +26, Spellcraft +26, Spot +63, Survival +61 (+63 underground, avoid getting lost, other planes, and to find or follow tracks; +65 aboveground), Swim +43, Use Rope +34. Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Endurance, Extend Rage, Extra Rage, Great Cleave, Greater Two-Weapon Fighting, Improved Critical (bite), Improved Favored Enemy, Improved Iniative, Improved Multiattack, Improved Two-Weapon Fighting, Instantaneous Rage, Intimidating Rage, Mobility, Multiattack, Power Attack, Spring Attack, Stealthy, Two-Weapon Fighting, Track, Weapon Focus (bite), Weapon Focus (claw) Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Reality, Control Creatures (hyenas), Speak with Creatures (hyenas) Domain Powers: 2/day use speak with animals; cast chaos spells at +1 caster level; 2/day feat of strength (+2 enhancement bonus to Str for 1 round). Spell-like Abilities: Gorellik uses these abilities as a 12th-level caster, except for chaos spells, which he uses as a 13th-level caster. The save DCs are 21 + spell level. Animal shapes, animate objects, antilife shell, Bigby’s clenched fist, Bigby’s crushed fist, Bigby’s grasping hand, bull’s strength, calm animals, chaos hammer, cloak of chaos, commune with nature, dispel evil, dominate animal, enlarge person, magic circle against law, magic vestment, protection from law, righteous might, shapechange, shatter, spell immunity, stoneskin, summon nature’s ally IV (animals only), summon nature’s ally VIII (animals only), summon monster IX (as chaos spell only), word of chaos. Mighty Rage: During his rage, Gorellik has the following statistics instead of those given above: hp 1460; AC 46 (touch 31, flat-footed 34); Atk +68 melee (1d8+35/19-20, +5 unholy, vicious, wounding bite); Full Atk +68 melee (1d8+25/19-20, +5 unholy, vicious, wounding bite) and +68 (1d6+15/19-20, 2 +5 keen claws); SV Fort +49, Will +42; Str 50, Con 40. Skills: Climb +47, Concentration +37, Jump +47, Swim +47. The rage lasts for 23 rounds. Ranger Spells/Day: 4/4/4/4; base DC = 14 + spell level. Possessions: Gorellik uses his bite as his main weapon which has a +5 enhancement bonus as well as the unholy, vicious, and wounding special abilities. His claws are +5 keen weapons. Other Divine Powers As a demigod, Gorellik treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Gorellik can see, hear, touch, and smell at a distance of two miles. As a standard action, he can perceive anything within two miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 2 hours. Portfolio sense: Gorellik is aware of any act that adversely affects gnolls if it affects at least 500 of them. Automatic actions: Gorellik can use Intimidate, Hide, Listen, Move Silently, Spot, and Survival as a free action if the DC for the task is 15 or lower. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to two such free actions each round. Create Magic Items: Gorellik can create any kind of magic item that deals damage or can only be used by gnolls, as long as the item’s market price does not exceed 4,500 gp. Sources: Monster Mythology (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), and Complete Warrior (3E). |
| Green Giant09-30-04, 09:30 PM | Here is a dead deity slain by Orcus. Enjoy. :) Maanzecorian The Illithid Savant Intermediate Diety Symbol: A silver crown set with a red gem Home Plane: Bleak Eternity of Gehenna/Chamada/Rictus Portfolio: Knowledge, philosophy Worshipers: Illithids, wizards, sages, philosophers, savants Cleric Alignments: LE, LN, NE Domains: Evil, Knowledge, Law, Mind Favored Weapon: Tentacle Dogma Clergy and Temples MAANZECORIAN Illithid Savant 10/Wizard 5/Cleric 5/Cerebremancer 10/Psychic Theurge 10 Medium-Size Outsider (Evil, Law, Psionic) Divine Rank: 13 Hit Dice: 20d8+120 (outsider) plus 10d4+60 (Illithid Savant) plus 5d4+30 (Wizard) plus 5d8+30 (Cleric) plus 10d4+60 (Cerebremancer) plus 10d4+60 (Psychic Theurge) (700 hp) Initiative: +11 (+7 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 69 (+7 Dex, +13 divine, +26 natural, +13 deflection) touch 43, flat-footed 62 Base Attack/Grapple: +40/+59 Attack: Tentacle +60 melee; or spell +59 melee touch or +60 ranged touch Full Attack: 4 tentacles +60 melee; or spell +59 melee touch or +60 ranged touch Damage: Tentacle 1d4+6; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Rebuke undead (+6 to rebuke checks) 19/day, improved grab, extract, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (evil, law). Special Qualities: Divine immunities, DR 25/epic, fire resistance 18, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 13 miles, remote communication, godly realm, greater teleport at will, plane shift at will, telepathy 13 miles, PR 65, acquire skill (appraise, autohypnosis, gather information, heal), lore +30, acquire feat (Combat Casting, Extra Turning, Persuasive, Quicken Spell), acquire class feature (cleric spell levels, wizard spell levels, evasion), acquire special quality (Increased Spell Resistance, see in darkness), SR 65, divine aura (1,300 ft., DC 36). Saves: Fort +51, Ref +52, Will +58 Abilities: Str 22, Dex 24, Con 22, Int 42, Wis 37, Cha 37 Skills*: Appraise +54, Autohypnosis +82, Bluff +75, Concentration +71 (+75 when casting or manifesting defensively), Craft (alchemy) +64, Craft (bookbinding) +54, Craft (calligraphy) +54, Decipher Script +54, Diplomacy +89, Disguise +51 (+57 acting), Gather Information +55, Heal +51, Hide +45, Intimidate +79, Knowledge (arcana) +89, Knowledge (architecture and engineering) +59, Knowledge (dungeoneering) +59, Knowledge (geography) +59, Knowledge (history) +59, Knowledge (local) +59, Knowledge (nature) +59, Knowledge (nobility and royalty) +59, Knowledge (psionics) +85, Knowledge (religion) +89, Knowledge (the planes) +79, Listen +51, Move Silently +45, Profession (librarian) +71, Profession (scribe) +71, Psicraft +95 (+99 to address power stones), Search +54 (+58 with hidden or secret doors), Sense Motive +55, Spellcraft +95, Spot +51, Use Psionic Device +51 (+57 with power stones). *Always receives a 20 on checks. Feats: Autonomous, Combat Casting, Combat Expertise, Combat Manifestation, Craft Psicrown, Craft Universal Item, Craft Wondrous Item, Epic Psionic Focus, Expanded Knowledge (hypercognition), Extra Turning, Heighten Spell, Improved Iniative, Improved Manifestation, Inquisitor, Negotiator, Overchannel, Persuasive, Power Penetration, Psionic Endowment, Psionic Fist, Psionic Meditation, Quicken Power, Quicken Spell, Scribe Scroll, Spell Penetration, Unconditional Power, Weapon Finesse. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Arcane Mastery, Avatar, Clearsight, Divine Blast, Divine Blessing (intelligence), Divine Illithid Savant†, Divine Shield, Extra Domain (evil), Extra Sense Enhancement (telepathy), Hand of Death, Increased Spell Resistance, Know Secrets, Life and Death, Power of Truth, True Knowledge Domain Powers: Cast evil spells at +1 caster level; cast divination spells at +1 caster level; cast law spells at +1 caster level. Spell-like Abilities: Maanzecorian uses these abilities as a 23rd-level caster, except for divination, evil, and law spells, which she casts as a 24th-level caster. The save DCs are 36 + spell level. Blasphemy, brain spider, calm emotions, clairaudience/clairvoyance, comprehend languages, create undead, desecrate, detect secret doors, detect thoughts, dictum, discern lies, discern location, dispel chaos, dispel good, divination, find the path, foresight, hold monster, legend lore, lesser telepathic bond, magic circle against chaos, magic circle against good, mind blank, order’s wrath, probe thoughts, protection from chaos, protection from good, Rary's telepathic bond, shield of law, summon monster IX (as an evil or law spell only), true seeing, unholy aura, unholy blight, weird. As a mind flayer, Maanzecorian also has the ability to use mind blast (DC 40). Wizard Spells/Day: 5/9/9/9/9/8/7/6/5/3; base DC = 26 + spell level. Cleric Spells/Day: 7/11/10/10/9/9/7/6/5/3; base DC = 23 + spell level. Psionic Powers Known (power points 522; save DC 26 + power level; manifester (telepath) level 29th): 1st–defensive precognition, detect psionics, mind thrust, psionic charm, vigor; 2nd–body equilibrium, ego whip, id insinuation, psionic levitate, psionic suggestion, read thoughts; 3rd–body adjustment, dispel psionics, false sensory input, mental barrier; 4th–intellect fortress, psionic dimension door, psionic dominate, thieving mindlink; 5th–mind probe, psionic plane shift, psychic crush, tower of iron will; 6th-aura alteration, mass cloud mind, mind switch, temporal acceleration; 7th-crisis of life, energy wave, psionic moment of prescience, ultrablast; 8th-bend reality, hypercognition, mind seed, psionic mind blank, true metabolism; 9th-apopsi, microcosm, psychic chirurgery, timeless body. †Divine Illithid Savant (unique salient divine ability): Similar to Divine Bard or Divine Ranger, a Divine Illithid Savant has several benefits: *His acquire skill, feat, class feature and special attack or special quality is fluid. Any time the deity consumes the brain he can replace one of those abilities for a newer one (ie. Maanzecorian consumes the brain of a wizard with the Empower Spell feat, he can replace that feat for one of the acquired feats he has). Any replaced ability is lost forever unless another creature has it and his brain is consumed. *He can use the acquire special attack or special quality to gain salient divine abilitiesby consuming the brains of other deities. The deity must still meet the prerquisites to gain use the salient divine abilities. *He is no longer limited to a number of times per day he can use his lore ability. He can now use it whenever he desires. Possessions: Maanzecorian’s silver psicrown combines the features of a psicrown of the crystal mind and dominator. Furthermore, the ruby in the center of the crown functions as a cognizance crystal with 17 power points and as a gem of brightness. Other Divine Powers As an intermediate deity, Maanzecorian automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Maanzecorian can see, hear, touch, and smell at a distance of thirteen miles. As a standard action, he can perceive anything within thirteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 13 hours. Portfolio sense: Maanzecorian senses senses any act of discovery, recording, or sharing of knowledge or idea the instant it happens and retains the sensation for thirteen weeks after the event occurs. Automatic actions: Maanzecorian can use Autohypnosis, Bluff, Diplomacy, Intimidate, any Knowledge skill, Psicraft, and Spellcraft as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Maanzecorian can create any kind of magic item, as long as the item’s market price does not exceed 200,000 gp. Avatars The avatar appears as a very tall illithid, with purple/green skin and yellowed tusks on either sides of his tentacles. Avatar of Maanzecorian: As Maanzecorian except divine rank 6; Spd 60 ft.; AC 55 (touch 36, flat-footed 48); Base Atk +40; Grp +52; Atk +53 melee (1d4+6, tentacle), or spell +52 melee touch or +53 ranged touch; Full Atk +53 melee (1d4+6, 4 tentacles) or spell +52 melee touch or +53 ranged touch; SQ DR 20/epic, fire resistance 11, SR 58, divine aura (600 ft., DC 29); SV Fort +44, Ref +45, Will +51; all skill modifiers reduced by 7. Salient Divine Abilities: Alter Reality, Alter Size, Arcane Mastery, Divine Blast, Divine Illithid Savant†, Divine Shield, Extra Domain (evil), Increased Spell Resistance, Know Secrets Spell-like Abilities: Caster level 16th; saving throw DC 29 + spell level. Sources: Monster Mythology (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Expanded Psionics Handbook (3.5E), Savage Species (3E), and Psychic Theurge PrC from WoTC website. |
| Avatar of Paladine10-01-04, 04:12 AM | Thank you so much for continuing great work Tebryn and Green Giant!! |
| El_Machinae10-01-04, 04:57 PM | Tebryn, could you put up Illsensine now, just so we have something to compare? |
| Tebryn1410-01-04, 05:47 PM | Ilsensine By Elrumir The Tentacled Lord, the Great Brain, the God Brain Greater Illithid God Symbol: Glowing brain with two tentacles Home Plane: Cavern of Thought Alignment: Lawful evil Portfolio: Mental dominion, magic Worshipers: Mind flayers, tyrants, psionic creatures, psions, psychic warriors, sorcerers, wizards Cleric Alignments: LE, LN, NE Domains: Evil, Knowledge, Law, Magic, Mentalism, Slime, Tyranny Favoured Weapon: Glowing tentacle [tentacle] (unarmed strike) The only god of the mind flayers remaining alive, Ilsensine (ill-SEN-seen) is thought to be the creator of the race as a whole in his aeons-long search for the perfect race to rule the world. A disgusting god, he exists as a huge brain with an infinite number of infinitely long tentacles that reach to all the corners of the multiverse. That way, he can remain in contact with all his followers if needed and is able to know everything that happens. He feels he has the right to know this, being a leader of a perfect race, but mostly it proves his paranoia and megalomania. Ilsensine’s thoughts, relentless wave upon wave of hatred, dark lies and perverse fantasies, belie his maniacal plans as well. The Tentacled Lord insists that the mind flayers are destined to rule the planes and therefore he plans against good and evil, chaos and law, god and mortal alike. The only other deity that could hold the Great Brains grudging approval and with whom he was on anything even remotely resembling good terms was Maanzecorian, the other, now deceased deity of the illithids. Even working together at times, the Philososlayer always remained deferential and obedient, even though he did not tell everything he knew to the greater god either. The god that he holds the greatest enmity and hard feelings for is Deep Duerra. The dwarven warrior-queen, when still a mortal, travelled through the realm of the Brain God, and delivered a sensitive blow to Ilsensine, as she returned not only alive, but rumoured to have stolen many secrets of the Invisible Art as well… No living person knows the exact details of the brief period the Axe-Princess of Conquest, except for Duerra and Ilsensine themselves, and neither of them is divulging the secret. Dumathoin and Ilsensine maintain a non-hostile relationship, for reasons known only to either deity. It might be that Dumathoin has a talent for the Invisible Art as well, and therefore wants to know how to use it. This might be a killing blow to Duerra, however, but of this exchange between gods nothing is known. Ilsensine is a terrifying deity, one perfectly suited to the illithid race. Its sole motivation, as far as is known, is for the illithid race to conquer all planes through superiority and mental domination, through superior knowledge and psionics. Fortunately for the rest of existence, Ilsensine is such a supremely arrogant power that it spends much time brooding fantasies of domination and is often too self-absorbed to actually act. Ilsensine Psion 20/Monk 10/Sorcerer 10 Medium-size outsider (Evil, Law, Mind Flayer) Divine Rank: 17 Hit Dice: 20d8+180 (outsider) + 20d4+180 (Psi) + 10d8+90 (Mnk) + 10d4+90 (900 hp) Initiative: +13 (+9 Dex, +4 Improved Initiative) Speed: 60 ft., fly 100 ft. AC: 87 (+9 Dex, +17 divine, +30 natural, +15 deflection, +4 inertial armour, +2 monk) Attacks*: +5 psychic, mindcrusher, ghost touch, impact tentacle +68/+63/+58/+53 melee (infinite number); or spell +64 melee touch or +66 ranged touch. *Always receives a 20 on attack rolls, roll die to check for critical hit. Damage*: +5 psychic, mindcrusher, ghost touch impact tentacle 1d12+12/18-20; or by spell. *Always does maximum damage (tentacle 24 points). Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, mind blast, psionics, improved grab, extract. Special Qualities: Divine aura (17 miles, DC 42), divine immunities, DR 52/+4, evasion, familiars (bats), fire resistance 57, godly realm (100 miles Outer Plane, 1,700 ft. Material Plane), improved evasion, ki strike (+1), leap of the clouds, plane shift at will, purity of body, remote communication 17 miles, slow fall (50 ft.), spontaneous casting of divine spells, SR 69, still mind, stunning attack, telepathy, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 16 miles, wholeness of body, Saves*: Fort +58, Ref +58, Will +61. *Always receives a 20 on saves. Abilities: Str 24, Dex 29, Con 28, Int 31, Wis 35, Cha 40 Skills*: Alchemy +67, Animal Empathy +72, Appraise +67, Autohypnosis +69, Bluff +72, Concentration +75, Diplomacy +72, Disguise +72, Forgery +67, Gather Information +72, Heal +69, Hide +66, Intimidate +72, Knowledge (arcana) +80, Knowledge (psionics) +107, Knowledge (religion) +67, Knowledge (the planes) +67, Listen +71, Move Silently +66, Profession (sage) +69, Profession (scribe) +69, Psicraft +80, Remote Viewing +69, Scry +67, Search +67, Sense Motive +69, Spellcraft +80, Spot +71, Stabilize Self +66. *Always receives a 20 on checks. Feats: Alertness, Combat Casting, Craft Crystal Capacitor, Craft Dorje, Craft Magic Arms and Armour, Craft Psionic Arms and Armour, Craft Universal Item, Craft Wondrous Item, Deflect Arrows, Dodge, Expertise, Greater Psionic Focus (Telepathy), Greater Spell Focus (Enchantment), Greater Spell Penetration, Improved Critical (tentacle), Improved Initiative, Improved Multi-Weapon Fighting, Improved Trip, Improved Unarmed Strike, Inertial Armour, Mobility, Multidexterity, Multi-Weapon Fighting, Power Penetration, Psionic Focus (Telepathy), Psychic Inquisitor, Psychoanalist, Spell Focus (Enchantment), Spell Penetration, Superior Expertise, Weapon Finesse (tentacle), Weapon Focus (tentacle). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Command Creatures, Divine Blast, Divine Inspiration (despair), Divine Skill Focus (Knowledge [psionics]), Divine Psionic Focus (Telepathy), Divine Psionicist*, Divine Spell Focus (Enchantment), Extra Domain (Evil), Extra Domain (Knowledge), Extra Domain (Law), Extra Domain (Slime), Increased Spell Resistance, Instant Counterspell, Know Secrets, Lay Curse, Lay Quest, Mass Divine Blast, Possess Mortal. *Divine Psionicist (unique salient divine ability): Ilsensine can manifest any psionic power provided he has the appropriate ability score. He also gains bonus PP for each discipline and corresponding ability score. Ilsensine also has the ability to create new psionic powers as desired. Lastly, if he runs out of PP for the day, he can still manifest as a 5th level psion. Domain Powers: Cast evil spells at +1 caster level; cast divination spells at +1 caster level; cast law spells at +1 caster level; 17/day mental ward; rebuke or command oozes as an evil cleric rebukes or commands undead. Spell-like Abilities: Ilsensine uses these abilities as a 27th-level caster, except for evil, law and divination spells, which he uses as a 28th-level caster. The save DC’s are 42 + spell level. antimagic field, antipathy, astral projection, Bigby’s crushing hand, blasphemy, calm emotions, clairaudience/clairvoyance, command, create undead, desecrate, destruction, detect secret doors, detect thoughts, dictum, discern lies, discern location, dispel chaos, dispel good, dispel magic, divination, dominate monster, enthrall, Evard’s black tentacles, fear, find the path, foresight, geas/quest, grease, greater command, hold monster, identify, imbue with spell ability, implosion, legend lore, magic circle against chaos, magic circle against good, mass charm, Melf’s acid arrow, mind blank, mind fog, modify memory, Mordenkainen’s disjunction, Nystul’s undetectable aura, order’s wrath, poison, power word (blind), protection from chaos, protection from good, protection from spells, random action, Rary’s telepathic bond, rustic grasp, shield of law, spell resistance, spell turning, summon monster IX (as evil or law spell only), transmute rock to mud, true seeing, unholy aura, unholy blight. Psion Powers: all powers and attack/defence modes. Power points/day: 783. Base DC 17 + power level for Psychometabolism, 19 + power level for Psychoportation and Psychokinesis, 20 + power level for Metacreativity, 22 + power level for Clairsentience and 42 + power level for Telepathy. Sorcerer Spells Known: 9/5/5/4/4/4/3/3/3/2. Sorcerer Spells/day: 6/11/10/10/10/10/9/9/9/9. Base DC 25 + spell level, 42 + spell level for Enchantment spells. Possessions: Ilsensine appears as a floating brain with tentacles swirling from it. He seams almost translucent, as if he is incorporeal. He is not, even though his tentacles can easily pierce any kind of protection. They function as +5 tentacles with a combination of psionic and magical abilities. The psionic enhancements are psychic and mindcrusher, the magical ones ghost touch and impact. Other Divine Powers As a greater god, Ilsensine automatically receives the best possible result on any die roll he made (these include attack rolls, damage, checks and saves). He is immortal. Senses: Ilsensine can see, hear, touch and smell at a distance of seventeen miles. As a standard action, he perceives anything within seventeen miles of his worshippers, holy sites, objects or any location where one of his titles or name is spoken in the last hour. He can extend his senses to up to twenty locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 17 hours. Portfolio Sense: Ilsensine automatically is aware if anything happens to the mind flayers and their society seventeen weeks before it happens. He retains this sensation seventeen weeks after it has happened. He similarly knows of anyone or anything using psionic powers or abilities. Automatic Actions: Ilsensine is able to use Concentration, any Knowledge, Psicraft, Remote Viewing, Scry and Spellcraft, if the DC for the check is 30 or less. He can use Knowledge (psionics) if the DC is 47 or less. He can perform up to twenty such actions per round. Create Magic Items: Being the foremost, and only, deity of psionics, magic and the mind flayers, Ilsensine can create any psionic or magic item, especially if they help his race in the conquest of the Underdark. Avatars When in the Realms, which is not too often, Ilsensine sends avatars that look like gigantic floating brains. They try to suck the brains of many creatures encountered, so as to improve the vast knowledge the Brain God already has. Other times, when stealth is needed, Ilsensine’s avatars appear as particularly imposing illithids. These then try to improve the plots of the race as a whole on the surface world. Avatar of Ilsensine: As Ilsensine except as follows; divine rank 8; AC 72; Atk +59/+54/+49/+44 melee (1d10+12/18-20, +5 psychic, mindcrusher, ghost touch, impact tentacle); spell +55 melee touch or +57 ranged touch; SQ Divine aura (800 ft., DC 33), DR 43/+4, fire resistance 28, SR 40; SV Fort +49, Ref +49, Will +53; all skill modifiers are reduced by nine, Knowledge Psionics by 36. Salient Divine Abilities: Alter Size, Divine Blast, Divine Psionic Focus (Telepathy), Divine Psionicist*, Divine Spell Focus (Enchantment), Extra Domain (Evil), Extra Domain (Knowledge), Extra Domain (Law), Extra Domain (Slime), Know Secrets. Spell-like abilities: Caster level 18th, saving throw DC 33 + spell level. ________________________________________ _________________________________ |
| Green Giant10-04-04, 07:21 PM | Here is the deity of Werewolves. (This was a moderately difficult deity since I had to take into account his alternate form abilities). Enjoy. :) Daragor Lord of the Wolves Lesser Diety Symbol: Werewolf’s head Home Plane: Wanders Portfolio: Marauding beasts, bloodlusts, pain Worshipers: Werewolves, seawolves Cleric Alignments: CE, NE, CN Domains: Bestial, Chaos, Evil, Moon Favored Weapon: Bite (greatsword) Dogma Clergy and Temples DARAGOR Ranger 20 Large Outsider (Chaos, Evil, Shapechanger) Divine Rank: 7 Hit Dice: 20d8+280 (outsider) plus 20d8+280 (Ranger) plus 20d8+280 (Dire Wolf) (1,320 hp) Initiative: +16 (+12 Dex, +4 Improved Iniative) Speed: 120 ft. AC: 58 (-1 size, +12 Dex, +7 divine, +20 natural, +10 deflection) touch 38, flat-footed 46 Base Attack/Grapple: +40/+75 Attack: +5 unholy, vampiric, wounding bite +76 melee; or spell +70 melee touch or +58 ranged touch Full Attack: +5 unholy, vampiric, wounding bite +76 melee; or spell +70 melee touch or +58 ranged touch Damage: +5 unholy, vampiric, wounding bite 2d6+41/19-20; or by spell. Face/Reach: 10 ft./5 ft. Special Attacks: Rebuke undead (+4 to turn checks) 13/day, curse of lycanthropy, trip, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, evil). Special Qualities: Divine immunities, DR 20/epic (DR 10/silver), fire resistance 12, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 7 miles, remote communication, godly realm, greater teleport at will, plane shift at will, alternate form, wolf empathy, low-light vision, scent, wild empathy +36, favored enemy (human +9, humanoid [shapechanger] +7, animal +5, magical beast +5, fey +5), animal companion as ranger, woodland stride, swift tracker, evasion, camouflage, hide in plain sight, SR 39, divine aura (700 ft., DC 27). Saves: Fort +53, Ref +51, Will +49 Abilities: Str 58, Dex 34, Con 38, Int 24, Wis 26, Cha 30 Skills: Climb +66 (+70 with rope), Concentration +46, Handle Animal +62, Heal +45, Hide +74, Intimidate +62, Jump +66, Knowledge (dungeoneering) +39, Knowledge (geography) +39, Knowledge (nature) +65, Knowledge (religion) +39, Knowledge (the planes) +39, Listen +72, Move Silently +74, Search +49, Sense Motive +40, Spellcraft +39, Spot +72, Survival +75 (+79 underground, avoid getting lost, other planes and follow tracks, +81 aboveground), Swim +66, Use Rope +44. Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Endurance, Favored Power Attack, Great Cleave, Greater Two-Weapon Fighting, Improved Critical (bite), Improved Favored Enemy, Improved Multiattack, Improved Natural Attack (bite), Improved Scent, Improved Two-Weapon Fighting, Iron Will, Mobility, Multiattack, Power Attack, Quicken Change, Run, Spring Attack, Surrogate Spellcasting, Track, Two-Weapon Fighting, Weapon Focus (bite), Weapon Focus (claw) Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Call Creatures (werewolves), Divine Blast, Divine Fast Healing, Divine Ranger, Divine Shield, Extra Domain (Chaos), Mind of the Beast (wolves) Domain Powers: Cast chaotic spells at +1 caster level; cast evil spells at +1 caster level; 13/day turn or destroy lycanthropes. Spell-like Abilities: Daragor uses these abilities as an 17th-level caster. The save DCs are 27 + spell level. Animal shapes, animate objects, blasphemy, bull’s strength, chaos hammer, charm monster, claws of the savage, cloak of chaos, create undead, desecrate, dispel good, dispel law, faerie fire, good hope, greater magic fang, hold monster, insanity, magic circle against good, magic circle against law, magic fang, moon blade, moon path, moonbeam, moonfire, permanent image, protection from good, protection from law, shatter, spread of savagery, summon monster IX (as a chaos or evil spell only), unholy aura, unholy blight, were-doom, whirlwind of teeth, word of chaos. Alternate Form (Humanoid): The following changes are in effect as long as Daragor remains in human form: Medium Outsider; hp 1,080; Init +14; Spd 60 ft.; AC 59 (touch 39, flat-footed 47); Base Atk +40; Grp +62; Atk +67 melee (2d6+27/19-20, +5 greatsword); Full Atk +67/+62/+57/+52 melee (2d6+27/19-20, +5 greatsword); Face/Reach 5 ft./5 ft.; SA Rebuke undead (+4 to turn checks) 13/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, evil); SQ Divine immunities, DR 20/epic, fire resistance 12, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 7 miles, remote communication, godly realm, greater teleport at will, plane shift at will, alternate form, wolf empathy, low-light vision, scent, wild empathy +36, favored enemy (human +9, humanoid [shapechanger] +7, animal +5, magical beast +5, fey +5), animal companion as ranger, woodland stride, swift tracker, evasion, camouflage, hide in plain sight, SR 39, divine aura (700 ft., DC 27); SV Fort +49, Ref +49; Str 40, Dex 30, Con 30; Climb +57, Concentration +42, Hide +72, Jump +57, Move Silently +72, Swim +57, Use Rope +42. Alternate Form (Hybrid): The following changes are in effect as long as Daragor remains in hybrid form: Spd 80 ft.; Atk +76 melee (1d6+29/19-20, +5 keen claw); Full Atk +76 melee (1d6+29/19-20, 2 +5 keen claws) and +76 melee (2d6+17/19-20, +5 unholy, vampiric, wounding bite); or +75/+70/+65/+60 (3d6+24/19-20, +5 greatsword) and +76 melee (2d6+17/19-20, +5 unholy, vampiric, wounding bite); Face/Reach 10 ft./10 ft.; SA Rebuke undead (+4 to turn checks) 13/day, curse of lycanthropy, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, evil) Ranger Spells/Day: 5/5/5/5; base DC = 18 + spell level. Possessions: Daragor uses a +5 greatsword while in humanoid or hybrid form, otherwise he uses his natural attacks which include a bite with a +5 enhancement and the unholy, vampiric, and wounding special abilities as well as claws in hybrid form with a +5 enhancement and the keen special ability. Other Divine Powers As a lesser deity, Daragor may take 10 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Daragor can see, hear, touch, and smell at a distance of seven miles. As a standard action, he can perceive anything within seven miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 7 hours. Portfolio sense: Daragor senses anything that affects at least 500 werewolves, and he is also aware when any act of bloodlust is about to occur so long as there is 500 participants, with werewolves. Automatic actions: Daragor can use Hide, Intimidate, Knowledge (nature), Listen, Move Silently, Spot, and Survival as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions each round. Create Magic Items: Daragor can create any kind of magic weapon as well as any kind of magic item made at least in part from natural objects, as long as the item’s market price does not exceed 30,000 gp. Sources: Monster Mythology (2E), PHB 3.5, DMG 3.5, MM 3.5, Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Savage Species (3E), Complete Warrior (3.5E), and Book of Vile Darkness (3E). Note: I used an advanced dire wolf as the animal HD. Doing this provided a bonus of Str +18, Dex +4, Con +8. |
| Green Giant10-06-04, 07:06 PM | Here is the patron deity of the shield dwarves. I had originally planned to use the Deathwarden Chanter from the Ghostwalk campaign option but that plan was scuttled by the fact that the deity doesn't speak and their is an alignment requirement incompatible with the deity. Enjoy. :) Dumathoin Keeper of Secrets under the Mountain, the Silent Keeper Intermediate Diety Symbol: Faceted gem inside a mountain Home Plane: Dwarfhome (Concordant Domain of the Outlands/Dwarvish Mountain [Deepshaft Hall]) Portfolio: Buried wealth, ores, gems, mining, exploration, shield dwarves, guardian of the dead Worshipers: Dwarves, gemsmiths, metalsmiths, miners Cleric Alignments: CN, N, NE, NG, LN Domains: Cavern, Craft, Dwarf, Earth, Knowledge, Metal, Protection Favored Weapon: “Magmahammer” [mattock] (maul) Dogma Clergy and Temples DUMATHOIN Cleric 20/Stonelord 10/Fighter 10 Medium-Size Outsider Divine Rank: 14 Hit Dice: 20d8+300 (outsider) plus 20d8+300 (Cleric) plus 10d8+150 (Stonelord) plus 10d10+150 (Fighter) (1,400 hp) Initiative: +11 (+7 Dex, +4 Improved Iniative) Speed: 60 ft., burrow 60 ft. AC: 67 (+7 Dex, +14 divine, +27 natural, +9 deflection) touch 40, flat-footed 60 Base Attack/Grapple: +40/+67 Attack: +5 flaming burst, impact, terran maul +73 melee; or spell +67 melee touch or +61 ranged touch Full Attack: +5 flaming burst, impact, terran maul +73/+68/+63/+58 melee; or spell +67 melee touch or +61 ranged touch Damage: +5 flaming burst, impact, terran maul 1d10+26 plus 1d6 fire/19-20/x3; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+4 to turn checks) 16/day, domain powers, salient divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 25/epic, immune to fire, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 14 miles, remote communication, godly realm, greater teleport at will, plane shift at will, earth’s blood, stone power (earthgrip, earth magic, earth’s endurance, earth’s strength, summon earth elemental), stone shape, meld into stone 10/day, stone tell, earthquake, SR 46, divine aura (1,400 ft., DC 33). Saves: Fort +63, Ref +53, Will +56 Abilities: Str 36, Dex 24, Con 40, Int 26, Wis 30, Cha 29 Skills*: Appraise +42, Climb +47, Concentration +69 (+73 when casting defensively), Craft (gemcutting) +65, Craft (stoneworking) +65, Craft (trapmaking) +52, Diplomacy +57, Disable Device +42, Heal +54, Intimidate +43, Jump +47, Knowledge (arcana) +52, Knowledge (architecture and engineering) +42, Knowledge (dungeoneering) +52, Knowledge (geography) +42, Knowledge (history) +47, Knowledge (local) +42, Knowledge (nobility and royalty) +42, Knowledge (religion) +62, Knowledge (the planes) +52, Listen +45, Profession (miner) +54, Profession (stonemason) +54, Ride (pony) +41, Search +43 (+45 with hidden or secret doors), Sense Motive +44, Spellcraft +46, Spot +45, Survival +44 (+46 to avoid getting lost and to search tracks; +48 underground and other planes), Swim +47. *Always receives a 20 on checks. Feats: Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, Great Cleave, Earth Adept, Earth Master, Earth Sense, Earth’s Warding, Elemental Healing, Endurance, Extra Turning, Great Fortitude, Improved Iniative, Mounted Combat, Quicken Spell, Power Attack, Psionic Hole, Roots of the Mountain, Silent Spell, Skill Focus (Craft [gemcutting), Skill Focus (Craft [stoneworking]), Stoneback, Track, Tunnel Fighting, Tunnel Riding, Weapon Focus (maul), Weapon Specialization (maul) Dwarf Traits: Normal speed in any armor; weapon familiarity (treat dwarven waraxes and dwarven urgroshes as martial weapons); stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 racial bonus on attack rolls against goblinoids and orcs; +2 racial bonus on saves against spells and spell-like abilities; +2 racial bonus on saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+4 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Call Creatures (earth elementals), Divine Blast, Divine Earth Mastery, Divine Fast Healing, Divine Shield, Extra Domain (Craft), Extra Domain (Knowledge), Extra Domain (Metal), Extra Domain (Protection), Extra Energy Immunity (fire), Extra Sense Enhancement (peer thru stone or earth), Gift of Life, Know Death, Life and Death Domain Powers: Improved stonecunning; cast creation spells at +1 caster level; 14/day turn or destroy air creatures, or rebuke or command earth creatures; cast divination spells at +1 caster level; 14/day protective ward (touched subject gains +20 resistance bonus on next saving throw, maximum duration 1 hour). Spell-like Abilities: Dumathoin uses these abilities as a 24th-level caster, except for creation and divination spells, which he uses as a 25th-level caster. The save DCs are 33 + spell level. Animate rope, antimagic field, bear’s endurance, blade barrier, clairaudience/clairvoyance, darkness, detect secret doors, detect thoughts, dictum, discern location, divination, earthquake, elemental swarm (earth only), fabricate, fantastic machine, find the path, forcecage, foresight, glyph of warding, greater fantastic machine, greater magic weapon, heat metal, imprisonment, iron body, keen edge, legend lore, Leomund’s secure shelter, magic stone, magic weapon, major creation, maw of the stone, meld into stone, mind blank, minor creation, passwall, prismatic sphere, protection from energy, protection from spells, repel metal or stone, repulsion, rusting grasp, sanctuary, shield other, soften earth and stone, spell immunity, spell resistance, spike stones, stone shape, stone tell, stoneskin, transmute metal to wood, true seeing, wall of iron, wall of stone, wood shape. Cleric Spells/Day: 6/9/9/8/8/8/7/6/6/6; base DC = 20 + spell level. Possessions: Dumathoin uses Magmahammer, a +5 maul made of solidified magma with the flaming burst, impact, and terran special abilities. Other Divine Powers As an intermediate deity, Dumathoin automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Dumathoin can see, hear, touch, and smell at a distance of fourteen miles. As a standard action, he can perceive anything within fourteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of her rank or lower at up to two remote locations at once for 14 hours. Portfolio sense: Dumathoin senses when anything that occurs to dwarves underground, and he also knows of any discovery of ore, gems, or other buried wealth dwarves make underground the instant it happens and retains the sensation for fourteen weeks after the event occurs. Automatic actions: Dumathoin can use Craft (gemcutting), Craft (stoneworking), Knowledge (dungeoneering), Knowledge (religion), Profession (miner), and Profession (stonemason) as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Dumathoin can create any kind of magic item dealing with the earth or metals, as long as the item’s market price does not exceed 200,000 gp. Avatars Dumathoin appears as a barrel-chested male dwarf with hair and beard of sculpted gray stone, earth-brown skin, and eyes of silver fire. His shoulders are as broad as most barn doors, and his arms are knotted and bulging with corded muscles. He never speaks, communicating instead with gestures. Avatar of Dumathoin: As Dumathoin except divine rank 7; Spd 60 ft., burrow 60 ft.; AC 53 (touch 33, flat-footed 46); Base Atk +40; Grp +60; Atk +66 melee (1d10+26 plus 1d6 fire/19-20/x3, +5 flaming burst, impact, terran maul), or spell +60 melee touch or +54 ranged touch; Full Atk +66/+61/+56/+51 melee (1d10+26 plus 1d6 fire/19-20/x3, +5 flaming burst, impact, terran maul) or spell +61 melee touch or +59 ranged touch; SQ DR 20/epic, fire resistance 12, SR 39, divine aura (700 ft., DC 26); SV Fort +56, Ref +46, Will +49; all skill modifiers reduced by 7. Salient Divine Abilities: Alter Reality, Alter Size, Divine Blast, Divine Earth Mastery, Divine Fast Healing, Divine Shield, Extra Sense Enhancement (peer thru stone or earth), Gift of Life, Know Death Spell-like Abilities: Caster level 17th; saving throw DC 26 + spell level. Sources: Demihuman Deities (2E), Monster Mythology (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Faiths and Pantheons (3E), Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Races of Stone (3.5E), Expanded Psionics Handbook (3.5E), Complete Divine (3.5E), Complete Warrior (3.5E), and Planar Handbook (3.5E). |
| Green Giant10-06-04, 07:52 PM | Here is the dark goddess of the faeries. Enjoy. :) Queen of Air and Darkness Queen of the Unseelie Court Intermediate Diety Symbol: Black diamond Home Plane: Plane of Faerie (Windswept Depths of Pandemonium/Phlegethon/Unseelie Court) Portfolio: Magic, illusions, darkness, murder Worshipers: Unseelie faeries, evil fey, evil elves Cleric Alignments: CE, CN, NE Domains: Air, Chaos, Darkness, Evil, Fey, Illusion, Magic Favored Weapon: “Black Beauty” (dagger) Dogma Clergy and Temples QUEEN OF AIR AND DARKNESS Illusionist 10/Shadow Adept 10/Bard 10/Shadowcrafter 10 Medium-Size Outsider (Chaos, Evil, Fey, Incorporeal) Divine Rank: 15 Hit Dice: 20d8+140 (outsider) plus 10d4+70 (illusionist) plus 10d4+70 (shadow adept) plus 10d6+70 (bard) plus 10d4+70 (shadowcrafter) (760 hp) Initiative: +14 (+10 Dex, +4 Improved Iniative) Speed: 60 ft., fly 200 ft. (perfect) AC: 78 (+10 Dex, +15 divine, +28 natural, +15 deflection) touch 50, flat-footed 68 Base Attack/Grapple: +40/+62 Attack: +5 anarchic, ghost touch, wounding black mithral dagger +67 melee; or spell +62 melee touch or +65 ranged touch Full Attack: +5 anarchic, ghost touch, wounding black mithral dagger +67/+62/+57/+52 melee; or spell +62 melee touch or +65 ranged touch Damage: +5 anarchic, ghost touch, wounding black mithral dagger 1d4+11/19-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, evil). Special Qualities: Divine immunities, DR 25/epic (10/magic), fire resistance 20, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, greater teleport at will, plane shift at will, low-light vision, shadow defense +3, greater shield of shadows, darkvision, shadow double, bardic knowledge +29, bardic music 10/day (countersong, fascinate, inspire courage +2, inspire competence, suggestion, inspire greatness), shadow mien, enhanced shadow conjurations +20%, enhanced shadow evocations +20%, shadow spell penetration +4, resistance to illusions, no delusions, shadow self, SR 47, divine aura (1,500 ft., DC 40). Saves: Fort +54, Ref +57, Will +56 Abilities: Str 24, Dex 30, Con 24, Int 40, Wis 28, Cha 40 Skills*: Appraise +55, Balance +54, Bluff +79, Concentration +67 (+71 when casting defensively), Craft (alchemy) +55, Craft (gemcutting) +55, Craft (poisonmaking) +55, Decipher Script +55, Diplomacy +93, Disguise +67 (+73 acting), Gather Information +69, Handle Animal +55, Heal +49, Hide +52, Intimidate +85, Knowledge (arcana) +77, Knowledge (architecture and engineering) +55, Knowledge (dungeoneering) +55, Knowledge (geography) +55, Knowledge (history) +55, Knowledge (local) +55, Knowledge (nature) +81, Knowledge (nobility and royalty) +77, Knowledge (religion) +55, Knowledge (the planes) +55, Listen +45, Move Silently +50, Perform (dance) +76, Perform (oratory) +59, Perform (sing) +76, Profession (courtier) +49, Ride (horse) +53, Search +55 (+59 with secret or hidden doors), Sense Motive +69, Sleight of Hand +56, Spellcraft +81 (+85 to decipher scrolls), Spot +45, Survival +49 (+53 underground, avoid getting lost, other planes, to follow tracks; +55 aboveground), Tumble +60, Use Magic Device +55 (+65 with scrolls). *Always receives a 20 on checks. Feats: Blind-Fight, Combat Casting, Combat Expertise, Craft Wondrous Item, Dodge, Enlarge Spell, Extend Spell, Forge Ring, Greater Spell Focus (Illusion), Green Ear, Heighten Spell, Improved Heighten Spell, Improved Iniative, Insidious Magic, Misleading Song, Mobility, Pernicious Magic, Quicken Spell, Requiem, Scribe Scroll, Shadow Weave Magic, Silent Spell, Spell Focus (Illusion), Spell Penetration, Spring Attack, Still Spell, Tenacious Magic. Fey traits: Once a member of the Seelie Court before turning to evil and being banished, the Queen of Air and Darkness has kept many of her former Seelie powers as well as gaining new ones from her Unseelie association - +2 racial bonus on Will saves against enchantment spells or effects; low-light vision, entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; season’s power (vernal touch, summer caress, autumn harvest, and winter chill); damage reduction 15/magic cold iron; cold iron vulnerability; +4 racial bonus on Bluff, Intimidate, and Perform; -4 penalty to Listen and Spot. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Call Creatures (evil fey), Divine Air Mastery, Divine Blast, Divine Inspiration (frenzy), Divine Shield, Divine Spell Focus (Illusion), Divine Spellcasting, Extra Domain (Chaos), Extra Domain (Evil), Extra Domain (Illusion), Extra Domain (Magic), Hand of Death, Lay Curse, Life and Death, Wave of Chaos. Domain Powers: 15/day turn or destroy earth creatures, or rebuke or command air creatures; cast chaotic spells at +1 caster level; cast evil spells at +1 caster level; +4 bonus on saving throws against the spell-like abilities of feys; cast illusion spells at +1 caster level; use spell completion or spell trigger devices as Wiz27. Spell-like Abilities: Queen of Air and Darkness uses these abilities as a 25th-level caster, except for chaos, evil and illusion spells, which she uses as a 26th-level caster. The save DCs are 40 + spell level. Air walk, animate objects, antimagic field, armor of darkness, blacklight, blasphemy, blinding beauty, blindness/deafness, chain lightning, chaos hammer, charm person, cloak of chaos, control weather, control winds, create undead, darkbolt, desecrate, dispel good, dispel law, dispel magic, displacement, elemental swarm (air only), faerie fire, gaseous form, heroes’ feast, identify, imbue with spell ability, inspired aim, liveoak, magic circle against good, magic circle against law, minor image, mislead, Mordenkainen’s disjunction, nightmare, Nystul’s magic aura, obscuring mist, persistent image, phantasmal killer, power word blind, power word kill, project image, protection from good, protection from law, protection from spells, prying eyes, screen, shatter, silent image, spell resistance, spell turning, tree stride, unearthly beauty, summon monster IX (as chaos or evil spell only), summon nature’s ally IX, unholy aura, uholy blight, weird, whirlwind, wind wall, word of chaos. As a fey, the Queen of Air and Darkness has the ability to use charm monster, charm person, command, create food and water, crushing despair, disrupt undead, enthrall, Leomund’s secure shelter, major creation*, mass suggestion, minor creation*, Mordenkainen’s magnificent mansion, prestidigitation, suggestion, unseen servant each 1/day; caster level 60th. * Items created will vanish if touched by cold iron. Cannot create any cold iron items. Wizard Spells/Day (0-15): 5/9/9/9/8/8/8/8/7/7/3/3/3/2/2/2/2; base DC = 26 + spell level; DC 32 + spell level with illusion spells. Prohibited Schools: Abjuration and Conjuration. Bard Spells Known (0-15; 4/8/8/8/7/7/7/4/3/3/3/3/3/2/2/2/2; base DC = 26 + spell level; DC 32 + spell level with illusion spells): 0-detect magic, ghost sound, mage hand, prestidigitation, read magic, resistance; 1st-cause fear, cure light wounds, disguise self, obscure object, Tasha’s hideous laughter; 2nd-blindness/deafness, cure moderate wounds, darkness, detect thoughts, mirror image; 3rd-cure serious wounds, deep slumber, fear, glibness, major image; 4th-cure critical wounds, greater invisibility, hallucinatory terrain, shadow conjuration, zone of silence; 5th-greater dispel magic, nightmare, shadow evocation, shadow walk, song of discord; 6th-greater scrying, heroes’ feast, Otto’s irresistible dance, veil. Possessions: The Queen of Air and Darkness carries Black Beauty, a +5 black mithral dagger with the anarchic, ghost touch, and wounding (Cha damage instead of Con damage) special ability for combat. Its construction allows it to retain its enhancement and special abilities in antimagic or dead magic areas. It also allows it ignore Weave-based magical armor and magic armor enhancement bonuses. The Queen of Air and Darkness also carries the Black Diamond, a major artifact that was instrumental in her corruption. Other Divine Powers As an intermediate deity, the Queen of Air and Darkness automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: The Queen of Air and Darkness can see, hear, touch, and smell at a distance of fifteen miles. As a standard action, she can perceive anything within fifteen miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 15 hours. Portfolio sense: The Queen of Air and Darkness knows of any act of evil committed by an evil fey the instant it happens and retains the sensation for fifteen weeks after the event occurs. Automatic actions: The Queen of Air and Darkness can use Bluff, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (nature), Knowledge (nobility and royalty), Profession (courtier), Sense Motive, and Spellcraft as a free action if the DC for the task is 25 or lower. She can also use any Perform skill, whether she has ranks in it or not, at the same DC. She can perform up to ten such free actions each round. Create Magic Items: The Queen of Air and Darkness can create any magic item dealing with darkness, deceptions, illusions, or fey, as long as the item’s market price does not exceed 200,000 gp. Avatars The Queen appears as a female faerie of terrible, cold beauty, with bone-white skin, angular features, eyes with a black cornea and an inner blood-red lens, and a mane of black hair. Avatar of Queen of Air and Darkness: As Queen of Air and Darkness except divine rank 7; Spd 60 ft., fly 200 ft. (perfect); AC 62 (touch 42, flat-footed 52); Atk +40; Grp +54; Atk +59 melee (1d4+11/19-20, +5 anarchic, ghost touch, wounding black mithral dagger), or spell +54 melee touch or +57 ranged touch; Full Atk +59/+54/+49/+44 melee (1d4+11/19-20, +5 anarchic, ghost touch, wounding black mithral dagger) or spell +54 melee touch or +57 ranged touch; SQ DR 20/epic, fire resistance 12, SR 39, divine aura (700 ft., DC 32); SV Fort +46, Ref +49, Will +48; all skill modifiers reduced by 7. Salient Divine Abilities: Alter Reality, Alter Size, Divine Air Mastery, Divine Blast, Divine Shield, Extra Domain (Chaos), Extra Domain (Evil), Extra Domain (Illusion), Extra Domain (Magic). Spell-like Abilities: Caster level 17th; saving throw DC 32 + spell level. Note: Used an elf as the base creature and then applied the Seelie and Unseelie fey templates, modifying as necessary. Kudos to Gwendolyn F. M. Kestrel for her article “Guardians of the Wild: Fey Born Fair and Foul” in Dragon Magazine #304 as well as her fey articles on the WoTC website. Sources: Monster Mythology (2E), PHB 3.5, DMG 3.5, MM 3.5, Player’s Guide to Faerun (3.5E), Underdark (3.5E), Deities and Demigods (3E), Book of Exalted Deeds (3.5E), Races of Stone (3.5E), Song and Silence (3E), Dragon Magazine #278, Dragon Magazine #281, and Dragon Magazine #304. |
| Green Giant10-07-04, 09:53 PM | Here is the cowardly deity of the urds. Enjoy. :) Kuraulyek The Winged Kobold Demigod Symbol: Pair of feathered wings Home Plane: Gray Waste of Hades/Oinos/Urdsrest Portfolio: Urds (winged kobolds) Worshipers: Urds Cleric Alignments: NE, LE, CE Domains: Air, Evil, Trickery Favored Weapon: Dagger Kuraulyek appears as a blue-skinned urd (winged kobold) with feathered wings that he gained by stealing them from Syranita, the aarakocra goddess. He lives in constant fear of Kurtulmak, who he once served, that he will come to extract his revenge. He hides in a gloomy cave in the Gray Wastes of Hades protected by fiendish bats and shuns all contact with other deities and creatures of Hades. Dogma Avoid direct confrontation unless this is absolutely unavoidable. Rebuke the worship of Kurtulmak. Clergy and Temples Kuraulyek’s clerics and adepts oppose the worship of Kurtulmak and provide defense for their own worshippers. They have no other specific duties. KURAULYEK Sorcerer 10/Cleric 15/Rogue 15 Medium Outsider (Evil, Reptilian) Divine Rank: 3 Hit Dice: 20d8+160 (outsider) plus 10d4+80 (Sorcerer) plus 15d8+90 (Cleric) plus 15d6+90 (Rogue) (830 hp) Initiative: +19, always first (+15 Dex, +4 Improved Iniative, Supreme Iniative) Speed: 60 ft., fly 200 ft. (perfect) AC: 54 (+15 Dex, +3 divine, +16 natural, +10 deflection) touch 38, flat-footed 39 Base Attack/Grapple: +40/+49 Attack: +5 deadly precision, keen, unholy dagger +64 melee; or spell +49 melee touch or +58 ranged touch Full Attack: +5 deadly precision, keen, unholy dagger +64/+59/+54/+49 melee; or spell +49 melee touch or +58 ranged touch Damage: +5 deadly precision, keen, unholy dagger 1d4+11/17-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Rebuke undead (+6 to rebuke checks) 13/day, sneak attack +8d6, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (evil). Special Qualities: Divine immunities, DR 15/epic, fire resistance 8, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 3 miles, remote communication, godly realm, greater teleport at will, trapfinding, evasion, trap sense +5, uncanny dodge, improved uncanny dodge, rogue special ability (defensive roll, improved evasion), SR 35, divine aura (30 ft., DC 23). Saves: Fort +43, Ref +50, Will +43 Abilities: Str 22, Dex 40, Con 26, Int 30, Wis 26, Cha 30 Skills: Appraise +33, Bluff +58, Balance +40, Concentration +56 (+60 when casting defensively), Craft (trapmaking) +40, Decipher Script +33, Diplomacy +41, Disable Device +33, Disguise +58 (+64 acting), Escape Artist +45, Gather Information +35, Heal +31, Hide +65, Intimidate +39, Knowledge (arcana) +58, Knowledge (dungeoneering) +33, Knowledge (history) +33, Knowledge (local) +33, Knowledge (religion) +58, Knowledge (the planes) +33, Listen +41, Move Silently +65, Open Lock +38, Profession (miner) +13, Ride (bat) +38, Search +35, Sense Motive +31, Sleight of Hand +44, Spellcraft +64 (+68 to decipher scrolls), Spot +41, Tumble +38, Use Magic Device +40 (+48 with scrolls). Feats: Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Craft Wondrous Item, Dodge, Enlarge Spell, Flick of the Wrist, Flyby Attack, Improved Feint, Improved Iniative Mobility, Quick Draw, Scribe Scroll, Silent Spell, Spell Penetration, Spring Attack, Stealthy, Still Spell, Weapon Finesse, Weapon Focus (dagger) Kobold traits: Darkvision; light sensitivity (dazzled in bright sunlight or within the radius of a daylight spell); +2 racial bonus on Craft (trapmaking), Profession (miner), and Search. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Reality, Control Creatures (bats), Divine Dodge, Supreme Iniative Domain Powers: 13/day turn or destroy earth creatures, or rebuke or command air creatures; cast evil spells at +1 caster level. Spell-like Abilities: Kuraulyek uses these abilities as a 13th-level caster, except for evil spells, which he uses as a 14th-level caster. The save DCs are 23 + spell level. Air walk, blasphemy, chain lightning, confusion, control weather, control winds, create undead, desecrate, disguise self, dispel good, elemental swarm (air only), false vision, gaseous form, invisibility, magic circle against good, mislead, nondetection, obscuring mist, polymorph any object, protection from good, screen, summon monster IX (as evil spell only), time stop, unholy aura, unholy blight, whirlwind, wind wall. Sorcerer Spells Known (6/9/9/8/7/5; base DC = 20 + spell level): 0-acid splash, detect magic, detect poison, mage hand, message, prestidigitation, ray of frost, read magic, resistance; 1st-alarm, expeditious retreat, magic missile, reduce person, shield; 2nd-darkness, detect thoughts, mirror image, whispering wind; 3rd-dispel magic, displacement, haste; 4th-detect scrying, polymorph; 5th-Mordenkainen’s private sanctum. Cleric Spells/Day: 6/8/8/8/7/6/5/4/3; base DC = 18 + spell level. Possessions: Kuraulyek uses a +5 dagger with the deadly precision, keen, and unholy special abilities. Other Divine Powers As a demigod, Kuraulyek treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Kuraulyek can see, hear, touch, and smell at a distance of three miles. As a standard action, he can perceive anything within three miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 3 hours. Portfolio sense: Kuraulyek is aware of any act that adversely affects urds if it affects at least 500 of them. Automatic actions: Kuraulyek can use Bluff, Disguise, Escape Artist, Hide, Knowledge (arcana), Knowledge (religion), and Move Silently as a free action if the DC for the task is 15 or lower. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to two such free actions each round. Create Magic Items: Kuraulyek can create any kind of magic item that allows flight or escape, as long as the item’s market price does not exceed 4,500 gp. Sources: Monster Mythology (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Complete Warrior (3.5E), and Miniature’s Handbook (3.5E). |
| Green Giant10-07-04, 10:06 PM | Here is the grim deity of the duergar. Enjoy. :) Laduguer The Exile, the Gray Protector, Master of Crafts Intermediate Diety Symbol: Shield with broken crossbow bolt motif Home Plane: Hammergrim (Infernal Battlefield of Acheron/Thuldanin/Hammergrim) Portfolio: Magic weapon creation, artisans, magic, gray dwarves Worshipers: Dwarves, fighters, loremasters, soldiers Cleric Alignments: LE, LN, NE Domains: Craft, Dwarf, Evil, Law, Magic, Metal, Protection Favored Weapon: “Grimhammer” (warhammer) Dogma Clergy and Temples LADUGUER Fighter 15/Cleric 10/Wizard 10/Battlesmith 5 Medium-Size Outsider (Evil, Law, Psionic) Divine Rank: 15 Hit Dice: 20d8+240 (outsider) plus 15d10+180 (Fighter) plus 10d8+120 (Cleric) plus 10d4+120 (Wizard) plus 5d10+60 (Battlesmith) (1,200 hp) Initiative: +11 (+7 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 86 (+7 Dex, +15 divine, +28 natural, +10 armor [+5 chainmail], +7 shield [+5 arrow deflection heavy steel shield], +9 deflection) touch 41, flat-footed 81 Base Attack/Grapple: +40/+70 Attack: +5 axiomatic, defending, impact, spell storing warhammer +77 melee; or spell +70 melee touch or +62 ranged touch Full Attack: +5 axiomatic, defending, impact, spell storing warhammer +77/+72/+67/+62 melee; or spell +70 melee touch or +62 ranged touch Damage: +5 axiomatic, defending, impact, spell storing warhammer 1d8+33/19-20/x3; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Rebuke undead (+6 to rebuke checks) 12/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (evil, law). Special Qualities: Divine immunities, DR 25/epic, fire resistance 20, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, greater teleport at will, plane shift at will, one with the hammer, secrets of the forge, flesh of my flesh +2, forged in fire, tempered in blood, SR 37, divine aura (1,500 ft., DC 34). Saves: Fort +61, Ref +54, Will +56 Abilities: Str 40, Dex 24, Con 35, Int 30, Wis 28, Cha 29 Skills*: Appraise +50, Climb +53, Concentration +52 (+56 when casting defensively), Craft (alchemy) +45, Craft (armorsmithing) +80, Craft (blacksmithing) +77, Craft (weaponsmithing) +80, Decipher Script +45, Diplomacy +48, Disable Device +45, Handle Animal +44, Heal +44, Hide +42, Intimidate +54, Jump +53, Knowledge (arcana) +70, Knowledge (architecture and engineering) +45, Knowledge (dungeoneering) +45, Knowledge (geography) +45, Knowledge (history) +45, Knowledge (local) +45, Knowledge (nobility and royalty) +45, Knowledge (religion) +70, Knowledge (the planes) +45, Listen +45, Move Silently +46, Open Lock +42, Profession (miner) +46, Ride (pony) +44, Search +45 (+47 with hidden or secret doors), Sense Motive +44, Spellcraft +70 (+72 to decipher scrolls), Spot +45, Swim +53, Use Magic Device +44 (+52 with scrolls). *Always receives a 20 on checks. Feats: Blind-Fight, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Deep Impact, Divine Might, Earth Adept, Earth Master, Earth Sense, Empower Spell, Endurance, Enlarge Spell, Glorious Weapons, Great Cleave, Great Fortitude, Greater Psionic Weapon, Greater Weapon Focus (warhammer), Greater Weapon Specialization (warhammer), Improved Iniative, Improved Shield Bash, Improved Sunder, Magical Artisan (Craft Magic Arms and Armor), Mounted Combat, Power Attack, Power Critical (warhammer), Psionic Meditation, Psionic Weapon, Scribe Scroll, Skill Focus (armorsmithing), Skill Focus (weaponsmithing), Spell Focus (law), Spell Penetration, Weapon Focus (warhammer), Weapon Specialization (warhammer) Dwarf (Duergar) Traits: Normal speed in any armor; stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 racial bonus on attack rolls against goblinoids and orcs; +2 racial bonus on saves against spells and spell-like abilities; immunity to paralysis, phantasms, and poison; +4 dodge bonus against giants; darkvision 120 ft.; stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); naturally psionic; light sensitivity (dazzled in sunlight or within the radius of a daylight spell); +4 racial bonus on Move Silently; +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal; +1 racial bonus on Listen and Spot. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Annihilating Strike, Avatar, Battlesense, Create Greater Object, Create Object, Divine Armor Mastery, Divine Blast, Divine Shield, Extra Domain (Craft), Extra Domain (Evil), Extra Domain (Metal), Extra Domain (Protection), Hand of Death, Life and Death, Master Crafter, Sunder and Disjoin Domain Powers: Cast creation spells at +1 caster level; cast evil spells at +1 caster level; cast law spells at +1 caster level; use spell completion or spell trigger devices as Wiz15; 15/day protective ward (touched subject gains +10 resistance bonus on next saving throw, maximum duration 1 hour). Spell-like Abilities: Laduguer uses these abilities as a 25th-level caster, except for creation, evil, and law spells, which he uses as a 26th-level caster. The save DCs are 34 + spell level; DC 35 + spell level with law spells. Animate rope, antimagic field, bear’s endurance, blade barrier, blasphemy, calm emotions, create undead, desecrate, dictum, dispel chaos, dispel good, dispel magic, elemental swarm (earth only), fabricate, fantastic machine, forcecage, glyph of warding, greater fantastic machine, greater magic weapon, heat metal, hold monster, identify, imbue with spell ability, iron body, keen edge, magic circle against chaos, magic circle against good, magic weapon, major creation, mind blank, minor creation, Mordenkainen’s disjunction, Nystul’s magic aura, order’s wrath, prismatic sphere, protection from chaos, protection from energy, protection from good, protection from spells, repel metal or stone, repulsion, rusting grasp, sanctuary, shield of law, shield other, spell immunity, spell resistance, spell turning, stone shape, stone tell, summon monster IX (as an evil or law spell only), transmute metal to wood, unholy aura, unholy blight, wall of iron, wall of stone, wood shape. As a duergar, Laduguer has the ability to use expansion and invisibility each 1/day; manifester level 60th. Cleric Spells/Day: 6/5/5/4/4/3; base DC = 20 + spell level; DC 21 + spell level with law spells. Wizard Spells/Day: 4/4/4/3/3/2; base DC = 20 + spell level; DC 21 + spell level with law spells. Possessions: Laduguer uses Grimhammer, a +5 warhammer with the axiomatic, defending, impact, and spell storing special abilities. He wears +5 chainmail with a +5 arrow deflection heavy steel shield. He also carries a special ring that allows it take on the special qualities of any other ring (ie a ring of protection +5, a ring of freedom of movement, a ring of wishes, etc.) once a day. Other Divine Powers As an intermediate deity, Laduguer automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Laduguer can see, hear, touch, and smell at a distance of fifteen miles. As a standard action, he can perceive anything within fifteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of her rank or lower at up to two remote locations at once for 15 hours. Portfolio sense: Laduguer senses when anything that occurs to duergar, and he also knows of any act of creation, whether its magical or mundane, duergar make the instant it happens and retains the sensation for fourteen weeks after the event occurs. Automatic actions: Laduguer can use Craft (armorsmithing), Craft (weaponsmithing), Knowledge (arcana), Knowledge (religion), and Spellcraft as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Laduguer can create any kind of magic weapon or armor, as long as the item’s market price does not exceed 200,000 gp. Avatars Laduguer appears as a tall, gaunt duergar with skin coloring that can change from gray to brown shades to match his environment. The Exile is bald and always wears a frown. Avatar of Laduguer: As Laduguer except divine rank 7; Spd 60 ft.; AC 70 (touch 33, flat-footed 65); Base Atk +40; Grp +62; Atk +69 melee (1d8+33/19-20/x3, +5 axiomatic, defending, impact, spell storing warhammer), or spell +62 melee touch or +54 ranged touch; Full Atk +69/+64/+59/+54 melee (1d8+33/19-20/x3, +5 axiomatic, defending, impact, spell storing warhammer) or spell +62 melee touch or +54 ranged touch; SQ DR 20/epic, fire resistance 12, SR 39, divine aura (700 ft., DC 26); SV Fort +53, Ref +46, Will +48; all skill modifiers reduced by 8. Salient Divine Abilities: Alter Reality, Alter Size, Create Object, Divine Armor Mastery, Divine Blast, Divine Shield, Hand of Death, Master Crafter, Sunder and Disjoin Spell-like Abilities: Caster level 17th; saving throw DC 26 + spell level. Sources: Demihuman Deities (2E), Monster Mythology (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Faiths and Pantheons (3E), Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Races of Stone (3.5E), Expanded Psionics Handbook (3.5E), Complete Divine (3.5E), Complete Warrior (3.5E), and Planar Handbook (3.5E). |
| Green Giant10-07-04, 10:17 PM | Here is the Demon Prince of the Lizard Kings/Queens. Enjoy. :) Sess’innek Large Outsider (Chaos, Evil, Reptilian) Hit Dice: 27d8+216 (337 hp) Initiative: +12 Speed: 40 ft., fly 60 ft. (poor) AC: 38 (-1 size, +8 Dex, +6 insight, +15 natural) touch 23, flat-footed 30 Base Attack/Grapple: +24/+35 Attack: +5 acidic burst greatsword +40 melee (3d6+21 plus 1d6 acid/19-20) or claw +35 melee (1d6+11) Full Attack: +5 acidic burst greatsword +38/+33/+28/+23 melee (3d6+16 plus 1d6 acid/19-20) and four +5 corrosive longsword +34/+29/+24 melee (2d6+10 plus 1d6 acid/19-20); or 2 claws +35 melee (1d6+11) and bite +33 melee (1d6+5). Face/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities. Special Qualities: DR 10/epic and cold iron, fast healing 5, outsider traits, see invisibility, SR 32, summon lizard kings/queens, summon tanar’ri, tanar’ri traits Saves: Fort +23, Ref +23, Will +22 Abilities: Str 32, Dex 26, Con 27, Int 28, Wis 25, Cha 29 Skills: Balance +37, Bluff +34, Climb +36, Concentration +28, Diplomacy +30, Escape Artist +23, Handle Animal +34, Hide +33, Intimidate +43, Jump +40, Knowledge (arcana) +24, Knowledge (geography) +29, Knowledge (nature) +43, Knowledge (religion) +24, Knowledge (the planes) +24, Listen +27, Move Silently +33, Search +34, Sense Motive +32, Spellcraft +31, Spot +27, Survival +37 (+39 to avoid getting lost, other planes, and follow tracks; +41 aboveground), Swim +45. Feats: Cleave, Dark Speech, Great Cleave, Greater Multiweapon Fighting, Improved Iniative, Improved Multiweapon Fighting, Multiattack, Multiweapon Fighting, Power Attack, Track. Climate/Terrain: Any land and underground Organization: Solitary Challenge Rating: ? Treasure: Quadruple standard Alignment: Chaotic evil Advancement: - Sess’innek is a powerful tanar’ri lord who has grown weary of the Blood War with the baatezu and seeks to establish dominion elsewhere. He is responsible for the appearance of Lizard Kings/Queens, the half-fiendish corruption of Semuanya’s creation, and he uses them as his favored servants. He dwells in the the seventh layer of the Abyss called the Phantom Plane. Recently he has been able to project his power as spellcasting abilities, conferred on a handful of adepts and clerics: this is testimony to his burgeoning power within the Abyss. This was not without cost, however, and it required sacrifices of his own magical and innate skills to project this power. Sess’innek appears as a six-armed Lizard King with vestigial green/brown leathery wings folded along its back. Sess’innek’s symbol is a clawed, green reptilian hand. Combat Sess’innek is a straightforward fighter and uses his six arms to great advantage. Before going into combat he uses unholy aura, greater magic fang, and greater dispelling. Against really difficult opponents he uses whirl of fangs before retreating. Sess’innek’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Spell-Like Abilities: At will – blasphemy, deeper darkness, desecrate, detect good, detect law, detect thoughts, greater dispelling, greater magic fang, greater teleport, razorscales (SK), suggestion, telekinesis, unhallow, unholy aura, unholy blight, water breathing; 1/day – shapechange, whirl of fangs (SK). Fast Healing (Ex): Sess’innek regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow Sess’innek to regrow or reattach lost body parts. Outsider traits: Sess’innek has darkvision 60 ft. He cannot be raised or resurrected. See invisibility (Su): Invisible creatures and objects are always visible to Sess’innek, as if he constantly had a see invisibility spell (caster level 20th) active. Skills: Because of his tail, Sess'innek has a +4 racial bonus on Jump, Swim, and Balance checks. Summon Lizard Kings/Queens (Sp): Once per day, Sess’innek can automatically summon 6d6 half-fiend lizardfolk or 1d6 5th-level half-fiend lizard king rangers. Summon Tanar’ri (Sp): Once per day Sess’innek can automatically summon 1 hezrou. Tanar’ri Traits: Sess’innek can communicate telepathically with any creature within 100 feet that has a language. He is immune to electricity and poison, and he has acid resistance 10, cold resistance 10, and fire resistance 10. Possessions: Sess’innek carries four +5 corrisive longswords and one +5 acidic burst greatsword. The greatsword allows Sess’innek to plane shift once a day and can cast dispel magic (area only) 3/day. The Goals of Sess’innek Sess’innek is content in assisting the khaastas in their war against the sarrukh. The longer the war continues the greater the chance of converting and subjugating the khaastas to his worship. As for the lizard kings or queens, he pays attention to them very carefully. He pushes them to conquer other lizardfolk tribes who have not fallen under his dominion. He often uses his greatsword to appear at lizardfolk ceremonies to awe them into his worship. The Cult of Sess’innek The cult of Sess’innek is common among lizardfolk tribes who contain a lizard king or queen. Sess’innek has very few clerics and seeks to expand his worship. Those clerics that do exist must be aggressive in wiping out other lizardfolk if they fail in converting them to his cult, but divine spellcasters of Semuanya must be slain on sight. Sess’innek’s clerics are aggressive, territorially dominant, and rapacious. Clerics affiliated with Sess’innek have access to Darkness, Destruction, Tyranny, War, and Watery Death (UND). Sources: Monster Mythology (2E), PHB 3.5, DM 3.5, MM 3.5, Magic of Faerun (3E), Serpent Kingdoms (3.5E), Underdark (3.5E), Book of Vile Darkness (3E), and Savage Species (3E) |
| Tebryn1410-07-04, 10:24 PM | YAY! (Claps hands giddily). Thank you Green Giant! Sorry for the slow going, but I've been extremely busy with school. Like getting home at 10 every night. But at some point this weekend will be the Pasha of the Marids. I hope. Green Giant. Someday you'll have to share your secret of pumping them out so fast. Thanks for all of them. BTW, is anyone going to do any archfiends with my formula on page 11. Or comment on it? :weep: |
| El_Machinae10-08-04, 12:17 AM | Cripes, this thread was updated quickly! I notice a battlesmith up there too ... neato. Tebryn, I have no comment, mainly because I'm not knowledgable to offer an opinion. But I appreciate the effort |
| Green Giant10-08-04, 02:57 PM | Here is the chief deity of the Vedic Pantheon. Enjoy. :) Brahman The All Greater Deity Symbol: Four-faced head Home Plane: Unknown Portfolio: Everything Worshipers: Those who seek spiritual enlightenment Cleric Alignments: N, LN, CN, NG, NE Domains: Balance, Celestial, Creation, Insight, Knowledge, Meditation, Mind, Nature Favored Weapon: Scimitar, dagger, mace, or short sword Brahman is also known as Hiranyagarbha, Prajapati (both used in the early Vedic Age), and many other names. Here, Hiranyagarbha and Prajapati are used interchangeably. Brahman is the world spirit that enfolds all of existence and the divine essence that is hidden in all beings, and of which all beings are a part. Everything that exists — the gods, men, animals, plants, even rocks — is simply a manifestation of the Brahman. According to legend, in the beginning there were only the waters. From the waters was formed a golden egg (Hiranyagarbha). Prajapati was hatched from the egg, speaking the sounds “bhur,” “bhuvah,” and “svark,” thereby forming the earth, the air, and the sky. Prajapati/Brahman has every power that any god or mortal in the Indian mythos possesses, for all things are a part of him. In his true form, Brahman has a face on each side of his head. There is also a vacant spot on the top of his head where a fifth face was burned off by the gaze of the god Siva. Dogma To achieve unity with the Brahman, it is necessary to release worldly desires. Shun worldly pleasures and devote to meditation to achieve spiritual intuition to join the Brahman. Clergy and Temples Brahman has no priests in the normal sense, for he is usually worshipped through one of his manifestations as another god. However, all ascetics seeking true spiritual enlightenment may be considered priests of Brahman, so anybody wishing to worship him directly must become an ascetic. BRAHMAN Shaman 20/Void Disciple 13/Loremaster 10 Medium Outsider (Spirit) Divine Rank: 20 Hit Dice: 20d8+200 (outsider) plus 20d6+200 (Shaman) plus 13d6+130 (Void Disciple) plus 10d4+100 (Loremaster) (1,028 hp) Initiative: +14 (+10 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 84 (+10 Dex, +20 divine, +33 natural, +1 dodge [dodge trick], +10 deflection) touch 51, flat-footed 74 Base Attack/Grapple: +42/+72 Attack: +5 defending, disruption, keen, ki focus scimitar +77 melee; or +5 defending, disruption, keen, ki focus dagger +77 melee; or +5 defending, disruption, impact, ki focus heavy mace +77 melee; or +5 defending, disruption, keen, ki focus short sword +77 melee; or unarmed strike +72 melee; or spell +72 melee touch or +72 ranged touch Full Attack: +5 defending, disruption, keen, ki focus scimitar +77/+72/+67/+62 melee and +5 defending, disruption, keen, ki focus dagger +77/+72 melee and +5 defending, disruption, impact, ki focus heavy mace +77/+72 melee and +5 defending, disruption, keen, ki focus short sword +77/+72 melee; or unarmed strike +72/+67/+62/+57; or spell +72 melee touch or +72 ranged touch Damage*: +5 defending, disruption, keen, ki focus scimitar 1d6+15/15-20; or +5 defending, disruption, keen, ki focus dagger 1d4+10/17-20; or +5 defending, disruption, impact, ki focus heavy mace 1d8+10/19-20; or +5 defending, disruption, keen, ki focus short sword 1d6+10/17-20; or unarmed strike 2d6+10; or by spell *Always does maximum damage (scimitar 21, dagger 14, heavy mace 18, short sword 16, unarmed strike 22) Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+8 to turn checks) 17/day, superior multiweapon fighting, domain powers, salient divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 30/epic, fire resistance 25, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 20 miles, remote communication, godly realm, greater teleport at will, plane shift at will, all-around vision, animal companion as druid, spirit sight, spirits’ favor, sense void (physical senses, magical senses, empathic senses, mental senses) 7/day, moment of clarity 4/day, altering the course, void release 3/day, void suppression, void strike, lore +24, secret (secrets of inner strength, the lore of true stamina, secret knowledge of avoidance, applicable knowledge, dodge trick), greater lore, true lore, uncanny dodge, SR 52, divine aura (20 miles, DC 40). Saves: Fort +75, Ref +75, Will +80 Abilities: Str 30, Dex 30, Con 30, Int 30, Wis 41, Cha 30 Skills*: Appraise +55, Bluff +32, Concentration +95 (+99 when casting defensively), Craft (alchemy) +65, Craft (calligraphy) +55, Decipher Script +55, Diplomacy +75, Gather Information +59, Handle Animal +55, Heal +80, Iaijutsu Focus +55, Knowledge (arcana) +95, Knowledge (architecture and engineering) +60, Knowledge (dungeoneering) +60, Knowledge (geography) +60, Knowledge (history) +60, Knowledge (local) +60, Knowledge (nature) +75, Knowledge (nobility and royalty) +60, Knowledge (religion) +98, Knowledge (spirits) +75, Listen +66, Perform (oratory) +55, Profession (teacher) +80, Search +61 (+65 with hidden or secret doors), Sense Motive +62, Spellcraft +103 (+107 to decipher scrolls), Spot +66, Use Magic Device +55 (+67 with scrolls). *Always receives a 20 on checks. Feats: Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Craft Wondrous Item, Deflect Arrows, Divine Cleansing, Divine Vigor, Dodge, Extra Turning, Great Ki Shout, Heighten Spell, Improved Combat Casting, Improved Heighten Spell, Improved Iniative, Improved Multiweapon Fighting, Improved Unarmed Strike, Ki Shout, Mobility, Multiweapon Fighting, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Knowledge [religion]), Spell Penetration, Spring Attack, Still Spell, Stunning Fist Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Area Divine Shield, Avatar, Clearsight, Create Greater Object, Create Object, Divine Blast, Divine Blessing (Wisdom), Divine Creation, Divine Retribution†, Divine Shield, Divine Spellcasting, Divine Splendor, Extra Domain (Celestial), Extra Domain (Insight), Extra Domain (Meditation), Extra Domain (Mind), Extra Domain (Nature), Gift of Life, Life and Death, Mass Life and Death, Power of Nature, Power of Truth Domain Powers: 20/day gain +15 to AC for 20 rounds; 13/day rebuke spirits; cast conjuration (creation) spells at +1 caster level; cast divination spells at +1 caster level; 20/day Empower Spell; 13/day rebuke animals or plants. Spell-like Abilities: Brahman uses these abilities as a 30th-level caster, except conjuration (creation) and divination spells, which he uses as a 31st-level caster. The save DCs are 40 + spell level. Animal shapes, astral projection, augury, banishment, bless, brain spider, calm emotions, clairaudience/clairvoyance, clarity of mind, commune, commune with greater spirit, commune with lesser spirit, comprehend languages, control weather, create food and water, create water, detect secret doors, detect thoughts, dictum, discern lies, discern location, dismissal, divination, elemental ward, find the path, foresight, gate, greater arcane sight, greater spirit ally, heroes’ feast, legend lore, lesser spirit ally, lesser telepathic bond, locate object, major creation, make whole, mass owl’s wisdom, mass sanctuary, mind blank, minor creation, minor image, moment of prescience, owl’s wisdom, pavilion of grandeur, permanent image, possess animal, probe thoughts, protection from spells, Rary’s telepathic bond, shapechange, spell resistance, spell turning, spirit ally, substitution, tongues, trance, transport via plants, true creation, true seeing, true strike, weighed in the balance, weird, word of balance. Shaman Spells/Day (0-15): 6/10/10/10/9/9/8/8/7/7/3/3/2/2/2/2; base DC = 26 + spell level. †Divine Retribution (unique salient divine ability): Whenever Brahman takes any damage from any source, the individual who inflicted the damage takes an equal amount of damage. Distance is not a factor as the retributive damage can be inflicted anywhere. Resistance, immunity, damage reduction, spell resistance, or the like cannot reduce or negate the damage. Possessions: Brahman uses four weapons each with a +5 enhancement bonus and the defending, disruption, keen (impact in the case of bludgeoning weapons), and ki focus special abilities.. Other Divine Powers As a greater deity, Brahman automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks and saves). He is immortal. Senses: Brahman can see, hear, touch, and smell at a distance of twenty miles. As a standard action, he can perceive anything within twenty miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 20 hours. Portfolio sense: Brahman senses any act twenty weeks before it happens and retains the sensation for twenty weeks after the event occurs. Automatic actions: Brahman can use Concentration, Diplomacy, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Knowledge (spirits), Sense Motive, and Spellcraft as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round. Create Magic Items: Brahman can create any magic item. Avatars Brahman’s avatar can take any form, but most often appears as a four-armed, four-faced man. In his four hands, he carries four different weapons: a scimitar, a dagger, a heavy mace, and a short sword. Though he sees and hears all, Brahman is an aloof god and will involve himself in the affairs of men only when existence itself (i.e., Brahman himself) is threatened. Avatar of Brahman: As Brahman except divine rank 10; Spd 60 ft.; AC 64 (touch 41, flat-footed 54); Atk +42; Grp +62; Atk +67 melee (1d6+15/15-20, +5 defending, disruption, keen, ki focus scimitar), or +67 melee (1d4+15/17-20, +5 defending, disruption, keen, ki focus dagger), or +67 melee (1d8+15/19-20, +5 defending, disruption, impact, ki focus heavy mace), or +67 melee (1d6+15/17-20, +5 defending, disruption, keen, ki focus short sword), or spell +62 melee touch or +62 ranged touch; Full Atk +67/+62/+57/+52 melee (1d6+15/15-20, +5 defending, disruption, keen, ki focus scimitar) and +67/+62 melee (1d4+10/17-20, +5 defending, disruption, keen, ki focus dagger) and +67/+62 melee (1d8+10/19-20, +5 defending, disruption, impact, ki focus heavy mace) and +67/+62 melee (1d6+10/17-20, +5 defending, disruption, keen, ki focus short sword), or spell +62 melee touch or +62 ranged touch; SQ DR 20/epic, fire resistance 15, SR 42, divine aura (1,000 ft., DC 30); SV Fort +65, Ref +65, Will +70; all skill modifiers reduced by 10. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Clearsight, Create Object, Divine Blast, Divine Retribution†, Divine Shield, Gift of Life, Life and Death, Power of Nature, Power of Truth Spell-like Abilities: Caster level 20th; saving throw DC 30 + spell level. Sources: Legends and Lore (2E), PHB 3.5, DMG 3.5, MM 3.5, Oriental Adventures (3E), Dragonlance Campaign Setting (3.5E), Deities and Demigods (3E), Epic Level Handbook (3E), Savage Species (3E), Complete Warrior (3.5E), and Complete Divine (3.5E). Note: Brahman’s four faces gives him the superior multweapon fighting which allows him to fight with all four weapons without penalty. He also has all-around vision which grants him a +6 racial bonus to Listen, Search, and Spot checks (already factored in) and he cannot be flanked. Thanks to: Two Heads are better than one…And three are better than two by Owen K. C. Stephens |
| Green Giant10-09-04, 09:51 PM | Here is the patient god of the mongrelfolk. Enjoy. :) Meriadar The Gentle Goblin Intermediate Deity Symbol: Decorated Bowl Home Plane: Peaceable Kingdoms of Arcadia/Buxenus/the Hand of Peace Portfolio: Patience, meditation, tolerance, arts, and crafts Worshipers: Mongrelfolk, nonevil goblinoids Cleric Alignments: LN, LG Domains: Law, Protection, Trickery Favored Weapon: Quarterstaff Dogma Clergy and Temples MERIADAR Cleric 20/Monk 20 Medium Outsider (Law) Divine Rank: 11 Hit Dice: 20d8+180 (outsider) plus 20d8+180 (Cleric) plus 20d8+180 (Monk) (1,020 hp) Initiative: +13 (+9 Dex, +4 Improved Iniative) Speed: 120 ft. AC: 81 (+9 Dex, +11 divine, +18 monk, +24 natural, +9 deflection) touch 57, flat-footed 72 Base Attack/Grapple: +40/+61 Attack: +5 defending, disruption, ki focus, merciful quarterstaff +67 melee; or +5 axiomatic, keen, vorpal unarmed strike +67 melee; or spell +61 melee touch or +60 ranged touch Full Attack: +5 defending, disruption, ki focus, merciful quarterstaff +67/+62/+57/+52 melee; or +5 axiomatic, keen, vorpal unarmed strike +67/+67/+67/+62/+57/+52 melee; or spell +61 melee touch or +60 ranged touch Damage: +5 defending, disruption, ki focus, merciful quarterstaff 1d6+15; or +5 axiomatic, keen, vorpal unarmed strike 2d12+15/19-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+6 to turn checks) 16/day, improved unarmed strike, greater flurry of blows, ki strike (magic, lawful, adamantine), quivering palm, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (law). Special Qualities: Divine immunities, DR 25/epic, fire resistance 16, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 11 miles, remote communication, godly realm, greater teleport at will, plane shift at will, evasion, fast movement, still mind, slow fall any distance, purity of body, wholeness of body (40 hp), improved evasion, diamond body, abundant step, diamond soul, timeless body, tongue of the sun and moon, empty body, perfect self, SR 36, divine aura (1,100 ft., DC 30). Saves: Fort +52, Ref +52, Will +57 Abilities: Str 30, Dex 28, Con 28, Int 27, Wis 39, Cha 29 Skills*: Appraise +39, Balance +49, Bluff +65, Climb +46 (+50 with rope), Concentration +45 (+49 when casting defensively), Craft (painting) +55, Craft (pottery) +55, Craft (weaving) +55, Diplomacy +75, Disguise +65 (+71 acting), Escape Artist +45 (+51 to escape ropes), Heal +60, Hide +53, Intimidate +41, Jump +50, Knowledge (arcana) +44, Knowledge (history) +44, Knowledge (local) +44, Knowledge (religion) +64, Knowledge (the planes) +44, Listen +50, Move Silently +45, Perform (sing) +45, Search +44, Sense Motive +50, Sleight of Hand +59, Spellcraft +68 (+74 to decipher scrolls), Spot +50, Survival +50 (+54 other planes and follow tracks), Swim +46, Tumble +49, Use Magic Device +65 (+69 to emulate nonhumanoid races; +71 with scrolls), Use Rope +45 (+49 to bind someone). *Always receives a 20 on checks. Feats: Blind-Fight, Brew Potion, Combat Casting, Combat Expertise, Combat Reflexes, Craft Staff, Craft Wondrous Item, Deflect Arrows, Divine Cleansing, Divine Resistance, Dodge, Extra Turning, Heighten Spell, Improved Grapple, Improve Iniative, Improved Trip, Mobility, Quicken Spell, Reach Spell, Scribe Scroll, Spring Attack, Stunning Fist, Weapon Focus (quarterstaff), Weapon Focus (unarmed strike) Mongrelfolk traits: Emulate race (+4 racial bonus to emulate nonhumanoid races); sound imitation; +8 racial bonus on Hide and Sleight of Hand checks. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Area Divine Shield, Avatar, Create Object, Divine Glibness, Divine Monk, Divine Shield, Frightful Presence, Gift of Life, Lay Quest, Life and Death, Master Crafter Domain Powers: Cast law spells at +1 caster level; 11/day protective ward (touched subject gains +20 resistance bonus on next saving throw, maximum duration 1 hour). Spell-like Abilities: Meriadar uses these abilities as a 21st-level caster, except law spells, which he uses as a 22nd-level caster. The save DCs are 30 + spell level. Antimagic field, calm emotions, confusion, dictum, disguise self, dispel chaos, false vision, hold monster, invisibility, magic circle against chaos, mind blank, mislead, nondetection, order’s wrath, polymorph any object, prismatic sphere, protection from chaos, protection from energy, repulsion, sanctuary, screen, shield of law, shield other, spell immunity, spell resistance, summon monster IX (as law spell only), time stop. Cleric Spells/Day: 6/10/10/9/9/9/8/7/7/7; base DC = 24 + spell level. Possessions: Meriadar uses a +5 quarterstaff with the defending, disruption, ki focus, and merciful special abilities. Also any hit with the quarterstaff charms humanoids with the goblinoid subtype (Will save DC 23). Other Divine Powers As an intermediate deity, Meriadar automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Meriadar can see, hear, touch, and smell at a distance of eleven miles. As a standard action, He can perceive anything within eleven miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend her senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 11 hours. Portfolio sense: Meriadar senses any act of violence against mongrelfolk and nonevil goblinoids, and he also knows of any use of the craft skill the instant it happens and retains the sensation for eleven weeks after the event occurs. Automatic actions: Meriadar can use Bluff, any Craft skill whether he has ranks or not, Diplomacy, Disguise, Hide, Knowledge (religion), Sleight of Hand, and Use Magic Device as a free action if the DC for the task is 25 or lower. She can perform up to ten such free actions each round. Create Magic Items: Meriadar can create any kind of magic item dealing with defense or healing, as long as the item’s market price does not exceed 200,000 gp. Avatars Meriadar’s avatar has a variable appearance: he can appear as a tall figure of any goblinoid race when he needs to do so, although his typical appearance is that of a mongrelfolk, admixing many races. He always dresses simply in plain brown robes. Avatar of Meriadar: As Meriadar except divine rank 5; Spd 120 ft.; AC 69 (touch 51, flat-footed 60); Base Atk +40; Grp +55; Atk +61 melee (1d6+15, +5 defending, disruption, ki focus, merciful quarterstaff), or +61 melee (2d12+15/19-20, +5 axiomatic, keen, vorpal unarmed strike), or spell +55 melee touch or +54 ranged touch; Full Atk +61/+56/+51/+46 melee (1d6+15, +5 defending, disruption, ki focus, merciful quarterstaff), or +61/+56/+51/+46 melee (2d12+15/19-20, +5 axiomatic, keen, vorpal unarmed strike), or spell +55 melee touch or +54 ranged touch; SQ DR 15/epic, fire resistance 10, SR 37, divine aura (50 ft., DC 24); SV Fort +46, Ref +46, Will +51; all skill modifiers reduced by 6. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Divine Monk, Divine Shield, Gift of Life Spell-like Abilities: Caster level 15th; saving throw DC 24 + spell level. Sources: Monstery Mythology (2E), PHB 3.5, DMG 3.5, MM 3.5, Fiend Folio (3E), Deities and Demigods (3E), and Complete Warrior (3.5E). |
| Tebryn1410-10-04, 01:21 AM | Finally I managed to squeeze a deity of my own in between the Giant induced madness! The third of the Genie Lords. I have the Great Spirit of the American Indian Pantheon mostly done, hopefully he'll be up tomorrow. Kalbari al-Durrat al-Amwaj ibn Jari By Tebryn14 Padishah of the Marids, the Pearl of the Sea, Mother of Foam, Mistress of the Rivers, Savior of Fish, and so. Greater Deity Symbol: Pearl Home Plane: Elemental Water/Citadel of Ten Thousand Pearls Alignment: Chaotic Neutral Portfolio: Marids, intrigue, sea creatures, seas Worshippers: Marids Cleric Alignments: CN, CG, CE Domains: Chaos, Cold, Ocean, Trickery, Water Favored Weapon: Trident The Padishah of the Marids appears as a large female Marid. Like all Marid, she is fiercely independent, only more so. She epitomizes the atmosphere of intrigue that permeates the palace, though none of her nobles really come close to her power. She is allied with both Istishia and the Caliph of the Djinn. Large Outsider (Chaotic, Water, Extraplanar) Divine Rank: 16 Hit Dice: 48d8+624 (1008 hp) Initiative: +20 Speed: 80 ft. swim 80 ft. AC: 83 (+16 dex, +16 divine, +29 natural, +13 deflection, -1 size) Base Attack/Grapple: +48/+79 Attacks*: Huge +6 keen chaotic icy burst trident +81/+76/+71/+66 melee; or by spell +74 melee touch, or +79 ranged touch. *Always receives a 20 on attack rolls, roll die to check for critical hit. Damage*: Huge +6 keen chaotic icy burst trident 2d8+22+1d6 cold+2d6 chaotic/19-20 +1d10 cold; or by spell. Always does maximum damage (trident 38 plus 6 cold, plus 12 chaotic). Face/Reach: 10 ft. by 10 ft./ 10 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, drench, vortex. Special Qualities: Divine immunities, DR 30/epic, fire resistance 21, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings with 16 miles, remote communication 16 miles, godly realm (100 miles), greater teleport at will, plane shift at will, SR 48, divine aura (16 miles, DC 39), effective character levels (30 cleric, 10 elemental savant, 12 Illusionist), elemental focus (water) +3, elemental penetration (water) +3, darkvision. Saves*: Fort +55, Ref +58, Will +57. *Always receives a 20 on saves. Abilities: Str 33, Dex 42, Con 36, Int 38, Wis 40, Cha 36. Skills*: Balance +52, Bluff +69, Climb +47, Concentration +80, Diplomacy +79, Disguise +69, Escape Artist +72, Forgery +70, Gather Information +73, Handle Animal +59, Heal +51, Intimidate +64, Jump +47, Knowledge (Arcana) +78, Knowledge (History) +74, Knowledge (Nature) +81, Knowledge (Planes) +76, Knowledge (Religion) +78, Listen +75, Move Silently +52, Read Lips +60, Search +50, Sense Motive +82, Spellcraft +81, Spot +75, Survival +56, Swim +89, Tumble +62. *Always receives a 20 on checks. Feats: Alertness, Combat Expertise, Combat Reflexes, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Improved Disarm, Improved Initiative, Mobility, Quick Draw, Quicken Spell, Silent Spell, Spell Mastery, Still Spell, Weapon Focus (Trident). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality (DC 49 for duplicated spells), Alter Size, Arcane Master, Avatar (20), Call Creatures (up to 16 water or cold creatures serving simultaneously, each with up to 16 HD), Control Creatures (Water creatures), Divine Blast (29d12 points of damage, 16 miles, 16/day), Divine Dodge (66%), Divine Shield (stops 160 points of damage, 16/day), Divine Spellcasting, Divine Water Mastery*, Energy Burst (Cold, 16d8, 160 ft., Reflex DC 39 for half), Energy Storm (Cold), Extra Domain (Trickery), Extra Domain (Water), Instant Counterspell, Power of Nature (16 miles), Shapechange, Spontaneous Wizard Spells, Wave of Chaos (160 ft. DC 39, 26th caster level. *Divine Water Mastery In addition to the usual abilities granted by this SDA, the Padishah also adds +10 to the Saving Throw DC for all of her spells and effects with the cold or water descriptor. This ability stacks with the abilities granted by her levels in the Elemental Savant Prestige Class. In addition, those abilities automatically ignore the immunities and resistances to electricity of any being damaged by them, except divine beings of higher rank. Domain Powers: Cast chaotic spell at +1 caster level; turn fire creatures or rebuke cold creatures 16/day; water breathing 30 rounds/day; rebuke water creatures 16/day. Spell-like Abilities: The Padishah uses these abilities as a 26th level caster, except for chaotic spells, which are at 27th level. The save DCs are 41+spell level, except for water and cold spells, for which the save DCs are 51+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, Chill Touch, Chill Metal, Sleet Storm, Ice Storm, Wall of Ice, Cone of Cold, Control Weather, Polar Ray, Obedient Avalanche, Endure Elements, Sound Burst, Water Breathing, Freedom of Movement, Otiluke’s Freezing Sphere, Waterspout, Maelstrom, Elemental Swarm, Change Self, Invisibility, Nondetection, Confusion, False Vision, Mislead, Screen, Polymorph Any Object, Time Stop, Obscuring Mist, Fog Cloud, Control Water, Acid Fog, Horrid Wilting. *Cast as a chaotic spell only. Effective Character Levels: The Padishah casts spells as a 30th level cleric, has the special abilities of a 10th level elemental savant, and can cast spells as a 12th level illusionist Wizard Spells/Day: 4/8/8/7/6/6/5. The save DCs are 26+spell level, or 39+spell level for cold and water spells. No necromancy spells. Cleric Spells/Day (Levels 0-15): 6/9/9/9/8/8/7/7/6/6/3/3/2/2/2/2; DC= 27+spell level, or 40+spell level for water and cold spells. Elemental Focus (Ex): The Padishah can manipulate cold better than normal wizards. The save DC for any spell that uses this element increase by 3. Elemental Penetration (Ex): The Padishah has refined her ability to wield cold. When she casts a spell with the cold descriptor, she gains a +3 bonus to caster level checks to beat SR. Whirlwind (Su): At will, The Padishah may transform herself into a whirlpool for as long as she wishes. The whirlwind is 30 ft wide at the base, up to 180 ft. wide at the top and up to 300 ft. tall. The Padishah controls the dimensions. Huge or smaller creatures might take damage when caught in the whirlpool and be lifted into the air. An affected creature must make a Reflex saving throw (DC 47) when it comes in contact with the whirlpool or take 10d6 points of damage. It must also succeed at a second reflex save or by picked up bodily and held suspended in the powerful currents, automatically taking 4d8 points of damage each round. A creature that can swim is allowed a reflex save each round to escape the whirlwind. The Padishah may eject the creatures at any time. If the whirlpool touches the ground, it creates a swirling cloud of debris. This cloud is centered on The Padishah and has a diameter equal to half the height. It obscures all vision beyond 5 feet. Possessions: The Padishah carries a Huge +6 anarchic icy burst trident. Caster Level: 25th. Other Divine Powers As a greater deity, The Padishah automatically receives the best possible result on any die she makes (including attack rolls, damage, checks and saves). He is immortal Senses: The Padishah can see, hear, touch, and smell at a distance of 16 miles. As a standard action, she can perceive anything within 16 miles of her worshippers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to twenty locations at once. She can block the sensing power of deities her rank and lower at up to two remote locations at once for 16 hours. Portfolio Sense: The Padishah senses anything that affects the welfare of the Marid Empire 16 weeks before it happens and retains the sensation for 16 weeks. She likewise senses any sea tempest or shift in the currents or waves. Automatic Actions: The Padishah can use Knowledge (Nature), Sense Motive, Bluff, or Diplomacy as a free action if the DC for the task is 30 or lower. Create Magic Items: The Padishah can create any weapon that utilizes or affects water, utilizes cold energy, or aids in intrigue. |
| Lord Mortanius10-10-04, 03:43 AM | Wouldn't she have higher DCs for clerical cold spells ? And shouldn't she have evoker levels instead ? |
| Tebryn1410-10-04, 06:05 PM | Wouldn't she have higher DCs for clerical cold spells ? And shouldn't she have evoker levels instead ? Actually both the Wizard and Clerical DCs are off. Fixed now. And the reason I gave her Illusionist levels is because she struck me as much more subtle than the others, though all genies are supposed to be skilled with illusions. |
| Green Giant10-10-04, 07:59 PM | Here is the god of werebears. Enjoy. :) Balador Lord of the Bears Lesser Diety Symbol: Pitcher of Mead Home Plane: Wilderness of the Beastlands/Brux/Ursis Portfolio: Werebears, protection, fraternity Worshipers: Werebears, rangers, druids Cleric Alignments: CG, NG, CN Domains: Animal, Chaos, Good, Moon, Protection Favored Weapon: Claw (longsword) Dogma Clergy and Temples BALADOR Ranger 20 Huge Outsider (Chaos, Good, Shapechanger) Divine Rank: 9 Hit Dice: 20d8+300 (outsider) plus 20d8+300 (Ranger) plus 20d8+300 (Dire Bear) (1,383 hp) Initiative: +13 (+9 Dex, +4 Improved Iniative) Speed: 140 ft. AC: 58 (-2 size, +9 Dex, +9 divine, +22 natural, +10 deflection) touch 36, flat-footed 49 Base Attack/Grapple: +40/+83 Attack: +5 keen claw +79 melee; or spell +73 melee touch or +58 ranged touch Full Attack: 2 +5 keen claws +79 melee and +5 disruption, holy, merciful bite +79 melee; or spell +73 melee touch or +58 ranged touch Damage: +5 keen claw 2d6+31/19-20 and +5 disruption, holy, merciful bite 3d8+18; or by spell. Face/Reach: 15 ft./10 ft. Special Attacks: Curse of lycanthropy, improved grab, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, good). Special Qualities: Divine immunities, DR 20/epic (DR 10/silver), fire resistance 14, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 9 miles, remote communication, godly realm, greater teleport at will, plane shift at will, alternate form, bear empathy, low-light vision, scent, wild empathy +36, favored enemy (humanoid [shapechanger] +9, giant +7, animal +5, magical beast +5, aberration +5), animal companion as ranger, woodland stride, swift tracker, evasion, camouflage, hide in plain sight, SR 41, divine aura (900 ft., DC 29). Saves: Fort +56, Ref +50, Will +54 Abilities: Str 62, Dex 28, Con 40, Int 24, Wis 32, Cha 30 Skills: Climb +70 (+74 with rope), Concentration +54, Diplomacy +64, Handle Animal +64, Heal +50, Hide +45, Intimidate +49, Jump +70, Knowledge (dungeoneering) +46, Knowledge (geography) +46, Knowledge (nature) +61, Knowledge (religion) +46, Knowledge (the planes) +46, Listen +50, Move Silently +53, Search +46, Sense Motive +50, Spellcraft +46, Spot +50, Survival +65 (+69 underground, avoid getting lost, other planes and follow tracks; +71 aboveground), Swim +70, Use Rope +48. Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Endurance, Great Cleave, Greater Two-Weapon Fighting, Improved Bull Rush, Improved Iniative, Improved Multiattack, Improved Two-Weapon Fighting, Iron Will, Mobility, Multiattack, Power Attack, Powerful Charge, Quicken Change, Run, Spring Attack, Surrogate Spellcasting, Toughness, Track, Two-Weapon Fighting, Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (longsword) Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Call Creatures (werebears), Divine Blast, Divine Fast Healing, Divine Ranger, Divine Shield, Extra Domain (Chaos), Extra Domain (Protection), Gift of Life, Mind of the Beast (bears) Domain Powers: 9/day speak with animals; cast chaotic spells at +1 caster level; cast good spells at +1 caster level; 13/day turn or destroy lycanthropes; 9/day protective ward (touched subject gains +9 resistance bonus on next saving throw, maximum duration 1 hour). Spell-like Abilities: Balador uses these abilities as an 19th-level caster, except for chaos and good spells, which he uses as a 20th-level caster. The save DCs are 29 + spell level. Aid, animal shapes, animate objects, antilife shell, antimagic field, blade barrier, calm animals, chaos hammer, cloak of chaos, commune with nature, dispel evil, dispel law, dominate animal, faerie fire, good hope, holy aura, holy smite, holy word, insanity, magic circle against evil, magic circle against law, mind blank, moon blade, moon path, moonbeam, moonfire, permanent image, prismatic sphere, protection from energy, protection from evil, protection from law, repulsion, sanctuary, shapechange, shatter, shield other, spell immunity, spell resistance, summon monster IX (as chaos or good spell only), summon nature’s ally IV (animal only), summon nature’s ally VIII (animal only), word of chaos. Alternate Form (Humanoid): The following changes are in effect as long as Balador remains in humanoid form: Medium Outsider; hp 1,083; Init +12; Spd 60 ft.; AC 59 (touch 39, flat-footed 50); Base Atk +40; Grp +64; Atk +70 melee (1d8+27/19-20, +5 longsword); Full Atk +70/+65/+60/+55 melee (1d8+27/19-20, +5 longsword); Face/Reach 5 ft./5 ft.; SA Domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, good); SQ Divine immunities, DR 20/epic, fire resistance 14, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 9 miles, remote communication, godly realm, greater teleport at will, plane shift at will, alternate form, bear empathy, low-light vision, scent, wild empathy +36, favored enemy (human [shapechanger] +9, giant +7, animal +5, magical beast +5, aberration +5), animal companion as ranger, woodland stride, swift tracker, evasion, camouflage, hide in plain sight, SR 41, divine aura (700 ft., DC 29); SV Fort +51, Ref +48; Str 40, Dex 26, Con 30; Climb +59, Concentration +49, Hide +52, Jump +59, Move Silently +52, Swim +59, Use Rope +47. Alternate Form (Hybrid): The following changes are in effect as long as Balador remains in hybrid form: Spd 100 ft.; Atk +79 melee (2d4+31/19-20, +5 keen claw) or +79 melee (2d6+31/19-20, +5 longsword); Full Atk +79 melee (2d4+31/19-20, +5 keen claw) and +79/+74/+69/+64 melee (2d6+18/19-20, +5 longsword) and +79 melee (2d8+18, +5 disruption, holy, merciful bite); or +79 melee (2d4+31/19-20, 2 +5 keen claws) and +79 melee (2d8+18, +5 disruption, holy, merciful bite); Face/Reach 15 ft./15 ft.; SA Curse of lycanthropy, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, good) Ranger Spells/Day: 6/6/6/5; base DC = 21 + spell level. Possessions: Balador uses a +5 longsword while in humanoid or hybrid form, otherwise he uses his natural attacks which include a bite with a +5 enhancement and the disruption, holy, and merciful special abilities as well as claws in animal and hybrid form with a +5 enhancement and the keen special ability. Other Divine Powers As a lesser deity, Balador may take 10 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Balador can see, hear, touch, and smell at a distance of nine miles. As a standard action, he can perceive anything within nine miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 9 hours. Portfolio sense: Balador senses anything that affects at least 500 werebears, and he is also aware when any act of friendship is about to occur so long as there is 500 participants, with werebears. Automatic actions: Balador can use Diplomacy, Handle Animal, Knowledge (nature), and Survival as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions each round. Create Magic Items: Balador can create any kind of magic weapon as well as any kind of magic item made at least in part from natural objects, as long as the item’s market price does not exceed 30,000 gp. Sources: Monster Mythology (2E), PHB 3.5, DMG 3.5, MM 3.5, Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), and Savage Species (3E). Note: I used an advanced dire bear as the animal HD. Doing this provided a bonus of Str +22, Dex +2, Con +10. |
| Green Giant10-10-04, 08:13 PM | Squerrik Lord of the Rats Lesser Diety Symbol: Rat’s head with bared yellow teeth Home Plane: Bleak Eternity of Gehenna/Khalas/Cheisin Portfolio: Thievery, disguise, concealment Worshipers: Wererats, thieves Cleric Alignments: NE, LE, LN Domains: Bestial, Evil, Law, Moon, Trickery Favored Weapon: Bite (rapier) Dogma Clergy and Temples SQUERRIK Rogue 20 Medium Outsider (Evil, Law, Shapechanger) Divine Rank: 6 Hit Dice: 20d8+160 (outsider) plus 20d6+160 (Rogue) plus 20d8+160 (Dire Rat) (920 hp) Initiative: +24 (+20 Dex, +4 Improved Iniative) Speed: 100 ft. AC: 66 (+20 Dex, +6 divine, +19 natural, +11 deflection) touch 47, flat-footed 46 Base Attack/Grapple: +40/+53 Attack: +5 deadly precision, keen, unholy bite +72 melee; or spell +53 melee touch or +66 ranged touch Full Attack: +5 deadly precision, keen, unholy bite +72 melee; or spell +53 melee touch or +66 ranged touch Damage: +5 deadly precision, keen, unholy bite 1d6+12 plus disease/19-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Curse of lycanthropy, disease (filth fever - fort save DC 18), sneak attack +10d6, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (evil, law). Special Qualities: Divine immunities, DR 20/epic (DR 10/silver), fire resistance 11, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 6 miles, remote communication, godly realm, greater teleport at will, plane shift at will, alternate form, rat empathy, low-light vision, scent, trapfinding, evasion, uncanny dodge, trap sense +6, improved uncanny dodge, rogue special ability (crippling strike, defensive roll, improved evasion, opportunist), SR 38, divine aura (600 ft., DC 27). Saves: Fort +47, Ref +58, Will +49 Abilities: Str 24, Dex 50, Con 28, Int 30, Wis 28, Cha 33 Skills: Appraise +46, Balance +67, Bluff +62, Climb +38 (+42 with rope), Concentration +40, Decipher Script +41, Diplomacy +52, Disable Device +41, Disguise +42 (+48 acting), Escape Artist +51 (+55 to escape ropes), Forgery +41, Gather Information +46, Handle Animal +42, Hide +73, Intimidate +48, Jump +44, Knowledge (dungeoneering) +41, Knowledge (local) +41, Knowledge (nature) +41, Knowledge (religion) +41, Knowledge (the planes) +41, Listen +47, Move Silently +73, Open Lock +71, Search +41, Sense Motive +40, Sleight of Hand +77, Spellcraft +41 (+47 to decipher scrolls), Spot +47, Survival +40 (+44 underground, aboveground, other planes and follow tracks), Swim +38, Tumble +75, Use Magic Device +62 (+70 with scrolls), Use Rope +51 (+55 to bind with ropes). Feats: Alertness, Arterial Strike, Blind-Fight, Combat Expertise, Combat Reflexes, Defensive Strike, Dodge, Flick of the Wrist, Hamstring, Improved Critical (rapier), Improved Disarm, Improved Feint, Improved Iniative, Iron Will, Mobility, Multiattack, Quick Draw, Quicken Change, Spring Attack, Stealthy, Weapon Finesse, Weapon Focus (bite), Weapon Focus (rapier) Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Call Creatures (wererats), Divine Blast, Divine Rogue, Divine Shield, Extra Domain (Law), Extra Domain (Trickery) Domain Powers: Cast evil spells at +1 caster level; cast law spells at +1 caster level; 14/day turn or destroy lycanthropes. Spell-like Abilities: Squerrik uses these abilities as an 16th-level caster, except for evil and law spells, which he casts as a 17th-level caster. The save DCs are 27 + spell level. Animal shapes, blasphemy, bull’s strength, calm emotions, charm monster, claws of the savage, confusion, create undead, desecrate, dictum, disguise self, dispel chaos, dispel good, faerie fire, false vision, good hope, greater magic fang, hold monster, insanity, invisibility, magic circle against chaos, magic circle against good, magic fang, mislead, moon blade, moon path, moonbeam, moonfire, nondetection, order’s wrath, permanent image, polymorph any object, protection from chaos, protection from good, screen, shield of law, spread of savagery, summon monster IX (as an evil or law spell only), time stop, unholy aura, unholy blight, were-doom, whirlwind of teeth. Alternate Form (Humanoid): The following changes are in effect as long as Squerrik remains in humanoid form: hp 800; Init +19; Spd 60 ft.; AC 61 (touch 42, flat-footed 46); Base Atk +40; Grp +53; Atk +67 melee (1d6+12/15-20, +5 rapier of speed); Full Atk +67/+67/+62/+57/+52 melee (1d6+12/17-20, +5 rapier of speed); Face/Reach 5 ft./5 ft.; SA Sneak attack +10d6, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (evil, law); SQ Divine immunities, DR 20/epic, fire resistance 11, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 6 miles, remote communication, godly realm, greater teleport at will, plane shift at will, alternate form, rat empathy, low-light vision, scent, trapfinding, evasion, uncanny dodge, trap sense +6, improved uncanny dodge, rogue special ability (crippling strike, defensive roll, improved evasion, opportunist), SR 38, divine aura (600 ft., DC 27); SV Fort +45, Ref +53; Dex 40, Con 24; Balance +62, Concentration +38, Escape Artist +46, Hide +68, Move Silently +68, Open Lock +66, Sleight of Hand +72, Tumble +70, Use Rope +46. Alternate Form (Hybrid): The following changes are in effect as long as Squerrik remains in hybrid form: Spd 60 ft.; Atk +72 melee (1d6+12 plus disease/19-20, +5 deadly precision, keen, unholy bite) or +72 melee (1d6+12/15-20, +5 rapier of speed); Full Atk +72/+72/+67/+62/+57 melee (1d6+12/15-20, +5 rapier of speed) and +70 melee (1d6+8 plus disease/19-20, +5 deadly precision, keen, unholy bite). Possessions: Squerrik uses a +5 rapier of speed while in humanoid or hybrid form, otherwise he uses his natural attacks which include a bite with a +5 enhancement and the deadly precision, keen, and unholy special abilities. He also wears a major cloak of displacement. Other Divine Powers As a lesser deity, Squerrik may take 10 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Squerrik can see, hear, touch, and smell at a distance of six miles. As a standard action, he can perceive anything within six miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 6 hours. Portfolio sense: Squerrik senses anything that affects at least 500 wererats, and he is also aware when any act of thievery is about to occur so long as it affects 500 participants and wererats were involved. Automatic actions: Squerrik can use any Rogue skill, whether he has ranks in it or not, as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions each round. Create Magic Items: Squerrik can create any kind of magic item that provides concealment or assists in thievery, as long as the item’s market price does not exceed 30,000 gp. Sources: Monster Mythology (2E), PHB 3.5, DMG 3.5, MM 3.5, Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Miniature’s Handbook (3.5E), Savage Species (3E), Book of Vile Darkness (3E), and Complete Warrior (3.5E). Note: I used an advanced dire rat as the animal HD. Doing this provided a bonus of Str +0, Dex +10, Con +4. |
| Tebryn1410-10-04, 10:31 PM | The second god in one weekend! YAY! A new pantheon. The Great Spirit The Master of Light, The Breath of Life, Master of Life, Father of the Sky, Great Mystery, Wakonda, Tirawa, Arch of Heaven, The Kitcki Manitou Greater Deity Symbol: White disk Home Plane: The Upper World (demiplane) Alignment: Lawful Good Portfolio: Nature, creation, light, life. Worshippers: American Indians, hunters, commoners, druids, rangers, magical beasts, farmers. Cleric Alignments: LG, NG, LN Domains: Animal, Good, Law, Plant, Sun, Weather Favored Weapon: The natural weapons of the animal whose form he assumes, or a longbow in humanoid form. The Great Spirit is the most powerful deities in the American Indian Pantheon, and, indeed, throughout the multiverse. Like Gaea, Brahman, and a handful of other powers, he gains power simply from the existence of the Prime material, in addition to the millions of worshippers he has amassed throughout dozens of spheres. In the American Indian mythos, all things are simply manifestations in a way of the Great Spirit. Though this can’t possibly be true for both Brahman and the Great Spirit, it is true that they have a measure of power that few pantheon leaders (if indeed you can call them that) ever manage to get a hold of. The Great Spirit manifests himself as any animal form, or occasionally as a humanoid. However, no matter the guise, he always appears to be made of light, brighter than the sun. Druid 30/Ranger 20 Medium-Size Outsider (Lawful, Good, Spirit, Extraplanar) Divine Rank: 20 Hit Dice: 20d8+180 (outsider) plus 30d8+270 (druid) plus 20d8+180 (ranger) (1,190 hp) Initiative: +14 Speed: 60 ft. AC: 83 (+20 divine, +10 dex, +10 deflection, +33 natural) Base Attack/Grapple: +45/+78 Attacks*: +5 holy lawful brilliant energy natural weapon (by animal form) +83/+78/+73/+68 melee; or +5 speed holy keen longbow with +5 arrows +85/+85/+80/+75/+70 ranged; or by spell +78 melee touch, or +75 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: +5 holy lawful brilliant energy natural weapon by animal form +18; or +5 speed holy keen longbow 1d8+10/19-20; or by spell. *Always deals maximum damage (longbow 18). Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: A thousand faces, divine aura (20 miles. DC 40), divine immunities, DR 30/epic, favored enemies (Aberrations +5/Undead +4/Constructs +3/Demons +2/Devils+1), fire resistance 25, godly realm (100 miles), plane shift at will, remote communication 20 miles, resist nature’s lure, spontaneous casting of divine spells, SR 52, greater teleport at will, trackless step, understand, speak and read all languages and speak directly to all beings within 20 miles, venom immunity, wild shape (Fine-Colossal 6/day, Animal, Plant, Elemental, Magical Beast), woodland stride, wild empathy +79, combat style (archery), improved combat style, combat style mastery, evasion, swift tracker, camouflage, hide in plain sight, fast healing 40. Saves*: Fort +66, Ref +67, Will +75. *Always receives a 20 on saves. Abilities: Str 36, Dex 30, Con 29, Int 26, Wis 48, Cha 30. Skills*: Balance +50, Climb +63, Concentration +93, Craft (bowmaking) +48, Diplomacy +74, Handle Animal +99, Heal +79, Hide +50, Intimidate +59, Jump +63, Knowledge (Arcana) +63, Knowledge (Geography) +48, Knowledge (History) +48, Knowledge (Nature) +90, Knowledge (Planes) +58, Knowledge (Religion) +63, Listen +91, Move Silently +50, Ride +50, Search +48, Sense Motive +64,Spellcraft +78, Spot +91, Survival +101, Swim +73. *Always receives a 20 on checks. Feats: Alertness, Automatic Quicken Spell (Druid, x3, levels 1-9) Cleave, Combat Expertise, Combat Reflexes, Dodge, Empower Spell, Endurance, Enhance Spell, Enlarge Spell, Extend Spell, Great Wisdom x2, Heighten Spell, Improved Initiative, Improved Precise Shot, Manyshot, Mobility, Multispell, Power Attack, Primitive Caster, Quicken Spell, Rapid Shot, Silent Spell, Spring Attack, Still Spell, Track. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality (DC 49 for duplicated spells), Alter Size, Avatar (20), Control Plants, Create Greater Objects, Create Objects, Divine Animation*, Divine Creation, Divine Druid, Divine Fast Healing, Divine Radiance*, Divine Ranger, Divine Shield (13/day, stops 200 points of damage), Divine Spellcasting, Extra Domain (Sun), Extra Domain (Weather), Extra Domain (Plant), Gift of Life, Instant Counterspell, Life and Death, Mass Life and Death, Power of Nature (20 miles), Shapechange, True Shapechange. *Unique or Variant SDA, see below. Domain Powers: Cast animal friendship 20/day; Cast good spells at +1 caster level; cast lawful spells at +1 caster level; rebuke or command plants 13/day; Greater turning 20/day. Spell-Like Abilities: The Great Spirit uses these abilities as a 30th level caster, except for lawful and good spells, which he uses as a 31st level caster. Save DCs are 40+spell level. Calm Animals, Hold Animal, Dominate Animal, Repel Vermin, Commune with Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX, Protection from Chaos, Calm Emotions, Magic Circle against Chaos, Order’s Wrath, Dispel Chaos, Hold Monster, Dictum, Shield of Law, Entangle, Barkskin, Plant Growth, Control Plants, Wall of Thorns, Repel Wood, Changestaff, Command Plants, Shambler, Endure Elements, Heat Metal, Searing Light, Fire Shield, Flame Strike, Fire Seeds, Sunbeam, Sunburst, Prismatic Sphere, Obscuring Mist, Fog Cloud, Call Lightning, Sleet Storm Ice Storm, Control Winds, Control Weather, Whirlwind, Storm of Vengeance. Cast as a lawful or good spell only. *Divine Radiance In addition to the normal powers granted by this ability, any mortal that sees that Great Spirit in any way (including Scrying or other divinations) is immediately blinded (no save). Only a greater power may restore his or her vision. *Divine Animation (Unique SDA) At will, the Great Spirit may animate any substance or object. The maximum amount of matter he is allowed to animate is 1,000,000 cubic feet of matter. The newly animated being is under his control and remains animate for up to 20 hours. In addition, this ability grants all the powers of the Mind of the Beast SDA, except that all such changes are automatically permanent should the Great Spirit wish it, and the Great Spirit is limited to 200 creatures per day instead of 20. Druid Spells/Day (Levels 0-19): 6/10/10/10/9/9/8/8/7/7/4/4/3/3/3/3/2/2/2/2; save DC=31+spell level. Ranger Spells/Day (Levels 0-19): 8/8/8/7/5/5/5/5/4/4/4/3/3/3/3/2/2/2/2; save DC=31+spell level. Other Divine Powers As a greater deity, The Great Spirit automatically receives the best possible result on any die roll he makes (including attack rolls, damage, check, and saves). He is immortal. Senses: The Great Spirit can see, hear, touch and smell at a distance of 20 miles. As a standard action, he can perceive anything within 20 miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 20 hours. Portfolio Sense: The Great Spirit senses anything that affects nature on any world in which he has a presence 20 weeks before it happens and retains the sensation from 20 weeks after the event occurs. He likewise senses any birth or act of creation. Automatic Actions: The Great Spirit can use Concentration, Heal, Knowledge (nature), Survival as a free action, if the DC for the task is 30 or less. He can perform up to 20 such actions per round. Create Magic Items: The Great Spirit may create any item made from natural materials, as well as any item that grants life, or involves animals or nature. |
| Lord Mortanius10-10-04, 11:59 PM | GG, do you have Indra and Shiva's stats ? |
| Green Giant10-11-04, 10:48 PM | Here is the goddess of weretigers. (Sorry, Lord Mortanius, but I don't have stats on those deities made. If I get a chance I'll post some stats on them, but your request may take some time since I have others before yours.) Enjoy. :) Ferrix Lady-Lord of the Tigers Lesser Diety Symbol: Green cat’s eyes Home Plane: Wilderness of the Beastlands/Brux/Wanders Portfolio: Weretigers, play, curiosity, hunting Worshipers: Weretigers, druids, rangers Cleric Alignments: N, CN, LN, NE, NG Domains: Animal, Moon, Strength, Trickery Favored Weapon: Claw (scimitar) Dogma Clergy and Temples FERRIX Ranger 10/Druid 10 Large Outsider (Shapechanger) Divine Rank: 8 Hit Dice: 20d8+260 (outsider) plus 10d8+160 (Ranger) plus 10d8+160 (Druid) plus 20d8+260 (Dire Tiger) (1,320 hp) Initiative: +16 (+12 Dex, +4 Improved Iniative) Speed: 120 ft. AC: 60 (-1 size, +12 Dex, +8 divine, +21 natural, +10 deflection) touch 39, flat-footed 48 Base Attack/Grapple: +40/+74 Attack: +5 keen claw +75 melee; or spell +69 melee touch or +59 ranged touch Full Attack: 2 +5 keen claws +75 melee and +5 hunting, keen, mighty cleaving, wounding bite +73 melee; or spell +69 melee touch or +59 ranged touch Damage: +5 keen claw 2d4+27/19-20 and +5 hunting, keen, mighty cleaving, wounding bite 2d6+16/19-20; or by spell. Face/Reach: 10 ft./5 ft. Special Attacks: Curse of lycanthropy, improved grab, pounce, rake 2d4+16, domain powers, salient divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 20/epic (DR 10/silver), fire resistance 13, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 8 miles, remote communication, godly realm, greater teleport at will, plane shift at will, alternate form, tiger empathy, low-light vision, scent, wild empathy +36, favored enemy (vermin +6, animal +2, magical beast +2), animal companion as ranger, woodland stride, swift tracker, evasion, animal companion as druid, nature sense, trackless step, resist nature’s lure, wild shape (large) 4/day, venom immunity, SR 40, divine aura (800 ft., DC 28). Saves: Fort +53, Ref +52, Will +50 Abilities: Str 54, Dex 34, Con 36, Int 29, Wis 26, Cha 30 Skills: Balance +71, Bluff +63, Climb +55, Concentration +46, Diplomacy +53, Escape Artist +45, Disguise +43 (+49 acting), Handle Animal +63, Heal +41, Hide +63, Intimidate +49, Jump +81, Knowledge (dungeoneering) +42, Knowledge (geography) +42, Knowledge (nature) +68, Knowledge (religion) +42, Knowledge (the planes) +42, Listen +63, Move Silently +67, Search +42, Sense Motive +41, Spellcraft +42, Spot +63, Survival +62 (+66 underground, avoid getting lost, other planes and follow tracks; +68 aboveground), Swim +75, Tumble +71. Feats: Alertness, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Endurance, Improved Feint, Improved Iniative, Improved Natural Attack (claw), Improved Natural Attack (bite), Improved Two-Weapon Fighting, Iron Will, Mobility, Multiattack, Natural Spell, Power Attack, Powerful Charge, Quicken Change, Run, Spring Attack, Stealthy, Track, Two-Weapon Fighting, Weapon Focus (bite), Weapon Focus (claw) Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Call Creatures (weretigers), Divine Blast, Divine Celerity, Divine Shield, Extra Domain (Strength), Gift of Life, Know Secrets, Mind of the Beast (tigers) Domain Powers: 8/day speak with animals; 13/day turn or destroy lycanthropes; 8/day feat of strength (+9 enhancement bonus to Str for 1 round). Spell-like Abilities: Ferrix uses these abilities as an 18th-level caster. The save DCs are 28 + spell level. Animal shapes, antilife shell, Bigby’s clenched fist, Bigby’s crushing hand, Bigby’s grasping hand, bull’s strength, calm animals, commune with nature, confusion, disguise self, dominate animal, enlarge person, faerie fire, false vision, good hope, hold animal, insanity, invisibility, magic vestment, mislead, moon blade, moon path, moonbeam, moonfire, nondetection, permanent image, polymorph any object, righteous might, screen, shapechange, spell immunity, stoneskin, summon nature’s ally IV (animal only), summon nature’s ally VIII (animal only), time stop. Alternate Form (Humanoid): The following changes are in effect as long as Ferrix remains in humanoid form: Medium Outsider; hp 1,140; Init +14; Spd 60 ft.; AC 61 (touch 40, flat-footed 49); Base Atk +40; Grp +61; Atk +66 melee (1d6+18/18-20, +5 scimitar); Full Atk +66/+61/+56/+51 melee (1d6+18/18-20, +5 scimitar); Face/Reach 5 ft./5 ft.; SA Domain powers, salient divine abilities, spell-like abilities; SQ Divine immunities, DR 20/epic, fire resistance 13, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 8 miles, remote communication, godly realm, greater teleport at will, plane shift at will, alternate form, tiger empathy, low-light vision, scent, wild empathy +36, favored enemy (vermin +6, animal +2, magical beast +2), animal companion as ranger, woodland stride, swift tracker, evasion, animal companion as druid, nature sense, trackless step, resist nature’s lure, wild shape (large) 4/day, venom immunity, SR 40, divine aura (800 ft., DC 28); SV Fort +50, Ref +50; Str 36, Dex 30, Con 30; Balance +69, Climb +46, Concentration +43, Escape Artist +43, Hide +65, Jump +72, Move Silently +65, Swim +66, Tumble +69. Alternate Form (Hybrid): The following changes are in effect as long as Ferrix remains in hybrid form: Spd 80 ft.; Atk +75 melee (2d4+27/19-20, +5 keen claw) or +74 melee (1d8+18/18-20, +5 scimitar); Full Atk +75 melee (2d4+27/19-20, +5 keen claw) and +74/+69/+64/+59 melee (1d8+16/18-20, +5 scimitar) and +73 melee (2d6+16/19-20, +5 hunting, keen, mighty cleaving, wounding bite); or +75 melee (2d4+27/19-20, 2 +5 keen claws) and +73 melee (2d6+16/19-20, +5 hunting, keen, mighty cleaving, wounding bite); Face/Reach 10 ft./10 ft.; SA Curse of lycanthropy, domain powers, salient divine abilities, spell-like abilities. Ranger Spells/Day: 4/3; base DC = 18 + spell level. Druid Spells/Day: 6/7/6/5/5/4; base DC = 18 + spell level. Possessions: Ferrix uses a +5 scimitar while in humanoid or hybrid form, otherwise she uses her natural attacks which include a bite with a +5 enhancement and the hunting, keen, mighty cleaving, and wounding special abilities as well as claws in animal and hybrid form with a +5 enhancement and the keen special ability. Other Divine Powers As a lesser deity, Ferrix may take 10 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Ferrix can see, hear, touch, and smell at a distance of eight miles. As a standard action, she can perceive anything within eight miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to five locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 8 hours. Portfolio sense: Ferrix senses anything that affects at least 500 weretigers, and she is also aware when any act of hunting is about to occur so long as there is 500 participants, with weretigers. Automatic actions: Ferrix can use Balance, Handle Animal, Hide, Knowledge (nature), Move Silently, and Survival as a free action if the DC for the task is 20 or lower. She can perform up to five such free actions each round. Create Magic Items: Ferrix can create any kind of magic weapon as well as any kind of magic item made at least in part from natural objects, as long as the item’s market price does not exceed 30,000 gp. Sources: Monster Mythology (2E), PHB 3.5, DMG 3.5, MM 3.5, Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Miniature’s Handbook (3.5E), Masters of the Wild (3E), and Savage Species (3E). Note: I used an advanced dire tiger as the animal HD. Doing this provided a bonus of Str +18, Dex +4, Con +6. |
| Green Giant10-11-04, 11:02 PM | Here is the goddess of the foxwomen. Enjoy. :) Eshebala Lady-Lord of the Foxes Lesser Diety Symbol: Vixen Home Plane: Infinite Layers of the Abyss/193/Vulgarea Portfolio: Werefoxes, vanity, charm, greed, cunning Worshipers: Werefoxes, sorcerers, bards, rogues Cleric Alignments: CE, NE, CN Domains: Bestial, Chaos, Charm, Evil, Moon, Trickery Favored Weapon: Bite (rapier) Dogma Clergy and Temples ESHEBALA Sorcerer 20 Medium Outsider (Chaos, Evil, Shapechanger) Divine Rank: 7 Hit Dice: 20d8+180 (outsider) plus 20d4+180 (Sorcerer) plus 20d8+180 (Dire Fox) (940 hp) Initiative: +20 (+16 Dex, +4 Improved Iniative) Speed: 100 ft. AC: 63 (+16 Dex, +7 divine, +20 natural, +10 deflection) touch 43, flat-footed 47 Base Attack/Grapple: +40/+57 Attack: +5 ghost touch, keen, spell storing, unholy bite +69 melee; or spell +57 melee touch or +63 ranged touch Full Attack: +5 ghost touch, keen, spell storing, unholy bite +69 melee; or spell +57 melee touch or +53 ranged touch Damage: +5 ghost touch, keen, spell storing, unholy bite 1d6+15/19-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Curse of lycanthropy (females with elven blood only), domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, evil). Special Qualities: Divine immunities, DR 20/epic (DR 10/silver), fire resistance 12, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 7 miles, remote communication, godly realm, greater teleport at will, plane shift at will, alternate form, fox empathy, low-light vision, scent, SR 39, divine aura (700 ft., DC 32). Saves: Fort +48, Ref +55, Will +50 Abilities: Str 30, Dex 42, Con 28, Int 30, Wis 28, Cha 40 Skills: Appraise +42, Bluff +67, Concentration +61 (+65 when casting defensively), Craft (alchemy) +42, Diplomacy +83, Disguise +47 (+53 acting), Gather Information +51, Handle Animal +47, Hide +52, Intimidate +53, Knowledge (arcana) +62, Knowledge (architecture and engineering) +42, Knowledge (dungeoneering) +42, Knowledge (geography) +42, Knowledge (local) +42, Knowledge (history) +42, Knowledge (nature) +46, Knowledge (nobility and royalty) +62, Knowledge (religion) +42, Knowledge (the planes) +42, Listen +45, Move Silently +52, Perform (sing) +67, Profession (courtier) +41, Search +44 (+46 with secret or hidden doors), Sense Motive +41, Spellcraft +68, Spot +45, Survival +41 (+45 underground, avoid getting lost, aboveground, other planes and follow tracks), Tumble +48. Feats: Alertness, Combat Casting, Combat Reflexes, Craft Wondrous Item, Dodge, Extend Spell, Forge Ring, Heighten Spell, Improved Heighten Spell, Improved Iniative, Iron Will, Multiattack, Quicken Change, Scribe Scroll, Silent Spell, Spell Focus (enchantment), Spell Focus (illusion), Spell Penetration, Stealthy, Still Spell, Surrogate Spellcasting, Weapon Finesse, Weapon Focus (bite) Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; +2 racial bonus on saves against enchantments; proficient with longsword and rapier; proficient with shortbow, longbow, composite longbow, and composite shortbow. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Call Creatures (werefoxes), Divine Blast, Divine Shield, Divine Spellcasting, Extra Domain (Chaos), Extra Domain (Moon), Extra Domain (Trickery) Domain Powers: Cast chaotic spells at +1 caster level; 7/day increase Cha by +4 for 1 minute; cast evil spells at +1 caster level; 18/day turn or destroy lycanthropes. Spell-like Abilities: Eshebala uses these abilities as an 17th-level caster, except for chaos and evil spells, which she casts as an 18th-level caster. The save DCs are 32 + spell level. Animal shapes, animate objects, blasphemy, bull’s strength, calm emotions, chaos hammer, charm monster, charm person, claws of the savage, cloak of chaos, confusion, create undead, demand, desecrate, disguise self, dispel good, dispel law, dominate monster, faerie fire, false vision, geas/quest, good hope, greater magic fang, hold monster, insanity, invisibility, magic circle against good, magic circle against law, magic fang, mislead, moon blade, moon path, moonbeam, moon fire, nondetection, permanent image, polymorph any object, protection from good, protection from law, screen, shatter, spread of savagery, suggestion, summon monster IX (as chaos or evil spell only), time stop, unholy aura, unholy blight, were-doom, whirlwind of teeth, word of chaos. Alternate Form (Humanoid): The following changes are in effect as long as Eshebala remains in humanoid form: hp 880; Init +14; Spd 60 ft.; AC 57 (touch 37, flat-footed 47); Base Atk +40; Grp +55; Atk +62 melee (1d6+13/18-20, +5 rapier); Full Atk +62/+57/+52/+47 melee (1d6+13/18-20, +5 rapier); Face/Reach 5 ft./5 ft.; SA Domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, evil); SQ Divine immunities, DR 20/epic, fire resistance 12, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 7 miles, remote communication, godly realm, greater teleport at will, plane shift at will, alternate form, fox empathy, low-light vision, scent, SR 39, divine aura (700 ft., DC 32); SV Fort +47, Ref +49; Str 26, Dex 30, Con 26; Concentration +60, Hide +46, Move Silently +46, Tumble +42. Alternate Form (Hybrid): The following changes are in effect as long as Eshebala remains in hybrid form: Spd 60 ft.; Atk +69 melee (1d6+15/19-20, +5 ghost touch, keen, spell storing, unholy bite) or +68 melee (1d6+15/18-20, +5 rapier); Full Atk +68/+63/+58/+53 (1d6+15/18-20, +5 rapier) and +67 melee (1d6+10/19-20, +5 ghost touch, keen, spell storing, unholy bite). Sorcerer Spells Known (Levels 0-15; 6/10/10/10/9/9/9/9/8/8/3/3/2/2/2/2; base DC = 26 + spell level): 0-dancing lights, daze, detect magic, ghost sound, mage hand, message, prestidigitation, read magic, resistance; 1st-expeditious retreat, feather fall, magic missile, shield, sleep; 2nd-detect thoughts, mirror image, obscure object, see invisibility, touch of idiocy; 3rd-displacement, lightning bolt, major image, suggestion; 4th-bestow curse, charm monster, greater invisibility, scrying; 5th-break enchantment, hold monster, mirage arcane, telekinesis; 6th-geas/quest, legend lore, veil; 7th-insanity, Mordenkainen’s magnificent mansion, project image; 8th-demand, screen, polymorph any object; 9th-dominate monster, weird, wish. Possessions: Eshebala uses a +5 rapier while in humanoid or hybrid form, otherwise she uses her natural attacks which include a bite with a +5 enhancement and the ghost touch, keen, spell storing, and unholy special abilities. Other Divine Powers As a lesser deity, Eshebala may take 10 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Eshebala can see, hear, touch, and smell at a distance of seven miles. As a standard action, she can perceive anything within seven miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to five locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 7 hours. Portfolio sense: Eshebala senses anything that affects at least 500 foxwomen, and she is also aware when any act of greed or seduction is about to occur so long as there is 500 participants, with foxwomen involved. Automatic actions: Eshebala can use Bluff, Diplomacy, Knowledge (arcana), Knowledge (nobility and royalty), Perform whether she has ranks in it or not, and Spellcraft as a free action if the DC for the task is 20 or lower. She can perform up to five such free actions each round. Create Magic Items: Eshebala can create any kind of magic item, as long as the item’s market price does not exceed 30,000 gp. Sources: Monster Mythology (2E), PHB 3.5, DMG 3.5, MM 3.5, Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Savage Species (3E) and Book of Vile Darkness (3E). Note: I used an advanced dire weasel as the animal HD since there were no dire foxes. The difference is that a dire fox doesn't have the attach and blood drain special attacks of a dire weasel. Doing this provided a bonus of Str +4, Dex +12, Con +2. The curse of lycanthropy is also different. I restricted it to affecting only women who have elven blood. |
| Green Giant10-12-04, 06:11 PM | Here is the chief deity of the Babylonian Pantheon. Enjoy. :) Anu Chief of the Babylonians Greater Diety Symbol: A gold sun partially blocked by gray cloud Home Plane: Clockwork Nirvana of Mechanus/Anu’s Way Portfolio: Sky, creation, law Worshipers: Nobles, rulers, judges Cleric Alignments: LN, LE, LG Domains: Air, Creation, Knowledge, Law Favored Weapon: Spear Dogma Clergy and Temples ANU Cleric 20/Fighter 10/Wizard 10 Medium-Size Outsider (Law) Divine Rank: 18 Hit Dice: 20d8+160 (outsider) plus 20d8+160 (Cleric) plus 10d10+80 (Fighter) plus 10d4+80 (940 hp) Initiative: +12 (+8 Dex, +4 Improved Iniative) Speed: 60 ft., fly 200 ft. (perfect) AC: 79 (+8 Dex, +18 divine, +31 natural, +12 deflection) touch 48, flat-footed 71 Base Attack/Grapple: +40/+69 Attack: +5 axiomatic, defending, shock, thundering spear +75 melee; or spell +69 melee touch or +64 ranged touch Full Attack: +5 axiomatic, defending, shock, thundering spear +75/+70/+65/+60 melee; or spell +69 melee touch or +64 ranged touch Damage*: +5 axiomatic, defending, shock, thundering spear 1d8+18 plus 1d6 electricity/19-20/x3; or by spell *Always does maximum damage (spear 32) Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+6 to turn checks) 13/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (law). Special Qualities: Divine immunities, DR 30/epic, fire resistance 23, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 18 miles, remote communication, godly realm, greater teleport at will, plane shift at will, SR 70, divine aura (18 miles, DC 38). Saves: Fort +58, Ref +58, Will +67 Abilities: Str 33, Dex 26, Con 26, Int 30, Wis 44, Cha 30 Skills*: Climb +54, Concentration +71 (+75 casting defensively), Craft (alchemy) +53, Decipher Script +53, Diplomacy +87, Handle Animal +53, Heal +60, Intimidate +53, Jump +54, Knowledge (arcana) +73, Knowledge (architecture and engineering) +63, Knowledge (geography) +63, Knowledge (history) +73, Knowledge (local) +73, Knowledge (nature) +63, Knowledge (nobility and royalty) +73, Knowledge (religion) +73, Knowledge (the planes) +63, Listen +62, Profession (judge) +83, Ride (horse) +55, Search +53 (+57 with hidden or secret doors), Sense Motive +82, Spellcraft +79, Spot +62, Swim +54. *Always receives a 20 on checks. Feats: Chariot Archery, Chariot Charge, Chariot Combat, Chariot Sideswipe, Chariot Trample, Combat Casting, Combat Expertise, Craft Rod, Craft Wondrous Item, Daunting Presence, Dodge, Eschew Materials, Extend Spell, Glorious Weapons, Greater Spell Focus (divination), Heighten Spell, Improved Combat Expertise, Improved Critical (spear), Improved Disarm, Improved Iniative, Negotiatior, Quicken Spell, Scribe Scroll, Skill Focus (Profession [judge]), Spell Focus (divination), Spell Focus (law), Spell Penetration, Weapon Focus (spear) Weapon Specialization (spear), Widen Spell Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar, Clearsight, Create Greater Object, Create Object, Divine Air Mastery, Divine Blast, Divine Blessing (wisdom), Divine Creation, Divine Shield, Divine Spell Focus (divination), Divine Splendor, Energy Storm (electricity), Extra Domain (Creation), Hand of Death, Know Secrets, Lay Quest, Life and Death, Mass Divine Blast, Mass Life and Death, Power of Truth Domain Powers: 17/day turn or destroy earth creatures, or rebuke or command air creatures; cast conjuration (creation) spells at +1 caster levels; cast divination spells at +1 caster levels; cast law spells at +1 caster level. Spell-like Abilities: Anu uses these abilities as a 28th-level caster, except for conjuration (creation), divination, and law spells which he uses as a 29th-level caster. The save DCs are 38 + spell level. Air walk, calm emotions, chain lightning, clairaudience/clairvoyance, control weather, control winds, create food and water, create water, detect secret doors, detect thoughts, dictum, discern location, dispel chaos, divination, elemental swarm (air only), find the path, foresight, gaseous form, heroes’ feast, hold monster, legend lore, magic circle against chaos, major creation, minor creation, minor image, obscuring mist, order’s wrath, pavilion of grandeur, permanent image, protection from chaos, shield of law, summon monster IX (as law spell only), true creation, true seeing, whirlwind, wind wall. Cleric Spells/Day: 6/11/10/10/10/10/8/8/8/8; base DC = 27 + spell level; DC 28 + spell level with law spells; DC 36 + spell level with divination spells. Wizard Spells/Day: 4/7/7/5/5/4; base DC = 20 + spell level; DC 21 + spell level with law spells; DC 29 + spell level with divination spells. Possessions: Anu carries a +5 spear with the axiomatic, defending, shock, and thundering ability in battle. Other Divine Powers As a greater deity, Anu automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks and saves). He is immortal. Senses: Anu can see, hear, touch, and smell at a distance of eighteen miles. As a standard action, he can perceive anything within eighteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 18 hours. Portfolio sense: Anu senses any act of injustice as well as anything that happens under the open sky eighteen weeks before it happens and retains the sensation for eighteen weeks after the event occurs. Automatic actions: Anu can use Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Knowledge (religion), Profession (judge), and Sense Motive as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round. Create Magic Items: Anu can create magic weapons, armor, and items dealing with law or finding the truth. Avatars Avatar of Anu: As Anu except divine rank 9; Spd 60 ft.; AC 61 (touch 39, flat-footed 53); Base Atk +40; Grp +60; Atk +66 melee (1d8+16 plus 1d6 electricity/19-20/x3, +5 axiomatic, defending, shock, thundering spear) or spell +60 melee touch or +57 ranged touch; Full Atk +66/+61/+56/+51 melee (1d8+16 plus 1d6 electricity/19-20/x3, +5 axiomatic, defending, shock, thundering spear) or spell +60 melee touch or +57 ranged touch; SQ DR 20/epic, fire resistance 14, SR 41, divine aura (900 ft., DC 29); SV Fort +49, Ref +49, Will +58; all skill modifiers reduced by 9. Salient Divine Abilities: Alter Reality, Alter Size, Clearsight, Create Object, Divine Air Mastery, Divine Blast, Divine Blessing (wisdom), Divine Shield, Extra Domain (Creation), Hand of Death, Power of Truth Spell-like Abilities: Caster level 19th; saving throw DC 29 + spell level. Sources: On Hallowed Ground (2E), PHB 3.5, DMG 3.5, MM 3.5, Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Complete Divine (3.5E), Complete Warrior (3.5E), Sword and Fist (3E), and Miniature’s Handbook (3.5E). |
| Green Giant10-12-04, 06:18 PM | Here is the chief deity of the Sumerian Pantheon. Enjoy. :) Enlil Ruler of Heaven Greater Diety Symbol: A pick-axe Home Plane: Blessed Fields of Elysium/Eronia/Great Mountain of the East Portfolio: Air, war Worshipers: Fighters, nobles, farmers Cleric Alignments: NG, LG, CG Domains: Air, Good, Nobility, War Favored Weapon: Pick-axe (handaxe) Dogma Clergy and Temples ENLIL Fighter 20/Cleric 20 Medium-Size Outsider (Good) Divine Rank: 17 Hit Dice: 20d8+200 (outsider) plus 20d10+200 (Fighter) plus 20d8+200 (Cleric) (1,120 hp) Initiative: +12 (+8 Dex, +4 Improved Iniative) Speed: 60 ft., fly 200 ft. (perfect) AC: 77 (+8 Dex, +17 divine, +30 natural, +12 deflection) touch 47, flat-footed 69 Base Attack/Grapple: +40/+73 Attack: +5 holy, shocking burst, thundering handaxe +84 melee; or spell +73 melee touch or +65 ranged touch Full Attack: +5 holy, shocking burst, thundering handaxe +84/+79/+74/+69 melee; or spell +73 melee touch or +65 ranged touch Damage*: +5 holy, shocking burst, thundering handaxe 1d6+42 plus 1d6 electricity/19-20/x3; or by spell *Always does maximum damage (handaxe 54) Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+6 to turn checks) 13/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (good). Special Qualities: Divine immunities, DR 30/epic, fire resistance 22, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 17 miles, remote communication, godly realm, greater teleport at will, plane shift at will, SR 69, divine aura (17 miles, DC 37). Saves: Fort +59, Ref +57, Will +60 Abilities: Str 42, Dex 26, Con 30, Int 28, Wis 32, Cha 30 Skills*: Climb +61, Concentration +62 (+66 casting defensively), Craft (armorsmithing) +71, Craft (weaponsmithing) +71, Diplomacy +72, Handle Animal +62, Heal +53, Intimidate +62, Jump +61, Knowledge (arcana) +51, Knowledge (architecture and engineering) +61, Knowledge (geography) +51, Knowledge (history) +51, Knowledge (local) +51, Knowledge (nature) +51, Knowledge (nobility and royalty) +71, Knowledge (religion) +71, Knowledge (the planes) +51, Listen +54, Profession (commander) +73, Ride (horse) +64, Search +51 (+55 with hidden or secret doors), Sense Motive +53, Spellcraft +65, Spot +54, Swim +61. *Always receives a 20 on checks. Feats: Battlefield Inspiration, Blind-Fight, Chariot Archery, Chariot Charge, Chariot Combat, Chariot Sideswipe, Chariot Trample, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Divine Might, Dodge, Empower Spell, Endurance, Glorious Weapons, Great Cleave, Greater Weapon Focus (handaxe), Greater Weapon Specialization (handaxe), Improved Critical (handaxe), Improved Iniative, Maximize Spell, Mobility, Mounted Combat, Power Attack, Quicken Spell, Ride-By Attack, Spirited Charge, Spring Attack, Weapon Focus (handaxe) Weapon Specialization (handaxe), Whirlwind Strike Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Annihilating Strike, Area Divine Shield, Avatar, Battlesense, Divine Air Mastery, Divine Battle Mastery, Divine Blast, Divine Fast Healing, Divine Shield, Divine Splendor, Divine Weapon Focus (handaxe), Divine Weapon Mastery, Divine Weapon Specialization (handaxe), Energy Storm (electricity), Extra Domain (Nobility), Hand of Death, Irresistible Blows (handaxe), Mass Divine Blast, Rejuvenation, Wound Enemy Domain Powers: 17/day turn or destroy earth creatures, or rebuke or command air creatures; cast good spells at +1 caster levels, 17/day inspire allies (+2 morale bonus on saves, attacks, ability checks, skill checks, and weapon damage for 10 rounds). Spell-like Abilities: Enlil uses these abilities as a 27th-level caster, except for good spells which he uses as a 28th-level caster. The save DCs are 37 + spell level. Aid, air walk, blade barrier, chain lightning, control weather, control winds, demand, discern lies, dispel evil, divine favor, divine power, elemental swarm (air only), enthrall, flame strike, gaseous form, geas/quest, greater command, holy aura, holy smite, holy word, magic circle against evil, magic vestment, magic weapon, obscuring mist, power word blind, power word kill, power word stun, protection from evil, repulsion, spiritual weapon, storm of vengeance, summon monster IX (as good spell only), whirlwind, wind wall. Cleric Spells/Day: 6/9/9/9/8/8/7/7/6/6; base DC = 21 + spell level. Possessions: Enlil carries a +5 handaxe with the holy, shocking burst, and thundering ability in battle. Other Divine Powers As a greater deity, Enlil automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks and saves). He is immortal. Senses: Enlil can see, hear, touch, and smell at a distance of seventeen miles. As a standard action, he can perceive anything within seventeen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 17 hours. Portfolio sense: Enlil senses any act of just war as well as anything that happens under the open sky seventeen weeks before it happens and retains the sensation for seventeen weeks after the event occurs. Automatic actions: Enlil can use Craft (armorsmithing), Craft (weaponsmithing), Diplomacy, Handle Animal, Knowledge (nobility and royalty), Knowledge (religion), Profession (commander), and Ride (horse) as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round. Create Magic Items: Enlil can create magic weapons, armor, and items that can sustain the user through adversity. He also makes items that help the user remain morally and ethically steadfast. Avatars Avatar of Enlil: As Enlil except divine rank 8; Spd 60 ft.; AC 59 (touch 38, flat-footed 51); Base Atk +40; Grp +64; Atk +75 melee (1d6+33 plus 1d6 electricity/19-20/x3, +5 holy, shocking burst, thundering handaxe) or spell +64 melee touch or +56 ranged touch; Full Atk +75/+70/+65/+60 melee (1d6+33 plus 1d6 electricity/19-20/x3, +5 holy, shocking burst, thundering handaxe) or spell +64 melee touch or +56 ranged touch; SQ DR 20/epic, fire resistance 13, SR 40, divine aura (800 ft., DC 28); SV Fort +50, Ref +48, Will +51; all skill modifiers reduced by 9. Salient Divine Abilities: Alter Reality, Alter Size, Battlesense, Divine Air Mastery, Divine Blast, Divine Shield, Divine Weapon Focus (handaxe), Divine Weapon Specialization (handaxe), Extra Domain (Nobility), Hand of Death Spell-like Abilities: Caster level 18th; saving throw DC 28 + spell level. Sources: On Hallowed Ground (2E), PHB 3.5, DMG 3.5, MM 3.5, Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Complete Divine (3.5E), Complete Warrior (3.5E), Sword and Fist (3E), and Miniature’s Handbook (3.5E). |
| Green Giant10-12-04, 06:28 PM | Here is a deity of the Egyptian Pantheon. Enjoy. :) Geb King of the Riches Under the Earth, Father Under the Skies and Sands Lesser Diety Symbol: A mountain Home Plane: Heliopolis (Elemental Earth/Cavern Under the Stars) Portfolio: The earth, miners, mines, mineral resources Worshipers: Elemental archons (earth), fighters, miners and smiths Cleric Alignments: CN, N, NE, NG, LN Domains: Cavern, Craft, Earth, Protection Favored Weapon: “Stonemantle” (quarterstaff) Dogma Clergy and Temples GEB Cleric 20/Fighter 10/Expert 10 Medium Outsider Divine Rank: 10 Hit Dice: 20d8+220 (outsider) plus 20d8+220 (Cleric) plus 10d10+110 (Fighter) plus 10d6+110 (Expert) (1,140 hp) Initiative: +11 (+7 Dex, +4 Improved Iniative) Speed: 60 ft., burrow 60 ft. AC: 59 (+7 Dex, +10 divine, +23 natural, +9 deflection) touch 36, flat-footed 52 Base Attack/Grapple: +40/+65 Attack: +5 impact, knockback, sweeping stone quarterstaff +71 melee; or spell +65 melee touch or +57 ranged touch Full Attack: +5 impact, knockback, sweeping stone quarterstaff +71/+66/+61/+56 melee; or spell +65 melee touch or +57 ranged touch Damage: +5 impact, knockback, sweeping stone quarterstaff 1d6+22/19-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead 12/day (+4 to turning checks), domain powers, salient divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 20/epic, fire resistance 15, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 10 miles, remote communication, godly realm, greater teleport at will, plane shift at will, SR 42, divine aura (1,00 ft., DC 29). Saves: Fort +53, Ref +49, Will +51 Abilities: Str 40, Dex 24, Con 32, Int 28, Wis 28, Cha 29 Skills: Appraise +46, Climb +70, Concentration +46 (+50 when casting defensively), Craft (blacksmithing) +64, Craft (gemcutting) +64, Craft (stonemasonry) +64, Craft (sculpture) +64, Diplomacy +48, Handle Animal +44, Heal +44, Intimidate +44, Jump +50, Knowledge (arcana) +46, Knowledge (architecture and engineering) +64, Knowledge (dungeoneering) +64, Knowledge (geography) +64, Knowledge (nature) +46, Knowledge (religion) +46, Knowledge (the planes) +46, Listen +46, Profession (miner) +67, Ride (horse) +46, Search +46 (+50 with hidden or secret doors), Sense Motive +46, Spellcraft +48, Spot +46, Swim +50. Feats: Augment Summoning, Cleave, Combat Casting, Combat Expertise, Craft Magic Arms and Armor, Craft Staff, Divine Might, Earth Adept, Earth Master, Earth Sense, Earth’s Embrace, Elemental Healing, Endurance, Eschew Materials, Great Cleave, Heighten Spell, Improved Bull Rush, Improved Grapple, Improved Iniative, Improved Trip, Improved Unarmed Strike, Power Attack, Quicken Spell, Skill Focus (Profession [miner]), Spell Focus (conjuration), Spell Penetration, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Call Creatures (earth elementals), Create Object, Divine Blast, Divine Earth Mastery, Divine Shield, Extra Domain (Protection), Gift of Life, Life and Death, Master Crafter. Domain Powers: Stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); cast creation spells at +1 caster level; 13/day turn or destroy air creatures, or rebuke or command earth creatures; 10/day protective ward (touched subject gains +20 resistance bonus on next saving throw, maximum duration 1 hour). Spell-like Abilities: Geb uses these abilities as a 20th-level caster, except for chaos spells and creation spells, which he uses as a 21st-level caster. The save DCs are 29 + spell level. Animate rope, antimagic field, darkness, detect secret doors, earthquake, elemental swarm (earth only), fantastic machine, find the path, forcecage, greater fantastic machine, imprisonment, iron body, Leomund’s secure shelter, magic stone, major creation, maw of stone, meld into stone, mind blank, minor creation, passwall, prismatic sphere, protection from energy, repulsion, sanctuary, shield other, soften earth and stone, spell immunity, spell resistance, spike stones, stone shape, stoneskin, wall of stone, wood shape. Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base DC = 19 + spell level; DC 20 + spell level with conjuration spells. Possessions: Geb uses Stonemantle, a +5 stone quarterstaff with the impact, knockback, and sweeping ability for combat Other Divine Powers As a lesser deity, Geb may take 10 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Geb can see, hear, touch, and smell at a distance of ten miles. As a standard action, he can perceive anything within ten miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 10 hours. Portfolio sense: Geb senses anything that affects the earth at least 500 miles wide, and he is also aware of anything that happens within a mining community of at least 500 people or more. Automatic actions: Geb can use Craft (blacksmithing), Craft (gemcutting), Craft (sculpture), Craft (stonemasonry), Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), and Profession (miner) as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions each round. Create Magic Items: Geb can create any kind of magic item dealing with earth elementals, earth, or crafting, as long as the item’s market price does not exceed 30,000 gp. Avatars Geb appears as a huge, regal Mulhorandi man of defined but craggy physique. He has dark brown skin, smoldering, dull red eyes, and a short, tightly braided beard the color of his skin. He wears a kalasiris in flowing earth tones, a golden Mulhorandi crown, and beaten gold bracers around his upper arms. Avatar of Geb: As Geb except divine rank 5; Spd 60 ft., burrow 60 ft.; AC 49 (touch 31, flat-footed 42); Atk +40; Grp +60; Atk +66 melee (1d6+22/19-20, +5 impact, knockback, sweeping stone quarterstaff) or spell +60 melee touch or +52 ranged touch; Full Atk +66/+61/+56/+51 melee (1d6+22/19-20, +5 impact, knockback, sweeping stone quarterstaff) or spell +60 melee touch or +52 ranged touch; SQ DR 15/epic, fire resistance 10, SR 37, divine aura (50 ft., DC 24); SV Fort +48, Ref +44, Will +46; all skill modifiers reduced by 5. Salient Divine Abilities: Alter Reality, Alter Size, Divine Blast, Divine Earth Mastery, Divine Shield, Master Crafter. Spell-like Abilities: Caster level 15th; saving throw DC 24 + spell level. Sources: Powers and Pantheons (2E), On Hallowed Ground (2E), PHB 3.5, DMG 3.5, MM 3.5, Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Complete Divine (3.5E), Complete Warrior (3.5E), and Races of Stone (3.5E). |
| Green Giant10-13-04, 07:56 PM | Here is a deity of the kobolds. Enjoy. :) Gaknulak The Trickster Demigod Symbol: A cauldron with whirling ellipses Home Plane: Bleak Eternity of Gehenna/Khalas/Aknuthrak Portfolio: Protection, stealth, trickery, traps Worshipers: Kobold rogues, trapmasters, tricksters Cleric Alignments: LE, NE, LN Domains: Evil, Protection, Trickery Favored Weapon: Handaxe Dogma Clergy and Temples GAKNULAK Rogue 20/Sorcerer 10/Cleric 10 Medium Outsider (Evil, Law) Divine Rank: 5 Hit Dice: 20d8+140 (outsider) plus 20d6+140 (Rogue) plus 10d4+70 (Sorcerer) plus 10d8+70 (Cleric) (820 hp) Initiative: +19 (+15 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 58 (+15 Dex, +5 divine, +18 natural, +10 deflection) touch 40, flat-footed 43 Base Attack/Grapple: +40/+52 Attack: +5 speed, unholy handaxe +66 melee; or spell +52 melee touch or +60 ranged touch Full Attack: +5 speed, unholy handaxe +66/+66/+61/+56/+51 melee; or spell +52 melee touch or +60 ranged touch Damage: +5 speed, unholy handaxe 1d6+12/x3; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Rebuke undead (+4 to rebuke undead) 13/day, sneak attack +10d6, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (evil, law). Special Qualities: Divine immunities, DR 15/epic, fire resistance 10, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 5 miles, remote communication, godly realm, greater teleport at will, trapfinding, evasion, uncanny dodge, trap sense +6, improved uncanny dodge, rogue special ability (crippling strike, defensive roll, improved evasion, opportunist), SR 37, divine aura (50 ft., DC 25). Saves: Fort +44, Ref +52, Will +45 Abilities: Str 24, Dex 40, Con 24, Int 32, Wis 26, Cha 30 Skills: Appraise +41, Balance +49, Bluff +60, Climb +37 (+41 with ropes), Concentration +37 (+41 when casting defensively), Craft (trapmaking) +66, Decipher Script +41, Diplomacy +50, Disable Device +51, Disguise +40 (+46 acting), Escape Artist +65 (+69 escape from rope), Forgery +41, Gather Information +44, Heal +38, Hide +63, Intimidate +46, Jump +41, Knowledge (arcana) +41, Knowledge (architecture and engineering) +61, Knowledge (dungeoneering) +61, Knowledge (local) +41, Knowledge (religion) +41, Knowledge (the planes) +41, Listen +38, Move Silently +63, Open Lock +45, Profession (miner) +35, Search +53 (+69 with hidden or secret doors), Sense Motive +38, Sleight of Hand +51, Spellcraft +45 (+49 to decipher scroll), Spot +38, Swim +37, Tumble +49, Use Magic Device +40 (+48 with scroll), Use Rope +45 (+49 to bind someone). Feats: Arterial Strike, Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Craft Wondrous Item, Dodge, Flick of the Wrist, Improved Feint, Improved Iniative, Mobility, Quick Draw, Silent Spell, Skill Focus (Craft [trapmaking]), Spell Focus (abjuration), Spell Penetration, Spring Attack, Stealthy, Still Spell, Weapon Finesse, Weapon Focus (handaxe) Kobold traits: Darkvision; light sensitivity (dazzled in bright sunlight or daylight spell); +2 racial bonus on Craft (trapmaking), Profession (miner), and Search. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Reality, Alter Size, Divine Blast, Divine Glibness, Divine Rogue, Divine Shield Domain Powers: Cast evil spells at +1 caster level; 5/day protective ward (touched subject gains +10 resistance bonus on next saving throw, maximum duration 1 hour). Spell-like Abilities: Gaknulak uses these abilities as a 15th-level caster, except for evil spells, which he uses as a 16th-level caster. The save DCs are 25 + spell level. Antimagic field, blasphemy, confusion, create undead, desecrate, disguise self, dispel good, false vision, invisibility, magic circle against good, mind blank, mislead, nondetection, polymorph any object, prismatic sphere, protection from energy, protection from good, repulsion, sanctuary, screen, shield other, spell immunity, spell resistance, summon monster IX (as evil spell only), time stop, unholy aura, unholy blight. Sorcerer Spells Known (6/9/9/8/7/5; base DC = 20 + spell level; DC 21 + spell level with abjuration spells): 0-acid splash, detect magic, ghost sound, mage hand, message, open/close, prestidigitation, read magic, resistance; 1st-alarm, animate rope, detect secret doors, magic missile, shield; 2nd-arcane lock, blur, detect thoughts, rope trick; 3rd-dispel magic, explosive runes, sepia snake sigil; 4th-detect scrying, fire trap; 5th-Mordenkainen’s private sanctum. Cleric Spells/Day: 6/7/7/6/6/4; base DC = 18 + spell level; DC 19 + spell level with abjuration spells. Possessions: Gaknulak uses a +5 handaxe with the speed and unholy special abilities. Other Divine Powers As a demigod, Gaknulak treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Gaknulak can see, hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours. Portfolio sense: Gaknulak is aware of any act of protection, trapmaking, or ambush that happens if it affects at least 1,000 kobolds. Automatic actions: Gaknulak can use Bluff, Craft (trapmaking), Disable Device, Escape Artist, Hide, Knowledge (architecture and engineering), Knowledge (dungeoneering), Move Silently, and Search as a free action if the DC for the task is 15 or lower. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to two such free actions each round. Create Magic Items: Gaknulak can create any kind of magic trap, as long as the item’s market price does not exceed 4,500 gp. Sources: Monster Mythology (2E), PHB 3.5, DMG 3.5, MM 3.5, Complete Warrior (3.5E), and Deities and Demigods (3E). |
| Green Giant10-13-04, 08:10 PM | Here is another deity of the kobolds. Enjoy. :) Dakarnok The Raider, the Great Bandit, the Master Looter Demigod Symbol: A black spiked club over a broken skull Home Plane: Nine Hells of Baator/Avernus/Draukari Portfolio: Raiding, banditry, looting, destruction, greed Worshipers: Kobold fighters, bandits Cleric Alignments: LE, NE, LN Domains: Destruction, Evil, War Favored Weapon: “Skullcrusher” (greatclub) Dakarnok appears as a tall and very muscular kobold. He possesses shiny silver-black scales that give him the appearance of wearing scale armor. His head is distorted and skull-like, while his face is marked by tiny red eyes and prominent, sharp teeth. He has a long, strong tail that is thick and muscular at its base, and thin and whip-like nearer its tip. He is most often clothed in black, and always carries a black oak greatclub studded with wicked metal spikes. Dogma Clergy and Temples DAKARNOK Fighter 20/Rogue 10/Sorcerer 10 Medium Outsider (Evil, Law) Divine Rank: 3 Hit Dice: 20d8+200 (outsider) plus 20d10+200 (Fighter) plus 10d6+100 (Rogue) plus 10d4+100 (Sorcerer) (1,060 hp) Initiative: +12 (+8 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 46 (+8 Dex, +3 divine, +16 natural, +9 deflection) touch 30, flat-footed 38 Base Attack/Grapple: +40/+57 Attack: +5 gnome bane, impact, unholy, vicious greatclub +64 melee; or spell +57 melee touch or +51 ranged touch Full Attack: +5 gnome bane, impact, unholy, vicious greatclub +64/+59/+54/+49 melee; or spell +57 melee touch or +51 ranged touch Damage: +5 gnome bane, impact, unholy, vicious greatclub 1d10+30/19-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Sneak attack +5d6, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (evil, law). Special Qualities: Divine immunities, DR 15/epic, fire resistance 8, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 3 miles, remote communication, godly realm, greater teleport at will, trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge, rogue special ability (crippling strike), SR 35, divine aura (30 ft., DC 22). Saves: Fort +45, Ref +43, Will +42 Abilities: Str 39, Dex 26, Con 30, Int 25, Wis 25, Cha 29 Skills: Appraise +58, Bluff +32, Climb +47, Concentration +33 (+4 when casting defensively), Craft (armorsmithing) +50, Craft (trapmaking) +32, Craft (weaponsmithing) +50, Diplomacy +36, Handle Animal +32, Hide +33, Intimidate +58, Jump +49, Knowledge (arcana) +30, Knowledge (architecture and engineering) +30, Knowledge (dungeoneering) +30, Knowledge (history) +30, Knowledge (local) +30, Knowledge (religion) +30, Knowledge (the planes) +30, Listen +30, Move Silently +33, Profession (commander) +40, Profession (miner) +32, Ride (giant lizard) +38, Search +32 (+34 with hidden or secret doors), Sense Motive +30, Spellcraft +37, Spot +30, Survival +35 (+37 underground, other planes, and to find or follow tracks), Swim +47, Tumble +35. Feats: Blind-Fight, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Dodge, Empower Spell, Endurance, Enlarge Spell, Great Cleave, Greater Weapon Focus (greatclub), Greater Weapon Specialization (greatclub), Improved Bull Rush, Improved Feint, Improved Grapple, Improved Iniative, Improved Unarmed Strike, Mobility, Mounted Combat, Power Attack, Power Critical (greatclub), Quick Draw, Ride-By Attack, Skill Focus (Appraise), Spell Focus (evocation), Spell Penetration, Spirited Charge, Spring Attack, Stealthy, Weapon Focus (greatclub), Weapon Specialization (greatclub), Whirlwind Strike Kobold traits: Darkvision; light sensitivity (dazzled in bright sunlight or daylight spell); +2 racial bonus on Craft (trapmaking), Profession (miner), and Search. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Reality, Divine Battle Mastery, Divine Blast, Divine Shield Domain Powers: 3/day smite (+4 on attack and +3 on damage for one weapon attack); cast evil spells at +1 caster level. Spell-like Abilities: Dakarnok uses these abilities as a 15th-level caster, except for evil spells, which he uses as a 16th-level caster. The save DCs are 22 + spell level. Blade barrier, blasphemy, contagion, create undead, desecrate, disintegrate, dispel good, divine power, earthquake, flame strike, harm, implosion, inflict critical wounds, inflict light wounds, magic circle against good, magic vestment, magic weapon, mass inflict light wounds, power word blind, power word kill, power word stun, protection from good, shatter, spiritual weapon, summon monster IX (as evil spell only), unholy aura, unholy blight. Sorcerer Spells Known (6/9/8/8/7/5; base DC = 19 + spell level; DC 20 + spell level with evocation spells): 0-acid splash, detect magic, electric jolt (MAG), launch bolt (MAG), mage hand, message, ray of frost, read magic, resistance; 1st-burning hands, magic missile, ray of enfeeblement, shield, true strike; 2nd-darkness, Melf’s acid arrow, protection from arrows, scorching ray; 3rd-fireball, haste, lightning bolt; 4th-shout, stoneskin; 5th-cone of cold. Possessions: Dakarnok uses Skullcrusher, a +5 greatclub with the gnome bane, impact, unholy, and vicious special abilities. It also acts as a rod of metal and mineral detection. Other Divine Powers As a demigod, Dakarnok treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Dakarnok can see, hear, touch, and smell at a distance of three miles. As a standard action, he can perceive anything within three miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 3 hours. Portfolio sense: Dakarnok is aware of any act of raiding, banditry, looting, or battle that happens if it affects at least 1,000 kobolds. Automatic actions: Dakarnok can use Appraise, Craft (armorsmithing), Craft (weaponsmithing), Intimidate, Profession (commander), Ride (giant lizard), and Search as a free action if the DC for the task is 15 or lower. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to two such free actions each round. Create Magic Items: Dakarnok can create any kind of magic weapon and armor, as long as the item’s market price does not exceed 4,500 gp. Sources: Dragon #63, PHB 3.5, DMG 3.5, MM 3.5, Magic of Faerun (3E), Complete Warrior (3.5E), and Deities and Demigods (3E). |
| Mystral10-14-04, 07:41 AM | Do you know that in Turkish "maglubiyet" means "defeat" :D |
| Green Giant10-14-04, 03:45 PM | Here is a deity of the bugbears. Enjoy. :) Skiggaret The Mad Demigod Symbol: A black claw Home Plane: Infinite Layers of the Abyss/241/Palpitatia Portfolio: Fear Worshipers: Bugbear rogues, rangers, barbarians Cleric Alignments: CE, NE, CN Domains: Chaos, Evil, Madness Favored Weapon: Dagger Dogma Clergy and Temples SKIGGARET Cleric 20/Sorcerer 10/Rogue 10 Medium Outsider (Chaos, Evil) Divine Rank: 5 Hit Dice: 20d8+180 (outsider) plus 20d8+180 (Cleric) plus 10d4+90 (Sorcerer) plus 10d6+90 (Rogue) (960 hp) Initiative: +14 (+10 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 56 (+10 Dex, +5 divine, +18 natural, +13 deflection) touch 38, flat-footed 46 Base Attack/Grapple: +40/+54 Attack: +5 unholy, vampiric, venomous dagger +60 melee; or spell +54 melee touch or +55 ranged touch Full Attack: +5 unholy, vampiric, venomous dagger +60/+55/+50/+45 melee; or spell +54 melee touch or +55 ranged touch Damage: +5 unholy, vampiric, venomous dagger 1d4+14/19-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Rebuke undead (+6 to rebuke undead) 16/day, sneak attack +5d6, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, evil). Special Qualities: Divine immunities, DR 15/epic, fire resistance 10, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 5 miles, remote communication, godly realm, greater teleport at will, trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge, rogue special ability (slippery mind), SR 37, divine aura (50 ft., DC 26). Saves: Fort +46, Ref +47, Will +43 Abilities: Str 29, Dex 30, Con 29, Int 30, Wis 24, Cha 36 Skills: Balance +44, Bluff +63, Climb +39, Concentration +39, Diplomacy +53, Disable Device +40, Disguise +48 (+54 acting), Escape Artist +40, Gather Information +47, Heal +36, Hide +62, Intimidate +82, Jump +43, Knowledge (arcana) +50, Knowledge (dungeoneering) +60, Knowledge (history) +40, Knowledge (local) +40, Knowledge (religion) +60, Knowledge (the planes) +40, Listen +39, Move Silently +66, Open Lock +40, Search +40, Sense Motive +36, Sleight of Hand +46, Spellcraft +54 (+58 to decipher scroll), Spot +39, Survival +56 (+60 other planes, and to find or follow tracks; +62 underground), Swim +39, Tumble +44, Use Magic Device +43 (+47 with scroll). Feats: Arterial Strike, Blind-Fight, Combat Expertise, Craft Wondrous Item, Divine Vigor, Dodge, Heighten Spell, Improved Iniative, Mobility, Profane Boost, Quicken Spell, Reach Spell, Silent Spell, Skill Focus (Intimidate), Spell Focus (necromancy), Spell Penetration, Spring Attack, Stealthy, Still Spell, Weapon Focus (dagger), Widen Spell Bugbear traits: Darkvision; +4 racial bonus on Move Silently. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Reality, Alter Size, Divine Blast, Divine Inspiration (Dread), Divine Shield, Frightful Presence Domain Powers: Cast chaotic spells at +1 caster level; cast evil spells at +1 caster level; 5/day clarity of true madness (+10 to a single Wisdom-based skill check or Will save). Spell-like Abilities: Skiggaret uses these abilities as a 15th-level caster, except for chaos and evil spells, which he uses as a 16th-level caster. The save DCs are 26 + spell level. Animate objects, blasphemy, bolts of bedevilment, chaos hammer, cloak of chaos, confusion, create undead, desecrate, dispel good, dispel law, insanity, lesser confusion, maddening scream, magic circle against good, magic circle against law, phantasmal killer, protection from good, protection from law, rage, shatter, summon monster IX (as chaos or evil spell only), touch of madness, unholy aura, unholy blight, weird, word of chaos. Sorcerer Spells Known (6/10/9/9/8/6; base DC = 23 + spell level; DC 24 + spell level with necromancy spells): 0-acid splash, detect magic, ghost sound, mage hand, open/close, prestidigitation, ray of frost, read magic, resistance; 1st-cause fear, chill touch, disguise self, magic missile, shield; 2nd-darkness, invisibility, scare, spectral hand; 3rd-major image, suggestion, vampiric touch; 4th-enervation, fear; 5th-mind fog. Cleric Spells/Day: 6/8/8/8/7/7/6/6/5/5; base DC = 17 + spell level; DC 18 + spell level with necromancy spells. Possessions: Skiggaret uses a +5 dagger with the unholy, vampiric, and venomous special abilities. Other Divine Powers As a demigod, Skiggaret treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Skiggaret can see, hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours. Portfolio sense: Skiggaret is aware of any act of fear or cowardice that happens if it affects at least 1,000 bugbears. Automatic actions: Skiggaret can use Bluff, Hide, Intimidate, Knowledge (dungeoneering), Knowledge (religion), Move Silently, and Survival as a free action if the DC for the task is 15 or lower. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to two such free actions each round. Create Magic Items: Skiggaret can create any kind of magic item that creates fear or uses negative energy, as long as the item’s market price does not exceed 4,500 gp. Sources: Monster Mythology (2E), PHB 3.5, DMG 3.5, MM 3.5, Magic of Faerun (3E), Complete Divine (3.5E), Complete Warrior (3.5E), and Deities and Demigods (3E). |
| Green Giant10-14-04, 03:54 PM | Here is a deity of the goblinoids. Enjoy. :) Stalker The Goblinoid Demigod Symbol: A creeping shadow Home Plane: Wanders Portfolio: Hate, death, cold Worshipers: Goblinoids Cleric Alignments: NE, CE, LE Domains: Cold, Death, Evil Favored Weapon: Claw (dagger) Dogma Clergy and Temples STALKER Cleric 20/Rogue 20 Medium Outsider (Chaos, Cold, Evil, Incorporeal) Divine Rank: 3 Hit Dice: 20d8+160 (outsider) plus 20d8+160 (Cleric) plus 20d6+160 (Rogue) (920 hp) Initiative: +16 (+12 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 50 (+12 Dex, +3 divine, +16 natural, +9 deflection) touch 34, flat-footed 38 Base Attack/Grapple: +40/+53 Attack: +5 frost, shadowstrike, unholy claw +61 melee; or spell +53 melee touch or +55 ranged touch Full Attack: 2 +5 frost, shadowstrike, unholy claws +61/+56/+51/+46 melee; or spell +53 melee touch or +55 ranged touch Damage: +5 frost, shadowstrike, unholy claw 1d4+15 plus 1d6 cold/19-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Rebuke undead (+6 to rebuke undead) 12/day, sneak attack +10d6, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, evil). Special Qualities: Divine immunities, DR 15/epic, fire resistance 8, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 3 miles, remote communication, godly realm, greater teleport at will, trapfinding, evasion, uncanny dodge, trap sense +6, improved uncanny dodge, rogue special ability (crippling strike, defensive roll, improved evasion, opportunist), SR 35, divine aura (30 ft., DC 22). Saves: Fort +43, Ref +47, Will +44 Abilities: Str 30, Dex 35, Con 26, Int 26, Wis 28, Cha 29 Skills: Balance +44, Bluff +37, Climb +38, Concentration +36 (+40 when casting defensively), Craft (alchemy) +36, Decipher Script +36, Diplomacy +45, Disable Device +36, Disguise +37 (+41 acting), Escape Artist +40, Gather Information +41, Heal +37, Hide +62, Intimidate +41, Jump +42, Knowledge (arcana) +40, Knowledge (dungeoneering) +36, Knowledge (history) +36, Knowledge (local) +36, Knowledge (religion) +56, Knowledge (the planes) +40, Listen +37, Move Silently +66, Open Lock +40, Search +36, Sense Motive +37, Sleight of Hand +44, Spellcraft +60 (+64 to decipher scroll), Spot +37, Swim +38, Tumble +44, Use Magic Device +37 (+47 with scroll). Feats: Arterial Strike, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Improved Critical (claw), Improved Feint, Improved Iniative, Mobility, Power Attack, Profane Boost, Quicken Spell, Reach Spell, Silent Spell, Spell Focus (necromancy), Spring Attack, Stealthy, Still Spell, Weapon Finesse, Weapon Focus (claw) Goblinoid traits: Darkvision; +4 racial bonus on Move Silently. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Reality, Control Creatures (goblinoids), Divine Shield, Life Drain Domain Powers: 12/day turn or destroy fire creatures, or rebuke or command cold creatures; 3/day death touch (if subject touched does not have at least 120 hp, it dies); cast evil spells at +1 caster level. Spell-like Abilities: Stalker uses these abilities as a 13th-level caster, except for evil spells, which he uses as a 14th-level caster. The save DCs are 22 + spell level. Animate dead, blasphemy, cause fear, chill metal, chill touch, cone of cold, control weather, create greater undead, create undead, death knell, death ward, desecrate, destruction, dispel good, ice storm, magic circle against good, obedient avalanche, polar ray, protection from good, slay living, sleet storm, summon monster IX (as evil spell only), unholy aura, unholy blight, wail of the banshee, wall of ice. Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base DC = 19 + spell level; DC 20 + spell level with necromancy spells. Possessions: Stalker uses his claws which have a +5 enhancement to their attacks as well as the frost, shadowstrike, and unholy special abilities. Other Divine Powers As a demigod, Stalker treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Stalker can see, hear, touch, and smell at a distance of three miles. As a standard action, he can perceive anything within three miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 3 hours. Portfolio sense: Stalker is aware of any act of hatred or death that happens if it affects at least 1,000 goblinoids. Automatic actions: Stalker can use Hide, Knowledge (religion), Move Silently, and Spellcraft as a free action if the DC for the task is 15 or lower. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to two such free actions each round. Create Magic Items: Stalker can create any kind of magic item that creates cold or uses negative energy, as long as the item’s market price does not exceed 4,500 gp. Sources: Monster Mythology (2E), PHB 3.5, DMG 3.5, MM 3.5, Complete Divine (3.5E), Complete Warrior (3.5E), Arms and Equipment Guide (3E), and Deities and Demigods (3E). |
| Lord Mortanius10-15-04, 05:01 AM | Are any of the Palemaster/True Necromancer deities going to be revised with the updated classes from Libris Mortis ? |
| Tebryn1410-15-04, 04:23 PM | If I decide to buy the new book (which is very much up in the air right now), then I may go back and update my own personal deities in my archive, but not on this thread, or the deities of other people. I doubt that the changes will be great enough that the old deities (and I think only a couple use those classes) will become unplayable. Anyway, here are the stats for the head of the Aztec Pantheon. Ometeotl The God-above-All, The Near and Close, He Who is at the Center, Two-God. Greater Deity Symbol: Footprint Home Plane: Omeyocan (Place of Duality)/Unknown Plane Alignment: Neutral Portfolio: Creation, duality Worshippers: Mothers, craftsmen, common folk Cleric Alignments: N, NG, LN, NE, CN Domains: Chaos, Creation, Repose, Evil, Good, Law, Renewal. Favored Weapon: Greatsword Ometeotl is a mystery. The leader of the Aztec Pantheon, he is attributed the feat of creating himself from the nothingness before time. He represents duality. Male/female, good/evil, law/evil, life/death, are all parts of hi, in equal proportions. He is among the most aloof deities, appearing in any form only if his very existence is threatened. When he does appear, he is completely invisible to any form of sight, including the spells and powers of other deities. His realm is completely unreachable, though some believe that is lies in an as of yet undiscovered portion of Mechanus. 19 [b]Hit Dice: 20d8+160 (outsider) plus 20d4+160 (wizard) plus 26d10+208 (figher) (1028 hp) Initiative: +11 Speed: 60 ft. AC: 76 (+19 divine, +7 dex, +9 deflection, +31 natural) Base Attack/Grapple: +43/+76 Attacks*: +5 keen vorpal flaming obsidian greatsword +86/+81/+76/+71 melee; or by spell +76 melee touch, or +69 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: +5 keen vorpal flaming obsidian greatsword 2d6+47+1d6 fire/17-20; or by spell. *Always does maximum damage (greatsword 59+6 fire). Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 30/epic, fire resistance 24, nderstand, speak, and read all languages and speak directly to all beings within 17 miles, remote communication, godly realm (100 miles), greater teleport at will, plane shift at will, SR 51, divine aura (19 miles, DC 38). Saves*: Fort +62, Ref +61, Will +71. *Always receives a 20 on saves. Abilities: Str 38, Dex 24, Con 26, Int 34, Wis 44, Cha 29. Skills*: Balance +69, Climb +79, Concentration +77, Craft (Architecture and Engineering) +62, Craft (Weaponsmithing) +71, Diplomacy +71, Intimidate +71, Jump +79, Knowledge (Arcana) +81, Knowledge (History) +71, Knowledge (Nature) +61, Knowledge (Planes) +81, Knowledge (Religion) +81, Listen +81, Move Silently +46, Search +51, Sense Motive +81, Spellcraft +71, Spot +81, Survival +79, Swim +69, Tumble +56. *Always receives a 20 on checks. Feats: Alertness, Automatic Quicken Spell x3, Awesome Blow, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Great Cleave, Great Constitution x2, Great Strength x2, Heighten Spell, Improved Bullrush, Improved Disarm, Improved Initiative, Improved Trip, Improved Unarmed Strike, Mobility, Multispell, Power Attack, Quicken Spell, Quick Draw, Silent Spell, Snatch Arrows, Spell Mastery, Spell Penetration, Spring Attack, Still Spell, Sunder, Weapon Focus (Greatsword), Weapon Specialization (Greatsword), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Arcane Mastery, Avatar (20), Battlesense, Create Greater Object, Create Object, Divine Battle Mastery, Divine Blast (12/day, 28d12 points of damage, 19 miles), Divine Creation, Divine Invisibility*, Divine Shield (11/day, stops 190 points of damage), Divine Spellcasting, Divine Weapon Focus (Greatsword), Divine Weapon Specialization (Greatsword), Extra Domain (Evil), Extra (Good), Extra Domain (Law), Extra Domain (Renewal), Gift of Life, Instant Counterspell, Life and Death, Mass Life and Death, Spontaneous Wizard Spells. Domain Powers: Cast chaotic spells at +1 caster level; cast conjuration (creation spells) at +2 caster level; death touch 19/day (19d6 hp), cast evil spells at +1 caster level; cast good spells at +1 caster level; cast lawful spells at +1 caster level; regain 1d8+9 hp 19/day when below 0 hp. Spell-Like Abilities: Ometeotl uses these abilities as a 29th level caster, except for aligned spells, which he uses as a 20th level caster, and conjuration (creation) spell, which he uses at 31st level caster level. The save DCs are 40+spell level. Protection from Law, Shatter, Magic Circle against Evil, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Create Water, Minor Image, Create Food and Water, Minor Creation, Major Creation, Heroes’ Feast, Permanent Image, True Creation, Genesis, Charm Person, Lesser Restoration, Remove Disease, Reincarnate, Atonement, Greater Restoration, Polymorph any Object, Freedom, Hide from Undead, Gentle Repose, Speak with Dead, Death Ward, Slay Living, Undeath to Death, Destruction, Surelife, Wail of the Banshee. *Divine Invisibility (Unique SDA) Ometeotl is completely invisible to all creatures, even when attacking. His presence cannot be detected with Spot checks, and no divination reveals his presence. He is also completely undetectable to divine powers that reveal hidden foes, such as Clearsight. No representation of his true form can be made, and any sculptor or artist attempting to do so finds his inspiration stilled and his work unfinished. When fighting with his sword drawn, the sword is visible. Wizard Spells/Day (Levels 0-12): 4/7/7/7/7/6/6/6/6/5/2/2/2; base DC=24+spell level. Possessions: Ometeotl wields a +5 flaming keen vorpal greatsword made from pure obsidian. Other Divine Powers As a greater deity, the Ometeotl automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal Senses: Ometeotl can see, hear, touch, and smell at a distance of 19 miles. As a standard action, her can perceives anything within 19 miles of his worshippers, holy site, objects, or any location where on his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing powers of deities his rank or lower at up to two remote locations at once for 19 hours. Portfolio Sense: Ometeotl senses any act of creation by a worshipper of the Aztec Pantheon 19 weeks before it happens and retains the sensation for 19 weeks. He likewise senses the birth of any set of twins. Automatic Actions: Ometeotl can use Concentration or any Craft skills (even those he has no ranks in) as free actions, as long as the DC for the task is 30 or lower. Create Magic Items: The Ometeotl can create any magic item. |
| Green Giant10-15-04, 08:07 PM | Here is the deity of the aboleths. Enjoy. :) Piscaethces The Blood Queen Intermediate Diety Symbol: Sphere of mucus surrounded by droplets of same Home Plane: Nine Hells of Baator/Minauros/??? [the Blood Fens] Portfolio: Domination, oppression Worshipers: Aboleths Cleric Alignments: LE, NE, LN Domains: Domination, Evil, Law, Mind, Tyranny Favored Weapon: Slam Dogma Clergy and Temples PISCAETHCES Wizard 10/Psion 10/Cerebremancer 10/Cleric 10 Gargantuan Outsider (Aquatic, Evil, Law, Psionic) Divine Rank: 15 Hit Dice: 20d8+300 (outsider) plus 10d4+150 (wizard) plus 10d4+150 (psion) plus 10d4+150 (cerebremancer) plus 10d8+150 (cleric) (1,260 hp) Initiative: +9 (+5 Dex, +4 Improved Iniative) Speed: 120 ft., swim 120 ft. AC: 65 (-4 size, +5 Dex, +15 divine, +28 natural, +11 deflection) touch 37, flat-footed 60 Base Attack/Grapple: +40/+88 Attack: Slam +73 melee; or spell +72 melee touch or +60 ranged touch Full Attack: Slam +73 melee; or spell +72 melee touch or +60 ranged touch Damage: Slam 2d8+21; or by spell. Face/Reach: 20 ft./15 ft. Special Attacks: Rebuke undead (+6 to rebuke undead) 14/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (evil, law). Special Qualities: Divine immunities, DR 25/epic, fire resistance 20, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, greater teleportp at will, plane shift at will, SR 47, divine aura (1,500 ft., DC 36). Saves: Fort +62, Ref +52, Will +60 Abilities: Str 52, Dex 20, Con 40, Int 40, Wis 33, Cha 33 Skills*: Appraise +55, Autohypnosis +67, Bluff +53, Concentration +90 (+94 when casting or manifesting defensively), Craft (alchemy) +55, Decipher Script +55, Diplomacy +67, Gather Information +57, Heal +51, Hide –7, Intimidate +65, Knowledge (arcana) +90, Knowledge (architecture and engineering) +75, Knowledge (dungeoneering) +75, Knowledge (geography) +75, Knowledge (history) +75, Knowledge (local) +75, Knowledge (nature) +75, Knowledge (nobility and royalty) +75, Knowledge (psionics) +94, Knowledge (religion) +90, Knowledge (the planes) +75, Listen +55, Psicraft +96 (+100 to address power stones), Search +65 (+71 with secret or hidden doors), Sense Motive +53, Spellcraft +96 (+100 to decipher scroll), Spot +55, Swim +96, Use Magic Device +61 (+71 with scroll), Use Psionic Device +61 (+67 with power stones). *Always receives a 20 on checks. Feats: Alertness, Combat Casting, Combat Expertise, Combat Manifestation, Craft Universal Item, Craft Wondrous Item, Energy Affinity (acid), Eschew Materials, Extend Power, Extend Spell, Greater Psionic Fist, Heighten Spell, Improved Heightened Spell, Improved Iniative, Iron Will, Overchannel, Power Penetration, Psionic Endowment, Psionic Fist, Psionic Meditation, Quicken Power, Quicken Spell, Scribe Scroll, Spell Focus (enchantment), Spell Penetration, Talented, Unconditional Power, Weapon Focus (slam) Aboleth traits: Slime (DC 55); darkvision; mucus cloud (DC 55); aquatic (+8 racial bonus on any Swim check). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar, Call Creatures (aboleths), Divine Blast, Divine Blessing (intelligence), Divine Inspiration (dread), Divine Shield, Divine Psionics†, Divine Spellcasting, Energy Burst (acid), Extra Domain (Mind), Extra Domain (Tyranny), Hand of Death, Know Secrets, Life and Death, Mass Divine Blast. Domain Powers: Cast evil spells at +1 caster level; cast law spells at +1 caster level. Spell-like Abilities: Piscaethces uses these abilities as a 25th-level caster, except evil and law spells, which she uses as a 26th-level caster. The save DCs are 36 + spell level. Bigby’s grasping hand, blasphemy, brain spider, calm emotions, command, comprehend languages, create undead, desecrate, detect thoughts, dictum, discern lies, dispel chaos, dispel good, dominate monster, dominate person, enthrall, fear, geas/quest, greater command, hold monster, lesser telepathic bond, magic circle against chaos, magic circle against good, mass charm monster, mass suggestion, mind blank, monstrous thrall, order’s wrath, probe thoughts, protection from chaos, protection from good, Rary’s telepathic bond, shield of law, suggestion, summon monster IX (as an evil or law spell only), true domination, unholy aura, uholy blight, weird. As an aboleth, Piscaethces has the ability to use disable (165-ft. cone, 33 HD, DC 41*), false sensory input (27 targets, DC 24*), mental disruption (80-ft. radius, DC 35*), mindlink (unwilling, 56 targets, DC 22*) at will. It can use ego whip (ML 30th, 7d4, DC 29*), id insinuation (ML 30th, 14 targets, DC 36*), psionic dominate (any 24 targets, 24 hours, DC 51*), thought shield (power resistance 70, 58 rounds*) each 3/day. It can also use psionic modify memory (DC 25), remote viewing (DC 25), wall of ectoplasm (DC 25) each 1/day. All such psi-like abilities are manifester level 60th. * Includes augmentation for Piscaethces’ manifester level. Wizard Spells/Day (0-15): 5/9/9/9/8/8/8/8/7/7/3/3/3/2/2/2/2; base DC = 26 + spell level; DC 27 + spell level with enchantment (compulsion) spells. Psionic Powers Known (power points 493; save DC 25 + power level) Cleric Spells/Day: 6/8/8/7/6/5; base DC = 22 + spell level; DC 23 + spell level with enchantment (compulsion) spells. †Divine Psionics (unique salient divine ability): Piscaethces can manifest any psionic power. Other Divine Powers As an intermediate deity, Piscaethces automatically receives a die result of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Piscaethces can see, hear, touch, and smell at a distance of fifteen miles. As a standard action, she can perceive anything within fifteen miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 15 hours. Portfolio sense: Piscaethces knows of any act of domination or oppression committed by an aboleth the instant it happens and retains the sensation for fifteen weeks after the event occurs. Automatic actions: Piscaethces can use any Knowledge skill whether she has ranks in it or not, as well as Psicraft, Spellcraft, and Swim as a free action if the DC for the task is 25 or lower. She can perform up to ten such free actions each round. Create Magic Items: Piscaethces can create any magic or psionic item, as long as the item’s market price does not exceed 200,000 gp. Avatars The Blood Queen appears as a tentacleless, gigantic aboleth with mottled gray markings. Avatar of Piscaethces: As Piscaethces except divine rank 7; Spd 120 ft., swim 120 ft.; AC 49 (touch 29, flat-footed 44); Atk +40; Grp +80; Atk +65 melee (2d8+21, slam), or spell +64 melee touch or +52 ranged touch; Full Atk +65 melee (2d8+21, slam) or spell +64 melee touch or +52 ranged touch; SQ DR 20/epic, fire resistance 12, SR 39, divine aura (700 ft., DC 28); SV Fort +54, Ref +44, Will +52; all skill modifiers reduced by 8. Salient Divine Abilities: Alter Reality, Alter Size, Call Creatures (aboleths), Divine Blast, Divine Shield, Divine Psionics†, Divine Spellcasting, Extra Domain (Mind), Extra Domain (Tyranny) Spell-like Abilities: Caster level 17th; saving throw DC 28 + spell level. Note: As a gargantuan creature I increased or decreased the original base ability scores by: Str +24, Dex –4, Con +12 but did not add any more to natural armor. Sources: Night Below (2E), PHB 3.5, DMG 3.5, MM 3.5, Player’s Guide to Faerun (3.5E), Epic Level Handbook (3E), Complete Divine (3.5E), Expanded Psionics Handbook (3.5E), and Miniature’s Handbook (3.5E). |
| Green Giant10-15-04, 08:17 PM | Here is the deity of the ixitxachitl and ixzan. Enjoy. :) Ilxendren Lord of the Ixitxachitl and Ixzan Lesser Diety Symbol: Glowing red almond-shaped eyes and blue barbed tail Home Plane: Infinite Layers of the Abyss/???/??? Portfolio: Cruelty, mutation, vampirism Worshipers: Ixitxachitl, ixzan (freshwater ixitxachitl) Cleric Alignments: CE, NE, CN Domains: Chaos, Death, Evil, Suffering, Water Favored Weapon: Bite Dogma Clergy and Temples ILXENDREN Cleric 20/Wizard 10/Fighter 10 Medium Outsider (Aquatic, Evil, Law) Divine Rank: 8 Hit Dice: 20d8+160 (outsider) plus 20d8+160 (Cleric) plus 10d4+80 (Wizard) plus 10d10+80 (Fighter) (940 hp) Initiative: +12 (+8 Dex, +4 Improved Iniative) Speed: 60 ft., swim 60 ft. AC: 56 (+8 Dex, +8 divine, +21 natural, +9 deflection) touch 35, flat-footed 48 Base Attack/Grapple: +40/+58 Attack: +5 unholy, vicious, wounding bite +64 melee; or spell +58 melee touch or +56 ranged touch Full Attack: +5 unholy, vicious, wounding bite +64 melee and +5 tail spines +64 melee; or spell +58 melee touch or +56 ranged touch Damage: +5 unholy, vicious, wounding bite 1d8+17/19-20 and +5 tail spines 1d4+12 plus poison/19-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Rebuke undead (+6 to rebuke checks) 16/day, poison (DC 48, Con 1d3), domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (evil, law). Special Qualities: Divine immunities, DR 20/epic, fire resistance 13, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 8 miles, remote communication, godly realm, greater teleport at will, plane shift at will, SR 40, divine aura (800 ft., DC 28). Saves: Fort +48, Ref +48, Will +54 Abilities: Str 30, Dex 26, Con 26, Int 30, Wis 38, Cha 29 Skills: Bluff +62, Concentration +61 (+65 when casting defensively), Diplomacy +52, Gather Information +46, Handle Animal +42, Heal +47, Hide +61, Intimidate +83, Knowledge (arcana) +68, Knowledge (dungeoneering) +68, Knowledge (history ) +43, Knowledge (local) +43, Knowledge (nature) +43, Knowledge (religion) +68, Knowledge (the planes) +43, Listen +59, Move Silently +61, Search +43, Sense Motive +47, Spellcraft +72, Spot +59, Survival +67 (+71 aboveground, other planes, and to find or follow tracks; +73 underground), Swim +78, Tumble +41. Feats: Blind-Fight, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Wondrous Item, Divine Might, Divine Vigor, Dodge, Extra Turning, Improved Critical (bite), Improved Critical (tail spines), Improved Iniative, Improved Multiattack, Mobility, Multiattack, Power Attack, Profane Boost, Quicken Spell, Reach Spell, Scribe Scroll, Silent Spell, Spell Focus (necromancy), Spell Penetration, Spring Attack, Still Spell, Weapon Focus (bite), Weapon Focus (tail spines), Weapon Specialization (bite), Weapon Specialization (tail spines) Ixitxachitl (vampiric) traits: Energy drain [two levels] (DC 48); darkvision; fast healing 5; aquatic (+8 racial bonus on any Swim check). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Divine Blast, Divine Shield, Divine Water Mastery, Extra Domain (Chaos), Extra Domain (Suffering), Life Drain, Wound Enemy Domain Powers: 8/day death touch (if subject touched does not have at least 120 hp, it dies); cast chaos spells at +1 caster level; cast evil spells at +1 caster level; 8/day pain touch (subject touched suffers a –2 enhancement penalty on Strength and Dexterity for 1 minute); 12/day turn or destroy fire creatures, or rebuke or command water creatures. Spell-like Abilities: Ilxendren uses these abilities as an 18th-level caster, except for chaos and evil spells, which he uses as a 19th-level caster. The save DCs are 28 + spell level. Acid fog, animate dead, animate objects, bane, bear’s endurance, bestow curse, blasphemy, cause fear, chaos hammer, cloak of chaos, cone of cold, control weather, create greater undead, create undead, death knell, death ward, desecrate, destruction, dispel good, dispel law, elemental swarm (water only), energy drain, enervation, fog cloud, harm, horrid wilting, ice storm, magic circle against good, magic circle against law, obscuring mist, protection from good, protection from law, shatter, slay living, summon monster IX (as chaos or evil spell only), symbol of pain, unholy aura, unholy blight, wail of the banshee, water breathing, waves of exhaustion, word of chaos. Cleric Spells/Day: 6/10/10/9/9/9/8/7/7/7; base DC = 24 + spell level; DC 25 + spell level with necromancy spells. Wizard Spells/Day: 4/7/7/5/5/4; base DC = 20 + spell level; DC 21 + spell level with necromancy spells. Possessions: Ilxendren uses his natural attacks which include a bite with a +5 enhancement and the unholy, vicious, and wounding special abilities as well as tail spines with a +5 enhancement. Other Divine Powers As a lesser deity, Ilxendren may take 10 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Ilxendren can see, hear, touch, and smell at a distance of eight miles. As a standard action, he can perceive anything within eight miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend her senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 8 hours. Portfolio sense: Ilxendren senses anything that affects at least 500 ixitxachitl or ixzan and he is also aware when any act of cruelty is about to occur so long as there is 500 participants, with ixitxachitl or ixzan. Automatic actions: Ilxendren can use Bluff, Hide, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (religion), Move Silently, Spellcraft, and Swim as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions each round. Create Magic Items: Ilxendren can create any kind of magic item that inflicts pain or uses negative energy, as long as the item’s market price does not exceed 30,000 gp. Avatars Ilxendren appears as a vampiric manta-like ray with flaming red eyes and a long, blue-tipped tail which is covered in barbs. Avatar of Ilxendren: As Ilxendren except divine rank 4; Spd 60 ft., swim 60 ft.; AC 48 (touch 31, flat-footed 40); Atk +40; Grp +54; Atk +56 melee (1d8+15/19-20, +5 unholy, vicious, wounding bite) or spell +54 melee touch or +52 ranged touch; Full Atk +56 melee (1d8+17/19-20, +5 unholy, vicious, wounding bite) and +56 melee (1d4+12 plus poison/19-20, +5 tail spines), or spell +54 melee touch or +52 ranged touch; SQ DR 15/epic, fire resistance 10, SR 37, divine aura (40 ft., DC 23); SV Fort +40, Ref +40, Will +46; all skill modifiers reduced by 4. Salient Divine Abilities: Alter Reality, Alter Size, Divine Blast, Divine Shield, Divine Water Mastery Spell-like Abilities: Caster level 14th; saving throw DC 23 + spell level. Sources: Night Below (2E), PHB 3.5, DMG 3.5, MM 3.5, Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Complete Warrior (3.5E), Complete Divine (3.5E), and Monster Manual II (3E). |
| Tebryn1410-15-04, 09:57 PM | I thought that the Ixitxachitl worshipped Demogorgon. Hm. Perhaps Ilxendren is an alias for Demogorgon, since Demogorgon's realm is also in the Gaping Maw? Just a thought. Otherwise, very nice. |
