Far Realm Gods/God-like Beings [Archive] - Wizards Community

Post/Author/DateTimePost
R.M.G.C.L.F.

10-28-03, 09:34 PM
There are numerous references to various beings of god-like power drifting throught the surreal world of the far realms. But what are some of these creatures, and can we put them into stats without going mad?

You tell me after you finish reading. http://www.geocities.com/sarlis4fr/SBK-Sarlis_evil.txt

Gheee-brriynfrn
Demigod
Holy Symbol: A strange hour-glass like spiral of tentacles depicting an eye at the top and a mouth at the bottom.
Portfolio: Law, informing, eyes, mindless shapeless creatures, comotose or otherwise mentally wounded, Empty Bodies, Yfrn, wordless council
Domains: Knowledge, Healing, Madness, Yfrn

Yfrn Domain
Granted Powers:
First the cleric must choose either 1 major phobia (http://frost.bbboy.net/fluidfantasy-viewthread?forum=7&thread=86) of one of the following things, a minor phobia (http://frost.bbboy.net/fluidfantasy-viewthread?forum=7&thread=86) of one of them and a moderate phobia (http://frost.bbboy.net/fluidfantasy-viewthread?forum=7&thread=86) of another or a minor phobia of each: Bats, birds, butterflies.
If the cleric also has the madness domain his/her insanity score is increased by 3. The cleric does not suffer any morale penalties when attack pseudonatural creatures and has a +3 bonus to savign throws against all confusion effects. The cleric is immune to the insanity spell.
1 Command
2 summon Monster II (pseudonatural Lemure only)
3 Summon Swarm (eyeballs with spider legs [treat as spiders])
4 Order's Wrath
5 True Seeing
6 Antilife Shell
7 Dominate Varlerse (As dominate person but can only affect oozes, vermin, and aberrations, even if those creatures are immune to mind control due to having no intelligence score.)
8 Symbol of Insanity
9 Etherealness


Demigod (Divine Rank 2)
Guargantuan Outsider (Law, Extraplanar)
HD:40d8+200 (520hp)
Initiative:+1(dex)
Speed: 160ft, Fly120ft(perfect), Burrow80ft, Swim140ft, Climb 200ft
AC:45(+14 natural,+2 divine,+8 deflection,+1 dex,+10 insight) Touch 31
Attacks: 3 tentacles+59 melee, 4 Bites+54 melee, 5 eye rays+40 ranged touch
(+5 insight bonus to attack rolls)
Damage: Tentacle 1d12+15 plus 5d8+9 healing, Bite 1d8+10, eye ray 9 light damage plus 6 force
Special Attacks: Domain Powers, Salient Divine Abilities, Maddening Visage, probing shrieks, improved grab, swallow whole
Special Qualities: Blindsight 2 miles, Immortal, Outsider Traits, Mindless, DR37/+4, DR10/-, Confusion and insanity immunity, immunities, amorphous, all-around vision, fast healing 20, Fire resistance 22, SR34, remote sensing, divine aura
Saves:Fort+28,Ref+24,Will+41
(+4 luck bonus to all saving throws)
Abilities:Str40,Dex13,Con21,Int-,Wis45,Cha41
Skills: None
(Because of its numerous eyes Gheee-Brriyfrn has a +