| Green Giant10-16-04, 08:59 PM | Originally posted by Tebryn14 I thought that the Ixitxachitl worshipped Demogorgon. Hm. Perhaps Ilxendren is an alias for Demogorgon, since Demogorgon's realm is also in the Gaping Maw? Just a thought. Otherwise, very nice. Oops, wasn't paying attention about Demogorgon and Ilxendren sharing the same layer. Fixed it. Here's two deities of the Japanese Pantheon. Enjoy. :) Izangi and Izanami He Who Invites, She Who Invites Greater Deity Symbol: Rainbow Home Plane: Peacable Kingdoms of Arcadia/Abellio/Cherry Blossom Portfolio: Creation, life and death cycle Worshipers: Nobles, rulers, samurai Cleric Alignments: LN, LG, LE Domains: Balance, Celestial, Creation, Grave, Healing, Law, Life Favored Weapon: Lance Izanami and Izanagi are the seventh generation descendants of the three divinities that came into being with the heavens and the earth. Of these early deities, they are the most important for men, for they were assigned the task of solidifying the earth. Izanagi, the male god, stood on the floating bridge of heaven and stirred the ocean with his lance until the water began to congeal and the island of Onokoro was formed. Here, Izanagi and his wife, Izanami, made their home and went about the business of populating the world. At first, they produced a monster, then an island. Finally, however, they began producing more gods. Unfortunately, Izanami died while giving birth to the god of fire. The morose Izanagi went to the Land of Darkness to visit her, but was bitterly chased away after Izanami grew angry at him for seeing her in a state of decay. Back on earth, Izanagi produced several more deities, including the sun goddess Amaterasu, as he washed away the residue of the underworld. Working together, Izanagi and Izanami have the power to create anything. In their true forms, they appear to be a statuesque man and woman of great beauty (though Izanami will appear dead and decayed if caught unawares). Dogma Clergy and Temples Priests of Izanagi and/or Izanami dedicate themselves to the caretaking of the beautiful land their deities created. IZANGI AND IZANAMI Shaman 20/Sorcerer 20 Medium Outsider (Law, Spirit) Divine Rank: 19 Hit Dice: 20d8+200 (outsider) plus 20d6+200 (Shaman) plus 20d4+200 (Sorcerer) (960 hp) Initiative: +12 (+8 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 80 (+8 Dex, +19 divine, +32 natural, +11 deflection) touch 48, flat-footed 72 Base Attack/Grapple: +40/+74 Attack: +5 keen soul of honor wounding lance +80 melee ; or [i]+5 disruption impact soul of honor unarmed strike +80 melee [Izanami only]; or spell +74 melee touch or +67 ranged touch Full Attack: +5 keen soul of honor wounding lance +80/+75/+70/+65 melee ; or [i]+5 disruption impact soul of honor unarmed strike +80/+75/+70/+65 melee [Izanami only]; or spell +74 melee touch or +67 ranged touch Damage*: +5 keen soul of honor wounding lance 1d8+20/19-20/x3; or [i]+5 disruption impact soul of honor unarmed strike 2d6+20/19-20; or by spell *Always does maximum damage (lance 28, unarmed strike 32) Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+6 to turn checks) 14/day [Izangi only] and rebuke undead (+6 to rebuke checks) 14/day [Izanami only], domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (law). Special Qualities: Divine immunities, DR 30/epic, fire resistance 24, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 19 miles, remote communication, godly realm, [i]greater teleport at will, plane shift at will, animal companion as druid, spirit sight, spirits’ favor, SR 51, divine aura (19 miles, DC 40). Saves: Fort +72, Ref +70, Will +75 Abilities: Str 40, Dex 26, Con 30, Int 30, Wis 32, Cha 32 Skills*: Bluff +55, Climb +59, Concentration +74 (+78 when casting defensively), Craft (alchemy) +54, Craft (calligraphy) +54, Diplomacy +89, Handle Animal +55, Heal +55, Iaijutsu Focus +55, Jump +59, Knowledge (arcana) +89, Knowledge (architecture and engineering) +54, Knowledge (dungeoneering) +54, Knowledge (geography) +54, Knowledge (history) +54, Knowledge (local) +54, Knowledge (nature) +64, Knowledge (nobility and royalty) +89, Knowledge (religion) +89, Knowledge (spirits) +89, Listen +57, Perform (oratory) +55, Ride (horse) +56, Search +54 (+58 with hidden or secret doors), Sense Motive +60, Spellcraft +95, Spot +57, Swim +59. *Always receives a 20 on checks. Feats: Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Craft Rod, Craft Wondrous Item, Dodge, Divine Might, Empower Spell, Eschew Materials, Great Ki Shout, Heighten Spell, Improved Heighten Spell, Improved Iniative, Improved Unarmed Strike, Iron Will, Ki Shout, Mounted Combat, Negotiator, Power Attack, Profane Boost , Quicken Spell, Ride-By Attack, Sacred Boost [Izangi only], Scribe Scroll, Spirited Charge, Stunning Fist, Weapon Focus (lance) [Izangi only], Weapon Focus (unarmed strike) [Izanami only] Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, [i]sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar, Clearsight, Create Greater Object, Create Object, Divine Blast, Divine Creation, Divine Fast Healing , Divine Shield, Divine Spellcasting, Divine Splendor [Izangi only], Divine Storm, Energy Storm (positive) [Izangi only], Energy Storm (negative) [Izanami], Extra Domain (Balance), Extra Domain (Grave), Extra Domain (Healing), Extra Domain (Life), Frightful Presence [Izanami only], Gift of Life [Izangi only], Hand of Death [Izanami only], Lay Quest, Life and Death, Know Death [Izanami only], Mass Life and Death, Power of Truth [Izangi only], Undead Qualities [Izanami only] Domain Powers: 19/day gain +11 to AC for 20 rounds; 14/day rebuke spirits; cast conjuration (creation) spells at +1 caster level; 19/day [i]death touch (if subject touched does not have at least 120 hp, it dies); cast healing spells at +1 caster level; cast law spells at +1 caster level; 19/day grant 1d6+20 temporary hit points, maximum duration 20 hours. Spell-like Abilities: Izangi and Izanami uses these abilities as a 29th-level caster, except conjuration (creation), healing, and law spells, which they use as a 30th-level caster. The save DCs are 40 + spell level. Animate dead, animate objects, animate plants, banishment, bless, calm emotions, clarity of mind, commune with greater spirit, commune with lesser spirit, create food and water, create greater undead, create undead, create water, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, death knell, death ward, destruction, dictum, dismissal, dispel chaos, disrupting weapon, gate, ghost light, greater spirit ally, heal, heroes’ feast, hide from undead, hold monster, lesser restoration, lesser spirit ally, magic circle against chaos, major creation, make whole, mass cure critical wounds, mass cure light wounds, mass heal, mass sanctuary, minor creation, minor image, pavilion of grandeur, permanent image, plant growth, protection from chaos, protection from spells, regenerate, shield of law, slay living, spirit ally, substitution, summon monster IX (as law spell only), true creation, wail of the banshee, wall of bones, weighed in the balance, word of balance. Shaman Spells/Day (0-11): 6/9/9/9/8/8/7/7/6/6/2/2; base DC = 22 + spell level. Sorcerer Spells Known (Levels 0-11; 6/9/9/9/8/8/8/8/7/7/2/2; base DC = 22 + spell level): 0-daze, detect magic, disrupt undead, light, mage hand, mending, prestidigitation, read magic, resistance; 1st-disguise self, elemental burst, magic missile, shield, true strike; 2nd-apparition, blur, detect thoughts, invisibility, locate object; 3rd-haste, protection from energy, remove curse, suggestion; 4th-charm monster, minor creation, polymorph, scrying; 5th-major creation, hold monster, summon monster V, wall of force; 6th-disintegrate, geas/quest, greater dispel magic; 7th-body outside body, limited wish, teleport object; 8th-finding the center, polymorph any object, surelife; 9th-astral projection, time stop, wish. Possessions: Izangi uses a +5 lance with the keen, soul of honor, and wounding special abilities. Izanami uses her unarmed strikes which have a +5 enhancement as well as the disruption, impact, and soul of honor special abilities. Other Divine Powers As greater deities, Izangi and Izanami automatically receives the best possible result on any die roll they makes (including attack rolls, damage, checks and saves). They are immortal. Senses: Izangi and Izanami can see, hear, touch, and smell at a distance of nineteen miles. As a standard action, they can perceive anything within nineteen miles of their worshipers, holy sites, objects, or any location where one of their titles or names was spoken in the last hour. They can extend their senses to up to twenty locations at once. They can block the sensing power of deities of their rank or lower at up to two remote locations at once for 19 hours. Portfolio sense: Izangi and Izanami sense any birth or death nineteen weeks before it happens and retain the sensation for nineteen weeks after the event occurs. Automatic actions: Izangi and Izanami can use Concentration, Diplomacy, Knowledge (arcana), Knowledge (religion), Knowledge (spirits), and Spellcraft as a free action if the DC for the task is 30 or lower. They can perform up to twenty such free actions each round. Create Magic Items: Izangi and Izanami can create any magic item. Avatars The avatars appear to be a handsome man and beautiful woman of great size. These two rarely involve themselves in the affairs of men. Avatar of Izangi and Izanami: As Izangi and Izanami except divine rank 9; Spd 60 ft.; AC 60 (touch 38, flat-footed 52); Atk +42; Grp +64; Atk +70 melee (1d8+20/19-20/x3, +5 keen soul of honor wounding lance ); or +70 melee (2d6+20/19-20, [i]+5 disruption impact soul of honor unarmed strike [Izanami only]); or spell +64 melee touch or +57 ranged touch; Full Atk +70/+65/+60/+55 melee (1d8+20/19-20/x3, +5 keen soul of honor wounding lance ); or +70/+65/+60/+55 melee (2d6+20/19-20, [i]+5 disruption impact soul of honor unarmed strike [Izanami only]); or spell +64 melee touch or +57 ranged touch; SQ DR 20/epic, fire resistance 14, SR 41, divine aura (900 ft., DC 30); SV Fort +62, Ref +60, Will +65; all skill modifiers reduced by 10. Salient Divine Abilities: Alter Reality, Alter Size, Clearsight, Create Object, Divine Blast, Divine Fast Healing [Izangi only], Divine Shield, Extra Domain (Grave), Extra Domain (Healing), Gift of Life [Izangi only], Hand of Death [Izanami only], Know Death [Izanami only], Power of Truth [Izangi only], Undead Qualities [Izanami only] Spell-like Abilities: Caster level 19th; saving throw DC 30 + spell level. Sources: Legends and Lore (2E), On Hallowed Ground (2E), PHB 3.5, DMG 3.5, MM 3.5, Player’s Guide to Faerun (3.5E), Oriental Adventures (3E), Eberron Campaign Setting (3.5E), Deities and Demigods (3E), Epic Level Handbook (3E), Complete Warrior (3.5E), Complete Divine (3.5E), and Dragon Magazine #318. |
| Green Giant10-16-04, 09:09 PM | Here is a deity of the Vedic pantheon. Enjoy. :) Vishnu The Preserver Greater Deity Symbol: Sun, shell, lotus, mace Home Plane: Seven Mounting Heavens of Celestia/Mercuria/the Divine Lotus Portfolio: Mercy, light Worshipers: Nobles, kshatriya (samurai), healers, muni (monk), devapala (sohei) Cleric Alignments: LG, NG, LN Domains: Good, Healing, Law, Protection, Sun Favored Weapon: Mace Dogma Clergy and Temples VISHNU Shaman 20/Monk 20 Medium Outsider (Good, Law, Spirit) Divine Rank: 18 Hit Dice: 20d8+180 (outsider) plus 20d6+180 (Shaman) plus 20d8+180 (Monk) (980 hp) Initiative: +14, always first (+10 Dex, +4 Improved Iniative, Supreme Iniative) Speed: 120 ft. AC: 98 (+10 Dex, +18 divine, +31 natural, +19 monk, +10 deflection) touch 67, flat-footed 88 Base Attack/Grapple: +40/+68 Attack: +5 disruption holy merciful heavy mace +73 melee; or +5 axiomatic keen vorpal unarmed strike +73 melee; or spell +68 melee touch or +68 ranged touch Full Attack: +5 disruption holy merciful heavy mace +73/+68/+63/+58 melee; or +5 axiomatic keen vorpal unarmed strike +73/+73/+73/+68/+63/+58 melee; or spell +68 melee touch or +68 ranged touch Damage*: +5 disruption holy merciful heavy mace 1d8+15; or +5 axiomatic keen vorpal unarmed strike 2d12+15/19-20; or by spell *Always does maximum damage (heavy mace 23, unarmed strike 39) Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+6 to turn checks) 17/day, improved unarmed strike, greater flurry of blows, ki strike (magic, lawful, adamantine), quivering palm, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (good, law). Special Qualities: Divine immunities, DR 30/epic, fire resistance 23, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 18 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion as druid, spirit sight, spirits’ favor, evasion, fast movement, still mind, slow fall any distance, purity of body, wholeness of body, improved evasion, diamond body, abundant step, diamond soul, timeless body, tongue of the sun and moon, empty body, perfect self, SR 50, divine aura (18 miles, DC 38). Saves: Fort +69, Ref +70, Will +77 Abilities: Str 30, Dex 30, Con 29, Int 30, Wis 40, Cha 30 Skills*: Balance +94, Bluff +53, Climb +53, Concentration +87 (+91 when casting defensively), Craft (calligraphy) +53, Diplomacy +102, Escape Artist +88, Heal +93, Hide +60, Iaijutsu Focus +88, Jump +94, Knowledge (arcana) +88, Knowledge (history) +63, Knowledge (local) +63, Knowledge (nature) +88, Knowledge (nobility and royalty) +63, Knowledge (religion) +88, Knowledge (spirits) +88, Listen +68, Move Silently +60, Perform (oratory) +53, Profession (scribe) +58, Search +53, Sense Motive +93, Spellcraft +94, Spot +68, Swim +53, Tumble +94. *Always receives a 20 on checks. Feats: Augment Healing, Blind-Fight, Brew Potion, Combat Casting, Combat Expertise, Combat Reflexes, Consecrate Spell, Craft Wondrous Item, Deflect Arrows, Disciple of the Sun, Divine Cleansing, Divine Vigor, Dodge, Extra Turning, Heighten Spell, Improved Disarm, Improved Grapple, Improved Heighten Spell, Improved Iniative, Improved Unarmed Strike, Iron Will, Ki Shout, Mobility, Quicken Spell, Sacred Boost, Sacred Healing, Scribe Scroll, Spell Penetration, Spring Attack, Stunning Fist Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar, Battlesense, Clearsight, Divine Fast Healing, Divine Inspiration (hope), Divine Monk, Divine Radiance, Divine Shield, Divine Spellcasting, Divine Splendor, Energy Storm (positive), Extra Domain (Law), Extra Domain (Protection), Gift of Life, Lay Quest, Life and Death, Mass Life and Death, Power of Truth, Rejuvenation, Supreme Iniative Domain Powers: Cast good spells at +1 caster level; cast healing spells at +1 caster level; cast law spells at +1 caster level; 19/day protective ward (touched subject gains +20 resistance bonus on next saving throw, maximum duration 1 hour); 19/day greater turning. Spell-like Abilities: Vishnu uses these abilities as a 28th-level caster, except good, healing, and law spells, which he uses as a 29th-level caster. The save DCs are 39 + spell level. Aid, antimagic field, blade barrier, calm emotions, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, dictum, dispel chaos, dispel evil, endure elements, fire seeds, fire shield, flame strike, heal, heat metal, hold monster, holy aura, holy smite, holy word, magic circle against chaos, magic circle against evil, mass cure critical wounds, mass cure light wounds, mass heal, mind blank, order’s wrath, prismatic sphere, protection from chaos, protection from energy, protection from evil, regenerate, repulsion, sanctuary, searing light, shield of law, shield other, spell immunity, spell resistance, summon monster IX (as good or law spell only), sunbeam, sunburst. Shaman Spells/Day (0-15): 6/10/10/10/9/9/8/8/7/7/3/3/2/2/2/2; base DC = 26 + spell level. Possessions: Vishnu uses a +5 heavy mace with the disruption, holy, and merciful special abilities. Other Divine Powers As greater deities, Vishnu automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks and saves). He is immortal. Senses: Vishnu can see, hear, touch, and smell at a distance of eighteen miles. As a standard action, he can perceive anything within eighteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 18 hours. Portfolio sense: Vishnu sense any act of healing or mercy nineteen weeks before it happens and retain the sensation for nineteen weeks after the event occurs. He also senses every dusk and dawn, and knows when any source of light is lit or extinguished. Automatic actions: Vishnu can use Balance, Concentration, Diplomacy, Heal, Jump, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Knowledge (spirits), Sense Motive, Spellcraft, and Tumble as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round. Create Magic Items: Vishnu can create any magic item that has the power to shed light or flame as well as having the power to heal injuries or restore life. Avatars Avatar of Vishnu: As Vishnu except divine rank 9; Spd 120 ft.; AC 80 (touch 58, flat-footed 70); Atk +40; Grp +59; Atk +64 melee (1d8+15, +5 disruption holy merciful heavy mace); or +64 melee (2d12+15/19-20, +5 axiomatic keen vorpal unarmed strike); or spell +59 melee touch or +59 ranged touch; Full Atk +64/+59/+54/+49 melee (1d8+15, +5 disruption holy merciful heavy mace); or +64/+64/+64/+59/+54/+49 melee (2d6+15/19-20, +5 axiomatic keen vorpal unarmed strike); or spell +59 melee touch or +59 ranged touch; SQ DR 20/epic, fire resistance 14, SR 41, divine aura (900 ft., DC 29); SV Fort +60, Ref +61, Will +68; all skill modifiers reduced by 10. Salient Divine Abilities: Alter Reality, Alter Size, Clearsight, Divine Fast Healing, Divine Monk, Divine Radiance, Divine Shield, Extra Domain (Law), Extra Domain (Protection), Gift of Life, Lay Quest Spell-like Abilities: Caster level 19th; saving throw DC 29 + spell level. Sources: On Hallowed Ground (2E), PHB 3.5, DMG 3.5, MM 3.5, Oriental Adventures (3E), Deities and Demigods (3E), Epic Level Handbook (3E), Complete Warrior (3.5E), Complete Divine (3.5E), and Dragon Magazine #318. Edit: I wasn't satisfied with Vishnu's high divine ranking so I've reduced his by one along with the changes that come with it. |
| Green Giant10-17-04, 07:05 PM | Here is a deity of the Vedic Pantheon. Enjoy. :) Siva The Redeemer Greater Deity Symbol: Cobra head Home Plane: Negative Energy Plane/the Vortex Portfolio: Destruction Worshipers: Entropists, yavana (barbarians), singh (fighters), dhuka (rogues), the Doomguard Cleric Alignments: NE, CE, LE Domains: Corruption, Decay, Destruction, Evil, Force, Grave Favored Weapon: Tulwar (scimitar) Siva should not to be mistaken for the Hindu god “Shiva the Destroyer,” which is a composite of many older gods. Siva is such an important manifestation of Rudra (the destructive god of storms and diseases) that he can be regarded as a separate deity. Siva is power incarnate, a fierce ascetic who repeatedly brings the world to the brink of annihilation by dancing in fire. He is the negative force of the cosmos, destroying whatever he touches in order that it may be reincorporated into unity with the spirit of the cosmos. Anything that Siva touches is utterly annihilated and can never be reconstructed, raised, or reincarnated. In his true form, Siva is a man with four arms and three eyes, usually wearing a tiger skin and a snake collar. Dogma Clergy and Temples Priests of Siva are noted for their monthly fire dance. After scouring the countryside in search of sacrifices (which includes everything from furniture to living beings), the priests spend several hours dancing around a huge bonfire. They end the ceremony by throwing everything they have collected into the fire. SIVA Shaman 10/Entropomancer 10/Sorcerer 10/Fighter 10 Medium Outsider (Evil, Spirit) Divine Rank: 18 Hit Dice: 20d8+180 (outsider) plus 10d6+90 (Shaman) plus 10d8+90 (Entropomancer) plus 10d4+90 (Sorcerer) plus 10d10+90 (Fighter) (980 hp) Initiative: +13 (+9 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 77 (+9 Dex, +18 divine, +31 natural, +9 deflection) touch 46, flat-footed 68 Base Attack/Grapple: +40/+73 Attack: +5 unholy vicious wounding scimitar +79 melee; or unarmed strike +73 melee; or spell +73 melee touch or +67 ranged touch Full Attack: +5 unholy vicious wounding scimitar +77/+72/+67/+62 melee and 3 unarmed strikes +67 melee; or spell +73 melee touch or +67 ranged touch Damage*: +5 unholy vicious wounding scimitar 1d6+22/15-20 and 3 unarmed strikes 1d8+7/19-20; or by spell *Always does maximum damage (scimitar 28, unarmed strike 15) Face/Reach: 5 ft./5 ft. Special Attacks: Rebuke undead (+6 to rebuke checks) 12/day, shard of entropy (7d6, consuming) 2/day, entropic field (reroll, wounding) 2/day, salient divine abilities, spell-like abilities, bypass damage reduction (evil). Special Qualities: Divine immunities, DR 30/epic, fire resistance 23, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 18 miles, remote communication, godly realm, greater teleport at will, plane shift at will, spell weaving, animal companion as druid, spirit sight, spirits’ favor, control sphere, SR 50, divine aura (18 miles, DC 37). Saves: Fort +70, Ref +68, Will +70 Abilities: Str 40, Dex 28, Con 28, Int 32, Wis 32, Cha 29 Skills*: Appraise +54, Bluff +52, Climb +53, Concentration +72 (+76 when casting defensively), Craft (alchemy) +54, Craft (armorsmithing) +54, Craft (blacksmithing) +54, Craft (stonemasonry) +54, Craft (weaponsmithing) +54, Diplomacy +60, Disable Device +54, Handle Animal +47, Heal +49, Hide +52, Iaijutsu Focus +52, Intimidate +76, Jump +53, Knowledge (arcana) +74, Knowledge (architecture and engineering) +74, Knowledge (history) +54, Knowledge (local) +54, Knowledge (nature) +54, Knowledge (religion) +74, Knowledge (spirits) +54, Listen +65, Move Silently +52, Profession (engineer) +74, Ride (horse) +49, Search +54 (+60 with hidden or secret doors), Sense Motive +54, Spellcraft +82, Spot +65, Swim +53, Use Magic Device +29 (+35 with scrolls). *Always receives a 20 on checks. Feats: Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Divine Might, Dodge, Eagle Claw Attack, Empower Spell, Great Fortitude, Improved Critical (scimitar), Improved Iniative, Improved Sunder, Improved Unarmed Strike, Magical Aptitude, Maximize Spell, Mobility, Multiweapon Fighting, Overwhelming Critical, Power Attack, Power Critical (scimitar), Profane Boost, Quicken Spell, Spell Focus (evocation), Spell Penetration, Spring Attack, Stunning Fist, Weapon Focus (scimitar), Weapon Specialization (scimitar), Whirlwind Strike Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Annihilating Strike, Avatar, Battlesense, Divine Blast, Divine Inspiration (dread), Divine Shield, Energy Storm (negative), Extra Domain (Corruption), Extra Domain (Force), Extra Domain (Grave), Frightful Presence, Hand of Death, Irresistible Blows (scimitar), Lay Curse, Life and Death, Life Drain, Mass Divine Blast, Mass Life and Death, Sunder and Disjoin, Wound Enemy Domain Powers: 18/day ignore hardness rating of an object when making an attack; 18/day touch of decay (melee touch attack deals 1d4 Con damage to living creatures, 2d6+10 to undead, objects, or constructs); 18/day smite (+4 on attack and +10 on damage for one weapon attack); cast evil spells at +1 caster level; 18/day reroll any damage roll; 18/day death touch (if subject touched does not have at least 60 hp, it dies). Spell-like Abilities: Siva uses these abilities as a 28th-level caster, except evil spells, which he uses as a 29th-level caster. The save DCs are 37 + spell level. Animate dead, antilife shell, befoul, Bigby’s crushing hand, blasphemy, blast of force, blight, blindness/deafness, contagion, create greater undead, create undead, death knell, desecrate, despoil, destruction, disintegrate, dispel good, doom, earthquake, energy drain, enervation, feeblemind, forcecage, ghost light, horrid wilting, implosion, inflict critical wounds, inflict light wounds, insanity, harm, mage armor, magic circle against good, magic missile, mass inflict light wounds, morality undone, Otiluke’s resilient sphere, Otiluke’s telekinetic sphere, pox, protection from good, ray of enfeeblement, repulsion, shatter, slay living, summon monster IX (as evil spell only), unholy aura, unholy blight, wail of the banshee, wall of bones, wall of force, withering palm. Shaman Spells/Day: 6/9/9/9/7/7/6/5/3; base DC = 21 + spell level; DC 22 + spell level with evocation spells. Sorcerer Spells Known (6/9/8/8/7/5; base DC = 19 + spell level; DC 20 + spell level with evocation spells): 0-acid splash, detect magic, electric jolt (MAG), Horizikaul’s cough (MAG), mage hand, prestidigitation, ray of frost, read magic, resistance; 1st-burning hands, forcewave (MAG), magic missile, shield, true strike; 2nd-battering ram (MAG), darkness, Melf’s acid arrow, scorching ray; 3rd-fireball, haste, lightning bolt; 4th-shout, thunderlance (FOR); 5th-cone of cold. Possessions: Siva uses a +5 scimitar with the unholy, vicious, and wounding special abilities. Other Divine Powers As greater deities, Siva automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks and saves). He is immortal. Senses: Siva can see, hear, touch, and smell at a distance of eighteen miles. As a standard action, he can perceive anything within eighteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 18 hours. Portfolio sense: Siva sense any act of destruction eighteen weeks before it happens and retain the sensation for eighteen weeks after the event occurs. Automatic actions: Siva can use Concentration, Intimidate, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (religion), Profession (engineer), and Spellcraft as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round. Create Magic Items: Siva can create any magic weapon or item that deals damage or causes destruction. Avatars Siva’s avatar takes the form of a very large, four armed man with three eyes. As he walks, the ground beneath his feet disappears. Avatar of Siva: As Siva except divine rank 9; Spd 60 ft.; AC 59 (touch 37, flat-footed 50); Atk +40; Grp +64; Atk +70 melee (1d6+22/15-20, +5 unholy vicious wounding scimitar); or +64 melee (1d8+15, unarmed strike); or spell +64 melee touch or +58 ranged touch; Full Atk +68/+63/+58/+53 melee (1d6+22/15-20, +5 unholy vicious wounding scimitar) and +58 melee (1d8+7, 3 unarmed strikes); or spell +64 melee touch or +58 ranged touch; SQ DR 20/epic, fire resistance 14, SR 41, divine aura (900 ft., DC 28); SV Fort +59, Ref +59, Will +61; all skill modifiers reduced by 9. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Battlesense, Divine Blast, Extra Domain (Corruption), Extra Domain (Force), Extra Domain (Grave), Hand of Death, Lay Curse, Sunder and Disjoin Spell-like Abilities: Caster level 19th; saving throw DC 28 + spell level. Note: Siva has the spell weaving ability similar to those of spellweavers. He can use his extra hands to cast spells while engaged in melee combat with each hand representing three spell levels. One hand to cast 0-3 levels of spells, two hands to cast 0-6 levels of spells, and three hands to cast 0-9 levels of spells. Sources: Legends and Lore (2E), On Hallowed Ground (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Oriental Adventures (3E), Eberron Campaign Setting (3.5E), Deities and Demigods (3E), Epic Level Handbook (3E), Book of Vile Darkness (3E), Complete Warrior (3.5E), Complete Divine (3.5E), and Dragon Magazine #318. |
| Green Giant10-17-04, 07:23 PM | Here is another deity of the Vedic Pantheon. Enjoy. :) Indra The First Ruler Intermediate Diety Symbol: White elephant Home Plane: Ever-Changing Chaos of Limbo/Swarga Portfolio: Weather, storms, battle Worshipers: Singhs (fighters), yavana (barbarians) Cleric Alignments: CE, CN, NE Domains: Air, Chaos, Evil, Storm, War, Weather Favored Weapon: Greatsword Indra, also known in earlier Vedic times as Parjanya, is the god of the atmosphere, storms, and battle. He is the embodiment of aggressive action, a great lover of war, and was the leader of the Vedic gods when the Aryans first entered India. Indra always watches any battle with great interest, and often cannot resist sending his avatar down to participate on the side which has shown him the most favor. He has the power to raise those slain in battle, as well as complete control over anything occurring in the air, such as storms, rain, wind, and especially thunder and lightning. Indra’s true form is that of a muscular man with unusually long arms and red skin. His celestial abode is located atop Mount Meru, but he is more often seen riding through the air on his huge white elephant. Dogma Clergy and Temples Priests of Indra are expected to take an active part in many battles and must never shy away from a chance to engage in combat. INDRA Fighter 20/Shaman 20 Medium-Size Outsider (Chaos, Evil) Divine Rank: 15 Hit Dice: 20d8+220 (outsider) plus 20d10+220 (Fighter) plus 20d6+220 (Shaman) (1,140 hp) Initiative: +13 (+9 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 82 (+9 Dex, +15 divine, +28 natural, +10 armor [+5 lamellar], +10 deflection) touch 44, flat-footed 73 Base Attack/Grapple: +40/+72 Attack: +5 crazed flaming burst unholy greatsword +81 melee; or +5 distance seeking shocking burst thundering composite [+17] longbow with +5 arrows +70 ranged; or unarmed strike +72 melee; or spell +72 melee touch or +64 ranged touch Full Attack: +5 crazed flaming burst unholy greatsword +81/+76/+71/+66 melee; or +5 distance seeking shocking burst thundering composite [+17] longbow with +5 arrows +70/+65/+60/+55 ranged; or unarmed strike +72/+67/+62/+57 melee; or spell +72 melee touch or +64 ranged touch Damage: +5 crazed flaming burst unholy greatsword 2d6+38 plus 1d6 fire/17-20; or +5 distance seeking shocking burst thundering composite [+17] longbow with +5 arrows 1d8+24 plus 1d6 electricity/x3; or unarmed strike 2d6+17; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Rebuke undead (+4 to rebuke checks) 13/day, domain powers, salient divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 25/epic, fire resistance 20, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion as druid, spirit sight, spirits’ favor, SR 37, divine aura (1,500 ft., DC 35). Saves: Fort +68, Ref +66, Will +65 Abilities: Str 44, Dex 28, Con 32, Int 26, Wis 26, Cha 30 Skills*: Appraise +35, Climb +41, Concentration +40 (+4 when casting defensively), Craft (armorsmithing) +50, Craft (blacksmithing) +50, Craft (weaponsmithing) +50, Diplomacy +46, Handle Animal +40, Heal +35, Iaijutsu Focus +60, Intimidate +60, Jump +41, Knowledge (arcana) +40, Knowledge (architecture and engineering) +40, Knowledge (history) +40, Knowledge (local) +40, Knowledge (nature) +60, Knowledge (nobility and royalty) +40, Knowledge (religion) +40, Knowledge (the planes) +35, Listen +35, Profession (commander) +60, Ride (elephant) +49, Search +35 (+4 with hidden or secret doors), Sense Motive +35, Spellcraft +44, Spot +35, Survival +40 (+2 other planes and to find or follow tracks; +6 aboveground), Swim +41. *Always receives a 20 on checks. Feats: Blind-Fight, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Devastating Critical, Divine Might, Divine Vigor, Dodge, Endurance, Empower Spell, Enlarge Spell, Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Far Shot, Glorious Weapons, Great Cleave, Great Ki Shout, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Critical (greatsword), Improved Iniative, Improved Unarmed Strike, Ki Shout, Mobility, Mounted Archery, Mounted Combat, Overwhelming Critical, Point Blank Shot, Quicken Spell, Spring Attack, Stunning Fist, Weapon Focus (greatsword), Weapon Focus (longbow), Weapon Specialization (greatsword), Weapon Specialization (longbow), Whirlwind Strike Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Annihilating Strike, Avatar, Battlesense, Divine Armor Mastery, Divine Battle Mastery, Divine Blast, Divine Shield, Divine Weapon Mastery, Energy Storm (electricity), Extra Domain (Air), Extra Domain (Evil), Extra Domain (Weather), Hand of Death, Irresistible Blows (greatsword), Life and Death, Power of Nature Domain Powers: 13/day turn or destroy earth creatures, or rebuke or command air creatures; cast chaos spells at +1 caster level; cast evil spells at +1 caster level. Spell-like Abilities: Indra uses these abilities as a 25th-level caster, except for chaos and evil spells, which he uses as a 26th-level caster. The save DCs are 35 + spell level. Air walk, animate objects, binding winds, blade barrier, blasphemy, call lightning, chain lightning, call lightning storm, chaos hammer, cloak of chaos, cloudwalkers, control weather, control winds, create undead, desecrate, dispel good, dispel law, divine power, elemental swarm (air only), entropic shield, flame strike, gaseous form, greater whirlwind, gust of wind, ice storm, magic circle against good, magic circle against law, magic vestment, magic weapon, obscuring mist, power word blind, power word kill, power word stun, protection from good, protection from law, shatter, sleet storm, spiritual weapon, storm of vengeance, summon monster IX (as an chaos or evil spell only), unholy aura, unholy blight, whirlwind, wind wall, word of chaos. Shaman Spells/Day: 6/8/8/8/8/7/6/6/6/5; base DC = 18 + spell level. Possessions: Indra uses a +5 greatsword with the crazed, flaming burst, and unholy special abilities. He uses a +5 composite [+17] longbow with the distance, seeking, shocking burst, and thundering special abilities with +5 arrows. He also wear a suit of +5 lamellar that provides continual protection from arrows. Other Divine Powers As an intermediate deity, Indra automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Indra can see, hear, touch, and smell at a distance of fifteen miles. As a standard action, he can perceive anything within fifteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of her rank or lower at up to two remote locations at once for 15 hours. Portfolio sense: Indra senses any storm as well as any battle the instant it happens and retains the sensation for fourteen weeks after the event occurs. Automatic actions: Indra can use Craft (armorsmithing), Craft (weaponsmithing), Iaijutsu Focus, Intimidate, Knowledge (nature), and Profession (commander) as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Indra can create any kind of magic weapon or armor as well as any magic item that controls the weather or protects the user from the weather, as long as the item’s market price does not exceed 200,000 gp. Avatars Indra’s avatar takes the form of a red-skinned warrior with gangling arms. Avatar of Indra: As Indra except divine rank 7; Spd 60 ft.; AC 66 (touch 36, flat-footed 57); Base Atk +40; Grp +64; Atk +73 melee (2d6+38 plus 1d6 fire/19-20, +5 crazed flaming burst unholy greatsword), or +61 melee (1d8+24 plus 1d6 electricity/x3, +5 distance seeking shocking burst thundering composite [+17] longbow with +5 arrows), or +64 melee (2d6+17, unarmed strike), or spell +64 melee touch or +56 ranged touch; Full Atk +73/+68/+63/+58 melee (2d6+38 plus 1d6 fire/19-20, +5 crazed flaming burst unholy greatsword), or +61/+56/+51/+46 melee (1d8+24 plus 1d6 electricity/x3, +5 distance seeking shocking burst thundering composite [+17] longbow with +5 arrows), or +64/+59/+54/+49 melee (2d6+17, unarmed strike), or spell +64 melee touch or +56 ranged touch; SQ DR 20/epic, fire resistance 12, SR 39, divine aura (700 ft., DC 26); SV Fort +60, Ref +58, Will +57; all skill modifiers reduced by 8. Salient Divine Abilities: Alter Reality, Alter Size, Divine Armor Mastery, Divine Blast, Divine Shield, Extra Domain (Air), Extra Domain (Evil), Extra Domain (Weather), Power of Nature Spell-like Abilities: Caster level 17th; saving throw DC 26 + spell level. Sources: Legends and Lore (2E), On Hallowed Ground (2E), PHB 3.5, DMG 3.5, MM 3.5, Oriental Adventures (3E), Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Epic Level Handbook (3E), Complete Divine (3.5E), Complete Warrior (3.5E), Arms and Equipment Guide (3E), and Dragon Magazine #318 (3.5E). |
| Lord Mortanius10-18-04, 12:18 AM | GG, I think you should remove the 'Singh' from Indra and Siva's worshipers, as the word is the surname of all Sikh males. On a side note, what about Shiva's portfolio ? He holds destruction and lairs in the Negative Energy Plane as well(or the Himalayas, take your pick). Shiva is also just one deity, not a composite of several others. |
| Green Giant10-18-04, 06:58 PM | Here is a deity of the skies. Enjoy. :) Koriel The Vigilant Sky Lord Intermediate Diety Symbol: A ki-rin horns and eyes Home Plane: Wanders Portfolio: Learning, protection, vigilance against evil Worshipers: Ki-rin, philosophers, samurai, sohei, teachers Cleric Alignments: LG, NG, LN Domains: Air, Good, Guardian, Hero, Knowledge, Law Favored Weapon: Horn (spear) Dogma Clergy and Temples KORIEL Shaman 20/Sorcerer 20 Huge Outsider (Good, Law, Spirit) Divine Rank: 13 Hit Dice: 20d8+260 (outsider) plus 20d6+260 (Shaman) plus 20d4+260 (Sorcerer) (1,140 hp) Initiative: +11 (+7 Dex, +4 Improved Iniative) Speed: 140 ft., fly 280 ft. (perfect) AC: 64 (-2 size, +7 Dex, +13 divine, +26 natural, +10 deflection) touch 38, flat-footed 57 Base Attack/Grapple: +40/+78 Attack: +5 defending disruption soul of honor horn +73 melee; or unarmed strike +68 melee; or spell +68 melee touch or +58 ranged touch Full Attack: +5 defending disruption soul of honor horn +73 melee and 2 hooves +68 melee; or unarmed strike +68/+63/+58/+53 melee; or spell +68 melee touch or +58 ranged touch Damage: +5 defending disruption soul of honor horn 2d6+22 and 2 hooves 1d6+8; or unarmed strike 3d8+17; or by spell. Face/Reach: 15 ft./10 ft. Special Attacks: Turn undead (+6 to turn checks) 13/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (good, law). Special Qualities: Divine immunities, DR 25/epic, fire resistance 18, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 13 miles, remote communication, godly realm, greater teleport at will, plane shift at will, telepathy 100-ft., detect thoughts at will, animal companion as druid, spirit sight, spirits’ favor, SR 65, divine aura (1,300 ft., DC 33). Saves: Fort +70, Ref +64, Will +67 Abilities: Str 44, Dex 24, Con 36, Int 40, Wis 30, Cha 30 Skills*: Bluff +68, Concentration +86 (+90 when casting defensively), Decipher Script +73, Diplomacy +101, Gather Information +69, Handle Animal +63, Heal +83, Hide +12, Intimidate +54, Knowledge (arcana) +88, Knowledge (geography) +68, Knowledge (history) +73, Knowledge (local) +73, Knowledge (nature) +68, Knowledge (nobility and royalty) +88, Knowledge (religion) +88, Knowledge (spirits) +88, Listen +87, Perform (oratory) +53, Perform (sing) +68, Profession (teacher) +83, Search +88, Sense Motive +83, Spellcraft +94, Spot +87. *Always receives a 20 on checks. Feats: Alertness, Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Consecrate Spell, Craft Wondrous Item, Divine Cleansing, Divine Might, Eschew Materials, Flyby Attack, Great Fortitude, Heighten Spell, Improved Iniative, Improved Multiattack, Improved Unarmed Attack, Iron Will, Multiattack, Power Attack, Quicken Spell, Ki Shout, Lightning Reflexes, Scribe Scroll, Spell Focus (abjuration), Spell Focus (divination), Stunning Fist, Widen Spell Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar, Clearsight, Divine Blast, Divine Shield, Divine Spellcasting, Extra Domain (Air), Extra Domain (Good), Extra Domain (Hero), Gift of Life, Increased Spell Resistance, Lay Quest, Life and Death, Power of Truth Domain Powers: 13/day turn or destroy earth creatures, or rebuke or command air creatures; cast good spells at +1 caster level; 13/day add shaman level to a single saving throw; 13/day add shaman level to a single attack roll; cast divination spells at +1 caster level; cast law spells at +1 caster level. Spell-like Abilities: Koriel uses these abilities as a 23rd-level caster, except for divination, good and law spells, which he uses as a 24th-level caster. The save DCs are 33 + spell level. Aid, air walk, antipathy, blade barrier, bull’s strength, calm emotions, chain lightning, clairaudience/clairvoyance, control weather, control winds, detect secret doors, detect thoughts, dictum, discern location, dispel chaos, dispel evil, divination, divine favor, divine power, elemental swarm (air only), find the path, foresight, gaseous form, giant size, hold monster, holy aura, holy smite, holy word, legend lore, magic circle against chaos, magic circle against evil, obscuring mist, order’s wrath, protection from chaos, protection from energy, protection from evil, repulsion, righteous might, shapechange, shield of faith, shield of law, snake barrier, stoneskin, substitution, summon monster IX (as good or law spell only), surelife, Tenser’s transformation, true seeing, warning, whirlwind, wind wall. As a ki-rin, Koriel has the ability to use astral projection, call lightning, control weather, etherealness, gaseous form, permanent image, wind walk at will. He can use permanent creation 1/day; caster level 60th. Shaman Spells/Day (Levels 0-10): 6/9/9/8/8/8/7/6/6/6/2; base DC = 21 + spell level. Sorcerer Spells Known (Levels 0-10; 6/9/9/8/8/8/8/7/7/7/2; base DC = 21 + spell level): 0-daze, detect magic, disrupt undead, light, mage hand, prestidigitation, ray of frost, read magic, resistance; 1st-fiery eyes, magic missile, shield, true strike, unseen servant; 2nd-invisibility, misdirection, protection from arrows, whispering wind; 3rd-fireball, haste, remove curse, water breathing; 4th-charm monster, polymorph, scrying, shout; 5th-hold monster, passwall, spirit self, telekinesis; 6th-globe of invulnerability, greater dispel magic, repulsion; 7th-commune with greater spirit, power word blind, reanimation; 8th-polymorph any object, surelife, whirlwind; 9th-freedom, summon monster IX, wish. Possessions: Koriel uses his horn which has a +5 enhancement with the defending, disruption, and soul of honor special abilities. Other Divine Powers As an intermediate deity, Koriel automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Koriel can see, hear, touch, and smell at a distance of thirteen miles. As a standard action, he can perceive anything within thirteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 13 hours. Portfolio sense: Koriel senses any act of learning or protection from evil the instant it happens and retains the sensation for thirteen weeks after the event occurs. Automatic actions: Koriel can use Concentration, Heal, Knowledge (arcana), Knowledge (religion), Knowledge (spirits), Listen, Search, Sense Motive, Spellcraft, and Spot as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Koriel can create any kind of magic item dealing with divinations or protection, as long as the item’s market price does not exceed 200,000 gp. Avatars Koriel appears as a great ki-rin with gold and silver fur and a mane of rainbow hues. Avatar of Koriel: As Koriel except divine rank 6; Spd 140 ft., fly 280 ft. (perfect); AC 50 (touch 31, flat-footed 40); Base Atk +40; Grp +71; Atk +66 melee (2d6+22, +5 defending disruption soul of honor horn); or +61 melee (3d8+17, unarmed strike); or spell +61 melee touch or +51 ranged touch; Full Atk +66 melee (2d6+22, +5 defending disruption soul of honor horn) and +61 melee (1d6+8, 2 hooves); or +61/+56/+51/+46 melee (3d8+17, unarmed strike); or spell +61 melee touch or +51 ranged touch; SQ DR 20/epic, fire resistance 11, SR 38, divine aura (600 ft., DC 26); SV Fort +63, Ref +57, Will +60; all skill modifiers reduced by 7. Salient Divine Abilities: Alter Reality, Alter Size, Divine Blast, Divine Shield, Extra Domain (Air), Extra Domain (Good), Extra Domain (Hero), Gift of Life Spell-like Abilities: Caster level 16th; saving throw DC 26 + spell level. Note: As a huge creature I increased or decreased the original base ability scores by: Str +16, Dex –4, Con +8 but did not add any more to natural armor. Sources: Monster Mythology (2E), PHB 3.5, DMG 3.5, MM 3.5, Oriental Adventures (3E), Deities and Demigods (3E), Complete Warrior (3.5E), Complete Divine (3.5E), Draconomicon (3.5E), and Dragon Magazine #318. |
| aevrenn_wildrunner10-19-04, 04:36 PM | Hey all! It's my first post, although I've been scrolling through the thread regularly. I need to know if anyone has created a "Chosen of Labelas" template? If not, could someone write one up? Thanks a bunch. Aevrenn Wildrunner |
| Green Giant10-19-04, 07:45 PM | Originally posted by aevrenn_wildrunner Hey all! It's my first post, although I've been scrolling through the thread regularly. I need to know if anyone has created a "Chosen of Labelas" template? If not, could someone write one up? Thanks a bunch. Aevrenn Wildrunner You should try the Post Your Own Chosen Template thread found in the Classes, Monsters, and Races forum. There might be a Chosen of Labelas there. Here is an archomental before he was slain. Enjoy. :) Baron Bwimb Huge Elemental (Earth, Evil, Water) Hit Dice: 30d8+300 (435 hp) Initiative: +6 Speed: 20 ft., swim 50 ft. AC: 29 (-2 size, +6 Dex, +6 insight, +9 natural) touch 20, flat-footed 23 Base Attack/Grapple: +22/+44 Attack: +5 acidic burst heavy mace +41 melee (3d6+21 plus 1d6 acid) or slam +36 melee (2d10+14 plus 2d6 acid/19-20) Full Attack: +5 acidic burst heavy mace +41/+36/+31/+26 melee (3d6+21 plus 1d6 acid); or 2 slams +36 melee (2d10+14 plus 2d6 acid/19-20). Face/Reach: 15 ft./15 ft. Special Attacks: Acid, spell-like abilities. Special Qualities: DR 10/epic, darkvision 60 ft., elemental traits, fire immunity, see invisibility, SR 27, summon oozes, summon ooze paraelemental Saves: Fort +27, Ref +16, Will +19 Abilities: Str 38, Dex 22, Con 31, Int 20, Wis 24, Cha 24 Skills: Bluff +22, Concentration +25, Diplomacy +21, Hide -2, Intimidate +29, Knowledge (arcana) +15, Knowledge (nature) +15, Knowledge (religion) +20, Knowledge (the planes) +25, Listen +24, Search +20, Sense Motive +22, Spellcraft +22, Spot +24, Swim +34. Feats: Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Grapple, Improved Sunder, Improved Unarmed Strike, Iron Will, Power Attack, Quicken Spell-like Ability (slow) Climate/Terrain: Elemental Plane of Ooze Organization: Solitary Challenge Rating: ? Treasure: Quadruple standard Alignment: Neutral evil Advancement: - Baron Bwimb is a powerful paraelemental lord who dwells in the Elemental Plane of Ooze. He considers himself to be master of the plane and lord of all oozes, a rivalry he shares with the demon lord, Jubilex. He dwells in his fortress called, ingenuously enough, the Fortress of Bwimb. He has been able to project his power that other elemental lords have discovered as spellcasting abilities to some adepts and clerics who follow his will. Baron Bwimb appears as a pallid, sluglike great humanoid sweating acidic slime whose arms and legs have atrophied from disuse yet he can still move and react with great speed when necessary. Baron Bwimb’s symbol is a blot of black slime. Combat Baron Bwimb is a slothful fighter and prefers not to waste his energy in combat unless absolutely necessary. He uses his spell-like abilities and summoning abilities to keep opponents away as well as to assist him in everyday matters. If he is forced to engage in melee combat he usually makes one slam attack against an opponent who appears the most weakened before retreating. Baron Bwimb’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. Acid (Ex): Baron Bwimb’s attacks are highly acidic and any melee attack deals acid damage. The acid deals 40 points of damage per round to metal or wooden objects unless it succeeds at a Reflex save (DC 31). A metal or wooden object that strikes Baron Bwimb also dissolves immediately unless it succeeds at a Reflex save. Any unarmed attack done by an opponent suffers 2d6 points of acid damage. Spell-Like Abilities: At will – detect good, detect thoughts, greater dispel magic, greater teleport, read magic, stinking cloud, suggestion; 3/day – contagion, Evard’s black tentacles, slow, tongues, waves of fatigue; 1/day – acid fog, slime wave, telekinesis. Caster level 30th. Elemental traits: Baron Bwimb has darkvision 60 ft. He is immune to poison, sleep effects, paralysis, and stunning. He is not subject to critical hits or flanking. He cannot be raised or resurrected. He does not need to eat, sleep, or breathe. See invisibility (Su): Invisible creatures and objects are always visible to Baron Bwimb, as if he constantly had a see invisibility spell (caster level 20th) active. Summon Oozes (Sp): Once per day, Baron Bwimb can automatically summon 1d6 gray oozes, 1d4 ochre jellies, or 1d2 black puddings. Summon Ooze Paraelemental (Sp): Once per day Baron Bwimb can automatically summon 1 elder paralemental ooze, 1d3 greater paraelemental oozes, or 1d4+1 huge paraelemental oozes. Possessions: Baron Bwimb carries Bwimb’s Scepter, a +5 acidic burst heavy mace that also functions as a rod of viscid globs. The Goals of Baron Bwimb Baron Bwimb is lazy and his actions reveal it. He is content with being master of the Elemental Plane of Ooze and does not wish to expend much energy in expanding his holdings. In fact, he is only master of his fortress and the surrounding areas; much of the plane does not acknowledge him as its ruler. Even this ignorance by the inhabitants of the plane is not enough to draw Baron Bwimb from his fortress. It is even whispered by his followers that he may be too lazy to create plans of conquest and expansion. The Cult of Baron Bwimb The cult of Baron Bwimb is common among ooze sprites and other beings who are crazy and lazy enough to worship oozes. His church is small and is not likely to get any bigger since even the Baron sometimes gets too lazy to grant his clerics spells. Clerics affiliated with Baron Bwimb have access to Decay, Evil, Pestilence, Slime, and Sloth. Sources: PHB 3.5, DM 3.5, MM 3.5, Player’s Guide to Faerun (3.5E), Eberron Campaign Setting (3.5E), Manual of Planes (3E), Book of Vile Darkness (3E), Complete Divine (3E) and Dragon Magazine #323. |
| Lord Mortanius10-19-04, 11:47 PM | Who killed Bwimb ? |
| Tebryn1410-20-04, 05:30 PM | Who killed Bwimb ? Tenebrous. Bwimb was replaced by his daughter, Bwimb II. |
| Green Giant10-21-04, 12:30 AM | Here is an enemy of the Asgard and its harbringer of doom. Enjoy. :) Fenris Wolf Huge Outsider (Chaos, Evil, Extraplanar) Hit Dice: 55d10+1100 (1,650 hp) Initiative: +17 (+13 Dex, +4 Improved Iniative) Speed: 100 ft. AC: 41 (-2 size, +13 Dex, +30 natural) touch 21, flat-footed 28 Base Attack/Grapple: +55/+79 Attack: Claw +70 melee (4d8+16/19-20) Full Attack: 2 claws +70 melee (4d8+16/19-20) and bite +70 melee (8d6+8/19-20). Face/Reach: 15 ft./10 ft. Special Attacks: Frightful howl, savage 40d6+40, spell-like abilities Special Qualities: Abomination traits, DR 10/epic, darkvision 60 ft., fast healing 10, low-light vision, SR 32, scent, acid, cold, electricity, fire, and sonic resistance 20 Saves: Fort +51, Ref +44, Will +31 Abilities: Str 42, Dex 36, Con 51, Int 18, Wis 32, Cha 19 Skills: Bluff +29, Concentration +45, Diplomacy +33, Escape Artist +38, Gather Information +29, Handle Animal +29, Hide +52, Intimidate +53, Jump +41, Knowledge (geography) +29, Knowledge (nature) +55, Knowledge (religion) +29, Knowledge (the planes) +29, Listen +58, Move Silently +60, Search +49, Sense Motive +36, Spot +58, Survival +56 (+60 to avoid getting lost and other planes; +62 aboveground and to find or follow tracks), Swim +41. Feats: Alertness, Blinding Speed x2, Cleave, Combat Reflexes, Great Cleave, Great Fortitude, Improved Bull Rush{B}, Improved Critical (bite), Improved Critical (claw), Improved Iniative, Improved Multiattack, Improved Sunder, Improved Trip{B}, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Stealthy, Weapon Focus (bite), Weapon Focus (claw) Climate/Terrain: Any land Organization: Solitary Challenge Rating: ? Treasure: Standard Alignment: Chaotic evil Advancement: - This huge wolf is the offspring of Loki and a giantess, Angur-boda. Due to an agreement among the gods not to slay each other’s offspring, the wolf cannot be killed. He is so strong that he can easily break any chain placed around his neck. He wandered Asgard free for many years before the dwarves finally forged a leash he could not break. Forged from the roots of a mountain, the noise of a moving cat, and the breath of a fish, this golden leash is no thicker than a strand of silk, yet it is completely unbreakable. Every now and then, however, the Fenris Wolf slips his chain and travels to Midgard in pursuit of prey. Men often know when this has happened, for it is a time of terrible omens when the avatars of the gods walk the land in search of the terrible beast. According to the Norns, the Fenris Wolf will devour Odin during Ragnarok. Combat The Fenris Wolf is straightforward within the limits of the leash. It looses a frightful howl to break up a group of opponents, then chooses a victim that was left behind by fleeing companions. Its preferred tactic is to first use Improved Trip on an opponent, then immediately savage its downed foe. Against opponents heavily-ladened with magic, it uses greater dispel magic to dispel any protections and magic weapons. Fenris Wolf’s natural weapons are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Spell-Like Abilities: At will – darkness, detect good, greater dispel magic, greater magic fang; 1/day – whirl of fangs (SK). Caster level 55th. Fast Healing (Ex): Fenris Wolf regains lost hit points at the rate of 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow Fenris Wolf to regrow or reattach lost body parts. Frightful Howl (Su): As a standard action, the Fenris Wolf can emit a howl in a 60-foot-radius spread that affects opponents with fewer Hit Dice or levels than the Fenris Wolf. The affected creature must make a successful Will save (DC 47) or become shaken. Success indicates that the target is immune to the Fenris Wolf’s frightful howl for one day. Savage (Su): If the Fenris Wolf successfully trips an opponent, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 40d6+40 points of damage. If an opponent goes prone for any reason (perhaps as the subject of a summoned brachyurus’ Improved Trip attack) in an area the Fenris Wolf threatens, the Fenris Wolf can also savage the victim as a free action (treat as the Fenris Wolf’s attack of opportunity for the round), even though it had nothing to do with tripping the foe. Summon Brachyurus (Sp): Five times per day, the Fenris Wolf can summon a brachyurus. Abomination traits: Immune to polymorph, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft. The Goals of Fenris Wolf Fenris Wolf is obsessed with escape and revenge. It pursues these goals with single-minded determination and uses any means to find information or items that would allow him to break the leash forged by the dwarves all those years ago. It reserves its greatest hatred toward Tyr and Odin and its clergy whom it blames for its imprisonment. It instructs its followers to destroy their temples and clerics of those deities whenever possible. The Cult of Fenris Wolf The cult of Fenris Wolf is common among beserkers, marauders and others who venerate the bestial side of life. Its cultists seek a means to free their lord and to usher Ragnarok. Clerics affiliated with the Fenris Wolf have access to Bestial, Chaos, Destruction, and Evil. Note: You can ignore the cult of Fenris Wolf and simply use him as an abomination. Sources: Legends and Lore (2E), PHB 3.5, DM 3.5, MM 3.5, Serpent Kingdoms (3.5E), Book of Vile Darkness (3E), and Epic Level Handbook (3E). |
| aevrenn_wildrunner10-26-04, 09:17 PM | Hey, Tebryn14. Could you post or send me the stats of Labelas Enoreth? Thanks. |
| TheArchfiend10-30-04, 02:34 AM | Caine Lord of Vampires, Father of the Night, the Beast, The Blood Regent Demigod Symbol: A simple red vertical stroke Home Plane: Infinite Layers of the Abyss Alignment: Chaotic evil Portfolio: Blood, chaos, evil, shadows, thieves, vampires, Worshipers: Vampires Cleric Alignments: CE, NE, LE Domains: Blood, Death, Destruction, Evil Favored Weapon: Slam (natural weapon) Caine, Kain, or Khayyn. However his name is said, all who speak it know to whom it belongs. The first vampire according to many legends, Caine is a legendary figurehead of the vampire community. No one really knows how the entity known as Caine came into existence. Some insist that he is the first mortal to engage in a murderous act, others say he was gifted by Orcus. The truth is that no one really knows and Caine does not disclose this information to anyone. While not quite as powerful as other demigods, Caine is a paramount vampire first and foremost. Even without his divine mantle, no vampire in recorded history can approach his awesome might. History/Relationship: All strains of vampiric life radiate from him, from the savage tunnel dweller to the apathetic aristocrat. For every power they posses Caine’s is more potent. Rumors persist in the Book of Vile Darkness that the Demon Prince Orcus gave birth to this vastly evil creature by allowing him to drink of his undead, demonic blood. Other stories say that he slew his eldest brother in the first mortal murder and was cursed. Perhaps the truth is an amalgamation of the two stories. Only recently elevated to divinity, knowledge of Caine’s existence was chalked up to the things of legends, then a group of overzealous vampire hunters wishing to find the ultimate trophy went looking for Caine. And found him they did. Caine allowed one of them to live, albeit missing more than one limb. Word spread like wildfire and powerful vampires soon emerged to challenge this upstart who called himself Caine. They too fell before his might. Caine was indeed real and he once again yearned for the company of his children. Soon droves of vampires came to Caine seeking to gather scraps from his table. Caine appears as a youthful charismatic humanoid with pale skin and long, white hair. He wears a suit of full plate armor grafted with multiple graven symbols. In his right hand is his favored weapon, the Wraith Blade; a weapon who’s origin is as wreathed in secrecy as the vampire king himself. Dogma: Fear Caine for he feasts upon the blood of all intelligent creatures. Caine despises being called for situations that could be dealt with by minimal effort. As befitting of a creature of chaos, Caine enjoys senseless slaughter and bloodshed. His thirst for blood is usually quenched once every 100 years, called the Season of Blood. During this time Caine manifests an avatar to his most devoted followers and for seven days they ravage the countryside gorging themselves on the blood of their victims. On the seventh day, the followers feast upon Caine’s avatar increasing their power. Clergy and Temples: Cainite clergy work hard to ensure that all living creatures fear the name of Caine. These cruel individuals epitomize their dark undead god. Through sheer cunning and outright brute force, they hedge the behaviors of vampire society. Caine is very much a family person; if an individual shames or soils his clan’s name or worse, the name of Caine himself, these vampires are subjected to an existence that is far worse than their undead one. Each clan was formed based on the views of Caine’s first sired or of powerful vampires who had different views of vampiric civilization in Caine’s lengthy absence. Each House or Clan, is lead by very powerful and ancient vampires who may or may not be clerics. Those who rule have but one constant rule: either obey Caine first and foremost, or die. Temples built to Caine appear in one of two ways: immensely old and intricate or as simple as a personal shrine. Many attribute the later to the worship of Caine after is disappearance. Either place of homage is always filled with pans of blood. This blood is always from an intelligent creature and never from an animal. Such an offering would insult Caine and inspire his fury, one thing undead creatures do not seek is their total annihilation. Caine Assassin 10/ Barbarian 5/ Fighter 5/ Rogue 5/ Nighthawk 10/ Scourge 10/ Lifedrinker 10 Medium Undead (patriarch Vampire lord) Divine Rank: 3 Hit Dice: 55d12+55+825 (1,540 hp) Initiative: +23 (+15 Dex, +8 Improved Initiative) Speed: 130 ft., fly 100 ft. (perfect) Armor Class: 72 (+15 Dex, +23 natural armor, +3 divine, +6 insight, +15 deflection), touch 49, flat-footed 57 Base Attack/ Grapple: +29/+49 Attack: Wraith Blade +55 melee (2d6+31), or slam +49 melee (1d6+17), or claw +50 melee (1d6+17) Full Attack: Wraith Blade +55 melee (2d6+31), or slam +49 melee (1d6+17), or 2 claws +50 melee (1d6+17 plus rend) Space/Reach: 5 ft./ 5 ft. Special Attacks: Blood drain, children of the night, command undead, create spawn, darkvision 60 ft., death attack, domain powers, force wave, frightful presence, hypnotic vapor, improved domination, improved energy drain, mythercia, obtenebration, paralyzing gaze, rage 2/day, rend, salient divine abilities, sneak attack +8d6, spell-like abilities, spells, telekinesis Special Qualities: Alternate forms, damage reduction 30/silver and magic and 15/epic and good, dark progeny, fast healing 10, gaseous form, greater initiative, immunity to ability damage, ability drain, acid, cold, death effects, disease, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, and transmutation, not subject to critical hits, death from massive damage, or turning or rebuking, improved evasion, light sleep, no scent, no step, resistance to fire 15, sanctuary of the earth, scent, shadow walk, skill bonus +3, spider climb, spell resistance 49, telepathy, uncanny dodge (can’t be flanked, +4 against traps), unholy toughness, unnatural aura, vampire weaknesses Saves: Fort +55, Ref +55, Will +46 Abilities: Str 45, Dex 40, Con –, Int 34, Wis 34, Cha 40 Skills: Balance +67, Bluff +69, Climb +63, Decipher Script +60, Diplomacy +82, Disguise +61 (+67 acting), Gather Information +61, Hide +73, Intimidate +75, Jump +69, Listen +66, Move Silently +69, Open Lock +61, Search +66, Sense Motive +69, Spellcraft +19, Spot +66, Tumble +67, Use Magic Device +58 (+64 involving scrolls) Feats: Ability Focus (Domination), Alertness (B), Cleave, Combat Reflexes (B), Daunting Presence, Death Master, Dodge (B), Drain Sanguine Humour, Drain Yellow Bile, Empowered Ability Damage, Energy Drain (B), Expertise, Eviscerator, Forgettable, Great Cleave, Improved Blood Drain (B), Improved Critical (claw), Improved Initiative (B), Improved Natural Attack (B), Improved Scent, Iron Will (B), Leadership (B), Life Drain, Lightning Reflexes (B), Mobility, Necromantic Might, Necromantic Presence, Power Attack, Run, Spring Attack, Vile Natural Attack, Weapon Focus (claw), Whirlwind Attack Possessions: Wraith Blade Combat Caine is quick to combat if he feels he is pushed. He is incredibly able to act stealthy if of such a mind. In truth, Caine’s approach to combat is as versatile as Caine himself. Alter Forms (Su): Caine can assume the form of any animal, as the druid ability wild shape used by a 12th-level druid. Caine can use this power at will as a move-equivalent action. He can change from one animal shape to another without having to revert to its humanoid form. Blood Revel (Ex): After Caine drains any blood from a victim, he can choose to enter a state called a blood revel as a free action at the beginning of his next turn and remain in that state for 10 rounds. Refer to the Book of Vile Darkness for details. Blood Servant (Ex): Refer to the Book of Vile Darkness for details.. Boost Defenses (Ex): Refer to the Book of Vile Darkness for details.. Children of the Night (Su): This ability functions just as a normal vampire’s controlling ability except that the creatures summoned forth serve Caine until released. Further, Caine can sense through the senses of any such commanded creatures, and communicate empathically with them, with a range of 10 miles. Command Undead (Su): Caine can rebuke or command undead as if he were a 45th level cleric. Control Weather (Su): Caine can cast either control weather or fog cloud as a 45th level sorcerer at will. Create Spawn (Su): A humanoid or monstrous humanoid slain by Caine’s energy drain attack rises from the grave as a vampire (see Monster Manual) 1d4 days after burial. The vampire is enslaved to Caine until his death and the willpower of Caine is too strong to allow it to break free of its enslavement. Dark Progeny (Ex): Any vampire sired by Caine automatically rises as a patriarch vampire (see Chapter 5 in the Ravenloft Campaign Setting). Death Attack: kIf Caine studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Caine’s choice). Fortitude save (DC 26). Domain Powers: 3/day – can deal maximum damage with a blood drain attack for 1 round; 3/day – death touch 3d6; 3/day – +4 to hit +3 to damage; cast evil spells at +1 caster level. Force Wave (Su): The force of Caine’s personality is so strong that he can manifest it in the form of a cube of pure force that deals 12d6 points of damage. To use this attack Caine must take a standard action and succeed at a ranged touch attack (+42 ranged attack bonus). This ability has a range of 60 feet. Frightful Presence (Su): Whenever Caine is seen each opponent in the area that can see him must make a Will saving throw (DC 55) or flee in terror for 2d6 rounds. If the save is successful, that creature is still shaken for 2d4 rounds, but otherwise may not be affected by Caine’s frightful presence again for 24 hours. Gaseous Form (Su): As a standard action, Caine can assume gaseous form at will. He can remain in this form indefinitely and has a fly speed of 120 feet with perfect maneuverability. Greater Blood Drain (Ex): Caine can suck blood from a living victim with his fangs by making a successful grapple check. If he pins the foe, he drains blood, inflicting 2d6+2 (X1-1/2) points of permanent Constitution drain each round the pin is maintained. On each such successful attack, Caine gains 5 temporary hit points. Caine can choose to drain blood from the victim’s heart; if he does the victim must succeed at a Will save (DC 55) or be affected by an emotion (despair) effect. Additionally, Caine can choose to drain yellow bile along with blood causing the victim to become exhausted (half speed, -6 penalty to Strength and Dexterity) unless they succeed at a Will save (DC 55). These additional effects of a blood drain attack are extraordinary, mind-affecting effects. Hypnotic Vapor (Su): Refer to the Ravenloft Campaign Setting for details.. Improved Domination (Su): Caine must take a standard action and this ability does not require line of sight to the target, but the target must be able to hear Caine's voice when he speaks at a normal volume level. Anyone whom Caine targets must succeed at a Will save (DC 57, made with a -4 penalty) or fall instantly under his influence as though by a dominate monster spell cast by a 12th level sorcerer. This ability has a range of 30 feet. Improved Energy Drain (Su): Living creatures hit by Caine’s slam attack must succeed at a Fortitude save (DC 55) or suffer 7 negative levels. Affected creatures also lose 105 hit points and Caine retroactively gains 105 hit points. Lifewell (Ex): Refer to the Book of Vile Darkness for details.. Mythercia (Su): As a standard action, Caine can make a melee touch attack that deals 1d4 points of temporary damage to a chosen Ability score (Caine’s choice). The target can attempt a Fortitude saving throw (DC 55) to halve the damage. Regardless of the result, whatever damage is dealt is retroactively added to Caine’s own ability score, gaining bonuses accordingly. Ability score damage recovers at a rate of 1 point per day. No Scent (Ex): Refer to the Fang and Fury for details.. No Step (Ex): Refer to the Fang and Fury for details.. Obtenebration (Su): Five times per day Caine can cause the shadows around him to spring to life, forming 1d4+12 tentacles of pure darkness. These tentacles attack any opponent within a 25 foot radius of Caine. The tentacles have 27 hit points and a +35 attack/grapple bonus. It is otherwise identical to an Evard’s black tentacles spell cast by a 20th level sorcerer. Paralyzing Gaze (Su): As a standard action; DC 55 Will saving throw. This attack has a range of 60 feet and is otherwise identical to a hold monster spell cast by a 20th level sorcerer. Rend (Ex): If Caine hits an opponent with two claw attacks in a single round, he latches onto the victim and tears into the flesh. This attack automatically deals 2d6+25 points of damage. Salient Divine Abilities: Alter Reality (save DC 28 for duplicated spells, temporary non-magical items last for 3 days, temporary magical items last for 3 hours), Avatar, Battlesense, Divine Dodge (55% miss chance) Sanctuary of the Earth (Ex): Caine’s curse was to walk the world of men forever. Even death cannot claim him. If Caine is simply turned to dust and his body is not disposed of in the proper way (see Vampire Weaknesses), the particles of his body reform in 1d10 days. This ability is only available to Caine while he is on the Material Plane. Scent (Ex): As per Monster Manual except range 60 feet. Shadow Walk (Ex): Caine can instantly teleport from shadow to shadow by simply walking into a shadow. He reappears where he designates within 60 feet of where he vanished. Special Attack Boost (Empower, Maximize) (Ex): Refer to the Book of Vile Darkness for details. Spell-Like Abilities: At will – animate dead, blasphemy, blood bond, blood burst (DC 37), blood messenger, blood spy (DC 29), boil blood (DC 31), cause fear (DC 29), clot (DC 35), contagion, create greater undead, death knell (DC 30), death ward, desecrate, destruction (DC 35), disintegrate (DC 35), dispel good, earthquake, harm (DC 34), heart leech (DC 34), implosion (DC 37), inflict critical wounds (DC 32), magic circle against good, mass inflict light wounds (DC 33), slay living (DC 33), shatter (DC 30), summon monster IX*, thin blood (DC 32), unholy aura, unholy blight, wail of banshee (DC 37). Caster level 33rd. *can be used to summon evil creatures only. Spells: Caine can cast 4th level Assassin spells and 4th level Nighthawk spells; his effective caster level for each is 20th. Assassin Spells/day: 3/3/3/3; save DC is 25 + spell level. Nighthawk Spells/day: 2/2/2/1; save DC is 25 + spell level. Spell Boost (Empower, Heighten, Maximize, Quicken) (Ex): Refer to the Book of Vile Darkness for details. Spider Climb (Ex): Caine can climb sheer surfaces as though affected by a spider climb spell. Telekinesis (Su): Caine can use telekinesis as cast by a 10th level sorcerer at will. Unholy Toughness (Ex): Caine gains a bonus to his hit points equal to his Charisma modifier X his Hit Dice. Unnatural Aura (Ex): Caine exudes an aura of evil and death that frightens animals. Animals, including animals, magical beasts, and vermin, not under Caine’s control must make a Will saving throw (DC 55) or flee from Caine. Vampire Weaknesses (Ex): Caine cannot be repelled by garlic or holy symbols. Mere presentation of a holy symbol has no effect. He has no fear of mirrors, and casts reflections as living beings do. Caine can cross over or through running water with no impediments. He is not harmed in any way by immersion in running water. Caine is not as vulnerable to sunlight as a normal vampire, and can go about in broad daylight if he desires. Under sunlight, he takes a -4 penalty to all ability scores and on all attacks, saves, and skill checks. Also, if Caine does venture out in sunlight, he cannot use any of his supernatural powers. Victims of his domination power are not freed of control during daylight hours; Caine can verbally command any creature in his thrall even in direct sunlight. Spells that produce sunlight effects cannot harm him; only direct light from the sun can weaken him. If Caine is destroyed while exposed to direct sunlight, he seems to die, but unless the body is disposed of as described below, he assumes gaseous form as soon as the sun sets and attempts to return to his place of rest. Caine is not killed outright by a wooden stake driven through its heart, though the stake does cause normal damage if it can bypass his damage reduction. The only way to make sure that he does not return is to cut his head from his body, burn the body and the head separately, immerse the ashes from the body and the head in the tears of 1,000 celestials, and separately bury the immersed ashes in consecrated ground. However, if his head ashes are ever unearthed and somehow separated from the celestial tears, dried thoroughly, and then subjected to an unhallow spell, Caine can regenerate in about a week from his Sanctuary of the Earth extraordinary ability. Signature Possessions: Wraith Blade is a major artifact whose history is as mysterious as the monster that wields it. It is said that the Wraith Blade is the forged soul of Caine’s greatest lieutenant, who either opposed Caine during his reign or, somehow, embarrassed Caine amidst his court. The blade was forged by some vile and unknown means and the soul that remains within constantly seeks to slay all things, especially the undead. The Wraith Blade is a +6 unholy, ghost touch undead bane greatsword. The sword is intelligent (Int 13, Wis 15, Cha 16, Ego 47) and is chaotic evil. It has a continual deathwatch effect active and has 30 ranks in Intimidate. The Wraith Blade can detect undead and detect thoughts at will, as well as cast clairvoyance 3/day. When wielded, the sword targets an opponent, regardless of type, with a crushing despair effect (no save). Sources: Player's Handbook, Monster Manual, Dugeon Master's Guide, Libris Mortis, Ghostwalk Campaign Setting, Monster Manual III, Book of Vile Darkness, Deities and Demigods, The Vampire Lord Template by Robert Wiese, Ravenloft Campaign Setting, Ravenloft Player's Handbook, Fang and Fury: A Guidebook to Vampires (Green Ronin) |
| Tebryn1411-01-04, 01:07 PM | Kabril Ali al-Sara al Zalazil Great Khan of the Dao, the Fountain of Wealth, the Perfect Compass, Atamen of the Mountain’s Roots, and so on. Greater Deity Symbol: Gemstone Home Plane: Elemental Earth/Great Dismal Delve Alignment: Neutral Evil Portfolio: Dao, earth creatures, earthquakes. Worshippers: Dao, earth creatures, elementals Cleric Alignments: NE, CE, LE Domains: Cavern, Earth, Evil, Greed, Wealth Kabril Ali lives at the center of the Great Dismal Delve, the Sevenfold Mazework. A being of great evil, he supports and instigates the Dao’s infamous propensity for slaving, among other nefarious activities. He strongly opposes the activities of Caliph Husam of the Djinn, and is not in particularly good terms with a host of other deities as well. Like the Dao as a whole, Kabril Ali is infamous for holding grudges for a long time, which can be eons for an immortal. Large Outsider (Evil, Extraplanar, Earth) Divine Rank: 16 Hit Dice: 48d8+7208 (1104 hp) Initiative: +11 Speed: 80 ft., burrow 80 ft. AC: 75 (+7 dex, +16 divine, +13 deflection, +29 natural, -1 size) Attacks*: +6 acidic burst impact unholy fist +92/+87/+82/+77 melee; or by spell +82 melee touch, or +71 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: +6 acidic burst impact unholy fist 2d6+40+1d6 acid/19-20 +1d10 acid; or by spell. *Always does maximum damage (fist 54 points plus 6 acid). Face/Reach: 10 ft. by 10 ft./ 10 ft. Special Attacks: Domain powers, spell-like abilities, salient divine abilities, spells, push. Special Qualities: Divine immunities, DR 35/epic+good, fire resistance 21, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings with 16 miles, remote communication 16 miles, godly realm (100 miles), greater teleport at will, plane shift at will, SR 48, divine aura (16 miles, DC 38), effective character levels (29 cleric, 10 elemental savant, 13 rune caster), elemental focus (acid) +3, elemental penetration (acid) +3, darkvision, fast healing 36, rune craft +4, rune power +4, rune chant, improved runecasting. Saves*: Fort +57, Ref +49, Will +56. *Always receives a 20 on saving throws. Abilities: Str 46, Dex 24, Con 40, Int 29, Wis 38, Cha 36. Skills*: Appraise +69, Balance +43, Bluff +69, Climb +74, Concentration +81, Craft (Stonecarving) +76 (+80 for runes), Diplomacy +63, Gather Information +49, Intimidate +74, Jump +74, Knowledge (Arcana) +73, Knowledge (History) +65, Knowledge (Planes) +70, Knowledge (Religion) +70, Listen +62, Open Lock +29, Search +55, Sense Motive +70, Sleight of Hand +67, Spellcraft +73, Spot +62, Survival +50. *Always receives a 20 on checks. Feats: Alertness, Awesome Blow, Cleave, Combat Reflexes, Deflect Arrows, Empower Spell, Enhance Spell, Enlarge Spell, Extend Spell, Great Cleave, Heighten Spell, Improved Initiative, Improved Sunder, Inscribe Epic Rune, Inscribe Rune, Quicken Spell, Power Attack, Silent Spell, Skill Focus (Appraise). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality (DC 49 for duplicated spells), Alter Size, Avatar (20), Battlesense, Call Creatures (up to 16 creatures with the earth subtype serving simultaneously, each with up to 16 HD), Control Creatures (earth subtype), Divine Earth Mastery*, Divine Blast (16/day; 16 miles, 29d12 points of damage), Divine Fast Healing, Divine Shield (18/day, stops 160 points of damage), Divine Spellcasting, Divine Weapon Focus (Slam), Divine Weapon Specialization (Slam), Energy Burst (Acid, 160 ft., 16d8 points of damage, Reflex (DC 41) for half), Energy Storm (Acid), Extra Domain (Greed), Extra Domain (Wealth), Hand of Death (DC 49), Increased Damage Reduction, Instant Counterspell. *Divine Earth Mastery In addition to the usual abilities granted by this SDA, the Kabril Ali also adds +10 to the Saving Throw DC for all of his spells and effects with the earth or acid descriptors. This ability stacks with the abilities granted by Kabril Ali’ s levels in the Elemental Savant Prestige Class. In addition, those abilities automatically ignore the immunities and resistances to acid of any being damaged by them, except divine beings of higher rank. Domain Powers: Turn air creatures or rebuke earth creatures 16/day; cast evil spells at +1 caster level; stonecunning; +2 competence bonus to Appraise, Open Lock, and Sleight of Hand; Skill Focus (Appraise). Spell-Like Abilities: Kabril Ali uses these abilities as a 26th level caster, except for evil spells, which he uses as a 27th level caster. The save DCs are 41+spell level, except for acid or earth spells, for which the DCs are 54+spell level. Detect Secret Doors, Darkness, Meld into Stone, Leomund’s Secure Shelter, Passwall, Find the Path, Maw of Stone, Earthquake, Imprisonment, Magic Stone, Soften Earth and stone, Stone Shape, Spike Stones, Wall of Stone, Stoneskin, Iron Body, Elemental Swarm, Protection from Good, Desecrate, Magic Circle against Evil, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Summon Monster IX*, Cheat, Entice Gift Knock, Fire Trap, Fabricate, Guards and Wards, Teleport Object, Phantasmal Thief, Sympathy, Alarm, Obscure Object, Glyph of Warding, Detect Scrying, Leomund’s Secret Chest, Forbiddance, Sequester, Discern Location, Antipathy. *Cast as an evil spell only. Effective Character Levels: Kabril Ali casts spells as a 29th level cleric, has the special abilities of a 10th level elemental savant, and can cast spells as a 13th level rune caster. Cleric/Day: 6/9/9/8/8/8/7/6/6/6/3/2/2/2/2 (levels 0-14). The save DCs are 26+spell level, or 39+spell level for acid and earth spells. Elemental Focus (Ex): Kabril Ali can manipulate acid and earth better than normal clerics. The save DC for any spell that uses this element increase by 3. Elemental Penetration (Ex): Kabril Ali has refined his ability to wield acid and earth. When he casts a spell with those descriptors, he gains a +3 bonus to caster level checks to beat SR. Push (Ex): Kabril Ali can start a bullrush maneuver as a free action without provoking an attack of opportunity. Possessions: Kabril Ali wields his fists in combat. They function as +acidic burst impact unholy weapons. Caster Level: 25th. Other Divine Powers As a greater deity, Kabril Ali automatically receives the best possible result on any die he makes (including attack rolls, damage, checks and saves). He is immortal Senses: Kabril Ali can see, hear, touch, and smell at a distance of 16 miles. As a standard action, he can perceive anything within 16 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his sense to up to twenty locations at once. He can block the sensing power of deities his rank and lower at up to two remote locations at once for 16 hours. Portfolio Sense: Kabril Ali senses anything that affects the welfare of the Dao Empire 16 weeks before it happens and retains the sensation for 16 weeks. He likewise senses any earthquake, no matter how small, as well as anytime that Dao aquire slaves or wealth or perform an act of greed. Automatic Actions: Kabril Ali can use Craft (stonecarving), Intimidate, Appraise, or Bluff as a free action if the DC for the task is 30 or lower. Create Magic Items: Kabril Ali can create simple and martial magic weapons, as well as any item that utilizes acid energy, manipulates the earth, or is created from or aids in the acquisition of precious stones and metals. |
| Tebryn1411-01-04, 01:14 PM | Sorry I've been so distant. School work is catching up on me. Give me another week,and I should be back in semi full swing. At least Green Giant is taking a break to, or else I'd feel guilty ;) . Labelas Enoreth By Jorda the Knight The Lifegiver, Lord of the Continuum, the Sage of Sunset Intermediate Elven Deity Symbol: Setting Sun Home Plane: Arvandor Alignment: Chaotic Good Portfolio: Time, longevity, the moment of choice, history Worshipers: Bards, divine disciples, elves, loremasters, scholars, teachers Cleric Alignments: CG, CN, NG Domains: Chaos, Elf, Good, Knowledge, Time Favored Weapon: “The Timestave” (quarterstaff) Labelas Enoreth Bard 20/Loremaster 10/Diviner 10 Medium Sized Outsider (Chaos, Good) Divine Rank: 15 Hit Dice: 20d8 (Outsider), 20d6 (Brd), 10d4 (Lrm), 10d4 (Div) Initiative: +14 (+10 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 73(+10 Dex, +15 Divine, +28 natural, +10 deflection) Attacks: +5/+5 speed quarterstaff +59 melee; or +53 melee touch; or +56 ranged touch Damage: +5/+5 speed quarterstaff 1d6+5/1d6+5/x2 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine Abilities, spell-like abilities Special Qualities: Divine Immunities, DR 50/+4, fire resistance 35, SR 47, understand, speak and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, bardic knowledge +34, bardic music (as 20th level bard) range 15 miles, familiar (cats), divine aura 1500 ft. DC= 35, Secrets (Inner Strength, True Stamina, Avoidance, Weapon Trick, Dodge Trick), Lore, Greater Lore, True Lore Saves: Fort. +56 Ref. +58 Will. +62 Abilities: Str.24 (+7) Dex.30 (+10) Con.26 (+8) Int.38 (+14) Wis.44 (+17) Cha.30 (+10) Skills: Alchemy +52, Appraise +52, Balance +48, Concentration +46, Craft (bookbinding) +52, Decipher Script +52, Diplomacy +48, Escape Artist +48, Gather Information +48, Hide +48, Intuit Direction +55, Knowledge (arcana) +52 Knowledge (religion) +52, Knowledge (nature) +52, Knowledge (architecture and engineering) +52, Knowledge (geography) +52, Knowledge (history) +74, Knowledge (local) +52, Knowledge (nobility and royalty) +52, Knowledge (The Planes) +52, Listen +55, Move Silently +48, Perform (epic poem) +48, Profession (bookkeeper) +55, Profession (scribe) +55, Profession (historian) +55, Scry +52, Spellcraft +52, Spot +55 Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Spell Focus (Divination), Greater Spell Focus (Divination), Spell Penetration, Greater Spell Penetration, Weapon Finesse (quarter staff), Weapon Focus (quarterstaff), Brew Potion, Skill Focus (Knowledge, history), Craft Rod, Craft Staff, Scribe Scroll, Enlarge Spell, Extend Spell, Persist Spell, Maximize Spell, Quicken Spell, Silent Spell, Still Spell, Eschew Materials, Repeat Spell, Point Blank Shot Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abiltities: Extra Domain (Knowledge), Extra Domain (Time), Automatic Metamagic, Clear Sight, Divine Bard, Divine Skill Focus (Knowledge, history), Instant Counterspell, Instant Move, Know Death, Know Secrets, Power of Truth, See Magic, Supreme Initiative, True Knowledge, Divine Spell Focus (Divinations), Irresistible Performance, Divine Recall (Elves) Domain Powers: Cast chaos, divinations and good spells at +1 caster level, free Improved Initiative feat, free Point Blank Shot feat, Spell-Like Abilities: All domain spells, caster level=25, base DC= 35+ spell level Bard spells/day: 4/7/7/6/6/6/6 Wizard spells/day: 4/9/9/8/8/8/8/7/7/7 Possessions: Labelas is almost never found without his trusty quarterstaff “The Timestave”, a +5/+5 speed quarterstaff Other Divine Powers As an intermediate deity Labelas always receives a 20 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Labelas can see, hear, touch and smell at a distance of 15 miles. As a standard action, he can perceive anything within six miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations at once for 15 hours. Portfolio Sense: Labelas senses anything that effects elves, any time an important choice is made, any time magic is used to alter time (such as with a Time Stop spell and any discovery of knowledge or secrets the instant it happens and retains the sensation for 15 weeks after the event occurs. Automatic Actions: Labelas can use any Knowledge skill, Craft (bookbinding), Perform (epic poem), Profession (bookkeeper), Profession (scribe), Profession (historian) or Scry as a free action if the DC for the task is 25 (30 for Knowledge, history) or lower. He can perform up to 10 such free actions per round. Create Magic Items: Labelas can create any magic item that functions specifically for elves or involves time or knowledge so long as the market price does not exceed 200,000 gp. |
| Green Giant11-08-04, 04:46 PM | Here is a legendary Norse dragon. Enjoy. :) Fafnir Colossal+ Advanced Great Wyrm Red Dragon (Fire, Augmented Humanoid) Hit Dice: 61d12+1,037 (1,433 hp) Initiative: +4 (+4 Improved Iniative) Speed: 40 ft. AC: 52 (-8 size, +60 natural) touch 2, flat-footed 52 Base Attack/Grapple: +61/+101 Attack: Bite +86 melee (6d6+24) Full Attack: Bite +86 melee (6d6+24) and 2 claws +86 melee (4d8+12) and tail slap +85 melee (4d8+36). Face/Reach: 30 ft./30 ft. (40 ft. with bite) Special Attacks: Breath weapon, crush, frightful presence, spell-like abilities, tail sweep Special Qualities: Blindsense 60 ft., DR 15/epic, fire subtype, immunities, keen senses, Midgard dwarf traits, SR 46 Saves: Fort +49, Ref +32, Will +43 Abilities: Str 59, Dex 10, Con 45, Int 32, Wis 33, Cha 32 Skills: Appraise +61, Bluff +61, Concentration +62, Craft (armorsmithing) +44, Craft (blacksmithing) +44, Craft (weaponsmithing) +44, Diplomacy +55, Escape Artist +26, Gather Information +42, Hide -16, Intimidate +81, Jump +49, Knowledge (arcana) +56, Knowledge (architecture and engineering) +56, Knowledge (history) +56, Knowledge (local) +56, Knowledge (nobility and royalty) +56, Listen +77, Search +75 (+81 with secret or hidden doors), Sense Motive +56, Spot +77, Survival +36, Swim +49, Use Magic Device +65. Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Expertise, Craft Magic Arms and Armor {B}, Craft Wondrous Item {B}, Endurance, Forge Ring {B}, Great Cleave, Heighten Breath, Improved Bull Rush, Improved Iniative, Improved Multiattack, Improved Sunder, Maximize Breath, Large and in Charge, Multiattack, Power Attack, Shock Wave, Snatch, Tail Sweep Knockdown, Weapon Focus (bite), Weapon Focus (claw) Climate/Terrain: Any land Organization: Solitary Challenge Rating: ? Treasure: Triple standard Alignment: Chaotic evil Advancement: - Fafnir was the son of the dwarf king Hreidmar. He killed his father for the king’s treasure, then ran off and hid so he wouldn’t have to share it with his brother Regin. Because of how he had acquired the treasure, he received no joy from it. After decades of brooding, he eventually turned into a red dragon — save that he had no wings and could not fly, and lacked the ability to cast spells. Combat Breath Weapon (Su): Once every 1d4 rounds, Fafnir can breathe a 80-foot cone of fire that deals 38d10 points of fire damage to every creature in the area (Reflex DC 57, half). Crush (Ex): Area 30 ft. by 30 ft.; Large or smaller opponents take 8d6+36 points of bludgeoning damage and must succeed on a DC 57 Reflex save or be pinned. Frightful Presence (Ex): This ability takes effect automatically when Fafnir attacks, charges, or flies overhead. It affects only opponents with 60 or fewer Hit Dice or levels within a radius of 360 feet. Each affected creature must make a successful Will save (DC 51) to resist the effect. On a failure, a creature with 5 or more Hit Dice or levels becomes shaken for 4d6 rounds, and a creature with 4 or fewer Hit Dice or levels becomes panicked for 4d6 rounds. Success indicates that the target is immune to Fafnir’s frightful presence for one day. Immunities (Ex): Immune to magic sleep effects and paralysis. Keen Senses (Ex): Fafnir sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision out to 120 feet. Midgard Dwarf traits: Having once been a Midgard dwarf, Fafnir still retains some of the traits from his earlier life: Curse (DC 25); master smith; +8 racial bonus on Craft checks; +4 racial bonus on Use Magic Device checks. Snatch (Ex): Against Large or smaller creatures, bite for 6d6+24/round or claw for 4d8+12/round. Spell-Like Abilities (Sp): 19/day – locate object; 3/day – suggestion; 1/day – discern location, find the path. Caster level 33rd; DC 21 + spell level. Tail Sweep (Ex): Half-circle 40 ft. in diameter, Small or smaller opponents take 4d6+36 points of bludgeoning damage and knocked prone, Reflex DC 57 half. Sources: Legends and Lore (2E), PHB 3.5, DM 3.5, MM 3.5, Epic Level Handbook (3E), Draconomicon (3.5E), and Frostburn (3.5E). |
| Chosen of the Dark Sun11-08-04, 10:58 PM | YES, I lve Fafnir and Norse mythology. But wasn't Fafnir originally human? After all, his brother, who convinced Sigurd to kill him, was human. |
| Saryason11-12-04, 09:58 AM | Well met folks, great thread. Any chance of getting a copy of the Amaunator stats please? |
| Planeshifter Ixiaul11-17-04, 08:31 PM | THANK YOU THANK YOU THANK YOU i've been looking for Bhaal's stats for some time now. WizO_BigSister, i suggest that perhaps you put a link to the pages for the deities' stats, because although the thread says Bhaal's stats are on page 22, i find it here on the 11th page. thus i went to other threads to no avail. just a suggestion. thanks! also, could someone let me know where these feats came from? Dirty Fighting, Quicker then the Eye, Superior Expertise thanks again |
| Tebryn1411-18-04, 06:19 PM | THANK YOU THANK YOU THANK YOU i've been looking for Bhaal's stats for some time now. WizO_BigSister, i suggest that perhaps you put a link to the pages for the deities' stats, because although the thread says Bhaal's stats are on page 22, i find it here on the 11th page. thus i went to other threads to no avail. just a suggestion. thanks! also, could someone let me know where these feats came from? Dirty Fighting, Quicker then the Eye, Superior Expertise thanks again You didn't read the first post. It states clearly that there are two threads, and the old thread is no longer available. Rather, you need to request it, and I will post it eventually. The list, BTW, said page 23. I beleive that superior expertise is in Deities and Demigods. As for dirty fighting and quicker than the eye, I don't quite remember, but I would check Deities and Demigods as well. Next best thing, PM whoever wrote up stats. I believe it may have been Elrumir. Here are the Amauntor stats, sorry for the delay(s). Amaunator By Elrumir The Yellow God, the Keeper of the Eternal Sun, At’ar the Merciless (among the Bedine) Greater Faerûnian God (dead) Symbol: Sun with a face on the solar disk Home Plane: House of the Triad, currently adrift in the Astral Plane Alignment: Lawful Neutral Portfolio: Bureaucracy, contracts, law, order, the sun, rulership Worshipers: Dictators, lawyers, nobles, rulers, those who use contracts, tyrants Cleric Alignments: LE, LG, LN Domains: Fate, Knowledge, Law, Nobility, Planning, Sun Favoured Weapon: “The Sceptre of the Eternal Sun” [scepter] (heavy mace) Amaunator Cleric 20/Wizard 15/Archmage 5/Hierophant 5 Medium-size outsider (Law) Divine Rank: 16 Hit Dice: 20d8+200 (outsider) + 20d8+200 (Clr) + 15d4+150 (Wiz) + 5d4+50 (Acm) + 5d8+50 (Hie) (1,120 hp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 72 (+7 Dex, +16 divine, +29 natural, +10 deflection) Attacks*: +5 lawful, construct bane, impact sceptre +74/+69/+64/+59 melee; or spell +68 melee touch or +66 ranged touch. *Always received a 20 on attack rolls, roll die to check for critical hit. Damage*: +5 lawful, construct bane, impact sceptre 2d6+14/18-20; or by spell. *Always did maximum damage (sceptre 28 points). Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 13/day. Special Qualities: Arcane fire, blast infidel, divine aura (16 miles, DC 36), divine immunities, DR 51/+4, faith healing, familiars (snakes), fire resistance 56, gift of the divine, godly realm (100 miles Outer Plane, 1,600 ft. Material Plane), mastery of counterspelling, mastery of energy, mastery of shaping, plane shift at will, remote communication 16 miles, spell power +2 (divine), spell power +3 (arcane), spell-like ability (6/day daylight) spontaneous casting of divine spells, SR 48, teleport without error at will, uncanny dodge (can’t be flanked), understand, speak and read all languages and speak directly to all beings within 16 miles Saves*: Fort +60, Ref +57, Will +62. *Always receives a 20 on saves. Abilities: Str 28, Dex 24, Con 30, Int 40, Wis 35, Cha 30 Skills*: Alchemy +71, Appraise +71, Bluff +68, Concentration +66, Diplomacy +68, Forgery +71, Gather Information +56, Heal +68, Intimidate +68, Knowledge (arcana) +76, Knowledge (history) +71, Knowledge (nature) +71, Knowledge (nobility and royalty) +71, Knowledge (religion) +71, Knowledge (the planes) +71, Listen +70, Profession (lawyer) +84, Profession (scribe) +68, Scry +71, Search +71, Sense Motive +68, Spellcraft +73, Spot +70. *Always received a 20 on checks. Feats: Alertness, Blind-Fight, Blindsight, Combat Casting, Craft Wondrous Item, Delay Spell, Divine Might, Divine Vengeance, Energy Admixture, Energy Substitution (fire), Extend Spell, Extra Turning, Greater Spell Penetration, Improved Critical (sceptre), Improved Initiative, Persistent Spell, Power Attack, Reach Spell, Sacred Spell, Scribe Scroll, Skill Focus (Profession [lawyer]), Skill Focus (Spellcraft), Spell Focus (Divination), Spell Focus (Evocation), Spell Penetration, Still Spell, Weapon Focus (sceptre). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Banestrike (undead), Call Creatures (lawful outsiders), Clearsight, Divine Blast, Divine Radiance*, Divine Recall (contracts), Divine Skill Focus (Profession [lawyer], Divine Spellcasting, Divine Storm, Extra Domain (Fate), Extra Domain (Knowledge), Extra Domain (Planning), Increased Energy Resistance (fire), Know Secrets, Lay Quest, Mass Divine Blast, Power of Truth. * Even though normally only allowed to good deities, Amaunator, being the first (and only true) sun god on Faerûn, had access to this salient divine ability. Domain Powers: Cast divination spells at +1 caster level; cast law spells at +1 caster level; 16/day inspire allies (+2 morale bonus on saves, attacks, ability checks, skill checks, and weapon damage for 15 rounds); 16/day greater turning. Spell-like Abilities: Amaunator used these abilities as a 26th-level caster, except for law and divination spells, which he used as a 27th-level caster. The save DC’s are 36 + spell level. augury, bestow curse, calm emotions, clairaudience/clairvoyance, deathwatch, demand, detect scrying, detect secret doors, detect thoughts, dictum, discern lies, discern location, dispel chaos, divination, divine favour, endure elements, enthrall, find the path, fire seeds, fire shield, flame strike, foresight, geas/quest, greater command, greater scrying, heat metal, heroes feast, hold monster, legend lore, magic circle against chaos, magic vestment, mark of justice, mind blank, order’s wrath, prismatic sphere, protection from chaos, repulsion, searing light, shield of law, status, storm of vengeance, summon monster IX (as a law spell only), sunbeam, sunburst, time stop, true seeing, true strike, vision. Cleric Spells/day: 6/9/9/9/9/8/7/7/7/6/3/3/3; base DC 26 + spell level. Wizard Spells/day: 4/8/8/8/7/7/6/6/5/4/4/4/3/3/3/3; base DC 30 + spell level. Possessions: Amaunator attacked only when sorely provoked. He swung the Sceptre of the Eternal Sun, a +5 lawful, construct bane, impact sceptre with the additional powers of a rod of rulership. Treat the sceptre as a heavy mace with 2d6 base damage. Other Divine Powers As a greater god, Amaunator automatically received the best possible result on any die roll he made (these included attack rolls, damage, checks and saves. He was immortal until he died of neglect. Senses: Amaunator could see, hear, touch and smell at a distance of sixteen miles. As a standard action, he was able to perceive anything within sixteen mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He could extend his senses to up to twenty locations simultaneously. He could block the sensing powers of deities of up to his rank at two such remote locations at once for 16 hours. Portfolio Sense: Amaunator automatically knew of any contract being made, being broken or any ruler, hereditary or chosen, being instated or deposed sixteen weeks before it happened. He retained this sensation sixteen weeks after it had happened. He similarly knew of anything that happened under the open sun. Automatic Actions: Amaunator was able to use Concentration, Diplomacy, Intimidate, Sense Motive or Spellcraft as a free action, if the DC for the check was 30 or less. He could use Profession (lawyer) as a free action if the DC was 36 or less. He could perform up to twenty such actions per round. Create Magic Items: As he was the Faerûnian sun god, Amaunator could create any magic item that used light, daylight or otherwise, any item that specifically opposed chaotic creatures, golems, or undead, or any lawful item. Avatars Most of the times encountered, Amaunator appeared as a lanky man with silver-white hair and a short, tenday growth of white beard. Carrying a sceptre in his one hand and a legal tome in the other, he was dressed in a magistrate’s robes, flowing black or purple, with a silver or gold trim. His skin constantly glowed with a quiet golden radiance, which added to his awe-inspiring presence. People noted that ‘to be in his presence, is to feel the power of True Law’. At other times, not quite so often, he appeared as a glowing woman dressed in a flowing, opalescent dress bearing a balance of the purest gold. If the scales of the almost translucent gold tipped towards the right, the viewer had met with disapproval. Tipping to the left, they predicted great fortune for the person seeing the apparition. The greatest of favours came to those who saw the scales in perfect balance; they would to be asked to join the priesthood of the Keeper of the Eternal Sun shortly. Avatar of Amaunator: As Amaunator except as follows; divine rank 8; AC 59; Atk +66/+61/+56/+51 melee (2d8+14/18-20, +5 lawful, construct bane impact sceptre); spell +60 melee touch or +58 ranged touch; SQ Divine aura (800 ft., DC 28), DR 43/+4, fire resistance 28, SR 40; SV Fort +52, Ref +49, Will +54; all skill modifiers are reduced by eight. Salient Divine Abilities: Alter Size, Banestrike (undead), Clearsight, Divine Blast, Divine Radiance, Divine Spellcasting, Divine Storm, Extra Domain (Fate), Extra Domain (Knowledge), Extra Domain (Planning). Spell-like abilities: Caster level 18th, saving throw DC 28 + spell level. ________________________________________ _____________ It seems to be confirmed that Amaunator slowly, during his decline, turned into being Lathander (which I find hard to believe, because I thought that the Dawn Cataclysm happened before the fall of Netheril, but I may be mistaken). He would then have changed his Law domain to Good, Fate to Renewal, Knowledge to Strength and Planning to Protection. He drifted from a stern and lawful god to an exuberant and playful deity who does not care about any contracts and laws. ‘If it is good, it is good’, seems to be his motto now, in stead of the old sun god’s ‘law is good, law is perfection’. I find the change a bit inexplicable, but then again, that may be just me… |
| respentialisar11-19-04, 02:04 AM | it is said that Mask delights in dangerous calculation, and adventure. who is it that has the portfolio of intrigue ? i forget.... he could do some serious damage if he allied with the zhents a nd the church of bane (as the frcs hints at) , then all of the pashas calimshan would likely be more willing to set up shop in the north. Mask's influnce in calimshan is considerable, and would likely be overwhelming with ties to north. |
| Lord Mortanius11-20-04, 08:05 AM | Any chance of seeing Asmodeus's stats ? |
| Tebryn1411-20-04, 02:34 PM | I believe Cyric holds the portfolio of Intrigue, though Mask is more suited to it. As for Asmodeus, not likely. I was working on him a while ago, but logistical issues got in my way. For example, are we statting him as a greater deity, or as an archfiend? Then, what is his history. The way I see it, he is not a being holding the multiverse in its current configuration, as Guide to Hell says, and Manual of the Planes suggests, but rather just a fragment of the world serpent, perhaps the progenitor of the ancient baatorians. He battled with Jazirian, another fragment, in an attempt to establish the laws of the multiverse, and succeeded in doing so, to an extent. He fell, and as he slumbered, the yugoloth created Baatezu slowly annexed hell. Asmodeus just went along for the ride. At any rate, here is my version of Blibdoolpoolp. Blibdoolpoolp Sea Mother Intermediate Deity Symbol: Lobster head and black pearl Home Plane: Elemental water/the Murky Depths Alignment: Neutral evil Portfolio: Dark, insanity, revenge, kuo-toa Worshipers: Kuo-toa, evil aquatic beings, aboleths. Cleric Alignments: NE, CE, LE Domains: Darkness, Evil, Knowledge, Madness, Ocean, Retribution, Water. Favored Weapon: Pincer Staff Though the kuo-toa were once a great race (supposedly), their power has now waned, making them almost inconsequential throughout the multiverse. As the race has waned, their patron (or matron, more accurately) has succumbed to insanity and paranoia. She’s fantastically afraid that someone might discover the secrets of her race, and refuses to believe that the kuo-toa are any less mighty than they once were. Her realm is one of the few spots on the Elemental Plane of Water that has a bottom, and it is here that her crustacean companions nest. Rogue 15/Cleric 25 Medium-Size Outsider (Evil, Aquatic, Extraplanar) Divine Rank: 13 Hit Dice: 20d8+160 (outsider) plus 15d6+120 (rogue) plus 25d8+200 (cleric) (930 hp) Initiative: +14 (+10 Dex, +4 Improved Iniative) Speed: 50 ft., swim 100 ft. AC: 70 (+10 Dex, +13 divine, +26 natural, +11 deflection) touch 44, flat-footed 60 Base Attack/Grapple: +40/+61 Attack: +5 shocking burst unholy impact pincer staff +67 melee; or spell +61 melee touch or +63 ranged touch Full Attack: +5 shocking burst unholy impact pincer staff +67/+62/+57/+52 melee; or spell +61 melee touch or +63 ranged touch Damage: +5 shocking burst unholy impact pincer staff 1d10+17+1d6 shock/19-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, lightning bolt, rebuke or command undead 14/day. Special Qualities: Divine immunities, DR 25/epic, fire resistance 18, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 13 miles, remote communication 13 miles, godly realm, greater teleport at will, plane shift at will, keen sight, SR 45, divine aura (1,300 ft., DC 33), light blindness, slippery, adhesive, sneak attack +8d6, trap sense +5, evasion, uncanny dodge, improved uncanny dodge, crippling strike. Saves: Fort +51, Ref +53, Will +46 Abilities: Str 26, Dex 30, Con 26, Int 36, Wis 42 (54 for Spellcasting), Cha 32 Skills*: Balance +63, Bluff +69, Climb +31, Concentration +66, Decipher Script +71, Diplomacy +80, Disable Device +56, Disguise +44, Escape Artist +73, Gather Information +59, Hide +53, Intimidate +54, Jump +31, Knowledge (arcana) +79, Knowledge (history) +79, Knowledge (nature) +79, Knowledge (religion) +79, Knowledge (the planes) +79, Listen +66, Move Silently +63, Open Lock +48, Search +65, Sense Motive +64, Spellcraft +81 (+85 to decipher scrolls), Spot +70, *Always receives a 20 on checks. Feats: Alertness, Blind-Fight, Combat Expertise, Craft Staff, Craft Wondrous Item, Dodge, Empower Spell, Enlarge Spell, Enhance Spell, Extend Spell, Forge Ring, Heighten Spell, Improved Initiative, Intensify Spell, Maximize Spell, Mobility, Quick Draw, Quicken Spell, Rapid Swimming, Spell Penetration, Still Spell, Weapon Focus (pincer staff). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Automatic Metamagic (Silent Cleric Spells), Avatar, Call Creatures (evil water creatures, up to 13 creatures each with up to 13 HD), Control Creatures (Aquatic Humanoids), Divine Blast (14/day, 13 miles, 24d12 points of damage), Divine Madness*, Divine Shield (9/day, stops 130 points of damage), Divine Spellcasting, Divine Water Mastery, Energy Storm (Negative Energy), Extra Domain (Madness), Extra Domain (Retribution), Extra Domain (Ocean), Extra Domain (Water), Instant Counterspell, Know Secrets. *Divine Madness, Unique SDA Blibdoolpoolp may strike any mortal mad with a glance (free action). Treat this as a permanent insanity spell, but the mortal receives no saving throw to resist. Domain Powers: Free Blind-Fight feat; cast evil spells at +1 caster level; all knowledge skills are class skills; insanity score 12 (minus 12 on all Wisdom related checks and saves, already included, +12 on wisdom based Spellcasting, +24 on one wisdom related check or save 13/day); turn fire elementals or rebuke water elementals 14/day; strike of vengeance 13/day (deal maximum damage after having been struck in combat). Spell-like Abilities: Blibdoolpoolp uses these abilities as a 23rd level caster, except for evil spells, which she uses as a 24th level caster. The save DCs are 36 + spell level. Obscuring Mist, Blindness/Deafness, Blacklight, Armor of Darkness, Darkbolt, Prying Eyes, Nightmare, Power Word, blind, Power Word, kill, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Summon Monster IX*, Detect Secret Doors, Detect Thoughts, Clairaudience/Clairvoyance, Divination, True Seeing, Find the Path, Legend Lore, Discern Location, Foresight, Random Action, Touch of Madness, Rage, Confusion, Bolts of Bedevilment, Phantasmal Kill, Insanity, Maddening Scream, Weird, Endure Elements, Sound Burst, Water Breathing, Freedom of Movement, Wall of Ice, Otiluke’s Freezing Sphere, Waterspout, Maelstrom, Elemental Swarm, Shield of Faith, Bear’s Endurance, Speak with Dead, Fire Shield, Mark of Justice, Banishment, Spell Turning, Discern Location, Storm of Vengeance, Fog Cloud, Control Water, Ice Storm, Cone of Cold, Acid Fog, Horrid Wilting. Cleric Spells/Day (0-22): 6/11/11/10/10/10/9/8/8/8/5/4/4/4/4/3/3/3/3/2/2/2/2; base DC = 36 + spell level. Possessions: Blibdoolpoolp carries a +5 shocking burst unholy impact pincer staff. Other Divine Powers As an intermediate deity, Blibdoolpoolp automatically receives a die result of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Blibdoolpoolp can see, hear, touch, and smell at a distance of fifteen miles. As a standard action, she can perceive anything within fifteen miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 15 hours. Portfolio sense: Blibdoolpoolp is aware of anything that affects the kuo-toa race the instant it happens, and retains the sensation for 13 tendays after the event occurs. She is likewise aware of anytime kuo-toa succumb to vengeance or madness. Automatic actions: Blibdoolpoolp can use Bluff, Diplomacy, Sense Motive, and Spellcraft as a free action if the DC for the task is 25 or lower. She can perform up to ten such free actions each round. Create Magic Items: Blibdoolpoolp can create any magic item dealing with darkness, water, or madness as long as the item’s market price does not exceed 200,000 gp. |
| respentialisar11-21-04, 02:24 AM | i hate cyric, what was AO thiniking putting that chump in the pantheon and letting him have the powers he had, and still has. i hope mask backstabs the crap out of him !!! :mad: :mad: :mad: :hoppingma |
| Planeshifter Ixiaul11-21-04, 10:49 PM | a couple questions about Caine... where are these classes from? Nighthawk, Scourge, Lifedrinker is there a difference between a Vampire Lord and a Patriarch Vampire Lord? also, i want to apologize for my serious lack of intelligence. apparently i can't read and thus i need to be repremanded, on a forum no less. i mean no offense Tebryn, i just thought i'd let you know it's not nice to "speak" like that to people, especially "in front of" others. once again, i belive it would be much simpler if links were given on the first post to the deity's page if available. thank you |
| TheArchfiend11-22-04, 02:36 AM | those classes and creature types were associated with the sources. in all honesty i should have stuck with core classes (those found in the three core playing books) but i created him for my game and simply posted him. to directly answer your questions: the classes nighthawk and scourge where found in Green Ronin's vampire publication Fang & Fury as well as several of the feats. the life drinker class was found in the Book of Vile Darkness. The Patriarch aspect of the Vampire Lord subtype came from the vampire aging templates found in the Ravenloft Player's Handbook from Sword and Sorcery. if access to those classes or feats are not available, i would recomend adding more rogue levels for the nighthawk levels, fighter or barbarian levels for the scourge levels and blackguard levels for the life drinker levels, adjusting feats as needed. |
| Tebryn1411-23-04, 05:11 PM | also, i want to apologize for my serious lack of intelligence. apparently i can't read and thus i need to be repremanded, on a forum no less. i mean no offense Tebryn, i just thought i'd let you know it's not nice to "speak" like that to people, especially "in front of" others. once again, i belive it would be much simpler if links were given on the first post to the deity's page if available. thank you I was not reprimanding you. I was explaining how the thread worked for the 18th millionth time, while I was tired. And no offense taken. The links on the first page are as they are because I don't have the resources to keep track of when (and on what pages) I repost a deity. It's just easier for me to keep posting them over and over again, because editing that first post is not fun. Here is a goddess. Egyptian, to be clear. Tefnut Storm’s Fury Intermediate Deity Symbol: Pyramid and sun Home Plane: Bytopia/Shurrock/Windwrath Alignment: Neutral good Portfolio: Storms, rain, running water WorshipersFarmers, travelers, druids. Cleric Alignments: NG, CG, LG Domains: Air, Destruction, Good, Storm, Water. Favored Weapon: Quarterstaff Wife of Shu, Tefnut appears usually as a woman with the head of a lion. A fickle and mercurial power, her moods are rapidly changing and intense. She is a goddess of storms and lighting, and like that which she represents can be quite dangerous if her power is not respected. Though she isn’t cruel, visitors to her constantly stormy realm had better be prepared to get quite wet. Druid 25/Cleric 15 Medium-Size Outsider (Good, Extraplanar) Divine Rank: 12 Hit Dice: 20d8+140 (outsider) plus 25d8+175 (druid) plus 15d8+105 (cleric) (900 hp) Initiative: +14 (+10 Dex, +4 Improved Initiative) Speed: 60 ft., fly 200 ft. (perfect) AC: 69 (+10 Dex, +12 divine, +25 natural, +12 deflection) touch 44, flat-footed 59 Base Attack/Grapple: +40/+59 Attack: +5 shocking burst thundering holy quarterstaff +63 melee and +5 shocking burst thundering holy quarterstaff +63 melee; or spell +59 melee touch or +62 ranged touch. Full Attack: +5 shocking burst thundering holy quarterstaff+63/+58/+53/+48 melee and +5 shocking burst thundering holy quarterstaff +63/+58; or spell +59 melee touch or +62 ranged touch Damage: +5 shocking burst thundering holy quarterstaff 1d6+15+1d6 shock;+5 shocking burst thundering holy quarterstaff1d6+8+1d6 shock; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 15/day. Special Qualities: Divine immunities, DR 25/epic, fire resistance 17, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 12 miles, remote communication 12 miles, godly realm, greater teleport at will, plane shift at will, SR 44, divine aura (1,200 ft., DC 34), nature sense, wild empathy +37, woodland stride, trackless step, resist nature’s lure, wild shape (Tiny-Huge, plant, 7/day, small-huge elemental 3/day), a thousand faces. Saves: Fort +51, Ref +54, Will +60 Abilities: Str 24, Dex 30, Con 24, Int 28, Wis 42, Cha 35 Skills*: Balance +42, Concentration +79, Diplomacy +84, Gather Information +29, Handle Animal +54, Heal +59, Intimidate +56, Jump +39, Knowledge (arcana) +56, Knowledge (history) +41, Knowledge (nature) +76, Knowledge (religion) +56, Knowledge (the planes) +56, Listen +73, Search +31, Sense Motive +53, Spellcraft +81, Spot +81, Survival +83, Swim +62, Tumble +42. *Always receives a 20 on checks. Feats: Ambidexterity, Blind-Fight, Combat Expertise, Combat Reflexes, Craft Rod, Craft Wondrous Item, Dodge, Empower Spell, Enlarge Spell, Enhance Spell, Extend Spell, Heighten Spell, Improved Initiative, Improved Two Weapon Fighting, Maximize Spell, Mobility, Quick Draw, Spinning Staff, Track, Two Weapon Fighting, Weapon Focus (quarterstaff), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality (DC 44 for duplicated spells), Alter Size, Automatic Metamagic (Quickened Druid Spells), Avatar (10), Divine Air Mastery, Divine Blast (15/day, 12 miles, 24d12 points of damage), Divine Spellcasting, Energy Burst (Sonic), Energy Storm (Electricity), Extra Domain (Good), Extra Domain (Storm), Extra Domain (Water), Instant Counterspell, Mass Divine Blast, Power of Nature (12 miles). Domain Powers: Turn earth elementals or rebuke air elementals 15/day; smite 12/day (+4 to hit, +15 to damage); cast good spells at +1 caster level; turn fire elementals or rebuke water elementals 15/day; Spell-like Abilities: Tefnut uses these abilities as a 22nd level caster, except for good spells, which she uses as a 23rd level caster. The save DCs are 36 + spell level. Obscuring Mist, Wind Wall, Gaseous Form, Air Walk, Control Winds, Chain Lightning, Control Weather, Whirlwind, Elemental Swarm, Inflict Light Wounds, Shatter, Contagion, Inflict Critical Wounds, Circle of Doom, Harm, Disintegrate, Earthquake, Implosion, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX, Entropic Shield, Gust of Wind, Call Lighting, Sleet Storm, Ice Storm, Summon Monster VI, Storm of Vengeance, Fog Cloud, Control Water, Ice Storm, Cone of Cold, Acid Fog, Horrid Wilting. Cleric Spells/Day: 6/9/9/9/8/7/6/5/4; base DC = 28 + spell level. Druid Spells/Day (levels 0-16): 6/9/9/9/9/8/7/7/7/6/3/3/3/2/2/2; base DC=28+spell level. Possessions: Tefnut carries a +5 shocking burst thundering holy quarterstaff. Other Divine Powers As an intermediate deity, Tefnut automatically receives a die result of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Tefnut can see, hear, touch, and smell at a distance of fifteen miles. As a standard action, she can perceive anything within fifteen miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 15 hours. Portfolio sense: Tefnut is aware of any storm or change in the weather that occurs on any world where her pantheon is worshipped the instant it happens and retains the sensation for 13 tendays after the event occurs. She is likewise aware of anytime water changes the course of its flow. Automatic actions: Tefnut can use Knowledge Nature, Survival, Intimidate, or Swim as a free action if the DC for the task is 25 or lower. She can perform up to ten such free actions each round. Create Magic Items: Tefnut can create any magic item dealing with air, water, weather, electricity, or sonic energy as long as the item’s market price does not exceed 200,000 gp. |
| Planeshifter Ixiaul11-23-04, 07:55 PM | ok |
| Tebryn1411-24-04, 02:51 PM | Here is a dead deity. Zinzerena The Hunted Drow Demigod (dead) Symbol: Black cloak and short sword Home Plane:Prime Material/Toril/Menzoberranzan Alignment: Chaotic Evil Portfolio: Chaos, assassin Worshipers: Very few (assassins, thieves). Cleric Alignments: CE, CN, NE Domains: Chaos, Drow, Trickery. Favored Weapon: Short Sword An ascended mortal, Zinzerena has almost no worshippers. Or to be more specific, she had no worshippers. Zinzerena is now dead, and not just her Torillian aspect. She was murdered by Lolth (ironic), during her stint in the city during the Time of Troubles. Because it was her true form and not an avatar, she is really dead. Not that she is much missed. Her only worshippers were those who wanted to throw off the shackles of the matriarchy enough to take up a sword against it. She was only recently ascended anyway, and had not found a way to escape being bound to the Prime Material. Rogue 25/Assassin 15/Shadowdancer 10 Medium-Size Outsider (Evil, Chaotic, Drow, Extraplanar) Divine Rank: 1 Hit Dice: 25d6+150 (rogue) plus 15d6+90 (assassin) plus 10d6+60 (shadowdancer) (600 hp) Initiative: +25 (+17 Dex, +8 Supreme Initiative) Speed: 60 ft. AC: 54 (+17 Dex, +1 divine, +14 natural, +12 deflection) touch 40, flat-footed 37 Base Attack/Grapple: +30/+38 Attack: +5 speed keen unholy short sword +56 melee; or spell +38 melee touch or +48 ranged touch. Full Attack: +5 speed keen unholy short sword +56/+56/+51/+46 melee; or spell +38 melee touch or +48 ranged touch Damage: +5 speed keen unholy short sword 1d4+12; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack +24d6, death attack (DC 39), crippling strike. Special Qualities: Divine immunities, DR 15/epic, fire resistance 6, understand, speak, and read all languages and speak directly to all beings within 1 miles, remote communication 1 miles, godly realm, greater teleport at will, SR 61, divine aura (10 ft., DC 23), summon shadow, shadow jump 160, evasion, trap sense +8, uncanny dodge, improved uncanny dodge, defensive roll, opportunist, slippery mind, hide in plain sight, shadow illusion, drow traits. Saves: Fort +28, Ref +47, Will +29 Abilities: Str 24, Dex 44, Con 22, Int 30, Wis 24, Cha 34 Skills: Appraise +31, Balance +60, Bluff +58, Climb +23, Concentration +24, Diplomacy +50, Disable Device +41, Disguise +60, Escape Artist +50, Forgery +26, Gather Information +38, Hide +81, Intimidate +53, Jump +48, Knowledge (arcana) +21, Knowledge (religion) +21, Listen +55, Move Silently +81, Open Lock +51, Perform (Dance) +38, Search +43, Sense Motive +48, Sleight of Hand +55, Spellcraft +17, Spot +55, Tumble +50. Feats: Alertness, Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Epic Skill Focus (Hide), Epic Skill Focus (Move Silently), Epic Weapon Focus (Short Sword), Improved Death Attack x2, Improved Disarm, Improved Initiative, Lightning Reflexes, Mobility, Quick Draw, Self Concealment x2 (20% miss chance), Superior Initiative, Weapon Finesse, Weapon Focus (Short Sword), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Divine Rogue, Divine Sneak Attack. Domain Powers: Cast chaotic spells at +1 caster level; free Lightning Reflexes. Spell-like Abilities: Zinzerena uses these abilities as an 11th level caster, except for chaotic spells, which she uses as a 12th level caster. The save DCs are 23 + spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX, Cloak of Dark Power, Clairaudience/Clairvoyance, Suggestion, Discern Lies, Spiderform, Greater Dispelling, Word of Chaos, Greater Planar Ally, Gate, Change Self, Invisibility, Nondetection, Confusion, False Vision, Mislead, Screen, Polymorph any Object, Time Stop. Assassin Spells/Day: 5/5/5/3; base DC=20+spell level. Possessions: Zinzerena carries a +5 speed keen unholy short sword. Other Divine Powers As a demipower, Zinzerena treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal Senses: Zinzerena can see, hear, touch, and smell at a distance of 1 mile. As a standard action, she can perceive anything within 1 miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 1 hour. Portfolio sense: Zinzerena is aware of any assassination committed by or against a drow, as long as it affects at least 1,000 beings. She is likewise aware of anything causing chaos or anarchy in a drow community of at least a 1,000. Automatic actions: Zinzerena can use Move Silently, Hide, Bluff, Balance, and Disguise as a free action as long as the DC is 15 or lower. She can perform up to 2 such free actions each round. Create Magic Items: Zinzerena can create light magic weapons, and items dealing with darkness, chaos, trickery or assassination, as long as the market price does not exceed 4,500 gp. |
| Tebryn1411-26-04, 10:11 PM | I made small adjustments to the Power Clause (yet again), and wrote up stats for Zinzerena with it. Would anyone like to see it? BTW, I was taking a closer look at Caine. Archfiend, did you use my Power Clause, or am I imagining it? :ayyyy!: |
| Lord Mortanius11-27-04, 01:31 AM | Tebryn - Any chance of seeing Old Lord Skull with your Power Clause ? |
| Tebryn1411-27-04, 10:41 AM | Mykul, right? Lord Skulls is Myrkul? Let me know. Whoever it is, I'm in the mood for it, SO YEAH! I was kinda hoping it was one of the deities that was already statted in Faiths and Pantheons, so I could completely start over on their stats, but if its Myrkul you want, than Myrkul you shall have. It is Myrkul, right? |
| Lord Mortanius11-27-04, 11:57 PM | Mykul, right? Lord Skulls is Myrkul? Let me know. Whoever it is, I'm in the mood for it, SO YEAH! I was kinda hoping it was one of the deities that was already statted in Faiths and Pantheons, so I could completely start over on their stats, but if its Myrkul you want, than Myrkul you shall have. It is Myrkul, right? Yes, it's Myrkul, and thanks. |
| Lord Mortanius11-28-04, 01:39 AM | Tebryn - I have a question about Anthraxus the Decayed. Doesn't he carry the Staff of the Lower Planes ? |
| Tebryn1411-28-04, 08:58 PM | Tebryn - I have a question about Anthraxus the Decayed. Doesn't he carry the Staff of the Lower Planes ? Yes, but I couldn't get details about the powers of the staff, and I beleive he didn't use it as a weapon anyway, but rather in a magic item capactiy. If you have details on the item, or know something I don't, please pass it along and I will make adjustments to his stats. Thank ye, lord. |
| Lord Mortanius11-28-04, 09:34 PM | From the "Book of Daemons", a 3-edition conversion of the original 1st edition Anthraxus: "Staff of the Lower Planes: Can only be wielded by another daemon upon the death of Anthraxus. The staff has the following powers: at will—desecrate, doom, fear, mass charm, suggestion, and unholy aura; 1/day—wish. The staff’s powers automatically overcome any other daemon’s spell resistance. Any non-daemon that touches the staff takes 8d8 points of electrical damage per round of contact." |
| Gray Richardson11-30-04, 02:38 AM | Can anyone post a link to the thread containing the Gods of the Celestial Bureaucracy of Kara-Tur? I cannot locate the thread. Is it in an archive somewhere? Alternatively could Green Giant re-post the stats in this thread? Thanks! |
| Altazar Darkflame12-04-04, 10:55 AM | Can anyone post a link to the thread containing the Gods of the Celestial Bureaucracy of Kara-Tur? I cannot locate the thread. Is it in an archive somewhere? Alternatively could Green Giant re-post the stats in this thread? Thanks! Yay! Kara-tur! Me want too. :p Now my few requests: - the dragon gods Hlal, Null and Task; - Mulhorandi god Sebek, also ruler of were-crocodiles; - Abyssal powers Red Shroud (on Plain of Infinite Portals, Layer 1 of the Abyss), Lissa'aera (on Malignebula, Layer 27), Prince Marduk (Ebon Death, Layer 32), Fraz Urblu (Hollow's Heart, Layer 176), Grankhul (Palpitatia, Layer 241), Lynkhab (Sighing Cliffs, Layer 297), Tapheon (Fortress of Indifference, Layer 348), Gondor the Prince of Bodaks (Bodakhome, Layer 381), Pazuzu (Torremor, Layer 503), Prince Horlas Blackdraken (Morgonaugh, Layer 613), Ushablator the Chaos Horror (Chaos Incarnate, Layer 668); - the Great Mother of Beholders (Realm of a Million Eyes in Deep Caverns); - Laogzed (Rotting Plain in Deep Caverns); - Sekolah (Fated Depths); - Deep Duerra (Citadel of Thought in Hammergrim); - Orc gods Ilneval, Luthic and Yurtrus. Thanks |
| Lord Mortanius12-04-04, 12:55 PM | Eh, I'll add in Velsharoon, Bane and Azuth for good measure. |
| Adimarchus12-05-04, 06:53 AM | I'll second Myrkul, and how about Bhaal? keep it up! :D |
| Green Giant12-07-04, 11:11 PM | Can anyone post a link to the thread containing the Gods of the Celestial Bureaucracy of Kara-Tur? I cannot locate the thread. Is it in an archive somewhere? Alternatively could Green Giant re-post the stats in this thread? Thanks! I believe the old thread may be lost but I'll be more than happy to repost the Celestial Bureaucracy although they are in 3.0 format. If you want I can revise them to 3.5e format. This may cause some of the class levels I assigned the deities to change. The Monkey King has levels of the Drunken Master PrC which he would no longer be able to qualify since he is CN as I statted him and thus would not meet the requirements of the flurry of blows ability since only monks have that ability and one must be lawful to become a monk. A shame, really. However all of this will take time since I'm beginning my work on editing the NPCs of the Shining South I posted in the Realms NPC Characters thread and until I get my hands on Complete Arcane to view the revisions on the Wu Jen class. |
| TheArchfiend12-07-04, 11:51 PM | I made small adjustments to the Power Clause (yet again), and wrote up stats for Zinzerena with it. Would anyone like to see it? BTW, I was taking a closer look at Caine. Archfiend, did you use my Power Clause, or am I imagining it? :ayyyy!: yeah i used your power clause man. its your posting here and youre the one who got the sticky so yeah. its not the powers i use with deities in my own game, but when i went to post him, i reconfigured him to coincide with the power clause |
| Green Elven Vampire12-15-04, 11:37 PM | Anyone know where there's a write up of Erevan Ilesere?? |
| Altazar Darkflame12-16-04, 09:37 AM | I believe the old thread may be lost but I'll be more than happy to repost the Celestial Bureaucracy although they are in 3.0 format. If you want I can revise them to 3.5e format. This may cause some of the class levels I assigned the deities to change. The Monkey King has levels of the Drunken Master PrC which he would no longer be able to qualify since he is CN as I statted him and thus would not meet the requirements of the flurry of blows ability since only monks have that ability and one must be lawful to become a monk. A shame, really. However all of this will take time since I'm beginning my work on editing the NPCs of the Shining South I posted in the Realms NPC Characters thread and until I get my hands on Complete Arcane to view the revisions on the Wu Jen class. Don't ye worry, kind master. Thou hath provided much needed work here, and much is it appreciated by commoner and noble alike. :bow: |
| Tebryn1412-16-04, 11:43 AM | Yay! Kara-tur! Me want too. :p Now my few requests: - the dragon gods Hlal, Null and Task; - Mulhorandi god Sebek, also ruler of were-crocodiles; - Abyssal powers Red Shroud (on Plain of Infinite Portals, Layer 1 of the Abyss), Lissa'aera (on Malignebula, Layer 27), Prince Marduk (Ebon Death, Layer 32), Fraz Urblu (Hollow's Heart, Layer 176), Grankhul (Palpitatia, Layer 241), Lynkhab (Sighing Cliffs, Layer 297), Tapheon (Fortress of Indifference, Layer 348), Gondor the Prince of Bodaks (Bodakhome, Layer 381), Pazuzu (Torremor, Layer 503), Prince Horlas Blackdraken (Morgonaugh, Layer 613), Ushablator the Chaos Horror (Chaos Incarnate, Layer 668); - the Great Mother of Beholders (Realm of a Million Eyes in Deep Caverns); - Laogzed (Rotting Plain in Deep Caverns); - Sekolah (Fated Depths); - Deep Duerra (Citadel of Thought in Hammergrim); - Orc gods Ilneval, Luthic and Yurtrus. Thanks Just to begin with, I would like to apologize for my giant gaping absence over the last couple of weeks. Currently, I am working on a power clause verison of Myrkul (or rather, I have been for two weeks and got QUITE busy right in the middle). My break starts saturday, so I have plenty of homework free hour ahead in which to get some quality stats done. Let's sort through that list, shall we? Hlal, Task, and Null will take a while (but Null doesn't actually exist, IIRC. He is actually the combined aspects of Chronepsis, and another god whose name escapes me at present). Sebek is easy, demigods are my friends. I think I'll start with him. Then on to my favorites, the demon lords. Red Shroud is a succubus sorceror, who rules a Blood War launching fortress on the Plain of Infinite Portals. I like her. I don't have any info on the others except Fraz Urblu, Lissa'aera, and Lynkhab (sp?). But they all sound wonderful, so if you could provide some information and a source for it, then I can get started. All the other actual gods have already been statted, so I will repost them when I get home (and time). Bane, and Azuth are in Faiths and Pantheons, and there was another one requested. Can't remember at present. |
| Green Elven Vampire12-16-04, 12:49 PM | Can anyone throw me a bone here with Erevan Ilesere?? |
| FRBRAZIL12-16-04, 01:05 PM | Hi. This is my first post in this message board. I start to play FR on year ago (I think), and now I need a little help. Faiths and Pantheons wasn't release here (in Brazil) and I need the stats of some deitys. Can anyone help me? The deitys are: Selune Shar Talos Mystra Azuth Umberlee Torm and Waukeen Thank you! :) |
| Tebryn1412-17-04, 03:31 PM | All of the deities you requested are in Faiths and Pantheons. Therefore, posting them would be illegal. I suggest that you try eBay. The shipping costs would be ungodly, but... Here is Erevan, sorry for the delay GEV. Erevan Ilesere By Elrumir The Trickster, the Chameleon, the Green Changeling, the Ever-shifting Shapechanger, the Fey Jester, the Jack of the Seelie Court Intermediate Elven Deity Symbol: Starburst with asymmetrical rays Home Plane: Arvandor Alignment: Chaotic neutral Portfolio: Mischief, change, rogues Worshipers: Bards, elves, revelers, rogues, sorcerers, tricksters Cleric Alignments: CE, CG, CN Domains: Chaos, Elf, Luck, Trickery Favoured Weapon: “Quickstrike” (short sword) Erevan Ilesere Rogue 20/ Sorcerer 10/Ranger 5/Divine Seeker 5 Medium-size outsider (Chaos) Divine Rank: 12 Hit Dice: 20d8+140 (outsider) + 20d6+140 (Rog) + 10d4+70 (Sor) + 5d10+35 (Rgr) + 5d6+35 (Skr) (820 hp) Initiative: +20, always first (+16 Dex, +4 Improved Initiative, Supreme Initiative) Speed: 60 ft. AC: 75 (+16 Dex, +12 divine, +25 deflection, +12 natural) Attacks: +5 knock-back, sweeping longsword +59/+54/+49/+44 and +5 keen, speed short sword +59/+59/+54/+49; or spell +64 melee touch or +71 ranged touch. Damage: +5 knock-back, sweeping longsword 1d8+13/17-20 and +5 keen speed short sword 1d6+13/15-20; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: Moon elf racial abilities, animal companion (up to 5 HD), crippling strike, defensive roll, divine aura (1,200 ft., DC 34), divine immunities, divine perseverance, DR 47/+4, familiars (cats), favoured enemies (drow +2, evil outsiders +1), fire resistance 32, godly realm (10 miles Outer Plane, 1,200 ft. Material Plane), improved evasion, locate creature 1/day, locate object 1/day, obscure object 1/day, opportunist, plane shift at will, remote communication 12 miles, sacred defence +2, sanctuary 1/day, sneak attack +15d6, spontaneous casting of divine spells, SR 44, uncanny dodge (Dex bonus to AC, can’t be flanked, +4 against traps), teleport without error at will, thwart glyph, understand, speak and read all languages and speak directly to all beings within 12 miles. Saves: Fort +51, Ref +60, Will +51 Abilities: Str 26, Dex 42, Con 24, Int 35, Wis 25, Cha 35 Skills: Appraise +59, Animal Empathy +49, Balance +63, Bluff +59, Climb +56, Concentration +54, Decipher Script +59, Diplomacy +59, Disable Device +59, Disguise +59, Escape Artist +63, Forgery +59, Gather Information +59, Handle Animal +51, Heal +54, Hide +63, Innuendo +54, Intimidate +59, Intuit Direction +54, Jump +58, Knowledge (arcana) +59, Knowledge (nature) +59, Listen +56, Move Silently +65, Open Lock +63, Pick Pocket +63, Search +59, Spellcraft +59, Spot +56, Tumble +65, Use Magic Device +59, Use Rope +63, Wilderness Lore +49. Feats: Acrobatic, Alertness, Combat Casting, Dodge, Eschew Materials, Expertise, Extend Spell, Eyes in the Back of Your Head, Greater Two-Weapon Fighting, Improved Critical (longsword), Improved Critical (short sword), Improved Disarm, Improved Initiative, Improved Two-Weapon Fighting, Maximize Spell, Persistent Spell, Point Blank Shot, Quick Draw, Quicker than the Eye, Superior Expertise, Track, Weapon Focus (longsword), Weapon Focus (short sword). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Battlesense, Divine Blast, Divine Dodge, Divine Glibness, Divine Rogue, Divine Sneak Attack, Extra Domain (Elf), Power of Luck, Shapechange, Supreme Initiative, Wave of Chaos. Domain Powers: Cast chaos spells at +1 caster level; 12/day reroll any one roll made. Spell-like Abilities: Erevan uses these abilities as a 24th-level caster, except for chaos spells, which he uses as a 26th-level caster. The save DC’s are 34 + spell level. aid, animate objects, antipathy, break enchantment, cat’s grace, change self, chaos hammer, cloak of chaos, commune with nature, confusion, dispel law, entropic shield, false vision, find the path, freedom of movement, holy aura, invisibility, liveoak, magic circle against law, mind blank, miracle, mislead, nondetection, polymorph any object, prismatic sphere, protection from elements, protection from law, repulsion, screen, shatter, snare, spell turning, summon monster IX (as chaos spell only), sunburst, time stop, tree stride, true strike, word of chaos. Ranger Spells/day: 2 (level 1); base DC 17 + spell level. Sorcerer Spells known: 9/5/4/3/2/1. Sorcerer Spells/day: 6/6/6/6/5/3; base DC 22 + spell level. Possessions: Erevan attacks with Mischief in his one hand and Quickstrike in his off hand. Quickstrike is a +5 short sword with the keen and speed abilities, Mischief a +5 longsword with the sweeping and knock-back abilities. If hard pressed, however, he prefers to use Quickstrike as his main weapon as it is lighter and easier to conceal. Caster level: 25th; Weight: 4 lb. and Caster level 25th; weight 3 lb. Other Divine Powers As an intermediate god, Erevan Ilesere automatically receives a 20 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure and is immortal. Senses: Erevan can see, hear, touch and smell at a distance of twelve miles. As a standard action, he can perceive anything within one mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 10 hours. Portfolio Sense: Erevan is automatically aware when any elf commits an act of mischief or stealth. Automatic Actions: Erevan can use Bluff, Diplomacy, Escape Artist, Pick Pocket, and Search if the DC for the check is 25 or less. He can perform up to ten such actions per round. Create Magic Items: As Erevan is the god of mischief and change, he can create any magic item that has a chaotic or random effect as well as any item that aids in stealth, as long as the item’s price does not exceed 200,000gp. Avatars Erevan appears different every time he sends an avatar to the Realms… Sometimes he’s an elf, at others he’s a brownie, pixie, sprite or other sylvan creature. He sends avatars to check up on his faithful and to aid them if necessary. Erevan is always accompanied bij Avachel, an aspect of the draconic deity Hlal, who is also known as Aasterinian, the dragon's god of trickery. Avatar of Erevan: As Erevan except as follows; divine rank 6; AC 67; Atk +53/+48/+43/+38 (1d8+13/17-20, +5 knock-back, sweeping longsword) and +53/+53/+48/+43 (1d6+13/15-20, +5 keen, speed short sword); or +55 melee touch or +62 ranged touch; SQ Divine aura (600 ft., DC 28), DR 41/+4, fire resistance 26, SR 38; SV Fort +45, Ref +54, Will +55; all skill modifiers are reduced by six. Salient Divine Abilities: Alter Form, Alter Size, Divine Dodge, Divine Glibness, Divine Rogue, Extra Domain (Elf), Shapechange, Supreme Initiative Spell-like abilities: Caster level 16th, saving throw DC 28 + spell level. |
| FRBRAZIL12-17-04, 10:40 PM | Ok... BTW, thankyou so much... :) |
| Green Giant12-18-04, 12:08 AM | Funny how you tend to forget things. I had been planning on updating the Celestial Bureaucracy of Kara-Tur this weekend and so when I checked them this week imagine my surprise when I discovered that they had already been updated to 3.5e. The only work they required was an update on the Oriental classes that I had statted them with. So without further ado lets get this show started. Shang-ti The Celestial Emperor Greater Diety Symbol: Jade Dragon Home Plane: Clockwork Nirvana of Mechanus/the Jade Palace Portfolio: Creation, social order Worshipers: Emperors, nobles, judges, samurai Cleric Alignments: LG, NG, LN Domains: Celestial, Good, Hero, Law Favored Weapon: Katana Shang-ti, also known as Yu-Huang-Shang-Ti, is the Supreme Ruler of the universe. He is the giver of life, the vitalizing power of the earth, the bestower of the Mandate of Heaven, the supreme judge, forgiver, savior of mankind, and the personification of heaven itself. As the head of the Celestial Bureaucracy, all other deities rule through his grace and authority. His word is law among all gods and goddesses, and he is the final arbitrator in any dispute among them. In his true form, Shang-ti is an ethereal, aged man with a bald head and a long white beard. Dogma Shang-ti runs the Celestial Bureaucracy with the welfare of the Kara-Turan Empires at heart. He never gets angry, but will replace any subordinate god who fails to perform his duty correctly. In cases of corruption, Shang-ti has returned even the most powerful gods to mortal form and sent them to the Afterworld to be punished for their misdeeds. Clergy and Temples Only the Emperor may worship Shang-ti, although lower nobility and peasants are allowed to make offerings to him once a year. The Emperor’s sole duty consists of administering the earthly bureaucracy as efficiently as possible and with the welfare of the empire at heart. SHANG-TI Samurai 20/Shaman 20 Medium-Size Outsider (Good, Lawful, Spirit) Divine Rank: 18 Hit Dice: 20d8+180 (outsider) plus 20d6+180 (Shaman) plus 20d10+180 (Samurai) (1020 hp) Initiative: +13 (+9 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 80 (+9 Dex, +18 divine, +31 natural, +12 deflection) touch 49, flat-footed 71 Base Attack/Grapple: +40/+67 Attack: +5 ghost touch ki focus soul of honor thundering jade katana +77 melee; or unarmed strike +67 melee; or spell +67 melee touch or +67 ranged touch Full Attack: +5 ghost touch ki focus soul of honor thundering jade katana +77/+72/+67/+62 melee; or unarmed strike +67/+62/+57/+52 melee; or spell +67 melee touch or +67 ranged touch Damage*: +5 ghost touch ki focus soul of honor thundering jade katana 1d10+32/17-20; or unarmed strike 2d6+9; or by spell *Always does maximum damage (katana 42, unarmed strike 21) Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead 15/day (effective cleric level 18th, +6 to turning checks), domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (good, law). Special Qualities: Divine immunities, DR 30/epic, fire resistance 23, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 18 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion as druid, spirit sight, spirits’ favor, ancestral daisho, SR 50, divine aura (18 miles, DC 40). Saves: Fort +71, Ref +71, Will +79 Abilities: Str 28, Dex 28, Con 28, Int 30, Wis 40, Cha 35 Skills*: Climb +47, Concentration +61 (+65 casting defensively), Craft (alchemy) +73, Craft (calligraphy) +73, Craft (flower arranging) +73, Craft (landscape gardening) +73, Craft (origami) +73, Craft (painting) +73, Diplomacy +76, Heal +63, Iaijutsu Focus +60, Jump +47, Knowledge (arcana) +68, Knowledge (architecture and engineering) +48, Knowledge (history) +48, Knowledge (local) +48, Knowledge (nature) +48, Knowledge (nobility and royalty) +48, Knowledge (religion) +78, Knowledge (spirits) +78, Listen +53, Perform (oratory) +55, Perform (tea ceremony) +55, Profession (administrator) +58, Profession (courtier) +68, Ride (horse) +57, Sense Motive +63, Spellcraft +72, Spot +53, Swim +47. *Always receives a 20 on checks. Feats: Blind-Fight, Combat Casting, Combat Expertise, Consecrate Spell, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Talisman, Craft Wand, Craft Wondrous Item, Divine Might, Dodge, Eschew Materials, Exotic Weapon Proficiency (katana), Forge Ring, Great Ki Shout, Improved Critical (katana), Improved Disarm, Improved Iniative, Improved Unarmed Strike, Iron Will, Ki Shout, Mobility, Mounted Combat, Power Attack, Quicken Spell, Scribe Scroll, Silent Spell, Spell Penetration, Spring Attack, Still Spell, Stunning Fist, Weapon Focus (katana). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Annihilating Strike, Area Divine Shield, Avatar, Create Object, Create Greater Object, Divine Blast, Divine Creation, Divine Spirit Loss†, Divine Shield, Divine Spellcasting, Divine Splendor, Divine Weapon Focus (katana), Divine Weapon Specialization (katana), Extra Domain (hero), Gift of Life, Irresistible Blows (katana), Lay Quest, Life and Death, Possess Mortal, Power of Truth, Sunder and Disjoin. Domain Powers: Rebuke or command spirits as an evil cleric 18/day; cast good spells at +1 caster level; add shaman level to a single attack roll 18/day, cast law spells at +1 caster level. Spell-like Abilities: Shang-ti uses these abilities as a 28th-level caster, except for good spells and law spells, which he uses as a 29th-level caster. The save DCs are 40 + spell level. Aid, blade barrier, bless, bull’s strength, calm emotions, commune with greater spirit, commune with lesser spirit, dictum, dispel chaos, dispel evil, divine favor, divine power, gate, giant size, greater spirit ally, hold monster, holy aura, holy smite, holy word, lesser spirit ally, magic circle against chaos, magic circle against evil, order’s wrath, protection from chaos, protection from elements, protection from evil, righteous might, shapechange, shield of law, shield other, spirit ally, stoneskin, substitution, summon monster IX (as good or law spell only), Tenser’s transformation. Shaman Spells/Day (Levels 0-15): 6/10/10/10/9/9/8/8/7/7/3/3/2/2/2/2; base DC = 26 + spell level. †Divine Spirit Loss (unique salient divine ability): Shang-ti can strip any deity of intermediate, lesser, demi- or quasi- power with the spirit subtype of its divine abilities and powers turning them into mortals. Possessions: Shang-ti carries a +5 jade katana (in Shou Lung and T’u Lung this is a wo dao) with the ghost touch, ki focus, soul of honor, and thundering ability in battle. Other Divine Powers As a greater deity, Shang-ti automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks and saves). He is immortal. Senses: Shang-ti can see, hear, touch, and smell at a distance of eighteen miles. As a standard action, he can perceive anything within eighteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 18 hours. Portfolio sense: Shang-ti senses any action happening within a civilized nation where the Celestial Bureaucracy is worshipped as the main faith eighteen weeks before it happens and retains the sensation for eighteen weeks after the event occurs. Automatic actions: Shang-ti can use Knowledge (nobility and royalty), Knowledge (religion) and Knowledge (spirits) as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round. Create Magic Items: Shang-ti can create any kind of magic item. Avatars Shang-ti sends his avatars to counsel emperors, to aid civilized mortals fighting against barbarians, and to prevent the end of an empire. He is occasionally accompanied by a great wyrm t'ien lung. Omens come from Shang-ti only when the Emperor has lost his Mandate from Heaven. In such times, the Empire is besieged by natural disasters such as plagues, floods, and earthquakes. Avatar of Shang-ti: As Shang-ti except divine rank 9; Spd 60 ft.; AC 62 (touch 40, flat-footed 53); Base Atk +40; Grp +58; Atk+68 melee (1d10+23/17-20, +5 ghost touch ki focus soul of honor thundering jade katana); or +58 melee (2d6+9, unarmed strike); or spell +58 melee touch or +58 ranged touch; Atk +68/+63/+58/+53 melee (1d10+23/17-20, +5 ghost touch ki focus soul of honor thundering jade katana); or +58/+53/+48/+43 melee (2d6+9, unarmed strike); or spell +58 melee touch or +58 ranged touch; SQ DR 20/epic, fire resistance 14, SR 41, divine aura (900 ft., DC 31); SV Fort +62, Ref +62, Will +68; all skill modifiers reduced by 9. Salient Divine Abilities: Alter Reality, Alter Size, Divine Blast, Divine Shield, Divine Spellcasting, Divine Weapon Focus (katana), Divine Weapon Specialization (katana), Extra Domain (hero), Gift of Life, Irresistible Blows (katana), Lay Quest. Spell-like Abilities: Caster level 19th; saving throw DC 31 + spell level. Sources: Legends & Lore (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Oriental Adventures (3E), Complete Warrior (3.5E), and Dragon Magazine #318. |
| Lord Mortanius12-18-04, 04:15 AM | there was another one requested. Can't remember at present. That would be me (Velsharoon). |
| Tebryn1412-18-04, 03:43 PM | Ok, so here's Myrkul w/power clause. God that took a long time. I'll get Velsharoon asap. Almost done with Red Shroud and Sebek. Then I'll try the demon lords, or maybe Tapheon, he should pretty easy. I'm still waiting for info on those other demon lords (I've never heard of half of them, and I have every planescape source that talks about them, as far as I know). Myrkul By Tebryn14 Lord of the Dead, Lord of Bones, the Reaper, Old Lord Skulls Greater Deity Symbol: White human skull face-on against a black field or a reaching white skeletal hand on a black field Alignment: NE Home Plane: Hades/Oinos/Bone Castle Portfolio: The dead, decay, wasting, corruption, parasites, old age, dusk, autumn. Worshipers: Necromancers, the bereaved, grave diggers. Cleric Alignments: NE, LE, CE Domains: Corruption, Death, Evil, Pestilence, Suffering. Favored Weapon: “Doombringer” (scythe) Cleric 26/Necromancer 30/True Necromancer 10/Assassin 10 Medium-Size Outsider (Lawful, Evil, Extraplanar, Undead) Divine Rank: 17 Hit Dice: 26d12 (cleric) plus 30d12 (wizard) plus 10d12 (True Necromancer) plus 10d12 (Assassin) (912 hp) Initiative: +19 (+15 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 103 (+15 Dex, +17 divine, +37 natural, +15 deflection, +9 insight) touch 65, flat-footed 88 Base Attack/Grapple: +44/+73 Attack: +6 unholy wounding ghost touch spell storing keen +80; or by spell +73 melee touch or +76 ranged touch Full Attack*: +6 unholy wounding ghost touch spell storing keen +80/+75/+70; or by spell +73 melee touch or +76 ranged touch.*Always rolls a 20 on attack rolls; roll die to check for critical. Damage*: +6 unholy wounding ghost touch spell storing keen 2d4+24+2d6 unholy/19-20 x4; or by spell. *Always does maximum damage (scythe 34) Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Rebuke undead 18/day, domain powers, salient divine abilities, spell-like abilities, death attack (DC 45), sneak +5d6. Special Qualities: Divine immunities, DR 30/epic+good, fire resistance 22, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 17 miles, remote communication 17 miles, godly realm, greater teleport at will, plane shift at will, uncanny dodge, improved uncanny, hide in plain sight, SR 63 (73 within Bone Castle), divine aura (17 miles, DC 52), poison use, zone of desecration 660 ft., necromancer (all necromantic spells are cast at 66th caster level), undead qualities, darkvision 60 ft. Saves: Fort +68, Ref +66, Will +76 Abilities: Str 34, Dex 40, Con 32, Int 52, Wis 49, Cha 40 Skills*: Balance +62, Bluff +82, Concentration +102, Climb +44, Craft (Alchemy) +103, Decipher Script +87, Diplomacy +81, Disguise +67, Gather Information +52, Heal +61, Hide +82, Intimidate +72, Knowledge (Arcana) +123, Knowledge (History) +101, Knowledge (Planes) +118, Knowledge (Religion) +134, Listen +88, Move Silently +82, Profession (Undertaker) +101, Search +78, Sense Motive +91, Spellcraft +124, Spot +88. *Always receives a 20 on checks. Feats: Alertness, Awesome Blow, Blind-fight, Brew Potion, Cleave, Combat Reflexes, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Items, Dodge, Empower Spell, Enhance Spell, Enlarge Spell, Epic Counterspell, Epic Spellcasting, Extend Spell, Forge Ring, Greater Spell Focus (Necromancy), Heighten Spell, Improved Counterspell, Improved Initiative, Intensify Spell, Improved Death Attack x2, Mobility, Power Attack, Quick Draw, Quicken Spell, Reactive Counterspell, Scribe Scroll, Silent Spell, Spell Mastery, Spell Opportunity, Spell Penetration, Still Spell, Weapon Focus (Scythe). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Size, Alter Form, Arcana Mastery, Automatic Metamagic (Quickened Cleric Spells), Call Creatures (17 undead creatures, each with up to 17 HD serving simultaneously), Craft Artifact, Deathly Aura*, Divine Blast (18/day, 32d12, 17 miles), Divine Shield (18/day, stops 170 points of damage), Divine Spellcasting, Divine Spell Focus (Necromancy), Divine Storm (Negative Energy), Extra Domain (Suffering), Extra Domain (Pestilence), Hand of Death (DC 52), Know Death, Life and Death, Life Drain, Mass Life and Death, Spontaneous Wizard Spell, Undead Mastery, Undead Qualities. *Unique Salient Divine Ability, Deathly Aura: Living creatures coming within 60 ft. of Myrkul must succeed at a Fortitude Save (DC 42), or suffer the effects of exhaustion. In addition, their initiative count is reduced by ten for the entirety of the encounter and all checks, saves, and attack rolls suffer a –4 penalty, due to Myrkul’s fatalistic presence. These effects last while the character remains within the aura, and for 1d10 minutes afterwards. Domain Powers: 17/day, attack object ignoring hardness; kill creature with less than 30d6 hp 17/day; cast evil spells at +1 caster level; cast lawful spells at +1 caster level; bestow –2 penalty to strength and dexterity for 1 minutes 17/day. Spell-like Abilities: Myrkul uses these abilities as a 47th level caster, except for evil and lawful spells, which he uses as 48th level caster, and Necromancy, which he uses as a 66th level caster. The save DCs are 42+spell level, or 61+spell level for Necromancy spells. Doom, Blindness/Deafness, Contagion, Morality Undone, Feeblemind, Pox, Insanity, Befoul, Despoil, Cause Fear, Death Knell, Animate Dead, Death Ward, Slay Living, Create Undead, Destruction, Create Greater Undead, Wail of the Banshee, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Blasphemy, Unholy Aura, Summon Monster IX, Summon Swarm, Poison, Plague of Rats, Curse of Lycanthrope, Scourge, Otyugh Swarm, Bane, Endurance, Bestow Curse, Enervation, Harm, Eyebite, Symbol of Pain, Horrid Wilting. Cleric Spells/Day (Levels 0-19): 6/10/10/10/9/9/8/8/7/7/4/4/3/3/3/3/2/2/2/2; base DC=31+spell level, or 46+spell level for Necromantic Spells. Caster level=48th, or 66th for Necromancy. Wizard Spells/Day (Levels 0-21): 4/10/9/9/9/9/8/8/8/8/4/4/4/4/3/3/3/3/2/2/2/2; base DC=33+spell level, or 48+spell level for Necromancy. Caster Level=52nd, or 66th for Necromancy. Assassin Spells/Day: 8/7/7/6; base DC=33+spell level. Caster Level for Necromancy=66th. Feats: Mrykul should have all Spellcraft DCs for base seeds reduced by 10, and have all modifiers reduced by half, because he is a source of magic in and of himself, and his true forms are not limited by the Weave or the alignment of the planes, and therefore can cast Epic Magic much more easily. Spellcasting: Myrkul receives a +10 bonus on all caster level checks to overcome SR. This applies to all spells and spell-like abilities. Within his own Realm, this bonus increases to +12. In addition, Myrkul cast all cleric and wizard spells with an bonus to effective caster level (for variables dependant on caster level, as well as for caster level checks to beat SR) equal to his divine rank. Avatars: Myrkul can manifest avatars. He may have up to 20. In addition, avatars can be in any form the deity desires, and can have stats with HD anywhere up to Myrkul’s. The same goes for Divine Rank, though the max is half. On the Prime, the strongest avatar avatar may use may have the same class levels as the deity, with no outsider HD, and Divine Rank of 0. On the Planes, no such rules apply, and avatars can be every bit as strong as those presented in Deities and Demigods. Alter Reality: Myrkul possesses the Alter Reality SDA, as described in Deities in Demigods, except that duplicated spells are subject to SR, and the caster level for such spells is 32. Because these effects are not spells, per se, they cannot be used as counterspells, and cannot be counterspelled. Myrkul still receive a +10 bonus to caster level checks for these spells (or +12 within the deity’s Realm). Possessions: Myrkul carries a +6 unholy spell storing wounding ghost touch keen scythe called “Doombringer”. Other Divine Powers As a greater deity, Myrkul automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks and saves). He is immortal. Senses: Myrkul can see, hear, touch, and smell at a distance of 17 miles. As a standard action, he can perceive anything within 17 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 17 hours. Portfolio sense: Myrkul senses any death or birthday 17 tendays before it occurs and retains the sensation for 17 tendays afterwards. He is likewise aware of any burial. Automatic actions: Myrkul can use Concentration, Knowledge (arcana), Knowledge (religion), Profession (Undertaker), and Spellcraft as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round. Create Magic Items: Myrkul can create any magic item that has to do with death, disease, or the undead. |
| Lord Mortanius12-20-04, 02:09 AM | Wow. Scary. My only nitpick is that he should have a d12 for his hp, and that his Wiz levels should outrank his cleric ones. Otherwise, he's excellent. BTW, he's NE. |
| GothicDan12-20-04, 02:18 AM | Well, and he was also a Necromancer in 2E, so I would make his Wizard levels actual specialist Necromancer levels, too. |
| Green Elven Vampire12-20-04, 12:14 PM | I'll have that Chosen done tonight! ;) :cool: |
| Green Elven Vampire12-20-04, 12:17 PM | All of the deities you requested are in Faiths and Pantheons. Therefore, posting them would be illegal. I suggest that you try eBay. The shipping costs would be ungodly, but... Here is Erevan, sorry for the delay GEV. Erevan Ilesere By Elrumir The Trickster, the Chameleon, the Green Changeling, the Ever-shifting Shapechanger, the Fey Jester, the Jack of the Seelie Court Intermediate Elven Deity Symbol: Starburst with asymmetrical rays Home Plane: Arvandor Alignment: Chaotic neutral Portfolio: Mischief, change, rogues Worshipers: Bards, elves, revelers, rogues, sorcerers, tricksters Cleric Alignments: CE, CG, CN Domains: Chaos, Elf, Luck, Trickery Favoured Weapon: “Quickstrike” (short sword) Erevan Ilesere Rogue 20/ Sorcerer 10/Ranger 5/Divine Seeker 5 Medium-size outsider (Chaos) Divine Rank: 12 Hit Dice: 20d8+140 (outsider) + 20d6+140 (Rog) + 10d4+70 (Sor) + 5d10+35 (Rgr) + 5d6+35 (Skr) (820 hp) Initiative: +20, always first (+16 Dex, +4 Improved Initiative, Supreme Initiative) Speed: 60 ft. AC: 75 (+16 Dex, +12 divine, +25 deflection, +12 natural) Attacks: +5 knock-back, sweeping longsword +59/+54/+49/+44 and +5 keen, speed short sword +59/+59/+54/+49; or spell +64 melee touch or +71 ranged touch. Damage: +5 knock-back, sweeping longsword 1d8+13/17-20 and +5 keen speed short sword 1d6+13/15-20; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: Moon elf racial abilities, animal companion (up to 5 HD), crippling strike, defensive roll, divine aura (1,200 ft., DC 34), divine immunities, divine perseverance, DR 47/+4, familiars (cats), favoured enemies (drow +2, evil outsiders +1), fire resistance 32, godly realm (10 miles Outer Plane, 1,200 ft. Material Plane), improved evasion, locate creature 1/day, locate object 1/day, obscure object 1/day, opportunist, plane shift at will, remote communication 12 miles, sacred defence +2, sanctuary 1/day, sneak attack +15d6, spontaneous casting of divine spells, SR 44, uncanny dodge (Dex bonus to AC, can’t be flanked, +4 against traps), teleport without error at will, thwart glyph, understand, speak and read all languages and speak directly to all beings within 12 miles. Saves: Fort +51, Ref +60, Will +51 Abilities: Str 26, Dex 42, Con 24, Int 35, Wis 25, Cha 35 Skills: Appraise +59, Animal Empathy +49, Balance +63, Bluff +59, Climb +56, Concentration +54, Decipher Script +59, Diplomacy +59, Disable Device +59, Disguise +59, Escape Artist +63, Forgery +59, Gather Information +59, Handle Animal +51, Heal +54, Hide +63, Innuendo +54, Intimidate +59, Intuit Direction +54, Jump +58, Knowledge (arcana) +59, Knowledge (nature) +59, Listen +56, Move Silently +65, Open Lock +63, Pick Pocket +63, Search +59, Spellcraft +59, Spot +56, Tumble +65, Use Magic Device +59, Use Rope +63, Wilderness Lore +49. Feats: Acrobatic, Alertness, Combat Casting, Dodge, Eschew Materials, Expertise, Extend Spell, Eyes in the Back of Your Head, Greater Two-Weapon Fighting, Improved Critical (longsword), Improved Critical (short sword), Improved Disarm, Improved Initiative, Improved Two-Weapon Fighting, Maximize Spell, Persistent Spell, Point Blank Shot, Quick Draw, Quicker than the Eye, Superior Expertise, Track, Weapon Focus (longsword), Weapon Focus (short sword). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Battlesense, Divine Blast, Divine Dodge, Divine Glibness, Divine Rogue, Divine Sneak Attack, Extra Domain (Elf), Power of Luck, Shapechange, Supreme Initiative, Wave of Chaos. Domain Powers: Cast chaos spells at +1 caster level; 12/day reroll any one roll made. Spell-like Abilities: Erevan uses these abilities as a 24th-level caster, except for chaos spells, which he uses as a 26th-level caster. The save DC’s are 34 + spell level. aid, animate objects, antipathy, break enchantment, cat’s grace, change self, chaos hammer, cloak of chaos, commune with nature, confusion, dispel law, entropic shield, false vision, find the path, freedom of movement, holy aura, invisibility, liveoak, magic circle against law, mind blank, miracle, mislead, nondetection, polymorph any object, prismatic sphere, protection from elements, protection from law, repulsion, screen, shatter, snare, spell turning, summon monster IX (as chaos spell only), sunburst, time stop, tree stride, true strike, word of chaos. Ranger Spells/day: 2 (level 1); base DC 17 + spell level. Sorcerer Spells known: 9/5/4/3/2/1. Sorcerer Spells/day: 6/6/6/6/5/3; base DC 22 + spell level. Possessions: Erevan attacks with Mischief in his one hand and Quickstrike in his off hand. Quickstrike is a +5 short sword with the keen and speed abilities, Mischief a +5 longsword with the sweeping and knock-back abilities. If hard pressed, however, he prefers to use Quickstrike as his main weapon as it is lighter and easier to conceal. Caster level: 25th; Weight: 4 lb. and Caster level 25th; weight 3 lb. Other Divine Powers As an intermediate god, Erevan Ilesere automatically receives a 20 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure and is immortal. Senses: Erevan can see, hear, touch and smell at a distance of twelve miles. As a standard action, he can perceive anything within one mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 10 hours. Portfolio Sense: Erevan is automatically aware when any elf commits an act of mischief or stealth. Automatic Actions: Erevan can use Bluff, Diplomacy, Escape Artist, Pick Pocket, and Search if the DC for the check is 25 or less. He can perform up to ten such actions per round. Create Magic Items: As Erevan is the god of mischief and change, he can create any magic item that has a chaotic or random effect as well as any item that aids in stealth, as long as the item’s price does not exceed 200,000gp. Avatars Erevan appears different every time he sends an avatar to the Realms… Sometimes he’s an elf, at others he’s a brownie, pixie, sprite or other sylvan creature. He sends avatars to check up on his faithful and to aid them if necessary. Erevan is always accompanied bij Avachel, an aspect of the draconic deity Hlal, who is also known as Aasterinian, the dragon's god of trickery. Avatar of Erevan: As Erevan except as follows; divine rank 6; AC 67; Atk +53/+48/+43/+38 (1d8+13/17-20, +5 knock-back, sweeping longsword) and +53/+53/+48/+43 (1d6+13/15-20, +5 keen, speed short sword); or +55 melee touch or +62 ranged touch; SQ Divine aura (600 ft., DC 28), DR 41/+4, fire resistance 26, SR 38; SV Fort +45, Ref +54, Will +55; all skill modifiers are reduced by six. Salient Divine Abilities: Alter Form, Alter Size, Divine Dodge, Divine Glibness, Divine Rogue, Extra Domain (Elf), Shapechange, Supreme Initiative Spell-like abilities: Caster level 16th, saving throw DC 28 + spell level. Thanks for Erevan! Tebryn. ;) |
| Tebryn1412-20-04, 02:05 PM | Thank you for the compliments, and the criticism. I had originally done him as a necromancer, but I didn't think it was worth losing a school of magic. Which school should I ditch. Mortanius, I don't think he should have d12s, because he's not undead. Why do you think he should? About the cleric levels, you can just switch the caster levels, because their spells per day aren't really effected anyway. I thought cleric was more appropriate, since they have more power over undeath, but you're probably right. Was he really NE? Oh my, that I should change. That also frees up a SDA. Does anyone have info on any of the demon lords requested above (probably back on page 21)? I have the goods on any that are mentioned in Planes of Conflict, Hellbound, or Faces of Evil. But that still leaves a few, like the Bodak dude, and some lord of ultimate chaos, or something to that effect. They sound quite neat, but I've never heard of them. |
| Adimarchus12-20-04, 02:46 PM | Nice job with the Lord of Bones, how about Bhaal? Keep it up! :) |
| Tebryn1412-20-04, 03:25 PM | Red Shroud Demon Princess Home Plane: Abyss/Plain of Infinite Portals/Broken Reach Alignment: Chaotic Evil Favored Weapon: Claw Red Shroud rules the fortress town of Broken Reach. A succubus sorceress and a demon princess (by virtue of her measure of divine power and her realm on the Plain of Infinite Portals), she is constantly searching for the means to subject an entire layer of the plane to her will, thus taking a step in title (demon lord) and power (more divine might). For now, however, she serves as ruler of a launching point of Blood War raids, as well as the location of the portal of Plague-Mort on the Outlands, which is not a bit of influence to be over looked. Medium-Size Outsider (Tanar’ri, Extraplanar, Evil, Chaotic) Divine Rank: 0 Hit Dice: 40d8+280 (600 hp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: 60 ft., fly 100 ft. (good) AC: 54 (+7 Dex, +20 natural, +13 deflection, +4 insight) touch 34, flat-footed 47 Base Attack/Grapple: +40/+47 Attack: +5 keen anarchic claw +53 melee; or spell +47 melee touch or +47 ranged touch. Full Attack: 2 +5 keen anarchic claws +53 melee; or spell +47 melee touch or +47 ranged touch Damage: +5 keen anarchic claw 1d8+12; or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Energy drain, spell-like abilities, summon tanar’ri, spells. Special Qualities: Divine immunities, DR 10/epic+good or cold iron, fire resistance 10, immunity to electricity and poison, SR 32, cold resistance 10, acid resistance 10, telepathy 100 ft., tongues. Saves: Fort +29, Ref +29, Will +31 Abilities: Str 24, Dex 24, Con 24, Int 30, Wis 28, Cha 36 Skills: Appraise +35, Balance +22, Bluff +56, Climb +17, Concentration +42, Craft (Alchemy) +25, Decipher Script +28, Disguise +43, Diplomacy +56, Escape Artist +27, Forgery +30, Gather Information +43, Hide +25, Intimidate +53, Jump +17, Knowledge (Arcana) +55, Knowledge (Abyssal Politics) +53, Knowledge (Planes) +43, Knowledge (Religion) +35, Listen +44, Move Silently +24, Search +35, Sense Motive +44, Spellcraft +50, Spot +44, Survival +19, Tumble +27, Use Magic Device +23, Use Rope +17. Feats: Alertness, Awesome Blow, Combat Casting, Dodge, Empower Spell, Improved Initiative, Improved Spell Capacity (10th), Maximize Spell, Mobility, Silent Spell, Spell Focus (Enchantment), Spell Focus (Evocation), Spell Knowledge, Spell Penetration, Weapon Focus (Claw). Divine Immunities: Ability damage, ability drain, energy drain, mind-affecting effects, transmutation. Spell-like Abilities: Red Shroud uses these abilities as a 30th-level caster. The save DCs are 23 + spell level, except for enchantment and evocation spells, for which the DCs are 25+spell level. At will- Alter Self, Charm Monster, Detect Good, Detect Thoughts, Ethereal Jaunt, Polymorph (no limit on duration), Suggestion, Greater Teleport, Telekinesis, Greater Dispelling, Fireball. 1/day-Gate, Time Stop, Disintegrate, Flesh to Stone. Sorcerer Spells Known: (6/10/9/9/9/9/8/8/8/8/2; base DC = 23+spell level; DC 25+ spell level for evocation and enchantment spells. 0-Ray of Frost, Flare, Light, Daze, Unnerving Gaze, Slash Tongue, Detect Magic, Read Magic, Arcane Mark; 1st-Magic Missile, Stupor, Cause Fear, Chill Touch, Mage Armor; 2nd-Darkbolt, Entice Gift, Shatter, Tasha’s Hideous Laughter, Blur; 3rd-Evil Eye, Lightning Bolt, Hold Person, Flame Arrows; 4th-Emotion, Scrying, Shout, Fear; 5th-Stop Heart, Dominate Person, Cone of Cold, Hold Monster; 6th-Fiendish Quickening, Mass Suggestion, Chain Lightning; 7th-Insanity, Reverse Gravity, Whirlwind of Teeth; 8th-Binding, Otiluke’s Telekinetic Sphere, Gutwrench, Maze; 9th-Mindrape, Wish, Meteor Swarm, Astral Projection. Energy Drain (Su): Red Shroud drains energy from a mortal she lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, she must start a grapple, which provokes an attack of opportunity. Her kiss or embrace bestows two negative levels. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from her. The victim must succeed on a DC 43 Will save to negate the effect of the suggestion. The DC is 43 for the Fortitude save to remove a negative level. These save DCs are Charisma-based. Summon Demon (Sp): Three times per day Red Shroud can automatically summon 1d2 vrocks, or 1d3 succubi. This ability is the equivalent of a 9th-level spell. |
| Tebryn1412-20-04, 03:30 PM | Velsharoon By Elrumir Symbol: A crowned laughing lich skull on a solid black hexagon Home Plane: Dweomerheart Alignment: Neutral evil Portfolio: Necromancy, necromancers, evil liches, undeath Worshipers: Divine disciples, liches, necromancers, seekers of immortality through undeath, Cult of the Dragon Cleric Alignments: CN, LN, NE Domains: Death, Evil, Magic, Undeath Favoured Weapon: "Skull Staff of the Necromancer" (quarterstaff) Velsharoon The Vaunted, Archmage of Necromancy, Lord of the Forsaken Crypt, the Necromancer, Lord of the Forgotten Crypt, the Lich-Lord, Patron of Evil Liches Necromancer 20/Cleric 10/Archmage 5/True Necromancer 10 Medium-size Undead (Evil) Divine Rank: 5 Hit Dice: 20d12 (Nec) + 10d12 (Clr) + 5d12 (Acm) + 10d12 (TNc) (540 hp) Initiative: +14 (+10 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 49 (+10 Dex, +5 divine, +15 natural, +9 deflection) Attacks: +3 unholy ghost touch spell storing quarterstaff +40/+35/+30/+25; or lich touch +36 melee; or spell +36 melee touch or +39 ranged touch Damage: +3 unholy ghost touch spell storing quarterstaff 1d6+10; or 1d8+5 melee touch (DC 41 for half damage); or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, fear aura (DC 42), paralyzing touch (DC 42), salient divine abilities, spell-like abilities, rebuke undead 16/day. Special Qualities: Undead traits, arcane fire, arcane reach, create greater undead 1/day, create undead 1/day, divine aura (50 ft., DC 22), divine immunities, DR 40/+4, energy drain 1/day, familiars (owls), fire resistance 25, godly realm (500 ft. Outer Plane, 500 ft. Material Plane), mastery of counterspelling, mastery of shaping, necromancer (cast Necromancy or Death domain spells as 45th level caster), plane shift at will, rebuke (rebuke undead as 20th level cleric), remote communication 5 miles, spell power +3, spontaneous casting of divine spells, SR 37, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 5 miles, major zone of desecration (450 ft.). Saves: Fort +17, Ref +22, Will +43 Abilities: Str 24, Dex 30, Con –, Int 40, Wis 35, Cha 28 Skills: Alchemy +43, Appraise +34, Bluff +28, Craft (bookbinding) +36, Concentration +35, Heal +24, Intimidate +33, Knowledge (arcana) +45, Knowledge (history) +45, Knowledge (nature) +43, Knowledge (the planes) +45, Knowledge (religion) +43, Knowledge (undeath) +45, Listen +29, Profession (herbalist) +31, Profession (scribe) +31, Scry +42, Search +38, Spellcraft +47, Spot +29. Feats: Combat Casting, Craft Wondrous Item, Discipline, Empower Spell, Extra Turning, Greater Spell Focus (Necromancy), Heighten Spell, Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Shadow Weave Magic, Silent Spell, Skill Focus (Spellcraft), Spell Focus (Transmutation), Spell Focus (Necromancy), Spell Mastery, Spell Penetration, Still Spell, Weapon Focus (quarterstaff). Undead Traits: Darkvision, not subject to critical hits or subdual damage. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Arcane Mastery, Divine Spell Focus (Necromancy), Divine Spellcasting, Extra Domain (Death), Hand of Death, Life Drain. Domain Powers: 5/day death touch (roll 10d6; if subject touched does not have at least that many hp, it dies); cast evil spells at +1 caster level. Spell-like Abilities: Velsharoon casts these spells as a 15th- level caster, except for evil spells, which he uses as a 16th-level caster. The save DC’s are 24 + spell level. animate dead, antimagic field, blasphemy, cause fear, circle of doom, control undead, create greater undead, create undead, death knell, death ward, desecrate, destruction, detect undead, dispel good, dispel magic, energy drain, identify, imbue with spell ability, magic circle against good, Mordenkainen’s disjunction, Nystul’s undetectable aura, protection from good, protection from spells, slay living, spell resistance, spell turning, summon monster IX (as evil spell only), unholy aura, unholy blight, wail of the banshee. Cleric Spells/day: 6/9/9/9/8/8/7/6/6/5/3/3/3; base DC 24 + spell level, 25 + spell level for Enchantment and Illusion spells, 28 + spell level for Necromancy spells. Wizard Spells/day: 4/8/8/8/7/7/6/5/6/4/4/4/3/3/3/3; base DC 27 + spell level, 28 + spell level for Enchantment and Illusion spells, 31 + spell level for Necromancy spells. Possessions: Velsharoon carries the Skull Staff of the Necromancer, a +3 Staff of Skulls (see Magic of Faerun) with the additional properties unholy, ghost touch and spell storing. Caster level:25th; Weight:4 lb. Other Divine Powers As a demigod, Velsharoon treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Velsharoon can see, hear, touch and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 5 hours. Portfolio Sense: Velsharoon is instantly aware of the creation of any undead, whether intentionally (like when becoming a lich) or involuntarily (like after being bitten by a vampire) or the casting of any Necromantic spell. Automatic Actions: Velsharoon can use Alchemy, Concentration, Knowledge (arcana), Knowledge (religion), Knowledge (undead) or Spellcraft as a free action, if the DC for the check is 15 or less. He can perform up to two such actions per round. Create Magic Items: Being the god of necromancers, Velsharoon can create any magic item that uses a necromantic spell or creates undead, as long as the item’s price is 4,500 gp or less. |
| Tebryn1412-20-04, 03:34 PM | Bhaal By Elrumir Lord of Murder Intermediate Faerûnian Deity (dead) Symbol: A white, face-on human skull surrounded by a counter-clockwise orbit of many streaming teardrops Home Plane: formerly The Barrens of Doom and Despair, currently adrift on the Astral Plane. Alignment: Lawful evil Portfolio: Death, especially violent or ritual death Worshipers: Assassins, cultists, monks, necromancers, sadists Cleric Alignments: LE, LN, NE Domains: Death, Evil, Fate, Law, Suffering Favoured Weapon: Bone dagger (dagger) Bhaal Thief 20/Fighter 10/Assassin 10 Medium-size outsider (Evil, Law) Divine Rank: 13 Hit Dice: 20d8+180 (outsider) + 20d6+180 (Rog) + 10d10+90 (Ftr) + 10d6+90 (Ass) (980 hp) Initiative: +19, always first (+11 Dex, +4 Improved Initiative, Supreme Initiative) Speed: 60 ft. AC: 75 (+15 Dex, +13 divine, +26 natural, +11 deflection) Attacks: +5 keen, wounding, unholy, ghost touch dagger +74/+69/+64/+59 melee or +72/+67/+62/+57 and +72/+67/+62 melee or +74 ranged; or spell +65 melee touch or +68 ranged touch. Damage: +5 keen, wounding, unholy, ghost touch dagger 1d4+19/19-20/x2; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: Crippling strike, death attack, defensive roll, divine aura (1,300 ft., DC 34), divine immunities, DR 48/+5, evasion, fire resistance 33, godly realm (1 mile Outer Plane, 1,300 ft. Material Plane), improved evasion, opportunist, plane shift at will, poison save +5, poison use, remote communication 13 miles, sneak attack +18d6; spontaneous casting of divine spells, SR 45, teleport without error at will, uncanny dodge (Dex bonus to AC, can’t be flanked, +4 against traps), understand, speak and read all languages and speak directly to all beings within 13 miles. Saves: Fort +56, Ref +60, Will +55 Abilities: Str 35, Dex 40, Con 28, Int 31, Wis 27, Cha 33 Skills: Alchemy +63, Appraise +63, Balance +70, Bluff +64, Climb +65, Craft (blacksmithing) +63, Craft (poisonmaking) +63, Craft (trapmaking) +63, Diplomacy +64, Disguise +64, Escape Artist +68, Forgery +63, Gather Information +64, Hide +68, Innuendo +61, Intimidate +64, Jump +67, Knowledge (arcana) +63, Knowledge (the planes) +63, Knowledge (religion) +63, Listen +63, Move Silently +68, Profession (herbalist) +61, Read Lips +63, Search +63, Spellcraft +63, Spot +63, Tumble +72. Feats: Alertness, Ambidexterity, Arterial Strike, Blind Fight, Blindsight, Combat Reflexes, Dodge, Dirty Fighting, Expertise, Flick of the Wrist, Greater Two-Weapon Fighting, Improved Critical (dagger), Improved Disarm, Improved Initiative, Improved Trip, Improved Two Weapon Fighting, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quicker then the Eye, Spring Attack, Superior Expertise, Twin Sword Style, Two Weapon Fighting, Weapon Finesse (dagger), Weapon Focus (dagger), Weapon Specialization (dagger). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Battlesense, Divine Blast, Divine Rogue, Divine Sneak Attack, Extra Domain (Fate), Extra Domain (Law), Frightful Presence, Hand of Death, Irresistible Blows, Mass Divine Blast, Supreme Initiative, Wound Enemy. Domain Powers: 13/day death touch; cast evil spells at +1 caster level; cast law spells at +1 caster level; 13/day pain touch. Spell-like Abilities: Bhaal used these abilities as a 23th-level caster, except for evil and law spells, which he used as a 24th-level caster. The save DC’s are 34 + spell level. animate dead, augury, bane, bestow curse, blasphemy, calm emotions, cause fear, create greater undead, create undead, death knell, death ward, desecrate, destruction, dictum, dispel chaos, dispel good, endurance, enervation, eyebite (sicken effect only), feeblemind, foresight, geas/quest, harm, hold monster, horrid wilting, magic circle against chaos, magic circle against good, mark of justice, mind blank, order’s wrath, protection from good, shield of law, slay living, status, summon monster IX (as evil or law spell only), symbol (pain effect only), true strike, unholy aura, unholy blight, vision, wail of the banshee. Assassin Spells/day: 5/5/4/3 (levels 1-4); base DC 20 + spell level. Possessions: Bhaal conjured many bone daggers when he was drawn into a fight. These functioned each as [/i]+5 keen, wounding, unholy ghost touch daggers which he threw as easily as he thrusted with them. Caster level: 25th; Weight: 1 lb. Other Divine Powers As an intermediate god, Bhaal automatically received a 20 on any check. He treated a 1 on an attack roll or saving throw normally and not as an automatic failure and was immortal before he died during the aftermath of the Time of Troubles. His corpse now lies in the astral plane. Senses: Bhaal was able to see, hear, touch and smell at a distance of fourteen miles. As a standard action, he could perceive anything within fourteen mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He could extend his senses to up to ten locations simultaneously. He was able to block the sensing powers of deities of up to his rank at two such remote locations at once for 10 hours. Portfolio Sense: Bhaal was automatically aware when anyone is murdered, dies of unnatural causes (this includes magic) or is ritually killed. Automatic Actions: Bhaal could use Bluff, Craft, Diplomacy, Hide, Intimidate and Move Silently as a free action, if the DC for the check was 25 or less. He could perform up to ten such actions per round. Create Magic Items: As Bhaal was the god of murder, he could create any unholy item, or any item that can be used to kill someone as its primary function, as long as the item’s price did not exceed 200,000gp. Avatars Bane did not come to the Realms often, but when he did, he always appeared in a form named the Slayer in urban environments. The Slayer looked like a male corpse, with a ferocious visage, bone-white skin and deep lacerations from which black ichor endlessly came forth. The Slayer was able to conjure an infinite number of daggers. In more remote settings, such as the Moonshaes, he appeared as a huge man, the Ravager. This gigantic form had tough sinews, a flowing beard and a mane of hair, eyes with a fire of hatred burning in them, supernatural hatred that also shows on his grimacing face. From his forehead two 7-foot-long horns jutted, curving backwards. The Ravager was a weapon of mass destruction, and he favoured attacking with his massive fists. Avatar of Bhaal: As Bhaal except as follows; divine rank 6; Init +19; AC 58; Atk +67/+62/+57/+52, or +65/+60/+55/+50 and +65/+60/+55 melee; or +67 ranged (1d4+19/19-20, +5 keen, wounding, unholy, ghost touch dagger); spell +58 melee touch or +61 ranged touch; SQ Divine aura (600 ft., DC 27), DR 41/+4, fire resistance 26, SR 38; SV Fort +49, Ref + 53, Will +48; all skill modifiers are reduced by seven. Salient Divine Abilities: Alter Form, Alter Size, Divine Blast, Divine Rogue, Divine Sneak Attack, Extra Domain (Law), Hand of Death, Wound Enemy Spell-like abilities: Caster level 17th, saving throw DC 24 + spell level. Without the Extra Domain salient ability, Bhaal loses access to the Fate domain and the spell-like abilities augury, bestow curse, foresight, geas/quest, mark of justice, mind blank, status, true strike, vision. |
| Mirtek12-20-04, 03:50 PM | DvR 13 seems to be a Bhaal somewhere in the middle of his divine life. If you want to represent him just shortly before the ToT he should be DvR 11 Otherwise: Nice. |
| Lord Mortanius12-20-04, 09:10 PM | Thank you for the compliments, and the criticism. I had originally done him as a necromancer, but I didn't think it was worth losing a school of magic. Which school should I ditch. Mortanius, I don't think he should have d12s, because he's not undead. Why do you think he should? About the cleric levels, you can just switch the caster levels, because their spells per day aren't really effected anyway. I thought cleric was more appropriate, since they have more power over undeath, but you're probably right. Was he really NE? Oh my, that I should change. That also frees up a SDA. Does anyone have info on any of the demon lords requested above (probably back on page 21)? I have the goods on any that are mentioned in Planes of Conflict, Hellbound, or Faces of Evil. But that still leaves a few, like the Bodak dude, and some lord of ultimate chaos, or something to that effect. They sound quite neat, but I've never heard of them. UNDEAD QUALITIES Benefit: The deity gains the qualities of the undead type: —No Constitution score. —Darkvision out to 60 feet. —Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). —Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. —Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. —Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score. —Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). —Uses its Charisma modifier for Concentration checks. —Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. —Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead. —Undead do not breathe, eat, or sleep. Suggested Portfolio Elements: Death, undead. |
| Tebryn1412-20-04, 10:17 PM | UNDEAD QUALITIES Benefit: The deity gains the qualities of the undead type: —No Constitution score. —Darkvision out to 60 feet. —Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score. —Uses its Charisma modifier for Concentration checks. —When reduced to 0 hit points or less, it is immediately destroyed. —Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead. It doesn't say any of that. Unless of course they have changed it. In my version of Deities and Demigods, page 49, it says: "Like undead, the deity is immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, and it ignores mind-affecting effects. The deity is not subject to critical hits, subdeal damage, ability damage, ability drain, or energy drain. The deity is immune to any effect requiring a fortitude save, unless it affects objects." Has there been some change to this that I should know about? |
| Lord Mortanius12-20-04, 11:37 PM | It doesn't say any of that. Unless of course they have changed it. In my version of Deities and Demigods, page 49, it says: "Like undead, the deity is immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, and it ignores mind-affecting effects. The deity is not subject to critical hits, subdeal damage, ability damage, ability drain, or energy drain. The deity is immune to any effect requiring a fortitude save, unless it affects objects." Has there been some change to this that I should know about? The above was taken from the 3.5 SRD on the main site. And IMHO, Pestilence would fit Myrkul better than Law. |
| Green Giant12-20-04, 11:54 PM | Chih-Nii The Weaving Lover Intermediate Diety Symbol: Spinning Loom Home Plane: Olympian Glades of Arborea/Olympus/Loom of the Celestial River Portfolio: Spinning and weaving, love Worshipers: Weavers, lovers, women Cleric Alignments: CG, NG, CN Domains: Chaos, Charm, Craft, Good Favored Weapon: Dagger The daughter of Shang-ti, Chih-Nii is the goddess of spinners and weavers. She makes clothes for all the gods of heaven, a task that keeps her so busy that she has had no time to find a husband. Fortunately for Chih-Nii, however, her sister convinced her to take a rest and go to earth. While the women were bathing in a stream, a cowherd came along and hid Chih-Nii’s clothes. When he would not return them, Chih-Nii was forced to remain on earth and eventually fell in love with the mischievous cowherd. Unfortunately, the gods soon recalled Chih-Nii. Recovering Chih-Nii’s clothes from their hiding place, the cowherd tried to follow her to heaven, but Shang-ti stopped the mortal on the far side of the Celestial River (the Milky Way). Chih-Nii may now cross the Celestial river to visit her lover only on the seventh day of the seventh month each year, when the magpies gather to make a bridge with their wings. Dogma Clergy and Temples Clerics of Chih-Nii preside over ceremonies concerning silkworms, sheep, and other textile sources. As a sign of this, they can only wear armor fashioned from hemp or quilted silk. They are also expected to aid and shelter those involved in impossible loves or star-crossed romances. CHIH-NII Shaman 20/Bard 10/Sorcerer 10 Medium-Size Outsider (Chaos, Good, Spirit) Divine Rank: 13 Hit Dice: 20d8+140 (outsider) plus 20d6+140 (Shaman) plus 10d6+70 (Bard) plus 10d4+70 (Sorcerer) (800 hp) Initiative: +16, always first (+12 Dex, +4 Improved Iniative, Supreme Iniative) Speed: 60 ft. AC: 78 (+12 Dex, +13 divine, +26 natural, +17 deflection) touch 52, flat-footed 66 Base Attack/Grapple: +40/+60 Attack: +5 dancing defending dagger +66 melee; or unarmed strike +60 melee; or spell +60 melee touch or +72 ranged touch Full Attack: +5 dancing defending dagger +66/+61/+56/+51 melee; or unarmed strike +60/+55/+50/+45 melee; or spell +60 melee touch or +72 ranged touch Damage: +5 dancing defending dagger 1d4+12/19-20; or unarmed strike 2d6+7; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead 24/day (effective cleric level 18th, +4 to turning checks), domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, good). Special Qualities: Divine immunities, DR 25/epic, fire resistance 18, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 13 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion as druid, spirit sight, spirits’ favor, bardic knowledge +23, bardic music 10/day (countersong, fascinate, inspire courage +2, inspire competence, suggestion, inspire greatness), SR 45, divine aura (1,300 ft., DC 40). Saves: Fort +69, Ref +74, Will +73 Abilities: Str 25, Dex 34, Con 25, Int 28, Wis 28, Cha 44 Skills*: Appraise +42 (+44 with alchemy, +46 with silkmaking, weaving), Balance +47, Bluff +55, Climb +35 (+37 with rope), Concentration +50 (+54 when casting defensively), Craft (alchemy) +42, Craft (silkmaking) +65, Craft (weaving) +91, Decipher Script +37, Diplomacy +60, Disguise +59, Gather Information +54, Heal +42, Jump +37, Knowledge (arcana) +57, Knowledge (history) +47, Knowledge (local) +47, Knowledge (nature) +47, Knowledge (nobility and royalty) +47, Knowledge (religion) +57, Knowledge (spirits) +57, Listen +42, Perform (Noh/kabuki) +55, Perform (percussion instruments) +55, Perform (string instruments) +55, Perform (wind instruments) +55, Perform (sing) +55, Perform (tea ceremony) +55, Profession (fashion) +55, Sense Motive +42, Spellcraft +56 (+60 with deciphering scrolls), Spot +42, Swim +35, Tumble +47, Use Magic Device +60 (+66 with scrolls), Use Rope +45. *Always receives a 20 on checks. Feats: Brew Potion, Combat Casting, Combat Reflexes, Consecrate Spell, Craft Talisman, Craft Wand, Craft Wondrous Item, Dodge, Extra Turning, Forge Ring, Freezing the Lifeblood, Improved Iniative, Improved Unarmed Strike, Iron Will, Mobility, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus [Craft (weaving)], Skill Focus [Profession (fashion)], Spell Penetration, Spring Attack, Still Spell, Stunning Fist, Unbalancing Strike, Weapon Focus (dagger). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar, Create Object, Divine Blast, Divine Dodge, Divine Inspiration (love and desire), Divine Shield, Divine Skill Focus [Craft (weaving)], Extra Domain (chaos), Gift of Life, Life and Death, Master Crafter, Supreme Iniative, Wave of Chaos. Domain Powers: Cast chaos spells at +1 caster level; 13/day increase Cha by +4 for 1 minute; cast creation spells at +1 caster level; cast good spells at +1 caster level. Spell-like Abilities: Chih-Nii uses these abilities as a 23th-level caster, except for chaos spells, creation spells, and good spells, which she uses as a 24th-level caster. The save DCs are 40 + spell level. Aid, animate objects, animate rope, blade barrier, calm emotions, chaos hammer, charm person, charm monster, cloak of chaos, demand, dispel evil, dispel law, dominate monster, fantastic machine, forcecage, geas/quest, greater fantastic machine, heroism, holy aura, holy smite, holy word, insanity, magic circle against evil, magic circle against law, major creation, minor creation, order’s wrath, protection from evil, protection from law, shatter, stone shape, suggestion, summon monster IX (as chaos or good spell only), wall of stone, wood shape, word of chaos. Shaman Spells/Day: 6/8/8/8/7/7/6/6/5/5; base DC = 19 + spell level. Bard Spells Known (3/8/7/6/4; base DC = 27 + spell level): 0-dancing lights, daze, lullaby, mending, prestidigitation, summon instrument; 1st-identify, lesser confusion, sleep, Tasha’s hideous laughter; 2nd-alter self, daze monster, detect thoughts, invisibility; 3rd-gaseous form, good hope, haste, see invisibility; 4th-freedom of movement, shout. Sorcerer Spells Known (6/10/10/10/9/7; base DC = 27 + spell level): 0-detect magic, detect poison, dirupt undead, light, mage hand, ray of frost, read magic, resistance, touch of fatigue; 1st-animate wood, color spray, expeditious retreat, magic missile, shield; 2nd-animate water, kiss of the toad, protection from charm, rope trick; 3rd-animate fire, commune with lesser spirit, suggestion; 4th-dancing blade, dimension door; 5th-feeblemind. Possessions: Chih-Nii carries a +5 dagger with the defending and dancing ability for combat Other Divine Powers As an intermediate deity, Chih-Nii automatically receives a die result of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Chih-Nii can see, hear, touch, and smell at a distance of thirteen miles. As a standard action, she can perceive anything within thirteen miles of his worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 13 hours. Portfolio sense: Chih-Nii knows when two people fall in love or make love, and when anyone is using a craft skill related to her portfolio the instant it happens and retains the sensation for thirteen weeks after the event occurs. Automatic actions: Chih-Nii can use Craft (weaving), Profession (fashion) and any Perform check as a free action if the DC for the task is 20 or lower. She can perform up to ten such free actions each round. Create Magic Items: Chih-Nii can create any kind of robe, cloak, or garment of any kind that has an enchantment effect, as long as the item’s market price does not exceed 200,000 gp. Avatars As the patron of spinners and weavers, Chih-Nii watches over women who earn their living by making clothes. Her main interest, however, is women who have found love late in their lives, and there is a chance she will send her avatar to punish any male who jilts such a woman. Avatar of Chih-Nii: As Chih-Nii except divine rank 6; Spd 60 ft.; AC 60 (touch 41, flat-footed 50); Base Atk +40; Grp +53; Atk +59 melee (1d4+12/19-20, +5 dancing defending dagger); or +53 melee (2d6+7, unarmed strike); or spell +53 melee touch or +58 ranged touch; Atk +59/+54/+49/+44 melee (1d4+12/19-20, +5 dancing defending dagger); or +53/+48/+43/+38 melee (2d6+7, unarmed strike); or spell +53 melee touch or +58 ranged touch; SQ DR 20/epic, fire resistance 11, SR 39, divine aura (600 ft., DC 33); SV Fort +62, Ref +67, Will +64; all skill modifiers reduced by 7. Salient Divine Abilities: Alter Reality, Alter Size, Divine Blast, Divine Dodge, Divine Inspiration (love and desire), Divine Shield, Extra Domain (chaos), Gift of Life. Spell-like Abilities: Caster level 16th; saving throw DC 33 + spell level. Sources: Legends & Lore (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Oriental Adventures (3E), Complete Warrior (3.5E), and Dragon Magazine #318. |
| Tebryn1412-21-04, 12:56 AM | OH! I never noticed that. Thank you, Mortanius. The Pestilence domain sounds fitting (And saves me the trouble of picking another SDA :D ), but I can't seem to find the source. Could you tell me where it is listed? (I hope I have the book). As soon as I get that, I'll go ahead and make the necessary changes to Myrkul. |
| Lord Mortanius12-21-04, 02:20 AM | It's in Complete Divine. I'll save you the trouble of checking. Pestilence Power : You are immune to all diseases, though you can still be a carrier. 1 - Doom 2 - Summon Swarm 3 - Contagion 4 - Poison 5 - Plague of Rats 6 - Curse of Lycanthropy 7 - Scourge 8 - Create Greater Undead 9 - Otyugh Swarm. |
| Tebryn1412-21-04, 04:33 PM | Thank you Mortanius. Myrkul is updated, with all suggestions that I saw. I'll see if I can get Sebek up today. Still waiting on Demon Lord info. |
| Green Giant12-21-04, 09:11 PM | Chung-Kuel The Ugly Scholar Intermediate Diety Symbol: Ruler and writing brush Home Plane: Seven Mounting Heavens of Celestia/Solania/the Ministry of Virtue Portfolio: Truth and testing Worshipers: Bureaucrats, scholars, investigators Cleric Alignments: LG, NG, LN Domains: Good, Knowledge, Law Favored Weapon: Quarterstaff Also known as K’uei Hsing, Chung Kuel was a brilliant mortal who finished first in all of his examinations. However, he was so ugly that the Emperor would not affirm his success. When the despondent Chung Kuel threw himself into the sea, a turtle saved his life. The Emperor took this as a divine sign and acknowledged the examination result. Chung Kuel served so efficiently and honestly that Shang-ti granted him immortality, making him assistant to Wen Chang Ti, god of literature. Eventually, as the need for bureaucrats increased, Shang-ti created a ministry to watch over truth and the examination process, placing Chung Kuel in charge of it. In his true form, Chung Kuel is a finely dressed man with a magnificent potbelly, a hairy nose of grotesque proportions, red-rimmed eyes, and a tiny chin completely lost beneath the folds of his bulging cheeks. Dogma Clergy and Temples Priests dedicated to Chung Kuel must be honest, scholarly and ugly. Their primary duty consists of administering imperial examinations, though they are often employed as investigators in cases of official corruption. CHUNG-KUEL Shaman 20/Loremaster 10/Monk 10 Medium-Size Outsider (Good, Law, Spirit) Divine Rank: 11 Hit Dice: 20d6+140 (Shaman) plus 10d4+70 (Loremaster) plus 10d8+70 (Monk) (520 hp) Initiative: +14 (+10 Dex, +4 Improved Iniative) Speed: 90 ft. AC: 66 (+10 Dex, +14 monk, +11 divine, +11 natural, +9 deflection, +1 dodge) touch 55, flat-footed 55 Base Attack/Grapple: +25/+43 Attack: +5 impact soul of honor sweeping ki focus quarterstaff +49 melee; unarmed strike +43 melee; or spell +43 melee touch or +46 ranged touch Full Attack: +5 impact soul of honor sweeping ki focus quarterstaff +49/+44/+39 melee; unarmed strike +43/+38/+33 melee; or spell +43 melee touch or +46 ranged touch Damage: +5 impact soul of honor sweeping ki focus quarterstaff 1d6+12/19-20; unarmed strike 2d6+7, or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead 16/day (effective cleric level 18th, +4 to turning checks), domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (good, law). Special Qualities: Divine immunities, DR 25/epic, fire resistance 16, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 11 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion as druid, spirit sight, spirits’ favor, lore +29, secret (secrets of inner strength, the lore of true stamina, secret knowledge of avoidance, applicable knowledge, dodge trick), greater lore, true lore, flurry of blows (+43/+43/+38/+33), still mind, ki strike (lawful, magic), slow fall 50 ft., purity of body, wholeness of body, improved evasion, SR 43, divine aura (1,100 ft., DC 30). Saves: Fort +45, Ref +48, Will +56 Abilities: Str 24, Dex 30, Con 24, Int 40, Wis 35, Cha 29 Skills*: Balance +43, Climb +33, Concentration +48, Craft (alchemy) +46, Craft (bookbinding) +46, Craft (calligraphy) +56, Decipher Script +56, Diplomacy +41, Gather Information +42, Handle Animal +40, Heal +43, Jump +35, Knowledge (arcana) +56, Knowledge (architecture and engineering) +46, Knowledge (dungeoneering) +46, Knowledge (geography) +46, Knowledge (history) +56, Knowledge (local) +46, Knowledge (nature) +46, Knowledge (nobility and royalty) +46, Knowledge (religion) +69, Knowledge (spirits) +66, Listen +43, Perform (Noh/kabuki) +40, Perform (oratory) +40, Perform (percussion instruments) +40, Perform (tea ceremony) +40, Profession (bookkeeper) +53, Profession (scribe) +63, Sense Motive +63, Spellcraft +70 (+72 with deciphering scrolls), Spot +43, Swim +33, Tumble +43, Use Magic Device +40 (+48 with scrolls). *Always receives a 20 on checks. Feats: Blind-Fight, Combat Casting, Consecrate Spell, Craft Talisman, Craft Wand, Craft Wondrous Item, Earth’s Embrace, Eschew Materials, Extra Turning, Forge Ring, Improved Grapple, Improved Iniative, Improved Trip, Improved Unarmed Strike, Ki Shout, Pain Touch, Scribe Scroll, Silent Spell, Skill Focus [Knowledge (religion)], Spell Penetration, Still Spell, Stunning Fist, Unbalancing Strike, Weapon Focus (quarterstaff). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar, Divine Blast, Divine Horror†, Divine Recall (exams), Divine Shield, Gift of Life, Know Secrets, Lay Quest, Life and Death, Power of Truth, True Knowledge Domain Powers: Cast good spells at +1 caster level; cast divination spells at +1 caster level; cast law spells at +1 caster level. Spell-like Abilities: Chung-Kuel uses these abilities as a 21th-level caster, except for divination spells, good spells and law spells, which he uses as a 22th-level caster. The save DCs are 30 + spell level. Aid, blade barrier, calm emotions, clairaudience/clairvoyance, detect secret doors, detect thoughts, dictum, discern location, dispel chaos, dispel evil, divination, find the path, foresight, hold monster, holy aura, holy smite, holy word, legend lore, magic circle against chaos, magic circle against evil, order’s wrath, protection from chaos, protection from evil, shield of law, summon monster IX (as good or law spell only), true seeing. Shaman Spells/Day: 6/9/9/9/9/8/7/7/7/6; base DC = 22 + spell level. †Divine Horror (unique salient ability): Chung-Kuel is physically horrifying to look at by any mortal. Those gazing at his face must make a Fort save (DC 30 = 10 + divine rank + Cha bonus) or be turned into stone. Possessions: Chung-Kuel carries a +5 quarterstaff (one head only) with the impact, soul of honor, sweeping, and ki focus ability for combat Other Divine Powers As an intermediate deity, Chung-Kuel automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Chung-Kuel can see, hear, touch, and smell at a distance of eleven miles. As a standard action, he can perceive anything within eleven miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend her senses to up to ten locations at once. He can block the sensing power of deities of her rank or lower at up to two remote locations at once for 11 hours. Portfolio sense: Chung-Kuel knows when there is an examination being taken, and when anyone is is trying to cheat at a test or lie the instant it happens and retains the sensation for eleven weeks after the event occurs. Automatic actions: Chung-Kuel can use Profession (scribe) and Sense Motive check as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Chung-Kuel can create any kind of magic item dealing with finding the truth or keeping true to oneself, as long as the item’s market price does not exceed 200,000 gp. Avatars Chung Kuel’s primary duty is to oversee the imperial examinations. There is a chance that he will notice any cheating. This chance increases if magic is used. When a cheater is noticed, his test paper bursts into flames in his hand, inflicting 2d6 points of fire damage (no save allowed). Avatar of Chung-Kuel: As Chung-Kuel except divine rank 5; Spd 90 ft.; AC 54 (touch 49, flat-footed 43); Base Atk +25; Grp +37; Atk +45 melee (1d6+12/19-20, +5 impact ki focus soul of honor sweeping quarterstaff); or +37 melee (2d6+7/x2, unarmed strike), or spell +37 melee touch or +40 ranged touch; Full Atk +45/+40/+35 melee (1d6+12/19-20, +5 impact ki focus soul of honor sweeping quarterstaff); or +37/+32/+27 melee (2d6+7/x2, unarmed strike), or spell +37 melee touch or +40 ranged touch; SQ DR 20/epic, fire resistance 10, SR 37, divine aura (500 ft., DC 24); SV Fort +30, Ref +33, Will +41; all skill modifiers reduced by 6. Salient Divine Abilities: Alter Reality, Divine Blast, Divine Horror†, Divine Recall (exams), Divine Shield, Gift of Life, Power of Truth. Spell-like Abilities: Caster level 15th; saving throw DC 24 + spell level. Sources: Legends & Lore (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Oriental Adventures (3E), Complete Warrior (3.5E), Complete Divine (3.5E), and Dragon Magazine #318. |
| Lord Mortanius12-22-04, 08:56 AM | Tebryn - I've posted the Staff of the Lower Planes a few pages back. |
| Tebryn1412-22-04, 11:13 AM | Tebryn - I've posted the Staff of the Lower Planes a few pages back. I remember. I just haven't had a chance to go back and fix Anthraxus. I also have to power the staff up a bit, because the website you got it from (/Enworld coversions I think) put anthraxus at a significantly lower power level than I would like. I'll try to get to that today, and Sebek will definently be up today. |
| Lord Mortanius12-22-04, 12:21 PM | I remember. I just haven't had a chance to go back and fix Anthraxus. I also have to power the staff up a bit, because the website you got it from (/Enworld coversions I think) put anthraxus at a significantly lower power level than I would like. I'll try to get to that today, and Sebek will definently be up today. He has 70+HD. That's hardly underpowered. |
| Tebryn1412-22-04, 02:10 PM | Which stats are you looking at? At Enworld Conversions (http://www.enworld.org/cc/converted/outsider/yugoloth/oinoloth.htm), he only has 51 HD. Regardless, HD aren't necessarily a measure of power. And it was really the staff, rather than their version of Anthraxus that I take issue with. Here is Sebek. Sebek Lord of Crocodiles, the Smiling Death, Sobek Demigod Symbol: Crocodile head wearing a horned and plumed headdress. Home Plane: Alignment: Neutral Evil Portfolio: River hazards, crocodiles, werecrocodiles, wetlands. Worshipers: Druids, inhabitants of crocodile-infested areas, rangers, werecrocodiles. Cleric Alignments: NE, CE, LE Domains: Animal, Evil, Scalykind, Water. Favored Weapon: “The Sorrowful Spear” (shortspear). Ranger 20/Fighter 10/Druid 10 Medium-Size Outsider (Evil, Extraplanar, Water) Divine Rank: 5 Hit Dice: 20d8+220 (outsider) plus 20d8+220 (ranger) plus 10d10+110 (fighter) plus 10d8+110 (druid) (1160 hp) Initiative: +14 (+10 Dex, +4 Improved Initiative) Speed: 60 ft, swim 60 ft. AC: 50 (+10 Dex, +5 divine, +18 natural, +7 deflection) touch 31, flat-footed 40 Base Attack/Grapple: +40/+61 Attack: +5 keen unholy frost keen wounding shortspear +69 melee; or spell +61 melee touch or +55 ranged touch. Full Attack: +5 keen unholy frost keen wounding shortspear+69/+64/+59/+54 melee; or spell +61 melee touch or +55 ranged touch Damage: +5 keen unholy frost keen wounding shortspear 1d8+35; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, favored enemies (+5 humans/+4 animals/+3 fey/+2 elves/+1 abberations). Special Qualities: Divine immunities, DR 15/epic, fire resistance 10, understand, speak, and read all languages and speak directly to all beings within 5 miles, remote communication 5 miles, godly realm, greater teleport at will, plane shift at will, SR 37, divine aura (50 ft., DC 22), evasion, hide in plain sight, combat style (archery), improved combat style, combat style mastery, woodland stride, swift tracker, camouflage, nature sense, trackless step, resist nature’s lure, venom immunity, wild shape (4/day; large), wild empathy +42. Saves: Fort +48, Ref +47, Will +44 Abilities: Str 42, Dex 30, Con 32, Int 24, Wis 24, Cha 24 Skills: Balance +28, Bluff +22, Climb +71, Concentration +61, Handle Animal +82, Hide +33, Intimidate +42, Jump +71, Knowledge (arcana) +37 Knowledge (History) +27, Knowledge (Nature) +64, Knowledge (Planes) +32, Knowledge (religion) +37, Listen +69, Move Silently +33, Ride +54, Search +32, Spellcraft +44, Spot +69, Survival +74. Feats: Alertness, Awesome Blow, Bane of Enemies, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Death of Enemies, Deflect Arrows, Dodge, Endurance, Epic Skill Focus (Survival), Epic Skill Focus (Handle Animal), Epic Weapon Focus (Short Spear), Epic Weapon Specialization (Short Spear), Great Cleave, Improved Bullrush, Improved Initiative, Improved Precise Shot, Manyshot, Mobility, Mounted Combat, Quick Draw, Power Attack, Rapid Shot, Snatch Arrows, Spring Attack, Sunder, Track, Weapon Focus (Short Spear), Weapon Specialization (Short Spear), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Form, Alter Size, Call Creatures (up to 5 reptiles, each with up to 5 HD serving simultaneously), Extra Domain (Water), Mind of the Beast, Power of Nature (5 miles). Domain Powers: Cast animal friendship 1/day; cast evil spells at +1 caster level; rebuke reptiles 10/day, as 5th level cleric; rebuke water elementals or turn fire elementals 10/day, as 5th level cleric. Spell-like Abilities: Sebek uses these abilities as an 15th level caster, except for evil spells, which he uses as a 16th level caster. The save DCs are 22 + spell level. Calm Animals, Hold Animal, Dominate, Repel Vermin, Commune with Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Creature Undead, Blasphemy, Unholy Aura, Summon Monster IX, Magic Fang, Animal Trance, Greater Magic Fang, Poison, Animal Growth, Eyebite, Obscuring Mist, Fog Cloud, Water Breathing, Control Water, Ice Storm, Cone of Cold, Acid, Horrid Wilting, Elemental Swarm. Druid Spells/Day: 6/6/6/5/4/3; base DC=17+spell level. Ranger Spells/Day: 5/5/5/2; base DC=17+spell level. Possessions: Sebek carries a +5 frost wounding keen unholy shortspear, called the Sorrowful Spear. Other Divine Powers As a demipower, Sebek treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal Senses: Sebek can see, hear, touch, and smell at a distance of 5 mile. As a standard action, he can perceive anything within 5 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 1 hour. Portfolio sense: Sebek is aware of any river hazard or flood that affects at least 1,000 people. Automatic actions: Sebek can use Survival or Knowledge (Nature) as a free action as long as the DC is 15 or lower. He can perform up to 2 such free actions each round. Create Magic Items: Sebek can create magic items relating to water or reptiles as long as the market price does not exceed 4,500 gp. |
| Altazar Darkflame12-22-04, 02:22 PM | Tebryn, Thanks a lot for Sebek and Red Shroud. For my other requests - I don't really remember the source materials - I was gathering data from all over the web, including some materials by Gary Gygax. :weep: Anyway, if you find something, 'twould be my good fortune. Hey, Merry Christmas everyone! :P |
| Green Giant12-22-04, 11:55 PM | Fu Hsing The Jolly Minister Intermediate Diety Symbol: Bat Home Plane: Ethereal/the Land of the Immortals Portfolio: Happiness and joy Worshipers: Entertainers, revelers, singers, travelers Cleric Alignments: CG, NG, CN Domains: Chaos, Charm, Family, Good, Travel Favored Weapon: Dagger Fu Hsing is the god of happiness, who sees to it that each man receives his share of joy. Originally, Fu Hsing was a mortal magistrate named Yang Cheng. Yang saved the people from the emperor Wu-ti’s intolerable tax levies in the sixth century AD. In return for his bravery and selflessness, the Jade Emperor made him immortal and assigned him the cheerful task of spreading happiness. Fu Hsing is a small, cheerful man with a ready smile. Dogma Clergy and Temples Priests dedicated to Fu Hsing must spread happiness wherever they go. They can fight only in defense of themselves or another and may never instigate combat. If they encounter a sad person, they must do what they can to cheer him or her. They must also learn to sing jolly songs and play at least one musical instrument. In campaigns that use proficiencies, they are required to select the singing and artistic ability skills. In the latter case, they must choose to be proficient in the playing of musical instruments. They can never sing or play sad songs, however. FU HSING Bard 20/Shaman 20 Medium-Size Outsider (Chaos, Good, Spirit) Divine Rank: 11 Hit Dice: 20d6+160 (Shaman) plus 20d6+160 (Bard) (560 hp) Initiative: +16, always first (+12 Dex, +4 Improved Iniative, Supreme Iniative) Speed: 60 ft. AC: 59 (+12 Dex, +11 divine, +11 natural, +15 deflection) touch 48, flat-footed 47 Base Attack/Grapple: +25/+44 Attack: +5 anarchic returning sonic throwing dagger +54 ranged; or unarmed strike +44 melee; or spell +44 melee touch or +48 ranged touch Full Attack: +5 anarchic returning sonic throwing dagger +54/+49/+44 ranged; or unarmed strike +44/+39/+34 melee; or spell +44 melee touch or +48 ranged touch Damage: +5 anarchic returning sonic throwing dagger 1d4+13 plus 1d4 sonic/19-20; unarmed strike 2d6+8; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead 18/day (effective cleric level 18th, +2 to turning checks), domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, good). Special Qualities: Divine immunities, DR 25/epic, fire resistance 16, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 11 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion as druid, spirit sight, spirits’ favor, bardic knowledge +32, bardic music 20/day (countersong, fascinate, inspire courage +4, inspire competence, suggestion, inspire greatness, song of freedom, inspire heroics, mass suggestion), SR 43, divine aura (1,100 ft., DC 36). Saves: Fort +39, Ref +49, Will +47 Abilities: Str 26, Dex 34, Con 26, Int 30, Wis 26, Cha 40 Skills*: Appraise +31 (+33 with alchemy, calligraphy, flower arranging, landscape gardening, musical instrument, origami, painting), Balance +35, Bluff +44, Climb +24, Concentration +39 (+43 when casting defensively), Craft (alchemy) +31, Craft (calligraphy) +31, Craft (flower arranging) +31, Craft (landscape gardening) +31, Craft (musical instrument) +41, Craft (origami) +31, Craft (painting) +31, Decipher Script +31, Diplomacy +37, Disguise +48, Gather Information +43, Heal +29, Hide +33, Jump +26, Knowledge (arcana) +41, Knowledge (history) +41, Knowledge (local) +41, Knowledge (nature) +33, Knowledge (nobility and royalty) +31, Knowledge (religion) +36, Knowledge (spirits) +36, Listen +29, Move Silently +33, Perform (act) +47, Perform (comedy) +47, Perform (dance) +47, Perform (Noh/kabuki) +47, Perform (oratory) +47, Perform (percussion instruments) +47, Perform (string instruments) +47, Perform (wind instruments) +47, Perform (sing) +47, Perform (tea ceremony) +47, Profession (courtier) +29, Sense Motive +29, Sleight of Hand +35, Spellcraft +43 (+45 with deciphering scrolls), Spot +29, Survival +29, (+31 above ground and on other planes), Swim +24, Tumble +43, Use Magic Device +36 (+40 with scrolls). *Always receives a 20 on checks. Feats: Combat Casting, Combat Expertise, Combat Reflexes, Consecrate Spell, Craft Talisman, Craft Wand, Craft Wondrous Item, Eschew Materials, Forge Ring, Improved Feint, Improved Iniative, Improved Unarmed Strike, Iron Will, Ki Shout, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell, Stunning Fist, Unbalancing Strike, Weapon Focus (dagger). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Area Divine Shield, Avatar, Create Object, Divine Bard, Divine Blast, Divine Inspiration (hope), Divine Shield, Extra Domain (charm), Extra Domain (family), Gift of Life, Life and Death, Stride, Supreme Iniative. Domain Powers: Cast chaos spells at +1 caster level; 11/day increase Cha by +4 for 1 minute; 11/day protect 15 people within 10’ with +4 dodge bonus to AC for 20 rounds; cast good spells at +1 caster level; 20 rounds/day freedom of movement. Spell-like Abilities: Fu Hsing uses these abilities as a 21th-level caster, except for chaos spells and good spells, which he uses as a 22th-level caster. The save DCs are 36 + spell level. Aid, animate objects, astral projection, blade barrier, bless, calm emotions, chaos hammer, charm monster, charm person, cloak of chaos, demand, dimension door, dispel evil, dispel law, dominate monster, find the path, fly, geas/quest, greater teleport, helping hand, heroes’ feast, heroism, holy aura, holy smite, holy word, imbue with spell ability, insanity, locate object, longstrider, magic circle against chaos, magic circle against evil, phase door, protection from chaos, protection from evil, protection from spells, prismatic sphere, Rary’s telepathic bond, refuge, shatter, shield other, suggestion, summon monster IX (as chaos or good spell only), teleport, word of chaos. Shaman Spells/Day: 6/8/8/8/8/7/6/6/6/5; base DC = 18 + spell level. Bard Spells Known (4/8/8/8/7/7/7; base DC = 25 + spell level): 0-dancing lights, daze, lullaby, prestidigitation, resistance, summon instrument; 1st-identify, lesser confusion, sleep, Tasha’s hideous laughter, ventriloquism; 2nd-alter self, daze monster, detect thoughts, invisibility, mirror image; 3rd-blink, gaseous form, good hope, haste, see invisibility; 4th-break enchantment, freedom of movement, hold monster, legend lore, shout; 5th-greater heroism, mind fog, mislead, seeming, song of discord; 6th-greater shout, project image, Tasha’s irresistible dance, veil. Possessions: Fu Hsing carries a +5 dagger with the anarchic, sonic, throwing, and returning ability for combat Other Divine Powers As an intermediate deity, Fu Hsing automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Fu Hsing can see, hear, touch, and smell at a distance of eleven miles. As a standard action, he can perceive anything within eleven miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of her rank or lower at up to two remote locations at once for 11 hours. Portfolio sense: Fu Hsing knows when there is a celebration or festival, and when someone is unhappy, sad, or in despair the instant it happens and retains the sensation for eleven weeks after the event occurs. Automatic actions: Fu Hsing can use Craft (musical instrument) and any Perform check as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Fu Hsing can create any kind of magic item dealing with music, dancing, singing, festivals, or travel, as long as the item’s market price does not exceed 200,000 gp. Avatars Fu Hsing is a jolly deity who takes great pleasure in executing his duties. A prayer from any unhappy person who truly deserves happiness is likely to bring a response from Fu Hsing. Often, he sends his avatar to heroes to ask them for help on behalf of the distressed person. If a party answers such a request and helps the person, they are sure to be rewarded. Sometime in the future, at their most desperate hour, Fu Hsing will send his avatar to their aid. Avatar of Fu Hsing: As Fu Hsing except divine rank 5; Spd 60 ft.; AC 47 (touch 42, flat-footed 35); Atk +25; Grp +38; Atk +48 ranged (1d4+13 pus 1d4 sonic/19-20, +5 anarchic sonic returning throwing dagger); or +38 melee (2d6+8, unarmed strike); or spell +38 melee touch or +42 ranged touch; Full Atk +48/+43/+38 ranged (1d4+13 pus 1d4 sonic/19-20, +5 anarchic sonic returning throwing dagger); or +38/+33/+28 melee (2d6+8, unarmed strike); or spell +38 melee touch or +42 ranged touch; SQ DR 15/epic, fire resistance 10, SR 37, divine aura (500 ft., DC 30); SV Fort +33, Ref +43, Will +39; all skill modifiers reduced by 6. Salient Divine Abilities: Alter Reality, Divine Blast, Divine Inspiration (hope), Divine Shield, Extra Domain (charm), Gift of Life. Spell-like Abilities: Caster level 15th; saving throw DC 30 + spell level. Sources: Legends & Lore (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player's Guide to Faerun (3.5E), Deities and Demigods (3E), Oriental Adventures (3E), Complete Warrior (3.5E), Complete Divine (3.5E), Miniature's Handbook (3.5E), and Dragon Magazine #318. |
| Green Giant12-23-04, 11:16 PM | Kuan Yin The Lady who brings Children Intermediate Diety Symbol: Infant lying on a lotus flower Home Plane: Seven Mounting Heavens of Celestia/Solania/the Lotus Garden Portfolio: Childbirth, mercy Worshipers: Midwives, children, the sick, women Cleric Alignments: LG, NG, LN Domains: Family, Good, Healing, Law Favored Weapon: Quarterstaff Kuan Yin is one of the most popular gods of ancient China, for she is the goddess of mercy. She constantly strives to ease suffering of all kinds, and is especially fond of rescuing shipwrecked sailors, curing the diseased, and protecting endangered women and children. Her surname, Sung-Tzu-Niang-Niang (“Lady who brings children"), reflects her place as the goddess of human fertility. In this role, she makes sterile women fertile and brings souls to newborn children. In either aspect, Kuan Yin’s true from is that of a slim young woman dressed in white. Dogma Clergy and Temples In addition to keeping an ample supply of slippers on hand, priests dedicated to Kuan Yin must defend the helpless, minister to the sick, and care for homeless children. They may never kill purposely, and if they kill accidentally they lose all their powers until they have performed a suitable of contrition. KUAN YIN Shaman 20/Monk 20 Medium-Size Outsider (Good, Law, Spirit) Divine Rank: 13 Hit Dice: 20d8+200 (outsider) plus 20d6+200 (Shaman) plus 20d8+200 (Monk) (1040 hp) Initiative: +14, always first (+10 Dex, +4 Improved Iniative, Supreme Iniative) Speed: 120 ft. AC: 88 (+10 Dex, +18 monk, +13 divine, +26 natural, +11 deflection) touch 62, flat-footed 78 Base Attack/Grapple: +40/+60 Attack: Bo Staff of Kuan Yin +66 melee; or +5 axiomatic keen vorpal unarmed strike +68 melee; or spell +60 melee touch or +63 ranged touch Full Attack: Bo Staff of Kuan Yin +66/+61/+56/+51 melee; or +5 axiomatic keen vorpal unarmed strike +68/+63/+58/+53 melee; or spell +60 melee touch or +63 ranged touch Damage: Bo Staff of Kuan Yin 1d6+12; or +5 axiomatic keen vorpal unarmed strike 2d12+12/19-20, or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead 18/day (effective cleric level 18th, +6 to turning checks), domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (law, good). Special Qualities: Divine immunities, DR 25/epic, fire resistance 18, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 13 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion as druid, spirit sight, spirits’ favor, greater flurry of blows (+68/+68/+68/+63/+58/+53), still mind, ki strike (adamantine, lawful, magic), slow fall any distance, purity of body, wholeness of body, improved evasion, diamond body, abundant step, diamond soul, quivering palm, timeless body, tongue of the sun and moon, empty body, perfect self, SR 45, divine aura (1,300 ft., DC 34). Saves: Fort +55, Ref +55, Will +59 Abilities: Str 24, Dex 30, Con 30, Int 30, Wis 38, Cha 32 Skills*: Appraise +43 (+47 with all crafts taken), Balance +59, Climb +40, Concentration +58 (+62 when casting defensively), Craft (alchemy) +48, Craft (cobbling) +48, Craft (flower arranging) +48, Craft (landscape gardening) +48, Craft (origami) +48, Diplomacy +50, Escape Artist +43, Heal +75, Hide +43, Jump +56, Knowledge (arcana) +53, Knowledge (history) +43, Knowledge (local) +43, Knowledge (nature) +43, Knowledge (nobility and royalty) +43, Knowledge (religion) +70, Knowledge (spirits) +70, Listen +47, Move Silently +43, Perform (dance) +59, Perform (Noh/kabuki) +44, Perform (tea ceremony) +44, Profession (herbalist) +62, Sense Motive +57, Spellcraft +67, Spot +47, Swim +40, Tumble +72. *Always receives a 20 on checks. Feats: Brew Potion, Combat Casting, Combat Reflexes, Consecrate Spell, Craft Staff, Craft Talisman, Craft Wand, Craft Wondrous Item, Deflect Arrows, Dodge, Eschew Materials, Extra Turning, Falling Star Strike, Forge Ring, Freezing the Lifeblood, Improved Disarm, Improved Iniative, Improved Unarmed Strike, Mobility, Pain Touch, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Heal), Spell Penetration, Spring Attack, Still Spell, Stunning Fist, Unbalancing Strike, Weapon Finesse, Weapon Focus (quarterstaff). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar, Call Creatures (ki-rins), Divine Blast, Divine Celerity, Divine Dodge, Divine Fast Healing, Divine Monk, Divine Shield, Extra Domain (family), Gift of Life, Lay Quest, Life and Death, Supreme Iniative. Domain Powers: 13/day protect 11 people within 10’ with +4 dodge bonus to AC for 20 rounds; cast good spells at +1 caster level; cast healing spells at +1 caster level; cast law spells at +1 caster level. Spell-like Abilities: Kuan Yin uses these abilities as a 23th-level caster, except for good spells, healing spells, and good spells, which she uses as a 24th-level caster. The save DCs are 34 + spell level. Aid, blade barrier, bless, calm emotions, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, dictum, dispel chaos, dispel evil, heal, helping hand, heroes’ feast, hold monster, holy aura, holy smite, holy word, imbue with spell ability, magic circle against chaos, magic circle against evil, mass cure critical wounds, mass cure light wounds, mass heal, order’s wrath, prismatic sphere, protection from chaos, protection from evil, protection from spells, Rary’s telepathic bond, refuge, regenerate, shield of law, shield other, summon monster IX (law or good spell only). Shaman Spells/Day: 6/10/10/9/9/9/8/7/7/7; base DC = 24 + spell level. Possessions: The Bo Staff of Kuan Yin combines the features of a staff of healing and a +5 merciful soul of honor quarterstaff. Other Divine Powers As an intermediate deity, Kuan Yin automatically receives a die result of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Kuan Yin can see, hear, touch, and smell at a distance of thirteen miles. As a standard action, she can perceive anything within thirteen miles of his worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 13 hours. Portfolio sense: Kuan Yin knows when a child is born, and when there has been any act of healing the instant it happens and retains the sensation for thirteen weeks after the event occurs. Automatic actions: Kuan Yin can use Heal, Knowledge (religion), Knowledge (spirits) and Tumble as a free action if the DC for the task is 25 or lower. She can perform up to ten such free actions each round. Create Magic Items: Kuan Yin can create any item that can heal or restore life, as long as the item’s market price does not exceed 200,000 gp. Avatars Kuan Yin is dedicated to compassion and peace, especially where women and children are concerned. When somebody commits a violent act that affects children, there is a chance per child and/or woman affected that she will notice and send her avatar to intervene. The person responsible will always be punished severely, though not by the loss of life. Omens from Kuan Yin are often delivered by talking infants. Any woman stealing a pair of slippers from Kuan Yin’s temple will become pregnant. Avatar of Kuan Yin: As Kuan Yin except divine rank 6; Spd 120 ft.; AC 74 (touch 55, flat-footed 64); Atk +40; Grp +53; Atk +59 melee (1d6+12, Bo Staff of Kuan Yin), or +61 melee (2d12+12/19-20, +5 axiomatic keen vorpal unarmed strike) or spell +53 melee touch or +56 ranged touch; Full Atk +59/+54/+49/+44 melee (1d6+12, Bo Staff of Kuan Yin), or +61/+56/+51/+46 melee (2d12+12/19-20, +5 axiomatic keen vorpal unarmed strike) or spell +53 melee touch or +56 ranged touch;SQ DR 20/epic, fire resistance 11, SR 38, divine aura (600 ft., DC 27); SV Fort +48, Ref +48, Will +52; all skill modifiers reduced by 7. Salient Divine Abilities: Alter Reality, Call Creatures (ki-rins), Divine Blast, Divine Fast Healing, Divine Monk, Divine Shield, Extra Domain (family), Gift of Life. Spell-like Abilities: Caster level 16th; saving throw DC 27 + spell level. Sources: Legends & Lore (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player's Guide to Faerun (3.5E), Deities and Demigods (3E), Oriental Adventures (3E), Complete Warrior (3.5E), Complete Divine (3.5E), and Dragon Magazine #318. |
| Green Giant12-25-04, 01:52 AM | Merry Christmas, y'all! It'll be an Xmas miracle since we'll be getting snow where I live and for someone who hasn't seen snow in his entire life (except in pictures and movies) this will be a real holiday treat. :D Kuan-ti The Arbiter Intermediate Diety Symbol: Black-winged chariot Home Plane: Blessed Fields of Elysium/Amoria/Valorhome Portfolio: Diplomacy, protection, fortune-telling Worshipers: Diplomats, guardians, seers, fighters Cleric Alignments: NG, CG, LG Domains: Divination, Guardian, Good, Metal, War Favored Weapon: Greatsword Kuan-ti, also known as Huan-ti, is the god of fortune telling and war. Instead of making war, however, he tries to prevent it whenever possible. He is a great scholar and protector of the people, though he can be merciless and unforgiving in the pursuit of his duties. When war is unavoidable between two powers, it is his task to adjudicate the dispute and determine who is deserving of victory. Occasionally, he enjoys using his intellectual prowess to predict the future, which accounts for his position as the god of fortune-telling. In his true form, he appears as a large muscular man with green armor and red skin. Dogma Clergy and Temples Clerics devoted to Kuan-ti must be competent fighters, but cannot be quarrelsome or pugnacious. They must always be ready to defend the weak or the empire, but can never lift their weapons for personal gain. All priests of Kuan-ti are multi-classed fighter/priests and must meet the standard requirements for both classes. The normal prohibition against human characters being multi-classed is waived in the case of Kuan-ti’s followers. KUAN-TI Fighter 20/Shaman 10/Kensei 10 Medium-Size Outsider (Good, Spirit) Divine Rank: 15 Hit Dice: 20d8+220 (outsider) plus 20d10+220 (fighter) plus 10d6+110 (shaman) plus 10d10+110 (kensei) (1180 hp) Initiative: +15 (+11 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 83 (+11 Dex, +15 divine, +28 natural, +9 armor [+5 brigandine/partial armor], +10 deflection) touch 46, flat-footed 72 Base Attack/Grapple: +40/+72 Attack: +5 defending ki focus mighty cleaving sure striking thundering greatsword +84 melee; or unarmed strike +72 melee; or spell +72 melee touch or +66 ranged touch Full Attack: +5 defending ki focus mighty cleaving sure striking thundering greatsword +84/+79/+74/+69 melee; or unarmed strike +72/+67/+62/+57 melee; or spell +72 melee touch or +66 ranged touch Damage: +5 defending ki focus mighty cleaving sure striking thundering greatsword 2d6+31/17-20; or unarmed strike 1d8+17; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead 13/day (effective cleric level 8th, +2 to turning checks), domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (good, law). Special Qualities: Divine immunities, DR 25/epic, fire resistance 20, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion as druid, spirit sight, spirits’ favor, weapon of choice (greatsword), ki damage 10/day, increased multiplier 5/day, superior weapon focus, superior combat reflexes, ki critical, ki whirlwind attack, SR 47, divine aura (1,500 ft., DC 35). Saves: Fort +68, Ref +68, Will +66 Abilities: Str 45, Dex 32, Con 33, Int 28, Wis 28, Cha 30 Skills*: Appraise +34 (+36 with alchemy, calligraphy, flower arranging, landscape gardening, origami, +38 with armorsmithing, weaponsmithing), Climb +52, Concentration +46 (+50 when casting defensively), Craft (alchemy) +34, Craft (armorsmithing) +54, Craft (calligraphy) +44, Craft (flower arranging) +44, Craft (landscape gardening) +44, Craft (origami) +44, Craft (weaponsmithing) +54, Diplomacy +69, Handle Animal +35, Heal +44, Iaijutsu Focus +56, Intimidate +45, Jump +52, Knowledge (arcana) +44, Knowledge (architecture and engineering) +54, Knowledge (geography) +44, Knowledge (history) +44, Knowledge (local) +44, Knowledge (nobility and royalty) +44, Knowledge (religion) +44, Knowledge (spirits) +44, Listen +44, Perform (oratory) +45, Perform (tea ceremony) +35, Profession (commander) +44, Profession (diplomat) +44, Ride (horse) +47, Sense Motive +44, Spellcraft +46, Spot +44, Swim +52. *Always receives a 20 on checks. Feats: Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Consecrate Spell, Craft Magic Arms and Armor, Craft Rod, Craft Talisman, Craft Wondrous Item, Deflect Arrows, Divine Might, Dodge, Eschew Materials, Great Cleave, Great Ki Shout, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Critical (greatsword), Improved Iniative, Improved Sunder, Improved Unarmed Strike, Ki Shout, Mobility, Mounted Combat, Power Attack, Ride-By-Attack, Scribe Scroll, Silent Spell, Spell Penetration, Spring Attack, Still Spell, Stunning Fist, Superior Expertise, Weapon Focus (katana), Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Annihilating Strike, Area Divine Shield, Avatar, Battlesense, Divine Armor Mastery, Divine Battle Mastery, Divine Blast, Divine Shield, Divine Weapon Focus (greatsword), Divine Weapon Mastery, Divine Weapon Specialization (greatsword), Extra Domain (metal), Extra Domain (war), Gift of Life, Irresistible Blows, Life and Death. Domain Powers: Cast divination spells at +2 caster level; cast good spells at +1 caster level; 15/day add +10 to a single saving throw; 15/day damage reduction 1/metal for 11 minutes Spell-like Abilities: Kuan-ti uses these abilities as a 25th-level caster, except for good spells and law spells, which he uses as a 26th-level caster and divination spells which he uses as a 27th-level caster. The save DCs are 35 + spell level. Aid, antipathy, augury, blade barrier, calm emotions, commune with greater spirit, discern location, dispel chaos/evil/good/law, divination, divine power, flame strike, foresight, greater scrying, holy aura, holy smite, holy word, identify, legend lore, magic circle against evil, magic vestment, magic weapon, power word blind, power word kill, power word stun, protection from chaos, protection from evil, repulsion, scrying, shield of faith, snake barrier, spiritual weapon, stoneskin, subsitution, summon monster IX (as good spell only), surelife, warning. Shaman Spells/Day: 6/8/7/6/6/5; base DC = 19 + spell level. Possessions: Kuan-ti carries a +5 greatsword with the defending, ki focus, mighty cleaving, sure striking, and thundering ability for combat. He also wears a full suit of +5 brigandine armor (in Wa or Kozakura this is changed to partial armor). Other Divine Powers As an intermediate deity, Kuan-ti automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Kuan-ti can see, hear, touch, and smell at a distance of fifteen miles. As a standard action, he can perceive anything within fifteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 15 hours. Portfolio sense: Kuan-ti knows when a meeting of diplomacy is being held, when someone creates a weapon, and when war is imminent the instant it happens and retains the sensation for fifteen weeks after the event occurs. Automatic actions: Kuan-ti can use Craft (armorsmithing), Craft (weaponsmithing), Diplomacy and Knowledge (architecture and engineering) as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Kuan-ti can create magic weapons, armor, and any kind of item that provides defense or lets a user see into the future, as long as the item’s market price does not exceed 200,000 gp. Avatars Although he is the god of war, Kuan-ti is not very warlike. Whenever possible, he prefers to see political differences settled by diplomatic rather than military means. When a war does erupt, he prefers to remain involved until he has determined which side is more valorous, for experience has taught him that warriors fighting for just causes tend to be more brave than those fighting on behalf of evil. Avatar of Kuan-ti: As Kuan-ti except divine rank 7; Spd 60 ft.; AC 67 (touch 46, flat-footed 56); Atk +40; Grp +64; Atk +76 melee (2d6+23/17-20, +5 defending ki focus mighty cleaving sure striking thundering greatsword); or +64 melee (1d8+17, unarmed strike); or spell +64 melee touch or +58 ranged touch; Full Atk +76/+71/+66/+61 melee (2d6+23/17-20, +5 defending ki focus mighty cleaving sure striking thundering greatsword); or +64/+59/+54/+49 melee (1d8+17, unarmed strike); or spell +64 melee touch or +58 ranged touch; SQ DR 20/epic, fire resistance 12, SR 39, divine aura (700 ft., DC 27); SV Fort +60, Ref +60, Will +58; all skill modifiers reduced by 8. Salient Divine Abilities 9: Alter Reality, Divine Armor Mastery, Divine Blast, Divine Shield, Divine Weapon Focus (greatsword), Divine Weapon Specialization (greatsword), Extra Domain (metal), Extra Domain (war), Gift of Life. Spell-like Abilities: Caster level 17th; saving throw DC 27 + spell level. Sources: Legends & Lore (2E), On Hallowed Ground (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Oriental Adventures (3E), Complete Warrior (3.5E), Complete Divine (3.5E), and Dragon Magazine #318. |
| Green Giant12-26-04, 11:55 PM | K’ung Fu-tzu The Great Teacher Lesser Diety Symbol: Scroll and writing brush Home Plane: Ethereal/the Land of the Immortals Portfolio: Veneration of the past, social behavior Worshipers: Historians, councilors, scholars, monks Cleric Alignments: LG, NG, LN Domains: Ancestor, Community, Good, Law Favored Weapon: Quarterstaff K’ung Fu-tzu, known as Confucius to westerners, is the Great Teacher. He is one of the great philosophers who advised the rival lords during the turbulent period of “The Hundred Schools.” K’ung Fu-tzu tried to teach his fellow Chinese (especially rulers) to respect the wisdom of the past, to behave courteously and unselfishly, to be loyal to their family, friends, and countrymen, and to strive to do that which is right. By doing these things, he believed, life would become much more rewarding and serene for all men. Because of K’ung Fu-tzu’s great deeds, Yen-Wang-Yeh sent the sage to eat the peaches of immortality when he presented himself at the First Law Court of the After-world. K’ung Fu-tzu is concerned primarily with proper government and social relations, especially as fixed by the traditions of the esteemed past. When he notices a good-intentioned but inept or bungling ruler, he often goes to act as the man’s advisor. If he notices a corrupt ruler or high-level bureaucrat, he goes to expose the man. Omens from K’ung Fu-tzu usually include unexpected discord at court, peasant rebellions, and the breakdown of normal social relationships. Dogma Clergy and Temples Followers of K’ung Fu-tzu honor the spirit of the Great Teacher through ceremonies performed in his temple, spreading his teachings, and by the careful observation of venerated traditions. K’UNG FU-TZU Shaman 20/Loremaster 7/Monk 3/Shintao Monk 10 Medium-Size Outsider (Good, Law, Spirit) Divine Rank: 8 Hit Dice: 20d6+140 (Shaman) plus 7d4+49 (Loremaster) plus 3d8+21 (Monk) plus 10d8+70 (Shintao Monk) (542 hp) Initiative: +11 (+7 Dex, +4 Improved Iniative) Speed: 100 ft. AC: 58 (+7 Dex, +16 monk, +8 divine, +8 natural, +9 deflection) touch 50, flat-footed 51 Base Attack/Grapple: +25/+40 Attack: +5 axiomatic disruption ghost touch mighty smiting quarterstaff +46 melee; or unarmed strike +40 melee; or spell +40 melee touch or +40 ranged touch Full Attack: +5 axiomatic disruption ghost touch mighty smiting quarterstaff +46/+41/+36 melee; or unarmed strike +40/+35/+30 melee; or spell +40 melee touch or +40 ranged touch Damage: +5 axiomatic disruption ghost touch mighty smiting quarterstaff 1d6+12; or unarmed strike 2d6+7; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead 16/day (effective cleric level 18th, +4 to turning checks), smite evil 3/day (+4 on attack and +10 damage), great silence, kukan-do, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (good, law). Special Qualities: Divine immunities, DR 20/epic, fire resistance 13, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 8 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion as druid, spirit sight, spirits’ favor, lore +29, secret (secrets of inner strength, the lore of true stamina, secret knowledge of avoidance, applicable knowledge), greater lore, greater flurry of blows (+40/+40/+40/+35/+30), evasion, still mind, touch the Void dragon, detect evil, speak to the soul, grasp the earth dragon, purity of Shinsei, channel the Fire Dragon, steal the Air Dragon, ancestral guidance, ride the Water Dragon, SR 43, divine aura (800 ft., DC 27). Saves: Fort +42, Ref +42, Will +55 Abilities: Str 24, Dex 24, Con 24, Int 40, Wis 38, Cha 29 Skills: Appraise +38 (+42 with books, +40 with alchemy), Balance +37, Climb +25, Concentration +35 (+39 when casting defensively), Craft (alchemy) +43, Craft (bookbinding) +48, Craft (calligraphy) +48, Decipher Script +43, Diplomacy +43, Escape Artist +35, Gather Information +41, Handle Animal +27, Heal +42, Hide +35, Jump +37, Knowledge (arcana) +48, Knowledge (architecture and engineering) +48, Knowledge (dungeoneering) +48, Knowledge (geography) +48, Knowledge (history) +68, Knowledge (local) +48, Knowledge (nature) +48, Knowledge (nobility and royalty) +48, Knowledge (religion) +48, Knowledge (spirits) +71, Listen +42, Move Silently +35, Perform (oratory) +37, Perform (tea ceremony) +37, Profession (bookkeeper) +47, Profession (scribe) +62, Sense Motive +42, Spellcraft +57 (+59 with deciphering scrolls), Spot +42, Swim +25, Tumble +37, Use Magic Device +37 (+43 with scrolls). Feats: Combat Casting, Combat Expertise, Consecrate Spell, Craft Staff, Craft Talisman, Craft Wand, Craft Wondrous Item, Defensive Throw, Deflect Arrows, Dodge, Eschew Materials, Extra Turning, Falling Star Strike, Forge Ring, Freezing the Lifeblood, Karmic Strike, Improved Iniative, Improved Trip, Improved Unarmed Strike, Pain Touch, Scribe Scroll, Silent Spell, Skill Focus [Knowledge (spirits)], Spell Penetration, Still Spell, Stunning Fist, Unbalancing Strike, Weapon Focus (quarterstaff). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Call Creatures (incorporeal undead), Divine Blast, Divine Shield, Extra Domain (good), Gift of Life, Hand of Death, Know Death, Speak with Creatures (the dead). Domain Powers: 9/day +4 insight bonus to any skill check; 8/day calm emotions; cast good spells at +1 caster level; cast law spells at +1 caster level. Spell-like Abilities: K’ung Fu-tzu uses these abilities as a 18th-level caster, except for good spells and law spells, which he uses as a 19th-level caster. The save DCs are 27 + spell level. Aid, ancestral vengeance, atonement, blade barrier, bless, calm emotions, compel, detect undead, dictum, dispel chaos, dispel evil, divination, foresight, geas/quest, greater status, heroes’ feast, hold monster, holy aura, holy smite, holy word, legend lore, magic circle against chaos, magic circle against evil, mass heal, order’s wrath, prayer, protection from chaos, protection from evil, Rary’s telepathic bond, refuge, shield of law, speak with dead, status, summon monster IX (as good or law spell only), sympathy. Shaman Spells/Day: 6/10/10/9/9/9/8/7/7/7; base DC = 24 + spell level. Possessions: K’ung Fu-tzu carries a +5 quarterstaff (one head only) with the axiomatic, disruption, ghost touch, and mighty smiting ability for combat Other Divine Powers As a lesser deity, K’ung Fu-tzu may take 10 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: K’ung Fu-tzu can see, hear, touch, and smell at a distance of eight miles. As a standard action, he can perceive anything within eight miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 8 hours. Portfolio sense: K’ung Fu-tzu is instantly aware when a community of at least five hundred people call for an ancestor, and when order and tradition is disrupted that affects at least five hundred individuals. Automatic actions: K’ung Fu-tzu can use Craft (bookbinding), Knowledge (history), Knowledge (spirits) and Profession (scribe) as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions each round. Create Magic Items: K’ung Fu-tzu can create any kind of magic item dealing with the dead or maintaining order, as long as the item’s market price does not exceed 30,000 gp. Sources: Legends & Lore (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Oriental Adventures (3E), Complete Warrior (3.5E), Complete Divine (3.5E), and Dragon Magazine #318. |
| Green Giant12-28-04, 07:27 PM | Lao Tzu The Mystical Philosopher Lesser Diety Symbol: Yin-yang circle Home Plane: Ethereal/the Land of the Immortals Portfolio: Mystical insight, nature Worshipers: Farmers, mystics, philosophers, monks, rangers Cleric Alignments: LN, LG, LE Domains: Law, Nature, River, Stone, Wood Favored Weapon: Nunchaku Lao Tzu is the legendary philosopher who compiled the Tao-te-Ching, the basis of Taoist thought. After finishing this wonderful book, Lao Tzu was deified. He mounted a green ox and rode away into the sunset. Lao Tzu is now venerated as the founder of Taoism. He is worshipped by mystical philosophers hoping for assistance in achieving true enlightenment. Lao Tzu is in charge of intuitive knowledge and mystical enlightenment, which he grants sparingly. Lao Tzu is fond of visiting his temples and orders. Here, he tests his worshipers’ knowledge by drawing them into heated philosophical debates. Omens from Lao Tzu generally assume the form of some natural catastrophe or good fortune, such as an insect plague or a stretch of warm weather in the middle of winter. Dogma Clergy and Temples Priests dedicated to Lao Tzu or Taoism must preside over a wide range of ceremonies. Their most important duty, however, is achieving their own enlightenment — a process which requires untold hours of meditation. Once per year, each priest makes a roll to determine whether or not he has achieved enlightenment. He stands a chance of success for each year he has been a priest (double the chance of success for priests with a Wisdom of 18 or greater). Priests making a successful roll automatically rise three levels (to minimum Experience Points needed), have their Wisdom increased to 18 or by 1 point if their have already have a score of 18 or better). Further, they receive the ability to commune with Lao Tzu once per week and control weather once per day. LAO TZU Druid 20/Monk 10/Henshin Mystic 10 Medium-Size Outsider (Law, Spirit) Divine Rank: 8 Hit Dice: 20d8+160 (Druid) plus 10d8+160 (Monk) plus 10d8+160 (Henshin Mystic) (800 hp) Initiative: +14 (+10 Dex, +4 Improved Iniative) Speed: 120 ft., swim 120 ft. AC: 65 (+10 Dex, +19 monk, +8 divine, +8 natural, +10 deflection) touch 57, flat-footed 55 Base Attack/Grapple: +25/+41 Attack: +5 energy aura impact ki focus nunchaku +47 melee; or unarmed strike +41 melee; or spell +41 melee touch or +43 ranged touch Full Attack: +5 energy aura impact ki focus nunchaku +47/+42/+37 melee; or unarmed strike +41/+36/+31 melee; or spell +41 melee touch or +43 ranged touch Damage: +5 energy aura impact ki focus nunchaku 1d6+13 plus 1d6 energy/19-20; or unarmed strike 2d10+8; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Touch of fire, hitsu-do, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (law). Special Qualities: Divine immunities, DR 20/epic, fire resistance 13, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 8 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion (Green Ox), nature sense, wild empathy +32, woodland stride, trackless step, resist nature’s lure, wild shape (tiny, small, medium-size, large, huge animal or plant 6/day, small, medium, large, or huge elemental 3/day), venom immunity, a thousand faces, timeless body, flurry of blows (+41/+41/+41/+36/+31), still mind, ki strike (adamantine, good, lawful, magic), slow fall 50 ft., purity of body, wholeness of body, improved evasion, riddle of awareness, diamond body, happo zanshin, root the mountain, riddle of interaction, blindsight, riddle of flame, walk through mountain, riddle of invulnerability (DR 10/magic), SR 43, divine aura (800 ft., DC 28). Saves: Fort +38, Ref +34, Will +45 Abilities: Str 26, Dex 30, Con 26, Int 26, Wis 40, Cha 30 Skills: Balance +40, Climb +26, Concentration +36 (+40 when casting defensively), Craft (alchemy) +26, Craft (leatherworking) +26, Craft (calligraphy) +26, Craft (flower arranging) +26, Craft (landscape gardening) +26, Craft (stoneworking) +26, Craft (woodworking) +26, Diplomacy +30, Escape Artist +38, Handle Animal +38, Heal +33, Hide +35, Jump +48, Knowledge (arcana) +36, Knowledge (dungeoneering) +26, Knowledge (geography) +26, Knowledge (history) +26, Knowledge (local) +26, Knowledge (nature) +48, Knowledge (religion) +36, Knowledge (spirits) +46, Listen +33, Move Silently +35, Perform (tea ceremony) +28, Profession (farmer) +43, Profession (herbalist) +43, Ride (ox) +35, Sense Motive +33, Spellcraft +38, Spot +33, Survival +45 (+47 underground and to avoid getting lost, +49 aboveground and other planes), Swim +26 (+34 to avoid hazard), Tumble +40. Feats: Blind-Fight, Combat Casting, Craft Staff, Craft Talisman, Craft Wand, Craft Wondrous Item, Deflect Arrows, Dodge, Eschew Materials, Improved Disarm, Improved Iniative, Improved Unarmed Strike, Natural Spell, Sacred Spell, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell, Stunning Fist, Weapon Focus (nunchaku). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Divine Blast, Divine Shield, Divine Druid, Extra Domain (river), Extra Domain (stone), Gift of Life, Mind of the Beast, Power of Nature. Domain Powers: Cast law spells at +1 caster level; 13/day rebuke or command animals or plants; 8/day stone ward (damage reduction 5/stone and stone creatures for 9 minutes). Spell-like Abilities: Lao Tzu uses these abilities as a 18th-level caster, except for law spells, which he uses as a 19th-level caster. The save DCs are 28 + spell level. Acid fog, animal shapes, animate plants, animate water, animate wood, calm emotions, command plants, commune with greater spirit, commune with lesser spirit, control plants, control water, control weather, dictum, dispel chaos, earthquake, elemental swarm (as an earth or water spell only), elemental ward, hail of stone, hold monster, horrid wilting, ice storm, ironwood, magic circle against chaos, magic stone, master of the rolling river, obscuring mist, order’s wrath, possess animal, protection from chaos, repel wood, shapechange, shield of law, speak with plants, spike stones, statue, stone shape, stoneskin, summon monster IX (as law spell only), trance, transport via plants, tree shape, tree stride, wall of stone, water breathing. Druid Spells/Day: 6/9/9/9/8/8/7/7/6/6; base DC = 25 + spell level. Possessions: Lao Tzu carries a +5 nunchaku with the energy aura, impact, and ki focus ability for combat Other Divine Powers As a lesser deity, Lao Tzu may take 10 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Lao Tzu can see, hear, touch, and smell at a distance of eight miles. As a standard action, he can perceive anything within eight miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 8 hours. Portfolio sense: Lao Tzu senses anything about nature (land, sea, air) that affects at least 500 animals or plants, and he also is aware when planting or reaping season begins within a community of at least 500 people. Automatic actions: Lao Tzu can use Knowledge (nature), Knowledge (spirits), Profession (farmer), Profession (herbalist) and Survival as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions each round. Create Magic Items: Lao Tzu can create any kind of magic item dealing with elementals, that control plants or animals, and protect the user from elements, as long as the item’s market price does not exceed 30,000 gp. Lao Tzu’s Green Ox: CR 5; Large Animal; HD 15d8+30 (150); Init +0; Spd 40 ft.; AC 24 (touch 9, flat-footed 24); Base Atk +10; Grp +23; Atk +18 melee (2d6+12, gore); Full Atk +18/+13 melee (2d6+12, gore); Space/Reach 10 ft./5ft.; SA stampede; SQ low-light vision, scent, bonus tricks, link, share spells, devotion, improved evasion; AL N; SV Fort +12, Ref +9, Will +7; Str 27, Dex 10, Con 16, Int 2, Wis 11, Cha 4. Skills and Feats: Listen +12, Spot +10; Alertness, Endurance, Improved Natural Armor, Improved Natural Attack, Iron Will, Multiattack, Run. Sources: Legends & Lore (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Oriental Adventures (3E), Defenders of the Faith (3E), and Dragon Magazine #318. |
| Green Giant12-30-04, 08:51 PM | Lei Kung Duke of Thunder Intermediate Diety Symbol: Hammer and chisel Home Plane: Infernal Battlefield of Acheron/Avalas/Resounding Thunder Portfolio: Thunder, vengeance Worshipers: Fighters, rangers, seekers of vengeance, spies Cleric Alignments: LE, NE, LN Domains: Evil, Fury, Law, Retribution, Storm Favored Weapon: Warhammer Although Shang-ti has established an entire Ministry of Thunder, it is dominated by Lei Kung, the Duke of Thunder. In his true form, he is an ugly, blue-skinned brute with wings and claws. He is clad only in a belt and loincloth, with drums hanging from his waist. In his hands he carries a hammer and a chisel. Although he has several duties, Lei Kung’s favorite is that of vengeful punisher of undetected, wicked deeds. He also hunts down and destroys evil spirits that have dominated human bodies, or humans who have committed crimes not governed by mortal law. Lei Kung treats all of these criminals the same — he uses his chisel to strike them dead. Another of Lei Kung’s duties is to beat the drums hanging from his belt during storms. He performs this duty while several other deities perform similar tasks required to make rainstorms. Dogma Clergy and Temples Priests dedicated to Lei Kung must dedicate themselves to ferreting out the misdeeds of others, and often assume the role of spy or informer. They are sometimes asked to assist their patron in tracking down a spirit that has assumed the form of a man. LEI KUNG Sohei 20/Ranger 20 Medium-Size Outsider (Evil, Law, Spirit) Divine Rank: 15 Hit Dice: 20d8+160 (outsider) plus 20d10+160 (Sohei) plus 20d8+160 (Ranger) (1180 hp) Initiative: +14 (+10 Dex, +4 Improved Iniative) Speed: 60 ft., fly 200 ft. perfect AC: 72 (+10 Dex, +15 divine, +28 natural, +9 deflection) touch 44, flat-footed 62 Base Attack/Grapple: +40/+70 Attack: +5 returning sure striking thundering unholy vicious warhammer +76 melee; or +5 distance seeking shocking burst composite longbow (+15 Str bonus) with +5 arrows +71 ranged; or spell +70 melee touch or +65 ranged touch Full Attack: +5 returning sure striking thundering unholy viscious warhammer +76/+71/+66/+61 melee; or +5 distance seeking shocking burst composite longbow (+15 Str bonus) with +5 arrows +69/+69/+64/+59/+54 ranged; or spell +72 melee touch or +66 ranged touch Damage: +5 returning sure striking thundering unholy vicious warhammer 1d8+20/x3; or +5 distance seeking shocking burst composite longbow (+15 Str bonus) with +5 arrows 1d8+20 plus 1d6 electricity/x3; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (evil, law). Special Qualities: Divine immunities, DR 25/epic (DR 5/-), fire resistance 20, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, greater teleport at will, plane shift at will, ki frenzy 6/day, strength of mind, mettle, tireless frenzy, whirlwind frenzy, wild empathy +31, favored enemy (human +9, undead +7, good outsider +5, monstrous humanoid +5, fey +5), animal companion as ranger, woodland stride, swift tracker, evasion, camouflage, hide in plain sight, SR 47, divine aura (1,500 ft., DC 34). Saves: Fort +55, Ref +57, Will +59 Abilities: Str 40, Dex 30, Con 26, Int 26, Wis 35, Cha 29 Skills*: Appraise +33 (+35 with alchemy, calligraphy, flower arranging, landscape gardening, origami, +37 with bowyer, weaponsmithing), Climb +40, Concentration +43 (+47 when casting defensively), Craft (alchemy) +33, Craft (bowyer) +48, Craft (calligraphy) +33, Craft (flower arranging) +33, Craft (landscape gardening) +33, Craft (origami) +33, Craft (weaponsmithing) +48, Diplomacy +38, Handle Animal +35, Heal +37, Hide +40, Iaijutsu Focus +44, Intimidate +44, Jump +50, Knowledge (arcana) +43, Knowledge (geography) +43, Knowledge (history) +43, Knowledge (local) +43, Knowledge (nature) +56, Knowledge (nobility and royalty) +43, Knowledge (religion) +43, Knowledge (spirits) +43, Listen +47, Move Silently +40, Perform (percussion instruments) +29, Perform (tea ceremony) +29, Profession (judge) +47, Ride (horse) +47, Sense Motive +47, Search +43, Spellcraft +45, Spot +47, Survival +67 (+69 to avoid getting lost, other planes and follow tracks, +71 aboveground), Swim +45, Use Rope +45. *Always receives a 20 on checks. Feats: Combat Casting, Corrupt Spell, Craft Magic Arms and Armor, Craft Rod, Craft Talisman, Craft Wondrous Item, Defensive Strike, Deflect Arrows, Diehard, Endurance, Eschew Materials, Far Shot, Improved Favored Enemy, Improved Iniative, Improved Precise Shot, Improved Unarmed Strike, Manyshot, Mounted Combat, Point Blank Shot, Power Attack, Rapid Shot, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell, Stunning Fist, Weapon Focus (composite longbow), Weapon Focus (warhammer), Track. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Annihilating Strike, Area Divine Shield, Avatar, Divine Archery, Divine Blast, Divine Ranger, Divine Shield, Divine Storm, Energy Storm (electricity), Extra Domain (evil), Extra Domain (law), Frightful Presence, Hand of Death, Lay Curse, Life and Death, Mass Divine Blast. Domain Powers: Cast evil spells at +1 caster level; 15/day smite (+4 on attack and +15 on damage for one weapon attack); cast law spells at +1 caster level, 15/day strike of vengeance (maximum damage with weapon if harmed in combat by that individual). Spell-like Abilities: Lei Kung uses these abilities as a 25th-level caster, except for evil spells and law spells, which he uses as a 26th-level caster. The save DCs are 34 + spell level. Banishment, bear’s endurance, blasphemy, call lightning, calm emotions, castigate, control weather, create undead, desecrate, destruction, dictum, discern location, dispel chaos, dispel good, earthquake, entropic shield, fire shield, gust of wind, harm, hold monster, implosion, ice storm, magic circle against chaos, magic circle against good, mark of justice, mass inflict light wounds, order’s wrath, protection from chaos, protection from good, shatter, shield of faith, shield of law, shout, sleet storm, speak with dead, spell turning, storm of vengeance, summon monster VI (as air spell only), summon monster IX (as evil or law spell only), unholy aura, unholy blight, weapon bless, whirlwind. Sohei Spells/Day: 6/6/6/6; base DC = 22 + spell level. Ranger Spells/Day: 6/6/6/6; base DC = 22 + spell level. Possessions: Lei Kung wields a +5 warhammer with the returning, sure striking, thundering, unholy, and vicious ability for combat. He also carries a +5 composite longbow (+15 Str bonus) with the distance, seeking, and shocking burst ability. Other Divine Powers As an intermediate deity, Lei Kung automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Lei Kung can see, hear, touch, and smell at a distance of fifteen miles. As a standard action, he can perceive anything within fifteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 15 hours. Portfolio sense: Lei Kung senses any storm and any act of revenge the instant it happens and retains the sensation for fifteen weeks after the event occurs. Automatic actions: Lei Kung can use Craft (bowyer), Craft (weaponsmithing), Knowledge (nature) and Survival as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Lei Kung can create magic weapons, armor, and any kind of item that controls weather, as long as the item’s market price does not exceed 200,000 gp. Avatars Lei Kung is a malicious deity who enjoys inflicting pain on mortals and spirits alike. As long as there are plenty of wrongdoers for him to track down, he remains content. But when he runs out of deserving victims, he often listens to the false accusations of spiteful rivals or suspicious neighbors. The only omen Lei Kung ever bothers to send is a deafening roar of thunder as he strikes a victim dead. Avatar of Lei Kung: As Lei Kung except divine rank 7; Spd 60 ft.; AC 67 (touch 46, flat-footed 56); Atk +40; Grp +62; Atk +68 melee (1d8+20/x3, +5 returning sure striking thundering unholy vicious warhammer); or +63 ranged (1d8+20 plus 1d6 electricity/x3, +5 distance seeking shocking burst composite longbow (+15 Str bonus) with +5 arrows); or spell +62 melee touch or +57 ranged touch; Full Atk +68/+63/+58/+53 melee (1d8+20/x3, +5 returning sure striking thundering unholy vicious warhammer); or +61/+61/+56/+51/+46 ranged (1d8+20 plus 1d6 electricity/x3, +5 distance seeking shocking burst composite longbow (+15 Str bonus) with +5 arrows); or spell +62 melee touch or +57 ranged touch; SQ DR 20/epic, fire resistance 12, SR 39, divine aura (700 ft., DC 26); SV Fort +47, Ref +49, Will +51; all skill modifiers reduced by 8. Salient Divine Abilities: Alter Reality, Divine Archery, Divine Blast, Divine Ranger, Divine Shield, Extra Domain (evil), Extra Domain (law), Frightful Presence, Hand of Death. Spell-like Abilities: Caster level 17th; saving throw DC 26 + spell level. Sources: Legends & Lore (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Oriental Adventures (3E), Complete Warrior (3.5E), Complete Divine (3.5E), and Dragon Magazine #318. |
| Slavorian Nightrunner01-01-05, 03:30 PM | hello all, i was just wondering if any of y'all could post or pm me the stats of the untheric pantheon. not just gilgeam but all of the pantheon. also i have a demigod drow who is cg, i would like help in creating his 3.5 stats. thanks. |
| Green Giant01-01-05, 03:33 PM | Liu Superintendent of the Five Cereals Intermediate Diety Symbol: One stalk of each of the five cereals (rice, barley, millet, sorghum, wheat) bound together Home Plane: Blessed Fields of Elysium/Eronia/Great Mother’s Garden Portfolio: Crops and food Worshipers: Farmers, rangers, gardeners Cleric Alignments: N, NG, LN, CN, NE Domains: Animal, Earth, Plant, Renewal Favored Weapon: Scimitar A Celestial Prince, Liu is the god of crops and Superintendent of the Five Cereals: rice, barley, millet, sorghum, and wheat. In addition to supervising the individual deities of each of the five cereals, he is charged with interacting with the gods of rain, hail, insects, and other natural phenomena to ensure an adequate growing season. His is a very difficult job, for he must carefully balance the needs of each of the different cereals, at the same time using diplomacy and other political skills to convince his fellow gods not to send too much or too little rain. Save for his godly bearing and charisma, Liu is a young man who resembles a mortal bureaucrat who might occupy a similar station on earth. Dogma Clergy and Temples Priests dedicated to Liu are expected to work in the fields and to preside over planting and harvesting rites. LIU Shaman 20/Druid 20 Medium-Size Outsider (Spirit) Divine Rank: 14 Hit Dice: 20d8+200 (outsider) plus 20d6+200 (Shaman) plus 20d8+200 (Druid) (1040 hp) Initiative: +12 (+8 Dex, +4 Improved Iniative) Speed: 60 ft., burrow 60 ft. AC: 70 (+8 Dex, +14 divine, +27 natural, +11 deflection) touch 43, flat-footed 62 Base Attack/Grapple: +40/+62 Attack: +5 defending keen speed scimitar +68 melee; or unarmed strike +62 melee; or spell +62 melee touch or +62 ranged touch Full Attack: +5 defending keen speed scimitar +68/+68/+63/+58/+53 melee; or unarmed strike +62/+57/+52/+47 melee; or spell +62 melee touch or +62 ranged touch Damage: +5 defending keen speed scimitar 1d6+13/16-20; or unarmed strike 2d6+8; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead 18/day (effective cleric level 18th, +2 to turning checks), domain powers, salient divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 25/epic, fire resistance 19, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 14 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion as 40th-level druid, spirit sight, spirits’ favor, nature sense, wild empathy +35, woodland stride, trackless step, resist nature’s lure, wild shape (any size animal, magical beast or plant 6/day, small medium-size, large or huge elemental 3/day), venom immunity, a thousand faces, timeless body, SR 46, divine aura (1,400 ft., DC 35). Saves: Fort +67, Ref +65, Will +74 Abilities: Str 27, Dex 27, Con 30, Int 28, Wis 40, Cha 33 Skills*: Climb +32, Concentration +54 (+58 when casting defensively), Craft (alchemy) +43, Craft (calligraphy) +43, Craft (flower arranging) +63, Craft (landscape gardening) +63, Craft (origami) +43, Craft (stoneworking) +63, Craft (woodworking) +63, Diplomacy +47, Handle Animal +50, Heal +49, Jump +32, Knowledge (arcana) +43, Knowledge (dungeoneering) +43, Knowledge (geography) +53, Knowledge (history) +43, Knowledge (local) +43, Knowledge (nature) +75, Knowledge (religion) +43, Knowledge (spirits) +53, Listen +39, Perform (tea ceremony) +45, Profession (cook) +49, Profession (farmer) +69, Profession (herbalist) +59, Ride (horse) +36, Sense Motive +39, Spellcraft +55, Spot +39, Survival +71 (+73 underground, +75 to avoid getting lost and other planes, +77 aboveground), Swim +32. *Always receives a 20 on checks. Feats: Animal Control, Blind-Fight, Brew Potion, Combat Casting, Craft Rod, Craft Staff, Craft Talisman, Craft Wand, Craft Wondrous Item, Create Infusion, Deflect Arrows, Eschew Materials, Extra Turning, Freezing the Lifeblood, Improved Iniative, Improved Unarmed Strike, Iron Will, Ki Shout, Natural Spell, Quicken Spell, Sacred Spell, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell, Stunning Fist, Weapon Focus (scimitar). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar, Call Creatures (plants), Command Plants, Divine Blast, Divine Druid, Divine Earth Mastery, Divine Fast Healing, Divine Shield, Extra Domain (renewal), Gift of Life, Life and Death, Mind of the Beast, Power of Nature, Speak with Creatures (plants). Domain Powers: 14/day speak with animals; 14/day turn or destroy air creatures, or rebuke or command earth creatures, 14/day rebuke or command plant creatures, 14/day regain 1d8+11 hp if brought below 0 hp (but not to –10 or below). Spell-like Abilities: Liu uses these abilities as a 24th-level caster. The save DCs are 35 + spell level. Animal shapes, animate plants, antilife shell, atonement, barkskin, calm animals, charm person, command plants, commune with nature, control plants, dominate animal, earthquake, elemental swarm (as earth spell only), entangle, freedom, greater restoration, heroes’ feast, hold animal, iron body, lesser restoration, magic stone, plant growth, polymorph any object, reincarnate, remove disease, repel wood, shambler, shapechange, soften earth and stone, spike stones, stone shape, stoneskin, summon nature’s ally IV (summon animals only), summon nature’s ally VIII (summon animals only), wall of stones, wall of thorns. Shaman Spells/Day: 6/10/10/10/9/9/8/8/7/7; base DC = 25 + spell level. Druid Spells/Day: 6/9/9/9/8/8/7/7/6/6; base DC = 25 + spell level. Possessions: Liu wields a +5 scimitar with the defending, keen, and speed ability for combat. Other Divine Powers As an intermediate deity, Liu automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Liu can see, hear, touch, and smell at a distance of fourteen miles. As a standard action, he can perceive anything within fourteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 14 hours. Portfolio sense: Liu senses any act of farming and anything that affects it the instant it happens and retains the sensation for fourteen weeks after the event occurs. Any one of the five cereals can be the focus for Liu’s remote sense and remote communication powers. Automatic actions: Liu can use Craft (flower arranging), Craft (landscape gardening), Craft (stoneworking), Craft (woodworking), Knowledge (nature), Profession (farmer), and Survival as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Liu can create any magic item that summons or controls earth elementals or plants, or that affects the earth, as long as the item’s market price does not exceed 200,000 gp. Avatars Liu’s tasks keep him so busy that even when faced with a major agricultural catastrophe, a worshiper has only a slight chance of attracting the god’s attention. Dungeon Masters should increase this for every character level dedicated to Liu. Should Liu notice a worshiper’s request, he will send his avatar to offer what help he can. Because he works so hard, Liu is easily affronted if the proper rites are not observed in his honor, which may result in a poor harvest for the offending community. Omens from Liu usually concern the proper time for planting and harvesting, and are associated with the moon, the wind, and the weather. Avatar of Liu: As Liu except divine rank 7; Spd 60 ft., burrow 60 ft.; AC 56 (touch 36, flat-footed 48); Atk +40; Grp +55; Atk +61 melee (1d6+13/16-20, +5 defending keen speed scimitar); or +55 melee (2d6+8, unarmed strike); or spell +55 melee touch or +55 ranged touch; Full Atk +61/+61/+56/+51/+46 melee (1d6+13/16-20, +5 defending keen speed scimitar); or +55/+50/+45/+40 melee (2d6+8, unarmed strike); or spell +55 melee touch or +55 ranged touch; SQ DR 20/epic, fire resistance 12, SR 39, divine aura (700 ft., DC 28); SV Fort +60, Ref +58, Will +65; all skill modifiers reduced by 7. Salient Divine Abilities: Alter Reality, Command Plants, Divine Blast, Divine Druid, Divine Earth Mastery, Divine Shield, Extra Domain (renewal), Gift of Life, Speak with Creatures (plants). Spell-like Abilities: Caster level 17th; saving throw DC 28 + spell level. Sources: Legends & Lore (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Oriental Adventures (3E), Complete Warrior (3.5E), Defenders of the Faith (3E), Masters of the Wild (3E), and Dragon Magazine #318. |
| Green Giant01-02-05, 03:34 PM | Lu Hsing The Just Bureaucrat Intermediate Diety Symbol: Deer Home Plane: Peacable Kingdoms of Arcadia/Abellio/the Ministry of Rewards Portfolio: Bureaucracy, just rewards Worshipers: Bureaucrats, functionaries, judges Cleric Alignments: LN, LG, LE Domains: Fate, Knowledge, Law, Planning Favored Weapon: Flail As the god of salaries and functionaries, Lu Hsing is often revered by ambitious bureaucrats. He served the founder of the Han dynasty as a loyal and honest administrator. As a result, Shang-ti deified him and gave to him the task of overseeing the fair distribution of rewards in the earthly bureaucracy. Along with Fu Hsing and Shou Hsing, he is one of the three gods worshipped by public servants in order to assure a prosperous career and a happy life. In his true form, he is an immaculately groomed man with a pleasant countenance and a long, silky beard. Dogma Clergy and Temples Lu Hsing is worshipped in the homes of bureaucrats, not in formal temples. Any bureaucrat who sacrifices a small portion of his salary and who works hard may become a priest of Lu Hsing. LU HSING Expert 20/Shaman 10/Loremaster 10 Medium-Size Outsider (Law, Spirit) Divine Rank: 12 Hit Dice: 20d6+140 (Expert) plus 10d6+70 (Shaman) plus 10d4+70 (Loremaster) (500 hp) Initiative: +11 (+7 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 52 (+7 Dex, +12 divine, +12 natural, +11 deflection) touch 40, flat-footed 45 Base Attack/Grapple: +25/+44 Attack: +5 axiomatic disruption impact light flail +50 melee; or unarmed strike +44 melee; or spell +44 melee touch or +44 ranged touch Full Attack: +5 axiomatic disruption impact light flail +50/+45/+40 melee; or unarmed strike +44/+39/+34/+29 melee; or spell +44 melee touch or +44 ranged touch Damage: +5 axiomatic disruption impact light flail 1d8+12/19-20; or unarmed strike 1d8+7; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead 18/day (effective cleric level 8th, +6 to turning checks), domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (law). Special Qualities: Divine immunities, DR 25/epic, fire resistance 17, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 12 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion as druid, spirit sight, spirits’ favor, lore +33, secret (secrets of inner strength, the lore of true stamina, secret knowledge of avoidance, applicable knowledge, instant mastery), greater lore, true lore, uncanny dodge, SR 44, divine aura (1,200 ft., DC 33). Saves: Fort +36, Ref +36, Will +49 Abilities: Str 24, Dex 24, Con 24, Int 44, Wis 35, Cha 32 Skills*: Appraise +54 (+58 with all crafts taken), Concentration +49 (+53 when casting defensively), Craft (alchemy) +54, Craft (bookbinding) +54, Craft (calligraphy) +54, Craft (origami) +54, Decipher Script +59, Diplomacy +71, Forgery +59, Gather Information +49, Handle Animal +33, Heal +44, Knowledge (arcana) +69, Knowledge (architecture and engineering) +69, Knowledge (dungeoneering) +54, Knowledge (geography) +54, Knowledge (history) +74, Knowledge (local) +74, Knowledge (nature) +54, Knowledge (nobility and royalty) +74, Knowledge (religion) +89, Knowledge (spirits) +94, Listen +34, Perform (oratory) +32, Perform (tea ceremony) +32, Profession (administrator) +64, Profession (bookkeeper) +44, Profession (courtier) +44, Profession (scribe) +64, Ride (stag) +31, Search +33 (+37 to detect secret or hidden doors), Sense Motive +39, Spellcraft +73 (+77 with deciphering scrolls), Spot +34, Use Magic Device +53 (+61 with scrolls). *Always receives a 20 on checks. Feats: Combat Casting, Craft Talisman, Craft Wand, Craft Wondrous Item, Eschew Materials, Extend Spell, Extra Turning, Forge Ring, Improved Iniative, Improved Unarmed Strike, Iron Will, Martial Weapon Proficiency (flail), Sacred Spell, Scribe Scroll, Silent Spell, Skill Focus [Knowledge (spirits)], Spell Penetration, Still Spell, Stunning Fist, Weapon Focus (flail). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar, Clearsight, Create Object, Divine Blast, Divine Blessing (intelligence), Divine Shield, Gift of Life, Know Secrets, Lay Curse, Life and Death, Power of Truth, True Knowledge Domain Powers: Cast divination spells at +1 caster level; cast law spells at +1 caster level. Spell-like Abilities: Lu Hsing uses these abilities as a 22th-level caster, except for divination spells and law spells, which he uses as a 23th-level caster. The save DCs are 33 + spell level. Augury, bestow curse, calm emotions, clairaudience/clairvoyance, deathwatch, detect scrying, detect secret doors, detect thoughts, dictum, discern location, dispel chaos, divination, find the path, foresight, geas/quest, greater scrying, heroes’ feast, hold monster, legend lore, magic circle against chaos, mark of justice, mind blank, order’s wrath, protection from chaos, shield of law, status, summon monster IX (as law spell only), time stop, true seeing, true strike, vision. Shaman Spells/Day: 6/9/9/9/9/8/7/7/7/6; base DC = 22 + spell level. Possessions: Lu Hsing carries a +5 light flail with the axiomatic, disruption, and impact ability for combat Other Divine Powers As an intermediate deity, Lu Hsing automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Lu Hsing can see, hear, touch, and smell at a distance of twelve miles. As a standard action, he can perceive anything within twelve miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 12 hours. Portfolio sense: Lu Hsing knows is aware when a form is filled in a civil bureaucracy, and he is also aware when there is corruption in a civil bureaucracy the instant it happens and retains the sensation for twelve weeks after the event occurs. Automatic actions: Lu Hsing can use Diplomacy, Knowledge (local), Knowledge (history), Knowledge (nobility and royalty), Knowledge (religion) and Knowledge (spirits) as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Lu Hsing can create any kind of magic item dealing with books, order and ink or oils, as long as the item’s market price does not exceed 200,000 gp. Avatars Lu Hsing’s primary concern is ensuring that hardworking bureaucrats receive the rewards they deserve. He is more concerned with results than with methods, so dishonesty or treachery does not hinder an administrator’s career, so long as it is employed for the benefit of the state. However, he detests corruption in any form, so any official committing dishonorable acts for personal gain stands a 10% chance of coming to Lu Hsing’s notice. In such cases, Lu Hsing tries to correct the aberrant behavior through a series of omens. First, the individual’s salary is somehow lost for three weeks in a row. Second, his superior makes a surprise inspection and, no matter what he finds, chastises the bureaucrat for keeping a sloppy office. Third, the bureaucrat receives a visit and stern lecture from Lu Hsing’s avatar. If the individual still does not redress his misdoings, Lu Hsing arranges public exposure of the official’s corruption. Avatar of Lu Hsing: As Lu Hsing except divine rank 6; Spd 60 ft.; AC 40 (touch 34, flat-footed 33); Atk +25; Grp +38; Atk +44 melee (1d8+12/19-20, +5 axiomatic disruption impact light flail); or +38 melee (1d8+7, unarmed strike); or spell +38 melee touch or +38 ranged touch; Full Atk +44/+39/+34 melee (1d8+12/19-20, +5 axiomatic disruption impact light flail); or +38/+33/+28 melee (1d8+7, unarmed strike); or spell +38 melee touch or +38 ranged touch; SQ DR 20/epic, fire resistance 11, SR 38, divine aura (600 ft., DC 27); SV Fort +30, Ref +30, Will +41; all skill modifiers reduced by 6. Salient Divine Abilities: Alter Reality, Divine Blast, Divine Blessing (intelligence), Divine Shield, Gift of Life, Know Secrets, Power of Truth, True Knowledge Spell-like Abilities: Caster level 16th; saving throw DC 27 + spell level. Sources: Legends & Lore (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Oriental Adventures (3E), Defenders of the Faith (3E), and Dragon Magazine #318. |
| Green Giant01-03-05, 09:22 PM | Shou Hsing Peach of Immortality Intermediate Diety Symbol: A peach Home Plane: Heroic Domains of Ysgard/Ysgard/the Orchard of Immortality Portfolio: Long life Worshipers: The elderly, the young Cleric Alignments: CN, CG, CE Domains: Chaos, Healing, Suffering, Time Favored Weapon: Quarterstaff Shou Hsing is the god of longevity and the arbiter of life spans. He possesses a set of tablets upon which he has inscribed the date of everyone’s death. As these dates are written in stone, they are supposedly immutable. However, the god has been known to “juggle the writing” and change the dates favorably for those who treat him especially well. In his true form, Shou Hsing is an aged man with a pure white beard and eyebrows. He has an enormous, egg-shaped bald head. Shou Hsing usually supports himself with a large, rough stick, and carries a P’an T’ao — one of the peaches of immortality — in his free hand. Dogma Clergy and Temples Priests devoted to Shou Hsing devote themselves to protect and comfort the elderly. They are often called upon to preside over parties thrown to celebrate the 50th, 75th, and 100th birthdays of long-lived individuals. SHOU HSING Shaman 20/Wu Jen 20 Medium-Size Outsider (Chaos, Spirit) Divine Rank: 14 Hit Dice: 20d8+200 (outsider) plus 20d6+200 (Shaman) plus 20d4+200 (Wu Jen) (1040 hp) Initiative: +12, always first (+8 Dex, +4 Improved Iniative, Supreme Iniative) Speed: 60 ft. AC: 71 (+8 Dex, +14 divine, +27 natural, +2 staff, +10 deflection) touch 44, flat-footed 63 Base Attack/Grapple: +40/+62 Attack: Shou Hsing’s walking stick +68 melee; or unarmed strike +62 melee; or spell +62 melee touch or +62 ranged touch Full Attack: Shou Hsing’s walking stick +68/+63/+58/+53 melee; or unarmed strike +62/+57/+52/+47 melee; or spell +62 melee touch or +62 ranged touch Damage: Shou Hsing’s walking stick 1d6+13; or unarmed strike 2d6+8; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead 17/day (effective cleric level 18th, +4 to turning checks), domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos). Special Qualities: Divine immunities, DR 25/epic, fire resistance 19, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 14 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion as druid, spirit sight, spirits’ favor, elemental mastery (wood), watchful spirit, spell secret x 5, taboos, SR 66, divine aura (1,400 ft., DC 34). Saves: Fort +66, Ref +66, Will +75 Abilities: Str 26, Dex 26, Con 26, Int 36, Wis 40, Cha 30 Skills*: Appraise +47 (+51 with calligraphy, flower arranging, landscape gardening, origami, +53 with alchemy, books), Concentration +72 (+76 when casting defensively), Craft (alchemy) +92, Craft (bookbinding) +92, Craft (calligraphy) +52, Craft (flower arranging) +52, Craft (landscape gardening) +52, Craft (origami) +52, Decipher Script +52, Diplomacy +65, Heal +67, Knowledge (arcana) +82, Knowledge (architecture and engineering) +52, Knowledge (dungeoneering) +52, Knowledge (geography) +52, Knowledge (history) +82, Knowledge (local) +52, Knowledge (nature) +52, Knowledge (nobility and royalty) +52, Knowledge (religion) +82, Knowledge (spirits) +82, Listen +39, Perform (oratory) +44, Perform (tea ceremony) +44, Profession (herbalist) +49, Profession (scribe) +64, Sense Motive +39, Spellcraft +96 (+100 with deciphering scrolls), Spot +39, Use Magic Device +55 (+59 with scrolls). *Always receives a 20 on checks. Feats: Brew Potion, Combat Casting, Craft Magic Arms and Armor, Craft Construct, Craft Rod, Craft Staff, Craft Talisman, Craft Wand, Craft Wondrous Item, Empower Spell, Eschew Materials, Extra Turning, Falling Star Strike, Forge Ring, Greater Spell Penetration, Improved Iniative, Improved Unarmed Strike, Iron Will, Ki Shout, Maximize Spell, Pain Touch, Quicken Spell, Sacred Spell, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell, Stunning Fist, Weapon Focus (quarterstaff). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Age Creature†, Alter Reality, Alter Size, Area Divine Shield, Avatar, Craft Artifact, Divine Blast, Divine Shield, Energy Storm (positive), Extra Domain (suffering), Gift of Life, Increased Spell Resistance, Instant Counterspell, Know Secrets, Life and Death, Supreme Iniative, Wave of Chaos. Domain Powers: Cast chaos spells at +1 caster level; cast healing spells at +1 caster level; 14/day pain touch (subject touched suffers a –2 enhancement penalty on Strength and Dexterity for 1 minute); Spell-like Abilities: Shou Hsing uses these abilities as a 24th-level caster, except for chaos spells and healing spells, which he uses as a 25th-level caster. The save DCs are 34 + spell level. Animate objects, bane, bear’s endurance, bestow curse, chaos hammer, cloak of chaos, contingency, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, dispel law, energy drain, enervation, foresight, freedom of movement, gentle repose, harm, haste, heal, horrid wilting, magic circle against law, mass cure critical wounds, mass cure light wounds, mass heal, moment of prescience, permanency, protection from law, regenerate, shatter, summon monster IX (as chaos spell only), symbol of pain, time stop, true strike, waves of exhaustion, word of chaos. Shaman Spells/Day: 6/10/10/10/9/9/8/8/7/7; base DC = 25 + spell level. Wu Jen Spells/Day: 4/8/7/7/7/7/6/6/6/6; base DC = 23 + spell level. †Age Creature (unique salient ability): The deity can age a creature 1d10+Cha bonus in years with a touch attack. Creatures suffer the physical effects of aging but do not gain the mental benefits. Creatures that reach their maximum age die and cannot resurrected except with a carefully worded wish or miracle spell. Possessions: Shou Hsing carries Shou Hsing’s walking stick which combines the powers of a staff of the magi and a staff of power (+5 quarterstaff, however). Other Divine Powers As an intermediate deity, Shou Hsing automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Shou Hsing can see, hear, touch, and smell at a distance of fourteen miles. As a standard action, he can perceive anything within fourteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 14 hours. Portfolio sense: Shou Hsing senses any creature that has reached venerable age and anyone who has reversed their aging or stopped it altogether (ie undead) the instant it happens and retains the sensation for fourteen weeks after the event occurs. Automatic actions: Shou Hsing can use Craft (alchemy), Craft (bookbinding), Knowledge (arcana), Knowledge (history), Knowledge (religion), and Knowledge (spirits) as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Shou Hsing can create any magic item that protects against aging, lengthens the lifespan or heals, as long as the item’s market price does not exceed 200,000 gp. Avatars Although he has no formal temples, Shou Hsing enjoys being worshipped. Many people maintain a shrine to him in their homes and regularly offer him barley cakes and wine. Members of such households seldom suffer the infirmities of old age, but those who neglect such sacrifices seldom age gracefully. Omens from Shou Hsing include signs of premature aging, such as graying hair, loss of hearing or sight, and unexplained arthritic aches. Avatar of Shou Hsing: As Shou Hsing except divine rank 7; Spd 60 ft.; AC 57 (touch 37, flat-footed 49); Atk +40; Grp +55; Atk +61 melee (1d6+13, Shou Hsing’s walking stick); or +55 melee (2d6+8, unarmed strike); or spell +55 melee touch or +55 ranged touch; Full Atk +61/+56/+51/+46 melee (1d6+13, Shou Hsing’s walking stick); or +55/+50/+45/+40 melee (2d6+8, unarmed strike); or spell +55 melee touch or +55 ranged touch; SQ DR 20/epic, fire resistance 12, SR 39, divine aura (700 ft., DC 27); SV Fort +59, Ref +59, Will +66; all skill modifiers reduced by 7. Salient Divine Abilities: Age Creature†, Alter Reality, Divine Blast, Divine Shield, Extra Domain (suffering), Gift of Life, Know Secrets, Supreme Iniative, Wave of Chaos. Spell-like Abilities: Caster level 17th; saving throw DC 27 + spell level. Sources: Legends & Lore (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Oriental Adventures (3E), Defenders of the Faith (3E), Complete Warrior (3.5E), and Dragon Magazine #318. |
| Dardin_DelSundin01-04-05, 05:52 AM | I was wondering if anyone has any stats on the following deities, I am pretty sure some are listed in books somewhere, and if are if you can post the books they are in. Deities: Malar Mask Eilistraee Siamorphe Ulutiu Auril and Gwaeron Windstrom |
| Green Giant01-04-05, 08:16 PM | I was wondering if anyone has any stats on the following deities, I am pretty sure some are listed in books somewhere, and if are if you can post the books they are in. Deities: Malar Mask Eilistraee Siamorphe Ulutiu Auril and Gwaeron Windstrom Malar, Mask, and Eilistraee have 3E stats in Faiths and Pantheons. As for their 2E avatar stats: Malar, Mask, and Auril are in Faiths and Avatars; Siamorphe, Ulutiu, and Gwaeron Windstrom are in Powers and Pantheons; and Eilistraee is in Demihuman Deities. Sung Chiang The Thousand-Armed Octopus Intermediate Diety Symbol: Dagger through silver bracelet Home Plane: Bleak Eternity of Gehenna/Khalas/the Teardrop Palace Portfolio: Thievery Worshipers: Rogues, yakuza, ninjas, assassins, spies Cleric Alignments: NE, LE, CE Domains: Evil, Fortune, Trickery Favored Weapon: Dagger Sung Chiang, also known as No Cha and a thousand other names, was a famous thief living in the twelfth century AD. When the brigand died and went to the first Law Court of the After-world, Yen-Wang-Yeh was astounded at all the crimes Sung Chiang had committed. The Judge asked him if he was sorry for all the things he had done. Sung Chiang said that he was not, for he had done nothing worse than the corrupt bureaucrats ruling his province. His comment caused an investigation and the guilty administrators were brought to justice. In gratitude, Sung Chiang was given divine status — but only after passing through every Law Court in the After-world. In recognition of his occupation, Sung Chiang now has three faces, eight arms, silvery scales for skin, and red eyes that blaze like fire. Dogma Clergy and Temples All of Sung Chiang’s priests are multi-classed Priest/Thief characters. The normal prohibition against human multi-classed characters is waived in the case of these individuals. SUNG CHIANG Shaman 10/Rogue 10/Yakuza 10/Ninja Spy 10 Medium-Size Outsider (Evil, Spirit) Divine Rank: 11 Hit Dice: 10d6+130 (Shaman) plus 10d6+130 (Rogue) plus 10d6+130 (Yakuza) plus 10d6+130 (Ninja Spy) (760 hp) Initiative: +19, always first (+15 Dex, +4 Improved Iniative, Supreme Iniative) Speed: 60 ft. AC: 56 (+15 Dex, +11 divine, +11 natural, +9 deflection) touch 45, flat-footed 41 Base Attack/Grapple: +25/+45 Attack: +5 keen unholy wounding dagger +51 melee; or +5 nekode +50 melee; or +5 nekode +50 melee; or +5 ninja-to +50 melee; or +5 shikomi-zue +50 melee; or +5 shuriken +56 ranged; or +5 shuriken +56 ranged; or unarmed strike +45 melee; or spell +45 melee touch or +51 ranged touch Full Attack: +5 keen unholy wounding dagger +51/+46/+41 melee and +5 nekode +50/+45/+40 melee and +5 nekode +50/+45/+40 melee and +5 ninja-to +50/+45/+40 melee and +5 shikomi-zue +50/+45/+40 melee and +5 shuriken +56/+51/+46 ranged and +5 shuriken +56/+51/+46 ranged; or unarmed strike +45/+40/+35 melee; or spell +44 melee touch or +44 ranged touch Damage: +5 keen unholy wounding dagger 1d4+14/17-20 and +5 nekode 1d4+9 and +5 ninja-to 1d6+9/19-20 and +5 shikomi-zue 1d8+13/x3 and +5 shuriken 1d2+9; or unarmed strike 1d8+9; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Rebuke undead 12/day (effective cleric level 8th, +2 to turning checks), sneak attack +8d6, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (evil). Special Qualities: Divine immunities, DR 25/epic, fire resistance 16, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 11 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion as druid, spirit sight, spirits’ favor, uncanny dodge, improved evasion, trap sense +6, improved uncanny dodge, crippling strike, defensive roll, yakuza knowledge +19, slippery mind, ki breath, poison use, slow fall 50 ft., acrobatics +20, leap of the clouds, hide in plain sight, water walk, thousand faces, abundant step, superior multiweapon fighting (three-faced form only), SR 43, divine aura (1,100 ft., DC 30). Saves: Fort +36, Ref +36, Will +47 Abilities: Str 28, Dex 40, Con 27, Int 28, Wis 30, Cha 29 Skills*: Appraise +40 (+42 with all crafts taken), Balance +48, Bluff +60, Climb +31 (+33 with ropes), Concentration +39 (+43 when casting defensively), Craft (poison) +35, Craft (tattooing) +35, Crafts (traps) +35, Decipher Script +30, Diplomacy +36, Disable Device +40, Disguise +42, Escape Artist +46 (+48 escape from rope), Forgery +40, Gather Information +40, Hide +46, Intimidate +44, Jump +32, Knowledge (arcana) +40, Knowledge (architecture and engineering) +30, Knowledge (dungeoneering) +30, Knowledge (local) +45, Knowledge (religion) +40, Knowledge (spirits) +40, Listen +41 (+45 with three faces), Move Silently +46, Open Lock +46, Perform (act) +25, Perform (tea ceremony) +25, Profession (gambler) +41, Search +40 (+42 to detect hidden or secret doors, +44 with three faces), Sense Motive +31, Sleight of Hand +50, Spellcraft +42 (+44 with deciphering scrolls), Spot +41 (+45 with three faces), Swim +30, Tumble +48, Use Magic Device +40 (+44 with scrolls), Use Rope +36 (+38 bind someone).*Always receives a 20 on checks. Feats: Combat Casting, Craft Talisman, Craft Wand, Craft Wondrous Item, Dodge, Exotic Weapon Proficiency (nekode), Exotic Weapon Proficiency (ninja-to), Exotic Weapon Proficiency (shikomi-zue), Exotic Weapon Proficiency (shuriken), Improved Iniative, Improved Multiweapon Fighting, Improved Unarmed Strike, Leadership, Mobility, Multiweapon Fighting, Pain Touch, Scribe Scroll, Silent Spell, Spell Penetration, Spring Attack, Still Spell, Stunning Fist, Weapon Focus (dagger). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Form, Alter Size, Avatar, Battlesense, Divine Blast, Divine Dodge, Divine Glibness, Divine Shield, Hand of Death, Life and Death, Power of Luck, Shift Form, Supreme Iniative. Shift Form: Sung Chiang’s Shift Form power allows him to alternate between a basically human form and his eight-armed, three-faced form. In human form, Sung Chiang has only two arms, and he carries only the dagger with him. Domain Powers: Cast evil spells at +1 caster level; 11/day reroll a die roll once after its made. Spell-like Abilities: Sung Chiang uses these abilities as a 21th-level caster, except for evil spells, which he uses as a 22th-level caster. The save DCs are 30 + spell level. Aid, blasphemy, break enchantment, confusion, create undead, desecrate, disguise self, dispel good, entropic shield, false vision, freedom of movement, invisibility, magic circle against good, miracle, mislead, nondetection, polymorph any object, protection from good, screen, spell turning, substitution, summon monster IX (as evil spell only), surelife, time stop, unholy blight, unholy aura. Shaman Spells/Day: 6/8/8/6/6/5; base DC = 20 + spell level. Possessions: Sung Chiang favorite weapon is the dagger. The weapon is a +5 dagger with the keen, unholy, and wounding special abilities. Other Divine Powers As an intermediate deity, Sung Chiang automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Sung Chiang can see, hear, touch, and smell at a distance of eleven miles. As a standard action, he can perceive anything within eleven miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 11 hours. Portfolio sense: Sung Chiang knows is aware of any theft that takes place the instant it happens and retains the sensation for eleven weeks after the event occurs. Automatic actions: Sung Chiang can use any Rogue class skill as a free action if the DC for the task is 25 or lower. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to ten such free actions each round. Create Magic Items: Sung Chiang can create any kind of magic item dealing with theft, as long as the item’s market price does not exceed 200,000 gp. Avatars Sung Chiang’s ways have not changed just because he became a god. He is still greedy, and worshipers who do not sacrifice at least half of their treasure to his murky shrines are sure to receive a visit from his avatar. Avatar of Sung Chiang: As Sung Chiang except divine rank 5; Spd 60 ft.; AC 44 (touch 39, flat-footed 29); Atk +25; Grp +39; Atk +45 melee (1d4+14/17-20, +5 keen unholy wounding dagger); or +39 melee (1d8+9, unarmed strike); or spell +39 melee touch or +45 ranged touch; Full Atk +45/+40/+35 melee (1d4+14/17-20, +5 keen unholy wounding dagger); or +39/+34/+29 melee (1d8+9, unarmed strike); or spell +39 melee touch or +45 ranged touch; SQ DR 15/epic, fire resistance 10, SR 37, divine aura (500 ft., DC 24); SV Fort +30, Ref +30, Will +41; all skill modifiers reduced by 6. Salient Divine Abilities: Alter Reality, Divine Blast, Divine Glibness, Divine Shield, Hand of Death, Supreme Iniative. Spell-like Abilities: Caster level 15th; saving throw DC 24 + spell level. Note: I used the web article Two Heads are better than one…And three are better than two by Owen K. C. Stephens for Sung Chiang's three faces. Sources: Legends & Lore (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Oriental Adventures (3E), Savage Species (3E), Complete Warrior (3.5E), and Dragon Magazine #318. |
| Dardin_DelSundin01-04-05, 09:07 PM | Siamorphe, Ulutiu, and Gwaeron Windstrom For those three deities where can I find their 3E stats? Is Powers and Pantheons 3E? |
| Green Giant01-05-05, 10:08 PM | Siamorphe, Ulutiu, and Gwaeron Windstrom For those three deities where can I find their 3E stats? Is Powers and Pantheons 3E? I believe Siamorphe, Ulutiu, and Gwaeron Windstrom may have been given 3E stats in this thread but you'll have to check the index on the first page to find out where they are located or you could ask Tebryn14 for them. Powers and Pantheons is 2E and covers the lesser known Faerunian deites as well the deities of Mulhorand, Unther, and Chult. The only FR 3E book which mainly covers deities is Faiths and Pantheons. On another note, I still haven't found a suitable class or PrC to replace the Drunken Master PrC I had statted out for the Monkey King. This may take some time unless someone has some suggestion. Yen-Wang-Yeh Chief Judge of the Dead Intermediate Diety Symbol: Ribbon-wrapped helm Home Plane: Concordant Domain of the Outlands/the Palace of Judgement Portfolio: Death Worshipers: Guardians of the dead, morticians, necromancers, executioners, monks Cleric Alignments: LN, LG, LE Domains: Grave, Knowledge, Law Favored Weapon: Naginata Yen-Wang-Yeh is the god of the dead, chief judge of the Ten Law Courts of the After-world, and king of the Eighteen Hells. When a dead man’s soul reaches the first court of the after-world, Yen-Wang-Yeh determines whether the man should be rewarded, passed directly to the Wheel of Transmigration (reincarnation), or passed onto the lower courts for punishment. In his true form, Yen-Wang-Yeh resembles a yellow-robed warrior with ebony skin. Dogma Clergy and Temples Priests devoted to Yen-Wang-Yeh are required to prepare the dead for cremation, preside over funerals, and offer advice to their followers about how best to worship one’s ancestors. Occasionally, they are called upon to track down a rogue undead spirit. Priests of Yen-Wang-Yeh who have reached 5th level can converse with the spirit of another’s ancestor. They may ask the spirit up to 5 questions which are truthfully answered. A person’s ancestral spirits may be contacted only at their request and with their permission. YEN-WANG-YEH Shaman 20/Sohei 10/Ranger 10 Medium-Size Outsider (Law, Spirit) Divine Rank: 15 Hit Dice: 20d8+300 (outsider) plus 20d6+300 (Shaman) plus 10d10+150 (Sohei) plus 10d8+150 (Ranger) (1360 hp) Initiative: +13 (+9 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 72 (+9 Dex, +15 divine, +28 natural, +9 deflection) touch 44, flat-footed 62 Base Attack/Grapple: +40/+65 Attack: +5 disruption ghost touch keen undead bane naginata +71 melee; or unarmed strike +65 melee; or spell +65 melee touch or +64 ranged touch Full Attack: +5 disruption ghost touch keen undead bane naginata +71/+66/+61/+56 melee; or unarmed strike +65/+60/+55/+50 melee; or spell +65 melee touch or +64 ranged touch Damage: +5 disruption ghost touch keen undead bane naginata 1d10+20/19-20/x3; or unarmed strike 2d6+10; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead 16/day (effective cleric level 19th, +6 to turning checks), domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (law). Special Qualities: Divine immunities, DR 25/epic (DR 2/-), fire resistance 20, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, greater teleport at will, plane shift at will, ki frenzy 3/day, strength of mind, mettle, wild empathy +21, favored enemy (undead +4, human +4, chaotic outsider +2), animal companion as ranger, woodland stride, swift tracker, evasion, SR 47, divine aura (1,500 ft., DC 34). Saves: Fort +71, Ref +65, Will +66 Abilities: Str 30, Dex 28, Con 40, Int 28, Wis 30, Cha 29 Skills*: Climb +45 (+47 with rope), Concentration +60 (+64 when casting defensively), Craft (calligraphy) +44, Craft (flower arranging) +44, Craft (landscape gardening) +44, Craft (origami) +44, Craft (stoneworking) +44, Diplomacy +48, Handle Animal +44, Heal +45, Hide +44, Iaijutsu Focus +44, Jump +45, Knowledge (arcana) +54, Knowledge (architecture and engineering) +44, Knowledge (dungeoneering) +44, Knowledge (geography) +44, Knowledge (history) +44, Knowledge (local) +44, Knowledge (nature) +44, Knowledge (nobility and royalty) +44, Knowledge (religion) +69, Knowledge (spirits) +54, Listen +45, Move Silently +72, Perform (oratory) +44, Perform (tea ceremony) +44, Profession (judge) +55, Profession (mortician) +45, Ride (horse) +46, Search +52 (+54 to find hidden or secret doors), Sense Motive +45, Spellcraft +56, Spot +45, Survival +45 (+47 to avoid getting lost, underground and aboveground, +49 in other planes), Swim +45, and Use Rope +44.*Always receives a 20 on checks. Feats: Combat Casting, Craft Magic Arms and Armor, Craft Rod, Craft Talisman, Craft Wondrous Item, Defensive Strike, Deflect Arrows, Diehard, Divine Might, Dodge, Endurance, Eschew Materials, Extra Turning, Falling Star Strike, Freezing the Lifeblood, Improved Iniative, Improved Turning, Improved Two-Weapon Fighting, Improved Unarmed Strike, Ki Shout, Mobility, Mounted Combat, Power Attack, Quicken Turning, Sacred Spell, Scribe Scroll, Silent Spell, Spell Penetration, Spring Attack, Still Spell, Stunning Fist, Track, Two-Weapon Fighting, Unbalancing Strike, Weapon Focus (naginata). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Annihilating Strike, Area Divine Shield, Avatar, Clearsight, Divine Blast, Divine Blessing (constitution), Divine Fast Healing, Divine Inspiration (dread), Divine Shield, Hand of Death, Know Death, Know Secrets, Lay Quest, Life and Death, Speak with Creatures (the dead), Undead Qualities. Domain Powers: Cast divination spells at +1 caster level; 15/day death touch (if subject touched does not have at least 120 hp, it dies); cast law spells at +1 caster level. Spell-like Abilities: Yen-Wang-Yeh uses these abilities as a 25th-level caster, except for divination spells and law spells, which he uses as a 26th-level caster. The save DCs are 34 + spell level. Animate dead, calm emotions, clairaudience/clairvoyance, create undead, create greater undead, death knell, detect secret doors, detect thoughts, destruction, dictum, discern location, dispel chaos, divination, find the path, foresight, ghost light, hold monster, legend lore, magic circle against chaos, order’s wrath, protection from chaos, slay living, summon monster IX (as law spell only), true seeing, wail of banshee, wall of bones. Shaman Spells/Day: 6/9/9/8/8/8/7/6/6/6; base DC = 20 + spell level. Sohei Spells/Day: 4/4; base DC = 20 + spell level. Ranger Spells/Day: 4/4; base DC = 20 + spell level. Possessions: Yen-Wang-Yeh wields a +5 naginata with the disruption, ghost touch, keen, and undead bane special abilities for combat. Other Divine Powers As an intermediate deity, Yen-Wang-Yeh automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Yen-Wang-Yeh can see, hear, touch, and smell at a distance of fifteen miles. As a standard action, he can perceive anything within fifteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 15 hours. Portfolio sense: Yen-Wang-Yeh senses any death the instant it happens and retains the sensation for fifteen weeks after the event occurs. Automatic actions: Yen-Wang-Yeh can use Knowledge (religion), Knowledge (spirits), Move Silently, and Profession (judge) as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Yen-Wang-Yeh can create any kind of item that deals with death, as long as the item’s market price does not exceed 200,000 gp. Avatars Yen-Wang-Yeh is a dedicated and humorless servant of the Celestial Bureaucracy. His primary concern is making sure that the spirits of the dead are processed quickly and efficiently. Yen-Wang-Yeh must personally approve any raise dead, resurrection, or reincarnation spell cast by any worshipper of any god in the Chinese pantheon. Any time such a person casts one of these spells, there is a chance he will cancel it. Yen-Wang-Yeh is not well-known for sending omens or portents. Avatar of Yen-Wang-Yeh: As Yen-Wang-Yeh except divine rank 7; Spd 60 ft.; AC 55 (touch 35, flat-footed 46); Atk +40; Grp +57; Atk +63 melee (1d10+20/19-20/x3, +5 disruption ghost touch keen undead bane naginata); or +57 melee (2d6+10, unarmed strike); or spell +57 melee touch or +56 ranged touch; Full Atk +63/+58/+53/+48 melee (1d10+20/19-20/x3, +5 disruption ghost touch keen undead bane naginata); or +57/+52/+47/+42 melee (2d6+10, unarmed strike); or spell +57 melee touch or +56 ranged touch; SQ DR 20/epic, fire resistance 12, SR 39, divine aura (700 ft., DC 26); SV Fort +63, Ref +57, Will +58; all skill modifiers reduced by 8. Salient Divine Abilities: Alter Reality, Clearsight, Divine Blast, Divine Shield, Hand of Death, Know Death, Know Secrets, Speak with Creatures (the dead), Undead Qualities. Spell-like Abilities: Caster level 17th; saving throw DC 26 + spell level. Sources: Legends & Lore (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Oriental Adventures (3E), Defenders of the Faith (3E), Complete Warrior (3.5E), Complete Divine (3.5E), and Dragon Magazine #318. |
| Lord Mortanius01-06-05, 02:24 AM | Yen-Wang-Yeh's HD should be 60d12. |
| Zireael01-06-05, 01:34 PM | I'm looking for an info about Mielikki, the goddess of forests. It could be not stats, but something, please! |
| Saryason01-06-05, 04:04 PM | Well met all, If at all possible could a minor scribe such as myself request the whereabouts of the old thread postings. very much appreciated in advance. :) |
| FRBRAZIL01-07-05, 06:00 AM | Yeah... I'd love informations about some deities... I don't want the stats, just some informations... like the level class and the divine rank. Please help me, because I can't have the Faiths And Pantheons, which isn't released here in Brazil... help me... the deities are Selune Shar Talos Mystra Azuth Mask Bane and Torm I think Selune, Shar and Talos are the most important at this moment... if this is possible and isn't ilegal, post a replie with that informations about this deities... in special the first three... I'll be graceful. ThX BYE |
| Isran_Imrador01-10-05, 07:30 AM | could you post this two? or send them? |
| Zireael01-13-05, 07:49 AM | Can you post stats of Eilistraee, Erevan, Uthgar, Vhaeraun, Mask, Sune, Azuth, Tymora, Lathander and Selune? Sorry it's so long list... but I'm brand new on these boards and I really need them! Thx. Especially Eilistraee and Sune! |
| Altazar Darkflame01-13-05, 01:17 PM | Can you post stats of Eilistraee, Erevan, Uthgar, Vhaeraun, Mask, Sune, Azuth, Tymora, Lathander and Selune? Sorry it's so long list... but I'm brand new on these boards and I really need them! Thx. Especially Eilistraee and Sune! Eilistraee, Mask, Azuth, Sune, Tymora, Lathander, Selune have official stats in Faiths and Pantheons. And as a rule we are not allowed to post them here! Sorry, you'll have to buy the book to get them. ;) |
| Tebryn1401-15-05, 01:22 PM | SO sorry I haven't been around much. School, you know. I'll try to get a deity or two done over this weekend, and hopefully I'll be able to post all the requests made. |
| Jorda_The_Knight01-16-05, 06:13 PM | Sorry here as well for not being around, but I work now and it eats up pretty much all my time, bleck. But I might have tomorrow off because of a snow storm and if I do I'll try my best to post a diety or two. Does anyone still have any requests? |
| Isran_Imrador01-16-05, 07:32 PM | Yes Amaunator and Bhaal! they were on the old thread..... |
| Jorda_The_Knight01-16-05, 10:46 PM | Heh heh, I was actually referring to new requests, I think Tebryn has access to all the old ones though, but don't quote me on that. :confused: |
| Jorda_The_Knight01-17-05, 10:07 PM | Requested via private message, here she is! Gaea Mother Earth, The Earth Mother, Tellus, Tera, Gaia Greater Deity Symbol: An abstract drawing of a woman with wide hips Home Plane: Olympus Alignment: NG Portfolio: Earth, growth, birth, mothers Worshipers: Mothers, druids, those who live off the land Cleric Alignments: N, NG, LG, CG Domains: Earth, Good, Plant, Protection, Creation Favored Weapon: Quarterstaff Gaea Druid 20/Cleric 20 Large Outsider Divine Rank: 18 Hit Dice: 20d8 (Outsider) + 20d8 (Cleric) + 20d8 (Druid) Initiative: +15 (+11 dex, +4 improved initiative) Speed: 60 ft. AC: 82 (+11 dex, +18 divine, +31 natural, +12 deflection) Attacks: +5 defending, merciful, holy quarterstaff +55/+50/+45/+40 melee, or spell +50 melee touch or +51 ranged touch Damage: +5 defending, merciful, holy quarterstaff 1d6+15/16+15; or by spell Face/Reach: 5 ft/ 5ft Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 15/day, rebuke or command plantplant creatures as evil cleric 15/day Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 18 miles, godly realm, remote communication, teleport without error at will, plane shift at will, DR 43/magic, fire resistance 38, SR 50, nature sense, wild empathy, woodland stride, trackless step, resist natures lure, Wild shape as level 20 druid, a thousand faces, Saves: Fort.+62 Ref.+61 Will.+65 Abilities: Str.30 (+10) Dex.32 (+11) Con.30 (+10) Int.27 (+8) Wis.40 (+15) Cha.34 (+12) Skills: Concentration +69, Craft (Alchemy) +69, Craft (Armorsmithing) +69, Craft (Weaponsmithing) +69, Craft (Bowmaking) +69, Craft (Trapmaking) +69, Craft (weaving) +69, Craft (pottery) +69, Diplomacy +73, Handle Animal +53, Heal +75, Knowledge (nature) +69, Knowledge (arcana) +69, Knowledge (history) +69, Knowledge (religion) +69, Knowledge (the planes) +69, Spellcraft +69, Survival +53 Feats: Eschew Materials, Extend Spell, Maximize Spell, Sacred Spell, Subdual Substitution, Combat Casting, Dodge, Improved Initiative, Improved Turning, Mobility, Quicken Spell, Still Spell, Silent Spell, Self Sufficient, Combat Expertise, Empower Spell, Enlarge Spell, Great Fortitude, Improved Counterspell Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Alter Reality, Automatic Metamagic, Avatar, Call Creatures (Earth subtype), Create Object, Create Greater Object, Divine Creation, Divine Blessing (Wisdom), Divine Earth Mastery, Divine Druid, Divine Fast Healing, Rejuvenation, Divine Inspiration (courage, hope, love and desire), Divine Shield, Area Divine Shield, Divine Spellcasting, Extra Domain (2), Gift of Life, Grow Creature, Power of Nature, *Supreme Divine Creation *Unique salient divine ability described below Domain Powers: Turn or destroy air creatures as good cleric turns undead 15/day; cast good spells at +1 caster level, rebuke or command plant creatures as evil cleric rebukes undead 15/day, Gaea can generate a protective ward as a supernatural ability 1/day for up to 1 hour, cast conjuration (creation) spells at +2 caster level Spell-Like Abilities: All domain spells, caster level 23 except good spells which she casts at caster level 24 and conjuration (creation) spells at caster level 24, Base Save DC= 30 + spell level Cleric Spells: 6/9+1/9+1/9+1/8+1/7+1/7+1/7+1/6+1/5+1/3+1/2+1/2+1/2+1/2+1; base DC= 25 + spell level Druid Spells: 6/9/9/9/8/7/7/7/6/5/3/2/2/2/2; base DC= 25 + spell level Possessions: Gaea walks the earth with a plain looking staff which acts as a +5 defending, merciful, holy quarterstaff on both end. Gaea generally only employs this staff in defense. Other Divine Powers Senses: Gaea can see, hear, touch and smell at a distance of 18 miles. As a standard action she can perceive anything within 18 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 20 locations at once. She can block the sensing power of deities of her rank or lower at up to 20 remote locations at once for 18 hours. Portfolio Sense: Gaea can sense any birth or act of creation 18 weeks before or after it occurs. She has a similar sense of any use of earth magic. Automatic Actions: Gaea can use any craft skill, even those she has no ranks in, as a free action if the DC is 30 or lower, she can perform up to twenty such free actions each round. Create Magic Items: Gaea can create any magic item, including artifacts and constructs. *Supreme Divine Creation- Gaea's ultimate power is one of creation and life. She is the titan who originally created the other titans and by them the gods that would come to rule the Olypian pantheon. Gaea needs no mate to create life, it springs from her form as easily and naturally as rain from a cloud. As a standard action Gaea can create any creature of any type (including divine beings) with a CR of 25 or less. Should she choose to create a creature with CR of 15 to 11 she can create up to two such creatures with a standard action, and if she chooses to create a creature of CR 10 or less she can create up to 5 such creatures as a standard action. She can also create deities and other divine beings so long as their divine rank is equal to or less than Gaea's. The Idol of Gaea (Major Artifact): Though there have been many idols of the goddess Gaea one such idol stands out for it's extreme power. The idol appears as any other does, a crudely crafted image of a wide hipped woman made of mud or stone. This one idol however offers the holder power over life and creation. Three times per day the holder of the idol can creature any creature of any type with no more than 10 hit dice. The creature lasts for as long as the owner holds the idol. The holder of the idol has no special power or control over creatures created in this fashion. Creatures created in this way can have no more than two templates on it and no one template can have a CR bonus or level adjustment greater than +5. Avatars and heralds: Gaea rarely sends any heralds, or simply births them if she requires one using her Supreme Divine Creation ability. Her avatar is that of a robust, motherly woman who acts as either a level 20 cleric or druid. |
| Jorda_The_Knight01-19-05, 02:35 AM | This is perhaps my greatest work and I'm pretty proud of it. I don't know if he's been done before, but I love this Norse god. I've been working on this one for a long time, so I hope everyone enjoys it, comments welcome! :D Fenrir By Jorda the Knight Fenris, Fenrisúlfr, The Great Wolf, The World Wolf Greater Deity Symbol: A howling wolfs head framed by a chain Home Plane: Asgard (tied to Gioll one mile below the surface of Asgard after being imprisoned and before Ragnarok) Alignment: Chaotic Evil Portfolio: Wolves, strength, vengence Worshipers: Winter Wolves, worgs, barbarians Cleric Alignments: CE, NE, CN Domains: Strength, Destruction, Animal, Chaos, War Favored Weapon: Wolfs fang (bite or spiked chain) Fenrir Barbarian 20/ Fighter 20 Colossal Outsider (Chaos, Evil) Divine Rank: 20 Hit Dice: 20d8+340 (outsider), 20d10+340 (fighter), 20d12+340 (barbarian) (1320 hp) (1620 while raging) Initiative: +16 (+12 dex, +4 improved initiative) Speed: 180 ft. AC: 87 (+20 divine, +12 dex, +48 natural armor, +5 deflection, -8 size) [82 while raging] Attacks: Bite +96/+96/+91/+86/+81 (while raging +101/+101/+101/+96/+91/+86), melee touch +87 (+92 while raging), ranged touch +64 Damage: Bite 16d6+55 (+1d6 cold) Face/Reach: 40ft/ 40 ft Special Attacks: Domain powers, salient divine abilities, spell-like abilities, breath weapon, swallow whole (see salient divine ability below), Improved Grab Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 20 miles, Divine Rage 20/day Saves: Fort. +51 Ref. +44 Will. +40 ( Will save +45 while raging, Fortitude save +56 while raging) Abilities: Str.80 (+35) Dex.34 (+12) Con.44 (+17) Int.22 (+6) Wis.26 (+8) Cha.20 (+5) Skills: Climb +98, Craft (Weapon Smithing) +69, Craft (Armor Smithing) +69, Craft (Traps) +69, Craft (Locks) +56, Handle Animal +68, Swim +98, Intimidate +68, Jump +98, Listen +51, Survival +51, Balance +43, Disable Device +43, Hide +27, Knowledge (The Planes) +37, Knowledge (Nature) +37, Spot +39, Move Silently +43, Search +37, Tumble +43, Use Rope +43 Feats: Blind-Fight, Power Attack, Cleave, Great Cleave, Weapon Focus (Bite), Weapon Specialization (Bite), Combar Reflexes, Endurance, Die Hard, Dodge, Great Fortitude, Greater Weapon Focus (Bite), Greater Weapon Specialization (Bite), Improved Bullrush, Improved Critical (Bite), Knock-Down Improved Grapple, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Run, Mobility, Spring Attack, Track, Whirlwind Attack Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment, Fire Resistance 40 (50 while raging), DR 55/Magic and Epic, SR 52 Salient Divine Abilities: Annihilating Strike, Battlesense, Call Creatures (wolves), Divine Battle Mastery, Divine Blessing (strength), Divine Fast Healing, Rejuvenation, Divine Inspiration (Despair, Dread, Frenzy, Rage), Divine Rage, Divine Storm, Divine Weapon Focus, Divine Specialization, Energy Burst (Cold), Energy Storm (Cold), Extra Domain (Animal, War), Indomitable Strength, Irresitable Blows, Mind of the Beast, Power of Nature, Speak with Creatures (wolves), Sunder and Disjoin, Supreme Initiative, Wound Enemy, *Devour *Unique Salient Divine Ability Domain Powers: Use speak with animals once per day as a spell-like ability, cast chaos spells at +1 caster level, single melee attack with +4 to attack and +20 to damage once/day, 1/day for one round Fenrir can gain +20 to strength as a free action, free Weapon Focus feat Spell-Like Abilities: All domain spells, caster level=30 except for spells with the chaos descriptor which Fenrir casts at lvl 31, Base Save DC=35+spell level Possessions: Fenrir has no possession, and claims he needs none. His bite however acts as a +5 Icy Burst, Speed weapon. Other Divine Powers Senses: Fenrir can see, hear, touch and smell at a distance of 20 miles. As a standard action he can perceive anything within 20 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 20 hours. Portfolio Sense: Fenrir can sense anything that happens to any wolf, any act of entrapment/capture, any powerful act of chaos or evil (such as casting a Vile spell) and anytime a barbarian enters a rage. Automatic Actions: Fenrir can use Jump, Climb, Swim, Intimidate and Knowledge (Nature) as a free action so long as the DC is 30 or less. Fenrir can Perform up to 30 such free actions each round. Create Magic Items: Fenrir can create any magical weapon or item that involves ice or sundering or that enchances strength, dexterity or speed including artifacts. Cleric Training: Cleric of Fenrir are put through harsh training often involving almost extreme cold and tight bounds and often trained in open fields or dark caves. Novice clerics are forced to march through blistering snow while their arms are bound in chains. Quests: Fenrir seeks only two things, destruction and death of the temples of the good Norse gods, and his freedom. While he doubts anyone can release him from his current bounds, he still pushes his most powerful clerics to attempt to find a solution. Prayers: A typical prayer to Fenrir involved loud howling and harsh toned words, barked out usually while in a rage or fury of some kind. Temples: Fenrirs temples are simple affairs, usually near bare caves or other natural structures. Wolves near or better yet within a temple of Fenrir are taken as good omens. Rites: Rites performed in Fenrirs name are brutal and savage practices, binding creatures so tightly they are choked to death or leaving to freeze out in the cold. Heralds and Allies: Fenrir cannot summon an avatar, and so he sends an advanced (20HD) half fiend, winter wolf of Huge size. His allies are chaotic demons and all wolves including worgs and winter wolves. Relics: "The Shattered Chains" *Devour: This ability functions just like the Swallow Whole ability except that Fenrir can swallow creatures even of his own size. He can hold 1 Colossal, 2 Gargantuan, 4 Huge, 12 Large, 42 Medium, 178 Small and 750 tiny or small creatures. Creatures thusly swallowed take 2d8+35 points of crushing damage from internal muscles and 2d8+40 points of cold damage. A swallowed creature can cut its way out by dealing 100 points of damage to the Fenrir's digestive tract (AC 35). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Improved Grab (Ex): To use this ability, Fenrir must hit a Gargantuan or smaller opponent with his bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can try to swallow the foe the following round. Breath Weapon (Ex): Fenrirs breath weapon is a cone of cold 80 feet long with a reflex save DC of 75 for half damage. The breath weapon deals 38d10 points of cold damage. Anyone who fails their reflex save must also make a fortitude save (DC 75) or become paralyzed with freezing cold for 2d4 rounds, creatures immune to cold damage automatically make this save. Fenrir must wait 1d4 rounds before using his breath weapon again. Greater Artifacts- The Shattered Chains: The good Norse gods came to greatly fear Fenrir once he had become fully grown and his true strength was actually seen. The gods attempted to bind Fenrir with powerful chains, for it was against their laws to kill in Asgard, and so they used the strongest iron chains they could forge and in his divine arrogance Fenrir dared them to try and hold him. He utterly shattered the first two attempts, laughing off the attempts to contain his might. The third chain, made from the very elements themselves and named Gleiphr, managed to hold Fenrir and bound him to the great stone Gioll one mile below Asgard. When Ragnarok comes Fenrir will finally be freed and he will devour Odin in his fury, though Odin's son Vidor will avenge his father's death. Though for now Fenrir remains trapped but the remnants of the shattered chains that attempted to hold him are now used as powerful weapons by his faithful. The first chain Læding was crafted from iron and acts as a +5 keen, frost, speed, unholy spiked chain. The chain is made of cold iron and so it bypasses the damage reduction of creatures vulnerable to cold iron. As a full round action once per day anyone wielding the weapon who is faithful to Fenrir can spin the chain over his head and cause a massive snow storm to whip around themselves. This effect is similar to the spell Ice Storm except it is centered on the wielder and deals 10d6 damage (caster level 20th). The second chain called Dromi is similar to Læding except that it is much larger and is even more powerful. This chain is also made from iron and acts as a Huge +5 icy burst, wounding, unholy, vicious spiked chain. The chain is made of cold iron and so it bypasses the damage reduction of creatures vulnerable to cold iron. As a full-round action once per day a wielder who is faithful to Fenrir can spin the chain in front of himself and send forth a blast of freezing cold. This effect is similar to casting a Cone of Cold spell with the additional effect of anyone failing their save for half damage is paralyzed by freezing cold for 1d4 rounds (caster level 20th). |
| Corellon01-19-05, 09:36 AM | what is the AO`s stats? |
| Unamis01-19-05, 10:10 AM | what is the AO`s stats? Hmmm.... Tricky.. Lvl 100 of every core class and full levels of each prestiqe class, with 150,000 hp and every Salient Divine Ability? Ao is THE Realmspace, core of the FR universe, supreme being of reality, the Big Guy.. his stats shall apprently remain a mystery. But I think it might be close to what I suggested (even if it might be a bit downpowered) |
| Jorda_The_Knight01-20-05, 12:08 AM | I don't think that making stats for Ao would be even worth while. He's an over-diety, a god's god. He has supreme power over the world of Toril and can basically do whatever he wants :P |
| Grond Peaksmasher01-20-05, 03:52 AM | Jorda, thank you very much for Gaea - top work again and good to have you back. Loved Fenrir too, very impressive. |
| High Illithid Master01-20-05, 03:59 AM | Good to have you back Jorda!! Seeing that you may be open to requests, is there any chance of having a stab at some of the sorcerer-kings from the Dark Sun setting?? |
| Andropinis01-20-05, 05:13 AM | Here, here, that would be brilliant, especially Rajaat and Dregoth!! |
| Avatar of Paladine01-20-05, 05:15 AM | Oh, pleeeaaaasssee!!! |
| Green Giant01-20-05, 01:12 PM | Here is a deity I created stats for while still waiting for some inspiration as to what to do with the Monkey King. Enjoy. :) Zarus The Perfect, the Golden One Greater Diety Symbol: Face of a gold man with a smirk Home Plane: Nine Hells of Baator/Maladomini/the Golden Lands Portfolio: Humanity, domination, perfection Worshipers: Humans, fighters, blackguards, bigots, athletes Cleric Alignments: LE, LN, NE Domains: Destiny, Evil, Law, Strength, War Favored Weapon: Greatsword Dogma Clergy and Temples ZARUS Cleric 20/Fighter 20/Human Paragon 3 Medium Outsider (Evil, Human, Law) Divine Rank: 17 Hit Dice: 20d8+180 (outsider) plus 20d8+180 (Cleric) plus 20d10+180 (Fighter) plus 3d8+27 (Human Paragon) (1,111 hp) Initiative: +13 (+9 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 77 (+9 Dex, +17 divine, +30 natural, +11 deflection) touch 47, flat-footed 68 Base Attack/Grapple: +42/+77 Attack: +5 axiomatic keen unholy greatsword +88 melee; or spell +77 melee touch or +68 ranged touch Full Attack: +5 axiomatic keen unholy greatsword +88/+83/+78/+73 melee; or spell +77 melee touch or +68 ranged touch Damage*: +5 axiomatic keen unholy greatsword 2d6+44/17-20; or by spell *Always does maximum damage (greatsword 56) Face/Reach: 5 ft./5 ft. Special Attacks: Rebuke undead (+4 to rebuke checks) 14/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (evil, law). Special Qualities: Divine immunities, DR 30/epic, fire resistance 22, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 17 miles, remote communication, godly realm, greater teleport at will, plane shift at will, human traits, adaptive learning (Sense Motive), bonus feat, ability boost (Str), SR 49, divine aura (17 miles, DC 38). Saves*: Fort +59, Ref +59, Will +59 *Always receives a 20 on saves. Abilities: Str 46, Dex 28, Con 28, Int 28, Wis 28, Cha 32 Skills*: Appraise +49, Bluff +51, Climb +60 (+62 with rope), Concentration +49 (+53 casting defensively), Craft (alchemy) +49, Craft (armorsmithing) +49, Craft (blacksmithing) +49, Craft (weaponsmithing) +49, Diplomacy +63, Escape Artist +49 (+51 to escape rope bonds), Gather Information +51, Handle Animal +51, Heal +49, Intimidate +53, Jump +60, Knowledge (arcana) +71, Knowledge (architecture and engineering) +49, Knowledge (dungeoneering) +49, Knowledge (geography) +49, Knowledge (history) +49, Knowledge (local) +49, Knowledge (nature) +51, Knowledge (nobility and royalty) +49, Knowledge (religion) +72, Knowledge (the planes) +49, Listen +49, Perform (oratory) +51, Profession (sailor) +49, Ride (horse) +51, Search +49 (+51 with hidden or secret doors), Sense Motive +122, Spellcraft +53, Spot +49, Survival +49, Swim +60, Tumble +51, Use Rope +49 (+51 to bind someone). *Always receives a 20 on checks. Feats: Athletic, Blind-Fight, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Divine Might, Divine Vigor, Dodge, Empower Spell, Endurance, Great Cleave, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Combat Expertise, Heighten Spell, Heroic Destiny, Improved Critical (greatsword), Improved Grapple, Improved Iniative, Improved Unarmed Strike, Maximize Spell, Mobility, Power Attack, Quick Draw, Quicken Spell, Scribe Scroll, Skill Focus (Sense Motive), Spell Penetration, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack. Human Traits: Bonus feat and bonus skill points. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Banestrike, Battlesense, Control Creatures (humans), Create Greater Object, Create Object, Divine Battle Mastery, Divine Blast, Divine Creation, Divine Shield, Divine Skill Focus (Sense Motive), Divine Splendor, Divine Weapon Focus (greatsword), Divine Weapon Specialization (greatsword), Divine Weapon Mastery, Extra Domain (Destiny), Extra Domain (War), Hand of Death, Life and Death, Mass Divine Blast, Mass Life and Death Banestrike: Zarus’ Banestrike power allows him to select any humanoid, except humans, as an enemy whichever is most advantageous at that moment. Domain Powers: 17/day grant a willing creature within 30 ft. to reroll a die roll; cast evil spells at +1 caster levels; cast law spells at +1 caster levels; 17/day feat of strength (+20 enhancement bonus to Str for 1 round). Spell-like Abilities: Zarus uses these abilities as a 27th-level caster, except for evil and law spells which he uses as a 28th-level caster. The save DCs are 38 + spell level. Augury, bestow curse, Bigby’s clenched fist, Bigby’s crushing hand, Bigby’s grasping hand, blade barrier, blasphemy, bull’s strength, calm emotions, choose destiny, create undead, delay death, desecrate, dictum, dispel chaos, dispel good, divine power, enlarge person, flame strike, greater bestow curse, hold monster, moment of prescience, omen of peril, magic circle against chaos, magic circle against good, magic vestment, magic weapon, order’s wrath, power word blind, power word kill, power word stun, protection from chaos, protection from good, righteous might, shield of law, spell immunity, spiritual weapon, stalwart pact, stoneskin, summon monster IX (as evil or law spell only), unholy aura, unholy blight, warp destiny. Cleric Spells/Day: 6/9/7/7/7/7/6/6/6/6; base DC = 19 + spell level. Possessions: Zarus carries a +5 greatsword with the axiomatic, keen, and unholy abilities in battle. Other Divine Powers As a greater deity, Zarus automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks and saves). He is immortal. Senses: Zarus can see, hear, touch, and smell at a distance of seventeen miles. As a standard action, he can perceive anything within seventeen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 17 hours. Portfolio sense: Zarus senses any act made by a human seventeen weeks before it happens and retains the sensation for seventeen weeks after the event occurs. Automatic actions: Zarus can use any Strength-, Dexterity-, or Constitution-related skill as a free action if the DC for the task is 30 or lower. He can also use Sense Motive as a free action if the DC for the task is 47 or lower. He can perform up to twenty such free actions each round. Create Magic Items: Zarus can create any kind of magic item that can be used by humans. Sources: Races of Destiny (3.5E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Complete Warrior (3.5E), and Unearthed Arcana (3.5E). |
| Corellon01-20-05, 03:39 PM | yes i understood but i remember about something in Cyric : Prince of Lies Oghma give the spell to Cyric he said : "this book explain about battles of powerful creatures even Ao" if it so there is some information about them :) maybe i have to ask to Oghma :P |
| Green Giant01-20-05, 07:43 PM | Finally found that inspiration! Here is the last member of the Celestial Bureaucracy. Enjoy. :) Monkey King Agent of the Celestial Bureaucracy Demigod Symbol: Monkey’s paw Home Plane: Wanders Portfolio: Trickery, travel Worshipers: Rogues, travelers, tricksters, monkeys Cleric Alignments: CN, CG, CE Domains: Chaos, Travel, Trickery Favored Weapon: Quarterstaff Dogma Clergy and Temples MONKEY KING Shaman 10/Rogue 10/Wu Jen 10/Monkey Shen 10 Medium Outsider (Chaos, Spirit) Divine Rank: 5 Hit Dice: 20d8+160 (outsider) plus 10d6+80 (Shaman) plus 10d6+80 (Rogue) plus 10d4+80 (Wu Jen) plus 10d8+80 (Monkey Shen) (880 hp) Initiative: +19, always first (+15 Dex, +4 Improved Iniative, Supreme Iniative) Speed: 90 ft., climb 30 ft. AC: 67 (+15 Dex, +9 monkey shen, +5 divine, +18 natural, +10 deflection) touch 49, flat-footed 52 Base Attack/Grapple: +40/+53 Attack: Sceptre of the Monkey King +61 melee; or +60 unarmed strike melee; or spell +60 melee touch or +60 ranged touch Full Attack: Sceptre of the Monkey King +59/+54/+49/+44 melee and +59/+54 melee; or +60/+55/+50/+45 unarmed strike melee; or spell +60 melee touch or +60 ranged touch Damage: Sceptre of the Monkey King 1d6+13 and 1d6+9; or unarmed strike 1d10+8; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead 14/day (effective cleric level 8th, +4 to turning checks), sneak attack +5d6, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos). Special Qualities: Divine immunities, DR 15/epic, fire resistance 10, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 5 miles, remote communication, godly realm, greater teleport at will, animal companion as druid, spirit sight, spirits’ favor, trapfinding, improved evasion, trap sense +3, uncanny dodge, improved uncanny dodge, elemental mastery (metal), watchful spirit, spell secret x 2, taboos, ki strike (silver, cold iron), tall monkey, hybrid form 4/day, clever monkey, Monkey King staff, drunken monkey, wild spirit, tumbling boxing, SR 37, divine aura (50 ft., DC 26). Saves: Fort +58, Ref +58, Will +55 Abilities: Str 26, Dex 40, Con 26, Int 30, Wis 24, Cha 31 Skills: Appraise +25 (+29 with all crafts taken), Balance +51, Bluff +55, Climb +43 (+45 with ropes), Concentration +33 (+37 when casting defensively), Craft (calligraphy) +35, Craft (flower arranging) +35, Craft (landscape gardening) +35, Craft (origami) +35, Decipher Script +40, Diplomacy +32, Disable Device +40, Disguise +45, Escape Artist +65 (+67 escape from rope), Forgery +45, Gather Information +45, Heal +32, Hide +45, Jump +64, Knowledge (arcana) +44, Knowledge (local) +44, Knowledge (nature) +46, Knowledge (religion) +44, Knowledge (spirits) +44, Listen +32, Move Silently +45, Open Lock +45, Perform (act) +36, Perfom (comedy) +41, Perform (tea ceremony) +36, Profession (gambler) +32, Search +35, Sense Motive +32, Sleight of Hand +49, Spellcraft +39 (+43 with deciphering scrolls), Spot +32, Survival +30 (+34 aboveground and other planes, +32 to find or follow tracks), Swim +23, Tumble +71, Use Magic Device +41 (+47 with scrolls), Use Rope +40 (+46 bind someone). Feats: Combat Casting, Craft Talisman, Craft Wand, Craft Wondrous Item, Deflect Arrows, Dodge, Eschew Materials, Flying Kick, Great Fortitude, Improved Grapple, Improved Iniative, Improved Unarmed Strike, Mobility, Quicken Spell, Power Attack, Roundabout Kick, Scribe Scroll, Silent Spell, Spell Penetration, Spring Attack, Still Spell, Stunning Fist, Unbalancing Strike, Weapon Finesse, Weapon Focus (quarterstaff). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Reality, Divine Blast, Divine Shield, Gift of Life, Stride, Supreme Iniative. Domain Powers: Cast chaos spells at +1 caster level; 10 rounds/day freedom of movement. Spell-like Abilities: Monkey King uses these abilities as a 15th-level caster, except for chaos spells, which he uses as a 16th-level caster. The save DCs are 26 + spell level. Animate objects, astral projection, chaos hammer, cloak of chaos, confusion, dimension door, disguise self, dispel law, false vision, find the path, fly, greater teleport, invisibility, locate objects, longstrider, magic circle against law, mislead, nondetection, phase door, polymorph any object, protection from law, screen, shatter, teleport, word of chaos, summon monster IX (as chaos spell only), time stop. Shaman Spells/Day: 6/7/7/6/5/4; base DC = 17 + spell level. Wu Jen Spells/Day: 4/7/7/5/5/4; base DC = 20 + spell level. Possessions: The Sceptre of the Monkey King is a special item. It lengthens into a pole which the Monkey King can then vault into the sky to ride the clouds (as the cloud chariot spell). It also functions as a +5/+5 quarterstaff. Other Divine Powers As a demigod, Monkey King treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Monkey King can see, hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours. Portfolio sense: Monkey King is aware of any trick that affects or is heard by at least one thousand people and any danger to at least one thousand monkeys. Automatic actions: Monkey King can use Bluff, Climb, Escape Artist, Jump and Tumble as a free action if the DC for the task is 15 or lower. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to two such free actions each round. Create Magic Items: Monkey King can create any kind of magic item dealing with trickery or travel, as long as the item’s market price does not exceed 4,500 gp. Sources: Mad Monkey vs. the Dragon Claws (1E), The Sword of Roele (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Oriental Adventures (3E), Complete Arcane (3.5E), Complete Warrior (3.5E), and Dragon Magazine #318 and #319. |
| Altazar Darkflame01-21-05, 09:23 AM | yes i understood but i remember about something in Cyric : Prince of Lies Oghma give the spell to Cyric he said : "this book explain about battles of powerful creatures even Ao" if it so there is some information about them :) maybe i have to ask to Oghma :P Well, an overgod is a deity of Divine Rank above something (20 / 25 / 30 - I can't recall). You don't really need much more than add three feats for him: Overgod - can bestow divine status or strip a divine status from any deity with a lower Divine Rank Power over Tablets of Fate - can give a deity responsibility for a portfolio or take it away from a deity Deity creator - can create deities, and by extension is indestructible to his creations. Hope that helps. ;) |
| Tebryn1401-21-05, 02:50 PM | On the topic of Ao's stats, it's really a moot point. He is immune to the attacks of creatures of less than overgod status, and can create ANY and all effects he likes anywhere on Toril, at will with little to no effort. |
| Corellon01-22-05, 09:23 AM | what can u say about Demogorgon and Asmodeus? i wonder their stats.. |
| Lord Mortanius01-23-05, 05:10 AM | what can u say about Demogorgon and Asmodeus? i wonder their stats.. Asmo is probably a DvR19 Greater Power, and Demo's probably DvR7-9. |
| Corellon01-23-05, 05:58 AM | are u jokin? asmo with div.rank 19? i have book of vile darkness but its page had been break (that in asmodeus stats) for this reason i cannot sure about that |
| Seraph of Babel01-24-05, 02:21 AM | I see Kezef and the Elf-Eater on pp.15-6. What happens to Dendar the Night Serpent? Has anyone done it yet? |
| Ulbor01-25-05, 12:43 PM | I would like the stats for Labelas Eneroth. This site is a great resource. |
| Tebryn1401-26-05, 10:10 PM | I'll get to Dendar eventually. I will post Labelas at my next possible opportunity. This weekend (or maybe friday night) I hope to finish the work I have been doing on Ishtar and a powerclaused version of Elistraee that is AWESOME! I also have to start work on a new version of the Spellsinger class. I'll be posting a thread on it in a moment, so if you feel like helping out, please do. |
| Tebryn1401-27-05, 10:30 PM | Ishtar The Maiden, Lightbringer Greater Deity Symbol: Female hand grasping blue crystal rod Home Plane: Elysium/Amoria/ the City of the Star Alignment:Neutral Portfolio: Love, war, fertility Worshipers: Nobles, rulers, judges Cleric Alignments: N, NG, LN, CN, NE Domains: Charm, Family, Protection, Renewal, War Favored Weapon: Crystal rod (heavy mace) Ishtar Cleric 24/Mystic Wanderer 10/Fighter 10 Medium-Size Outsider (Extraplanar) Divine Rank: 18 Hit Dice: 20d8+140 (outsider) plus 24d8+168 (Cleric) plus 10d10+60 (Fighter) plus 10d8+60 (980 hp) Initiative: +13 (+9 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 100 (+9 Dex, +18 divine, +31 natural, +16 deflection, +16 sacred) touch 53, flat-footed 91 Base Attack/Grapple: +42/+69 Attack: +5 holy impact icy burst crystal rod +79 melee; or spell +69 melee touch or +69 ranged touch Full Attack: +5 holy impact icy burst crystal rod +79/+74/+69/+64 melee; or spell +69 melee touch or +69 ranged touch Damage*: +5 holy impact icy burst crystal rod 1d8+38 plus 1d10 cold/19-20/x2 +1d10 cold; or by spell *Always does maximum damage (rod 46+6 cold) Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Turn undead 19/day, domain powers, salient divine abilities, spell-like abilities, sleep, suggestion, charm monster, mass charm. Special Qualities: Divine immunities, DR 30/epic, fire resistance 23, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 18 miles, remote communication 18 mile, godly realm, greater teleport at will, plane shift at will, SR 50, divine aura (18 miles, DC 44), greater potion I, greater potion II, greater potion III, lore of nature, familiar Saves: Fort +59, Ref +61, Will +68 Abilities: Str 28, Dex 28, Con 24, Int 30, Wis 38, Cha 42 Skills*: Balance +32, Bluff +62, Climb +47, Concentration +79, Craft (alchemy) +68, Decipher Script +38, Diplomacy +83, Disguise +49, Gather Information +49, Handle Animal +64, Heal +50, Hide +37, Intimidate +54, Jump +47, Knowledge (arcana) +78, Knowledge (history) +58, Knowledge (nature) +70, Knowledge (religion) +80, Knowledge (the planes) +66, Listen +59, Move Silently +37, Perform (Dance) +64, Perform (Drums) +49, Perform (Epic) +64, Profession (herbalist) +70, Ride (horse) +49, Sense Motive +55, Spot +52, Spellcraft +69, Swim +47. *Always receives a 20 on checks. Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Great Cleave, Greater Spell Focus (enchantment), Heighten Spell, Improved Bullrush, Improved Disarm, Improved Initiative, Improved Unarmed Strike, Iron Will, Mobility, Multispell x2, Power Attack, Quick Draw, Silent Spell, Snatch Arrows, Spring Attack, Still Spell, Weapon Focus (rod) Weapon Specialization (rod). Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Area Divine Shield, Automatic Metamagic (Quicken Cleric Spells), Avatar, Battlesense, Divine Blast (19/day, 19 miles, 34d12 points of damage), Divine Blessing (charisma), Divine Inspiration (Love and Desire, DC 44), Divine Shield (10/day, stops 180 points of damage), Divine Spellcasting, Divine Spell Focus (enchantment), Divine Splendor, Divine Weapon Focus (Rod), Divine Weapon Specialization (Rod), Extra Domain (Protection), Extra Domain (Renewal), Extra Domain (War), Instant Counterspell, Mass Divine Blast, Possess Mortal (20 mortals at once, DC 44 to resist), Shapechange. Domain Powers: +4 to Cha for 1 minute 18/day; grant up to 16 people a +4 AC bonus for 24 minutes 18/day; grant +20 resistance bonus to saving throw for 1 hour 18/day; regain 1d8+16 hp 18/day when below 0 hp; Spell-like Abilities: Ishtar uses these abilities as a 28th-level caster. The save DCs are 44+spell level. Charm Person, Calm Emotions, Suggestion, Emotion, Charm Monster, Geas/Quest, Insanity, Demand, Dominate Monster, Bless, Shield Other, Helping Hand, Imbue with Spell Ability, Rary’s Telepathic Bond, Heroes’ Feast, Refuge, Protection from Spells, Prismatic Sphere, Sanctuary, Protection from Elements, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank, Lesser Restoration, Remove Disease, Reincarnate, Atonement, Greater Restoration, Polymorph any Object, Freedom, Magic Weapon, Spiritual Weapon Magic Vestment, Divine Power, Flame Strike, Blade Barrier, Power Word, stun, Power Word, blind, Power Word, kill. Cleric Spells/Day: 6/9/9/8/8/8/7/6/6/6/3/2/2/2/2; base DC = 26 + spell level; DC 42 + spell level with enchantment spells. Caster level 34th. Possessions: Ishtar carries a +5 holy impact icy burst crystal rod in battle. Other Divine Powers As a greater deity, Ishtar automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks and saves). She is immortal. [/b]Senses: Ishtar can see, hear, touch, and smell at a distance of eighteen miles. As a standard action, she can perceive anything within eighteen miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to twenty locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 18 hours. Portfolio sense: Ishtar senses any feeling of love eighteen weeks before it happens and retains the sensation for eighteen weeks after the event occurs. She is likewise aware of any act of conception as well as any battle involving 100 or more combatants. Automatic actions: Ishtar can use Intimidate, Bluff, and Perform as a free action if the DC for the task is 30 or lower. She can perform up to twenty such free actions each round. Create Magic Items: Ishtar can create magic weapons, armor, and items dealing with beauty or love. |
| Tebryn1401-29-05, 04:26 PM | Ok, Elistraee will be out later today. Here is Labelas. And, as a favor, would everyone hop over to my NEW SPELLSINGER STATS thread, and check out my newly completed, 2e loyal version of the spellsinger? Thank you. Labelas Enoreth By Jorda the Knight The Lifegiver, Lord of the Continuum, the Sage of Sunset Intermediate Elven Deity Symbol: Setting Sun Home Plane: Arvandor Alignment: Chaotic Good Portfolio: Time, longevity, the moment of choice, history Worshipers: Bards, divine disciples, elves, loremasters, scholars, teachers Cleric Alignments: CG, CN, NG Domains: Chaos, Elf, Good, Knowledge, Time Favored Weapon: “The Timestave” (quarterstaff) Labelas Enoreth Bard 20/Loremaster 10/Diviner 10 Medium Sized Outsider (Chaos, Good) Divine Rank: 15 Hit Dice: 20d8 (Outsider), 20d6 (Brd), 10d4 (Lrm), 10d4 (Div) Initiative: +14 (+10 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 73(+10 Dex, +15 Divine, +28 natural, +10 deflection) Attacks: +5/+5 speed quarterstaff +59 melee; or +53 melee touch; or +56 ranged touch Damage: +5/+5 speed quarterstaff 1d6+5/1d6+5/x2 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine Abilities, spell-like abilities Special Qualities: Divine Immunities, DR 50/+4, fire resistance 35, SR 47, understand, speak and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, bardic knowledge +34, bardic music (as 20th level bard) range 15 miles, familiar (cats), divine aura 1500 ft. DC= 35, Secrets (Inner Strength, True Stamina, Avoidance, Weapon Trick, Dodge Trick), Lore, Greater Lore, True Lore Saves: Fort. +56 Ref. +58 Will. +62 Abilities: Str.24 (+7) Dex.30 (+10) Con.26 (+8) Int.38 (+14) Wis.44 (+17) Cha.30 (+10) Skills: Alchemy +52, Appraise +52, Balance +48, Concentration +46, Craft (bookbinding) +52, Decipher Script +52, Diplomacy +48, Escape Artist +48, Gather Information +48, Hide +48, Intuit Direction +55, Knowledge (arcana) +52 Knowledge (religion) +52, Knowledge (nature) +52, Knowledge (architecture and engineering) +52, Knowledge (geography) +52, Knowledge (history) +74, Knowledge (local) +52, Knowledge (nobility and royalty) +52, Knowledge (The Planes) +52, Listen +55, Move Silently +48, Perform (epic poem) +48, Profession (bookkeeper) +55, Profession (scribe) +55, Profession (historian) +55, Scry +52, Spellcraft +52, Spot +55 Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Spell Focus (Divination), Greater Spell Focus (Divination), Spell Penetration, Greater Spell Penetration, Weapon Finesse (quarter staff), Weapon Focus (quarterstaff), Brew Potion, Skill Focus (Knowledge, history), Craft Rod, Craft Staff, Scribe Scroll, Enlarge Spell, Extend Spell, Persist Spell, Maximize Spell, Quicken Spell, Silent Spell, Still Spell, Eschew Materials, Repeat Spell, Point Blank Shot Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abiltities: Extra Domain (Knowledge), Extra Domain (Time), Automatic Metamagic, Clear Sight, Divine Bard, Divine Skill Focus (Knowledge, history), Instant Counterspell, Instant Move, Know Death, Know Secrets, Power of Truth, See Magic, Supreme Initiative, True Knowledge, Divine Spell Focus (Divinations), Irresistible Performance, Divine Recall (Elves) Domain Powers: Cast chaos, divinations and good spells at +1 caster level, free Improved Initiative feat, free Point Blank Shot feat, Spell-Like Abilities: All domain spells, caster level=25, base DC= 35+ spell level Bard spells/day: 4/7/7/6/6/6/6 Wizard spells/day: 4/9/9/8/8/8/8/7/7/7 Possessions: Labelas is almost never found without his trusty quarterstaff “The Timestave”, a +5/+5 speed quarterstaff Other Divine Powers As an intermediate deity Labelas always receives a 20 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Labelas can see, hear, touch and smell at a distance of 15 miles. As a standard action, he can perceive anything within six miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations at once for 15 hours. Portfolio Sense: Labelas senses anything that effects elves, any time an important choice is made, any time magic is used to alter time (such as with a Time Stop spell and any discovery of knowledge or secrets the instant it happens and retains the sensation for 15 weeks after the event occurs. Automatic Actions: Labelas can use any Knowledge skill, Craft (bookbinding), Perform (epic poem), Profession (bookkeeper), Profession (scribe), Profession (historian) or Scry as a free action if the DC for the task is 25 (30 for Knowledge, history) or lower. He can perform up to 10 such free actions per round. Create Magic Items: Labelas can create any magic item that functions specifically for elves or involves time or knowledge so long as the market price does not exceed 200,000 gp. |
| Tebryn1401-30-05, 09:37 PM | Eilistraee The Dark Maiden, Lady of the Dance Lesser Drow DeitySymbol: Nude long-haired female drow dancing with a silver bastard sword in for of a full moon. Home Plane: Ysgard/Nidavellir/Svartalfheim Alignment: Chaotic Good Portfolio: Song, dance, swordwork, hunting, moonlight, beauty. Worshipers: Good aligned drow, hunters, elves, harpers. Cleric Alignments: CG, CN, NG Domains: Chaos, Charm, Drow, Elf, Good, Moon, Portal. Favored Weapon: “The Moonsword” (Bastard Sword) Bard 23/Ranger 17/Cleric 5/Fighter 4/Spelldancer 4 Medium-Size Outsider (Good, Chaotic, Drow, Extraplanar) Divine Rank: 7 Hit Dice: 20d8+160 (outsider) plus 23d6+184 (bard) plus 17d8+136 (ranger) plus 5d8+40 (cleric) plus 4d10+32 (fighter) plus 4d6+32 (1,122 hp) Initiative: +22 (+18 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 82 (+18 Dex, +7 divine, +27 natural, +21 deflection, +6 insight) (89 in Svartalfheim) touch 62, flat-footed 64 Base Attack/Grapple: +46/+65 Attack: +6 everbright holy keen dancing bastard sword +76 melee; or +5 holy keen chaotic mighty composite longbow (+10 str) with +5 radiant holding arrows +81 ranged; or spell +65 melee touch or +71 ranged touch. Full Attack: I]+6 everbright holy keen dancing bastard sword[/I]+76/+71/+66/+61 melee; or +5 holy keen chaotic mighty composite longbow (+10 str) with +5 radiant holding arrows +81/+76/+71/+66; or spell +65 melee touch or +71 ranged touch. Damage: +6 everbright holy keen dancing bastard sword 1d10+27; +5 holy keen chaotic mighty composite longbow (+10 str) with +5 radiant holding arrows 1d8+20;or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, alter reality, turn undead (24/day). Special Qualities: Divine immunities, DR 15/epic+evil, fire resistance 12, understand, speak, and read all languages and speak directly to all beings within 7 miles, remote communication 7 miles, godly realm, greater teleport at will, plane shift at will, SR 84, divine aura (700 ft., DC 48), hide in plain sight, drow traits, wild empathy +38, woodland stride, swift tracker, camouflage, bardic knowledge +37, bardic music (23/day; countersong, fascinate, inspire courage +4, inspire competence, suggestion, inspire greatness, song of freedom, inspire heroics, mass suggestion; range 7 miles), spelldance, enthralling dance (DC 35), evasion, cooperative dance, sleep dance DC (35). Saves: Fort +53, Ref +65, Will +58 Abilities: Str 34, Dex 46, Con 26, Int 38, Wis 36, Cha 53 Skills: Balance +55, Bluff +53, Climb +44, Concentration +63, Craft (Weaponsmithing) +61, Decipher Script +45, Diplomacy +58, Disguise +62, Escape Artist +59, Gather Information +52, Handle Animal +68, Heal +48, Hide +55, Intimidate +53, Jump +93, Knowledge (arcana) +81, Knowledge (Geography) +51, Knowledge (religion) +76, Knowledge (History) +71, Knowledge (Nature) +75, Knowledge (Planes) +76, Listen +76, Move Silently +55, Perform (Singing) +76, Perform (Dancing) +76, Perform (Harp) +76, Ride +55, Search +45, Sense Motive +45, Spellcraft +60, Spot +56, Survival +70, Swim +57, Tumble +88, Use Magic Device +48, Use Rope +50. Feats: Automatic Quicken Spell (All Bard spells), Awesome Blow, Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Items, Dodge, Empower Spell, Endurance, Exotic Weapon Proficiency (Bastard Sword), Far Shot, Hindering Song, Improved Disarm, Improved Initiative, Improved Precise Shot, Lightning Reflexes, Manyshot, Maximize Spell, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quicken Spell, Rapid Shot, Shot on the Run, Spell Knowledge, Spring Attack, Still Spell, Track, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Size, Divine Archer, Divine Bard, Divine Weapon Focus (Bastard Sword), Divine Weapon Specialization (Bastard Sword), Extra Domain (Elf), Extra Domain (Good), Extra Domain (Moon), Extra Domain (Portal). Domain Powers: Cast chaotic spells at +1 caster level; +4 to Cha 7/day for 1 minute; free Lightning Reflexes; cast good spells at +1 caster level; turn or destroy lycanthropes 24/day; detect inactive or active portal with DC 20 Search check. Spell-like Abilities: Eilistraee uses these abilities as a 37th level caster, except for chaotic and good spells, which she uses as a 38th level caster. The save DCs are 38 + spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX, Charm Person, Calm Emotions, Suggestion, Emotion, Charm Monster, Geas/Quest, Insanity, Demand, Dominate Monster, Cloak of Dark Power, Clairaudience/Clairvoyance, Suggestion, Discern Lies, Spiderform, Greater Dispelling, Word of Chaos, Greater Planar Ally, Gate, True Strike, Cat’s Grace, Snare, Tree Stride, Commune with Nature, Find the Path, Liveoak, Sunburst, Antipathy, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Faerie Fire, Moonbeam, Moon Blade, Moon Path, Permanent Image, Animal Shapes, Moonfire, Summon Monster I, Analyze Portal, Dimensional Anchor, Dimension Door, Teleport, Banishment, Etherealness, Maze. Bard Spells/Known (4/10/9/9/9/9/8; base DC=31+spell level, 30th caster level): 0-Dancing Lights, Detect Magic, Ghost Sound, Light, Prestidigitation, Read Magic; 1st-Mage Armor, Sleep, Feather Fall, Charm Person, Distort Speech, Know Protection; 2nd-Bull’s Strength, Detect Thoughts, Glitterdust, Daylight, Tasha’s Hideous Laughter;[/i] 3rd-G’elshwhere Chant, Haster, Major Image, Keen Edge, Magic Weapon;[/i] 4th-Celebration, Dimension Door, Legend Lore, Modify Memory, Shout; 5th-Dream, False Vision, Mirage Arcana, Persistent Image, Mind Fog; 6th-Mass Suggestion, Programmed Image, Cacaphonic Shield, Greater Scrying, Veil, Dirge. Ranger Spells/Day: 6/5/5/4; base DC=23+spell level. Cleric Spells/Day: 6/8/7/6/5/4; base DC=23+spell level; 9th caster level. Possessions: Eilistraee carries the Moonsword, a +6 everbright holy keen dancing bastard sword, as well as a +5 holy keen chaotic mighty composite longbow (+10 str) and +5 radiant holding arrows. Avatars: Eilistraee can manifest avatars. She may have up to 5. In addition, avatars can be in any form she desires, and can have stats with HD anywhere up to Eilistraee. On the Prime, the strongest avatar a deity may use may have the same class levels as Eilistraee, with no outsider HD, and Divine Rank of 0. On the Planes, no such rules apply, and avatars can be every bit as strong as those presented in Deities and Demigods Spellcasting: Eilistraee receives a +10 bonus on all caster level checks to overcome SR. This applies to all spells and spell-like abilities. Within her Realm, this bonus increases to +12. In addition, she receives a +7 bonus to caster level (for caster level dependant variables, as well as caster level checks to beat SR) on all Bard spells. Alter Reality: Eilistraee possesses the Alter Reality SDA, as described in Deities in Demigods, except that duplicated spells are subject to SR, and the caster level for such spells in 22. Because these effects are not spells, per se, they cannot be used as counterspells, and cannot be counterspelled. She still receives a +10 bonus to caster level checks for these spells (or +12 within the her Realm). Other Divine Powers As a lesser deity, Eilistraee treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She may take ten on any check. She is immortal Senses: Eilistraee can see, hear, touch, and smell at a distance of 7 miles. As a standard action, she can perceive anything within 7 miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 5 locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 7 hours. Portfolio sense: Eilistraee is aware of any threat to good aligned drow as long as it affects at least 500 people. She is similarly aware of any drow engaging in song, dance, or swordplay if the event is of similar scope. Automatic actions: Eilistraee can use Survival, Perform, or any Dexterity based skill as a free action as long as the DC is 20 or lower. She can perform up to 5 such free actions each round. Create Magic Items: Eilistraee can create magic weapons, as well as items involving hunting, music, or moonlight, as long as the market price does not exceed 30,000 gp. |
| Selgaunt01-31-05, 04:16 PM | Hey, i really don't feel like going through 24 pages of info, so I'm asking you all a question that has probably been asked before! Besides the FRCS and the Lords of Darkness, where can i find info on the CHurch of Shar? Where are her temples and shrines( i know that there's a big one in Calimport, but what about in other cities?) Has anything of importance happenned with her church lately? I just need all the info I can get! Thanks! |
| Tebryn1402-01-05, 12:22 PM | Unfortunately, that is not the purview of this thread. This thread is dedicated to deity stats, as in their actual, fighting abilities, not their churches, etc. BTW, try checking Faiths and Pantheons. |
| Selgaunt02-02-05, 04:29 PM | Unfortunately, that is not the purview of this thread. This thread is dedicated to deity stats, as in their actual, fighting abilities, not their churches, etc. BTW, try checking Faiths and Pantheons. bASICALLY THE fAITHS AND pANTHEONS REPEATS WHAT WAS WRITTEN IN THE frcs, WITH A LITTLE MORE DETAIL! tHANKS aNYWAYS, AND SORRY ABOUT THE cAPS! |
| Zireael02-03-05, 08:11 AM | Please don't post Vedi, or other gods which aren't in Faerun. Please, cause they make smome mess there. |
| Tebryn1402-03-05, 04:22 PM | Please don't post Vedi, or other gods which aren't in Faerun. Please, cause they make smome mess there. Excuse me? |
| aberrant8002-04-05, 04:29 AM | with the search being down, can someone please point me to Amaunator's stats? the index page says "old thread, page 19". which is the old thread? cos there's no Amaunator in this thread... |
| Tebryn1402-04-05, 10:11 PM | Tsk, tsk, no actually reads Notes from Tebryn14, in the first post. They would answer around half of the requests I get. The Notes read: "The index below speaks of new thread posts, old thread posts, and, in one instance, a seperate thread. For all posts except "new thread", the stats are in MY personal archive. Post a request here, and I will dig through and either send it to you, or post it here. Thank you." So, Amaunator is in my archives. The old thread does not exist anymore. Here is Amaunator. Amaunator By Elrumir The Yellow God, the Keeper of the Eternal Sun, At’ar the Merciless (among the Bedine) Greater Faerûnian God (dead) Symbol: Sun with a face on the solar disk Home Plane: House of the Triad, currently adrift in the Astral Plane Alignment: Lawful Neutral Portfolio: Bureaucracy, contracts, law, order, the sun, rulership Worshipers: Dictators, lawyers, nobles, rulers, those who use contracts, tyrants Cleric Alignments: LE, LG, LN Domains: Fate, Knowledge, Law, Nobility, Planning, Sun Favoured Weapon: “The Sceptre of the Eternal Sun” [scepter] (heavy mace) Amaunator Cleric 20/Wizard 15/Archmage 5/Hierophant 5 Medium-size outsider (Law) Divine Rank: 16 Hit Dice: 20d8+200 (outsider) + 20d8+200 (Clr) + 15d4+150 (Wiz) + 5d4+50 (Acm) + 5d8+50 (Hie) (1,120 hp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 72 (+7 Dex, +16 divine, +29 natural, +10 deflection) Attacks*: +5 lawful, construct bane, impact sceptre +74/+69/+64/+59 melee; or spell +68 melee touch or +66 ranged touch. *Always received a 20 on attack rolls, roll die to check for critical hit. Damage*: +5 lawful, construct bane, impact sceptre 2d6+14/18-20; or by spell. *Always did maximum damage (sceptre 28 points). Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 13/day. Special Qualities: Arcane fire, blast infidel, divine aura (16 miles, DC 36), divine immunities, DR 51/+4, faith healing, familiars (snakes), fire resistance 56, gift of the divine, godly realm (100 miles Outer Plane, 1,600 ft. Material Plane), mastery of counterspelling, mastery of energy, mastery of shaping, plane shift at will, remote communication 16 miles, spell power +2 (divine), spell power +3 (arcane), spell-like ability (6/day daylight) spontaneous casting of divine spells, SR 48, teleport without error at will, uncanny dodge (can’t be flanked), understand, speak and read all languages and speak directly to all beings within 16 miles Saves*: Fort +60, Ref +57, Will +62. *Always receives a 20 on saves. Abilities: Str 28, Dex 24, Con 30, Int 40, Wis 35, Cha 30 Skills*: Alchemy +71, Appraise +71, Bluff +68, Concentration +66, Diplomacy +68, Forgery +71, Gather Information +56, Heal +68, Intimidate +68, Knowledge (arcana) +76, Knowledge (history) +71, Knowledge (nature) +71, Knowledge (nobility and royalty) +71, Knowledge (religion) +71, Knowledge (the planes) +71, Listen +70, Profession (lawyer) +84, Profession (scribe) +68, Scry +71, Search +71, Sense Motive +68, Spellcraft +73, Spot +70. *Always received a 20 on checks. Feats: Alertness, Blind-Fight, Blindsight, Combat Casting, Craft Wondrous Item, Delay Spell, Divine Might, Divine Vengeance, Energy Admixture, Energy Substitution (fire), Extend Spell, Extra Turning, Greater Spell Penetration, Improved Critical (sceptre), Improved Initiative, Persistent Spell, Power Attack, Reach Spell, Sacred Spell, Scribe Scroll, Skill Focus (Profession [lawyer]), Skill Focus (Spellcraft), Spell Focus (Divination), Spell Focus (Evocation), Spell Penetration, Still Spell, Weapon Focus (sceptre). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Banestrike (undead), Call Creatures (lawful outsiders), Clearsight, Divine Blast, Divine Radiance*, Divine Recall (contracts), Divine Skill Focus (Profession [lawyer], Divine Spellcasting, Divine Storm, Extra Domain (Fate), Extra Domain (Knowledge), Extra Domain (Planning), Increased Energy Resistance (fire), Know Secrets, Lay Quest, Mass Divine Blast, Power of Truth. * Even though normally only allowed to good deities, Amaunator, being the first (and only true) sun god on Faerûn, had access to this salient divine ability. Domain Powers: Cast divination spells at +1 caster level; cast law spells at +1 caster level; 16/day inspire allies (+2 morale bonus on saves, attacks, ability checks, skill checks, and weapon damage for 15 rounds); 16/day greater turning. Spell-like Abilities: Amaunator used these abilities as a 26th-level caster, except for law and divination spells, which he used as a 27th-level caster. The save DC’s are 36 + spell level. augury, bestow curse, calm emotions, clairaudience/clairvoyance, deathwatch, demand, detect scrying, detect secret doors, detect thoughts, dictum, discern lies, discern location, dispel chaos, divination, divine favour, endure elements, enthrall, find the path, fire seeds, fire shield, flame strike, foresight, geas/quest, greater command, greater scrying, heat metal, heroes feast, hold monster, legend lore, magic circle against chaos, magic vestment, mark of justice, mind blank, order’s wrath, prismatic sphere, protection from chaos, repulsion, searing light, shield of law, status, storm of vengeance, summon monster IX (as a law spell only), sunbeam, sunburst, time stop, true seeing, true strike, vision. Cleric Spells/day: 6/9/9/9/9/8/7/7/7/6/3/3/3; base DC 26 + spell level. Wizard Spells/day: 4/8/8/8/7/7/6/6/5/4/4/4/3/3/3/3; base DC 30 + spell level. Possessions: Amaunator attacked only when sorely provoked. He swung the Sceptre of the Eternal Sun, a +5 lawful, construct bane, impact sceptre with the additional powers of a rod of rulership. Treat the sceptre as a heavy mace with 2d6 base damage. Other Divine Powers As a greater god, Amaunator automatically received the best possible result on any die roll he made (these included attack rolls, damage, checks and saves. He was immortal until he died of neglect. Senses: Amaunator could see, hear, touch and smell at a distance of sixteen miles. As a standard action, he was able to perceive anything within sixteen mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He could extend his senses to up to twenty locations simultaneously. He could block the sensing powers of deities of up to his rank at two such remote locations at once for 16 hours. Portfolio Sense: Amaunator automatically knew of any contract being made, being broken or any ruler, hereditary or chosen, being instated or deposed sixteen weeks before it happened. He retained this sensation sixteen weeks after it had happened. He similarly knew of anything that happened under the open sun. Automatic Actions: Amaunator was able to use Concentration, Diplomacy, Intimidate, Sense Motive or Spellcraft as a free action, if the DC for the check was 30 or less. He could use Profession (lawyer) as a free action if the DC was 36 or less. He could perform up to twenty such actions per round. Create Magic Items: As he was the Faerûnian sun god, Amaunator could create any magic item that used light, daylight or otherwise, any item that specifically opposed chaotic creatures, golems, or undead, or any lawful item. Avatars Most of the times encountered, Amaunator appeared as a lanky man with silver-white hair and a short, tenday growth of white beard. Carrying a sceptre in his one hand and a legal tome in the other, he was dressed in a magistrate’s robes, flowing black or purple, with a silver or gold trim. His skin constantly glowed with a quiet golden radiance, which added to his awe-inspiring presence. People noted that ‘to be in his presence, is to feel the power of True Law’. At other times, not quite so often, he appeared as a glowing woman dressed in a flowing, opalescent dress bearing a balance of the purest gold. If the scales of the almost translucent gold tipped towards the right, the viewer had met with disapproval. Tipping to the left, they predicted great fortune for the person seeing the apparition. The greatest of favours came to those who saw the scales in perfect balance; they would to be asked to join the priesthood of the Keeper of the Eternal Sun shortly. Avatar of Amaunator: As Amaunator except as follows; divine rank 8; AC 59; Atk +66/+61/+56/+51 melee (2d8+14/18-20, +5 lawful, construct bane impact sceptre); spell +60 melee touch or +58 ranged touch; SQ Divine aura (800 ft., DC 28), DR 43/+4, fire resistance 28, SR 40; SV Fort +52, Ref +49, Will +54; all skill modifiers are reduced by eight. Salient Divine Abilities: Alter Size, Banestrike (undead), Clearsight, Divine Blast, Divine Radiance, Divine Spellcasting, Divine Storm, Extra Domain (Fate), Extra Domain (Knowledge), Extra Domain (Planning). Spell-like abilities: Caster level 18th, saving throw DC 28 + spell level. ________________________________________ _____________ It seems to be confirmed that Amaunator slowly, during his decline, turned into being Lathander (which I find hard to believe, because I thought that the Dawn Cataclysm happened before the fall of Netheril, but I may be mistaken). He would then have changed his Law domain to Good, Fate to Renewal, Knowledge to Strength and Planning to Protection. He drifted from a stern and lawful god to an exuberant and playful deity who does not care about any contracts and laws. ‘If it is good, it is good’, seems to be his motto now, in stead of the old sun god’s ‘law is good, law is perfection’. I find the change a bit inexplicable, but then again, that may be just me… |
| senbar Flay02-05-05, 12:29 PM | Hello I was wondering if you could do this reqwest a posting of Xvim the Baneson. Thanks |
| The_Grikk02-06-05, 12:40 PM | i was wondering if you could dig up Valkurs avitar for me. thanks. |
| Tebryn1402-06-05, 08:09 PM | No one's done Ixachtu yet, and I don't have any of the 2e info on him so... Here is Valkur Valkur By Jorda the Knight The Mighty, Captain of the Waves Faerunian Demigod Symbol: Cloud with three lightning bolts on a shield Home Plane: Warrior’s Rest Alignment: Chaotic Good Portfolio: Sailors, ships, favorable winds, naval combat Worshipers: Fighters, rouges, sailors Cleric Alignments: CG, CN, NG Domains: Air, Chaos, Good, Ocean, Protection Favored Weapon: “The Captain’s Cutlass” (cutlass) Valkur Fighter 20/Rouge 20 Medium Sized Outsider (Chaos, Good) Divine Rank: 5 Hit Dice: 20d10(200) (ftr) plus 20d6(120) (rog) +320 (640 hp) Initiative: +17 (+13 dex, +4 improved initiative) Speed: 60 ft., swim 60 ft. AC: 60 (+13 dex, +5 divine, +18 natural, +14 deflection) Attacks: +5 keen thundering cutlass +53 melee; or spell +40 melee touch or +43 ranged touch Damage: +5 keen thundering cutlass 1d6 +15/17-20/x3; or by spell Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain Powers, salient divine abilities, spell-like abilities, sneak attack +10d6 Special Qualities: Divine immunities, damage reduction 40/+4, fire resistance 25, SR 37, understand, speak and read all languages and speak directly to all beings within 5 miles, remote communication, godly realm, evasion, uncanny dodge, improved evasion, opportunist, crippling strike, divine aura (50 ft. DC 24) Saves: Fort. +24 Ref. +35 Will. +23 Abilities: Str. 30(+10) Dex. 36(+13) Con. 26(+8) Int. 30(+10) Wis. 24(+7) Cha. 29(+9) Skills: Balance +36, Bluff +30, Climb +33, Decipher Script +33, Diplomacy +32, Disable Device +33, Disguise +32, Escape Artist +36, Forgery +33, Gather Information +32, Hide +36, Innuendo +32, Intimidate +32, Jump +33, Move Silent +36, Open Lock +36, Perform (sea chantey) +32, Pick Pocket +36, Read Lips +33, Search +33, Sense Motive +30, Spot +32, Swim +33, Tumble +36, Use Magic Device +32, Use Rope +33, Profession (sailor) +30 Feats: Combat Reflexes, Dodge, Mobility, Spring Attack, Expertise, Improved Disarm, Improved Trip, Whirlwind Attack, Improved Critical (cutlass), Improved Initiative, Lightning Reflexes, Power Attack, Sunder, Cleave, Great Cleave, Quick Draw, Run, Weapon Finesse (cutlass), Weapon Focus (cutlass), Eyes In The Back Of Your Head, Fleet of Foot, Power Critical, Superior Expertise, Skill Focus Profession (Sailor) Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Extra Domain (Ocean), Extra Domain (Protection), Divine Water Mastery, Divine Rogue, Divine Celerity, Divine Skill Focus (Profession Sailor) Domain Powers: Turn earth elementals as a good cleric turns undead (12/day), casts chaos spells a +1 caster level, cast good spells at +1 caster level, ward touched creature with +5 resistance bonus on next saving throw max duration 1 hour, water breathing as the spells for up to 5 rounds/day Spell-Like Abilities: All domain spells, caster level 15, base DC= 24+ spell level Possessions: Valkur always carries “The Captain’s Cutlass” at his side, a +5 keen thundering cutlass that makes the sound of crashing waves whenever Valkur scores a critical hit. Other Divine Powers Senses: Valkur can see, hear, touch and smell at a distance of 5 miles. As a standard action he can perceive anything within 5 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 5 hours. Portfolio Sense: Valkur is aware of any sea voyage or naval battle so long as it involves at least 1000 or more people. Automatic Actions: Valkur can use any Craft (shipmaking), Profession (sailor) or Use Rope skill as a free action if the Dc for the task is 15 or lower. He can perform up to 5 such free actions each round. Create Magic Items: Valkur can create any item involving travel by water as long as the item’s market price does not exceed 4500 gp. |
| aberrant8002-07-05, 04:08 AM | Tsk, tsk, no actually reads Notes from Tebryn14, in the first post. They would answer around half of the requests I get. The Notes read: "The index below speaks of new thread posts, old thread posts, and, in one instance, a seperate thread. For all posts except "new thread", the stats are in MY personal archive. Post a request here, and I will dig through and either send it to you, or post it here. Thank you." So, Amaunator is in my archives. The old thread does not exist anymore. Here is Amaunator. LOL, sorry. But I did read. It just didn't register I guess. Just seeking clarification. Anyway, saw your big font edit too. :D And again.... just checking... for Kiaransalee you wrote page 15 (better version?)... but since it's not on page 15, I assume it's the old thread as well? PS: I'm new around here, so was wondering why the old thread was deleted. |
| The_Grikk02-07-05, 12:55 PM | thanks a bunch for Valkur. |
| Jorda_The_Knight02-07-05, 11:06 PM | I'd be happy to do some of those Dark Sun sorcerer guys, the only problem is I've never played Dark Sun and I have no background info on any of them. If you guys could PM me a short list or a bit of background info on them I'd be happy to do some stats up :D |
| Verghityax02-08-05, 04:56 PM | Hi Jorda! I'm not sure whether You remember the times when I asked You for permission to translate and use Your stats of Akadi on official polish D&D site but after some time here we are :) I have given You the full credit. If there is something else You would like me to write there, just tell me. P.S. I know that the fact that it is written in polish language makes it impossible for You to understand the text but I at least hope that You like the drawings :) Thanks again! And here's the link: http://dnd.polter.pl/czytaj/487-Akadi.html |
| Tebryn1402-08-05, 06:15 PM | LOL, sorry. But I did read. It just didn't register I guess. Just seeking clarification. Anyway, saw your big font edit too. :D And again.... just checking... for Kiaransalee you wrote page 15 (better version?)... but since it's not on page 15, I assume it's the old thread as well? PS: I'm new around here, so was wondering why the old thread was deleted. It's fine. As far as Kiaransalee, you couldn't find it because I lied, its on page 14, at the very bottom. |
| DRdrizzt13beauOW02-08-05, 11:00 PM | Titania Domains: Chaos, Good, Magic, Plant shouldnt she have the Fey domain from Bk of exalted deeds? :P just a thought, same for all the Fey gods lol that would kind of make sense huh? Other then That great jod guys I love this Thread! |
| Tebryn1402-09-05, 07:39 AM | I don't believe I owned the BoED when I wrote those stats. In retrospect, yes, she and a few other Faerie gods should have those domains. |
| Artoran02-10-05, 12:39 PM | I don't think that making stats for Ao would be even worth while. He's an over-diety, a god's god. He has supreme power over the world of Toril and can basically do whatever he wants :P Well this goes only for Toril. He'd probably still need to be carefull who he picked a fight with on the planes or if he got into Sigil somehow :D Even though I'd be loathe to call him a berk :-) |
| Bahgtru02-10-05, 10:44 PM | I didn't see Atlas in the index. Has anyone posted a write-up on him yet? He is usually the strongest physical force in the multiverse in the settings he is portrayed in. Tebryn or Jorda, if you ever get the chance, I would love to see one of you do him. |
| Bahgtru02-11-05, 12:19 AM | Deleted-duplicate |
| Tebryn1402-13-05, 09:08 PM | I've never seen any 2e information on him. I don't beleive he is listed among the titans imprisoned on Mount Orthys. I don't really have any DnD specific info on him. Grankhul By Tebryn14 Lesser God Symbol: Ever open eyes in darkness Home Plane: Abyss/241/Palpitatia Portfolio: Hunting, senses, surprises Worshipers: Bugbears, goblinoids, hunters, rangers, thieves. Cleric Alignments: CE, NE, CN Domains: Chaos, Evil, Trickery Favored Weapon: Silencer (Longsword) Ranger 20/Druid 10/Rogue 10 Medium Outsider (Chaos, Evil, Extraplanar, Goblinoid) Divine Rank: 7 Hit Dice: 20d8+160 (outsider) plus 20d8+160 (Ranger) plus 10d8+80 (Druid) plus 10d8+80 (940 hp) Initiative: +19, always first (+15 Dex, +4 Improved Initiative, supreme initiative) Speed: 60 ft. AC: 60 (+15 Dex, +7 divine, +20 natural, +8 deflection) touch 40, flat-footed 60 Base Attack/Grapple: +40/+60 Attack: +5 keen vampiric unholy longsword +68 melee; or spell +60 melee touch or +62 ranged touch. Full Attack: +5 keen vampiric unholy longsword +68/+63/+58/+53 melee and +5 keen unholy venomous short sword +64/+59/+54/+49 melee; or +5 keen precise returning seeking distance daggers +67/+62/+57/+52 ranged; or spell +60 melee touch or +62 ranged touch Damage: +5 keen vampiric unholy longsword 1d8+25/17-20; +5 keen unholy venomous short sword 1d6+11; or +5 keen precise returning seeking distance daggers 1d4+18; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Salient divine abilities, spell-like abilities, favored enemies (humans +5, elves +4, dwarves +3, giants +2, orcs +1), sneak attack +5d6, crippling strike. Special Qualities: Divine immunities, DR 20/epic, fire resistance 12, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 7 miles, remote communication 7 miles, godly realm, greater teleport at will, plane shift at will, trapfinding, trap sense +3, evasion, rogue special ability, SR 39, divine aura (700 ft., DC 25), wild empathy +38, combat style (two weapon fighting), improved combat style, combat style mastery, woodland stride, swift tracker, camouflage, hide in plain sight, nature sense, resist nature’s lure, trackless step, wild shape (4/day, Large), bugbear traits. Saves: Fort +48, Ref +54, Will +48 Abilities: Str 36, Dex 40, Con 26, Int 28, Wis 28, Cha 26 Skills: Balance +62, Bluff +56, Climb +60, Concentration +45, Craft (Trapmaking) +56, Diplomacy +50, Disguise +30, Escape Artist +52, Handle Animal +35, Hide +79, Intimidate +65, Jump +72, Knowledge (Arcana) +36, Knowledge (History) +26, Knowledge (Planes) +26, Knowledge (Nature) +53, Knowledge (Religion) +31, Listen +81, Move Silently +83, Ride +32, Search +66, Sense Motive +36, Spellcraft +51, Spot +80, Survival +95, Swim +35, Tumble +62. Feats: Alertness, Ambidexterity, Blind-Fight, Blind-sight 5 ft., Cleave, Combat Expertise, Combat Reflexes, Dodge, Endurance, Improved Disarm, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Greater Cleave, Greater Two-Weapon Fighting, Mobility, Quick Draw, Perfect Two-Weapon Fighting, Power Attack, Spring Attack, Stealthy, Track, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Focus (Shortsword) Whirlwind Attack. Goblinoid traits: Darkvision 60 ft.; +4 racial bonus on Move Silently. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, banishment, imprisonment. Salient Divine Abilities: Avatar, Battlesense, Divine Celerity, Divine Dodge, Divine Ranger, Divine Skill Focus (Survival), Divine Weapon Focus (Longsword), Divine Weapon Specialization (Longsword), Supreme Initiative. Domain Powers: Cast chaos spells at +1 caster level; cast evil spells at +1 caster level. Spell-like Abilities: Grankhul uses these abilities as a 17th-level caster, except for evil and chaotic spells, which he uses as an 18th-level caster. The save DCs are 25 + spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Change Self, Invisibility, Nondetection, Confusion, False Vision, Mislead, Screen, Polymorph Any Object, Time Stop. Druid Spells/Day: 6/7/6/5/5/4; base DC=19+spell level. Ranger Spell/Day: 6/5/5/5; base DC=19+spell level. Possessions: Grankhul carries a +5 unholy keen vampiric longsword, a +5 keen unholy venomous shortsword, and several +5 keen precise returning seeking distance daggers. Other Divine Powers As a lesser deity, Grankhul treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He can take 10 on any check. He is immortal. Senses: Grankhul can see, hear, touch, and smell at a distance of 7 miles. As a standard action, he can perceive anything within 7 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 7 hours. Portfolio sense: Grankhul senses any hunt, as long as it affects at least 500 goblinoids. Automatic actions: Grankhul can use Hide, Move Silently, Survival, Listen, and Spot as a free action if the DC for the task is 20 or lower. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to 5 such free actions each round. Create Magic Items: Grankhul can create any magic item that aids in hunting, stealth, or enhances the sense, as long as the market price does not exceed 32,000 gp. |
| Jorda_The_Knight02-15-05, 09:48 AM | Sorry it's taken me so long to even get on here but I haven't had a day off in a looong while and when I finally did get on off I was too tired to even think, let alone do your requests justice. However the next 2 days at work should be pretty easy and they I have the day after off, so you'll be seeing some definate results soon, have faith my friends, I will post! :D |
| Isran_Imrador02-16-05, 05:16 AM | Hey if any of you deity creator are bored one day...why dont you head over to the Eberron board and make a new Rajah! :) here (http://boards1.wizards.com/showthread.php?t=356791) |
| Jorda_The_Knight02-17-05, 09:10 PM | As much as I like doing requests and helping people out I don't know if I'm gonna be able to pull off this sorcerer king Darksun stuff. Unfortunately I've never been into Darksun as I've said before and I really feel like I'd be jumping in over my head here. Not only would it take me forever to come up with stats and info for these guys I really don't feel I would do them justice at all. If anyone would like to work on these diety stats I can send you all the info that I've recieved. Sorry again everyone, I thought I could do it but I just feel like a fish out of water. :surrender |
| Lord Mortanius02-18-05, 12:56 AM | Might I request stats for Nyx, Persephone, and Savras the All-Seeing ? |
| SGAI_Yugoloth02-18-05, 02:41 PM | Hello all, I have been looking at these wonderful gods for days now, and have finally decided to post a request. Does anyone have the stats for the Great Mother? I'd love to see them. I was also wondering if someone would be willing to do Demogorgon and Juiblex? Oh, and I actually have some information on Horlas Blackdraken (And I probably have some information on those other fiends, I'll find them and edit it in.) I'd also like some stats of the more obscure DL's, I have some information on the ones I'd like to see, Alvarez, Charun, Eldanoth, Fraz'Urb'Loo, Hacamuli, J'sald Xerix, The Knight Errant, Mandrillagon, Marduk, Nergel and Verin. Blackdraken, Horlas: Usurper Prince of Morgonaugh, former realm of the dead prince Tashk. Enemy of Mot. (I also remember hearing that he was somehow allied with Lolth, looking for a confirmation) Alvarez: A lord, known as the Purging Duke and the Duke of Inquisition. Alvarez is a master of torture who searches the ranks of the Tanar'ri incessantly for signs of the taint of Law. In his mortal life (three thousand years ago) he slaughtered much of the nation he served as he found first the dissidents, then the intellectuals, then the gypsies, then the nobles, and finally the merchants guild of various imaginary crimes. He was finally burned to death by an outraged mob. As a mere Petitioner, he outwitted the Nalfeshnee of Woe who judged him, and served as a maggot loving Chasme, and then as a powerful Glabrezu Assassin. Alvarez controls legions upon legions of Chasme, Armanites, and Babau. He is said to be omniscient, able to divine the true nature of any creature he see's, but this does not seem to affect his judgement one way or the other - he destroys those he wishes to destroy, and this means they were guilty of something. He can spit a highly corrosive acid, and cast earthquake, heal, hovering road, resurrection/destruction, shadow engines, shape change, time stop and timelessness at will. Charun: a lord, the Marshal of Thanatos. Charun is a grisly deity that appears as a large man with black-green hair (that looks, but actually is not, a large number of snakes), with a long hooked nose and feathery wings, wielding a mallet. After Orcus was slain, Charun vanished from Thanatos completely, wandering the Abyss with his herds of petitioners and undead until he heard rumors of his masters return. In his absence, his job was done by Greater Banshee’s Eldanoth: lord of crime and hatred. Eldanoth, a servent of Orcus, is the patron of crime, hatred and murder. He is the progenitor of homicides and the tempter of murderers. Even other abyssal lords, even Alvarez, consider him to be unbalanced. His worship includes the sacrifice of criminals by other criminals. It’s said that those who pray to him gain the courage to murder and, in their sleep, dream of the perfect way to frame another for a crime. Eldanoth appears as an emancipated humanoid with smiling fangs, catlike eyes and serpents growing from his fingertips. He’s elaborately dressed in a jade-encrusted kilt and an oversized hunting headdress. Eldanoth makes no noise as he moves; he’s a master thief, sorcerer, and assassin. He can change his form at will to better hunt prey. Fraz’Urb’Luu: a lord, The Prince of Deception, The Lord of Lies, The King of the Mind, The Father of Treacheries. Wars with Graz’zt. Served by Chidum, Zomar and Yuibiri. His realms were said to once be beautiful places; this is only a cruel deception, for beneath the illusion was decay and rotting flesh. Immured to a stone prison on the Material Plane for several centuries. Fraz is a master of manipulation, using misdirection to deceive even other lords of the Abyss. It is said that the only one to outwit him was that prodigy of trickery Zagig Yragerne, who imprisoned him in his castle for a time. He has returned to the Abyss and is busy returning Hollow’s Heart to the veil of cruel lies that it once was. Fraz’Urb’Loo’s gaze can drain intelligence and wisdom from his victims. He has powerful psionic abilities as well as magic. His face is beautiful but cruel, with eyes like shattered mirrors that reveal the duplicity in those who look into them. His body is hulking and monstrous. He can shapechange at will, of course, and also confuse people with illusions and hallucinatory terrains. Hacamuli: a lord, one of the messengers of Orcus. Appears as a pale, gaunt horse with hazy black eyes. Flies cover his mangy, sore-infested body. His very gaze drains the life from his victims; he is also able to cause disease and age victims by striking with his hooves. Able to gate in Shadows and Vampires. J’sald Xerix: Prince of Nightmares, father of Vucarik. J’sald Xerix is an ancient entity that claims to be one of the founding Powers of the Abyss. He rules from the Nightmare Cage, a lost layer where all thoughts and desires come to pass in the most obscene manner as possible. There he is eternally imprisoned by his own thoughts; all of his dreams of escape mere contructs of the plane. The Nightmare Cage is nothing and everything; thoughts become twisted reality, as mutable as desire. The only permanent inhabitant is J’sald Knight Errant, The: a humanoid demon bound with rings of cold fire and dripping with lightning. It allows no one who look at it to live, no matter how far it must hunt those who try to flee Mandrillagon: a prince, Demogorgon’s younger brother(!). Possibly related to Asima. Described as a monstrous, blue-faced parody of a mandrill, with massive fangs of filthy yellow-gray. Controls two layers, served by monkey demons. Called one of the mightiest of princes. Marduk: King of Fire Demons; one of the six most powerful demons. Lord of Balors, possibly an ascended one, has risen to power quickly. Bleeds molten lava when injured. Wields the awesome Firefan, one most powerful Abyssal artifacts. Nergel: The Justiciar, Spymaster of the Abyss. A lord, advisor to Graz’zt. Desribed as hunched, crooked and misshapen, as tall as Graz’zt, with a dark and dour visage. He loves to see death, and has some sort of affinity with undead; able to command shadows. Also called the ‘Prince of Unlife.’ A title normally reserved for Orcus, a lord he has spied for on occasion. This giant demon spies for other demon lords, while counter-spying for their enemies (without either party knowing it). Although his efforts usually produce little gain for him, it usually results in the two demon lords in question fighting (usually erupting into a major war) when they have found that they have been spying on each other. Whether this demon is just trying to keep other demons busy to keep himself alive, or whether he is just trying to spread chaos is unknown. He usually tries not to be the target of the anger when the demon lords have found out that each of them betrayed their trust in each other (although if either demon found out what was truly going on, Nergel would not stay in his portion of the Abyss for long). In combat (which he avoids at all costs unless forced to engage in it) he can rake with his two foreclaws for enormous effect. His bite, may also cause a random disease. His roar can deafen people and also causes darkness. Verin: Master of the Roving Hordes, Chancellor to Graz’zt. Verin is one of the most brilliant minds in the Abyss, infinitely patient; able to comprehend the motives of lawful, chaotic, good and evil alike and predict their future actions. He hasn’t a bit of elitism in his skeletal, transparent body, and he treats Tanar’ri and mortals with equal respect. He has a network of spies throughout the planes and is often found in the courts of other lords of the Abyss to advise and manipulate them; he has friendships with Zzyczesiay and Va’aughrosfl. As the albino Verin, he is well known as a servant to Graz’zt. In his aspect as the ebon Ztefano, few know his origins or loyalties. Killing one of his aspects does not kill the other. Acid spittle, gaze attack, the abilities of a Marilith are just a few of his many abilities. Tall, stick-like, leather-skinned androgynous albino with red-pink eyes. Handsome, an alien mox of demonical and human features, very evil and intelligent, patient and cunning. Powerful magic use, able to vomit a deadly energy ray. Wears silvered battle armor and wields a crystalline spear of demon-slaying EDIT: I found information on Lynkhab and Ushablator, the Chaos Horror. Lynkhab: a lord. Lynkhab is lust, desire and submission. She is pure will. She is pure, disembodied force trapped in the form of an Abyssal lord. She can dominate others, forcing them to fight for her or changing their sex or charisma. She can exude auras of desire, awe and beauty. She is immune to all attacks, but those who can suppress their desire for her can resist her. The Dustmen are looking to recruit her, with so-far disastrous results, they say they can cure her of herself. Her greatest foe is J’sald Xerix, who turns desire into a foul prison that reminds her too much of her own state. Ushablator the Chaos Horror, one of the mightiest princes, opposed to Graz’zt. NOTE: I did not write or find this material myself, it was on a site that had information and stats on tons of gods, I take no credit for this. I do not know who wrote it up, if you know, PM me and I'll give him or her (or them) credit. |
| Tebryn1402-18-05, 03:24 PM | I need a definitive source before I can do the stats, becuase otherwise I have no guarantee as to the value of the information, and statting deities is tricky business if you aren't sure. On the plus side, I already have Alvarez. I will attempt to ascertain the validity of your information, but any hint as to where it comes from would make the process go much faster. Check the Index for which page Alvarez is on. |
| SGAI_Yugoloth02-18-05, 03:39 PM | Unfortunantly, as I said, I do not know where this information originaly came from, except for the fact that the site closed down. (a darn shame, it was VERY good for finding Deity stats) EDIT: I did not see Alvarez, though there was an Alzrius (I doubt I spelled that right, but the Demon Lord in question was Lord of Infernal Light) EDIT MKII: Holy moly! I found it! Link: http://www.geocities.com/ripvanwormer/abyssallords.html EDIT MKIII: This is part of the same site, it has some information on Ushablator, the Chaos Horror. http://www.geocities.com/ripvanwormer/abyss.html#426 |
| Jorda_The_Knight02-19-05, 05:44 PM | Hmm, I'm some what partial to Jubilex myself, I have a diety on the go right now, trying to round out the official Monster dieties that barely get a nod anywhere before I tackle much else, but Jubilex will be up here soon. I'm open to suggestions on what levels he should have. I was thinking maybe Cleric 20 and, I dunno, Druid? Barb? Sorc? I could make him a Ooze Master (from MOW) but he doesn't really need to become an ooze, he's the god of them. In any case everyone keep up the good work that I never seem to find the time for anymore :D |
| sampi02-21-05, 09:17 PM | what is the AO`s stats? I dont think his stats could possibly be represented with mundane finite numbers :D... just asume his level is somehow merged with infinity ^_^ |
| Green Giant02-21-05, 11:43 PM | As much as I like doing requests and helping people out I don't know if I'm gonna be able to pull off this sorcerer king Darksun stuff. Unfortunately I've never been into Darksun as I've said before and I really feel like I'd be jumping in over my head here. Not only would it take me forever to come up with stats and info for these guys I really don't feel I would do them justice at all. If anyone would like to work on these diety stats I can send you all the info that I've recieved. Sorry again everyone, I thought I could do it but I just feel like a fish out of water. :surrender Heh. I almost got suckered into creating stats on the sorcerer kings as well but I have a cousin who most of the material and from what I saw I knew it would be almost impossible. You have to start from the ground up and probably have to create some new systems and prestige class to be able to do them justice. At least you stopped before it got out of control. :) |
| Lord Mortanius02-22-05, 02:54 AM | Might I request stats for Nyx, Persephone, and Savras the All-Seeing ? Thanatos as well. |
| Tebryn1402-23-05, 10:39 PM | Sorry I've taken so long to respond. I'll get Savras ASAP. As for the others, I don't know that I've heard of any of the others, except for Persephone, who I've never given thought to. |
| Altazar Darkflame02-24-05, 02:21 PM | The Princes and Lords of the Abyss are an interesting lot, for sure. Maybe someone should try to catalogue the 3 ed - rendered stats with spome flavor text for them. Maybe even a new thread, since they are not (mostly) deities. ;) |
| Sib Legeru02-24-05, 03:38 PM | Hi folks. I'm new here and just discovered this message board because I was searching for material to my campaign in Chult, and found the stats of Ubtao, wich looks fine enough. Good job! In my history, Dendar is breaking free form its millenia imprisonment, and I was thinking about give a 30 HD Ha Naga with the paragon template to be the Noght Serpent, or taking the Apep stats in the Deities and Demigods and change lots of things, but the concept of virtual divine rank fits better to my purposes. So, someone here got Dendar's sheet? If not, you might help me? PS - I looked for the stats of the other elder evils of the Realms. I'm not planning to use Kezef and the Elf Eater, and they are not even playing any role in my campaign except as one of the signs of the coming doom. But, you know, one can never predict for sure what the player will do... Kezef is nice for me, but i'd rather put the abomination template of the Epic Level handbook to the Elf Eater, besides the divine rank 0. PPS - Sorry for my terrible english. I'm not used to write in this language... |
| Tebryn1402-24-05, 03:45 PM | The Princes and Lords of the Abyss are an interesting lot, for sure. Maybe someone should try to catalogue the 3 ed - rendered stats with spome flavor text for them. Maybe even a new thread, since they are not (mostly) deities. ;) Not sure entirely what you mean. Why need they be catalogued. I believe I have most of them in the index. Certainly not a new thread, at least not if they are being statted as demigod level creatures. We have the monopoly on that :cool: . |
| Dardin_DelSundin02-24-05, 06:33 PM | Anyone Know what page Auppenser is on? If not, would anyone be willing to take up the challange of making him, I know he mentioned in Lost Empires, but they dont give any real information on him. I want to make a Psion Campaign with bringing back his religion, however if anyone could make his stats currently now, and to that of a Lesser or Intermediate Deity. Much appreciated for any aid. |
| Jorda_The_Knight02-26-05, 09:54 PM | Here's one we haven't done yet, and by the smell of him I kinda see why :P Laogzed By Jorda the Knight Devourer, Eater of Souls Demigod Symbol: Oozing toad/lizard Home Plane: The Abyss (Layer 181- The Rotting Plain) Alignment: CE Portfolio: Eating, hunger, rot and decay, troglodytes Worshipers: Troglodytes, bullywugs Cleric Alignments: CE, NE, CN Domains: Chaos, Destruction, Evil Favored Weapon: Javelin (Bite) Laogzed Barbarian 20/Fighter 20 Gargantuan Outsider (Aquatic, Evil) Divine Rank: 4 Hit Dice: 20d8 Outsider + 20d12 Barbarian + 20d10 Fighter Initiative: +14 (+10 Dex, +4 improved initiative) Speed: 130 ft. Swim 60 ft. AC: 42 Attacks: Bite +56, two claws +52/+52 Damage: Bite 4d10+18, two claws 2d8+7 Face/Reach: 15 ft./ 15 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, Swallow Whole Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 4 miles, DR 39/+4 (4/-), fast movement, uncanny dodge (cannot be flanked), Trap sense +6, Indomidable Will, Tireless Rage, Mighty Rage, Rage 6/day, Divine Aura (40 ft. DC 22) Saves: Fort. +49 Ref. +42 Will. +38 Abilities: Str.38 (+14) Dex.30 (+10) Con.38 (+14) Int.24 (+7) Wis.22 (+6) Cha.26 (+8) Skills: Climb +62, Craft (Trapmaking) +59, Craft (Armorsmithing) +59, Craft (Weapon Smithing) +59, Handle Animal +55, Intimidate +55, Jump +62, Listen +33, Ride (Lizard) +57, Survival +37, Swim +70, Bluff +35, Forgery +34, Knowledge (Nature) +34, Knowledge (Arcana) +34, Knowledge (Religion) +34, Search +34, *Hide +33, Sense Motive +33, Spot +33, Balance +37, Use Rope +37 *Laogzed gets a +8 racial bonus on all Hide checks due to his semi-chameleon like skin. This bonus increases to +12 in rocky or underground surroundings. Feats: Power Attack, Cleave, Great Cleave, Improved Grapple, Weapon Focus (Bite), Greater Weapon Focus (Bite), Blind Fight, Weapon Specialization (Bite), Greater Weapon Specialization (Bite), Power Critical (Bite), Combat Reflexes, Dodge, Mobility, Great Cleave, Great Fortitude, Improved Overrun, Spring Attack, Awesome Blow, Multiattack, Run, Improved Natural Attack (Bite), Improved Natural Attack (Claw), Improved Natural Armor, Improved Bullrush, Improved Initiative Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Call Creatures (Troglodytes), Divine Rage, Divine Fast Healing, Frightful Presence, *Overpowering Stench *Unique Salient Divine Ability, describes below Domain Powers: Cast Chaos and Evil spells at +1 caster level; single melee attack with +4 to attack and +20 to damage once/day Spell-Like Abilities: All domain spells, caster level=14 except for chaos and evil spells for which Laogzed's caster level is 15, Base Save DC= 22 + spell level Possessions: Laogzed carries nothing save the rotting remains of his most grizzly and messy meals between his teeth and claws. *Over Powering Stench: The stench of the troglodytes is perhaps their best known if not their most pleasent feature. Being the patron deity of troglodytes Laogzed is no exception but rather is the pinacle of foul. His stench aura radiates out to 100 ft. and the effects of being within the cloud. Each round a living creature is within the cloud of stench they must make a DC 30 fortitude save or become nausiated. Even magical items that normally allow for a creature to ignore similar effects do not function against this save. In addition all creatures (living or otherwise) must make DC 25 fortitude saves or suffer 10d6 acid damage as the foul cloud corrodes their bodies away, upon a successful save they still suffer 5d6 acid damage. Troglodytes are naturally immune to both effects of the cloud and Laogzed may choose to grant any creature immunity to this ability as if it were a divine aura (though he generally only does so in order to keep a meal whole before he devours them). Swallow Whole (Ex): Laogzed can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d10+14 points of crushing damage plus 2d0+10 points of acid damage per round from Laogzed's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to Laogzed's digestive tract (AC 30). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Laogzed's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures. In addition any creature in Laogzed's gullet must make a DC 25 fortitude save or become nauseated for 2d4+1 rounds. Other Divine Powers Senses: Laogzed can see, hear, touch and smell at a distance of 4 miles. As a standard action he can perceive anything within 4 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 4 hours. Portfolio Sense: Laogzed senses anything that happens to any Troglodyte or any form of mass gluttony as long as it involves at least 1000 individuals. Automatic Actions: Laogzed can use Jump, Swim, Climb, Intimidate an Hide as a free action so long as the DC is 15 or less. He may perform two such free actions each round. Create Magic Items: Laogzed can create any magical javelin or any wand, staff or rod that produces a Stinking Cloud effect. Cleric Training: Laogzed requires little formal training of his clerics, as a matter of fact his clerics are more apt to train themselves with ritual sacrifice, generally followed by a gory feast. High level clerics tempt others into the woship of Laogzed with promises of power and endless feasting. Quests: Laogzed desires one thing above all else, to eat. His clerics follow this trend and quest for the flesh of others to devour, they are not subtle manipulators, but instead become raging terrors that can sweep like a plauge across whole cities. Prayers: Prayers to Laogzed are quick and simple and generally are called out before the death of an enemy or before a feast. A typical prayer to Laogzed begins, "I send your body to Laogzed, prepare to rot in his enternal gut!" Temples: Laogzed's temples are at best massive caves filled with the remains of his worshippers victims and at their least his symbol carved into a skull. Rites: Laogzed's rites are grizlly affairs, involving the death and devouring of at least one and often more sentient beings. Heralds and allies: Laogzed sends an advanced 15 HD troglodyte as his herald. His allies are Howlers, Fiendish troglodytes and hezrou demons. Relics: "The Stinking Scale" Greater Artifact: The Stinking Scale - Said to be a scale fallen from Laogzed's own flank The Stinking Scale is a powerful intellient artifact that melds with the body of any creature foolish enough to try and use it's powers. The Stinking Scale appears as a slimy green scale roughly the size of a small shield. When a creature with at least three points of natural armor attempts to use the scales dark powers it instantly attached to their chest (no save) and welds itself their. The scale speaks to the mind of any who hold it, promising might and great power should it be invoked. Once attached the scale instantly causes the creature to exude a horrifying stink, similar to that of a troglodyte, except that the save DC is raised to 20 (should a troglodyte gain access to the scale the save DC of his Stench ability is increased by +10) and their body toughens, granting them an inherant +4 bonus to Constitution. Once per day, by calling out the name of Laogzed, anyone with the scale attached can summon 2d6 fiendish troglodytes that remain for 1 hour and follow their summoners command absolutely. Creatures with no natural armor are still tempted by the evil scale to use it's powers, though when it attached to them it begins to burn their flesh, causing 2d6 points of acid damage each round until the scale is removed. The scale can be removed with a DC 25 Heal check followed by the application of at least one vial of holy water. Removing the scale in any other way (such as by force or by cutting it away) causes the creature to suffer 1 point of permanent constitution and strength damage, this effects both creatures with and without natural armor. Should a creature with the scale melded to them ever have their natural armor drop below three (such as by removing an item that grants natural armor or by a spell) they immediately begin to suffer the acid damage until the scale is either removed or their natural armor is returned. The Stinking Scale has an intelligence and charisma of 14 and a wisdom of 10. The Stinking Scales purpose is simple, to spread the worship of Laogzed and to cause it's possesor to devour the flesh of sentient beings. When used for this purpose the possesor gains a bite attack, with medium creatures dealing 1d6 damage + strength bonus. The Stinking Scale has an ego of 18 and is chaotic evil. |
| Tebryn1402-26-05, 11:50 PM | Parrafaire The Naga Prince, The Prince of Hidden Secrets Naga Demigod Symbol: Male naga head with feathered ears Home Plane: Carceri/ Minethys/ Trickster’s Delight Alignment: Chaotic Neutral Portfolio: Guardianship Worshipers: Nagas, those who wish to hoard secrets. Cleric Alignments: CN, CG, CE Domains: Chaos, Illusion, Protection, Scalykind, Trickery. Favored Weapon: Bite The son of the Naga Queen Shekinester, Parrafaire has very few worshippers. In fact, he receives almost all of his power from his mother, and because of this he may plane shift at will. Parrafaire is the lord of hidden things. He revels in testing the wisdom, cunning, and mettle of those who would discover his secrets. He is not malicious, though he is very tricky. Rogue 20/Illusionist 20 Medium-Size Outsider (Chaotic, Extraplanar, Reptilian) Divine Rank: 5 Hit Dice: 20d8+180 (outsider) plus 20d6+180 (rogue) plus 20d4+180 (illusionist) (900 hp) Initiative: +15 (+11 Dex, +4 Improved Initiative) Speed: 80 ft., swim 120, fly 200 (good). AC: 55 (+11 Dex, +5 divine, +18 natural, +12 deflection,-1 size) touch 37, flat-footed 44 Base Attack/Grapple: +40/+57 Attack: +5 speed anarchic bite +61 melee; or spell +53 melee touch or +56 ranged touch. Full Attack: +5 speed anarchic bite +61/+61 melee and +5 impact speed +55/+55 melee; or spell +53 melee touch or +56 ranged touch. Damage: +5 speed anarchic bite 2d6+17+poison; and +5 impact speed tail slap 1d8+9/19-20; or by spell. Face/Reach: 5 ft by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack +10d6, crippling strike. Special Qualities: Divine immunities, DR 15/epic, fire resistance 10, understand, speak, and read all languages and speak directly to all beings within 5 miles, remote communication 5 miles, godly realm, greater teleport at will, plane shift at will, SR 37, divine aura (50 ft., DC 27), evasion, trap sense +6, uncanny dodge, improved uncanny dodge, defensive roll, opportunist, trap finding. Saves: Fort +46, Ref +48, Will +54 Abilities: Str 26, Dex 32, Con 28, Int 38, Wis 44, Cha 34 Skills: Appraise +59, Balance +41, Bluff +65, Climb +23, Concentration +49, Craft (Alchemy) +37, Craft (Trapmaking) +81, Decipher Script +54, Diplomacy +70, Disable Device +67, Disguise +47, Escape Artist +46, Forgery +51, Gather Information +52, Hide +52, Intimidate +47, Jump +44, Knowledge (arcana) +59, Knowledge (religion) +49, Knowledge (History) +52, Knowledge (Planes) +54, Listen +74, Move Silently +56, Open Lock +61, Search +54, Sense Motive +62, Sleight of Hand +59, Spellcraft +54, Spot +74, Tumble +36, Use Magic Device +37. Feats: Alertness, Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Craft Wondrous Items, Dodge, Greater Spell Focus (Illusion), Forge Ring, Improved Initiative, Improved Trip, Maximize, Mobility, Power Attack, Quicken Spell, Silent Spell, Skill Focus (Craft [Trapfinding]), Spell Focus (Illusion), Spell Penetration, Spring Attack, Still Spell, Superior Expertise, Weapon Finesse, Weapon Focus (bite), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Avatar, Divine Glibness, Divine Shield (12/day, stops 50 points of damage), Divine Spell Focus (illusion), Extra Domain (Scalykind), Extra Domain (Trickery). Domain Powers: Cast chaotic spells at +1 caster level; cast illusion spells at +1 caster level; grant +5 resistance bonus on next saving throw 5/day; rebuke reptilian creatures 15/day. Spell-like Abilities: Parrafaire uses these abilities as a 15th level caster, except for chaotic and illusion spells, which he uses as a 16th level caster. The save DCs are 27 + spell level, or 32+spell level for illusion spells. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX, Silent Image, Minor Image, Displacement, Phantasmal Killer, Persistent Image, Mislead, Project Image, Screen, Weird, Sanctuary, Shield Other, Protection from Elements, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank, Prismatic Sphere, Magic Fang, Animal Trance, Greater Magic Fang, Poison, Animal Growth, Eyebite, Creeping Doom, Animal Shapes, Shapechange, Change Self, Invisibility, Nondetection, Confusion, False Vision, Mislead, Screen, Polymorph any Object, Time Stop. Wizard/Day: 4/8/8/7/7/7/7/6/6/6; base DC=24+spell level, or 29+spell level for illusion spells. Poison (Ex): Bite-Confusion for 3d6 rounds. Fort save DC=49. Other Divine Powers As a demipower, Parrafaire treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal Senses: Parrafaire can see, hear, touch, and smell at a distance of 5 mile. As a standard action, he can perceive anything within 5 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 1 hour. Portfolio sense: Parrafaire is aware of the actions of any guardian as long as it affects at least 1,000. Automatic actions: Parrafaire can use Craft (Trapmaking), Diplomacy, and Sense Motive as a free action as long as the DC is 15 or lower. Create Magic Items: Parrafaire can magical traps and defensive magical items as long as the market price does not exceed 4,500. |
| OblivionsDawn02-27-05, 01:36 AM | has bhaal been done and what page plz, if he hasn't can someone do him plz |
| Slime Lord02-27-05, 09:36 AM | I would imagine he has been. Check the first post on the first page. Usually someone updates it every so often with gods of a certain pantheon. So he is probally on one of the first few pages, just check the first page and post to see. |
| Tebryn1402-27-05, 04:52 PM | He was reposted on page 22. |
| Tebryn1402-27-05, 07:02 PM | I just made a slight correction to the Power Clause. It pertains to the spell like abilities and summoning abilities, and SDAs for Archfiend gods. I will be making corrections to Orcus, Baphomet, and Yeenoghu. In addition, I will attempt to get stats for Chronepsis posted tonight. If not tonight, then most likely Tuesday. Unless, of course, I get like 35 inches of snow, in which case I'll post it when I wake up tomorrow (11ish). :D |
| Jorda_The_Knight02-27-05, 08:43 PM | Well since poor Laogzed got bumped right quick here's another monstrous diety. This guy would even have Jaws running (swimming?) scared! :D Sekolah By Jorda the Knight Devil Lord of Sahuagin, The Great Shark Lesser Deity Symbol: A white shark Home Plane: Baator (Sheyruushk) Alignment: Lawful Evil Portfolio: Sahuagin, sharks, plunder, hunting, tyranny Worshipers: Sahuagin, evil druids, sea farers Cleric Alignments: LE, NE, LN Domains: Evil, Law, Strength, War Favored Weapon: Trident or Bite Sekolah Fighter 20/*Ranger 20 *Sekolah advances in the ranger class slightly differently than normal, see Feats for more information) Gargantuan Outsider (Evil, Lawful) Divine Rank: 8 Hit Dice: 20d8 (Outsider), 20d10 (Fighter), 20d8 (Ranger) Initiative: +16 (+4 improved initiative, +12 dexterity) Speed: 80 ft., swim 80 ft. AC: 43 (8 divine + 26 natural + 9 deflection) Attacks: Bite +70/+65/+60/+55; or claws +68/+68/+68/+63/+58/+53 Damage: Bite 6d6+25; or 2d6+15 (6 claws) Face/Reach: 20 ft./20 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, greater blood frenzy, swallow whole, improved grab Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 8 miles, blindsense 100 ft., darkvision 60 ft. Saves: Fort. +53 Ref. +52 Will. +51 Abilities: Str.40 (+15) Dex.34 (+12) Con.32 (+11) Int.32 (+11) Wis.32 (+11) Cha.28 (+9) Skills: Climb +68, Handle Animal +60, Jump +66, Ride +63, *Swim +98, Craft (Weapon Smithing) +62, Craft (Armor Smithing) +62, Craft (Traps) +62, Craft (Alchemy) +62, Intimidate +51, Concentration +53, Heal +53, **Hide +42, Listen +53, Move Silent +64, Search +53, Spot +53, Survival +53, Use Rope +54, Knowledge (dungeoneering) +53, Knowledge (geography) +53, Knowledge (nature) +53 *Sekolah recieves a +30 racial bonus to all swim checks. (already calculated above) **Sekolah gains +4 bonus to hide, listen and spot checks when underwater. (not calculated above) Feats: Weapon Focus (Trident), Improved Grapple, Power Attack, Cleave, Great Cleave, Athletic, Combat Expertise, Combat Reflexes, Great Fortitude, Endurance, Weapon Focus (bite), Weapon Focus (claws), Greater Weapon Focus (bite), Greater Weapon Focus (claws), Weapon Specilization (bite), Greater Weapon Specilization (bite), Improved Bull Rush, Improved Overrun, Improved Initiative, Improved Sunder, Dodge, Mobility, Spring Attack, Whirlwind Attack, Awesome Blow, Power Critical (bite) *Instead of gaining a Two-Weapon Combat Style Sekolah instead gains abilities used by monsters. Below is a list of which feats are to be exchanged: Two-Weapon Fighting= Improved Natural Armor Improved Two-Weapon Fighting= Improved Natural Attack (bite) Greater Two-Weapon Fighting= Multiattack Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Alter Form, Shift Form, Divine Battle Mastery, Divine Ranger, Divine Weapon Focus (bite), Divine Weapon Specialization (bite), Sunder and Disjoin, Call Creatures (Sharks), Exra Domain (law) Domain Powers: Cast evil and lawful spells at +1 caster level; Use speak with animals once per day as a spell-like ability; free Weapon Focus feat (trident), 1/day for one round Sekolah can gain +20 to strength as a free action. Spell-Like Abilities: All domain spells, caster level 18th; except for Evil and Law spells which Sekolah casts at caster level 19, Base Save DC= 27+ spell level Possessions: Sekolah carries no personal possessions. Alter Form: Sekolah's alternate form is that of a Large, 6 armed sahuagin. Use the stats listed above except in his alternate form Sekolah does not have the Swallow Whole ability. Swallow Whole (Ex): Sekolah can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 3d12+15 points of crushing damage plus 2d12+10 points of acid damage per round from Sekolah's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to Sekolah's digestive tract (AC 28). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Sekolah's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures. Blood Frenzy: Once per day when Sekolah takes damage in combat he can fly into a frenzy in the following round, clawing and biting madly until either he or his opponent are dead. He gains +2 Constitution and +2 Strength, and takes a –2 penalty to Armor Class. Sekolah cannot end his frenzy voluntarily. Other Divine Powers Senses: Sekolah can see, hear, touch and smell at a distance of 8 miles, in addition Sekolah and smell blood up to 20 miles away, needing only as much as one drop to pick up the scent. As a standard action he can perceive anything within 8 miles of any location where one of his titles or names was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of 8 ranks or lower at up to 2 remote locations at once for 8 hours. Portfolio Sense: Sekolah senses anything that happens to sharks or sahaguans. He also senses any major sea accidents that involve 500 or more people. Automatic Actions: Sekolah can use swim, survival, move silently, listen and knowledge (nature) so long as the DC is 20 or less as a free action. He can perform up to 5 such free actions each round. Create Magic Items: Sekolah can create any magic item that allows creatures to breath underwater or improved natural attacks. Cleric Training: Young sahuagin seeking to join the church of Sekolah must undergo many painful and dangerous tests. Common tests include the hunting and slaying of a shark using only a trident. Quests: Sekolah sends his minions to spread his evil will through the Material Plane and the Outer Planes. He sends his clerics most often to rally armies of sahuagin and sharks in order to attack sea elf settlements. Prayers: Prayers to Sekolah often involve imagery of blood or hunting. A common prayer to Sekolah might begin, "Give me strength to be swift, give me your jaws to rend my foes." Temples: Sekolah's Temples are often found in the darkest, coldest waters, away from the prying eyes of most. Deep trenches and coral reefs are favorite sites as is any place where large numbers of sharks congregate. Rites: The hunt and the letting of blood are both important rites in the eyes of Sekolah, from the blood spilt in battle to the slow torture of a hated foe. Heralds and allies: Sekolah sends an advanced, 16 HD huge, half-fiend shark as his herald. His allies are fiendish Sahuagin, evil water elementals of all sizes and ice devils. Relics: "The Bleeding Trident" Major Artifact: "The Bleeding Trident"- The Bleeding Trident is a powerful magical device used by high clerics of Sekolah but in it's long history it has sometimes fallen into the hands of those not yet ready to wield it, or even those of other races, though not for long. When not submerged in water the The Bleeding Trident simply acts as a +5 keen trident, but when it is below the ocean's waves it's true power comes to light. While under water the trident seems to constantly seep blood from each of it's 3 pronges, all of them ending in razor sharp shark teeth. This blood attracted the attention of all sharks within a 5 mile radius, drawing them to the user. A sahuagin who wields the trident can command one shark per hit dice + 1 per charisma bonus (minimum +1) as if the animals were under the effects of a permanent Dominate Monster spell. Any additional sharks that are attracted to the wielder are not under any kind of magical compulsion to obey, though a powerful sahuagin cleric may persuade them to join him anyways. Any non sahuagin who holds The Bleeding Trident for more than 5 rounds finds that he has most likely drawn the attention of many deadly sharks, with no way to defend himself save for the trident. The same fate may easily befall a young sahuagin with too few hit dice to control enough sharks to defend himself. The final power of The Bleeding Trident is the ability to insight anger and blood lust in sahuagin. At will a sahuagin who wields the trident and worships Sekolah as his patron diety may invoke the Blood Frenzy ability of all sahuagin within 100 ft., whether they have taken damage yet or not. |
| Tebryn1402-27-05, 09:07 PM | Sorry Jorda ;) , but heres another one... Chronepsis The Silent, The WatcherIntermediate Deity Symbol: Unblinking draconic eye Home Plane: Outlands/Mausoleum of Chronepsis Alignment: Neutral Portfolio: Fate, death, judgment Worshippers: Dragons. Cleric Alignments: None (All) Domains: Balance, Fate, Knowledge, Planning, Repose, Scalykind, Time. Favored Weapon: Scythe (claw) Chronepsis is an observer. The god of death in the dragon pantheon, his keeps in his realm infinite hourglasses whose sands measure the life spans of all mortals and even the gods. He has almost no worshippers, though all dragons (and many canny mortals) respect and revere him. Colossal Dragon (Extraplanar) Divine Rank: 15 Hit Dice: 58d12+754 (1,450 hp) Initiative: +4 Speed: 180 ft., fly 300 ft. average. AC: 88 (-8 size, +15 divine, +57 natural, +14 deflection) Base Attack/Grapple: +58/+111. Attacks: Bite +87 melee, and 2 claws +82 melee, and 2 wings +82 melee, and tail slap +82 melee; or by spell +87 melee touch, or +65 ranged touch. Damage: Bite 4d8+22; 2 claws 2d8+11; 2 wings 4d6+11; tail slap 4d6+33; or by spell. Face/Reach: 40 ft. by 80 ft./ Bite 30 ft., claws 20 ft., wings 30 ft., tail 40 ft. Special Attacks: Breath weapon, crush, tail sweep, spells, spell-like abilities, domain powers, salient divine abilities. Special Qualities: Divine immunities, DR 25/epic, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication 15 miles, godly realm (10 miles), greater teleport at will, plane shift at will, blind sense 400 ft., frightful presence (DC 51), SR 47, divine aura (1,500 ft., DC 39), uncanny dodge. Saves: Fort +59, Ref +46, Will +64. Abilities: Str 54, Dex 10, Con 36, Int 40, Wis 46, Cha 38. Skills*: Appraise +40, Bluff +60, Climb +47, Concentration +80, Decipher Script +80, Gather Information +54, Intimidate +44, Jump +47, Knowledge (Arcana) +91, Knowledge (Planes) +91, Knowledge (Religion) +91, Knowledge (Nobility and Royalty) +91, Knowledge (History) +91, Knowledge (Geography) +60, Knowledge (Nature) +70, Knowledge (Architecture and Engineering) +55, Listen +96, Search +70, Sense Motive +93, Spellcraft +88, Spot +106, Survival +43. *Always receives a 20 on checks. Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Craft Rod, Craft Staff, Craft Wondrous Item, Empower Spell, Enlarge Spell, Epic Skill Focus (Spot), Extend Spell, Flyby Attack, Great Cleave, Hover, Improved Initiative, Maximize Spell, Multispell, Power Attack, Quicken Spell, Snatch, Spell Penetration, Wingover. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Breath Weapon (Su): Chronepsis has one breath weapon, a cone of disintegration 100 ft. long. The Fortitude save DC is 60. After breathing, he must wait 1d4 rounds before he can breathe again. Crush (Ex): Chronepsis can land on foes as a standard action, using his while body to crush them. Crush attack are effective only again opponents that are large or smaller. A crush attack affects as many creatures as can fit under Chronepsis’s body. Creatures in the affected area must succeed at Reflex saves (DC 60) or be pinned automatically, taking 4d8+33 points of damage each round until Chronepsis moves. Chronepsis can maintain the pin as a normal grapple action. Tail Sweep (Ex): As a standard action, Chronepsis can sweep his tail in a hold circle with a 40 ft. diameter. Medium-size or smaller creatures within the tail sweep area automatically take 2d8+33 points of damage and must succeed at Reflex saves (DC 60) to avoid being knocked down. Domain Powers: 15/day, add Wisdom bonus to AC for 28 rounds; uncanny dodge; cast divinations at +1 caster level; free Extend Spell feat; death touch 28d6 15/day; rebuke reptilian creatures 17/day; free Improved Initiative feat. Spell-like Abilities: Chronepsis uses these abilities as a 25th level caster, except for divination spells, which he uses as a 26th level caster. The save DCs are 39+spell level. Make Whole, Calm Emotions, Clarity of Mind, Dismissal, Sanctuary, mass, Banishment, Word of Balance, Protection from Spells, Weighed in the Balance, True Strike, Augury, Bestow Curse, Divination, Mark of Justice, Geas/Quest, Vision, Moment of Prescience, Foresight, Detect Secret Doors, Detect Thoughts, Clairaudience/Clairvoyance, Divination, True Seeing, Find the Path, Legend Lore, Discern Location, Foresight, Deathwatch, Imbue with Spell Ability, Detect Scrying, Heroes’ Feast, Scrying, greater, Discern Location, Time Stop, Hide from Undead, Gentle Repose, Speak with Dead, Death Ward, Slay Living, Undeath to Death, Destruction, Surelife, Wail of the Banshee, Magic Fang, Animal Trance, Magic Fang, greater, Poison, Animal Growth, Eyebite, Vipergout, Animal Shapes, Shapechange, True Strike, Haste, Freedom of Movement, Permanency, Contingency, Moment of Prescience, Foresight, Time Stop. Salient Divine Abilities: Alter Form, Alter Reality (DC 49 for duplicated spells), Alter Size, Annihilating Strike, Automatic Metamagic (Silent Sorcerer spells), Automatic Metamagic (Silent Quicken Spells), Avatar, Clearsight (150 ft.), Divine Spellcasting, Extra Domain (Planning), Extra Domain (Repose), Extra Domain (Scalykind), Extra Domain (Time), Hand of Death (DC 49), Instant Counterspell, Know Death, Life and Death, Spell Immunity. Cleric Spells/day (Levels 0-18): 6/10/10/9/9/9/8/7/7/7/4/3/3/3/3/2/2/2/2; base DC=29+spell level. Caster level 28th. Sorcerer Spells Known (6/10/10/9/9/9/9/8/8/8/3/2/2/2/2; base DC=25+spell level, caster level 20th): 0-Daze, Dancing Lights, Flare, Arcane Mark, Detect Magic, Disrupt Undead, Read Magic, Silent Portal, Stick; 1st-Shield, Silent Image, Know Protections, Obscuring Mist, Corrosive Grasp; 2nd-Detect Thoughts, Misdirection, Death Armor, Invisibility, Igedrazzar’s Miasma; 3rd-Hold Person, Major Image, Nondetection, Slow; 4th-Arcane Eye, Detect Scrying, Improved Invisibility, Enervation; 5th-Prying Eyes, Mind Fog, Dimensional Lock, Telekinesis; 6th-Legend Lore, Antimagic Field, Greater Dispelling; 7th-Vision, Sequester, Finger of Death; 8th-Antipathy, Horrid Wilting, Symbol; 9th-Temporal Stasis, Mordenkainen’s Disjunction, Imprisonment. Spell Immunity (unique salient divine ability): Chronepsis is immune to the effect of any spell of spell-like ability of 5th level or lower. Other Divine Powers As an intermediate deity, Chronepsis receives an automatic die roll of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Chronepsis can see, hear, smell, and touch at a distance of 15 miles. As a standard action, he can perceive anything within 15 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can block the sensing power of deities his rank or lower at up to 2 locations at once for 15 hours. Portfolio Sense: Chronepsis the death of any dragon, as well as anytime dragons observe lesser beings without interfering the moment it happens and retains the sensation for 15 tendays. Automatic Actions: Chronepsis can use and Knowledge skill, Spot, or Sense Motive as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Chronepsis can create any magic item that deals with time, death, or neutrality, as long as the market price does not exceed 200,000 gp. |
| Lord Mortanius02-28-05, 02:24 AM | How about Falazure ? Nice work on Chrono, BTW. |
| SGAI_Yugoloth02-28-05, 09:41 AM | Hey, I was wondering if someone could post the...er...form I guess, for the Demon Lords and Archfiends. You know what I mean, I hope, Name, Titles, Portfolio etc. In particular I'm looking for Zuggtmoy, Demogorgon, Juiblex, Alvarez, Marduk and Fraz'Urb'Loo, and of course the Archfiends including Bel, Dispator, Mammon (and Geryon), Belial and Feirna (SP?), Levistus, The Hag Countess (And Moloch), Baalzebul, Mephistopheles and Asmodeus. Thank you. |
| Tebryn1402-28-05, 10:08 AM | Faluzure is posted, and if he isn't then I statted him and never actually posted it. I'll check. The archfiends. I have a lot of archfiends posted. Zuggtmoy was posted, iirc. I think by green giant or perhaps Mirtek. Making my way through the list Demogorgon is a god, and I haven't quite gotten there yet, so is Jubilex. Alvarez, now, I really couldv'e sworn I wrote stats for him. I remember giving him all sorts of torture related abilities. But I can't find him on the boards or in my archives, so... Marduk is not mentioned in any Planescape sources I can find, and I believe stems almost entirely from 1e and the Gord the Rogue novels, neither of which I own. If anyone would like to donate to the cause, however :D. Fraz'Urb'Loo has fairly limited information, though it should be enough to create stats, but they wouldn't be as good as if I had the Gord the Rogue Novels. Bel, Dispator, Mammon (and Geryon), Levistus, The Hag Countess (And Moloch), Baalzebul, and Belial, haven't gotten there yet. Fierna and Mephistopheles are up, check the index. Asmodeus, hm. Asmodeus, is not an archfiend. He is, for all intents and purposes a Greater Deity, with a tremendous deal of mystery surrounding him. In 2e, for example, I can find 3 or 4 conflicting stories of him. I could stat him, but in this particular instance I think he would be better off without, similar to the Lady of Pain. |
| SGAI_Yugoloth02-28-05, 10:19 AM | Thank you very much! And has the current Oinoloth Myto...Mtholagrious...Muthocharius...Mit ochondria...Him, been posted? And, has anyone done the other Slaad Lords? I think there were two or three more besides Ssendam and Ygorl (One was the Lord of Color, buts thats all I can remember about him) And Marduk can be found on the site that I posted a while back, I believe. And thank you once again. And Zuggtmoy is indeed up, but she doesn't have her...Form. You know, her titles, portfolio, worshippers, etc. |
| Tebryn1402-28-05, 10:29 AM | Thank you very much! And has the current Oinoloth Myto...Mtholagrious...Muthocharius...Mit ochondria...Him, been posted? And, has anyone done the other Slaad Lords? I think there were two or three more besides Ssendam and Ygorl (One was the Lord of Color, buts thats all I can remember about him) And Marduk can be found on the site that I posted a while back, I believe. And thank you once again. And Zuggtmoy is indeed up, but she doesn't have her...Form. You know, her titles, portfolio, worshippers, etc. The current Oinoloth has not been statted, again because I don't have a lot of info on him. I can try scrounging around in my sources, but I'm not expecting a whole lot. The other two slaad lords as well, because I don't own Planes of Chaos (though I guess it isn't a good excuse as I did the other two). Zuggtmoy doesn't have those things because she isn't a goddess. She is just a demon lady. As for Marduk... while I was leaping with joy when you posted that information, I contacted the person whose website that is. According to them, the info is compiled from various sources, some of it being the Gord the Rogue novels (which have rarely if ever been consistent with Planescape) and a good portion of it was simply made up, filler if you will. If I ever do manage to get ahold of the novels and actually read them (low on funds right now), then I will gladly do Marduk, and the others as well. |
| realbombchu02-28-05, 10:33 AM | Can I have the stats for Nobanion (I hope they're good)? |
| Tebryn1402-28-05, 10:38 AM | Here is Nobanion. BTW, last page someone requested Aupenser. I can't do those, because I don't own the Expanded Psionics handbook. Green Giant does, and by all reports he enjoys using it too, wink wink. ;) Nobanion By Jorda the Knight Lord Firemane, King of the Beasts Faerunian Demigod Symbol: Male lion’s head on a green shield Home Plane: House of Nature Alignment: Lawful Good Portfolio: Royalty, lions and feline beasts, good beasts Worshipers: Druids, fighters, leaders, paladins, rangers, soldiers, teachers, wemics Cleric Alignments: LG, LN, NG Domains: Animal, Good, Law, Nobility Favored Weapon: A lion’s head (heavy pick) Nobanion Ranger 20/Paladin 20 Large Outsider (Law, Good) Divine Rank: 5 Hit Dice: 20d8+180 (Outsider), 20d10+180 (Rng), 20d10+180 (Pal) (1100 hp) Initiative: +12 (+8 Dex, +4 Improved Initiative) Speed: 120 ft., 240 ft. (fly, perfect) AC: 55 (-1 Size, +8 dex, +5 divine, +18 natural, +15 deflection) Attacks: +5 keen holy bite +59 melee and two keen holy claws +61 melee; or +55 melee touch; or +53 ranged touch Damage: +5 keen holy bite 2d6+15/19-20 and two keen holy claws 1d8 +10/18-20 Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, smite evil 1/day (+15 attack, +20 damage) Special Qualities: Divine immunities, DR 40/+4, fire resistance 25, understand, speak and read all languages and speak directly to all beings within 5 miles, remote communication, godly realm, SR 37, divine aura (50 ft. DC= 30), turn undead as level 18 cleric, detect evil at will, divine grace, lay on hands (300 hp), divine health, aura of courage, remove disease 6/week, special mount (Nobanion currently has no special mount), spontaneous casting of divine spells, favored enemies (lycanthropes +5, undead +4, constructs +3, dragons +2, goblinoids +1) Saves: Fort. +61 Ref. +60 Will. +63 Abilities: Str.30 (+10) Dex.26 (+8) Con.28 (+9) Int.24(+7) Wis.32 (+11) Cha.40 (+15) Skills: Animal Empathy +60, Concentration +53, Climb +55, Diplomacy +60, Handle Animal +60, Hide +53 Heal +56, Intuit Direction +56, Jump +55, Knowledge (nature) +52, Spot +56, Swim +55, Wilderness Lore +56, Profession (shepherd) +56, Profession (herbalist) +56 Feats: Multiweapon Fighting, Multidexterity, Greater Multiweapon Fighting Combat Casting, Combat Reflexes, Expertise (claw), Improved Trip, Improved Critical (claw), Improved Initiative, Lightning Reflexes, Power Attack, Cleave, Weapon Focus (claw), Spell Penetration, Extend Spell, Great Cleave, Divine Might (+15 to attacks for 15 rounds), Track, Two-Weapon Fighting (light or no armor), Ambidexterity (light or no armor) Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Call Creatures (big cats), Divine Ranger, Extra Domain (Law), Mind of the Beast, Power of Nature Domain Powers: Cast law and good spells at +1 caster level, animal companions (up to 10 HD), inspire allies that can hear with +2 bonus to saving throws, attack rolls, ability checks, skill checks and damage rolls for 15 rounds usable once per day Spell-Like Abilities: All domain spells, caster level 15, Base DC=30 Ranger Spells/day: 6/6/6/5, caster level 10, base DC= 21+ spell level Paladin Spells/day: 3/6/6/6, caster level 10, base DC= 21 + spell level Possessions: Nobanion has a unique pair of Golden Lions Figurines of Wondrous Power. The lions summoned are advanced (8 HD) half-celestial male lions, with large feathery wings and glowing white fur and manes. The lions can be summoned for up to 5 hours a day and if slain cannot be summoned again for 12 hours (half normal). These figurines are also incredibly durable and Nobanion is very protective of them. Other Divine Powers Senses: Nobanion can see, hear, touch and smell at a distance of 5 miles. As a standard action he can perceive anything within 5 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 5 hours. Portfolio Sense: Nobanion senses any act involving lions and feline beasts so long as it involves at least 1000 or more people. Automatic Actions: Nobanion can use Animal Empathy, Handle Animal, Heal, Knowledge (nature) and Wilderness Lore as a free action if the DC for the task is 15 or lower. He can perform up to 5 such free actions each round. Create Magic Items: Nobanion can create any magic item involving felines, balance or courage as long as the item’s market price does not exceed 4500 gp. Nobanion’s Golden Lions As lion except: 8d10 HD (72 hp) Large Outsiders (law, good) Speed: 40 ft., fly 80 ft. (good) AC: 17 (-1 size, +4 natural, +4 Dex) Special Attacks: Light at will, Protection from evil 3/day ,bless, Aid, detect evil, cure serious wounds, neutralize poison, holy smite, remove disease, pounce, improved grab, rake 1d4+2 Special Qualities: Scent, low-light vision, immune to acid, cold, disease and electricity, +4 racial bonus on saves against poison Saves: Fort. +8 Ref. +8 Will. +3 Abilities: Str.25 Dex.19 Con.19 Int.4 Wis.16 Cha.10 Feats: Weapon Focus (bite), Weapon Focus (claw) |
| Jorda_The_Knight02-28-05, 01:22 PM | Good enough for ya Bobmchu? :P :D |
| Lord Mortanius03-01-05, 01:33 AM | Thank you very much! And has the current Oinoloth Myto...Mtholagrious...Muthocharius...Mit ochondria...Him, been posted? Mydianchlarus hasn't been posted, but Anthraxus is. |
| Tebryn1403-09-05, 07:42 AM | Sorry I've been so absent. Lots of work. I should be able to post my next deity (which I've have my outline done for since last Friday) on this Friday. |
| Altazar Darkflame03-09-05, 12:20 PM | The current Oinoloth has not been statted, again because I don't have a lot of info on him. I can try scrounging around in my sources, but I'm not expecting a whole lot. The other two slaad lords as well, because I don't own Planes of Chaos (though I guess it isn't a good excuse as I did the other two). Zuggtmoy doesn't have those things because she isn't a goddess. She is just a demon lady. As for Marduk... while I was leaping with joy when you posted that information, I contacted the person whose website that is. According to them, the info is compiled from various sources, some of it being the Gord the Rogue novels (which have rarely if ever been consistent with Planescape) and a good portion of it was simply made up, filler if you will. If I ever do manage to get ahold of the novels and actually read them (low on funds right now), then I will gladly do Marduk, and the others as well. Tebryn, I believe that Gary Gygax has some right to be called the creator of D&D, so Gord the Rogue 7-book series (2 by TSR, the rest sadly not) may well be considered among the first sources for Planescape. Gygax had very detailed system, which later fell out of favour with TSR and so the demon princes and arch-devils were declared non-equal to gods, while beings like Infestix (who was also the alter ego of Nerull) were simply re-written. There are inconsistencies with modern D&D, sure. Graz'zt was wielding the Eye of Deception, an artifact that made him much stronger than any other Demon Prince, including Baphomet (who's a deity in 3 ed, so he can't reside in the Abyss if FR F&P is to be believed). But if we have Demon Princes aside from the ones in BoVD statted here, why not have the rest of Gygax's demon lords as well? And yeah, they should not be gods - remember, "no gods in the Abyss and in Baator". :P |
| Tebryn1403-09-05, 04:26 PM | Excellent point. Yes, I'll do it, but I have to read the novels myself, unless anyone cares to extract info from the books without any outside input, because I need everything to have a remotely cannon source (so its valid for everyone). I in no way adhere to the 3e cosmology, nor do the deities I stat. The BoVD was a joke, and the whole point of being a Demon Lord was having a measure of divine power. So yes, I'll do them. |
| Verash_Hynen03-10-05, 01:34 AM | Hey... Will anyone be doing Aupenser? I am running a Campaign with him as the primarey deity for the group. However its hard to play a deity you know little about, what powers he has... what classes, I would assume he is a Psion/Psychic Warrior, but beyond that, what level etc. Who is his Avatar? Can anyone draw him up? I had a freind draw his Divine Symbol up, just need his stats now. :) |
| Altazar Darkflame03-10-05, 01:13 PM | There are a few hints in Lost Empires of Faerun... However, I expected more out of it on the first races, on the dead gods, on the Dawn Cataclysm, on the Dark Trio's rise to power, on the shadow weave's first appearance through Immaskar, etc. STill, it did add things that can be useful here. |
| Tebryn1403-13-05, 12:12 AM | I can't do him because I do not own the Expanded Psionics Handbook. Here is a deity (finally). Nathair Sgiathach Intermediate Deity Symbol: Smile Home Plane: Seelie Court (Wanders) Alignment: Chaotic Good Portfolio: Mischief, pranks Worshipers: Faerie dragons, pseudodragons, pixies, sprites, grigs. Cleric Alignments: CG, NG, CN Domains: Charm, Chaos, Fey, Good, Scalykind, Trickery. Favored Weapon: Bite Illusionist 20/Rogue 5/Cleric 15 Small Dragon (Chaotic, Good, Extraplanar) Divine Rank: 12 Hit Dice: 20d12+160 (dragon) plus 20d4+160 (wizard) plus 5d6+40 (rogue) plus 15d8+120 (cleric) (950 hp) Initiative: +18, always first (+14 Dex, +4 Improved Initiative, Supreme Initiative) Speed: 90 ft., fly 200 ft, perfect, swim 90 ft. AC: 78 (+14 Dex, +12 divine, +25 natural, +16 deflection,+1 size) touch 53, flat-footed 64 Base Attack/Grapple: +40/+53 Attack: Bite +67 melee; or spell +58 melee touch or +67 ranged touch. Full Attack: Bite +67 melee and 2 claws +62/+62 melee; or spell +58 melee touch or +67 ranged touch. Damage: Bite 1d8+5; and 2 claws 1d6+2/; or by spell. Face/Reach: 5 ft by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack +10d6, turn undead 19/day, sneak attack +3d6, breath weapon. Special Qualities: Divine immunities, DR 25/epic, fire resistance 17, understand, speak, and read all languages and speak directly to all beings within 12 miles, remote communication 12 miles, godly realm, greater teleport at will, plane shift at will, SR 44 divine aura (1,200 ft., DC 38), evasion, trap sense +1, uncanny dodge, trap finding. Saves: Fort +52, Ref +58, Will +54 Abilities: Str 20, Dex 38, Con 26, Int 42, Wis 31, Cha 42 Skills: Balance +60, Bluff +78, Concentration +75, Craft (Alchemy) +43, Craft (Trapmaking) +78, Decipher Script +48, Diplomacy +73, Disable Device +29, Disguise +77, Forgery +61, Gather Information +46, Hide +61, Intimidate +63, Jump +51, Knowledge (arcana) +79, Knowledge (Geography) +63, Knowledge (religion) +68, Knowledge (History) +52, Knowledge (Planes) +63, Knowledge (Nature) +78, Listen +54, Move Silently +56, Search +48, Sense Motive +62, Sleight of Hand +71, Spellcraft +63, Spot +59, Survival +57. Feats: Alertness, Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Craft Wondrous Items, Deflect Arrows, Dodge, Empower Spell, Enlarge Spell, Greater Spell Focus (Illusion), Heighten Spell, Hover, Improved Initiative, Improved Trip, Maximize, Mobility, Multispell, Quicken Spell, Silent Spell, Spell Mastery, Spell Penetration, Still Spell, Track, Weapon Finesse. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, banishment, imprisonment. Salient Divine Abilities: Alter Form, Alter Reality (DC 48 for duplicated spells), Alter Size, Arcane Mastery, Automatic Metamagic (Quicken Wizard Spells), Avatar, Divine Blast (19/day, 12 miles, 28d12 points of damage), Divine Glibness, Divine Spellcasting, Extra Domain (Scalykind), Extra Domain (Trickery), Extra Domain (Good), Shapechange, Spontaneous Wizard Spells, Supreme Initiative. Domain Powers: Boost Cha by 4 points for 1 minutes 12/day; Cast chaotic spells at +1 caster level; +4 bonus on saving throws vs. spell-like abilities of fey; cast good spells at +1 caster level; rebuke reptilian creatures 19/day. Spell-like Abilities: Nathair Sgiathach uses these abilities as a 22nd level caster, except for chaotic and good spells, which he uses as a 23rd level caster. The save DCs are 39 + spell level, or 40+spell level for illusion spells. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX, Charm Person, Calm Emotions, Suggestion, Good Hope, Charm Monster, Geas/Quest, Insanity, Demand, Dominate Monster, Faerie Fire, Inspired Aim, Blinding Beauty, Tree Stride, Heroes’ Feast, Liveoak, Unearthly Beauty, Summon Nature’s Ally IX, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Magic Fang, Animal Trance, Magic Fang, greater, Poison, Animal Growth, Eyebite, Vipergout, Animal Shapes, Shapechange, Change Self, Invisibility, Nondetection, Confusion, False Vision, Mislead, Screen, Polymorph any Object, Time Stop. Wizard/Day (Levels 0-16): 4/8/8/8/8/7/7/7/7/6/3/3/3/2/2/2/2; base DC=27+spell level, or 28+spell level for illusion spells. Cleric Spells/Day: 6/8/8/7/6/6/5/3/2; base DC=21+spell level or 22+spell level for illusion. Breath Weapon (Su): Every 1d4 rounds, Nathair Sgiathach may breath a 50 ft. cone of euphoria gas. Any creature within the area of the gas must succeed on a DC 48 Will save for become dazed for 1d8 rounds. Other Divine Powers As an intermediate deity, Nathair Sgiathach automatically receives a 20 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal Senses: Nathair Sgiathach can see, hear, touch, and smell at a distance of 12 mile. As a standard action, he can perceive anything within 12 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 12 hour. Portfolio sense: Senses any time dragons or fey engage in mischief or pranks the instant it happens. Automatic actions: Nathair Sgiathach can use Craft (Trapmaking), Sleight of Hand, and Bluff as a free action as long as the DC is 25 or lower. Create Magic Items: Nathair Sgiathach can create magical traps and items that aid in trickery or deception as long as the market price does not exceed 200,000. |
| Naked Elf Girl03-13-05, 09:57 AM | Nice job Tebryn. :) :cool: |
| Green Giant03-16-05, 08:35 PM | Here is a minion of Bhaal. Enjoy. :) Kazgaroth the Beast Huge Outsider (Chaos, Evil, Extraplanar, Shapechanger) Hit Dice: 48d10+528 (1,008 hp) Initiative: +6 (+2 Dex, +4 Improved Iniative) Speed: 40 ft., 60 ft. on all fours AC: 40 (-2 size, +2 Dex, +30 natural) touch 10, flat-footed 38 Base Attack/Grapple: +48/+76 Attack: Claw +66 melee (4d6+20) Full Attack: 2 claws +66 melee (4d6+20) and bite +67 melee (8d6+10/19-20 plus 1d4 acid plus curse) and tail slap +66 melee (4d8+30). Face/Reach: 15 ft./10 ft. Special Attacks: Acidic bite, curse of lycanthropy, improved grab, spell-like abilities, swallow whole, tail knockdown Special Qualities: Abomination traits, acid immunity, change shape, DR 15/epic, darkvision 60 ft., druidic weakness, insidious charm, low-light vision, regeneration 15, rejuvenation, SR 35, scent Saves: Fort +37, Ref +30, Will +32 Abilities: Str 51, Dex 14, Con 33, Int 15, Wis 19, Cha 15 Skills: Bluff +37, Climb +55, Concentration +36, Diplomacy +35, Disguise +37 (+41 acting), Handle Animal +27, Hide +29, Intimidate +57, Jump +55, Knowledge (arcana) +27, Knowledge (dungeoneering) +27, Knowledge (geography) +27, Knowledge (nature) +53, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +43, Move Silently +37, Search +27, Sense Motive +29, Spot +43, Survival +49 (+53 to underground, avoid getting lost, other planes and find or follow tracks; +55 aboveground), Swim +55. Feats: Alertness, Blind-Fight, Cleave, Great Cleave, Improved Critical (bite), Improved Iniative, Improved Multiattack, Iron Will, Large and in Charge, Lightning Reflexes, Multiattack, Power Attack, Track, Weapon Focus (bite) Epic Feats: Devastating Critical (bite), Dire Charge, Overwhelming Critical (bite) Climate/Terrain: Any land (Moonshaes) Organization: Solitary Challenge Rating: ? Treasure: Quadruple Standard Alignment: Chaotic evil Advancement: - In its true form, Kazgaroth resembles a huge tyrannosaur with forelimbs, that while short, match the rest of its body and allow the Beast to run on all fours if it wishes. The Beast possesses a broad, powerful, scaly body and tail with a maw that drips mildly acidic saliva. It massive hindlegs end in heavy, clawed feet. In this form (and in other forms if the Beast loses self-control), Kazgaroth’s beady eyes glow a fierce red. Combat While the beast prefers to engage its foes through trickery, deceit, and the use of mortal pawns, Kazgaroth revels in the bloodlust of combat when it arises. Kazgaroth’s natural weapons are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Change Shape (Su): The Beast can assume any form as the shapechange spell. It can only assume humanoid forms of the victims he has eaten, however. Curse of Lycanthropy (Su): Any humanoid or giant hit by the Beast’s bite attack must succeed on a DC 20 Fortitude save or contract lycanthropy. The breed of lycanthrope matches the ethical element of the victim’s alignment (lawful, neutral, chaotic), but is always evil. Druidic Weakness (Ex): The Beast is especially vulnerable to spells and effects cast from druids. It is unable to regenerate any damage from them and it cannot use its spell resistance to block them. Improved Grab (Ex): To use this ability, the Beast must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round. Insidious Charm (Sp): The Beast can charm any single living creature within 10 feet (as charm monster) at will. A successful DC 16 Will save negates the effect. The duration is permanent; however, once per week the victim charmed must make a Will save at the same DC or take 1 point of Charisma damage (to a minimum score of 3) that cannot be removed until the charm is broken. Dispel magic has no effect on an insidious charm, though remove curse followed by break enchantment frees the victim (the Beast’s caster level is 24th level). The save DC is Charisma-based. Regeneration (Ex): The Beast takes normal damage from epic good-aligned weapons, the Sword of Cymrych Hugh, and from spells or effects cast from druids. Rejuvenation (Su): The Beast is very difficult to destroy and will restore itself in 3d6 years. The only permanent way to destroy the Beast is with the Sword of Cymrych Hugh. Spell-Like Abilities: 1/week – finger of death (DC 19); 1/year – blood warriors of Bhaal. Caster level 24th. These save DCs are Charisma-based. The following abilities are always active on the Beast’s body, as the spells (caster level 24th): detect good, detect magic, see invisibility. They can dispelled, but the Beast can reactivate them as a free action. Swallow Whole (Ex): The Beast can swallow a grabbed opponent of up to two sizes smaller by make a successful grapple check. The swallowed creature takes 15d6 points of acid damage and 5d6 points of bludgeoning damage per round from the Beast’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 75 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Beast’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents. Summon Elemental Demons (Sp): Four times per day, the Beast can summon a demonically fused elder elemental (any). [See Dragon #285 for demonically fused elemental template] Tail Knockdown (Ex): Any opponent of up to one size smaller hit by the Beast’s tail must make a DC 45 Reflex save or be knocked prone. This save DC is Constitution-based. Abomination traits: Immune to polymorph, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft. The Goals of Kazgaroth The Beast draws power from decay, death, and corruption it causes. It exists simply to upset the balance of the Earthmother’s domain as such druids draw its greates ire and it seeks to corrupt or destroy them. It is deadly afraid of the mystical Sword of Cymrych Hugh, the only thing that can permanently slay him. The Cult of Kazgaroth The cult of Kazgaroth is common among the firbolgs of the Moonshae Isles (use the same statistics as normal firbolgs from MM II except change their alignment to chaotic neutral and reduce their charisma by 6 points due to their misshapen and ugly forms). Its cultists seek the corruption of moonwells found in the Isles and to bring about death and destruction. Clerics affiliated with the Beast have access to Chaos, Death, Destruction, and Evil. Sources: Villain’s Lorebook (2E), PHB 3.5, DM 3.5, MM 3.5, Epic Level Handbook (3E), and Draconomicon (3.5E). Blood Warriors of Bhaal Necromancy [Death, Evil] Spellcraft DC: 854 Component: V,S Casting Time: 1 action Range: 300 ft. Area: 100-ft. radius Duration: Instantaneous Saving Throw: Fort partial Spell Resistance: Yes To Develop: 7,686,000 gp; 154 days; 307,440 XP. Seed: slay (DC 25), animate dead (DC 23). Factors: 1-action casting time (+20 DC), animate and control 500 HD of undead (+720 DC), change area to 20-ft. radius (+2 DC), change target to area (+10 DC), increase radius to 100 ft. (+16 DC), set undead to blood warrior (-4 DC), slay 500 HD (+42 DC). When you cast this spell, you snuff out the life of up to 500 HD worth of living creatures. Afterward, it animates up to 500 HD worth of any humanoid creatures that were slain by the spell into blood warriors. These blood warriors serve you indefinitely and do not count toward the limit for controlling undead. Blood Warrior Blood warriors are a type of undead soldier. The beings cursed with this affliction quickly come to resemble zombies with gray, dessicated flesh. Their eyes glow a fierce, infernal red, however. A blood warrior usually carries the arms and armor it favored before its death and transformation. A blood warrior speaks whatever languages it knew in life. Sample Blood Warrior An armored warrior appears before you, a longsword in its hands. Its flesh is strangely gray and dessicated almost like a zombie’s if it wasn’t for its eyes which burn red with lust for blood. This example blood warrior uses an 8th-level human fighter as the base creature. Its ability scores before its transformation were Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Blood Warrior, 8th-Level Human Fighter Medium Undead (Augmented Humanoid) Hit Dice: 8d12 (57 hp) Iniative: +7 Speed: 20 ft. (4 squares) AC: 25 (+1 Dex, +9 full plate, +3 shield, +2 natural), touch 11, flat-footed 24 Base Attack/Grapple: +8/+13 Attack: +1 longsword +15 melee (1d8+6/17-20) or masterwork longbow +12 ranged (1d8/x3) or slam +13 melee (1d4+6). Full Attack: +1 longsword +15/+10 melee (1d8+6/17-20) or masterwork longbow +12 ranged (1d8/x3) or slam +13 melee (1d4+6). Face/Reach: 5 ft./5 ft. Special Qualities: +2 turn resistance, aura of retribution, blood haste, darkvision 60 ft., diet dependent Saves: Fort +6, Ref +5, Will +5 Abilities: Str 21, Dex 17, Con -, Int 6, Wis 16, Cha 6 Skills: Climb +5, Intimidate +2, Jump +5, Listen +6, Ride (horse) +9, Spot +6, Swim -1. Feats: Alertness, Cleave, Improved Critical (longsword), Improved Iniative{B}, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Weapon Focus (longsword), Weapon Specialization (longsword). Environment: Any land (Moonshae Isles) Organization: Solitary Challenge Rating: 9 Treasure: Standard Alignment: Chaotic evil Advancement: By character class Level Adjustment: ? Combat A blood warrior fights without caution to gain the blood it is dependent upon. It is often encountered mounted upon a skeletal horse. Possessions: +1 full plate, +1 heavy steel shield, +1 longsword, masterwork longbow, 20 arrows, gauntlets of ogre power. 900 gp Creating a Blood Warrior Blood Warrior is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature). A blood warrior uses all the base creatures’ statistics and special abilities except as noted here. Size and Type: The creature’s type changes to undead (augmented humanoid). Do not recalculate base attack bonus, saves or skill points. Size is unchanged. Hit Dice: Increase all current and future Hit Dice to d12s. Armor Class: The blood warrior’s natural armor bonus improves by 2 over that of the base creature. Attack: The blood warrior retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the blood warrior retains this ability. A blood warrior fighting without weapons uses either its slam attack or its primary natural weapon (if it has any) when making an attack action. When it has a weapon, it usually uses that instead. Full Attack: A blood warrior fighting without weapons uses either its slam attack or its primary natural weapon (if it has any) when making an attack action. If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack. Damage: A blood warrior has a slam attack. If the base creature does not have this attack form, use the appropriate damage value from the skeleton’s claw attack table. A creature that has other kinds of natural weapons retains its old damage values or uses the appropriate value from the skeleton’s claw attack table, whichever is better. Special Attacks: A blood warrior retains all the special attacks of the base creature. Special Qualities: A blood warrior retains all the special qualities of the base creature and gains those described below. Aura of Retribution (Su): A blood warrior that is destroyed within a 30-foot radius of another blood warrior inflicts 1 point of damage upon that warrior with no save. This can affect as many blood warriors that were within the radius and if they too are destroyed, they cause an aura of retribution. The damage dealt is not subject to negation or reduction because of resistance, immunity, damage reduction, spell resistance, or the like. Blood Haste (Su): A blood warrior who has recently slain a living being (within the last hour) and performs a ritual that coats himself in the blood of the victim can operate as if under the haste spell for 5 rounds. The ritual is a full-round action that provokes an attack of opportunity. Activating the blood haste is a free action that can be used once and within an hour of the ritual. Turn Resistance (Ex): A blood warrior has +2 turn resistance. Diet Dependent (Ex): Blood warriors are diet dependent upon blood. Abilities: Increase from the base creature as follows: Str +2, Dex +4, Int –4 (minimum 3), Wis +4, Cha –2 (minimum 1). As am undead creature, a blood warrior has no Constitution score. Skills: Same as the base creature. Do not reduce existing skill ranks because of the drop in Intelligence, but apply the new Intelligence modifier normally to any Intelligence-based skill checks and to the numbe of skill points gained when the blood warrior gains new levels. Feats: A blood warrior retains all its feats and it gains Improved Iniative as a bonus feat. Organization: Solitary, pair, company (3-5), or march (50-500). Challenge Rating: Same as the base creature +1. Treasure: Standard. Alignment: Always chaotic evil. Advancement: By character class. Level Adjusment: ? Special A blood warrior can be created with a create undead or create greater undead spell. In the Realms The most recent appearance of these undead was in the Moonshaes where they were created by the Beast from an elite group of cavalry called the Blood Riders. Since then, the methods of creating these creatures has spread. Sources: Villain’s Lorebook (2E), PHB 3.5, DM 3.5, MM 3.5, and Libris Mortis (3E). Edit: Made a mistake with Kazgaroth's attacks. Forgot to subtract the penalties to attacks for being Huge size. All fixed now. |
| Altazar Darkflame03-17-05, 11:01 AM | Excellent job on Kaz, GG. Also the epic spell is real cool. Keep it coming, man. ;) |
| Verghityax03-19-05, 02:25 AM | Hi, guys! I need Auril's and Beshaba's stats. Can someone repost them or tell me on what page are they? Thanks in advance :D |
| Bonzai03-19-05, 12:35 PM | I think Velsharoon needs to be adjusted. The Necromancer 20/Cleric 10/Archmage 5/True Necromancer 10 is more than likley incorrect. First, True Necromancer is now a 14 lvl PrC, so it may or may not want to be updated. Second, I believe that he was a Red Wizard,( I seem to recall him being a rival of Tams). Soo... I think perhaps Necromancer 20, Red Wiz 10, Archmage 5, for sure. Probably some Sorc lvls to take the sting off of all the secialization as well. |
| Taeldrin Laesrash03-19-05, 03:05 PM | Um, for the Egyptian pantheon, the blanks are in Deities and Demigods, Aphrodite, Apollo, Ares, Demeter, Dionysus, Hades, Hectate, Hephaestus, Hera, Hercules, Hermes, Hestia, Nike, Pan, Poseidon, Tyche, and Zeus are also in D&D. |
| Tebryn1403-19-05, 03:49 PM | Um, for the Egyptian pantheon, the blanks are in Deities and Demigods, Aphrodite, Apollo, Ares, Demeter, Dionysus, Hades, Hectate, Hephaestus, Hera, Hercules, Hermes, Hestia, Nike, Pan, Poseidon, Tyche, and Zeus are also in D&D. Their stats aren't always true to their 2e stats, nor are all of the Egyptian gods in D&D at all. And their stats aren't always very good. |
| Tebryn1403-20-05, 03:26 PM | Shu The Upholder Intermediate Deity Symbol: Ostrich Feather Home Plane: Elemental Air/Desert Wind Alignment: Lawful good Portfolio: Winds, atmosphere Worshipers: Rangers, farmers, desert dwellers, aerial creatures. Cleric Alignments: LG, NG, LN Domains: Air, Good, Law, Weather. Favored Weapon: Shortsword Ranger 10/Fighter 10/Cleric 20 Medium-Size Outsider (Good, Lawful Extraplanar) Divine Rank: 14 Hit Dice: 20d8+160 (outsider) plus 10d8+80 (ranger) plus 10d10+80 (fighter) plus 20d8+160 (cleric) (980 hp) Initiative: +15 (+11 Dex, +4 Improved Initiative) Speed: 60 ft., fly 200 ft. (perfect) AC: 71 (+11 Dex, +14 divine, +27 natural, +9 deflection) touch 44, flat-footed 60 Base Attack/Grapple: +40/+67 Attack: +5 keen holy frost knock-back shortsword +77 melee; or spell +67 melee touch or +65 ranged touch. Full Attack: +5 keen holy frost knock-back shortsword +77/+72/+67/+62 melee; or spell +67 melee touch or +65 ranged touch Damage: +5 keen holy frost knock-back shortsword 1d6+20+1d6 cold; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 12/day. Special Qualities: Divine immunities, DR 25/epic, fire resistance 19, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 14 miles, remote communication 14 miles, godly realm, greater teleport at will, plane shift at will, SR 46, divine aura (1,200 ft., DC 33), wild empathy +19, woodland stride, combat style (archery), improved combat style, swift tracker, evasion, favored enemies (dragons +3, elemental +2, undead +1). Saves: Fort +54, Ref +57, Will +58 Abilities: Str 36, Dex 32, Con 26, Int 28, Wis 34, Cha 29 Skills*: Balance +35, Climb +37, Concentration +77 Diplomacy +63, Gather Information +33, Handle Animal +48, Heal +56, Hide +50, Intimidate +58, Knowledge (arcana) +68, Knowledge (history) +48, Knowledge (nature) +78, Knowledge (religion) +68, Knowledge (the planes) +53, Listen +63, Move Silently +55, Ride (Aerial Mount) Search +48, Sense Motive +46, Spellcraft +68, Spot +53, Survival +79, Swim +47, Tumble +50, Use Rope +40. *Always receives a 20 on checks. Feats: Alertness, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Empower Spell, Endurance, Enlarge Spell, Heighten Spell, Improved Initiative, Improved Trip, Improved Unarmed Strike, Intensify Spell, Maximize Spell, Mobility, Multispell, Power Attack, Quick Draw, Silent Spell, Spring Attack, Still Spell, Sunder, Track, Weapon Focus (short sword), Weapon Specialization (short sword), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality (DC 44 for duplicated spells), Alter Size, Automatic Metamagic (Quickened Cleric Spells), Avatar (10), Battlesense, Call Creatures (Air creatures, up to 14 creatures with up to 14 HD), Control Creatures (Air creatures), Divine Air Mastery, Divine Blast (12/day, 14 miles, 23d12 points of damage), Divine Spellcasting, Divine Weapon Focus (short sword), Energy Burst (Wind, deals bludgeoning damage), Energy Storm (cold), Extra Domain (Storm), Extra Domain (Water), Instant Counterspell, Mass Divine Blast, Power of Nature (14 miles). Domain Powers: Turn earth elementals or rebuke air elementals 15/day;; cast good spells at +1 caster level; cast law spells at +1 caster level; Spell-like Abilities: Shu uses these abilities as a 24th level caster, except for good and lawful spells, which he uses as a 25th level caster. The save DCs are 34 + spell level. Obscuring Mist, Wind Wall, Gaseous Form, Air Walk, Control Winds, Chain Lightning, Control Weather, Whirlwind, Elemental Swarm, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX, Protection from Chaos, Calm Emotions, Magic Circle against Chaos, Order’s Wrath, Dispel Chaos, Hold Monster, Shield of Law, Fog Cloud, Call Lightening, Sleet Storm, Ice Storm, Storm Vengeance. Cleric Spells/Day (Levels 0-12): 6/8/8/8/8/7/6/6/6/5/2/2/2; base DC = 23 + spell level. Possessions: Shu carries a +5 keen holy frost knock-back shortsword. Other Divine Powers As an intermediate deity, Shu automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Shu can see, hear, touch, and smell at a distance of 14 miles. As a standard action, he can perceive anything within fifteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend her senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 15 hours. Portfolio sense: Shu is aware of any change in the weather that occurs on any world where his pantheon is worshipped the instant it happens and retains the sensation for 14 tendays after the event occurs. Automatic actions: Shu can use Knowledge (Nature) or Survival as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Shu can create any magic item dealing with air, weather, electricity, or sonic energy as long as the item’s market price does not exceed 200,000 gp. |
| Tebryn1403-20-05, 03:30 PM | Auril By Elrumir Wizard 20/Druid 10/Ranger 10 Medium-size outsider (Cold, Evil) Divine Rank: 9 Hit Dice:20d8+200 (outsider) + 20d4+200 (Wiz) + 10d8+100 (Drd) + 10d10+100 (Rgr) (1,020 hp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: 60 ft., fly 60 ft. (perfect), swim 60 ft. AC: 54 (+7 Dex, +9 divine, +22 natural, +9 deflection) Attacks: +5 keen, icy burst, shock ice axe +55/+50/+45/+40 melee; or spell +50 melee touch or +49 ranged touch Damage: +5 keen, icy burst, shock ice axe 2d4+12/17-20/x3; or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, rebuke undead 12/day. Special Qualities: Animal companion (up to 10 HD), cold subtype, divine aura (900 ft., DC 28), divine immunities, DR 44/+4, familiars (wolves), favoured enemies (humans +3, elves +2, dragons +1), fire resistance 29, godly realm (1 mile Outer Plane, 900 ft. Material Plane), nature sense, plane shift at will, remote communication 9 miles, resist nature’s lure, spontaneous casting of divine spells, SR 41, teleport without error at will, trackless step, understand, speak and read all languages and speak directly to all beings within 9 miles, venom immunity, wild shape (Small, Medium-size or Large animal 4/day), woodland stride. Saves: Fort +51, Ref + 48, Will +49 Abilities: Str 25, Dex 24, Con 30, Int 35, Wis 26, Cha 29 Skills: Animal Empathy +45, Bluff +38, Concentration +59, Diplomacy +41, Disguise +36, Handle Animal +39, Heal +45, Intimidate +36, Intuit Direction +44, Knowledge (arcana) +48, Knowledge (geography) +48, Knowledge (nature) +48, Knowledge (religion) +48, Knowledge (the planes) +48, Listen +41, Search +38, Sense Motive +40, Spellcraft +41, Spot +41, Wilderness Lore +45. Feats: Blind-Fight, Combat Casting, Empower Spell, Endurance, Energy Admixture (Cold), Energy Substitution (Cold), Extend Spell, Greater Spell Focus (Evocation), Improved Critical (ice axe), Improved Initiative, Persistent Spell, Scribe Scroll, Spell Focus (Evocation), Track, Weapon Focus (ice axe), Widen Spell. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Form, Alter Size, Avatar (up to 5), Control Creatures (cold creatures), Divine Air Mastery, Divine Blast (12/day, up to 9 miles 18d12 points of damage), Divine Water Mastery, Energy Burst (Cold), Extra Domain (Evil), Power of Nature, Shift Form. Shift Form: This power allows Auril to shift between her Frostmaiden and Icedawn forms. See Avatars for more information. Domain Powers: 9/day turn or destroy earth creatures, or rebuke or command air creatures; cast evil spells at +1 caster level; 9/day turn or destroy fire creatures, or rebuke or command water creatures. Spell-Like Abilities: Auril uses these abilities as a 19th-level caster, except for evil spells, which she uses as a 20th-level caster. The save DCs are 19 + spell level. Acid fog, air walk, blasphemy, call lightning, chain lightning, cone of cold, control water, control weather, control winds, create undead, desecrate, dispel good, elemental swarm (as air or water spell only), entropic shield, fog cloud, gaseous form, gust of wind, horrid wilting, ice storm, magic circle against good, obscuring mist, protection from good, sleet storm, storm of vengeance, summon monster VI (as air spell only), summon monster IX (as evil spell only), unholy aura, unholy blight, water breathing, whirlwind, wind wall. Druid Spells/day: 6/6/6/5/5/3; base DC 18 + spell level, 22 + spell level for Evocation spells. Wizard Spells/day: 4/7/7/7/7/6/6/6/6/5; base DC 22 + spell level, 26 + spell level for Evocation spells. Possessions: Auril carries Icemaiden’s Caress , a +5 keen, icy burst, shock ice axe (treat as battleaxe with 2d4 base damage). Caster level: 20th; Weight: 7 lb. Other Divine Powers As a lesser goddess, Auril may take 10 on any check. Auril treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses: Auril can see, hear, touch and smell at a distance of nine miles. As a standard action, she can perceive anything within nine mile of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to five locations simultaneously. She can block the sensing powers of deities of up to her rank at two such remote locations at once for 10 hours. Portfolio Sense: Auril is instantly aware of anything that happens within the freezing cold or snow, like death by frost or a person caught by a blizzard. * I know Lesser Deities normally need 500 people or more to be involved for them to use their portfolio sense, but since it seemed a bit off in this instance, I did not include this restriction. Automatic Actions: Auril can use Concentration, Intuit Direction, Knowledge (arcana), Knowledge (nature), Spellcraft or Wilderness Lore as a free action, if the DC for the check is 20 or less. She can perform up to five such actions per round. Create Magic Items: Being the goddess of cold, Auril can create any magic item that uses or produces ice or aids a person in wilderness survival as long as the item’s price does not exceed 30,000gp. Avatars Auril appears most often in one of two avatar forms: the Frostmaiden or Icedawn. The Frostmaiden is a lithe, furious figure of action and is the most often seen avatar of Auril in all regions of the Realms except the south and the east. Her skin is blue, her hair is long, free-flowing and white, and a fine gown of lawn thickly furred with frost swirls about her. In this form, her avatar tends to hurl mighty ice spells. She is quick to anger and responds to insults with an icy glare and a cold sneer. Icedawn is a silent, gliding apparition of icy hauteur, an impassive figure in an ornate crown and hooked, spurred armour of opaque, light blue ice. If encountered in this form, the life of an Aurilian present will always be taken, but the deceased in question may be raised later if he or she is not shattered by internal freezing. Floating by, she covers everything within 90 feet in a thick icy layer. No other attacks will be made and Icedawn does not speak. Avatar of Auril: As Auril except as follows; divine rank 4; AC 45; Atk +50/+45/+40/+35 melee (2d4+12/17-20/x3, +5 keen icy burst, shock ice axe); or spell +45 melee touch or +44 ranged touch; SQ Divine aura (40 ft., DC 23), DR 39/+4, fire resistance 24, SR 36; SV Fort +46, Ref + 43, Will +44; all skill modifiers are reduced by five. Salient Divine Abilities: Control Creatures (cold creatures), Divine Air Mastery, Divine Blast (12/day, up to 9 miles 18d12 points of damage), Energy Burst (Cold), Power of Nature. Spell-like abilities: Caster level 14th, saving throw DC 23 + spell level. Without the Extra Domain salient ability, Auril’s avatar loses access to the Evil domain and the spell-like abilities blasphemy, create undead, desecrate, dispel good, magic circle against good, protection from good, summon monster IX (as evil spell only) , unholy aura, unholy blight. Beshaba By Jorda the Knight The Maid of Misfortune, Lady Doom Intermediate Faerunian Deity[/I] Symbol: Black antlers on a red field Home Plane: The Barrens of Doom and Despair Alignment: Chaotic Evil Portfolio: Random Mischief, misfortune, bad luck, accidents Worshipers: Assassins, auspicians, capricious individuals, gamblers, rogues, sadists Cleric Alignments: CE, CN, NE Domains: Chaos, Evil, Fate, Luck, Trickery Favored Weapon: “Ill Fortune” [barbed scourge] (scourge) [b]Beshaba Assassin 10/Rouge 20/Wizard 10 Medium Sized Outsider (Chaos, Evil) Divine Rank: 14 Hit Dice: 20d8+160 (Outsider) 20d6+160 (Rog) 10d6+80 (Asn) 10d4+80 (Wiz) (860) Initiative: +15 (+11 Dex, +4 Improved Initiative, Always First) Speed: 50 ft. AC: 75 (+11 Dex, +14 divine, +27 natural, +13 deflection) Attacks: +5 keen wounding spell storing barbed scourge +71 melee; or +61 melee touch; or +65 range touch attack Damage: +5 keen wounding spell storing barbed scourge 1d4+5 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Death Attack (DC=35), domain powers, salient divine abilities, sneak attack 18d6, spell-like abilities Special Qualities: Improved Evasion, Defensive Roll, Crippling Strike, divine aura (14 miles, DC= 37), divine immunities, DR 47/+4, familiar (bats), fire resistance 34, godly realm, remote communication 14 miles, SR 46, traps, uncanny dodge, understand, speak and read all languages and speak directly to all beings within 14 miles. Saves: Fort. +54 Ref. +57 Will. +54 Abilities: Str.24(+7) Dex.32(+11) Con.26(+8) Int.40(+15) Wis.26(+8) Cha.36(+13) Skills: Balance +54, Bluff +54, Climb +54, Disable Device +54, Disguise +54, Escape Artist +54, Hide +54, Innuendo +54, Jump +54, Knowledge (arcana) +54, Listen +54, Move Silently +54, Open Lock +54, Pick Pocket +54, Read Lips +54, Scry +54, Search +54, Spellcraft +54, Spot +54, Tumble +54 Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Mobility, Spring Attack, Improved Critical (scourge), Improved Initiative, Lightning Reflexes, Quick Draw, Run, Weapon Focus (scourge), Weapon Finesse (scourge), Silent Spell, Still Spell, Disguise Spell, Eschew Materials, Fleet of Foot Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Form, Alter Reality, Avatar, Divine Celerity, Free Move, Divine Dodge, Divine Glibness, Divine Rogue, Divine Sneak Attack, Extra Domain (Fate), Extra Domain (Luck), Lay Curse, Power of Luck, Wave of Chaos, Supreme Initiative, Instant Move, *Unique Divine Ability Domain Powers: Cast chaos and evil spells at +1 caster level, reroll one roll 1/day, Bluff, Disguise and Hide are class skills, Uncanny Dodge at +3 rogue level (23) Spell-like Abilities: All domain spells. Caster level 24, DC= 37+ spell level Assassin spells/day: 6/6/6/4, caster level 10, DC= 25+spell level Wizard spells/day: 4/8/8/8/7/7/7/7/6/6, caster level 10, DC= 25+spell level Possessions: Beshaba punishes those who do not pay her proper respect with “Ill Fortune” a +5 keen wounding spell storing barbed scourge which usually has a nasty spell stored within it. *Gaze of Destiny: Any mortal male who meets the gaze of Beshaba must succeed at a Will save (DC= 37) or fall under the affects of Beshaba’s wiles (as by a Charm Person spell, duration 2d4+2 rounds). Similarly any mortal women who meets Beshaba’s gaze must succeed at a Will save or be reduced to the same mania as Lady Doom (as by an Insanity spell, duration 1d4+1 rounds). Beshaba may affect up to 14 mortals within a 180-degree arch in front of her at a distance of 140 ft. that she can see as a free action with this ability each round. Any mortal who makes their Will save is immune to Beshaba’s “Gaze of Destiny” for one day. Other Divine Powers Senses: Beshaba can see, hear, touch and smell at a distance of 14 miles. As a standard action she can perceive anything within 14 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 10 locations at once. She can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 14 hours. Portfolio Sense: Beshaba senses any act of bad fortune the moment it happens and 14 tendays afterwards, from a merchant losing a bag of gold to a hapless adventurer failing a critical jump. Automatic Actions: Beshaba can use Bluff, Disguise or Move Silently as a free action as long as the DC for the task is 25 or lower. She can perform up to 10 such free actions a round. Create Magic Items: Beshaba can create any curst item and any items that confers a penalty on a saving throw as long as the item’s market price is not greater than 200,000 gp. Avatars Beshaba sends her avatars into the world to sew misfortune and to punish those who take risks without giving proper respect to her position. She also uses her avatars to thwort the plans of her sister deity, Tymora. Beshaba's avatars usually resemble beautiful women clothed in revealing outfits with a mess of white hair, pale white skin and pure white eyes lined with black. Beshaba's avatars always have a look of madness in their eyes and a smirk on their lips whenever causing pain or misfortune. Avatar of Beshaba: As Beshaba except divine rank:7;AC 52; Atk +63 melee, SQ Divine Aura (700 ft. DC=30), DR 41/+4, fire resistance 26, SR 38, SV Fort.47 Ref.50 Will.47, all skill mods reduced by 7. Salient Divine Abilities: Alter Form, Divine Celerity, Divine Glibness, Extra Domain (Fate), Extra Domain (Luck), Power of Luck, Divine Rogue Spell-Like Abilities: Caster level 17 (18 for chaos and evil spells), DC=28+spell level |
| Tebryn1403-20-05, 07:41 PM | Ok, so I have posted in the index the pages of most if not all of the reposts, so that I don't waste space reposting over and over again. I should have done this a long time ago, but I could never find a spare moment. |
| Lord Mortanius03-23-05, 02:18 AM | I think Velsharoon needs to be adjusted. The Necromancer 20/Cleric 10/Archmage 5/True Necromancer 10 is more than likley incorrect. First, True Necromancer is now a 14 lvl PrC, so it may or may not want to be updated. Second, I believe that he was a Red Wizard,( I seem to recall him being a rival of Tams). Soo... I think perhaps Necromancer 20, Red Wiz 10, Archmage 5, for sure. Probably some Sorc lvls to take the sting off of all the secialization as well. Based on Tebryn's Power Clause, Velsharoon should be a 72HD demigod. |
| Lord Mortanius03-23-05, 02:20 AM | Tebryn, could we possibly see the two demigods of magic updated with the Power Clause ? |
| Jorda_The_Knight03-23-05, 10:05 AM | I was just curious if there were any monstrous dieties that people would like to see posted. They're the ones I'm currently chipping away at, but I've basically just been picking them based on my tastes. Any requests would be welcome direction :D |
| Tebryn1403-23-05, 01:21 PM | Tebryn, could we possibly see the two demigods of magic updated with the Power Clause ? Ok, I can do that. I'll do Velsharoon first, because I already have a basis for his stats. However, I seem to not have stats for Savras at all, I couldn't tell you why. I will double check my archives, and if I can't find the stats, I'll just redo them, and then update them to power clause, and post both versions. Jorda, no specific requests, we can both stick to free clause as far as monster deities. |
| Altazar Darkflame03-23-05, 01:26 PM | I was just curious if there were any monstrous dieties that people would like to see posted. They're the ones I'm currently chipping away at, but I've basically just been picking them based on my tastes. Any requests would be welcome direction :D All of 'em! :) |
| Tebryn1403-24-05, 03:33 PM | Here is a redo on Maglubiyet, because his first set didn't make any sense at all. I need 2e avatar stats for Savras before I can do his stats, so if any one can help me out... Maglubiyet High Chieftain, the Battle Lord, Fiery-Eyes, The MightyGreater Deity Symbol: A bloody axe. Home Plane: Acheron/Avalas/Clangor Alignment: Lawful Evil Portfolio: War, rulership, goblins, hobgoblins Worshippers: Goblinoids. Cleric Alignments: LE, NE. Domains: Destruction, Evil, Law, Planning, Strength, Tyranny, War Favored Weapon: Battle axe Fighter 20/Cleric 15/Rogue 7 Large Outsider (Goblinoid, Evil, Lawful, Extraplanar) Divine Rank: 17 Hit Dice: 20d8+180 (outsider) plus 20d10+180 (fighter) plus 15d8+135 (cleric) plus 7d6+63 (rogue) Initiative: +16 Speed: 80 ft. AC: 81 (+17 divine, +30 natural, +13 deflection, +12 dex, -1 size) Base Attack/Grapple: +41/+102 (Indomitable Strength). Attacks*: Large +5 keen vorpal unholy battleaxe +83/+78/+73/+68 melee; or by spell +72 melee touch, or +69 ranged touch. Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: Large +5 keen vorpal unholy battleaxe 2d6+46/19-20 x3; or by spell. *Always does maximum damage (battleaxe 58). Face/Reach: 5 ft./10 ft. Special Attacks: Spell-like abilities, domain powers, salient divine abilities, sneak attack +4d6, rebuke undead 17/day. Special Qualities: Divine immunities, fire resistance 22, DR 30/epic, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 17 miles, remote communication 17 miles, godly realm (100 miles), greater teleport at will, plane shift at will, SR 49, divine aura (17 miles, DC 40), evasion, trap sense +2, Trapfinding. Saves*: Fort +58, Ref +61, Will +57. Always receives a 20 on saving throws. Abilities: Str 40, Dex 34, Con 28, Int 29, Wis 26, Cha 36. Skills*: Balance +49, Bluff +65, Climb +67, Concentration +61, Decipher Script +36, Diplomacy +80, Hide +51, Intimidate +88, Jump +67, Knowledge (Arcana) +69, Knowledge (History) +46, Knowledge (Planes) +56, Knowledge (Religion) +65, Listen +65, Move Silently +55, Open Lock +39, Search +46, Sense Motive +65, Sleight of Hand +39, Spellcraft +66, Spot +65, Survival +45, Swim +52, Tumble +39. *Always receives a 20 on checks. Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Epic Leadership, Enlarge Spell, Great Cleave, Great Intelligence, Greater Weapon Focus, Improved Bullrush, Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Improved Unarmed Strike, Leadership (76; 46,000 1st level, 4,600 2nd, 2,300 3rd, etc.), Legendary Commander, Mobility, Power Attack, Quick Draw, Quicken Spell, Snatch Arrows, Spell Penetration, Spring Attack, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe), Whirlwind Attack. Domain Powers: Cast evil, and lawful spells at +1 caster level; smite 17/day (+4 to attack and +17 to damage); +17 bonus to Str for 1 round, 17/day; +2 to DC of compulsion spells; Extend Spell and Weapon Focus (battleaxe for free). Spell-Like Abilities: Maglubiyet uses these abilities as a 26th level caster, except for evil, and lawful spells, which he uses as a 27th level caster. The save DCs are 40+spell level, except for compulsion spells which have a DC of 42. Inflict Light Wounds, Shatter, Contagion, Inflict Critical Wounds, Circle of Doom, Harm, Disintegrate, Earthquake, Implosion, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Summon Monster IX, Protection from Chaos, Calm Emotions, Magic Circle against Chaos, Order’s Wrath, Dispel Chaos, Hold Monster, Dictum, Shield of Law, Deathwatch, Augury, Clairaudience/Clairvoyance, Imbue with Spell Ability, Detect Scrying, Heroe’s Feast, Scrying, greater, Discern Location, Time Stop, Endure Elements, Bull’s Strength, Magic Vestment, Spell Immunity, Righteous Might, Stoneskin, Bigby’s Grasping Hand, Bigby’s Clenched Fist, Bigby’s Crushing Hand, Command, Enthrall, Discern Lies, Fear, Command, greater, Geas/Quest, Charm Monster, mass, Dominate Monster, Magic Weapon, Spiritual Weapon, Magic Vestment, Divine Power, Flame Strike, Blade Barrier, Power Word, stun, Power Word, blind, Power Word, kill. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality (DC 50 for duplicated spells), Alter Reality, Alter Size, Annihilation Strike, Avatar (20), Banestrike (Dwarves), Battlesense, Control Creatures (Goblinoids, DC 40, 170 creatures at once), Create Greater Object, Create Object, Divine Battle Mastery, Divine Blast (16/day, 30d12 points of damage, up to 17 miles), Divine Creation, Divine Shield (12/day, 170 points of damage), Divine Weapon Focus (Battleaxe), Divine Weapon Specialization (Battleaxe), Extra Domain (Planning), Extra Domain (Strength), Extra Domain (Tyranny), Extra Domain (War), Indomitable Strength, Mass Divine Blast. Cleric Spells/Day: 6/7/7/6/6/5/4/3/2; base DC=18+spell level. Other Divine Powers As a greater deity, Maglubiyet automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal. Senses: Maglubiyet can see, hear, touch, and smell at a distance of 17 miles. As a standard action, he can perceives anything within 17 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing power of deities his rank or lower at up to two remote locations at once for 17 hours. Portfolio Sense: Maglubiyet senses anytime a goblin fights or imposes rule over another creature 17 tendays before it happens, and retains the sensation for 17 tendays after the event occurs. Automatic Actions: Maglubiyet can use Intimidate, Diplomacy, or Bluff as a free action as long as the DC for the task is 30 or lower. He can perform up to 20 such free actions each round. Create Magic Items: Maglubiyet can create any magic weapon, armor, or item that raises charisma or grants control over others. |
| Tebryn1403-24-05, 11:44 PM | I am making slight changes to the Power Clause, related to the use of True Dweomers by gods (if you have, like me, abandoned Epic Magic in your campaigns. PM me for a full description of my system of magic, based on input from such notables as the Simbul, Kuje31, Shemeska the Marauder, and every 2e source I can get my hands on :D ). In addition, I lowered the number of outsider HD deities receives to ten, instead of 20. This allows greater customization, while still making sure that all deities have a decent BAB, BSB, and skill points. I STILL REALLY NEED 2e INFO ON SAVRAS. |
| Lord Mortanius03-25-05, 12:20 AM | I am making slight changes to the Power Clause, related to the use of True Dweomers by gods (if you have, like me, abandoned Epic Magic in your campaigns. PM me for a full description of my system of magic, based on input from such notables as the Simbul, Kuje31, Shemeska the Marauder, and every 2e source I can get my hands on :D ). In addition, I lowered the number of outsider HD deities receives to ten, instead of 20. This allows greater customization, while still making sure that all deities have a decent BAB, BSB, and skill points. I STILL REALLY NEED 2e INFO ON SAVRAS. Savras-Diviner25/Priest25 He doesn't seem to have a weapon, but he has a crystal ball named Truthseer. His attacks mostly involve seeing into the future so as to be able to counter an opponent's attacks and take advantage of their weaknesses (giving him bonuses and them minuses.) He can also paralyze an opponent with indecision by use of the touch of the All-Seeing One which overwhelms a mortal with a vision of alternate futures, revealing all possible outcomes of any decision they try to make. It leaves a person stunned for 2d6+2 rounds. |
| Tebryn1403-25-05, 12:22 AM | Savras-Diviner25/Priest25 I thought so, but I couldn't be sure. Ok, those'll be out tomorrow. |
| Tebryn1403-25-05, 05:35 PM | Here is non-power claused Savras. Power claused Savras will emerge later tonight. Savras The All-Seeing, Lord of Divination, He of the Third EyeDemigod Symbol: Crystal ball with many kinds of eyes Home Plane: Alignment: Lawful Neutral Portfolio: Divination, fate, truth Worshipers: Diviners, judges, monks, seekers of truth. Cleric Alignments: LN, LG, LE Domains: Fate, Knowledge, Law, Magic, Spell. Favored Weapon: Eye of Savras (dagger) Diviner 10/Loremaster 10/Cleric 10/Mystic Theurge 10 Medium-Size Outsider (Lawful, Extraplanar) Divine Rank: 5 Hit Dice: 20d8+140 (outsider) plus 10d4+70 (wizard) plus 10d4+70 (loremaster) plus 10d8+70 (cleric) plus 10d4+70 (mystic theurge) (780 hp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 57 (+7 Dex, +5 divine, +18 natural, +8 deflection, +7 insight, +1 dodge) touch 37, flat-footed 49. Base Attack/Grapple: +40/+52 Attack: +5 keen axiomatic spell-storing dagger +52 melee; or spell +52 melee touch or +52 ranged touch. Full Attack: +5 axiomatic keen spell-storing dagger +52/+47/+42/+37 melee; or spell +52 melee touch or +52 ranged touch Damage: +5 axiomatic keen spell-storing dagger 1d4+12; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 15/epic, fire resistance 10, understand, speak, and read all languages and speak directly to all beings within 5 miles, remote communication 5 miles, godly realm, greater teleport at will, SR 37, divine aura (50 ft., DC 23), secret of inner strength, lore of true stamina, secret knowledge of avoidance, Uncanny dodge, dodge trick. Saves: Fort +45, Ref +45, Will +52 Abilities: Str 24, Dex 24, Con 24, Int 40, Wis 38, Cha 26 Skills: Appraise +55, Concentration +74, Craft (Alchemy) +60, Decipher Script +80, Diplomacy +68, Gather Information +58, Knowledge (arcana) +92, Knowledge (Architecture) +75, Knowledge (Geography) +75, Knowledge (History) +85, Knowledge (Nobility and Royalty) +75, Knowledge (Planes) +85, Knowledge (religion) +85, Listen +56, Profession (Scribe) +69, Search +50, Sense Motive +84, Spellcraft +82, Spot +56. Feats: Alertness, Brew Potion, Craft Construct, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell, Enlarge Spell, Epic Counterspell, Epic Skill Focus (Sense Motive), Extend Spell, Forge Ring, Heighten Spell, Improved Counterspell, Improved Initiative, Greater Spell Focus (Divination), Maximize Spell, Quicken Spell, Reactive Counterspell, Scribe Scroll, Silent Spell, Skill Focus (Knowledge [Arcana]), Spell Mastery, Still Spell. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Arcane Mastery, Divine Prescience*, Divine Spellcasting, Extra Domain (Magic), Extra Domain (Spell), Power of Truth. Domain Powers: Uncanny dodge; cast divination spells at +1 caster level, all knowledge skills are class skills; cast lawful spells at +1 caster level; use spell completion and spell trigger item as Wiz35; +2 bonus to Concentration and Spellcraft. Spell-like Abilities: Savras uses these abilities as an 15th level caster, except for lawful and divination spells, which he uses as a 16th level caster. The save DCs are 24 + spell level, or 27+spell level for divination spells. True Strike, Augury, Bestow Curse, Divination, Mark of Justice, Geas/Quest, Vision, Moment of Prescience, Foresight, Detect Secret Doors, Detect Thoughts, Clairaudience/Clairvoyance, True Seeing, Find the Path, Legend Lore, Discern Location, Protection from Chaos, Calm Emotions, Magic Circle against Chaos, Order’s Wrath, Dispel Chaos, Hold Monster, Dictum, Shield of Law, Summon Monster IX, Nystul’s Undetectable Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen’s Disjunction, Mage Armor, Silence, Anyspell, Rary’s Mnemonic Enhancer, Break Enchantment, Anyspell, greater, Limited Wish. Wizard Spells/Day (Levels 0-15): 4/8/8/8/7/7/7/7/6/6/3/3/2/2/2/2; base DC=26+spell level, 29+spell level for Divination spells. Caster Level 30th. Cleric Spells/Day (Levels 0-14): 6/9/9/8/8/8/7/7/6/6/6/3/2/2/2; base DC=25+spell level, 28+Spell level for Divination. Caster Level 20th. Possessions: Savras carries a +5 keen axiomatic spell-storing dagger. Other Divine Powers As a demipower, Savras treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal Senses: Savras can see, hear, touch, and smell at a distance of 5 mile. As a standard action, he can perceive anything within 5 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hour. Portfolio sense: Savras is aware of any prophecy (true or not), or any casting of a divination spell, as long as it is heard by or affects at least 1,000 people. Automatic actions: Savras can use Sense Motive, any Knowledge skill, and Spellcraft as a free action as long as the DC is 15 or lower. He can perform up to 2 such free actions each round. Create Magic Items: Savras can create any magic item that bestows wisdom or creates a divination effect as long as the market price does not exceed 4,500 gp. |
| Lord Mortanius03-25-05, 09:34 PM | You might also want to give him his artifacts and touch attack. |
| Tebryn1403-25-05, 09:39 PM | I really do need to get Faiths and Avatars. Argh, I know nothing about his scepter (which I am assuming is the artifact to which you are referring), nor his touch attack. The only FR 2e sources I have are those that can be downloaded for free, plus Demihuman Deities, Secrets of the Magister, Seven Sisters, and Wizards and Rogues of the Realms (I think that what its called). I have several Planescape sources as well, but On Hallowed grounds doesn't even mention Savras, so... |
| Lord Mortanius03-25-05, 11:43 PM | I really do need to get Faiths and Avatars. Argh, I know nothing about his scepter (which I am assuming is the artifact to which you are referring), nor his touch attack. The only FR 2e sources I have are those that can be downloaded for free, plus Demihuman Deities, Secrets of the Magister, Seven Sisters, and Wizards and Rogues of the Realms (I think that what its called). I have several Planescape sources as well, but On Hallowed grounds doesn't even mention Savras, so... I'd handle his touch as something like this: Touch of the All-Seeing One(Unique SDA): As god of foresight, Savras may reveal the outcomes of all possible futures to any creature he hits with his touch attack. This causes the creature to be stunned for 2d6+2 rounds. At the conclusion of the duration, the victim must make a Will save (DC 20+1/2 HD+CHA mod+DvR) or be driven to insanity. He may use this attack (CHA mod+DvR) times per day. Oh, and I suggest that demigods be given 4 domains instead of 3, with one extra domain per tier(Lesser - 5, Greater - 7, etc), which would free up a slot in Savras's SDAs. |
| Tebryn1403-26-05, 12:55 AM | Ok, here is Power Claused Savras. I am making slight changes (just clarifications) to the Power Clause, and I am adding the extra domains, thanks Mortanius. I used the ability, slightly altered. His staff, BTW, is MIA (I love acronyms), and is completely untraceable by magic, so... Diviner 30/Cleric 12/Loremaster 10/Mystic Theurge 10 Medium-Size Outsider (Lawful, Extraplanar) Divine Rank: 5 Hit Dice: 10d8+90 (outsider) plus 30d4+270 (wizard) plus 10d4+90 (loremaster) plus 12d8+108 (cleric) plus 10d4+90 (mystic theurge) (984 hp) Initiative: +14 (+10 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 85 (+10 Dex, +5 divine, +25 natural, +13 deflection, +21 insight, +1 dodge) touch 60, flat-footed 74. Base Attack/Grapple: +41/+54 Attack: +5 keen axiomatic spell-storing dagger +59 melee; or prescient touch +54 melee touch; or spell +54 melee touch or +56 ranged touch. Full Attack: +5 axiomatic keen spell-storing dagger +59/+54/+49/+44 melee; or prescient touch +54 melee touch; or spell +54 melee touch or +56 ranged touch Damage: +5 axiomatic keen spell-storing dagger 1d4+13; prescient touch, see below; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 15/epic+chaotic, fire resistance 10, understand, speak, and read all languages and speak directly to all beings within 5 miles, remote communication 5 miles, godly realm, greater teleport at will, SR 46 (56 in Realm), divine aura (50 ft., DC 38), secret of inner strength, lore of true stamina, secret knowledge of avoidance, Uncanny dodge, dodge trick. Saves: Fort +51, Ref +52, Will +67 Abilities: Str 26, Dex 30, Con 28, Int 52, Wis 52, Cha 36 Skills: Appraise +61, Concentration +91, Craft (Alchemy) +91, Decipher Script +96, Diplomacy +68, Gather Information +83, Intimidate +45, Knowledge (arcana) +110, Knowledge (Architecture) +103, Knowledge (Geography) +103, Knowledge (History) +109, Knowledge (Nature) +96, Knowledge (Nobility and Royalty) +103, Knowledge (Planes) +108, Knowledge (religion) +108, Listen +68, Profession (Scribe) +91, Search +61, Sense Motive +91, Spellcraft +108, Spot +73. Feats: Alertness, Awesome Blow, Brew Potion, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Delay Spell, Dodge, Empower Spell, Enlarge Spell, Epic Counterspell, Epic Skill Focus (Sense Motive), Eschew Materials, Epic Spellcasting, Extend Spell, Forge Ring, Heighten Spell, Improved Counterspell, Improved Initiative, Greater Spell Focus (Divination), Maximize Spell, Multispell x2, Persistent Spell, Quicken Spell, Reactive Counterspell, Scribe Scroll, Silent Spell, Skill Focus (Knowledge [Arcana]), Spell Mastery, Spell Penetration, Still Spell, Twin Spell, Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Arcane Mastery, Divine Prescience*, Divine Spellcasting, Extra Domain (Spell), Power of Truth, Touch of the All Seeing One*. Domain Powers: Uncanny dodge; cast divination spells at +1 caster level, all knowledge skills are class skills; cast lawful spells at +1 caster level; use spell completion and spell trigger item as Wiz35; +2 bonus to Concentration and Spellcraft. Spell-like Abilities: Savras uses these abilities as a 35th level caster, except for lawful and divination spells, which he uses as a 36th level caster. The save DCs are 28 + spell level, or 31+spell level for divination spells. True Strike, Augury, Bestow Curse, Divination, Mark of Justice, Geas/Quest, Vision, Moment of Prescience, Foresight, Detect Secret Doors, Detect Thoughts, Clairaudience/Clairvoyance, True Seeing, Find the Path, Legend Lore, Discern Location, Protection from Chaos, Calm Emotions, Magic Circle against Chaos, Order’s Wrath, Dispel Chaos, Hold Monster, Dictum, Shield of Law, Summon Monster IX, Nystul’s Undetectable Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen’s Disjunction, Mage Armor, Silence, Anyspell, Rary’s Mnemonic Enhancer, Break Enchantment, Anyspell, greater, Limited Wish. Wizard Spells/Day (Levels 0-21): 4/10/9/9/9/9/8/8/8/8/4/4/4/4/3/3/3/3/2/2/2/2 (or 4/15/14/14/14/14/13/13/13/13/4/4/4/4/3/3/3/3/2/2/2/2 plus 10-4, 11-1, for True Dweomers); base DC=32+spell level, 35+spell level for Divination spells. Caster Level 40th. Cleric Spells/Day (Levels 0-21): 6/11/10/10/10/10/8/8/8/8/4/4/4/4/3/3/3/3/2/2/2 (or 6/13/12/12/12/12/10/10/10/10/4/4/4/4/3/3/3/3/2/2/2/2); base DC=32+spell level, 35+Spell level for Divination. Caster Level 30th. Epic Spells/Day: 8 arcane, 8 divine. Possessions: Savras carries a +5 keen axiomatic spell-storing dagger. Spellcasting: Savras receives a +10 bonus on all caster level checks to overcome SR. This applies to all spells and spell-like abilities. Within his own Realm, this bonus increases to +12. In addition, Savras casts all Wizard and Cleric spells an bonus to effective caster level (for variables dependant on caster level, as well as for caster level checks to beat SR) equal to his divine rank. This bonus does not stack with the Divine Bonus that all deities receive to all checks. In addition, Savras should have all Spellcraft DCs for base seed reduce by 10, and have all modifiers reduced by half, because he is a source of magic in and of himself, and his true form is not limited by the Weave or the alignment of the planes, and therefore can cast Epic Magic much more easily Alternatively, if your campaign uses True Dweomers, Savras gains 10th, 11th, and 12th level spell slots (as per the Arcanist Weave Depth Progression in Netheril, Empire of Magic). These slots can be used either for Metamagic spells, or for True Dweomers (though spell slots from the Divine Spellcasting SDA and Improved Spell Capacity feat cannot be used for True Dweomers). In addition, spells cast by gods have no damage caps. His level 1-9 spell slots also increase indefinitely, at the rate of one spell per day to each spell level (1-9) every 4 levels after 20th level. Avatars: Savras may manifest up to 2 avatars. Avatars can be in any form the deity desires, and can have stats with HD anywhere up to Savras’. The same goes for Divine Rank, though the max is half. On the Prime, the strongest avatar Savras may use may have the same class levels as him, with no outsider HD, and Divine Rank of 0. On the Planes, no such rules apply, and avatars can be every bit as strong as those presented in Deities and Demigods. Alter Reality: Savras possesses the Alter Reality SDA, as described in Deities in Demigods, except that duplicated spells are subject to SR, and the caster level for such spells are 20. Because these effects are not spells, per se, they cannot be used as counterspells, and cannot be counterspelled. He still receives a +10 bonus to caster level checks for these spells (or +12 within the deity’s Realm). *Touch of the All-Seeing One (Unique SDA): As god of foresight, Savras may reveal the outcomes of all possible futures to any creature he hits with his touch attack. This causes the creature to be stunned for 2d6+5 rounds. At the conclusion of the duration, the victim must make a Will save (DC 38) or be driven to insanity. *Divine Prescience (Unique SDA): Savras receives his full Wisdom bonus to AC at all time (instead of half). Within his own Realm he receives twice his Wisdom bonus to AC. He has a constant Detect Thoughts effect to a radius of 30 ft, and automatically reads the thoughts of all creature within the area (Will DC 38 avoids). He is never surprised, and receives a +10 bonus to Will saves to disbelieve illusions, and need not interact with them to disbelieve them. The DCs of all divinations he casts are +2, and this bonus stacks with Spell Focus and Greater Spell Focus. Other Divine Powers As a demipower, Savras treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal Senses: Savras can see, hear, touch, and smell at a distance of 5 mile. As a standard action, he can perceive anything within 5 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hour. Portfolio sense: Savras is aware of any prophecy (true or not), or any casting of a divination spell, as long as it is heard by or affects at least 1,000 people. Automatic actions: Savras can use Sense Motive, any Knowledge skill, and Spellcraft as a free action as long as the DC is 15 or lower. He can perform up to 2 such free actions each round. Create Magic Items: Savras can create any magic item that bestows wisdom or creates a divination effect as long as the market price does not exceed 4,500 gp. |
| Lord Mortanius03-26-05, 05:44 AM | Brilliant conversion, Tebryn ! :cool: Now, bring on the Vaunted. |
| Jorda_The_Knight03-26-05, 09:42 AM | I'm currently working on the Centaur god Skirret, though it may take a while between work and my upcoming vacation :P |
| Tebryn1403-26-05, 11:05 AM | I'm currently working on the Centaur god Skirret, though it may take a while between work and my upcoming vacation :P Jorda, he's done. Sorry. If you're looking for a Seelie court god, might I suggest the Pegasus gods (couldn't spell it for my life). |
| Jorda_The_Knight03-27-05, 06:00 PM | Nooooooooooooo, curse your oily hide Tebryn! :P Ah well, I had just barely started him, I'll find someone else :) |
| brunofeu03-27-05, 06:11 PM | Could someone please post Gargauth? Thanks. |
| Tebryn1403-27-05, 09:19 PM | Gargauth By Jorda the Knight The Tenth Lord of Nine, the Lost Lord of the Pit, the Hidden Lord Faerunian Demigod Symbol: Broken animal horn Home Plane: Material Plane Alignment: Lawful evil Portfolio: Betrayal, cruelty, political corruption, powerbrokers Worshipers: Corrupt leaders and politicians, sorcerers, traitors Cleric Alignments: LE, LN, NE Domains: Charm, Evil, Law, Trickery Favored Weapon: “Corruptor” (dagger or throwing dagger) Gargauth 20 Rogue/20 Sorcerer Medium Sized Outsider (Evil, Law) Divine Rank: 3 Hit Dice: 20d8 (Outsider), 20d6 (rog), 20d4 (sor) Initiative: +17 (+13 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 55 (+13 Dex, +3 divine, +16 natural, +13 deflection) Attacks: +4 returning distance unholy throwing dagger +56 melee or +62 ranged; or +51 melee touch; or 56 ranged touch Damage: +4 returning distance unholy throwing dagger 1d4+12 Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack +13d6 Special Qualities: Divine immunities, Devil qualities, DR 38/+4, fire resistance 23, understand, speak and read all languages and speak directly to all beings within 3 miles, remote communication, godly realm, familiar (rams; as dog), crippling strike, improved evasion, opportunist, traps, uncanny dodge, SR 35, divine aura (30 ft. DC= 26) Saves: Fort. +42 Ref. +48 Will. +42 Abilities: Str.26 (+8) Dex.36 (+13) Con.25 (+7) Int.30 (+10) Wis.25 (+7) Cha.36 (+13) Skills: (24 at +43) Alchemy +43, Balance +43, Bluff +43, Concentration +43, Disable Device +43, Disguise +43, Escape Artist +43, Forgery +43, Gather Information +43, Intimidate +43, Intuit Direction +43, Hide +43, Jump +43, Knowledge (arcana) +43, Knowledge (the planes) +43, Listen +43, Move Silently +43, Open Lock +43, Pick Pocket +43, Profession (politician) +43, Scry +43, Spellcraft +43, Tumble +43, Spot +43, Use Rope +43 Feats: Alertness, Combat Reflexes, Dodge, Mobility, Spring Attack, Improved Critical (throwing dagger), Improved Initiative, Lightning Reflexes, Point Blank Shot, Far Shot, Quick Draw, Run, Spell Penetration, Greater Spell Penetration, Weapon Finesse (throwing dagger), Weapon Focus (throwing dagger), Maximize Spell, Eschew Materials Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Devil Qualities: Immune to fire and poison. Cold and acid resistance 20. See perfectly in darkness, even Deeper Darkness spell. Communicate telepathically with any creature within 100 ft. that has a language. Salient Divine Abilities: Divine Glibness, Divine Sneak Attack, Extra Domain, Divine Celerity Domain Powers: Cast evil and law spells at +1 caster level, Bluff, Disguise and Hide are class skills, add +4 to charisma 1/day as free action for 1 minute. Spell-Like Abilities: All domain spells, caster level 13, base DC= 26 Sorcerer Spells/per day: 6/10/9/9/9/9/8/8/8/8 Spells Known: 0- Ray of Frost, Detect Poison, Daze, Mage Hand, Ghost Sound, Detect Magic, Arcane Mark, Prestidigitation, Read Magic 1- Shield, Mage Armor, Charm Person, Magic Missle, Sleep 2- Darkness, Invisibility, Blur, Mirror Image, Cat’s Grace 3- Fireball, Suggestion, Lightning Bolt, Major Image 4- Charm Monster, Improved Invisibility, Phantasmal Killer, Polymorph Self 5- Hold Monster, Cone of Cold, Animate Dead, Persistent Image 6- Permanent Image, Disintegrate, Mass Haste 7- Shadow Walk, Limited Wish, Vanish 8- Mass Charm, Demand, Polymorph Any Object 9- Wish, Gate, Weird Possessions: Gargauth secretly carries “Corruptor”, a +4 returning distance unholy throwing dagger that is usually covered in some form or another of deadly poison. Other Divine Powers Senses: Gargauth can see, hear, touch and smell at a distance of 3 miles. As a standard action he can perceive anything within 3 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 3 hours. Portfolio Sense: Gargauth is aware of any act of deception, political intrigue or cruelty so long as it involves at least 1000 or more people. Automatic Actions: Gargauth can use Bluff, Hide, Disguise and Profession (Politician) as a free action if the DC for the task is 15 or lower. He can perform up to 5 such free actions each round. Create Magic Items: Gargauth can create any dagger or any item that involves deception as long as the item’s market price does not exceed 4500 gp. |
| Altazar Darkflame03-28-05, 01:34 PM | Bravo on Gargauth! |
| Green Giant03-28-05, 09:26 PM | Here is the sleeping deity of psionics. Enjoy. :) Auppenser Our Lord of Reason, the Serene One, the Master of Thought Intermediate Deity Symbol: An eye centered within a hexagonally shaped gem Home Plane: Dweomerheart/The Tranquil Grounds Portfolio: Psionics, serenity, personal autonomy, enlightenment Worshippers: Blues, duergar, monks, psions, psychic warriors Cleric Alignments: NG, N, CN, LN, NE Domains: Balance, Mentalism, Protection, Strength Favored Weapon: Kukri Auppenser is a strong-minded deity given over as much to deep contemplation as he is to decisive action. The god of psionics possesses a calm demeanor, as one completely confident in his clear-thinking ways. He strives to uphold the Balance wherever psionics are involved. Worshipped by all manner of psionic beings, the fair-minded deity has long been an advocate of the magic within one’s personal being. In the days when Jhaamdath was expanding, the Lord of Reason served as the empire’s patron deity. He is an amicable god who took great pains to foster psionics in communities wherever his church took hold. Auppenser appears as a youthful, robust, raven-haired and purple-eyed man of lithe muscle and catlike grace. His wise face is framed by a peaceful expression of thoughtfulness. He dresses in a simple flowing robe of purest white. The deity of psionics was an aloof god who interacted little with the other deities of Faerûn. Auppenser pledged obeisance to Mystryl but in reality he was his own master who sought to free himself from the internecine politics of his godly brethren. His church was most powerful during the heady days of the Jhaamdath Empire, and it was that kingdom’s destruction that spelled the deity’s demise. Worship of Auppenser all but ceased in the years following the drowning of Jhaamdath, an event that would have sent the god to a certain death if not for the intervention of Mystra. Mystra, reluctant to let the mystical art of psionics such a terrible loss, placed Auppenser in a deep slumber from which he has just begun to stir. The entire destruction of Jhaamdath coupled with the slumber of the god of psionics brought about a centuries-long decline in psionic practice. It is only recently that awareness of this forsaken area of magic has cultivated renewed interest in its study. Dogma Develop the latent abilities within you for that is your power alone. Psionics is the ultimate art of magic and you are its practitioner. Through lifelong dedication, strive to unite your will with your physical form to become one. Only through the unrestrained union of one’s mind and body can the magic of psionics truly be mastered. Throw off the yoke of any who would impose tyranny upon you. Likewise, do not ever force another to submit to your will. Free your mind, free yourself and you have only just begun the path to true psionic mastery. Free others, open their minds to the Invisible Art, and you will show them way to Auppenser. Clergy and Temples Auppenser’s clergy included clerics, monks and psionic characters of all types. Clerics of Auppenser were known as Psiarchs. Cloistered members of the church dwelled in temples and monasteries dedicating themselves to understanding the mysteries of the mind. Wayfaring psiarchs openly preached their lord’s philosophy of personal strength through psionic development and promoted discourse that explored the myriad abilities of the mind. The church of Auppenser was well established throughout the Jhaamdath Empire although its organization was loose and not hierarchically structured. Each Jhaamdathan city boasted several large temples and monasteries while towns usually had a single, small center of worship. These temples were usually domed, colonnaded rotundas of white stone. Larger temples contained numerous private chambers for individual worshippers seeking solitude to pray, to compose one’s thoughts, and to seek divine guidance for greater enlightenment. The church of Auppenser zealously opposed slavery, a pious belief that frequently brought the church faithful into conflict with slave-owning kingdoms, most notably Calimshan. AUPPENSER Psion 20/Psychic Warrior 10/Cleric 10/Psychic Theurge 10 Medium Outsider (Psionic) Divine Rank: 12 Hit Dice: 20d8+160 (outsider) plus 20d4+160 (psion) plus 10d8+80 (psychic warrior) plus 10d8+80 (cleric) plus 10d4+80 (psychic theurge) (1,000 hp) Initiative: +13 (+9 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 66 (+9 Dex, +12 divine, +25 natural, +9 deflection, +1 insight [Serenity]) touch 41, flat-footed 57 Base Attack/Grapple: +35/+59 Attack: +5 keen merciful parrying psychokinetic burst kukri +65 melee; or spell +59 melee touch or +56 ranged touch Full Attack: +5 keen merciful parrying psychokinetic burst kukri +65/+60/+55/+50 melee; or spell +59 melee touch or +56 ranged touch Damage: +5 keen merciful parrying psychokinetic burst kukri 1d4+17 plus 1d4 psionic energy/15-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+6 to turn undead) 12/day, domain powers, salient divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 25/epic, fire resistance 17, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 12 miles, remote communication, godly realm, greater teleport at will, plane shift at will, SR 44, divine aura (1,200 ft., DC 31). Saves: Fort +48, Ref +49, Will +53 Abilities: Str 35, Dex 29, Con 26, Int 40, Wis 36, Cha 29 Skills*: Appraise +32, Autohypnosis +67, Balance +47, Bluff +42, Climb +43, Concentration +81 (+85 when casting or manifesting defensively), Craft (alchemy) +40, Craft (gemcutting) +40, Craft (weaponsmithing) +40, Decipher Script +32, Diplomacy +88, Disable Device +32, Disguise +26 (+30 acting), Gather Information +28, Heal +41, Hide +26, Intimidate +30, Jump +54, Knowledge (arcana) +53, Knowledge (architecture and engineering) +35, Knowledge (dungeoneering) +35, Knowledge (geography) +35, Knowledge (history) +40, Knowledge (local) +35, Knowledge (nature) +40, Knowledge (nobility and royalty) +35, Knowledge (psionics) +86, Knowledge (religion) +66, Knowledge (the planes) +66, Listen +38, Move Silently +26, Perform (oratory) +26, Psicraft +69 (+73 to address power stones), Ride (dragon) +37, Search +38 (+40 with secret or hidden doors), Sense Motive +78, Spellcraft +55, Spot +38, Survival +30 (+32 underground, avoid getting lost, and follow tracks; +34 aboveground and other planes), Swim +43, Tumble +51, Use Psionic Device +42 (+48 with power stones). *Always receives a 20 on checks. Feats: Alertness, Combat Casting, Combat Expertise, Combat Manifestation, Craft Psionic Arms and Armor, Craft Universal Item, Deflect Arrows, Divine Vigor, Dodge, Empower Power, Extend Power, Imprint Stone, Improved Iniative, Improved Metapsionics, Improved Unarmed Strike, Mobility, Opportunity Power, Overchannel, Power Penetration, Psionic Fist, Psionic Meditation, Psionic Weapon, Quicken Power, Quicken Spell, Sacred Spell, Scribe Tattoo, Speed of Thought, Spring Attack, Stunning Fist, Talented, Unconditional Power, Weapon Focus (kukri), Whirlwind Attack Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Battlesense, Clearsight, Divine Blast, Divine Inspiration (calm emotions), Divine Manifestation†, Divine Psionics†, Divine Recall (psionics), Divine Shield, Extra Domain (Strength), Gift of Life, Lay Quest, Life and Death Domain Powers: 12/day gain +13 to AC for 20 rounds; 12/day mental ward (touched subject gains +12 resistance bonus on next Will saving throw, maximum duration 1 hour); 12/day protective ward (touched subject gains +10 resistance bonus on next saving throw, maximum duration 1 hour); 12/day feat of strength (+10 enhancement bonus to Str for 1 round). Spell-like Abilities: Auppenser uses these abilities as a 22nd-level caster. The save DCs are 31 + spell level. Antimagic field, antipathy, astral projection, banishment, Bigby’s clenched fist, Bigby’s crushing hand, Bigby’s grasping hand, bull’s strength, calm emotions, clairaudience/clairvoyance, clarity of mind, detect thoughts, dismissal, enlarge person, lesser confusion, magic vestment, make whole, mass sanctuary, mind blank, mind fog, modify memory, prismatic sphere, protection from energy, protection from spells, Rary’s telepathic bond, repulsion, righteous might, sanctuary, shield other, spell immunity, spell resistance, stoneskin, weighed in the balance, word of balance. Psion Powers Known (power points 643; save DC 26 + power level). Psychic Warrior Powers Known (power points 387; save DC 24 + power level). Cleric Spells/Day: 6/10/9/9/9/9/7/7/7/7; base DC = 23 + spell level. †Divine Manifestation (unique salient divine ability): Auppenser gains double the bonus power points for high ability scores. In addition, he receives the benefit of the Psionic Endowment feat without having to expend his focus. †Divine Psionics (unique salient divine ability): Auppenser has access to all disciplines and powers for any class he has that can manifest powers. He can choose which power to manifest as long as he can meet the power point requirements. Possessions: Auppenser wields Serenity, a +5 keen merciful parrying psychokinetic burst kukri. Other Divine Powers As an intermediate deity, Auppenser automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Auppenser can see, hear, touch, and smell at a distance of twelve miles. As a standard action, he can perceive anything within twelve miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 12 hours. Portfolio sense: Auppenser knows of any act that utilizes psionic powers the instant it happens and retains the sensation for twelve weeks after the event occurs. Automatic actions: Auppenser can use Autohypnosis, Concentration, Diplomacy, Knowledge (psionics), Psicraft, and Sense Motive as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Auppenser can create any psionic item, as long as the item’s market price does not exceed 200,000 gp. Avatars Auppenser appears as a youthful, robust, raven-haired and purple-eyed man of lithe muscle and catlike grace. His wise face is framed by a peaceful expression of thoughtfulness. He dresses in a simple flowing robe of purest white. Avatar of Auppenser: As Auppenser except divine rank 6; AC 54 (touch 35, flat-footed 45); Atk +35; Grp +53; Atk +59 melee (1d4+17 plus 1d4 psionic energy/15-20, +5 keen merciful parrying psychokinetic burst kukri), or spell +53 melee touch or +50 ranged touch; Full Atk +59/+54/+49/+44 melee (1d4+17 plus 1d4 psionic energy/15-20, +5 keen merciful parrying psychokinetic burst kukri), or spell +53 melee touch or +50 ranged touch; SQ DR 20/epic, fire resistance 11, SR 38, divine aura (600 ft., DC 25); SV Fort +42, Ref +43, Will +47; all skill modifiers reduced by 6. Salient Divine Abilities: Alter Reality, Alter Size, Divine Blast, Divine Manifestation†, Divine Psionics†, Divine Shield, Extra Domain (Strength), Gift of Life Spell-like Abilities: Caster level 16th; saving throw DC 25 + spell level. Sources: PHB 3.5, DMG 3.5, MM 3.5, Lost Empires of Faerun (3.5E), Player’s Guide to Faerun (3.5E), Complete Warrior (3.5E), Expanded Psionics Handbook (3.5E), The Mind’s Eye Compilation (3.5E), and Defenders of the Faith (3E). Note: Additional material from Auppenser was posted by Ed Bonny at Candlekeep and reposted by Dargoth in the WotC messageboards. Psychic Theurge was posted at the WotC website and can be found in the pdf file, The Mind’s Eye 3.5 |
| Tebryn1403-28-05, 10:39 PM | Excellent. One question, is the 50 character levels intentional? Oh yes, one thing, I updated power clause. I didn't really add anything, just clarified how to determine the SDA abilities of VDvR creatures. |
| Jorda_The_Knight03-29-05, 09:55 AM | Wow, a bravo for me? Thanks Altazar :D That was actually one of the earlier gods I did the stats for, watch my new diety stats to include things like relics, artifacts, short stories and as is my standard now, a unique salient divine ability. |
| Green Giant03-29-05, 02:11 PM | Excellent. One question, is the 50 character levels intentional? Oh yes, one thing, I updated power clause. I didn't really add anything, just clarified how to determine the SDA abilities of VDvR creatures. Yes it is. I wanted to try something new and see how it turned out. I also wanted to make sure he could cast 9th-level divine spells as well as have access to all the powers and power points he could possibly have. |
| witchunterb03-31-05, 05:01 AM | could you please post the stats for wakeen? thank you very much. sorry if i spelled the name wrong. it's late, and i don't have it in front of me. thanx again. |
| Slime Lord03-31-05, 07:45 AM | Just because I wanted to post, it is spelled Waukeen. :) Close enough though. |
| Tebryn1403-31-05, 04:46 PM | Waukeen is in Faiths and Pantheons. |
| Nylle04-02-05, 10:02 AM | I just want to know, if I can post god, witch I created myself? It's the god of monks. |
| Tebryn1404-02-05, 10:48 AM | Sure, post away. No need to ask. |
| Nylle04-03-05, 01:13 PM | Please contact me if you see any mistakes, cause it's my first god. Rahnl (ran-el) Upholder of the law, Guardian of monks Lesser Deity Symbol: Two fists crossing Home Plane: The House of the Triad Alignment: Lawful Neutral Portfolio: Brawling, martial arts, courage, law Worshipers: Monks, brawlers Cleric Alignments: LE, LN, LG Domains: Balance, Celerity, Courage, Law, Strength, Favored Weapon: “Fist of law” (unarmed strike) Monk 20/Fighter 20 Medium-Size Outsider (Law) Divine Rank: 7 Hit Dice: 20d8+240 (Outsider) 20d8+240 (Monk), 20d10+240 (Fighter) (1240 hp) Initiative: +19 ( 15 dex, +4 improved initiative) Speed: 130 ft. AC: 83 (+7 divine, +20 armor, +20 natural, +15 dex, +10 deflection, +1 shield) Attacks: +5 keen vorpal Unarmed strike +95/+95/+95/+90/+85/+80 plus +5 keen vorpal Unarmed strike +95/+90/+85/+80 Damage: +5 keen vorpal Unarmed strike 2d12+35 +1d6 Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, flurry of blows, Quivering Palm (DC 35), salient divine abilities, spell-like abilities, stunning fists 25/day (DC 37) Special Qualities: Abundant step, Diamond body, Diamond Soul, Divine aura (700 ft., DC 37) Divine immunities, DR 15/epic and chaotic 10/magic, Empty body, evasion, Fire resistance 27, improved evasion, Perfect self, Plane shift, Purity of Body, understand, speak and read all languages and speak directly to all beings within 7 miles, speak directly to all beings within 7 miles, remote communication 7 miles, godly realm, SR 53, still mind, Ki strike (magic, lawful and adamantine), Slow Fall any distance, Teleport without error, Timeless body, Tongue of the Sun and Moon, Wholeness of body (40 hp) Saves: Fort +51, Ref +54, Will +55 Abilities: Str 48, Dex 40, Con 34, Int 30, Wis 42, Cha 30 Skills: Balance +90, Climb +88, Concentration +58, Craft(weapon smith) +56, Diplomacy +62, Escape Artist +61, Handle animal +33, Heal +39 Intimidate +56, Jump +94, Knowledge (arcane) +56, Knowledge (religion) +56, Listen +85, Move Silently +61, Ride +40, Search +33, Sense Motive +62, Spellcraft +39, Spot +85, Swim +88, Tumble +69, Use Rope +38 Feats: axiomatic strike, blind-fight, cleave, combat expertise, combat reflexes, deflect arrows, dodge, fists of iron, flying kick, freezing the life blood, great cleave, greater two weapon fighting, greater weapon focus (unarmed), greater weapon specialization (unarmed), improved bull rush, improved disarm, improved feint, improved grapple, improved initiative, improved overrun, improved stunning fist, improved sunder, improved trip, improved unarmed strike, improved two weapon fighting, mobility, perfect two weapon fighting, power attack, rapid stunning, roundabout kick, spring attack, stunning fist, two weapon defense, two weapon fighting, weapon focus (unarmed strike), weapon specialization (unarmed), whirlwind attack Divine Immunities: Ability Damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment Salient Divine Abilities: Banestrike(chaotic outsider), Battlesense, Divine Blast (17d12), Divine Dodge (57%), Divine monk, Divine Weapon Focus(unarmed strike), Divine Weapon Specialization(unarmed strike), Lay Quest, Power of truth Domain Powers: add wisdom modifier to armor class 7/day, base land speed +10 feet, radiates a aura granting +4 against fear, cast law spells at +1 caster level, add divine rank to strength 7/day, Spell-Like Abilities: Cast all domain spell, caster level 17, base DC 27+spell level Other Divine Powers Senses: Rahnl can see, hear, touch and smell at a distance of 7 miles. As a standard action he can perceive anything within 7 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 5 remote locations at once for 7 hours. Portfolio Sense: Rahnl is aware of any brawling or any monk in combat. He is too aware if someone does something witch creates an unbalance between law and chaos and each time someone does a brave action. Automatic Actions: Rahnl can use any Balance, Climb or Escape artist as a free action if the DC for the task is 20 or lower. He can perform up to 5 such free actions each round. Create Magic Items: Rahnl can create any monk weapon as long as the item’s market price does not exceed 30000 gp. Sources: PHB 3.5 DMG 3.5 Complete Warrior, Complete Divine, FRCS, Deites and Demigods |
| Tebryn1404-03-05, 01:44 PM | All together, a nice start. However, there are at least 2 rather large problems that I could pick out. One, his ability scores are far, far off. The total of your god's ability scores is 224. It should 178 (standard array-35, 29, 25, 24, 24, 24, +10 for character levels, and 7 for divine rank). On the other hand, it is fairly close to what it would be if you were using the power clause, but if you are then you ignored large portions of it, creating a sort of conglomerate deity. The power clause, I remind you, is an optional addition, AND IS NOT CANON. Not using caps at you in particular, just in general in case anyone thought that I it was anything official. The other major issue is his attack bonus. It should be +75/+75/+75/+70/+65/+60 and +75/+70/+65/+60. (20 base attack bonus from outsider HD+20 epic bonus from 40 epic character levels+7 divine bonus to attack+2 weapon focus and greater weapon focus+4 divine weapon focus+5 enhancement from Divine Monk SDA+19 strength-2 for Two Weapon Fighting penalty). Other minor points include: Fire resistance should be 12 (5+DvR) Skill points: I'm fairly certain you short changed these considerably. He should have 360 outsider points ((8+10)x20), 240 fighter ((2+10)x20, and 280 monk points ((4+10)x20). SR should be 39 (32+DvR). For portfolio sense, it only applies to events involving at least 500 people. Overall, and excellent start. Keep up the good work :D ! |
| kgbspy04-04-05, 08:23 AM | so how about the stats for Ao? i know he is an overdiety and doesnt really need stats, but i need an idea wut the stats should be like for the 2 new overdieties i am creating to use in my own campaign setting. |
| Slime Lord04-04-05, 08:44 AM | Well, to add my two cents into Ao stats.. I'm sure there is information for creating stats on an Overdeity, but, they don't really have much use because no mortal or deity can challenge Ao, or anyone else. So it might be rather hard to even consider stats... |
| Altazar Darkflame04-04-05, 11:09 AM | As the issue with Ao was raised previously, here are some thoughts. Since Ao differs from all other deities in having no portfolio, it seems he should get no character classes. Basically, it sounds like an Outsider HD plus Deity HD. Also, his domain is other deities' powers - bestowing them, taking them away and laying/changing the rules for deities' powers. In that he is for me akin to a sarrukh's powers over lizardkin races. Taking it from there, we can stat an Outsider 80 / Overpower (DvR 21 to 25, say averaged at 23), immunity to fire, cold, acid, electricity, sound, positive and negative energy damage. Add domain forbiddance (can cut the link between a deity and its divine domains) and divine manipulation (can elevate to divine status or strip divine status to any being), immunity to divine influences (100% resistance to any divine / druidic spells), permanent epic spell reflection (any spell cast at Ao can be automatically reflected at the caster, usable at will). Sounds reasonable? |
| Tebryn1404-04-05, 04:33 PM | No, not far enough. Lets try this. A) Cannot be in any way, shape, or form affected by any creature of less than over deity status. B) Can duplicate the effects of any spell or power level 0-12. In addition, he may enact basically any magical effect he wishes, even those that exceed the power of 12th level spells. C) Automatically succeeds at any check he wishes to make. This includes caster level checks, dispel checks, attack rolls, basically anything with anything that resemble a DC or AC in any way. D) Can strip divinity and/or life from any being within Realmspace, at will, w/o the affected being receiving a save or being otherwise aware. This power also extends to ANY deific being who has any sort of presence on Toril. In agreeing to be worshipped in the Torillian Sphere, they are basically signing a binding contract, and if they **** with Ao, they are destroyed, and I mean their true forms, on all worlds. E) None of his spells or effects grant a saving throw, period, unless the being in question is also an overdeity. F) All of Ao's powers have unlimited range, and he need not even be able to sense the target creature. G) Ao may manifest infinite "avatars" each of which can employ all of the above mentioned powers at full strength. (Not that he needs to; see unlimited range, above). H) None of these powers or ability can effect creatures, events, or locales outside Realmspace, unless the creature (or location) in question is willing. There. Anyway, Velsharoon will be out tomorrow (I hope), with power clause. |
| Zireael04-05-05, 08:33 AM | I'm again asking for Mielikki stats. |
| Tebryn1404-05-05, 04:21 PM | Meilikki is in Faiths and Pantheons. |
| Altazar Darkflame04-07-05, 05:32 AM | No, not far enough. Lets try this. A) Cannot be in any way, shape, or form affected by any creature of less than over deity status. B) Can duplicate the effects of any spell or power level 0-12. In addition, he may enact basically any magical effect he wishes, even those that exceed the power of 12th level spells. C) Automatically succeeds at any check he wishes to make. This includes caster level checks, dispel checks, attack rolls, basically anything with anything that resemble a DC or AC in any way. D) Can strip divinity and/or life from any being within Realmspace, at will, w/o the affected being receiving a save or being otherwise aware. This power also extends to ANY deific being who has any sort of presence on Toril. In agreeing to be worshipped in the Torillian Sphere, they are basically signing a binding contract, and if they **** with Ao, they are destroyed, and I mean their true forms, on all worlds. E) None of his spells or effects grant a saving throw, period, unless the being in question is also an overdeity. F) All of Ao's powers have unlimited range, and he need not even be able to sense the target creature. G) Ao may manifest infinite "avatars" each of which can employ all of the above mentioned powers at full strength. (Not that he needs to; see unlimited range, above). H) None of these powers or ability can effect creatures, events, or locales outside Realmspace, unless the creature (or location) in question is willing. There. Anyway, Velsharoon will be out tomorrow (I hope), with power clause. on B. Let us make this can duplicate at will, without material, verbal or somatic components (casts with his thought) any spell, spell-like ability, or epic spell of any level and DC with automatic success. Ao can cast or use spell-like abilities up to 10 spells / abilities in the same combat round, for all spells with casting time of over 1 hour, the casting time is automatically decreased to 1 hour. |
| nyluenatha04-07-05, 03:30 PM | I was just hoping that you guys would be willing to post the rest of the elven pantheon that ISN'T posted here yet...I got the ones that have been posted and re-posted here, and I was hoping to be able to finish rounding out the pantheon with the leftovers that aren't here yet! :D I was ALSO wondering if any of you amazing gurus of god-making would be interested in statting the addition elven gods that were detailed in Dragon #236 and #251? I don't have the copies of these two issues right in front of me right now, so I don't have the list of them, but they were detailed a la 2nd Edition Powers and Pantheons. Anyways...thanks in advance! I hope to see some of those elven deities! :D |
| Tebryn1404-08-05, 03:23 PM | You'll have to be more specific. Can you list which gods have not been reposted (because its a pain looking?)? And I don't subscribe to Dragon (or Dungeon) magazine, so you'll have to reproduce that information in a PM or give me another source for info on those gods. Perhaps Demihuman Deities. Let me know. |
| nyluenatha04-09-05, 02:17 PM | Sure! I can do that...I just went over what gods I had found in the list, and the ones that haven't been reposted (from what I could find anyways) are: Deep Sashelas Fenmarel Mestarine Labelas Enoreth Rillifane Rallathil Some of them are actually done...but not listed on the main page. Hanali Celanil is listed as in the old thread, but its in this thread on page 11. And Rillifane Rallathil is listed as being done, but he's not on page 6 or anywhere else I could find in the new thread. I'll work on getting those other gods I mentioned typed up for you...it may take me a coupla days to get it all done, but get it done I will! I'm actually still waiting for my copy of Dragon #236 to arrive...but when I get it, I'll be sure to send you their info too! Unfortunately...I don't think that they are listed anywhere else...at least, not to my knowledge. Their is a total of four gods in the one issue I have (#251) and I believe six or so in the one that I do not. But yeah...Thanks Tebryn! You rock! You'll have to be more specific. Can you list which gods have not been reposted (because its a pain looking?)? And I don't subscribe to Dragon (or Dungeon) magazine, so you'll have to reproduce that information in a PM or give me another source for info on those gods. Perhaps Demihuman Deities. Let me know. |
| Tebryn1404-09-05, 03:19 PM | Yeah, so that whole "velsharoon will be out on tuesday" deal never actually worked out. So here he is now. As far the elven deities go, I will post them soon. I am also almost finished with two solar quasi-deity servitors of Corellon, and those will be out asap. Velsharoon The Vaunted, Archmage of Necromancy, Lord of the Forsaken Crypt, the Necromancer, Lord of the Forgotten Crypt, the Lich-Lord, Patron of Evil Liches Demigod Symbol: A crowned laughing lich skull on a solid black hexagon Home Plane: Dweomerheart Alignment: Neutral evil Portfolio: Necromancy, necromancers, evil liches, undeath Worshipers: Divine disciples, liches, necromancers, seekers of immortality through undeath, Cult of the Dragon Cleric Alignments: CN, LN, NE Domains: Death, Evil, Magic, Undeath Favored Weapon: "Skull Staff of the Necromancer" (quarterstaff) Necromancer 30/Red Wizard 10/Archmage 5/Cleric 13/True Necromancer 14 Medium-Size Undead (Evil, Extraplanar) Divine Rank: 4 Hit Dice: 30d12 (wizard) plus 10d12 (Red Wizard) plus 5d12 (archmage) plus 13d12 (cleric) plus 14d12 (true necromancer) (864 hp) Initiative: +17 (+13 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 73 (+12 Dex, +4 divine, +24 natural, +15 deflection, +8 insight) touch 60, flat-footed 74. Base Attack/Grapple: +36/+53 Attack: Skull Staff of the Necromancer +58 melee. Full Attack: Skull Staff of the Necromancer +58/+53 melee; or by spell +53 melee touch or +52 ranged touch. Damage: Skull Staff of the Necromancer 1d6+24; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, rebuke undead 40/day, as 40th level cleric, paralyzing touch (DC 61), doom gaze (DC 61, see Monsters of Faerun). Special Qualities: Undead traits, arcane fire, arcane reach, create greater undead 1/day, create undead 1/day, divine aura (40 ft., DC 39), divine immunities, DR 15/epic and good, energy drain 1/day, horrid wilting 1/day, wail of the banshee 1/day, familiars (beetles), fire resistance 9, godly realm, mastery of counterspelling, mastery of shaping, necromantic prowess, remote communication 4 miles, spell power +1, spontaneous casting of divine spells, SR 45, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 4 miles, fear aura (DC 61), specialist defense +3, spell power (necromancy) +5, enhanced specialization, circle leader, great circle leader, turn resistance +4, Saves: Fort +36, Ref +48, Will +59. Abilities: Str 36, Dex 34, Con -, Int 52, Wis 45, Cha 40 Skills: Balance +31, Bluff +59,Concentration +79, Craft (Alchemy) +84, Craft (Tattoo) +79, Decipher Script +76, Diplomacy +55, Disguise +48, Forgery +54, Gather Information +43, Heal +54, Hide +62, Intimidate +62, Knowledge (arcana) +115, Knowledge (Architecture and Engineering) +58, Knowledge (Geography) +85, Knowledge (History) +100, Knowledge (Planes) +110, Knowledge (religion) +115, Listen +77, Move Silently +62, Search +79, Sense Motive +63, Spellcraft +104, Spot +67. Feats: Awesome Blow, Brew Potion, Black Lore of Moil, Combat Expertise, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Dodge, Empower Spell, Enervate Spell, Enlarge Spell, Epic Counterspell, Epic Spellcasting, Extend Spell, Extra Turning, Fell Animate, Fell Drain, Forge Ring, Heighten Spell, Improved Counterspell, Improved Initiative, Greater Spell Focus (Necromancy), Maximize Spell, Multispell x2, Quicken Spell, Reactive Counterspell, Scribe Scroll, Scribe Tattoo, Silent Spell, Skill Focus (Spellcraft), Spell Mastery, Spell Penetration, Still Spell, Theurgic Specialist. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Archmage of Necromancy*, Arcane Mastery, Divine Spellcasting, Hand of Death (DC 39), Life Drain. Domain Powers: Kill creature with 13d6 hp or less 4/day; cast evil spells at +1 caster level; use spell completion and spell trigger item as Wiz35; Spell-like Abilities: Velsharoon casts these spells as a 34th level caster, except for evil spells, which he uses as a 35th level caster, and necromancy spells, which he uses as a 39h level caster. The save DC’s are 29 + spell level, or 38+spell level for necromancy. animate dead, antimagic field, blasphemy, cause fear, circle of doom, control undead, create greater undead, create undead, death knell, death ward, desecrate, destruction, detect undead, dispel good, dispel magic, energy drain, identify, imbue with spell ability, magic circle against good, Mordenkainen’s disjunction, Nystul’s undetectable aura, protection from good, protection from spells, slay living, spell resistance, spell turning, summon monster IX (as evil spell only), unholy aura, unholy blight, wail of the banshee. Wizard Spells/Day (Levels 0-21): 4/10/9/9/9/8/7/6/8/7/4/4/4/4/3/3/3/3/2/2/2/2 (or 4/19/18/18/18/17/16/15/17/16/4/4/4/4/3/3/3/3/2/2/2/2 plus 10-4, 11-4, 12-3 for True Dweomers); base DC=32+spell level, 40+spell level for Necromancy. Caster Level 61th (57st for spell-slots), 79th for necromancy. Cleric Spells/Day (Levels 0-17): 6/10/9/9/9/9/7/7/7/7/3/3/3/3/2/2/2/2 (or 6/11/10/10/10/10/8/8/8/8/3/3/3/3/2/2/2/2); base DC=28+spell level, 36+Spell level for necromancy. Caster Level 29th (26th for spell slots, 79th for necromancy). Epic Spells/Day: 8 arcane, 8 divine. Possessions: Velsharoon carries the Skull Staff of the Necromancer. This Imaskari minor artifact combines the powers of a Staff of the Magi, a Staff of Skulls, and a Ring of Shooting Stars. It is also a +5 unholy quarterstaff. Spellcasting: Velsharoon receives a +10 bonus on all caster level checks to overcome SR. This applies to all spells and spell-like abilities. Within his own Realm, this bonus increases to +12. In addition, Velsharoon casts all Wizard and Cleric spells an bonus to effective caster level (for variables dependant on caster level, as well as for caster level checks to beat SR) equal to his divine rank. This bonus does not stack with the Divine Bonus that all deities receive to all checks. In addition, Velsharoon should have all Spellcraft DCs for base seed reduce by 10, and have all modifiers reduced by half, because he is a source of magic in and of himself, and his true form is not limited by the Weave or the alignment of the planes, and therefore can cast Epic Magic much more easily Alternatively, if your campaign uses True Dweomers, Velsharoon gains 10th, 11th, and 12th level spell slots (as per the Arcanist Weave Depth Progression in Netheril, Empire of Magic). These slots can be used either for Metamagic spells, or for True Dweomers (though spell slots from the Divine Spellcasting SDA and Improved Spell Capacity feat cannot be used for True Dweomers). In addition, spells cast by gods have no damage caps. His level 1-9 spell slots also increase indefinitely, at the rate of one spell per day to each spell level (1-9) every 4 levels after 20th level. Avatars: Velsharoon may manifest up to 2 avatars. Avatars can be in any form the deity desires, and can have stats with HD anywhere up to Savras’. The same goes for Divine Rank, though the max is half. On the Prime, the strongest avatar Velsharoon may use may have the same class levels as him, with no outsider HD, and Divine Rank of 0. On the Planes, no such rules apply, and avatars can be every bit as strong as those presented in Deities and Demigods. Alter Reality: Velsharoon possesses the Alter Reality SDA, as described in Deities in Demigods, except that duplicated spells are subject to SR, and the caster level for such spells are 20. Because these effects are not spells, per se, they cannot be used as counterspells, and cannot be counterspelled. He still receives a +10 bonus to caster level checks for these spells (or +12 within the deity’s Realm). *Archmage of Necromancy (Unique SDA) As the god of necromancy, the DC of all of Velsharoon’s necromantic spells is increased by 4. In addition, he rebukes undead as a 40th level cleric, receives double turning attempts per day, has no limit to the number of undead he can control, and is surrounded to two dreadful auras. A desecrate effect extends to 1,000 ft., and an Unhallow effect extends to 400 ft. Other Divine Powers As a demipower, Velsharoon treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal Senses: Velsharoon can see, hear, touch, and smell at a distance of 4 mile. As a standard action, he can perceive anything within 4 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 4 hour. Portfolio sense: Velsharoon is aware of any creation of an undead creature, or any casting of a necromancy spell, as long as it is affects at least 1,000 people. Automatic actions: Velsharoon can use Knowledge skill and Spellcraft as a free action as long as the DC is 15 or lower. He can perform up to 2 such free actions each round. Create Magic Items: Velsharoon can create any magic item that deals with death or undeath or creates a necromantic effect as long as the market price does not exceed 4,500 gp. |
| Tebryn1404-09-05, 03:29 PM | Deep Sashelas By Elrumir Lord of the Undersea, the Dolphin Prince, the Knowledgeable One, Sailor’s Friend, the Creator Intermediate Elven Deity Symbol: Dolphin Home Plane: Arvandor Alignment: Chaotic good Portfolio: Oceans, sea elves, creation, knowledge Worshipers: Druids, elves, fisherfolk, rangers, sages, sailors Cleric Alignments: CG, CN, NG Domains: Chaos, Elf, Good, Knowledge, Ocean, Water Favoured Weapon: “Trifork of the Deep” (trident) Deep Sashelas Wizard 10/Cleric 10/Ranger 5/Loremaster 10/Archmage 5 Medium-size outsider (Aquatic, Chaos, Elf, Good) Divine Rank: 11 Hit Dice: 20d8+160 (outsider) + 10d4+80 (Wiz) + 10d8+80 (Clr) + 10d4+80 (Lor) + 5d10+40 (Rgr) + 5d4+40 Acm (870 hp) Initiative: +13 (+9 Dex, +4 Improved Initiative) Speed: 60 ft., swim 60 ft. AC: 71 (+9 Dex, +1 dodge trick, +11 divine, +29 natural, +11 deflection) Attacks: +5 large spell storing, sahuagin bane, shock returning trident +64/+59/+54/+49 melee; or spell +58 melee touch or +60 ranged touch. Damage: +5 large spell storing, sahuagin bane, shock, returning trident 2d6+15/19-20; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 14/day. Special Qualities: Animal companion (up to 5 HD), applicable knowledge, arcane reach, divine aura (1,100 ft., DC 31), divine immunities, dodge trick, DR 46/+4, familiars (sea animals), favoured enemies (evil aquatic humanoids +2, drow +1), fire resistance 31, gills, godly realm (10 miles Outer Plane, 1,100 ft. Material Plane), improved low-light vision, mastery of counterspelling, mastery of elements, mastery of shaping, newfound arcana, plane shift at will, remote communication 11 miles, spell-like ability (6/day water breathing), spontaneous casting of divine spells, SR 43, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 11 miles. Saves: Fort +51, Ref +52, Will +53 Abilities: Str 24, Dex 28, Con 26, Int 40, Wis 31, Cha 32 Skills: Alchemy +66, Animal Empathy +62, Appraise +66, Craft (carpentry) +66, Craft (pottery) +66, Craft (shipbuilding) +66, Diplomacy +62, Forgery +66, Gather Information +64, Handle Animal +64, Heal +63, Hide +60, Intuit Direction +61, Knowledge (arcana) +70, Knowledge (geography) +66, Knowledge (history) +66, Knowledge (nature) +68, Knowledge (religion) +66, Listen +63, Move Silently +60, Profession (herbalist) +61, Profession (sage) +61, Profession (sailor) +61, Scry +66, Search +66, Spellcraft +68, Spot +63, Swim +66, Wilderness Lore +61. Feats: Alertness, Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, Eschew Materials, Expertise, Extend Spell, Improved Critical (trident), Improved Initiative, Maximize Spell, Persistent Spell, Point Blank Shot, Quicken Spell, Repeat Spell, Scribe Scroll, Silent Spell, Skill Focus (Knowledge [nature]), Skill Focus (Spellcraft), Spell Focus (Conjuration), Spell Focus (Transmutation), Still Spell, Superior Expertise, Track, Twin Spell, Weapon Focus (trident). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Call Creatures (sea creatures), Control Creatures (sea creatures), Divine Water Mastery, Extra Domain (Chaos), Extra Domain (Good), Extra Domain (Water), Power of Nature, Shift Form, Speak with Creatures (sea creatures), True Knowledge. Domain Powers: Cast chaos spells at +1 caster level; cast good spells at +1 caster level; cast divination spells at +1 caster level; water breathing up to 100 minutes/day; 11/day rebuke or command water creatures or turn or destroy fire creatures. Spell-like Abilities: Deep Sashelas uses these abilities as a 24th-level caster, except for chaos and good spells, which he uses as a 25th-level caster. The save DC’s are 19 + spell level. acid fog, aid, animate objects, antipathy, blade barrier, cat’s grace, chaos hammer, clairaudience/clairvoyance, cloak of chaos, commune with nature, cone of cold, control water, detect secret doors, detect thoughts, discern location, dispel evil, dispel law, divination, elemental swarm (as water spell only), endure elements, find the path, fog cloud, foresight, freedom of movement, holy aura, holy smite, holy word, horrid wilting, ice storm, legend lore, liveoak, maelstrom, magic circle against evil, magic circle against law, obscuring mist, Otiluke’s freezing sphere, protection from evil, protection from law, shatter, snare, sound burst, summon monster IX (as chaos or good spell only), sunburst, tree stride, true seeing, true strike, wall of ice, water breathing, waterspout, word of chaos. Cleric Spells/day: 6/8/8/6/6/5 (level 0-5); base DC 20 + spell level, 22 + spell level for Conjuration and Transmutation spells. Ranger Spells/day: 3 (level 1); base DC 20 + spell level, 22 + spell level for Conjuration and Transmutation spells. Wizard Spells/day: 4/9/8/8/7/6/5/6/5/5 (level 0-9); base DC 25 + spell level, 27 + spell level for Conjuration and Transmutation spells. Possessions: When combating, which he does frequently against the evil denizens of the oceans and their gods and goddesses, Deep Sashelas wields the Trifork of the Deep in both hands with stunning grace and ease. It is a +5 large trident with the spell storing, sahuagin bane, shock and returning enhancements. Caster level: 25th; Weight: 8 lb. Other Divine Powers As an intermediate god, Deep Sashelas automatically receives a 20 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure and is immortal. Senses: Deep Sashelas can see, hear, touch and smell at a distance of eleven miles. As a standard action, he can perceive anything within eleven miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 11 hours. Portfolio Sense: Deep Sashelas knows automatically when the aquatic elves are threatened, or the seas they live in. Automatic Actions: Deep Sashelas can use Concentration, Heal, Intuit Direction, Knowledge and Swim as a free action, if the DC for the check is 25 or less. He can perform up to ten such actions per round. Create Magic Items: Being the god of the aquatic elves, sea and creation, Deep Sashelas can create any magical item relating to water or seafaring, any constructive magical item, or an item specifically for use by elves, as long as the item’s price does not exceed 200,000gp. Avatars Avatars of Deep Sashelas appear as a handsome, genderless sea elf male with skin in a deep sea-green, blue-green eyes, and free-flowing blue-green hair. He is most often accompanied by one of the other deities of sub-ocean creatures, most often Trishina, the Dolphin Goddess, who is his paramour. Avatar of Deep Sashelas: As Deep Sashelas except as follows; divine rank 5; AC 59; Atk +58/+53/+48/43 (2d6+15/19-20, +5 large spell storing, sahuagin bane, shock returning trident); spell +55 melee touch or +58 ranged touch; SQ Divine aura (500 ft., DC 26), DR 40/+4, fire resistance 25, SR 37; SV Fort +45, Ref + 46, Will +47; all skill modifiers are reduced by six. Salient Divine Abilities: Alter Size, Call Creatures (sea creatures), Divine Water Mastery, Power of Nature, Speak with Creatures (sea creatures), True Knowledge. Spell-like abilities: Caster level 15th, saving throw DC 26 + spell level. Without the Extra Domain salient divine ability, Deep Sashelas’ avatar loses access to the Chaos, Good and Water domains and the corresponding spell-like abilities. Fenmarel Mestarine By Jorda the Knight The Lone Wolf Lesser Elven Deity Symbol: Pair of elven eyes in the darkness Home Plane: Arvandor Alignment: Chaotic neutral Portfolio: Feral elves, outcasts, scapegoats, isolation Worshipers: Druids, elves, outcasts, rangers, rogues, spies, wild elves Cleric Alignments: CE, CG, CN Domains: Animal, Chaos, Elf, Plant, Travel Favored Weapon: “Thornbite” (dagger) Fenmarel Mestarine Ranger 20/Rogue 20 Medium-Size Outsider (Chaos) Divine Rank: 10 Hit Dice: 20d8+180 (Outsider), 20d10+180 (Rng), 20d6+180 (Rog) (1020 hp) Initiative: +20 (+16 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 64 (+16 Dex, +10 divine, +23 natural, +5 deflection) Attacks: +5 keen, throwing, chaotic dagger +76 melee; or +63 melee touch; or +66 ranged touch Damage: +5 keen, ditance, chaotic dagger 1d4+18 melee; or +5 keen, distace, chaotic dagger 1d4+18 ranged; or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack +8d6, crippling strike Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 10 miles, DR 45/+4, fire resistance 03, spontaneous casting of divine spells, godly realm, favored enemies (drow +5, magical beasts +4, goblinoids +3, aberrations +2, shapechangers +1), SR 42, divine aura (1000 ft. DC= 25), evasion, improved evasion, traps, opportunist, slippery mind, uncanny dodge Saves: Fort. +51 Ref. +58 Will. +53 Abilities: Str.36 (+13) Dex.42 (+16) Con.28 (+9) Int.32 (+11) Wis.36 (+13) Cha.21 (+5) Skills: Animal Empathy +58, Balance +69, Bluff +58, Climb +66, Concentration +62, Disguise +58, Escape Artist +69, Gather Information +58, Handle Animal +58, Heal +66, Innuendo +66, Intuit Direction +66, Jump +66, Knowledge (nature) +64, Listen +66, Move Silently +69, Open Lock +69, Pick Pocket +69, Read Lips +64, Search +64, Sense Motive +66, Spot +66, Swim +66, Tumble +69, Wilderness Lore +66 Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Mobility, Spring Attack, Expertise, Improved Critical (dagger), Improved Initiative, Quick Draw, Run, Weapon Finesse (dagger), Weapon Focus (dagger), Two-Weapon Fighting (when in light or no armor), Ambidexterity (when in light or no armor), Improved Two-Weapon Fighting (when in light or no armor) Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Alter Form, Shift Form, Extra Domain (Plant), Extra Domain (Travel), Command Plants, Divine Celerity, Free Move, Divine Dodge, Divine Ranger, Divine Weapon Focus, Stride Domain Powers: Cast animal friendship 1/day, cast chaos spells at +1 caster level, free Point Blank Shot feat, rebuke or command plants as an evil cleric rebukes or commands undead 8/day, freedom of movement 10 rounds/day Spell-Like Abilities: All domain spells, caster level 20, DC 25 Possessions: Fenmarel always carries his +5 keen, distance, chaotic dagger, “Thornbite”. Other Divine Powers Senses: Fenmarel can see, hear, touch and smell at a distance of 10 miles. As a standard action he can perceive anything within 10 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 10 hours. Portfolio Sense: Fenmarel senses any danger to wild elves or the gathering of any wild elves the moment it happens as long as the event involves at least 500 people. Automatic Actions: Fenmarel can use Handle Animal, Move Silently, Hide and Wilderness Lore as a free action if the DC for the task is 20 or lower. He can perform up to 5 such actions a turn. Create Magic Items: Fenmarel can create any kind of light weapon as long as the market price does not exceed 300,000 gp. Labelas Enoreth By Jorda the Knight The Lifegiver, Lord of the Continuum, the Sage of Sunset Intermediate Elven Deity Symbol: Setting Sun Home Plane: Arvandor Alignment: Chaotic Good Portfolio: Time, longevity, the moment of choice, history Worshipers: Bards, divine disciples, elves, loremasters, scholars, teachers Cleric Alignments: CG, CN, NG Domains: Chaos, Elf, Good, Knowledge, Time Favored Weapon: “The Timestave” (quarterstaff) Labelas Enoreth Bard 20/Loremaster 10/Diviner 10 Medium Sized Outsider (Chaos, Good) Divine Rank: 15 Hit Dice: 20d8 (Outsider), 20d6 (Brd), 10d4 (Lrm), 10d4 (Div) Initiative: +14 (+10 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 73(+10 Dex, +15 Divine, +28 natural, +10 deflection) Attacks: +5/+5 speed quarterstaff +59 melee; or +53 melee touch; or +56 ranged touch Damage: +5/+5 speed quarterstaff 1d6+5/1d6+5/x2 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine Abilities, spell-like abilities Special Qualities: Divine Immunities, DR 50/+4, fire resistance 35, SR 47, understand, speak and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, bardic knowledge +34, bardic music (as 20th level bard) range 15 miles, familiar (cats), divine aura 1500 ft. DC= 35, Secrets (Inner Strength, True Stamina, Avoidance, Weapon Trick, Dodge Trick), Lore, Greater Lore, True Lore Saves: Fort. +56 Ref. +58 Will. +62 Abilities: Str.24 (+7) Dex.30 (+10) Con.26 (+8) Int.38 (+14) Wis.44 (+17) Cha.30 (+10) Skills: Alchemy +52, Appraise +52, Balance +48, Concentration +46, Craft (bookbinding) +52, Decipher Script +52, Diplomacy +48, Escape Artist +48, Gather Information +48, Hide +48, Intuit Direction +55, Knowledge (arcana) +52 Knowledge (religion) +52, Knowledge (nature) +52, Knowledge (architecture and engineering) +52, Knowledge (geography) +52, Knowledge (history) +74, Knowledge (local) +52, Knowledge (nobility and royalty) +52, Knowledge (The Planes) +52, Listen +55, Move Silently +48, Perform (epic poem) +48, Profession (bookkeeper) +55, Profession (scribe) +55, Profession (historian) +55, Scry +52, Spellcraft +52, Spot +55 Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Spell Focus (Divination), Greater Spell Focus (Divination), Spell Penetration, Greater Spell Penetration, Weapon Finesse (quarter staff), Weapon Focus (quarterstaff), Brew Potion, Skill Focus (Knowledge, history), Craft Rod, Craft Staff, Scribe Scroll, Enlarge Spell, Extend Spell, Persist Spell, Maximize Spell, Quicken Spell, Silent Spell, Still Spell, Eschew Materials, Repeat Spell, Point Blank Shot Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abiltities: Extra Domain (Knowledge), Extra Domain (Time), Automatic Metamagic, Clear Sight, Divine Bard, Divine Skill Focus (Knowledge, history), Instant Counterspell, Instant Move, Know Death, Know Secrets, Power of Truth, See Magic, Supreme Initiative, True Knowledge, Divine Spell Focus (Divinations), Irresistible Performance, Divine Recall (Elves) Domain Powers: Cast chaos, divinations and good spells at +1 caster level, free Improved Initiative feat, free Point Blank Shot feat, Spell-Like Abilities: All domain spells, caster level=25, base DC= 35+ spell level Bard spells/day: 4/7/7/6/6/6/6 Wizard spells/day: 4/9/9/8/8/8/8/7/7/7 Possessions: Labelas is almost never found without his trusty quarterstaff “The Timestave”, a +5/+5 speed quarterstaff Other Divine Powers As an intermediate deity Labelas always receives a 20 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal. Senses: Labelas can see, hear, touch and smell at a distance of 15 miles. As a standard action, he can perceive anything within six miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations at once for 15 hours. Portfolio Sense: Labelas senses anything that effects elves, any time an important choice is made, any time magic is used to alter time (such as with a Time Stop spell and any discovery of knowledge or secrets the instant it happens and retains the sensation for 15 weeks after the event occurs. Automatic Actions: Labelas can use any Knowledge skill, Craft (bookbinding), Perform (epic poem), Profession (bookkeeper), Profession (scribe), Profession (historian) or Scry as a free action if the DC for the task is 25 (30 for Knowledge, history) or lower. He can perform up to 10 such free actions per round. Create Magic Items: Labelas can create any magic item that functions specifically for elves or involves time or knowledge so long as the market price does not exceed 200,000 gp. Rillifane Rallathil By Elrumir The Leaflord, the Wild One, the Great Oak, the Many-Branched, the Many-Limbed, Old Man of the Yuirwood Druid 20/Ranger 10/Bard 10 Medium-size outsider (Chaos, Good) Divine Rank: 14 Hit Dice: 20d8+180 (outsider) + 20d8+180 (Drd) + 10d10+90 (Rgr) + 10d6+90 (Brd) (1,020 hp) Initiative: +15 (+11 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 71 (+11 Dex, +14 divine, +27 natural, +9 deflection) Attacks: +5 impact, shock/+5 impact, shock quarterstaff of the woodlands & swarming insects +68/+63/+58/+53 and +68/+63/+58; or +5 mighty composite longbow (+8) +64/+64/+59/+54/+49; or spell +62 melee touch or +65 ranged touch. Damage: +5 impact, shock/+5 impact, shock quarterstaff of the woodlands & swarming insects 1d6+13/1d6+13/17-20/x2; or +5 mighty composite longbow (+8) 1d8+13/x3; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, rebuke undead 12/day. Special Qualities: A thousand faces, animal companion (up to 20 HD), bardic knowledge, bardic music, divine aura (1,400 ft., DC 33), divine immunities, DR 49/+4, familiars (hawks & eagles), favoured enemies (drow +3 {using the optional rules from Masters of the Wild}, evil outsiders +2, aberrations +1), fire resistance 34, godly realm (10 miles Outer Plane, 1,400 ft. Material Plane), nature sense, plane shift at will, remote communication 14 miles, resist nature’s lure, spontaneous casting of divine spells, SR 46, teleport without error at will, trackless step, understand, speak and read all languages and speak directly to all beings within 14 miles, venom immunity, wild shape (Fine, Tiny, Small, Medium-size, Large, Huge, Gargantuan, Colossal or Dire animal, beast or magical beast 6/day, elemental 3/day), woodland stride. Saves: Fort +55, Ref +57, Will +61 Abilities: Str 26, Dex 33, Con 29, Int 25, Wis 40, Cha 29 Skills: Alchemy +48, Animal Empathy +58, Bluff +51, Concentration +49, Diplomacy +51, Disguise +43, Gather Information +45, Handle Animal +58, Heal +59, Hide +73 Intimidate +44, Intuit Direction +48, Knowledge (arcana) +48, Knowledge (nature) +53, Knowledge (religion) +48, Listen +63, Move Silently +73 Perform +52, Profession (herbalist) +62, Scry +42, Search +58, Sense Motive +59, Spellcraft +57, Spot +63, Wilderness Lore +58. Feats: Alertness, Blind-Fight, Brew Potion, Combat Casting, Combat Reflexes, Disguise Spell, Far Shot, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Plant Control, Plant Defiance, Point Blank Shot, Precise Shot, Rapid Shot, Reach Spell, Track, Weapon Focus (composite longbow), Weapon Focus (quarterstaff). * Due to his affinity with the quarterstaff, Rillifane can use the ranger bonus feats Ambidexterity and Two-Weapon Fighting, even though normally not allowed in combination with double weapons. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Area Divine Shield, Avatar, Call Creatures (sylvan creatures), Command Plants, Control Creatures (sylvan creatures), Divine Archery, Divine Druid, Divine Shield, Extra Domain (Chaos), Extra Domain (Good), Gift of Life, Mind of the Beast, Power of Nature, Shapechange, Speak with Creatures (sylvan creatures). Domain Powers: Cast chaos spells at +1 caster level; cast good spells at +1 caster level; 12/day rebuke or command plant creatures; 14/day protective ward. Spell-like Abilities: Rillifane uses these abilities as a 24th-level caster, except for chaos and good spells, which he uses as a 25th-level caster. The save DC’s are 19 + spell level. aid, animate objects, antimagic field, antipathy, barkskin, blade barrier, cat’s grace, changestaff, chaos hammer, cloak of chaos, command plants, commune with nature, control plants, dispel evil, dispel law, entangle, find the path, holy aura, holy smite, holy word, liveoak, magic circle against evil, magic circle against law, mind blank, plant growth, prismatic sphere, protection from elements, protection from evil, protection from law, repel wood, repulsion, sanctuary, shambler, shatter, shield other, snare, spell immunity, spell resistance, summon monster IX (as chaos or good spell only), sunburst, tree stride, true strike, wall of thorns, word of chaos. Bard Spells/day: 3/6/5/4/2; base DC 19 + spell level. Druid Spells/day: 6/9/9/9/8/8/7/7/6/6; base DC 25 + spell level. Possessions: Rillifane uses the Oakstaff in combat, a +5 impact shock/+5 shock impact quarterstaff that combines the abilities of a staff of the woodlands and a staff of swarming insects. At will he can transform this weapon into a +5 mighty composite longbow (+8), which requires everyone hit by it to make a Fortitude save (DC 24) or be affected by a slay living spell. Caster level: 25th; Weight: 4 lb. Other Divine Powers As an intermediate god, Rillifane Rallathil automatically receives a 20 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure and is immortal. Senses: Rillifane can see, hear, touch and smell at a distance of fourteen miles. As a standard action, he can perceive anything within fourteen mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 10 hours. Portfolio Sense: Rillifane is automatically aware when anything threatens the wood elves, wild elves, their communities or the woods where they live. Automatic Actions: Rillifane can use Concentration, Heal, Intuit Direction, Knowledge (nature), Perform or Wilderness Lore as a free action, if the DC for the check is 25 or less. He can perform up to ten such actions per round. Create Magic Items: As Rillifane is the god of the elven woodlands, he can create any magical item relating to woodsmanship or specifically for use by elves, as long as the item’s price does not exceed 200,000gp. Avatars Rillifane appears as a green-skinned male elf clad in armor of living bark, armed with a great greenwood staff or longbow. Absolutely silent when moving, he speaks very rarely and even shoots his bow in utter silence. Avatar of Rillifane: As Rillifane except as follows; divine rank 7; AC 64; Atk +68/+63/+58/+53 and +68/+63/+58 (+5 impact, shock/+5 impact, shock quarterstaff of the woodlands & swarming insects); or +57/+57/+52/+47/+42 ([/i]+5 mighty composite longbow {+8}[/i]); or spell +55 melee touch or +58 ranged touch; SQ Divine aura (700 ft., DC 26), DR 41/+4, fire resistance 27, SR 39; SV Fort +48, Ref + 50, Will +54; all skill modifiers are reduced by seven. Salient Divine Abilities: Alter Form, Alter Size, Call Creatures (sylvan creatures), Command Plants, Divine Archery, Divine Druid, Extra Domain (Chaos), Extra Domain (Good), Power of Nature. Spell-like abilities: Caster level 17th, saving throw DC 24 + spell level. |
| Tebryn1404-09-05, 04:26 PM | Lashrael and Felarathael Solar servitors of Corellon Larethian. These twin spirits resemble tall, shining, androgynous elves clad in gleaming white robes. They serve as heralds for Corellon and defenders of imperiled elven communities. Lashrael is given to emotional extremes, while Felarathael is detached, rational, and calming. Advanced Solars Wizard 17 Divine Rank: 0 Large Outsider (Angel, Extraplanar, Good, Chaotic) Hit Dice: 28d8+160 (outsider) plus 17d4+102 (wizard) (562 hp) Initiative: +11 Speed: 80 ft. fly 200 ft. (good) Armor Class: 46 (–1 size, +7 Dex, +21 natural, +9 deflection), touch 26, flat-footed 39 Base Attack/Grapple: +36/+48 Attack: +6 dancing keen anarchic longsword +50 melee (2d6+14/17–20) or +5 composite longbow (+5 Str bonus) +48 ranged (2d6+10/x3 plus slaying) or slam +44 melee (2d8+12) Full Attack: +5 dancing keen anarchic longsword +50/+45/+40/+35 melee (2d6+14/17–20) or +5 composite longbow (+5 Str bonus) +48/+43/+38/+33 ranged (2d6+10/x3 plus slaying) or slam +44 melee (2d8+12) Space/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities, spells Special Qualities: Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues, proxy powers. Saves: Fort +30 (+34 against poison), Ref +31, Will +32 Abilities: Str 26, Dex 24, Con 22, Int 28, Wis 26, Cha 28 Skills: Concentration +54, Craft (Weaponsmithing) +44, Diplomacy +48, Escape Artist +32, Hide +32, Intimidate +44, Knowledge (Arcana) +56, Knowledge (Religion) +54, Knowledge (Planes) +51, Knowledge (Local, Evermeet) +36, Knowledge (History) +54, Listen +43, Move Silently +32, Profession (Herald) +37, Search +34, Sense Motive +39, Spellcraft +48, Spot +48, Survival +18 (+20 following tracks), Use Rope +10 (+12 with bindings) Feats: Cleave, Combat Expertise, Dodge, Epic Skill Focus (Intimidate), Great Cleave, Improved Initiative, Improved Sunder, Maximize Spell, Mobility, Power Attack, Precise Shot, Quick Draw, Quicken Spell, Rapid Shot, Sacred Spell, Spring Attack, Track, Weapon Focus (Longsword), Whirlwind Attack. Challenge Rating: ? (around 48). Alignment: Chaotic Good Lashrael’s and Felarathael’s natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction. Divine Immunities: Ability damage, ability drain, energy drain, mind-affecting effects, transmutation. Regeneration (Ex): Lashrael and Felarathael take normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor. Spell-Like Abilities: At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 23), imprisonment (DC 28), invisibility (self only), lesser restoration (DC 21), polymorph (self only) power word stun, remove curse (DC 22), remove disease (DC 22), remove fear (DC 20), resist energy, summon monster VII, speak with dead (DC 22), waves of fatigue; 3/day—blade barrier (DC 25), earthquake (DC 27), heal (DC 25), mass charm monster (DC 27), permanency, resurrection, waves of exhaustion; 1/day—greater restoration (DC 26), power word blind, power word kill, power word stun, prismatic spray (DC 26), wish. Caster level 20th. The save DCs are Charisma-based. The following abilities are always active on Lashrael’s and Felarathael’s persons, as the spells (caster level 20th): detect evil, detect snares and pits, discern lies (DC 23), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action. Spells: Lashrael and Felarathael can cast divine spells as 20th-level clerics. They have access to the Elf, Good, Chaos, War and Protection domains, and Corellon is their patron. Cleric Spells/day: 6/8/8/8/8/7/6/6/6/5; save DC 18 + spell level Wizard Spell/Day: 4/7/6/6/6/6/5/4/3/2; base DC=19+spell level. Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus (+13 total with normal deflection) to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). This aura can be dispelled, but Lashrael and Felarathael can create it again as a free action on their next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.) Tongues (Su): Lashrael and Felarathael can speak with any creature that has a language, as though using a tongues spell (caster level is 28). This ability is always active. Proxy Powers (Su): As proxies (after a fashion) or Corellon, Lashrael and Felarathael may affect those struck by their swords with any of the following effects in lieu of damage: sleep (no saving throw or HD limit), teleportation (1d10 miles in a random direction, no saving throw), polymorph (into a woodland animal, Fortitude DC 41 to resist), or the victim suffers from amnesia (Fortitude DC 41 to resist). |
| Green Giant04-09-05, 05:11 PM | I was just hoping that you guys would be willing to post the rest of the elven pantheon that ISN'T posted here yet...I got the ones that have been posted and re-posted here, and I was hoping to be able to finish rounding out the pantheon with the leftovers that aren't here yet! :D I was ALSO wondering if any of you amazing gurus of god-making would be interested in statting the addition elven gods that were detailed in Dragon #236 and #251? I don't have the copies of these two issues right in front of me right now, so I don't have the list of them, but they were detailed a la 2nd Edition Powers and Pantheons. Anyways...thanks in advance! I hope to see some of those elven deities! :D I hadn't realized that the elven gods in Dragon #236 and #251 had not been statted yet. Luckily I have both those issues and I'll soon remedy that oversight. In the meantime, here's one from issue #236. Enjoy. :) Tethrin Veraldé The Shining One, The Master of Blades Demigod Symbol: A long and a short sword lying parallel to each other on a disk, their blade tips angled toward the upper left; a quarter moon lies above the swords, while a full moon lies underneath Home Plane: Blessed Fields of Elysium/Amoria/Tethridar Portfolio: Bladesingers, swordsmanship Worshipers: Bladesingers, fighters, warriors Cleric Alignments: CG, NG, LG Domains: Elf, Magic, War Favored Weapon: Longsword Tethrin the Shining One is the patron god of bladesingers and swordsmen, and is apparently the son of both Corellon and Sehanine, though only recently has he begun to develop a following among the elves. An adventurous, strident god, he believes in the power of elven blades and magic to win the day, and likewise encourages his followers to use such to protect and further the elven cause. Tethrin has few enemies save Lolth (who would like to deal a personal blow to Corellon and Sehanine by slaying him) and the Faerunian drow demigod Selvetarm (he may have been sent by Lolth to kill Tethrin, though it failed). On Oerth, he gained the ire of Hextor by helping Heironeous settle some matters there, and so he must watch out for him. Still, if he were slain, Corellon would reinstate him, so his worshippers are somewhat alleviated. Although Tethrin spends much of his time on Arborea, he shares his realms of Tethridar on the first layer of Elysium with the goddess Kirith Sotheril, his lover and confidant. It’s a small but pleasant place, complete with a large copse of trees as well as a fruit orchard. There, amid the trees and open field, followers of his who have died continually practice and hone their skills. Dogma Clergy and Temples Tethrin’s clergy are known as Tethryls and they stress the value of swordsmanship as well as the mixing of swords and magic, among other things. They favor blue and silver robes for their vestments. TETHRIN VERALDÉ Fighter 10/Wizard 10/Bladesinger 10/Champion of Corellon 10 Medium Outsider (Good) Divine Rank: 5 Hit Dice: 20d8+140 (outsider) plus 10d10+70 (Fighter) plus 10d4+70 (Wizard) plus 10d8+70 (Bladesinger) plus 10d10+70 (Champion of Corellon) (900 hp) Initiative: +15, always first (+11 Dex, +4 Improved Iniative, Supreme Iniative) Speed: 60 ft. AC: 74 (+11 Dex, +5 divine, +18 natural, +10 armor [+5 elven chain], +10 dodge , +10 deflection) touch 46, flat-footed 63 Base Attack/Grapple: +40/+57 Attack: +5 defending everbright holy longsword +70 melee; or spell +57 melee touch or +56 ranged touch Full Attack: +5 defending everbright holy longsword +68/+68/+63/+58/+53 melee; or spell +57 melee touch or +56 ranged touch Damage: +5 defending everbright holy longsword 1d8+24/x3; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (good). Special Qualities: Elf traits, divine immunities, DR 15/epic, fire resistance 10, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 5 miles, remote communication, godly realm, greater teleport at will, bladesong style, lesser spellsong, song of celerity (4th), greater spellsong, song of fury, Corellon’s blessing (100 hp), elegant strike +11, superior defense +3, unimpeded movement, Corellon’s wrath 13/day, SR 37, divine aura (50 ft., DC 25). Saves: Fort +44, Ref +48, Will +44 Abilities: Str 35, Dex 33, Con 24, Int 30, Wis 24, Cha 30 Skills: Appraise +35, Balance +42, Bluff +35, Climb +37, Concentration +56 (+60 when casting defensively), Craft (weaponsmithing) +59, Diplomacy +43, Escape Artist +36, Handle Animal +35, Heal +32, Hide +46, Intimidate +39, Jump +67, Knowledge (arcana) +59, Knowledge (history) +35, Knowledge (religion) +35, Listen +44, Move Silently +46, Perform (dance) +35, Perform (sing) +35, Ride (horse) +40, Search +47, Sense Motive +42, Spellcraft +65, Spot +44, Survival +32 (+36 to follow tracks), Swim +37, Tumble +66. Feats: Arcane Strike, Blind-Fight, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Devastating Critical, Dire Charge, Dodge, Empower Spell, Epic Combat Expertise, Epic Weapon Focus (longsword), Eschew Materials, Great Cleave, Greater Weapon Focus (longsword), Improved Combat Casting, Improved Critical (longsword), Improved Feint, Improved Iniative, Improved Trip, Improved Weapon Familiarity, Improved Whirlwind Attack, Mobility, Mounted Combat, Overwhelming Critical, Point Blank Shot, Power Attack, Practiced Spellcaster (wizard), Quick Draw, Scribe Scroll, Spellcasting Harrier, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack Elf Traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Reality, Battlesense, Divine Armor Mastery, Divine Weapon Focus (longsword), Divine Weapon Specialization (longsword), Supreme Iniative Domain Powers: Use spell completion or spell trigger devices as Wiz17. Spell-like Abilities: Tethrin Veraldé uses these abilities as a 15th-level caster. The save DCs are 25 + spell level. Antimagic field, antipathy, blade barrier, cat’s grace, commune with nature, dispel magic, divine power, flame strike, find the path, identify, imbue with spell ability, liveoak, magic vestment, magic weapon, Mordenkainen’s disjunction, Nystul’s magic aura, power word blind, power word kill, power word stun, protection from spells, snare, spiritual weapon, spell resistance, spell turning, sunburst, tree stride, true strike. Wizard Spells/Day: 4/7/7/6/6/6/5/3/2; base DC = 20 + spell level. Possessions: Tethrin Veraldé wields Tahlaer, a +5 longsword with the defending, everbright, and holy special abilities. He wears a suit of +5 elven chain. [b]Other Divine Powers As a demigod, Tethrin Veraldé treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Tethrin Veraldé can see, hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours. Portfolio sense: Tethrin Veraldé is aware of any act that affects the welfare of at least 1,000 elves. He is also aware of any act of swordsmanship used by an elf that has been heard by at least 1,000 people. Automatic actions: Tethrin Veraldé can use Concentration, Craft (weaponsmithing), Jump, Knowledge (arcana), Spellcraft, and Tumble as a free action if the DC for the task is 15 or lower. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to two such free actions each round. Create Magic Items: Tethrin Veraldé can create any kind of magic sword or light magic armor, as long as the item’s market price does not exceed 4,500 gp. Note: If you wish you can also give Tethrin Veraldé the Dance of Blades and Bladesong martial art styles found in Dragon #303. Sources: Dragon #236, PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Races of the Wild (3.5E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Epic Level Handbook (3E), Complete Arcane (3.5E), and Complete Warrior (3.5E). |
| Slime Lord04-09-05, 09:50 PM | Can I just say that I can not believe a Demigod, like Velsharoon, has so many Sidename/Nicknames?! That's just out rageous! |
| Lord Mortanius04-10-05, 12:26 AM | Yeah, so that whole "velsharoon will be out on tuesday" deal never actually worked out. So here he is now. As far the elven deities go, I will post them soon. I am also almost finished with two solar quasi-deity servitors of Corellon, and those will be out asap. Velsharoon The Vaunted, Archmage of Necromancy, Lord of the Forsaken Crypt, the Necromancer, Lord of the Forgotten Crypt, the Lich-Lord, Patron of Evil Liches Demigod Symbol: A crowned laughing lich skull on a solid black hexagon Home Plane: Dweomerheart Alignment: Neutral evil Portfolio: Necromancy, necromancers, evil liches, undeath Worshipers: Divine disciples, liches, necromancers, seekers of immortality through undeath, Cult of the Dragon Cleric Alignments: CN, LN, NE Domains: Death, Evil, Magic, Undeath Favored Weapon: "Skull Staff of the Necromancer" (quarterstaff) Necromancer 30/Red Wizard 10/Archmage 5/Cleric 13/True Necromancer 14 Medium-Size Undead (Evil, Extraplanar) Divine Rank: 4 Hit Dice: 30d12 (wizard) plus 10d12 (Red Wizard) plus 5d12 (archmage) plus 13d12 (cleric) plus 14d12 (true necromancer) (864 hp) Initiative: +17 (+13 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 73 (+12 Dex, +4 divine, +24 natural, +15 deflection, +8 insight) touch 60, flat-footed 74. Base Attack/Grapple: +36/+53 Attack: Skull Staff of the Necromancer +58 melee. Full Attack: Skull Staff of the Necromancer +58/+53 melee; or by spell +53 melee touch or +52 ranged touch. Damage: Skull Staff of the Necromancer 1d6+24; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, rebuke undead 40/day, as 40th level cleric, paralyzing touch (DC 61), doom gaze (DC 61, see Monsters of Faerun). Special Qualities: Undead traits, arcane fire, arcane reach, create greater undead 1/day, create undead 1/day, divine aura (40 ft., DC 39), divine immunities, DR 15/epic and good, energy drain 1/day, horrid wilting 1/day, wail of the banshee 1/day, familiars (beetles), fire resistance 9, godly realm, mastery of counterspelling, mastery of shaping, necromantic prowess, remote communication 4 miles, spell power +1, spontaneous casting of divine spells, SR 45, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 4 miles, fear aura (DC 61), specialist defense +3, spell power (necromancy) +5, enhanced specialization, circle leader, great circle leader, turn resistance +4, Saves: Fort +36, Ref +48, Will +59. Abilities: Str 36, Dex 34, Con -, Int 52, Wis 45, Cha 40 Skills: Balance +31, Bluff +59,Concentration +79, Craft (Alchemy) +84, Craft (Tattoo) +79, Decipher Script +76, Diplomacy +55, Disguise +48, Forgery +54, Gather Information +43, Heal +54, Hide +62, Intimidate +62, Knowledge (arcana) +115, Knowledge (Architecture and Engineering) +58, Knowledge (Geography) +85, Knowledge (History) +100, Knowledge (Planes) +110, Knowledge (religion) +115, Listen +77, Move Silently +62, Search +79, Sense Motive +63, Spellcraft +104, Spot +67. Feats: Awesome Blow, Brew Potion, Black Lore of Moil, Combat Expertise, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Dodge, Empower Spell, Enervate Spell, Enlarge Spell, Epic Counterspell, Epic Spellcasting, Extend Spell, Extra Turning, Fell Animate, Fell Drain, Forge Ring, Heighten Spell, Improved Counterspell, Improved Initiative, Greater Spell Focus (Necromancy), Maximize Spell, Multispell x2, Quicken Spell, Reactive Counterspell, Scribe Scroll, Scribe Tattoo, Silent Spell, Skill Focus (Spellcraft), Spell Mastery, Spell Penetration, Still Spell, Theurgic Specialist. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Archmage of Necromancy*, Arcane Mastery, Divine Spellcasting, Hand of Death (DC 39), Life Drain. Domain Powers: Kill creature with 13d6 hp or less 4/day; cast evil spells at +1 caster level; use spell completion and spell trigger item as Wiz35; Spell-like Abilities: Velsharoon casts these spells as a 34th level caster, except for evil spells, which he uses as a 35th level caster, and necromancy spells, which he uses as a 39h level caster. The save DC’s are 29 + spell level, or 38+spell level for necromancy. animate dead, antimagic field, blasphemy, cause fear, circle of doom, control undead, create greater undead, create undead, death knell, death ward, desecrate, destruction, detect undead, dispel good, dispel magic, energy drain, identify, imbue with spell ability, magic circle against good, Mordenkainen’s disjunction, Nystul’s undetectable aura, protection from good, protection from spells, slay living, spell resistance, spell turning, summon monster IX (as evil spell only), unholy aura, unholy blight, wail of the banshee. Wizard Spells/Day (Levels 0-21): 4/10/9/9/9/8/7/6/8/7/4/4/4/4/3/3/3/3/2/2/2/2 (or 4/19/18/18/18/17/16/15/17/16/4/4/4/4/3/3/3/3/2/2/2/2 plus 10-4, 11-4, 12-3 for True Dweomers); base DC=32+spell level, 40+spell level for Necromancy. Caster Level 61th (57st for spell-slots), 79th for necromancy. Cleric Spells/Day (Levels 0-17): 6/10/9/9/9/9/7/7/7/7/3/3/3/3/2/2/2/2 (or 6/11/10/10/10/10/8/8/8/8/3/3/3/3/2/2/2/2); base DC=28+spell level, 36+Spell level for necromancy. Caster Level 29th (26th for spell slots, 79th for necromancy). Epic Spells/Day: 8 arcane, 8 divine. Possessions: Velsharoon carries the Skull Staff of the Necromancer. This Imaskari minor artifact combines the powers of a Staff of the Magi, a Staff of Skulls, and a Ring of Shooting Stars. It is also a +5 unholy quarterstaff. Spellcasting: Velsharoon receives a +10 bonus on all caster level checks to overcome SR. This applies to all spells and spell-like abilities. Within his own Realm, this bonus increases to +12. In addition, Velsharoon casts all Wizard and Cleric spells an bonus to effective caster level (for variables dependant on caster level, as well as for caster level checks to beat SR) equal to his divine rank. This bonus does not stack with the Divine Bonus that all deities receive to all checks. In addition, Velsharoon should have all Spellcraft DCs for base seed reduce by 10, and have all modifiers reduced by half, because he is a source of magic in and of himself, and his true form is not limited by the Weave or the alignment of the planes, and therefore can cast Epic Magic much more easily Alternatively, if your campaign uses True Dweomers, Velsharoon gains 10th, 11th, and 12th level spell slots (as per the Arcanist Weave Depth Progression in Netheril, Empire of Magic). These slots can be used either for Metamagic spells, or for True Dweomers (though spell slots from the Divine Spellcasting SDA and Improved Spell Capacity feat cannot be used for True Dweomers). In addition, spells cast by gods have no damage caps. His level 1-9 spell slots also increase indefinitely, at the rate of one spell per day to each spell level (1-9) every 4 levels after 20th level. Avatars: Velsharoon may manifest up to 2 avatars. Avatars can be in any form the deity desires, and can have stats with HD anywhere up to Savras’. The same goes for Divine Rank, though the max is half. On the Prime, the strongest avatar Velsharoon may use may have the same class levels as him, with no outsider HD, and Divine Rank of 0. On the Planes, no such rules apply, and avatars can be every bit as strong as those presented in Deities and Demigods. Alter Reality: Velsharoon possesses the Alter Reality SDA, as described in Deities in Demigods, except that duplicated spells are subject to SR, and the caster level for such spells are 20. Because these effects are not spells, per se, they cannot be used as counterspells, and cannot be counterspelled. He still receives a +10 bonus to caster level checks for these spells (or +12 within the deity’s Realm). *Archmage of Necromancy (Unique SDA) As the god of necromancy, the DC of all of Velsharoon’s necromantic spells is increased by 4. In addition, he rebukes undead as a 40th level cleric, receives double turning attempts per day, has no limit to the number of undead he can control, and is surrounded to two dreadful auras. A desecrate effect extends to 1,000 ft., and an Unhallow effect extends to 400 ft. Other Divine Powers As a demipower, Velsharoon treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal Senses: Velsharoon can see, hear, touch, and smell at a distance of 4 mile. As a standard action, he can perceive anything within 4 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 4 hour. Portfolio sense: Velsharoon is aware of any creation of an undead creature, or any casting of a necromancy spell, as long as it is affects at least 1,000 people. Automatic actions: Velsharoon can use Knowledge skill and Spellcraft as a free action as long as the DC is 15 or lower. He can perform up to 2 such free actions each round. Create Magic Items: Velsharoon can create any magic item that deals with death or undeath or creates a necromantic effect as long as the market price does not exceed 4,500 gp. He has DvR 5, actually. Also, why Awesome Blow and Combat Expertise ? |
| Tebryn1404-10-05, 12:39 AM | I very intentionally gave him DvR 4, because I sincerely don't think he is that powerful. As for Awesome Blow, all deities with Str 25 or higher with power clause get it (because all deities should be able to knock mortals around). Combat Expertise, I dunno why. Seemed like a good idea at the time though. |
| Tebryn1404-10-05, 05:36 PM | Here is a power claused Clangeddin Silverbeard, because I've done so many magic deities and no powerful fighter types. Enjoy. Clangeddin Silverbeard Father of Battle, Lord of the Twin Axes, the Rock of Battle Intermediate Dwarven Deity Symbol: Two crossed battleaxes Home Plane: Arcadia/Abellio/Mount Clangeddin Alignment: Lawful Good Portfolio: Battle, war, valor, bravery, honor in battle. Worshipers: Barbarians, Dwarven defenders, dwarves, fighters, monks, paladins, soldiers, strategists, tacticians, warriors. Cleric Alignments: LG, LN, NG Domains: Courage, Dwarf, Good, Law, Strength, War Favored Weapon: “Giantbane” (Battleaxe) Fighter 27/Dwarven Defender 10/Bard 15/Cleric 15 Medium-Size Outsider (Good, Dwarf, Extraplanar, Lawful) Divine Rank: 15 Hit Dice: 10d8+170 (outsider) plus 27d10+459 (fighter) plus 10d12+170 (Dwarven defender) plus 15d6+255 (bard) plus 15d8+255 (cleric) (1899 hp, 2130 during defensive stance) Initiative: +14 (+10 Dex, +4 Improved Initiative) Speed: 50 ft. AC: 106 (+10 Dex, +15 divine, +35 natural, +15 deflection, +7 insight, +4 dodge, +10 armor [+5 mithral chain mail]) (112 during defensive stance, 113 in Realm, 119 in Realm w/ defensive stance) touch 61, flat-footed 92 Base Attack/Grapple: +48/+105 Attack: +6 keen axiomatic speed battleaxe +98 melee; or spell +85 melee touch or +73 ranged touch. Full Attack: +6 keen axiomatic speed battleaxe +96/+96/+91/+86/+81melee, and +6 keen axiomatic speed battleaxe +96/+96/+91/+86/+81 melee; or spell +85 melee touch or +73 ranged touch; (+98/+98/+93/+88/+83 and +98/+98/+93/+88/+83 melee while in defensive stance). Damage: +6 keen axiomatic speed battleaxe 1d8+48; +6 keen axiomatic speed battleaxe 1d8+37;or by spell; (1d8+50 and 1d8+39 while in defensive stance). Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, alter reality, turn undead (18/day). Special Qualities: Divine immunities, DR 25/epic+evil (6/-), fire resistance 20, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication 15 miles, godly realm, greater teleport at will, plane shift at will, SR 56 (66 in Mount Clangeddin), divine aura (1,500 ft., DC 50), bardic knowledge +27, bardic music (15/day; countersong, fascinate, inspire courage +3, inspire competence, suggestion, inspire greatness, song of freedom, inspire heroics), defensive stance 5/day (+4 Str, +6 Con, +4 resistance to saves, +6 dodge to AC, 23 rounds), trap sense +2, mobile defense, fast healing 35. Saves: Fort +77, Ref +68, Will +72 Abilities: Str 54 (58), Dex 30, Con 44 (50), Int 34, Wis 38, Cha 40 Skills: Balance +50, Climb +94, Concentration +67, Craft (Weaponsmithing) +89, Craft (Armorsmithing) +89, Diplomacy +70, Gather Information +55, Handle Animal +50, Heal +69, Intimidate +65, Jump +102, Knowledge (arcana) +77, Knowledge (religion) +82, Knowledge (History) +67, Knowledge (Planes) +80, Knowledge (Tactics) +57, Listen +76, Perform (Singing) +67, Perform (Epic) +67, Perform (Poetry) +67, Search +37, Sense Motive +69, Spellcraft +53, Spot +51, Survival +49, Swim +64, Tumble +35. Feats*: Alertness, Armed Deflection, Awesome Blow, Blind-Fight, Bulwark of Defense, Cleave, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Epic Leadership, Epic Weapon Focus (Battleaxe), Epic Weapon Specialization (Battleaxe), Endurance, Giantbane, Great Cleave, Great Fortitude, Greater Two Weapon Fighting, Greater Weapon Focus (Battleaxe), Greater Weapon Specialization (Battleaxe), Improved Bullrush, Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Improved Two Weapon Fighting, Improved Two Weapon Defense, Improved Unarmed Strike, Leadership (86, 56,200 1st, 5620 2nd, 2310 3rd, 1,405 4th), Legendary Commander, Mobility, Oversized Two Weapon Fighting, Perfect Two Weapon Fighting, Power Attack, Quick Draw, Spring Attack, Toughness, Two Weapon Defense, Two Weapon Fighting, Two Weapon Rend, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe), Whirlwind Attack. *Always receives a 20 on checks. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Annihilating Strike, Banestrike (Giants), Battlesense, Divine Armor Mastery, Divine Battle Mastery, Divine Blast (18/day, 30d12 points of damage, 15 miles), Divine Blessing (Strength), Divine Fast Healing (35), Divine Shield (20/day, stops 150 points of damage), Divine Recall (Epic Battles [50,000 or more participants), Divine Weapon Mastery, Divine Weapon Focus (Battleaxe), Divine Weapon Specialization (Battleaxe), Frightful Presence, Indomitable Strength, Sunder and Disjoin. Domain Powers: Aura of courage to 10 ft, +4 moral vs. fear effects; free Great Fortitude; good spells at +1 caster level; cast lawful spells at +1 caster level; +20 to Str for one round, 15/day. Spell-like Abilities: Clangeddin uses these abilities as a 45th level caster, except for lawful and good spells, which he uses as a 46th level caster. The save DCs are 40 + spell level. Remove Fear, Cloak of Bravery, Heroism, Valiant Fury, Heroes’ Feast, Heroism , greater, Lion’s Roar, Clock of Bravery, greater, Magic Weapon, Bear’s Endurance, Glyph of Warding, Magic Weapon, greater, Fabricate, Stone Tell, Dictum, Protection from Spells, Elemental Swarm, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Protection from Chaos, Calm Emotions, Magic Circle against Chaos, Order’s Wrath, Dispel Chaos, Hold Monster, Shield of Law, Summon Monster IX, Endure Elements, Bull’s Strength, Magic Vestment, Spell Immunity, Righteous Might, Stoneskin, Bigby’s Grasping Hand, Bigby’s Clenched Fist, Bigby’s Crushing Hand, Spiritual Weapon, Divine Power, Flame Strike, Power Word, stun, Power Word, blind, Power Word, kill. Bard Spells/Known (4/8/7/7/7/6/5; base DC=25+spell level): 0-Dancing Lights, Light, Flare, Mending, Open/Close, Read Magic; 1st-Alarm, Grease, Magic Weapon, Message; 2nd-Bull’s Strength, Daylight, See Invisibility, Shatter; 3rd- Haste, Keen Edge, Fear, Slow; 4th-Legend Lore, Hallucinatory Terrain, Detect Scrying, Shout; 5th-Greater Dispelling, Telepathy Block, Revenance. Cleric Spells/Day: 6/9/9/7/7/7/6/4/3; base DC=24+spell level. Possessions: Clangeddin carries Giantbane, a +6 keen axiomatic speed battleaxe, as well its twin, a weapon with identical powers. Avatars: Clangeddin can manifest avatars. He may have up to 10. Avatars can be in any form he desires, and can have stats with HD anywhere up to Clangeddin’s. On the Prime, the strongest avatar he may use may have the same class levels as Clangeddin, with no outsider HD, and Divine Rank of 0. On the Planes, no such rules apply, and avatars can be every bit as strong as those presented in Deities and Demigods Spellcasting: Clangeddin receives a +10 bonus on all caster level checks to overcome SR. This applies to all spells and spell-like abilities. Within his Realm, this bonus increases to +12. Alter Reality: Clangeddin possesses the Alter Reality SDA, as described in Deities in Demigods, except that duplicated spells are subject to SR, and the caster level for such spells in 30. Because these effects are not spells, per se, they cannot be used as counterspells, and cannot be counterspelled. He still receives a +10 bonus to caster level checks for these spells (or +12 within his Realm). Other Divine Powers As an intermediate deity, Clangeddin automatically receives a 20 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal Senses: Clangeddin can see, hear, touch, and smell at a distance of 15 miles. As a standard action, he can perceive anything within 15 miles of her worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 15 hours. Portfolio sense: Clangeddin is aware of anytime dwarves make war, fight, or act with courage or honor the instant it happens and retains the sensation for 15 tendays. Automatic actions: Clangeddin can use Climb, Jump, Knowledge (Tactics), Craft (Weaponsmithing), or Craft (Armorsmithing) as a free action as long as the DC for the task is 25 or lower. He can perform up to 10 such free actions each round. Create Magic Items: Clangeddin can create magic weapons and armor, as well as defensive items or items that grant strength or endurace, as long as the market price does not exceed 200,000 gp. |
| Green Giant04-10-05, 06:02 PM | Here is another elven deity from Dragon #236. Enjoy. :) Kirith Sotheril The Magess Lesser Diety Symbol: Rainbow-striped sphere Home Plane: Blessed Fields of Elysium/Amoria/Tethridar Portfolio: Divinations, enchantments Worshipers: Diviners, enchanters, diplomats Cleric Alignments: NG, CG, LG Domains: Charm, Elf, Oracle, Spell Favored Weapon: Quarterstaff Magic is a very important part of elven life, and while Corellon Larethian holds magic to be part of his portfolio, other elven gods lay claim to more specific forms of magic. Kirith Sotheril is one such deity whose portfolio concerns magic, in this case divinations and enchantments. She and Sehanine Moonbow are rivals of a sort, since in many worlds Sehanine considers herself to be the patroness of the subtler forms of magic, but they’re far from enemies. Kirith dwells on the first layer of Elysium, Amoria, within the realm of Tethridar. Because this is also the hoom of Tethrin Veraldé (another elven god), stories consistently portray them as lovers (the truth of his unknown). Clerics of Kirith are known to multiclass as diviners, enchanters, or loremasters. Dogma Clergy and Temples The clergy of Kirith Sotheril are known as Zivorns and wear multi-colored robes on holy days. They also celebrate days of the full moon but hold their services during the daytime. KIRITH SOTHERIL Enchanter 10/Loremaster 10/Cleric 20 Medium Outsider (Good) Divine Rank: 8 Hit Dice: 20d8+140 (outsider) plus 10d4+70 (Enchanter) plus 10d4+70 (Loremaster) plus 20d8+140 (Cleric) (820 hp) Initiative: +13 (+9 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 60 (+9 Dex, +8 divine, +21 natural, +12 deflection) touch 39, flat-footed 51 Base Attack/Grapple: +40/+55 Attack: +5 quarterstaff +60 melee; or spell +55 melee touch or +57 ranged touch Full Attack: +5 quarterstaff +60/+55/+50/+45 melee; or spell +55 melee touch or +57 ranged touch Damage: +5 quarterstaff 1d6+12; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+6 to turn checks) 15/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (good). Special Qualities: Elf traits, divine immunities, DR 20/epic, fire resistance 13, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 8 miles, remote communication, godly realm, greater teleport at will, plane shift at will, lore +29, secret (secrets of inner strength, the lore of true stamina, secret knowledge of avoidance, newfound arcana, more newfound arcana), greater lore, true lore, SR 40, divine aura (800 ft., DC 30). Saves: Fort +49, Ref +51, Will +51 Abilities: Str 24, Dex 28, Con 24, Int 40, Wis 28, Cha 35 Skills: Appraise +40, Balance +38, Bluff +57, Concentration +72 (+76 when casting defensively), Craft (alchemy) +40, Craft (bookbinding) +40, Craft (calligraphy) +40, Decipher Script +40, Diplomacy +90, Disguise +57 (+63 acting), Forgery +40, Gather Information +61, Heal +34, Handle Animal +37, Hide +34, Jump +36, Knowledge (arcana) +81, Knowledge (history) +40, Knowledge (local) +40, Knowledge (nobility and royalty) +40, Knowledge (religion) +60, Knowledge (the planes) +40, Listen +46, Move Silently +34, Perform (dance) +57, Perform (oratory) +57, Perform (sing) +57, Profession (scribe) +54, Ride (horse) +38, Search +52, Sense Motive +56, Spellcraft +80 (+82 to decipher scrolls), Spot +46, Tumble +38, Use Magic Device +32 (+42 with scrolls). Feats: Charming, Combat Casting, Combat Charm, Craft Staff, Craft Wondrous Item, Epic Spellcasting, Eschew Materials, Extend Spell, Forge Ring, Greater Spell Focus (divination), Greater Spell Focus (enchantment), Heighten Spell, Improved Iniative, Negotiator, Point Blank Shot, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Knowledge [arcana]), Spell Focus (divination), Spell Focus (enchantment), Spell Mastery, Spell Penetration, Still Spell, Weapon Focus (quarterstaff). Elf Traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Arcane Mastery, Avatar, Divine Blast, Divine Shield, Divine Spell Focus (divination), Divine Spell Focus (enchantment), Divine Spellcasting, Extra Domain (Spell). Domain Powers: 8/day increase Cha by +4 for 1 minute; cast divination spells at +2 caster level. Spell-like Abilities: Kirith Sotheril uses these abilities as an 18th-level caster, except for divination spells, which she uses as a 20th-level caster. The save DCs are 30 + spell level. Antimagic field, antipathy, anyspell, augury, break enchantment, calm emotions, cat’s grace, charm monster, charm person, commune, commune with nature, demand, discern location, divination, dominate monster, find the path, foresight, geas/quest, good hope, greater anyspell, greater scrying, identify, insanity, legend lore, limited wish, liveoak, mage armor, Mordenkainen’s disjunction, Rary’s mnemonic enhancer, scrying, silence, snare, suggestion, sunburst, tree stride, true strike. Enchanter Spells/Day (0-15): 5/10/10/9/8/8/8/8/7/7/3/3/2/2/2/2; base DC = 25 + spell level; DC 29 + spell level with divination and enchantment spells; prohibited schools – conjuration and necromancy. Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base DC = 19 + spell level; DC 23 + spell level with divination and enchantment spells. Arcane Epic Spells per Day: 6 Divine Epic Spell per Day: 4 Possessions: Kirith Sotheril uses Jafias, the “Staff of Rainbows,” a white ash staff that functions as a +5 quarterstaff and combines the powers of a staff of divination and a staff of enchantment. On one end it is topped by a rainbow-striped crystal sphere that functions as a crystal ball of telepathy. It can also be used to create: color spray, hypnotic pattern, prismatic eye [PGtF], prismatic ray [CArc], prismatic sphere, prismatic spray, prismatic wall, rainbow pattern, and scintillating pattern each once per day. Other Divine Powers As a lesser deity, Kirith Sotheril may take 10 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Kirith Sotheril can see, hear, touch, and smell at a distance of eight miles. As a standard action, she can perceive anything within eight miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to five locations at once. She can block the sensing power of deities of his rank or lower at up to two remote locations at once for 8 hours. Portfolio sense: Kirith Sotheril senses anything that affects at least 500 elven diviners or enchanters, and she is also aware when any act of divination or charm occurs so long as 500 people have hear about it. Automatic actions: Kirith Sotheril can use Concentration, Diplomacy, Knowledge (arcana), and Spellcraft as a free action if the DC for the task is 20 or lower. She can perform up to five such free actions each round. Create Magic Items: Kirith Sotheril can create any kind of magic item dealing with divinations and enchantments, as long as the item’s market price does not exceed 30,000 gp. Avatars Avatar of Kirith Sotheril: As Kirith Sotheril except divine rank 4; Spd 60 ft.; AC 52 (touch 35, flat-footed 43); Base Atk +40; Grp +51; Atk +56 melee (1d6+12, +5 quarterstaff), or spell +51 melee touch or +53 ranged touch; Full Atk +56/+51/+46/+41 melee (1d6+12, +5 quarterstaff), or spell +51 melee touch or +53 ranged touch; SQ DR 15/epic, fire resistance 9, SR 36, divine aura (40 ft., DC 26); SV Fort +45, Ref +47, Will +47; all skill modifiers reduced by 4. Salient Divine Abilities: Alter Reality, Arcane Mastery, Divine Blast, Divine Shield, Divine Spellcasting. Spell-like Abilities: Caster level 14th; saving throw DC 26 + spell level. Sources: Dragon #236, PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Races of the Wild (3.5E), Player’s Guide to Faerun (3.5E), Epic Level Handbook (3E), Complete Arcane (3.5E), Complete Divine (3.5E), and Dragon #312. |
| nyluenatha04-10-05, 10:29 PM | You are wondrous and amazing. I am speechless. Thank you so much for making my weekend perfect haha. :worship: |
| Tebryn1404-10-05, 10:34 PM | Don't forget Green Giant as well. I had tallied it up a couple of weeks ago. Green Giant and I have each statted a few over 80 deities each. I haven't counted Jorda's or Elrumir's, but I think they must be at 50+ each. I'm glad we could be of help, and I'm sure that Green Giant agrees (I hope Green Giant agrees :D ). |
| nyluenatha04-11-05, 03:14 PM | You are more than helpful, all of you who have taken the time to stat out and post all these gods that we all want to know the nitty gritty for! Green Giant, thank you for starting the process of statting out those gods! Tebryn, awesome work on this thread, as well to Elrumir, Jorda and everyone else who's posted gods. This is truly an invaluable resource. Don't forget Green Giant as well. I had tallied it up a couple of weeks ago. Green Giant and I have each statted a few over 80 deities each. I haven't counted Jorda's or Elrumir's, but I think they must be at 50+ each. I'm glad we could be of help, and I'm sure that Green Giant agrees (I hope Green Giant agrees :D ). |
| Green Giant04-12-05, 06:31 PM | Another elven deity from Dragon #236. This deity is too similar to Shevarash, almost like his predecessor. I was tempted to transform him into a herald for the Seldarine but decided against it. Enjoy. :) Araleth Letheranil The Prince of Stars, the Twilight Rider Lesser Diety Symbol: A white shaft of light, small at the top and largest at the bottom Home Plane: Olympian Glades of Arborea/Arvandor/House of Glowing Stars Portfolio: Light, starlight, twilight Worshipers: Rangers, adventurers, sailors, travelers Cleric Alignments: CG, NG, CN Domains: Celerity, Elf, Moon Favored Weapon: Longbow Araleth is one of the “Second Born,” those elven gods who came after the first War of Darkness. He is engaged in an eternal war against the powers of darkness, and is known for his relentless pursuit of the drow when they came forth again (indeed, one of the most commonly known stories concerns his battle with Lolth, from which he bears a scar from her poisoned bite). Accordingly, he is often the favorite choice of adventurers because of his aggressive stance. Araleth lives in the part of Arborea known as Arvandor in the House of Glowing Stars, a dwelling beset by drifting, glowing stars. He works closely with the rest of the Seldarine as needed, and his priests likewise work with other priesthoods in their efforts to eliminate evil. Clerics of Araleth are known to multiclass as rangers. Dogma Clergy and Temples The clergy of Araleth Letheranil are known as Twylar and wear robes of white. They have few holy days except for the spring equinox where they sacrifice items of beauty. They pray for their spells at dusk. ARALETH LETHERANIL Ranger 20/Cleric 20 Medium Outsider (Chaos, Good) Divine Rank: 7 Hit Dice: 20d8+160 (outsider) plus 1d6+8 (Elf Ranger) plus 19d8+152 (Ranger) plus 20d8+160 (Cleric) (958 hp) Initiative: +19 (+15 Dex, +4 Improved Iniative) Speed: 70 ft. AC: 64 (+15 Dex, +7 divine, +20 natural, +12 deflection) touch 44, flat-footed 49 Base Attack/Grapple: +40/+57 Attack: +5 distance hunting holy seeking silver composite [+10] longbow +68 ranged; or +5 distance hunting holy seeking silver composite [+10] longbow +50 ranged w/Improved Manyshot; or spell +57 melee touch or +62 ranged touch Full Attack: +5 distance hunting holy seeking silver composite [+10] longbow +68/+68/+63/+58/+53 ranged w/Improved Rapid Shot; or spell +57 melee touch or +62 ranged touch Damage: +5 distance hunting holy seeking silver composite [+10] longbow 1d8+15/x3; or +5 distance hunting holy seeking silver composite [+10] longbow 9d8+135/x3 w/Improved Manyshot; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+4 to turn checks) 12/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, good). Special Qualities: Elf traits, divine immunities, DR 20/epic, fire resistance 12, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 7 miles, remote communication, godly realm, greater teleport at will, plane shift at will, Elf ranger substitution level (1st), wild empathy +33, favored enemy (servants of Lolth +6, humanoid [orc] +6, undead +6, aberration +4, humanoid [goblinoid] +2), animal companion as ranger, woodland stride, swift tracker, evasion, camouflage, hide in plain sight, SR 39, divine aura (700 ft., DC 26). Saves: Fort +47, Ref +54, Will +48 Abilities: Str 30, Dex 40, Con 26, Int 24, Wis 28, Cha 29 Skills: Appraise +27, Balance +37, Climb +30 (+32 with rope), Concentration +28 (+32 when casting defensively), Craft (alchemy) +27, Craft (bowmaking) +27, Craft (weaponsmithing) +27, Diplomacy +31, Heal +29, Handle Animal +34, Hide +52, Jump +32, Knowledge (arcana) +32, Knowledge (dungeoneering) +32, Knowledge (geography) +32, Knowledge (nature) +58, Knowledge (religion) +32, Knowledge (the planes) +32, Listen +36, Move Silently +52, Perform (dance) +29, Perform (sing) +29, Profession (guide) +29, Profession (herbalist) +29, Ride (horse) +39, Search +34, Sense Motive +29, Spellcraft +31, Spot +36, Survival +54 (+58 underground, avoid getting lost, other planes, and follow tracks; +60 aboveground), Swim +30, Tumble +37, Use Rope +35. Feats: Blind-Fight, Combat Archery, Combat Casting, Consecrate Spell, Divine Vigor, Dodge, Endurance, Far Shot, Improved Favored Enemy, Improved Iniative, Improved Manyshot, Improved Mounted Archery, Improved Precise Shot, Improved Rapid Shot, Lightfeet, Manyshot, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Quicken Spell, Rapid Shot, Stealthy, Track, Weapon Focus (longbow), Woodland Archer. Elf Traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Battlesense, Divine Archery, Divine Celerity, Divine Ranger, Extra Sense Enhancement (low-light vision), Free Move, Stride. Domain Powers: 12/day turn or destroy lycanthropes. Spell-like Abilities: Araleth Letheranil uses these abilities as a 17th-level caster. The save DCs are 26 + spell level. Animal shapes, antipathy, blur, cat’s grace, commune with nature, expeditious retreat, faerie fire, find the path, good hope, haste, improved blink, insanity, liveoak, mass cat’s grace, moon blade, moon path, moonbeam, moonfire, permanent image, snare, sunburst, time stop, tree stride, true strike, wind walk. Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base DC = 19 + spell level. Ranger Spells/Day: 6/5/5/5; base DC = 19 + spell level. Possessions: Araleth Letheranil uses Ruairash, the “Starbow,” a +5 distance hunting holy seeking silver composite [+10] longbow that creates +5 arrows of pure force that shine with a white light. Other Divine Powers As a lesser deity, Araleth Letheranil may take 10 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Araleth Letheranil can see, hear, touch, and smell at a distance of seven miles and his low-light vision extends up to fourteen miles. As a standard action, he can perceive anything within seven miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 7 hours. Portfolio sense: Araleth Letheranil senses anything that affects at least 500 elves at dusk or nighttime. Automatic actions: Araleth Letheranil can use Hide, Knowledge (nature), Listen, Move Silently, Search, Spot, and Survival as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions each round. Create Magic Items: Araleth Letheranil can create any magic bow or item dealing with light, as long as the item’s market price does not exceed 30,000 gp. Sources: Dragon #236, PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Races of the Wild (3.5E), Player’s Guide to Faerun (3.5E), Epic Level Handbook (3E), Complete Warrior (3.5E), Complete Divine (3.5E) and Masters of the Wild (3E). |
| Green Giant04-13-05, 08:43 PM | Here is another elven deity. Enjoy. :) Melira Taralen The Songstress, Patron of Bards and Minstrels Lesser Diety Symbol: A golden lute on a blue background Home Plane: Olympian Glades of Arborea/Arvandor/Evergold Portfolio: Bards, minstrels, songwriting Worshipers: Bards, composers, singers Cleric Alignments: CG, CN, NG Domains: Charm, Elf, Joy, Trickery Favored Weapon: Rapier Melira Taralen is a lesser goddess who, like many of her followers, has a patron (in this case, Corellon). It is said that her mother, Hanali Celanil sent her to Corellon to serve as an apprentice, but that she impressed him so profoundly with her skills that he set a place in the stars for her. Melira is most often found in Evergold, singing and playing while her mother relaxes. If she has any rivals, it is the Faerunian god Milil, whom she feels may be “poaching” in her territory. Still, theirs is a friendly rivalry, and he sometimes appears by the Evergold to sing duets with her. She also enjoys Olidammara’s exploits, though he’s often too roguish for her taste. Melira’s faithful tend to be musically-inclined and appreciative of music. Not only are musicians favored by her, but also those who act as patrons, and those who treat their musicians well are said sometimes to receive a boon from the goddess. Clerics of Melira are known to multiclass as bards. Dogma Clergy and Temples The clergy of Melira Taralen are known as Brystars and wear bright blue robes on holy days. They are very interested in having those with proven musical talent within her church. Temples are few, instead shrines placed in guildhalls as well as those within temples of Hanali Celanil are most common. MELIRA TARALEN Bard 20/Cleric 20 Medium Outsider (Chaos, Good) Divine Rank: 8 Hit Dice: 20d8+140 (outsider) plus 20d6+140 (Bard) plus 20d8+140 (Cleric) (860 hp) Initiative: +14 (+10 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 64 (+10 Dex, +8 divine, +21 natural, +15 deflection) touch 43, flat-footed 54 Base Attack/Grapple: +40/+55 Attack: +5 dancing keen rapier +63 melee; or spell +58 melee touch or +58 ranged touch Full Attack: +5 dancing keen rapier +63/+58/+53/+48 melee; or spell +58 melee touch or +58 ranged touch Damage: +5 dancing keen rapier 1d6+12/15-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+4 to turn checks) 18/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, good). Special Qualities: Elf traits, divine immunities, DR 20/epic, fire resistance 13, sonic resistance 8, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 8 miles, remote communication, godly realm, greater teleport at will, plane shift at will, bardic knowledge +35, bardic music 24/day (countersong, fascinate, inspire courage +8, inspire competence, suggestion, inspire greatness, song of freedom, inspire heroics, mass suggestion), SR 40, divine aura (800 ft., DC 33). Saves: Fort +47, Ref +50, Will +49 Abilities: Str 24, Dex 30, Con 24, Int 33, Wis 28, Cha 40 Skills: Appraise +31, Balance +34, Bluff +40, Climb +27, Concentration +27 (+31 when casting defensively), Craft (alchemy) +31, Craft (music composition) +48, Craft (musical instruments) +56, Decipher Script +31, Diplomacy +51, Disguise +35 (+39 acting), Escape Artist +30, Gather Information +39, Heal +29, Handle Animal +35, Hide +30, Jump +36, Knowledge (arcana) +36, Knowledge (history) +36, Knowledge (local) +36, Knowledge (nobility and royalty) +36, Knowledge (religion) +36, Knowledge (the planes) +36, Listen +36, Move Silently +30, Perform (act) +40, Perform (comedy) +40, Perform (dance) +40, Perform (keyboard instruments) +40, Perform (oratory) +40, Perform (percussion instruments) +40, Perform (sing) +60, Perform (string instruments) +60, Perform (wind instruments) +40, Ride (horse) +32, Search +38, Sense Motive +44, Sleight of Hand +34, Spellcraft +40 (+42 to decipher scrolls), Spot +36, Tumble +39, Use Magic Device +35 (+41 with scrolls). Feats: Combat Casting, Consecrate Spell, Craft Masterpiece Performance, Craft Wondrous Item, Diguise Spell, Elf Dilettante, Eschew Materials, Enlarge Spell, Extend Spell, Extra Music, Focused Mind, Green Ear, Improved Iniative, Inspire Spellpower, Lyric Spell, Metamagic Song, Point Blank Shot, Requiem, Subsonics, Versatile Performer (all), Weapon Finesse, Weapon Focus (rapier), Words of Creation. Elf Traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Divine Bard, Divine Blast, Divine Inspiration (hope), Divine Shield, Extra Domain (Joy), Increased Energy Resistance (sonic), Irresistible Performance, Wave of Chaos. Domain Powers: 8/day increase Cha by +4 for 1 minute. Spell-like Abilities: Melira Taralen uses these abilities as an 18th-level caster. The save DCs are 33 + spell level. Antipathy, calm emotions, cat’s grace, Chaav’s laugh, charm monster, charm person, commune with nature, confusion, demand, disguise self, distilled joy, dominate monster, elation, false vision, find the path, geas/quest, good hope, greater heroism, insanity, invisibility, liveoak, mislead, nondetection, Otto’s irresistible dance, polymorph any object, screen, snare, starmantle, suggestion, sunburst, sympathy, time stop, tree stride, true strike, vision of heaven. Bard Spells Known (4/8/8/8/7/7/7; base DC = 25 + spell level): 0-daze, ghostharp [MAG], lullaby, resistance, songbird [MAG], summon instrument; 1st-disguise self, ray of hope , joyful noise [CAd], remove fear, undersong [Drg #328]; 2nd-elation , lively step [PGtF], mirror image, silence, sound burst; 3rd-gaseous form, haste, hymn of praise [CAd], major image, sculpt sound; 4th-blinding beauty [BoED], break enchantment, freedom of movement, greater invisibility, shout; 5th-greater heroism, improvisation [CAd], mass suggestion, mislead, seeming; 6th-empyreal ecstasy [BoED], greater shout, protégé [CAd], project image. [b]Cleric Spells/Day: 6/9/8/8/8/8/6/6/6/6; base DC = 19 + spell level. Possessions: Melira Taralen uses Arelitheratria, the “Golden Dancer in the Blue Sky,” a +5 dancing keen rapier that also provides the same benefits of a singing sword. She is also never found without a magical musical instrument of some kind (though she favors string instruments above all else). [b]Other Divine Powers As a lesser deity, Melira Taralen may take 10 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Melira Taralen can see, hear, touch, and smell at a distance of eight miles. As a standard action, she can perceive anything within eight miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to five locations at once. She can block the sensing power of deities of his rank or lower at up to two remote locations at once for 8 hours. Portfolio sense: Melira Taralen senses anything that affects at least 500 elven bards, and she is also aware when any performance is about to occur so long as there is 500 members in the audience. Automatic actions: Bala can use Bluff, Craft (music), Craft (musical instrument), Diplomacy, and any Perform skill, whether she has ranks or not, as a free action if the DC for the task is 20 or lower. She can perform up to five such free actions each round. Create Magic Items: Melira Taralen can create any kind of magical musical instrument, as long as the item’s market price does not exceed 30,000 gp. Sources: Dragon #236, PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Races of the Wild (3.5E), Races of Stone (3.5E), Player’s Guide to Faerun (3.5E), Magic of Faerun (3E), Complete Adventurer (3.5E), Complete Divine (3.5E), Book of Exalted Deeds (3.5E), Dragon #301, and Dragon #328. |
| Green Giant04-13-05, 08:56 PM | And another elven deity. Enjoy. :) Naralis Analor The Healer, the Watcher of Souls Lesser Diety Symbol: A white dove-shield Home Plane: Blessed Fields of Elysium/Amoria/The Healing Glade Portfolio: Healing, the easing of pain, death Worshipers: Healers, martyrs, guardians of the dead Cleric Alignments: NG, LG, CG Domains: Elf, Endurance, Ghost, Healing, Repose Favored Weapon: Shield Naralis is an elven god whose primary interest is not just the safeguarding of elven souls after they depart, but also healing of the living. As Sehanine guides souls to their time of leaving, he serves Sehanine in making sure they reach their proper destination. He is one fo the few death gods who isn’t malevolent or uncaring, and he’s very popular in those worlds where his worship is practiced. Like Tethrin and Kirith, Naralis resides on the first layer of Elysium, but he has his own realm, called The Healing Glade, where he conducts his godly duties. Naralis’s worshippers are those who are concerned with keeping their fellow elves healthy, and in caring for those who are going to die. Some adventurers give their respect to Naris in the hope he’ll be able to turn the next potential deathblow away from them. Clerics of Naralis are known to multiclass as healers or paladins. Dogma Clergy and Temples The clergy of Naralis Analor are known as Heralars and wear white cowls and gray-and-white robes on days of the new moon. They give prayers and crafted items to Naris, and when a funeral is being carried out they will leave such items with the body of the deceased, be it in a vault or in a grave. (It’s said that the elven tradition of planting a tree over the body of a dead elf was started by his clergy as a means of continuing the life process, but others aren’t so sure). Other than handling death ceremonies, the duties of Naris’s priests are to tend to the sick and the dying. NARALIS ANALOR Healer 20/Cleric 20 Medium Outsider (Good) Divine Rank: 10 Hit Dice: 20d8+180 (outsider) plus 20d8+180 (Healer) plus 20d8+180 (Cleric) (1,020 hp) Initiative: +13 (+9 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 70 (+9 Dex, +10 divine, +23 natural, +7 armor [+5 heavy mithral shield], +11 deflection) touch 40, flat-footed 61 Base Attack/Grapple: +40/+57 Attack: +5 animated bashing disruption holy merciful heavy mithral shield +71 melee; or spell +65 melee touch or +59 ranged touch Full Attack: +5 animated bashing disruption holy merciful heavy mithral shield +71/+66/+61/+56 ranged; or spell +65 melee touch or +59 ranged touch Damage: +5 animated bashing disruption holy merciful heavy mithral shield 1d8+12; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+6 to turn checks) 14/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (good). Special Qualities: Elf traits, divine immunities, DR 20/epic, fire resistance 15, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 10 miles, remote communication, godly realm, greater teleport at will, plane shift at will, healing hands +11, cleanse paralysis 1/day, cleanse disease 1/day, cleanse fear 1/day, cleanse poison 1/day, effortless healing, unicorn companion, cleanse blindness 1/day, cleanse spirit 1/day, cleanse petrification 1/day, new limb 1/day, new life 1/week, SR 42, divine aura (1,000 ft., DC 31). Saves: Fort +51, Ref +51, Will +57 Abilities: Str 25, Dex 29, Con 29, Int 25, Wis 40, Cha 33 Skills: Appraise +32, Balance +38, Concentration +34 (+38 when casting defensively), Craft (alchemy) +32, Diplomacy +40 (+42 with good creatures), Handle Animal +36, Heal +98, Jump +36, Knowledge (arcana) +32, Knowledge (history) +32, Knowledge (nature) +36, Knowledge (religion) +52, Knowledge (the planes) +32, Listen +53, Perform (dance) +36, Perform (sing) +36, Profession (apothecary) +50, Profession (herbalist) +50, Ride (horse) +38, Search +44, Sense Motive +40 (+42 with good creatures), Spellcraft +46, Spot +53, Survival +40 (+44 aboveground, other planes, and following tracks), Tumble +38. Feats: Augment Healing, Brew Potion, Combat Casting, Consecrate Spell, Divine Cleansing, Divine Shield, Epic Spellcasting, Eschew Materials, Holy Radiance, Improved Iniative, Improved Shield Bash, Intuitive Attack, Nimbus of Light, Point Blank Shot, Reach Spell, Sacred Boost, Sacred Healing, Scribe Scroll, Spectral Strike, Stigmata, Subduing Strike, Weapon Focus (shield) Elf Traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar, Divine Fast Healing, Divine Shield, Divine Skill Focus (Heal), Extra Domain (Ghost), Extra Domain (Repose), Gift of Life, Know Death, Life and Death Domain Powers: 10/day feat of endurance (+10 enhancement bonus to Con for 1 minute); cast ectomancy spells at +1 caster level; cast healing spells at +1 caster level; 10/day death touch (if subject touched does not have at least 120 hp, it dies). Spell-like Abilities: Naralis Analor uses these abilities as an 20th-level caster, except for ectomancy spells and healing spells, which he uses as a 21st-level caster. The save DCs are 31 + spell level. Antipathy, bear’s endurance, cat’s grace, commune with nature, contingent spell lock, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, death ward, destruction, endure elements, find the path, forcecage, gentle repose, globe of invulnerability, heal, hide from undead, hold person or ghost, iron body, liveoak, mass bear’s endurance, mass cure critical wounds, mass cure light wounds, mass heal, proper state, protection from possession, refreshment, regenerate, repel ectoplasm, slay living, snare, speak with dead, spell turning, stoneskin, sunburst, surelife, sustain, trap the soul, tree stride, true strike, undead bane weapon, undeath to death, wail of the banshee. Healer Spells/Day: 6/10/10/10/9/9/9/8/7/6; base DC = 21 + spell level. Cleric Spells/Day: 6/10/10/10/9/9/8/8/7/7; base DC = 25 + spell level. Divine Epic Spells per Day: 8 Possessions: Naralis Analor uses Daejartherethil, the “Doveshield,” a +5/+5 heavy mithral shield with the animated, bashing, disruption, holy, and merciful special abilities. Other Divine Powers As a lesser deity, Naralis Analor may take 10 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Naralis Analor can see, hear, touch, and smell at a distance of ten miles. As a standard action, he can perceive anything within ten miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 8 hours. Portfolio sense: Naralis Analor senses any death that affects at least 500 elves, and he is also aware of any sickness or pain that affects 500 elves. Automatic actions: Naralis Analor can use Diplomacy, Knowledge (nature), Knowledge (religion) and Spellcraft as a free action if the DC for the task is 20 or lower. He can use Heal as a free action if the DC for the task is 30 or lower. He can perform up to five such free actions each round. Create Magic Items: Naralis Analor can create any kind of magic shield, items that heal injuries or restore life as well as produce death effects, as long as the item’s market price does not exceed 30,000 gp. Avatars Avatar of Naralis Analor: As Naralis Analor except divine rank 5; Spd 60 ft.; AC 60 (touch 35, flat-footed 51); Base Atk +40; Grp +52; Atk +66 melee (1d8+12, +5 animated bashing disruption holy merciful heavy mithral shield), or spell +60 melee touch or +54 ranged touch; Full Atk +66/+61/+56/+51 melee (1d8+12, +5 animated bashing disruption holy merciful heavy mithral shield), or spell +60 melee touch or +54 ranged touch; SQ DR 15/epic, fire resistance 10, SR 37, divine aura (50 ft., DC 26); SV Fort +46, Ref +46, Will +52; all skill modifiers reduced by 5. Salient Divine Abilities: Alter Reality, Divine Fast Healing, Divine Shield, Divine Skill Focus (Heal), Gift of Life, Know Death Spell-like Abilities: Caster level 15th; saving throw DC 24 + spell level. Note: I'm quite aware of the armor restrictions of the Healer class but in this case I thought it would be better to ignore it. Sources: Dragon #236, PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Races of the Wild (3.5E), Miniature’s Handbook (3.5E), Player’s Guide to Faerun (3.5E), Epic Level Handbook (3E), Complete Divine (3.5E), Complete Warrrior (3.5E), Book of Exalted Deeds (3.5E), and Ghostwalk (3E). |
| Green Giant04-13-05, 09:09 PM | I fixed some of the problems of some of the earlier elven deities I posted. None were major however but were needed. Such as Kirith's epic spells in which I forgot she also gets divine epic spells. |
| nyluenatha04-14-05, 10:06 AM | But for you guys and gals out there who are posting these deities, is there a determining factor you have for why some deities have avatars with separate stats and some don't? I was wondering because I'm going to be working on doing my own deities soon for a campaign world I'm working on...and I wanted to know if there it was a matter of choice or if there was some game mechanic reason. Thanks! |
| Slime Lord04-14-05, 11:01 AM | Well, it could be because the folks (Tebyrn, Green, etc.) don't have enough information on some of the avatars of certain deities and work with what they got, which is preety damn good left or right :) But your little campaign world wouldn't involve this Elven Pantheon would it? ;) lol. |
| nyluenatha04-14-05, 11:59 AM | My request for the elven deities from the dragon issues was fueled more by my own OCD and need to have the stats for them than to include them in my lil campaign world...plus, its good to see how they are converting them to 3rd edition...helps me to think like that and stuff ya know? But i do understand the lack of info possibility. Totally. And yes, the elven pantheon in my campaign is what I'm currently working on. I wanna be original enough to not copy whats already out there, but still keep the essence of the elven deities. |
| Slime Lord04-14-05, 12:34 PM | Well, best of luck with that. I'm sure Tebyrn and the others will continue to pop them out like chickens for you :) :cool: |
| nyluenatha04-14-05, 01:57 PM | Thanks Slime Lord...I can't wait to see the rest of the pantheons these guys are working on converting. Its awesome to have this resource here! I'll be sure to post here when I get stats and whatnot for my own deities too, so you guys can check them out if you want! |
| Green Giant04-14-05, 08:41 PM | But for you guys and gals out there who are posting these deities, is there a determining factor you have for why some deities have avatars with separate stats and some don't? I was wondering because I'm going to be working on doing my own deities soon for a campaign world I'm working on...and I wanted to know if there it was a matter of choice or if there was some game mechanic reason. Thanks! There is no determining factor for why some deities have avatars and others don't. If you use Tebryn's power clause in the index on page 1, all deities have avatars. However I still stick to the official rules and in order to have avatars, deities must have the Avatar salient divine ability. Therein lies the problem sometimes since there is a finite number of salient divine abilities that deities get. Occasionally I run out of abilities and so some deities get to go without any avatars. Other times I give them the Avatar ability because it has been mentioned in somewhere in the deity's description that he has avatars. Here is the elven god of snow elves. Enjoy. :) Tarsellis Meunniduin Patron of Snow Elves, Lord of Mountains Intermediate Diety Symbol: Snowcapped mountain Home Plane: Heroic Domains of Ysgard/Ysgard/The Wild Hunt Portfolio: Mountains, rivers, snow elves, wilderness Worshipers: Rangers, druids, snow elves, hunters Cleric Alignments: CN, CG Domains: Chaos, Elf, Earth, Plant, Water, Winter Favored Weapon: Spear Tarsellis is the patron god of those known as snow elves, who mainly inhabit the Crystalmist mountains of Oerth. (Rumor has it that snow elves also exist on the far reaches of the Spine of the World or even the High Ice portion of Anauroch in Faerun, though this is unproven).Though he visits the other members of the Seldarine he prefers to wander the realms of Ysgard (word has it that he dallies in the realms of Vanaheim and Elfheim when he isn’t home in the The Wild Hunt). Tarsellis is a hearty warrior and a capable hunter so it’s a surprise that he and Solonar Thelandira aren’t friends. The truth is that they once were but that they had an argument over another deity. In some tales Hanali is depicted as the goddess responsible, but older tales indicate that it was Lolth who (before The War of Darkness, when she wasn’t wholly evil) caused the rift between them. It should also be said that Tarsellis is a rival of sorts with Rillifane Rallathil, since Tarsellis also claims to have control of the forests which grow among the mountain ranges. Tarsellis’s followers are almost wholly snow elves, though others sometimes give tribute to him as Lord of the Mountains. Clerics of Tarsellis Meunniduin tend to multiclass as rangers, scouts, or druids. Dogma Clergy and Temples Tarsellis’s clergy are known as Peakwardens and wear white robes and furred cloak and boots (holy symbols are made of bone or ivory). The clergy is split up into localized groups with druids making up the majority, while clerics holding more power in the civilized regions. Temples are few, and the priests’ primary duty is to watch over their fellow snow elves and to erect shrines near mountain passes and mountain tops. TARSELLIS MEUNNIDUIN Druid 20/Ranger 5/Scout 5/Highland Stalker 10 Medium Outsider (Chaos) Divine Rank: 12 Hit Dice: 20d8+200 (outsider) plus 20d8+200 (Druid) plus 5d8+50 (Ranger) plus 5d8+50 (Scout) plus 10d8+100 (Highland Stalker) (1,080 hp) Initiative: +15 (+10 Dex, +4 Improved Iniative, +1 battle fortitude) Speed: 70 ft. AC: 66 (+10 Dex, +12 divine, +25 natural, +9 deflection) touch 41, flat-footed 56 Base Attack/Grapple: +40/+62 Attack: +5 anarchic distance frost returning spear +68 melee or ranged; or spell +62 melee touch or +62 ranged touch Full Attack: +5 anarchic distance frost returning spear +68/+63/+58/+53 melee; or +5 anarchic distance frost returning spear +68 ranged; or spell +62 melee touch or +62 ranged touch Damage: +5 anarchic distance frost returning spear 1d8+15 plus 1d6 cold/19-20/x3; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos). Special Qualities: Snow elf traits, divine immunities, DR 25/epic, fire resistance 17, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 12 miles, remote communication, godly realm, greater teleport at will, plane shift at will, animal companion as druid, nature sense, wild empathy +38, woodland stride, trackless step, resist nature’s lure, wild shape (any size animal, magical beast, or plant 8/day, any size elemental 4/day), venom immunity, a thousand faces, timeless body, favored enemy (animal +4, magical beast +2), animal companion as ranger, skirmish (+5d6, +3 AC), trapfinding, battle fortitude +1, uncanny dodge, fast movement +10 ft., trackless step, evasion, mountain stride, swift tracker, surefooted, camouflage, SR 44, divine aura (1,200 ft., DC 31). Saves: Fort +55, Ref +54, Will +59 Abilities: Str 30, Dex 30, Con 30, Int 24, Wis 40, Cha 29 Skills*: Appraise +27, Balance +39, Climb +42 (+44 with rope), Concentration +35 (+39 when casting defensively), Craft (alchemy) +27, Craft (weaponsmithing) +27, Diplomacy +31, Handle Animal +34, Heal +40, Hide +40, Intimidate +29, Jump +39, Knowledge (arcana) +27, Knowledge (dungeoneering) +27, Knowledge (geography) +32, Knowledge (nature) +60, Knowledge (religion) +32, Knowledge (the planes) +27, Listen +52, Move Silently +40, Perform (dance) +29, Perform (sing) +29, Profession (hunter) +40, Ride (caribou) +34, Search +44, Sense Motive +35, Spellcraft +34, Spot +52, Survival +64 (+66 in high altitude, underground, and other planes, +68 to avoid getting lost and finding or following tracks, +70 aboveground), Swim +30, Tumble +39, Use Rope +30. *Always receives a 20 on checks. Feats: Altitude Adaptation, Arctic Priest, Combat Casting, Dodge, Endurance, Extend Spell, Extra Wild Shape, Fast Wild Shape, Frozen Wild Shape, Improved Critical (spear), Improved Elemental Wild Shape, Improved Iniative, Maximize Spell, Mobility, Mountaineer, Natural Spell, Point Blank Shot, Precise Shot, Primeval Wild Shape, Quicken Spell, Shot on the Run, Snowrunner, Spring Attack, Track, Two-Weapon Fighting, Weapon Focus (spear). Snow Elf Traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Form, Alter Size, Avatar, Command Plants, Divine Blast, Divine Druid, Divine Shield, Energy Burst (cold), Energy Storm (cold), Extra Domain (Chaos), Extra Domain (Plant), Extra Domain (Winter), Power of Nature, Shapechange Domain Powers: Cast chaos spells at +1 caster level; 12/day turn or destroy air creatures, or rebuke or command earth creatures; 12/day rebuke or command plant creatures; 12/day turn or destroy fire creatures, or rebuke or command water creatures; +2 sacred bonus on all Wisdom-based skill checks during winter. Spell-like Abilities: Tarsellis Meunniduin uses these abilities as a 22nd-level caster, except for chaos spells, which he casts as a 23rd-level caster. The save DCs are 31 + spell level. Acid fog, animate objects, animate plants, antipathy, barkskin, blizzard, cat’s grace, chaos hammer, cloak of chaos, command plants, commune with nature, cone of cold, control plants, control water, control weather, death hail, dispel law, earthquake, elemental swarm (as earth and water spell only), entangle, fimbulwinter, find the path, fog cloud, horrid wilting, ice storm, iron body, liveoak, magic circle against law, magic stone, obscuring mist, plant growth, protection from law, repel wood, shambler, shatter, snare, snow walk, snowsight, soften earth and stone, spike stones, stone shape, stoneskin, summon giants (frost giants only), summon monster IX (as chaos spell only), sunburst, tree stride, true strike, wall of stone, wall of thorns, water breathing, winter’s embrace, word of chaos. Druid Spells/Day: 6/9/9/9/8/8/7/7/6/6; base DC = 25 + spell level. Ranger Spells/Day: 4; base DC = 25 + spell level. Possessions: Tarsellis Meunniduin uses Ridathersel, “Spear of Winter’s Mountain”, a +5 spear with the anarchic, distance, frost, and returning special abilities. Other Divine Powers As an intermediate deity, Tarsellis Meunniduin automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Tarsellis Meunniduin can see, hear, touch, and smell at a distance of twelve miles. As a standard action, he can perceive anything within twelve miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 12 hours. Portfolio sense: Tarsellis Meunniduin senses when anything has occurred to snow elves, and he also knows any natural event involving mountains the instant it happens and retains the sensation for twelve weeks after the event occurs. Automatic actions: Tarsellis Meunniduin can use Balance, Climb, Hide, Jump, Knowledge (nature), Listen, Move Silently, Search, Spot, and Survival as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round. Create Magic Items: Tarsellis Meunniduin can create any kind of magic item, as long as the item’s market price does not exceed 200,000 gp. Avatars Avatar of Tarsellis Meunniduin: As Tarsellis Meunniduin except divine rank 6; Spd 70 ft.; AC 54 (touch 35, flat-footed 44); Base Atk +40; Grp +56; Atk +61 melee (1d8+15 plus 1d6 cold/19-20/x3, +5 anarchic distance frost returning spear), or spell +56 melee touch or +56 ranged touch; Full Atk +61/+56/+51/+46 melee (1d8+15 plus 1d6 cold/19-20/x3, +5 anarchic distance frost returning spear) or spell +56 melee touch or +56 ranged touch; SQ DR 20/epic, fire resistance 11, SR 38, divine aura (600 ft., DC 25); SV Fort +49, Ref +48, Will +53; all skill modifiers reduced by 6. Salient Divine Abilities: Alter Reality, Command Plants, Divine Blast, Divine Druid, Divine Ranger, Divine Shield, Energy Burst (cold), Power of Nature Spell-like Abilities: Caster level 16th; saving throw DC 25 + spell level. Sources: Dragon #236, PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Races of the Wild (3.5E), Player’s Guide to Faerun (3.5E), Epic Level Handbook (3E), Frostburn (3.5E), Complete Divine (3.5E), and Complete Adventurer (3.5E). |
| Green Giant04-14-05, 08:55 PM | Here is the last elven(?) deity from Dragon #236. Enjoy. :) Rellavar Danuvian The Frost Sprite King, Warder Against Elements Lesser Diety Symbol: A silver spear with a white circle to either side of the shaft Home Plane: Wilderness of the Beastlands/Karasuthra/the Ice Plains Portfolio: Frost sprites, protection from the elements (cold), snow elves Worshipers: Frost mages, frost sprites, druids, snow elves Cleric Alignments: CG, NG, LG Domains: Cold, Fey, Good, Protection Favored Weapon: Spear Rellavar Danuvien is another god of the snow elves, acting as a ward against the severe cold. He used to serve Tarsellis a long time ago, but his continuing friendship with Solonar strained theirs a bit. Now he’s an independent god, though he can count on help from both against the machinations of Auril and Thrym (both beings whos power is based on ice and cold). He’s good friends with Erevan Ilesere, who is himself a patron of faerie folk (though of the larger community of faeries and sprites). Rellevar’s priests seek to mitigate the effects of the elements on the elvenfolk and faeries, particularly cold. They’re also important in keeping those faeries and elves found in the arctic in arms, enchanting ice so that it has the strength of steel. Someday, his following among the snow elves may eclipse that of his former benefactor. Clerics of Rellevar are known to multiclass as wizards or druids. Dogma Clergy and Temples The clergy of Rellavar Danuvian are known as Frostwardens and wear blue and white robes, though furs aren’t used as much in their raiment as Tarsellis’s priests. The clergy has the support of several orders of rangers, as well as a rare order of elven wyrmslayers (a form of paladin, or so it’s been rumored). They hold holy days whenever a dangerous undertaking is about to begin, when enemies beset the settlements of their people, or a particularly bad blizzard is underway. RELLAVAR DANUVIAN Wizard 10/Frost Mage 10/Druid 10/Arcane Hierophant 10 Medium Outsider (Cold, Fey, Good) Divine Rank: 9 Hit Dice: 20d8+140 (outsider) plus 10d4+70 (Wizard) plus 10d4+70 (Frost Mage) plus 10d8+70 (Druid) plus 10d6+70 (Arcane Hierophant) (800 hp) Initiative: +15 (+11 Dex, +4 Improved Iniative) Speed: 60 ft., fly 200 ft. (perfect) AC: 66 (+11 Dex, +9 divine, +26 natural, +10 deflection) touch 40, flat-footed 55 Base Attack/Grapple: +40/+56 Attack: +5 defending holy icy burst silver spear +61 melee; or spell +56 melee touch or +60 ranged touch Full Attack: +5 defending holy icy burst silver spear +61/+56/+51/+46 melee; or spell +56 melee touch or +60 ranged touch Damage: +5 defending holy icy burst silver spear 1d8+11 plus 1d6 cold/x3; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (good). Special Qualities: Frost sprite traits, divine immunities, DR 20/epic, fire resistance 14, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 9 miles, remote communication, godly realm, greater teleport at will, plane shift at will, gain knowledge, animal companion as druid, nature sense, wild empathy +24, woodland stride, trackless step, resist nature’s lure, wild shape (large, tiny, or huge animal or plant 6/day; small, medium, large, or huge elemental 3/day), venom immunity, companion familiar, ignore arcane spell failure, channel animal 4/day, channel plant 2/day, SR 41, divine aura (800 ft., DC 29). Saves: Fort +48, Ref +52, Will +51 Abilities: Str 24, Dex 32, Con 24, Int 40, Wis 30, Cha 30 Skills: Appraise +40, Balance +60, Bluff +73, Concentration +70 (+74 when casting defensively), Craft (alchemy) +40, Decipher Script +40, Diplomacy +65, Disguise +55 (+61 acting), Gather Information +39, Heal +35, Handle Animal +35, Hide +46, Intimidate +41, Knowledge (arcana) +78, Knowledge (geography) +40, Knowledge (history) +40, Knowledge (local) +40, Knowledge (nature) +86, Knowledge (religion) +60, Knowledge (the planes) +40, Listen +48, Move Silently +46, Perform (comedy) +55, Perform (dance) +35, Perform (sing) +35, Profession (scribe) +35, Search +40, Sense Motive +35, Sleight of Hand +42, Spellcraft +84 (+88 to decipher scrolls), Spot +48, Survival +75 (+79 avoid getting lost, other planes and finding or following tracks; +81 aboveground), Swim +32, Tumble +36, Use Magic Device +35 (+45 with scrolls). Feats: Arctic Priest, Cold Focus, Combat Casting, Craft Staff, Craft Wondrous Item, Empower Spell, Energy Substitution (cold), Enlarge Spell, Epic Spellcasting, Extend Spell, Fast Wild Shape, Frostfell Prodigy, Frozen Magic, Frozen Wild Shape, Improved Combat Casting, Improved Metamagic, Magic of the Land, Natural Spell, Quicken Spell, Piercing Cold, Scribe Scroll, Silent Spell, Snowcasting, Spell Mastery, Still Spell. Frost Sprite Traits: Icy hands (unarmed and melee weapon attacks do an additional 2 points of cold damage), low-light vision. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Arcane Mastery, Area Divine Shield, Avatar, Divine Blast, Divine Shield, Divine Spellcasting, Extra Domain (Good), Power of Nature, Spontaneous Wizard Spells. Domain Powers: 13/day turn or destroy fire creatures, or rebuke or command cold creatures; +4 bonus on saving throws against the spell-like abilities of feys; cast good spells at +1 caster level; 9/day protective ward (touched subject gains +9 resistance bonus on next saving throw, maximum duration 1 hour). Spell-like Abilities: Rellavar Danuvian uses these abilities as an 19th-level caster, except for good spells, which he uses as a 20th-level caster. The save DCs are 29 + spell level. Aid, antimagic field, blade barrier, blinding beauty, charm person, chill metal, chill touch, cone of cold, control weather, dispel evil, faerie fire, heroes’ feast, holy aura, holy smite, holy word, ice storm, inspired aim, liveoak, magic circle against evil, mind blank, obedient avalanche, polar ray, prismatic sphere, protection from energy, protection from evil, repulsion, sanctuary, shield other, sleet storm, spell immunity, spell resistance, summon monster IX (as good spell only), summon nature’s ally IX, tree stride, unearthly beauty, wall of ice. As a frost sprite, Rellavar Danuvian has the ability to use: at will – control temperature; 3/day – cone of cold; 1/day – polar ray; caster level 60th. Wizard Spells/Day (0-15): 4/8/8/8/7/7/7/7/6/6/3/3/2/2/2/2; base DC = 25 + spell level; DC 26 + spell level with cold spells. Druid Spells/Day (0-10): 6/8/8/7/7/7/6/5/5/5/2; base DC = 20 + spell level; DC 21 + spell level with cold spells Arcane Epic Spells per Day: 6 Divine Epic Spells per Day: 6 Possessions: Rellavar Danuvian uses Aridathern, the “Silver Spear of Winter,” a +5 silver spear with the defending, holy, and icy burst special abilities. Other Divine Powers As a lesser deity, Rellavar Danuvian may take 10 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Rellavar Danuvian can see, hear, touch, and smell at a distance of nine miles. As a standard action, he can perceive anything within nine miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 9 hours. Portfolio sense: Rellavar Danuvian senses anything that affects at least 500 faeries with the cold subtype or snow elves, and he is also aware when cold weather or natural hazard occurs so long as 500 people are affected by it. Automatic actions: Rellavar Danuvian can use Balance, Bluff, Concentration, Diplomacy, Disguise, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Perform (comedy), Spellcraft, and Survival as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions each round. Create Magic Items: Rellavar Danuvian can create any kind of magic item dealing with cold or protection from cold, as long as the item’s market price does not exceed 30,000 gp. Avatars Avatar of Rellavar Danuvian: As Rellavar Danuvian except divine rank 4; Spd 60 ft.; AC 56 (touch 35, flat-footed 45); Base Atk +40; Grp +51; Atk +56 melee (1d8+11 plus cold/x3, +5 defending holy icy burst silver spear), or spell +51 melee touch or +55 ranged touch; Full Atk +56/+51/+46/+41 melee (1d8+11 plus cold/x3, +5 defending holy icy burst silver spear), or spell +51 melee touch or +55 ranged touch; SQ DR 15/epic, fire resistance 9, SR 36, divine aura (40 ft., DC 24); SV Fort +43, Ref +47, Will +46; all skill modifiers reduced by 5. Salient Divine Abilities: Alter Reality, Arcane Mastery, Divine Shield, Divine Spellcasting, Power of Nature. Spell-like Abilities: Caster level 14th; saving throw DC 24 + spell level. Sources: Dragon #236, FR Monstrous Compendium II (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Races of the Wild (3.5E), Player’s Guide to Faerun (3.5E), Epic Level Handbook (3E), Complete Arcane (3.5E), Complete Divine (3.5E), Book of Exalted Deeds (3.5E), and Frostburn (3.5E). |
| nyluenatha04-14-05, 09:52 PM | Green Giant, you are AMAZING! Thank you so much! AHH! Wondrous. :cheer" :clap: :dancin: |
| Tebryn1404-15-05, 05:29 PM | On the matter of avatars, I stopped writing avatar stats for my deities a long time ago. Though in large part due to lack of time, the main reason is that I don't really like the way they did avtars in 3e, so I just pretend that that part never happened. I will always give a deity that I am writing without the power clause the Avatar SDA if I can fit it, though, so the ability is there. Sorry I've been so far gone. I will try to get a deity out this weekend, but I have a history paper, an oratory, a problem set, and a play to read, all this weekend, so... |
| Slime Lord04-15-05, 08:23 PM | Sometimes I just read these Gods you all post for the Avatars. I find them just as interesting as the Gods them self, for essentially they are the God. And it's fun to imagine a massive Avatar battle...*druels* |
| Green Giant04-15-05, 10:54 PM | Here is the first of the four elven gods found in Dragon #251. Enjoy. :) Mythrien Sarath The Protector, Watcher over Mythals Demigod Symbol: Three rings, the middle ring blue and the other two gold Home Plane: Olympian Glades of Arborea/Arvandor/Mythralan Portfolio: Protection, abjuration, mythals Worshipers: Abjurers, protectors, wizards Cleric Alignments: CG, NG, LG Domains: Elf, Protection, Spell Favored Weapon: Quarterstaff Mythrien is one of several elven gods who have fallen since the Elder Days, when elven culture was more prominent in the world than it is now. In those days, mighty protective magic was wielded for the people’s benefit, and Mythrien played his part by assisting elven wizards in constructing mythals around certain cities (though not Myth Drannor, according to lorebooks found on Evermeet). As elven sages can attest, Mythrien’s greatest gift to the elves was in assisting elven wizards and priests in mastering the creation and weaving of mythals. He surrendered too much of his power in the process, however, and in an effort to boost his powers to their previous level he decided to create a mighty artifact at a hidden delve somewhere on Faerun. Known as the Mythrien’s Ring, this relic proved his undoing because at a critical point in the creation process, Malar appeared and attacked Mythrien’s avatar. The magic went awry, the ring was lost, and Mythrien’s lone avatar was imprisoned in the ground beneath the sight of battle. (Some claim that this occurred in Askalvar, which is now called the Wood of Sharp Teeth.) Since that time, Mythrien has been unable to dispatch avatars to the Prime Material Plane and has instead relied upon visions and manifestations to communicate his desires to his priests. It goes without saying that he counts Malar as a blood enemy, but Mask and Talos are also included, since Mythrien believes that they assisted Malar in his attack. Mythrien’s priests are likewise ill-disposed toward the followers of these three and hunt them mercilessly in their quest for the ring (and vengeance) and the restoration of Mythrien’s power. Mythrien never leaves Arborea remaining in his palace, Mythralan. It levitates above the ground within a swirling mass of invisible (but tangible) mythal fields, and no other deity except Corellon or Sehanine know how to bypass the fields without his permission. This morose Mythrien has lost the spark of gaiety that typifies the Seldarine, and his disposition isn’t likely to change soon. Clerics of Mythrien are known to multiclass as abjurers. Dogma Clergy and Temples Mythrien’s clergy are known as Seekers and favor black robes with blue borders for their vestments. Their rank is denoted on their robes with the number of circles; one circle for each new spell level gained. They celebrate special days of worship twice per month, with one additional holy day each year. The Forging & The Loss (of the ring) occurred on Ches 12th, according to church doctrine, so that day is a time of mournful rememberance. Holy wars against worshippers of Malar or Talos commonly erupt on this day, and it’s safe to say that any human thief of ill repute found neare those days is considered a spy for Mask and dealt with in the same (bloody) manner. MYTHRIEN SARATH Abjurer 15/Initiate of the Sevenfold Veil 7/Cleric 20 Medium Outsider (Chaos, Good) Divine Rank: 5 Hit Dice: 20d8+140 (outsider) plus 15d4+105 (Abjurer) plus 7d4+49 (Initiate of the Sevenfold Veil) plus 20d8+140 (Cleric) (842 hp) Initiative: +13 (+9 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 52 (+9 Dex, +5 divine, +18 natural, +10 deflection) touch 34, flat-footed 43 Base Attack/Grapple: +41/+53 Attack: +5 defending quarterstaff +56 melee; or spell +51 melee touch or +50 ranged touch Full Attack: +5 defending quarterstaff +56/+51/+46/+41 melee; or spell +51 melee touch or +50 ranged touch Damage: +5 defending quarterstaff 1d6+12; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+6 to turn checks) 13/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, good). Special Qualities: Elf traits, divine immunities, DR 15/epic, fire resistance 10, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 5 miles, remote communication, godly realm, greater teleport at will, warding 4/day, veils (all), unimpeachable abjuration +7, unanswerable strike +4, reactive warding, double warding, kaleidoscopic doom 1/day, SR 37, divine aura (50 ft., DC 25). Saves: Fort +45, Ref +47, Will +48 Abilities: Str 24, Dex 28, Con 24, Int 40, Wis 30, Cha 30 Skills: Appraise +40, Balance +38, Concentration +74 (+78 when casting defensively), Craft (alchemy) +50, Craft (stonemasonry) +50, Decipher Script +50, Diplomacy +61, Disable Device +40, Escape Artist +44, Forgery +40, Handle Animal +35, Heal +35, Hide +34, Intimidate +35, Jump +38, Knowledge (arcana) +80, Knowledge (architecture and engineering) +60, Knowledge (geography) +40, Knowledge (history) +40, Knowledge (local) +40, Knowledge (nature) +40, Knowledge (religion) +60, Knowledge (the planes) +40, Listen +48, Move Silently +34, Open Lock +34, Perform (dance) +35, Perform (oratory) +35, Perform (sing) +35, Profession (engineer) +55, Profession (scribe) +35, Ride (horse) +38, Search +53 (+59 with hidden or secret doors), Sense Motive +55, Spellcraft +93 (+97 to decipher scrolls), Spot +48, Tumble +38, Use Magic Device +35 (+47 with scrolls). Feats: Arcane Defense (abjuration), Combat Casting, Craft Contingent Spell, Craft Staff, Craft Wondrous Item, Epic Spellcasting, Eschew Materials, Extend Spell, Forge Ring, Fortify Spell, Greater Spell Focus (abjuration), Greater Spell Penetration, Heighten Spell, Improved Combat Casting, Improved Counterspell, Improved Iniative, Intuitive Strike, Point Blank Shot, Quicken Spell, Sanctum Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (abjuration), Spell Mantle, Spell Mastery, Spell Penetration Elf Traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Reality, Arcane Mastery, Divine Shield, Divine Spellcasting, Instant Counterspell, Sunder and Disjoin Domain Powers: 5/day protective ward (touched subject gains +20 resistance bonus on next saving throw, maximum duration 1 hour). Spell-like Abilities: Mythrien Sarath uses these abilities as a 15th-level caster. The save DCs are 25 + spell level. Antimagic field, antipathy, anyspell, break enchantment, cat’s grace, commune with nature, find the path, greater anyspell, limited wish, liveoak, mage armor, mind blank, Mordenkainen’s disjunction, prismatic sphere, protection from energy, Rary’s mnemonic enhancer, repulsion, sanctuary, shield other, silence, snare, spell immunity, spell resistance, sunburst, tree stride, true strike. Abjurer Spells/Day (0-15): 5/9/9/9/8/8/8/8/7/7/3/3/2/2/2/2; base DC = 25 + spell level; DC 27 + spell level with abjuration spells; prohibited schools – conjuration and necromancy. Cleric Spells/Day (0-10): 6/9/9/8/8/8/7/6/6/6/2; base DC = 20 + spell level; DC 22 + spell level with abjuration spells. Arcane Epic Spells per Day: 6 Divine Epic Spells per Day: 4 Possessions: Mythrien Sarath wields Jathestibael, the “Staff of Elven Guardians,” a +5 defending quarterstaff with the powers of a staff of abjuration and a staff of defense. Other Divine Powers As a demigod, Mythrien Sarath treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Mythrien Sarath can see, hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours. Portfolio sense: Mythrien Sarath is aware of any act of defense that affects at least 1,000 elves. He is also aware of any act of creating a mythal that will benefit 1,000 elves. Automatic actions: Mythrien Sarath can use Concentration, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (religion), Profession (engineer), and Spellcraft as a free action if the DC for the task is 15 or lower. He can perform up to two such free actions each round. Create Magic Items: Mythrien Sarath can create any kind of magic item that provides protection or uses abjuration magic, as long as the item’s market price does not exceed 4,500 gp. Sources: Dragon #251, PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Races of the Wild (3.5E), Lost Empires of Faerun (3.5E), Player’s Guide to Faerun (3.5E), Epic Level Handbook (3E), Complete Arcane (3.5E), Complete Divine (3.5E), and Book of Exalted Deeds (3.5E). Mythrien’s Ring (artifact): This unadorned silver ring was forged by the god Mythrien, and not much has been heard of its existence since it was lost. Some 400 years ago, the priests of Mythrien went on a killing spree of Malarites in the Western Heartlands after rumors of a high huntmaster of Malar possessing the ring first surfaced, but it was never found, so speculation continues. It is clear from legends that Mythrien’s ring holds the power of a god within, but it’s unclear what powers can be accessed and used by mortals who possess it. At the very least it functions as a ring of defense +5 providing a +5 deflection bonus to AC and a +5 resistance bonus to saving throws. It also provides the following powers: * All abjuration spells are doubled as if the wearer had the Extend Spell feat without the cost of a higher level spell slot. * Magic vestment 1/day. * The wearer can sense mythals. This is similar to the detect magic spell except it only detects the presence or absence of mythals. * The wearer has the favored enemy ability. He gains a +2 bonus on Bluff, Listen, Sense Motive, Spot and Survival checks when using these skills against divine spellcasters of Malar, Talos, and Mask. He also gets a +2 bonus on weapon damage rolls against them. * The wearer can identify mythals 1/week. This allows the wearer to discover all the components of a mythal, such as the prevalent spells, arointed spells, vanguard spells, prevalent powers, keyed powers, and whether its been corrupted. * Displacement 1/day. * Twice per day the wearer can weave the magic in a mythal and allow it to access or circumvent any of the components of the mythal. A wearer could cast a spell that was arointed, use a renewable spell again without waiting 24 hours, use a keyed power that was unavailable to him, etc. * The wearer is immune to any harmful effect of a corrupted mythal. * The wearer gains 20 temporary hit points when wearing the ring. These hit points return every 24 hours. * The wearer can cast one additional abjuration spell of each level it can cast once per day. * The wearer is immune to the effects of mythals and can rejuvenate/destroy a mythal once a year. The ring has the following drawbacks for followers of Malar. Each time a power is used he suffers 1d8 hp damage (no saving throw). If he attempts to destroy a mythal he must make two DC 35 Will saves. If the first one fails, he is disintegrated and unrecoverable even by a miracle or wish spell. If he makes the first save but fails the second , then his aligments is changed to CG and is geased to search for the nearest cleric of Mythrien and offer the ring back to them. Possible means of destruction: * Being trampled under the feet of the Elf-Eater (an Elder Elemental Evil supported by Talos). * Being given back to the last avatar of Mythrien, rumored to lie imprisoned somewhere in the Wood of Sharp Teeth. The ring will not be destroyed, merely becoming a part of him and elevating the god to lesser god status (as opposed to just a demigod). |
| Ezrayah04-16-05, 09:26 AM | Can't seem to find my favorite drow goddess anywhere... :) Does anyone have a link or something? |
| Tebryn1404-16-05, 11:46 AM | Check the index, page 1. I know she is posted somewhere. |
| Green Giant04-16-05, 11:12 PM | Here is the second elven(?) diety from Dragon #251. Enjoy. :) Sarula Iliene The Nixie Queen Lesser Diety Symbol: Three blue lines with three crested points each (to symbolize waves) Home Plane: Olympian Glades of Arborea/Arvandor/The Brythanion Portfolio: Lakes, streams, nixies, water magic Worshipers: Nixies, farmers, water elemental savants, mystic wanderers Cleric Alignments: CN, CG, NG Domains: Chaos, Fey, Good, Water Favored Weapon: Net Sarula is a lesser nature deity who has allied herself with the elven god of nature, Rillifane, as a means of securing her place in the Seldarine. They act more like a father and daughter, but she also has a special relationship with Deep Sashelas, for much of the water she rules over eventually flows to the sea (and into his area of control). It is said that Sarula collects water from Aedrie’s rain showers to give them to Deep Sashelas, but there’s nothing more to it than that. (Sashela’s consort, the dolphin goddess Trishina, is a watchful lover and makes sure that his attentions never go further.) Sarula is a quiet deity but not as passive as her friend Eldath. She has no qualms about sending floods to drown enemy armies nor to erecting walls of water to protect her faithful. She resides in Arvandor at the bottom of a huge lake called Brythanion, within a glass and marble palace. There she is served by nixies and other creatures found in fresh water, as well as her most devoted priests and priestesses. Clerics of Sarula are known to multiclass as mystic wanderers or sorcerers. Dogma Clergy and Temples The clergy of Sarula Iliene are known as Brooktenders and wear black robes with blue waves embroided upon them (gray and green waves for mystic wanderers and water elemental savants, respectively). There are no particular holy days to be observed, only times of offering to be declared when a boon is needed or a natural disaster to be averted. At such times they offer elven wine in carefully prepared urns to their goddess – a purify food and water spell is cast upon the wine in order to make it suitable for Sarula, then it’s poured into the river or lake. Other events to be observed are the deaths of elder priests, the rise of new leaders, or the birth of children to those within the faith. Their attire changes little in times of war, except to don arm bands and armor. Their aim is to watch over the rivers and other sources of freshwater to ensure they remain unpolluted, and to protect elves and others from suffering ill fates in or near water that lies within their chosen area of guardianship. SARULA ILIENE Sorcerer 20/Cleric 10/Mystic Wanderer 10 Medium Outsider (Aquatic, Chaos, Fey, Good) Divine Rank: 9 Hit Dice: 20d8+160 (outsider) plus 20d4+160 (Sorcerer) plus 10d8+80 (Cleric) plus 10d8+80 (Mystic Wanderer) (880 hp) Initiative: +14 (+10 Dex, +4 Improved Iniative) Speed: 60 ft., swim 60 ft. AC: 85 (+10 Dex, +9 divine, +26 natural, +15 sacred [glory of the divine], +15 deflection) touch 59, flat-footed 75 Base Attack/Grapple: +40/+56 Attack: +5 anarchic net +65 melee; or spell +60 melee touch or +59 ranged touch Full Attack: +5 anarchic net +65/+60/+55/+50 melee; or spell +60 melee touch or +59 ranged touch Damage: +5 anarchic net -; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead as 10th-level cleric (+4 to turn checks) 18/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, good). Special Qualities: Nixie traits, divine immunities, DR 20/epic (DR 5/cold iron), fire resistance 14, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 9 miles, remote communication, godly realm, greater teleport at will, plane shift at will, familiar as 30th-level sorcerer, glory of the divine +15, sleep (DC 26) as 20th-level sorcerer 1/day, lore of nature, resist charm, suggestion (DC 28) as 20th-level sorcerer 1/day, greater potion I, II, and III, charm monster (DC 29) as 20th-level sorcerer 1/day, timeless body, SR 41, divine aura (900 ft., DC 34). Saves: Fort +49, Ref +51, Will +54 Abilities: Str 24, Dex 30, Con 26, Int 28, Wis 32, Cha 40 Skills: Appraise +34, Balance +39, Bluff +40, Concentration +53 (+4 when casting defensively), Craft (alchemy) +44, Diplomacy +59, Disguise +40 (+44 acting), Escape Artist +35 (+39 to escape ropes), Heal +36, Handle Animal +40, Hide +35 (+40 in water), Knowledge (arcana) +54, Knowledge (geography) +34, Knowledge (history) +34, Knowledge (nature) +60, Knowledge (religion) +34, Knowledge (the planes) +34, Listen +36, Move Silently +35, Perform (dance) +40, Perform (sing) +40, Profession (herbalist) +58, Search +34, Sense Motive +36, Spellcraft +58, Spot +36, Survival +36 (+40 avoid getting lost, other planes and finding or following tracks; +42 aboveground), Swim +63, Tumble +35, Use Rope +35 (+39 to bind someone). Feats: Attune Gem, Brew Potion, Combat Casting, Combat Reflexes, Consecrate Spell, Craft Wondrous Item, Dodge, Endurance, Epic Spellcasting, Eschew Materials, Exotic Weapon Proficiency (net), Extend Spell, Heighten Spell, Improved Iniative, Intuitive Attack, Iron Will, Mobility, Nymph’s Kiss, Sacred Boost, Silent Spell, Spell Penetration, Spring Attack, Still Spell Nixie Traits: Amphibious, low-light vision, wild empathy +45, +5 racial bonus to Hide checks when in water, +8 racial bonus to Swim checks. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Divine Blast, Divine Shield, Divine Spellcasting, Divine Water Mastery, Extra Domain (Good), Gift of Life, Power of Nature, Wave of Chaos. Domain Powers: Cast chaos spells at +1 caster level; +4 bonus on saving throws against the spell-like abilities of feys; cast good spells at +1 caster level; 18/day turn or destroy fire creatures, or rebuke or command water creatures. Spell-like Abilities: Sarula Iliene uses these abilities as an 19th-level caster, except for chaos spells and good spells, which she uses as a 20th-level caster. The save DCs are 34 + spell level. Acid fog, aid, animate objects, blade barrier, blinding beauty, chaos hammer, charm person, cloak of chaos, cone of cold, control water, dispel evil, dispel law, elemental swarm (as water spell only), faerie fire, fog cloud, heroes’ feast, holy aura, holy smite, holy word, horrid wilting, ice storm, inspired aim, liveoak, magic circle against evil, magic circle against law, obscuring mist, protection from evil, protection from law, shatter, summon monster IX (as chaos or good spell only), summon nature’s ally IX, tree stride, unearthly beauty, water breathing, word of chaos. As a nixie, Sarula Iliene has the ability to use: 3/day – charm person; 1/day – water breathing; caster level 60th. Sorcerer Spells Known (0-15; 6/10/10/10/9/9/9/9/8/8/3/3/2/2/2/2; base DC = 25 + spell level): 0-dancing lights, daze, detect magic, prestidigitation, mage hand, mending, read magic, resistance, touch of fatigue; 1st-endure elements, magic missile, shield, sleep, true strike; 2nd-detect thoughts, eagle’s splendor, mirror image, see invisibility, swim [CAr]; 3rd-daylight, greater magic weapon, heroism, stars of Arvandor ; 4th-charm monster, greater invisibility, major image, radiant fog ; 5th-baleful polymorph, break enchantment, hold monster, major creation; 6th-cloak of the sea [CAd], greater dispel magic, starmantle [BoED]; 7th-greater scrying, spell turning, waves of exhaustion; 8th-greater ironguard [FRCS], Otto’s irresistible dance, sympathy; 9th-dominate monster, unbinding [CD], wish. [b]Cleric Spells/Day (0-11): 6/9/9/9/8/8/7/7/6/6/2/2; base DC = 21 + spell level. Arcane Epic Spells per Day: 4 Divine Epic Spells per Day: 2 Possessions: Sarula Iliene uses Angathrantyafel, the “Glimmering Net of the Crystal Lake,” a +5 anarchic net that deals 10 points of Str damage and charms (no save) any being trapped inside. [b]Other Divine Powers As a lesser deity, Sarula Iliene may take 10 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Sarula Iliene can see, hear, touch, and smell at a distance of nine miles. As a standard action, she can perceive anything within nine miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend his senses to up to five locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 9 hours. Portfolio sense: Sarula Iliene senses anything that affects at least 500 faeries with the aquatic or water subtype, and she is also aware when any natural hazard dealing with fresh water occurs so long as 500 people are affected by it. Automatic actions: Sarula Iliene can use Bluff, Concentration, Diplomacy, Disguise, Knowledge (arcana), Knowledge (nature), Profession (herbalist), Spellcraft, and Swim as a free action if the DC for the task is 20 or lower. She can perform up to five such free actions each round. Create Magic Items: Sarula Iliene can create any kind of magic item dealing with water or surviving in water, as long as the item’s market price does not exceed 30,000 gp. Avatars Avatar of Sarula Iliene: As Sarula Iliene except divine rank 4; Spd 60 ft.; AC 75 (touch 54, flat-footed 65); Base Atk +40; Grp +51; Atk +60 melee (-, +5 anarchic net), or spell +55 melee touch or +54 ranged touch; Full Atk +60/+55/+50/+45 melee (-, +5 anarchic net), or spell +55 melee touch or +54 ranged touch; SQ DR 15/epic, fire resistance 9, SR 36, divine aura (40 ft., DC 29); SV Fort +44, Ref +46, Will +49; all skill modifiers reduced by 5. Salient Divine Abilities: Alter Reality, Divine Shield, Divine Spellcasting, Divine Water Mastery, Power of Nature. Spell-like Abilities: Caster level 14th; saving throw DC 29 + spell level. Sources: Dragon #251, PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Races of the Wild (3.5E), Magic of Faerun (3E), Epic Level Handbook (3E), Complete Arcane (3.5E), Complete Divine (3.5E), Book of Exalted Deeds (3.5E), and Complete Adventurer (3.5E). |
| Green Giant04-17-05, 11:39 PM | Here is another elven deity from Dragon #251. Enjoy. :) Darahl Firecloak The Even-Tempered, Lord of the Green Flame Demigod Symbol: Two outstretched hands holding a green flame between them Home Plane: Peaceable Kingdoms of Arcadia/Abellio/The Twin Towers Portfolio: Earth and flame phenomena, earth and fire magic Worshipers: Earth elemental savants, fire elemental savants, druids, paladins Cleric Alignments: LN, LG Domains: Earth, Elf, Fire Favored Weapon: Longsword Darahl is a god with a long and checkered past, particularly so for a member of the Seldarine. Long ago he was known as Tilvenar, and he served Rillifane Rallathil, but he suffered a loss of power and prestige when an avatar of his was made insane by touching the The Kyrashar Rose (a cursed artifact created by Lolth and the Queen of Air and Darkness to hurt and destroy elves). The insanity spread to several of his avatars and they rampaged through many communities. In time his avatars were restrained and cured of their affliction, but the damage to his following was irrevocable. The elves largely forsook him, his following drifted and waned, and over the course of time he began to look for a place outside of Arvandor to call his home. It was only after settling in Arcadia that he finally dropped his old name and began calling himself Darahl Firecloak. By “reinventing” himself, he hoped to begin anew among the elves and eventually to establish himself as an Intermediate power again. Darahl is the master of fire- and earth-based magic and phenomena, and as such has strong ties among gods whose portfolios tie into that. He now considers himself friends with the dwarven power Dumathoin and several of the gnomish powers (including the halfling god of earth, Urogalan), but at the expense of his friendships among the Seldarine, of whom only Tarsellis and Tethrin are close to him. However, he’s also gained a few new enemies during the course of time. Darahl has not been picky about new converts, so he has tried to sway more neutrally-aligned members of the Underdark races to join with him. This has angered the drow and duergar gods Lolth and Laduguer especially, but he’s also gained the unwelcome attention of Selvetarm and Urdlen (likely Malyk, since Darahl’s more even-styled approach to magic conflicts with his own). It’s hard to say who would help him more in a fight, the Seldarine or his new allies, but it’s not something he wants to test just yet. Darahl lives on the first layer of Arcadia, among the mountains in a castle known as the Twin Towers. It’s called that because, although only one such tower is visible on the surface, an inverted tower is visible of equal size exists underneath, its roof pointing downward (and leading to portals to the Elemental Planes of Earth and Fire, respectively). The irony, of course, is that although the outside is barren, inside are many flame-proofed tapestries and paintings depicting the most beautiful aspects of life on Arvandor. It’s clear to visitors that Darahl has not forgotten his ties to the elven pantheon or people. Clerics of Darahl are known to multiclass as druids, wizards, earth elementals savants, or fire elemental savants. Dogma Clergy and Temples The clergy of Darahl Firecloak are known as Firecloaks and wear robes of yellow, red, and brown (decorated with green flaming symbols, some magical). Often Darahl is venerated at the outset of a new venture or discovery, whether it’s a new tunnel into the Underdark, a new magical item of an elemental nature, or a new convert to be brought into the faith. He is also worshipped during tremors, forest fires,and other such natural phenomena, but it’s more for his help in finding a way to end such occurrences. At such times, precious minerals or items of minor magic are sacrificed or left behind as offerings to him. When anticipating battle, they protect themselves as best they can and arm themselves to the teeth. They’re a small priesthood at the moment, and none of them is considered expendable. DARAHL FIRECLOAK Wizard 10/Earth Elemental Savant 10/Cleric 10/Fire Elemental Savant 10 Medium Outsider (Law) Divine Rank: 5 Hit Dice: 20d8+140 (outsider) plus 10d4+70 (Wizard) plus 10d4+70 (Earth Elemental Savant) plus 10d8+70 (Cleric) plus 10d4+70 (Fire Elemental Savant) (780 hp) Initiative: +13 (+9 Dex, +4 Improved Iniative) Speed: 60 ft., burrow 60 ft. AC: 51 (+9 Dex, +5 divine, +18 natural, +9 deflection) touch 33, flat-footed 42 Base Attack/Grapple: +40/+52 Attack: +5 acidic burst flaming burst keen longsword +58 melee; or spell +52 melee touch or +54 ranged touch Full Attack: +5 acidic burst flaming burst keen longsword +58/+53/+48/+43 melee; or spell +52 melee touch or +54 ranged touch Damage: +5 acidic burst flaming burst keen longsword 1d8+12 plus 1d6 acid plus 1d6 fire/17-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead (+6 to turn checks) 12/day, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (law). Special Qualities: Elf traits, divine immunities, DR 15/epic, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 5 miles, remote communication, godly realm, greater teleport at will, SR 37, elemental specialty (acid and fire), immunity to sleep, energy penetration +4, energy focus +2, darkvision 60 ft., immunity to paralysis and poison, elemental perfection, energy immunity (acid and fire), divine aura (50 ft., DC 24). Saves: Fort +44, Ref +46, Will +49 Abilities: Str 24, Dex 29, Con 24, Int 35, Wis 35, Cha 29 Skills: Appraise +37, Balance +38, Climb +32, Concentration +52 (+56 when casting defensively), Craft (alchemy) +37, Craft (armorsmithing) +37, Craft (blacksmithing) +37, Craft (stonemasonry) +37, Craft (weaponsmithing) +37, Decipher Script +37, Diplomacy +38, Escape Artist +34, Handle Animal +34, Heal +37, Hide +34, Intimidate +34, Jump +36, Knowledge (arcana) +57, Knowledge (architecture and engineering) +37, Knowledge (dungeoneering) +37, Knowledge (geography) +37, Knowledge (history) +37, Knowledge (nature) +51, Knowledge (religion) +57, Knowledge (the planes) +47, Listen +44, Move Silently +34, Perform (dance) +34, Perform (sing) +34, Profession (miner) +42, Search +44 (+48 with secret or hidden doors), Sense Motive +37, Spellcraft +63, Spot +44, Survival +37 (+41 underground, avoid getting lost, aboveground, other planes and follow or finding tracks), Tumble +38. Feats: Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Elemental Healing, Elemental Smiting, Empower Spell, Energy Admixture (acid), Energy Admixture (fire), Energy Substitution (acid), Energy Substitution (fire), Enhance Spell, Epic Spellcasting, Eschew Materials, Improved Combat Casting, Improved Iniative, Intensify Spell, Maximize Spell, Point Blank Shot, Quicken Spell, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell, Twin Spell, Weapon Focus (longsword) Elf Traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Reality, Divine Blast, Divine Earth Mastery, Divine Fire Mastery, Divine Shield, Power of Nature Domain Powers: 12/day turn or destroy air creatures, or rebuke or command earth creatures; 12/day turn or destroy water creatures, or rebuke or command fire creatures. Spell-like Abilities: Darahl Firecloak uses these abilities as a 15th-level caster. The save DCs are 24 + spell level. Antipathy, burning hands, cat’s grace, commune with nature, earthquake, elemental swarm (as earth or fire spell only), find the path, fire seeds, fire shield, fire storm, incendiary cloud, iron body, liveoak, magic stone, produce flame, resist energy, snare, soften earth and stone, spike stones, stone shape, stoneskin, sunburst, tree stride, true strike, wall of fire, wall of stone. Wizard Spells/Day: 4/7/7/7/7/6/6/5/5/3; base DC = 22 + spell level; DC 24 + spell level with acid and fire spells. Cleric Spells/Day: 6/9/9/9/9/7/7/6/6/4; base DC = 22 + spell level; DC 24 + spell level with acid and fire spells. Arcane Epic Spells per Day: 4 Divine Epic Spells per Day: 4 Possessions: Darahl Firecloak wields Eliatavel, the “Green Flame” a +5 longsword with the acidic burst, flaming burst, and keen special abilities. Other Divine Powers As a demigod, Darahl Firecloak treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Darahl Firecloak can see, hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours. Portfolio sense: Darahl Firecloak is aware of any earth and fire phenomena or magic that affects at least 1,000 elves. Automatic actions: Darahl Firecloak can use Concentration, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Knowledge (the planes) and Spellcraft as a free action if the DC for the task is 15 or lower. He can perform up to two such free actions each round. Create Magic Items: Darahl Firecloak can create any kind of magic item dealing with earth or fire, as long as the item’s market price does not exceed 4,500 gp. Sources: Dragon #251, PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Races of the Wild (3.5E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Epic Level Handbook (3E), Complete Arcane (3.5E), and Complete Divine (3.5E). The Kyrashar Rose (artifact): This artifact was created by the followers of Lolth and the Queen of Air and Darkness. Soulless elves under the control of the Queen of Air and Darkness took a Black Shard and used it to cut into an oak tree, causing it to bleed as it died. Into this mixture was added the poison from a thousand black roses. Then Lolth’s avatar appeared, magically transformed the sap into the shape of a rose, then caused it to harden into amber (but with a greater strength than even steel or mithral). Because some of the residue of the Black Shard fell in with the sap, it became a very potent weapon for use against good elves. It is said to have caused Darahl Firecloak’s avatars to go murderously insane, thus attesting to its efficacy. The Kyrashar Rose provides the following powers: * Darkness at will * The user is able to cast two spells of each level from the illusion school as a 19th-level caster. * Slay living 1/day, usable only on elves or fey. * Fly at will * Levitate at will * Summon 1-3 yeth hounds or 1 quickling 1/day, they serve for 1 hour before leaving. * Summon 3-36 fey with the unseelie template (see Dragon #304) or 2-20 evil elves (or drow) 1/week. * Wearer gains a +3 profane bonus to Charisma-based checks with regard to drow, evil elves, and evil fey. * Charm person 3/day; elves do not gain their racial bonus to saves against enchantments. * Suggestion 3/day; evil actions suggested to good creatures does not automatically negate the effect of the spell. * Create food and water 1/day – Those eating the food must make a successful DC 30 Will save or become dominated by the wielder as if under the effect of a dominate monster spell, doing their bidding in any way possible so that they can have more of this magical feast as a reward. * Poison 1/day The Kyrashar Rose was created to cause havoc among elves, spread evil, and destroy the grip of the Seldarine. Whenever the slay living, darkness, or summoning powers are used, there is 9% base chance that the attention of Lolth and/or the Queen of Air and Darkness is drawn to them. This chance increases by 1%/level of the one using the powers of the Rose, increasing to 100% if the wielder is a proxy, Chosen, or avatar of a deity of the Seldarine. If this occurs, the wielder must make a DC Will save equal to the divine rank and Charisma modifier of both deities or become dominated by these two deities. Depending on the status of the Rose’s wielder, either Lolth or the Queen of Air and Darkness becomes the primary dominator, issuing commands as desired and turning the wielder chaotic evil. In the case of an avatar in contact with Kyrashar Rose, however, both goddesses work together and issue contradictory commands to break down the avatar’s mind and cause the avatar to blame the nearest elves for its madness, seeking to slay them. This homicidal frenzy does not stop until the avatar is slain or avatars of other elven deities show up to cast heal and other dispelling spells to end the domination effect. Another side-effect concerns good or neutral-aligned elves who touch or use the Rose for any non-evil purpose. If three such attempts are made and the wielder resists the domination of both deities, the thorns on the stem of the rose prick the wielder, who must make a DC Fort save equal to the divine rank and Charisma modifier of both deities or suffer the Fate of Sleeping Death. The wielder immediately falls into a deep slumber and cannot be awakened by any means short of a limited wish (which awakens the victim for only 1d4 hours) or a wish or miracle spell. Ironically, the victim does not age and cannot be harmed by any force while in this state. Possible means of destruction: * Sending the rose to the elemental plane of fire to burn into ash * Having Corellon Larethian strike the rose with his sword in Arvandor. |
| Green Giant04-17-05, 11:50 PM | Here is the last elven deity from Dragon #251. Enjoy. :) Alathrien Druanna The Rune Mistress Demigod Symbol: A silver quill tracing elven runes upon paper or a stick tracing geometric lines upon the ground Home Plane: Concordant Domain of the Outlands/The Spiral Castle Portfolio: Conjurations, rune magic, geometric magic Worshipers: Conjurers, runecasters, thaumaturgists, geometers Cleric Alignments: N, CN, NG, LN Domains: Elf, Rune, Summoner Favored Weapon: Quarterstaff Alathrien is a nearly-forgotten member of the elven pantheon. She resides on the Outlands in a sky-blue fortification known as the Spiral Castle, protected by a large maze of thorns (equivalent to the wall of thorns spell). In earlier times she watched over summonings that brought forth friends and allies of the elves to their aid, but now most elves seeking such assistance call upon Corellon Larethian instead. Alathrien now devotes her time to rediscovering runic magic as well as strengthening herself among those wizards known as Geometers. Because of her position, Alathrien has relatively few enemies but has attracted the attention of two other powers, Malyk (Talos) and Velsharoon. These two seek to elevate themselves at the Seldarine’s expense and so have chosen her as their first target (neither one knowing they’re seeking the same deity). To date, their efforts have failed, merely rousing the elven pantheon to a greater alertness and thus further protecting Alathrien. Clerics of Darahl are known to multiclass as conjurers, runecasters or thaumaturgists. Dogma Clergy and Temples The clergy of Alathrien Druanna are known as Jadir (with mutliclass cleric/conjurers known as Jaradir) and wear robes of white with red mantles studded with either jewels or real ones. In times when battle draws near, they trace temporary runes along their hands, arms, and even their faces. Alathrien’s followers are a scholarly sort, more given to debating theories and academic achievements than to healing the sick and poor. However, they do their best, and on at least one day per month they set up a feast in honor of their achievements. Supposedly there are secret celebrations afterward by the higher-ups, but for now that is just talk. Holy days are declared whenever great knowledge is attained in the field of magic in general, but discoveries concerning runic magic and geometry are most highly prized. ALATHRIEN DRUANNA Conjurer 15/Geometer 5/Cleric 5/Runecaster 10/Thaumaturgist 5 Medium Outsider Divine Rank: 3 Hit Dice: 20d8+140 (outsider) plus 15d4+105 (Conjurer) plus 5d4+35 (Geometer) plus 5d8+35 (Cleric) plus 10d8+70 (Runecaster) plus 5d8+35 (Thaumaturgist) (820 hp) Initiative: +12 (+8 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 47 (+8 Dex, +3 divine, +16 natural, +10 deflection) touch 31, flat-footed 39 Base Attack/Grapple: +40/+50 Attack: +5 banishing quarterstaff +55 melee; or spell +50 melee touch or +51 ranged touch Full Attack: +5 banishing quarterstaff +55/+50/+45/+40 melee; or spell +50 melee touch or +51 ranged touch Damage: +5 banishing quarterstaff 1d6+12; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Turn undead as 5th-level cleric (+6 to turn checks) 13/day, domain powers, salient divine abilities, spell-like abilities. Special Qualities: Elf traits, divine immunities, DR 15/epic, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 3 miles, remote communication, godly realm, greater teleport at will, glyph of warding, draw spellglyph, book of geometry, sigilsight +5, pass sigil, powerful spellglyph, greater glyph of warding, rune craft +3, rune power +3, improved runecasting, maximize rune, rune chant, improved ally, extended summoning, contingent conjuration, planar cohort, SR 35, divine aura (30 ft., DC 23). Saves: Fort +42, Ref +43, Will +47 Abilities: Str 24, Dex 26, Con 24, Int 35, Wis 35, Cha 30 Skills: Appraise +37, Autohypnosis +53, Balance +37, Bluff +45, Concentration +67 (+71 when casting defensively), Craft (alchemy) +37, Craft (calligraphy) +57, Decipher Script +57, Diplomacy +65, Disable Device +37, Forgery +37, Heal +37, Hide +33, Jump +36, Knowledge (arcana) +72, Knowledge (architecture and engineering) +37, Knowledge (nature) +37, Knowledge (religion) +57, Knowledge (the planes) +57, Listen +49, Move Silently +33, Perform (dance) +35, Perform (sing) +35, Profession (scribe) +57, Search +49 (+53 with secret or hidden doors), Sense Motive +57, Spellcraft +78, Spot +49, Tumble +37. Feats: Augment Summoning, Combat Casting, Craft Rune Circle, Craft Staff, Craft Wondrous Item, Enlarge Spell, Epic Spellcasting, Eschew Materials, Extend Spell, Fortify Spell, Greater Spell Focus (conjuration), Greater Spell Penetration, Improved Combat Casting, Improved Iniative, Inscribe Rune, Persistent Spell, Planar Turning, Point Blank Shot, Quicken Spell, Sanctum Spell, Scribe Scroll, Silent Spell, Spell Focus (conjuration), Spell Mastery, Spell Penetration, Still Spell, Transdimensional Spell Elf Traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Reality, Arcane Mastery, Call Creatures (any nonevil), Divine Spellcasting Domain Powers: Cast conjuration (summoning) or conjuration (calling) spells at +2 caster level Spell-like Abilities: Alathrien Druanna uses these abilities as a 13th-level caster, except for conjuration (summoning) spells and conjuration (calling) spells, which she uses as a 15th-level caster. The save DCs are 23 + spell level. Antipathy, cat’s grace, commune with nature, Drawmij’s instant summons, erase, explosive runes, find the path, gate, glyph of warding, greater glyph of warding, greater planar ally, lesser planar ally, lesser planar binding, liveoak, planar ally, secret page, snare, summon monster I, summon monster II, summon monster III, summon monster V, summon monster VII, sunburst, teleportation circle, transcribe symbol, tree stride, true strike. Conjurer Spells/Day (0-12): 5/8/8/8/8/7/7/7/7/6/2/2/2; base DC = 22 + spell level; DC 24 + spell level with conjuration spells. Cleric Spells/Day (0-12): 6/9/9/9/9/8/7/7/7/6/2/2/2; base DC = 22 + spell level; DC 24 + spell level with conjuration spells. Arcane Epic Spells per Day: 6 Divine Epic Spells per Day: 4 Possessions: Alathrien Druanna wields Ansrjamus, the “Companion’s Word,” a +5 banishing quarterstaff with the powers of a staff of conjuration and a staff of scrivening. Other Divine Powers As a demigod, Alathrien Druanna treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Alathrien Druanna can see, hear, touch, and smell at a distance of three miles. As a standard action, she can perceive anything within three miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to two locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 3 hours. Portfolio sense: Alathrien Druanna is aware of any conjuration or runic magic that affects at least 1,000 elves. Automatic actions: Alathrien Druanna can use Concentration, Diplomacy, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Knowledge (the planes) and Spellcraft as a free action if the DC for the task is 15 or lower. He can perform up to two such free actions each round. Create Magic Items: Alathrien Druanna can create any kind of magic item dealing with conjurations or writing, as long as the item’s market price does not exceed 4,500 gp. Sources: Dragon #251, PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Races of the Wild (3.5E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Epic Level Handbook (3E), Complete Arcane (3.5E), Complete Divine (3.5E), Book of Exalted Deeds (3.5E), and Expanded Psionics Handbook (3.5E). |
| Ezrayah04-19-05, 04:26 AM | Yeah, she probably is posted somewhere, but I can't find her where she's supposed to be posted. If anyone has a link, I would be most grateful :) |
| nyluenatha04-19-05, 08:33 AM | Green Giant THANKYOUTHANKYOUTHANKYOUTHANKYOUTHANKYOU THANKYOUTHANKYOU!!!!!! :bounce: |
| Tebryn1404-19-05, 08:29 PM | I updated the Index (and my archives). Kiaransalee is actually on page 14. I found the error a while ago and forgot to correct it. Kinda like how my archives told me I had Sehanine and Savras, but in reality, they were nowhere to be found. Maybe my computer likes lying to me about divination deities whose names begin with S. Who knows? Anyway, I have only 2 weeks of hellish business left, and then perhaps I'll even be able to stat a deity of my own. |
| Green Giant04-25-05, 10:41 PM | Looks like Azul from the Maztican Pantheon and Haku from the Zakharan Pantheon made it into the pages of Sandstorm. I'll have to remedy their domain choices when I have the time although I still stick to my homebrew rules regarding alignment domains and the Zakharan Pantheon. |
| Nynshari04-28-05, 05:25 PM | Can you create deity stats here? Obviously, they wouldn't be official, but still... Lolth is now a GG, and I've heard that they aren't (or most likely won't) be posting any updated stats on Her. So I was wondering if someone here could write one up. I would, but I really don't know how... Thanks if anyone can and thanks anyway if y'all can't... |
| Jorda_The_Knight04-28-05, 09:34 PM | You sure can, that's the whole reason I started this thread :D |
| Slime Lord04-28-05, 10:12 PM | Can you create deity stats here? Obviously, they wouldn't be official, but still... Lolth is now a GG, and I've heard that they aren't (or most likely won't) be posting any updated stats on Her. So I was wondering if someone here could write one up. I would, but I really don't know how... Thanks if anyone can and thanks anyway if y'all can't... Notice: Do NOT read the spoiler above or below if you have not read the last Novel in WotSQ series. You know, if I hadn't accidently clicked the 'Lolth as a Greater Goddess? (Possible Spoiler)' Thread and read a post I wasn't expecting to see before I had aquired the book, I'd be furated with you for not saying what type/who the Spoiler was on. But I'm not so you still have my favor young one. ;) |
| Nynshari04-29-05, 04:39 PM | Notice: Do NOT read the spoiler above or below if you have not read the last Novel in WotSQ series. You know, if I hadn't accidently clicked the 'Lolth as a Greater Goddess? (Possible Spoiler)' Thread and read a post I wasn't expecting to see before I had aquired the book, I'd be furated with you for not saying what type/who the Spoiler was on. But I'm not so you still have my favor young one. ;) Whoops.......... :D Exscuses me ........ :rolleyes: Heheeee |
| Tebryn1405-01-05, 11:52 AM | If no one else would like to do them, I'd be happy to. I do need to read the book first though. I really hate Lolths Faith and Pantheon stats. They anger me. Though I can't say right now how I'd improve them. This is, BTW, my last weekend of DnD ways inactivity (thank the Lord). |
| Nynshari05-02-05, 04:05 PM | If no one else would like to do them, I'd be happy to. I do need to read the book first though. I really hate Lolths Faith and Pantheon stats. They anger me. Though I can't say right now how I'd improve them. This is, BTW, my last weekend of DnD ways inactivity (thank the Lord). YEAY! Thank you so much - I would like to, but I just don't have the experience to to it the right way. I agree, the FnP stats are truly maddening. But there's a lot of room to improve now that the series is over. Someone posted on another thread that they wondered if she would be as powerful as Shar. Now that would be something, wouldn't it? She is the leader of the Drow Pantheon - it is impossible to deny it now - and she is definitely powerful with what she did to the Demonweb Pits. And she apparently has quite a larger number of worshippers than people realized. Plus, it would lend a bit of interest, for Shar wants the Underdark, and the Drow (and Lolth) are the (unstated, unadmitted, but quite obvious) rulers of that realm. Please, whenever you have time, I would love to see what you come up with :D |
| Slime Lord05-02-05, 08:06 PM | Nyn...What is that Spoiler for...? |
| Nynshari05-05-05, 02:01 PM | Nyn...What is that Spoiler for...? Just in case someone is really picky about hearing things before they read them - I upset someone on here once by not putting a spoiler tag up like that and I was only making vague comments..... so, now whenever I make any kind of comments I try to remember to put it up ;) |
| Slime Lord05-05-05, 02:36 PM | I'm not disapointed no more. I have finished things and was displeased with things the way the things turned out. Thigns didn't make sense...So I free you :P |
| Dresel05-06-05, 10:24 PM | Hello Anyone want to do Lloth for me, can't seem to find her new stats please help. Dresel Thanks |
| Tebryn1405-07-05, 10:45 AM | We were just discussing this. Lolth has stats in Faiths and Pantheons and Deities and Demigods. As to stats written after the Silence, those are coming as soon as I manage to read the latest WoTSQ novel and write them. |
| dankillroy05-08-05, 06:53 PM | I have to say Tebryn this site is really cool. I like your optional rules for deities and divine ranks. Although I don't agree with the rules for archfiends and some of the stats that you wrote for some of the unpublished deity stats. I have made up some stats for some original deities for a campain setting that I wrote and they are all rank 21 and higher. My stats for my demon and devil archfiends I have used from the published stats from the Tome of Horrors cause I think that should be their power level. I mean come on!, Orcus the prince of undeath and is only a 13 level necromancer! Please! I have a deity in the works that I am making that is the Goddess of Lichdom, and she is the first lich and demilich cause she created them. I used the demilich from the Epic Level handbook. The guy who made that Lich Deity should have use the demilich template on him. Anyways my campaign world is now vile and evil and I was wondering why no one has posted any stats of deities of any mature themes. I haven't seen anys stats from the deities from the BOVD or the Librim Mortis, if they are posted I would like to see them. The stats of the archfiends are cool, but I have made them better, stronger, evil, and vile; no offense to the guys who made them. The power level of my deities are so insane that the only chance to survive an encounter with one of them is through diplomacy. It is like the instant campain ending events they had in 2nd edition when a group of pc's went into an area they were not prepared for until they were like uber epic levels. So anyways, I just wanted to compliment you guys, especially you Tebryn, for this site and your guys' imagination. I wanted to know where I can find any postings of any archfiends that someone has done with any vile theme to them. You guys need to think evil and vile with these archfiends! I am especially looking for postings on the Demon Queen of Vampires and the Demon Queen of Succubuses. I think they were in 2nd edition but they haven't made it to 3rd. Also I need to know where the postings of some of the deities that were in the old post. I tried to look for it but I couldn't find it. Also in my cambaign I have adapted some mythic characters from the bible so I am looking for stats for Lilith and Eve. Also in my campaign I have made Lolth more evil and vile and I am trying to look for any stats of when she was turned into a taanari demon spider and a demonlord with demonlord powers like the demon archfiends. I also have used various resources from fantasy books of different characters and changed their history a little and made them into deities and was wondering if any fans of these books have made stats of characters from: the books of Rhapsody by Elizabeth Haydon, the Wayfarer Redemption Series by Sara Douglas, the Anita Blake and Meredith Gentry series by Laurell K. Hamilton, and several other series similiar to those. I also have stats of Kenshin, Red Sonja, Conan, Xena, and Gabriel in the works. Of course I have changed their history, background, and powers to fit my gameworld. I also am looking for any postings of the history and background of the Cat Lord from the Epic Level Book and the history and background of the LeShay assassin and her artifact cloak who is the leader of the Gleaners in the Epic Book an the stats of the Lady of Pain. So stay tune fans of DND! Cause I am going to shake this site up. The deities and characters and magic items from my campaign are from the "Lost Pages of the Book of Vile Darkness" and the "Lost Pages of the Librim Mortis"! I don't know about you guys but I was dissapointed with the lack of content from these books. CAN YOU GUYS HANDLE THE VILENESS! STAY TUNED FOR MY FIRST DEITY! ANASTASIA, THE GODDESS OF LOVE! ONE OF THE LAST SOURCES OF GOODNESS AND LOVE ON MY WORLD! MWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH AHAHAHAHAHAHAHA! ALL HAILE THE GREAT BOOK OF VILE DARKNESS! WHERE IS THE SUCCUBUS THAT RESSURECTED THE FIRST VASHARAN AND GAVE BIRTH TO THEIR EVIL? WHERE IS SHE?! WHERE ARE THE GODS AND FIENDS FROM THE LEGION OF HELLS BOOK 1 AND 2? You see guys, you need more imagination! :D Oh, and am looking for any posts for any new Salient Divine Abilities, including the ones that were newly created by you guys for your deities. Tried to look, but can't find it. Is there one and where is it? Also, I don't like how certain deities look or their personality or their background. Your take on Kali is cool Tenbryn but I prefer the take on Kali by the fantasy artist Luis Royo. So if any of you guys are fans of his work I would like to see stats of Luis Royo's Kali or any of the deities that he drew. Or if someone made stats for his Malefic character I would love to see them and compare them to the one that I made. |
| Valgard05-10-05, 02:14 PM | This is the first god I've created myself. He's from a campaign that a friend is DMing and I am playing. This campaign is about some kind of plane/demiplane called Nexus that has no cosmology on its own, but is connected to all material planes via the plane of shadow, and the players travel to other material planes and demiplanes in missions of reckoning, negotiation, conquering or research. The known "universe" of Nexus is the inner surface of a sphere with a colossal lapis lazuli in the center of the sphere, with gravity going away from the lazuli. The entire surface is about the size of Europe, but with a proportion of water and land similar to Earth. The lapis lazuli grants light and cold to the plane. The closest you go to the lazuli, the colder it is. The lapis lazuli goes fading and shining so there is something to day and night. The sages in Nexus speculate that the world of Nexus is really an eternal 3D sea of fire and magma, with the lapis lazuli floating through it at an extremely cold temperature, and the world of Nexus created in the moderate temperature ratings where magma has solidified. The inhabitants of Nexus are called Nexians, and many intelligent races share the world, all living in peace, from the standard humans, elves and dwarves to orcs, drow and even mind flyers. The higher law in Nexus is no harming between races in there, so if an intelligent race has a need of another one, such as the brain hunger of mind flayers, they travel to another plane to satisfy their needs. Some Nexians are native but others come from another planes, so it's usual to see people from many worlds, such as Toril, Oerth, Krynn and even Discworld or Azeroth. :D This is a little introduction to Nexus so you can understand the type of game and the deity's info. NEXIEJIR The Lord of Nexus Demigod Symbol: A lapis lazuli surrounded by a circular line of fire, with a blank between them Home Plane: Nexus Alignment: Neutral Portfolio: Planar travel, jorneys, knowledge, Nexus, summoning Worshipers: Bards, conjurers, merchants, diplomats, Nexians, planar travelers Cleric Alignments: All Domains: Knowledge, Summoner, Travel Favored Weapon: Claw (Scimitar) Nexiejir is the oldest being alive in Nexus, and little people knows his true age. He is a great wyrm prismatic dragon that enjoys listening to stories and learning even more from the travels to other planes. Nexiejir discovered many years ago the advantageous site of Nexus between the multiverses and began travelling between the planes. He found many races and many different civilizations and interacted with them as cautelous as a prismatic dragon can. He travelled among many worlds but always returned to his homeworld, Nexus. Years later, even later than when he was known to be the oldest living being in Nexus, he became more lazy and began supporting groups of native Nexians to explore other worlds with conjuration and divination magic in exchange for treasures they could problably find and stories of their jorneys. These travellers were more discreet than Nexiejir, so more natives of other worlds met these characters. Nexiejir gained more treasures, knowledge and admiration between the Nexians and the first outsiders that arrived to Nexus. Some Nexians began to worship him as a deity, and in some ages he assumed the rank of demigod. Nexiejir is a deity that doesn't matter how things are made if they are indeed made, as long as it does not affect peace in Nexus, just because that would cause trouble, not for any sense of justice or something similar. Nexiejir accepts that most newcomers worship the gods they followed in their homeworlds, so he has few clerics. There aren't many temples dedicated to him because there's a direct connection between worshiper and deity, but there are indeed some little shrines dedicated to him in the further regions from his palace. Clerics of Nexiejir can be of any alignment, because the Lord of Nexus doesn't worry in his clerics methods, althought he prefers that evil acts shouldn't be done in Nexus. His clerics choose the time of day when they prepare spells, and they try to keep this the best they can, despite they travel to planes where day and night go different than normal. NEXIEJIR Colossal+ Dragon Divine Rank: 3 Hit Dice: 78d12 + 2,106 (3,042 hp) Initiative: +4 (+0 Dex, +4 Improved Initiative) Speed: 180 ft., fly 360 ft. clumsy. Armor Class: 107 (-8 size, +27 deflection, +75 natural, +3 divine), touch 32, flat-footed 107 Base Attack/Grapple: +78/+98 Attack: 2 claws +107 melee, or bite +104 melee, or 2 wings +104 melee, or tail slap +104 melee; or by spell +104 melee touch or +81 ranged touch. Full Attack: Bite +104 melee and either 2 claws +107 melee, or wings +104 melee, or tail slap +104 melee; or by spell +104 melee touch or +81 ranged touch. Damage: Claw 4d8+15/19-20, bite 8d6+31/19-20, wing 4d6+15, tail slap 4d8+46; or by spell. Face/Reach: 80 ft./20 ft. Special Attacks: Breath weapon (prismatic spray, 80-ft. cone, save DC 76), crush, tail sweep, spells, spell-like abilities, domain powers, salient divine abilities. Special Qualities: Blindsense 60 ft., deflecting force, frightful presence (DC 76), empower spell-like ability, maximize spell-like ability, divine immunities, DR 15/epic, resistance to fire 8, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to beings within 3 miles, remote communication 3 miles, godly realm 300 ft., greater teleport at will, SR 35, divine aura (30 ft. radius, DC 40). Saves: Fort +75, Ref +48, Will +72. Abilities: Str 73, Dex 10, Con 65, Int 64, Wis 65, Car 64. Skills: Appraise +62, Balance +47, Bluff +74, Concentration +111, Descipher Script +61, Diplomacy +145, Disable Device +70, Disguise +61, Escape Artist +84, Heal +70, Hide +27, Intimidate +119, Jump +138, Knowledge (arcana) +111, Knowledge (architecture and enginnering) +111, Knowledge (dungeoneering) +111, Knowledge (geography) +111, Knowledge (history) +111, Knowledge (local) +111, Knowledge (nature) +115, Knowledge (nobility and royalty) +111, Knowledge (the planes) +111, Knowledge (religion) +111, Listen +111, Move Silently +43, Open Lock +43, Perform (sing) +66, Search +111, Sense Motive +111, Spellcraft +119, Spot +111, Survival +70, Tumble +47, Use Magic Device +111. Feats: Augment Summoning, Cleave, Devastating Critical (Claw), Draconic Knowledge, Epic Fortitude, Epic Reflexes, Epic Reputation, Epic Skill Focus (Diplomacy), Epic Spell Focus (Conjuration), Epic Weapon Focus (Claw), Epic Will, Exted Spell, Great Cleave, Greater Spell Focus (Conjuration), Greater Spell Penetration, Heighten Spell, Improved Critical (Claw), Improved Initiative, Improved Multiattack, Multiattack, Overwhelming Critical (Claw), Power Attack, Power Critical (Claw), Spell Focus (Conjuration), Spell Focus (Divination), Spell Penetration, Weapon Focus (Claw). Breath Weapon (Su): Nexiejir's breath weapon is an 80ft. cone emanation. Creatures caught inside are affected by a prismatic spray effect. The save DC is 76. Crush (Ex): Nexiejir can land on foes as a standard action, using his whole body to crush them. Crush attacks are effective only against opponents that are Large or smaller. A crush attack affects as many creatures as can fit under Nexiejir's body. Creatures in the affected area must succeed at a Reflex save (DC 76) or be pinned automatically, taking 8d8+46 damage each round until Nexiejir moves. Nexiejir can maintain the pin as a normal grapple check. Tail Sweep (Ex): As a standard action, Nexiejir can sweep his tail in a half-circle with a 40-foot diameter. Medium-size or smaller creatures within the tail sweep area automatically take 4d6+46 points of damage and must succeed at a Reflex save (DC 76) to avoid being knocked down. Deflecting Force (Su): As a prismatic dragon, Nexiejir is protected by a shield of shimmering light similar to a cloak of chaos that provides a deflection bonus to AC equal to his Charisma bonus (does not overlap with a deity's deflection bonus, so he gains no further benefit). Empower Spell-Like Ability: As a prismatic dragon, Nexiejir can apply the Empower Spell feat to one of his spell-like abilities that he can use at least twice per day. If the spell-like ability is usable a limited number of times per day, he can spend two uses of the ability to use it empowered. If the spell-like ability is usable at will, there's no cost for empowering it. Maximize Spell-Like Ability: As a prismatic dragon, Nexiejir can apply the Maximize Spell feat to one of his spell-like abilities that he can use at least three times per day. If the spell-like ability is usable a limited number of times per day, he can spend three uses of the ability to use it maximized. If the spell-like ability is usable at will, there's no cost for empowering it. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. As a prismatic dragon, Nexiejir is also immune to any light damaging effect, including Evocation [Light] spells, searing light, and the various prismatic (sphere, spray, wall) spells. In addition, he is immune to any spell or effect that causes blindness. Salient Divine Abilities: Alter Form, Alter Size, Know Secrets, Stride. Domain Powers: All Knowledge skills are class skills, cast divination spells at +1 caster level, cast conjuration (summoning) and conjuration (calling) spells at +2 caster level, 3 rounds/day freedom of movement, Survival is a class skill. Spell-Like Abilities: Nexiejir uses these abilities as a 13th caster level except for divination spells, which he uses as a 14th caster level, and for conjuration (summoning) and conjuration (calling) spells, which he uses as a 15th caster level. The save DCs are 40 + spell level, or 42 + spell level for divination spells, or 46 + spell level for conjuration spells. At will-Astral projection, clairaudience/clairvoyance, detect secret doors, detect thoughts, dimension door, discern location, divination, lesser planar ally, locate object, longstrider, find the path, fly, foresight, gate, greater planar ally, greater teleport, legend lore, phase door, planar ally, summon monster I, summon monster II, summon monster III, summon monster V, summon monster VII, teleport, true seeing. As a great wyrm prismatic dragon, Nexiejir can use at will hypnotic pattern and rainbow pattern, and 3/day prismatic sphere, prismatic wall, sunbeam and sunburst, these at 38th caster level and the save DC is 37 + spell level. Cleric Spells/Day: 6/13/13/13/12/12/11/11/10/10: base DC = 37 + spell level, or 39 + spell level for divination spells, or 43 + spell level for conjuration spells. Sorcerer spells Known: (6/13/13/13/12/12/12/12/11/11, base DC = 37 + spell level, or 39 + spell level for divination spells, or 43 + spell level for conjuration spells): 0-dancing lights, daze, detect magic, ghost sound, light, prestidigitation, ray of frost, read magic, resistance; 1st-mage armor, magic missile, shield, true strike, unseen servant; 2nd-alter self, blur, darkness, detect thoughts, levitate; 3rd-blink, fireball, haste, wind wall; 4th-confusion, polymorph, scrying, stoneskin; 5th-dismissal, fabricate, passwall, wall of force; 6th-antimagic field, greater dispel magic, true seeing; 7th-forcecage, greater teleport, spell turning; 8th-greater planar binding, mass charm monster, temporal stasis; 9th-dominate monster, imprisonment, wish Other Divine Powers As a demigod, Nexiejir treats a natural 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Nexiejir can see (using normal vision or darkvision), hear, touch, and smell at a distance of 3 miles. As a standard action, he can perceive anything within 3 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 3 hours. Portfolio sense: Nexiejir instantly senses anything in Nexus that affects one thousand people. He also senses any planar travels to other material planes or summoning effects if they originate or end in Nexus, if they affect at least one thousand people. Create Magic Items: Nexiejir can create any magic item relating to summoning, calling, or divination effects as long as the item's price does not exceed 4,500 gp. Sources: Core Rulebooks, Complete Divine, Deities and Demigods, Draconomicon, Epic Level Handbook (All 3rd/3.5e books) NOTE: As this is my first deity, I really need somebody to tell me where I've been mistaken, because, of course, there are errors, sure!! ;) Some things to comment: I wanted to comment some things I wondered when creating the deity. Is it normal to make a demigod with 78 Hit Dice? or maybe should I reduce it? Are abilities too high? Why do all dragon deities have cleric spells? |
| Jorda_The_Knight05-10-05, 11:47 PM | Thanks a bunch dankillroy, always good to see that people appreciate what you do. When I started this thread many moons ago it was merely because of my outrage that the lesser deities of FR didn't get their full due, but now with the help of many others, not the least of whom is Tebryn, cause without him this thing would have never gotten off the ground, but everyone who posted or even just showed some interest and took a quick look. I haven't posted a deity in a long time, but I'm unfortunatly at a stage in my life where I don't have the time to stat gods the way I'd like to very often. In any case thanks again. As for the unique salient divine abilities make sure to check out almost all my deity posts, since after the first few I decided to give almost each god their own salient divine ability. On yet another note thanks a million Valgard for joining out little club, your presentation alone has set the bar higher and I personally plan to copy, I mean..umm, become inspired by your work. Plus the new god is great ^^ Well all have fun, I hope I get to post again soon, until then keep at it! :D |
| Tebryn1405-11-05, 11:05 AM | I appreciate the numerous compliments dankillroy. The only archfiend statting here has been mine, and a version of Zuggtmoy that Mirtek did on page 1, IIRC. As for Unique SDAs, I'm afraid that you will have to sort though that yourself. But like Jorda said, most of his are good candidates, as are my Archfiends and Powerful outsiders. What I am STRONGLY considering doing is making 4 versions of Lolth. One when she was a Lesser Goddess, one when she was a Demon Lord, one as an intermediate, and one a greater goddess. What think all of you? |
| Slime Lord05-11-05, 01:56 PM | I don't see why not. It would give players the information they need to use her as a Demon Lord and Kill her if they deem ;) lol. Great idea. |
| Jorda_The_Knight05-11-05, 07:03 PM | Sounds good to me Tebryn, I look forward especially to seeing the Demon Lord version :devil: |
| Jorda_The_Knight05-11-05, 09:14 PM | Just to note I'm almost done the stats for the Bugbear god Grankhul, someone please remind me to stop doing deities with high Int. scores and rogue levels. :D |
| Tebryn1405-11-05, 09:56 PM | Jorda, hate to tell you, but Grankhul been done already. Sorry. |
| Jorda_The_Knight05-12-05, 10:10 AM | Phew, well at least I didn't go through all his skills yet, guess the first page needs to be updated a bit, no biggy, I'll find another one to do. |
| Nynshari05-12-05, 02:20 PM | I appreciate the numerous compliments dankillroy. The only archfiend statting here has been mine, and a version of Zuggtmoy that Mirtek did on page 1, IIRC. As for Unique SDAs, I'm afraid that you will have to sort though that yourself. But like Jorda said, most of his are good candidates, as are my Archfiends and Powerful outsiders. What I am STRONGLY considering doing is making 4 versions of Lolth. One when she was a Lesser Goddess, one when she was a Demon Lord, one as an intermediate, and one a greater goddess. What think all of you? YES!!!!!!! :D |
| Jorda_The_Knight05-12-05, 07:26 PM | Oh yeah, I just started the japanese god/goddess Inari. She's hasn't been done yet right? :D |
| Jorda_The_Knight05-12-05, 09:07 PM | Here she is, even if she's been done before this is my take on her :D Inari By Jorda the Knight Ukanomitama no Kami, O-Inari-San, Kodomo-no-Inari, The August Spirit of Food Intermidiate Deity Symbol: Hoshu-no-tama, a pear shaped emblem surmounted by flame like symbols Home Plane: Mountain/rice field kami Alignment: Neutral Good Portfolio: Rice, prosperity, foxes, swordsmithing, agriculture Worshipers: Farmers, swordsmiths, merchants, those seeking good fortune Cleric Alignments: CG, NG, LG, LN Domains: Creation, Earth, Good, Plant Favored Weapon: Kitana (Bastard sword) Note: Inari takes the form of a man as often as that of a woman, seeing no true difference between the two. In his male guise he often appears as an old man with a white beard flanked by twin foxes. In her woman form Inari looks like a beautiful, slender woman with long white hair often riding a wolf or holding two sheaves of rice. Inari Cleric 20/ Druid 20 Medium Outsider (Good) Divine Rank: 15 Hit Dice: 20d8 (Outsider) + 20d8 (Cleric) + 20d8 (Druid) Initiative: +14 (+10 dex, +4 improved initiative) Speed: 60 ft. AC: 65 Attacks: +5 defending, holy quaterstaff +52/+47/+42/+37; or +5 keen, holy, ghost touch katana +57/+52/+47/+42; or +51 ranged touch Damage: 1d6+12/1d6+12 +5 defending, holy quaterstaff; or 1d10+12 +5 keen, holy, ghost touch katana; or by spell Face/Reach: 5ft./ 5ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 15/day Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 15 miles, fire resistance 35, spell resistance 47, DR 50/+4, spontaneously cast divine spells, teleport without error at will, planeshift at will, a thousand faces, nature sense, wild empathy, woodland stride, trackless step, resist nature's lure, wild shape (as 20th level druid), animal companion Saves: Fort. +40 Ref. +42 Will. +50 Abilities: Str.24 (+7) Dex.32 (+11) Con.26 (+8) Int.31 (+10) Wis.42 (+16) Cha.34 (+12) Skills: Concentration +66, Craft (swordsmithing) +68, Craft (tools) +68, Diplomacy +70, Knowledge (nature) +68, Profession (farmer) +74, Profession (swordsmith) +74, Profession (merchant) +69, Spellcraft +68, Heal +74, Knowledge (arcana) +68, Knowledge (history) +68, Knowledge (religion) +68, Knowledge (the planes) +68, Handle Animal +74, Listen +74, Ride (fox) +69, Spot +64 Feats: Animal Affinity, Augment Summoning, Combat Casting, Combat Expertise, Dodge, Mobility, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell, Extend Spell, Heighten Spell, Empower Spell, Still Spell, Silent Spell, Natural Spell, Weapon Focus (katana), Weapon Finesse (katana)*, Plant Defiance *Though this feat normally only applies to a light weapon Inari is capable of using it with a katana due to her divine nature. Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Alter Form, Alter Reality, Call Creatures (foxes), Command Plants, Divine Blessing (Wisdom. Inari often uses this ability to help farmers gain insight into the profession of farming, or to aid craftsmen and merchants in their professions), Divine Druid, Divine Earth Mastery, Extra Domain (Plant), Mind of the Beast, Power of Nature, Speak with Creatures (foxes), Clear Sight, Divine Shield, Area Divine Shield, Increased Spell Resistance, Divine Inspiration (Hope), Inari's Boon *(see below) Domain Powers: Turn or destroy air creatures 15/day as a good cleric turns undead, cast good spells at +1 caster level, rebuke or command plant creatures 15/day as an evil cleric rebukes or commands undead, cast conjurations spells at +2 caster level Spell-Like Abilities: All domain spells, caster level= 25 except for good spells which Inari casts at level 26 and conjuration spells which Inari casts at level 27, Base Save DC= 37 + spell level Possessions: When in male form Inari is often carrying a walking stick which acts a quarter staff with both ends echanted as +5 defending, holy weapons. In female form Inari carries two large sheaves of rice as well as a long, elegant katana strapped across her back which acts as a +5 keen, holy, ghost touch katana. * Inari's Boon: Inari may, at will, create a sumptuous feast for all those within her/his sight. This ability is similar to a Heroes' Feast spell except that Inari may create enough food and drink for as many creatures as she can see and the effects are doubled and last for 24 hours. Other Divine Powers Senses: Inari can see, hear, touch and smell at a distance of 15 miles. As a standard action he/she can perceive anything within 15 miles of any location where one of his/her titles or name was spoken in the last hour. He/she can extend his/her senses to up to 10 locations at once. He/she can block the sensing power of deities of rank 15 or lower at up to 2 remote locations at once for up to 15 hours. Portfolio Sense: Inari can sense any act of agriculture, any weather effect that would have a major impact on agriculture, any swordsmithing, anything involving foxes and any merchantile activity and can extend his/her senses up to 15 weeks in the past. Automatic Actions: Inari can use any profession skill in which she has at least 1 rank, Knowledge (nature) and Handle Animal as a free action so long as the DC is no greater than 25. He/she can perform up to 10 such free actions per round. Create Magic Items: Inari can create any kind of potion or food related magic item (such as a Sustaining spoon) as well as any magical sword so long as the base market price does not exceed 200,000 gold. Relics: [b]Figurine of Wonderous Power: Jade Kitsune[b] Major Artifact- The Jade Kitsune is a gift prized by all those who worship Inari and it has found it's way to many sacred temples over the years. The items seems to have a mind of it's own however, leaving the cloistered temples and striking out to find a new owner who may put it to better use, and allow it perform more mischief. The Jade Kitsune appears as a small, roughly 6 inch high statue of a fox sitting on his hanches with 9 magnificent tails standing up along it's back in a fanlike pattern. Up to three times per day an intelligent creature holding the statuette can utter the name of Inari and activate the items, turning it from a small statue to a large fox (treat as a wolf) with 9 lustrous tails and burning red eyed. The fox is particularly hardy and powerful giving, it the statistics of a wolf except as described below: HD: 6d10 (Always 60 hp when first summoned) Str. 16 Dex. 24 Con. 16 Int. 16 Wis. 14 Cha. 20 +4 natural armor, +4 deflection bonus to AC Spell like abilities: Each 3/day: Dancing Lights, Ghost Sound, Obsurring Mist, Hypnotism, Silent Image; Each 2/day: Charm Person, Color Spray, Minor Image. Base Save DC= 15 + spell level The Jade Kitsune can remain in this form for up to 6 hours a day before reverting to it's statuette form. When in it's stauette form the Jade Kitsune also grants it possesor a +2 luck to charisma. While the Jade Kitsune is in fox form it follows the possesors commands to the letter, but always tries to put a playful flair to it's work. If summoned and given no direct commands the Jade Kitsune seeks to cause harmless mischief with it's many spell-like abilities. If the Jade Kitsune is slain while in fox form it immediately reverts to it's stauette form. If destroyed in stauette form the Jade Kitsune turns to dust and floats away on the winds, reforming it self in a random location 10d10 miles away in 3d4 days. A curious side effect of the Jade Kitsune is that while in fox form it may be turned by cleric of any alignment, a successful turning attempt forces the Jade Kitsune to revert to it's stauette form for 24 hours. During this time it cannot be summoned into it's fox form, even with multiple attempts by the owner. The Jade Kitsune has an intelligence of 16, a wisdom of 14 and a charisma of 20 with an Ego of 25 and is Chaotic Good in alignment. It has no true special purpose, though it often encourages it's owner to play pranks on others. |
| Slime Lord05-13-05, 08:42 AM | Yay! A Transgender God(ess)! WOOT! |
| dankillroy05-14-05, 12:05 AM | Thanks for responding Jorda and Teribryn. Although I don't want to really cycle through all the postings, cause I got 56k, so it will take forever I will check out your guys deities. I hope soon that you guys will put up a seperate post/link for SDAs and new domains. Some of your guys' new artifacts are awesome and I hope you put up a seperate post for those too. I love this site. I copied...er...printed some of your guys deities, hope you guys don't mind. I assume that is why this site is up where u can post deities. Anyways, I plan to use some of them in my game or as inspiration cause I was brainstorming some of the same deities that u guys posted but I was having trouble with them. Don't worry I plan to change the history, background, and stats a little to suit my campaign. Sense my gameworld has all deities divine rank 21 and over they will be super bad#$%! BooYeah! I post them for you guys so you can see your deities on steroids! And since my world is like 90% pure evil and vile, CAN THEY SURVIVE THE PAIN! MWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA! Just wanted to say that I loved the stats on the Seelie and Useelie Queen Deities. But why was the unseelie deity weaker that the seelie one. I think they should have been equal in rank. The sort of balance between the God of Light and Dark in the back of Deities of Demigods book. I have the 2nd edition stats of Lolth, and I wanted to know if those are the stats when she was a demon lord. And PLEASE hurry up with those stats for Lolth when she was a demon lord. Also, any of you guys have any stats in the works for the Cat Lord from the Epic Book. They said you can make him a divine rank 0 but I made him 21+. And anyone of you know any of his history. I know he is from Greyhawk but I went on the regular DND setting and I didn't get much from the Deities post. I really want his history. Anyways, this sight is COOL and stay tuned for THE VERY BEAUTIFUL, BODACIOUS, HOT, GODDESS OF LOVE ANASTASIA! SOMEONE SUMMON LILITH! |
| Tebryn1405-15-05, 11:46 AM | I hope soon that you guys will put up a seperate post/link for SDAs and new domains. Some of your guys' new artifacts are awesome and I hope you put up a seperate post for those too. Not likely, on either account. I copied...er...printed some of your guys deities, hope you guys don't mind. . I don't mind. The purpose of the site is to provide individual usage, but not for other to repost them elsewhere on other sites or for other people. You really should have asked in some form or another. I assume that is why this site is up where u can post deities. Never assume. Assume makes and Ass of U and Me, so says my infallible calculus teacher. But why was the unseelie deity weaker that the seelie one. Because the Unseelie deity is an evil upstart who decided that turning evil would be an appropriate game plan, and sure enough, it wasn't, and she remained an anorexically thin pale Intermediate Faerie Deity, as was she in previous editions. I have the 2nd edition stats of Lolth, and I wanted to know if those are the stats when she was a demon lord. No, they are stats of Lolth from second edition, as a goddess. And PLEASE hurry up with those stats for Lolth when she was a demon lord. I will take all the time I need, thank you. |
| dankillroy05-15-05, 01:53 PM | I am glad that you don't mind. You or the other people who put posts on this site don't have to worry. I only plan to use them for my campaign for private use. I plan to get my campaign world published so I WILL make sure that I give the appropriate credit to whoever wrote the stats on the dieites and when I build my own dnd webpage. Even when I change certain histories and stats to make them SUPER UBER GODS ON STEROIDS! But since I aptly nicknamed my campaign world the "Lost Pages of the Book of Vile Darkness and the Libris Mortis" for the extremely lack of content of evil stuff in those two books I don't know if it will ever get published. You know the Mature Themes and all. Don't worry I will be patient for the Demon Lord Lolth, I am sure you will do her justice. I hobe she is Vile and Evil! HAIL THE BOOK OF VILE DARKNESS! MWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA! |
| Tebryn1405-15-05, 10:04 PM | Araushnee By Tebryn14 Lesser Goddess Symbol: Loom Home Plane: Arborea/Arvandor Portfolio: Artisans, destiny, dark elves Alignment: Chaotic Neutral Worshipers: Artisans, elves, weavers, women, creators of magic items. Cleric Alignments: CN, CG, CE Domains: Chaos, Craft, Elf Favored Weapon: Whip Cleric 25/Wizard 15 Medium Outsider (Chaos, Elf, Extraplanar) Divine Rank: 6 Hit Dice: 20d8+120 (outsider) plus 25d8+150 (cleric) plus 15d4+90 (wizard) (780 hp) Initiative: +12 (+8 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 53 (+8 Dex, +6 divine, +19 natural, +10 deflection) touch 34, flat-footed 45 Base Attack/Grapple: +40/+53 Attack: +5 keen anarchic spell-storing knock back whip +59 melee; or spell +53 melee touch or +54 ranged touch. Full Attack: +5 keen anarchic spell-storing knock back whip+59/+54/+49/+44 melee; or spell +53 melee touch or +54 ranged touch Damage: +5 keen anarchic spell-storing knock back whip 1d2+5/17-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Salient divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 20/epic, fire resistance 11, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 6 miles, remote communication 6 miles, godly realm, greater teleport at will, plane shift at will, SR 38, divine aura (600 ft., DC 26), elf traits. Saves: Fort +44, Ref +46, Will +51 Abilities: Str 24, Dex 26, Con 22, Int 39, Wis 36, Cha 30 Skills: Appraise +35 (+39 weaving, embroidery, painting), Balance +29, Bluff +66, Climb +23, Concentration +72, Craft (Weaving) +103, Craft (Embroidery) +70, Craft (Painting) +71, Craft (Alchemy) +55, Decipher Script +30, Diplomacy +61, Disguise +41, Forgery +35, Gather Information +53, Heal +29, Hide +29, Intimidate +41, Jump +35, Knowledge (Arcana) +80, Knowledge (History) +60, Knowledge (Planes) +70, Knowledge (Nature) +50, Knowledge (Religion) +80, Listen +48, Move Silently +29, Search +50, Sense Motive +47, Spellcraft +83, Spot +48, Survival +24, Swim +33, Tumble +39. Feats: Brew Potion, Combat Expertise, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Items, Dodge, Empower Spell, Enlarge Spell, Epic Counterspell, Exotic Weapon Proficiency (Whip), Extend Spell, Forge Ring, Heighten Spell, Improved Counterspell, Improved Initiative, Maximize Spell, Mobility, Quicken Spell, Reactive Counterspell, Sacred Spell, Scribe Scroll, Silent Spell, Skill Focus (Craft [weaving]), Still Spell. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, banishment, imprisonment. Salient Divine Abilities: Alter Form, Alter Size, Arcane Mastery, Avatar, Craft Artifact, Divine Skill Focus (Craft [weaving]), Divine Spellcasting, Spontaneous Wizard Spells. Domain Powers: Cast chaos spells at +1 caster level; free Lightning Reflexes; cast Conjuration (Creation) spells at +1 caster level. Spell-like Abilities: Araushnee uses these abilities as a 16th-level caster, except for Conjuration (creation) and chaotic spells, which she uses as an 17th-level caster. The save DCs are 26 + spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX, Animate Rope, Wood Shape, Stone Shape, Minor Creation, Wall of Stone, Fantastic Machine, Major Creation, Forcecage, Fantastic Machine, greater, True Strike, Cat’s Grace, Snare, Tree Stride, Commune with Nature, Find the Path, Sunburst, Antipathy. Cleric Spells/Day (Levels 0-13): 6/9/8/8/8/8/6/6/6/6/2/2/2/2; base DC=24+spell level. Wizard Spells/Day: 4/8/8/7/7/7/6/4/3; base DC=25+spell level. Possessions: Araushnee carries a +5 keen anarchic spell-storing knock back whip Other Divine Powers As a lesser deity, Araushnee treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She can take 10 on any check. She is immortal. Senses: Araushnee can see, hear, touch, and smell at a distance of 6 miles. As a standard action, she can perceive anything within 6 miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 5 locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 6 hours. Portfolio sense: Araushnee senses any elf engaged in artistry, as long as the act involved affects at least 500 creatures. She is similarly aware of anything that affects the destiny or fate of at least 500 elves, or 250 or more dark elves. Automatic actions: Araushnee can use Bluff, Diplomacy, Knowledge (Arcana), and any Craft skill, even those she has no ranks in, as a free action if the DC for the task is 20 or lower. She cannot do anything as a free action if the task would be a move action or part of a move action. She can perform up to 5 such free actions each round. Create Magic Items: Araushnee can create any magic item whose market price does not exceed 32,000 gp. |
| Slime Lord05-16-05, 08:48 AM | She looks quiet nice with a different name and lower level :) |
| Nynshari05-17-05, 10:35 AM | I love it, Tebryn - great job! :D |
| dankillroy05-18-05, 07:25 PM | Hey Tebryn, cool stats on Lolth when she was not evil! Can't wait for the demon Lolth. Anyways, am working on a couple of evil epic level sorcerers and a truly wicked artifact sword. Just finished the background history and am starting the actual stats for the sorcerers and the sword. They are not deities but they are extremely powerful, you guys will see that when you read their history, and they could be deities. At least at the end of the history, where they could already be deities. They certainly have the power to become them if they so choose. You wizard and sorcerer characters watch out! MWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH AHAHA! Enjoy and let me know what you guys think. The Legend of the Whisperer in the Dark By: Dankillroy The Whisperer in the Dark is a little known mighty artifact of terrible power and vengeance. A mighty great sword of magical power that is theorized to be made of black mithral or black obsidian. A terrible bane against any creature with any spell casting class or who uses spell-like or supernatural abilities or attacks, it drains away the physical, mental, and spiritual energies that spell casters use to power their spells. Said to be extremely intelligent, able to fight with physical and magical attacks, and is theorized to be psionicaly charged with psionic energy and completely immune to arcane and divine magics. Evidence reveals that it is fully capable to withstand any dispelling or destruction attempts and can fully function in an antimagic field and the usual defenses against its psionic powers. It is recorded that it unmercifully hunts and completely destroys any spellcaster and any vampire it comes near. Known only by a few wizards, sages, and loremasters that this terrible artifact's construction began by two very powerful epic level paragon female human sorcerer sisters and was finished by thousands of human and elven spirits with no arcane or divine spellcasting ability. Here is the story. Tens of millennia ago on the Divine Material Plane of Dracour, which was originally the home of the very first deities, on the southern continent in a small village a woman gave birth to two very beautiful identical twin girls. The birth of the twins came without a father while the woman's husband was at war. Much talk and accusations of infidelity kept the woman solitary. She refused to let them ruin the new blessing she received for her husband was sterile. She had no memory of the conception, believing she was visited in her dreams by a handsome god; she recalled dreaming of a handsome and virile man. Little did she know that it was her husband who magically appeared to her in her dreams and made love to her. This once and only encounter where he was not sterile was as the result of a deal he made with a very ancient and porwerful planar vampire lord, possibly a vampire demon lord. In exchange of this gift the vampire demon lord would accept the husband's soul and blood as payment. Never realizing the future consequence the husband readily agreed. The result, two very beautiful identical twin daughters with dark black hair and black souless eyes; as if they are the darkness itself, twin pools of void that attempt to swallow you into them whenever a person looks at them. As years pass, the twins became more beautiful and inseperatable. The village grew into a town and the twins exhibited strange and frightening powers. Accused of being witches and demon spawned the villagers tried to force the mother and twins out of their village. In an instant the twins incinerated half of the population in twin black fireballs. The villagers and elders and the mayor had no power to face the twins and their strange powers, as all the warriors were at war and they possessed no mages, they let them be. The sisters stayed with their mother in their house and experimented with their powers, sometimes on each other, as their frightened mother watched in horror. The day of their sixteenth birthday their powers manifested uncontrollably threatening the small city they lived in. Many people died and the citezens fought back and tried to kill them. Their senses blinded by their uncotrolled powers, they were unable to stop their mother from being burned alive by several of the citizens hoping the source of the demonspawned twins could be destroyed. When the dark twins realized what became of their mother, they stopped trying to fight their powers and released their rage. Two very powerful epic level sorcerers and their daughter, a powerful epic level sorcerer and practicing wizard, came upon the small city. They traveled through the planes from their planar home on the Plane of Fire because they sensed a powerful event of sorcery that overwelmed their senses. It is said that certain sorcerers can sense the birth and power of newly born children who possess the inborn talent of sorcery. But for some reason, the three sorcerers did not sense the twins until they turned sixteen. They quickly plane shifted towards the location of the city. With half the city completely destroyed and many of its people dead, the sorcerer family immediately intervened. Exhausting much of their spells and the sorcerer/wizard daughter nearly dying they were able to defeat the twins into unconsciuosness. The ungrateful citizens of their nearly destroyed city quickly told the sorcerers in no uncertain terms to leave and take the demonspawned twins with them. The sorcerer family took the twins and plane shifted back to their home on the Plane of Fire. A darkly cloaked figure standing in the doorway of the only surviving tavern on the other side of the destruction watched, laughed, and dissappeared leaving a swarm of fiendish bats in his wake. The twins had no memory of what happened or what they had done. The sorcerer family claimed that the twins' home was attacked by an army of orcs and giants and that they were the only ones found alive. The twins stayed with their adoptive family and began training them to control their sorcerer powers. At the age of eighteen the twins became more beautiful and stopped aging. The sorcerer family then realized the twins were paragon humans and they begun to suspect that their births were manipulated by evil forces. The daughters grew in power and beauty and never aged. They quickly mastered the arts of sorcery and frightened their adoptive family at the pace they were developing. The daughters desired to leave the Plane of Fire and adventured with their foster sister, while their parents kept a very close eye on them at all times. Soon they twins developed their own choice of spells. Bloodfire favored evocation spells with the fire descriptor, transmutation spells, and summoning and calling spells. Blacksoul favored necromantic spells, evocation spells with the cold discriptor, abjuration spells, and summoning and calling spells. Their choice of spells and their increasing dark beauty frightened their adoptive family, especially their foster sister, as they traveled. The twins began experimentation during their travels with fire, necromancy, summoning, binding, and imprisonment. They traveled on many planes with their foster sister gaining knowledge, learning new ways to use and control their power, and slaying mighty beings. In an instant of thought the sisters realized they were not students anymore, but masters, and decided they did not need their adoptive family. So fast before their foster sister could react the twins killed her. Instantly planeshifting to their home on the Plane of Fire as their sister's charred husk disentegrated into ash, they appeared in the scrying chamber of their foster parents. Utterly shocked at what they just witnessed they were unable to counter the speed at which the twins appeared. Before they could even select a spell they could use, the twins incinerated them. They claimed their new home. Their powers grew in power even more. They shifted their studies and experiments to all kinds of outsiders, using gates and calling spells to summon powerful celestials, fiends, and other oustsider creatures and binding them. They experimented on them, stealing portions of their essence and power, and having sex with the most powerful of fiends imaginable to give birth to unique beings of magical power that would serve them. They let their binded fiends have their way with their captive celestials, studying the results and brought the corrupted celestial children to serve them. Blacksoul studied all kinds of necromancy and the undead, offering her body to unholy unions for more of her experiments. Bloodfire experimented with fire and blood magic, capturing fire elementals and forcing unions between them and her, and using the power of blood to delve deep into magics and creatures powered by blood that were even forgotten by fiends and undead. Eventually they realized that sorcery is the most powerful of the arcane arts but they could not find the mastery that they wanted for the kind of magic that they were interested, so they turned to wizardry. However, many powerful epic sorcerers and wizards who felt the deaths of the twins' adopted family and tried to divine the sorcerer family home. The twins magical wards against divinations stopped all but a handful of attempts, revealing a brief and chilling picture of what happened at their former friends' home. Sensing that they were about to be attacked, the twins decided that they could not study years of wizardry even though they were capable of mastering wizardry in a shorter amount of time than most wizards. They quickly developed an epic spell that would transfer all the knowledge of wizardry, spellcraft, lore, creation of normal and epic spells, and all the spells that a wizard had learned directly into them. Essentially it would transfer all the wizards knowledge, experience, and spellcasting levels to them. They scried the most powerful wizards that lived, kidnapped them, and used their new epic spell on them. In an instant they became possibly the most powerful wizards alive as the charred dead husks of the wizards died at their feet. They were ready for the combined might of the epic wizards and sorcerers who stormed their dead friends' home. The twins sent everything they created to defend them. Constructs, animated weapons, powerful mindless undead, their half-breed children, their captured and bound outsiders, and even an undead demigod of a dead and forgotten pantheon they found in the astral plane. The battle was fierce and long. Long forgotten magical energies and spells of terrible might and evil were cast on the Plane of Fire. The Grand Sultan of the Efreet wisely did not interfere, for he had no power to even go against the twins at all even before their increased magical might. He waited for so long for someone or something to force those evil and 'weird' twins from his domain. His entire army of Efreet, lesser djinn, and slaves were ready to attack the twins if whoever attacked them should fail. Unfortunately for the Sultan, that was not to be. Even against their mighty wards that they put on their home and tower, the tower was utterly destroyed. The wizards and sorcerers were either dead and charred husks or slowly and painfully dying. Most of their bound experiments and half-breed children perished and much of the results of their research were destroyed. Except for their knowledge and the ability to recreate all of their work. The Sultan despaired and watched in horror as the twins turned to face him and his army and smiled, seemingly inviting him to attack. Gathering their surviving bound outsiders and undead, their half-breed children, and filling their interdemisional vaults of all the books, magic items and weapons, their signature artifacts, the spoils of whatever what was left of the sorcerers and wizards, and the dying bodies of the sorcerers and wizards so they can use their epic spell on them they strolled towards the City of Brass. Scared completely out of his mind and fearing that they would choose his city as their new home, he gave the order to attack. But the twins had other plans, for they discovered another source of knowledge they learned from the minds of the sorcerers and wizards they drained, who were only minor dabblers in that sort of thing, PSIONICS. They opened a gate and just vanished from the Plane of Fire. The Sultan immediately oversaw the destruction of every thing that those twins touched and called on all the powers of flame of the Elemental Plane of Fire and scorched the area of their 'strange and vile' research. It is said in the City of Brass from the future Sultans that the current Sultan went insane having terrible nightmares and visions raving about two twin human women with fangs coming to eat his soul. No one in the city actually knows what was done with him. The twins came back to their home plane and immediately began construction of a hidden tower and magical labratory near their birth home. At this time their birth city was a large city. Their focus suddenly shifting to that city and the truth about what really happened to her mother, they made plans. Their tower finished, they desired more knowledge of their chosed specializations. Bloodfire and her fire evocations and Blacksoul and her necromancy. Halting their experaments on outsiders, binding, gates, and transmutation they begun a variation of their epic spell to give them psionics. They sought out the most powerful wielders of psionics from all the races that use them. They were suprised and overjoyed by the strength of their captives minds, but in the end their spell succeeded and they gained more power. A vampire sorcerer appeared as they finished draining the psionic energies from the dead husks of the last psions and invited them into his cabal. The vampire sorcerer was a leader of a cabal of epic level sorcerers who's membership were vampires, liches, and fiends. This vampire was also the person the twins' father made a bargain with and had been watching the twins ever since their birth. He claimed that he was also their father and that they possessed a small amount of his blood in them. Inwardly, the twins laughed at the pathetic vampire for they knew that they were stronger than him. Deciding to takeover this 'cabal' for their own uses they attacked the vampire. Extremely suprised by the speed, power, and ferocity of their attack the vampire sorcerer barely was able to escape in the first few seconds into the battle without almost being permanently destroyed. The twins used a divination spell to track where the vampire was going and scryed on the cabal of sorcerers. Impressed with the power of some of them, they discovered that the vampire was actually a very ancient paragon master vampire patriarch demon lord. Deciding they can use their knowledge and spells and magic items they chose to take their cabal and drain them of their knowledge. However, they put that on hold so they could take vengeance on the people who killed their mother. Using their new psionic powers they began construction of a very powerful magical greatsword which they called Soul Drain. To complete it they needed to be directly in the city. Teleporting into a merchant's shop and killing the entire merchant family they used their souls as the first ones to power it. In secret, posing as the merchant family when needed, they began the finishing of the sword. The vampire lord was extremely ******. A servant of the Evil One, Malefic, the vampire lord used lost spells his goddess gave him to manipulate the twins birth infusing them with some of his blood and negative energy. The twins would have been used as a key to open Malefic's prison so that she could escape and fully manifest into her material form. However, something went wrong and the twins became too powerful and uncontrollable. And they seemed to get even more powerful every day as they continually drain sorcerers, wizards, and psions. There vampire lord decide the only thing must be done, the twins must be destroyed. Gathering his cabal to gether they traveled to where the twins were. The twins sword nearly complete and about ready to slaughter the population of the city, the cabal of sorcerers attacked. Immediately the battle erupted in the streets of the city, many people died and their souls drifted to the sword. The cabal thought they would be able to defeat the twins, but that was only an illusion the twins made to study their opponents. Discovering that several of the sorcerers were powerful bards and clerics as, well as assassins and blackguards, and a few druids. There were several wizards in the midst who possessed certain spells that they did not know and techniques for creating new magic items unknown to them. Immediately desiring to expand their knowledge for their experiments they spontaneously changed their epic spell and began draining the new spellcasting sources. The cabal was decimated. More of the population died and their souls were being trapped in the sword. A handful of the surviving cabal ditched the vampire lord to clean up his own mess and got very far away from the twins. It became apparent to the dying vampire lord that he was extremely screwed and that his blood and negative and necromantic essence had an unknown side effect on the twins birth and development. He prayed to his goddess for intervention. But she never answered; whether it was because the vampire lord's clerical powers were drained, or Malefic became very afraid of the twins power, or Malefic was punishing him for his screw up, or Malefic was extremely overjoyed of the twins but did not know how to proceed. In any case the vampire lord never knew as his existence came to an end. For the twins finally saw the vampire lord for what he is and for what they were to him and realized what else they could take from him before he died. Unable to stop them the vampire lord watched and felt as they bit into his neck and drained his fiendish and necromantic blood and essence out of him. They each transformed into a unique vampire with unique powers as they absorbed all of his knowledge of magic, vampirism, and fiends. Transforming into full vampires they turned on the handful of survivors and drained them of their blood and ate their souls turning them into vampire servitors. As the population died they uttered dying curses that would prevent them from ever being resurrected. Normally a true resurrection or a wish or miracle would work, but this is a special curse of dying vengeance and hate. In the aftermath the city was in ruins with the twins and 100 servitor vampires circling the twins. High on blood and magical power, they bit each others necks and began feeding of each other. They then began having sex with each other riding the magic they took from the their attackers. Because they were distracted by their high, they did not notice the completion of their sword. Apparantely, because of the curse of the dying people they filled the sword with their hate of all spellcasters, demons, devils, and vampires. This gave the sword intelligence, the combined intelligence of all the murdered people, and purpose to slay all who they hate. From their hate the sword developed powerful abilities capable of fulfilling that purpose. But the swords primary purpose became the slaying of the twins and the surviving members of the sorcerer cabal. In the midst of their throws of ecstasy and magic high the sword became complete and attacked the twins. Fighting the sword to a standstill, for the hate and vengeance and rage of the sword equaled that of the twins' power, the twins teleported to the one place the sword could not go after them. It is not known what happened to the sword after that or what happened to or where the twins went. Stories of planar travelers witnessing a large black sword chasing any spellcaster that comes near the sword and killing them. Surviving members of the cabal scattered after the sword disrupted an attempt to reform the cabal. The survivors disappeared from the planes, believed to be on the run. The twins have disappeared from site, some believe that they have begun worship of a deity, possibly Malefic. Although this could be unlikely, since they seem to believe that they are more powerful than deities. It could be assumed that they are making plans to drain deities of their divine and magical power. Stories of the sword vanishing and reappearing, sometimes in different time periods and on other planes have been noted. This suggests that some higher power, possibly the Triad of Time intervened to save the lives of all divine and arcane spellcasters. Records of various times in the past reveal mysterious black greatsword falling into the hands of victims of magical, vampire, and fiendish attacks; taking control of the wielder or guiding them to kill spellcasters, vampires, and fiends. The Triad of Time is believed to consist of three deities of have control and dominion of time magic and time travel. It is believed that the Triad consists of the God of all Balance, Cain; the Goddess of Love and Beauty, Rhapsody; and the Goddess of all Evil, Corruption, and Perversion, Malefic. It is not known why they these three deities did this besides preserving arcane and divine spellcasters, but it could mean that they were not able to control or destroy the artifact. Another conclusion suggests that Cain desired it to randomly fall into hands of victims of wizard and sorcerer attacks to keep the balance by slaying overly powerful spellcasters, while Rhapsody feared that Malefic would gain control of it for the sword resulted from her sister's machinations and she feared it would allow her sister to be free so she use the power of Time and the constant shifting of planes to hide it from her sister's sight and grasp, and Malefic who somehow could not control it or use it to free herself or was extremely afraid of it for she would make an enticing and ultimate target. Currently the way to destroy or seal this major artifact is unknown. All known spells of dispelling, destruction, and imprisonment have failed to effect it. With the ability to generated an antimagic field and the ability to use many powerful offensive and defensive spells and psionics, including epic level ones, that are used to counter spell casters all attempts end with the destruction of the spell caster. Whatever means the Triad of Time used, it is suggested that it is only temporary. It could be that the only way to destroy the sword is to allow it to fullfill its purpose by letting it kill all spellcasters, demons, devils, and vampires. Or simply the death of the twins would satisfy its hate and vengeance. So far, these to conclusions are the likely ones. |
| Slime Lord05-18-05, 07:57 PM | Umm..What is the above? If it is what I think it is, BigSissy might need to come and clean it up. This thread isn't that thread... But I haven't (and won't, so much!) read it, so I may be wrong in my presumption. |
| Tebryn1405-20-05, 04:13 PM | Aye. Dankillroy, this is not the place for posting Major Artifacts, particularly ones that are not intimately connected to a deity. In addition, it is not a place for creating new domains, or for creating new SDAs. It is for posting the stats of deities, and for discussing, when appropriate, the Power Clause. I am responsible for maintenence of the thread, so please refrain from posting such artifacts (or rants about the insanely super-duper evilness of your homebrewed campaign world). Thank you. BTW, Demon Lady Lolth will be out tonight or tomorrow. |
| dankillroy05-20-05, 07:12 PM | You guys are no fun. Thanks Tybryn for telling me whats up. Just to let you know I have decided to make them deities. So you get to soon see them with new portfolios and artifacts. They are Goddesses of Insanity, Madness, Forbidden Knowledge, Mad Thoughts, and Experimentation. SO THERE! Would you like to know how they became deities? Well, THEY ATE SOME DEITIES BRAINS! Well no, not that extreme, but they killed two deities to become deities. So you see, I can post them on this thread and you will get to see their INSANELY SCARY artifact in all its glory. I'll even throw in a couple of cool and weird SDA's, how is that for you Tybryn? So stay tuned Tybryn, WILL YOU BE ABLE TO KEEP YOUR SANITY? MWAHAHAHAHAHAHAHAH! LOL! BTW, I look foward to seeing your Demon Lolth. Oh and Slime Lord, you are such a prude! I guess you can't handle the madness and the insanity of these two weird goddesses. I mean, they are the goddesses of mad knowledge and experimentation. So I will write up how they became deities, cause now they are, and then write their stats and then post them up either tonight or the next couple of days. There, are you guys happy now. I was going to put it on the mature thread, but sense I didn't see any postings on it at all I figured no one posted anything on that. And sense I was leaning for the twins to become deities anyway I posted them here. But since you insist on them being deities I will make them deities. So, Tebryn and Slime Lord, will you be able to handle the MADNESS? LOL! On a sane side note, LOL, there is a deity that I am interested in knowing if it exists. I read a book written by Elaigne Cunningham, I believe, where it told of elves coming to Toril because of a catastrophe they caused and fought dragons to make their new home. This happened during the population of Toril by the first elves, or shortly after. The book also had a story of a race of elves who came to Toril by a space ship, like the Chaos Ship in the War of Spider Queen, a sailing like vessel but in space. Shifting back and forth between the past and the present it told what earned Lolth's banishment, the battle between Gruumsh and Corellian, and a traitor elf who led an invasion of Evermeet with the help of Lolth and the drow deity of oozes and outcasts. There was also a small thing during the Time of Troubles when Lolth made a balor lord a source of her clerics power for a short time. Anyways I want to know what these space elves are called. Are they the Star Elves from the Unnapproachable East and did they have a deity? Insane minds want to know. |
| Slime Lord05-20-05, 09:33 PM | Again, you've just asked the wrong question in the wrong thread... Go make a new thread asking and detailing what you've said above, someone will be able to help you. And by new thread, I mean in the Races section, not Deities Magic And The Cosmo's Section. Edit: After thinking, you should be able to post that in the Deities section, not in this thread. I won't give you an answer (That I believe is the answer.) so you'll have to go start your own thread about the Star Elves and if they are the ones your talking about, and if they have a Deity. |
| Tebryn1405-20-05, 11:59 PM | SO THERE! Would you like to know how they became deities? Well, THEY ATE SOME DEITIES BRAINS! Well no, not that extreme, but they killed two deities to become deities. So you see, I can post them on this thread and you will get to see their INSANELY SCARY artifact in all its glory. I'll even throw in a couple of cool and weird SDA's, how is that for you Tybryn? So stay tuned Tybryn, WILL YOU BE ABLE TO KEEP YOUR SANITY? MWAHAHAHAHAHAHAHAH! LOL! Yeah, so you pretty much did EXACTLY what I asked you not to do. This is not the place to discuss this. On a sane side note, LOL, there is a deity that I am interested in knowing if it exists. I read a book written by Elaigne Cunningham, I believe, where it told of elves coming to Toril because of a catastrophe they caused and fought dragons to make their new home. This happened during the population of Toril by the first elves, or shortly after. The book also had a story of a race of elves who came to Toril by a space ship, like the Chaos Ship in the War of Spider Queen, a sailing like vessel but in space. Shifting back and forth between the past and the present it told what earned Lolth's banishment, the battle between Gruumsh and Corellian, and a traitor elf who led an invasion of Evermeet with the help of Lolth and the drow deity of oozes and outcasts. There was also a small thing during the Time of Troubles when Lolth made a balor lord a source of her clerics power for a short time. Anyways I want to know what these space elves are called. Are they the Star Elves from the Unnapproachable East and did they have a deity? Insane minds want to know. Again, not at all what this thread is about. As a matter of, you are not permitted to discuss this ANYWHERE in this forum, because discussion of novels is strictly forbidden. I'm sorry if I'm being rude, but I am spending WAY too much time telling you what is and is not appropriate for posting in this thread. So please, feel free to post your deities and make queries related to the actual STATISTICAL BATTLE RELATED stats of said deities, but refrain from making any further references to the evilness (vileness, wickedness, darkness, whatever) of your campaign setting, or to novels, or to anything other than deity stats. And please, while you may be joking, realize that on a message board, people can not ascertain whether you are being sarcastic or not from your tone of voice. So in the future, consider better whether calling someone a prude (or unimaginative) is ok. And, BTW, my name is spelled T-E-B-R-Y-N. And yes, I did have a bad day. I'm an athletic teenage boy in a depressive fit, ON THE EDGE! |
| dankillroy05-21-05, 03:56 PM | Okay Tebryn14, I apologize. I hope you don't kick me off of this site. I found the answers to my question about star elves and that book on another thread. I am sorry you had a bad day. Hope today was better for you. Well, Tebryn14 and Slimelord, here is the last background info for my deity. Which will soon be followed by their actual stats. A full understanding how they became deities is necessary to understand them. I have looked at other postings of player made deities I have seen background history of where they came from and how they became deities posted with the stats. My next posting will be their actual stats, followed by all the sources that I used, with at least one unique sda for each of them and at least two artifacts that they made and wield in battle, since in the postings of player made deities I have seen the same thing. So here they are, tell me what you think of them. The Legend of the Tower of Madness: Part 1 The Legend of the Whisperer In the Dark: Part 2 The Legend of Blacksoul and Bloodfire: Part 2 By: Dankillroy Any records of Blacksoul and Bloodfire ceased after their battle with their former creation the Soul Drain. They either stayed in their tower on the material plane or went to some obscure plane to further their exploration of insane knowledge and maddening thoughts. Since there were no survivors of the city that the sisters destroyed, no one who came across the destroyed city knew what happened. Many adventurers who found the charred corpses searched the entire area to discover who was responsible for killing so many people. Adventuring wizards, sorcerers, diviners, loremasters, bards, clerics, and psions tried to scry and divine what happened to no avail. Eventually, it was discovered that some insane and evil force was responsible and that originated from a hidden tower. Believing that the force responsible for the destruction of the city was in the tower, they ventured into it. The tower was deserted. Signs that it was recently used and that things were taken away suggested that the twins abandoned it. Dead experiments lay strewn on every level of the tower. Books, notes, scrolls, and other records were left strewn about on the floors. Magic items and spell components were left about, intermittently functioning or non functioning. When they reached the top level, the laboratory, they discovered a recently used teleportation circle fading into nothingness. However the tower possessed an insidious trap whenever any spellcaster or psionic user entered the tower. They became drawn to all the tomes and scrolls containing the thoughts and experimentations of the twins and when they read them their minds could not handle the strain. They went insane. They turned on the non-spellcasters and non-psions, killing them with their must brutal and painful abilities and then they turned on each other. They died and all their knowledge and experiences transported through the twins tomes and scrolls to the minds of the sisters. To this day, no one has come to rebuild the lost city. There is no one living from within miles of the city or tower in all directions. Stories of the tower and the city's destruction have prevented anyone from establishing any new cities in that area. Adventurers who have explored the dead city tell stories of a crumbling tower of blackness with writhing tentacles becoming visible and invisible and strange shadows and loud cries and moans coming from the tower. Sounds of people laughing and strange gibberish of mad and insane thoughts are heard whenever the tower is visible. Deadly encounters of all types of creatures in the equivalent of straight jackets showing up around the base of the tower forced these adventurers away from it. Spellcasters and psions theorized that the tower shifts back and forth from the material plane of Dracour and an undiscovered and far away plane of Insanity and Madness. Unknown to anyone who has tried to enter the tower, the tower has developed an insane intelligence and has a connection to a large demiplane that Blacksoul and Bloodfire created. This new demiplane is the twins new laboratory where they have chosen to continue their research. The Tower, who calls itself The Doctor, has become attracted to the twins and as become saddened that the twins left him to live in a new laboratory, it transported himself to its' creators' new home. Desiring for them to live inside the tower again, he as shifted himself from the demiplane to every material plane to collect specimens for their experiments. It as even gone as far as to do it's own experiment to impress the two sisters. The twins themselves are overjoyed for the most unique creature that they have created and have cleared a spot in their home for when the tower shifts to their plane, building smaller laboratories for joint experiments. For several millennia The Whisperer in the Dark, or the Soul Drain, wreaked havoc on all the planes never staying at any length of time. Constantly shifting different planes and time periods seeking out any spellcaster or vampire its' exploits were recorded in history books and lore. Always referred to as the Blacksword (not to be confused with the blacksword of Slaad Lord of the Insane), the Banshee Sword (for the screams and curses it yells as it kills its' victims), the Key to Madness (said for leaving spellcasters with a good heart insane and screaming gibberish as they get a glimpse of the Twins' experiments), or the Tentacle of Madness (for a form of a mass of tentacles with long sharp bladed teeth covering the surface of every tentacle). Many spellcasters and vampires perished from the attack of this artifact, from low level individuals who were foretold by the God of All Balance to be an unstoppable force in a future time to epic level individuals who have become tyrants wielding their magical might all throughout a plane. The swords' recent activities have brought it to three individuals on different worlds and times in this order. On the world of Toril the sword ended up in the hands of a beginning adventurer who lived in the time of the Netherese Empire, the Imaskari Empire, and several others before their fall. Six powerful wizards and sorcerers, but unknown and their ambitions and activities well hidden, from six different empires including the Netherese and Imaskari empire made an alliance lead by a sly, ambitious, and seductive succubus sorceress/fiend of corruption. Given the task by Graz'zt, who always was watching the mortal realms when not fighting Demogorgon, Orcus, or fighting in the Blood War, to shake up the mortal plane of Toril for he was bored. The ambitious succubus, who desired not to be one of his messengers or consorts, wanted to rule Graz'zt's three layers of his realm as his queen. Sensing that she was powerful and could pose a problem if her ambitions and arrogance turns to an insurrection he sent her to Toril saying "Put chaos and destruction in Toril, make me laugh, and corrupt as many souls as you can and we'll talk." Coincidentally, a bored and seductive erinyes sorceress who desired to impress her master and lover Asmodeous hoping to replace one of the Lords of Nine as a ruler and to have the Dukes of Eight as her personal playthings she decided to go to the world of Toril and get every soul of every ruler and leader on Toril and present them to her master. The two fiends met and immediately hit it off. The succubus planned to bring all the souls of the ones who perished in the aftermath of the chaos and destruction to her master and the erinyes planned to approach every ruler and leader to bargain for their souls. They both decided to start with the most powerful empires and approached six arcane users of six of the most powerful empires. Unfortunately, the two fiends' plans didn't turn out as expected. The first act of the spellcasters' alliance was to find an artifact of legend that was made by elves that was believed to have vanished in ruins that a large city was built over. Leading a large army lead by the six wizards and sorcerers and the two fiends they razed the city, killing everyone in it. This artifact, the two fiends believed, intensifies all arcane spells to the point where no gestures, components, focus, and preparations are needed; essentially the casting at the speed of thought. Ten spellcasters can be linked to it and use it to their own desires. A lone survivor, a young 5th level fighter, who found a greatsword of black mithril or black obsidian and became mad from the dark and insane whispers from the sword. The sword filled him with rage and hate and made him kill the six spellcasters and the two fiends as they searched the sewers of the destroyed city for the artifact. They were destroyed. Graz'zt put the succubus out of his mind saying, "At least she won't try to overthrow me." and it is said that Asmadeous has imprisoned the erinyes and gave her to the Dark Eight as their plaything for her failure. Leaving the young fighter covered in blood and insane the sword went to the world of Oerth during the time of the Suel empire and right just before their fall. A Suel lich, who was developing a magical disease that would wipe out the Suel's enemies in one stroke encountered the sword in his laboratory. A 15th level Suel fighter, who was a failed experiment of the lich and corrupted by the sword, attacked the lich. Destroying the lich's material form it soon tracked down the lich's phylactery and destroyed it. The sword soon appeared in the hands of a 20th level monk/40th level psion and found the borders of the twins' demiplane. Foreseeing the eventual discovery of their demiplane by the sword they fortified the walls with their most powerful wards and barriers. It is said the crazed monk as been floating on the outside of the demiplane for several millennia pounding the walls with the sword. It is unknown why the sword can't go through the borders. Since Blacksoul and Bloodfire has begun living in their new demiplane, they have not left. They rely on their thralls and servants to collect information from all the planes, keep tabs on annoying planar adventurers who try find their home, and bring them fresh captives to feed from. They don't eat or sleep and continue to work on their experiments. When waiting for their results, they occupy their time with their incestuous ways. They never speak, and have never spoken since their birth, only communicating with each other telepathically. Throughout several millennia their demiplane has been filled with weird and insane experiments and creatures. Reaching a point where their experiments came to a halt and their theories could not be proven, they decided they needed more knowledge and insight. They both came to the same conclusion. They needed the knowledge certain deities possessed. Researching the deities who have dominion of madness, insanity, knowledge, and science or outsiders who are patrons of those portfolios, they have decided to first approach these deities: Ao (Toril), Diirinka (Toril), Ilensine (Toril), Oghma (Toril), Deep Duerra (Toril), Mystra (Toril), Thoth (Toril, Earth), Afflux (Oerth), Zaphkiel (all material planes), Asmodeous (all material planes), Lucifer (all material planes), Boccob (Oerth), Nerull (Oerth), Vecna (Oerth), Wee Jas (Oerth), Hecate (Earth), Anubis (Earth), Ptah (Earth), Rallastar (Oerth), The Xammux (Oerth), and Tharizdun (Oerth). After they drain their knowledge they planned to go to other worlds and look for several other deities that have specific dominion over areas that interest them. They approached three of the weaker ones who were together comparing different ideas about torture: Afflux, Rallastar, and The Xammux. About to use their epic spell to drain their knowledge, they were interrupted by a council of very powerful Paragon Inevitables and servants of the God of All Balance. The council consisted of the first of each type of Inevitable that was ever created. They each had a Paragon Human 100th level Monk/100th level Psion with them. They made the twins an offer. They offered the twins two deities that are very insane and who were members of the Rebellion that imprisoned Cain and the rest of the First Generation Deities. They possessed very dark and forgotten knowledge that made them utterly insane and would satisfy the twins thirst for knowledge. They would give them to the twins and in return they would not attack, kill, experiment on, or drain any creature's minds for their research and become one of Cain's Agents of Balance. The Twins decided to test these beings strength and attacked. They nearly died. The council also offered godhood and becoming the masters of madness, insanity, forbidden knowledge, and experimentation. The twins logically concluded that the next step in their theories would be the knowledge gained from becoming deities. So they accepted and drained the blood, spark, and divine knowledge of the deities utterly destroying them. When this happened all the deities or patrons of knowledge, madness, insanity, science, experimentation, and vile and forbidden knowledge became very afraid of these weird twins. The nightmares of mortals now have nightmares of their own. THE TWINS The Unspeaking Sisters, the Sisters of Insanity, the Masters of the Experimentation, the Accumulators of Forbidden Knowledge, the Eaters of Minds, the Entropy of the Mind, the Sisters of Incest Overdeity Symbol: A pair of black soulless eyes over a rune covered scalpel held by a pale white female hand with long black nails Home Plane: Unknown (no one as entered the plane except for their thralls, and ones who unwillingly enter it never returned) Alignment: Neutral Evil Portfolio: Utter indifference, analytical thinking, scientific exploration, study, theories, patience, taking knowledge, accumulation of knowledge, forbidden knowledge, madness, insanity, insane thoughts, experimentation, creation, mental domination, effects of death, effects of pain, effects of poison and disease, torture, dissection, darkness, death, destruction, summoning and calling spells, magic, psionics, vampires, sisterly incest, (Blacksoul: necromancy, negative energy, undeath, undead, cold evocations, abjurations), (Bloodfire: fire evocations, burns, effects of fire, blood, blood magic, effects of blood loss, transmutation spells) Worshipers: Creatures of insanity and madness, the Far Realm, institutionalized people, scientists, theorists, scholars, sages, loremasters, teachers, wizards, necromancers (Blacksoul), evokers (Blacksoul and Bloodfire), transmuters (Bloodfire), abjurers (Blacksoul), conjurers (Blacksoul and Bloodfire), blood mages (Bloodfire), sorcerers, bards, druids, assassins, torturers, serial killers, sadists, masochists, sadomasochists, those who wish to bring things to an end, pyromaniacs (Bloodfire), those who consort with non humanoid creatures, psions, liches, vampires, mindflayers Cleric Alignments: Any nongood Domains: Knowledge, Evil, Madness, Death, Destruction, Air, Earth, Fire, Water, Animal, Healing, Magic, Plant, Sun, Force, Blood, Darkness, Corruption, Rot, Plague, Torture, Pain, Change, Disease, Artifice, Creation, Creation, Rune, Mentalism, Time, Undeath, Cold, Spell, Poison, Summoning, Pestilence, Mind, Mysticism, Domination, Deathbound, Hunger, Mania, Constructs, Secrets, Shadow, Necromancy, Decay Favored Weapon: "Scalpel of Knowledge" (shortsword or scalpel), "Eater of Knowledge" (bite) The twins are twin sisters of dark, gothic, soulless beauty. Their skin is extremely pail, almost white, like porcelain. They have long, straight, and shiny black hair that goes straight down to their thighs and is the color of negative energy. The only color on their face are their lips, the color of blood, and dainty fangs are seen from their mouths as blood trails down from the corners of their mouths in thin lines down to their necks. On each of their necks is a small sized vampire bite with small drops of blood trailing from the wound. They are dressed from neck to feet in a tight black leather bodysuits with sleeves covering their arms down to their wrists with long black pointed nails ending at their fingertips. Spiked black knee high boots complete the outfit. At their hip is a black handled shortsword in a black sheath writhing with strands of shadow stuff and negative energy. Several small pouches along their waists and wrists hold various scalpels of various sizes made of black mithril and a necklace of black mithril with a black mithril scalpel covered in tiny red runes adorn their necks. The most unnerving feature is their eyes. All black with no whites or color and no reflection. Black, bottomless, soulless eyes that draw you into darkness, insanity, and madness threatening to swallow you up into oblivion. Clerics of the Twins pray for their spells only at night. Ceremonies and rituals are unknown but are believed to involve torture and dissection of living subjects and only are taken place when the Plane of Shadow and the Negative Energy Plane are closest to the Material Plane. Clerics speak of opening a large and permanent portal to the little known Far Realm and bring it to all the material planes for some grand experiment. History/Relationships: Besides their patron, Cain and possibly Malefic, they have no relationship with any deity or creature. They don’t consider anyone an ally or enemy. Those who seek to interfere with their studies and experiments are considered misunderstood or lack the true knowledge to comprehend. They don’t seek out conflicts with any creature and when they take a creature to drain away their knowledge they do it with no feeling or emotions, believing that they will contribute to their research. All other deities and powerful outsiders do not want to be near them and deities of madness and insanity are disturbed by them yet are strangely attracted to them. The only true enemy they have is their creation, the Soul Drain. To this day the artifact is still in control of the monk trying to break the outer walls of the Twins demiplane. The Twins have recently left their demiplane, becoming attracted to certain events on the World of Toril. They sensed a chain of events that would eventually lead up to the destruction and enslavement of Toril by Malefic before it is covered in darkness. They walked the material plane posing as inn keepers, merchants, and hired mercenaries as they watched and studied the people of Toril. They collected data on how the people responded to the Time of Troubles, the Avatar Crisis, the Godswar, the Return of Bane, the Return of the Shade, the Silence of Lolth, and the Rage of the Dragons. The Twins were extremely interested in the event where Lolth fell silent and spent some time in the Underdark watching the stress and civil infighting the Drow showed to each other. They also showed great interest during the beginnings of Cyric’s existances as a deity watching how the deities, particularly with Mystra, dealt with his insanity and machinations. (See previous posts for history before they became deities). Dogma: One can only understand someone or something by becoming utterly indifferent in your study, dissection, and experimentation of that someone or something. Patience and absence of feelings and emotions are the keys to unlocking the knowledge that is meant to be known. Everyone and everything was created to be studied so that we can gain understanding and knowledge of it. Theories were written so that the more powerful mind can prove them, and those who are unable to prove them lack the knowledge to do so, so their minds need to join your mind to see the great understanding of their theories. Accumulate every kind of knowledge from those who are unable to decipher it. To call forbidden knowledge forbidden and evil is wrong. Forbidden knowledge, madness, insanity, the thoughts of the insane, and experimentation are the ultimate paths to true knowledge. To gain more knowledge you must experiment and merge your mind with others to create new knowledge. Studying the effects of death, torture, pain, poison, disease, heat, cold, fire, and blood loss on creatures will help you gain knowledge of mental and physical fortitude. Those that are weak in the mind must be dominated for they do not have the strength to understand knowledge and those that have knowledge but cannot properly decipher it should have it taken away for they will never understand it. Magic and psionics are the ultimate tools to gain knowledge. To gain all knowledge it must be quick and efficient. The quickest and efficient way to obtain knowledge is to use your spells and mind to take it directly from those who have the knowledge you seek. Anyone who doesn't desire to explore and understand knowledge will try to prevent you from attaining ultimate understanding. They lack true understanding and either must be embraced into your mind and utterly consumed or be utterly destroyed. The knowledge you gain from your dissection of knowledge will be beneficial for all creatures. Clergy and Temples: Clergy prefer black robes and black mithril or steel armor when in battle. Altars and holy symbols are also in black mithril or steel. Scientific equipment and black mithril scalpels with small red runes on them are always on the altar. Temples are always underground divided into classrooms and laboratories. The walls, floors, and ceilings are always made of polished black obsidian with black mithril or steel furniture. Several high clerics are in each temple holding a title: Doctor, Teacher, Professor, Torturer, and Watcher. Medium sized statues made of black obsidian that adorn the temples depict the likeness of the two sisters in an incestuous embrace and is covered in small runes and script of forbidden knowledge written in blood. The clergy, as well as The Twins, do not consider themselves evil. They believe that their methods of seeking knowledge are how it is normally done in the science community and in the arcane and psionic arts. Since The Twins and their worshipers are all insane, they don't believe that there is a difference in their methods. |
| Slime Lord05-21-05, 09:43 PM | ...This is the last time I'll state anything about this. 1.) Now, Tebryn or another may correct me if I'm wrong, but posting your own created Deity in this thread is frowned upon. Just because this is more Dragon Magazin/Sourcebook/Other "Offical" Deities of the Realms, or Deities that have been given stats (Such as Uranus) in things and magazine that a player might liket to use. 2.) You said something in your post I never thought I'd ever see in this place. Ever. I won't say it here. 3.) A good place to post your own Deity creations, in the proper thread and post, is Candlekeep I believe, I can't say for 100%, but I believe. Plus, it's also allowed to Novel Discuss. But, to Teby. I don't think he was trying to Novel discuss, but give details into what he was asking. It's not like he was dissing her or anything, just giving the details. Which are pesky... |
| Lord Mortanius05-22-05, 01:34 AM | Tebryn - Can you please post stats for Leira and Mellifleur ? |
| Tebryn1405-22-05, 01:50 AM | Lolth Demon Queen of the Abyss, Spider *****, Queen of the Demonweb Pits Demon Lady Symbol: Spider with drow head Home Plane: Abyss/66th layer/The Demonweb Pits Alignment: Chaotic Evil Portfolio: - Worshippers: - Cleric Alignments: - Domains: - Favored Weapon: Whip Medium-Size Outsider (Chaotic, Evil, Extraplanar, Tanar’ri, Drow) Virtual Divine Rank: 8 Hit Dice: 47d8+405 (752 hp) Initiative: +13 Speed: 60 ft. climb 30 ft. (hybrid and spider form) AC: 64 (+8 divine, +20 natural, +11 deflection, +9 dexterity, +6 insight) Base Attack Bonus/Grapple: +47/+62 Attacks: +5 unholy chaotic knock-back whip +69/+64/+59/+54 melee (drow or hybrid form); or +5 keen unholy chaotic scimitar +67/+62/+57/+52 melee and 3 +5 keen unholy chaotic scimitars +67 melee (hybrid form); or +5 keen chaotic unholy bite +67 melee and 4 slams +57 melee (spider form); or by spell +62 melee touch, or +64 ranged touch. Damage: +5 unholy chaotic knock-back whip 1d2+5; +5 keen unholy chaotic scimitar 1d6+12/15-20; 3 +5 keen unholy chaotic scimitars 1d6+8; +5 keen chaotic unholy bite 1d6+15; 4 slams 1d8+5; or by spell. Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Spell-like abilities, summon tanar’ri, poison, spells. Special Qualities: Semi-Divine immunities, DR 25/epic and lawful, fire resistance 13, understand, speak and read all languages and speak directly to all beings within 8 miles, remote communication 8 miles, godly realm (800 ft.), divine aura (50 ft., DC 29), greater teleport at will, plane shift at will, SR 40, arcane mastery, regeneration 20, web, shift form, control creatures, dark seduction, fast healing 10, spurn the divine, spontaneous casting of divine spells, drow traits. Saves: Fort +21, Ref +42, Will +46. Abilities: Str 24, Dex 29, Con 26, Int 40, Wis 36, Cha 32. Skills: Appraise +53 (+57 for weaving), Balance +42, Bluff +84, Craft (weaving) +83, Craft (Alchemy) +47, Climb +45, Concentration +81, Diplomacy +59, Disguise +74, Escape Artist +47, Gather Information +59, Hide +72, Intimidate +61, Jump +45, Knowledge (Arcana) +83, Knowledge (Religion) +86, Knowledge (Planes) +74, Knowledge (History) +58, Listen +63, Move Silently +52, Search +57, Sense Motive +71, Spellcraft +88, Tumble +47. Feats: Blind-Fight, Brew Potion, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Items, Dodge, Enlarge Spell, Exotic Weapon Proficiency, Extend Spell, Improved Initiative, Maximize Spell, Mobility, Multiweapon Fighting, Quicken Spell, Spell Mastery, Spring Attack. Semi-Divine Immunities: Ability damage, ability drain, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. As with a true god, several of these immunities are ineffective against deities of higher Divine Rank (virtual or true). Spell-Like Abilities: Lolth uses these abilities as a 47th caster. The save DCs are 21+spell level. At will-Magic Circle against Good, Chaos Hammer, Dispel Law Unhallow, Magic Circle against Law, Unholy Blight, Blasphemy, Dispel Good, Unholy Aura, Greater Dispelling, Greater Scrying, Suggestion, Charm Monster, Armor of Darkness, Darkbolt, Telekinesis, Word of Chaos, Clairaudience/Clairvoyance, Summon Swarm, Insect Plague, Spider Curse, Claws of the Bebilith; 3/day-Finger of Death, Stone Spiders, Creeping Doom, Nightmare, Destruction; 1/day-Gate, Wish, Energy Drain, Mindrape, Eternity of Torture. Spells: Lolth casts spells as a 25th level cleric. 6/9/8/8/8/8/6/6/6/6; base DC=23+spell level. Lolth also casts as an 18th level wizard. 4/8/8/8/7/7/7/6/5/4; base DC=25+spell level. Summon Tanar’ri (Sp): Lolth can, at will, summon 1d8 Succubi, 1d3 retrievers or bebiliths, or 1 marilith or Balor. Arcane Mastery (Su): As Arcane Mastery SDA. Regeneration (Ex): Drow and vermin bane weapons of at least +4 enchantment, as well as acid and fire deal normal damage to Lolth. If Lolth loses a limb or body part, the lost portion regrows in 1d6 minutes. She can reattach the severed member instantly by holding it to the stump. Shift Form (Su): This allows Lolth to shift between her drow, hybrid, and spider forms. Poison (Ex): Creatures Lolth bites while in her spider form take 3d6 points of temporary strength damage unless they make a DC 36 Fortitude save. After one minute, such creatures must make another Fortitude save or suffer another 3d6 points of Strength damage. In addition, such creatures take 3d6 points of acid damage for 3 rounds, because the poison is acidic. Lolth can also spit a stream of poison up to 30 ft. as a ranged touch attack, and may use this attack in either hybrid or spider form. Because the poison only enters the bloodstream through the wound caused by the acid (when spit), creatures immune to acid are not affected by the poison when exposed through a spit stream of venom. Web (Su): In her spider and hybrid forms, Lolth can produce webs 15 times per day. She can cast the web as a new or create sheets of webbing up to 100 square feet, like a monstrous spider. Lolth’s webs have an Escape Artist DC of 47, a break DC of 53, and 33 hp per 5 ft section. Futhermore, Lolth’s webs are toxic. Creatures touching them (except Lolth or spiders) take 1d6 points of temporary Strength damage unless they succeed at a Fortitude save DC 36. After one minute, such creatures must make another Fortitude save or suffer another 1d6 points of Strength damage Control Creatures (Su): Lolth can control any vermin she sees as per the Control Creature SDA, except that it is usable at will and allows no saving throw. She may have up to 100 HD of vermin controlled at any given time. 8/day, she may change the size of a controlled vermin to any other size. The change lasts 8 hours, or until the vermin is slain. Dark Seduction (Su): Lolth can offer good and neutral creatures the opportunity to change their alignment to evil. This is similar to the atonement spell, except mortals much succeed at a Will saving throw to resist the change (though it is usually not a compulsion). The DC is 19 for good creatures, and 24 for neutral creatures. Creatures in an extreme emotional state (grief, anger, etc.) may, at the DM’s discretion receive a bonus or penalty on that save from +4 to –4. Spurn the Divine: Lolth is partially resistant to Divine Blast, Divine Shield, Mass Divine Blast, and Area Divine Shield. When facing a god using any of these powers, Lolth receives a Fortitude save to fend off Divine Blasts or Mass Divine Blasts; against Area Divine Shields and Divine Shields, Lolth receives a Will save to breach the effect if Lolth’s virtual divine rank is equal to or greater than the divine rank of the god in question for round (it may make another attempt the next round). In either case, the DC = 40 + the god’s divine rank. Other Divine Powers As a Tanar’ri Lord with the power of a lesser deity, Lolth can take ten on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Lolth can see, hear, smell, and touch at a distance of 8 miles. As a standard action, she can perceive anything within 8 miles of her worshippers, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities rank 8 and lower at up to two remote locations at once for up to 8 hours. Virtual Divine Rank: Though not an actual deity, by virtue of her age, might, and influence over of the Abyss, Lolth is essentially a Rank 8 demigod. However, she does not gain power from those who worship her, nor does she have domain powers or spells. She cannot create avatars, and she does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs she would otherwise have, she is treated as having a Divine Rank of 8. She can, however, grant spell of up to 3rd level to her would be clerics, or up to 4th level if she deigns to appear to them in person. Her clerics do not gain access to domain powers or spells. |
| Tebryn1405-22-05, 02:00 AM | Mellifleur is on page 9, and I can't seem to find Leira stats in my archives. She must be hiding herself :D. I Shall PM Elrumir and see if he has them, and if not, I'll just have to do them meself. |
| The Blue Sorceress05-22-05, 09:31 AM | Since no one's done her, I was thinking out writing up Murdane, if no one objects. I know she was the goddess of reason and pragmatism, but there's not much more about her than that. I was considering making her either N or LN, with the Balance, Planning, Knowledge and Mentalism domains. Does anyone here have any other suggestions or ideas? -Blue |
| Tebryn1405-22-05, 11:03 AM | Not only do I not object, I applaud the idea. Absolutely. Dead deities are welcome. About alignment, my initial thought would be to say LN, because it sort of epitomizes logic and reason, but its up to you. Were she to be LN, that would add a fifth domain, and I like lots o' domains. Lesser deity, I believe. I'll leave it to you to figure out how much of a following she might have had. |
| The Blue Sorceress05-22-05, 12:35 PM | Not only do I not object, I applaud the idea. Absolutely. Dead deities are welcome. About alignment, my initial thought would be to say LN, because it sort of epitomizes logic and reason, but its up to you. Were she to be LN, that would add a fifth domain, and I like lots o' domains. Lesser deity, I believe. I'll leave it to you to figure out how much of a following she might have had. Mind if I bounce a few ideas off of you? I figure I'll go with LN for her alignment, and add Law to the domains I listed and give her a DvR of 8, which wouldn't be low for a Lesser Deity, but wouldn't be too high either. I was going to write her up with the Power Clause, since I like the idea, but I can also do a 'normal' version of her too, if you think that would be best. For class levels I was thinking psion 20/cleric 20 (non-power claused) or psion 24/cleric 24/ wizard 20, or something along those lines. I was thinking too of maybe giving her a few monk levels, but I'm not so sure about that. I might also not give her wizard levels and just up psion and cleric, or if others thought monk levels would be appropriate, trade the wizard levels out for those. What say you? -Blue |
| Tebryn1405-22-05, 12:58 PM | Mind if I bounce a few ideas off of you? I figure I'll go with LN for her alignment, and add Law to the domains I listed and give her a DvR of 8, which wouldn't be low for a Lesser Deity, but wouldn't be too high either. I was going to write her up with the Power Clause, since I like the idea, but I can also do a 'normal' version of her too, if you think that would be best. For class levels I was thinking psion 20/cleric 20 (non-power claused) or psion 24/cleric 24/ wizard 20, or something along those lines. I was thinking too of maybe giving her a few monk levels, but I'm not so sure about that. I might also not give her wizard levels and just up psion and cleric, or if others thought monk levels would be appropriate, trade the wizard levels out for those. What say you? -Blue I like the idea. 8 sounds good for DvR. I would appreciate a normal version, and then a power clause one as well, just because the normal version is usable for everyone, whereas the Power Clause hasn't gained widespread acceptance (yet). Psion 20/Cleric 20 sounds good. With power clause, she would have 64 class levels and 10 outsider HD, as a DvR 8 being. I think that Cleric 24/Psion 20/Wizard 10/Monk 10 would be good (with the cleric levels put first intentionally so that she gets 4 attacks instead of 3). Or you could put all 20 in either Wiz or Monk, up to you. Remember that for every spellcasting (or psionics) class she has at least 20 levels in, her effective caster level increases by 8 (for her DvR). The Power Clause is complex, so I suggest before you begin the Power Claused version, look it over and get your questions out of the way, so you don't have to back track when you realize you screwed up. I've done that 4 or five times, and only recently have a really gotten it to the point where I think it out fully first. |
| The Blue Sorceress05-22-05, 01:32 PM | I like the idea. 8 sounds good for DvR. I would appreciate a normal version, and then a power clause one as well, just because the normal version is usable for everyone, whereas the Power Clause hasn't gained widespread acceptance (yet). Gotcha. Psion 20/Cleric 20 sounds good. With power clause, she would have 64 class levels and 10 outsider HD, as a DvR 8 being. I think that Cleric 24/Psion 20/Wizard 10/Monk 10 would be good (with the cleric levels put first intentionally so that she gets 4 attacks instead of 3). Or you could put all 20 in either Wiz or Monk, up to you. Remember that for every spellcasting (or psionics) class she has at least 20 levels in, her effective caster level increases by 8 (for her DvR). A normal deity gets 20 outsider hit dice unless they're an ascended deity, right? I figure Murdane was started out a deity, so since her outsider HD come first, she'll have four attacks anyway, won't she? The Power Clause is complex, so I suggest before you begin the Power Claused version, look it over and get your questions out of the way, so you don't have to back track when you realize you screwed up. I've done that 4 or five times, and only recently have a really gotten it to the point where I think it out fully first. Okay. That makes sense. I've got a pretty good handle on it, but I probably do need some more time to get it fully digested. :) Thanks for the help by the way. This isn't the first deity I've statted, but it's the first one that's not entirely of my own creation, so most of my concerns are about the write up coming out sounding 'right' from what little we know. -Blue |
| Tebryn1405-22-05, 01:37 PM | Nope, normal deities get 10 outsider HD. The Power Clause gets updated fairly frequently, but the only changes that are being made now relate to semi-divinities, not to real gods. But the 10 outsider HD instead of 20 is fairly new. |
| dankillroy05-22-05, 04:14 PM | I don't understand Slime Lord. If player made deities posted here are frowned upon why do I see many here and you are Tebryn14 do not let them know that it is not allowed. There is several that I found: Caine the Vampire Demigod, which seems to me that was player made and as roots from Caine from the Vampire: The Masquerade setting which is not dnd, and the stats are awesome BTW; there is Nexiejir the dragon god from Valgard's friend's home campaign with background info; and there is Rahnl by Nylle. If I can't post my deities on this thread where can I post them. I looked for that thread or post Candlekeep that you mentioned but couldn't find it. Tebryn14 said I could post my deities here, or was I mistaken. And, since you obviously read my latest post Slime Lord, what do you think of the Twins and what was the thing that I said in that post that you refused to repeat, if you were referring to me? Hi Tebryn14, I like your take on Demon Lady Lolth. Just a few questions though. Since yachol demons are Lolth's chosen outsider servants, why can't she summon them under her summoning ability? They aren't Tanar'ri, but as far as I know they are her chosen messengers and servants. Why does she have wish and regeneration? Going by the actual rules and such only devils and specifically Baatezu have wish and regeneration. Not even any of the demon princess in the BOVD have wish or regeneration. Does she have the regeneration and alter reality SDA of deities or the equivelant? Why doesn't she have the ability to control drow under her Control Creatures ability? And shouldn't it be only spiders that she controls, not just any vermin? Why is Lolth's web supernatural and not extraordinary? Will they collapse in an antimagic field? Since she has SDA's or the Demon Lord equivalent do these abilities that she have function in an antimagic field? Also, I assume that she had some powerful or decent level clerics before her fall, why are the level of spells she grants so low? Did she have an agreemant with some other power for them to act as a patron to grant spells to her much higher level clerics. Being who she is during her Demon Lord stint and then becoming a true goddess again, I don't see her not letting any drow not becoming her worshiper, especally high level clerics; let alone sharing any of the high level drow clerics with any other deity or outsider. I know that she was trying to get back her divine status after her fall so she quickly established herself as the only deity to all drow, greedily keeping them to herself. Correct me if I'm wrong though. I really liked the Demon Lolth Tebryn14, just wanted to know how her virtual divine powers worked. |
| Tebryn1405-22-05, 04:33 PM | I don't understand Slime Lord. If player made deities posted here are frowned upon why do I see many here and you are Tebryn14 do not let them know that it is not allowed. If I can't post my deities on this thread where can I post them. I looked for that thread or post Candlekeep that you mentioned but couldn't find it. Tebryn14 said I could post my deities here, or was I mistaken. The problem was that you weren't posting stats, you were posting very, very long in depth information on these gods, which is not the purview of this thread, except as it comes to stats. I would suggest that if you are looking for feedback on their histories, create a seperate thread, then when you have stats, you may post them here for specific feedback, FOR THE STATs only. Since yachol demons are Lolth's chosen outsider servants, why can't she summon them under her summoning ability? They aren't Tanar'ri, but as far as I know they are her chosen messengers and servants. Because they didn't exist until she regained her divine mantle. Why does she have wish and regeneration? Going by the actual rules and such only devils and specifically Baatezu have wish and regeneration. Not even any of the demon princess in the BOVD have wish or regeneration. Does she have the regeneration and alter reality SDA of deities or the equivelant? She has Wish, because she is a powerful being who should be able to reshape reality at least once a day. The actual rules are for those specific Baatezu. The stats for Tanar'ri are for base Tanar'ri. Remember that Archfiends are unique beings, not just high-level fiends on steroids. Unique form is what seperates beings like Demon Princes and Devilish Nobility from Demon Lords and Lords of the Nine. She regenerates limbs in Evermeet, which is where I am getting most of my info from. She does not possess Alter Reality, and there is no Regeneration SDA, they are both just innate abilities she possesses, as an archfiend. Why doesn't she have the ability to control drow under her Control Creatures ability? And shouldn't it be only spiders that she controls, not just any vermin? I decided spiders were too specific. You may treat it as applying only to spiders, should you wish it. She cannot control drow because doesn't really have any connection to them. She is a demon lord, not a goddess Why is Lolth's web supernatural and not extraordinary? Will they collapse in an antimagic field? Since she has SDA's or the Demon Lord equivalent do these abilities that she have function in an antimagic field? It is supernatural because I wanted it to be. No, the abilities of deity level beings are completely unaffected by antimagic fields. This includes her webs. Also, I assume that she had some powerful or decent level clerics before her fall, why are the level of spells she grants so low? Did she have an agreemant with some other power for them to act as a patron to grant spells to her much higher level clerics. Being who she is during her Demon Lord stint and then becoming a true goddess again, I don't see her not letting any drow not becoming her worshiper, especally high level clerics; let alone sharing any of the high level drow clerics with any other deity or outsider. I really liked the Demon Lolth Tebryn14, just wanted to know how her virtual divine powers worked. Archfiends (except yugoloths) could grant low level spells to clerics, out of their own power. This only extended to 3rd level spells, or 4th if Lolth was to arrive in person to grant such spells. It is not a matter of her not wanting to grant higher level spells, she simply lacked the ability, because she was not a goddess. She could not grant a full array of spells until she had regained her godhood. |
| dankillroy05-22-05, 08:39 PM | Okay, thanks Tebryn14, I will create a new thread and post my stuff on that. I hope you and Slime Lord read it and let me know what you think. You are really cool, I hope I can still post on this thread. I have two questions for you. Why is her Fort save only have of her Ref and Will saves? Shouldn't they all be good saves and about the same? Second, do you play Lineage 2? I met a guy on there that had your same name. Wandering if it was you. |
| Tebryn1405-22-05, 08:58 PM | The +21 for Fort is a typo, and should read +41. I do not play Lineage 2, or any other online RPG's for that matter (Assuming that is an online RPG). I hate computers. Really the reason I like DnD is because of the various campaign settings, and I love reading about it. I only stat because I'm compulsive. |
| Tebryn1405-22-05, 09:41 PM | Lolth Spider Queen, Queen of Spider, Demon Queen of Spiders, Demon Queen of the Abyss, Queen of the Demonweb Pits, Weaver of Chaos, the Hunted, Mother of Lusts, Dark Mother of All Drow, Lady of Spiders, Spider *****, Queen of Chaos, Lloth, Moadner, Zinzerena Intermediate Deity Symbol: Spider with drow head Home Plane: Abyss/66th layer/The Demonweb Pits Alignment: Chaotic Evil Portfolio: Chaos, evil, darkness, assassins, spiders, the drow race Worshippers: Drow and depraved elves, sentient spiders, chitine, choldrith, old worshippers of moander and Zinzerena. Cleric Alignments: CE, NE, CN Domains: Chaos, Darkness, Destruction, Drow, Evil, Spider, Trickery Favored Weapon: Bite Cleric 24/Wizard 17/Fighter 4 Medium-Size Outsider (Chaotic, Evil, Extraplanar, Drow) Divine Rank: 15 Hit Dice: 20d8+120 (outsider) plus 24d8+144 (cleric) plus 17d4+102 (wizard) plus 4d10+24 (fighter) (850 hp) Initiative: +13 Speed: 60 ft. climb 30 ft. (spider form) AC: 74 in spider form (+15 divine, +28 natural, +12 deflection, +9 dexterity) 81 in drow form (+15 divine, +28 natural, +12 deflection, +6 dexterity, +10 armor [+5 drow chain of nimbleness]) Base Attack Bonus/Grapple: +43/+65 Attacks: +5 unholy chaotic keen ghost touch drowcraft adamantine weapon +70/+65/+60/+55 melee (drow or spider form); or +5 keen chaotic unholy bite +71 melee and 4 slams +63 melee (spider form); or by spell +65 melee touch, or +67 ranged touch. Damage: +5 unholy chaotic keen ghost touch drowcraft adamantine weapon( base weapon damage) +12 single handed or +15 double handed; +5 keen chaotic unholy bite 2d6+15; 4 slams 1d8+7; or by spell. Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Spell-like abilities, poison, salient divine abilities, rebuke undead 15/day. Special Qualities: Divine immunities, DR 25/epic, fire resistance 20, understand, speak and read all languages and speak directly to all beings within 15 miles, remote communication 15 miles, godly realm (10 miles), divine aura (1,500 ft., DC 37), greater teleport at will, plane shift at will, SR 47 (56 drow), spontaneous casting of divine spells, drow traits, webs. Saves: Fort +53, Ref +58, Will +62. Abilities: Str 24, Dex 28, Con 22, Int 42, Wis 42, Cha 34. Skills*: Appraise +67 (+71 for weaving), Balance +64, Bluff +87, Craft (weaving) +95, Craft (Alchemy) +74, Climb +45, Concentration +86, Decipher Script +40, Diplomacy +76, Disguise +86, Escape Artist +44, Gather Information +62, Handle Animal +35, Heal +42, Hide +86, Intimidate +62, Jump +52, Knowledge (Arcana) +97, Knowledge (Religion) +100, Knowledge (Planes) +89, Knowledge (History) +72, Knowledge (Nature) +41, Knowledge (Dungeoneering) +41, Listen +75, Move Silently +64, Search +63, Sense Motive +76, Spellcraft +97, Spot +75, Swim +32, Tumble +46. *As an intermediate deity, Lolth always receives a 20 on checks. Feats: Blind-Fight, Brew Potion, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Items, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Great Wisdom, Improved Counterspell, Improved Disarm, Improved Initiative, Lightning Reflexes, Maximize Spell, Mobility, Multiattack, Quick Draw, Quicken Spell, Reactive Counterspell, Sacred Spell, Spell Mastery, Spell Penetration, Spring Attack, Two Weapon Fighting, Vile Spell, Weapon Focus (Bite), Weapon Specialization (Bite), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality (DC 47 for duplicated spells), Alter Size, Arcane Mastery, Avatar, Call Creatures (up to 15 vermin, each with up to 15 HD, serving simultanteously), Control Creatures (up to 15 drow/day, Will DC 37), Divine Blast (15/day, 15 miles, 27d12 points of damage), Divine Shield (9/day, stops 150 points), Divine Spellcasting, Extra Domain (Spider), Extra Domain (Trickery), Extra Domain (Darkness), Extra Domain (Destruction), Grow Creatures (up to 15 vermin/day), Shift Form (Spider and Drow), Speak with Creatures (vermin), Spontaneous Wizard Spells. Shift Form: This ability allows Lolth to shift between her drow and spider forms. Domain Powers: Cast chaotic spells at +1 caster level; cast evil spells at +1 caster level; 15/day smite (+4 on attack, +24 on damage for one weapon attack); 15/day rebuke or command spiders. Spell-Like Abilities: Lolth uses these abilities as a 25th caster, except for chaotic and evil spells, which she uses as a 26th level caster. The save DCs are 37+spell level. Animate Objects, Armor of Darkness, Blacklight, Blasphemy, Blindness/deafness, Change Self, Chaos Hammer, Circle of Doom, Clairaudience/Clairvoyance, Claok of Chaos, Cloak of Dark Power, Confusion, Contagion, Create Undead, Creeping Doom, Darkbolt, Desecrate, Discern Lies, Disintegrate, Dispel Good, Dispel Law, Earthquake, False Vision, Gate, Giant Vermin, greater Dispelling, Greater Planar Ally, Harm, Implosion, Inflict Critical Wounds, Inflict Light Wounds, Insect Plague, Invisibility, Magic Circle against Good, Magic Circle against Chaos, Mislead, Nightmare, Nondetection, Obscuring Mist, Phantom Steed (vermin), Polymorph any Object, Power Word, blind, Power Word, kill, Protection from Good, Protection from Law, Prying Eyes, Screen, Shatter, Spider Climb, Spider Curse, Spider Shapes, Spiderform, Stone Spiders, Suggestion, Summon Monster IX (chaos or evil only), Summon Swarm, Time Stop, Unholy Aura, Unholy Blight, Word of Chaos. As a drow, Lolth also has the ability to use Dancing Lights, Darkness, Faerie Fire each 1/day, caster level 60th. Cleric Spells/Day (Levels 0-16): 6/9/9/9/9/8/7/7/7/6/4/3/3/3/3/2/2/2/2; base DC=27+spell level. Wizard Spells/Day: 4/8/8/8/8/7/7/6/5/3; base DC=27+spell level. Poison (Ex): Creatures Lolth bites while in her spider form take 3d6 points of temporary strength damage unless they make a DC 41 Fortitude save. After one minute, such creatures must make another Fortitude save or suffer another 3d6 points of Strength damage. In addition, such creatures take 3d6 points of acid damage for 3 rounds, because the poison is acidic. Lolth can also spit a stream of poison up to 30 ft. as a ranged touch attack. Because the poison only enters the bloodstream through the wound caused by the acid (when spit), creatures immune to acid are not affected by the poison when exposed through a spit stream of venom. Web (Su): In her spider form, Lolth can produce webs 15 times per day. She can cast the web as a new or create sheets of webbing up to 100 square feet, like a monstrous spider. Lolth’s webs have an Escape Artist DC of 47, a break DC of 53, and 33 hp per 5 ft section. Futhermore, Lolth’s webs are toxic. Creatures touching them (except Lolth or spiders) take 1d6 points of temporary Strength damage unless they succeed at a Fortitude save DC 41. After one minute, such creatures must make another Fortitude save or suffer another 1d6 points of Strength damage Other Divine Powers As an Intermediate deity, Lolth receives an automatic roll of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Lolth can see, hear, smell, and touch at a distance of 15 miles. As a standard action, she can perceive anything within 15 miles of her worshippers, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 10 locations at once. She can block the sensing power of deities rank 15 and lower at up to two remote locations at once for up to 15 hours. Portfolio Sense: Lolth sense anything that affects drow welfare the instant it happens and retains the sensation for fifteen tendays after the event occurs. She is similarly aware of whenever drow make war or commit violence against each other. Automatic Actions: Lolth can use Knowledge (Arcana), Knowledge (History), Knowledge (the Planes), Knowledge (Religion), Hide, and Bluff as a free action if the DC for the task is 25 or lower. She can perform up to ten such free action each round. Create Magic Items: Lolth can create light or medium armor, simple or martial weapons, items that create darkness, divination items, items that aid in trickery, and items that affect vermin as long the market price does not exceed 200,000 gp. |
| The Blue Sorceress05-22-05, 10:04 PM | Nope, normal deities get 10 outsider HD. The Power Clause gets updated fairly frequently, but the only changes that are being made now relate to semi-divinities, not to real gods. But the 10 outsider HD instead of 20 is fairly new. OK Now, here's an interesting question: Does anyone have any ideas as to what Murdane's favored weapons and holy symbol should be? My only idea thus far for the latter is "The Bludgeon of Reason" (heavy mace), which is (mostly) facetious, and I have no ideas about the holy symbol. Any suggestions would be welcome. -Blue |
| Lord Mortanius05-23-05, 07:52 AM | Tebryn - Could I do a power claused version of Mellifleur the Lich Lord ? |
| Nynshari05-23-05, 01:01 PM | Tebryn - I love what you did with the demon version of Lolth - completely awesome! :D I have some questions, though. The Dark Seduction ability - is that listed in a book or did you make that yourself? I really like it. Also, could you tell me what book the Mindrape and Eternity of Torture spells are in? Are they in the PH? I'm at work right now and don't have it with me, sooo... And - what is the power clause? Sorry, I'm new to stat-ing deities. Again, great job ;) EDIT: Just saw the Intermediate Lolth stats - again, nice job, Tebryn. Is there a specific book that helps with stat-ing deities - what about Deities and Demigods? |
| Tebryn1405-23-05, 04:34 PM | Dark Seduction is a made up ability, based loosely on the Tempt Mortal ability that Fiends of Corruption get. Eternity of Torture and Mindrape are both listed in the Book of Vile Darkness. In short, they are both 9th level spells. Eternity of Torture makes a creature unable to take any actions, keeps them alive, in terrible pain, reducing all ability scores IIRC to zero, 1 point per day, except Con, which stops at one. Mindrape allows you to know all the thoughts a creatures, modify or erase memories as you see fit, change alignment, personality, etc. and then, if you wish, leave the creature insane. Both only allow one saving throw (Fort and Will respectively, IIRC). The Power Clause is a set of rules that I created that I think should be applied to deities to put them at a more acceptable power level. It can be found below the index on page one. Mortanius, go ahead. The Power Clause is for all to enjoy. |
| Tebryn1405-23-05, 05:52 PM | Here is Lolth as a greater deity. Next comes Lolth with power clause. Lolth Spider Queen, Queen of Spider, Demon Queen of Spiders, Demon Queen of the Abyss, Queen of the Demonweb Pits, Weaver of Chaos, the Hunted, Mother of Lusts, Dark Mother of All Drow, Lady of Spiders, Spider *****, Queen of Chaos, Lloth, Moander, Zinzerena Greater Deity Symbol: Spider with drow head Home Plane: ?/The Demonweb Pits Alignment: Chaotic Evil Portfolio: Chaos, evil, darkness, assassins, spiders, the drow race Worshippers: Drow and depraved elves, sentient spiders, chitine, choldrith, old worshippers of moander and Zinzerena. Cleric Alignments: CE, NE, CN Domains: Chaos, Darkness, Destruction, Drow, Evil, Spider, Trickery Favored Weapon: Bite Cleric 24/Wizard 20/Fighter 4 Medium-Size Outsider (Chaotic, Evil, Extraplanar, Drow) Divine Rank: 15 Hit Dice: 20d8+120 (outsider) plus 24d8+144 (cleric) plus 20d4+120 (wizard) plus 4d10+24 (fighter) (880 hp) Initiative: +13 Speed: 60 ft. climb 30 ft. (spider form) AC: 77 in spider form (+16 divine, +29 natural, +13 deflection, +9 dexterity) 84 in drow form (+16 divine, +29 natural, +13 deflection, +6 dexterity, +10 armor [+5 drow chain of nimbleness]) Base Attack Bonus/Grapple: +44/+67 Attacks*: +5 unholy chaotic keen ghost touch drowcraft adamantine weapon +72/+67/+62/+57 melee (drow or spider form); or +5 keen chaotic unholy bite +73 melee and 4 slams +65 melee (spider form); or by spell +67 melee touch, or +69 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: +5 unholy chaotic keen ghost touch drowcraft adamantine weapon( base weapon damage) +12 single handed or +15 double handed; +5 keen chaotic unholy bite 2d6+15; 4 slams 1d8+7; or by spell. *Always deals maximum damage (weapon base damage +12 or +15; bite 27; slam 15). Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Spell-like abilities, poison, salient divine abilities, rebuke undead 15/day. Special Qualities: Divine immunities, DR 30/epic, fire resistance 21, understand, speak and read all languages and speak directly to all beings within 16 miles, remote communication 16 miles, godly realm (100 miles), divine aura (16 miles, DC 39), greater teleport at will, plane shift at will, SR 48 (59 drow), spontaneous casting of divine spells, drow traits, webs. Saves*: Fort +58, Ref +63, Will +68. *Always receives a 20 on saves. Abilities: Str 24, Dex 28, Con 22, Int 42, Wis 42, Cha 36. Skills*: Appraise +68 (+72 for weaving), Balance +65, Bluff +89, Craft (weaving) +99, Craft (Alchemy) +78, Climb +46, Concentration +90, Decipher Script +41, Diplomacy +78, Disguise +88, Escape Artist +45, Gather Information +64, Handle Animal +37, Heal +43, Hide +87, Intimidate +64, Jump +53, Knowledge (Arcana) +101, Knowledge (Religion) +104, Knowledge (Planes) +93, Knowledge (History) +76, Knowledge (Nature) +45, Knowledge (Dungeoneering) +45, Listen +78, Move Silently +65, Search +69, Sense Motive +79, Spellcraft +101, Spot +77, Swim +32, Tumble +52. *Always receives a 20 on checks. Feats: Alertness, Blind-Fight, Brew Potion, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Items, Dodge, Empower Spell, Enlarge Spell, Epic Counterspell, Extend Spell, Great Wisdom, Improved Counterspell, Improved Disarm, Improved Initiative, Lightning Reflexes, Mobility, Multiattack, Power Attack, Quick Draw, Quicken Spell, Reactive Counterspell, Scribe Scroll, Sacred Spell, Spell Mastery, Spell Penetration, Spring Attack, Two Weapon Fighting, Vile Spell, Weapon Focus (Bite), Weapon Specialization (Bite), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality (DC 49 for duplicated spells), Alter Size, Arcane Mastery, Avatar, Call Creatures (up to 16 vermin, each with up to 16 HD, serving simultanteously), Control Creatures (up to 16 drow/day, Will DC 39), Divine Blast (16/day, 16 miles, 29d12 points of damage), Divine Shield (9/day, stops 160 points), Divine Spellcasting, Extra Domain (Spider), Extra Domain (Trickery), Extra Domain (Darkness), Extra Domain (Destruction), Grow Creatures (up to 15 vermin/day), Increased SR, Mass Divine Blast, Shift Form (Spider and Drow), Speak with Creatures (vermin), Spontaneous Wizard Spells, Wave of Chaos (160 ft. DC 39). Shift Form: This ability allows Lolth to shift between her drow and spider forms. Domain Powers: Cast chaotic spells at +1 caster level; cast evil spells at +1 caster level; 15/day smite (+4 on attack, +24 on damage for one weapon attack); 16/day rebuke or command spiders. Spell-Like Abilities: Lolth uses these abilities as a 26th caster, except for chaotic and evil spells, which she uses as a 27th level caster. The save DCs are 39+spell level. Animate Objects, Armor of Darkness, Blacklight, Blasphemy, Blindness/deafness, Change Self, Chaos Hammer, Circle of Doom, Clairaudience/Clairvoyance, Claok of Chaos, Cloak of Dark Power, Confusion, Contagion, Create Undead, Creeping Doom, Darkbolt, Desecrate, Discern Lies, Disintegrate, Dispel Good, Dispel Law, Earthquake, False Vision, Gate, Giant Vermin, greater Dispelling, Greater Planar Ally, Harm, Implosion, Inflict Critical Wounds, Inflict Light Wounds, Insect Plague, Invisibility, Magic Circle against Good, Magic Circle against Chaos, Mislead, Nightmare, Nondetection, Obscuring Mist, Phantom Steed (vermin), Polymorph any Object, Power Word, blind, Power Word, kill, Protection from Good, Protection from Law, Prying Eyes, Screen, Shatter, Spider Climb, Spider Curse, Spider Shapes, Spiderform, Stone Spiders, Suggestion, Summon Monster IX (chaos or evil only), Summon Swarm, Time Stop, Unholy Aura, Unholy Blight, Word of Chaos. As a drow, Lolth also has the ability to use Dancing Lights, Darkness, Faerie Fire each 1/day, caster level 60th. Cleric Spells/Day (Levels 0-16): 6/9/9/9/9/8/7/7/7/6/4/3/3/3/3/2/2/2/2; base DC=27+spell level. Wizard Spells/Day (Levels 0-16): 4/8/8/8/8/7/7/7/7/7/4/3/3/3/3/2/2/2/2; base DC=27+spell level. Poison (Ex): Creatures Lolth bites while in her spider form take 3d6 points of temporary strength damage unless they make a DC 42 Fortitude save. After one minute, such creatures must make another Fortitude save or suffer another 3d6 points of Strength damage. In addition, such creatures take 3d6 points of acid damage for 3 rounds, because the poison is acidic. Lolth can also spit a stream of poison up to 30 ft. as a ranged touch attack. Because the poison only enters the bloodstream through the wound caused by the acid (when spit), creatures immune to acid are not affected by the poison when exposed through a spit stream of venom. Web (Su): In her spider form, Lolth can produce webs 15 times per day. She can cast the web as a new or create sheets of webbing up to 100 square feet, like a monstrous spider. Lolth’s webs have an Escape Artist DC of 47, a break DC of 53, and 33 hp per 5 ft section. Futhermore, Lolth’s webs are toxic. Creatures touching them (except Lolth or spiders) take 1d6 points of temporary Strength damage unless they succeed at a Fortitude save DC 42. After one minute, such creatures must make another Fortitude save or suffer another 1d6 points of Strength damage Other Divine Powers As an Greater Deity, Lolth receives an automatic roll of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Lolth can see, hear, smell, and touch at a distance of 16 miles. As a standard action, she can perceive anything within 16 miles of her worshippers, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 20 locations at once. She can block the sensing power of deities rank 16 and lower at up to two remote locations at once for up to 16 hours. Portfolio Sense: Lolth sense anything that affects drow welfare 16 tendays before it happens and retains the sensation for sixteen tendays after the event occurs. She is similarly aware of whenever drow make war or commit violence against each other. Automatic Actions: Lolth can use Knowledge (Arcana), Knowledge (History), Knowledge (the Planes), Knowledge (Religion), Hide, and Bluff as a free action if the DC for the task is 30 or lower. She can perform up to twenty such free action each round. Create Magic Items: Lolth can create light or medium armor, simple or martial weapons, items that create darkness, divination items, items that aid in trickery, and items that affect vermin. |
| dankillroy05-23-05, 09:50 PM | Hey Tebryn, Since Lolth as the portfolio darkness, and in the Faiths and Pantheons her sight includes seeing anything in darkness (including magical darkness), and since drow have darkvision shouldn't her range of vision include that? Unless she doesn't have that? Also, you made her a rank 16 deity i believe, but most of her uses per day and ranges for her abilities are for a rank 15 deity. And her rank is 15. In the Deities and Demigods a greater deity is 16-20. What rank is she if she is a greater deity? |
| Tebryn1405-23-05, 10:27 PM | Hey Tebryn, Since Lolth as the portfolio darkness, and in the Faiths and Pantheons her sight includes seeing anything in darkness (including magical darkness), and since drow have darkvision shouldn't her range of vision include that? Unless she doesn't have that? That is included under drow traits. Her darkvision extends to 16 miles, like her normal vision Also, you made her a rank 16 deity i believe, but most of her uses per day and ranges for her abilities are for a rank 15 deity. And her rank is 15. In the Deities and Demigods a greater deity is 16-20. What rank is she if she is a greater deity? As of Resurrection, she is greater deity, the rank 16 is intentional. All of her abilties are correct, and none of them are affected by rank (Divine blast=3+Cha mod., Divine Shield=3+Con mod). Blue Sorcererss, I haven't any ideas for Murdane. I think a mace would work. I don't know if you've started with the power claused version yet, but when you do, can you give me a brief report on how understandable it is? |
| The Blue Sorceress05-23-05, 11:05 PM | Blue Sorcererss, I haven't any ideas for Murdane. I think a mace would work. I don't know if you've started with the power claused version yet, but when you do, can you give me a brief report on how understandable it is? Mace it is :) I'm writing up the power-claused version as I work up the regular version, to save time and frustration. So far nothing's confused me. I'll make sure to let you know if it does though. -Blue |
| Lord Mortanius05-24-05, 05:25 AM | Would Wizard 25/Loremaster 25/Archmage 5/Cleric 20 be appropriate for Mellifleur ? |
| Nynshari05-24-05, 10:56 AM | Tebryn - Love the Greater Lolth stats. I'm looking forward to seeing the power claused version. On another board it was debated as to whether or not she would be getting new porfolios from her rise the Greater Goddess. What do you think and which would you pick? Magic, I think, would be one of them, as the Drow don't have a deity of magic (which is really strange for such a magical race...). I was also wondering about the Domination domain (from Complete Divine). It sounds like something she would have, but doesn't. Would it be too much of a stretch to give her that domain? |
| Slime Lord05-24-05, 10:08 PM | I don't think she'll be able to take up Magic port because the others will want it if she strikes for it. They haven't yet for some odd reason... But, if she does, she'll essnetially have Mystra to answer too. Mystra is in alliance with two of her biggest enimies. Can you guess? Oh ok, I'll tell you. Eliss and Corel! If Mystra allowed her, Lolth, to "have" if you will the Magic port for her race, Core and Eliss won't be happy. Plus I don't see Lolth abiding by that ;) Though she will likely take one or two more before her demise...*cough* |
| Nynshari05-25-05, 10:22 AM | Though she will likely take one or two more before her demise...*cough* Yeah, uh huh .... :eek: :P ;) |
| Tebryn1405-25-05, 02:32 PM | No, I do not at all think she will be claiming more portfolio elements. No connection. |
| Slime Lord05-25-05, 02:50 PM | No, I do not at all think she will be claiming more portfolio elements. No connection. I agree. But, knowing how off WoTC is, I'd say no more than two...(Minor things I'd hope.) |
| Mad Mage05-25-05, 07:44 PM | Hello there, Tebryn and Jorda. I must say that I commend your work very well. Anyways, on to business. 1) I was wondering if you could take care of one of these (your choice) after you're done with all of your Lloth stats. - Milil - Deep Duerra (don't worry about a non-psionic version if you don't feel like it) - Gaerdal Ironhand - Ilneval Any one of these would be appreciated. 2) In addtion, could you (or someone else) point me into the direction of these stats? - Thrym - Surtr |
| Jorda_The_Knight05-26-05, 12:39 AM | Surtr and Thyrm are actually in Deities and Demigods, which if any of you do not own I strongly suggest picking it up. As for the requested gods I'll probably take a stab at one soon, I'll let you know tomorrow which one I'll do. :D |
| Mad Mage05-26-05, 12:48 AM | Surtr and Thyrm are actually in Deities and Demigods, which if any of you do not own I strongly suggest picking it up. As for the requested gods I'll probably take a stab at one soon, I'll let you know tomorrow which one I'll do. :D Already got that. I just remember coming across stats for them in this thread. Surtr's stats talked about his equipment (particularly his greatsword, which is a bit different from the longsword he has in Deities), activities in his home plane, and other such. On the other side of the coin, I appreciate such an effort. |
| Tebryn1405-28-05, 05:48 PM | All of the requested deities are done, but I can't post them until later, because I'm supposed to be studying for my finals. Thrym and Surtr have not been done outside of Deities and Demigods, or at least not on this thread. |
| Mad Mage05-28-05, 11:45 PM | All of the requested deities are done, but I can't post them until later, because I'm supposed to be studying for my finals. Thrym and Surtr have not been done outside of Deities and Demigods, or at least not on this thread. 1) I figured you already had them posted previously (except for some possible nitpick adjustments). My finals, fortunately, are already done (though I just finished my 4th part-time semester of college; 4 more to go for Associate's Degree). 2) Also, I've got a few homebrew deities that could possibly post. The only thing is that I don't have alot of the other stuff calculated on them (attack rolls, salient divine abilities, etc). I have all the stuff I liked to read on them, though (possessions, domain powers, portfolio senses, and more). :embarrass 3) In addition to the homebrew deities, I can also provide homebrew Cleric domains (in its own thread). I had started those @ GameBanshee.com forums, where people were impressed, but so few knew squat about 3.5 Edition D&D. :( |
| Lord Mortanius05-29-05, 02:32 AM | Tebryn, would it be possible to give full caster progression to the gods I'm going to stat ? (Mellifleur, and maybe Velsharoon and Myrkul) |
| Tebryn1405-29-05, 10:58 AM | Mortanius, I'm not sure what you mean. |
| Lord Mortanius05-29-05, 11:36 AM | Mortanius, I'm not sure what you mean. What I meant was if I could give full spellcasting progression to a god; such as giving Mellifleur 75 Wizard levels or a variant of it instead of multiclassing him with cleric or some other class. |
| Tebryn1405-29-05, 12:05 PM | You could certainly, but I think that might be a bit excessive. Especially since we have the ever so nifty Mystic Theurge to play with now, which effectively makes the number of caster levels un-limited. I suggest Wizard 30/Prestige classes 19 (might I suggest 5 archmage, 14 True Necromancer)/Cleric 10/Mystic Theurge 16. That's 75 character levels. His wizard level for purposes of spell slots is 63, (30 wizard, 5 archmage, 12 true nec, 16 theurge), and 73 for purposes of effects and SR, while his cleric level is 38 (10 cleric, 12 true Nec, 16 Theurge) for spell slots, and 48 for purposes of SR and Effects. Just my take. It is really up to you though, have fun with it! |
| Tebryn1406-04-05, 12:04 PM | Ok, I am officially finished with school. My plan is to massively increase my productivity in the two weeks before I start working. My first plan is to finally finish Power Claused Greater Deity Lolth. Then I think I'll do Yondalla (without Power Clause), the Deities and Demigods version is execusably stupid. Then, I'll just keep working. Maybe a new version of Moradin and Garl. Then, I'll continue, see how much I can get done. What do we think. BTW, how are Murdane and Mellifleur coming? |
| Deathhammer06-04-05, 05:20 PM | :confused: :weep: :mad: :P can i have the stats for Lavitar.I can't find it.THANX |
| Tebryn1406-04-05, 06:09 PM | Loviatar was reposted on page 15. As the index says. |
| Mad Mage06-04-05, 11:41 PM | Then I think I'll do Yondalla (without Power Clause), the Deities and Demigods version is execusably stupid. Then, I'll just keep working. Maybe a new version of Moradin and Garl. *mimicing one of the Care Bears* Oh goody goody gosh! :eek: :embarrass Ahem... er, I mean I must say I was impressed with the Gruumsh stats that were presented early on in this thread, so be my guest at those. ;) |
| Lord Mortanius06-05-05, 03:13 AM | Mellifleur is halfway done. Velsharoon should be up soon. |
| Slime Lord06-05-05, 10:52 AM | I was pondering something... What would a Baby of God(s) stats loosely be? Say if Lolth and Demon, or Velshar/Kiran were to have a baby, what might the stats loosley be? |
| Tebryn1406-05-05, 02:31 PM | Quasi deity or demigod. Maybe just a half-fiend. Divine genetics are never very predictable. |
| Slime Lord06-05-05, 04:39 PM | Quasi deity or demigod. Maybe just a half-fiend. Divine genetics are never very predictable. Qusai are being's that are, but don't have free will anymore correct? Half-Fiend would essentially be what? |
| Tebryn1406-05-05, 04:44 PM | Here's power claused Lolth, finally. Next is Yoooooooooon-dalalalalala! Lolth Spider Queen, Queen of Spider, Demon Queen of Spiders, Demon Queen of the Abyss, Queen of the Demonweb Pits, Weaver of Chaos, the Hunted, Mother of Lusts, Dark Mother of All Drow, Lady of Spiders, Spider *****, Queen of Chaos, Lloth, Moander, Zinzerena Greater Deity Symbol: Spider with drow head Home Plane: ?/The Demonweb Pits Alignment: Chaotic Evil Portfolio: Chaos, evil, darkness, assassins, spiders, the drow race Worshippers: Drow and depraved elves, sentient spiders, chitine, choldrith, old worshippers of moander and Zinzerena. Cleric Alignments: CE, NE, CN Domains: Chaos, Darkness, Destruction, Drow, Evil, Spider, Trickery Favored Weapon: Bite Cleric 29/Wizard 10/Fighter 14/Mystic Theurge 15 Medium-Size Outsider (Chaotic, Evil, Extraplanar, Drow) Divine Rank: 16 Hit Dice: 10d8+90 (outsider) plus 29d8+261 (cleric) plus 10d4+90 (wizard) plus 14d10+126 (fighter) plus 15d4+135 (theurge) (1164 hp) Initiative: +17 Speed: 60 ft. climb 30 ft. (spider and hybrid forms) Armor Class: 103 in spider and hybrid form (+16 divine, +36 natural, +19 deflection, +13 dexterity, +9 insight) 106 in drow form (+16 divine, +36 natural, +19 deflection, +6 dexterity, +10 armor [+5 drow chain of nimbleness], +9 insight) (In realm-113/116) Base Attack Bonus/Grapple: +46/+74 Attacks*: +5 unholy chaotic keen ghost touch drowcraft adamantine weapon +79/+74/+69/+64 melee (drow or hybrid form); +5 unholy chaotic keen ghost touch drowcraft adamantine weapon +77/+72/+67/+62 melee and 3 +5 unholy chaotic keen ghost touch drowcraft adamantine weapons +77/+72 melee (hybrid form); or +5 keen chaotic unholy ghost touch bite +80 melee and 4 slams +74 melee (spider and hybrid forms); or by spell +74 melee touch, or +75 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: +5 unholy chaotic keen ghost touch drowcraft adamantine weapon( base weapon damage) +19 single handed or +23 double handed; 3 +5 unholy chaotic keen ghost touch drowcraft adamantine weapons (base weapon damage) +11; +5 keen chaotic unholy bite 3d6+25; 4 slams 2d6+12; or by spell. *Always deals maximum damage (weapon base damage +19 or +23; offhand(s) weapon(s) weapon base damage +11; bite 43; slam 24). Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Spell-like abilities, poison, salient divine abilities, rebuke undead 22/day. Special Qualities: Divine immunities, DR 30/epic+lawful, fire resistance 21, understand, speak and read all languages and speak directly to all beings within 16 miles, remote communication 16 miles, godly realm (100 miles), divine aura (16 miles, DC 55), greater teleport at will, plane shift at will, SR 82 (92 in realm), spontaneous casting of divine spells, drow traits, webs, darkvision, alter reality, life and death, fast healing 36. Saves*: Fort +68, Ref +74, Will +78. *Always receives a 20 on saves. Abilities: Str 32, Dex 36, Con 29, Int 52, Wis 49, Cha 48. Skills*: Appraise +65 (+69 for weaving), Balance +64, Bluff +101, Craft (weaving) +107, Craft (Alchemy) +92, Climb +46, Concentration +95, Decipher Script +64, Diplomacy +81, Disguise +95, Escape Artist +59, Forgery +60, Gather Information +80, Handle Animal +65, Heal +41, Hide +98, Intimidate +76, Jump +59, Knowledge (Arcana) +116, Knowledge (Religion) +118, Knowledge (Planes) +107, Knowledge (History) +102, Knowledge (Nature) +64, Knowledge (Dungeoneering) +64, Knowledge (Geography) +56, Listen +84, Move Silently +67, Search +75, Sense Motive +85, Spellcraft +105, Spot +92, Survival +40, Swim +42, Tumble +56. *Always receives a 20 on checks. Feats:Awesome Blow Alertness, Blind-Fight, Brew Potion, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Items, Divine Might, Dodge, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Forge Ring, Improved Disarm, Improved Initiative, Improved Multi-Weapon Fighting, Improved Trip, Lightning Reflexes, Mobility, Multiattack, Multispell x2, Multi-Weapon Fighting, Persistent Spell, Power Attack, Quick Draw, Quicken Spell, Scribe Scroll, Sacred Spell, Spell Mastery, Spell Penetration, Spring Attack, Superior Expertise, Vile Spell, Weapon Focus (Bite), Weapon Specialization (Bite), Wield Oversized Weapon, Whirlwind Attack. Epic Spells/Day: 6 arcane, 7 divine. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Arcane Mastery, Area of Control, Automatic Quicken Spell (Cleric), Call Creatures (up to 16 vermin, each with up to 16 HD, serving simultanteously), Control Creatures (up to 16 drow/day, Will DC 45), Craft Artifact, Divine Blast (22/day, 16 miles, 35d12 points of damage), Divine Fast Healing, Divine Shield (12/day, stops 160 points), Divine Spellcasting, Grow Creatures (up to 16 vermin/day), Increased SR, Instant Counterspell, Lay Curse (16/day), Mass Divine Blast, Shift Form, Speak with Creatures (vermin), Spontaneous Wizard Spells, Wave of Chaos (160 ft. DC 45). Shift Form: This ability allows Lolth to shift between her hybrid, drow, and spider forms. The hybrid form, which appears as a giant black widow spider with a drow head and prehensile limbs in which Lolth can wield up to four weapons is thought to be her natural form. She may also use her bite and slam attacks in this form, and may spin webs and spit poison. Her spider form appears as a giant black widow spider. Lolth may not cast spells in this form. Her drow form appears as a female drow of unearthly beauty, wearing drow chainmail of incredible craftsmanship, and wielding one or two drowcraft weapons. She may not spin webs or spit poison in this form. Domain Powers: Cast chaotic spells at +1 caster level; cast evil spells at +1 caster level; 15/day smite (+4 on attack, +24 on damage for one weapon attack); 16/day rebuke or command spiders. Spell-Like Abilities: Lolth uses these abilities as a 46th caster, except for chaotic and evil spells, which she uses as a 47th level caster. The save DCs are 45+spell level. Animate Objects, Armor of Darkness, Blacklight, Blasphemy, Blindness/deafness, Change Self, Chaos Hammer, Circle of Doom, Clairaudience/Clairvoyance, Claok of Chaos, Cloak of Dark Power, Confusion, Contagion, Create Undead, Creeping Doom, Darkbolt, Desecrate, Discern Lies, Disintegrate, Dispel Good, Dispel Law, Earthquake, False Vision, Gate, Giant Vermin, greater Dispelling, Greater Planar Ally, Harm, Implosion, Inflict Critical Wounds, Inflict Light Wounds, Insect Plague, Invisibility, Magic Circle against Good, Magic Circle against Chaos, Mislead, Nightmare, Nondetection, Obscuring Mist, Phantom Steed (vermin), Polymorph any Object, Power Word, blind, Power Word, kill, Protection from Good, Protection from Law, Prying Eyes, Screen, Shatter, Spider Climb, Spider Curse, Spider Shapes, Spiderform, Stone Spiders, Suggestion, Summon Monster IX (chaos or evil only), Summon Swarm, Time Stop, Unholy Aura, Unholy Blight, Word of Chaos. As a drow, Lolth also has the ability to use Dancing Lights, Darkness, Faerie Fire each 1/day, caster level 78th. Cleric Spells/Day (Levels 0-19): 6/10/10/10/9/9/8/8/7/7/4/4/3/3/3/3/2/2/2/2; base DC=30+spell level. (If you go by the alternative magic rules, her spells/day are 6/20/20/20/19/19/19/18/18/17/17/4/4/3/3/3/3/2/2/2/2). Caster level=60th (44th for spell slots). Wizard Spells/Day (Levels 0-21): 4/10/9/9/9/9/8/8/8/8/4/4/4/4/3/3/3/3/2/2/2/2; base DC=32+spell level. (If you go by the alternative magic rules, her spells/day are 4/11/10/10/10/10/9/9/9/9/4/4/4/4/3/3/3/3/2/2/2/2, 10th-3). Poison (Ex): Creatures Lolth bites while in her spider and hybrid forms take 4d6 points of temporary strength damage unless they make a DC 45 Fortitude save. After one minute, such creatures must make another Fortitude save or suffer another 4d6 points of Strength damage. In addition, such creatures take 3d6 points of acid damage for 3 rounds, because the poison is acidic. Lolth can also spit a stream of poison up to 30 ft. as a ranged touch attack. Because the poison only enters the bloodstream through the wound caused by the acid (when spit), creatures immune to acid are not affected by the poison when exposed through a spit stream of venom. Web (Su): In her spider and hybrid forms, Lolth can produce webs 15 times per day. She can cast the web as a net or create sheets of webbing up to 100 square feet, like a monstrous spider. Lolth’s webs have an Escape Artist DC of 47, a break DC of 53, and 33 hp per 5 ft section. Futhermore, Lolth’s webs are toxic. Creatures touching them (except Lolth or spiders) take 2d6 points of temporary Strength damage unless they succeed at a Fortitude save DC 52. After one minute, such creatures must make another Fortitude save or suffer another 2d6 points of Strength damage. Area of Control (Unique Salient Divine Ability): Lolth exerts a great degree of control over vermin. All creatures of the vermin type are automatically under her control if they are within a 100 ft. radius of her, and she can command any number of vermin within that area as a free action, and such creatures receive no saving throws. In addition, all spiders (monstrous and regular) within the area experience the effects of an animal growth spell, though it lasts only as long as they remain within the area of effect. Feats: Lolth should have all Spellcraft DCs for base seeds reduced by 10, and have all modifiers reduced by half, because she is a source of magic in and of herself, and her true forms are not limited by the Weave or the alignment of the planes, and therefore can cast Epic Magic much more easily. Spellcasting: Lolth receives a +10 bonus on all caster level checks to overcome SR. This applies to all spells and spell-like abilities. Within her own Realm, this bonus increases to +12. In addition, Lolth cast all cleric and wizard spells with a bonus to effective caster level (for variables dependant on caster level, as well as for caster level checks to beat SR) equal to her divine rank. Alternatively, if your campaign uses True Dweomers, Lolth gains 10th, 11th, and 12th level spell slots (as per the Arcanist Weave Depth Progression in Netheril, Empire of Magic). These slots can be used either for Metamagic spells, or for True Dweomers (though spell slots from the Divine Spellcasting SDA and Improved Spell Capacity feat cannot be used for True Dweomers). Spells cast by Lolth have no damage caps. Her level 1-9 spell slots also increase indefinitely, at the rate of one spell per day to each spell level (1-9) every 4 levels after 20th level. Avatars: Lolth can manifest avatars. She may have up to 20. Avatars can be in any form the deity desires, and can have stats with HD anywhere up to Lolth’s. The same goes for Divine Rank, though the max is half. On the Prime, the strongest avatar she may use may have the same class levels as the deity, with no outsider HD, and Divine Rank of 0. On the Planes, no such rules apply, and avatars can be every bit as strong as those presented in Deities and Demigods. If an avatar is destroyed, it takes Lolth 1 day to create another. Alter Reality: Lolth possesses the Alter Reality SDA, as described in Deities in Demigods, except that duplicated spells are subject to SR, and the caster level for such spells is 31. Because these effects are not spells, per se, they cannot be used as counterspells, and cannot be counterspelled. Lolth still receive a +10 bonus to caster level checks for these spells (or +12 within the deity’s Realm). Life and Death: At will, as a free action, a Lolth can slay any mortal anywhere in the Multiverse, simply by willing it so. This ability mimics the Destruction spell, except that there is no save, SR is not applicable, and the deity chooses the visual effects of the spell. A mortal so slain cannot be brought back to life by any means other than a deity of higher rank than Lolth using Gift of Life or Life and Death abilities. This ability ignores any warding except Divine Shields created by a deity of higher rank, and, theoretically, specifically designed epic spells and artifacts. Lolth can also raise any dead mortal anywhere, no matter how long they have been dead, as long as they weren’t slain by a deity of higher rank. Other Divine Powers As a Greater Deity, Lolth receives an automatic roll of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Lolth can see (normal of darkvision), hear, smell, and touch at a distance of 16 miles. As a standard action, she can perceive anything within 16 miles of her worshippers, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 20 locations at once. She can block the sensing power of deities rank 16 and lower at up to two remote locations at once for up to 16 hours. Portfolio Sense: Lolth sense anything that affects drow welfare 16 tendays before it happens and retains the sensation for sixteen tendays after the event occurs. She is similarly aware of whenever drow make war or commit violence against each other. Automatic Actions: Lolth can use Knowledge (Arcana), Knowledge (History), Knowledge (the Planes), Knowledge (Religion), Hide, and Bluff as a free action if the DC for the task is 30 or lower. She can perform up to twenty such free action each round. Create Magic Items: Lolth can create light or medium armor, simple or martial weapons, items that create darkness, divination items, items that aid in trickery, and items that affect vermin. Though because Lolth possesses the Craft Artifact SDA, she can really create any item she may desire. |
| Tebryn1406-05-05, 04:46 PM | Qusai are being's that are, but don't have free will anymore correct? Half-Fiend would essentially be what? Quasi deities are beings with DvR 0. Half fiend would be a creature with the half fiend template from the Monster Manual applied to it. Its children and their desendants would be tieflings. |
| Slime Lord06-05-05, 04:53 PM | Quasi deities are beings with DvR 0. Half fiend would be a creature with the half fiend template from the Monster Manual applied to it. Its children and their desendants would be tieflings. I like the Lolth up there. I don't so much care for the whole Life and Death ability. It kind of ruins the fun with any Deity... But back to the quote. I take it the HalfFriend Childern would be Tiefl correctomundo? |
| Tebryn1406-05-05, 05:04 PM | I like the Lolth up there. I don't so much care for the whole Life and Death ability. It kind of ruins the fun with any Deity... But back to the quote. I take it the HalfFriend Childern would be Tiefl correctomundo? The Life and Death ability is directly from Legends and Lore/Faiths and Avatars. It ensures that no mortal can really stand to go against a greater deity, and to some extent and intermediate. Ignore it if you wish, its not a big deal. The children of the half fiends, that is, the deity's grand children, would be tieflings. Tieflings are the children of half fiends, half fiends are the children of a mortal being and a fiend, the fiend in this case being a deity. |
| Nynshari06-06-05, 11:36 AM | Tebryn, your Lolth is perfect, methinks. If WotC is going to give her new stats, they need to borrow yours :D Great job! |
| Tebryn1406-06-05, 03:27 PM | Thank you for the compliments, all. As promised, here is Yondalla. Yondalla The Protector and Provider, The Nurturing Matriarch, the Blessed One, Dallillia, Perisa Greater Deity Symbol: Shield with cornucopia Home Plane: Mount Celestia/ Venya/ The Green Fields Alignment: Lawful Good Portfolio: Protection, bounty, Halflings, children, security, leadership, wisdom, creation, family, tradition. Worshippers: Halflings, children, leaders, paladins, parents. Cleric Alignments: LG, NG, LN Domains: Family, Good, Halfling, Law, Protection Favored Weapon: “Hornblade” (short sword) Cleric 20/Wizard 14/Paladin 15 Small Outsider (Lawful, Good, Extraplanar, Halfling) Divine Rank: 19 Hit Dice: 20d8+180 (outsider) plus 20d8+180 (cleric) plus 14d4+126 (wizard) plus 15d10+135 (paladin) (1,147 hp) Initiative: +13 Speed: 50 ft. AC: 91 (+19 divine, +32 natural, +13 deflection, +9 dexterity, +7 shield [+5 large wooden shield], +1 size). Base Attack Bonus/Grapple: +45/+69 Attacks*: +5 holy axiomatic vorpal short sword +84/+79/+74/+69 melee; or by spell +74 melee touch, or +74 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: +5 holy axiomatic vorpal short sword 1d6 +33; or by spell. *Always deals maximum damage (short sword 39). Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Spell-like abilities, salient divine abilities, turn undead 16/day (as 32nd level cleric), smite evil 4/day (+13 to attack, +15 to damage). Special Qualities: Divine immunities, DR 30/epic, fire resistance 24, understand, speak and read all languages and speak directly to all beings within 19 miles, remote communication 19 miles, godly realm (100 miles), divine aura (19 miles, DC 42), greater teleport at will, plane shift at will, SR 71, spontaneous casting of divine spells, Halfling traits, aura of good, detect evil, divine grace, lay on hands (195 hp/day), remove disease 4/day, familiar (bears), fast healing 39. Saves*: Fort +77, Ref +77, Will +84. *Always receives a 20 on saves. Abilities: Str 28, Dex 29, Con 29, Int 30, Wis 42, Cha 36. Skills*: Appraise +39 (+43 for weaving and armor), Craft (weaving) +64, Craft (Alchemy) +64, Craft (Armorsmithing) +59, Climb +38, Concentration +81, Diplomacy +84, Escape Artist +38, Gather Information +44, Handle Animal +62, Heal +90, Intimidate +42, Jump +46, Knowledge (Arcana) +76, Knowledge (Religion) +91, Knowledge (Planes) +74, Knowledge (History) +61, Knowledge (Nature) +67, Knowledge (Geography) +39, Listen +72, Move Silently +43, Profession (Herbalist) +70, Ride (Pony) +51, Search +55, Sense Motive +86, Spellcraft +73, Spot +72, Swim +38, Survival +52, Tumble +38. *Always receives a 20 on checks. Feats: Alertness, Blind-Fight, Brew Potion, Cleave, Combat Expertise, Combat Reflexes, Craft Improved Disarm, Hold the Line, Improved Initiative, Mobility, Power Attack, Quick Draw, Quicken Spell, Scribe Scroll, Sacred Spell, Spring Attack, Track, Weapon Focus (Short sword), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality (DC 52 for duplicated spells), Alter Size, Area Divine Shield, Avatar, Battlsense, Clearsight (180 ft.), Command Plants, Create Greater Objects, Create Objects), Divine Blast (19/day, 19 miles, 32d12 points of damage), Divine Blessing (Wisdom, 19 creatures/day), Divine Creation, Divine Dodge (69% miss chance), Divine Fast Healing, Divine Shield (12/day, stops 180 points), Divine Spellcasting, Divine Weapon Focus (Short Sword), Divine Weapon Specialization (Short sword), Extra Domain (Family), Extra Domain (Protection), Gift of Life, Increased SR, Life and Death. Domain Powers: Cast lawful spells at +1 caster level; cast good spells at +1 caster level; protective ward 19/day (+20 bonus on next saving throw for one creature for 1 hour); 19/day, add Cha bonus to Climb, Jump, Move Silently, and Hide modifiers for 10 minutes; as a free action, grant up to 13 creatures a +2 dodge bonus to AC for 20 rounds, 19/day. Spell-Like Abilities: Yondalla uses these abilities as a 29th caster, except for lawful and good spells, which she uses as a 30th level caster. The save DCs are 42+spell level. Bless, Shield Other, Helping Hand, Imbue with Spell Ability, Rary’s Telepathic Bond, Heroes’ Feast, Refuge, Protection from Spells, Prismatic Sphere, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX (Cast as a lawful or good spell only), Magic Stone, Cat’s Grace, Magic Vestment, Freedom of Movement, Mordenkainen’s Faithful Hound, Move Earth, Shadow Walk, Word of Recall, Foresight, Protection from Chaos, Calm Emotions, Magic Circle against Chaos, Order’s Wrath, Dispel Chaos, Hold Monster, Dictum, Shield of Law, Sanctuary, Protection from Elements, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank. Cleric Spells/Day (Levels 0-16): 6/9/9/9/9/8/7/7/7/6/4/3/3/3/3/2/2/2/2; base DC=27+spell level. Wizard Spells/Day 4/7/7/6/6/5/5/3; base DC=21+spell level. Paladin Spells/Day: 6/5/5/5; base DC=27+spell level. Other Divine Powers As a Greater Deity, Yondalla receives an automatic roll of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Yondalla can see, hear, smell, and touch at a distance of 19 miles. As a standard action, she can perceive anything within 19 miles of her worshippers, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 20 locations at once. She can block the sensing power of deities rank 19 and lower at up to two remote locations at once for up to 19 hours. Portfolio Sense: Yondalla sense anything that affects halfling welfare 19 tendays before it happens and retains the sensation for 19 tendays after the event occurs. She is similarly aware of the birth or conception of any Halfling, or anything that threatens the security of a Halfling home or community. Automatic Actions: Diplomacy, Heal, and Sense Motive as a free action if the DC for the task is 30 or lower. She can perform up to twenty such free actions each round. Create Magic Items: Yondalla can create simple or martial weapons and defensive or protective items. |
| Slime Lord06-06-05, 09:30 PM | I'd hate to see what Protective items she could whip up for her race... She sounds Yondallaful ;) (My apology;)) |
| Nynshari06-07-05, 03:21 PM | Are there any power-claused stats of Shar? Sorry if it is posted on here, but I looked on the front page and didn't see anything other than F&P for her stats. If not, could someone do a set whenever they have time? Thanks much! :) |
| Tebryn1406-12-05, 09:15 PM | Ok, here's my plan for the week. I'll finish Garl, hopefully tonight. Then I will work on a power-claused version of Shar, then I'd like to do a power claused version of Garl. After that, I really need to return to the outer planar human pantheons, whom I have been neglecting. I would like to finalize the Power Clause. Get it sort of set in stone. I'd appreciate it if our faithful readers could give a thorough look over, and point out any additions they think need to be made, any changes, etc. I'm trying to avoid giving magic based deities any more powers, because they already have hands over fist more benefits than fighter types. Thanks, -Teb. P.S.!!!! LOOK HERE!! Can anyone give me the class levels for Shar's 2e avatar. Sooner the better. Thanks. |
| Kuje3106-12-05, 09:27 PM | P.S.!!!! LOOK HERE!! Can anyone give me the class levels for Shar's 2e avatar. Sooner the better. Thanks. Er, shoulda messaged me. :) I wasn't reading this thread. But they are 35th cleric/30th mystic/25th thief/20th mage. |
| Tebryn1406-12-05, 09:58 PM | Thanks Kuje. I'll get started on Shar. Here's Garl. Garl Glittergold The Joker, The Watchful Protector, The Priceless Gem, The Sparkling Wit.Greater Deity Symbol: Gold nugget Home Plane: Bytopia/Dothion/The Golden Hills (Glitterhome) Alignment: Lawful Good Portfolio: Protection, humor, trickery, gem cutting, finesmithing and lapidary, the gnome race. Worshippers: Adventurers, bards, defending soldiers, gem cutters, gnomes, illusionists, jewelers, miners, rogues, smiths. Cleric Alignments: LG, NG, LN Domains: Craft, Gnome, Good, Law, Protection, Trickery Favored Weapon: “Arumdina” (battleaxe) Rogue 20/Illusionist 18/Cleric 11 Small Outsider (Lawful, Good, Extraplanar, Gnome) Divine Rank: 19 Hit Dice: 20d8+140 (outsider) plus 20d6+140 (rogue) plus 18d4+126 (illusionist) plus 11d8+77 (cleric) (923 hp) Initiative: +17 Speed: 50 ft. AC: 87 (+19 divine, +32 natural, +13 dexterity, +13 deflection, +1 size) Base Attack/Grapple: +45/+67 Attacks*: +6 keen vorpal holy defensive battleaxe +79/+74/+69/+64 melee; or by spell +72 melee touch, or +78 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: +6 keen vorpal holy battleaxe 1d8+16/19-20; or by spell. *Always does maximum damage (battleaxe 24+2d6 holy) Face/Reach: 5 ft. by 5 ft. Special Attacks: Turn undead 16/day, domain powers, salient divine abilities, spell-like abilities, sneak attack +10d6 (+60), crippling strike. Special Qualities: Gnome traits, divine immunities, DR 30/epic, fire resistance 29, spontaneous casting of divine spells, understand, speak, and read all languages, and speak directly to all beings within 19miles, remote communication, godly realm (100 miles), greater teleport at will, plane shift at will, SR 71, divine aura (19 miles, DC 42), trap sense +6, opportunity, evasion, improved evasion, defensive roll. Saves*: Fort +62, Ref +68, Will +65. *Always receives a 20 on saves. Abilities: Str 24, Dex 36, Con 24, Int 42, Wis 30, Cha 36. Skills*: Appraise +65, Balance +76, Bluff +91, Climb +46, Concentration +73, Craft (Gem cutting) +96, Craft (Alchemy) +94, Craft (Trap making) +94, Decipher Script +55, Diplomacy +90, Disable Device +86, Disguise +73, Escape Artist +59, Forgery +57, Gather Information +62, Handle Animal +42, Heal +34, Hide +84, Intimidate +62, Jump +49, Knowledge (Arcana) +85, Knowledge (History) +72, Knowledge (Geography) +60, Knowledge (Architecture and Engineering) +68, Knowledge (Nature) +69, Knowledge (Planes) +79, Knowledge (Religion) +84, Listen +76, Move Silently +77, Open Lock +73, Perform (Comedy) +62, Perform (Ballad) +52, Search +73, Sense Motive +71, Slight of Hand +83, Spellcraft +91, Spot +76, Tumble +71, Use Rope +42. Feats: Alertness, Blind-fight, Brew Potion, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Rods, Craft Wondrous Items, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Greater Spell Focus (Illusion), Improved Disarm, Improved Initiative, Improved Trip, Mobility, Quick Draw, Quicken Spell, Skill Focus (Craft [Gem cutting]), Spell Focus (Illusion), Spell Penetration, Spell Mastery, Spring Attack, Still Spell, Weapon Focus (Battleaxe), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality (DC 48 for duplicated spells), Alter Size, Arcane Mastery, Area Divine Shield, Automatic Metamagic (Quickened Wiz spells), Automatic Metamagic (Silent Wiz spells), Avatar (20), Battlesense, Clearsight (190 ft.), Create Greater Object, Create Object, Divine Blast (16/day, 19 miles, 32d12 points of damage), Divine Blessing (Int, 19 creatures/day), Divine Creation, Divine Dodge (69% miss chance), Divine Glibness, Divine Rogue, Divine Shield (10/day, stops 190 points of damage), Divine Spell Focus (Illusion), Extra Domain (Law), Extra Domain (Protection), Extra Domain (Trickery), Increased SR. Domain Powers: Cast conjuration (creation) spells at +1 caster level, free Skill Focus; cast illusion spells at +1 caster level; cast good spells at +1 caster level; cast lawful spells at +1 caster level; protective ward 19/day (+19 bonus on next save for 1 hour). Spell-like Abilities: Garl uses these abilities as a 29th level caster, except for lawful, good, illusion, and creation spells, which he uses as a 30th level caster. The save DCs are 42+spell level. Animate Rope, Wood Shape, Stone Shape, Minor Creation, Wall of Stone, Fantastic Machine, Major Creation, Forcecage, Fantastic Machine, greater, Silent Image, Gembomb, Minor Image, Hallucinatory Terrain, Screen, Otto’s Irresistible Dance, Summon Nature’s Ally IX, Protection from Evil, Aid, Magic Circle Against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX (Cast as a Lawful or good spell only), Protection from Chaos, Calm Emotions, Magic Circle against Chaos, Order’s Wrath, Hold Monster, Dictum, Shield of Law, Sanctuary, Shield Other, Protection from Elements, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank, Prismatic Sphere, Change Self, Invisibility, Nondetection, Confusion, False Vision, Mislead, Screen, Polymorph Any Object, Time Stop. Cleric Spells/Day: 6/8/7/6/5/4/3; base DC=20+spell level, 29+spell level for illusion. Illusionist Spells/Day: 4/8/8/8/8/7/7/6/4; base DC=26+spell level, 35+spell level for illusion; no evocation. Possessions: Garl carries Arumdina, a mithral +6 holy keen vorpal defending battleaxe, which is also intelligent (Int 19, Wis 16, Cha 22), and has the ability to Heal Garl 3/day. She can communicate telepathically, and can speak any language (as per the tongues spell). Caster Level: 25th. Other Divine Powers As a greater deity, Garl automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal. Senses: Garl can see, hear, touch, and smell at a distance of 19 miles. As a standard action, he can perceive anything within 19 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing power of deities his rank and lower at up to two remote locations at once for up to 19 hours. Portfolio Sense: Garl senses anything that affects gnomish welfare 19 tendays before it happens and retains the sensation for 19 tendays after the event occurs. He is similarly aware of whenever gnomes engage in gem cutting, trickery, or humor. Automatic Actions: Garl can use Diplomacy, Bluff, Disguise, Craft (Gem cutting), Craft (Trap making), or Hide as a free action as long as the DC for the task is 30 or lower. He can perform up to 20 such free actions each round. Create Magic Items: Garl can create items that aid in trickery, increase ones in intelligence, and any defensive items. |
| Slime Lord06-12-05, 10:26 PM | Hey Teb. I've got a curious question. If Glitter there is Lawful Good, why is it he has Cleric Alignments of CN, CE, NE? There isn't even ONE Good item in there...Did you make a booboo? |
| Tebryn1406-12-05, 10:31 PM | Aye, Slime Lord, I did. Its ammended now. Shar is turning out swimmingly. I had to squeeze her levels for every cleric and wiz caster level I could. It came out nicely, methinks. |
| Slime Lord06-12-05, 10:35 PM | Well, another little Teb mistake. Your "Greater Deity" isn't where it is supposed to be ;) it's with Titles. And I'm glad to hear you've squeezed Shar. :P |
| Tebryn1406-12-05, 10:39 PM | Well, another little Teb mistake. Your "Greater Deity" isn't where it is supposed to be it's with Titles. And I'm glad to hear you've squeezed Shar I shan't fix that one. Hmph.:) Its not good when you make it sound all inappropriate like that. :embarrass |
| Slime Lord06-12-05, 10:41 PM | I shan't fix that one. Hmph.:) Its not good when you make it sound all inappropriate like that. :embarrass I'm just being a fun little nitpick out to enjoy the annoying I cause ;) |
| Lord Mortanius06-13-05, 08:26 AM | Garl's Illusion DC should be 29 +spell leveland 35 +spell level. |
| Tebryn1406-13-05, 11:17 AM | Garl's Illusion DC should be 29 +spell leveland 35 +spell level. Aye, you are correct. Fixed now. I should like to point out that the 2 year birthday of this thread is approaching, I beleive it is the 17th. I would say we should celebrate but I can scarcely imagine how you would celebrate the 2 year anniversary of a thread. I could do a count on the total number of deities, but... |
| Lord Mortanius06-14-05, 02:37 AM | I'd exchange Garl's Cleric levels for Arcane Trickster. He is god of jokes and humor, after all. |
| Tebryn1406-16-05, 12:31 PM | Non-lawful alignment is a requisite for Arcane Trickster. And I wanted him to have those cleric levels. It was important to me, but I don't really know why. I've already sketched out parts of his Power Claused stats, and they do have Arcane Trickster levels. Shar is almost finished. |
| Mad Mage06-16-05, 05:10 PM | ... I got a problem, Tebryn. 1) I'll possibly be going offline for a while within next month (fixing up the house), and 2) Jorda hasn't replied, so I was wondering if you yourself could possibly fish up (or cook up, if changes would need to be made) the stats on Milil, Deep Duerra, Gaerdal Ironhand, or Ilneval (your choice)? I might enjoy Moradin as well, but I'm really concerned about the other 4. Whatever you do, I'm not trying to be too pesky, okay? *holds up hands in a apologetic gesture* |
| Tebryn1406-16-05, 05:22 PM | Damn it all, I knew I had forgotten something. Here, here they are. Milil By Elrumir Lord of Song, Lord of All Songs, Guardian of Singers and Troubadours, the One True Hand of the All-Wise Oghma Bard 20/Sorcerer 10/Cleric 5/Fighter 5 Medium-size outsider (Good) Divine Rank: 8 Hit Dice: 20d8+140 (outsider) + 20d6+140 (Brd) + 10d4+70 (Sor) + 5d8+35 (Clr) + 5d10+35 (830 hp) Initiative: +13, always first (+9 Dex, +4 Improved Initiative, Supreme Initiative) Speed: 60 ft. AC: 64 (+9 Dex, +8 divine, +23 natural, +15 deflection) Attacks: +3 keen, singing, dancing, speed rapier +59/+59/+54/+49/+44 melee; or spell +53 melee touch or +55 ranged touch Damage: 1d6+12/12-20 +3 keen, singing, dancing, speed rapier; or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special attacks: Domain powers, salient divine abilities, spell-like abilities, rebuke undead 17/day. Special Qualities: Bardic knowledge +30, 20/day bardic music (countersong, fascinate, inspire competence, inspire courage, inspire greatness, suggestion), divine aura (1,000 ft., DC 32), divine immunities, DR 43/+4, familiars (foxes), fire resistance 30, godly realm (1 mile Outer Plane, 800 ft. Material Plane), plane shift at will, remote communication 8 miles, spontaneous casting of divine spells, SR 40, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 8 miles. Saves: Fort +49, Ref +51, Will +49 Abilities: Str 24, Dex 28, Con 24, Int 30, Wis 24, Cha 40 Skills: Animal Empathy +41, Appraise +38, Balance +37, Bluff +48, Concentration +32, Craft (instruments) +43, Decipher Script +38, Diplomacy +53, Disguise +45, Forgery +39, Gather Information +50, Handle Animal +38, Heal +31, Innuendo +34, Jump +29, Knowledge (arcana) +42, Knowledge (nobility and royalty) +42, Knowledge (history) +42, Knowledge (religion) +42, Listen +36, Perform +56, Profession (composer) +38, Profession (poet) +42, Profession (scribe) +34, Read Lips +38, Scry +42, Search +35, Sense Motive +42, Spellcraft +39, Spot +36, Tumble +34, Use Magic Device +38. Feats: Alluring, Combat Casting, Combat Reflexes, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Greater Spell Focus (Enchantment), Improved Critical (rapier), Improved Initiative, Mobility, Persistent Spell, Persuasive, Powerful Voice, Quicken Spell, Spell Focus (Enchantment), Weapon Finesse (rapier), Weapon Focus (rapier), Weapon Specialization (rapier), Trustworthy, Twin Spell. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Reality, Alter Size, Avatar (up to 5), Divine Bard, Divine Inspiration (love and desire) Divine Recall (songs), Divine Shield, Divine Spell Focus (Enchantment), Extra Domain (Nobility), Irresistible Performance, Know Secrets, Supreme Initiative. Domain Powers: 8/day increase Charisma by 4 for 1 minute; cast good spells at +1 caster level; cast divination spells at +1 caster level; 8/day inspire allies (+2 morale bonus on saves, attacks, ability checks, skill checks, and weapon damage for 15 rounds). Spell-Like Abilities: Milil uses these abilities as an 18th-level caster, except for divination and good spells, which he uses as a 19th-level caster. The save DCs are 33 + spell level. Aid, blade barrier, calm emotions, charm person, charm monster, clairaudience/clairvoyance, demand, detect secret doors, detect thoughts, dispel evil, discern lies, discern location, divination, divine favour, dominate monster, emotion, enthrall, find the path, foresight, geas/quest, greater command, holy aura, holy smite, holy word, insanity, legend lore, magic circle against evil, magic vestment, protection from evil, repulsion, storm of vengeance, suggestion, summon monster IX (as a good spell only), true seeing. Bard Spells/day: 4/8/8/7/7/7/7/3/3/3/3/2/2/2/2/2; base DC 27 + spell level, 33 + spell level for Enchantment spells. Cleric Spells/day: 5/6/5/3; base DC 19 + spell level, 25 + spell level for Enchantment spells. Sorcerer Spells/day: 6/10/10/9/8/6; base DC 27 + spell level, 33 + spell level for Enchantment spells. Possessions: Milil carries Sharptongue, a +3 keen, singing, dancing, speed rapier. Caster level: 25th; Weight: 3 lb. Other Divine Powers As a lesser god, Milil may take 10 on any check. Milil treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Milil can see, hear, touch and smell at a distance of eight miles. As a standard action, she can perceive anything within eight mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 10 hours. Portfolio Sense: Milil is instantly aware of any performance involving song or the skilful use of words in a speech as long as it involves at least five hundred people or the creation of any poem. Automatic Actions: Milil can use Concentration, Diplomacy, any Knowledge, Perform or Spellcraft as a free action, if the DC for the check is 20 or less. He can perform up to five such actions per round. Create Magic Items: As Milil is one of the gods of bards, he can create any magic musical instrument, and any item which enhances the bearer’s Charisma or ability to impress a crowd, as long as the item’s price does not exceed 30,000gp. Avatars Avatars of Milil most often appear as charismatic, beautiful human or elven males with handsome features and an otherwordly, melodious voice. He dresses elegantly in troubadours’ clothing dyed in bright colours and made from rich and ornately patterned cloth. His appearance is meticulous, clean-shaven, with shoulder-length brown or blond hair, and many a gold or jewelled accessory. In whatever form he chooses, he favours spells with a sonic descriptor, especially if they use music or song, or spells that beguile another being. He also is a proficient master of the rapier and can use this finesse weapon to superb effect. Avatar of Milil: As Milil except as follows; divine rank 4; Initiative +13; AC 56; Atk +55/+55/+50/+45/+40 melee (1d6+12/12-20, +3 keen, singing, dancing, speed rapier); or spell +49 melee touch or +51 ranged touch; SQ Divine aura (40 ft., DC 29), DR 39/+4, fire resistance 24, SR 36; SV Fort +45, Ref + 47, Will +45; all skill modifiers are reduced by four. Salient Divine Abilities: Divine Bard, Divine Inspiration (love and desire), Divine Spell Focus (Enchantment), Divine Spellcasting, Irresistible Performance. Spell-like abilities: Caster level 14th, saving throw DC 29 + spell level. Without the Extra Domain salient ability, Milil’s avatar loses access to the Nobility domain and the spell-like abilities demand, discern lies, divine favor, enthrall, geas/quest, greater command, magic vestment, repulsion, storm of vengeance. Gaerdal Ironhand By Elrumir The Stern, Shield of the Golden Hills Lesser Gnome Deity Symbol: Iron band Home Plane: Golden Hills Alignment: Lawful good Portfolio: Vigilance, combat, martial defence Worshipers: Administrators, fighters, judges, monks, paladins, soldiers, warriors Cleric Alignments: LG, LN, NG Domains: Gnome, Good, Law, Protection, War Favoured Weapon: “Hammersong” (warhammer) Gaerdal Ironhand Paladin 20/Cleric 10/Fighter 10 Small Outsider (Gnome, Good, Law) Divine Rank: 8 Hit Dice: 20d8+240 (outsider) + 20d10+240 (Pal) + 10d8+120 (Clr) + 10d10+120 (Ftr) (1,260 hp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 78 (+1 size, +2 Dex, +10 armour, +7 shield, +8 divine, +21 natural, +12 deflection) Attacks: +5 impact, knock back, screaming, singing warhammer +71/+66/+61/+56 melee; or spell +60 melee touch or +55 ranged touch. Damage: +5 impact, screaming, singing warhammer 1d8+25/18-20/x3; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 13/day. Special Qualities: Gnome racial traits, aura of courage, detect evil, divine aura (800 ft., DC 30), divine grace, divine health, divine immunities, DR 43/+4, fire resistance 28, godly realm (1 mile Outer Plane, 800 ft. Material Plane), lay on hands, plane shift at will, remote communication 8 miles, remove disease 6/week, smite evil, special mount, spontaneous casting of divine spells, SR 40, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 8 miles. Saves: Fort +64, Ref +59, Will +61 Abilities: Str 35, Dex 24, Con 35, Int 24, Wis 29, Cha 35. Skills: Bluff +60, Climb +53, Concentration +60, Craft (armoursmithing) +55, Craft (weaponsmithing) +55, Diplomacy +60, Escape Artist +48, Gather Information +60, Handle Animal +60, Heal +57, Intimidate +60, Intuit Direction +57, Jump +53, Knowledge (arcana) +55, Knowledge (history) +55, Knowledge (religion) +55, Listen +59, Profession (general) +57, Ride +55, Search +55, Sense Motive +57, Spellcraft +55, Spot +59, Swim +48. Feats: Alertness, Blind-Fight, Blindsight, Brew Potion, Cleave, Combat Casting, Divine Cleansing, Divine Might, Divine Shield, Expertise, Extra Smiting, Extra Turning, Great Cleave, Greater Spell Penetration, Improved Bull Rush, Improved Critical (warhammer), Improved Disarm, Improved Initiative, Improved Shield Bash, Power Attack, Reach Spell, Sacred Spell, Scribe Scroll, Spell Penetration, Superior Expertise, Weapon Focus (warhammer), Weapon Specialization (warhammer). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Avatar, Battlesense, Divine Paladin, Divine Shield, Divine Weapon Focus (warhammer), Divine Weapon Specialization (warhammer), Extra Domain (Gnome), Extra Domain (Law). Domain Powers: Cast illusion spells at +1 caster level; cast good spells at +1 caster level; cast law spells at +1 caster level; 8/day protective ward. Spell-like Abilities: Gaerdal uses these abilities as an 18th-level caster, except for good and illusion spells, which he uses as a 19nd-level caster. Save DCs are 30 + spell level. aid, antimagic field, blade barrier, calm emotions, dictum, dispel chaos, dispel evil, divine power, fantastic machine, flame strike, gembomb, hallucinatory terrain, hold monster, holy aura, holy smite, holy word, magic circle against chaos, magic circle against evil, magic vestment, magic weapon, mind blank, minor creation, minor image, order’s wrath, Otto’s irresistible dance, power word (blind), power word (kill), power word (stun), prismatic sphere, protection from chaos, protection from elements, protection from evil, repulsion, sanctuary, screen, shield of law, shield other, silent image, spell immunity, spell resistance, spiritual weapon, summon monster IX (as good or law spell only), summon nature’s ally IX (earth elementals or animals only). Cleric Spells/Day: 6/8/8/7/7/5 (levels 0-5); base DC 22 + spell level. Paladin Spells/day: 6/6/6/6 (levels 1-4); base DC 22 + spell level. Possessions: Gaerdal Ironhand swings the mighty Hammersong in combat, a +5 warhammer with the impact, knock back and screaming abilities and all the abilities of a singing sword. In his other hand he holds a +5 large shield with the everbright enhancement, and he wears a +5 chainmail of strength [+4]. Other Divine Powers As a lesser god, Gaerdal Ironhand may take 10 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure and is immortal. Senses: Gaerdal can see, hear, touch and smell at a distance of eight miles. As a standard action, he can perceive anything within eight miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 8 hours. Portfolio Sense: Gaerdal is instantly aware of any battle among gnomes or which involves gnomes, as long as it affects at least 500 people. Automatic Actions: Gaerdal can use Craft, Diplomacy, Heal, Knowledge (history) and Profession (general) as a free action, if the DC for the check is 20 or less. He can perform up to five such actions per round. Create Magic Items: Gaerdal, being the gnomes’ most martial-minded deity, can create any magic weapon, simple or martial, or any magic armour, as long as the item’s price does not exceed 30,000gp. Avatars When he appears in the Realms, Gaerdal frequently appears as a stern strong gnome in the prime of life. He is clad in shining chainmail, carrying a warhammer and a golden shield. His hair is thick and brown and sleek, and his eyes are brown as well. He is the most serious of the gnomish gods and has a small but devout following. Avatar of Gaerdal: as Gaerdal Ironhand, except as follows; divine rank 4; AC 62; Atk +67/+62/+57/+52 melee (1d8+25/18-20/x3,+5 impact, knock back, screaming, singing warhammer) +56 melee touch or +51 ranged touch (spell); SQ Divine aura (40 ft. DC 26), DR 39/+4, fire resistance 24, SR 36; SV Fort +60, Ref +55, Will +47; all skill modifiers reduced by 4. Salient Divine Abilities: Alter Size, Battlesense, Divine Paladin, Divine Weapon Focus (warhammer), Divine Weapon Specialization (warhammer). Spell-like abilities: Caster level 14th, saving throw DC 26. Without the Extra Domain salient ability, Gaerdal loses access to the domains Gnome and Law and the spell-like abilities of these domains. ________________________________________ _______________________ Deeper Duerra By Jorda the Knight Queen of the Invisible Art, Axe Princess of Conquest Dwarven Demigod Symbol: Broken illithid skull Home Plane: Hammergrim Alignment: Lawful Evil Portfolio: Psionics, conquest, expansion Worshipers: Dwarves, fighters, psionicists, travelers in the Underdark Cleric Alignments: LE, LN, NE Domains: Dwarf, Evil, Law, Mentalism, War Favored Weapon: “Mindshatter” (battleaxe) Deep Duerra Psion (Savant) 20/ Psychic Warrior 20 Medium-Size Outsider (Evil, Law) Divine Rank: 5 Hit Dice: 20d4+300 (Psi), 20d8+300 (Psy) (840 hp) Initiative: +7 (+7 Dex) Speed: 60 ft. AC: 49 (+7 Dex, +5 divine, +18 natural, +5 deflection, +4 armor (as long as Duerra has at least 1 power point in reserve) Attacks: +5 impact, keen, mindfeeder battleaxe +50 melee; or +45 melee touch; or +42 ranged touch Damage: +5 impact, keen, mindfeeder battleaxe 1d8+23/17-20/x3 Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, psionic combat modes (all) Special Qualities: Divine immunities, gray dwarf traits, understand, speak and read all languages and speak directly to all beings within 5 miles, psicrystal (single minded, 15 int., all psicrystal abilities), DR 40/+4, fire resistance 25, remote communication, godly realm, SR 37, divine aura (50 ft. DC= 20) Saves: Fort. +44 Ref. +28 Will. +29 Abilities: Str.30 (+10) Dex.25 (+7) Con.40 (+15) Int.32 (+11) Wis.26 (+8) Cha.20 (+5) Skills: (24 at +28) Autohypnosis +28, Concentration +28, Disable Device +28, Knowledge (psionics) +51, Open Lock +28, Pick Pocket +28, Psicraft +28, Remote View +28, Search +28, Balance +28, Climb +28, Jump +28, Stabilize Self +28, Swim +28, Tumble +28, Alchemy +16, Bluff +16, Intimidate +16, Listen +16, Sense Motive +16, Intuit Direction +16, Ride (horse) +16 Feats: Combat Manifestation, Dodge, Psionic Dodge, Inertial Armor, Mental Leap, Power Attack, Sunder, Great Sunder, Power Penetration, Greater Power Penetration, Psionic Focus (psychokinesis), Greater Psionic Focus (psychokinesis), Stand Still, Enlarge Power, Extend Power, Quicken Power, Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Improved Critical (battleaxe), Power Critical (battleaxe), Psychoanalyst, Great Fortitude Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Extra Domain (mentalism), Extra Domain (War), Divine Psionic Focus (psychokinesis), Divine Weapon Focus (battleaxe), Divine Weapon Specialization (psychokinesis), *Unique Salient Divine Ability Domain Powers: Cast evil and law spells at +1 caster level, free Great Fortitude feat, Mental Ward (touched creature receives +2 bonus on next will save 1/day, duration 1 hour or until dispelled), free martial weapon proficiency and Weapon Focus with deities weapon. Spell-Like Abilities: All domain spells, caster level 15, DC= 20 + spell level Power Points/day: 333 Psion Powers Discovered: 0- Control Shadow, Far Hand, Far Punch, My Light, Finger of Fire, Trinket, Verve, Detect Psionics 1- Biocurrent, Control Light, Control Sound, Lesser Concussion, Stomp 2- Concussion, Invisibility, Control Body, Control Flames, Control Air 3- Cone of Sound, Control Sound, Greater Concussion, Negate Psionics, Whitefire 4- Amplified Invisibility, Inertial Barrier, Mass Concussion, Telekinesis, Wall of Ectoplasm 5- Brilliant Blast, Clairtangency, Matter Rearrangement, Psychic Vampire 6- Ablating, Disintegrate, Greater Biocurrent, Null Psionics Field 7- Divert Teleport, Improved Telekinesis, True Concussion 8- Improved Clairtangency, Matter Manipulation, Telekinetic Sphere 9- Detonation, Dissolution Psychic Warrior Powers Discovered: 0- Far Punch, Valor, Burst 1- Minor Creation, Biofeedback, Call Weaponry, Combat Precognition 2- Sudden Minor Creation, Combat Prescience, Body Equilibrium 3- Danger Sense, Displacement, Prowess 4- Dissolving Touch, Immovability, Polymorph Self 5- Ectoplasmic Armor, Energy Barrier, Graft Weapon 6- Breath of the Dragon, Improved Vigor, Shield of Prudence * Mind of the Conqueror: Deep Duerra can attempt to control the minds of mortals that are within her sight. This ability is similar to the power Domination (DC=30) which Deep Duerra can manifest for free up to 10 times/day. Possessions: Deep Duerra always carries her +5 impact, keen, mindfeeder battleaxe, “Mindshatter”, now infamous among gray dwarves and all psionically inclined races. Other Divine Powers Deep Duerra is immortal. Senses: Deep Duerra can see, hear, touch and smell at a distance of 5 miles. As a standard action she can perceive anything within 5 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities of her rank or lower at up to 2 remote locations at once for 5 hours. Portfolio Sense: Deep Duerra senses anything that involves gray dwarves as well as any attack on a mind flayer city the moment it happens as long as the event includes at least 1000 people. Automatic Actions: Deep Duerra can use Hide, Concentration, Knowledge (psionics), Psicraft, and Remote View as a free action as long as the DC for the task is 15 or lower. She can take up to 2 such actions per round. Create Magic Items: Deep Duerra can create any psionic weapon or item as long as the items market price does not exceed 4500 gp. Ilneval By Elrumir The Horde Leader, the War Maker, the Lieutenant of Gruumsh, the Clever Arm of Gruumsh, the Warchief, the General of the Orogs Lesser Orc Deity Symbol: Bloodied longsword Home Plane: Nishrek Alignment: Neutral evil Portfolio: War, combat, overwhelming numbers, strategy Worshipers: Barbarians, fighters, orcs Cleric Alignments: CE, LE, NE Domains: Destruction, Evil, Orc, Planning, War Favoured Weapon: “Foe Smiter” (longsword) Ilneval Fighter 20/Cleric 10/Blackguard 10 Medium-size outsider (Evil, Orc) Divine Rank: 9 Hit Dice: 20d8+240 (outsider) + 20d10+240 (Ftr) + 10d8+120 (Clr) + 10d10+120 (Blk) (1,260 hp) Initiative: +13 (+9 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 59 (+2 Dex, +10 armour [+5 heavy fortification chainmail], +9 divine, +22 natural, +6 deflection) Attacks: +5 keen, elf bane, dwarf bane, wounding longsword +73/+68/+63/+58 melee; or spell +63 melee touch or +58 ranged touch. Damage: +5 keen, elf bane, dwarf bane, wounding longsword 1d8+23/15-20; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special attacks: Domain powers, salient divine abilities, spell-like abilities, rebuke undead 9/day. Special Qualities: Aura of despair, dark blessing, detect good, divine aura (900 ft., DC 25), divine immunities, DR 44/+4, fiendish servant (bat), fire resistance 30, godly realm (1 mile Outer Plane, 900 ft. Material Plane), plane shift at will, poison use, remote communication 9 miles, smite good, sneak attack +3d6, spontaneous casting of divine spells, SR 41, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 9 miles. Saves: Fort +59, Ref +56, Will +56 Abilities: Str 38, Dex 28, Con 35, Int 27, Wis 28, Cha 22 Skills: Bluff +57, Climb +63, Concentration +61, Craft (armorsmithing) +57, Craft (trapmaking) +57, Craft (weaponsmithing) +57, Diplomacy +45, Disguise +45, Escape Artist +48, Forgery +47, Handle Animal +55, Hide +48, Intimidate +57, Jump +63, Knowledge (arcana) +47, Knowledge (religion) +47, Listen +60, Move Silently +48, Profession (tactician) +58, Profession (warleader) +58, Ride +58, Search +47, Spellcraft +47, Spot +60, Swim +63, Wilderness Lore +58. Feats: Alertness, Blind-Fight, Blindsight, Cleave, Combat Casting, Combat Reflexes, Daylight Adaptation, Dodge, Eschew Materials, Expertise, Expert Tactician, Extend Spell, Great Cleave, Hold the Line, Improved Bull Rush, Improved Critical (longsword), Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Knock Down, Mobility, Persistent Spell, Power Attack, Power Critical, Reach Spell, Sacred Spell, Spring Attack, Sunder, Superior Expertise, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, banishment, imprisonment. Salient Divine Abilities: Alter Form, Alter Size, Battlesense, Banestrike (dwarf), Banestrike (elf), Divine Weapon Focus (longsword), Divine Weapon Specialization (longsword), Extra Domain (Destruction), Extra Domain (Evil), Irresistible Blows, Wound Enemy. Domain Powers: 9/day smite (+4 to hit, +4 damage); cast evil spells at +1 caster level; 9/day smite elf or dwarf (+4 to hit, +4 damage). Spell-Like Abilities: Ilneval uses these abilities as a 19th-level caster, except for evil spells, which he uses as a 20th-level caster. The save DCs are 25 + spell level. augury, blade barrier, blasphemy, cause fear, circle of doom, clairaudience/clairvoyance, cloak of chaos, contagion, create undead, deathwatch, desecrate, detect scrying, discern location, disintegrate, dispel good, divine power, earthquake, eyebite, flame strike, greater scrying, harm, heroes’ feast, implosion, inflict critical wounds, inflict light wounds, magic circle against good, magic vestment, magic weapon, power word (blind), power word (kill), power word (stun), prayer, produce flame, protection from good, prying eyes, shatter, spiritual weapon, status, summon monster IX (as evil spell only), time stop, unholy aura, unholy blight. Blackguard Spells/day: 5/4/4/3 (level 1-4); base DC 18 + spell level. Cleric Spells/day: 6/8/7/6/6/5; base DC 18 + spell level. Possessions: Ilneval attacks with Foe Smiter, a +5 keen, elf bane, dwarf bane, wounding longsword with a jagged blade that constantly drips blood. He prefers to fight with great numbers backing him, but has no compunction to kill single-handedly if need be. He is clad in a blood-red +5 heavy fortification chainmail, covered in layers and layers of fresh and dried-up blood of countless slain foes. Other Divine Powers As a lesser god, Ilneval may take 10 on any check. Ilneval treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Ilneval can see, hear, touch and smell at a distance of nine miles. As a standard action, she can perceive anything within nine miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 9 hours. Portfolio Sense: Ilneval is instantly aware of any battle orcs win through planning in stead of brute strength or through brute strength if that was the relied upon strategy, if the act affects at least 500 creatures. Automatic Actions: Ilneval can use Craft (armorsmithing), Craft (trapmaking), Craft (weaponsmithing), Intimidate, Profession (tactician) and Profession (warleader) as a free action, if the DC for the check is 20 or less. He can perform up to five such actions per round. Create Magic Items: Being the orcs’ more intelligent war god, Ilneval can create any magic weapon or items that specifically oppose dwarves or elves, as long as the item’s price does not exceed 30,000gp. Avatars Ilneval does not send avatars, but when he enters the realms himself, he appears as tall gray-skinned orog (half-orc/ogre), covered in scars from his many battles. He is clad in blood-red chain mail and wields a jagged-edged longsword, both of which are often dripping copious quantities of blood. He is grim and unsmiling, but is eyes glint with intelligence, darting to and fro, constantly watching his targets for weaknesses in their defenses and observing his surroundings for features he can use to his tactical advantage. Ilneval's avatar rarely casts spells, but when he does, he uses those which increase fighting ability or alter surroundings to his tactical advantage. ________________________________________ ________________________________________ __ |
| Mad Mage06-16-05, 05:27 PM | Oh, thankyouthankyouthankyou!! Joy to the world, the stats have come! :D *calming sigh of relief* Between you/Jorda/Elrumir's deity stats, Green Giants NPC stats, the PrC thread, and (possibly) my Cleric Domain thread, this board's dynamically creative, isn't it? :cool: |
| Tebryn1406-16-05, 05:28 PM | [Tomorrow is the two year anniversary of the thread!YAY:w00t::w00t::cheer::cheer::che er: :dancin: :dancin: :clap::clap::clap: What shall we do? |
| Mad Mage06-16-05, 05:42 PM | What shall we do? Hmm... I don't know. How about a little Ao teaser (something short and sweet for chuckles)? Errr... maybe not. You know, I've got a few ideas for homebrew deities. If you could help me with the big technical stuff (calculating attack bonus, divine stuff, etc.), it might work out. I'd prefer to PM you about them, though, to save space in this thread. Edit: For 3.X Edition, shouldn't those creatures you refer to as Orogs be called something else? I know the Deep Orcs (detailed in Races of Faerun) are officially called Orogs. Besides, I remember (in both the Baldur's Gate games and in early Cleric Quintet books) that Ogrillons were orc/ogre crossbreeds. Yes, I'm almost certain you knew this, but I'd thought I'd ask anyways. |
| Nynshari06-17-05, 11:48 AM | :gift: :pint: :cheer: :dancin: :D Happy Birthday to the thread !!!!!!!!!!! Heheeeee .......... |
| Kuje3106-17-05, 12:23 PM | Between you/Jorda/Elrumir's deity stats, Green Giants NPC stats, the PrC thread, and (possibly) my Cleric Domain thread, this board's dynamically creative, isn't it? :cool: What am I? A silent wet noodle? :) Sure I don't do much with the current lore but er. :) And sometimes I think my FAQ get's ignored, speaking of that needs updated again. |
| Tebryn1406-17-05, 11:48 PM | What am I? A silent wet noodle? :) Sure I don't do much with the current lore but er. :) And sometimes I think my FAQ get's ignored, speaking of that needs updated again. I think that even without your various stickied threads, you'd still be one of the most valuable resources on the boards. A short list of people I'd like to thank, who have made the number of deities we have statted possible. But first, the number. DRUM ROLE PLEASE 267 Any way, the list Jorda the Knight Shemeska the Marauder GothicDan Kuje31 Elrumir Green Giant Verghityax BigSis All of our Wonderful Readers (Mortanius, Slime Lord, and Nyshari are the ones coming to mind right now, but there are others) The people over at DiceFreaks who I bounced ideas off of And Everyone that I forgot. This has been an exceptional two years. We have statted an enormous number of deities, powerful outsiders. With the help of all of you, I have created both a whole new set of rules for statting divinities, as well as a whole new set of rules for dealing with High Magic and True Dweomers (which while admittedly not strictly related, really had a huge amount to do with the Power Clause). So, lets plunge into this third year with ZEST. HUZZAH! |
| GothicDan06-18-05, 11:08 AM | I helped? Woah. I didn't even remember. ;) |
| Tebryn1406-18-05, 11:58 AM | Aye, you provided Planescape info for my Archfiends when I needed it, as well as someone to bounce my ideas off of. You commented on Power Clause, True Dweomer system, etc, and I appreciate it. I really should have Shar out today I keep on getting distracted right as I sit down to type. |
| Green Giant06-19-05, 03:56 PM | I'd exchange Garl's Cleric levels for Arcane Trickster. He is god of jokes and humor, after all. Non-lawful alignment is a requisite for Arcane Trickster. And I wanted him to have those cleric levels. It was important to me, but I don't really know why. I've already sketched out parts of his Power Claused stats, and they do have Arcane Trickster levels. Shar is almost finished. I'd have given him levels in the Divine Prankster PrC from Races of Stone. It combines features of both bard and cleric. |
| Tebryn1406-19-05, 08:29 PM | Here is Shar. Sorry Green Giant, but I don't have Races of Stone. I wish to God I had your RPG budget. Unless you are secretly a WOTC employee ;) . Shar Nightsinger, Dark Dancer, Mistress of the Night, Lady of Loss, Dark Godess.Greater Deity Symbol: Black disk with deep purple border Home Plane: The Gray Waste/Nilfheim/The Palace of Loss Alignment: Neutral Evil Portfolio: Caverns, dark, dungeons, forgetfulness, loss, night, secrets, the Underdark Worshippers: Anarchists, assassins, avengers, monks (Dark Moon), nihilists, rogues, shadow adepts, shadow dancers, those in mourning. Cleric Alignments: NE, CE, LE Domains: Cavern, Darkness, Evil, Knowledge Favored Weapon: “The Disk of Night” (chakram) Cleric 10/Rogue 20/Shadow Dancer 5/Assassin 1/Wizard 1/Shadow Adept 10/Mystic Theurge 22 Medium-Size Outsider (Evil, Extraplanar) Divine Rank: 18 Hit Dice: 10d8+110 (outsider) plus 10d8+1120 (cleric) plus 20d6+220 (rogue) plus 5d6+55 (shadow dancer) plus 1d6+11 (assassin) plus 1d4+11 (wizard) plus 10d4+110 (shadow adept) plus 22d4+242 (mystic theurge) (1,306 hp) Initiative: +22 Speed: 60 ft. Armor Class: 113 (+18 divine, +38 natural, +21 deflection, +18 dexterity, +8 insight) (In realm-121) Base Attack Bonus/Grapple: +47/+75 Attacks*: +5 keen unholy speed wounding shortsword +90/+90/+85/+80/+75 melee and +5 keen unholy speed wounding shortsword +90/+90/+85/+80 melee; or +6 speed distance unholy keen returning disk of night +90/+90/+85/+80/+75 ranged; or by spell +75 melee touch, or +83 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: +5 keen unholy speed wounding shortsword 1d6+15; +5 keen unholy speed wounding shortsword 1d6+10; +6 speed distance unholy keen returning disk of night 1d4+16; or by spell. *Always deals maximum damage (shortsword 21 and 16, disk of night 20). Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Spell-like abilities, salient divine abilities, rebuke undead 24/day, sneak attack +11d6 (66), crippling strike, death attack (DC 27), opportunist. Special Qualities: Divine immunities, DR 30/epic+good, fire resistance 28, understand, speak and read all languages and speak directly to all beings within 18 miles, remote communication 18 miles, godly realm (100 miles), divine aura (18 miles, DC 59), greater teleport at will, plane shift at will, SR 64 (74 in realm), spontaneous casting of divine spells, darkvision, alter reality, life and death, Trapfinding, evasion, trap sense +6, uncanny dodge, improved uncanny dodge, slippery mind, improved evasion, hide in plain sight, shadow illusion, summon shadow, shadow jump (20 ft.), shadow defense +3, shadow walk, shield of shadows, greater shield of shadows, shadow double, poison use. Saves*: Fort +73, Ref +79, Will +75. *Always receives a 20 on saves. Abilities: Str 30, Dex 46, Con 32, Int 42, Wis 42, Cha 51. Skills*: Appraise +54 (+69 for weaving), Balance +82, Bluff +115, Craft (poison making) +89, Climb +46, Concentration +97, Decipher Script +91, Diplomacy +102, Disable Device +54, Disguise +107, Escape Artist +71, Forgery +76, Gather Information +79, Heal +44, Hide +119, Intimidate +84, Jump +55, Knowledge (Arcana) +108, Knowledge (Religion) +102, Knowledge (Planes) +76, Knowledge (History) +79, Knowledge (Nature) +60, Knowledge (Dungeoneering) +59, Listen +62, Move Silently +84, Perform (Tragedy) +74, Perform (Flute) +53, Perform (Singing) +53, Perform (Dance) +74, Search +67, Sense Motive +91, Spellcraft +103, Spot +62, Tumble +70. *Always receives a 20 on checks. Feats: Awesome Blow, Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Empower Spell, Enlarge Spell, Epic Spellcasting, Exotic Weapon Proficiency (Disk of Night), Extend Spell, Far Shot, Greater Two-Weapon Fighting, Improved Disarm, Improved Initiative, Improved Two Weapon Fighting, Insidious Magic, Mobility, Pernicious Magic, Point Blank Shot, Precise Shot, Quick Draw, Quicken Spell, Rapid Shot, Scribe Scroll, Shadow Weave Magic, Shot on the Run, Spell Mastery, Spring Attack, Still Spell, Storm of Throws, Tenacious Magic, Two Weapon Fighting, Weapon Finesse, Weapon Focus (Disk of Night), Epic Spells/Day: 6 arcane, 6 divine. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Annihilating Strike (DC 38+damage dealt), Arcane Mastery, Automatic Metamagic (Silent Cleric) Automatic Metamagic (Silent Wizard), Call Creatures (up to 18 creatures with the Shadow Weave Magic feat, each with up to 18 HD, serving simultanteously), Divine Blast (24/day, 18 miles, 39d12 points of damage), Divine Gloom*, Divine Inspiration (Hopelessness, 18/day, DC 49), Divine Rogue, Divine Shield (14/day, stops 180 points), Divine Spellcasting, Divine Storm, Divine Weapon Focus (Shortsword), Guardian of the Shadow Weave*, Instant Counterspell, Know Death, Know Secrets (DC 49), Lay Curse (18/day), Possess Mortal (DC 49, 20 at once), Shapechange, Spontaneous Wizard Spells. Domain Powers: Dwarven stonecunning; free Blind-Fight; cast evil spells at +1 caster level; cast Divination spells at +1 caster level. Spell-Like Abilities: Shar uses these abilities as a 48th caster, except for divination and evil spells, which she uses as a 49th level caster, and transmutation and evocation spells (except spells from those two schools with the darkness descriptor) which she uses at 47th caster level. The save DCs are 50+spell level, or 51+spell level for enchantment, illusion, and necromancy spells. Armor of Darkness, Blacklight, Blasphemy, Blindness/Deafness, Clairaudience/clairvoyance, Create Undead, Darkbolt, Darkness, Desecrate, Detect Secret Doors, Detect Thoughts, Discern Location, Dispel Good, Divination, Earthquake, Find the Path, Foresight, Imprisonment, Legend Lore, Leomund’s Secure Shelter, Magic Circle Against Good, Maw of Stone, Meld into Stone, Nightmare, Obscuring Mist, Passwall, Power Word, blind, Power Word, kill, Protection From Good, Prying Eyes, Summon Monster IX (as evil spell only), True Seeing, Unholy Aura, Unholy Blight. Cleric Spells/Day (Levels 0-16): 6/9/9/9/9/8/7/7/7/6/3/3/3/2/2/2/2; base DC=27+spell level, or 28+spell level for enchantment, illusion and necromancy spells. (If you go by the alternative magic rules, her spells/day are 6/14/14/14/14/13/13/12/12/12/11/3/3/3/2/2/2/2). Caster level=58th (57th for transmutation +evocation spells (except those with darkness descriptor), 40th for spell slots). Wizard Spells/Day (Levels 0-16): 4/8/8/8/8/7/7/7/7/6/3/3/3/2/2/2/2; base DC=27+spell level, or 28+spell level for enchantment, illusion and necromancy spells. (If you go by the alternative magic rules, her spells/day are 4/9/9/9/9/8/8/8/8/7/3/3/3/2/2/2/2, 10th-2). Caster level= 43rd (42nd for transmutation +evocation spells (except those with darkness descriptor), 25th for spell slots). Assassin Spells/Day: 5; DC=27+spell level, or 28+spell level for enchantment, illusion and necromancy spells. Life and Death: At will, as a free action, a Shar can slay any mortal anywhere in the Multiverse, simply by willing it so. This ability mimics the Destruction spell, except that there is no save, SR is not applicable, and the deity chooses the visual effects of the spell. A mortal so slain cannot be brought back to life by any means other than a deity of higher rank than Shar using Gift of Life or Life and Death abilities. This ability ignores any warding except Divine Shields created by a deity of higher rank, and, theoretically, specifically designed epic spells and artifacts. Shar can also raise any dead mortal anywhere, no matter how long they have been dead, as long as they weren’t slain by a deity of higher rank. Feats: Shar should have all Spellcraft DCs for base seeds reduced by 10, and have all modifiers reduced by half, because she is a source of magic in and of herself, and her true forms are not limited by the Weave or the alignment of the planes, and therefore can cast Epic Magic much more easily. Spellcasting: Shar receives a +10 bonus on all caster level checks to overcome SR. This applies to all spells and spell-like abilities. Within her own Realm, this bonus increases to +12. In addition, Shar cast all cleric and wizard spells with a bonus to effective caster level (for variables dependant on caster level, as well as for caster level checks to beat SR) equal to her divine rank. Alternatively, if your campaign uses True Dweomers, Shar gains 10th, 11th, and 12th level spell slots (as per the Arcanist Weave Depth Progression in Netheril, Empire of Magic). These slots can be used either for Metamagic spells, or for True Dweomers (though spell slots from the Divine Spellcasting SDA and Improved Spell Capacity feat cannot be used for True Dweomers). Spells cast by Shar have no damage caps. Her level 1-9 spell slots also increase indefinitely, at the rate of one spell per day to each spell level (1-9) every 4 levels after 20th level. Avatars: Shar can manifest avatars. She may have up to 20. Avatars can be in any form the deity desires, and can have stats with HD anywhere up to Shar’s. The same goes for Divine Rank, though the max is half. On the Prime, the strongest avatar she may use may have the same class levels as the deity, with no outsider HD, and Divine Rank of 0. On the Planes, no such rules apply, and avatars can be every bit as strong as those presented in Deities and Demigods. If an avatar is destroyed, it takes Shar 1 day to create another. Alter Reality: Shar possesses the Alter Reality SDA, as described in Deities in Demigods, except that duplicated spells are subject to SR, and the caster level for such spells is 33. Because these effects are not spells, per se, they cannot be used as counterspells, and cannot be counterspelled. Shar still receive a +10 bonus to caster level checks for these spells (or +12 within the deity’s Realm). Divine Gloom (Unique Salient Divine Ability) Shar is surrounded by a palpable aura of gloom and shadows. Within 100 ft. of her, all light spells have their radii cut to one quarter. In addition, the area has the minor negative dominant trait (see DMG for details). The shadows seem to intensify around her, granting her ½ concealment at all times, as well as a +10 bonus to Hide checks. These shadows provide the shadow necessary for use of her Hide in Plain Sight ability, so Shar can effectively make herself invisible at any time. Finally, Shar has free use of her Divine Inspiration (Hopelessness) ability on creature within 30 ft. of her, though the effect ends as soon as they spend 5 consecutive rounds outside the area (unless she consumes one of her daily uses of the ability). Guardian of the Shadow Weave (Unique Salient Divine Ability) Created by the Simbul. Full rules for this ability can be found at this URL. http://boards1.wizards.com/showthread.php?t=279560 Other Divine Powers As a Greater Deity, Shar receives an automatic roll of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Shar can see (normal of darkvision), hear, smell, and touch at a distance of 16 miles. As a standard action, she can perceive anything within 16 miles of her worshippers, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 20 locations at once. She can block the sensing power of deities rank 16 and lower at up to two remote locations at once for up to 16 hours. Portfolio Sense: Shar senses anything that takes place intentionally under cover of darkness 18 tendays before it happens, and retains the sensation for 18 tendays after the event occurs. She is similarly aware of anytime someone decides to keep a secret.. Automatic Actions: Shar can use Knowledge (Arcana), Knowledge (History), Hide, Disguise, and Bluff as a free action if the DC for the task is 30 or lower. She can perform up to twenty such free action each round. Create Magic Items: Shar can create any potion, and any item that create darkness or lends itself to treachery, lying, hiding, or that obscures the truth. She can also create unholy weapons. |
| Slime Lord06-19-05, 09:18 PM | Clause Shar sounds spiffy as normal Tebryn :) I didn't know Simbul did what she did and the like. Informative yes it is. And I am touched you mention me in a couple above posts ;) I feel more special. |
| Nynshari06-21-05, 11:33 AM | Tebryn - Shar is excellent! :D I really like the Mystic Theurge levels and the Guardian of the Shadow Weave is much better than just the Deny Shadow Weave. And thank you very much for the mention and the thank you :) |
| Kuje3106-22-05, 07:08 PM | Tebryn, Do you, by chance, have that old list of the deities that were removed? I know that was a year or so ago but was just curious.... Sarelle helped create it as well. Edit: Scratch that, I found. :) |
| Tebryn1406-22-05, 10:29 PM | Tebryn, Do you, by chance, have that old list of the deities that were removed? I know that was a year or so ago but was just curious.... Sarelle helped create it as well. Edit: Scratch that, I found. :) Out of curiosity, Kuje, what list is that? I have a vague memory of what you are talking about. Was it that Return of Monster Deities to FR thread, I don't know if that was Sarelle, though... I think that whoever did that thread might have created a list of all the deities that were removed with the purge, if that's what you were talking about. |
| Kuje3106-22-05, 10:43 PM | Out of curiosity, Kuje, what list is that? I have a vague memory of what you are talking about. Was it that Return of Monster Deities to FR thread, I don't know if that was Sarelle, though... I think that whoever did that thread might have created a list of all the deities that were removed with the purge, if that's what you were talking about. Yeah it was that thread and Sarelle did start it. :) |
| Mad Mage06-23-05, 02:18 PM | I was curious... do the Githzerai of the Realms cosmos have a deity? If so, are there stats for it in this thread? |
| Vasyek06-23-05, 03:03 PM | I wouldn't mind seeing contemporary write-ups of Nastrond and Tartarachus, who are detailed somewhat at the following site: http://www.geocities.com/Area51/Vault/9974/darkpwrs.htm Tartarachus in particular I believe may have had a previous official incarnation in First Edition AD&D, albeit as Tartarus. This seems to be suggested, at least, by the Book of Demons web resource. |
| Tebryn1406-24-05, 05:43 PM | I wouldn't mind seeing contemporary write-ups of Nastrond and Tartarachus, who are detailed somewhat at the following site: http://www.geocities.com/Area51/Vault/9974/darkpwrs.htm Tartarachus in particular I believe may have had a previous official incarnation in First Edition AD&D, albeit as Tartarus. This seems to be suggested, at least, by the Book of Demons web resource. Neither of these deities have official sources listed for the info they provide. They both draw from biblical and other sources, though the second one suggests some connection to a 1st edition monster, whose stats I do not have access to. Kuje, if you read this (and I believe you very well might), could you give the page a glance and see how much of it looks authentic. You can spot canon info better than any. I don't think it is, but it might be. If it isn't, I'm afraid I can't stat it. Given that I've never heard any of these beings mentioned (at least not as deities) in any of the fairly extensive list of sources I've perused, I doubt that they are based in D&D fact. Its a matter of not wanting to completely screw with people's minds by introducing less than official info in the way of deities. As for the Githzerai, I know nothing about their 3e Realmsian incarnation. I do know that in 2e, they revered a wizard-fighter as a diety-king (who I would give 40 class levels and DvR 0 were I to stat him). He has not been given stats here, though I believe that in the Planar section of the core D&D forums, he was in a sticky thread there by Green Giant, sort of a planar version of our beloved NPC stats thread. Again, correct me if I'm wrong. |
| Kuje3106-24-05, 05:51 PM | Neither of these deities have official sources listed for the info they provide. They both draw from biblical and other sources, though the second one suggests some connection to a 1st edition monster, whose stats I do not have access to. Kuje, if you read this (and I believe you very well might), could you give the page a glance and see how much of it looks authentic. You can spot canon info better than any. I don't think it is, but it might be. If it isn't, I'm afraid I can't stat it. Given that I've never heard any of these beings mentioned (at least not as deities) in any of the fairly extensive list of sources I've perused, I doubt that they are based in D&D fact. Its a matter of not wanting to completely screw with people's minds by introducing less than official info in the way of deities. Never heard of them either. I looked in 1e's Legends and Lore, Planescape's On Hallowed Ground, and Monster Mythology. Neither are listed. Granted those three sources aren't the end all of deities but they are close. :) According to the new file on the deities that is fan created, the Tart deity from above doesn't exist either. :) |
| Vasyek06-25-05, 12:40 PM | Never heard of them either. I looked in 1e's Legends and Lore, Planescape's On Hallowed Ground, and Monster Mythology. Neither are listed. Granted those three sources aren't the end all of deities but they are close. :) According to the new file on the deities that is fan created, the Tart deity from above doesn't exist either. :) Bah, fair enough... I see where you're coming from, sort of. In that case, have you done write-ups for Tezcatlipoca or Lu Yueh? I'm pretty sure both of those are mentioned in the 2e deity suppliments. |
| Kuje3106-25-05, 12:59 PM | In that case, have you done write-ups for Tezcatlipoca or Lu Yueh? I'm pretty sure both of those are mentioned in the 2e deity suppliments. Tebryn, These two are in Legends and Lore. :) BTW that deity list I mentioned can be found: http://www.planewalker.com/downloads/godList.php |
| Mad Mage06-26-05, 12:31 AM | As for the Githzerai, I know nothing about their 3e Realmsian incarnation. I do know that in 2e, they revered a wizard-fighter as a diety-king (who I would give 40 class levels and DvR 0 were I to stat him). He has not been given stats here, though I believe that in the Planar section of the core D&D forums, he was in a sticky thread there by Green Giant, sort of a planar version of our beloved NPC stats thread. Again, correct me if I'm wrong. That's not Zuoken, is it? If so, I know he has a Complete Divine-esque profile in the Expanded Psionics Handbook. |
| Tebryn1406-26-05, 12:51 AM | That's not Zuoken, is it? If so, I know he has a Complete Divine-esque profile in the Expanded Psionics Handbook. No, this is not Zuoken. I believe Zuoken was deemed an actual deity, where as they revere a deity-king, but I don't know that they receive spells from him. This is far from my area of expertise (do I have one?), but I'm fairly certain I'm not confusing the two. I will try to have Garl w/power clause out tomorrow, and then I'll get started on those last two request, shall I? |
| Slime Lord06-26-05, 04:02 PM | I was pondering why I havent' seen any "Hero God" in this thread? The next step up from Qusai(Qusia)'s deites. I didn't know they existed until I just read into the thread Kuje posted. But now I am curious so who is going to satisfiy me ;)? |
| Kuje3106-26-05, 05:37 PM | I was pondering why I havent' seen any "Hero God" in this thread? The next step up from Qusai(Qusia)'s deites. I didn't know they existed until I just read into the thread Kuje posted. But now I am curious so who is going to satisfiy me ;)? They were mostly removed in 2e. It's a hold over from 1e basically. Heracules and a few others were "hero" gods. |
| Tebryn1406-26-05, 07:39 PM | Garl Glittergold The Joker, The Watchful Protector, The Priceless Gem, The Sparkling Wit. Greater Deity Symbol: Gold nugget Home Plane: Bytopia/Dothion/The Golden Hills (Glitterhome) Alignment: Lawful Good Portfolio: Protection, humor, trickery, gem cutting, finesmithing and lapidary, the gnome race. Worshippers: Adventurers, bards, defending soldiers, gem cutters, gnomes, illusionists, jewelers, miners, rogues, smiths. Cleric Alignments: LG, NG, LN Domains: Craft, Gnome, Good, Law, Protection, Trickery Favored Weapon: “Arumdina” (battleaxe) Rogue 27/Wizard 4/Cleric 3/Fighter 4/Mystic Theurge 21/Arcane Trickster 10 Small Outsider (Lawful, Good, Extraplanar, Gnome) Divine Rank: 19 Hit Dice: 10d8+140 (outsider) plus 20d6+140 (rogue) plus 18d4+126 (illusionist) plus 11d8+77 (cleric) (1,394 hp) Initiative: +22 Speed: 50 ft. AC: 111 (+19 divine, +39 natural, +18 dexterity, +18 deflection, +1 size, +7 insight), 118 in Realm Base Attack/Grapple: +47/+72 Attacks*: +6 keen vorpal holy defensive ghost touch battleaxe +88/+83/+78/+73 melee; or by spell +77 melee touch, or +85 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: +6 keen vorpal holy defensive ghost touch battleaxe 1d8+42/19-20; or by spell. *Always does maximum damage (battleaxe 50+2d6 holy) Face/Reach: 5 ft. by 5 ft. Special Attacks: Turn undead 21/day, domain powers, salient divine abilities, spell-like abilities, sneak attack +22d6 (+132), crippling strike. Special Qualities: Gnome traits, divine immunities, DR 30/epic, fire resistance 24, spontaneous casting of divine spells, understand, speak, and read all languages, and speak directly to all beings within 19miles, remote communication, godly realm (100 miles), greater teleport at will, plane shift at will, SR 85 (95 in Realm), divine aura (19 miles, DC 57), trap sense +6, opportunity, evasion, improved evasion, defensive roll, ranged legerdemain 3/day, impromptu sneak attack 2/day. Saves*: Fort +62, Ref +68, Will +65. *Always receives a 20 on saves. Abilities: Str 30, Dex 47, Con 34, Int 50, Wis 38, Cha 46. Skills*: Appraise +69, Balance +90, Bluff +110, Climb +63, Concentration +79, Craft (Gem cutting) +100, Craft (Alchemy) +100, Craft (Trap making) +100, Decipher Script +74, Diplomacy +100, Disable Device +99, Disguise +103, Escape Artist +77, Forgery +79, Gather Information +77, Handle Animal +52, Heal +38, Hide +109, Intimidate +67, Jump +71, Knowledge (Arcana) +107, Knowledge (History) +99, Knowledge (Geography) +78, Knowledge (Architecture and Engineering) +89, Knowledge (Nature) 79, Knowledge (Planes) +102, Knowledge (Religion) +104, Listen +95, Move Silently +77, Open Lock +99, Perform (Comedy) +67, Perform (Ballad) +67, Search +98, Sense Motive +93, Slight of Hand +100, Spellcraft +93, Spot +95, Tumble +82, Use Rope +67. Feats: Awesome Blow, Blind-fight, Brew Potion, Combat Expertise, Combat Reflexes, Craft Rods, Craft Staff, Craft Wondrous Items, Deflect Arrows, Dodge, Empower Spell, Enlarge Spell, Epic Spellcasting, Extend Spell, Forge Ring, Heighten Spell, Greater Spell Focus (Illusion), Improved Disarm, Improved Initiative, Improved Trip, Improved Unarmed Strike, Mobility, Multispell, Quick Draw, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Craft [Gem cutting]), Spell Penetration, Spell Mastery, Spring Attack, Still Spell, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Arcane Mastery, Area Divine Shield, Automatic Metamagic (Quickened Wiz spells), Battlesense, Clearsight (190 ft.), Create Greater Object, Create Object, Divine Blast (21/day, 19 miles, 37d12 points of damage), Divine Blessing (Int, 19 creatures/day), Divine Creation, Divine Dodge (69% miss chance), Divine Glibness, Divine Rogue, Divine Shield (15/day, stops 190 points of damage), Divine Sneak Attack, Divine Spell Focus (Illusion), Divine Weapon Focus (Battleaxe), Divine Weapon Specialization (Battleaxe), Increased SR, Instant Counterspell, Mass Divine Blast, Spontaneous Wizard Spells. Domain Powers: Cast conjuration (creation) spells at +1 caster level, free Skill Focus; cast illusion spells at +1 caster level; cast good spells at +1 caster level; cast lawful spells at +1 caster level; protective ward 19/day (+19 bonus on next save for 1 hour). Spell-like Abilities: Garl uses these abilities as a 49th level caster, except for lawful, good, illusion, and creation spells, which he uses as a 50th level caster. The save DCs are 47+spell level. Animate Rope, Wood Shape, Stone Shape, Minor Creation, Wall of Stone, Fantastic Machine, Major Creation, Forcecage, Fantastic Machine, greater, Silent Image, Gembomb, Minor Image, Hallucinatory Terrain, Screen, Otto’s Irresistible Dance, Summon Nature’s Ally IX, Protection from Evil, Aid, Magic Circle Against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX (Cast as a Lawful or good spell only), Protection from Chaos, Calm Emotions, Magic Circle against Chaos, Order’s Wrath, Hold Monster, Dictum, Shield of Law, Sanctuary, Shield Other, Protection from Elements, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank, Prismatic Sphere, Change Self, Invisibility, Nondetection, Confusion, False Vision, Mislead, Screen, Polymorph Any Object, Time Stop. Cleric Spells/Day (Levels 0-14): 6/9/9/8/8/8/7/6/6/6/3/2/2/2/2; base DC=25+spell level, 33+spell level for illusion. If you go by the alternative magic rules, his spells/day are 6/10/10/9/9/9/8/7/7/7/3/2/2/2/2. Caster level=24th for spell slots, 43rd for spell effects. Illusionist Spells/Day (Levels 0-20): 4/9/9/9/9/8/8/8/7/4/4/4/3/3/3/3/2/2/2/2; base DC=31+spell level, 39+spell level for illusion; no evocation. If you go by alternative magic rules, his spells/day are 4/12/12/12/12/11/11/11/11/10/4/4/4/3/3/3/3/2/2/2/2, 10-5, 11-3. Caster level=35th for spell slots, 54th for effects. Epic Spells/Day: 5 arcane, 5 divine. Possessions: Garl carries Arumdina, a mithral +6 holy keen vorpal defending ghost touch battleaxe, which is also intelligent (Int 22, Wis 18, Cha 26), and has the ability to Heal Garl 3/day. She can communicate telepathically, and can speak any language (as per the tongues spell). Caster Level: 40th Life and Death: At will, as a free action, a Garl can slay any mortal anywhere in the Multiverse, simply by willing it so. This ability mimics the Destruction spell, except that there is no save, SR is not applicable, and the deity chooses the visual effects of the spell. A mortal so slain cannot be brought back to life by any means other than a deity of higher rank than Garl using Gift of Life or Life and Death abilities. This ability ignores any warding except Divine Shields created by a deity of higher rank, and, theoretically, specifically designed epic spells and artifacts. Garl can also raise any dead mortal anywhere, no matter how long they have been dead, as long as they weren’t slain by a deity of higher rank. Feats: Garl should have all Spellcraft DCs for base seeds reduced by 10, and have all modifiers reduced by half, because he is a source of magic in and of himself, and his true forms are not limited by the Weave or the alignment of the planes, and therefore can cast Epic Magic much more easily. Spellcasting: Garl receives a +10 bonus on all caster level checks to overcome SR. This applies to all spells and spell-like abilities. Within his own Realm, this bonus increases to +12. In addition, Garl cast all cleric and wizard spells with a bonus to effective caster level (for variables dependant on caster level, as well as for caster level checks to beat SR) equal to his divine rank. Alternatively, if your campaign uses True Dweomers, Garl gains 10th, 11th, and 12th level spell slots (as per the Arcanist Weave Depth Progression in Netheril, Empire of Magic). These slots can be used either for Metamagic spells, or for True Dweomers (though spell slots from the Divine Spellcasting SDA and Improved Spell Capacity feat cannot be used for True Dweomers). Spells cast by Garl have no damage caps. His level 1-9 spell slots also increase indefinitely, at the rate of one spell per day to each spell level (1-9) every 4 levels after 20th level. Avatars: Garl can manifest avatars. He may have up to 20. Avatars can be in any form the deity desires, and can have stats with HD anywhere up to Garl’s. The same goes for Divine Rank, though the max is half. On the Prime, the strongest avatar he may use may have the same class levels as the deity, with no outsider HD, and Divine Rank of 0. On the Planes, no such rules apply, and avatars can be every bit as strong as those presented in Deities and Demigods. If an avatar is destroyed, it takes Garl 1 day to create another. Alter Reality: Garl possesses the Alter Reality SDA, as described in Deities in Demigods, except that duplicated spells are subject to SR, and the caster level for such spells is 33. Because these effects are not spells, per se, they cannot be used as counterspells, and cannot be counterspelled. Garl still receive a +10 bonus to caster level checks for these spells (or +12 within the deity’s Realm). Other Divine Powers As a greater deity, Garl automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal. Senses: Garl can see, hear, touch, and smell at a distance of 19 miles. As a standard action, he can perceive anything within 19 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing power of deities his rank and lower at up to two remote locations at once for up to 19 hours. Portfolio Sense: Garl senses anything that affects gnomish welfare 19 tendays before it happens and retains the sensation for 19 tendays after the event occurs. He is similarly aware of whenever gnomes engage in gem cutting, trickery, or humor. Automatic Actions: Garl can use Diplomacy, Bluff, Disguise, Craft (Gem cutting), Craft (Trap making), or Hide as a free action as long as the DC for the task is 30 or lower. He can perform up to 20 such free actions each round. Create Magic Items: Garl can create items that aid in trickery, increase ones in intelligence, and any defensive items. |
| Slime Lord06-26-05, 07:44 PM | They were mostly removed in 2e. It's a hold over from 1e basically. Heracules and a few others were "hero" gods. They sound kind of fun to try and all that stuff, that one more obstacle for a being to be come a labled God (Lesser,Interm,Greater). Hero Gods...Interesting yes. |
| Joshai06-29-05, 05:23 AM | Tebryn14, I need the stats for Gargauth for my campaign for a PC encounters. I was originally going to make him myself, but if I could get stats for him, then I could use those, or at least use them as a guideline for remaking him myself. |
| Mad Mage06-29-05, 10:10 AM | Tebryn14, I need the stats for Gargauth for my campaign for a PC encounters. I was originally going to make him myself, but if I could get stats for him, then I could use those, or at least use them as a guideline for remaking him myself. pg. 27 of this thread, towards the bottom. |
| Nynshari06-29-05, 12:29 PM | Nice Garl, Tebryn :) I checked the first page and didn't see a write up (except F&P) for either Bane or Cyric. I'm going to be having a nice little plot going on with the Banite and Cyricist Zhentarim ( :devil: ) and the power claused stats for them would be nice. If you have a chance, that is. If you don't, that's fine, I can use the F&P stats, but I like your versions much better ;) |
| Thaingrim06-29-05, 12:46 PM | is it possible to have the stats for tiamat ?? :D thx |
| Joshai06-29-05, 10:06 PM | pg. 27 of this thread, towards the bottom. Thanks very much, Mad Mage! I appreciate it greatly! |
| Lord Mortanius07-02-05, 02:37 AM | Velsharoon The Vaunted, Archmage of Necromancy, Lord of the Forsaken Crypt, the Necromancer, Lord of the Forgotten Crypt, the Lich-Lord, Patron of Evil Liches Demipower of the Bleak Eternity Symbol: A crowned laughing lich skull on a solid black hexagon Home Plane: Gehenna/Mungoth/Death's Embrace Alignment: NE Portfolio: Necromancy, necromancers, evil liches, undeath Worshipers: Divine disciples, liches, necromancers, seekers of immortality through undeath, Cult of the Dragon Cleric Alignments: CE, LE, NE Domains: Death, Evil, Magic, Undeath Favored Weapon: "Skull Staff of the Necromancer" (quarterstaff) Velsharoon Fleshcrafter 60/Red Wizard of Thay 10/Archmage 5 Medium Undead (lich, evil, extraplanar) Divine Rank: 5 Hit Dice: 75d12 +1350 +75 (2325 hp) Initiative: +12 (+12 Dex) Speed: 60 feet AC: 90 (10 + 25 (divine) + 11 (insight) + 12 (Dex) + 10 (armor) + 13 (deflection) +4 (mage tuned) +5 natural) Full Attack: Skull Staff of the Necromancer +60/+55 (1d6 +21 +2d6 (unholy)/20/x2 +4d6(unholy)); or by Coldfire +56/+51 ranged touch (3d10 negative energy); or by lich touch +54/+49 melee touch or +56/+51 ranged touch (1d8 +5 +Fort save (DC 71) or die); or by spell +51/+46 melee touch Space/Reach: 5 ft/5ft Special Attacks: Domain powers, doom gaze (DC 71), fear aura (DC 71), grasp of death (DC 71), grasp of enfeeblement (DC 71), coldfire, animate dead by touch, voice of maleficence, dream haunting, rebuke undead, salient divine abilities, spell-like abilities, spells Special Qualities: divine aura (500 feet, DC 43), divine immunities, DR 20/epic, adamantine and bludgeoning, sonic resistance 10, divine realm (500 ft outer, 500 ft material), teleport without error at will, remote communication, SR 51, familiar (snakes), necromancer dark gifts, understand, speak, and read all languages and speak directly to all beings within 5 miles, +4 to save against necromancy spells, scribe tattoo, greater circle leader, reaper's touch, stitched flesh familiar (black cat), brink of life and death, forge flesh, forge life, master of life and death Saves: Fort +60, Ref +53, Will +73 Abilities: STR 31, DEX 34, CON -, INT 57, WIS 53, CHA 46 Skills: Appraise +68 (+76 with alchemical ingredients, tomes, calligraphy, poisons, and tattoos), Bluff +50, Concentration +99, Craft (alchemy) +106, Craft (bookbinding) +106, Craft (calligraphy) +106, Craft (poisonmaking) +106, Craft (tattoomaking) +106, Decipher Script +106, Diplomacy +74, Forgery +57, Gather Information +62, Intimidate +64, Knowledge (arcana) +134, Knowledge (architecture and engineering) +106, Knowledge (dungeoneering) +106, Knowledge (geography) +106, Knowledge (history) +106, Knowledge (local -Gehenna/Thay) +106, Knowledge (nature) +106, Knowledge (nobility and royalty) +106, Knowledge (religion) +131, Knowledge (the planes) +106, Profession (apothecary) +97, Profession (mortician) +104, Profession (scribe) +78, Sense Motive +46, Spellcraft +152 (162 for the purposes of casting epic spells). Feats: Awesome Blow, Black Lore of Moil, Chain Spell, Corpsecrafter, Craft Construct, Craft Staff, Empower Spell, Energy Substitution (cold), Enervate Spell, Enlarge Spell, Eschew Materials, Fell Animate, Fell Drain, Fell Frighten, Heighten Spell, Lord of the Uttercold, Maximize Spell, Quicken Spell, Reaping Spell, Scribe Scroll, Skill Focus (Knowledge [arcana]), Skill Focus (Spellcraft), Spell Focus (Evocation), Spell Focus (Necromancy), Taint Spell, Tattoo Focus, Twin Spell, Undead Leadership Epic Feats: Craft Epic Staff, Enhance Spell, Epic Counterspell, Epic Skill Focus (Spellcraft), Epic Spell Focus (Necromancy), Epic Spellcasting, Ignore Material Components, Improved Heighten Spell, Improved Metamagic (X4), Intensify Spell, Master Staff, Multispell (X2), Negative Energy Burst, Scribe Epic Scroll, Undead Mastery, Zone of Animation Environment: Gehenna Organization: with cabal (1d2 demiliches, 1d4 liches, 1d6 vampires); or with guard (1d8 vampires and 1d6 death knights) Challenge Rating: 55 Treasure: Skull Staff of the Necromancer, Robes of the Archlich, Crown of the Undying Lord Alignment: NE Advancement: - Arcane Reach: Velsharoon can use touch spells up to a range of 30 feet. Augmented Hit Points: Velsharoon can withstand greater amounts of physical damage than a regular, mortal wizard. He gains +1 hp per level of experience. Furthermore, he can remain conscious and functional (even in combat) until reduced to -10 hp. Augmented Spellcasting: Velsharoon is able to memorize double the amount of normally available, low-level spells. He can memorize twice the amount of 1st to 12th level spells. These extra spells must be chosen from the school of Necromancy. Brink of Life and Death: Velsharoon may make a Coup de Grace as a standard action. Velsharoon's familiars (normal and stitched flesh) may also use this ability, as long as it is within empathic range and as long as Velsharoon spends a full round helping it. Forge Flesh: Velsharoon may create animated body parts that are under his control. He may create 150 HD worth of body parts in this manner. Master of Life and Death: Any of Velsharoon's spells which target a living creature are cast a +1 DC. Mastery of Counterspelling: When Velsharoon counters a spell, it is fully turned upon the caster as though affected by a spell turning. Mastery of Elements: Velsharoon can alter an arcane spell he casts so it that utilizes a different element from the one it normally uses. This ability can alter a spell with acid, cold, fire, electricity, or sonic descriptor. Velsharoon will usually divine his enemies’ weakness then exploit it with this ability. Mastery of Shaping: Velsharoon can alter area of effect spells that use the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. Reaper's Touch: Velsharoon may sabotage a healing check by making a healing check against the DC to help -5. If successful, the patient looses hitpoints and/or ability scores twice as fast. To realize that patient is being purposely harmed requires a contested Heal check. Shadow Form: This ability enables Velsharoon to shift his form into the Plane of Shadow, becoming a two- dimensional substanceless form, capable of slipping under doors and through tiny cracks. While in this shadowy state, he cannot cast spells or otherwise physically attack other creatures, and is limited to his or her normal movement (possibly augmented by magical items or any spells which were cast prior to entering the shadowy state). Velsharoon can maintain this shadowy state almost indefinitely, provided that he stays fully alert and conscious and remains exclusively in an area of shadows. This power may be used up to five times per day Spell Power: Velsharoon’s effective caster level increases by +1. Skull Scry: This ability enables Velsharoon to see or hear activity through any skull or cadaveric head. The skull or head must not be attached to a spine, nor can it be animated. He can scry through any disembodied skull or head (at a known location) that is up to 57 miles away. In some cases, other types of sensory links may be used with the skull scry ability. Undead Traits: Velsharoon has darkvision and is not subject to critical hits or subdual damage. He is immune to cold, electricity, transmutation, and mind-affecting attacks. Avatar: Velsharoon may create a maximum of 2 avatars at any given time. These avatars may be of any class Velsharoon himself possesses. The maximum HD for these avatars is -10 less than Velsharoon himself. Spellcasting: Velsharoon receives a +10 bonus on all caster level checks to overcome SR. This applies to all spells and spell-like abilities. Within his own Realm, this bonus increases to +12. In addition, Velsharoon casts all Wizard and Cleric spells an bonus to effective caster level (for variables dependant on caster level, as well as for caster level checks to beat SR) equal to his divine rank. This bonus does not stack with the Divine Bonus that all deities receive to all checks. In addition, Velsharoon should have all Spellcraft DCs for base seed reduce by 10, necromantic seeds reduced by -15, and have all modifiers reduced by half, because he is a source of magic in and of himself, and his true form is not limited by the Weave or the alignment of the planes, and therefore can cast Epic Magic much more easily Alternatively, if your campaign uses True Dweomers, Velsharoon gains 10th, 11th, and 12th level spell slots (as per the Arcanist Weave Depth Progression in Netheril, Empire of Magic). These slots can be used either for Metamagic spells, or for True Dweomers (though spell slots from the Divine Spellcasting SDA and Improved Spell Capacity feat cannot be used for True Dweomers). In addition, spells cast by gods have no damage caps. His level 1-9 spell slots also increase indefinitely, at the rate of one spell per day to each spell level (1-9) every 4 levels after 20th level. Divine Immunities: Velsharoon is immune to ability damage, ability drain, acid, death effects, disease, disintegration, energy drain, fire, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment, turning and rebuking. Salient Divine Abilities: Arcane Mastery, Archmage of Necromancy (unique SDA), Call Creature (undead), Control Creature (undead), Divine Spellcasting, Hand of Death (DC 79) Archmage of Necromancy (unique SDA): As Lord of Necromancy, Velsharoon possesses unsurpassed power over the dark arts and the living dead. Velsharoon adds his Intelligence modifier again to the save DCs of his Necromancy spells. He is also able to cast Necromancy spells from any spell list through his arcane spell slots and automatically controls all undead in a 1200 foot radius. He is able to strip any undead of their extraordinary and supernatural powers and his rebuke attempts always succeed. There is also no limit to the amount of undead he can control. A zone of desecration always surrounds him in a 500 foot radius. Furthermore, his Necromancy spells are so potent they affect beings normally immune to necromantic effects. Domain Powers: Death Touch (75d6) 1/day, cast evil spells at +1 to caster level, Extra Turning as a bonus feat. Spell-like Abilities: Velsharoon casts these spells as an 35th level caster. The save DCs are 32 +spell level. Cause Fear, Death Knell, Animate Dead, Death Ward, Slay Living, Create Undead, Destruction, Create Greater Undead, Wail of the Banshee, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Blasphemy, Unholy Aura, Summon Monster IX, Nystul's Magic Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen's Disjunction, Detect Undead, Mass Inflict Light Wounds, Control Undead, Energy Drain. Spells: Velsharoon casts spells as a 80th level Necromancer. He casts evil spells as a 81st level caster and casts Necromancy spells as an 98th level caster. Necromancer Spells/Day (Levels 0-23): 4/16/16/15/15/14/14/14/14/14/14/12/12/7/7/5/5/5/5/3/3/3/3/3; base DC: 34 +spell level, 35 +spell level for Evocation spells, 68 +spell level for Necromancy spells. If his spells target living creatures, the DCs are 35 +spell level, 36 +spell level, and 69 +spell level respectively. Epic Spells/day: 8 arcane. Velsharoon usually prepares the following spells: Animus Blizzard, Demise Unseen, Greater Ruin, Horrible Army of the Dead, Kinetic Control, Momento Mori, Mummy Dust, Tolodine's Killing Wind Possessions: Velsharoon carries the Skull Staff of the Necromancer. He also wears the Robes of the Archlich, which grants him a +10 bonus to his Armor Class, Necromancy spell save DCs, caster level and saving throws. It also allows him to alter the elemental properties of an offensive spell so that it does negative energy damage instead of its original elemental damage. This ability functions as the Archmage’s Mastery of Elements ability. Furthermore, it deals 2d6 points of negative energy damage to Velsharoon; in other words, healing him by that amount. He also wears the Crown of the Undying Lord, which grants him a +6 bonus to his Charisma and Wisdom scores and a +25 insight bonus to his Knowledge (arcana), Knowledge (religion) and Spellcraft skills. It also renders him immune to any effects which are caused by positive energy. Other Divine Powers: As a demipower, Velsharoon may roll a 1 on any check, and never as an automatic failure. He is immortal. Senses: Velsharoon can hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for up to five hours Portfolio Sense: Velsharoon is aware of any creation of an undead creature as long as the event affects at least five hundred people. He is similarly aware whenever an evil lich or necromancer takes a large scale action, and is also aware of the casting of any Necromancy spell. Finally, he is also aware of any successful transition into lichdom. Automatic Actions: Velsharoon can use any skill related to his portfolio as a free action if the DC for the task is 15 or lower. He can perform up to five such free actions each round. Create Magic Items: Velsharoon can create any type of magic item that uses negative energy, necromantic spells, or affects undead as long as the item’s market price does not exceed 4,500 gold pieces. ________________________________________ _______ Skull Staff of the Necromancer: This ancient Imaskari major artifact functions as a +6 ghost touch, mage-tuned, unholy quarterstaff of major spellstoring. It also functions as a staff of the magi and a rod of the epic spellcaster with the following additional spells: No charges: arcane bolt, darkbolt, ghoul glyph, lesser orb of cold, mephit mob, venomous volley 1 charge per use: bestow curse, blood briars, blood snow, burning blood, enervation, incorporeal enhancement, mind poison, orb of cold, undead lieutenant 2 charges per use: animate undead legion, atrophy, battle bright, disanimate, fleshshiver, ghost storm, ghoul gauntlet, night's caress 3 charges per use: avasculate, awaken undead, blackfire, flensing, frostfell, horrid wilting, reaving dispel, wail of the banshee, whirl of fangs, whirlwind of bones The staff also has a permanent skullwatch effect cast upon it and has 50 charges. Velsharoon may apply any metamagic feat he wishes to the spells in the staff. In addition to these abilities, the Skull Staff of the Necromancer also has the following powers: - 5/day, May create a circle of coldfire which deals 5d10 points of negative energy damage to any creature in a 50 ft. radius. This drains 3 charges from the staff. - Any creature struck by the staff takes a -5 penalty to saving throws against Necromancy spells. - 2/day, The staff may unleash a cloud of negative energy 20 ft. by 20ft. which deals 1d8 points of negative energy damage/Intelligence modifier. All undead creatures caught in the cloud instantly fall under the command of the staff's wielder. This drains 5 charges from the staff. - 5/day, May planeshift five willing or unwilling living creatures to the Negative Energy Plane. This drains 2 charges from the staff. |
| Tebryn1407-02-05, 06:22 PM | Sorry, I'm here. Tiamat is in Faiths and Pantheons. Mortanius, nice job on Velsharoon. The only issue I picked out was that he has 3 more levels than he should. HD=70+1/2 DVR. But that's really a very minor issue, and otherwise, excellent job. The SR was also miscalculated, I think, as was the DC for Hand of Death, but I might be wrong, you're usually more meticulous with these things than I, after all. Were there any other requests, besides the two from Legends and Lore on the last page? |
| kgmiller07-02-05, 08:44 PM | Hello Tebryn14 I thought you did a marvelous job on the Great Spirit, and was wondering if you could do Gaea, Please. Kevin :) |
| Tebryn1407-02-05, 09:18 PM | Yes, absolutely. I've had an urge to tackle Gaea for some time, and I think she's in Legends and Lore as well. If she isn't, I know for a fact that there's info for her in On Hallowed Grounds, so... BTW, I think that after I've done these three, I'll redo (maybe w/power clause) Kanchelsis. What do you all think? YAY THIS IS POST #1000, WOOHOO! :D |
| Mad Mage07-02-05, 11:53 PM | Yes, absolutely. I've had an urge to tackle Gaea for some time, and I think she's in Legends and Lore as well. If she isn't, I know for a fact that there's info for her in On Hallowed Grounds, so... Didn't Jorda post stats for her on pg. 23 towards the bottom? |
| Tebryn1407-03-05, 12:12 AM | I'll do her again. I didn't quite agree with how Jorda envisioned her, and I'd wanted to do my version for a while anyway. They'll be here for comparison. |
| Mad Mage07-03-05, 01:15 AM | I'll do her again. I didn't quite agree with how Jorda envisioned her, and I'd wanted to do my version for a while anyway. They'll be here for comparison. I thought as much. Let's see... any other deities you see needing a post? |
| Tebryn1407-03-05, 01:34 AM | I thought as much. Let's see... any other deities you see needing a post? I'm not sure what you mean by "post". I might be looking for a more complicated thought than you meant to convey, but... |
| Lord Mortanius07-03-05, 02:09 AM | Sorry, I'm here. Tiamat is in Faiths and Pantheons. Mortanius, nice job on Velsharoon. The only issue I picked out was that he has 3 more levels than he should. HD=70+1/2 DVR. But that's really a very minor issue, and otherwise, excellent job. The SR was also miscalculated, I think, as was the DC for Hand of Death, but I might be wrong, you're usually more meticulous with these things than I, after all. Were there any other requests, besides the two from Legends and Lore on the last page? I'll shear off the three extra levels in the next edit. The Hand of Death DC was miscalculated; it should be higher than the one I listed above; since I use the 20+1/2 HD +DvR +Cha formula for all SDAs that allow a save. |
| Tebryn1407-03-05, 02:14 AM | I'll shear off the three extra levels in the next edit. The Hand of Death DC was miscalculated; it should be higher than the one I listed above; since I use the 20+1/2 HD +DvR +Cha formula for all SDAs that allow a save. Ok, all good! Again, I want to tell you what an excellent work he is. I congratulate you, and hope you'll continue your statting career. |
| Mad Mage07-04-05, 08:51 PM | 1) I was reading your index, and it shows no stats for Ramman & Tchazzar have been posted EVER. Is that true? 2) Ibrandul's stats in this thread says his favored weapon is a Heavy Pick, while in LEoF, it says he favors a greatclub. |
| Slime Lord07-04-05, 09:55 PM | 1) I was reading your index, and it shows no stats for Ramman & Tchazzar have been posted EVER. Is that true? 2) Ibrandul's stats in this thread says his favored weapon is a Heavy Pick, while in LEoF, it says he favors a greatclub. 1. Your right. As much as I've personally scaned over Teb's, Jordans and the other's deities, I don't think I've ever seen these gods posted. 2. It is possible Ibrandul was statted before this particular sourcebook was realsed. Either way though, who ever posted him took the weapon from a sourcebook and didn't create it. This Club could be the author of LEoF mistake, maybe the author of the mentioned deity in this thread, or just a big mistake in general. Now, with that said. I'm not Tebyrn or the others so they may be able to give you the proper enlightement. :) As if it took long to guess who I was... |
| Nynshari07-05-05, 11:21 AM | Were there any other requests, besides the two from Legends and Lore on the last page? I had asked about a power-claused Bane and Cyric, as I didn't see them on the index. If you don't feel like it, though, that's fine. I'm using both your power-claused Lolth and Shar IMC sometime within the next few days. I can't wait to see the reactions :devil: And bring on Kanchelsis! I've wanted to see him on here for awhile ... |
| Slime Lord07-05-05, 04:34 PM | I had asked about a power-claused Bane and Cyric, as I didn't see them on the index. If you don't feel like it, though, that's fine. I'm using both your power-claused Lolth and Shar IMC sometime within the next few days. I can't wait to see the reactions :devil: And bring on Kanchelsis! I've wanted to see him on here for awhile ... Now what is this whole PowerClause thing? |
| Tebryn1407-07-05, 10:25 PM | Now what is this whole PowerClause thing? Ok, power claused Bane and Cyric, I just have to add those to my serious backlog. I have two Legends and Lore deities, a new version of Kanchelsis, Gaea, and those two, I think I can get them soon (I hope). Sorry I've been absent, but I work 40 hours a week, and I've been going out every night because one of my friends is leaving on vacations for the next month, and another friend is going to spend her entire Junior year in China studying, so I'm spending as much time as possible with her. But she'll be in Colorado for the next two weeks, so I forsee many deities in our future. Am I missing any, and please don't think I'm not trying, I'm just very busy. The power clause is basically a new set of rules that I designed, with help of course, to raise the power level of deities (and powerful outsiders) to where I think they should be. It can be viewed on page one of this thread, beneath the index. |
| Green Giant07-07-05, 11:40 PM | I was curious... do the Githzerai of the Realms cosmos have a deity? If so, are there stats for it in this thread? Almost missed this post. The Githzerai don't have a deity but they do revere a king whom they believe to be a god known as the Great Githzerai. I did post his stats in the Planescape NPC Characters thread but it is not sticky. However here he is once again. Enjoy. :) Zaerith Menyar-ag-Gith the Great Githzerai Fighter 16/Wizard 23 Medium Outsider (Augmented Humanoid [Githzerai], Extraplanar, Psionic) Divine Rank: 0 Hit Dice: 16d10+112 (Fighter) plus 23d4+161 (Wizard) (525 hp) Initiative: +11 (+7 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 24 (+7 Dex, +7 deflection) touch 24, flat-footed 17 Base Attack/Grapple: +25/+36 Attack: Spell +36 melee touch or +32 ranged touch Full Attack: Spell +36 melee touch or +32 ranged touch Damage: By weapon or spell. Face/Reach: 5 ft./5 ft. Special Attacks: Psi-like abilities. Special Qualities: Darkvision 60 ft., DR 10/epic, divine immunities, fire resistance 5, immortality, planar subsitution level (fighter 8th-level, wizard 10th-level), PR 44, SR 32. Saves: Fort +26, Ref +22, Will +26 Abilities: Str 33, Dex 24, Con 24, Int 40, Wis 25, Cha 24 Skills: Appraise +25, Autohypnosis +21, Balance +19, Bluff +17, Climb +30, Concentration +33 (+37 when casting defensively), Craft (alchemy) +30, Craft (armorsmithing) +34, Craft (weaponsmithing) +34, Decipher Script +30, Diplomacy +33, Disguise +17 (+19 acting), Handle Animal +26, Hide +17, Intimidate +28, Jump +32, Knowledge (arcana) +41, Knowledge (architecture and engineering) +30, Knowledge (dungeoneering) +30, Knowledge (geography) +30, Knowledge (history) +30, Knowledge (local) +30, Knowledge (nature) +30, Knowledge (nobility and royalty) +30, Knowledge (psionics) +32, Knowledge (religion) +35, Knowledge (the planes) +35, Listen +17, Move Silently +17, Profession (anarchmancer) +22, Psicraft +27, Ride (horse) +28, Search +25 (+27 with hidden or secret doors), Sense Motive +17, Spellcraft +45, Spot +17, Swim +30, Tumble +19. Feats: Chaos Shaper*, Combat Casting, Combat Expertise, Craft Magic Arms and Armor, Craft Wondrous Item, Dodge, Empower Spell, Extend Spell, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Iniative, Improved Unarmed Strike, Mobility, Practiced Spellcaster (wizard), Psionic Fist, Psionic Meditation, Psionic Weapon, Quicken Spell, Scribe Scroll{B}, Silent Spell, Spell Penetration, Spring Attack, Still Spell, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack Epic Feats: Epic Spellcasting. Divine Immunities: Ability damage, ability drain, energy drain, mind-affecting effects, transmutation. Psi-like Abilities: 3/day – catfall, concussion blast, psionic daze (DC 36), inertial armor; 1/day – psionic plane shift. Wizard Spells/Day (4/8/8/8/7/7/7/7/6/6; base DC = 25 + spell level; caster level 27th). Epic Spells Per Day: 2 Climate/Terrain: Limbo (Shr'akt'lor) Organization: Solitary Challenge Rating: ? Treasure: Unknown Alignment: Chaotic neutral Advancement: By character class Possessions: Unknown. Sources: Planes of Chaos (2E), PHB 3.5, DMG 3.5, Manual of the Planes (3E), Planar Handbook (3.5E), Epic Level Handbook (3E), Expanded Psionics Handbook (3.5E), Complete Arcane (3.5E), and Deities and Demigods (3E). Chaos Shaper [General] You are attuned to the chaos of Limbo and are more easily able to control and stabilize an area. Such beings are known as anarchs. Benefit: For the purpose of controlling the raw areas of Limbo and forming a stabilized area, your Wisdom score is treated as 4 points higher than its actual value. You also treat Profession (anarchmancer) as a class skill. With such a class skill, a character can create objects by simply substituting Profession (anarchmancer) with the appropriate class skill. An example, a character trying to create a sword from raw limbo can make a DC 15 Profession (anarchmancer) check to create such a sword. All such objects must fit within the area of control. |
| Nynshari07-08-05, 12:34 PM | No rush, Tebryn - just whenever you get a chance is fine with me :) |
| Mad Mage07-08-05, 05:21 PM | Interesting stats, Green Giant. That's one less burning question for me. :cool: Me, though, I have an idea for a lesser Faerunian deity, despite the need for trimming down the number of divine beings. He's really a protector of those in darkness, particularly the Underdark. Here's what I've thought up so far. Jasdouhan Lesser Faerunian Deity The Wanderer in the Dark, He Who Watches Your Back, The Friend in the Darkness Symbol: A shroud of darkness being shattered by a hammer head Home Plane: Deep Caverns Alignment: Lawful Good Portfolio: Protection against darkness, safe travel in the Underdark Worshippers: Paladins, rangers, rogues, travelers Cleric Alignments: LG, LN, NG Domains: Cavern, Good, Law, Protection, Travel Favored Weapon: "Shadowcrusher" (Maul) Paladin 20/Rogue 10/Shadowbane Inquisitor 10* Medium Outsider (Good, Lawful) Divine Rank: 6 Hit Dice: 20d8+20 (Outsider) plus 20d10+20 (Pal) plus 10d6+10 (Rog) plus 10d10+10 (Inq) (580 hp) Abilities: 30 Str 34 Dex 30 Con 24 Int 28 Wis 32 Cha Domain Powers: Stonecunning; cast Good spells at +1 caster level; cast law spells at +1 caster level; /day Protective Ward on touched subject; /day Freedom of Movement Skills: Feats: Salient Divine Abilities: Possessions: Jasdouhan's preferred weapon is Shadowcrusher, a brillant energy Holy Avenger maul. For armor, Jasdouhan wears a suit of +2 silent moves mithral full plate armor. Other Divine Powers Portfolio Senses: Jasdouhan senses any travel through night or the Underdark that may affect at least 500 people, such as a convoy of traders that may benefit a populated settlement. Automatic Actions: Jasdouhan may use Diplomacy, Intimidate, Hide, Move Silently and Sense Motive as free actions as long as the DC of the task is 20 or lower. He can perform up to 5 such actions each round. Create Magical Items: Jasdouhan can create any magical item that deals with fast or stealthy movement, as well as any melee weapon, as long as the item in question does not exceed a market price of 30,000 gp. Avatars: With his newfound divinity, Jasdouhan is cautious to send avatars in order to maintain his essence. Usually, he sends Hammer Archons** or Hound Archon Heroes to aid large bands of threatened worshippers instead. Sources Used: Complete Adventurer*, 3.5 Edition Core Rulebooks, Deities & Demigods, Faiths & Pantheons, Races of Stone** Will continue over time. |
| Slime Lord07-08-05, 05:27 PM | Interesting stats, Green Giant. That's one less burning question for me. :cool: Me, though, I have an idea for a lesser Faerunian deity, despite the need for trimming down the number of divine beings. He's really a protector of those in darkness, particularly the Underdark. Here's what I've thought up so far. Jasdouhan Lesser Faerunian Deity The Wanderer in the Dark, He Who Watches Your Back, The Friend in the Darkness Symbol: A shroud of darkness being shattered by a hammer head Home Plane: Deep Caverns Alignment: Lawful Good Portfolio: Protection against darkness, safe travel in the Underdark Worshippers: Paladins, rangers, rogues, travelers Cleric Alignments: LG, LN, NG Domains: Cavern, Good, Law, Protection, Travel Favored Weapon: "Shadowcrusher" (Maul) Paladin 20/Rogue 10/Shadowbane Inquisitor 10* Medium Outsider (Good, Lawful) Divine Rank: 6 Hit Dice: 20d8+ (Outsider) plus 20d10+ (Pal) plus 10d6+ (Rog) plus 10d10+ (Inq) Domain Powers: Stonecunning; cast Good spells at +1 caster level; cast law spells at +1 caster level; /day Protective Ward on touched subject; /day Freedom of Movement Possessions: Jasdouhan's preferred weapon is Shadowcrusher, a brillant energy Holy Avenger maul. For armor, Jasdouhan wears a suit of +2 silent moves mithral chainmail. Other Divine Powers Portfolio Senses: Jasdouhan senses any travel through night or the Underdark that may affect at least 500 people, such as a convoy of traders that may benefit a populated settlement. Automatic Create Magical Items: Jasdouhan can create any magical item that deals with fast or stealthy movement, as well as any melee weapon, as long as the item in question does not exceed a market price of 30,000 gp. Avatars: With his newfound divinity, Jasdouhan is cautious to send avatars in order to maintain his essence. Usually, he sends Sources Used: Complete Adventure*, 3.5 Edition Core Rulebooks, Deities & Demigods, Faiths & Pantheons Will continue later. Already a lesser and is a newer deity? Ponderful indeed. I love the bold part ;) |
| Mad Mage07-08-05, 06:39 PM | Already a lesser and is a newer deity? Ponderful indeed. I love the bold part ;) This is somewhat of a long-term project, knowing the inevibility of the house expansion. How are the changes I made so far? |
| Tebryn1407-09-05, 05:01 PM | I like the concept, Mad Mage. Here is the first of at least 2 deities I want to get posted this weekend, since I now have a backlog of 6 (make that 5 now). Tezcatlipoca The Smoking Mirror Intermediate Deity Symbol: Dark mirror Home Plane: Prime Material/Earth/Ursa Major Alignment: Chaotic Evil Portfolio: Treachery, night, warriors. Worshipers: Thieves, witches, assassins, evildoers. Cleric Alignments: CE, CN, NE Domains: Chaos, Darkness, Evil, Trickery, War Favored Weapon: Claws Tezcatlipoca’s natural form is that of a large jaguar. He can also take the form of a human rogue. Rogue 16/Assassin 5/Shadowdancer 5/Fighter 16 Large Outsider (Evil, Chaotic, Extraplanar) Divine Rank: 15 Hit Dice: 20d8+200 (outsider) plus 16d6+160 (rogue) plus 5d6+50 (assassin) plus 5d6+50 (shadowdancer) plus 16d10+160 (fighter) (1096 hp) Initiative: +18, always first (+14 Dex, +4 Improved Initiative, Supreme Initiative) Speed: 120 ft. (60 ft. in thief form) AC: 76 (77 in thief form) (+14 Dex, +15 divine, +28 natural, +10 deflection) touch 48, flat-footed 62 Base Attack/Grapple: +41/+73 Attacks: 2 claws +74 melee and bite +67 melee; or +5 keen speed obsidian dagger of venom +80/+80/+75/+70/+65 melee; or spell +69 melee touch or +70 ranged touch. Damage: Claws 2d8+34+poison; bite 2d10+6; +5 keen speed obsidian dagger of venom 1d4+20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack +11d6, death attack (DC 24), crippling strike, pounce, improved grab, rake, poison. Special Qualities: Divine immunities, DR 25/epic, fire resistance 20 understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication 15 miles, godly realm, greater teleport at will, plane shift at will, SR 47, divine aura (1,500 ft., DC 35), summon shadow, shadow jump 20 ft., evasion, trap sense +5, defensive roll, opportunist, hide in plain sight, shadow illusion, darkvision. Saves: Fort +58, Ref +62, Will +55 Abilities: Str 36, Dex 38, Con 30, Int 28, Wis 25, Cha 30 Skills*: Appraise +39, Balance +69, Bluff +85, Climb +58, Concentration +35, Diplomacy +59, Disable Device +44, Disguise +71, Escape Artist +57, Forgery +39, Gather Information +49, Hide +105, Intimidate +58, Jump +80, Knowledge (arcana) +34, Knowledge (religion) +34, Knowledge (Planes) +34, Knowledge (History) +34, Knowledge (Nature) +34, Listen +71, Move Silently +74, Open Lock +44, Perform (Dance) +35, Search +56, Sense Motive +42, Sleight of Hand +48, Spellcraft +44, Spot +71, Survival +46, Swim +53, Tumble +69.*Always receives a 20 on checks. All above modifiers are for his thief form. In jaguar form, he receives a +4 to Balance and Move Silently, and a +24 to jump. Feats: Alertness, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Exceptional Deflection, Great Charisma, Great Cleave, Improved Bullrush, Improved Disarm, Improved Initiative, Improved Trip, Improved Unarmed Strike, Infinite Deflection, Lingering Damage, Mobility, Multiattack, Power Attack, Quick Draw, Reflect Arrows, Snatch Arrows, Sneak Attack of Opportunity, Spring Attack, Sunder, Track, Weapon Finesse, Weapon Focus (Claw), Weapon Focus (Dagger), Weapon Specialization (Claw), Weapon Specialization (Dagger), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Annihilating Strike, Avatar, Battlesense, Divine Blast (13/day, 25d12, 15 miles), Divine Dodge (65%), Divine Glibness, Divine Shield (13/day, stops 150 points of damage), Divine Skill Focus (Hide), Divine Weapon Focus (Claw), Divine Weapon Focus (Dagger), Divine Weapon Specialization (Claw), Extra Domain (Trickery), Extra Domain (War), Hand of Death (DC 44), Shift Form, Supreme Initiative. Shift Form: This ability allows Tezcatlipoca to shift between his jaguar and thief forms. Domain Powers: Cast chaotic spells at +1 caster level; cast evil spells at +1 cast level; free Blind-Fight; free Weapon Focus Spell-like Abilities: Tezcatlipoca uses these abilities as an 25th level caster, except for chaotic spells and evil, which he uses as a 26th level caster. The save DCs are 35 + spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX (cast as a chaotic or evil spell only), Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Obscuring Mist, Blindness/Deafness, Blacklight, Armor of Darkness, Darkbolt, Prying Eyes, Nightmares, Power Word, blind, Power Word, kill, Change Self, Invisibility, Nondetection, Confusion, False Vision, Mislead, Screen, Polymorph any Object, Time Stop, Magic Weapon, Spiritual Weapon, Magic Vestment, Divine Power, Divine Strike, Blade Barrier, Power Word, stun. Pounce (Ex): If Tezcatlipoca leaps upon a foe during the first round of combat, he may make a full attack action even if he has already taken a move action, while in panther form. Improved Grab (Ex): To use this ability, Tezcatlipoca must hit with a claw or bite attack. If he gets a hold, he can rake. Rake (Ex): If Tezcatlipoca gets a hold, he can make two rake attacks (+74 melee) with its hind legs for 2d8+34 points of damage (plus poison). Assassin Spells/Day: 6/4/2; base DC=19+spell level. Poison (Ex): Claw, Fortitude save (DC 51); initial damage 1d6 temporary constitution and 1 point permanent constitution drain; secondary damage 2d6 temporary constitution and 2 points permanent constitution drain. Possessions: Tezcatlipoca carries a +5 speed keen obsidian dagger of venom. This weapon’s venom function affects any creature struck by it, with no limit on its usage. Other Divine Powers As an intermediate deity, Tezcatlipoca receives a 20 on any check he makes. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal Senses: Tezcatlipoca can see, hear, touch, and smell at a distance of 15 miles. As a standard action, he can perceive anything within 15 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 15 hours. Portfolio sense: Tezcatlipoca is aware of any act of treachery on any world in which his pantheon has a presence the instant it happens and retains the sensation for 15 weeks after the event occurs. He is likewise aware of anything that takes place under cover of darkness. Automatic actions: Tezcatlipoca can use Move Silently, Hide, and Bluff as a free action as long as the DC is 25 or lower. He can perform up to 10 such free actions each round. Create Magic Items: Tezcatlipoca can create simple and martial magic weapons, and items dealing with darkness or treachery, as long as the market price does not exceed 250,000 gp. |
| Tebryn1407-09-05, 10:15 PM | Ok, I couldn't find Lu Yueh. He isn't in Legends and Lore, and he isn't mentioned in On Hallowed Grounds, so unless someone has a reference he doesn't exist. I guess I'll move on to Kanchelsis. |
| Kuje3107-09-05, 10:34 PM | Ok, I couldn't find Lu Yueh. He isn't in Legends and Lore, and he isn't mentioned in On Hallowed Grounds, so unless someone has a reference he doesn't exist. He/she isn't in the deity file either, so he/she doesn't exist. :) Edit: Kan is mentioned in On Hallowed Ground, if you missed my PM. :) Edit 2: I deleted your email addy, can you send it to me as a PM. :) |
| Tebryn1407-10-05, 09:29 PM | Here is my new version of Kanchelsis. This one was hard. Feedback would be appreciated. Kanchelsis/Mastraacht By Tebryn14 Intermediate Planar Deity Symbol: Drop of blood Home Plane: The Abyss/ 487th layer/ The Lair of the Beast; The Mansion of the Rake Alignment: Chaotic Evil Portfolio: Blood, Debauch, Vampirism, Magic Worshippers: Vampires, nosferatu, other undead, killers, desperate hemophiliacs, deranged elves Cleric Alignments: CE, NE, CN Domains: Bestial, Chaos, Evil, Magic, Trickery, Undeath Favored Weapon: claw According to legend, Kanchelsis was born of the collective blood of the Seldarine. Whether this is true or not, Kanchelsis has conspired for eons against the Elf Lords, and hates them with a passion. Kanchelsis has two “aspects”, both usually appearing as a vampire elf or half elf. One, called the Beast is vicious, consumed with bloodlust and savagery. The other is the Rake, and reflects the other half of the vampire’s nature; cool, sophisticated, and deadly. Not truly different aspects, the two are merely moods of Kanchelsis, the Animal emerging from the dominant Discharged in response to outside events or the god’s own rage. Kanchelsis’ dual realms both have something in common; they are flowing with blood. Stats in parentheses are for the Beast form. Rogue 15/Illusionist 25 Medium-Size Outsider (Chaotic, Extraplanar, Undead, Evil) Divine Rank: 14 Hit Dice: 20d12 (outsider) plus 15d12 (rogue) plus 25d12 (wizard) (720 hp) (900 hp) Initiative: +16 (+12 Dex, +4 Improved Initiative) (+17) Speed: 60 ft., fly 90 ft. (good, bat form) AC: 78 (+12 Dex, +14 divine, +27 natural, +15 deflection) touch 51, flat-footed 66 (75 [+13 dex, +14 divine, +13 deflection, +27 natural, -2 circumstance) touch 50, flat footed 64) Base Attack/Grapple: +40/+67 Attacks: 2 +5 keen chaotic unholy wounding claws +73 melee, and +5 keen chaotic unholy bite +70 melee; or spell +67 melee touch or +56 ranged touch, (2 +5 keen chaotic unholy wounding claws +76/+76 melee [two attacks each claw], and +5 keen unholy chaotic bite +73 melee; or by spell +70 melee touch or +57 ranged touch). Damage: +5 keen chaotic unholy wounding claws 2d6+18+energy drain/17-20; and +5 keen chaotic unholy bite 3d6+24+energy drain/19-20 x3; or by spell. (+5 keen chaotic unholy wounding claws 2d6+21+energy drain; and +5 keen chaotic unholy bite 3d6+29+energy drain) Face/Reach: 5 ft by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, domination (DC 55), energy drain, blood drain (1d6 Con instead of 1d4), children of the night, create spawn, charm person gaze, Special Qualities: Divine aura (1,400 ft, DC 39), divine immunities, fire resistance 19, godly realm (10 miles), plane shift at will, remote communication 14 miles, SR 46, greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 14 miles, +4 turn resistance, gaseous form, spider climb, alternate form (bat, wolf, dire bat, dire wolf), fast healing 30 (40 as Beast), vampire weaknesses (immune to running water, garlic, holy symbols, and staking), scent, trap sense +5, scent, undead qualities, familiar (wolves) Saves: Fort +46, Ref +60 (+61), Will +57 (+55) Abilities: Str 36 (42), Dex 35 (36), Con -, Int 36 (30), Wis 32 (28), Cha 40 (36) Skills*: Balance +58, Bluff +87, Concentration +74, Craft (Alchemy) +84, Decipher Script +52, Diplomacy +71, Disguise +76, Escape Artist +46, Forgery +52, Gather Information +54, Hide +84, Intimidate +79, Jump +64, Knowledge (arcana) +80, Knowledge (religion) +77, Knowledge (History) +67, Knowledge (Planes) +67, Knowledge (Royalty and Nobility) +57, Listen +80, Move Silently +74, Ride +31, Search +60, Sense Motive +73, Spellcraft +87, Spot +80, Survival +55, Tumble +56. *Always receives a 20 on checks. In Beast form, Kanchelsis receives the following penalties on skills based on their key ability score: +3 Str, +1 Dex, -3 Int, -2 Wis, -2 Cha. Feats: Alertness, Blind-fight, Brew Potion, Cleave, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Items, Deflect Arrows, Dodge, Empower Spell, Improved Disarm, Improved Initiative, Improved Trip, Improved Unarmed Strike, Knock-Back, Lightning Reflexes, Maximize Spell, Mobility, Multi-attack, Power Attack, Scribe Scroll, Silent Spell, Snatch Arrows, Spell Mastery, Spell Penetration, Spring Attack, Track, Weapon Focus (Claw), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality (DC 45 for duplicated spells), Alter SizeArcane Mastery, Automatic Metamagic (quickened wizard spells), Avatar (10), Battle Sense, Divine Blast (18/day, 14 miles, 29d12 points), Divine Fast Healing, Divine Spellcasting, Divine Vampire*, Extra Domain (Undeath), Extra Domain (Magic), Extra Domain (Trickery), Instant Counterspell, Shift Form, Spontaneous Wizard Spells. Shift Form: This ability allows Kanchelsis to shift between his Beast and Rake forms. The transformation from Rake to Beast takes 1 round, and the return transformation takes ten minutes, during which Kanchelsis must be undisturbed. The following changes are in effect when Kanchelsis is in the Beast form: +6 Str, +1 Dex, -6 Int, -4 Wis, -4 Cha; max HP increase to 900 (as if due to an increase in Con); he receives 1 extra attack each round with each claw (4 claw attacks per round); he may only cast spells as a 10th level wizard, losing access to spells above 5th level, and having his spells per day reduced; if he has already exceeded his new spells/day, he may not cast spells of that level; There are certain abilities that Kanchelsis may not use in Beast form, or that he may only use in Beast form, which are noted below under the description of the Divine Vampire SDA. Domain Powers: Cast chaotic spells at +1 caster level; scent ability; cast evil spells at +1 caster level; use spell completion and spell trigger items as a wiz32 Spell-like Abilities: Kanchelsis uses there abilities as a 24th level caster, except for chaotic and evil spells, which he uses as a 25th level caster. The save DCs are 37+spell level. Magic Fang, Bull’s Strength, Greater Magic Fang, Claws of the Savage, Charm Monster, Hold Monster, Whirlwind of Teeth, Spread of Savagery, Were-doom, Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Nystul’s Undetectable Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen’s Disjunction, Detect Undead, Animate Dead, Death Ward, Circle of Doom, Control Undead, Create Greater Undead, Energy Drain, Change Self, Invisibility, Nondetection, Confusion, False Vision, Mislead, Screen, Polymorph any Object, Time Stop. *Cast as an evil or chaotic spell only. Divine Vampire (Unique SDA) As the divine epitome of vampires, Kanchelsis has all of the abilities of a normal vampire, but his powers are greater, and are affected by his form (Beast or Rake), as noted below. The save DCs are 55. All powers function as for normal vampires except where noted below. Blood Drain: Kanchelsis’s blood drain deals 1d6 points of Constitution drain per round instead of 1d4. In addition, anytime he deals damage with his bite attack, he deals one point of temporary Constitution damage. For every 2 points of Consitution drain (not damage) he deals, his Strength and Dexterity each increase by 1 point each, and his speed increases by 5 ft, in all forms. This benefit lasts until he goes 20 minutes without draining. Anytime that Kanchelsis drains blood, there is a 5% chance that he shifts into Beast form whether he wants to or not. Energy Drain: Though his energy drain still imposes 2 negative levels, all 3 attacks he makes per round (2 claws and 1 bite) cause the victim to suffer 2 negative levels. Even while in Beast form, when he has 5 attacks per round (4 claws, 1 bite), he may still only deal 6 total negative levels each round in this fashion. Charm Monster Gaze: Kanchelsis also has a gaze attack to a range of 120 ft. Creatures who fail their save suffer the affects of a Charm Monster spell. He may use this ability in both forms. Dominate Person: Kanchelsis retains the vampire’s Dominate ability. It is exactly the same as for a normal vampire, but extends to 60 ft. instead. He may only use this ability in Rake form. Children of the Night: Kanchelsis exercises a greater deal of control over certain creatures than normal vampires do. In Beast form, he may summon 3d6 dire wolves or worgs at will. In both forms, he may summon 10d10 rats, bats, dire rats, or dire bats at will. Create Spawn: All humanoids or monstrous humanoids whose Constitution score Kanchelsis reduces to 0 through his blood drain ability rise as vampires, not vampire spawn. Gaseous Form: Kanchelsis may only take gaseous form at will in his Rake form. Either form takes gaseous state when reduced to 0 HP. Alternate Form: Kanchelsis may take the form of a wolf or dire wolf, but only in Beast form. In either form, he can take the shape of a bat or dire bat. Fast Healing: Kanchelsis has fast healing 30 while in Rake form. In Beast form, he has fast healing 40, but only while he remains on the ground. Vampire Weaknesses: Kanchelsis is unaffected by running water, garlic, or holy symbols, but holy water deals 5d10 points of damage to him on a direct hit, 2d10 on a splash, and 10d10 for complete immersion. This damage cannot be repaired through fast healing, and automatically forces him to assume Beast form. It also alerts the deity whose priest created the holy water to Kanchelsis’ presence. Kanchelsis can withstand sunlight for up to 60 minutes, after which it deals 5d10 points of damage per round of exposure, which likewise cannot be healed through fast healing. He may not enter a consecrated area. Blood Control: Kanchelsis’ claws act as wounding weapons. Wizard/Day (Levels 0-13): 4/8/7/7/7/7/6/6/6/6/2/2/2/2; base DC=24+spell level. (4/7/7/5/5/4; base DC=21+spell level). Other Divine Powers As an intermediate deity, Kanchelsis automatically receives a die result of 20 on any check. She treats a 1 on a saving throw normally and not as an automatic failure. She is immortal. Senses: Kanchelsis can see, hear, touch, and smell (including scent ability and tracking) at a distance of 14 miles. As a standard action, he can perceive anything within 14 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank and lower at up to two remote locations at once for up to 14 hours. Portfolio Sense: Kanchelsis senses anytime anyone is transformed into a vampire the instant it happens and retains the sensation for 14 tendays after the event occurs. He likewise senses the actions of any vampire of 20th level or higher, and anytime any vampire feeds. Automatic Actions: Kanchelsis can use Bluff, Hide, Move Silently, Listen, Spot, Spellcraft, and Sense Motive as a free action if the DC for the task is 25 or lower. He can perform up to 10 such free actions each round. Create Magic Items: Kanchelsis can create any magic items specifically intended for use by undead, or having to do with blood, or that causes a bleeding wound, as long as the market price does not exceed 200,000 gp. |
| Nynshari07-11-05, 11:07 AM | Great job on Kanchelsis, Tebryn :D |
| Tebryn1407-12-05, 07:52 PM | Ok, people, we have reached an important point that I wish to discuss with all of you. It recently occured to me that we aren't really an appropriate thread to have on an FR board, as we long ago stopped being FR statters. Every pantheon worshipped on Faerun is finished, we're really onto planar pantheons by far. So, I have petitioned a mod to move this thread to the Generic D&D Deities and the Planes forum. I think we'll get better publicity, and more feedback for both deities and the power clause. So I'd like to know how you all feel about that: the statters, the fans, and the lay readers. BTW, I have not actually decided to make the move, I am merely seeing how it would be regarded now that I know that it is feasible. |
| Slime Lord07-12-05, 08:32 PM | Ok, people, we have reached an important point that I wish to discuss with all of you. It recently occured to me that we aren't really an appropriate thread to have on an FR board, as we long ago stopped being FR statters. Every pantheon worshipped on Faerun is finished, we're really onto planar pantheons by far. So, I have petitioned a mod to move this thread to the Generic D&D Deities and the Planes forum. I think we'll get better publicity, and more feedback for both deities and the power clause. So I'd like to know how you all feel about that: the statters, the fans, and the lay readers. BTW, I have not actually decided to make the move, I am merely seeing how it would be regarded now that I know that it is feasible. All I know is that I wouldn't be able to read the thread because I'd constantly forget of it's existance if it's moved. But it's your go, you did start the thread and post the most anymore... |
| Tebryn1407-12-05, 08:38 PM | All I know is that I wouldn't be able to read the thread because I'd constantly forget of it's existance if it's moved. But it's your go, you did start the thread and post the most anymore... You could always post a link to the new location on your desktop. "What's this link too? OH! That deity thread I used to read!" |
| Mad Mage07-12-05, 09:15 PM | Okay, thread linked. Since it's been a while, and the other thread is obviously down, why don't these see if/that these deities got reposted? - Luthic - Yurtus (to make sure that all who want to view the whole Orc Pantheon - like me - have their fill) - Marthammor Duin - Dugmaren Brightmantle - Urogolan |
| Unamis07-13-05, 05:29 AM | It recently occured to me that we aren't really an appropriate thread to have on an FR board, as we long ago stopped being FR statters. Every pantheon worshipped on Faerun is finished, we're really onto planar pantheons by far. Actually, acording to the index, some of the gods in Mulhorandi and the Untheric pantheons have not been statted, or haven't atleast been added to the said index. But as for the movement, I think I'm ok with it. But you, Tebryn, should also ask yourself if you want this to happen. The Deities forum in the general D&D area tends to be a lot more crowded, as you said yourself. This also means a lot of extra work for you, as new people will rush to ask for the stats of their favorite deity. But hey, that's life! If you decide to move, I'll just put the link in my signature so that I won't forget the whole thing. That's also free advertising for you! ;) |
| Tebryn1407-13-05, 07:58 AM | Actually, acording to the index, some of the gods in Mulhorandi and the Untheric pantheons have not been statted, or haven't atleast been added to the said index. But as for the movement, I think I'm ok with it. But you, Tebryn, should also ask yourself if you want this to happen. The Deities forum in the general D&D area tends to be a lot more crowded, as you said yourself. This also means a lot of extra work for you, as new people will rush to ask for the stats of their favorite deity. But hey, that's life! If you decide to move, I'll just put the link in my signature so that I won't forget the whole thing. That's also free advertising for you! ;) All the Egyptian deities of note were statted either here or in DDG. The only members of the Babylonian pantheon remaining on Toril are Hoar and Tiamat, who really isn't Babylonian to begin with. It'll be a bit extra work, but I'll also get a lot more help. They can start the other Greyhawk deities, and there are a huge number of them. I can still control the pace, its my thread, after all ;). I'm glad to see you're all ok with it. |
| Nynshari07-13-05, 12:49 PM | I think it's a good idea. This is a great thread and should be limited to just Faerunian deities. I'll definitely still keep up with it. And *prods Unamis to his private messages* (your box is full) ;) |
| Slime Lord07-13-05, 01:17 PM | I think it's a good idea. This is a great thread and should be limited to just Faerunian deities. I'll definitely still keep up with it. And *prods Unamis to his private messages* (your box is full) ;) Ha! She said it SHOULD be limited to Faerun Deities! |
| limetom07-15-05, 09:40 PM | Is there ANY way to get links posted on the main page where all the deities are listed? The listed page numbers are inaccurate, and it takes way too long to find a specific deity in the thread. Any action on this would be greatly appreciated, thanks... |
| Tebryn1407-16-05, 12:39 AM | Is there ANY way to get links posted on the main page where all the deities are listed? The listed page numbers are inaccurate, and it takes way too long to find a specific deity in the thread. Any action on this would be greatly appreciated, thanks... I don't know what you mean, you'll have to be more specific. It sounds to me like you didn't read the giant blue text that would've told you that the "old thread" posts are only (see, I can use HTML code too) in my personal archives. Perhaps they should read "by request only". The listed page numbers are as accurate as I can make them. I don't know what you spend your time doing, but I go to school 8-4 during the year, plus 15 hours a week of training time. During the summer, I still work 40 hours a week. Now, if you have a specific example of their innacuracy, please be sure to let me know. In the future, however, I think that before you make such a rude post, you actually make a request. I do have a life, and I do this for your (the collective "your") convinience, not because it gives me jollies to have to keep track of all deity posts on 35 pages of thread, and then sort through a labyrinthine list of HTML coded deity names and page numbers to edit the stupid index. ANY other questions? OH! and BTW, they're on page 14. You obviously didn't suffer nearly as much as you seem to think you did to find them, if you didn't go through the trouble of actually looking on a page before or after. Its a TYPO. |
| Slime Lord07-16-05, 02:27 PM | I don't know what you mean, you'll have to be more specific. It sounds to me like you didn't read the giant blue text that would've told you that the "old thread" posts are only (see, I can use HTML code too) in my personal archives. Perhaps they should read "by request only". The listed page numbers are as accurate as I can make them. I don't know what you spend your time doing, but I go to school 8-4 during the year, plus 15 hours a week of training time. During the summer, I still work 40 hours a week. Now, if you have a specific example of their innacuracy, please be sure to let me know. In the future, however, I think that before you make such a rude post, you actually make a request. I do have a life, and I do this for your (the collective "your") convinience, not because it gives me jollies to have to keep track of all deity posts on 35 pages of thread, and then sort through a labyrinthine list of HTML coded deity names and page numbers to edit the stupid index. ANY other questions? OH! and BTW, they're on page 14. You obviously didn't suffer nearly as much as you seem to think you did to find them, if you didn't go through the trouble of actually looking on a page before or after. Its a TYPO. Oh now coem on TebbieWebbie! His post wasn't rude. I see where he is coming from and all of that sort. DOn't get me wrong, it isn't hard to push CTRL + F and type in the Deity that should be on that page. But again, I do see where he is comign from. I think you went after his head a little to quickly, are you hungry? |
| Tebryn1407-16-05, 10:27 PM | I think you went after his head a little to quickly, are you hungry? No, I was tired, very tired. And I stand by what I said. There was no request for me to correct the error, simply a statement of frustration, as though he had been trying for months, and requesting assistance to no avail. Instead of telling me there was a problem, which I certainly could have corrected, he made another thread on the topic. Perhaps I was a bit harsh, but I'm still sore on the topic. |
| Lord Mortanius07-17-05, 04:30 AM | Add Thanatos to my list, Tebryn. |
| Nynshari07-18-05, 11:23 AM | Ha! She said it SHOULD be limited to Faerun Deities! :eek: Egads - talk about a typo! Whoops ... :rolleyes: supposed to say that it SHOULDN'T be limited to Faerunian deities. Now, that's embarassing ....... :embarrass: |
| Slime Lord07-18-05, 10:10 PM | :eek: Egads - talk about a typo! Whoops ... :rolleyes: supposed to say that it SHOULDN'T be limited to Faerunian deities. Now, that's embarassing ....... :embarrass: Pff. Go and do that to me like that. But I know ;0 I suppose it would be better, but I do think that a better organization needs to be installed here before a new run of deities are posted. |
| Tebryn1407-18-05, 10:16 PM | Pff. Go and do that to me like that. But I know ;0 I suppose it would be better, but I do think that a better organization needs to be installed here before a new run of deities are posted. *Scoff* And what better organization would that be? We have an index, and pretty much the only possibility at this point, and the only problem with that is that there are errors in the index, which is of course understandable, with 35 pages of posts. If you all would like to go through and verify and send me the errors in a private message, that would be peachy. |
| Slime Lord07-18-05, 10:39 PM | *Scoff* And what better organization would that be? We have an index, and pretty much the only possibility at this point, and the only problem with that is that there are errors in the index, which is of course understandable, with 35 pages of posts. If you all would like to go through and verify and send me the errors in a private message, that would be peachy. Well, all I'm saying is that this sort of "I can't find this Deity here, even though I looked over the first page four time and looked allaround the page where it's meant to be!" will just continue, and the circle will go on. Unless of course it's change |
| Tebryn1407-18-05, 10:47 PM | Well, all I'm saying is that this sort of "I can't find this Deity here, even though I looked over the first page four time and looked allaround the page where it's meant to be!" will just continue, and the circle will go on. Unless of course it's change And I'm saying that there isn't an alternative that I can think of. I really think the occasional person with a problem can be dealt with. I could add a little announcement above the index: "THERE ARE ERRORS. BEFORE YOU TELL ME THAT A DEITY ISN'T ON THE LISTED PAGE, CHECK THE PAGE BEFORE AND AFTER, AND IF YOU FIND IT THERE, POST AND TELL ME THAT THERE IS AN ERROR. Or something like that. |
| Slime Lord07-18-05, 10:49 PM | And I'm saying that there isn't an alternative that I can think of. I really think the occasional person with a problem can be dealt with. I could add a little announcement above the index: "THERE ARE ERRORS. BEFORE YOU TELL ME THAT A DEITY ISN'T ON THE LISTED PAGE, CHECK THE PAGE BEFORE AND AFTER, AND IF YOU FIND IT THERE, POST AND TELL ME THAT THERE IS AN ERROR. Or something like that. First I thought you was yelling at me or biting me head off. But yes, that would be the eaiest and simpliest way. But you always know that people will continue to ask despite the Cap's there. |
| Tebryn1407-18-05, 10:53 PM | First I thought you was yelling at me or biting me head off. But yes, that would be the eaiest and simpliest way. But you always know that people will continue to ask despite the Cap's there. Nonononono. I wasn't yelling. I just had someone try convert to me, and it wears on me, so I was a bit more, well vindictive that I'd have liked to have been, but I really am not yelling (at least, not in my head). I think I'm willing to field off the requests, I've been doing it forever anyway. |
| Slime Lord07-18-05, 10:56 PM | Nonononono. I wasn't yelling. I just had someone try convert to me, and it wears on me, so I was a bit more, well vindictive that I'd have liked to have been, but I really am not yelling (at least, not in my head). I think I'm willing to field off the requests, I've been doing it forever anyway. Converent you how? I know your Jewish so either you've just be offered to change or your talking about Converent your sexualilty, your belifes, or something totally unrelated. :) lol. But I know you weren't, thus why I said "First thought". Very well though, Master of This Thread ;) |
| Kuje3107-18-05, 11:13 PM | Tebryn, did you find the info you PM'd me about? I did answer you, right? :) The Bane info...... |
| Tebryn1407-20-05, 05:26 PM | Converent you how? I know your Jewish so either you've just be offered to change or your talking about Converent your sexualilty, your belifes, or something totally unrelated. :) lol. But I know you weren't, thus why I said "First thought". Very well though, Master of This Thread ;) Convert me to Christianity. It was really rudely done too. It ended with the line "He was the Messiah, and ya'll Jews know that; he's the only way you'll get into Heaven". To which I wished to reply "Then I guess we're really stupid ignoring you all, aren't we?" Oh well. Kuje, if you're talking about the F&A info then yes, you sent it. Thanks. Bane is coming alone nicely, but I've reached a blockage point for Gaea, so she's on hold. |
| Kuje3107-20-05, 05:51 PM | Kuje, if you're talking about the F&A info then yes, you sent it. Thanks. Bane is coming alone nicely, but I've reached a blockage point for Gaea, so she's on hold. No, not that part. You pm'd me about portfolio's a day or two ago....... |
| Tebryn1407-24-05, 01:58 PM | No, not that part. You pm'd me about portfolio's a day or two ago....... That was done as well. Thanks. I was busy competing, sorry I didn't get anything done this weekend. Unless I enter a period of slothfullness though, I should be able to at least finish Bane. Damnit. |
| Tebryn1407-24-05, 10:50 PM | Bane is done, but I need to proof read him, and I'll post him ASAP tomorrow morning. |
| Tebryn1407-25-05, 04:41 PM | Here is is. I'll get started on Cyric right now. Bane The Black Lord, The Black Hand, the Lord of Darkness Greater Deity Symbol: Green rays squeezed forth from a black fist Home Plane: Archeron/Avalas/Black Bastion Alignment: Lawful evil Portfolio: Hatred, Tyranny, Fear Worshippers: Conquerors, evil fighters and monks, tyrants, wizards. Cleric Alignments: LE, NE, LN Domains: Evil, Destruction, Hatred, Law, Tyranny Favored Weapon: “The Black Hand of Bane” (Black gauntlet or morningstar) Fighter 20/Rogue 10/Wizard 3/Cleric 8/ Mystic Theurge 27/Blackguard 10 Medium-Size Outsider (Evil, Lawful, Extraplanar) Divine Rank: 17 Hit Dice: 20d8+280 (fighter) plus 10d6+140 (rogue) plus 3d4+42 (wizard) plus 8d8+112 (cleric)+27d3+378 (theurge) plus 10d10+140 (Blackguard) (1,636 hp) Initiative: +17 Speed: 60 ft. AC: 103 (+17 divine, +37 natural, +13 dexterity, +20 deflection, +6 insight), 110 in Realm Base Attack/Grapple: +49/+81 Attacks*: +6 unholy axiomatic marrow-crushing gauntlet +91/+87/+82/+77 melee; or by spell +81 melee touch, or +79 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: +6 unholy axiomatic marrow-crushing gauntlet 1d3+40+1 point Con damage+death+2d6 unholy+2d6 axiomatic/19-20; or by spell. *Always does maximum damage (gauntlet 43+2d6 unholy+2d6 axiomatic) Face/Reach: 5 ft. by 5 ft. Special Attacks: Turn undead 23/day (16th level cleric), domain powers, salient divine abilities, spell-like abilities, sneak attack +8d6 (+48), crippling strike, smite good 3/day (+20 attack, +20 damage). Special Qualities: Divine immunities, DR 30/epic+chaotic, fire resistance 22, spontaneous casting of divine spells, understand, speak, and read all languages, and speak directly to all beings within 17 miles, remote communication, godly realm (100 miles), greater teleport at will, plane shift at will, SR 63 (73 in Realm), divine aura (19 miles, DC 57), trap sense +3, evasion, detect good, poison use, dark blessing, aura of despair (-4 to saving throws) Saves*: Fort +92, Ref +91, Will +91. *Always receives a 20 on saves. Abilities: Str 40, Dex 36, Con 39, Int 44, Wis 36, Cha 50. Skills*: Appraise +44, Balance +53, Bluff +77, Climb +62, Concentration +93, Craft (Weaponsmithing) +89, Craft (Alchemy) +89, Decipher Script +84, Diplomacy +82, Disable Device +54, Disguise +62, Escape Artist +45, Forgery +51, Gather Information +81, Handle Animal +62, Heal +45, Hide +70, Intimidate +107, Jump +74, Knowledge (Arcana) +101, Knowledge (History) +78, Knowledge (Planes) +83, Knowledge (Religion) +106, Listen +70, Move Silently +60, Open Lock +35, Search +68, Sense Motive +88, Sleight of Hand +35, Spellcraft +99, Spot +56, Tumble +82, Use Rope +67. Feats: Awesome Blow, Blind-fight, Cleave, Combat Expertise, Combat Reflexes, Craft Staff, Craft Wand, Craft Wondrous Items, Deflect Arrows, Dodge, Empower Spell, Enlarge Spell, Epic Spellcasting, Extend Spell, Forge Ring, Great Cleave, Great Smiting, Heighten Spell, Improved Aura of Despair, Improved Bullrush, Improved Critical (Gauntlet), Improved Disarm, Improved Initiative, Improved Trip, Improved Unarmed Strike, Mobility, Multispell, Power Attack, Quick Draw, Quicken Spell, Scribe Scroll, Silent Spell, Snatch Arrows, Spell Mastery, Spring Attack, Still Spell, Sunder, Weapon Focus (Gauntlet), Weapon Specialization (Gauntlet), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Annihilating Strike, Arcane Mastery, Automatic Metamagic (Quickened Wiz spells), Battlesense, Call Creature (Up to 17 devils, each with up to 17 HD, serving simultaneously), Divine Battlemastery, Divine Blast (23/day, 17 miles, 37d12 points of damage), Divine Inspiration (Dread, 19 creatures/day), Divine Shield (17/day, stops 170 points of damage), Divine Weapon Focus (Gauntlet), Divine Weapon Specialization (Gauntlet), Divine Spellcasting, Frightful Presence (DC 47), Instant Counterspell, Know Secrets, Lay Curse (17 creatures/day, DC 47), Lay Quest (up to 17 creatures/day), Mass Divine Blast, Possess Mortal (20), Spontaneous Wizard Spells. Domain Powers: Cast evil spells, at +1 caster level; 17/day smite (+4 on attack and +17 to damage); 17day +2 profane bonus on attacks, saves, and AC against selected opponene for 1 minutes; cast law spells at +1 caster level. Spell-like Abilities: Bane uses these abilities as a 47th level caster, except for lawful, and evil spells, which he uses as a 58th level caster. The save DCs are 47+spell level, except for compulsion spells, for which the DCs are 49+spell level. Antipathy, Bestow Curse, Bigby’s Grasping Hand, Blasphemy, Calm Emotions, Circle of Doom, Command, Contagion, Create Undead, Desecrate, Disctum, Discern Lies, Disintegrate, Dispel Chaos, Dispel Good, Dominate Monster, Doom, Earthquake, Emotion (Hate only), Enthrall, Fear, Forbiddance, Geas/Quest, Greater Command, Harm, Hold Monster, Implosion, Inflict Critical Wounds, Inflict Light Wounds, Magic Circle against Chaos, Magic Circle against Good, Mass Charm, Order’s Wrath, Protection from Chaos, Protection from Good, Righteous Might, Scare, Shatter, Shield of Law, Summon Monster IX (as evil or lawful spells only), Unholy Aura, Unholy Blight, Wail of the Banshee. Cleric Spells/Day (Levels 0-13): 6/9/8/8/8/8/6/6/6/6/2/2/2/2; base DC=24+spell level, 26+spell level for compulsions. If you go by the alternative magic rules, his spells/day are 6/12/11/11/11/11/9/9/9/9/2/2/2/2. Caster level=35th for spell slots, 52nd for spell effects. Wizard Spells/Day (Levels 0-17): 4/9/8/8/8/8/7/7/7/7/3/3/3/3/2/2/2/2; base DC=28+spell level, 30+spell level for compulsion. If you go by alternative magic rules, his spells/day are 4/11/10/10/10/10/9/9/9/9/3/3/3/3/2/2/2/2, 10-3. Caster level=30th for spell slots, 47th for effects. Blackguard Spells/Day: 6/5/5/4; base DC=24+spell level, 26+spell level for compulsion. Epic Spells/Day: 5 arcane, 6 divine. Possessions: Bane carries The Black Hand of Bane, a +6 unholy axiomatic marrowcrushing gauntlet. Any mortal struck by the weapon must make a Fort save (DC 24) or die instantly. Caster Level: 40th Life and Death: At will, as a free action, a Bane can slay any mortal anywhere in the Multiverse, simply by willing it so. This ability mimics the Destruction spell, except that there is no save, SR is not applicable, and the deity chooses the visual effects of the spell. A mortal so slain cannot be brought back to life by any means other than a deity of higher rank than Bane using Gift of Life or Life and Death abilities. This ability ignores any warding except Divine Shields created by a deity of higher rank, and, theoretically, specifically designed epic spells and artifacts. Bane can also raise any dead mortal anywhere, no matter how long they have been dead, as long as they weren’t slain by a deity of higher rank. Feats: Bane should have all Spellcraft DCs for base seeds reduced by 10, and have all modifiers reduced by half, because he is a source of magic in and of himself, and his true forms are not limited by the Weave or the alignment of the planes, and therefore can cast Epic Magic much more easily. Spellcasting: Bane receives a +10 bonus on all caster level checks to overcome SR. This applies to all spells and spell-like abilities. Within his own Realm, this bonus increases to +12. In addition, Bane cast all cleric and wizard spells with a bonus to effective caster level (for variables dependant on caster level, as well as for caster level checks to beat SR) equal to his divine rank. Alternatively, if your campaign uses True Dweomers, Bane gains 10th, 11th, and 12th level spell slots (as per the Arcanist Weave Depth Progression in Netheril, Empire of Magic). These slots can be used either for Metamagic spells, or for True Dweomers (though spell slots from the Divine Spellcasting SDA and Improved Spell Capacity feat cannot be used for True Dweomers). Spells cast by Bane have no damage caps. His level 1-9 spell slots also increase indefinitely, at the rate of one spell per day to each spell level (1-9) every 4 levels after 20th level. Avatars: Bane can manifest avatars. He may have up to 20. Avatars can be in any form the deity desires, and can have stats with HD anywhere up to Bane’s. The same goes for Divine Rank, though the max is half. On the Prime, the strongest avatar he may use may have the same class levels as the deity, with no outsider HD, and Divine Rank of 0. On the Planes, no such rules apply, and avatars can be every bit as strong as those presented in Deities and Demigods. If an avatar is destroyed, it takes Bane 1 day to create another. Alter Reality: Bane possesses the Alter Reality SDA, as described in Deities in Demigods, except that duplicated spells are subject to SR, and the caster level for such spells is 33. Because these effects are not spells, per se, they cannot be used as counterspells, and cannot be counterspelled. Bane still receive a +10 bonus to caster level checks for these spells (or +12 within the deity’s Realm). Other Divine Powers As a greater deity, Bane automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal. Senses: Bane can see, hear, touch, and smell at a distance of 17 miles. As a standard action, he can perceive anything within 17 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing power of deities his rank and lower at up to two remote locations at once for up to 19 hours. Portfolio Sense: Bane senses event involving hatred, tyranny or fear 17 tendays before it occurs, and retains the sensation for 17 tendays afterwards. Automatic Actions: Bane can use Diplomacy, Bluff, or Intimidate as a free action as long as the DC for the task is 30 or lower. He can perform up to 20 such free actions each round. Create Magic Items: Bane can create any magic rod, or any magic weapon or armor. |
| Nynshari07-26-05, 11:00 AM | Tebryn, Bane is great! Thanks so much for writing him up :) I'm looking forard to Cyric ... |
| Lord Mortanius07-27-05, 02:14 AM | The writeup of Bane is good, but personally, I'd scrap the wizard and cleric levels and replace them with either Enchanter or Blackguard. |
| Nynshari07-27-05, 11:07 AM | He gave him the max Blackguard levels (nob-epic, I mean) already. And for a deity to grant divine spells to their clerics, they have to have cleric levels. I can't recall where this was stated at the moment, was it F&P? I can't recall where, oh well - but the point is that he needs those cleric levels if he wants to have priests/clerics. Which he does. As for the wizard levels, you think he should be an enchanter (specialization)? Hmm - I prefer him as general wizard, as it leaves him more of an arsenal. But that's just my opinion :) |
| Kuje3107-27-05, 01:06 PM | And for a deity to grant divine spells to their clerics, they have to have cleric levels. I can't recall where this was stated at the moment, was it F&P? I can't recall where, oh well - but the point is that he needs those cleric levels if he wants to have priests/clerics. Which he does. Actually, a deity doesn't need levels in cleric or ranger to grant cleric or ranger spells but they need levels in druid and paladin to grant druid or paladin spells. Note: This screws with a lot of the published FR deity stats because the "paladin" deities don't have levels in the paladin class to grant spells to thier paladins. Page 8 of F&P discusses granting spells. :) |
| Mirtek07-27-05, 01:48 PM | Here is is. I'll get started on Cyric right now. I suggest: Rog20/Asn10/Soulreaver*10/Ill38 Nearly the perfekt split betwenn his portfolios and Soulreaver just rocks for Cyric. If I only had more time at the moment, I would make a version of Cyric just like this** *Soulreaver is from Dragon 297, it's the "Epic Assassin" ** I actually already have quite a view nasty unique SDAs for him |
| Tebryn1407-27-05, 05:52 PM | I suggest: Rog20/Asn10/Soulreaver*10/Ill38 Nearly the perfekt split betwenn his portfolios and Soulreaver just rocks for Cyric. If I only had more time at the moment, I would make a version of Cyric just like this** *Soulreaver is from Dragon 297, it's the "Epic Assassin" ** I actually already have quite a view nasty unique SDAs for him His stats were almost entirely completed before you posted this. I don't subscribe to Dragon, so I have no access to it. My stats for Cyric are Ftr 4/Rogue 25/Assassin 10/Wiz 11/Clr 3/Mystic Theurge 25. I didn't make him a specialist wizard, because his 2e stats didn't specify him as an illusionist, and what he'd gain wouldn't be worth the loss of any schools of magic. As for Bane, my reasoning is similar, both for giving him cleric levels and not specializing him as an Enchanter. I am doing Mask, power claused, and I have him as a Rogue 20/Shadow Dancer 10/Perfect Wight 5/Illusionist 15/Clr 3/Mystic Theurge 12. I don't like the cleric levels, but again, I'm being as true as possible to his 2e stats. |
| Andyr07-27-05, 09:19 PM | Can someone repost/link to Gargauth? :) From reading the first post I get the impression it's not actively up on the boards at the moment, and if it is, I can't find it... |
| Mad Mage07-27-05, 11:22 PM | Can someone repost/link to Gargauth? :) From reading the first post I get the impression it's not actively up on the boards at the moment, and if it is, I can't find it... pg. 27 of this thread, towards the bottom. |
| Mirtek07-28-05, 06:42 AM | My stats for Cyric are Ftr 4/Rogue 25/Assassin 10/Wiz 11/Clr 3/Mystic Theurge 25. Do you use the official epic progression for the Mystic Theurge? I didn't make him a specialist wizard, because his 2e stats didn't specify him as an illusionist, and what he'd gain wouldn't be worth the loss of any schools of magic. As for Bane, my reasoning is similar, both for giving him cleric levels and not specializing him as an Enchanter. Well, I under stand it for Bane, I even would have made him entirely without wizard levels. But Cyric ist the Lord of Illusions, IMO he absolutely needs to have illusionist levels, without it it's like making him without assassin levels. I think I will try my idea when I have more time to spare. |
| Tebryn1407-28-05, 07:51 AM | Do you use the official epic progression for the Mystic Theurge? I think so. Its possible I am overlooking something, let me know. Well, I under stand it for Bane, I even would have made him entirely without wizard levels. But Cyric ist the Lord of Illusions, IMO he absolutely needs to have illusionist levels, without it it's like making him without assassin levels. I'm going by the books, and if they had wanted him as an illusionist, he'd have been statted as such. Making him an illusionist doesn't change much, and it can certainly be done on-the-fly. But really, is it worth loosing two schools of magic, just so he can cast one extra spell per day? The +2 spellcraft bonus to learn spells doesn't matter, since he automatically knows all wizard spells, via his nifty SDA's. I think I will try my idea when I have more time to spare. Please, by all means :). |
| Mad Mage07-28-05, 09:40 AM | Hey Tebryn, you might want to note my mentioning of Gargauth's location (in this thread) in your index. Edit: I PMed you w/ the locations of some others. |
| Mirtek07-28-05, 10:13 AM | I'm going by the books, and if they had wanted him as an illusionist, he'd have been statted as such. That's why they made him an Ill in F&P. I wouldn't put too much value on their avatars in F&A, as deities could change them on-the-fly. Cyric without being an Ilusionist is like Velsharoon without being a Necromancer :D But really, is it worth loosing two schools of magic, just so he can cast one extra spell per day? The +2 spellcraft bonus to learn spells doesn't matter, since he automatically knows all wizard spells, via his nifty SDA's. So you wouldn't make Velsharoon a necromancer for the very same reason? :P |
| Tebryn1407-28-05, 05:57 PM | That's why they made him an Ill in F&P. I wouldn't put too much value on their avatars in F&A, as deities could change them on-the-fly. Cyric without being an Ilusionist is like Velsharoon without being a Necromancer :D So you wouldn't make Velsharoon a necromancer for the very same reason? :P Yes, though when I statted Velsharoon, I hadn't read the updated specialization rules. I think that specialist wizards really get ****ed in 3e. They lose 2 schools of magic, and don't get really sizable benefits, especially when they're deities, and they know all the spells anyway. The one spell a day really won't change the power level, especially not for a deity. Again, it doesn't really change anything stat-wise, just add it in on the fly, and you get the same affect. I was going for the greatest overall power that I could accomplish with the most flavor. But its up to you :). |
| Mirtek07-28-05, 06:42 PM | Update: Almost done. Skills will follow soon (there always my least favorit part to do). Cyric Prince of Lies, The Dark Sun, The Black Sun Greater Deity Symbol: White jawless skull on black or purple sunburst Home Plane: Castle of the Surpreme Throne/CocytusPandemonium Alignment: Chaotic evil Portfolio: Murder, lies intrigue, strife, deception, illusion Worshippers: Former worshippers of Bane, Bhaal, and Myrkul, power-hungry (primarily young humans) Cleric Alignments: CE, NE, CN Domains: Chaos, Destruction, Evil, Illusion, Trickery Favored Weapon: "Razor’s Edge" (longsword) Rogue 20/Assassin 10/Soulreaver 10/Illusionist 38 Medium-Size Outsider (Chaotic, Evil, Extraplanar) Divine Rank: 17 Hit Dice: 20d6+280 (rogue) plus 10d6+140 (assassin) plus 10d6+140 (soulreaver) plus 38d4+532 (illusionist) (1,484 hp) Initiative: +24 always goes first (+16 dex, +8 superior initiative, surpreme initiative) Speed: 60 ft. AC: 105 (+17 divine, +37 natural, +16 dexterity, +19 deflection, +6 insight), 112 in Realm Base Attack/Grapple: +44/+73 Attack*: +6 anarchic chaotic keen screaming unholy power wounding longsword +80 melee; or by spell +73melee touch, or +77 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Full Attack*: +6 anarchic keen screaming unholy power wounding longsword +80/+75/+70/+65 melee; or by spell +73 melee touch, or +77 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: +6 anarchic keen screaming unholy power wounding longsword 1d8+18 +2d6 unholy+2d6 anarchic/15-20; or by spell. *Always does maximum damage (longsword 26+12+12) Face/Reach: 5 ft. by 5 ft. Special Attacks: Death Attack (DC 73), domain powers, salient divine abilities, sneak attack +23d6 (138 points), spells, spell-like abilities.. Special Qualities: Crippling Strike, divine aura (17 miles, DC 56), divine immunities, double death 18/day, DR 30/epic and lawful, evasion, familiar (hawks), fast healing 74, fire resistance 22, godly realm (100 miles Outer Plane, 1,700 ft. Material Plane), improved assassin spells, improved evasion, opportunist, plane shift at will, remote communication 17 miles, slippery mind, SR 68 (78 in realm), teleport without error at will, traps, uncanny dodge (Dex bonus to AC, cannot be flanked, +4 against traps), sudden death 18/day, understand, speak, and read all languages and speak directly to all beings within 17 miles, vampirci death. Saves*: Fort +66, Ref +74, Will +65. *Always receives a 20 on saves. Abilities: Str 34, Dex 43, Con 38, Int 46, Wis 36, Cha 48. Skills*: *Always receives a 20 on checks. Feats: Combat Casting, Deceitfull, Dodge, Epic Dodge, Epic Skill Fokus (bluff), Epic Skill Fokus (spellcraft), Epic Spell Fokus (illusion), Epic Spellcasting, Epic Spell Penetration, Eshew Materials, Greater Spell Focus (illusion), Greater Spell Penetration, Ignore Material Components, Improved Critical (longsword), Improved Death Attack (x4), Improved Spell Capacity (assassin), Improved Two-Weapon Fighting, Mobility, Multispell (x5), Quicken Spell, Scribe Scroll, Self-Concealment, Silent Spell, Skill Focus (bluff), Skill Focus (spellcraft), Sneak Attack of Opportunity, Still Spell, Spell Focus (illusion), Spell Mastery, Spell Opportunity, Spell Penetration, Spring Attack, Stealthy, Superior Initiative, Two-Weapon Fighting, Weapon Focus (longsword), Widen Spell. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Arcane Mastery, Battlesense, Clearsight (170 ft.), Divine Assassin, Divine Blast, Divine Dodge (67% miss chance), Divine Fast Healing, Divine Inspiration (strife), Divine Rogue, Divine Shield, Divine Sneak Attack, Divine Spellcasting, Divine Spell Focus (illusion), Know Secrets, Lord of Ilusion, Mass Divine Blast, Prince of Lies, Shapechange, Surpreme Initiative, True Shapechange. Divine Assassin (unique SDA) As an assassin without equal, all tremble before the thought of Cyric's hidden blade. Cyric adds his divine rank to the DC of his death attacks and to the daily number of uses of his soulreaver abilities. Cyric's knows how to kill like no other and thus can use death attacks versus beings normaly immune against such assaults. HP gained from his vampiric death ability are semi-permanent (they don't fade over time, but can't be restored through healing) and his ability bonuses last for 17 hours instead of 6. Prince of Lies (unique SDA) Cyric adds once again his DvR to his ranks in the bluff and sense motive skills. He never suffers penalties on his bluff checks. Lord of Illusion (unique SDA) As embodiement of the power of illusion epic seeds of the illusion school have no base difficulty for Cyric (which brings them below 0 difficulty, actually making them migating factors for Cyric as the power over illusions comes to him naturally) and he stacks all his spell fokus feats for illusion. His illusions look so perfect that they can't be beaten with an epic spot check (will saves are made as normal if allowed). Divine Inspiration (strife) (unique SDA) As God of Strife Cyric's mere presence is enough to start strife and misstrust among the mortals. Instead of one of the standard effects creatures enchancted by Cyric's presence have their initial attitude toward all other creatures set to unfriedly. This SDA works otherwise like the standard version. Human traits: Cyric gains one extra feat at first level and one extra skillpoint every level. Cyric is considered human whenever this would have a positive result for him. Domain Powers: Cast chaotic spells at +1 caster level; 17/day smite (+4 on attack and +17 on damage for one weapon attack); cast evil spells at +1 caster level; cast illusion spells at +1 caster level.. Spell-like Abilities: Cyric uses these abilities as a 47th level caster, except for chaotic, evil, and illsuion spells, which he uses as a 48th level caster. The save DCs are 28+spell level, except for illusion spells, for which the DCs are 46+spell level. Animate objects, blasphemy, change self, chaos hammer, circle of doom, cloak of chaos, confusion, contagion, create undead, desecrate, disintegrate, dispel good, dispel law, displacement, earthquake, false vision, harm, implosion, inflict critical wounds, inflict light wounds, invisibility, magic circle against good, magic circle against law, minor image, mislead, nondetection, persistent image, phantasmal killer, polymorph any object, project image, protection from good, protection from law, screen, shatter, silent image, summon monster UX (as chaos or evil spell only), time stop, unholy aura, unholy blight, weird, word of chaos.. Double Death (Ex): 18/day Cyric may declare a death attack to bring double death. The victim of such a strike needs to make two successfull saves instead of only one. Sudden Death (Ex): 18/day Cyric can perform a death attack as a full round action without having spend the usual three rounds to study his victim. Vampiric Deaht (Su):18/day Cyric may declare a death attack to be a vampiric death attack. If he slays a victim with such an attack he gains a +6 profane bonus to strength and constituion for the next 17 hours and 36 semi-permanent hitpoints. Assassin Spells/Day (Levels 0-18): 8/7/7/7/5/3/3/3/3/4/3/3/3/3/2/2/2/2; base DC=28+spell level, 46+spell level for illusion spells. Caster level=20th for spell slots, 37th for spell effects, and 53rd for beating SR. Wizard Spells/Day (Levels 0-18): 5/10/9/9/9/9/9/8/8/8/5/4/4/4/4/3/3/3/3; base DC=28+spell level, 46+spell level for illusion spells. Prohibited schools: Divination and Necromancy. Caster level=38th for spell slots, 55th for spell effects, and 71st for beating SR . Epic Spells/Day: arcane, divine. Possessions: Cyric carries Razor's Edge, a +6 anarchic chaotic keen screaming unholy power wounding longsword . Caster Level: 40th Life and Death: At will, as a free action, a Cyric can slay any mortal anywhere in the Multiverse, simply by willing it so. This ability mimics the Destruction spell, except that there is no save, SR is not applicable, and the deity chooses the visual effects of the spell. A mortal so slain cannot be brought back to life by any means other than a deity of higher rank than Cyric using Gift of Life or Life and Death abilities. This ability ignores any warding except Divine Shields created by a deity of higher rank, and, theoretically, specifically designed epic spells and artifacts. Cyric can also raise any dead mortal anywhere, no matter how long they have been dead, as long as they weren’t slain by a deity of higher rank. Feats: Cyric should have all Spellcraft DCs for base seeds reduced by 10, and have all modifiers reduced by half, because he is a source of magic in and of himself, and his true forms are not limited by the Weave or the alignment of the planes, and therefore can cast Epic Magic much more easily. Spellcasting: Cyric receives a +10 bonus on all caster level checks to overcome SR. This applies to all spells and spell-like abilities. Within his own Realm, this bonus increases to +12. In addition, Cyric cast all cleric and wizard spells with a bonus to effective caster level (for variables dependant on caster level, as well as for caster level checks to beat SR) equal to his divine rank. Alternatively, if your campaign uses True Dweomers, Cyric gains 10th, 11th, and 12th level spell slots (as per the Arcanist Weave Depth Progression in Netheril, Empire of Magic). These slots can be used either for Metamagic spells, or for True Dweomers (though spell slots from the Divine Spellcasting SDA and Improved Spell Capacity feat cannot be used for True Dweomers). Spells cast by Cyric have no damage caps. His level 1-9 spell slots also increase indefinitely, at the rate of one spell per day to each spell level (1-9) every 4 levels after 20th level. Avatars: Cyric can manifest avatars. He may have up to 20. Avatars can be in any form the deity desires, and can have stats with HD anywhere up to Cyric’s. The same goes for Divine Rank, though the max is half. On the Prime, the strongest avatar he may use may have the same class levels as the deity, with no outsider HD, and Divine Rank of 0. On the Planes, no such rules apply, and avatars can be every bit as strong as those presented in Deities and Demigods. If an avatar is destroyed, it takes Cyric 1 day to create another. Alter Reality: Cyric possesses the Alter Reality SDA, as described in Deities in Demigods, except that duplicated spells are subject to SR, and the caster level for such spells is 32. Because these effects are not spells, per se, they cannot be used as counterspells, and cannot be counterspelled. Cyric still receive a +10 bonus to caster level checks for these spells (or +12 within the deity’s Realm). Other Divine Powers As a greater deity, Cyric automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal. Senses: Cyric can see, hear, touch, and smell at a distance of seventeen miles. As a standard action, he can perceive anything within seventeen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 17 hours. Portfolio Sense: Cyric senses any falsehood or deception or strife seventeen tendays before it happens and retains the sensation for seventeen tendays after the event occurs. He is similarly aware of any noaccidental dead. Automatic Actions: Cyric can use Bluff, Craft (poisonmaking), Knowledge (arcana, related to illusion spells), Sense Motive, or Spellcraft (related to illusion spells) as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round. Create Magic Items: Cyric can create any magic item that facilitates deception, such as a hat of disguise, and any martial magic weapon that can be used to kill. |
| TheDarkestOfAngels07-28-05, 07:01 PM | Wizard Spells/Day (Levels 0-18): 5/10/9/9/9/9/9/8/8/8/5/4/4/4/4/3/3/3/3; base DC=28+spell level, 38+spell level for illusion spells. Prohibited schools: Divination and Necromancy. Caster level=38th for spell slots, 55th for spell effects, and 71st for beating SR . Awesome work, as always, to you all who rewrite these gods, but remember that you can't have divination as a prohibited school. |
| Tebryn1407-28-05, 07:06 PM | Very nice work Mirtek. I really wish I'd had space for a few unique SDAs, and I might try to use yours and squeeze them in somehow, but, we'll see... I'm glad that you liked the Power Clause enough to bother statting deities with it... I've always valued your opinion rather highly, even though I tend to argue with you on certain issues. |
| Lord Mortanius07-29-05, 01:21 AM | 2e avatar stats aren't a very accurate guideline. As an example, Myrkul was a Fighter 38/Cleric 28/Mage 25. On that note, clerical and M.T. levels might look nice, but they don't really fit the flavor of most deities. On the Cyric issue, I agree with Mirtek. Cyric is god of illusions, and there's no reason not to give him illusionist levels. |
| TheDarkestOfAngels07-29-05, 01:25 AM | Very nice work Mirtek. I really wish I'd had space for a few unique SDAs, and I might try to use yours and squeeze them in somehow, but, we'll see... I'm glad that you liked the Power Clause enough to bother statting deities with it... I've always valued your opinion rather highly, even though I tend to argue with you on certain issues. What's the "power clause" and all that? Is that something different than what the 3.5 updated Deities & Demigods/Faiths & Pantheons do when they stat their gods? I mean, I know that this thread is taking epic level stuff into account when restatting all of these gods, but is "power clause" any different from all of that? |
| coldflame07-29-05, 04:19 AM | What's the "power clause" and all that? Is that something different than what the 3.5 updated Deities & Demigods/Faiths & Pantheons do when they stat their gods? I mean, I know that this thread is taking epic level stuff into account when restatting all of these gods, but is "power clause" any different from all of that? They're gods, are they not? It suits them better anyways. :) |
| TheDarkestOfAngels07-29-05, 04:23 AM | They're gods, are they not? It suits them better anyways. :) What does? what're you talking about? |
| Tebryn1407-29-05, 07:50 AM | For what I hope is the last time: Mirtek, Mortanius, I understand your idea, but I don't agree with it. At all. We're going to have to agree to disagree. I think it would be a larger issue if it was something that really changed their stats, but it isn't. If you think they should be specialized, then simply choose two forbidden schools, add one spell/day of the correct school, and that's pretty much it. Everything else is unaffected. The Power Clause is an entire set of rules that I developed with a lot of feedback from this lot^^^ that ups the Power Level of deities, using the base set of rules from Deities and Demigods. It can be found in all its splendor beneath the index on page 1. |
| Mirtek07-29-05, 08:02 AM | On the Cyric issue, I agree with Mirtek. Cyric is god of illusions, and there's no reason not to give him illusionist levels. Well, I agree with the desire to max out their combat power as much as possible, but I still think there needs to be a certain amount of fluff in there too. Yes, he doesn't gain much from his specialization, but he doesn't lose much either (the two schools he loses he can always cast through Alter Reality if he ever needs one of these spells). Very nice work Mirtek. I really wish I'd had space for a few unique SDAs, and I might try to use yours and squeeze them in somehow, but, we'll see... I'm glad that you liked the Power Clause enough to bother statting deities with it... I've always valued your opinion rather highly, even though I tend to argue with you on certain issues. Thanks. I value your opinion much too |
| Nynshari07-29-05, 12:57 PM | Actually, a deity doesn't need levels in cleric or ranger to grant cleric or ranger spells but they need levels in druid and paladin to grant druid or paladin spells. Note: This screws with a lot of the published FR deity stats because the "paladin" deities don't have levels in the paladin class to grant spells to thier paladins. Page 8 of F&P discusses granting spells. :) I don't have F&P here with me, so I'll just take your word for it ;) I swear, though, that I've read that a deity has to have cleric levels to grant cleric spells. Where was that? I'll look this weekend and post it if I can find it. They need to fix F&P and reissue it - with more monster deities and stats for the racial deities, like Corellon, etc. Ah well, here's to futile hope ... :pint: And, Mirtek: Nice Cyric, I like it. :) |
| Kuje3107-29-05, 02:17 PM | I don't have F&P here with me, so I'll just take your word for it ;) I swear, though, that I've read that a deity has to have cleric levels to grant cleric spells. Where was that? I'll look this weekend and post it if I can find it. They need to fix F&P and reissue it - with more monster deities and stats for the racial deities, like Corellon, etc. Ah well, here's to futile hope ... :pint: And, Mirtek: Nice Cyric, I like it. :) Not sure because the 3/3.5e rules make it clear. All deities can grant cleric and ranger spells, but deities need paladin or druid levels to grant those spells. |
| Tebryn1407-29-05, 03:42 PM | Not sure because the 3/3.5e rules make it clear. All deities can grant cleric and ranger spells, but deities need paladin or druid levels to grant those spells. Kuje, you're correct. Even those rules don't make sense to me though, because then how the hell does Sune have an order of Paladins devoted to her. Is she just not granting their spells? Whatever. At any rate, I'm going to see about having this thread moved (finally). I really hope that you'll all stick around, I'll put a link in my siggy so you can still find it. It will be in the Deities and Planes forum on the Core D&D boards, assuming of course that this is possible (I believe it to be). One last time, any objections? |
| Kuje3107-29-05, 04:18 PM | Kuje, you're correct. Even those rules don't make sense to me though, because then how the hell does Sune have an order of Paladins devoted to her. Is she just not granting their spells? Whatever. That's what I said above. :) Those rules make no sense for the paladin and druid deities. :) |
| Mad Mage07-30-05, 12:21 AM | Kuje, you're correct. Even those rules don't make sense to me though, because then how the hell does Sune have an order of Paladins devoted to her. Is she just not granting their spells? Whatever. At any rate, I'm going to see about having this thread moved (finally). I really hope that you'll all stick around, I'll put a link in my siggy so you can still find it. It will be in the Deities and Planes forum on the Core D&D boards, assuming of course that this is possible (I believe it to be). One last time, any objections? And Uthgar can grant spells to Druids, don't forget. No Druid levels there (at least by F&P). |
| Andyr07-30-05, 07:11 PM | pg. 27 of this thread, towards the bottom. Thanks. :) Seems pretty close to what I'd have guessed, too. |
| Tebryn1407-31-05, 09:39 PM | Here is Cyric. I am almost finished a Power Claused Mask as well. NOTE: Cyric's wizard specialization, or, rather, his lack thereof, is an optional decision on my part. Should you desire, feel free to add the illusion specialization for your own campaign. Likewise, I gave him the madness domain, since he may have up to seven domains free as a greater god, and I envisioned him as still rather insane, even after having the True Life of Cyric read to him. Cyric Prince of Darkness, the Dark Sun, the Black Sun Greater Deity Symbol: White jawless skull on black on purple sunburst Home Plane: Pandemonium/Cocytus/Shattered Castle Alignment: Chaotic Evil Portfolio: Strife, murder, illusion, intrigue, deception Worshippers: Former worshippers of Bane, Bhaal, and Myrkul, power-hungry (primarily young) humans. Cleric Alignments: CE, NE, CN. Domains: Chaos, Destruction, Evil, Illusion, Madness, Trickery. Favored Weapon: “Razor’s Edge” (longsword) Fighter 4/Rogue 25/Assassin 10/Wizard 11/Clr 3/Theurge 25 Medium-Size Outsider (Evil, Chaotic, Extraplanar) Divine Rank: 17 Hit Dice: 4d10+48 (figher) plus 25d6+300 (rogue) plus 10d6+120 (assassin) plus 11d4+132 (wizard) plus 3d8+36 (cleric) plus 25d4+300 (theurge) Initiative: +24 Speed: 60 ft. AC: 106 (+17 divine, +37 natural, +20 dexterity, +18 deflection, +4 insight), 111 in Realm Base Attack/Grapple: +45/+78 Attacks*: +6 unholy anarchic power wounding keen longsword +85/+80/+75/+70 melee; or by spell +78 melee touch, or +82 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit. Damage*: +6 unholy anarchic power wounding keen longsword 1d8+24+2d6 unholy+3d6 axiomatic+1 negative level (DC 23 to remove) against lawful foes+1d6 sonic/17-20; or by spell. *Always does maximum damage (gauntlet 32+2d6 unholy+3d6 axiomatic+6 sonic) Face/Reach: 5 ft. by 5 ft. Special Attacks: Rebuke undead 21/day (3rd level cleric), domain powers, salient divine abilities, spell-like abilities, sneak attack +21d6 (+126), crippling strike, death attack (DC 54) Special Qualities: Divine immunities, DR 30/epic+lawful, fire resistance 22, spontaneous casting of divine spells, understand, speak, and read all languages, and speak directly to all beings within 17 miles, remote communication, godly realm (100 miles), greater teleport at will, plane shift at will, SR 63 (73 in Realm), divine aura (19 miles, DC 55), trap sense +8, evasion, poison use, Trapfinding, opportunist, improved evasion, defensive roll, hide in plain sight, +5 on save vs. poison. Saves*: Fort +67, Ref +77, Will +54. *Always receives a 20 on saves. Abilities: Str 42, Dex 50, Con 34, Int 44, Wis 29 (43 for Spellcasting, 15 for all others), Cha 46. Skills*: Appraise +59, Balance +77, Bluff +130, Climb +56, Concentration +83, Craft (Poisonmaking) +94, Craft (Alchemy) +54, Decipher Script +80, Diplomacy +87, Disable Device +76, Disguise +101, Escape Artist +75, Forgery +75, Gather Information +79, Heal +22, Hide +112, Intimidate +87, Jump +70, Knowledge (Arcana) +101, Knowledge (History) +72, Knowledge (Planes) +80, Knowledge (Religion) +96, Listen +76, Move Silently +93, Open Lock +77, Search +79, Sense Motive +107, Sleight of Hand +77, Spellcraft +101, Spot +76, Tumble +87. Feats: Awesome Blow, Blind-fight, Brew Potion, Cleave, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Items, Deflect Arrows, Dodge, Empower Spell, Enlarge Spell, Epic Spellcasting, Extend Spell, Forge Ring, Greater Spell Focus (Illusion), Heighten Spell, Improved Disarm, Improved Initiative, Improved Trip, Improved Unarmed Strike, Mobility, Multispell, Power Attack, Quick Draw, Quicken Spell, Scribe Scroll, Silent Spell, Spell Mastery, Spring Attack, Still Spell, Weapon Focus (Longsword), Weapon Specialization (Longsword), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Arcane Mastery, Battlesense, Clearsight (170 ft.), Craft Artifact, Divine Blast (21/day, 17 miles, 35d12 points of damage), Divine Dodge (67% miss chance), Divine Glibness (27 creatures, caster level 27, DC 45), Divine Shield (15/day, stops 170 points of damage), Divine Sneak Attack, Divine Spellcasting, Divine Spell Focus (Illusion), Know Death, Know Secrets, Lord of Murder*, Mass Divine Blast, Prince of Lies*, Shapechange, Spontaneous Wizard Spells, True Shapechange, Wave of Chaos (170 ft., DC 45). Domain Powers: Cast evil spells, at +1 caster level; 17/day smite (+4 on attack and +17 to damage); cast chaotic spells at +1 caster level; cast illusion spells at +1 caster level; madness (Insanity score 14, Wis 43 for Spellcasting, 15 for all other purposes, 28/day clarity of madness (+14 bonus on one roll involving Wisdom). Spell-like Abilities: Cyric uses these abilities as a 47th level caster, except for chaotic, illusion, and evil spells, which he uses as a 48th level caster. The save DCs are 47+spell level, except for compulsion spells, for which the DCs are 49+spell level. Animate Objects, Blasphemy, Change Self, Chaos Hammer, Circle of Doom, Cloak of Chaos, Confusion, Contagion, crate Undead, Desecrate, Disintegrate, Dispel Good, Dispel Law, Displacement, Earthquake, False Vision, Harm Implosion, Inflict Critical Wounds, Inflict Light Wounds, Invisibility, Magic Circle against Good, Magic Circle against Law, Minor Image, Mislead, Nondetection, Persistent Image, Phantasmal Killer, Polymorph any Object, Project Image, Protection from Good, Protection from Law, Screen Shatter, Silent Image, Summon Monster IX (Cast as a chaos or evil spell only), Time Stop, Unholy Aura, Unholy Blight, Weird, Word of Chaos, Random Action, Touch of Madness, Rage, Confusion, Blots of Bedevilment, Insanity, Maddening Scream. Cleric Spells/Day (Levels 0-16): 6/9/9/9/9/8/7/7/7/6/3/3/3/2/2/2/2; base DC=27+spell level, 35+spell level for illusions. If you go by the alternative magic rules, his spells/day are 6/11/11/11/11/10/9/9/9/8/3/3/3/2/2/2/2. Caster level=28th for spell slots, 45th for spell effects. Wizard Spells/Day (Levels 0-17): 4/9/8/8/8/8/7/7/7/7/3/3/3/3/2/2/2/2; base DC=28+spell level, 35+spell level for illusion. If you go by alternative magic rules, his spells/day are 4/13/12/12/12/12/11/11/11/11/3/3/3/3/2/2/2/2, 10-4, 11-2. Caster level=36th for spell slots, 43rd for effects. Epic Spells/Day: 5 arcane, 5 divine. *Lord of Murder (Unique SDA): As the ultimate divine representation of the assassin, Cyric has abilities that mock those of lesser assassins. He adds his divine rank to the DC for all death attacks he makes. To make a death attack, he requires only one round of study instead of the usual 3, and his death attacks (and sneak attacks) are effective even against creatures usually immune to such effects, such as oozes. *Prince of Lies (Unique SDA): As the god of untruth, Cyric adds his divine rank again to all Bluff and Sense Motive checks. In addition, he takes no penalties on any Bluff check he makes. Possessions: Cyric carries Razor’s Edge, a +6 unholy anarchic power wounding keen longsword. Caster Level: 40th Life and Death: At will, as a free action, a Cyric can slay any mortal anywhere in the Multiverse, simply by willing it so. This ability mimics the Destruction spell, except that there is no save, SR is not applicable, and the deity chooses the visual effects of the spell. A mortal so slain cannot be brought back to life by any means other than a deity of higher rank than Cyric using Gift of Life or Life and Death abilities. This ability ignores any warding except Divine Shields created by a deity of higher rank, and, theoretically, specifically designed epic spells and artifacts. Cyric can also raise any dead mortal anywhere, no matter how long they have been dead, as long as they weren’t slain by a deity of higher rank. Feats: Cyric should have all Spellcraft DCs for base seeds reduced by 10, and have all modifiers reduced by half, because he is a source of magic in and of himself, and his true forms are not limited by the Weave or the alignment of the planes, and therefore can cast Epic Magic much more easily. Spellcasting: Cyric receives a +10 bonus on all caster level checks to overcome SR. This applies to all spells and spell-like abilities. Within his own Realm, this bonus increases to +12. In addition, Cyric cast all cleric and wizard spells with a bonus to effective caster level (for variables dependant on caster level, as well as for caster level checks to beat SR) equal to his divine rank. Alternatively, if your campaign uses True Dweomers, Cyric gains 10th, 11th, and 12th level spell slots (as per the Arcanist Weave Depth Progression in Netheril, Empire of Magic). These slots can be used either for Metamagic spells, or for True Dweomers (though spell slots from the Divine Spellcasting SDA and Improved Spell Capacity feat cannot be used for True Dweomers). Spells cast by Cyric have no damage caps. His level 1-9 spell slots also increase indefinitely, at the rate of one spell per day to each spell level (1-9) every 4 levels after 20th level. Avatars: Cyric can manifest avatars. He may have up to 20. Avatars can be in any form the deity desires, and can have stats with HD anywhere up to Cyric’s. The same goes for Divine Rank, though the max is half. On the Prime, the strongest avatar he may use may have the same class levels as the deity, with no outsider HD, and Divine Rank of 0. On the Planes, no such rules apply, and avatars can be every bit as strong as those presented in Deities and Demigods. If an avatar is destroyed, it takes Cyric 1 day to create another. Alter Reality: Cyric possesses the Alter Reality SDA, as described in Deities in Demigods, except that duplicated spells are subject to SR, and the caster level for such spells is 33. Because these effects are not spells, per se, they cannot be used as counterspells, and cannot be counterspelled. Cyric still receive a +10 bonus to caster level checks for these spells (or +12 within the deity’s Realm). Other Divine Powers As a greater deity, Cyric automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal. Senses: Cyric can see, hear, touch, and smell at a distance of 17 miles. As a standard action, he can perceive anything within 17 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing power of deities his rank and lower at up to two remote locations at once for up to 19 hours. Portfolio Sense: Cyric senses any falsehood or deception seventeen tendays before it happens and retains the sensation for seventeen tendays after the event occurs. He is similarly aware of any non-accidental death or the casting of any illusion. Automatic Actions: Cyric can use Bluff, Craft (poisonmaking), Knowledge (Arcana), Sense Motive, Disguise, or Spellcraft as a free action as long as the DC for the task is 30 or lower. He can perform up to 20 such free actions each round. Create Magic Items: Cyric can create any magic item that aids deception, any item that creates an illusion or disguise, and any martial magic weapon that can be used to kill. |
| Nynshari08-02-05, 03:54 PM | Thanks, Tebryn, your Cyric's great ;) Question: The spell 'Maddening Scream' - where can I find it? Thanks :) |
| Tebryn1408-05-05, 10:40 PM | Thanks, Tebryn, your Cyric's great ;) Question: The spell 'Maddening Scream' - where can I find it? Thanks :) I believe it (as well as the madness domain) is in Deities and Demigods. Mask shall be out tomorrow, I didn't get home before 10:30 a single night this week, I'm SO popular :D! |
| Slime Lord08-05-05, 11:02 PM | I believe it (as well as the madness domain) is in Deities and Demigods. Mask shall be out tomorrow, I didn't get home before 10:30 a single night this week, I'm SO popular :D! I have no friends... But in others news! Lol. I do think the Gods you've posted are good and interesting, given I don't play yet and have no use for them lol. When is this going to take a bounce, boing and a step over? |
| Mad Mage08-05-05, 11:12 PM | Hey, Tebryn, you got my last PM, right? Not sure if anything else (other than batch #2) needs placement in your index. Hopefully, that's all of them. |
| Tebryn1408-05-05, 11:26 PM | Yeah, MadMage, I saw them, and I just added them. That should be it, I think? Let me know if you stumble across anymore. Thanks again. I'm tired. |
| Tebryn1408-07-05, 01:44 AM | Here's Mask. I didn't specify his forbidden schoosl, though I suggest Evocation and perhaps Necromancy. Mask Master of All Thieves, Lord of Shadows Lesser Deity Symbol: Black velvet mask tinged with red. Home Plane: The Gray Waste/Nilfheim/Shadow Keep Alignment: Neutral Evil Portfolio: Thieves, shadows, thievery Worshippers: Assassins, beggars, criminals, rogues, shades, shadowdancers. Cleric Alignments: NE, CE, LE Domains: Darkness, Evil, Luck, Trickery Favored Weapon: “Stealthswiper” (longsword) Rogue 23/Shadowdancer 10/Perfect Wight 5/ Illusionist 27 Medium-Size Outsider (Evil, Extraplanar) Divine Rank: 10 Hit Dice: 10d8+100 (outsider) plus 23d6+230 (rogue) plus 10d6+60 (shadow dancer) plus 5d6+50 (Perfect Wight) plus 27d4+270 (wizard) (1,166 hp) Initiative: +30, always first (+26 Dex, +4 Improved Initiative, Supreme Initiative) Speed: 60 ft. Armor Class: 96 (+10 divine, +30 natural, +15 deflection, +26 dexterity, +5 insight) (In realm 102) Base Attack Bonus/Grapple: +44/+63 Attacks: +6 keen wounding speed longsword +70/+70/+65/+60/+55 melee; +6 speed keen wounding returning daggers +86/+86/+81/+76/+71 ranged; or by spell +63 melee touch, or +80 ranged touch. Damage: +6 keen wounding speed longsword 1d8+15; +6 speed keen wounding returning daggers 1d4+15; or by spell. Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Spell-like abilities, salient divine abilities, sneak attack +16d6, crippling strike, opportunist. Special Qualities: Divine immunities, DR 20/epic+good, fire resistance 20, understand, speak and read all languages and speak directly to all beings within 10 miles, remote communication 10 miles, godly realm (1 miles), divine aura (1,000 feet, DC 45), greater teleport at will, plane shift at will, SR 51 (61 in realm), darkvision, alter reality, life, Trapfinding, evasion, trap sense +8, slippery mind, improved evasion, hide in plain sight, shadow illusion, summon shadow, shadow jump (160 ft.), defensive roll, improved legerdemain 1/day, improved invisibility 1/day, incorporeal 1/day, shadow form 1/day. Saves*: Fort +57, Ref +77, Will +58. Abilities: Str 28, Dex 62, Con 30, Int 42, Wis 32, Cha 40. Skills: Appraise +59, Balance +110, Bluff +103, Craft (trapmaking) +96, Climb +57 Concentration +65, Decipher Script +55, Diplomacy +80, Disable Device +85, Disguise +103, Escape Artist +84, Forgery +59, Gather Information +63, Hide +124, Intimidate +50, Jump +79, Knowledge (Arcana) +79, Knowledge (Religion) +79, Knowledge (Planes) +79, Knowledge (History) +79, Listen +86, Move Silently +119, Open Lock +101, Perform (Dance) +50, Search +76, Sense Motive +70, Sleight of Hand +96 Spellcraft +74, Spot +81, Tumble +109, Use Rope. Feats: Alertness, Awesome Blow, Blind-Fight, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Empower Spell, Epic Spellcasting, Exceptional Deflection, Extend Spell, Far Shot, Improved Disarm, Improved Initiative, Improved Sneak Attack, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Improved Spell Capacity (12th), Improved Trip, Improved Unarmed Strike, Infinite Deflection, Maximize Spell, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quicken Spell, Rapid Shot, Reflect Arrows, Scribe Scroll, Self Concealment, Silent Spell, Snatch Arrows, Spring Attack, Still Spell, Storm of Throws, Weapon Focus (Longsword), Whirlwind Attack. Epic Spells/Day: 4 arcane, 4 divine. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Battlesense, Divine Blast (18/day, 25d12 points of damage), Divine Dodge (60% miss chance), Divine Glibness, Divine Rogue, Divine Shield (13/day, stops 100 points of damage), Divine Sneak Attack, Master of All Theives*, Power of Luck (10 creatures/day, +10 luck bonus or –10 luck penalty), Supreme Initiative. Domain Powers: Cast evil spells at +1 caster level; 10/day reroll a die roll once after it is made. Spell-Like Abilities: Mask uses these abilities as a 40th caster, except for evil spells, which he uses as a 41st level caster. The save DCs are 35+spell level. Aid, Armor of Darkness, Blacklight, Blasphemy, Blindness/Deafness, Break Enchantment, Change Self, Confusion, Create Undead, Darkbolt, Desecrate, Dispel Good, Entropic Shield, False Vision, Freedom of Movement, Holy Aura, Invisibility, Magic Circle against Good, Miracle, Mislead, Nightmare, Nondetection, Obscuring Mist, Polymorph any Object, Power Word, blind, Power Word, kill, Protection from Elements, Protection from Good, Prying Eyes, Screen, Spell Turning, Summon Monster IX (As evil spell only), Time Stop, Unholy Aura, Unholy Blight, Wizard Spells/Day (Levels 0-12): 4/8/8/8/8/7/7/7/7/6/3/3/3; base DC=26+spell level. (If you go by the alternative magic rules, his spells/day are 4/9/9/9/9/8/8/8/8/7/3/3/3, 10th-3). Caster level= 37th, 27th for spell slots). Life: Mask can raise any dead mortal anywhere, no matter how long they have been dead, as long as they weren’t slain by a deity of higher rank. Feats: Mask should have all Spellcraft DCs for base seeds reduced by 10, and have all modifiers reduced by half, because he is a source of magic in and of herself, and his true form is not limited by the Weave or the alignment of the planes, and therefore can cast Epic Magic much more easily. Spellcasting: Mask receives a +10 bonus on all caster level checks to overcome SR. This applies to all spells and spell-like abilities. Within his own Realm, this bonus increases to +12. In addition, Mask cast all wizard spells with a bonus to effective caster level (for variables dependant on caster level, as well as for caster level checks to beat SR) equal to his divine rank. Alternatively, if your campaign uses True Dweomers, Mask gains 10th, 11th, and 12th level spell slots (as per the Arcanist Weave Depth Progression in Netheril, Empire of Magic). These slots can be used either for Metamagic spells, or for True Dweomers (though spell slots from the Divine Spellcasting SDA and Improved Spell Capacity feat cannot be used for True Dweomers). Spells cast by Mask have no damage caps. His level 1-9 spell slots also increase indefinitely, at the rate of one spell per day to each spell level (1-9) every 4 levels after 20th level. Avatars: Mask can manifest avatars. He may have up to 5. Avatars can be in any form the deity desires, and can have stats with HD anywhere up to Mask’s. The same goes for Divine Rank, though the max is half. On the Prime, the strongest avatar he may use may have the same class levels as the deity, with no outsider HD, and Divine Rank of 0. On the Planes, no such rules apply, and avatars can be every bit as strong as those presented in Deities and Demigods. If an avatar is destroyed, it takes Mask 1 month to create another. Alter Reality: Mask possesses the Alter Reality SDA, as described in Deities in Demigods, except that duplicated spells are subject to SR, and the caster level for such spells is 25. Because these effects are not spells, per se, they cannot be used as counterspells, and cannot be counterspelled. Mask still receive a +10 bonus to caster level checks for these spells (or +12 within the deity’s Realm). Master of All Thieves (Unique Salient Divine Ability) Mask is the epitome of thievery, and as such excels at the skills that define thieves. He receives a +10 bonus on all Open Lock, Hide, and Sleight of Hand checks. Possessions: Mask carries “Stealthswiper”, a +6 keen wounding speed longsworder. The blade makes no noise, and grants its wielder a +5 circumstance bonus on Move Silently checks. Furthermore, any sneak attacks made by the wielder with the sword deal 5 times as much damage as usual (roll the dice first, then multiply by five). The secondary damage (as described by the Divine Sneak attack SDA) is not affected as such. Other Divine Powers As a Lesser Deity, Mask can take 10 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Mask can see (normal of darkvision), hear, smell, and touch at a distance of 10 miles. As a standard action, he can perceive anything within 10 miles of his worshippers, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities rank 10 and lower at up to two remote locations at once for up to 10 hours. Portfolio Sense: Mask senses any theft, burglary, or similar crime the instant it happens, as long as it affects at least 500 people. He is similarly aware of clandestine goings-on that take place in shadows if the event is of similar scope. Automatic Actions: Mask can use any Rogue class skill as a free action whether or not he had ranks in it, as long as the DC for the task is 20 or lower. He can perform up to 5 such free actions each round. Create Magic Items: Mask can create any kind of magic item that facilitates deception or theft, as well as any magic item tied to the shadows, as long as the market price does not exceed 30,000 gp. |
| Mad Mage08-07-05, 10:05 AM | Well, for the next stats you pull up (or in this cast, repost), how about my recent request? :bow: In case you need a friendly reminder, they're: - Luthic - Yurtus - Marthammor Duin - Dugmaren Brightmantle - Urogolan |
| Tebryn1408-07-05, 11:10 AM | Well, for the next stats you pull up (or in this cast, repost), how about my recent request? :bow: In case you need a friendly reminder, they're: - Luthic - Yurtus - Marthammor Duin - Dugmaren Brightmantle - Urogolan Oh, I'm so sorry, I forgot. Yes, here: Luthic By Jorda the Knight The Cave Mother, the Blood Moon Witch Lesser Orc Deity Symbol: Orc rune for home Home Plane: Nishrek Alignment: Neutral Evil Portfolio: Caves, orc females, home, wisdom, fertility, healing, servitude Worshipers: Monks, orc females, runecasters Cleric Alignments: CN, LN, NE Domains: Cavern, Earth, Evil, Family, Healing, Orc Favored Weapon: A hand with long claws (claw bracer) Luthic Cleric 10/*Monk 20/Runecaster 10 Medium-Size Outsider (Evil) Divine Rank: 8 Hit Dice: 20d8+220 (Outsider), 10d8+110 (Clr), 20d8+220 (Mnk), 20d8+220 (Rnc) (1410 hp) Initiative: +13 (+9 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 73 (+9 Dex, +8 divine, +21 natural, +7 deflection, +4 monk, +14 wisdom) Attacks: +5 keen lawful vorpal unarmed strike +68 melee; or +58 melee touch; or +57 ranged touch Damage: +5 keen lawful vorpal unarmed strike 2d12+10/19-20/x2; or by spell Face/Reach: 5 ft. by 5 ft/ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, flurry of blows, ki strike +3, quivering palm (DC=30), stunning attack (20/day, Fort DC=30) Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 8miles, abundant step, diamond body, divine aura (800 feet, DC=25), DR 43/+4, fast healing 28, empty body (20 rounds/day), evasion, fast movement, fire resistance 28, godly realm, purity of body, remote communication 8 miles, slow fall (any distance), SR 40, still mind, timeless body, tongue of the sun and moon, wholeness of body (40 hp), Rune Craft +3, Rune Power +3, improved runecasting, maximize rune, rune chant Saves: Fort. +45 Ref. +49 Will. +54 Abilities: Str.30 (+10) Dex.28 (+9) Con.32 (+11) Int.30 (+10) Wis.38 (+14) Cha.25 (+7) Skills: Balance +57, Climb +58, Concentration +59, Escape Artist +57, Hide +57, Jump +58, Knowledge (religion) +58, Knowledge (arcana) +58, Listen +62, Move Silently +57, Spot +62, Swim +58, Diplomacy +55, Heal +62, Scry +58, Spellcraft +58, Craft (sculpting) +58, Craft (stonemasonry) +58, Profession (cook) +62, Profession (brewer) +62, Profession (herbalist) +62, Profession (miner) +62 Feats: Inscribe Ruin, Alertness, Combat Casting, Combat Reflexes, Expertise, Improved Disarm, Improved Trip, Whirlwind Attack, Improved Critical (unarmed strike), Improved Initiative, Power Attack, Cleave, Great Cleave, Run, Weapon Focus (unarmed strike), Craft Wondrous, Item Forge Ring, Extend Spell Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Call Creatures (orcs), Control Creatures (orcs), Divine Fast Healing, Divine Monk, Divine Shield, Divine Weapon Focus (unarmed strike), Extra Domain (Family), Extra Domain (Healing), Extra Domain (Cavern) Domain Powers: Cast evil and healing spells at +1 caster level, turn or destroy air creatures as a good cleric turns undead 10/day, stonecunning, as a free action protect 11 creatures (can be self) with a +4 dodge bonus to AC 20 rounds/day (creatures that move more than 10 feet away lose this bonus), smite ability (+10 bonus to damage on successful attack 1/day, if used against a dwarf or elf add +4 to the smite attack roll). Spell-Like Abilities: All domain spells, caster level 18, base DC= 25 + spell level Possessions: Luthic carries no possession with her that are above mundane interest, but she does use her rune magic often and her extremely long claws are deadlier than most blades. *Though characters can usually only take monk levels if they are lawful in alignment Luthic is an exception to this rule. However, should her alignment ever change from neutral evil she loses all benefits from her class levels in monk. Other Divine Powers Senses: Luthic can see, hear, touch and smell at a distance of 8 miles. As a standard action she can perceive anything within 8 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 5 locations at once. She can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 8 hours. Portfolio Sense: Luthic senses the foundation of any new orc home as well as the scribing of any rune by and orc the moment it happens as long as the event involves at least 500 people. Automatic Actions: Luthic can use Heal, Concentration and any Craft skill in which she has at least 1 rank as a free action if the DC for the task is 20 or lower. She can perform up to 5 such actions a turn. Create Magic Items: Luthic can create any magic item involving earth or runes as long as the market price does not exceed 30,000 gp Yurtrus By Jorda the Knight White Hands, the Lord of Maggots, the Rotting One Lesser Orc Deity Symbol: White hands on a dark background Home Plane: Nishrek Alignment: Neutral evil Portfolio: Death, disease Worshipers: Assassins, monks Cleric Alignments: CE, LE, NE Domains: Death, Destruction, Evil, Orc, Suffering Favored Weapon: Pale white hand (unarmed strike) Yurtrus Rogue 10/Assassin 10/Wizard 20 Medium-Size Outsider (Evil) Divine Rank: 10 Hit Dice: 20d8+140 (outsider), 10d6+70 (rog), 10d6+70 (asn), 20d4+140 (wiz) (780 hp) Initiative: +17 (+13 Dex, +4 improved initiative) Speed: 60 ft. AC: +53 (+13 Dex, +10 divine, +23 natural, +7 deflection) Attacks: +5 spell storing unarmed strike +62; or +57 melee touch; or +63 ranged touch Damage: +5 spell storing unarmed strike 1d4+12; or by spell Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, death attack (DC 35), sneak attack +15d6 Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 10 miles, defensive roll, divine aura (1000 ft. DC 27), DR 45/+4, evasion, familiar (rats), fire resistance 30, godly realm, improved evasion, remote communication (10 miles), SR 62, traps, uncanny dodge Saves: Fort. +49 Ref. +55 Will. +55 Abilities: Str.24 (+7) Dex.36 (+13) Con.25 (+7) Int.40 (+15) Wis.36 (+13) Cha.24 (+7) Skills: Alchemy +68, Appraise +68, Balance +66, Bluff +60, Concentration +60, Climb +66, Disguise +60, Escape Artist +66, Forgery +60, Hide +66, Intimidate +60, Knowledge (arcana) +68, Knowledge (religion) +68, Knowledge (nature) +68, Knowledge (the planes) +68, Move Silently +66, Open Lock +66, Pick Pocket +66, Read Lips +66, Scry +68, Spellcraft +68, Tumble +66, Use Rope +66, Profession (apothecary) +66, Profession (undertaker) +66, Craft (trapmaking) +68 Feats: Combat Casting, Combat Reflexes, Dodge, Mobility, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Spell Penetration, Greater Spell Penetration, Craft Rod, Empower Spell, Enlarge Spell, Extend Spell, Quicken Spell, Maximize Spell, Silent Spell, Still Spell, Eschew Materials Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Extra Domain (Destruction), Extra Domain (Suffering), Automatic Metamagic, Frightful Presence, Divine Celerity, Hand of Death, Life and Death, Increased Spell Resistance, Instant Counterspell, Instant Move, Lay Curse, Life Drain Domain Powers: Cast evil spells at +1 caster level, death touch 1/day (roll 10d6, if the total is greater than or equal to touched creatures current hp, it dies), smite 1/day (+4 attack and +10 damage if you hit with a single melee attack), pain touch 1/day (touched creature suffers –2 enhancement penalty to Strength and Dexterity for 1 minute. Does not affect creatures immune to critical hits), smite 1/day (+10 to damage if you hit with a single melee attack. If used against an elf or dwarf add +4 to your attack roll for the smite attack) Spell-Like Abilities: All domain spells, caster level 20, base DC= 27 + spell level Possessions: Yurtrus carries no special belongings, and he has no need for them for his very touch can bring death. Anyone struck by Yurtrus’s unarmed strike (which is charged with a permanent Contagion spell) in addition to taking normal damage, must succeed at a fortitude save (DC 25) or instantly be affected as though by the spell Contagion. Yurtrus can change what disease his spell storing power holds each round as a free action and he can perform up to 2 such free actions per round. Other Divine Powers Senses: Yurtrus can see, hear, touch and smell at a distance of 10 miles. As a standard action he can perceive anything within 10 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 10 hours. Portfolio Sense: Yurtrus senses any form of plague or disease or natural death of an orc the moment it happens as long as the event involves at least 500 people. Automatic Actions: Yurtrus can use Concentration, Intimidate and any Knowledge skill in which he has at least 1 rank as a free action if the DC for the task is 20 or lower. She can perform up to 5 such actions a turn. Create Magic Items: Yurtrus can create any magic item involving disease or plague as long as the market price does not exceed 300,000 gp. Marthammor Duin By Elrumir Finder-of-Trails, the Watcher of Wanderers, the Watchful Eye, the Hammer, the Finder, the Wanderer Lesser Dwarven Deity Symbol: Upright mace in front of a fur-trimmed leather boot Home Plane: Dwarfhome Alignment: Neutral Good Portfolio: Guides, explorers, expatriates, travellers, lightning Worshipers: Dwarves, fighters, rangers, travellers. Cleric Alignments: CG, LG, NG Domains: Dwarf, Good, Protection, Travel Favoured Weapon: “Glowhammer” (heavy mace) Marthammor Duin Ranger 12/Bard 10/Cleric 8/Royal Explorer 10 from Song & Silence Medium-size Outsider (Dwarf, Good) Divine Rank: 8 Hit Dice: 20d8+180 (outsider) +12d10+108 (Rgr) + 8d8+72 (Clr) + 10d8+90 (REx) (874 hp) Initiative: +13 (+9 Dex, +4 Improved Initiative) AC: 52 (+9 Dex, +8 divine, +21 natural, +9 deflection) Attacks: +5 defending, impact, thundering heavy mace +66/+61/+56/+51 melee; or spell +60 melee touch or +57 ranged touch. Damage: +5 defending, impact, thundering heavy mace 1d8+17/18-20; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 12/day. Special qualities: Shield dwarf racial traits, animal companion (up to 12 HD), bardic knowledge +19, bardic music 14/day, bonus languages, brave, divine aura (800 ft., DC 27), divine immunities, DR 43/+4, explorer check (Diplomacy, Disable Device, Gather Information, Sense Motive, Use Magic Device) explorer lore +29, favoured enemies (goblinoids +3, giants +2, evil outsiders), fearless, fire resistance 28, godly realm (1 mile Outer Plane, 800 ft. Material Plane), never lost, plane shift at will, remote communication 8 miles, search bonus, skill mastery, SR 40, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 6 miles. Saves: Fort +51, Ref +48, Will +49 Abilities: Str 35, Dex 29, Con 29, Int 27, Wis 28, Cha 29 Skills: Animal Empathy +57, Bluff +57, Concentration +57, Decipher Script +56, Diplomacy +57, Disguise +57, Gather Information +57, Heal +57, Hide +57, Intuit Direction +57, Knowledge (arcana) +56, Knowledge (geography) +56, Knowledge (history) +56, Knowledge (nature) +56, Knowledge (religion) +56, Listen +59, Move Silently +57, Perform +59, Profession (cartographer) +57, Profession (guide) +57, Search +56, Sense Motive +57, Spellcraft +56, Spot +59, Swim +60, Wilderness Lore +57. Feats: Alertness, Combat Casting, Combat Reflexes, Disguise Spell, Dodge, Endurance, Expertise, Extra Music, Great Fortitude, Improved Critical (heavy mace), Improved Initiative, Improved Trip, Jack-of-All-Trades, Lingering Song, Mobility, Multicultural, Reach Spell, Skill Focus (Perform), Spring Attack, Superior Expertise, Track, Weapon Focus (heavy mace). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Area Divine Shield, Avatar, Divine Celerity, Divine Shield, Extra Domain (Good), Free Move, Instant Move, Stride. Domain Powers: Cast good spells at +1 caster level; 8/day protective ward; up to 8 rounds/day freedom of movement. Spell-like Abilities: Marthammor Duin uses these as an 18th-level caster except for good spells, which he uses as a 19th level caster. The save DCs are 23 + spell level. aid, antimagic field, astral projection, blade barrier, dictum, dimension door, dispel evil, elemental swarm (earth spell only), endurance, expeditious retreat, fabricate, find the path, fly, glyph of warding, greater magic weapon, holy aura, holy smite, holy word, locate object, magic circle against evil, magic weapon, mind blank, phase door, prismatic sphere, protection from elements, protection from evil, protection from spells, repulsion, sanctuary, shield other, spell immunity, spell resistance, stone tell, summon monster IX (as good spell only), teleport, teleport without error. Bard Spells/day: 3/6/5/4/2 (levels 0-4); base DC 19 + spell level. Bard Spells known: 6/4/4/4/2. Cleric Spells/day: 6/8/6/6/5 (levels 0-4); base DC 18 + spell level. Ranger Spells/day: 4/3/3 (levels 1-3); base DC 18 + spell level. Possessions: Marthammor Duin attacks with Glowhammer when attacked while on the road. This is not, as the name implies some great mallet of some sort, but a +5 heavy mace with the defending, impact and thundering enhancements. The mace seems to glow as if red-hot from the forge, but this is not the case. It just pulses with an inner energy. Other Divine Powers As a lesser god, Marthammor Duin may take 10 on any check. Marthammor treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Marthammor can see, hear, touch and smell at a distance of eight miles. As a standard action, he can perceive anything within eight miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 8 hours. Portfolio Sense: Marthammor Duin knows it automatically if a dwarf discovers a – to the dwarves – previously unknown area as long as it affects five hundred or more people. Automatic Actions: Marthammor can use Diplomacy, Gather Information, Intuit Direction, Knowledge (geography), Profession (cartographer) or Wilderness Lore as a free action, if the DC for the check is 20 or less. He can perform up to five such actions per round. Create Magic Items: Being the dwarven god of exploration and guides, Marthammor Duin can create any magic item that aids in wilderness survival and interaction with other people, as long as the item’s price does not exceed 30,000gp. Avatars Marthammor Duin appears as a whip-thin, raven-haired dwarven male, almost always clad in leather armour and furs, all dyed in natural colours, most often green. He frequently carries a walking stick, which he ‘accidentally’ leaves behind when encountered. These canes then function as +1 quarterstaffs which have the ability to fulfil one limited wish when broken by a dwarf. Avatar of Marthammor: As Marthammor except as follows; divine rank 4; AC 48; Atk +62/+57/+52/+47 melee (1d8+17/18-20, +5 defending, impact, thundering heavy mace); or spell +56 melee touch or +53 ranged touch; SQ Divine aura (40 ft., DC 23), DR 39/+4, fire resistance 24, SR 36; SV Fort +47, Ref + 44, Will +45; all skill modifiers are reduced by four. Salient Divine Abilities: Divine Celerity, Divine Shield, Free Move, Instant Move, Stride. Spell-like abilities: Caster level 14th, saving throw DC 23 + spell level. Without the Extra Domain salient ability, Marthammor’s avatar loses access to the Good domain and the corresponding spell-like abilities. Dugmaren Brightmantle By Elrumir The Gleam in the Eye, the Wandering Tinker, the Errant Explorer Lesser Dwarf Deity Symbol: Open book Home Plane: Dwarfhome Alignment: Chaotic good Portfolio: Scholarship, invention, discovery Worshipers: Artisans, dwarves, loremasters, runecasters, scholars, tinkers, wizards. Cleric Alignments: CG, CN, NG Domains: Chaos, Craft, Dwarf, Good, Knowledge, Rune Favoured Weapon: “Sharptack” (short sword) Dugmaren Brightmantle Cleric 10/Wizard 10/Loremaster 10/Runecaster 10 Medium-size Outsider (Dwarf, Good, Chaos) Divine Rank: 7 Hit Dice: 20d8+180 (outsider) + 10d8+90 (Clr) + 10d4+90 (Wiz) + 10d4+90 (Lor) + 10d8+90 (Rnc) (940 hp) Initiative: +13 (+9 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 56 (+9 Dex, +1 dodge trick, +7 divine, +20 natural, +9 deflection) Attacks: +5 keen, spell storing, defending short sword +60/+55/+50/+45 melee; or spell +52 melee touch or +56 ranged touch. Damage: +5 keen, spell storing, defending short sword 1d6+12/15-20; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 12/day. Special Qualities: Dwarf racial traits, applicable knowledge, divine aura (700 ft., DC 28), divine immunities, dodge trick, DR 42/+4, fire resistance 27, godly realm (1 mile Outer Plane, 700 ft. Material Plane), greater lore, improved runecasting, lore, maximize rune, plane shift at will, remote communication 7 miles, rune chant, rune craft +3, rune power +3, secret knowledge of avoidance, secrets of inner strength, spontaneous casting of divine spells, SR 39, teleport without error at will, the lore of true stamina, true lore, understand, speak and read all languages and speak directly to all beings within 7 miles. Saves: Fort +51, Ref +49, Will +51. Abilities: Str 24, Dex 28, Con 28, Int 35, Wis 33, Cha 29. Skills: Alchemy +54, Appraise +52, Bluff +49, Concentration +50, Craft (gemcutting) +58, Craft (pottery) +56, Craft (stonecarving) +63, Craft (weaving) +55, Decipher Script +52, Diplomacy +49, Forgery +52, Gather Information +49, Heal +49, Knowledge (arcana) +52, Knowledge (architecture and engineering) +57, Knowledge (geography) +52, Knowledge (history) +52, Knowledge (nature) +52, Knowledge (the planes) +52, Knowledge (religion) +52, Listen +50, Profession (apothecary) +49, Profession (inventor) +56, Profession (scribe) +49, Scry +54, Search +49, Spellcraft +52, Spot +50, Use Magic Device +46. Feats: Alertness, Brew Potion, Combat Casting, Craft Magic Arms and Armour, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Dodge, Eschew Materials, Expertise, Extend Spell, Forge Ring, Great Fortitude, Improved Critical (short sword), Improved Initiative, Inscribe Rune, Martial Weapon Proficiency (short sword), Persistent Spell, Scribe Scroll, Silent Spell, Skill Focus (Knowledge [architecture and engineering]), Skill Focus (Craft [stonecarving], Spell Focus (Divination), Still Spell, Superior Expertise, Weapon Focus (short sword). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Avatar, Craft Artefact, Create Object, Extra Domain (Chaos), Extra Domain (Dwarf), Extra Domain (Good), Master Crafter. Domain Powers: Cast chaos spells at +1 caster level; cast [creation] spells at +1 caster level; cast good spells at +1 caster level; cast divination spells at +1 caster level. Spell-like Abilities: Dugmaren uses these abilities as a 17th-level caster, except for chaos, divination and good, spells, which he uses as an 18th-level caster. Save DC’s are 26 + spell level. aid, animate objects, animate rope, blade barrier, chaos hammer, cloak of chaos, , dictum, dispel evil, dispel law, Drawmij’s instant summons, elemental swarm (earth spell only), endurance, erase, explosive runes, fabricate, fantastic machine, forcecage, glyph of warding, greater fantastic machine, greater glyph of warding, greater magic weapon, holy aura, holy smite, holy word, lesser planar binding, magic circle against evil, magic circle against law, magic weapon, major creation, minor creation, protection from evil, protection from law, protection from spells, secret page, shatter, stone shape, stone tell, summon monster IX (as chaos or good spell only), symbol, teleportation circle, wall of stone, wood shape, word of chaos. Cleric Spells/day: 6/9/9/9/8/8/7/7/6/6; base DC 21 + spell level, 23 + spell level for Divination spells. Wizard Spells/day: 4/7/7/7/7/6/6/6/6/5; base DC 22 + spell level, 24 + spell level for Divination spells. Possessions: Dugmaren Brightmantle attacks with Sharptack, a +5 short sword with the defending, keen and spell-storing enhancements, in which he usually stores feeblemind, even though normally not possible with a 5th-level spell. Other Divine Powers As a lesser god, Dugmaren Brightmantle may take 10 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure and is immortal. Senses: Dugmaren can see, hear, touch and smell at a distance of seven miles. As a standard action, he can perceive anything within seven miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 7 hours. Portfolio Sense: Dugmaren knows it automatically when a dwarf makes a discovery, magical or mechanical, as long as this affects 500 people. Automatic Actions: Dugmaren can use Alchemy, any Craft, any Knowledge and Scry as a free action, if the DC for the check is 20 or less. He can perform up to five such actions per round. Create Magic Items: As Dugmaren is the dwarven god of knowledge and invention, he can create any magical item which enhances Intelligence or Wisdom, or uses anything based on these abilities, as long as the item’s price does not exceed 30,000gp. Avatars When in the Realms, Dugmaren Brightmantle appears as an old dwarf with twinkling blue eyes behind smart spectacles. He walks slightly stooped, hunched from carrying around many books for a long time. The Errant Explorer is never seen without his bright blue cloak, which acts as a major cloak of displacement. Avatar of Dugmaren: as Dugmaren, except as follows; divine rank 3; AC 42; Atk +56/+51/+46/+41 melee (1d6+12/15-20; +5 keen, spell storing, defending short sword); or +48 melee touch or +52 ranged touch (spell); SQ Divine aura (30 ft. DC 22), DR 38/+4, fire resistance 23, SR 35; SV Fort +47, Ref +45, Will +47; all skill modifiers reduced by 4. Salient Divine Abilities: Alter Size, Craft Artefact, Create Object, Master Crafter. Spell-like abilities: Caster level 13th, saving throw DC 22. Without the Extra Domain salient ability, Dugmaren loses access to the domains Chaos, Dwarf and Good and the spell-like abilities aid, animate objects, blade barrier, chaos hammer, cloak of chaos, , dictum, dispel evil, dispel law, elemental swarm (earth spell only), endurance, fabricate, glyph of warding, greater magic weapon, holy aura, holy smite, holy word, magic circle against evil, magic circle against law, magic weapon, protection from evil, protection from law, protection from spells, shatter, stone tell, summon monster IX (as chaos or good spell only, word of chaos. ________________________________________ __________________________________ Urogalan By Jorda the Knight He Who Must Be, Lord of the Earth, the Black Hound Halfling Demigod Symbol: Silhouette of a dog’s head Home Plane: Green Fields Alignment: Lawful neutral Portfolio: Earth, death, protection of the dead Worshipers: Genealogists, grave diggers, halflings Cleric Alignments: LE, LG, LN Domains: Earth, Halfling, Law, Protection, Repose Favored Weapon: “Doomthresher” [double headed flail] (any flail) Urogalan Druid 20/Cleric 20 Small-Size Outsider (Law) Divine Rank: 5 Hit Dice: 20d8+140 (Outsider), 20d8+140 (drd), 20d8+140 (clr) (900 hp) Initiative: +18 (+14 Dex, +4 Improved Initiative) Speed: 50 ft., burrow 25 ft. AC: 53 [58 when Urogalan and opponent are touching earth] (+1 Size, +14 Dex, +5 divine, +18 natural, +5 deflection) Attacks: +5/+5 impact disruption lawful double-headed flail +53 melee; or +48 melee touch; or +55 ranged touch attack (All attacks increase by +5 if both Urogalan and his opponent are touching the ground) Damage: +5/+5 ghost touch lawful double-headed flail 1d8+11/ 1d8+11/19-20/x2 (All damage increases by +5 if both Urogalan and his opponent are touching the ground) Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 13/day Special Qualities: Divine immunities, Halfling traits, DR 40/+4, fire resistance 25, understand, speak and read all languages and speak directly to all beings within 5 miles, remote communication, godly realm, a thousand faces, nature sense, resist nature’s lure, timeless body, trackless step, tremoresense (50 ft.) venom immunity, wild shape (as 20th level druid), woodland stride, SR 40, divine aura (50 ft., DC= 20) Saves: Fort. +45 Ref. +52 Will. +53 Abilities: Str.26 (+8) Dex.38 (+14) Con.24 (+7) Int.32 (+11) Wis.40 (+15) Cha.20 (+5) Skills: Animal Empathy +47, Concentration +47, Diplomacy +47, Handle Animal +47, Heal +47, Intuit Direction +47, Knowledge (arcana) +47, Knowledge (religion) +47, Knowledge (nature) +47, Scry +47, Spellcraft +47, Swim +47, Wilderness Lore +47, Profession (guide) +47, Profession (undertaker) +47, Profession (gravedigger) +47, Climb +25, Move Silently +25, Hide +25, Ride (dogs) +25 Feats: Alertness, Combat Casting, Dodge, Mobility, Spring Attack, Expertise (double-headed flail), Ambidexterity, Whirlwind Attack, Improved Critical (double-headed flail), Improved Initiative, Lightning Reflexes, Improved Two-Weapon Fighting, Spell Penetration, Greater Spell Penetration, Weapon Focus (double-headed flail), Greater Two-Weapon Fighting, Extend Spell, Quicken Spell Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Extra Domain (Repose), Extra Domain (Protection), Know Death, Divine Earth Mastery, Hand of Death Domain Powers: Cast law spells at +1 caster level, turn/destroy air creatures as a good cleric turns undead, rebuke/command earth creatures as an evil cleric rebukes undead, ward touched creature with +20 bonus on next saving throw with duration of 1 hour 1/day, add charisma modifier (+5) to Climb, Jump, Move Silently and Hide checks as a free action for 10 minutes/day, death touch 1/day (melee touch attack, roll 20d6, if number equals touched creatures current HP, it dies) Spell-Like Abilities: All domain spells, caster level= 15, base DC= 20+ spell level Cleric Spells/day: 6/10/10/10/9/9/8/8/7/7 caster level 20, base DC= 25+ spell level Druid Spells/day: 6/9/9/9/8/8/7/7/6/6 caster level 20, base DC= 25+ spell level Possessions: Urogalan carries “Doomthresher” a +5/+5 ghost touch lawful double-headed flail. He also owns a unique Onyx Dog Figurine of Wondrous Power which Urogalan calls “Silhouette”, an elemental earth war dog. The dog is pure black, looking almost like a shadow except for it’s fierce glowing brown eyes and is exceptionally powerful. Urogalan can use Silhouette once a day for up to 12 hours. If Silhouette is killed he cannot be called again for 3 days. The Onyx Dog Figurine of Wondrous Power is also incredibly durable (hardness 35, 200 hp) and Urogalan treats Silhouette as his only true friend and will protect the statuette with his life. Other Divine Powers Senses: Urogalan can see, hear, touch and smell at a distance of 5 miles. As a standard action he can perceive anything within 5 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 5 hours. Portfolio Sense: Urogalan is aware of any Halfling deaths, funerals and casting of earth spells so long as it involves at least 1000 or more people. Automatic Actions: Urogalan can use Handle Animal, Scry, Ride (dogs) and any Knowledge skill in which he has ranks as a free action if the DC for the task is 15 or lower. He can perform up to 5 such free actions each round. Create Magic Items: Urogalan can create any item involving earth, death or canines as long as the item’s market price does not exceed 4500 gp. Silhouette, Unique Advanced Earth Elemental Riding Dog Medium Size Elemental (Earth) Hite Dice 6d8 (Outsider) Initiative: +3 (+3 Dex) Speed: 40 ft., burrow 20 ft. AC: +10 (+3 Dex, +7 natural) Attacks: Bite +4 melee Damage: Bite 1d6+4 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Trip (as wolf), Earth Mastery, Burrow. Special Qualities: Elemental, Darkvision (60 ft.), Tremoresense Saves: Fort. +6 Ref. +6 Will. +1 Abilities: Str.18 Dex.16 Con.16 Int.2 Wis.12 Cha.6 Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1* Alignment: Lawful Neutral Earth Mastery (Ex): Silhouette gains a +1 bonus on attack and damage rolls if both it and it’s foe touch the ground. If an opponent is airborne or waterborne, Silhouette suffers a –4 penalty on attack and damage rolls. Burrow (Ex): Silhouette can glide through stone, dirt or almost any soft of earth except for metal as easily as a fish swims through water. He leaves no trail/tunnel behind him when burrowing. Elemental: Immune to poison, sleep, paralysis and stunning. Not subject to critical hits. Tremoresense: Silhouette can automatically sense the location of anything within 60 ft. that is in contact with the ground. |
| Mad Mage08-07-05, 11:32 AM | Dos inbal ussta g'rftte, abbil. (Translated from Drow: You have my thanks, friend.) :cool: |
| Slime Lord08-07-05, 02:21 PM | Dos inbal ussta g'rftte, abbil. (Translated from Drow: You have my thanks, friend.) :cool: If there was a better face than :eek: to use for that, I would use it ;) lol. I don't think I've even seen QC, Zen or the other do that before... |
| Mad Mage08-11-05, 11:20 AM | So, Tebryn, what's the next deity on your agenda? *curious* |
| Tebryn1408-11-05, 06:07 PM | So, Tebryn, what's the next deity on your agenda? *curious* I really don't know. Unless I'm mistaken, the only request I have right now is Gaea. I'll probably finish her. Then, I'd like to commandeer someone here on this forum to start doing the huge list of Greyhawk deities. I have a complete list of them, and a tiny, tiny number are actually done. |
| Mad Mage08-11-05, 07:20 PM | I really don't know. Unless I'm mistaken, the only request I have right now is Gaea. I'll probably finish her. Then, I'd like to commandeer someone here on this forum to start doing the huge list of Greyhawk deities. I have a complete list of them, and a tiny, tiny number are actually done. Alright, it's just that I'm thinking to hold off before I request any more stats. Hopefully for a couple of weeks. |
| Tebryn1408-11-05, 10:48 PM | Yeah, so we're now relocated. I would like to give a formal greeting to all you Deities and Planes forum people. I really hope we can be productive, and if you have any questions involving the workings of this thread, any of the deities posted herein, or anything else of that nature, please, feel free to ask. |
| Green Giant08-12-05, 12:52 AM | I've done three GH deities that were requested some time ago (four if you count Iggwilv as a quasi-deity) but unfortunately they don't use Tebryn's power clause. If you wish I can repost them in this thread. |
| Tebryn1408-12-05, 07:49 AM | I've done three GH deities that were requested some time ago (four if you count Iggwilv as a quasi-deity) but unfortunately they don't use Tebryn's power clause. If you wish I can repost them in this thread. Don't worry about the power clause! I need deities statted without it first, since this thread needs to be useful to the general population first, then my power clause followers second. So sure, post away. And if you feel like doing any others, or redoing your three (four) with the power clause, please feel free :D. I'm excited, thank you GG! |
| Mad Mage08-12-05, 08:12 AM | Didn't this thread feature stats for a Formian deity? I swear the ant people have one of their own. |
| Green Giant08-12-05, 10:14 AM | Here is the first of the GH deities. Enjoy. :) Incabulos The Black Rider, Lord of Pestilence, Master of the Bitter Cup, Lord of Evils Greater Diety Symbol: Eye of Possession (green eye in a red diamond) Home Plane: Gray Waste of Hades/Oinos/Charnelhouse Portfolio: Plagues, famine, disasters, drought, nightmares Worshipers: Druids, healers, rogues, those suffering from disease and illness, those who fear the destructive power of nature Cleric Alignments: NE, LE, CE Domains: Death, Destruction, Evil, Pestilence Favored Weapon: the Ashstaff (quarterstaff) Incabulos (in-CAB-u-loss) is the power of evil sendings, feared by good and evil folk alike. The black-cloaked rider of the nightmares delights in woe and wickedness, and enjoys being feared as much as being revered. Incabulos has few worshipers in the Flanaess, but many seek to propitiate him with offerings. This is especially true in lands ravaged by famine, where disease has spread from unburied bodies on battlefields, and where fear grips the common people. Despicable folk of all sorts venerate Incabulos, respecting his power and malignancy. Religious depictions of Incabulos only begin to approach the true hideousness of his horrible visage, deformed body, and skeletal hands. Incabulos despises Rao and Pelor, and maintains a loose alliance with Nerull for the purposes of opposing these two Greater Powers. The other deities he considers foes are of little consequence to him. It should be noted that Incabulos is known to the Bakluni as Sevelkhar the Waster, Master of Famine and Drought, the Poisoner of Wells. In the Bakluni culture, Sevelkhar is the eternal opponent of Geshtai, and both are viewed as subservient to Istus, Our Lady of Fate. This is contrary to the common belief of the Flanaess, where Incabulos is one of the few Greater Powers, an equal of Istus, and vastly more powerful than Geshtai, a Lesser Power. Dogma Clergy and Temples INCABULOS Druid 10/Blighter 10/Rogue 10/Necromancer 10 Medium Outsider (Evil) Divine Rank: 16 Hit Dice: 20d8+220 (outsider) plus 10d8+110 (Druid) plus 10d8+110 (Blighter) plus 10d6+110 (Rogue) plus 10d4+110 (Necromancer) (1,080 hp) Initiative: +13 (+9 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 74 (+9 Dex, +16 divine, +29 natural, +10 deflection) touch 45, flat-footed 65 Base Attack/Grapple: +40/+65 Attack: the Ashstaff +71 melee; or Evil Edge +70 melee; or spell +65 melee touch or +65 ranged touch Full Attack: the Ashstaff +71/+66/+61/+56 melee; or Evil Edge +70/+65/+60/+55 melee; or spell +65 melee touch or +65 ranged touch Damage*: the Ashstaff 1d6+14; or Evil Edge 1d10+18/19-20; or by spell *Always does maximum damage (quarterstaff 20, bastard sword 28) Face/Reach: 5 ft./5 ft. Special Attacks: Deforestation, blightfire, sneak attack +5d6, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (evil). Special Qualities: Divine immunities, DR 30/epic, fire resistance 21, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 16 miles, remote communication, godly realm, greater teleport at will, plane shift at will, sustenance, undead wild shape (any) 5/day, speak with dead animal, contagious touch 3/day, animate dead animal, unbond, plague, trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge, rogue special ability (crippling strike), SR 68, divine aura (16 miles, DC 36). Saves: Fort +59, Ref +57, Will +63 Abilities: Str 28, Dex 28, Con 33, Int 28, Wis 40, Cha 30 Skills*: Bluff +51, Climb +42, Concentration +72 (+76 when casting defensively), Craft (alchemy) +55, Craft (poisonmaking) +55, Decipher Script +45, Diplomacy +64, Disable Device +45, Disguise +46 (+50 acting), Escape Artist +45, Gather Information +48, Handle Animal +46, Heal +61, Hide +50, Intimidate +55, Jump +44, Knowledge (arcana) +50, Knowledge (architecture and engineering) +45, Knowledge (dungeoneering) +45, Knowledge (geography) +45, Knowledge (history) +45, Knowledge (local) +45, Knowledge (nature) +74, Knowledge (nobility and royalty) +45, Knowledge (religion) +50, Knowledge (the planes) +45, Listen +51, Move Silently +50, Open Lock +45, Profession (herbalist) +61, Ride (horse) +47, Search +45 (+47 with hidden or secret doors), Sense Motive +51, Sleight of Hand +49, Spellcraft +74, Spot +51, Survival +56 (+58 underground, avoid getting lost, other planes, and follow tracks, +62 aboveground), Swim +42, Tumble +47. *Always receives a 20 on checks. Feats: Blind-Fight, Brew Potion, Combat Casting, Corrupt Spell, Craft Rod, Craft Staff, Dodge, Eschew Materials, Exotic Weapon Proficiency (bastard sword), Improved Iniative, Mobility, Mounted Combat, Natural Spell, Quicken Spell, Ride-By Attack, Scribe Scroll, Silent Spell, Spell Focus (necromancy), Spell Penetration, Spring Attack, Spirited Charge, Still Spell, Trample, Weapon Focus (quarterstaff) Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar, Divine Blast, Divine Blighter†, Divine Fast Healing, Divine Shield, Divine Storm, Energy Storm (negative energy), Extra Domain (Death), Frightful Presence, Hand of Death, Know Death, Lay Curse, Life and Death, Life Drain, Mass Divine Blast, Mass Life and Death, Power of Nature, Wound Enemy Domain Powers: 16/day death touch (if subject touched does not have at least 96 hp, it dies); 16/day smite (+4 on attack and +16 on damage for one weapon attack); cast evil spells at +1 caster levels. Spell-like Abilities: Incabulos uses these abilities as a 26th-level caster, except for evil spells which he uses as a 27th-level caster. The save DCs are 36 + spell level. Animate dead, blasphemy, cause fear, contagion, create greater undead (mummies only), create undead, curse of lycanthropy, death knell, death ward, desecrate, destruction, disintegrate, dispel good, doom, earthquake, harm, implosion, inflict critical wounds, inflict light wounds, magic circle against good, mass inflict light wounds, otyugh swarm, plague of rats, poison, protection from good, scourge, shatter, slay living, summon monster IX (as evil spell only), summon swarm, unholy aura, unholy blight, wail of the banshee. Blighter Spells/Day: 6/9/9/8/7/7/7/6/4/3; base DC = 25 + spell level; DC 26 + spell level with necromancy spells. Wizard Spells/Day: 5/8/7/6/6/5; base DC = 19 + spell level; DC 20 + spell level with necromancy spells. Prohibited school: enchantment and illusion. †Divine Blighter (unique salient divine ability): Similar to Divine Druid, a Divine Blighter has several benefits: *While in undead wild shape, the deity gains all the extraordinary and supernatural abilities of the creature whose form it adopts. *In addition to undead animal forms, the deity can take the form of any other undead. *The deity can assume the form of any size of undead. Possessions: Incabulos carries the Ashstaff made from a petrified piece of the infinite tree Yggdrasil and covered with the screaming faces of tortured souls. The Ashstaff combines the features of a rod of withering, a reverse staff of healing (ie ray of enfeeblement instead of lesser restoration, inflict serious wounds instead of cure serious wounds, blindness/deafness instead of remove blindness/deafness, contagion instead of remove disease), and a +5 unholy quarterstaff. Incabulos also carries Evil Edge, a +5 wounding bastard sword crafted from flint found in the Gray Wastes of Hades. The blade is naturally contagious and infects its disease (Gray Wasting, fort DC 20, incubation 1 day, dmg 1d4 Cha drain) with each successful attack. Other Divine Powers As a greater deity, Incabulos automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks and saves). He is immortal. Senses: Incabulos can see, hear, touch, and smell at a distance of sixteen miles. As a standard action, he can perceive anything within sixteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 16 hours. Portfolio sense: Incabulos senses any natural destructive force, plague, or nightmare sixteen weeks before it happens and retains the sensation for sixteen weeks after the event occurs. Automatic actions: Incabulos can use Heal, Intimidate, Knowledge (nature), and Spellcraft as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round. Create Magic Items: Incabulos can create any kind of magic item that creates disease or causes destruction. Avatars Incabulos appears as a horrible looking man of indeterminate age, with skin tinged a sickly blue. He has a twisted, nightmarish visage, deformed body , and skeletal appendages. His pupilless eyes of dull yellow cast a harrowing gaze upon all he views, and the smell of death and decay linger in the air wherever he goes. Clad in filthy, ragged robes of dead black lined with cloth of sickly orange and trimmed in nauseating moss green, he roams the Astral, Ethereal, and Prime Material Plane, the last during darkness only. He rides a huge nightmare when it pleases him to do so, and he is accompanied by six of the strongest night hags likewise mounted. Avatar of Incabulos: As Incabulos except divine rank 8; Spd 60 ft.; AC 58 (touch 37, flat-footed 49); Base Atk +40; Grp +57; Atk +63 melee (1d6+14, the Ashstaff) or +62 melee (1d10+18/19-20, Evil Edge) or spell +57 melee touch or +57 ranged touch; Full Atk +63/+58/+53/+48 melee (1d6+14, the Ashstaff) or +62/+57/+52/+47 melee (1d10+18/19-20, Evil Edge) or spell +57 melee touch or +57 ranged touch; SQ DR 20/epic, fire resistance 13, SR 40, divine aura (800 ft., DC 28); SV Fort +51, Ref +49, Will +55; all skill modifiers reduced by 8. Salient Divine Abilities: Alter Reality, Alter Size, Divine Blast, Divine Blighter†, Divine Shield, Extra Domain (Death), Frightful Presence, Hand of Death, Know Death, Power of Nature Spell-like Abilities: Caster level 18th; saving throw DC 28 + spell level. Sources: From the Ashes (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Complete Divine (3.5E), and Manual of the Planes (3E). |
| Green Giant08-12-05, 10:27 AM | Here is another GH deity. Enjoy. :) Raxivort Lord of Xvartkind, Packmaster of Rats, Night Flutterer Lesser Diety Symbol: A xvart hand enshrouded in blue flames Home Plane: Pandemonium/Pandesmos/The Black Sewers Portfolio: Rats, wererats, xvarts Worshipers: Xvarts, wererats Cleric Alignments: CE, CN, NE Domains: Animal, Evil, Trickery Favored Weapon: Azure Razor (falchion) Raxivort appears as a taller-than-normal and uglier-than-normal xvart, possessing bright blue skin and glowing orange eyes. He wears a silk tabard (which displays his holy symbol) over blue chain mail, both of which shimmer as if covered in blue flames. His right hand is often enshrouded in blue flame. In melee combat he wields a highly-enchanted falchion (stolen from Graz'zt's treasury), while he throws daggers with uncanny accuracy should he decide to make ranged attacks. When he casts spells, he enjoys and tends to use fire- and acid-related spells more than any other type. Clerics of Raxivort tend to multiclass as fighters or rogues. Dogma Xvarts are the inheritors of the world. They and their rat, wererat, and bat allies will destroy their enemies, particularly the goblins and kobolds. With cunning, numbers, and small allies, the xvarts will overwhelm all opposition. Like Raxivort himself, fire and knives are the tools of the xvarts against their hated foes. Those that can take the shape of rat or bat are doubly blessed. Clergy and Temples Most clerics of Raxivort are xvarts, although some rat and bat creatures worship him as well. The less militaristic clerics search out old ruins to find stores of magic and weapons that can be brought back for their tribe. His clerics are more open-minded about and less fearful of humans than other xvarts, and take the role of negotiator or diplomat when humans are encountered. The god was once worshipped in the southern Hold of the Sea Princes in the Duchy of Berghof by the xvarts that were prevalent in that area. It is also suspected that xvarts living in Iuz’s lands secretly worship the Packmaster of Rats. There are likely temples to the god in the Pomarj and the Bone March. Temples to Raxivort are crude and almost always underground. A statue of the god painted in bright, garish colors stands somewhere in the temple. Bat guano is burned during ceremonies to the Night Flutterer, so the temple often has a rank smell. A large temple to Raxivort is rumored to lie in the Drachensgrab Mountains in the Pomarj. Only the xvarts know its exact whereabouts. RAXIVORT Fighter 20/Rogue 10/Cleric 10 Medium Outsider (Chaos, Evil) Divine Rank: 7 Hit Dice: 20d8+200 (outsider) plus 20d10+200 (Fighter) plus 10d6+100 (Rogue) plus 10d8+100 (Cleric) (1,100 hp) Initiative: +16 (+12 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 68 (+12 Dex, +7 divine, +20 natural, +10 armor [+5 chainmail], +9 deflection) touch 38, flat-footed 56 Base Attack/Grapple: +40/+56 Attack: +5 mighty cleaving paralytic burst unholy falchion +63 melee; or +5 acidic burst flaming burst keen claw +65 melee; or spell +56 melee touch or +59 ranged touch Full Attack: +5 mighty cleaving paralytic burst unholy falchion +63/+58/+53/+48 melee; or +5 acidic burst flaming burst keen claw +65/+60/+55/+50 melee; or spell +56 melee touch or +59 ranged touch Damage: +5 mighty cleaving paralytic burst unholy falchion 2d4+21/15-20; or +5 acidic burst flaming burst keen claw 1d4+13/19-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Rebuke undead (+4 to turn checks) 12/day, sneak attack +5d6, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, evil). Special Qualities: Divine immunities, DR 20/epic, immunity to fire, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 7 miles, remote communication, godly realm, greater teleport at will, plane shift at will, trapfinding, trap sense +3, uncanny dodge, improved uncanny dodge, rogue special ability (improved evasion), SR 39, divine aura (700 ft., DC 26). Saves: Fort +49, Ref +51, Will +48 Abilities: Str 28, Dex 35, Con 30, Int 28, Wis 28, Cha 29 Skills: Appraise +36, Balance +45, Bluff +38, Climb +36 (+38 with rope), Craft (trapmaking) +36, Concentration +37, Decipher Script +36, Diplomacy +40, Disable Device +36, Disguise +36 (+38 acting), Escape Artist +39 (+41 to escape ropes), Forgery +36, Gather Information +40, Handle Animal +36, Heal +36, Hide +61, Intimidate +51, Jump +52, Knowledge (arcana) +41, Knowledge (dungeoneering) +61, Knowledge (history) +36, Knowledge (local) +41, Knowledge (religion) +41, Knowledge (the planes) +36, Listen +38, Move Silently +63, Open Lock +39, Ride (bat) +41, Search +36, Sense Motive +36, Sleight of Hand +41, Spellcraft +45 (+47 to decipher scrolls), Spot +38, Survival +36 (+38 other planes and follow tracks; +42 underground), Swim +36, Tumble +68, Use Magic Device +36 (+42 with scrolls), Use Rope +39 (+41 to bind with ropes). Feats: Alertness, Arterial Strike, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Craft Wondrous Item, Divine Cleansing, Divine Vigor, Dodge, Flick of the Wrist, Greater Weapon Focus (falchion), Greater Weapon Specialization (falchion), Improved Critical (falchion), Improved Feint, Improved Iniative, Improved Unarmed Strike, Mobility, Persuasive, Power Attack, Quick Draw, Silent Spell, Spell Penetration, Spring Attack, Stealthy, Still Spell, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (claw), Weapon Focus (falchion), Weapon Specialization (falchion), Whirlwind Strike Xvart traits: Darkvision; +2 racial bonus on Move Silently. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Divine Armor Mastery, Divine Blast, Divine Dodge, Divine Shield, Extra Energy Immunity (fire), Hand of Death, Life and Death Domain Powers: 7/day speak with animals; cast evil spells at +1 caster level. Spell-like Abilities: Raxivort uses these abilities as an 17th-level caster, except for evil spells, which he casts as an 18th-level caster. The save DCs are 26 + spell level. Animal shapes, antilife shell, blasphemy, calm animals, commune with nature, confusion, create undead, desecrate, dispel good, disguise self, dominate animal, false vision, hold animal, invisibility, magic circle against good, mislead, nondetection, polymorph any object, protection from good, screen, shapechange, summon monster IX (as evil spell only), summon nature’s ally IV (animal only), summon nature’s ally VIII (animal only), time stop, unholy aura, unholy blight. As a xvart, Raxivort has the ability to use speak with animals 1/day; caster level 60th. Cleric Spells/Day: 6/8/7/6/6/5; base DC = 19 + spell level. Possessions: Raxivort uses Azure Razor, a +5 falchion with the mighty cleaving, paralytic burst, and unholy special abilities as well as claws with a +5 enhancement and the acidic burst, flaming burst, and keen special ability. Other Divine Powers As a lesser deity, Raxivort may take 10 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Raxivort can see, hear, touch, and smell at a distance of seven miles. As a standard action, he can perceive anything within seven miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 7 hours. Portfolio sense: Raxivort senses anything that affects at least 500 xvarts. Automatic actions: Raxivort can use Hide, Intimidate, Knowledge (dungeoneering), Listen, Move Silently, Spot, and Tumble as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions each round. Create Magic Items: Raxivort can create any kind of magic item that provides deception or can be used by xvarts, as long as the item’s market price does not exceed 30,000 gp. Sources: Dragon Magazine #264 (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Complete Warrior (3.5E), Magic of Faerun (3E), Miniature’s Handbook (3.5E), and RPGA module River of Blood (3E). |
| Green Giant08-12-05, 10:37 AM | Here is the third GH deity. Enjoy. :) Wastri The Hopping Prophet, Hammer of Demihumans Demigod Symbol: Gray Toad Home Plane: Prime Material Plane/Oerth/Sacred Polystery Portfolio: Bigotry, amphibians Worshipers: Bullywugs, grippli, grung, sivs, human bigots Cleric Alignments: LN, LE, LG Domains: Animal, Law, Purification, War Favored Weapon: Glaive Wastri can often be found roaming the Vast Swamp in and around the Sacred Polystery, hunting down any demi-humans unfortunate enough to cross his path. Wastri's primary form is known as the Hopping Prophet. He appears as a well built, if not oddly proportioned, bald male that has somehow mutated to become both less and more than human. He has a hunched gait, bulging eyes, and splotched skin, in addition to a plethora of warts. Wastri dresses in parti-colored clothing of gray and dull yellow, wearing no armor, relying on his speed and evasive agility instead. He is unmistakable due to his batrachian features and odd gait, a repulsive being with an odd croaking voice to match. Still, he can move quickly enough and hop for considerable distance with ease and accuracy. The other form of Wastri is that of a massive gray toad, well over 10' in length. This form has been referred to as the Gray Maw, by a fortunate soul who was lucky enough to escape after seeing it. In either form, Wastri can cast spells, though he is highly unlikely to cast any spells while rampaging as the Gray Maw. Dogma Clergy and Temples WASTRI Monk 20/Cleric 10/Rogue 10 Medium Outsider (Law, Native) Divine Rank: 4 Hit Dice: 20d8+200 (outsider) plus 20d8+200 (Monk) plus 10d8+100 (Cleric) plus 10d6+100 (Rogue) (1,060 hp) Initiative: +14, always first (+10 Dex, +4 Improved Iniative, Supreme Iniative) Speed: 120 ft., swim 60 ft. AC: 66 (+10 Dex, +4 divine, +16 monk, +17 natural, +9 deflection) touch 49, flat-footed 56 Base Attack/Grapple: +40/+52 Attack: +5 defending ki focus speed glaive +58 melee; or +5 axiomatic keen vorpal unarmed strike +60 melee; or spell +52 melee touch or +54 ranged touch Full Attack: +5 defending ki focus speed glaive +58/+58/+53/+48/+43 melee; or +5 axiomatic keen vorpal unarmed strike +60/+60/+60/+55/+50/+45 melee; or spell +52 melee touch or +54 ranged touch Damage: +5 defending ki focus speed glaive 1d10+13/x3; or +5 axiomatic keen vorpal unarmed strike 2d12+13/19-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Improved unarmed strike, greater flurry of blows, ki strike (magic, lawful, adamantine), quivering palm, rebuke undead (+4 to rebuke checks) 12/day, sneak attack +5d6, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (law). Special Qualities: Divine immunities, DR 15/epic, fire resistance 9, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 4 miles, remote communication, godly realm, greater teleport at will, amphibious, evasion, fast movement, still mind, slow fall any distance, purity of body, wholeness of body, improved evasion, diamond body, abundant step, diamond soul, timeless body, tongue of the sun and moon, empty body, perfect self, trapfinding, trap sense +3, uncanny dodge, improved uncanny dodge, rogue special ability (defensive roll), SR 36, divine aura (40 ft., DC 23). Saves: Fort +46, Ref +46, Will +48 Abilities: Str 27, Dex 30, Con 30, Int 24, Wis 35, Cha 29 Skills: Balance +52, Bluff +33, Climb +44 (+46 with rope), Concentration +44 (+48 when casting defensively), Craft (alchemy) +21, Craft (poisonmaking) +31, Craft (trapmaking) +31, Diplomacy +39, Disable Device +21, Disguise +23 (+25 acting), Escape Artist +46 (+48 to escape ropes), Gather Information +25, Heal +26, Hide +44, Intimidate +40, Jump +65, Knowledge (arcana) +31, Knowledge (geography) +21, Knowledge (history) +21, Knowledge (local) +21, Knowledge (nature) +36, Knowledge (religion) +36, Knowledge (the planes) +21, Listen +46, Move Silently +44, Open Lock +24, Perform (sing) +33, Search +21, Sense Motive +41, Sleight of Hand +26, Spellcraft +33 (+35 to decipher scrolls), Spot +46, Survival +56 (+58 avoid getting lost, other planes, and follow tracks; +60 aboveground), Swim +69, Tumble +67, Use Magic Device +23 (+25 with scrolls), Use Rope +24 (+28 to bind someone). Feats: Acrobatic, Agile, Athletic, Axiomatic Strike, Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Defensive Strike, Deflect Arrows, Dodge, Eyes in the Back of Your Head, Flying Kick, Improved Grapple, Improve Iniative, Improved Trip, Mobility, Power Attack, Spring Attack, Stunning Fist, Track, Weakening Touch, Weapon Finesse, Weapon Focus (glaive), Weapon Focus (unarmed strike) Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Reality, Divine Monk, Extra Domain (War), Supreme Iniative Domain Powers: 4/day speak with animals; cast law spells at +1 caster level, cast abjuration spells at +1 caster level. Spell-like Abilities: Wastri uses these abilities as a 14th-level caster, except for abjuration and law spells, which he uses as a 15th-level caster. The save DCs are 23 + spell level. Animal shapes, antilife shell, blade barrier, calm animals, calm emotions, castigate, commune with nature, dance of the unicorn, deific vengeance, dictum, dispel chaos, divine power, dominate animal, fires of purity, flame strike, greater visage of the deity, hold animal, hold monster, magic circle against chaos, magic vestment, magic weapon, nimbus of light, order’s wrath, power word blind, power word kill, power word stun, protection from chaos, recitation, righteous wrath of the faithful, shapechange, shield of law, spiritual weapon, summon monster IX (as law spell only), summon nature’s ally IV (animal only), summon nature’s ally VIII (animal only), sunburst. Cleric Spells/Day: 6/8/8/7/7/5; base DC = 22 + spell level. Possessions: Wastri uses a +5 glaive with the defending, ki focus, and speed special abilities.. Other Divine Powers As a demigod, Wastri treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Wastri can see, hear, touch, and smell at a distance of four miles. As a standard action, he can perceive anything within four miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 4 hours. Portfolio sense: Wastri is aware of any act of bigotry if it affects at least 1,000 people. He is also aware of any act that endangers any amphibious life if it affects at least 1,000 of them. Automatic actions: Wastri can use Escape Artist, Intimidate, Jump, Knowledge (nature), Knowledge (religion), Swim, and Tumble as a free action if the DC for the task is 15 or lower. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to two such free actions each round. Create Magic Items: Wastri can create any kind of magic item that changes an individual’s mood or can be used by amphibians, as long as the item’s market price does not exceed 4,500 gp. Sources: PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), and Complete Warrior (3.5E). |
| Gray Richardson08-12-05, 01:56 PM | On another thread there was a request for Quetzalcouatl and the rest of the Aztec pantheon. By the way, your Ometeotl and Tezcatlipoca are terrific! :) |
| Lao, Ninja of the Dragon08-12-05, 09:36 PM | I would like to request Dallah Thaun if that is okay. Yes I am aware she was part of Yondalla but she is different. Please and thank you. |
| Tebryn1408-13-05, 11:48 AM | Ok, first off. There is no formian god. The Great Queen Scion dudette on Mechanus claims the power of an Intermediate power, though according to Shemmy she's bluffing, and consequently I'd place her as a quasi-power. I'll start the Aztec Pantheon in that case, thanks Gray! As for the Dallah Thaun request, I can't say I'm familiar with this aspect. Green Giant, thanks, I really appreciate it, and they look very nicely done. |
| nyluenatha08-13-05, 11:53 AM | I believe that Dallah Thaun was one of the new halfling gods introduced in the Races of the Wild supplement IIRC. :D |
| Tebryn1408-14-05, 11:35 AM | I believe that Dallah Thaun was one of the new halfling gods introduced in the Races of the Wild supplement IIRC. :D Thanks. I won't be statting it then, as I don't own the supplement. Anyone else is perfectly welcome to give it a try though :D. I'll be starting the Aztecs, or rather continuing. After a few of those, I'd like to do Power Claused versions of some of my Arch-fiends, since the power clause was largely written to accomodate such beings, and its a waste to use it only on powers. Anything else going on? |
| Tebryn1408-14-05, 04:33 PM | I was looking at the Aztec Pantheon, and I noticed that Quetzalcoatle is almost the same being as Qotal from the Maztican pantheon. As he was already statted by Green Giant, I am going to forgoe redoing the stats (as they'd be almost identical) and go on to another god, checking to make sure that it doesn't have an identical Maztican counterpart. |
| Soul Harverster08-15-05, 02:22 PM | Very good thread for information..Could I request Leira? |
| Slime Lord08-15-05, 04:39 PM | Very good thread for information..Could I request Leira? I'm preety sure Liira has been done before. You did check the first page of this thread to see if she has or hasn't, and if so what page is on? If you haven't, do so. Unless of course your looking for Power Clause for some reason. |
| Tebryn1408-15-05, 04:55 PM | I think he was referring to the old goddess of illusion, not the goddess of joy. |
| Slime Lord08-15-05, 05:48 PM | I think he was referring to the old goddess of illusion, not the goddess of joy. Is Liira not the Goddess of Illusion, Joy and other? You know, the one they prefer over Cyric ;0 |
| Soul Harverster08-15-05, 07:38 PM | I'm refering to the CN Goddess of Illusion and deception that got killed by Cyric. Not the CG Goddess of Joy and happiness, among other things. She(Leira) has been listed before in the old thread(page 13), but has not been reposted. Could you also repost The Great Mother perhaps? IF possible, I'd also like to see Maram, Haask, Tyranthraxus(Borem got already posted at page 15,which isn't named in the Index I believe) , and Camnod the Unseen someday in the future. |
| Earthcrosser59908-15-05, 07:49 PM | Anyone doing Greyhawk deities...think you can do Pholtus for an old Pale player? |
| Tebryn1408-15-05, 11:04 PM | I'm refering to the CN Goddess of Illusion and deception that got killed by Cyric. Not the CG Goddess of Joy and happiness, among other things. She(Leira) has been listed before in the old thread(page 13), but has not been reposted. Could you also repost The Great Mother perhaps? IF possible, I'd also like to see Maram, Haask, Tyranthraxus(Borem got already posted at page 15,which isn't named in the Index I believe) , and Camnod the Unseen someday in the future. I'll do Leira. You'll need to give me a few days, though, I need to finish the Aztec I'm working on, then a demon lord, then her. I don't know the others, and here's the Great Mother Great Mother By Eye of the Cyclops The Beholder Mother, The Queen of the Hive, The Sphere Million Eyes Greater Deity Symbol: Egg with an eye Home Plane: The Abyss Alignment: Chaotic evil Portfolio: Magic, fertility, tyranny Worshipers: Beholders Cleric Alignments: CE, CN, NE Domains: Chaos, Death, Evil, Hatred, Strenght Favoured Weapon: Bite The enormous form of the Great Beholder Mother floats through the planes as she wishes, returning to a wretched sub-plane within the Abyss (the 6th layer) when she is preparing to lay the great eggs which form the Hive Mothers on many worlds infested with beholders. Her eggs have given rise to all the beholder races, including some monstrous beasts reputed to exist which are as large as the Mother herself and which have magical powers not far short of hers. It is even said that she has mated with devils and daemons and worse, always consuming them in the process, and that the dreadful offspring roam the lower planes in a variety of grotesque forms. The Great Mother ressemble a very large beholder, with many tentacles who ends up with either eyes, claws or head of strange and dragonlike creatures, with some holding diverse weapons. She is much like the monster on the front page of the book Races of Faerûn. Silently gliding through space, this monstrous horror is mostly wrapped up in her contemplations of the philosophy of chaos and evil, and it is said that she is the ultimate sage on these topics. But she is intensely intellectually arrogant and jealous and brooks not even the possibility of her ever being in error about anything. She does not bother to acquire knowledge and magic as other major deities such as Ilsensine do, because she knows all she will ever need to know. She goes about her business of populating worlds with more great beholders unconcerned by the piffling efforts of mortals, or even of other Powers. The Great Mother does not have regular clerics who officiate at rituals, lead the faithful, gain spells through prayer, and the like. The Great Mother's magical gifts to her offspring have been so great that she feels no need for them to receive extra blessing in this way. Rather, temporary clerics are created by the Great Mother through visits from her avatar when she deems it necessary. If, as happens very rarely, beholders flock together (or are forced together) through conflict with other races. Great Mother's avatar will temporarily empower very old female beholders with special abilities. These will be Hive Mothers if there are any present. Clerics of the Great Mother pray for their spells at noon, when the sphere of light known as the sun is at his highest in the sky. Beholders must make the Rite of Purification every time a tainted or imperfect beholder is slain. The priest must eat everything that remain from his enemy, while also disentegrate its central eye. History/Relationship: The Great Mother is rumored to have come from many other world, whom she invaded with her offsprings, the beholders. She is at odd with much all the deity from the Underdark, because they are only deserved to be slaves for her children. Otherwise, she does not have allies, because she does not need allies. Dogma: Destroy every corrupted or imperfect beholders. The perfection of the race must be obtened and it by this way that the beholderkin will become more powerful. The other denizens of the world are only mere fodder, deserving only to be enslaved by our will. Great Mother Wizard 20/Cleric 20 Gargantuan Outsider (Chaotic, Evil) Divine Rank: 17 Hit Dice: 20d8+180 (outsider) plus 20d4+180 (Wiz) plus 20d8+180 (Clr) (940 hp) Initiative: +9 (+5 Dex, +4 Improved Initiative) Speed: 30 ft., fly 120 ft. (perfect) AC: 71 (+5 Dex, +17 divine, +30 natural, +13 deflection, -4 size) Attacks*: +5 chaotic unholy flaming bite +76 melee, 3 lesser bites +70 melee, 6 claws +70 melee, 10 tentacles +55 melee or spell +70 melee touch or +63 ranged touch or eye rays +64 ranged touch *Always receives a 20 on attack rolls, roll die to check for critical hit. Damage*: Bite 4d8+16, lesser bite 2d8+12 claw 2d6+12, tentacle 2d8+12; or by spell. *Always does maximum damage (bite 36 points, claw 24 points, tentacle 28 points). Face/Reach: 20 ft. by 20 ft./20 ft. Special Attacks: Domain powers, improved grab, salient divine abilities, spell-like abilities, swallow whole. Special Qualities: All-around vision, antimagic cone, fast healing 37, divine aura (17 miles, DC 37), divine immunities, DR 69/+5, fire resistance 57, flight, godly realm (100 miles Outer Plane, 1,700 ft. Material Plane), plane shift at will, remote communication 17 miles, SR 69, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 17 miles. Saves*: Fort +47, Ref +41, Will +53. *Always receives a 20 on saves. Abilities: Str 35, Dex 20, Con 28, Int 42, Wis 30, Cha 30 Skills*: Alchemy +67, Animal Empathy +72, Appraise +67, Bluff +72, Concentration +75, Diplomacy +72, Disguise +72, Forgery +67, Gather Information +72, Heal +69, Hide +66, Intimidate +72, Knowledge (arcana) +80, Knowledge (toril history) +107, Knowledge (religion) +67, Knowledge (the planes) +67, Listen +71, Move Silently +66, Scry +67, Search +67, Sense Motive +69, Spellcraft +80, Spot +71 *Always receives a 20 on checks. Feats: Blind-Fight, Cleave, Combat Casting, Flyby Attack, Great Cleave, Greater Spell Focus (enchantment), Improved Initiative, Maximize Spell, Multiattack, Multidexterity, Multiweapon Fighting, Power Attack, Point Blank Shot, Quicken Spell, Shot on the Run, Spell Focus (enchantment), Spell Mastery (imprisonment), Spell Penetration, Weapon Focus (Eye Rays), Weapon Focus (Bite) Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality (save DC 47 for duplicated spells, temporary nonmagical objects las 17 days, temporary magic items or creatures last 17 hours), Annihilating Strike (Fort DC 37 + damage dealt, or destroy up to 17,000 cubic feet of nonliving matter), Arcane Mastery, Automatic Metamagic (Maximize Spell), Avatar (up to 20), Call Creature (up to 17 beholders serving silmutaneously, each with up to 17 HD), Control Creatures (up tp 17 beholders/day, Will save DC 37), Divine Blast (13/day, up to 17 miles, 27d12 points of damage), Divine Eye Rays*, Divine Fast Healing, Divine Spellcasting, Divine Splendor, Extra Domain (Hatred), Increased Damage Reduction, Increased Spell Resistance, Instant Counterspell, Life Drain (radius of 170 ft, 170 ft, high, Will save DC 37), Mass Divine Blast (up to 85 targets, no two of which can be more than 17 miles apart, or a cone, up to 1,700 ft. long, or a burst or spread with a radius of up to 850 ft.), Rejuvenation (returns in 10d10-17 days if killed in her own realm or 10d10-34 days if killed on his own realm that is a divinely morphic Outer Planes), See Magic, Spontaneous Wizard Spells, Wave of Chaos (170 ft. radius, Will save DC 37, as confusion with caster level 27). *Unique ability, described below Domain Powers: Cast chaos spells at +1 caster level; 17/day death touch (if subject touched does not have at least120 hp, it dies); cast evil spells at +1 caster level; 17/day +2 profane bonus on attacks, saves, and AC against a selected opponent for 1 minute; 17/day feat of strenght (+20 ehancement bonus to Str for 1 round). Spell-like Abilities: Great Mother uses these abilities as a 27th-level caster, exept for chaos spells and evil spells, which she uses as a 28th-level caster. The save DCs are 42 + spell level. Animate dead, animate objects, antipathy, bestow curse, Bigby's clenched fist, Bigby's crushing hand, Bigby's grasping hand, blasphemy, bull's strenght, cause fear, chaos hammer, cloak of chaos, create greater undead, create undead, death knell, death ward, destruction, desecrate, dispel good, dispel law, doom, emotion (hate effect only), endure elements, forbiddance, magic circle against law, magic circle against good, magic vestment, protection from good, protection from law, righteous might, scare, shatter, slay living, spell immunity, stoneskin, summon monster IX (as chaos or evil spell only), unholy aura, unholy blight, wail of the banshee, word of chaos. Divine Eye Rays (unique salient divine ability): Twenty small eyes of Great Mother can produce a magical ray each round, even when she is attacking physically or moving at full speed. Much lilke her offsprings, the Great Mother can aim only five eyes in the same direction. Each eyes can fire a spell from this list, but follow the rules for a ray. A spell cannot be casted twice in a round. All rays have a range of 1,700 ft., are used as a 27th-level caster and have a save DC of 36. Analyze dweomer, animate dead, banishment, binding, break enchantment, chain lightning, charm monster, contagion, dimensional anchor, discern lies, disintegrate, dominate monster, energy drain, Evard's black tentacles, eyebite, fear, feeblemind, finger of death, flame strike, flesh to stone, geas/quest, greater command, greater dispelling, greater restoration, greater shadow evocation, gust of wind, harm, haste, heal, hold monster, implosion, imprisonment, inflict critical wounds, insanity, knock, magic jar, magic missile, major creation, maze, move earth, obscure object, Otiluke's telekinetic sphere (around the target), Otto's irresistible dance, phase door, poison, polymorph other, ray of enfeeblement, refuge, repulsion, reverse gravity, rusting grasp, seeming, sleep (any HD), slow, stone to flesh, sunbeam, telekinesis, temporal statis and vision. Improved Grab (Ex): To use this ability, the Great Mother must hit a Huge or smaller opponent with her bite attack. If she get an hold, she try to swallow her foe. Swallow Whole (Ex): Great Mother can try to swallow a grabbed opponents of Huge or smaller size by making a successful grapple check. One inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the Great Mother's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the Great Mother's digestive tract (AC 37). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Great Mother's gullet can hold one Huge, two Large, four Medium-size, or eight Small or smaller creatures. Cleric Spells/Day (Levels 0-10): 6/8/8/7/7/7/6/5/5/5/2; base DC = 20 + spell level, or 22 + spell level for enchantment spells. Wizard Spells/Day (Levels 0-16): 4/8/8/8/8/7/6/6/6/5/3/3/3/2/2/2; base DC = 26 + spell level, or 28 + spell level for enchantment spells. All-Around Vision (Ex): The may eyes of the Great Mother give her a +10 racial bonus to Spot and Search checks, and she can't be flanked. Antimagic Cone (Su): The Great Mother's central eye continually produces a 1,700-foot. antimagic cone extending straight ahead from her front. This function just like antimagic field cast by a 20th-level sorcerer. All magic and supernatural powers and effects within the cine are suppressed - even the Great Mother's own eye rays. Once each round, during her turn, Great Mother decides wich way it will face and wether the antimagic cone is active or not (she can deactivates the cone by shutting her central eye. Flight (Ex): The Great Mother's body is naturally buoyant. This buoyancy allow her to fly as the spell as a free action, with the exception that she has perfect maneuverability, and a speed of 120 ft. This buoyancy also grant her a permanent feather fall effect with personnal range. Possessions: The Great Mother uses her bite in battle. It functions as a +5 Colossal shortspear with the chaotic, unholy and flaming properties. Caster Level: 25th; Weight: 15 lbs. Other Divine Powers As a greater god, Great Mother automatically receives the best possible result on any die roll she made (these include attack rolls, damage, checks and saves). She is immortal. Senses: Great Mother can see, hear, touch and smell at a distance of seventeen miles. As a standard action, she perceives anything within seventeen miles of his worshippers, holy sites, objects or any location where one of her titles or name is spoken in the last hour. She can extend her senses to up to twenty locations simultaneously. She can block the sensing powers of deities of up to her rank at two such remote locations at once for 17 hours. Portfolio Sense: Great Mother is automatically aware if anything happens to the beholders and their society seventeen weeks before it happens. She retains this sensation seventeen weeks after it has happened. In the same scope, she is aware of the birth or the death of any beholders and when they use magic. Automatic Actions: Great Mother is able to use Concentration, any Knowledge and Spellcraft, if the DC for the check is 30 or less. She can use Knowledge (arcana) if the DC is 47 or less. She can perform up to twenty such actions per round. Create Magic Items: Being the foremost, and only, deity of beholders, Great Mother can create any magic item if it can help her children, the beholders, in the conquest of the other races. Avatars When in the Realms, which is not too often, Great Mother sends avatars that look like big Hive Mothers, a female beholder with no eyestalk. They try to suck the brains of many creatures encountered, so as to improve the vast knowledge the Brain God already has. Avatar of Great Mother: As Great Mother except as follows; divine rank 8; AC 52; Atk +5 chaotic unholy flaming bite +67 melee, 3 lesser bites +61 melee, 6 claws +61 melee, 10 tentacles +46 melee or spell +61 melee touch or +54 ranged touch or eye rays +55 ranged touch SQ Divine aura (800 ft., DC 28), DR 60/+5, fire resistance 28, SR 60; SV Fort +49, Ref +49, Will +53; all skill modifiers are reduced by nine. Salient Divine Abilities: .Divine Eye Rays, Divine Fast Healing, Divine Spellcasting, Extra Domain (Hatred), Increased Damage Reduction, Increased Spell Resistance, Instant Counterspell, See Magic, Spontaneous Wizard Spells, Wave of Chaos (80 ft. radius, Will save DC 28, as confusion with caster level 18). Spell-like abilities: Caster level 18th, saving throw DC 33 + spell level, caster level 19th for evil and chaos spell.. |
| jagggar08-16-05, 10:57 AM | I was browsing through the boards and noticed the size of your thread. Up at the game boards, we were recently informed that all threads of more than 1000 posts are going to be deleted during the upcoming prune (http://boards1.wizards.com/showthread.php?t=466768). |
| Tebryn1408-16-05, 11:34 AM | I was browsing through the boards and noticed the size of your thread. Up at the game boards, we were recently informed that all threads of more than 1000 posts are going to be deleted during the upcoming prune (http://boards1.wizards.com/showthread.php?t=466768). I have e-mailed a WizO to determine if this applies to this forum as well. If it does, we shall carry on. This thread has survived the entirety of the boards being deleted, then them being deleted again, then a forum change. And we'll survive a prune, believe me. Its only 100 posts lost, and I have all the info archived. Just to make sure, I'll rearchive it the way they recommended. I have created index entries for the Greyhawk deities. |
| Tebryn1408-16-05, 05:02 PM | Here's an Aztec deity for you lot. Next up, Power Claused Demon Lord. Any body have a preference as to which one I do? Tlazolteotl Intermediate Deity Symbol: Red serpent head Home Plane: Prime Material/Earth Alignment: Chaotic Evil Portfolio: Bodily pleasure and vice Worshipers: Hedonists, prostitutes, young men, alcoholics, addicts. Cleric Alignments: CE, NE, CN Domains: Chaos, Charm, Corruption, Evil, Trickery. Favored Weapon: Dagger Illusionist 20/Cleric 11/Rogue 9 Medium-Size Outsider (Chaotic, Extraplanar, Evil) Divine Rank: 13 Hit Dice: 20d8+160 (outsider) plus 20d4+160 (illusionist) plus 11d8+88 (cleric) plus 9d6+72 (rogue) (962 hp) Initiative: +14 (+10 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 73 (+10 Dex, +13 divine, +26 natural, +16 deflection) touch 49, flat-footed 63 Base Attack/Grapple: +40/+60 Full Attack: +5 keen unholy wounding dagger +69/+64/+59/+54 melee; or spell +60 melee touch or +63 ranged touch. Damage: +5 keen unholy wounding dagger 1d4+12+death; or by spell. Face/Reach: 5 ft by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack +5d6, command undead 19/day. Special Qualities: Divine immunities, DR 25/epic, fire resistance 18, understand, speak, and read all languages and speak directly to all beings within 13 miles, remote communication 13 miles, godly realm, greater teleport at will, plane shift at will, SR 45, divine aura (1,300 ft., DC 39), evasion, trap sense +3, uncanny dodge, improved uncanny dodge, trap finding. Saves: Fort +53, Ref +55, Will +52 Abilities: Str 26, Dex 30, Con 26, Int 36, Wis 24, Cha 42 Skills: Balance +49, Bluff +101, Climb +30, Concentration +72, Craft (Alchemy) +61, Decipher Script +46, Diplomacy +103, Disguise +97, Escape Artist +47, Forgery +60, Gather Information +65, Heal +36, Hide +63, Intimidate +100, Jump +57, Knowledge (arcana) +77, Knowledge (religion) +77, Knowledge (History) +66, Knowledge (Planes) +54, Knowledge (Nobility and Royalty) +56, Listen +60, Move Silently +53, Perform (Erotic Dance) +82, Search +56, Sense Motive +65, Spellcraft +82, Spot +60, Tumble +57 Feats: Brew Potion, Combat Expertise, Craft Rod, Craft Wand, Craft Wondrous Items, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Greater Spell Focus (Enchantment), Greater Spell Focus (Illusion), Greater Spell Penetration, Forge Ring, Heighten Spell, Improved Initiative, Maximize Spell, Mobility, Multispell, Quick Draw, Quicken Spell, Silent Spell, Spell Mastery, Spell Penetration, Still Spell, Weapon Finesse, Weapon Focus (dagger). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Arcane Mastery, Avatar, Divine Blast (19/day, 29d12 points of damage, 13 miles), Divine Glibness, Divine Seductress*, Divine Shield (11/day, stops 130 points of damage), Divine Spellcasting, Divine Spell Focus (illusion), Extra Domain (Evil), Extra Domain (Trickery), Irresistible Performance, Know Secrets, Spontaneous Wizard Spells. Domain Powers: Cast chaotic spells at +1 caster level; boost Cha by 4 points 1/day; 1/day, attack object and ignore hardness rating; cast evil spells at +1 caster level. Spell-like Abilities: Tlazolteotl uses these abilities as a 23rd level caster, except for chaotic and evil spells, which she uses as a 24th level caster. The save DCs are 40+spell level, or 41+spell level for enchantment spells, and 45+spell level for illusion spells. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX, Charm Person, Calm Emotions, Suggestion, Good Hope, Charm Monster, Geas/Quest, Insanity, Demand, Dominate Monster, Doom, Blindness/Deafness, Contagion, Morality Undone, Feeblemind, Pox, Insanity, Befoul, Despoil, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Change Self, Invisibility, Nondetection, Confusion, False Vision, Mislead, Screen, Polymorph any Object, Time Stop. Wizard Spells/Day (Levels 0-13): 4/8/7/7/7/7/6/6/6/6/2/2/2/2; base DC=24+spell level, or 25+spell level for enchantment spells, or 29+spell level for illusion spells. Cleric Spells/Day: 6/7/6/6/4/3/2; base DC=18+spell level, or 19+spell level for enchantment, or 23+spell level for illusion. *Divine Seductress, Unique SDA As the Goddess of Vice, Tlazolteotl revels in testing the resolve of mortals, usually men. To this end, her voice acts as an atonement spell when she desires, offering mortals the option to change his alignment to evil. She also gains a +7 bonus on both Intimidate and Diplomacy checks. Other Divine Powers As an Intermediate Deity, Tlazolteotl receives an automatic roll of 20 on any check. She treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal Senses: Tlazolteotl can see, hear, touch, and smell at a distance of 13 mile. As a standard action, she can perceive anything within 13 miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 10 locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 13 hour. Portfolio sense: Tlazolteotl is aware of any mortal succumbing to lust or other vices the instant it happens and retains the sensation for 13 weeks after the even occurs. Automatic actions: Tlazolteotl can use Bluff, Disguise, Diplomacy, Intimidate, and Perform (Erotic dance) as a free action as long as the DC is 25 or lower. She may perform up to 10 such free actions each round. Create Magic Items: Tlazolteotl can create any item that aids in seduction, corruption, or has anything to do with sex, pleasure, or hedonism, as long as the market price does not exceed 200,000 gp. |
| Slime Lord08-16-05, 05:36 PM | I doubt that they would do anything to this thread in all honestly. It's a very informative thread, and I'd hate to see if they got bombarded with mails... :rolleyes: But they're all neutral'esk'es for the most part ;) |
| Mad Mage08-17-05, 11:22 PM | Next up, Power Claused Demon Lord. Any body have a preference as to which one I do? How about Jubilex? |
| Tebryn1408-18-05, 12:13 AM | How about Jubilex? Well, I was aiming for one who hadn't actually ascended to godhood. I'll do Graz'zt. Then I'll do a power claused and non-power claused version of Jubilex, just for you, Mad Mage, how's that :)? |
| Mad Mage08-18-05, 09:38 AM | Well, I was aiming for one who hadn't actually ascended to godhood. I'll do Graz'zt. Then I'll do a power claused and non-power claused version of Jubilex, just for you, Mad Mage, how's that :)? 'Kay. :cool: |
| Jorda_The_Knight08-18-05, 10:47 AM | Tebryn is correct, this thread shall survive. I must admit I owe him my deepest gratitude for not only adding to this thread and keeping people interested during my long periods of hibernation but also for keeping it alive and archived through various means that I would have no doubt not had the time or truely the patients to accomplish. Thanks Tebryn for all your hard work and dedication to this thread that we've all worked so hard to mantain. It started as a simply idea for a bored teenager who was rather ****** off that so many cool deities in Faiths and Pantheons were shafted with simply half page discriptions, but it's grown into much more than that thanks to everyone who has contributed, from the requests to the comments to the staters and everyone you all have my thanks. Personally my new job has been very demanding of my free time, I work nights now and it cuts hard into my D&D life, my online life and certainly my social life. It's hard to balance them all and unfortunately my work here has suffered. I (once again, I know :P ) will renew my efforts to be here more often and to post more stats. On a small note to you Tebryn if could double check and see if the listing of dieties that have stats is up to date on the first page I would really appreciate it, I'm tellin ya my Skerrit would have been awesome :D but I digress. Time to stat dieties people, we deserve this and if Wizards can't publish the material then we'll step up to the plate. |
| Jorda_The_Knight08-18-05, 07:15 PM | Just as a side note I've started to stat Iyachtu Xvim, the son or maybe just the host, or whatever he was of Bane. That should finish off the basic Faerunian Pantheon, and then I'm not sure where I'll head next. I'd like to plug away at the more "standard" deities before I take requests for ones that are a bit more obscure, but if you'd like me to do the stats for any deity just e-mail me or post it here and I'll see if I'm up for it. As it stands I have another deity lined up, but he can wait if someone wants to see something specific. |
| Tebryn1408-19-05, 12:21 PM | Jorda, I believe its up to date. I just editted it a day or two ago as memory serves. |
| Jorda_The_Knight08-19-05, 05:25 PM | Cool, thanks Tebryn. I wrote up a little short story at work yesterday about a cleric of Iyachtu Xvim so I'll post that with his stats, I hope everyone enjoys it. My new job actually offers me lots of free time, working at the airport means hours between flights some nights so I hope to be here more often. :D |
| Slime Lord08-19-05, 07:24 PM | Cool, thanks Tebryn. I wrote up a little short story at work yesterday about a cleric of Iyachtu Xvim so I'll post that with his stats, I hope everyone enjoys it. My new job actually offers me lots of free time, working at the airport means hours between flights some nights so I hope to be here more often. :D I can't believe you. Not working on the job and this "freetime between flights". We all know your in the bathroom, with a group of guys, playing Dungeons and Dragons while the planes go Zoom overhead ;) Nice to see you back though after your long absence. |
| Mad Mage08-19-05, 08:31 PM | Well, I can confess that I was eventually going to ask for Xvim stats, so if you go through with this, I can say "Thanks in advance." :cloud9: |
| Jorda_The_Knight08-19-05, 09:22 PM | He he he, thanks Slime Lord, always glad to hear that I'm appreciated and welcome here :) As for Xvim I'll go some work on him tomorrow before work and then try and finish him up tomorrow night just for you Mad, I also hope you like the short story I've written, though to be fair it was pretty spur of the moment, I was just bored at work. Well back to a little paper work and then book #5 of War of the Spider Queen, man this is a great series, anyone else reading it? If so let me know what you think/who's your favorite character. I know it's a little off topic so you might wanna pm or e-mail me your thoughts. On a side note for those who know more about Xvim than me, which currently is probably a fair number of you any suggestions on class/unique salient divine abilities would be helpful, you got till tomorrow but right now I'm thinking maybe rogue/cleric or rogue/fighter :plotting: |
| Mad Mage08-19-05, 11:08 PM | He he he, thanks Slime Lord, always glad to hear that I'm appreciated and welcome here :) As for Xvim I'll go some work on him tomorrow before work and then try and finish him up tomorrow night just for you Mad, I also hope you like the short story I've written, though to be fair it was pretty spur of the moment, I was just bored at work. Well back to a little paper work and then book #5 of War of the Spider Queen, man this is a great series, anyone else reading it? If so let me know what you think/who's your favorite character. I know it's a little off topic so you might wanna pm or e-mail me your thoughts. On a side note for those who know more about Xvim than me, which currently is probably a fair number of you any suggestions on class/unique salient divine abilities would be helpful, you got till tomorrow but right now I'm thinking maybe rogue/cleric or rogue/fighter :plotting: 1) I don't know squat about Xvim (aside from what was given in the FRCS and F&P), so this was the next big step. What I'm most curious about is this whole Tyrantfog thing that I heard he's connected with. 2) Well, I've got (IIRC) the first 4 WotSQ books in paperback. Haven't gotten around to really reading them yet. |
| Tebryn1408-19-05, 11:23 PM | Yeah, so I'll be going away to South Carolina (a fun 10 hour hike) tomorrow morning. I'll be gone until next Saturday. I'm almost finished with Graz'zt, so expect him as soon as I get back. Love, -Me. |
| Jorda_The_Knight08-21-05, 01:43 AM | We'll miss ya Teb, hurry back! :allalone: |
| Mad Mage08-21-05, 11:54 PM | Well, I'm still working on Jasdouhan, slowly. Pretty busy nowadays between work and home (House reconstruction... ugh!). :raincloud |
| Slime Lord08-22-05, 08:42 AM | Well, I'm still working on Jasdouhan, slowly. Pretty busy nowadays between work and home (House reconstruction... ugh!). :raincloud As much as that might be a pain in the icicle for you, the house will be much better off ;) lol. |
| Mad Mage08-22-05, 08:57 AM | As much as that might be a pain in the icicle for you, the house will be much better off ;) lol. Errr, I kinda get what you're saying... but would you mind PMing me w/ what else you mean? :confused: |
| Jorda_The_Knight08-24-05, 11:23 AM | Sorry for the lateness of Xzim, real life kicked the crap outta me with my D&D buddies coming over and with an extra work shift. I'll get right on him though, right now! |
| Mirtek08-25-05, 10:49 AM | Not a deity/avatar, but something related to my version of Cyric (skills are almost done :) ): Gargauth’s True Scrying Divination Spellcraft DC: 130 Components: V, S, Ritual, Divinity Casting time: 10 minutes Range: Unlimited Target: One person, object or location Duration: 20 minutes Saving Throw: None Spell Resistance: None To Develop: 1,170,000 gp; 24 days; 46,800 XP. Seed:reveal (DC 19). Factors: change range to all planes (+128 DC), hear and see (+2 DC), pierce illusions and see things as they truly are (+6 DC), cast spells with range greater than touch through this spell (+6 DC), see through divine barriers (+30 DC), increase casting time by 9 minutes (-18), 5,000 worshippers in an ecstasy of devotion (-25 DC), shut down divine senses (-17 DC) The original version of this legendary spell has been created by the outcast archdevil and demigod Gargauth. This powerful spell can only be cast by a divine being and allows the deity casting it to find the exact location of a person, location, or object anywhere on the planes, even if concealed by a deity with a higher divine rank than the caster. This is a ritual spell requiring at least 5,000 worshipper to be in a complete ecstasy of devotion to the deity while the deity is casting the spell (each 200 worshippers counting as if contributing a 1st level spell). In addition the deity has to “shut down” her divine sensing abilities. During the casting of the spell the deity's sensing abilities are no better than the abilities of any ordinary mortal, remote sensing and even portfolio sensing is not possible. All avatars enter a stasis during the casting of the spell and all proxies have their divine rank removed, taken back by the deity. This is the spell Cyric planned to use to find the soul of Kelemvor Lyonsbane. Homemade mitigating factors and components: See through divine barriers: +10 DC for each DvR the deity who is hiding your target is above your own. If you don't know who denies you your prize, assume a DvR 20 deity to be on the safe side, as not even this spell will reveal something that is hidden by an overgod. Worshippers in an ecstasy of devotion: -1 for ever 200 worshippers Shutdown divine senses: -1 per DvR Divinity: The caster must be at least DvR 0 |
| Mad Mage08-25-05, 11:10 AM | Sorry for the lateness of Xzim, real life kicked the crap outta me with my D&D buddies coming over and with an extra work shift. I'll get right on him though, right now! Trust me; I've run into plenty of disappointments as of lately. I'm used to it. Well, sort of. :embarrass |
| Tebryn1408-27-05, 05:52 PM | I'm back. I'll finish Graz'z this weekend. I drove for 6 hours last night, would you believe it? I'm so proud of myself. |
| Jorda_The_Knight08-27-05, 07:25 PM | Hooray! 6 hours? Brutal man, I hope you had some good music to listen too, or at least some company. Iyachtu Xvim is almost done Mad, I swear I'm an idiot for giving the dieties I stat rogue levels, fighter would be almost as good! But in anycase I just need my Faiths and Pantheons to finish him off and he should be here later tonight or tomorrow, along with a little story :P |
| Slime Lord08-27-05, 10:10 PM | I'm back. I'll finish Graz'z this weekend. I drove for 6 hours last night, would you believe it? I'm so proud of myself. What a nutcase you are!! Lol. The longest I have drove is recently 3 Hours straight. Then another thee hours straight back home... But nice to see you've survived ;0 |
| Mad Mage08-27-05, 11:19 PM | Hooray! 6 hours? Brutal man, I hope you had some good music to listen too, or at least some company. Iyachtu Xvim is almost done Mad, I swear I'm an idiot for giving the dieties I stat rogue levels, fighter would be almost as good! But in anycase I just need my Faiths and Pantheons to finish him off and he should be here later tonight or tomorrow, along with a little story :P Yeah, but I've been playing music (along w/ the Baldur's Gate 2 PC game) to death, so something like this would really brighten up my day, Jorda. ;) Either that, or I really wish I had a girlfriend. All the cool people (friends, acquaintances, etfc) rarely last long. :allalone: That, and my folks are driving me nuts w/ all this house reconstruction. :headexplo Oh wait, you're talking to Tebryn there. Errr... ahem! Yeah, I'm trying to bear with ya and all, Jorda. It isn't easy. Somebody ought to give me a medal or some-such (or some nice and pretty woman give me a warm hug). |
| Jorda_The_Knight08-28-05, 06:02 PM | The wait is over Mad, and while I can't give you that girl you want I can give you this ^_^ Iyachtu Xvim By Jorda the Knight The Godson, Son of Bane, The New Darkness, The Cruel Master Lesser Deity Symbol: A black hand with two glowing green eyes in the palm Home Plane: Acheron Alignment: Lawful Evil Portfolio: Fear, Hatred, Malice, Tyranny Worshipers: Murderers, former followers of Bane, tyrants Cleric Alignments: LE, LN, NE Domains: Evil, Tyranny, Destruction Favored Weapon: Scimitar of Souls (Scimitar) Iyachtu Xvim Cleric 20/ Rogue 20 Medium Outsider (Evil, Lawful) Divine Rank: 8 Hit Dice: 20d12 (Outsider) + 20d8 (Cleric) + 20d6 (Rogue) (1000 hit points) Initiative: +14 (+10 Dex, +4 Improved Initiative, always goes first) Speed: 60 ft. AC: 63 (10 + 8 divine + 21 natural + 14 deflection, + 10 dex) Attacks: Melee +57/+52/+47/+42, Ranged +58/+53/+48/+43, Scimitar of Souls+62/+57/+52/+47 Damage: 1d6+15 (+1d6 fire); or as spell Face/Reach: 5ft / 5ft Special Attacks: Domain powers, salient divine abilities, spell-like abilities, Rebuke Undead (17 times/day), sneak attack +10d6 Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 8 miles, improved evasion, crippling strike, oopurtunist, slippery mind, trap finding, uncanny dodge Saves: Fort. +48 Ref. +50 Will. +52 Abilities: Str. 28 (+9) Dex. 30 (+10) Con. 26 (+8) Int. 28 (+9) Wis. 34 (+12) Cha. 38 (+14) Skills: Diplomacy +65, Craft (Poison) +60, Craft (Weapons) +60, Profession (Government) +63, Concentration +39, Spellcraft +40, Knowledge (Religion) +40, Knowledge (The Planes) +40, Knowledge (History) +40, Knowledge (Aracana) +40, Knowledge (War) +40, Knowledge (Geography) +40, Appraise +40, Balance +41, Bluff +45, Climb +40, Decipher Script +41, Disable Device +41, Disguise +45, Escape Artist +41, Forgery +40, Gather Information +45, Hide +41, Intimidate +63, Jump +40, Knowledge (Local) +40, Listen +43, Move Silently +41, Open Lock +41, Perform (Derge) +45, Perform (Oratory) +45, Search +40, Sense Motive +43, Sleight of Hand +41, Spot +43, Swim +40, Tumble +41, Use Magic Device +45, Use Rope +40 Feats: Weapon Focus (Scimitar), Extend Spell, Quicken Spell, Heighten Spell, Empower Spell, Dodge, Mobility, Combat Expertise, Spring Attack, Whirlwind Attack, Divine Might, Spell Penetration, Greater Spell Penetration, Improved Disarm, Improved Critical, Persistant Spell, Power Critical, Improved Trip, Improved Initiative Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Salient Divine Abilities: Alter Size, Avatar, Divine Celerity, Divine Sneak Attack, Divine Spellcasting, Lay Curse, Possess Mortal, Supreme Initiative, Divine Skill Focus (Intimidate), Tyrant Fog *(Unique Salient Divine Ability: See below) Domain Powers: Cast Evil spells at +1 caster level, smite 1/day, the saving throw DC of any compulsion spell Xzimn casts increases by 2. Spell-Like Abilities: All domain spells, caster level=18 (except evil spells which Xzim casts as a level 19 caster, Base Save DC=32 (34 for compulsion spells) *Tyrant Fog (unique salient divine ability): Iyachtu Xvim used the tyrant fog to create a small army of undead from the servants of Cyric, changing them to horrible zombies who smoked with inner green flames. This ability allows Iyachtu Xvim to send forth a rolling green fog that spreads for a mile around his person. Any mortals who worship an evil deity other than Iyachtu Xvim begin to take 1d6 unholy damage for each round spent in the fog. Those who cannot escape and die within the fog rise 1d4 rounds later as a Tyrantfog Zombie (see Monsters of Faerun, otherwise replace with a standard zombie). These creatures are completely under the control of Iyachtu Xvim, no matter how many hit dice worth he creates. This ability taxes Iyachtu Xvim if he creates a large number of zombies (roughly 75-100 hit dice worth) and for each addition 10 hit dice he must rest for 1d4 days. Possessions: Iyachtu Xvim wields a terrible blade scalled the Scimitar of Souls. This blade acts as a +5 flaming scimitar. Anyone struck by the blade must make a DC 24 will save or have their soul trapped within it as if they were the victim of a trap the soul spell, save that their body simply becomes an inert corpse. At his option Iyachtu Xvim can use his Posses Mortal salient divine ability to possess the now hollow body of anyone who fails their save against the weapon. Other Divine Powers Senses: Iyachtu Xvim can see, hear, touch and smell at a distance of 8 miles. As a standard action he can perceive anything within 8 miles of any location where one of his titles or name was spoken in the last hour. He can extend His senses to up to 8 locations at once. He can block the sensing power of deities of his divine rank or lower at up to 5 remote locations at once for 8 hours. Portfolio Sense: Iyachtu Xvim senses any act of tyranny, any murder or any major act of destruction (such as destroying a building or burning down a forest) as long as it affects at least 500 people. Automatic Actions: Iyachtu Xvim can use Bluff, Diplomacy, Intimidate, Disguise, Forgery, Gather Information and Sense Motive as well as any Perform skill in which he has at least one rank as long as the DC for the task is 20 or lower. He can perform up to 5 such free actions each round. Create Magic Items: Iyachtu Xvim any item that has a compulsion spell as one of it's spells required to create it, or any wand or scroll that uses a compulsion spell as long as the market price does not exceed 30,000 gp. Cleric Training: Iyachtu Xvim's clergy are brought into the fold and tested through rigerous tests of will and strength, with the test secretly gauging how influencial and domineering the individual is. Quests: Iyachtu Xvim seeks to corrupt the worship of other gods to him and to bring the former followers of his father to his church. He also desires the subjegation of all those who oppose him and his people, which includes almost everyone. Prayers: Prayers to Iyachtu Xvim are often expresses as a desire to emulate him such as, "Give me wisdom as great as your own to crush my enemies Cruel Master." Temples: Temples of Iyachtu Xvim look as much like prisons as they do temples. The house several secret torture chambers, while on the outside appearing as little more than ulitilitarian structures. More garish temples to Iyachtu Xvim are adorned with the images of the church, most notibly black hands and glowing green eyes, as well as demonic (or half demonic) imagery. Rites: The rites of the church of Iyachtu Xvim involve dominating others and cowing the weak. Ritual sacrific and destruction of precious materials are acceptable forms of worship but only bringing another low and then raising them up in the true image of Iyachtu Xvim is seen in the highest regard. Heralds and allies: Iyachtu Xvim's herald is tall, powerfully built half demon/half human with half of his body covered in thick scales and with both eyes glowing of green fire. His allies are mostly lawful devils though his favorite servants are half-fiends. Relics: "The Shattered Horn" When Iyachtu Xvim was finally rent assunder by his father Bane his body split apart and exploded in a shower of green flame and blackened char. The most intact peice remaining of what was once a god is the right horn of Iyachtu Xvim. This black peice of bone always seems caked in ash and leaves charcole streaks along it's holders hands and exposed skin when rubbed against it. The horn is strung on a piece of mithral that magically stretches to fit perfectly around it's owners neck. While wearing the horn (which takes the slot of an amulet) the holder gains a +10 insight bonus to both intimidate and bluff checks. In addition the holder gains the ability to smite 1/day as a 10th level cleric with the Destruction domain, however this attack also deals 1d10 unholy damage to the user, though for certain users (mainly undead) this can be a boon instead of a curse. |
| Jorda_The_Knight08-28-05, 06:10 PM | :eek: OMG! A free (wait this is all free...) short story to make up for my tardiness. Hedric had been glad to see Bane go. Unlike most of the tyrant god's followers Hedric had seen the fall of the father and rise of the son as a positive thing, as an oppurtunity to gain the power he had sought within the regid heirarchy of the church of Bane. Quick wit and a steely mind were Hedric's strongest weapons, and in the confusion which was the Time of Troubles and the death of his church's lord he cowed and dominated all those who opposed him. And many did oppose him for his ideas were radical and hard to swallow, even for the hardened clergy of the church of Bane. For as far as Hedric was concerned Bane had made a foolish mistake, and he had paid with his once immortal life for it, to Hedric Bane was dead and he was never coming back. Though blessed of his formidable mental abilities when the Gods once again ruled Faerun Hedric knew he would need the backing of a strong god in order to keep his new position of power. And so it was that when Bane's own son, the half-demon Iyachtu Xvim, rose from the ashes of his fallen patriarch that Hedric once again saw the light of oppurtunity shining brightly in his favor. Rising to the head of his church was like childsplay for the clever cleric, a slit throat there, a dose of poison here and the occasional black mail when his foes proved too mighty for such direct tactics to be effective. He schemed, he lied and he killed all in the name of his new infernal master. Hedric reveled in the new power, he had only known the slight touch of Bane's might when he had served under the Black Lord but his son had rewarded Hedric with all the magical prowess he could dream of, the very will of heaven, or hell, was his to command. "You there, apostle!" Hedric had not needed to yell at the boy, he was certain that his normal tone and volume would have been suffecient, but speaking loudly to your lessers was one of many tactics he liked to employ, if anything just to make them jump. The boy hurried to the thickly robed Hedric's feet and knelt, his overly large cloak threatening to bury him from head to toe, "Yes Father Hedric?" the young boy was barely old enough to be indocturnated, but Hedric had ordered that more of the young be brought into the fold of Xvim's church, their minds were so easy to mold. Hedric smiled at the thought of an army of young clerics all at his command, but then he frowned hard and clasped his thumb and forefinger to his temples. "Damn these sleepless nights, Iyachtu Xvim grant me some rest..." Hedric trailed off, and the young ocolyte took this as an invitation to speak. "The headaches again Father?" he asked innocently, daring a glance upwards at the tormented leader of his church. Hedric moved with blinding speed to strike the boy, nearly leaving his massive throne shaped like an open hand, with the dark stone fingers forming the back and the palm creating a suitable seat. Hedric regreted the sudden move before he realized it, for it felt instead as if he had been struck in the head, from the inside. His vision blurred and he slumped back down into the cold embrass of his master's right hand, his own hand clasping across his eyes to squeeze and massage his throbbing temples. "Yes.." he variably hissed from between clenched teeth, "Bring me my night cap, I grow weary." Hedric rose and almost fell, but he managed to clasp the bend thumb of his great seat and used it to steady himself. He tried his best to hide the fact that he was exhausted and pained, but even someone as practiced at lying as Hedric has his limits, but Hedric was pleased to see the boy still cowering in fear at his attemped assault. Hedric left the sacred altar room of Iyachtu Xvim and headed towards his private sanctum. Upon reaching his chambers, warded by magic as well as two burly sentries, Hedric doft his thick, dark purple robes and lay out on his back, his eyes closed and his breath almost ragged even from the short walk. For nearly a week now Hedric's sleep had been all but restful. In the beginning he had simply tossed and turned fitfully, his sleep often disturbed by his own violent motions about his bed. But the last night had been the worst one yet on his already worn pyche, filled with visions of his own demise, the fall of his church and night after night of soul searing torture. Though he may have slept for only a few hours upon waking, covered in his own cold, damp sweat, Hedric had seemed to experience weeks of pain. "I have tried every spell my lord will grant me, why can I not banish these visions and just sleep!" Hedric lashed out, as he was proan to do now when things didn't go as he wish, and send a priceless vase tumbling to the floor only to end up in a hundred similarly priceless pieces on the floor. Even the wizard that Hedric had hired could not explain the sudden and painful night terrors, and so Hedric was left again to eventually fall into an uneasy sleep, more from sheer exhaustion than a real desire to return to the hellish world of his dreams. -------------------------------------------------------------------------- Hedric stood in a dark room, a completely dark room. Despite the utter black that surrounded Hedric he sensed the room was vast, the ceiling impossibly high and the walls miles on a side. His hand instantly went to the ornate, black, rune inscribed scimitar he kept close to his hip, the weapon humming with divine power, or least it should have. Hedric blinked and pulled his weapon free from it's equally well crafted scabbard. It appeared to be in perfect condition, though the midnight designes empowered along the clean blade seemed almost gray in this world of infinite dark. As he turned the blade in the air, admiring it's sharp edge that had ended so many troublesome lives Hedric nearly gasped, his jaw dropping as the weapon seemed to turn to sand in his very grasp, blown away by some unfelt wind and left to fly ever higher in the massive space above. "H-how can this be.." Hedric fumbled over the words, flabergasted by the sudden yet slow destruction of his most precious belonging, "Who dares!" Hedric cried out as the last of the weapons pommel disapted into fine dust, "Who dares defy the chosen of Iyachtu Xvim!" Though the walls were massive and the space clearly titanic in it's emptiness no echo returned Hedric outrage. With a chill running down his spine, so powerful and disturbing it made his entire body convulse, Hedric felt in a part of his soul something farmiliar. It was his dark diety, his tyranical lord come to visit him and end his nightmares, finally answering the prayers he had been sending for almost a week. He rose his hands upwards and gazed upon the form of Iyachtu Xvim, the Son of Bane, in the blink of an eye he had appeared, the half-demon motionless and black from horned head to cloven foot. Hedric blinked again, this was not right, it felt wrong, all wrong, his lord was here but he said nothing, did nothing at all, his chest did not rise with breath, his eyes did not gleam with hellish fire as they were supposed to according to all Hedric had known since forming his sect of the church and most disturbing at all Hedric felt nothing from his god. Hedric slowly stood and was about to speak, his lips just parted when green, fiendish smoke began to pour from his god's mouth and nostrils. Soon his ears smoked as well, his skin cracking as if it were nothing more than a thin egg shell under siege by a stone, and as Hedric reached forward in some vain attempt born of desperation to reach out to his lord the cracked and broken skin, now shedding long, thin blasts of green light, burst away in a single explosion, sending shards in all direction. Hedric covered his eyes with his robed arm at the last moment, barely blocking out the intense light even with the thick material. The part of him that he had given to Iyachtu Xvim, the aspect of his soul and mind through which his dark deity spoke was gone, or laid dorment in a state surely never to wake. Hedric could not only see the figure before him breathing now, he could feel it, sulphur and acid seemed to wash from the creatures very essence, filling the massive chamber quickly. Hedric waved his hand in front of him, calling down a spell that would keep him safe from the stinging vapor, but the spark of the divine that usually washed over him did not come, only the burning sensation of his own skin turning to sickly dust. Hedric fell to his knees and threw his head back, looking as far upwards as he could through stinging, watering eyes, he uttered a single word, his voice filled with dread, "B-Bane..." The towering, living monilith could be no other, and Hedric knew it as much as he now knew his own god was gone forever, just as he had assumed Bane was, clearly he had gambled wrong. Clad from head to toe in terrifying, hard angled armor was the Black Lord himself, seething with evil and death, standing taller than any tower Hedric had ever gazed upon. The cleric blinked more of the rank poisons from his eyes and gasps out a short phrase, "How...how can this be?" Though no voice came from the helmed head of the figure before him Hedric heard the booming voice as clear as a bell. "You know who I am Hedric, and I know what you have become. How quickly you abandoned me, how eager you were to use my fall for your own simple ends." Bane variably quaked with power, he presense like a force of nature, or rather, the supernatural and one that left Hedric feeling small, smaller than he ever had in his life. "Please my lord, I-I only sought to serve you through your so.." Hedric was cut short as Bane's body shook with rage, physically knocking Hedric back onto his rump, his hands scrambling along the floor to try and keep his balance and make some distance between him and the mountain of divine fury. "You have failed Hedric. Your schemes and your lies and your puny clergy were all built on a house of cards. Your web of deceit was a clever plan indeed, but you have forgotten the first rule any of the church of Bane must learn." Seeming to wait for a reply the terror in black armor went silent, his last words still shaking the entire chamber. Hedric could do nothing but stare and cower, quivering with dread and feeling his very flesh leave his body as the vapor tour at it like a thousand tiny knives. Bane rose his right hand high, grasping in it a solid black mace of immense scope, surely the head was as large as the church where Hedric had slept moments ago. Finally the immense figure spoke after what seemed an eternity, "serve no one but Bane." The mace fell, and Hedric screamed. |
| Mad Mage08-28-05, 11:28 PM | Thanks a ton, Jorda. Much appreciated. :cool: Hmm... I was curious. 1) "The Baneson" wasn't an offical title of Xvim's, was it? 2) Could you or Tebryn also cough up these stats for me? - Osiris (if there's a difference between the Mulhorandi & Pharonic/Core D&D versions) - Ramman - Baravar Cloakshadow If Tebryn handles these, he can leave 'em for after Jubliex. |
| Tebryn1408-29-05, 12:59 AM | Here's Graz'zt: Graz’zt By Tebryn14 Prince of Darkness, Lord of Shadow, Lord of the Triple Realm Abyssal Lord Symbol: 6 fingered hand Home Plane: Abyss/Azzagrat/The Ardent Palace Alignment: Chaotic evil Portfolio: - Worshippers: Cultists, female monsters Cleric Alignments: CE, NE. Domains: - Favored Weapon: Great sword. The ruler of the Abyssal Realm of Azzagrat, Graz’zt is one of the most powerful Tanar’ri lords, having three layers of that Plane under his control. He exercises a great deal of influence in the mortal realms, through spies, as well as through his several offspring, including the Oerth demigod Iuz. Graz’zt is a very sexual being, and he appears as an 8 ft. tall humanoid possessed of a bestial handsomeness. Though not a true deity, Graz’zt does have worshippers, and could certainly challenge the might of many demigods. Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri) Virtual Divine Rank: 4 (9 within Realm) Hit Dice: 62d8+744 (outsider) (1,240 hp) Initiative: +13 Speed: 80 ft. AC: 67 (+9 dex, +4 divine, +24 natural, +15 deflection, +6 insight, -1 size), 84 in Realm Base Attack/Grapple: +52/+67 Attacks: +6 acidic burst unholy keen great sword +73/+68/+63/+58 melee; or +5 speed impact fists +71/+71/+66/+61/+56 melee; or by spell +67 melee touch, or +65 ranged touch. All attack bonuses increase by 5 within Graz’zt Realm. Damage: +6 acidic burst unholy keen greatsword 2d6+22+3d6 acid/17-20; or +5 speed impact fists1d6+16/19-20; or by spell. Face/Reach: 5 ft. by 5 ft./ 10 ft. Special Attacks: Spell-like abilities, fear, sneak attack +2d6. Special Qualities: DR 15/epic and good, fast healing 5, item master, SR 45 (60 within Realm), summon tanar’ri¸ tanar’ri traits, semi-divine immunities, divine aura (40 ft., DC 29 [900 ft., DC 34 within Realm]), greater teleport at will, godly realm (Entirety of the three layers he rules due to layer capabilities), resistances (fire, cold, acid 10), understand, speak, and read all languages and speak directly to all beings within 4 miles, remote communication 4 miles, spurn the divine, divine tanar’ri, SDAs, evasion, trapsense +1, trapfinding. Saves: Fort +49, Ref +46, Will +50. All save bonuses increase by five while Graz’zt is on his home layers. Abilities: Str 32, Dex 28, Con 34, Int 42, Wis 36, Cha 40 Skills: Appraise +30, Balance +63, Bluff +84, Climb +50, Concentration +56, Craft (Alchemy) +45, Decipher Script +55, Diplomacy +84, Disguise +79, Escape Artist +40, Forgery +70, Gather Information +70, Hide +63, Intimidate +84, Jump +60, Knowledge (Arcana) +80, Knowledge (History) +60, Knowledge (Local, Azzagrat) +77, Knowledge (Planes) +85, Knowledge (Religion) +75, Knowledge (Abyssal Politics) +85, Listen +74, Move Silently +58, Search +60, Sense Motive +82, Spellcraft +70, Spot +74, Survival +29, Tumble +58. Within his Realm, all modifiers increase by 5. Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Empower Spell, Great Cleave, Improved Initiative, Maximize Spell, Mobility, Power Attack, Quick Draw, Quicken Spell-like ability, Silent Spell, Spring Attack, Still Spell (If you use the alternative magic rules, replace this feat with True Caster), Weapon Focus (Great sword), Whirlwind Attack. Semi-Divine Immunities: Ability damage, ability drain, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. As with a true god, several of these immunities are ineffective against deities of higher Divine Rank (virtual or true). Rogue Abilities (Ex): Graz’zt has the class abilities of a 3rd level rogue. Fear (Su): Graz’zt can invoke a fear effect (Will DC 56 negates) at will. Spell-like abilities: Graz’zt uses these abilities as a 42st level caster. The save DCs are 25+spell level. At will- Blasphemy, Charm Monster, Darkness, Deeper Darkness, Demand, Desecrate, Detect Good, Detect Law, Discern Location, Greater Dispelling, Magic Missile, Mirror Image, Suggestion, Telekinesis, Greater Teleport, Vanish, Unhallow, Unholy Aura, Dispel Good, Fireball, Lightning Bolt, Wall of Iron, Graz’zt’s Long Grasp, Darkbolt, Unholy Blight, Shatter, Chaos Hammer, Demoncall 5/day- Disintegrate, Polymorph any Object, Polymorph Self, Finger of Death, Utterdark; 1/day- Gate, Shapechange, Veil, Time Stop. Constant-True Seeing. Item Master (Ex): Graz’zt can use any magical item, even spell trigger and spell completion items, even though he is not an actual spellcaster. Summon Tanar’ri (Sp): Graz’zt can, at will, summon a number of lesser members of his race. No creature summoned may have a CR greater than 20, or may the combined CR of his summoned creatures exceed 40. These summoned creatures cannot use their summoning abilities while summoned. Graz’zt can use this ability to summon 1d2 balors, 1d4 mariliths, or 1d6+2 babau. Spells: Graz’zt casts spells as a 40th level sorcerer. Spells known (6/10/10/10/9/9/9/9/8/8, 10th-2, 11th-1) save DC 25+spell level): 0-Daze, Dancing Lights, Mage Hand, Disrupt Undead, Read Magic, Arcane Mark, Prestidigitation, Ghost Sound, Detect Magic; 1st-Shield, Mage Armor, Obscuring Mist, Chill Touch, Shocking Grasp; 2nd-Obscure Object, Protection from Arrows, See Invisibility, Shatter, Spectral Hand; 3rd- Flame Arrows, Fireball, Lightning Bolt, Halt Undead; 4th-Dimensional Anchor, Wall of Fire, Lesser Geas, Bestow Curse; 5th-Lesser Planar Binding, Dominate Person, Feeblemind, Magic Jar; 6th-Globe of Invulnerability, Mass Suggestion, Chain Lightning; 7th-Spell Turning, Prismatic Spray, Insanity; 8th-Binding, Trap the Soul, Horrid Wilting; 9th-Imprisonment, Wish, Weird. The 10th and 11th level spells Graz’zt knows are a mystery, though he has room for one of each in his repertoire. However, he is extremely powerful, and likely has access to written records of other such spells, should he desire to use a Wish spell to change the True Dweomers in his repertoire. Graz’zt has been known to level mountains and move entire towns between the layers of his Realm, though this could also be an innate power garnered from his control over his layers. Spurn the Divine: Graz’zt is partially resistant to Divine Blast, Divine Shield, Mass Divine Blast, and Area Divine Shield. When facing a god using any of these powers, Graz’zt receives a Fortitude save to fend off Divine Blasts or Mass Divine Blasts; against Area Divine Shields and Divine Shields, Graz’zt receives a Will save to breach the effect if Graz’zt’s virtual divine rank is equal to or greater than the divine rank of the god in question for round (it may make another attempt the next round). In either case, the DC = 40 + the god’s divine rank. Salient Divine Abilities: Automatic Metamagic (Quickened Sorcerer spells), Divine Glibness, Divine Tanar’ri, Item Master/Fear, Racial Spell-like Abilities/Summon Tanar’ri. Divine Tanar’ri (Su): As a semi-divine exemplar of the tanar’ri race, Graz’zt exemplifies the tremendous rage and instability that defines a tanar’ri’s very beings. Thus, for up to 5 rounds per day, Graz’zt can instantaneously erupt in an awe inspiring fit of anger. During these periods, his very presence is dangerous, and the area immediate surrounding him to a radius of 60 ft. shakes as though experiencing an earthquake spell. All spells and spell-like abilities are quickened and the caster level increases by 4. His divine rank for purposes of altering the terrain of his layer increases to that of a rank 16 deity, and changes he enacts to terrain take place instantly and don’t require any labor on his part. In addition, one random being within the radius of the earthquake is targeted with a disintegrate effect at 42nd caster level each round (DC 25 to resist). Layer Capabilities (Su): Within his own layer Graz’zt gains an extraordinary measure of divine power. When on his home layers, Graz’zt’s VDvR increases to 9. This increase applies to the following areas: SR, AC bonuses, attack bonuses, divine abilities save DCs, skill modifiers, etc. In addition, on his home layers, Graz’zt has a degree of control that rivals that of even greater deities over their Realms. His sensory abilities extend to the entire layer (instead of just 4 miles). The save DCs of his spells increase by +10 (only for effects with a duration longer than instantaneous), and he may alter the terrain and rules of magic on their layer as though he had a DvR of 13. Furthermore, he gains the benefits of being within his realm anywhere on any of his three layers. Possessions: Graz’zt carries a curved, +6 acidic burst keen unholy greatsword. His hands also act as +5 speed impact weapons. Other Divine Powers As a Tanar’ri Lord with the power of a demigod, Graz’zt treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Graz’zt can see, hear, smell, and touch at a distance of 4 miles. As a standard action, he can perceive anything within 4 miles of his worshippers, or any location where one of his titles or name was spoken in the last hour. He can extend his sense to up to 2 locations at once. He can block the sensing power of deities rank 4 and lower at up to two remote locations at once for up to 4 hours. Virtual Divine Rank: Though not an actual deity, by virtue of his age, might, and influence over his layers of the Abyss, Graz’zt is essentially a Rank 4 demigod. However, he does not gain power from those who worship him, nor does he have domain powers or spells. He cannot create avatars, and he does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs he would otherwise have, he is treated as having a Divine Rank of 4. He can, however, grant spell of up to 3rd level to his would be clerics, or up to 4th level if he deigns to appear to them is person. His clerics do not gain access to domain powers or spells. |
| Jorda_The_Knight08-29-05, 10:39 AM | You're very welcome Mad. I'm not sure if it was an official title but I've seen it often enough across the web that I decided to stick it in. Gratz on, well, Graz’zt Tebryn :P He's my favorite demon lord and I think you did a great job. I'm not sure who do to next, any suggestions? I kinda have the Salamander deity started, but I accidentally erased most of the file, so I'm gonna pretty much be started from scratch, so if anyone has a request I'll probably do that first. :D |
| Mad Mage08-29-05, 11:57 AM | You're very welcome Mad. I'm not sure if it was an official title but I've seen it often enough across the web that I decided to stick it in. Gratz on, well, Graz’zt Tebryn :P He's my favorite demon lord and I think you did a great job. I'm not sure who do to next, any suggestions? I kinda have the Salamander deity started, but I accidentally erased most of the file, so I'm gonna pretty much be started from scratch, so if anyone has a request I'll probably do that first. :D How about one of the deities in my previous post? |
| Yawbus_Bug08-29-05, 02:17 PM | would it be possiable to get me the stats for the vile gods in the BoVD.?? -Karaan -Rallaster -The Patient One -Scahorrar -The Xammux and -Yeathan if you can egt them that would be very cool of you.........thanks YB |
| Tebryn1408-29-05, 03:38 PM | Thanks a ton, Jorda. Much appreciated. :cool: Hmm... I was curious. 1) "The Baneson" wasn't an offical title of Xvim's, was it? 2) Could you or Tebryn also cough up these stats for me? - Osiris (if there's a difference between the Mulhorandi & Pharonic/Core D&D versions) - Ramman - Baravar Cloakshadow If Tebryn handles these, he can leave 'em for after Jubliex. Baravar is already done. As for the other two, Osiris in Deities and Demigods was a greater deity, while he should've been intermediate. Elrumir did him as such. Ramman, ech, I'll have to look into him. I'm gonna start Jubilex next. Then Jubilex with Power Clause. |
| Tebryn1408-29-05, 03:42 PM | Here are Osiris and Baravar. As for the gods in the BoVD, I'm not touching them. I don't like gods introduced without backstory or any real info like that. Anyone else is free to do them though. Baravar Cloakshadow By Elrumir The Sly One, Master of Illusion, Lord in Disguise, Bane of Goblinkin Lesser Gnome Deity Neutral Good Thief 20/Illusionist 10/ Arcane Trickster 10 (from Tome and Blood) Small Outsider (Gnome, Good) Divine Rank: 10 Hit Dice: 20d8+220 (outsider) + 20d6+220 (Rog.) + 10d4+110 (Ill.) + 10d4+110 (ArT.) (1,020 hp) Initiative: +14, always first, (+10 Dex, +4 Improved Initiative, Supreme Initiative) Speed: 60 ft. AC: 63 (+1 size, +10 Dex, +10 divine, +23 natural, +9 deflection) Attacks: +5 ghost touch, keen, dispelling, spell storing dagger +66/+61/+56/+51 melee; or spell +57 melee touch or +61 ranged touch. Damage: +5 ghost touch, keen, dispelling, spell storing dagger 1d4+11/17-20; or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, rebuke undead 12/day. Special Qualities: Gnome racial traits, divine aura (1,000 ft., DC 28), divine immunities, DR 45/+4, familiars (weasels), fire resistance 30, godly realm (1 mile Outer Plane, 1,000 ft. Material Plane), plane shift at will, remote communication 10 miles, spontaneous casting of divine spells, SR 42, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 10 miles. Saves: Fort +53, Ref +52, Will +51 Abilities: Str 22, Dex 31, Con 32, Int 35, Wis 29, Cha 29. Skills: Alchemy +52, Appraise +52, Balance +50 Bluff +49, Concentration +51, Craft (trapmaking) +52, Decipher Script +52, Diplomacy +49, Disable Device +42, Disguise +49, Escape Artist +50, Gather Information +49, Hide +69, Jump +46, Knowledge (arcana) +52, Knowledge (religion) +52, Listen +49, Move Silently +50, Open Lock +50, Pick Pocket +50, Read Lips +50, Scry +52, Spellcraft +52 Spot +49, Tumble +50, Use Rope +50. Feats: Combat Casting, Combat Reflexes, Discipline, Dodge, Expertise, Extend Spell, Greater Spell Focus (Illusion), Improved Critical (dagger), Improved Initiative, Mobility, Persistent Spell, Quick Draw, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (Illusion), Spring Attack, Still Spell, Superior Expertise, Twin Spell, Weapon Finesse (dagger). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Avatar, Clearsight, Divine Dodge, Divine Glibness, Divine Rogue, Divine Shield, Divine Spell Focus (Illusion), Extra Domain (Gnome), Extra Domain (Good), Supreme Initiative. Domain Powers: Cast illusion spells at +2 caster level; cast good spells at +1 caster level; 10/day protective ward. Spell-like Abilities: Baravar uses these abilities as a 20th-level caster, except for good spells, which he uses as a 21st-level caster, and illusion spells, which he uses as a 22nd-level caster. Save DC’s are 29 + spell level. aid, antimagic field, blade barrier, change self, confusion, dispel evil, displacement, false vision, fantastic machine, gembomb, hallucinatory terrain, holy aura, holy smite, holy word, invisibility, magic circle against evil, mind blank, minor creation, minor image, mislead, nondetection, Otto’s irresistible dance, persistent image, phantasmal killer, polymorph any object, prismatic sphere, project image, protection from elements, protection from evil, repulsion, sanctuary, screen, shield other, silent image, spell immunity, spell resistance, summon monster (as good spell only), summon nature’s ally (earth elementals or animals only), time stop, weird. Wizard Spells/day: 4/7/7/7/7/6/6/6/6/5; base DC 22 + spell level, 32 + spell level for Illusion spells. Possessions: Baravar Cloakshadow carries Nightmare, a +5 ghost touch, keen, dispelling, spell storing dagger, which has stored the spell nightmare (DC 29) permanently, even though normally 5th-level spells are unavailable. Baravar’s cloak, the Shadowcloak, combines the powers of a major cloak of displacement and a robe of blending. Other Divine Powers As an lesser god, Baravar Cloakshadow may take 10 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure and is immortal. Senses: Baravar can see, hear, touch and smell at a distance of ten miles. As a standard action, he can perceive anything within ten mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 10 hours. Portfolio Sense: Baravar is automatically aware when anything threatens the gnome communities, thus breaking his traps and wards, as long as this affects 500 people or more or when any gnome uses an Illusion spell. Automatic Actions: Baravar can use Concentration, Disable Device, Knowledge (arcana), Open Lock, Pick Pocket, or Spellcraft as a free action, if the DC for the check is 20 or less. He can perform up to five such actions per round. Create Magic Items: As Baravar is the god of illusion and deception, he can create any magic item using spells from the Illusion school and any item that aids in stealth and misleading (such as a hat of disguise), as long as the item’s price does not exceed 30,000gp. Avatars Walking the Realms, Baravar appears always dressed in dark clothing, his Shadowcloak swirling behind him. He comes as a dark-haired young gnome. His beady eyes are ever vigilant and very alert. Avatar of Baravar: as Baravar, except as follows; divine rank 5; AC 54; Atk +61/+56/+51/+46 melee (+5 ghost touch, keen, dispelling, spell storing dagger) or +52 melee touch or +56 ranged touch (spell); SQ Divine aura (50 ft. DC 24), DR 40/+4, fire resistance 25, SR 37; SV Fort +48, Ref +47, Will +46; all skill modifiers reduced by 5. Salient Divine Abilities: Clearsight, Divine Dodge, Divine Glibness, Divine Rogue, Divine Spell Focus (Illusion), Supreme Initiative. Spell-like abilities: Caster level 15th, saving throw DC 24. Without the Extra Domain salient ability, Baravar loses access to the domains Good and Gnome and the spell-like abilities of these domains. Osiris By Elrumir Lord of Nature, Judger of the Dead, the White Crown, Reaper of the Harvest Intermediate Mulhorandi Deity Symbol: White crown of Mulhorand over a crossed crook and flail Home Plane: Heliopolis Alignment: Lawful good Portfolio: Vegetation, death, the dead, justice, harvest Worshipers: Attorneys, druids, embalmers, judges, paladins, rangers, seekers of rightful vengeance Cleric Alignments: LG, LN, NG Domains: Good, Law, Plant, Repose, Retribution Favoured Weapon: “Just Reward” (light or heavy flail) Osiris Cleric 18/Ranger 14/Wizard 8 Medium-size outsider (Good, Law) Divine Rank: 15 Hit Dice: 20d8+180 (outsider) + 18d8+162 (Clr) + 14d10+126 (Rgr) + 8d6+72 (Wiz) (1,032 hp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 80 (+17 Dex, +15 divine, +28 natural, +10 deflection) Attacks: +5 disruption, ghost touch, holy heavy flail +70/+65/+60/+55 melee; or spell +64 melee touch or +62 ranged touch. Damage: +5 disruption, ghost touch, holy heavy flail 1d10+14/17-20; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 17/day. Special Qualities: Divine aura (1,500 ft., DC 35), divine immunities, DR 50/+4, familiars (hawks), favoured enemies (undead +3, evil outsiders +2, chaotic outsiders +1), fire resistance 35, godly realm (10 miles Outer Plane, 1,500 ft. Material Plane), plane shift at will, remote communication 15 miles, spontaneous casting of divine spells, SR 47, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 14 miles. Saves: Fort +57, Ref +54, Will +62 Abilities: Str 29, Dex 24, Con 29, Int 29, Wis 40, Cha 31 Skills: Alchemy +64, Concentration +64, Diplomacy +67, Gather Information +65, Heal +70, Intimidate +65, Knowledge (arcana) +64, Knowledge (history) +64, Knowledge (nature) +64, Knowledge (nobility and royalty) +64, Knowledge (religion) +66, Listen +72, Profession (embalmer) +70, Profession (herbalist) +70, Scry +64, Search +64, Spellcraft +64, Spot +72, Wilderness Lore +70. Feats: Alertness, Blind-Fight, Blindsight, Brew Potion, Cleave, Combat Casting, Combat Reflexes, Divine Might, Divine Vengeance, Extra Turning, Great Cleave, Improved Critical (heavy flail), Greater Spell Penetration, Improved Initiative, Power Attack, Power Critical (heavy flail), Reach Spell, Sacred Spell, Scribe Scroll, Spell Penetration, Theocrat, Track, Weapon Focus (heavy flail). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Avatar, Command Plants, Divine Blast, Divine Fast Healing, Divine Storm (positive energy), Extra Domain (Good), Extra Domain (Retribution), Gift of Life, Hand of Death, Know Death, Life and Death, Mass Divine Blast, Power of Nature, Rejuvenation, Undead Mastery, Undead Qualities. Domain Powers: Cast good spells at +1 caster level; cast law spells at +1 caster level; 12/day rebuke or command plant creatures; 15/day death touch; 15/ retributive strike. Spell-like Abilities: Osiris uses these abilities as a 25th-level caster, except for good and law spells, which he uses as a 26th-level caster. The save DC’s are 35 + spell level. aid, banishment, barkskin, blade barrier, calm emotions, changestaff, command plants, control plants, death ward, deathwatch, destruction, dictum, discern location, dispel evil, dispel law, endurance, entangle, fire shield, gentle repose, hold monster, holy aura, holy smite, holy word, magic circle against chaos, magic circle against evil, mark of justice, order’s wrath, plant growth, protection from chaos, protection from evil, repel wood, shambler, shield of faith, shield of law, slay living, speak with dead, spell turning, storm of vengeance, summon monster IX (as good or law spell only), surelife, undeath to death, wail of the banshee, wall of thorns. Cleric Spells/day: 6/10/10/10/9/8/8/7/6/5 (level 0-9); base DC 25 + spell level. Ranger Spells/day: 2/5/5/4 (level 1-4); base DC 25 + spell level Wizard Spells/day: 4/7/5/5/4; base DC 19 + spell level. Possessions: Osiris attacks with Just Reward, a +5 heavy flail with the disruption, ghost touch and holy special abilities. Other Divine Powers As an intermediate god, Osiris automatically receives a 20 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure and is immortal. Senses: Osiris can see, hear, touch and smell at a distance of fifteen miles. As a standard action, he can perceive anything within fifteen miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 15 hours. Portfolio Sense: Osiris automatically senses any death, mummification or any creation of undead, or any harvest or planting of seeds. Automatic Actions: Osiris can use Concentration, Heal, Knowledge (nature), Profession (embalmer) or Spellcraft, as a free action, if the DC for the check is 25 or less. He can perform up to ten such actions per round. Create Magic Items: Being the Mulhorandi death god and one of its nature gods, Osiris can create any magical item that relates to death or the dead or opposes undead, or any item useable by rangers and druids specifically, as long as the item’s price does not exceed 200,000gp. Avatars Avatars of Osiris appear in one of two forms. The first is a green-skinned, muscular Mulhorandi warrior with totally black eyes. This is his martial form, the form he uses to attack hated foes, such as Set and his minions. The warrior appears clad in the regal robes and wearing the crown of the kings of Mulhorand. The second form is that of a great mummy, perfectly preserved, wearing regal tomb jewellery, one of which is an elaborate pectoral collar of a falcon holding an ankh in its claws. This is the form he prefers to use when Osiris acts as the god of death. He uses either form in his godhood over harvest and plants. Avatar of Osiris: As Osiris except as follows; divine rank 7; AC 67; Atk +62/+57/+52/47 (1d10+14/17-20; +5 disruption, ghost touch, holy heavy flail); spell +56 melee touch or +54 ranged touch; SQ Divine aura (700 ft., DC 27), DR 41/+4, fire resistance 27, SR 39; SV Fort +49, Ref + 46, Will +54; all skill modifiers are reduced by eight. Salient Divine Abilities: Alter Size, Command Plants, Divine Blast, Extra Domain (Good), Extra Domain (Retribution), Gift of Life, Hand of Death, Know Death, Undead Qualities. Spell-like abilities: Caster level 17th, saving throw DC 27 + spell level. ________________________________________ _____________________________ |
| Mad Mage08-29-05, 04:38 PM | Baravar is already done. As for the other two, Osiris in Deities and Demigods was a greater deity, while he should've been intermediate. Elrumir did him as such. Ramman, ech, I'll have to look into him. I'm gonna start Jubilex next. Then Jubilex with Power Clause. Thanks for that. Can't wait to see Jubilex. As for Ramman, I was curious if you have Lost Empires of Faerun, since that gives the (3.5?) Cleric-essential stuff for him. |
| Jorda_The_Knight08-29-05, 07:27 PM | I've got LEOF, I could do Ramman if you like. I'll also be looking at those BOVD deities, I'm sure one will spark my interest :D |
| Mad Mage08-29-05, 07:32 PM | I've got LEOF, I could do Ramman if you like. I'll also be looking at those BOVD deities, I'm sure one will spark my interest :D Alright then, take a shot if you'd like. :cool: As a side note, I'd like to mention that I've been handling Complete Divine-esque Heralds and Allies in a thread of my own. If that sparks anyone's interest, you can find them here (http://boards1.wizards.com/showthread.php?t=461394). Edit: Just added link to my sig. |
| Jorda_The_Knight09-01-05, 07:12 PM | Uhg, so much for days off, been sick as a dog for the last few days, and here I am at work still not feeling 100 perfect. I'm gonna start Ramman asap, and then I'll probably get to Karaan from BOVD. |
| Slime Lord09-01-05, 09:31 PM | Can we do a Homosexual or Gay god? haha, ok I was mostly joking on that one. But don't worry about statting certain gods if your sick and/or not feeling good. You'd hate them later. |
| Tebryn1409-06-05, 02:51 PM | Can we do a Homosexual or Gay god? haha, ok I was mostly joking on that one. But don't worry about statting certain gods if your sick and/or not feeling good. You'd hate them later. Do as many gay gods as you like. We need some diversity. At any rate, I'd like to apologize for being so absent. School is starting tomorrow, and I've been in a frenzy to get ready. I'll finish Juiblex this weekend, I hope. Until then, keep morale up. |
| Mad Mage09-06-05, 03:42 PM | Do as many gay gods as you like. We need some diversity. At any rate, I'd like to apologize for being so absent. School is starting tomorrow, and I've been in a frenzy to get ready. I'll finish Juiblex this weekend, I hope. Until then, keep morale up. Hey, college is starting for me tonight, so don't feel so bad. |
| Jorda_The_Knight09-08-05, 08:48 PM | I'm not going back to school just yet, but trust me I'm making up for it with extra work hours. Short staffed + students renting vans= lots of work for me :P I'll get my butt in gear in a day or two once I get a few days off inna row. |
| Mattaglor_of_Thay09-15-05, 02:21 PM | Hey guys great work I've used some of your stated work in my campaigns. Now I look to you artists for a Demogorgon of the trusih purportions, he needs to be able to stand up to two demigods at once on his home plane. I know that if anyone can do this it will be one you stat wizards in here your my only hope of saveing me hours I'm dreading. |
| Jorda_The_Knight09-29-05, 06:28 PM | Whoa, this place has been dead for a while, maybe people lost it on the board change. In any case work should be slowing down soon, and I have a few days off soon so I'll do my best to get a god stated on here. I'm playing in like 3 campaigns, running a huge one and starting up running another one so I haven't had much time for anything but D&D and work. But I'll try and get more put up here, just not sure what. I'd help you with Demogorgon Mattaglor but I'm not too farmiliar with the demon lords and especially with them as deities :( Hope someone finds the thread again and helps you out. |
| Slime Lord09-29-05, 07:12 PM | Whoa, this place has been dead for a while, maybe people lost it on the board change. In any case work should be slowing down soon, and I have a few days off soon so I'll do my best to get a god stated on here. I'm playing in like 3 campaigns, running a huge one and starting up running another one so I haven't had much time for anything but D&D and work. But I'll try and get more put up here, just not sure what. I'd help you with Demogorgon Mattaglor but I'm not too farmiliar with the demon lords and especially with them as deities :( Hope someone finds the thread again and helps you out. Yes, it has died down. One of my concerns when Teby decided to move this...*Sniff* |
| Jorda_The_Knight09-29-05, 10:55 PM | Worry not, the sooooouth...umm, I mean, this thread will rise again. Even if I have to go so far as to actually post more than once every few weeks, by Thor's Hammer I swear it! :D |
| Mattaglor_of_Thay10-04-05, 04:22 PM | Ive noticed. Im dragging my feet with that adventure I want it to be memorable for my gamers. So if anyone can help with this i would greatly appreiate it . |
| Doctor_Jello10-04-05, 05:52 PM | http://community.dicefreaks.com/viewtopic.php?t=213&highlight=demogorgon try this one out hehehe, if you want it to be memorable this might be what you want... it would be very dangerous for your PCs though just an FYI |
| pratputajao10-07-05, 05:35 AM | If you find Dr J's suggestion too powerful I would suggest the following- Here (http://www.enworld.org/cc/converted/outsider/demon/demogorgon.htm) - I would up the AC considerably though. I would deffinately use either this, or even the one given at Dice freaks, before I would use that pitiable thing in The BOVD. Demogorgon was created as the most poweful demon prince in AD&D, he should remain that way. BTW, are the players actually going to fight him or just meet him? If it is the former and winning is an option then they had better really EARN it! |
| BelRex10-07-05, 07:00 AM | Can we do a Homosexual or Gay god? haha, ok I was mostly joking on that one. But don't worry about statting certain gods if your sick and/or not feeling good. You'd hate them later. Here is a history and name for a god of homosexuals. (Click Me (http://www.antinopolis.org/)). Probably a divine rank 1 or so. |
| Slime Lord10-07-05, 08:08 AM | Here is a history and name for a god of homosexuals. (Click Me (http://www.antinopolis.org/)). Probably a divine rank 1 or so. Haha, I was only kidding dude. Thanks though:D |
| Kuje3110-07-05, 12:22 PM | Haha, I was only kidding dude. Thanks though:D Well Lliira is a lesbian.... she took her female mortal cleric as a lover at one point. :) |
| Jorda_The_Knight10-08-05, 10:28 PM | I regret to say that between work, my real social life and my busy D&D schedule I won't be able to post here as often as I had previously indicated. I'm still gonna try, but I just don't have a good few hours to really work out a deities stats the way I want. Maybe I just shoot too high when I write them up with unique abilities and artifacts and short stories but it just takes too much time with my current work schedule (someone at work got let go and now I'm covering their shifts). I have a few days off and I might be able to get one more deity off before work gets crazy again. When the winter comes I should have lots of time, but until then it's gonna be busy. I'll try my best to be around, like I said, but I just can't make any promises with all these night shifts, splits, back shifts, people calling in sick, uhg, work sucks. Anyways keep it up folks, we're doing great work! :D |
| Slime Lord10-09-05, 07:58 AM | I regret to say that between work, my real social life and my busy D&D schedule I won't be able to post here as often as I had previously indicated. I'm still gonna try, but I just don't have a good few hours to really work out a deities stats the way I want. Maybe I just shoot too high when I write them up with unique abilities and artifacts and short stories but it just takes too much time with my current work schedule (someone at work got let go and now I'm covering their shifts). I have a few days off and I might be able to get one more deity off before work gets crazy again. When the winter comes I should have lots of time, but until then it's gonna be busy. I'll try my best to be around, like I said, but I just can't make any promises with all these night shifts, splits, back shifts, people calling in sick, uhg, work sucks. Anyways keep it up folks, we're doing great work! :D I petiton this thread to get it's ass back on an active board!!! It's killing it!!! And don't worry about it Jord. The more work you can get, the better in the long run. If stating gods and avatars, artifacts and short stories has to suffer for now, so be it! |
| ThornTheWanderer10-09-05, 12:01 PM | I was reading your posts on deities (excellent work by the way), and I noticed you said something about having the stats for all of the Faerunian deities, and I was wondering if A) you still havethe information, and B) would it be possible to get a copy of it from you if you do? I have Faiths and Avatars, Demihuman Deities and Powers and Pantheons, but I'm in the process of switching over to 3.5E and the new stats would be of tremendous value. If this is possible, please feel free to leave me a message. Thanks in advance. |
| Jorda_The_Knight10-09-05, 01:02 PM | I know Tebryn has all the information, but I don't know where he's been at lately. You could try sending him an IM but your best bet might be to just wait for his return. I used to have all mine, but then I got a new PC when my old one melted (literally) so I lost a lot if them. |
| ThornTheWanderer10-09-05, 03:04 PM | I tried sending an IM, but it said his box is full. Ah well, I'll just be patient and wait. |
| Mattaglor_of_Thay10-18-05, 07:20 PM | I have to say there needs to be a new reavaluation of this site there ues to be new deities almost every day and people that requested stats for paticular beings got them rather quickly. So with that statement lets round up all the people that did the great work on this thread back on track. Please there are many DM's that dont have the time to stat out these powerful and complcated beings. |
| Mad Mage10-20-05, 12:12 AM | If it'll console any diehard friends of this thread (like myself), I have a thread of my own dedicated to the Heralds and (Planar) Allies of the Forgotten Realms deities here (http://boards1.wizards.com/showthread.php?t=461394). You can request anything along the lines of that thread there. |
| ramblin_chimp2.011-17-05, 11:45 PM | Iakhovas The Taker, The Trickster, The Destroyer, He who Swims with Sekoth Unique Megalodon Home Plane: Faerun Alignment: Chaotic Evil Favored Weapon: Bite The being known as Iakhovas is perhaps the oldest and greatest predator to have ever existed. When the world was new and the gods were young, Iakhovas walked Faerun. During his travels he drew the attention of the young goddess Umberlee. This was not the cruel ***** Queen of the ocean today, but a young god who was new to the world. As time went by Umberlee grew to love Iakhovas and gave him many gifts of magic and love, and for awhile he was content. But it was not in Iakhovas is nature to stay content for long, and his love grew to anger. He believed that Umberlee did not truly love him, so using his magic he forced an Elf woman to fall in love with him. When Umberlee learned of the “love” that Iakhovas and his newest consort shared, her heart was broken, and in her rage she destroyed the Elf and cast Iakhovas out while taking backs all of her gifts. But despite her best attempts Iakhovas did bot die that day. For the next hundred years he plotted, and regained much of his former power. During this time it is believed that he allied him self with the Shark god Sekoth. When Iakhovas finally thought himself powerful enough he attacked his former lover. Despite his new found power he was once again beaten and imprisoned. The rest of Iakhovas’ story can be found in The Threat from the Sea Trilogy. Colossal Beast Divine Rank: 0 Hit Dice: 63d8+641, hp 1,337 Initiative: +2 Speed: 40 ft., Swim: 120 ft. AC: 55 (-1 size, +1 Divine, +3 Dex, +24 Natural), Touch 35, Flat-Footed 37 Base Attack/Grapple: +34/+45 Attack: Bite +40 melee (4d8+16/19-20) Full Attack: Bite +40 melee (4d8+16/19-20) Space/Reach: 20 ft./ 20 ft Special Attacks: Shallow Whole, Improved Grab, Keen Scent, Spell-Like Abilities, Spells, Epic Level Spells Special Qualities: Damage Reduction 20/Epic, Magic, Spell Resistance 35, darkvision 120 ft., Divine Immunities, Item Mastery, Master Alchemist, See Invisibility, Primordial Being alternate form, spell resistance 40, fast healing 5 Saves: Fort +20, Ref +22, Will +29 Abilities: Str 62, Dex 20, Con 31, Int 31, Wis 24, Cha 30 Skills: Alchemy +53, Climb +42, Concetration +43 (+45 when casting defensivly), Diplomacy +40, Intimidate +34, Swim +41, Craft (Metalworking) +30, Craft (Woodcarving) +30, Craft (Shipmaking) +25, Craft (Armorsmithing) +30, Craft (Weaponsmithing) +30, Craft (Gemcutting) +24, Sense Motive +26, Knowledge (Arcana) +88, Profession (Sailor) +40, Use Magical Device +60, Knowledge (Nature) +53, Bluff +30, Knowledge (Geography) +48, Knowledge (History) +45, Kowledge (The Planes) +55, Knowledge (Religion) +45, Knowledge (Sword Coast) +12, Knowledge (The Inner Sea) +10 Listen +34, Spot +35, Scry +30, Spellcraft +72 Feats: Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Critical (Bite), Iron Will, Multiattack, Power Attack, Quicken Spell, Extend Spell, Maximize Spell, Dimensional Spell, Combat Casting, Lighting Reflexes, Twin Spell, Widen Spell, Epic Level Spellcasting, Trustworthy, Spell Focus (Transmutation), Spell Focus (Illusion), Spell Focus (Abjuration), Spell Focus (Necromancy), Charlaten Environment: Aquatic Organization: solitary Challenge Rating: 60 Treasure: triple standerd Alignment: Chaotic Evil Level Adjustment: - Keen Scent (Ex): Iakhovas can notice a creature by scent within a 180-ft. radius, he can smell blood up to 4 miles away See Invisibility (Ex): Iakhovas can constantly see invisible creatures as if under the affects of a see invisibility spell. Caster Level 20th. Alternate Form (Sp): Iakhovas can assume the form of any Huge, Large, or Medium-Size Humanoid as if under the affects of a polymorph spell Divine Immunities (Sp): acid, cold, electricity, transmutation (can still use transmutation on self), draining and ability damage, and mind effects Spurn the Divine (SP): Iakhovas is partially resistant to Divine Blast, Divine Shield, Mass Divine Blast, and Area Divine Shield. When facing a god using any of these powers, Iakhovas receives a Fortitude save to fend off Divine Blasts or Mass Divine Blasts; against Area Divine Shields and Divine Shields, Iakhovas receives a Will save to breach the effect. Item Mastery: (Sp): Iakhovas can create any sort of Magical item, with the exception of Artifacts, even if he does not have the Feats, Spells, or XP to make them. He still needs the raw materials to make the. Master Achemist: (Sp): Iakhovas can create any potion, poison, oil, or salve even if he does not have the Feats, Spells, or XP to make them. He still needs the raw materials to make them. Primordial Being: (SP): Iakhovas is a being that is older then most known gods. Unlike all other spell casters in the Realms Iakhovas does not draw upon Mystra’s weave to power his spell, spell-like abilities, and magic items. Instead he draws upon his own spirit to power his magic. He has access to all spells on the Sorcerer/Wizard Spell list, He may cast any spell he knows spontaneously and may apply any of his metamagic Feats without increasing the time of casting or the caster level, He regains his spell slots automatically every 24 hours with no need for rest, He is unaffected by Wild and/or Dead magic zones, and he can overpower and destroy Antimagic Fields if he is successful on an opposed level check against the caster or item. Spell-Like Abilities (Sp): At will-entangle*, change self, invisibility, obscuring mist, fog cloud, water breathing, mark of the outcast*, nondetection, confusion, control water, control weather, false vision, ice storm, cone of cold, mislead, dehydrate*, acid fog, screen, summon animal VIII (only aquatic animals), polymorph any object, drown*, contagious fog*, horrid wilting, mass drown*, 1/day-imprisonment, time stop, weird, greater scrying, freedom, gate, wish. Caster Level 30th Spells (SP): Iakhovas can cast spells as a 35th level Wizard (6/8/8/8/8/7/7/6/6/5/3/3/2/2; DC = 35 + Spell Level or DC = 37 + Spell Level for Transmutation, Illusion, Abjuration, and Necromancy). Epic Level Spells Per Day: 5 Items: Iakhovas is likely to have access to any known magical item ever created, with the exception of certain Major Artifacts, he is known to have at least the following on his person: Orb of Storms, Ring of Protection +8, Cloak of Resistance +5, Sea Devils Eye (see Below). Sea Devils Eye (Major Artifact) The right eye of Iakhovas, This powerful item was riped out of Iakhovas’ head during his second battle with Umberlee. In order for a person to use the eye he must first gouge out his right eye and place the Sea Devils eye in its place. When successful the eye grants the wielder a continuous True Seeing Spell, gives him a spell resistance of 20, increases his Wis and Int by +3, and allows him to recall any spell he has cast 3/day. In the hands of Iakhovas it gives him the previous benefits plus it increases his casting level +5, increases all his spell slots +1, and allows him to revert to his true Megalodon Form * from the Underdark accessory |
| Seraph of Babel11-18-05, 12:33 PM | Interesting. I never read the novels, so I have always wondered about this shark thing. I have some questions though. 1. Is the shark god "Sekoth" you mentioned Sekolah? 2. Where was Iakhovas imprisoned? If Faerun, which part of Faerun? 3. What is his current status after the trilogy? Is he freed? 4. Is he really an arcane spellcaster in the novels? Otherwise, there is some problems with the stats though. Size modifier is wrong. Beast type is no longer valid in v3.5. A shark with metalworking and armorsmithing skills? That's kind of weird... And it really has a land speed? |
| Mirtek11-19-05, 05:40 PM | @ramblin_chimp2.0 Damn, you did beat me ;) I am close to finish my own version of him, although I made him much less powerfull. Your version is nice :thumbsup: , but I really don't think he should be that powerfull (my version is a DvR 0, there we agree, Lvl 24 Wizard) He never was a match for a deity. Umberlee had him as her favored pet and as soon as he tried to challenge her, she instandly and easily beat him for his arrogance and imprissoned him. He thought he was able to take on a deity, but for all his power he never was even close to that kind of power :surrender Thus I say that Spurn the Divine should go. PS: Hm, that reminds me I have yet to finish my Cyric :embarrass |
| ramblin_chimp3.011-19-05, 08:15 PM | Interesting. I never read the novels, so I have always wondered about this shark thing. I have some questions though. 1. Is the shark god "Sekoth" you mentioned Sekolah? 2. Where was Iakhovas imprisoned? If Faerun, which part of Faerun? 3. What is his current status after the trilogy? Is he freed? 4. Is he really an arcane spellcaster in the novels? Otherwise, there is some problems with the stats though. Size modifier is wrong. Beast type is no longer valid in v3.5. A shark with metalworking and armorsmithing skills? That's kind of weird... And it really has a land speed? 1. Yes the god is Sekoth forgive my grammer 2. i forgot how to do the spoiler thing so i'll answer number five and hope someone else can answer number 3. Iakhovas was imprisoned in an underwater tomb just a few miles north of Chult 4. Yes Iakhovas is an arcane spellcaster, his spellcasting ability (in my mind at least) is on par with say Elminster, Khelbon, Masker, and anyone of the Seven Sisters, but i don't think his magic is as powerful as say Larloch, and any other netherese survivor The reason why Iakhovas has land speed and metalworking armorsmithing is because he can shape shift into any form, and for most of the trilogy he is stuck in the form of a man. |
| ramblin_chimp3.011-19-05, 08:21 PM | [QUOTE=Mirtek]@ramblin_chimp2.0 Damn, you did beat me ;) I am close to finish my own version of him, although I made him much less powerfull. Your version is nice :thumbsup: , but I really don't think he should be that powerfull (my version is a DvR 0, there we agree, Lvl 24 Wizard) He never was a match for a deity. Umberlee had him as her favored pet and as soon as he tried to challenge her, she instandly and easily beat him for his arrogance and imprissoned him. He thought he was able to take on a deity, but for all his power he never was even close to that kind of power :surrender Thus I say that Spurn the Divine should go.[/QUOi'd still like to see ur version the reason why his magic is so powerful is well, because he's a little over 60,000 years old, he's even older then some gods. I'd say in a spell battle he could probably stomp anyone with maybe the exception of say Larloch, Shoon, Iouluon, and Telamont. I gave him the spurn the divine because even though he lost against Umberlee twice, he also wasn't destroyed by her. So he can take a beating from a god and still keep on ticking |
| Seraph of Babel11-20-05, 03:08 AM | i forgot how to do the spoiler thing so i'll answer number five and hope someone else can answer number 3. I believe the way to do it is... [*sblock] text... [*/sblock] Remove the *. So... 3. What is his current status after the trilogy? Is he freed? |
| Mirtek11-20-05, 06:49 AM | I believe the way to do it is... [*sblock] text... [*/sblock] Remove the *. So... 3. What is his current status after the trilogy? Is he freed? He was slain at the end of the trilogy by Lathander's chosen |
| savant_warlord1311-20-05, 11:05 AM | how do you go about catching a god flat-footed? |
| savant_warlord1311-20-05, 11:12 AM | Iakhovas The Taker, The Trickster, The Destroyer, He who Swims with Sekoth Unique Megalodon Home Plane: Faerun Alignment: Chaotic Evil Favored Weapon: Bite The being known as Iakhovas is perhaps the oldest and greatest predator to have ever existed. When the world was new and the gods were young, Iakhovas walked Faerun. During his travels he drew the attention of the young goddess Umberlee. This was not the cruel ***** Queen of the ocean today, but a young god who was new to the world. As time went by Umberlee grew to love Iakhovas and gave him many gifts of magic and love, and for awhile he was content. But it was not in Iakhovas is nature to stay content for long, and his love grew to anger. He believed that Umberlee did not truly love him, so using his magic he forced an Elf woman to fall in love with him. When Umberlee learned of the “love” that Iakhovas and his newest consort shared, her heart was broken, and in her rage she destroyed the Elf and cast Iakhovas out while taking backs all of her gifts. But despite her best attempts Iakhovas did bot die that day. For the next hundred years he plotted, and regained much of his former power. During this time it is believed that he allied him self with the Shark god Sekoth. When Iakhovas finally thought himself powerful enough he attacked his former lover. Despite his new found power he was once again beaten and imprisoned. The rest of Iakhovas’ story can be found in The Threat from the Sea Trilogy. Colossal Beast Divine Rank: 0 Hit Dice: 63d8+641, hp 1,337 Initiative: +2 Speed: 40 ft., Swim: 120 ft. AC: 55 (-1 size, +1 Divine, +3 Dex, +24 Natural), Touch 35, Flat-Footed 37 Base Attack/Grapple: +34/+45 Attack: Bite +40 melee (4d8+16/19-20) Full Attack: Bite +40 melee (4d8+16/19-20) Space/Reach: 20 ft./ 20 ft Special Attacks: Shallow Whole, Improved Grab, Keen Scent, Spell-Like Abilities, Spells, Epic Level Spells Special Qualities: Damage Reduction 20/Epic, Magic, Spell Resistance 35, darkvision 120 ft., Divine Immunities, Item Mastery, Master Alchemist, See Invisibility, Primordial Being alternate form, spell resistance 40, fast healing 5 Saves: Fort +20, Ref +22, Will +29 Abilities: Str 62, Dex 20, Con 31, Int 31, Wis 24, Cha 30 Skills: Alchemy +53, Climb +42, Concetration +43 (+45 when casting defensivly), Diplomacy +40, Intimidate +34, Swim +41, Craft (Metalworking) +30, Craft (Woodcarving) +30, Craft (Shipmaking) +25, Craft (Armorsmithing) +30, Craft (Weaponsmithing) +30, Craft (Gemcutting) +24, Sense Motive +26, Knowledge (Arcana) +88, Profession (Sailor) +40, Use Magical Device +60, Knowledge (Nature) +53, Bluff +30, Knowledge (Geography) +48, Knowledge (History) +45, Kowledge (The Planes) +55, Knowledge (Religion) +45, Knowledge (Sword Coast) +12, Knowledge (The Inner Sea) +10 Listen +34, Spot +35, Scry +30, Spellcraft +72 Feats: Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Critical (Bite), Iron Will, Multiattack, Power Attack, Quicken Spell, Extend Spell, Maximize Spell, Dimensional Spell, Combat Casting, Lighting Reflexes, Twin Spell, Widen Spell, Epic Level Spellcasting, Trustworthy, Spell Focus (Transmutation), Spell Focus (Illusion), Spell Focus (Abjuration), Spell Focus (Necromancy), Charlaten Environment: Aquatic Organization: solitary Challenge Rating: 60 Treasure: triple standerd Alignment: Chaotic Evil Level Adjustment: - Keen Scent (Ex): Iakhovas can notice a creature by scent within a 180-ft. radius, he can smell blood up to 4 miles away See Invisibility (Ex): Iakhovas can constantly see invisible creatures as if under the affects of a see invisibility spell. Caster Level 20th. Alternate Form (Sp): Iakhovas can assume the form of any Huge, Large, or Medium-Size Humanoid as if under the affects of a polymorph spell Divine Immunities (Sp): acid, cold, electricity, transmutation (can still use transmutation on self), draining and ability damage, and mind effects Spurn the Divine (SP): Iakhovas is partially resistant to Divine Blast, Divine Shield, Mass Divine Blast, and Area Divine Shield. When facing a god using any of these powers, Iakhovas receives a Fortitude save to fend off Divine Blasts or Mass Divine Blasts; against Area Divine Shields and Divine Shields, Iakhovas receives a Will save to breach the effect. Item Mastery: (Sp): Iakhovas can create any sort of Magical item, with the exception of Artifacts, even if he does not have the Feats, Spells, or XP to make them. He still needs the raw materials to make the. Master Achemist: (Sp): Iakhovas can create any potion, poison, oil, or salve even if he does not have the Feats, Spells, or XP to make them. He still needs the raw materials to make them. Primordial Being: (SP): Iakhovas is a being that is older then most known gods. Unlike all other spell casters in the Realms Iakhovas does not draw upon Mystra’s weave to power his spell, spell-like abilities, and magic items. Instead he draws upon his own spirit to power his magic. He has access to all spells on the Sorcerer/Wizard Spell list, He may cast any spell he knows spontaneously and may apply any of his metamagic Feats without increasing the time of casting or the caster level, He regains his spell slots automatically every 24 hours with no need for rest, He is unaffected by Wild and/or Dead magic zones, and he can overpower and destroy Antimagic Fields if he is successful on an opposed level check against the caster or item. Spell-Like Abilities (Sp): At will-entangle*, change self, invisibility, obscuring mist, fog cloud, water breathing, mark of the outcast*, nondetection, confusion, control water, control weather, false vision, ice storm, cone of cold, mislead, dehydrate*, acid fog, screen, summon animal VIII (only aquatic animals), polymorph any object, drown*, contagious fog*, horrid wilting, mass drown*, 1/day-imprisonment, time stop, weird, greater scrying, freedom, gate, wish. Caster Level 30th Spells (SP): Iakhovas can cast spells as a 35th level Wizard (6/8/8/8/8/7/7/6/6/5/3/3/2/2; DC = 35 + Spell Level or DC = 37 + Spell Level for Transmutation, Illusion, Abjuration, and Necromancy). Epic Level Spells Per Day: 5 Items: Iakhovas is likely to have access to any known magical item ever created, with the exception of certain Major Artifacts, he is known to have at least the following on his person: Orb of Storms, Ring of Protection +8, Cloak of Resistance +5, Sea Devils Eye (see Below). Sea Devils Eye (Major Artifact) The right eye of Iakhovas, This powerful item was riped out of Iakhovas’ head during his second battle with Umberlee. In order for a person to use the eye he must first gouge out his right eye and place the Sea Devils eye in its place. When successful the eye grants the wielder a continuous True Seeing Spell, gives him a spell resistance of 20, increases his Wis and Int by +3, and allows him to recall any spell he has cast 3/day. In the hands of Iakhovas it gives him the previous benefits plus it increases his casting level +5, increases all his spell slots +1, and allows him to revert to his true Megalodon Form * from the Underdark accessory So, is this a hero-deity? |
| ramblin_chimp3.011-20-05, 08:40 PM | thinks for the help well anyway well in the last book of the trilogy Iakhovas regains his eye from the city of Myth Nanter and regains his true power, later on while battling a Sea Wyrm the Paladin Jherak stabs him in his eye which blows the side of his face off, he was fighting the Sea Wyrm in his true form by the way, an excellent fight if you ask me, his body is then eaten by a frenzy of sharks. In the novels he is dead, but since Umberlee failed to kill him twice there is always a chance that he could have found a way to survive it |
| Tebryn1412-04-05, 01:10 PM | Eh, sorry folks. I'm afriad I've let this thread fall into a terrible stupor. If anyone is still interested in helping me, I'd like to attempt a revival, but I'm gonna need serious help. Gods, I haven't even posted in months, I feel so stupid. But yeah, if anyone cares, just post here. |
| Slime Lord12-04-05, 01:14 PM | Eh, sorry folks. I'm afriad I've let this thread fall into a terrible stupor. If anyone is still interested in helping me, I'd like to attempt a revival, but I'm gonna need serious help. Gods, I haven't even posted in months, I feel so stupid. But yeah, if anyone cares, just post here. TEBBIE!!!!!!!!!! :dancin:*Does Happy Dance *:dancin: DUDE! I just got the email that someoen posted and I KNEW you had posted before opening it!!! Where the sam hell have you been and why the in the Abyssal's have you NOT posted ANYTHING!?!!! |
| Tebryn1412-04-05, 01:21 PM | I'm afraid I foresook D&D. Haven't opened a rule book in months, been very busy. But I'm gonna force myself to make time. I got all nostalgic when I was at the bookstore with the Girlfriend last night and I saw Salvatore's new book. |
| Slime Lord12-04-05, 01:29 PM | I'm afraid I foresook D&D. Haven't opened a rule book in months, been very busy. But I'm gonna force myself to make time. I got all nostalgic when I was at the bookstore with the Girlfriend last night and I saw Salvatore's new book. Ahh...I see the Key-word here..."Girlfriend"...our little godstatter got a girlfriend and left us...I understand *sniff* |
| Tebryn1412-04-05, 01:35 PM | Ahh...I see the Key-word here..."Girlfriend"...our little godstatter got a girlfriend and left us...I understand *sniff* No, the key word (which you didn't see) would be "schoolwork". Tons and tons of the damned stuff. But I will manage it more effectively now that the rush has passed. In terms of help, I need someone to make me up a summary of what's happened in the last 8 pages. What deities were posted by who on what pages, and any decisions. Also, anything that's happened over the last two months in general, new people to note, people who've left, etc. That'd be nice. |
| Slime Lord12-04-05, 02:50 PM | No, the key word (which you didn't see) would be "schoolwork". Tons and tons of the damned stuff. But I will manage it more effectively now that the rush has passed. In terms of help, I need someone to make me up a summary of what's happened in the last 8 pages. What deities were posted by who on what pages, and any decisions. Also, anything that's happened over the last two months in general, new people to note, people who've left, etc. That'd be nice. Basically like 3 deities I think. Nothing big really - and most of these pages have been chitchat and stuff. Mad Mage has came up with a great idea - you should look at his signature and add that link to this topic as well. It's a nice compliment to it, and he did start it from here so. But yeah..no one really :/ |
| Tebryn1412-04-05, 10:20 PM | Basically like 3 deities I think. Nothing big really - and most of these pages have been chitchat and stuff. Mad Mage has came up with a great idea - you should look at his signature and add that link to this topic as well. It's a nice compliment to it, and he did start it from here so. But yeah..no one really :/ Which link? Anyway, I have a version of Jubilex that I started before I left that I'll try to finish Tuesday (try being the operative word). Otherwise, Thursday or next weekend. |
| Rowian12-05-05, 12:42 AM | I am looking for Tiamat stats |
| Slime Lord12-05-05, 08:07 AM | Which link? Anyway, I have a version of Jubilex that I started before I left that I'll try to finish Tuesday (try being the operative word). Otherwise, Thursday or next weekend. http://www.wizards.com/leaving.asp?url=http://boards1.wizards.com/showthread.php?t=461394&origin= |
| Tebryn1412-05-05, 04:04 PM | I am looking for Tiamat stats Check Deities and Demigods. That version is workable, and dragon deities are a monumental effort that I haven't time to spend right this moment. |
| Mad Mage12-05-05, 07:46 PM | Which link? Anyway, I have a version of Jubilex that I started before I left that I'll try to finish Tuesday (try being the operative word). Otherwise, Thursday or next weekend. 1) I think he means my Faerunian Deity Heralds and Allies thread that's linked in my reply on the top of the page. 2) Oh, and thanks for holding on to Jubilex for me. Much appreciated. *jerks, suddenly grumbling "Must resist requesting Gwaeron Windstrom and Deneir!"* |
| Tebryn1412-05-05, 08:03 PM | 1) I think he means my Faerunian Deity Heralds and Allies thread that's linked in my reply on the top of the page. 2) Oh, and thanks for holding on to Jubilex for me. Much appreciated. *jerks, suddenly grumbling "Must resist requesting Gwaeron Windstrom and Deneir!"* Don't ever resist, GIVE IN TO THE URGE! They're done, of course, and I shall post them now. My first deity post in months. :D Gwaeron Windstrom By Elrumir Master of Tracking, Master Interpreter of Woodland Signs, the Tracker, the Tracker who Never goes Astray, Mouth of Mielikki Faerûnian Demigod Symbol: White star on brown paw-print Home Plane: House of Nature Alignment: Neutral Good Portfolio: Tracking, rangers of the North Worshippers: Druids, rangers, troll hunters Cleric Alignments: CG, LG, NG Domains: Animal, Good, Knowledge, Plant, Travel Favoured Weapon: “Flameheart” (greatsword) Gwaeron Windstrom Ranger 20/Barbarian 10/Foe Hunter 10 (from Masters of the Wild) Medium-Size Outsider (Good) Divine Rank: 5 Hit Dice: 20d10+220 (Rgr) + 10d12+110 (Bbn) + 10d10+110 (860 hp) Initiative: +13 (+9 Dex, +4 Improved Initiative) Speed: 70 ft. AC: 40 (+9 Dex, +5 divine, +9 natural, +7 deflection) Attacks: +5 flaming burst giant bane keen greatsword +63/+58/+53/+48 melee; or +3 mighty composite longbow (+12) +57/+52/+47/+42 ranged; or spell +57 melee touch or +54 ranged touch Damage: +5 flaming burst giant bane keen greatsword 2d6+17/15-20; or +3 mighty composite longbow (+12) 1d8+15; or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: Animal companion (up to 20 HD), divine immunities, DR 40/+4, fast movement, favoured enemy (giants +5, aberrations +4, shapechangers +3, monstrous humanoids +2, undead +1), fire resistance 25, hated enemy (giants), hated enemy death attack, hated enemy DR 11/--, hated enemy SR 62, plane shift at will, rage 3/day, rancour +5d6, spontaneous casting of divine spells, uncanny dodge (Dex bonus to AC, can’t be flanked, +1 against traps), understand, speak and read all languages and speak directly to all beings within 5 miles, remote communication, godly realm, teleport without error at will, SR 37, divine aura (50 ft., DC 22) Saves: Fort +38, Ref +26, Will +23 Abilities: Str 35, Dex 29, Con 33, Int 24, Wis 31, Cha 24 Skills: Animal Empathy +52, Bluff +42, Craft (weaponsmithing) +42, Handle Animal +52, Hide +53, Intimidate +52, Knowledge (arcana) +52, Knowledge (geography) +52, Knowledge (nature) +52, Knowledge (religion) +52, Listen +54, Move Silently +53, Profession (guide) +54, Profession (herbalist) +54, Wilderness Lore +56 Feats: Alertness, Dodge, Endurance, Expertise, Combat Reflexes, Improved Critical (greatsword), Improved Initiative, Mobility, Skill Focus (Wilderness Lore), Spring Attack, Track, Weapon Focus (greatsword), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Banestrike (giants), Divine Ranger, Extra Domain (Good), Extra Domain (Knowledge), Mind of the Beast, Speak with Animals (wolves). Domain Powers: 5/day cast animal friendship; cast good spells at +1 caster level; cast divination spells at +1 caster level; 5/day rebuke or command plant creatures; 5/day freedom of movement. Spell-Like Abilities: Gwaeron uses these abilities as a 15th-level caster, except for good and divination spells, which he uses as a 16th-level caster. The save DCs are 22 + spell level. aid, animal shapes, antilife shell, astral projection, barskin, blade barrier, calm animals, changestaff, clairaudience/clairvoyance, command plants, commune with nature, control plants, creeping doom, detect secret doors, detect thoughts, dimension door, discern location, dispel evil, divination, dominate animal, entangle, expeditious retreat, find the path, fly, foresight, hold animal, holy aura, holy smite, holy word, legend lore, locate object, magic circle against evil, phase door, plant growth, protection from evil, repel vermin, repel wood, shambler, shapechange, summon monster IX (as good spell only), teleport, teleport without error, true seeing, wall of thorns. Ranger Spells/day: 6/6/5/5 (levels 1-4); save DC 20 + spell level. Possessions: In melee combat, Gwaeron prefers to use Flameheart, a +5 flaming burst giant bane keen greatsword. For those opponents who dare not close into melee range Gwaeron reserves his +3 mighty composite longbow (+12), which has the bane ability for each opponent it hits. Caster level: 20th; Weight: 15 lb. and Caster level 20 th; Weight: 3 lb. Other Divine Powers As a demigod, Gwaeron treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Gwaeron can see, hear, touch and smell at a distance of five miles. As a standard action, he can perceive anything within one mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once. Portfolio Sense: Gwaeron is instantly aware of anyone tracking or anyone attacking trolls or defending oneself from them if the action concerns at least 1,000 people. Automatic Actions: Gwaeron can use Hide, Knowledge (geography), Knowledge (nature), Move Silently or Wilderness Lore as a free action, if the DC for the check is 15 or less. He can perform up to two such actions per round. Create Magic Items: Being the god of tracking, Gwaeron can create any magic item related to stealth and tracking, as long as the item’s market price does not exceed 4,500 gp. Gwaeron does not send an avatar to appear in Faerûn, but he himself is a tall and imposing figure. His clothing is well-suited for a life outdoors, and he is always seen stripped to the waist. Heavily muscled, his white hair and bears whip around him while he walks. On his back, he carries a massive greatsword which he uses frequently and to good effect when battling trolls. Deneir By Elrumir Lord of All Glyphs and Images, the Scribe of Oghma Lesser Faerûnian Deity Symbol: Lit candle above a purple eye with a triangular pupil Home Plane: House of Knowledge Alignment: Neutral good Portfolio: Glyphs, images, literature, scribes, cartography Worshipers: Historians, loremasters, sages, scholars, scribes, seekers of enlightenment, students Cleric Alignments: CG, LG, NG Domains: Good, Knowledge, Protection, Rune Favoured Weapon: A whirling glyph (dagger) Deneir Wizard 15/Cleric 10/Loremaster 10/Archmage 5 Medium-size Outsider (Good) Divine Rank: 8 Hit Dice: 20d8+140 (outsider) + 15d4+105 (Wiz) + 10d8+70 (Clr) + 10d4+70 (Lor) + 5d4+35 (780 hp) Initiative: +13 (+9 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 58 (+9 Dex, +8 divine, +21 natural, +9 deflection, +1 dodge) Attacks: +3 dispelling returning spell storing glyph +61/+56/+51/+46 melee or +61 ranged; or spell +56 melee touch or +58 ranged touch. Damage: +3 dispelling returning spell storing glyph 1d4+10/17-20; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special attacks: Domain powers, salient divine abilities, spell-like abilities, rebuke undead 12/day. Special Qualities: Applicable knowledge, arcane reach, divine aura (800 ft., DC 28), divine immunities, dodge trick, DR 43/+4, familiars (owls), fire resistance 28, godly realm (1 mile Outer Plane, 800 ft. Material Plane), greater lore, lore, lore of true stamina, mastery of counterspelling, mastery of shaping, plane shift at will, remote communication 8 miles, secrets of inner strength, spell power +3, spell-like ability (12/day read magic), spontaneous casting of divine spells, SR 40, teleport without error at will, true lore, understand, speak and read all languages and speak directly to all beings within 8 miles, weapon trick. Saves: Fort +48, Ref +49, Will +53 Abilities: Str 24, Dex 28, Con 24, Int 40, Wis 35, Cha 29 Skills: Alchemy +58, Concentration +50, Craft (bookbinding) +58, Craft (calligraphy) +60, Craft (papermaking) +58, Decipher Script +58, Disguise +52, Diplomacy +52, Forgery +58, Gather Information +52, Heal +55, Knowledge (arcana) +58, Knowledge (geography) +58, Knowledge (history) +60, Knowledge (the planes) +58, Knowledge (nature) +58, Knowledge (religion) +58, Profession (cartographer) +55, Profession (librarian) +55, Profession (scribe) +75, Scry +58, Spellcraft +60. Feats: Combat Casting, Craft Magic Arms and Armour, Craft Wondrous Item, Expertise, Delay Spell, Eschew Materials, Extend Spell, Greater Spell Penetration, Improved Initiative, Maximize Spell, Persistent Spell, Quicken Spell, Sacred Spell, Scribe Scroll, Silent Spell, Skill Focus (Craft [calligraphy]), Skill Focus (Knowledge [history]), Skill Focus (Profession [scribe]), Skill Focus (Spellcraft), Spell Focus (Abjuration), Spell Focus (Transmutation), Spell Penetration, Still Spell, Weapon Finesse (dagger). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Clearsight, Divine Blessing (Intelligence), Divine Recall (runes & glyphs), Divine Shield, Divine Skill Focus (profession [scribe]), Divine Spellcasting, Extra Domain (Protection). Domain Powers: Cast good spells at +1 caster level; cast divination spells at +1 caster level; 8/day protective ward. Spell-Like Abilities: Deneir uses these abilities as an 18th-level caster, except for divination and good spells, which he uses as a 19th-level caster. The save DCs are 27 + spell level. aid, antimagic field, blade barrier, clairaudience/clairvoyance, detect secret doors, detect thoughts, discern location, dispel evil, divination, Drawmij’s instant summons, erase, explosive runes, find the path, foresight, glyph of warding, greater glyph of warding, holy aura, holy smite, holy word, legend lore, lesser planar binding, magic circle against evil, mind blank, prismatic sphere, protection from elements, protection from evil, repulsion, sanctuary, secret page, shield other, spell immunity, spell resistance, summon monster IX (as good spell only), symbol, teleportation circle, true seeing. Cleric Spells/day: 6/9/9/9/9/8/7/7/7/6/3/3/3; base DC 24 + spell level, 26 + spell level for Abjuration and Transmutation spells. Wizzard Spells/day: 4/8/8/8/7/7/6/5/6/4/4/4/3/3/3/3; base DC 27 + spell level, 29 + spell level for Abjuration and Transmutation spells. Possessions: Deneir hates to resort to violence; he is mostly a kind, non-aggressive god. If attacked, he first tries to get away, but if that’s not possible, he throws around glyphs, that function as a +3 dispelling returning spell storing dagger each. He commonly stores non-damaging spells which incapacitate his foes, like hold person. Caster level: 20th; Weight: 1 lb. Other Divine Powers As a lesser god, Deneir may take 10 on any check. Deneir treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Deneir can see, hear, touch and smell at a distance of eight miles. As a standard action, she can perceive anything within one mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 8 hours. Portfolio Sense: Deneir is instantly aware of any image or glyph coming to the attention of, or a book being read by 500 people or more. Automatic Actions: Deneir can use Decipher Script, any Knowledge or Spellcraft as a free action, if the DC for the check is 20 or less, or Profession (scribe) if the DC is up to 28. He can perform up to five such actions per round. Create Magic Items: As Deneir is the god of script and imagery, he can create any magic item relying on text or images or any magic scroll, even those with spells of other spell-lists (like those of bards or druids), as long as the item’s price does not exceed 30,000gp. Avatars Appearing as a balding, aging sage, Deneir has a huge snow-white beard above which intense blue or violet eyes twinkle with intelligence. His wide, voluminous robes are covered in glyphs and symbols, and anyone touching them suffers from a random magical effect. The runes do seem to have some meaning to Deneir, but what it may be… Deneir usually carries a load of quills, scrolls and tomes, which he, seemingly inadvertently, but actually on purpose, drops. The person who recovers them may find them to be magical or not… Avatar of Deneir: As Deneir except as follows; divine rank 4; Initiative +13; AC 56; Atk +57/+52/+47/+42 melee (1d4+10, +3 dispelling returning spell storing glyph) or +57 ranged; or spell +52 melee touch or +54 ranged touch; SQ Divine aura (40 ft., DC 27), DR 39/+4, fire resistance 24, SR 36; SV Fort +44, Ref + 45, Will +49; all skill modifiers are reduced by four. Salient Divine Abilities: Divine Blessing (Intelligence), Divine Recall (runes & glyphs), Divine Shield, Divine Skill Focus (profession [scribe]), Divine Spellcasting. Spell-like abilities: Caster level 14th, saving throw DC 27 + spell level. Without the Extra Domain salient ability, Deneir’s avatar loses access to the Protection domain and the corresponding spell-like abilities. |
| Mad Mage12-05-05, 08:22 PM | Woo-hoo! Happy am I! Happy, happy Mad Mage am I! :D Then again, I see myself alot like Deneir in my many statting projects. :embarrass Lessee... of all the Faerunian deities, that only leaves these deities left unreposted for another day: - Haela Brightaxe - Ramman (who was last being statted by Jorda before his hiatus)* - Sharindalar - (IIRC) Thard Harr - Siamorphe - Baervan Wildwanderer - Urdlen - Arvoreen (IIRC) - Brandobaris - Sheela Peryroyl - Hathor - Nepthys* Note: * = IIRC, actually unstatted If I had the know-how, I'd really feel like taking a tackle at the Goliath patron deity, Kavaki. I got a good idea on how he'd go for some key F&P gameplay points. And yes, my friend, I've been pretty tied down w/ college myself, so you're not alone. Final Edit for the evening (hopefully): BTW, would you mind if I tooled around w/ some of the stats you posted, preferedly Deep Duerra? |
| LucyWanabe12-06-05, 02:32 PM | First off: I am utterly blown away by the amount of genius, work, time, and thought put into this entire thread. I read through all of it (yes, I actually did that) and I was amazed over and over again at the sheer genius of the creators of the deity stats. I am awed, I am impressed. I bow to your superior resources and stat knowledge. :king: I don't where to begin with my praise, really--for instance, a Yondalla that isn't Chibi, Celtic Gods (AT LAST, OH MERCY, AT LAST!), Hindu (I forget the name you gave them here) Gods, dragon and monster deities... For lack of a better word, fantastic. I will definitely be following this thread. In fact, I"m going to subscribe to it so I'll be able to keep track. |
| gooddragon112-06-05, 03:30 PM | Notes From WizO BigSister This thread is designed to help people looking for statistical information on deities. Looking through the large numbers of threads that sometimes swamp this board can be a bit daunting. READ HERE FOR EXPLANATION OF THE INDEX BELOW Notes from Tebryn14 The index below speaks of new thread posts, old thread posts, and, in one instance, a seperate thread. For all posts except "new thread", the stats are in MY personal archive. Post a request here, and I will dig through and either send it to you, or post it here. Thank you. End of Tebryn14's notes.:angel: The way this thread works is simple * If you want some stats post your request here * If you have an answer to a request or you have some stats of your own work, post it here * I will keep a list of deities covered so far and what page of this topic to find the information as an index list here in the first post Many thanks to Tebryn14 for allowing us to merge his excellent lesser deities thread into this new thread. :angel: Copyright We need to respect the rules of copyright. If the source is available to download for free then you can post large chunks of material. If the source is not free then you can only post brief summaries. Rule of thumb ... don't post something that means a person does not have to buy the book! INDEX OF POSTS ON THIS THREAD Faerunian Pantheon Akadi = old thread, page 15, stated by Jorda the Knight, REPOSTED PAGE 13 Amaunator = old thread, page 19, stated by Elrumir, REPOSTED PAGE 14 Auppenser=new thread, page 27, by Green Giant. Auril = old thread, page 2, stated by Elrumir, REPOSTED PAGE 26 Azuth = Faiths & Pantheons Bane = Faiths & Pantheons Beshaba = old thread, page 4, stated by Jorda the Knight, REPOSTED PAGE 26 Bhaal = old thread, page 23, stated by Elrumir, REPOSTED PAGE 11 Chauntea = Faiths & Pantheons Cyric = Faiths & Pantheons Deneir = old thread, page 11, stated by Elrumir Eldath = old thread, page 1, stated by Jorda the Knight, REPOSTED PAGE 16 Finder Wyvernspur = old thread, page 8, revised version on page 21, stated by Elrumir, REPOSTED PAGE 12 Garagos = new thread, page 1, by Mirtek. Gargauth = old thread, page 9, stated by Jorda the Knight, REPOSTED PAGE 27 Gond = Faiths & Pantheons Gwaeron Windstrom = old thread, page 10, stated by Elrumir Helm = Faiths & Pantheons Ibrandul = new thread, page 4, stated by Jorda the Knight Ilmater = Faiths & Pantheons Istishia = old thread, page 13, stated by Jorda the Knight Iyachtu Xvim = Jergal = old thread, page 12, stated by Jorda the Knight, REPOSTED PAGE 16 Kelemvor = Faiths & Pantheons Kossuth = Faiths & Pantheons Lathander = Faiths & Pantheons Leira = old thread, page 13, stated by Elrumir Lliira = old thread, page 9, stated by Elrumir, REPOSTED PAGE 17 Loviatar = old thread, page 5, stated by Elrumir, REPOSTED PAGE 15 Lurue = old thread, page 5, stated by Jorda the Knight, REPOSTED PAGE 3, Malar = Faiths & Pantheons Mask = Faiths & Pantheons w/power clause, page 37. Mielikki = Faiths & Pantheons Milil = old thread, page 2, stated by Elrumir, REPOSTED PAGE 33 Moander = new thread, page 9, stated by Jorda the Knight, REPOSTED PAGE 12. Myrkul = new thread, page 9, stated by Jorda the Knight, Mystra = Faiths & Pantheons Nobanion = old thread, page 8, stated by Jorda the Knight, REPOSTED PAGE 26. Oghma = Faiths & Pantheons Red Knight = old thread, page 6, stated by Elrumir, REPOSTED PAGE 10 Savras =new thread, page 25, by Tebryn14, w/power clause page 27. Selune = Faiths & Pantheons Shar = Faiths & Pantheons Sharess = old thread, page 9, stated by Jorda the Knight, REPOSTED PAGE 12 Shaundakul = Faiths & Pantheons Shiallia = old thread, page 10, stated by Jorda the Knight, REPOSTED PAGE 17 Siamorphe = old thread, page 2, stated by Elrumir Silvanus = Faiths & Pantheons Sune = Faiths & Pantheons Talona = old thread, page 10, stated by Jorda the Knight, REPOSTED PAGE 11 Talos = Faiths & Pantheons Tempus = Faiths & Pantheons Torm = Faiths & Pantheons Tymora = Faiths & Pantheons Tyr = Faiths & Pantheons Ubtao = new thread, page 1, stated by The Eye of the Cyclop Ulutiu = old thread, page 11, stated by Elrumir, REPOSTED PAGE 12. Umberlee = Faiths & Pantheons Uthgar = Faiths & Pantheons Valkur = old thread, page 2, stated by Jorda the Knight, REPOSTED PAGE 25 Velsharoon = old thread, page 3, stated by Elrumir, REPOSTED PAGE 9. Waukeen = Faiths & Pantheons Mulhorandi (Egyptian) Pantheon Anhur = old thread, page 24, stated by Elrumir; another version in new thread, page 2, stated by Tebryn14 Geb = new thread, page 20, by Green Giant Hathor = Horus-Re = new thread, page 3, stated by Tebryn14 Isis = new thread, page 5, stated by Tebryn14 Nephtys = Osiris = old thread, page 26, stated by Elrumir, REPOSTED PAGE 39. Sebek = new thread, page 23, by Tebryn14 Set = new thread, page 10, stated by Tebryn14 Thoth = Tefnut=New thread, page 21, stated by Tebryn14 Shu=New thread, page 26, by Tebryn14 Untheric Pantheon (Babyloninan, almost all dead within Realmspace) Assuran/Hoar = old thread, page 8, stated by Elrumir, REPOSTED PAGE 3. Gilgeam = new thread, page 9, stated by Jorda the Knight Ramman = Tiamat (also a dragon god outside Realmspace) = old thread, page 5, stated by Jorda the Knight Anu=new thread, page 20, statted by Green Giant Ishtar=new thread, page 24, by Tebryn14 Sumerian Pantheon Enlil=New thread, page 20, by Green Giant Celestial Bureaucracy Reposted on page 22. Maztica Pantheon All on page 15 by Green Giant Zakharan Pantheon All on page 19 by Green Giant Elemental Gods Grumbar = old thread, page 14, stated by Jorda the Knight Istishia = old thread, page 13, stated by Jorda the Knight Akadi = old thread, page 15, stated by Jorda the Knight Grand Caliph of the Djinn=new thread, page 18, by Tebryn14 Grand Sultan of the Efreet=new thread, page 19, by Tebryn14 Grand Padishah of the Marids=new thread, page 19, by Tebryn14 Kabril Ali of the Dao=new thread, page 21, by Tebryn14 Dwarven Pantheon Abbathor = new thread, page 4, stated by Jorda the Knight Berronar Truesilver = new thread, page 8, stated by Tebryn14 Clangeddin Silverbeard = old thread, page 7, stated by Jorda the Knight, REPOSTED PAGE 18 Deep Duerra = old thread, page 16, psionic version also on page 16, stated by Jorda the Knight, REPOSTED PAGE 33 Dugmaren Brightmantle = old thread, page 23, stated by Elrumir, REPOSTED PAGE 37 Dumathoin = new thread, page 19, by Green Giant Gorm Gulthyn = old thread, page 13, stated by Jorda the Knight, REPOSTED PAGE 18 Haela Brightaxe = old thread, page 20, stated by Elrumir Laduguer = new thread, page 19, by Green Giant Marthammor Duin = old thread, page 20, stated by Elrumir, REPOSTED PAGE 37 Moradin = Deities & Demigods Sharindlar = old thread, page 21, stated by Elrumir Thard Harr = old thread, page 7, stated by Elrumir Vergadain = new thread, page 7, stated by Tebryn14 Derro Pantheon Diinkarazan = new thread, page 10, stated by Tebryn14 Diirinka = new thread, page 10, stated by Tebryn14 Elven Pantheon Aerdrie Faenya = old thread, page 11, stated by Elrumir, REPOSTED PAGE 13. Angharradh = new thread, page 1, stated by Elrumir Corellon Larethian = Deities & Demigods Deep Sashelas = old thread, page 20, stated by Elrumir, reposted page 28 Erevan Ilesere = old thread, page 18, stated by Elrumir, REPOSTED PAGE 5. Fenmarel Mestarine = old thread, page 21, stated by Jorda the Knight, reposted page 28 Hanali Celanil = old thread, page 19, stated by Elrumir, REPOSTED, PAGE 11 Labelas Enoreth = old thread, page 3, stated by Jorda the Knight, REPOSTED PAGE 28 Rillifane Rallathil = old thread, page 5, revised version on page 6, stated by Elrumir, REPOSTED PAGE 28 Sehanine Moonbow = New thread, page 15, by Tebryn14 Shevarash = old thread, page 14, stated by Jorda the Knight, REPOSTED PAGE 11 Solonor Thelandira = old thread, page 18, stated by Elrumir, REPOSTED PAGE 15 Lashrael and Felarathael=new thread, page 28, statted by Tebryn14 Kirith Sotheril=new thread, page 28, statted by Green Giant. Tethrin Veraldé=new thread, page 28, statted by Green Giant. Araleth Letheranil=new thread, page 28, statted by Green Giant Melira Taralen =new thread, page 28, statted by Green Giant Naralis Analor =new thread, page 28, statted by Green Giant Tarsellis Meunniduin=new thread, page 29, statted by Green Giant Rellavar Danuvian=new thread, page 29, statted by Green Giant Mythrien Sarath=new thread, page 29, statted by Green Giant Sarula Iliene=new thread, page 29, statted by Green Giant Darahl Firecloak=new thread, page 29, statted by Green Giant ALATHRIEN DRUANNA=new thread, page 29, statted by Green Giant Drow Pantheon Eilistraee = Faiths & Pantheons Ghaunadaur = old thread, page 19, stated by Elrumir, REPOSTED PAGE 17 Kiaransalee = City of the Spider Queen, better version page 14 by Tebryn14 Lloth = Faiths & Pantheons Selvetarm = old thread, page 20, stated by Jorda the Knight, new version by Tebryn14, new thread page 1. Vhaeraun = old thread, page 1, stated by E'tii'stil Shadowsil, REPOSTED PAGE 12 Zinzerena (dead)=new thread, page 21, by Tebryn14 Araushnee (Lolth as a lesser goddess)=new thread, page 30, by Tebryn14. Halfling Pantheon Arvoreen = old thread, page 18, stated by Elrumir Brandobaris = old thread, page 10, stated by Elrumir Cyrrollalee = old thread, page 7, stated by Jorda the Knight Sheela Peryroyl = old thread, page 2, stated by Jorda the Knight Urogalan = old thread, page 8, stated by Jorda the Knight, REPOSTED PAGE 37 Yondalla = Deities & Demigods Gnome Pantheon Baervan Wildwanderer & Chiktikka Fastpaws = old thread, page 26, stated by Elrumir Baravar Cloakshadow = old thread, page 7, stated by Elrumir, REPOSTED PAGE 39. Callarduran Smoothhands = new thread, page 5, stated by Tebryn14 Flandal Steelskin = new thread, page 2, stated by Tebryn14 Gaerdal Ironhand = old thread, page 23, stated by Elrumir, REPOSTED PAGE 33 Garl Glittergold = Deities & Demigods Segojan Earthcaller = new thread, page 6, stated by Tebryn14 Urdlen = old thread, page 10, stated by Elrumir Sylvan Pantheon Caolmhin (killmoulis) = Damh (satyrs) = new thread, page 15, statted by Tebryn14 Eachthighern (pegasi, unicorns) = Emmantiensien (treants) = old thread, page 27, revised version in new thread on page 1, stated by Elrumir Fionnghuala (swanmays) = Nathair Sgiathach (faerie dragons, pixies, sprites) = new thread, page 26 by Tebryn14 Oberon (faeries) = new thread, page 8, stated by Tebryn14 Skerrit (centaurs) = new thread, page 7, stated by Tebryn14 Squelaiche (leprechauns) = The Queen of Air and Darkness (evil faeries) = new thread, page 19, by Green Giant Titania (faeries) = new thread, page 7, stated by Tebryn14 Verenestra (dryads, nymphs, sylphs) = new thread, page 5, stated by Jorda the Knight Orc Pantheon Bahgtru = old thread, page 19, stated by Jorda the Knight, REPOSTED PAGE 7 Gruumsh = New version new thread page 16, by Tebryn14 Ilneval = old thread, page 19, stated by Elrumir, REPOSTED PAGE 33 Luthic = old thread, page 17, stated by Jorda the Knight, REPOSTED PAGE 37 Shargaas = old thread, page 19, stated by Jorda the Knight, REPOSTED PAGE 15. Yurtrus = old thread, page 19, stated by Jorda the Knight, REPOSTED PAGE 37 Goblin Pantheon Bargrivyek = new thread, page 6, stated by Jorda the Knight Khurgorbaeyag = new thread, page 7, stated by Jorda the Knight Maglubiyet = new thread, page 1, stated by Tebryn14 Nomog-Geaya = new thread, page 7, stated by Jorda the Knight Kuraulyek (urds)=new thread, page 19, by Green Giant Meriadar =new thread, page 19, by Green Giant Stalker =new thread, page 20, by Green Giant Bugbear Pantheon Grankhul = new thread, page 25, statted by Tebryn14 Hruggek = new thread, page 7, stated by Tebryn14 Skiggaret = new thread, page 20 by Green Giant Kobold Pantheon Dakarnok = new thread, page 20, by Green Giant Gaknulak =new thread, page 20 by Green Giant Kuraulyek = Kurtulmak = Deities & Demigods Draconic Pantheon Asgorath (Io) = new thread, page 18, By Tebryn Astilabor = Bahamut = Deities & Demigods Chronepsis (Null)=New thread, page 26, by Tebryn14 Faluzure=new thread, page 15, Tebryn14 Garyx = new thread, page 13, by Tebryn14 Hlal (Aasterinian) = Kereska = Lendys = Tamara = Task = Tiamat= Deities and Demigods Zorquan = Giant Pantheon Annam = new thread, page 6, stated by Jorda the Knight Diancastra = new thread, page 6, stated by Jorda the Knight Grolantor = new thread, page 6, stated by Jorda the Knight Hiatea = new thread, page 6, stated by Jorda the Knight Iallanis = new thread, page 6, stated by Jorda the Knight Karontor = new thread, page 6, stated by Jorda the Knight Kostchtchie = new thread, page 6, stated by Jorda the Knight Memnor = new thread, page 6, stated by Jorda the Knight Skoraeus Stonebones = new thread, page 6, stated by Jorda the Knight Stronmaus = new thread, page 4, stated by Jorda the Knight Surtr = Deities & Demigods Thrym = Deities & Demigods Vaprak = new thread, page 2, stated by The Eye of the Cyclop Illithid Pantheon Ilsensine = old thread, page 25, stated by Elrumir, REPOSTED PAGE 19 Maanzecorian (dead) = new thread, page 19, by Green Giant Beholder Pantheon Great Mother = old thread, page 27, stated by The Eye of the Cyclop, REPOSTED PAGE 37 Gzemnid = new thread, page 4, stated by Jorda the Knight Naga Pantheon Parrafaire = new thread, page 26, by Tebryn14 Shekinester = new thread, page 17, statted by Tebryn14. Deities of Dark Folk Balador (werebears) = new thread, page 19, by Green Giant Cegilune (hags) = new thread, page 12, stated by Tebryn14 Daragor (werewolves) = new thread, page 19, by Green Giant Eshebala (foxwomen) = new thread, page 20, by Green Giant Ferrix (weretigresses) = new thread, page 20, by Green Giant Kanchelsis (vampires) = new thread, page 12, stated by Tebryn14 Mellifleur (liches) = new thread, page 9, stated by Jorda the Knight Squerrik (wererats) = new thread, page 20, by Green Giant Sky Gods Pantheon Jazirian (couatl) = new thread, page 9, stated by Jorda the Knight Quorlinn (kenku) = Koriel (ki-rin) = new thread, page 20, by Green Giant Syranita (aarakocra) = new thread, page 12, stated by Tebryn14 Remnis (eagle) = Stillsong = new thread, page 16, statted by Tebryn14 Deities of the Scalyfolk Ramenos (bullywugs) = new thread, page 12, stated by Tebryn14 Semuanya (lizard folk) = new thread, page 1, stated by Tebryn14 Sess'Innek (lizard folk) = new thread, page 19, by Green Giant Laogzed (troglodytes) = new thread, page 25, by Jorda the Knight Merrshaulk (Formerly Sseth in the Realms) = new thread, page 15, by Tebryn14 Sea Gods Pantheon Surminare (selkies) = Persana (tritons) = Panzuriel (evil sea creatures) = new thread, page 7, stated by Jorda the Knight Blibdoolpoolp (kuo-toa) = new thread, page 21, by Tebryn14 Sekolah (sahuagin) = new thread, page 1, stated by The Eye of the Cyclop and Mirtek Eadro (locathah, merfolk) = new thread, page 1, stated by Tebryn14 Water Lion = Trishina (dolphins, sea elves) = new thread, page 3, stated by Tebryn14 Piscaethces(aboleths)=new thread, page 20, by Green Giant. Ilxedren(ixitxachitl)=new thread, page 20, by Green Giant. Other Humanoid Deities Psilofyr (myconids) = New thread, page 15, by Tebryn14 Gorellik (gnolls)=new thread, page 19, by Green Giant Elder Elemental God = Greek Pantheon Uranus = new thread, page 10, stated by Jorda the Knight Celtic Pantheon Arawn=new thread, page 16, statted by Tebryn14 Daghdha=new thread, page 16, statted by Tebryn14 Math Mathonwy=new thread, page 16, by Tebryn14 Vedic Pantheon Kali=new thread, page 17, by Tebryn 14 Brahman=new thread, page 19, by Green Giant Indra=new thread, page 20, by Green Giant Vishnu=new thread, page 20, by Green Giant Siva=new thread, page 20, by Green Giant Norse Pantheon Fenris Wolf=new thread, page 20, by Green Giant Fafnir=new thread, page 21, by Green Giant Japanese Pantheon Izangi and Izanami=new thread, page 20, by Green Giant Aztec Pantheon Ometeotl=new thread, page 20, by Tebryn14 Tezcatlipoca=new thread, page 34, by Tebryn14 Tlazolteotl=new thread, page 38, by Tebryn14 Native American Pantheon Great Spirit=new thread, page 20 by Tebryn14 Dead Gods Borem=Reposted page 15, stats by Elrumir Greyhawk Deities Incabulos=new thread, page 37, statted by Green Giant Raxivort=new thread, page 37, statted by Green Giant Wastri=new thread, page 37, statted by Green Giant Archfiend Gods (see page 11 for archfiend god guidlines) Baphomet (Minotaurs) = new thread, page 10, stated by Tebryn14 Orcus =new thread, page 13, by tebryn14 Yeenoghu (gnolls)= new thread, page 11, stated by Tebryn14 Demogorgon (ixitxachitl)= Jubilex = Semi-divinities (see page 11 for semi-divinity guidlines) Tanari lords Zuggtmoy = new thread, page 2, stated by Mirtek Graz’zt = new thread, page 11, stated by Tebryn14 Lupercio = new thread, page 12, stated by Tebryn14 Vucarik=new thread, page 13, statted by Tebryn14 Alzrius=new thread, page 13, statted by Tebryn14 Sess'Innek (lizard folk) = new thread, page 19, by Green Giant Archdevils Fierna=new thread, page 13, statted by Tebryn14. Mephistopheles=new thread, page 16, by Tebryn14 Yugoloths Princes General of Gehenna=new thread, page 13, statted by Tebryn14 Anthrxus=new thread, page 14, by Tebryn14 Elementals Baron Bwimb=new thread, page 20, by Green Giant slaad lords Ygorl=new thread, page 14, by Tebryn14 Ssendam=new thread, page 14, by Tebryn14 Celestial Hebomad Pistis Sophia=New thread, page 15, by Tebryn14. Court of Stars Morwel=New thread, page 14 or 15, by Tebryn14 Five Companions Talisid=New thread, page 14 or 15, by Tebryn14 Callisto=New thread, page 14 or 15, by Tebryn14. Elder Evils Kezef the Chaos Hound, new thread, page 15 by Tebryn14. The Elf-Eater=new thread, page 16, statted by Tebryn14 POWER CLAUSE As an optional rule, to increase their power level, all deities should have the following changes made to their statistics. For creatures with VDvR, each entry specifies whether this applies to their stats. Quasi-Deities: Quasi-deities (DvR 0; demon princes, devilish nobility, etc.) follow the rules for VDvR creatures except where noted. Armor Class: All deities have a natural armor bonus equal to 20+divine rank. In addition, all deities have an insight bonus to AC equal to one half their Wisdom bonus. Within their own Realms, their insight bonus equals their Wisdom bonus. This applies to VDvR creatures Base Attack Bonus: VDvR creatures have base attack bonuses as though they had ten fewer HD than they do. DvR 0 creatures calculate base attack bonus normally. Class Levels: All deities should have HD equal to 70+(1/2 divine rank). If the deity has character levels, then all but 10 of these should be character levels. If the deity only has monster Hit Dice (ex. Outsider HD, Dragon HD), then they have HD as if they were VDvR creatures, and their divine rank translates into an equal amount of VDvR for those purposes. This only applies to natural born deities (or extraordinarily powerful outsiders; which follow a modified version of this rule), as well as mortals ascended to true deity-hood via worship should have their stats adjusted thus; quasi and hero deities should not. VDvR creatures (as well as archfiend gods) should have HD equal to 60+(1/2 VDvR). For these creatures, they also receive a number of Effective Character Levels by the following formula: (70+VDvR)-(HD/2). DvR 0 creatures have 40 HD, and 25 effective class level. Damage Reduction (Su): Add the opposite of a portion of the deity’s alignment as a requisite for bypassing their DR. For example, a chaotic good demigod normally has DR 15/epic. Change to DR 15/epic (evil or lawful). Alternatively, the god can choose a special material. For instance, a Fairy deity might have cold iron as a requisite.This applies to VDvR creatures. Divine Aura: Save DCs equal 20+divine rank+ charisma bonus. This does not apply to VDvR creatures, who use the old method; DC=10+Divine Rank+ charisma bonus. Domains: Deities receives a number of domains for free depending on their rank. Demigods receive 4, Lesser Gods 5, Intermediate 6, and Greater Gods 7. However, if no domain fits the deity’s portfolio, it may not receive others just to fulfill this number of domains. Spell-like Abilities (Sp)(Domain): Change the caster level to 30+divine rank. For VDvR creatures, the caster level of their non-divine (not granted by domains) abilities equals their HD-20. DvR 0 creatures use their non-divine abilities at caster level 30. Feats: Epic Spellcasting or Epic Manifestation as a bonus feat (if they meet the prerequisites). In addition, gods should have all Spellcraft DCs for base seed reduce by 10, and have all modifiers reduced by half, because they are a source of magic in and of themselves, and their true forms are not limited by the Weave or the alignment of the planes, and therefore can cast Epic Magic much more easily. VDvR creatures do not gain this feat. In addition, all deities with a strength score of at least 24 gain the Awesome Blow feat, even if they don’t meet the other requisites. VDvR creatures do gain this benefit. Spellcasting: All deities receive a +10 bonus on all caster level checks to overcome SR. This applies to all spells and spell-like abilities. Within their own Realms, this bonus increases to +12. In addition, all gods with at least 20 caster levels in a Spellcasting class with at least a 6th level spell progression (Bard, Cleric, Wizard, Sorcerer, Druid) cast all spells from that class with an bonus to effective caster level (for variables dependant on caster level, as well as for caster level checks to beat SR) equal to their divine rank. For example, a deity with Divine Rank 16 and 20 levels of cleric would cast his cleric spells at 36th caster level, and would have an effective caster level of 46th when making caster level checks to beat SR. This bonus does not stack with the Divine Bonus that all deities receive to all checks; the deity above would simple add 46 to his result of his caster level check roll (an automatic 20 in this case), and would not add an additional Divine Bonus of 16 to the check. VDvR creatures do not gain these benefits. They do, however, receive the True Caster feat for free (see below for details about True Dweomers). If your campaign uses True Dweomers, gods continue increasing in spells per day indefinitely (adding one spell per day to each spell level (1-9) at 24th level, 28th, etc.), and wizard and sorcerers gain 10th, 11th, and 12th level spell slots (as per the Arcanist Weave Depth Progression in Netheril, Empire of Magic). These slots can be used either for Metamagic spells, or for True Dweomers (though spell slots from the Divine Spellcasting SDA and Improved Spell Capacity feat cannot be used for True Dweomers). In addition, spells cast by gods have no damage caps. Spell Resistance: Change to 46+divine rank. Greater deities receive SR equal to 51+divine rank instead. Within their own realm, this changes to 56+divine rank, or 61+divine rank for greater deities. VDvR creatures do receive these benefits. Abilities: Change normal Divine Array (35, 29, 25, 24, 24, 24) to 45, 39, 35, 30, 30, 30. This brings about the subsequent increases to Armor Class, Initiative, Hit Points, Attack Bonuses, Damage Rolls, Skill Modifiers, Saving Throws, Ability Save DCs, and a host of other things affected by this change in ability scores. In addition, the deity gains skill points for the increase in Intelligence. VDvR creatures use the array 40, 34, 30, 29, 29, 29. DvR 0 creatures (Demon Princes, Hero Deities) have use the array 30, 29, 25, 24, 24, 24. Skills: Deities do not have max ranks. In addition, all deities receive a +10 bonus on Knowledge (History) and Knowledge (Arcana), and Knowledge (Religion) checks. Deities that live on the Outer or Inner Planes receive the same bonus to Knowledge (The Planes) checks. VDvR creatures receive half of these bonuses. Avatars: All deities can manifest avatars. Demigods can have up to 2, Lesser Deities 5, Intermediate Gods 10, and Greater Gods 20. In addition, avatars can be in any form the deity desires, and can have stats with HD anywhere up to the deities. The same goes for Divine Rank, though the max is half. On the Prime, the strongest avatar a deity may use may have the same class levels as the deity, with no outsider HD, and Divine Rank of 0. On the Planes, no such rules apply, and avatars can be every bit as strong as those presented in Deities and Demigods. VDvR creatures do not manifest avatars. If an avatar is destroyed, it takes a greater god 1 day to make another, an intermediate deity a week, a lesser deity a month, and a demigod a year. Alter Reality: All deities possess the Alter Reality SDA, as described in Deities in Demigods, except that duplicated spells are subject to SR, and the caster level for such spells in 15+divine rank. Because these effects are not spells, per se, they cannot be used as counterspells, and cannot be counterspelled. Deities still receive a +10 bonus to caster level checks for these spells (or +12 within the deity’s Realm). VDvR creatures do not gain this ability. Life and Death: At will, as a free action, a Greater Deity can slay any mortal anywhere in the Multiverse, simply by willing it so. This ability mimics the Destruction spell, except that there is no save, SR is not applicable, and the deity chooses the visual effects of the spell. A mortal so slain cannot be brought back to life by any means other than a deity of higher rank than the god who slew them using Gift of Life or Life and Death abilities. This ability ignores any warding except Divine Shields created by a deity of higher rank, and, theoretically, specifically designed epic spells and artifacts. The deity can also raise any dead mortal anywhere, no matter how long they have been dead, as long as they weren’t slain by a deity of higher rank using this ability. Intermediate and Lesser deities share the ability to raise mortals, though not to directly cause their death (any god is clever enough to arrange a fatal accident, however). VDvR creatures do not gain this benefit. Summoning Ability: Creatures with VDvR and DvR that are exemplars of an Outsider Race (Tanar’ri, Archons, etc.) can, at will, summon a number of lesser members of their race. No creatures summoned may have a CR greater than 20, or may the combined CR of their summoned creatures exceed DvRx10, (creature with DvR 1 are treated as DvR 2 for this purpose, and may therefore have a total of CR 20). These summoned creatures cannot use their summoning abilities while summoned. DvR 0 creatures that are exemplars follow the same guidelines, but they are limited to 3 times per day. They may have a total of CR 20. Such creatures must give up one SDA in order to keep this ability as well as their racial spell-like abilities. Salient Divine Abilities: VDvR creatures do gain SDA’s. Most such creatures, however, have unique abilities related to their backgrounds, whose power is similar to that of SDAs. Such abilities use 10+1/2 HD+ relevant ability modifier as the DC. For example, most exemplar VDvR creatures spend one SDA to retain (and add to) their racial spell-like abilities and summoning abilities (one SDA for both abilities). Fairly weak abilities (such as Graz’zt’s Item Master and Fear abilities) count as half an SDA. VDvR creatures gain a number of such abilities equal to a god of their VDvR. Spurn the Divine does not cost an SDA slot, and almost all VDvR creatures possess it. VDvR creatures may not posses abilities which have DvR as a requisite, though they may ignore domain prerequisites. Layer Capabilities (Su): Within their own layers (if and only if they specifically control one), archfiends and other exemplar semi-divinities gain an extraordinary measure of divine power. When on their home layer, the semi-divinity’s VDvR increases to 2 times normal plus one (but never above 15). For example, if a demon lord normally had a virtual divine rank of 2, while on his home layer it would effectively be 5. This increase applies to the following areas: SR, AC bonuses, attack bonuses, divine abilities save DCs, skill modifiers, etc. In addition, on their home layer, such creatures have a degree of control that rivals that of even greater deities over their Realms. Their sensory abilities extend to the entire layer (instead of just one mile per rank). The save DCs of their spells increase by +10 (only for effects with a duration longer than instantaneous), and they may alter the terrain and rules of magic on their layer as though they had a DvR of 3 times plus one their usual VDvR ________________________________________ _ Tebryn14's first post Because right before the boards went down I was going to post my version of Maglubiyet, I took it upon myself to restart the thread. Barring some situation like Jorda resenting this or someone else have restarted it while I type this message, I hope you will all repost the deities from the original thread, and post new ones like this: Maglubiyet The King of Goblinkin, Lord of Treachery, The Sneaking God Greater Deity Symbol: Bloody axe Home Plane: Nishrek Alignment: Neutral Evil Portfolio: Goblin, Hobgoblins, War, Leadership Worshippers: Goblinoids Cleric Alignments: NE, CE, LE Domains: Destruction, Evil, Planning, Trickery Favored Weapon: Warhammer Rogue 20/ Fighter 10/ Cleric 10 Small outsider Divine Rank: 16 Hit Dice: 20d8+140 (outsider) and 20d6+140 (rogue) and 10d10+70 (fighter) and 10d8+70 (cleric) (880 hp) Initiative: +19, always first (+15 dex, +4 improved initiative, Supreme Initiative) Speed: 50 ft. AC: 80 (+15 dex, +16 divine, +29 natural, +9 deflection, +1 size) Attacks: +5 impact unholy throwing returning warhammer +75/+70/+65/+60 melee; or +82 ranged; or by spell +65 melee touch, or +72 ranged touch *Always receives 20 on attack rolls; roll die to check for critical hit Damage[B]: +5 impact unholy throwing returning warhammer 1d8+19/19-20; or by spell *Always does maximum damage (warhammer 27 points) [B]Face/ Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Sneak Attack +13d6 (78 points), crippling strike, defensive roll, improved evasion, opportunist, salient divine abilities, domain powers, rebuke undead 12/day, spell-like abilities Special Qualities Goblin Traits, divine aura (16 miles, DC 35), divine immunities, DR 51/+4, fire resistance 36, spontaneous casting of divine spells, understand, speak, and read all languages, speak directly to all beings within 16 miles, remote communication 16 miles, godly realm (100 miles), plane shift at will, SR 48, teleport without error at will, uncanny dodge Saves: Fort +55, Ref +65, Will +55 *Always receives 20 on saves Abilities: Str 26, Dex 40, Con 24, Int 42, Wis 24, Cha 29 Skills: Appraise +72, Balance +71, Bluff +121, Climb +84, Concentration +63, Craft (trap making) +112, Diplomacy +101, Disable Device +72, Disguise +85, Escape Artist +71, Forgery +62, Gather Information +55, Hide +105, Handle Animal +45, Intimidate +55, Jump +74, Knowledge (Arcana, Religion) +82, Listen +65, Move Silently +75, Open Lock +71, Pick Pocket +71, Ride +75, Scry +52, Search +52, Sense Motive +64, Spellcraft +72, Spot +45, Swim +44, Tumble +71, Use Rope +51 *Always receives a 20 on checks Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Expertise, Extend Spell, Great Cleave, Greater Skill Focus (Bluff), Greater Skill Focus (Diplomacy), Improved Disarm, Improved Initiative, Improved Trip, Leadership, Lightning Reflexes, Mobility, Mounted Combat, Power Attack, Quick Draw, Silent Spell, Skill Focus (Bluff), Skill Focus (Diplomacy), Spring Attack, Still Spell, Sunder, Weapon Focus (Warhammer), Weapon Specialization (Warhammer), Whirlwind Attack Divine Immunities: Ability Damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment Salient Divine Abilities: Alter Size, Alter Reality (DC 45 for duplicated spells), Annihilating Strike (DC 63), Banestrike (elves), Control Creatures (goblinoids), Divine Blast (12/day, 25d12 points), Divine Celerity (16 minutes/day), Divine Dodge (66% miss chance), Divine Glibness, Divine Rogue, Divine Shield (10/day, stops 160 points of damage), Divine Skill Focus (Bluff), Divine Skill Focus (Diplomacy), Divine Sneak Attack, Divine Weapon Focus (Warhammer), Extra Domain (Trickery), Hand of Death (DC 45), Life and Death, Mass Divine Blast, Supreme Initiative Domain Abilities: Smite 16/day (16 points of damage), cast evil spells at +1 caster level, free Extend Spell feat, Bluff, Disguise, and Hide are class skills Spell-like abilities: Maglubiyet uses these abilities as a 26th level caster except for evil spells, which he uses at 27th caster level. The save DCs are 35+spell level. Inflict Light Wounds, Shatter, Contagion, Inflict Critical Wounds, Circle of Doom, Harm, Disintegrate, Earthquake, Implosion, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Summon Monster IX (cast as evil spell only), Death Watch, Augury, Clairaudience/ Clairvoyance, Status, Detect Scrying, Heroes’ Feast, Greater Scrying, Discern Location, Time Stop Cleric Spells/day: 6/6/6/5/4/3. Base DC 19+spell level Possessions: Maglubiyet carries Elfcrusher, a +5 impact unholy throwing returning warhammer. Caster Level: 25th Other Divine Powers As a greater deity, Maglubiyet automatically receives the best possible result on any die roll he makes (includes attack, damage, checks, and saves). He is immortal Senses: Maglubiyet can see, hear, touch, and smell at a distance of 16 miles. As a standard action, he can perceive anything within 16 miles of his worshippers, holy sites, objects, or any location where his name or one of his titles was spoken in the last hour. He can extend his sense to up to 20 locations at once. He can block the sensing power of deities of rank 16 and lower at up to two remote locations at once for up to 16 hours. Portfolio Sense: Maglubiyet senses anything that affects the welfare of goblinoids 16 tendays before it happens and retains the sensation for 16 tendays after the events occurs. He likewise senses anytime a goblinoid takes leadership of a group. Automatic Actions: Maglubiyet can use Hide and Craft (trap making) as a free action if the DC for the task is 30 or lower. He can use Bluff or Diplomacy as a free action if the DC for the task is 46 or lower. He can perform up to 20 such free actions each round. Create Magic Items: Maglubiyet can create any magic item (including artifacts) that aids in lying or negotiating, or has to do with goblinoids. He can likewise make magic simple weapons. Avatars Maglubiyet rarely uses avatars on material worlds, preferring to have them aid in his constant battle against Gruumsh’s forces on Nishrek. His avatars always appear as an inconspicuous male goblin. When he does send them to Toril or other worlds where goblinoids exist, it is to defend cities or strongholds against the likes of dwarves, elves, and drow. Avatar of Maglubiyet: As Maglubiyet except divine rank 8; AC 64 (touch 42; flat-footed 48); Atk +67/+62/+57/+52 melee; or +74 ranged; or by spell +57 melee touch or +64 ranged touch; SQ DR 43/+4, fire resistance 28, SR 40, divine aura (800 ft., DC 27); SV Fort +47, Ref +57, Will +47; all skill modifiers reduced by 8. Salient Divine Abilities: Alter Size, Divine Blast, Supreme Initiative, Divine Weapon Focus, Divine Rogue, Divine Dodge, Alter Reality, Banestrike (elves), Divine Skill Focus (Bluff), Divine Skill Focus (Diplomacy). Spell-like abilities: Caster level 18th; saving throw DC 27+ spell level; because of the loss of the Trickery domain, these avatars do not have access to spells from that domain Timestop Maximized, Empowered, Quickened Delayed Blast Sonicball Maximized, Empowered, Quickened X 10 (2 each round in descending order 5 rounds 10 booms 180 damage each 1800 damage his reflex saves kick in 900 damage auto kill use improved metamagic to make this work |
| Tebryn1412-06-05, 06:22 PM | Timestop Maximized, Empowered, Quickened Delayed Blast Sonicball Maximized, Empowered, Quickened X 10 (2 each round in descending order 5 rounds 10 booms 180 damage each 1800 damage his reflex saves kick in 900 damage auto kill use improved metamagic to make this work Ok, since you're new, I'll forgive the transgression, but its considered rude to quote enormous amounts of information as you did. It makes finding what we actually want to read difficult. Now, what, exactly, is your point in making this post? Final Edit for the evening (hopefully): BTW, would you mind if I tooled around w/ some of the stats you posted, preferedly Deep Duerra? Sure, screw around all you like. Just, if you find something you question, show me and give me a chance to justify my work:D |
| Bilar12-06-05, 07:35 PM | Just looking for stats on Brandobaris, if someone would be ever so kind to procure such |
| jaw4ever12-06-05, 08:19 PM | :bump: |
| Bartmanhomer12-06-05, 08:53 PM | WOW! That is so cool! I have a couple of request! What about Chavv, Tamara, Hial, and Lendys? |
| Mad Mage12-07-05, 01:07 AM | 1) Yeah, so if and when my own modified stats get around to being done, I wonder what you might think, Tebryn. For one thing, I hope you'll have little problems with my 3.5 Ed. modifications. :embarrass 2) Yes, I second reposting the Irrepressible Scamp (a.k.a.: Brandobaris). How about we throw in a little Baervan (alongside Chittika Fastpaws) and Haela Brightaxe in the mix, then? 3) Alright, I got a bit of a start on Kavaki, and I'm basing him in Toril/FR cosmology, in the House of Nature. |
| LucyWanabe12-08-05, 12:16 PM | Can someone post the stats for Siamorphe? The first page says they were created, but she hasn't been posted in this new thread. Thank you for the awesome stats. :cool: |
| Tebryn1412-08-05, 10:40 PM | I will do all these tomorrow. Homework SUCKS. Thanks for replying, all:D |
| Tebryn1412-09-05, 12:45 PM | First new deity in months, Juiblex, sans power clause! Juiblex By Tebryn14 The Faceless Lord Lesser Deity Symbol: Raised pseudopod dripping slime Home Plane: Abyss/Shedaklah (222nd layer) Alignment: Chaotic Evil Portfolio: Unknown Cleric Alignments: CE, CN, NE Domains: Chaos, Corruption, Destruction, Evil, Slime Favored Weapon: Pseudopod Juiblex is one of 5 or so Abyssal Lords to ascend to godhood, though he is by far the most mysterious. No one knows what he is the god of, exactly, not even his own worshippers. However, it is known that he is worshipped by a variety of sentient slimes and oozes, in addition to certain aboleths who attribute the retention of moisture by their skin to him. In addition, on some worlds the Faceless Lord has small cults of deranged humanoids devoted to his worship. He appears to be beyond human comprehension, though he is known to be related to the Tanar’ri. His layer is a festering pool of poisonous fungi and slime, and is shared by Zzugtmoy and Ramenos, the god of the bullywugs. Large Outsider (Chaotic, Evil, Tanar’ri) Divine Rank: 6 Hit Dice: 42d8+546 (882 hp) Initiative: +10 Speed: 80 ft., climb 40 ft. AC: 55 (+6 Dex, +6 divine, +24 natural, +5 deflection, +4 insight, -1 size) Attacks: 5 +5 pseudopods +65 melee; acid spurt +53 ranged touch; or by spell +59 melee touch, or +53 ranged touch. Damage: 5 +5 pseudopods 2d8+12+2d6 acid+1 vile; acid spurt 5d6 acid+1d6 acid each round for 5 rounds; or by spell. Face/Reach: 5 ft. by 5 ft./ 10 ft. Special Attacks: Domain powers, spell-like abilities (domain), spell-like abilities (demon), summon creatures, spells, salient divine abilities. Special Qualities: Divine aura (600 ft., DC 21), divine immunities, DR 20/epic, fire resistance 11, godly realm, plane shift at will, greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 6 miles, tanar’ri traits, scent, fast healing 26, SR 38, remote communication 6 miles, amorphous, green slime, see in all darkness, see invisibility. Saves: Fort +42, Ref +35, Will +40 Abilities: Str 34, Dex 22, Con 36, Int 38, Wis 32, Cha 20 Skills: Balance +48, Bluff +56, Climb +58, Concentration +64, Craft (Alchemy) +50, Decipher Script +50, Diplomacy +41, Escape Artist +57 (is effectively Tiny for purposes of this skill), Gather Information +36, Hide +57, Intimidate +66, Knowledge (Arcana) +70, Knowledge (Religion) +65, Knowledge (Planes) +68, Knowledge (History) +65, Knowledge (Abyssal Politics) +55, Listen +64, Move Silently +57, Search +60, Sense Motive +57, Spot +64, Spellcraft +70, Swim +43. Feats: Alertness, Brew Potion, Combat Casting, Combat Reflexes, Corrupt Spell, Dark Speech, Empower Spell, Improved Initiative, Maximize Spell, Power Attack, Quicken Spell, Vermin Friend, Vile Natural Attack (psuedopod), Weapon Focus (psuedopod), Weapon Focus (acid spurt). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Domain Powers: Cast chaotic spells at +1 caster level; cast evil spells at +1 caster level; rebuke oozes 8/day; 6/day, attack object and ignore hardness rating; smite 6/day (+4 to attack +21 damage on single attack). Spell-like Abilities (Divine): Juiblex uses these abilities as a 16th level caster, except for chaotic and evil spells, which it uses at 17th caster level. The save DCs are 21+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Inflict Light Wounds, Shatter, Contagion, Inflict Critical Wounds, Circle of Doom, Harm, Disintegrate, Earthquake, Implosion, Doom, Blindness/Deafness, Contagion, Morality Undone, Feeblemind, Pox, Insanity, Befoul, Despoil, Grease, Melf’s Acid Arrow, Poison, Rusting Grasp, Evard’s Black Tentacles, Transmute Rock to Mud, Destruction, Power Word, blind. *Cast as a chaos or evil spell only Spell-like Abilities (Tanar’ri): Juiblex uses these abilities as a 42nd level caster, except for chaotic and evil spells, which it uses as a 43rd level caster. The save DCs are 15+spell level. At will- Acid Fog,Blasphemy, Greater Dispelling, Telekinesis, Greater Teleport, Unhallow, Contagion, Deeper Darkness, Desecrate, Detect Good, Detect Law, Detect Thoughts, Fear, Hold Monster, Improved Invisibility, Touch of Juiblex (no corruption cost), 3/day- Befoul, Despoil, Horrid Wilting 1/day-Shapechange, Wish, Gate. Salient Divine Abilities: Innate Abilities (Summon Tanar’ri, Summon Oozes, Tanar’ri Spell Like Abilities), Innate Abilities (Green Slime, See in All Darkness, See Invisibility), Divine Fast Healing, Energy Burst (Acid, 60 ft. 6d8 damage, Reflex DC 29 for half damage), Automatic Still Spell, Divine Tanar’ri*, Extra Domain (Slime), Extra Domain (Corruption). Cleric Spell/day: Juiblex cast spells as a 21st level cleric. 6/8/8/8/7/7/6/6/5/5. Base save DC=21+spell level. Summon Tanar’ri (Sp): At will, Juiblex can automatically summon 1d3 hezrou. 1/day, he can attempt to summon 1 balor (90% chance). Summon Oozes (Sp): At will, Juiblex can summon 1d3 gray oozes, 1d2 ochre jellies, or 1 black pudding. Green Slime (Ex): Wherever Juiblex’s grotesque form drags itself, green slime is left behind. Further, 10/day, Juiblex can spit a patch of green slime onto a creature or object. This is a ranged touch attack with a range of 25 ft. See in All Darkness (Su): Juiblex’s “eyes” can see in all sorts of darkness, except magical darkness created by a deity of a higher divine rank. See Invisibility (Su): Juiblex can see invisible creatures. Divine Tanar’ri, Unique Salient Divine Ability As a divine exemplar of Tanar’ri, Juiblex exemplifies the tremendous rage and instability that define a tanar’ri’s very being. Thus, for up to 7 rounds per day, Juiblex can instantaneously erupt into a fit of anger of epic proportions. This has several affects The area within 60 ft. of Juiblex collapses into swamp and mud to a depth of 15 ft. Creatures must make a DC 30 Reflex save or be sucked down into the mud and quicksand. Success indicates that they have avoided being sucked down, but hey are still in think, muddy water above their heads (unless they are Huge or larger), and the Swim check DC to perform any action is doubled due to the thickness of the water. Failure on a Reflex save indicates that they are stuck and sinking. Failure for 2 rounds in a row indicates that they are totally submerged, and drowning rules may apply. Once submerged in this way, it takes 2 rounds of successive successes to resurface. Regardless of the initial saving throw’s results, creatures must attempt a save against the same DC every round. Furthermore, the muck is mildly acidic, and deals 1d3 points of damage each round. To make matters worse, each round, one random creature within the muck implodes (DC 25), as a product of Juiblex’s rage. After the 7 rounds, the mud resolidifies, and creatures within are now incased in the equivalent of clay (See Elemental Plane of Earth conditions, Manual of the Planes). Creatures submerged cannot breathe. Other Divine Powers As a lesser deity, Juiblex may take 10 on any check. Juiblex treats a 1 on an attack roll or saving throw normally and not as an automatic failure. It is immortal. Senses: Juiblex can see, hear, touch, and smell at a distance of 6 miles. As a standard action, it can perceive anything within 6 miles of his worshipers, holy sites, objects, or any location where one of its titles or name was spoken within the last hour. It can extend its sense at up to 5 locations at once. It can block the sensing power of deities its rank and lower at up to two remote locations at once for up to 6 hours. Portfolio Senses: Juiblex automatically senses anything that affects the welfare of oozes as long as the event affects at least 500 such beings. Automatic Actions: Juiblex can use Intimidate, Escape Artist, or Craft (Alchemy) as a free action, as long as the DC for the task is 20 or lower. It can perform up to 5 such free actions each round. Create Magic Items: Juiblex can create any magic item that utilizes acid, has anything to do with oozes, or aids movement in water, as long as the item’s market price does not exceed 30,000 gp. |
| LucyWanabe12-09-05, 12:48 PM | Kick butt! I don't know much about Jubilex, but from those stats, I'd want to avoid him! :D |
| Tebryn1412-09-05, 12:54 PM | Baervan Wildwanderer By Elrumir The Masked Leaf, the Forest Gnome, Father of Fish and Fungus Intermediate Gnome Deity Symbol: Raccoon’s Face Home Plane: The Golden Hills Alignment: Neutral good Portfolio: Travel, nature, forest gnomes Worshipers: Druids, forest gnomes, rangers, rock gnomes, tricksters Cleric Alignments: CG, LG, NG Domains: Animal, Gnome, Good, Plant, Travel Favoured Weapon: “Whisperleaf” (halfspear) Baervan Wildwanderer Druid 20/Ranger 10/Illusionist 10 Small outsider (Chaos, Gnome [Forest], Good) Divine Rank: 13 Hit Dice: 20d8+200 (outsider) + 20d8+200 (Drd) + 10d10+100 (Rgr) + 10d4+100 (Ill) (1,060 hp) Initiative: +16 (+12 Dex, +4 Improved Initiative) Speed: 50 ft. AC: 71 (+12 Dex, + 1 size, +13 divine, +26 natural, +9 deflection) Attacks: +5 knock back, returning, shocking burst halfspear +65/+60/+55/+50 melee or +71 ranged; or spell +59 melee touch or +65 ranged touch. Damage: +5 knock back, returning, shocking burst halfspear 1d6+11/19-20/x3; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: A thousand faces, animal companion (up to 20 HD), divine aura (1,300 ft., DC 32), divine immunities, DR 48/+4, familiars (raccoons), favoured enemies (evil outsiders +3, aberrations +2, magical beasts +1), fire resistance 33, godly realm (10 miles Outer Plane, 1,300 ft. Material Plane), nature sense, plane shift at will, remote communication 13 miles, resist nature’s lure, spontaneous casting of divine spells, SR 45, teleport without error at will, trackless step, understand, speak and read all languages and speak directly to all beings within 13 miles, venom immunity, wild shape (Fine, Tiny, Small, Medium-size, Large, Huge, Gargantuan, Colossal or Dire animal, beast or magical beast 6/day, elemental 3/day), woodland stride. Saves: Fort +55, Ref +57, Will +60 Abilities: Str 22, Dex 34, Con 30, Int 30, Wis 40, Cha 29 Skills: Alchemy +63, Animal Empathy +65, Climb +59, Concentration +63, Craft (woodworking) +63, Diplomacy +62, Escape Artist +65, Handle Animal +65, Heal +70, Hide +73, Intuit Direction +68, Jump +59, Knowledge (arcana) +65, Knowledge (nature) +73, Knowledge (religion) +63, Listen +70, Move Silently +65, Profession (herbalist) +68, Search +63, Spellcraft +63, Spot +70, Wilderness Lore +68. Feats: Alertness, Brew Potion, Combat Casting, Dodge, Eschew Materials, Expertise, Forest Gnome Phantasist, Greater Spell Focus (Illusion), Improved Critical (shortspear), Improved Initiative, Improved Low Blow, Low Blow, Mobility, Natural Spell, Quicken Spell, Reach Spell, Scribe Scroll, Silent Spell, Spell Focus (Illusion), Spring Attack, Still Spell, Superior Expertise, Track, Weapon Focus (halfspear). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Avatar, Call Creatures (raccoons), Control Creatures (raccoons), Divine Celerity, Divine Druid, Extra Domain (Good), Footsore, Free Move, Instant Move, Mind of the Beast, Power of Nature, Shapechange, Speak with Creatures (raccoons), Stride. Domain Powers: Animal friendship 13/day; cast good spells at +1 caster level; cast illusion spells at +1 caster level; rebuke or command plant creatures as Clr 6; freedom of movement up to 60 rounds/day. Spell-like Abilities: Baervan uses these abilities as a 23rd-level caster, except for good and illusion spells, which he uses as a 24th-level caster. The save DC’s are 33 + spell level. aid, animal shapes, antilife shell, astral projection, barkskin, blade barrier, calm animals, changestaff, command plants, commune with nature, control plants, creeping doom, dimension door, dispel evil, dominate animal, entangle, expeditious retreat, fantastic machine, find the path, fly, gembomb, hallucinatory terrain, hold animal, holy aura, holy smite, holy word, locate object, magic circle against evil, minor creation, minor image, Otto’s irresistible dance, phase door, plant growth, protection from evil, repel vermin, repel wood, screen, shambler, shapechange, silent image, summon monster IX (as good spell only), summon nature’s ally (earth elementals or animals only), teleport, teleport without error, wall of thorns. Druid Spells/day: 6/9/9/9/8/8/7/7/6/6; base DC 25 + spell level, 29 + spell level for Illusion spells, 30 + spell level for Illusion (pattern) and Illusion (phantasm) spells. Illusionist Spells/day: 4/7/7/5/5/4; base DC 20 + spell level, 24 + spell level for Illusion spells, 25 + spell level for Illusion (pattern) and Illusion (phantasm) spells. Ranger Spells/day: 5/5; base DC 25 + spell level, 29 + spell level for Illusion spells, 30 + spell level for Illusion (pattern) and Illusion (phantasm) spells. Possessions: Baervan attacks with Whisperleaf when necessary, a +5 halfspear with the shocking burst, returning and knock back enhancements. Caster level: 25th; Weight: 3 lb. Other Divine Powers As an intermediate god, Baervan Wildwanderer automatically receives a 20 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure and is immortal. Senses: Baervan can see, hear, touch and smell at a distance of thirteen miles. As a standard action, he can perceive anything within thirteen miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 13 hours. Portfolio Sense: Baervan knows it instantly if anything threatens the forest gnomes, their communities or the woods in which they live. Automatic Actions: Baervan can use Concentration, Heal, Intuit Direction, Knowledge (arcana), Knowledge (nature), or Wilderness Lore as a free action, if the DC for the check is 25 or less. He can perform up to ten such actions per round. Create Magic Items: As the god of the forest gnomes, Baervan can create any magical item specifically for use by rangers or druids, gnomes, or items that rely on illusion, as long as the item’s price does not exceed 200,000gp. Avatars Appearing as a nut-brown, middle-aged forest gnome, Baervan is ever accompanied by his boon companion, a quasideity by the name of Chiktikka Fastpaws, a raccoon. Baervan wears clothing in hues of the forest, browns and greens. Chiktikka comes in the form of a dire raccoon, whose not-so-nimble fingers keep getting him into trouble. Avatar of Baervan: As Baervan except as follows; divine rank 6; AC 69; Atk +58/+53/+48/+43 melee or +64 ranged (+5 knock back, returning, shocking burst halfspear, 1d6+11/19-20/x3); or spell +52 melee touch or +58 ranged touch; SQ Divine aura (600 ft., DC 25), DR 41/+4, fire resistance 26, SR 38; SV Fort +49, Ref + 50, Will +53; all skill modifiers are reduced by seven. Salient Divine Abilities: Alter Size, Call Creatures (raccoons), Divine Druid, Extra Domain (Good), Instant Move, Mind of the Beast, Power of Nature, Stride. Spell-like abilities: Caster level 16th, saving throw DC 25 + spell level. Chiktikka Fastpaws: Male quasideity (awakened dire raccoon); Small outsider; Rogue 20/Druid 10; HD 20d8+140 (outsider) + 20d6+140 (Rog) + 10d8+70; 710 hp; DR 0; Init: +16 (+12 Dex, +4 Improved Initiative); Spd. 50 ft.; 71 (+12 Dex, + 1 size, +13 natural, +9 deflection); Atk: +53/+48/+43/+38 melee (1d6+12/18-20, +5 keen claw) or +42 melee touch, or +47 ranged touch (spell); SA: Sneak attack +10d6; SQ: Animal companion (up to 10 HD), defensive roll, divine immunities, DR 35/+4, evasion, fire resistance 20, improved evasion, nature sense, opportunist, resist nature’s lure, scent, slippery mind, spontaneous casting of divine spells, SR 32, trackless step, uncanny dodge (Dex bonus to AC, can’t be flanked, +4 against traps), venom immunity, wild shape (Small, Medium-size, or Large animal 4/day), woodland stride; AL NG; SV Fort +12, Ref +12, Will +12; Str 24, Dex 35, Con 25, Int 24, Wis 28, Cha 24; Face/Reach: 5 ft. by 5 ft./5 ft. Skills and Feats: Animal Empathy +37, Appraise +37, Balance +42, Bluff +37, Climb +37, Concentration +37, Decipher Script +37, Diplomacy +37, Disguise +37, Escape Artist +42, Forgery +37, Gather Information +37, Handle Animal +37, Hide +48, Intuit Direction +39, Knowledge (nature) +37, Listen +41, Move Silently +44, Open Lock +42, Pick Pocket +44, Read Lips +37, Search +37, Spot +41, Swim +37, Tumble +42, Use Magic Device +37, Use Rope +42, Wilderness Lore +39. Alertness, Blind-Fight, Combat Reflexes, Deflect Arrows, Dodge, Expertise, Improved Critical (claw), Improved Disarm, Improved Initiative, Improved Unarmed Attack, Mobility, Skill Focus (Pick Pocket), Spring Attack, Stealthy, Superior Expertise, Weapon Finesse (claw), Weapon Focus (claw), Track. Divine Immunities: Ability damage, ability drain, death effects, energy drain, mind-affecting effects, transmutation. Druid Spells/day: 6/7/6/5/5/4; base DC 19 + spell level. ________________________________________ ____________ Brandobaris By Elrumir Master of Stealth, Misadventure, the Trickster, the Irrepressible Scamp, the Friendly Rapscallion Lesser Halfling Deity Symbol: Halfling’s footprint Home Plane: Green Fields Alignment: Neutral Portfolio: Stealth, thievery, adventuring, halfling rogues Worshipers: Adventurers, bards, halflings, risk takers, rogues Cleric Alignments: CN, LN, NE, NG, N Domains: Halfling, Luck, Travel, Trickery Favoured Weapon: “Escape” (dagger) Brandobaris Rogue 20/Mage 10/Thief-Acrobat 10 (from Song & Silence) Small outsider (Halfling) Divine Rank: 10 Hit Dice: 20d8+160 (outsider) + 20d6+160 (Rog) 10d4+80 (Wiz) + 10d6+80 (Acr) (860 hp) Initiative: +19, always first (+15 Dex, +4 Improved Initiative, Supreme Initiative) Speed: 50 ft. AC: 71 (+15 Dex, +1 size, +10 divine, +23 natural, +12 deflection) Attacks: +5 keen disarming speed returning dagger +72/+72/+67/+62/+57 melee; or +5 keen disarming speed returning dagger +73 ranged; or spell +57 melee or +66 ranged. Damage: +5 keen disarming speed returning dagger 1d4+11/15-20; or by spell. Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: Halfling (lighfoot) racial abilities, cartwheel charge, crippling strike, defensive fighting, defensive roll, divine aura (1,000 ft., DC 29), divine immunities, DR 45/+4, familiars (ravens), fast climb, feat, fight anywhere, fire resistance 30, godly realm (1 mile Outer Plane, 1,000 ft. Material Plane), improved evasion, kip up, move anywhere, opportunist, plane shift at will, prone defence, remote communication 10 miles, slippery mind, slow fall 40 ft., sneak attack +15d6, spontaneous casting of divine spells, SR 42, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 10 miles. Saves: Fort +51, Ref + 58, Will +51 Abilities: Str 22, Dex 40, Con 27, Int 31, Wis 27, Cha 35 Skills: Appraise +55, Balance +62, Bluff +59, Climb +53, Concentration +53, Decipher Script +55, Diplomacy +63, Disable Device +55, Disguise +61, Escape Artist +60, Forgery +55, Hide +66, Innuendo +53, Jump +57, Knowledge (arcana) +55, Knowledge (the planes) +55, Knowledge (religion) +55, Listen +57, Move Silently +64, Pick Pocket +62, Search +55, Sense Motive +55, Spellcraft +55, Spot +55, Tumble +62, Use Rope +60. Feats: Acrobatic, Ambidexterity, Alertness, Charlatan, Dodge, Eschew Materials, Expertise, Flick of the Wrist, Improved Critical (dagger), Improved Disarm, Improved Initiative, Improved Trip, Mobility, Quick Draw, Quicken Spell, Quicker than the Eye, Scribe Scroll, Smooth Talk, Silent Spell, Stealthy, Still Spell, Weapon Finesse (dagger), Weapon Focus (dagger). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Form, Alter Size, Avatar (up to five), Divine Celerity, Divine Dodge, Divine Glibness, Divine Rogue, Divine Shield, Divine Sneak Attack, Extra Domain (Travel), Power of Luck, Supreme Initiative. Domain Powers: 10/day add 12 to Climb, Hide, Jump and Move Silently checks for 10 minutes; 10/day reroll any single roll; 10/day freedom of movement. Spell-Like Abilities: Brandobaris uses these abilities as a 20th-level caster. The save DCs are 22 + spell level. aid, astral projection, break enchantment, cat’s grace, change self, confusion, dimension door, entropic shield, expeditious retreat, false vision, find the path, fly, foresight, freedom of movement, holy aura, invisibility, locate object, magic stone, magic vestment, miracle, mislead, Mordenkainen’s faithful hound, move earth, nondetection, phase door, polymorph any object, protection from elements, screen, shadow walk, spell turning, teleport, teleport without error, time stop, word of recall. Wizard Spells/day: 4/7/7/5/5/4; base DC 20 + spell level. Possessions: Brandobaris attacks with Escape, a +5 keen disarming speed returning dagger in either hand equally well. Escape has the extraordinary ability that it constantly keeps Brandobaris under the effects of a find the path spell. Caster level: 20th; Weight: 1 lb. Other Divine Powers As a lesser god, Brandobaris may take 10 on any check. Brandobaris treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Brandobaris can see, hear, touch and smell at a distance of ten miles. As a standard action, he can perceive anything within one mile of his worshippers, holy sites, objects or any location where one of his titles or names was spoken in the last hour. He can extend his senses to up to five locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 10 hours. Portfolio Sense: Brandobaris is instantly aware of any halfling going adventuring, using stealth or using thief-like skills, even though normally 500 people or more need to be involved. Automatic Actions: Brandobaris can use Climb, Disable Device, Hide, Move Silently, Pick Pocket and Search as a free action, if the DC for the check is 20 or less. He can perform up to five such actions per round. Create Magic Items: Being the halfling god of thievery and stealth, Brandobaris can create any magic item that aids in stealthy actions as long as the item’s price does not exceed 30,000gp. Avatars Brandobaris prefers for his avatars to roam the Realms, as he himself roams the planes. He appears as a plump and jolly fellow with a cheeky face, blushing cheeks, a constant smirk and mischievous eyes, wearing a smart leather jerkin, silken blouse and cotton pants. More often than not, he is in the company of Tymora, who often joins him in his exploits. Avatar of Brandobaris: As Brandobaris except as follows; divine rank 5; AC 63; Atk +67/+67/+62/+57/+52 melee (1d4+11/15-20, +5 keen disarming speed returning dagger); or +68 ranged; or +52 melee touch or +61 ranged touch (by spell); SQ Divine aura (50 ft., DC 27), DR 40/+4, fire resistance 25, SR 37; SV Fort +46, Ref + 53, Will +46; all skill modifiers are reduced by five. Salient Divine Abilities: Divine Celerity, Divine Dodge, Divine Rogue, Divine Sneak Attack, Power of Luck, Supreme Initiative. Spell-like abilities: Caster level 15th, saving throw DC 27 + spell level. Without the Extra Domain salient ability, Brandobaris’s avatar loses access to the Travel domain and the corresponding spell-like abilities. ------------------------------------------------- |
| Tebryn1412-09-05, 12:55 PM | Siamorphe By Elrumir The Noble, The Divine Right, La Noblesse Oblige Aristocrat 20/Cleric 20 Medium-Size Outsider (Lawful) Divine Rank: 3 Hit Dice: 20d8+160 (Ari) plus 20d8+160 (Clr) (640 hp) Initiative: +13 (+9 Dex, +4 Improved Initiative) Speed: 60 ft. AC: 40 (+7 Dex, +3 divine, +9 natural, +12 deflection) Attacks: +3 lawful sceptre of impact +36/+31/+26/+21 melee; or spell +36 melee touch or +36 ranged touch Damage: +3 lawful sceptre of impact 2d6+10/17-20; or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 18/day Special Qualities: Divine immunities, DR 38/+4, fire resistance 23, spontaneous casting of divine spells, understand, speak and read all languages and speak directly to all beings within 3 miles, remote communication, godly realm, teleport without error at will, SR 35, divine aura (20 ft., DC 24), plane shift at will Saves: Fort +28, Ref +20, Will +37 Abilities: Str 24, Dex 24, Con 26, Int 29, Wis 32, Cha 35 Skills: Bluff +48, Concentration +32, Diplomacy +62, Gather Information +48, Heal +34, Innuendo +36, Intimidate +42, Knowledge (arcana) +52, Knowledge (geography) +44, Knowledge (history [Faerûn]) +44, Knowledge (nobility and royalty) +52, Knowledge (religion) +52, Listen +44, Perform +43, Sense Motive +38, Spot +44. Feats: Alertness, Alluring, Combat Casting, Divine Cleansing, Divine Vengeance, Extra Turning, Extend Spell, Great Diplomat, Improved Critical (sceptre), Improved Initiative, Leadership, Persuasive, Reach Spell, Trustworthy, Weapon Focus (sceptre). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Divine Inspiration (courage), Divine Recall (birth of nobles), Divine Shield, Extra Domain (Planning) Domain Powers: Cast divination spells at +1 caster level, cast lawful spells at +1 caster level, 3/day inspire allies (+2 morale bonus on saves, attacks, ability checks, skill checks, and weapon damage for 12 rounds). Spell-Like Abilities: Siamorphe uses these abilities as a 13th-level caster, except for lawful and divination spells, which she uses as a 13th-level caster. The save DCs are 22 + spell level. Augury, calm emotions, clairaudience/clairvoyance, deathwatch, demand, detect scrying, detect thoughts, dictum, discern lies, discern location, dispel chaos, divination, divine favor, enthrall, find the path, foresight, geas/quest, greater command, greater scrying, heroes’ feast, hold person, legend lore, magic circle against chaos, magic vestment, order’s wrath, protection from chaos, repulsion, shield of law, status, storm of vengeance, summon monster IX (chaos only), time stop, true seeing. Cleric Spells/day: 6/9/9/9/8/8/7/7/6/6; base DC = 21 + spell level. Possessions: Siamorphe carries Noble’s Might, a +3 lawful sceptre of impact (treat as light mace with double base damage). Caster level: 20th; Weight 6 lb. Other Divine Powers As a demigod, Siamorphe treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses: Siamorphe can see, hear, touch and smell at a distance of three miles. As a standard action, she can perceive anything within one mile of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to two locations simultaneously. She can block the sensing powers of deities of up to her rank at two such remote locations at once. Portfolio Sense: Siamorphe is instantly aware of the birth, death or coronation of a human noble or monarch. Automatic Actions: Siamorphe can use Diplomacy, Gather Information or any Knowledge skill (even those without ranks), as a free action, if the DC for the check is 15 or less. She can perform up to two such actions per round. Create Magic Items: Being the goddess of nobles, Siamorphe can create any magic item whose primary function is to enhance the bearers Charisma or exert any kind of influence over an other being, such as a circlet of persuasion, as long as the item’s market price does not exceed 4,500 gp. Haela Brightaxe By Elrumir Lady of the Fray, Luckmaiden, the Hard Dwarven Demigod Symbol: Unsheathed sword wrapped in two spirals of flame Home Plane: Dwarfhome Alignment: Chaotic good Portfolio: Luck in battle, joy of battle, dwarven fighters Worshippers: Barbarians, dwarves, fighters Cleric Alignments: CG, CN, NG Domains: Chaos, Dwarf, Good, Luck, War Favoured Weapon: “Flamebolt” (greatsword) Haela Brightaxe Fighter 20/Barbarian 10/Cleric 10 Medium-Size Outsider (Chaos, Dwarf, Good) Divine Rank: 4 Hit Dice: 20d8+200 (outsider) + 20d10+200 (Ftr) + 10d12+100 (Bbn) + 10d8+100 (Clr) (1,160 hp) Initiative: +14 (+10 Dex, +4 Improved Initiative) Speed: 70 ft. AC: 55 [56] (+11 Dex, +4 divine, +19 natural, +11 deflection) [+3 Dex, +9 {+5 called, everbright, mithral scale mail}, +4 divine, +19 natural, +11 deflection] Attacks: +5 keen, flaming burst, speed greatsword +60/+60/+55/+50/+45 melee; or spell +50 melee touch or +51 ranged touch. Damage: +5 keen, flaming burst, speed greatsword 2d6+22/15-20; or by spell Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 14/day. Special Qualities: Shield dwarf racial abilities, divine aura (400 ft., DC 25), divine immunities, DR 39/+4, fast movement, fire resistance 24, godly realm (1 mile Outer Plane, 400 ft. Material Plane), plane shift at will, rage 3/day, remote communication 4 miles, spontaneous casting of divine spells, SR 40, teleport without error at will, uncanny dodge (Dex bonus to AC, can’t be flanked, +1 against traps), understand, speak and read all languages and speak directly to all beings within 8 miles Saves: Fort +48, Ref +47, Will +43 Abilities: Str 30, Dex 33, Con 30, Int 24, Wis 24, Cha 33 Skills: Bluff +57, Climb +54, Concentration +54, Craft (armoursmithing) +57, Craft (blacksmithing) +53, Craft (weaponsmithing) +57, Diplomacy +55, Gather Information +55, Handle Animal +55, Heal +51, Intimidate +57, Jump +54, Knowledge (arcana) +49, Knowledge (religion) +54, Listen +58, Perform +45, Ride +48, Spellcraft +51, Spot +58. Feats: Alertness, Blind-Fight, Blindsight, Cleave, Combat Casting, Combat Reflexes, Divine Might, Dodge, Eschew Materials, Eyes in the Back of your Head, Expertise, Extended Rage, Great Cleave, Great Fortitude, Hold the Line, Improved Bull Rush, Improved Critical (greatsword), Improved Initiative, Improved Overrun, Improved Trip, Instantaneous Rage, Intimidating Rage, Knock Down, Mobility, Power Attack, Power Critical (greatsword), Reach Spell, Sacred Spell, Spring Attack, Superior Expertise, Weapon Focus (longsword), Weapon Specialization (greatsword), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Divine Inspiration (courage), Divine Weapon Focus (greatsword), Extra Domain (Chaos), Extra Domain (Good), Power of Luck. Domain Powers: Cast chaos spells at +1 caster level; cast good spells at +1 caster level; 4/day reroll any one roll. Spell-Like Abilities: Haela uses these abilities as a 14th-level caster, except for chaos and good spells, which she uses as a 15th-level caster. The save DCs are 25 + spell level. aid, animate objects, antipathy, blade barrier, break enchantment, chaos hammer, cloak of chaos, dictum, dispel evil, dispel law, divine power, elemental swarm (as earth spell only), endurance, entropic shield, fabricate, flame strike, freedom of movement, glyph of warding, greater magic weapon, holy aura, holy smite, holy word, magic circle against evil, magic circle against law, magic vestment, magic weapon, miracle, mislead, power word (blind), power word (kill), power word (stun), protection from elements, protection from evil, protection from law, protection from spells, shatter, spell turning, spiritual weapon, stone tell, summon monster IX (as chaos or good spell only), word of chaos. Cleric Spells/day: 6/7/7/6/5/4; base DC = 17 + spell level. Possessions: Haela swings Flamebolt with deadly accuracy in melee. It is a [i]+5 greatsword that seems too large for the dwarven lady, but is not. It has the keen, flaming burst and speed enhancements. She wears an expertly crafted mithral scale mail, which she can summon at will. Caster level: 20th; Weight 15 lb. Other Divine Powers As a demigod, Haela treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses: Haela can see, hear, touch and smell at a distance of four miles. As a standard action, she can perceive anything within four miles of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to two locations simultaneously. She can block the sensing powers of deities of up to her rank at two such remote locations at once. Portfolio Sense: Haela is instantly aware when dwarves enter a battle, especially if it involves luck as opposed to skill or rage in stead of discipline, as long as it involves at least 1000 persons. Automatic Actions: Haela can use Bluff, Concentration, Craft, Heal and Intimidate as a free action, if the DC for the check is 15 or less. She can perform up to two such actions per round. Create Magic Items: The dwarven goddess of luck in and joy of battle, Haela Brightaxe can create any magic weapon or any chaotic item, as long as the item’s market price does not exceed 4,500 gp. Being a demigoddess, Haela does not send avatars to the realms. However, she does appear herself to aid those dwarves who can use a bit of luck in their battles. When she does so, Haela looks like a powerfully muscled dwarven maiden. Her expertly crafted dwarven mithral scale mail shines like silver, but at other times she appears wearing nothing more than her long, flowing silver hair and beard. Her greatsword seems too large for her, but she wields it with practiced ease, dancing and twirling about the battlefield. Graceful and lovely, Haela’s mere presence helps beleaguered dwarves feel a bit luckier. ________________________________________ _________________________ |
| Mad Mage12-09-05, 11:18 PM | Man, if only Elrumir were only here to see our thanks. Thank YOU for reposting them, Tebryn. :) |
| LucyWanabe12-10-05, 07:01 AM | Brandobaris and Siamorphe are awesome! :Glomps Tebryn: :bounce: |
| Tebryn1412-10-05, 11:27 AM | Man, if only Elrumir were only here to see our thanks. Thank YOU for reposting them, Tebryn. :) What you really ought to thank me for is going through al 22 pages of the Oldest deity stats thread (Jorda's) and copying and pasting every single deity (except, as it turns out, Savras and Sehanine who I missed and had to redo myself) into Word documents. You should see the file on my desktop. It had about 30 folders in it, with each pantheon. In addition, I keep a text and HTML copy of the index in case it should ever be deleted. Believe it or not, the index is an ENORMOUS pain. It really is, but its so necessary for this thread to run smoothly. I really think there is a deity I ought to be doing, but I can't think what it might be. I'll look through the index and find one. |
| Bilar12-10-05, 07:01 PM | Yes, many thanx for Brandobaris. Much fun to be had with the Irrepressible Scamp |
| Mad Mage12-10-05, 11:25 PM | What you really ought to thank me for is going through al 22 pages of the Oldest deity stats thread (Jorda's) and copying and pasting every single deity (except, as it turns out, Savras and Sehanine who I missed and had to redo myself) into Word documents. You should see the file on my desktop. It had about 30 folders in it, with each pantheon. In addition, I keep a text and HTML copy of the index in case it should ever be deleted. Believe it or not, the index is an ENORMOUS pain. It really is, but its so necessary for this thread to run smoothly. I really think there is a deity I ought to be doing, but I can't think what it might be. I'll look through the index and find one. How bout Thoth or Nepthys of the Mulhorandi Pantheon? |
| Tebryn1412-10-05, 11:43 PM | How bout Thoth or Nepthys of the Mulhorandi Pantheon? Conviniently, I just finished drafting another Egyptian god, Apshai. It should be out tomorrow. |
| Tebryn1412-11-05, 10:18 PM | Apshai The Great Mantis Demigod Symbol: Praying mantis Home Plane: The Outlands/The Hive Alignment: Neutral Portfolio: Insects Worshipers: Farmers; vermin lords; druids Cleric Alignments: Any neutral. Domains: Animal, Destruction, Plant Favored Weapon: Mandible Apshai is the demipower of insects in the Egyptian pantheon. He doesn’t have many worshippers, mostly just farmers praying to him to keep their fields free of bugs. He does not really have any particular dogma, either. Druid 25/Barbarian 5/Vermin Lord 10 Medium-Size Outsider (Extraplanar) Divine Rank: 4 Hit Dice: 20d8+200 (outsider) plus 25d8+250 (druid) plus 5d12+50 (barbarian) plus 10d6+100 (vermin lord) (1080 hp) Initiative: +15 (+11 Dex, +4 Improved Initiative) Speed: 110 ft., fly 210 (average), burrow 70 ft. climb 40 ft. AC: 52 (+11 Dex, +4 divine, +21 natural, +6 deflection) touch 30, flat-footed 39 Base Attack/Grapple: +40/+56 Attack: Mandible +56 melee, and 2 pincers +54 melee, and sting +54 melee; or spell +52 melee touch or +55 ranged touch. Damage: Mandible 2d6+12+poison; pincer 2d6+4; sting 1d6+12+poison; or by spell. Face/Reach: 5 ft by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, poison, blood drain, rage 2/day (+4 Con, +4 Str, +2 Will, -2 AC, +120 hp, lasts 15 rounds). Special Qualities: Divine immunities, DR 15/epic, fire resistance 9, understand, speak, and read all languages and speak directly to all beings within 4 miles, remote communication 4 miles, godly realm, greater teleport at will, SR 36, divine aura (40 ft., DC 20), Nature Sense, wild empathy +31 (works on insects too), woodland stride, trackless step, resist nature’s lure, wild shape (Fine-Collosal, Animal, Magical beast, plant, vermin 6/day; small-huge elemental 3/day), venom immunity, thousand faces, chitin +4, blood drain, spider hand, spider legs, swarm armor (50 pts/day), hivemind, fast movement, uncanny dodge, trap sense +1. Saves: Fort +46, Ref +47, Will +51 Abilities: Str 26, Dex 32, Con 30, Int 24, Wis 40, Cha 22 Skills: Balance +30, Bluff +20, Climb +52, Concentration +64, Diplomacy +20, Escape Artist +30, Hide +55, Intimidate +63, Jump +50, Knowledge (arcana) +31, Knowledge (religion) +26, Knowledge (History) +21, Knowledge (Nature) +68, Knowledge (Planes) +26, Listen +86, Move Silently +45, Search +31, Spellcraft +61, Spot +75, Survival +76, Swim +42, Tumble +25. Feats: Alertness, Blind-Fight, Blinding Speed, Brew Potion, Combat Casting, Combat Reflexes, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Improved Initiative, Maximize Spell, Mobility, Multiattack, Power Attack, Quicken Spell, Silent Spell, Still Spell, Vermin Friend, Weapon Finesse, Weapon Focus (mandible), Weapon (pincer). Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Size, Control Creatures (Vermin), Divine Druid, Mind of the Beast, Speak with Creatures (vermin). Domain Powers: Cast animal friendship 1/day; smite 4/day (+4 attack, +4 damage); rebuke plants 9/day. Spell-like Abilities: Apshai uses these abilities as a 14th level caster, which he uses as a 15th level caster. The save DCs are 20+ spell level. Calm Animals, Hold Animal, Dominate Animal, Repel Vermin, Commune with Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange, Inflict Light Wounds, Shatter, Inflict Critical Wounds, Circle of Doom, Harm, Disintegrate, Earthquake, Implosion, Entangle, Barkskin, Plant Growth, Control Plants, Wall of Thorns, Repel Wood, Changestaff, Command Plants, Shambler. Druid Spells/day: 6/9/9/9/8/8/7/7/6/6; base DC=25+spell level, caster level 31st. Poison (Ex): Mandible-2 points Str; Fort save DC=30. Stinger- 1d6 Dex; DC=20 Other Divine Powers As a demipower, Apshai treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal Senses: Apshai can see, hear, touch, and smell at a distance of 4 mile. As a standard action, he can perceive anything within 4 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 1 hour. Portfolio sense: Apshai is aware of the actions of any hivemind of insects, as long as it includes at least 1000 creatures. He is similarly aware of any infestation affecting at least 1000 homes or farms. Automatic actions: Apshai can use Knowledge (Nature) or Survival as a free action as long as the DC is 15 or lower. Create Magic Items: Apshai can create magical items involving insects as long as the market price does not exceed 4,500. |
| Slime Lord12-12-05, 08:01 AM | Aye Teb. I recently learned that my last name steems from Grim a Pagan God. I looked into it some more and found out it's actually another name for Odin! So, is Odin around here somewhere? Glad to see you whipping them out again like this though, it's a nice change eto get these emails in my mailbox every day. |
| Tebryn1412-12-05, 05:37 PM | I'm going to knock off some of the other Altraloths next, because I just found a horde of info on them, and I absolutely love them, and they should be fairly easy (because all I really need to do is translate into 3e). |
| Avatar of Paladine12-13-05, 03:40 AM | Is there any chance of you statting up Apomps the Three-Sided as well please?? |
| FruitLoop12-13-05, 07:07 PM | So as far as epic encounters go, how would you determine the CR of a deity? In the deitites and demin gods book it states that they dont have a listing because they are far too powerful to do battle with or something along those lines.... So now with Epic level being so common how would you determine their CR's? Just curious what you guys think about it.. |
| Tebryn1412-13-05, 07:15 PM | So as far as epic encounters go, how would you determine the CR of a deity? In the deitites and demin gods book it states that they dont have a listing because they are far too powerful to do battle with or something along those lines.... So now with Epic level being so common how would you determine their CR's? Just curious what you guys think about it.. Quite honestly, I never really considered them to be fightable beings. Though I agree with the idea of their being (but only when done with my power clause, I only stat regular deities to appease my fans), I don't think that they should really be judged in terms of CR. They should only be fightable by other deities. Even the weakest demon lords are millenia old, so why should they be able to be fought by anything but an immortal? There are some things that are beyond the Realm of heroes. I stat because it gives an order to my world (my imaginary one), and makes it easier for me. However, I fully embrace the idea that there is always something greater, so... If you want to play test them, go right ahead. Be sure to let us know what you find. I think you'll discover that the challenge ratings don't really match up with their Rank, because deities aren't about firepower. |
| Tebryn1412-22-05, 04:35 PM | Taba Altraloth Symbol: - Home Plane: - Alignment: Neutral Evil Portfolio: - Worshippers: - Cleric Alignments: - Domains: - Favored Weapon: - Taba is an altraloth, a yugoloth who struck a bargain with a coven of night hags to grant herself enormous powers. Taba is the ultimate infiltrator. There is almost no fortress she cannot penetrate, and almost no job she won’t take. Want to sneak into Nessus? Eventually, if you’re persistent enough, you’ll be approached by a shadowy figure, who’ll tell you the one name you need to know, Taba. She won’t take every job, and it’ll cost an arm and a leg, but if you want the job done right. Taba and her coven are both hidden, only found when they want to be, and are probably one of the oldest organizations on the planes. She is the ultimate shapeshifter, and gains all the abilities of those whose form she takes. Medium-Size Outsider Virtual Divine Rank: 2 Hit Dice: 42d8 (hp depends on form, at least 546) Initiative: depends on form (always at least +22) Speed: depends on form (always at least 60 ft.) AC: 59 (+14 dex, +2 divine, +16 natural, +12 deflection, +5 insight, size bonus or penalty, natural armor bonus, and Dex bonus depend on form, AC always at least 59) Base Attack/Grapple: +42/+51 (grapple bonus depends on form, always at least +51) Attacks: As usual for form, attack bonus=44+Str or Dex bonus (always at least +6 and +14 respectively); or by spell 44+str bonus melee touch (always at least +50), or 44+dex bonus ranged touch (always at least +58). Damage: As per form; or by spell Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Spell-like abilities, sneak attack +10d6, crippling strike, opportunist. Special Qualities: Divine aura (20 ft., DC 24), semi-divine immunities, fast healing 5 (while on lower planes), resistances (fire, cold 10), godly realm (200 ft.), remote communication 2 miles, SR 34, DR 15/epic, greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 2 miles, Yugoloth traits, spurn the divine, evasion, trapfinding, trapsense +6, uncanny dodge, improved uncanny dodge, slippery mind, improved evasion, ultimate shapechange, ultimate infiltrator, divine dodge. Saves: Fort +26, Ref +35, Will +32. Abilities: Str (at least 22) , Dex (at least 38), Con (at least 20), Int 34, Wis 32, Cha 34. Skills: Appraise +49, Balance +56, Bluff +64, Climb +28, Concentration +27, Craft (Trapmaking) +44, Decipher Script +39, Diplomacy +69, Disable Device +44, Disguise +69, Escape Artist +46, Forgery +44, Gather Information +54, Hide +56, Intimidate +44, Jump +35, Knowledge (Arcana) +44, Knowledge (The Planes) +49, Knowledge (Religion) +44, Listen +55, Move Silently +56, Open Lock +71, Search +44, Sense Motive +43, Sleight of Hand +66, Spellcraft +29, Spot +45, Survival +33, Tumble +56, Use Magic Device +29, Use Rope +31, (Skills with Str, Dex, and Con as their key ability scores are presented here at their minimum values, and change depending on her form) Feats: Alertness, Blind-fight, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Improved Initiative, Improved Unarmed Strike, Maximize Spell, Mobility, Quick Draw, Snatch Arrows, Spring Attack, Track, Weapon Finesse, Whirlwind Attack. Semi-Divine Immunities: Ability damage, ability drain, acid, death effects, disease disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. As with true gods, several of these immunities are ineffective against beings of a higher divine rank (true or virtual). Spell-like abilities: Taba uses these abilities as a 42nd level caster. The save DCs are 22+spell level. At will- Deeper Darkness, Greater Dispelling, Dimension Door (as a free action), True Seeing, Lower Resistance, Magic Missile, Passwall, Ghostform; 3/day-Cloudkill, Heal, Symbol (any), Reverse Gravity, Modify Memory; Constant-Detect Good, Detect Chaos, Detect Evil, Detect Law, Detect Lies, Mindblank. Rogue Abilities (Ex): Taba has all the class abilities of a 20th level rogue. Ultimate Shapechange (Su): Taba can change into the form of any evil outsider. While in this form, she gains a +30 bonus on Disguise checks, gains all of the supernatural, spell-like, and extraordinary abilities of the creature, as well as the resistances and immunities if they are superior to her own. She also gains the physical ability scores of the creature if they are superior to her own, as well as the movement forms and attacks of the creature. She even radiates the appropriate evil aura of the creature. She can assume individual identities, though she cannot take the form of unique beings. She retains her own BAB (44), insight bonus, HD, all of her abilities (including her mental ability scores), and never reverts to her true form (which itself is unknown). Ultimate Infiltrator (Ex): Taba gains a +5 bonus on all Diplomacy, Disguise, and Open Lock checks. Divine Dodge (Su): As the SDA, but the miss chance is 40%. Spurn the Divine: Taba is partially resistant to Divine Blast, Divine Shield, Mass Divine Blast, and Area Divine Shield. When facing a god using any of these powers, Taba receives a Fortitude save to fend off Divine Blasts or Mass Divine Blasts; against Area Divine Shields and Divine Shields, Taba receives a Will save to breach the effect if Taba virtual divine rank is equal to or greater than the divine rank of the god in question for round (it may make another attempt the next round). In either case, the DC = 40 + the god’s divine rank. Taba receives +3 bonus on these saves. Possessions: Taba carries gear standard for her form, plus whatever other non-artifact item she may need. Other Divine Powers As an Altraloth with the power of a demigod, Taba treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Taba can see, hear, smell, and touch at a distance of 2 miles. As a standard action, she can perceive anything within 2 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities rank 2 and lower at up to two remote locations at once for up to 2 hours. Virtual Divine Rank: Though not an actual deity, by virtue of her age, might, and influence in lower planes politics, Taba is essentially a Rank 2 demigod. However, she does not gain power from those who worship her, nor does she have domain powers or spells. She cannot create avatars, and she does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs she would otherwise have, she is treated as having a Divine Rank of 2. |
| Tebryn1412-22-05, 07:53 PM | Taba is one of my favorite pieces, and I really got aggravated when I was doing her stats, because I thought that without the Power Clause she was sort of, well, impotent. The original would have problems sneaking into Graz'zt's Palace, or gods forbid Nessus, so we now have Power Claused Taba: Taba Altraloth Symbol: - Home Plane: - Alignment: Neutral Evil Portfolio: - Worshippers: - Cleric Alignments: - Domains: - Favored Weapon: - Taba is an altraloth, a yugoloth who struck a bargain with a coven of night hags to grant herself enormous powers. Taba is the ultimate infiltrator. There is almost no fortress she cannot penetrate, and almost no job she won’t take. Want to sneak into Nessus? Eventually, if you’re persistent enough, you’ll be approached by a shadowy figure, who’ll tell you the one name you need to know, Taba. She won’t take every job, and it’ll cost an arm and a leg, but if you want the job done right. Taba and her coven are both hidden, only found when they want to be, and are probably one of the oldest organizations on the planes. She is the ultimate shapeshifter, and gains all the abilities of those whose form she takes. Medium-Size Outsider (Evil, Extraplanar) Virtual Divine Rank: 2 Hit Dice: 61d8 (hp depends on form, at least 915) Initiative: depends on form (always at least +25) Speed: depends on form (always at least 60 ft.) AC: 73 (+17 dex, +2 divine, +22 natural, +16 deflection, +6 insight, size bonus or penalty, natural armor bonus, and Dex bonus depend on form, AC always at least 73) Base Attack/Grapple: +51/+61 (grapple bonus depends on form, always at least +61) Attacks: As usual for form, attack bonus=63+Str or Dex bonus (always at least +8 and +17 respectively); or by spell 63+str bonus melee touch (always at least +71), or 63+dex bonus ranged touch (always at least +80). Damage: As per form; or by spell Face/Reach: As per form Special Attacks: Spell-like abilities, sneak attack +15d6, crippling strike, opportunist. Special Qualities: Divine aura (20 ft., DC 28), semi-divine immunities, fast healing 7 (while on lower planes), resistances (fire, cold 10), godly realm (200 ft.), remote communication 2 miles, SR 43, DR 15/epic+good, greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 2 miles, Yugoloth traits, spurn the divine, evasion, trapfinding, trapsense +7, uncanny dodge, improved uncanny dodge, slippery mind, improved evasion, ultimate shapechange, ultimate infiltrator, divine dodge, Improved Invisibility 2/day, Improved Legerdemain 2/day, incorporeal 2/day, shadowform 2/day, improved cover identities (5), specialist training (concealment, subterfuge, and interaction), far sense 220 ft. 4/day, read thoughts 2/day Saves: Fort +41, Ref +51, Will +47. Abilities: Str (at least 26), Dex (at least 44), Con (at least 24), Int 36, Wis 36, Cha 42. Skills: Appraise +60, Balance +64, Bluff +94, Climb +40, Concentration +29, Craft (Trapmaking) +60, Decipher Script +50, Diplomacy +91, Disable Device +75, Disguise +106, Escape Artist +59, Forgery +58, Gather Information +71, Hide +67, Intimidate +61, Jump +47, Knowledge (Arcana) +50, Knowledge (The Planes) +50, Knowledge (Religion) +50, Knowledge (History) +45, Listen +67, Move Silently +67, Open Lock +107, Search +60, Sense Motive +58, Sleight of Hand +86, Spellcraft +35, Spot +62, Survival +45, Tumble +64, Use Magic Device +43, Use Rope +44. (Skills with Str, Dex, and Con as their key ability scores are presented here at their minimum values, and change depending on her form) Feats: Alertness, Awesome Blow, Blind-fight, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Epic Skill Focus (Disguise), Epic Skill Focus (Open Lock), Improved Disarm, Improved Initiative, Improved Trip, Improved Unarmed Strike, Knock-Back, Maximize Spell, Mobility, Quick Draw, Self-Concealment, Snatch Arrows, Spring Attack, Stunning Fist, Superior Initiative, Track, Weapon Finesse, Whirlwind Attack. Semi-Divine Immunities: Ability damage, ability drain, acid, death effects, disease disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. As with true gods, several of these immunities are ineffective against beings of a higher divine rank (true or virtual). Spell-like abilities: Taba uses these abilities as a 61st level caster. The save DCs are 26+spell level. At will- Deeper Darkness, Greater Dispelling, Dimension Door (as a free action), True Seeing, Lower Resistance, Magic Missile, Passwall, Ghostform; 3/day-Cloudkill, Heal, Symbol (any), Reverse Gravity, Modify Memory; Constant-Detect Good, Detect Chaos, Detect Evil, Detect Law, Detect Lies, Mindblank. Rogue Abilities (Ex): Taba has all the class abilities of a 21st level rogue. Further, she has the class abilities of a 10th level Perfect Wight and a 10th level Epic Infiltrator. Her cover identities, if she uses them, aren’t known by anyone, nor are they likely to ever be. For all anyone knows, any of the coven of night hags she works with could very well be Taba in disguise. Ultimate Shapechange (Su): Taba can change into the form of any evil outsider. While in this form, she gains a +30 bonus on Disguise checks, gains all of the supernatural, spell-like, and extraordinary abilities of the creature, as well as the resistances and immunities if they are superior to her own. She also gains the physical ability scores of the creature if they are superior to her own, as well as the movement forms and attacks of the creature. She even radiates the appropriate evil aura of the creature. She can assume individual identities, though she cannot take the form of unique beings. She retains her own BAB (63), insight bonus, HD, all of her abilities (including her mental ability scores), and never reverts to her true form (which itself is unknown). Ultimate Infiltrator (Ex): Taba gains a +5 bonus on all Diplomacy, Disguise, and Open Lock checks. Divine Dodge (Su): As the SDA, but the miss chance is 40%. Spurn the Divine: Taba is partially resistant to Divine Blast, Divine Shield, Mass Divine Blast, and Area Divine Shield. When facing a god using any of these powers, Taba receives a Fortitude save to fend off Divine Blasts or Mass Divine Blasts; against Area Divine Shields and Divine Shields, Taba receives a Will save to breach the effect if Taba virtual divine rank is equal to or greater than the divine rank of the god in question for round (it may make another attempt the next round). In either case, the DC = 40 + the god’s divine rank. Taba receives +2 bonus on these saves. Possessions: Taba carries gear standard for her form, plus whatever other non-artifact item she may need. Other Divine Powers As an Altraloth with the power of a demigod, Taba treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal. Senses: Taba can see, hear, smell, and touch at a distance of 2 miles. As a standard action, she can perceive anything within 2 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities rank 2 and lower at up to two remote locations at once for up to 2 hours. Virtual Divine Rank: Though not an actual deity, by virtue of her age, might, and influence in lower planes politics, Taba is essentially a Rank 2 demigod. However, she does not gain power from those who worship her, nor does she have domain powers or spells. She cannot create avatars, and she does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs she would otherwise have, she is treated as having a Divine Rank of 2. |
| Cujo12-24-05, 07:40 AM | Hello all. I'm Cujo and normally spend my time over in this (http://www.co8.org/forum/index.php) neck of the woods, but for my new project I require Lolths stats, which I havn't been able to find anywhere (rather frustrating, I tryed doing a search but all it found were wild geese). Could some one please post the stats for Lolth, her class levels are the most important part. - Cujo |
| Slime Lord12-24-05, 08:18 AM | Hello all. I'm Cujo and normally spend my time over in this (http://www.co8.org/forum/index.php) neck of the woods, but for my new project I require Lolths stats, which I havn't been able to find anywhere (rather frustrating, I tryed doing a search but all it found were wild geese). Could some one please post the stats for Lolth, her class levels are the most important part. - Cujo I think she has been statted in all four forms, plus another one in like the PC form. None the less, I think she was statted anywhere between pages 29 and now. I know, it's alot of pages, but once your push Ctrl F and type 'Lolth', you'll know in a jiffy ;) |
| Tebryn1412-24-05, 12:06 PM | I think she's listed in the Index, but I may be wrong. If you want a official version, check Faiths and Pantheons or Deities and Demigods. Either ways, she's Cleric 20/Fighter 10/Wizard 10 in all the official versions, though in the versions I did she veers from this somewhat. |
| Cujo12-24-05, 02:38 PM | Thanks guys, it was the offical stats I was after - otherwise the rules lawyers start getting at me, but the ones posted on pages 30, 31 and 32 are helpful (posts 911, 916 and 943). Loth is on the index on page 1 but it doesn't say where to find her, maybe it needs an update <shrug> oh btw - Merry Christmas |
| Mad Mage12-27-05, 12:18 PM | Yaaaay!!! Jubilex! Hmmm.... let's see. Who's left to be (re)posted? *strokes his short beard as he stares off* Oh yeah! - Thoth (no statting record*) - Nepthys * - Hathor * - Sharindalar - Thard Harr - Arvoreen - Urdlen Take your time on these. |
| Nynshari12-29-05, 11:22 AM | Hey there - It's been a long time since I've been on here, so I'm sure I missed a lot of stats :weep: Anyway, I noticed in the (I think it was the) Deities and Demigods book that they had stats for deities from, say, the Greek pantheon and others. Would y'all be able to do any of those deities, Greek and Norse in particular? Also, have there been any stats done on Tyche? If not, could she be done? Thanks ..... EDIT: I see that a Greek god and a couple of Norse have already been done, so I guess the answer to my question is: yes, y'all do them. Okay then: will y'all do any more? :) |
| Slime Lord12-29-05, 11:46 AM | Hey there - It's been a long time since I've been on here, so I'm sure I missed a lot of stats :weep: Anyway, I noticed in the (I think it was the) Deities and Demigods book that they had stats for deities from, say, the Greek pantheon and others. Would y'all be able to do any of those deities, Greek and Norse in particular? Also, have there been any stats done on Tyche? If not, could she be done? Thanks ..... EDIT: I see that a Greek god and a couple of Norse have already been done, so I guess the answer to my question is: yes, y'all do them. Okay then: will y'all do any more? :) You know, I want to say that I believe Tebyrn or maybe Jord (during his brife return, now he seems MIA again) did Tyche on like page 26 to 30...i know, alot of pages but I'm thinking page 27. I havent' looked. And I've already asked for Odin to be statted out for kicks - Why? Because he also goes by the name of Grim and my last name steems from that, which is Grimes ;) So really there is a god amongest us after all or son of a god...or blood of a god...either way i'm a godo f some sort :D |
| Nynshari12-30-05, 11:40 AM | Thanks Slime Lord, I'll check those pages :) The ones I'm really after are: Norse: Loki and Hel Greek: Zeus, Athene, Hermes, Apollo, Nemesis and Artemis. I disagree with a lot of what they did to Artemis in the Deities and Demigods book, especially as regards her favored weapon and alignment, in addition to some other things. I just wanted to see what y'all could come up with. Additionally, could someone tell me what sourcebooks I would need if I wanted to play around at stating some deities? Thanks ... |
| Azerith2401-07-06, 05:28 AM | Ok, dont know if this has been asked, but are there any ways to get any info on Ao or the Lady of Pain...if yopu had stats it would be awesome. Thank you |
| Mad Mage01-09-06, 01:03 PM | Ok, dont know if this has been asked, but are there any ways to get any info on Ao or the Lady of Pain...if yopu had stats it would be awesome. Thank you Ao is WAAAAAAAAAY beyond statting; too powerful & ambiguous to really be considered a deity. |
| Mad Mage01-16-06, 01:27 PM | Just to note: I searched for Leira stats here and everywhere on this entire board; none to speak of. |
| LucyWanabe03-20-06, 08:03 AM | :bump: |
| Mad Mage03-29-06, 04:13 PM | Well, I got Stormwrack for Christmas, so here's my rendition on some sea and storm-related Realms deities, with as much 3.5 modding as possible. Talos Barbarian 20/Evoker 20/Stormcaster^ 10 Medium Outsider (Chaotic, Evil) Divine Rank: 16 Hit Dice: 20d8+220 (outsider) plus 20d12+220 (Brb) plus 20d4+220 (Wiz/Evo) plus 10d4+110 (Stm) (1,270 hp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: 70 feet AC: 71 (+7 Dex, +16 divine, +29 Natural, +9 Deflection) Attacks: +4 anarchic shocking burst thundering longspear +86/+81/+76/+71 melee (1d8+34 plus 1d6 electricity/19-20/x3 plus 2d10 electricity on critical plus 2d8 sonic); or +4 anarchic shocking burst thundering longspear +73/+68/+63/+58 ranged (1d8+24/19-20/x3 plus 2d10 electricity plus 2d8 sonic). Note: Always does maximum damages (lightning bolt 42 points plus 6 electricity melee or 32 points plus 6 electricty ranged) Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Domain powers, salient divine abilities, spell-like abilities, thunderclap^, thunderbolt^ Special Qualities: Divine aura (16 miles, DC 35), divine immunities, DR 67/-, familiar (quasits), Eye of the Storm, fast movement, fire resistance 36, sonic resistance 30, godly realm (100 miles Outer Plane, 1,600 ft. Material Plane), plane shift at will, remote communication 16 miles),Lord of the Storm, SR 48, teleport without error at will, understand, speak and read all languages and speak direaction to all beings withing 16 miles. Saves: Fort +66, Ref +62, Will +53 Note: Always receives a 20 on saves. Also gains +2 to saves on spells of the air or water descriptor. Abilities: Str 50, Dex 24, Con 32, Int 28, Wis 24, Cha 30 Skills: Bluff +49, Climb +79, Concentration +103, Craft (alchemy) +73, Craft (armorsmithing) +71, Craft (weaponsmithing) +71, Diplomacy +34, Handle Animal +73, Heal +24, Intimidate +84, Jump +82, Knowledge (arcana) +75, Knowledge (nature) +80, Knowledge (religion) +62, Listen +79, Profession (Warlord) +33, Ride (horse) +51, Scry +68, Spellcraft +82, Survival +92, Swim +69 Note: Always receives a 20 on checks. Feats: Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Craft Magic Arms & Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Deflect Arrows, Dodge, Empower Spell, Expertise, Far Shot, Forge Ring, Great Cleave, Improved Critical (Longspear), Improved Initiative, IMproved Unarmed Strike, Maximize Spell, Mobility, Point Blank Shot, Power Attack, Scribe Scroll, Spring Attack, Storm Magic^, Weapon Focus (Longspear), Whirwind Attack Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment/dismissal Salient Divine Abilities: Alter Size, Annihilating Strike (Fort DC 36 + damage dealt, or destroy up to 16,000 cubic feet of nonliving matter), Avatar (up to 20), Battlesense, Divine Blast (12/day, up to 16 miles, 25d12 points of damage), Divine Rage (16/day), Divine Shield (13/day, stops 160 points of damage), Divine Storm (160 ft., Fort DC 35), Energy Burst (cold, 16d8 points of cold damage, 160-ft. radius), Energy Burst (electricity, 16d8 points of electricity damage, 160-ft. radius), Energy Burst (fire, 16d8 points of fire damage, 160-ft. radius), Energy Storm (eletricity, 16 points of electricity and 16 points of divine damage per round), Extra Domain (Chaos), Extra Domain (Fire), Frightful Pressence (Will DC 35), Increased Damage Reduction, Irresistable Blows (lighting bolt, Fort DC 36), Power of Nature (16-mile radius), duration concentration + up to 16 minutes), Sunder and Disjoin (save DC 28), Wave of Chaos (160-ft. radius, Will DC 35), Wound Enemy Domain Powers: Cast chaotic spells at +1 caster level; 16/day smite (+4 on attack and +16 on damage for one weapon attack); cast evil spells at +1 caster level; 16/day turn/destroy water creatures or rebuke/command fire creatures. Spell-Like Abilities: Talos uses these abilities as a 35th-level caster except for chaotic spells and evil spells, which he uses as a 36-level caster. The save DCs are 44 + spell level. Animate objects, blasphemy, burning hands, call lightning, Call Storm^, chaos hammer, circle of doom, cloak of chaos, contagion, control weather, create undead, desecrate, disintegrate, dispel good, dispel law, earthquake, elemental swarm (as fire spell only), entropic shield, fire seeds, fire shield, fire storm, gust of wind, harm, ice storm, implosion, incendiary cloud, inflict cricitcal wounds, inflict light wounds, magic circle against good, magical circle against law, resist elements (as cold or fire spell only), shatter, Shield of Winds^, sleet storm, storm of vengeance, summon monser VI (as air spell only), summon monster IX (as chaos or evil spell only), unholy aura, unholy blight, wall of fire, whirlwind, word of chaos. Divine Rage: The following changes are in effect as long as Talos rages: AC -5, Str +10, Con +10, +5 to Will save, +10 fire resist. His rage can be used 16 times per day, and lasts for 1 hours (or until eneded) each use, and he is not winded afterward. Wizard Spells/Day: 5/8/7/7/7/7/6/6/6/6; Base DC = 19 + spell level. Possessions: Talos uses lighning bolts as weapons. Each function as a +4 longspear with the anarchic, shocking burst, and thundering special abilities. Caster Level: 25th. Weight: 9 lb. Other Divine Powers As a greater deity, Talos automatically receives the best possible result on any die roll he makes (including attack rolls, damage rolls, and saves). He is immortal. Senses: Talos can see, hear, touch and smell at a distance of 16 miles. As a standard action, he can perceive anything within 16 miles of his worshippers, holy sites, objects, or any location where one of this titles or name was spoken in the last hour. He can extend his senses to a maximum of 20 locations at once. He can block the sening power of deities of his rank or lower for a maximum of 2 remote locations at once for up to 16 hours. Portfolio Sense: Talos sense any natural destructive force (such as a conflagration, earthquake, storm, vortex, or the like) 16 tendays before it happens and retains the sensation for 16 tendays after the event occurs. He is likewise aware of any rebellion tha provokes violence. Automatic Actions: Talos can use Concentration, Intimidate, Knowledge (Arcana), Spellcraft, or Survival as a free action if the DC for the task is 30 or lower. Talos cannot do anthing as a free action if the task would be a move action or part of a move action. He can perform up to 20 such free actions each round. Create Magic Items: Talos can create any kind of magic item that has a primary effect from the Evocation school. Sources Cited: Faiths & Pantheons (3.0 Edition Forgotten Realms), 3.5 Edition Core Rulebooks, Deities and Demigods (3.0 Edition Core Supplement), Stormwrack^ (3.5 Edition Core Supplement) Edit: Finished. Yay! |
| Bartmanhomer03-29-06, 06:24 PM | Cool! :d |
| Delendir04-13-06, 02:33 AM | Araushnee By Tebryn14 Lesser Goddess Symbol: Loom Home Plane: Arborea/Arvandor Portfolio: Artisans, destiny, dark elves Alignment: Chaotic Neutral Worshipers: Artisans, elves, weavers, women, creators of magic items. Cleric Alignments: CN, CG, CE Domains: Chaos, Craft, Elf Favored Weapon: Whip Brilliant work Tebryn, although I'll adjust it a little, a fine job. I wanted to ask you, did you have some kind of source material when you decided on the portfolio? Or did you just choose what you thought best? |
| Dracon Electrum04-13-06, 03:21 PM | Unless I missed something... are there stats for Asmodeus himself? The greatest lord of the nine deserves some respect, I say! |
| Bartmanhomer04-22-06, 01:23 PM | How did you created all these gods anyway?! |
| Secrets Untold05-28-06, 09:51 PM | There needs to be a grammar check on this thing. |
| Lord Mortanius06-04-06, 10:18 AM | This version of Orcus is for those who don't want to use him as a god, but as a high-end boss monster. This doesn't draw much from the Power Clause. His flavor text was done by rip, I believe. Orcus Demon Prince of the Undead, Lord of the Undead, Lost Power of the Undead, the Goat Prince Orcus Gargantuan Outsider (tanar’ri, chaotic, evil, extraplanar) Hit Dice: 65d8 + 1300 (1820 hp); 2640 hp in Thanatos. Initiative: +9 (+5 Dex +4 Improved Initiative) Speed: 60 ft. (120 ft. in realm); fly 90 ft. (perfect). Armor Class: 81 (10 base + 10 resistance + 17 insight + 15 deflection – 2 size + 5 Dex + 26 natural); 117 in realm; flat-footed 76; touch 55. Base Attack/Grapple: +65/+97 Full Attack: Wand of Orcus +99/+94/+89/+84 melee (2d6 + 28 + 3d6 unholy + 1 negative level + 1d6 negative energy/19-20/x2 + 6d6 unholy + 2 negative levels + 2d6 negative energy); or by claw +85 melee (2d6 + 20 + 3d6 negative energy + 3 Str + 3 Con + paralysis/20/x2 + 6d6 negative energy + 6 Str + 6 Con); or by horns (2d6 + 20/20/x2); or by tail whip (2d6 + 20 + poison/20/x2); or by spell +85 melee or +70 ranged. Space/Reach: 20 ft/20 ft. Special Attacks: corpse casting, undead mastery, deadflame, negative energy wave, spell-like abilities, spells, poison, summon demon, summon undead Special Qualities: lord of evil, damage reduction 20/epic, mithral and good, darkvision 60 ft., immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 68, telepathy 100 ft. Saves: Fort +71, Ref +56, Will +68. Abilities: STR 50, DEX 20, CON 51, INT 48, WIS 44, CHA 40 Skills: Bluff +49, Concentration +88, Craft (alchemy, poisonmaking) +87, Decipher Script +87, Diplomacy +58, Disable Device +45, Disguise +44 (+48 while being observed), Forgery +64, Gather Information +52, Hide +25, Intimidate +86, Knowledge (arcana, architecture and engineering, demonology, dungeoneering, geography, history, local, nature, necrology, nobility and royalty, religion, the planes) +87, Listen +77, Move Silently +35, Search +79 (+88 with secret doors and compartments), Sense Motive +75, Spellcraft +95 (+97 with scrolls, +105 with necromantic items, creatures and spells), Spot +77, Survival +53 (+59 to follow tracks, +61 above ground, underground, to avoid getting lost and on the planes), Use Magic Device +30 (+46 with scrolls). [+8 in realm] Feats: Black Lore of Moil, Bolster Resistance (B), Chain Spell, Cleave, Corpsecrafter (B), Corrupt Spell (B), Craft Rod, Dark Speech (B), Deadly Chill (B), Empower Spell, Enervate Spell, Fell Animate, Fell Drain, Great Cleave, Hardened Flesh (B), Heighten Spell, Improved Critical (Light Mace), Improved Initiative, Maximize Spell, Necromantic Might (B), Necromantic Presence (B), Power Attack, Quick Draw, Quicken Spell, Scribe Scroll (B), Spell Focus (Necromancy), Taint Spell, Twin Spell, Violate Spell (B), Weapon Focus (Light Mace). Epic Feats: Craft Epic Rod, Dire Charge, Enhance Spell, Epic Spellcasting, Epic Spell Focus (Necromancy), Epic Weapon Focus (Light Mace), Improved Heighten Spell, Intensify Spell, Metamagic Freedom, Negative Energy Burst, Undead Mastery, Zone of Animation. Environment: Naratyr Organization: Unique Challenge Rating: 69; 77 in realm. Treasure: Yes. Alignment: Chaotic Evil Advancement: - Long ago a man of unsurpassed wickedness died and went to the Abyss, eventually rising through the ranks to become the tanar'ri lord Orcus, Prince of the Undead. A grotesquely fat, ram-headed, bat-winged demon, Orcus ruled over a court of tanar'ri and the undead, hating both with equal vehemence. The greatest measure of his spite, however, went to his rivals Demogorgon and Graz'zt; each of the three coveted the whole of the Abyss, and were unwilling to share any part of it. For millennia they warred, until Demogorgon's civil war with his other self began to distract him from the battle. At the same time, Graz'zt was imprisoned on the Prime Material by a wizard of great power, the witch-queen Iggwilv. With his greatest rivals hamstrung, Orcus grew complacent and lazy, letting his defenses slacken. Who would dare attack the greatest remaining lord of the Abyss? Enter Kiaransalee, an ancient goddess of undeath and vengeance. For the sake of some offense that had been forgotten by everyone but her, Kiaransalee invaded Orcus' layer of the Abyss, Thanatos, and slew its lord, casting a mighty spell that erased his name from every record. Taking the icy layer of Thanatos for herself, she butchered or exiled those of Orcus' servants who would not serve her, and settled in. For centuries Orcus drifted, a forgotten corpse in the Astral Plane. A few years ago Orcus returned as a shadowy undead being calling itself Tenebrous and walked the planes in secret, wresting the power of the Last Word and slaying many gods and immortals to find a relic of his power that Kiaransalee had hidden. Though the Last Word consumed him, his last worshipper used the wand in a ritual designed to resurrect him fully; though the ritual failed, still Orcus managed to return. Now Orcus rules Thanatos again, with new energy and cunning directing his rage more effectively than ever before. The aspect of him that was called Tenebrous, however, the part that was truly divine despite its greatly diminished power, was separated from Orcus the tanar'ri, becoming a vestige. Dark Gifts (Ex/Su/Sp): Orcus has access to the following dark gifts [DC 59 where applicable]: Augmented Spellcasting (Ex): Orcus is able to memorize double the amount of normally available, low-level spells. He is able to memorize double the amount of 1st-10th level spells. These extra spells must be chosen from the school of Necromancy, and do not stack with the bonuses granted by rings of wizardry and similar items. Chilling Touch (Sp): Orcus can cause his hands to glow with a blue, flickering aura. This frigid radiance can both drain and paralyze the demon's victims. First, any living creature touched by the icy hands suffers the effect of a modified chill touch spell. If the victim fails his or her saving throw, the touch causes 3d6 points of damage and damages 3 points of both Strength and Constitution. If the saving throw is successful, though, the victim only loses 1d4 points of damage and just 1 point of Strength. Secondly, the victim must make a second save or be paralyzed for 3d4 rounds. The prince can activate or deactivate this power at will as a free action. It never interferes with spellcasting. Also, the cold blue aura provides light like a dim torch (certainly enough light to walk or read by). Negative Energy Burst (Su): Orcus may tap into the plan of negative energy to release a wave of negative energy 10 ft. high and 50 ft. across. The wave deals 20d12 points of damage. The wave also bolsters undead, and requires a Will save to halve the effects. This ability is usable eight times per day. Negative Energy Ray (Su): The prince may fire a ray of crackling black energy from his finger at one target of his choice. The ray deals 3d6 points of negative energy damage and has a 65% chance of draining one level from the target. This is usable 21 times per day. Shadow Form (Su): Orcus has learnt to partially shift his body onto the Plane of Shadow, becoming an immaterial form. While in an area of shadowy illumination or full darkness, he can take a full round action to become incorporeal. The demon can spend a total of 40 hours in incorporeal state each day. While incorporeal, the prince cannot be harmed by nonmagical weapons, and has a 50% chance to ignore any damage from any corporeal source (including magical weapons), except for force effects or attacks made with ghost touch weapons. He can pass through solid objects, but not force effects, at will. His natural attacks (if any) ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. He always moves silently and cannot be heard with Listen checks if it doesn't wish to be. Skull Scry (Su): This ability enables Orcus to see or hear activity through any skull or cadaveric head. The skull or head must not be attached to a spine, nor can it be animated. The necromancer can scry through any disembodied skull or head (at a known location) that is up to 48 miles away. In some cases, other types of sensory links may be used with the skull scry ability. Lord of Evil (Ex): While in his own realm, Orcus is considered a lesser deity (Divine Rank 8) for the purposes of attack rolls, skill checks, saving throws and ability scores. Additionally, he enjoys the following benefits: -Orcus’ hit points are doubled. -His speed doubles to 120 ft. -He has eight extra points by which he may increase his ability scores. -Orcus adds +8 to his natural armor bonus and a divine armor bonus of +28. -Orcus has a +8 bonus to overcome Spell Resistance. He adds his spellcasting modifier again to determine the save DCs of his spells. -He benefits from divine immunities to transmutation (polymorphing, petrification or any other attack that would alter his form), energy drain, ability drain, ability damage, and mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects). He gains immunity to fire and acid, disease, stunning, sleep, paralysis, death effects and disintegration. He is not subject to death from massive damage. -He benefits from the domain powers of the Death, Deathbound, Evil, Hatred, Suffering and Undeath domains. -He has a 20,000 XP pool for the purposes of casting epic spells and creating magic items. -Orcus may alter his realm as the Alter Reality ability. -Orcus may open a portal to the Prime Material Plane. While he cannot come through the gate, he may send 100 Hit Dice of demons or undead through it. -He benefits from a divine aura (800 ft.). -Finally, Orcus has access to the following salient divine abilities in his realm: Divine Spell Focus (Necromancy), Divine Spellcasting, Hand of Death (Fort DC 76 or die; 8d12 points of damage on a successful save), Life Drain (Fort DC 76 or die; 16 negative levels on a successful save), Undead Mastery. Corpse Casting (Su): Orcus may cast any Necromancy spell he has prepared through any corpse within 600 ft. of his current position. Orcus may choose to cast his spells through a corpse that is located at a further range, but doing so fatigues him for one round for every 50 ft. beyond his limit. Deadflame (Su): Nineteen times per day, Orcus may unleash a cone of blue-green fire that has a range of 150 ft. Any living creature caught in the flames must succeed at a Will save (DC 59) or take 20d6 points of negative energy damage. Any creature that dies from the damage rises as a mohrg 1d4 rounds later. Negative Energy Wave (Su): Once per day, Orcus can release a colossal wave of black, crackling energy. Any living creature caught in the wave must succeed at a Will save (DC 59) or immediately take 30d12 points of negative energy damage. Those who die from the damage rise as wraiths 1d6 rounds later. These wraiths serve only Orcus. Undead Mastery (Ex): Orcus, prince and lord of Undeath has truly colossal power over his servants. -Orcus automatically controls all undead within 600 ft. of him. This control can only be countermanded by a god with a portfolio similar to Orcus’ own. -Any undead Orcus creates has maximum Hit Points per die. Orcus has all the benefits of the undead creation feats described in Libris Mortis. -Orcus rebukes undead as a 99th level evil cleric at will. He has no maximum limit to the Hit Dice or amount of undead he can control. Any undead with less than 45 Hit Dice is automatically commanded. -Orcus has the dark gift selection of a 40th level necromancer. He also has the bonus feats of a 40th level necromancer. -Orcus has received the benefits of the Divine Spellcasting salient divine ability even when not in his realm. However, he may only cast Conjuration and Necromancy spells through these spell slots. -Orcus is treated as an undead creature when it would be most advantageous for him. Poison (Ex): Orcus’ tail contains virulent venom. If he strikes a living creature with his tail, it takes 2d6 points of damage and 2d4 points of Strength drain. The secondary damage is death with a Fortitude save (DC 59) to halve the drain. Summon Demon (Sp): Orcus exerts a great deal of power over tanar’ri. At will, he may summon 10d8 least tanar’ri, 5d8 lesser tanar’ri or 1d8 greater or true tanar’ri to his location. Summon Undead (Sp): At will, Orcus may summon ten dread wraiths, twelve greater shadows, fourteen spectres, fourteen wraiths, or fourteen shadows. Alternatively, he may summon 100 Hit Dice of undead. Spell-like Abilities (Su): Orcus casts these as a 65th level caster. The DCs are 57 + spell level. At will - animate dead, blasphemy, charm person, clutch of Orcus, create undead, create greater undead, deeper darkness, desecrate, detect good, detect law, detect thoughts, fear, feeblemind, greater dispelling, lightning bolt, read magic, suggestion, stop heart, telekinesis teleport without error, tongues (self only), unhallow, unholy aura, unholy blight, wall of fire; Once per day – energy drain, symbol of death, symbol of pain, shapechange. Necromancer Spells/Day (Levels 0-19): 4/15/15/14/14/14/14/13/13/13/13/5/5/4/4/4/4/3/3/3/3; base DC 29 + spell level, 44 + spell level for Necromancy spells. In his realm, the DCs are 48 + spell level, 75 + spell level for Necromancy spells. Orcus casts spells as a 65th level caster, except for Necromancy spells, which he casts as a 77th level caster. Orcus has access to all Necromancy spells from the divine spell list. Possessions: Orcus has access to any item of lesser artifact status that he wishes to have, but he always carries his malefic scepter, the Wand of Orcus. ________________________________________ _________________________________ Wand of Orcus – Orcus is most infamous for his malefic scepter, a black, skull tipped rod of obsidian with eerily glowing eyes. It is a +8 consumptive light mace of unholy power. This terrifying artifact has the following powers when in the Prince’s hands: -Functions as a rod of nightmares and rod of restless death. -Any creature that touches the wand without Orcus’ permission dies instantly without a saving throw. If Orcus were to die, this ability would no longer be active. -Three times per day, the wand may project a ray of death. Any living creature within 600 ft. that has less than 160 Hit Dice must succeed at a Will save (DC 85) or die. A successful save deals 3d6 + 60 points of damage. -Bestows a +10 resistance bonus to Armor Class and saving throws. -Finally, the wand allows use of the following spells at will - animate dead, blade of pain and fear, cause fear, chill of the grave, death knell, desecrate, fangs of the vampire king, magic circle against good, protection from good; Six times per day – awaken undead, create undead, death ward, dispel good, revive undead, slay living, unholy blight, wither limb; Three times per day – avascular mass, avasculate, blasphemy, create greater undead, destruction, summon monster IX, unholy aura, wail of the banshee. |
| varyar06-30-06, 06:10 PM | Can someone kindly (re)post Grumbar's stats? Please and thank you! |
| Death_Bunny600007-03-06, 05:44 PM | Just to note: I searched for Leira stats here and everywhere on this entire board; none to speak of. I'd like to request a (re?) post of Leira's stats. Thanks. |
| InfiniteMobius08-08-06, 02:10 PM | I was wondering if either Tebryn14 , or Jorda could do some of the old Greek Titans. Promethius, Epimethius,Cronos, ect..... Stuctured towards D&D, obviously. This would be highly appericated, as i currently need some for a campaign. Thanks. |
| Rex42x5708-17-06, 12:27 AM | Edit: Solved. |
| Valgard08-20-06, 01:02 PM | I'd like info about the divine status of every draconic deity on Toril. I have the Cult Of The Dragon book from 2nd Ed and their divine stati differ from the ones in 3.5 Ed Draconomicon (non-FR) and the (in)famous Monster Deities table from Faiths And Pantheons (supposedly FR-canon). Also, I'd like more info about the draconic deities Kereska and Zorquan, mainly, status (see above), portfolio (if it's longer than the one in Cult Of The Dragon), worshipers, domains and favored weapon. If someone is interested in making their stats, I say no problemo. |
| Bionisam09-04-06, 01:20 PM | Can I get some info on Huitzilopotchli please? Someone told me Huitzilopotchli is the Aztec God of Sun and War, if that helps any. |
| JollyRotten09-04-06, 08:01 PM | I have a question about copyright on this thread I would like to use some of the information here on my website Basically I don't use either the D&D planes or Gods on my site but what I would like is to use the stats for alot of the mythological gods stated here and credit the owners. I read that this is cool if somone would not have to buy the book to download the material. As I'm not using official material ie D&D Gods which I guess is only avalible in D&D books. Is it cool for me to do this?? |
| die11-19-06, 04:20 PM | QUETZALCOATL The Feathered Serpent Intermediate Diety Symbol: Feathered serpent with wings Home Plane: Prime Material Alignment: Chaotic Good Portfolio: Air, Wisdom Worshipers: Any Good Alignment Cleric Alignments: CG and NG Domains: Chaos, Good, Air, Knowledge, Craft Favored Weapon: none (he is a snake dude) Quetzalcoatl is known as the feathered serpent, god of the wind and wisdom, a teacher of the peaceful arts. His omens and portents include wind storms, the presence of birds and whispering voices. He was driven from his home valley by a rival god and swore to return in 500 years. He appears as a large flying serpent covered with green feathers. Dogma He expects his worshippers to fight when he returns and to be skilled in the arts of peace as well as war. Clergy and Temples His priests are charged with preparing for his return, recruiting worshippers in wilderness areas, infiltrating key goverment posts and gathering weapons, armor and supplies. Quetzalcoatl Fighter 20/Cleric 20 Large-Size Outsider Divine Rank: 15 Hit Dice: 20d8+180 (outsider) plus 20d8+180 (Clr) plus 20d10+180 (Ftr) (1,060 hit points) Initiative: +19 (+15 Dex, +4 Improved Initiative) Speed: 80 ft., fly 180 ft. perfect AC: 80 (-1 Size, +15 Dex, +15 Divine, +28 Natural, +11 Feathers & Snakeskin, +12 Deflection) Attacks: +67/ +67/ +62/ +57/ +52 melee Damage: Bite 1d8+15/20/x2, Constrict 3d8+15/20/x2 Face/Reach 5 ft. by 5 ft./ 10 ft. Special Attacks: Constrict (str check vs 40 or pinned), domain powers, salient divine abilities, spell-like abilities, turn undead 13/day. Special Qualities: Divine immunities, DR 95/+4, fire resistance 35, understand read/speak any language to any being within 15 miles, remote communication, godly realm, godly realm, teleport without error at will, plane shift at will, SR 67, Divine Aura (1,500 ft. DC 35), Saves: Fort +56, Ref +62, Will +64 Abilities: Str 40, Dex 40, Con 29, Int 40, Wis 45, Chr 35 Skills: Climb +25, Craft(all) +80, Knowledge (religion) +25, Listen +50, Profession (farmer) +50, Search +50, Spot +80 Feats: Alertness, Combat Reflexes, Divine Might, Dodge, Expertise, Improved Initiative, Mobility, Superior Expertise, Weapon Focus (bite) Divine Immunities: standard divine rank 15 immunities Salient Divine Abilities: Alter Size, Area Divine Shield, Clearsight, Divine Air Mastery, Divine Blessing (wisdom), Divine Storm, Divine Shield, Extra Domain (Chaos), Extra Domain (Crafts), Increased Damage Resistance x3, Increased Spell Resistance, Know Secrets, Master Crafter. Domain Powers: 15/day Spell-Like Abilities: Caster Level 25, DC 37 plus spell level Cleric Spells/Day: 6/11/10/10/10/10/8/8/8/8; base DC 25 + spell level Possesions: None Other Divine Powers Senses: standard divine Portfolio Sense: standard divine Avatars Quetzalcoatl has no standard avatars, coatls do his bidding :hides: Dragon #352 has some much better stuff on Quetzalcoatl |
| varzil11-30-06, 01:00 PM | Hi everybody, I need to build an avatar of tiamat anytime soon. is there already a version done?? btw. thats a really good job on these deities :clap: thx. |
| Dastari12-16-06, 11:17 PM | The way this thread works is simple * If you want some stats post your request here * If you have an answer to a request or you have some stats of your own work, post it here * I will keep a list of deities covered so far and what page of this topic to find the information as an index list here in the first post I'm hoping that this means that you don't mind if someone reposts on a deity that has already been covered. I looked over what was here for Bahgtru in the orc pantheon and decided that it could use an update. First, because several new books have come out since that original post with extra feats and secondly because since that post was made the list of Greyhawk deities has been released with Bahgtru's portfolio and domains. Primarily I have used the Living Greyhawk Deities 2.0 and The 2nd Edition Monster Mythology book for my information. I have also used some internet sources to flesh things out and put in some of my own conjecture. For instance, Bahgtru is often described with spiked gauntlets and studded leather armor but other sources say that he wears no weapons or armor. I have tried to reconcile these accounts here. Let me know if this is appropriate as I will probably be posting again: Bahgtru Lesser Deity Symbol: Broken Thigh Bone Home Plane: Acheron (Nishrek) Alignment: Chaotic Evil Portfolio: Strength, Stupidity Worshipers: Orcs, half orcs Cleric Alignments: CE, CN, NE Domains: Chaos, Competition, Courage, Destruction, Evil, Strength Favored Weapon: Spiked Gauntlets Bahgtru appears as a gigantic orc, hugely muscular, with dirty tan skin and dull green eyes; the tusks, which protrude on either side of his mouth, are white from bone-gnawing. He wears heavily studded leather armor and spiked gauntlets. He is often known as “The Leg Breaker”. This and his symbol derive from a battle when he slew a huge multi-legged reptile from another world by breaking all of its legs. He is often described as “awesomely stupid” by those who do not venerate him due to the fact that he has an extraordinarily low intelligence, especially for a deity. Dogma Bahgtru believes in survival of the fittest and believes that physical strength is the only determining factor in whether or not one is fit. He detests strategy and planning which often puts him into conflict with Ilneval and to a lesser extent, Shargaas. Bahgtru covets the position of first lieutenant to Gruumsh amongst all orc gods and believes that all orcs should worship himself and Gruumsh leaving all other orc gods in the shade. He scorns magic, weapons, and armor but can be convinced during major deity battles to wear spiked gauntlets and studded leather armor. Clergy and Temples Bahgtru’s clerics strive to dominate their clans and to promote the worship of Bahgtru as the only god except for Gruumsh. They keep themselves in perfect physical shape by applying the most difficult strength and stamina exercises that they can think of. They teach young orcs and instruct them in how to keep fit. They encourage clan rivalries, always attempting to convert other clans to Bahgtru’s cult. They wear loincloths during holy ceremonies and most other occasions although they are permitted to wear spiked gauntlets and studded leather armor during warfare. Temples to Bahgtru only exist on the sites of major orc victories. Each temple has areas set aside for wrestling or other tests of physical strength. Many keep large, vicious predators for the faithful to pit their strength against. Holy days to Bahgtru are always the anniversary of battle days and the bones of orcish enemies are sacrificed to him on those days and before battle. His holy animal is the ox. Barbarian 40 Medium-Size Outsider (Chaotic, Evil, Orc) Divine Rank: 10 Hit Dice: 20d8 + 280 (outsider) plus 40d12 + 560 (Barbarian) + 3 (Toughness) (1,483 hp) Initiative: +7 Speed: 70ft. AC: 60 (+7 Dex, +10 Divine, +23 Natural, +8 armor [+5 invulnerable moderate fortification studded leather armor], +2 Deflection), touch 29, flat footed 53 Base Attack/Grapple: +40/+35/+30/+25 / +104 Attack: +5 Mighty Cleaving Anarchic Unholy Spiked Gauntlets +88/+83/+78/+73 melee (1d4+40); Unarmed Strike +83/+78/+73/+68 melee (1d3+35); or spell-like ability +75 melee touch or +57 ranged touch. Full Attack: 2 Gauntlets +86/+81/+76/+71 each gauntlet (1d4+40 primary, 1d4+27 off-hand), or 2 fists +81/+76/+71/+66 each fist (1d3+35 primary, 1d3+22 off-hand). Space/Reach: 5ft/5ft Special Attacks: Rend 2d4+52, domain powers, salient divine abilities, spell-like abilities. Special Qualities: Darkvision 60ft., light sensitivity, DR 20/Epic, DR 12/-, Fire Resistance 15, Spell Resistance 42, understand, speak, and read all languages, and speak directly to all beings within 10 miles, remote communication, godly realm, teleport without error at will, plane shift at will, fast movement, mighty rage 11/day, uncanny dodge, improved uncanny dodge, trap sense +13, immortality, Divine Senses, Portfolio Sense, Automatic Actions, Create Magic Items (related to strength and stupidity only), divine aura (1,000 ft., DC 22). Saves: Fort +56, Ref +49, Will +46 Abilities: Str 61, Dex 25, Con 38, Int 8, Wis 18, Cha 14 Skills*: Climb +85, Handle Animal +23, Intimidate +75, Jump +85, Listen +34, Ride +39, Survival +34, Swim +84. * Can always take a 10 on skill checks. Feats: Cleave, Destructive Rage, Earth’s Embrace, Epic Prowess, Epic Weapon Focus (Fist), Epic Weapon Focus (Spiked Gauntlet), Extend Rage, Great Cleave, Greater Two Weapon Fighting, Improved Bull Rush, Improved Grapple, Improved Overrun, Improved Sunder, Improved Two Weapon Fighting, Improved Unarmed Strike, Instantaneous Rage, Perfect Two Weapon Fighting, Two Weapon Rend, Power Attack, Powerful Charge, Reckless Charge, Terrifying Rage, Thundering Rage, Toughness, Two Weapon Fighting, Weapon Focus (Fist), Weapon Focus (Spiked Gauntlet). Divine Immunities: Immunity to polymorphing; transmutation; or any attack which alters form, immunity to energy drain; ability drain; and ability damage, immunity to mind-effecting effects, immunity to electricity; cold; and acid, immunity to disease; poison; stunning; sleep; paralysis; and death effects, immunity to banishment; binding; dimensional anchor; dismissal; imprisonment; repulsion; soul bind; temporal stasis; trap the soul; and turning or rebuking effects. Salient Divine Abilities: Alter Size, Avatar, Divine Armor Proficiency, Divine Blessing (Strength), Divine Rage, Divine Weapon Focus (Fist), Divine Weapon Focus (Spiked Gauntlet), Divine Weapon Specialization (Fist), Divine Weapon Specialization (Spiked Gauntlet), Indomitable Strength, Sunder and Disjoin, Wound Enemy. Domain Powers: Cast chaos spells at +1 caster level, +1 bonus to all opposed checks you make, aura of courage to all allies within 10 feet, granting them a +4 morale bonus to saves against fear, smite 10/day (+4 to attack and +10 to damage), cast evil spells at +1 caster level, +10 to strength for 1 round 10 times per day. Spell-Like Abilities: Bahgtru uses these abilities as a 20th level caster, except for chaos and evil spells, which he uses as a 21st level caster. The save DC’s are 22 + spell level. Aid, Animate Objects, Bigby’s Clenched Fist, Bigby’s Crushing Hand, Bigby’s Grasping Hand, Blasphemy, Bull’s Strength, Chaos Hammer, Cloak of Bravery, Cloak of Bravery (Greater), Contagion, Create Undead, Desecrate, Dispel Good, Dispel Law, Disintegrate, Divine Power, Earthquake, Enlarge Person, Harm, Heroes’ Feast, Heroism, Heroism (Greater) Inflict Critical Wounds, Implosion, Inflict Light Wounds, Inflict Light Wounds (Mass), Lion’s Roar, Magic Circle Against Good, Magic Circle Against Law, Magic Vestment, Moment of Prescience, Prayer, Protection from Good, Protection from Law, Regenerate, Remove Fear, Righteous Might, Shatter, Spell Immunity, Stoneskin, Summon Monster IX (as chaos or evil spell only), Unholy Aura, Unholy Blight, Valiant Fury, Visage of the Deity (Greater), Word of Chaos, Zeal, Zealot Pact. Uncanny Dodge (Ex): Bahgtru can react to danger before his senses would normally allow him to do so. He retains his dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his dexterity bonus to AC if immobilized. Improved Uncanny Dodge (Ex): Bahgtru cannot be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack Bahgtru unless he has at least forty-four rogue levels. Trap Sense (Ex): Bahgtru has an intuitive sense that alerts him to danger from traps giving him a +13 bonus on Reflex saves made to avoid traps and a +13 dodge bonus to AC against attacks made by traps. Mighty Rage (Ex): The following changes are in effect as long as Bahgtru rages: AC 58; hp 1,723; Atk +92/+87/+82/+77 melee (1d4+44, +5 Mighty Cleaving Anarchic Unholy Spiked Gauntlets), Atk +87/+82/+77/+72 (1d3+39, Unarmed Strike), Grpl +108; SV Fort +60, Will +50; Str 69, Con 46; Climb +89, Jump +89, Swim +88. While Bahgtru is raging, any enemy that views him must make a will save opposed by his intimidate check or become panicked if they have fewer hit dice than Bahgtru or shaken if they have hit dice equal to or up to twice Bahgtru’s for 4d6 rounds. Any weapon that Bahgtru wields while raging (even his fist) is considered a thundering weapon. The fortitude save to resist deafness is DC 30. Bahgtru’s rage lasts for 26 rounds, but he does not become fatigued afterward although he cannot rage again during the encounter that he is currently in. Bahgtru can enter a mighty rage 11 times per day and can enter a rage when it isn’t his turn. Divine Rage (SDA): The following changes are in effect as long as Bahgtru is in a divine rage: AC 55; hp 1,783; Atk +93/+88/+83/+78 melee (1d4+45, +5 Mighty Cleaving Anarchic Unholy Spiked Gauntlets), Atk +88/+83/+78/+73 (1d3+40, Unarmed Strike), Grpl +109; SV Fort +61, Will +51; Str 70, Con 47; Climb +90, Jump +90, Swim +89. Bahgtru can only enter a divine rage when he has been struck. He can only enter a divine rage 10 times per day and each use counts against his rage uses for the day. Bahgtru can change from a mighty rage to a divine rage if struck while in rage but this counts as an additional rage use for the day. While in a divine rage, Bahgtru can make one additional attack at his highest base attack bonus with each hand. The rage lasts for one hour or unless Bahgtru chooses to end it. In all other ways the divine rage is like a mighty rage. Possessions: Bahgtru wears the Foeshredders, +5 Mighty Cleaving Anarchic Unholy Spiked Gauntlets that allow him to increase his rending ability. These gauntlets enhance his two-weapon rend feat so that when he rends with his gauntlets he does damage equal to both gauntlets as well as one-and-a-half times his strength bonus. Senses: Bahgtru can see (using normal vision or darkvision), hear, touch, and smell at a distance of 10 miles. Bahgtru can speak to any of his worshippers or anyone within 10 miles of a site dedicated to him or within 10 miles of a stature or likeness of himself. The form of this communication can either be a telepathic message that only the receiver can hear or it can issue from the ground, air, or any object of Bahgtru’s choosing. In the latter case anyone within earshot of the sound can also hear it. Bahgtru can instead choose to send a manifestation or omen which usually takes the form of a splitting headache, colloquially known as “Bahgtru’s Pat”. This power can cross planes or penetrate any barrier. This is a free action that Bahgtru can maintain until he chooses to stop. Bahgtru can keep up five communications at one time. He can block the sensing power of deities of his rank and lower at up to two remote locations at once as well as within 1 mile of himself for up to 10 hours. Portfolio Sense: Bahgtru senses anything regarding orc strength or stupidity that involves 500 or more people. Divine Aura: Bahgtru can choose to project an aura out to a radius of 1,000ft. effecting all mortals and deities of a lesser divine rank in that area. Changing the radius of the aura is a free action. Bahgtru can make chaotic or eveil beings, his own worshippers, or both tpes of individuals immune to the effect as a free action. The immunity lasts for one day or until he dismisses it. Once affected by the aura power, creatures remain effected as long as they remain within the aura’s radius. Bahgtru can choose from the following effects: Daze: Affected beings just stare at Bahgtru in fascination. They can defend themselves normally but can take no actions. Fright: Affected beings become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks. The mere glance or gesture from Bahgtru makes them frightened, and they flee as quickly as they can, although they can choose the path of the flight. Resolve: Bahgtru’s allies receive a +4 morale bonus on attack rolls, saves, and checks, while Bahgtru’s foes receive a -4 morale penalty on attack rolls, saves, and checks. Godly Realm: Stronghold is Bahgtru’s fief on Nishrek, the home of the orcs on Avalas the first layer of the Infernal Battlefield of Acheron. Stronghold covers a one-mile radius and the entire purpose of this realm is to hone Bahgtru’s strength. Great furrows have been gouged into the ground whilst huge mountains have been created from the resultant rubble. Some of this rubble remains rocky while other points are smoothed. Great rivers flow through the area at raging fast speeds as the water falls from high to low levels over many steps. Bahgtru’s petitioners and servants work tirelessly remaking the landscape on an endless basis so that Bahgtru may have newer and greater tests of strength each day. Additionally, Stronghold has portals to all other planes. Bahgtru established these so that he could bring the strongest creatures from other realms to Stronghold so that he could test them in battles of strength. To this day, Bahgtru has never lost a fight. His most loyal petitioners and fiendish orc servants are given the privilege of finding such creatures and bringing them to Stronghold. If these are destroyed before they can accomplish their task, Bahgtru sends an avatar. The avatar has only failed once and in that case Bahgtru went to battle the beast himself. It is this beast that he destroyed with his bare hands and thus gained his holy symbol. Automatic Actions: Bahgtru can make any strength check or any check regarding a strength based skill with a DC of 20 or less as a free action. He can make five such free actions in a single round. Create Magic Items: Bahgtru can create magic items related to strength or stupidity if their maximum market value is less than or equal to 30,000gp and he has all necessary prerequistes for the item (aside from an item creation feat). Avatars: Bahgtru’s avatars appear as gigantic orcs, hugely muscular, with dirty tan skin and dull green eyes; the tusks, which protrude on either side of their mouths, are white from bone-gnawing. Unlike their progenitor, Bahgtru’s avatars always wear spiked gauntlets and studded leather armor. Also, unlike their progenitor they use their alter size ability so that their default size is always huge although they can grow larger if necessary. Bahgtru almost never sends his avatars to other planes except as scouts to determine if a foe is worthy as a test of strength to him and then to bring such a foe to him. He will also send his avatars at the bidding of Gruumsh or Luthic. Otherwise he is to stupid to know when or how to send his avatars to effect orc interests on other planes. Avatar of Bahgtru: As Bahgtru except Divine Rank 5. AC 48 (touch 22, flat-footed 41); Atk +5 Mighty Cleaving Anarchic Unholy Spiked Gauntlets +83/+78/+73/+68 melee (1d4+35, Unarmed Strike +74/+69/+64/+59 melee (1d3+25), Grpl +99 or spell-like ability +70 melee touch or +52 ranged touch; DR 15/epic; Fire Resistance 10; SR 37; understand, speak, and read all languages, and speak directly to all beings within 5 miles; divine aura (50ft, DC 17); SV Fort +51, Ref +44, Will +41; all skill totals are reduced by 5. Salient Divine Abilities: Alter Size, Divine Armor Proficiency, Divine Rage, Divine Weapon Focus (spiked gauntlet), Divine Weapon Specialization (spiked gauntlet), Indomitable Strength. Spell-Like Abilities: Caster lever 15 except for chaos and evil spells which have a caster level of 16. The save DC’s are 17 + the spell level. Mighty Rage: The following changes are in effect as long as Bahgtru’s avatar rages: AC 46; hp 1,723; Atk +87/+82/+77/+72 melee (1d4+39, +5 Mighty Cleaving Anarchic Unholy Spiked Gauntlets), Atk +78/+73/+68/+63 (1d3+29, Unarmed Strike), Grpl +103; SV Fort +55, Will +48; Str 69, Con 46; Climb +84, Jump +84, Swim +83. In all other ways this rage is like Bahgtru’s mighty rage. Divine Rage: The following changes are in effect as long as Bahgtru’s avatar is in a divine rage: AC 41; hp 1,783; Atk +88/+83/+77/+73 melee (1d4+40, +5 Mighty Cleaving Anarchic Unholy Spiked Gauntlets), Atk +79/+74/+69/+64 (1d3+30, Unarmed Strike), Grpl +104; SV Fort +56, Will +48; Str 70, Con 47; Climb +85, Jump +85, Swim +84. In all other ways this is like Bahgtru’s divine rage except that an avatar can only enter this state five times per day. |
| Zacharia02-05-07, 03:40 PM | I did not see any mention of the draconic deity Hlal, or I might have missed it? could somone post about Hlal in the forgotten realms format? since I have a half-dragon that will follow the deity I figure I can use all the information I can get ^_^ |
| ZiggZagg02-05-07, 04:01 PM | I just went through and picked up a few stats for the Dragon gods Garyx and Falazure for my campaign. (Thanks by the way. Awesome job) My only question is why do you feel Garyx is more powerful than Tiamat herself? I mean she is the God of all Chromatics, so shouldn't she be over Garyx? |
| phaaf_glien03-04-07, 05:44 PM | Greetings all. I am a 2nd edition DM, and I am very impressed with the work you have all done compiling this list and statistics of the powers. As a 2nd edition DM however, I am without real statistics for the gods themselves (not their avatars) in 2nd edition terms, and therefore I would be very grateful if anyone of you might give statistics for a greater power, and, if possible, a quasi-power, such as one of the tanar'ri lords (Lupercio in particular). If this is too much to ask, a guestimation of a greater power and quasi-power's hit dice, hit points, AC, THACO, weapons, damage adjustments and other basic stats in 2nd edition terms would also be much welcomed. I am running a campaign where it might be useful for me to be familiar with these items... Lupercio might be one of the final villains for the whole campaign... but I must know how powerful he really is (I have been unable to find meaningful 2nd edition statistics for him. Again, if any of you could help, I would be very grateful. Great work all... this thread is fascinating. |
| Quarion Silverfrond07-16-07, 02:50 PM | By any chance could someone post the stats for Naralis Analor. Just the things a i need to use her as a patron diety. |
| Kursk07-16-07, 08:19 PM | Ok, dont know if this has been asked, but are there any ways to get any info on Ao or the Lady of Pain...if yopu had stats it would be awesome. Thank you Just a really high Bluff skill is all. |
| Jorda_The_Knight07-16-07, 08:29 PM | Wow, this thread is STILL alive? Awesome :D |
| elvencloud07-26-07, 01:35 AM | Not to be a bother, but can you guys do Amon? the forgotten deity? thanks. |
| RAGNAROKISCOMING200708-07-07, 12:28 AM | Japanese Mythology Susanoo Susa-no-O-no-Mikoto, Susa-no-O, Susanowo, Raging Storm Symbol: Murakumo planted in a storm cloud or Kusanagi brimming in lightning Home Plane: The Palace of Storms (Limbo) Alignment: Chaotic Good Portfolio: chaos, rain, storms, thunder, serpents Worshippers: samurai, clerics, barbarians, rangers, good dragons Cleric Alignment: CN, CG Domains: chaos, good, storm, ocean Favored Weapon: nodachi (kusanagi) and pronged sword(murakumo) Susanoo Divine Rank:17 medium outsider (chaotic ,good, extraplanar) HD: 25d10(samurai)+ 275 + 20d8(ranger)+ 220 + 20d8(monk)+ 220 (1285 hp) Initiative: +21(13 + 8 superior initiative) Speed: 60ft. AC: 98 (+20 dex +16 deflection bonus +0 size +17 DvR+ 20 natural+4 monk) touch armor 61 flat-footed 72 BAB/ Grapple: +65/+80 Attack: + 8 nodachi (Murakumo)+96(4d8 +65 + 3d6 electric/17-20/x3 +9d6 electric), + 8 pronged sword(Kusanagi)+110(5d8+ 65+ 3d6 electric/18-20/x3 + 9d6 electric), unarmed+85(5d6+ 55), or + 60 ranged touched Full attack: + 8 nodachi (Murakumo)+96/+91/+86/+81/+76(4d8 +65 + 3d6 electric/17-20/x3 +9d6 electric), + 8 pronged sword (Kusanagi) +110/+105/+100/+95 (5d8+ 65+ 3d6 electric/18-20/x3 + 9d6 electric), unarmed+85/+85/+85/+80/+75/+70 (5d6+ 55), or + 60 ranged touched Space/reach: 5ft/5ft Special attacks: Alter reality, domain powers, spell-like abilities, salient divine abilities, travel, favored enemy( dragons), kiai smite20/day, stare down, mass stare down, ki strike(adamantine), quivering palm, flurry of blows Special qualities:darkvision 120ft, DR 40/ epic and adamantine, fast healing 32, frightful presence, Divine aura (DC 43, 17 miles), divine immunities, a resistance , immortality, spell resistance, acid resistance 37, fire resistance 37, fast movement, still mind, purity of body, wholeness of body, diamond body, diamond soul, slow fall(any distance), timeless body, empty body, perfect self, SR 81 Saves: fort+66, ref+77, will+61 *Susanoo receives a +17 bonus on all saving throws Abilities: str43 dex50 con33 int35 wis37 cha42 Skills: appraise+68, balance+88, bluff+66, climb+73, concentration+90, craft+75, diplomacy+82, handle animal+80, heal+66, intimidate+70, jump+92, knowledge (arcana) +83,knowledge(nature)+77, listen+68, speak language+76, spellcraft +61, survival+75, swim+66, tumble+80, wilderness lore+80 Feats: acrobatic, agile, alertness, animal affinity, athletic, combat expertise, improved disarm, improved trip, whirlwind attack, combat reflexes, dodge, mobility, spring attack, improved initiative, improved unarmed strike, stunning fist, power attack, cleave, great cleave, weapon proficiency(nodachi), weapon proficiency(pronged sword) , weapon Focus (nodachi), weapon specialization (nodachi), weapon focus (pronged sword), weapon Specialization (pronged sword), greater weapon focus (nodachi), greater weapon specialization (nodachi), greater weapon focus (pronged sword), greater weapon specialization (pronged sword) Epic feats: blinding speed, improved combat reflexes, improved ki strike, improved stunning fist, improved whirlwind attack, superior initiative, epic weapon focus (nodachi), epic weapon specialization (nodachi), epic weapon focus (pronged sword), epic weapon specialization (pronged sword), Environment: The Palace of Storms (Limbo) or Tengoku Organization: unique CR: 71 Treasure: quadruple standard, Kusanagi ,Murakumo, crown of Orochi Alignment: chaotic good Storm clouds gather in the sky overhead. Seconds later, a huge flash of lightning strikes the ground. Just then you see a tall Japanese man with long, wild, black hair. He is handsome and dressed in platinum samurai armor of elaborate design. Upon his head rests a crown of peculiar-shaped horns. In his hand, he holds a massive pronged sword. This is no doubt, Susanoo, the god of chaos and storms. Susanoo is known for his rages. It was because of his rage that he was banned from Tengoku, the Japanese heaven. He is the brother of Amaterasu, the Sun Goddess, and Tsukiyomi, the God of the Moon. Long before he was exiled, Susanoo was probably the must respected out of all deities. One thing, however, ruined his good image. It was his rage. Whenever things didn’t go his way he flew into a rage, destroying anything in site. For this, Izanagi ordered Susanoo to leave Tengoku until he could control his anger. Susanoo flew into an incredible rage. He hurled lightning across the heavens, killing good creatures and deities alike. Only Amaterasu had enough power to push him out of heaven. She succeeded in stripping Susanoo of his divine power and hurled him to earth . Ashamed of her brother, she retreated to a cave and hid herself, putting the world in darkness. Years later, she emerged from the cave and brought light to the world once more. Meanwhile, stripped of his powers, Susanoo roamed the earth performing good deads trying to get Amaterasu to forgive him. It would be many years before Susanoo performed his greatest deed, saving a princess and slaying Orochi. He battle this creature for 8 days and finally slayed the evil serpent. From its tail he pulled out the Kusanagi.Amaterasu finally accepted her brother, and gave him his divine powers back. However, he could not return to Tengoku because the other deities did not trust him. But Amaterasu managed to get the deities to allow him to visit whenever he wanted. He now resides in Limbo in his Palace of Storms. Whenever Tengoku is in trouble, he is there to lend a hand. Divine abilities Alter Reality: Susanoo’s divine power grants him the following benefits: Susanoo can use the wish spell to duplicate any spell or supernatural effect related to his portfolio. This ability costs Susanoo no XP, and requires a standard action to implement. Susanoo can use Alter Reality to cast any cure spell at will as a standard action. Susanoo has unrestricted access to the Alter Size salient divine ability. Immunities: Susanoo is immune to polymorphing, petrification, or any other attack that alters his form. He may change his own form, though. He is immune to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). He is immune to electricity and sonic energy. Susanoo is also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration, as well as, banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. Domain powers: Susanoo can use any domain power 17 times per day as a 17th level caster. Chaos-Susanoo can cast chaos spells at +1 caster level. Good-Susanoo can cast good spells at +1 caster level. Ocean- Susanoo can breath under water. Storm-electric resistance 5. Divine Aura (Ex): Susanoo’s mere presence can deeply affect mortals and beings of lower divine rank. Susanoo’s divine aura extends 17 miles around him. Odin chooses the size of the radius and can change it as a free action. If Susanoo chooses a radius of 0 feet, his aura power effectively becomes non-functional. Susanoo can make his own worshipers, beings of his alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day or until he dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura’s radius. Susanoo can choose from the following effects each round as a free action: —Daze: Affected beings just stare at Susanoo in fascination. They can defend themselves normally but can take no actions. —Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from Susanoo makes them frightened, and they flee as quickly as they can, although they select the path of their flight. —Resolve: Susanoo’ s allies receive a +4 morale bonus on attack rolls, saves, and checks, while his foes receive a –4 morale penalty on attack rolls, saves, and checks. All divine aura effects are mind-affecting abilities. Mortals and other deities of lower rank can resist the aura’s effects with successful Will saves; the DC is 43. Susanoo is immune to the auras of others of equal or lower rank. Any being that makes a successful saving throw against Susanoo’s aura becomes immune to that aura power for one day. Travel: Susanoo can use greater teleport as a spell-like ability at will, as the spell cast by a 20th-level character, except that he can transport only himself and up to 1700 pounds. Susanoo can also use greater planeshift as a spell-like ability at will, as the spell cast by a 20th-level character, except that he can only transport himself and up to 100 pounds of objects. Immortality: Susanoo is naturally immortal and cannot die from natural causes. He does not age, and he does not need to eat, sleep, or breathe. He is not subject to death from massive damage. The only way for Susanoo to die is through special circumstances, usually by being slain in magical or physical combat. He risks permanent destruction if slain on his home plane and if the attacker succeeds in a rank check. Otherwise, he reforms within hhis divine realm after one year per hit die. Other Divine Powers Susanoo automatically receives a “20” on any attack roll, check, or save. Susanoo inflicts the maximum possible numeric value for all attacks and effects. Susanoo and does not treat the roll of a “1” on a d20 as an automatic failure. Senses- Susanoo can see, hear, touch, and smell at a distance of 17 miles. As a standard action, he can perceive anything within 17 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for up to 17 hours. Portfolio Sense: Susanoo senses all storms, serpents, and any event involving one of chaotic alignment, the instant it happens and 17 weeks into the past and the future. Automatic Actions: Susanoo can take any free action if the DC for the task is 30 or lower. He can perform up to 20 such free actions each round. Create Magic Items: Susanoo can create any kind of magic item. combat: Susanoo’s natural weapons and any weapon he wields are treated as epic , good, and adamantine weapons for the purpose of overcoming damage reduction. Spell-Like Abilities: Susanoo can use any domain spell he can grant as a spell-like ability at will. His effective caster level for such abilities is 65. Susanoo receives a +17 bonus on all his caster level checks.The saving throw DC for such abilities is 53 + the spell’s level. At will- detect law, detect evil, protection from law, protection from evil, invisibility purge, alter self, chaos hammer, clairaudience/clairvoyance, cure critical wounds, dispel evil, dispel law, freedom of movement, fly, protection from evil, protection from law, magic circle against evil, magic circle against law, wind wall, word of chaos, cloak of chaos, greater dispel magic, chain lightning,heal, bull’s strength, cat’s grace,banishment, control weather, ball lightning 6/day-storm of vengeance Salient Divine Abilities: Alter Form, Alter Reality , Alter Size, Clearsight, Divine Battle Mastery, Call Creatures (good dragons), Clearsight, Divine Battle Mastery, Divine Blast, Divine Fast Healing, Divine Shield, Divine storm, Energy Burst(electric), Energy Storm (electric), Shiftform, Stride, Wave Of Chaos, The Storm That Shook The Earth(SDA), Bolt of Susanoo(SDA), Storm of Fury(SDA) The Storm That Shook The Earth(SDA): Susanoo stabs his sword into the ground with great force raising bolts of lighting from the ground. The ability deals 30d8 damage. Half the damage is electric the other is divine. In lightning bolts spread out in a 120ft. radius. Reflex DC is equal to 15+ ½ HD +cha bonus. If successful the victim takes half damage. Can be used 10/day every 1d6 rounds. Chaos Bolt of Susanoo(SDA): Susanoo gathers divine energy in his hand and launches it at his foe in the form of a bolt. It deals 20d8 divine damage. Reflex DC is equal to 15+ ½ HD +cha bonus(63). If successful the victim takes half damage. Evil foes hit by this bolt must then succeed on a will save (DC (58) 10+ ½ HD+ cha bonus) or their alignment switches to chaotic good and they become fanatic followers for Susanoo. This effect lasts until the end of the battle or until the creature dies. After the effects wear off at the end of the battle, the effected creature must succeed a fortitude save (DC (58) 10+ ½ HD + cha bonus) or die. Can be used 17/day every 1d8 rounds. Storm of Fury(SDA): Susanoo forms a storm cloud overhead. He stands upon it and hurls bolts of lightning at his victims. Reflex DC (10+ ½ HD) (42) (no damage). He hurls 10 bolts per round for 5 rounds which means the victim must succeed on 10 reflex saves. Each bolt deals 3d8 points of divine damage. Can be used 10/day every 2d6 rounds. Equipment: Murakumo : This sword appears as a nodachi with a handle that has a platinum dragon design coiling around it. This is a + 8 lightning blast, keen, mighty cleaving, speed nodachi. This sword deals 96 points of damage plus 3d6 lightning damage (or triple that on a critical hit). also Susanoo can also release a wave of lightning bolts in a 60ft cone dealing 20d6 points of electric damage. Reflex DC (50) (10+ ½ HD + 8 enhancement bonus) half damage. (major artifact) Kusanagi : Susanoo pulled this sword from the tail Orochi,an 8 headed dragon. This sword appears a greatsword with a 4 prongs jutting out of both sides. The handle appears as a collection of 8 draconic tails twisted to form a handle. This is a +9 lightning blast, keen, mighty cleaving, surestriking pronged sword. It deals 110 points of damage plus 3d6 lightning damage (or triple that on a critical hit). It has the ability to kill dragons or other reptilian creatures instantly if they fail a will save(DC (58) 10+ ½ HD+ cha bonus), this ability comes into effect on every successful critical hit. The prongs on the sword can also shoot rays of energy.(1 at a time) Susanoo can control which one to use. Using this ability counts as a full action. Reflex DC (10+ ½ HD) (42) (no damage). (major artifact) -red ray- 60ft line of 10d8 fire damage -blue ray- 60ft line of 10d8 electric damage -green ray- 60ft line of 10d8 acid damage -white- 60ft line of 10d8 holy damage -black- 60ft line of 10d8 unholy damage -golden-brown- 60ft line of 10d8 earth(bludgeoning) damage -light blue- 60ft line of 10d8 cold damage -wind ray- 60ft line of 10d8 wind(slashing) damage Crown of Orochi: this item appears to be made of 8 antlers when in actuality they are the horns of Orochi. When Susanoo wears this crown he gains a +20 sacred bonus on animal affinity, diplomacy, handle animals, intimidate , and ride skill checks when dealing with dragons.(minor artifact) |
| The Ubbergeek10-08-07, 07:44 PM | Missed it, but is there the Vedic/hinduist god Agni among the list? |
| Willis_G10-24-07, 01:35 PM | Does anyone have the stats for Leira, the Lady of Mists or a link to the old thread? |
| Shondoa11-24-07, 12:24 PM | Well I looked through the first page list and couldn't find him... Do you have stats on Zuoken? (Psionic Demigod from EPH, he's also listed as a Greyhawk deity in CDv) |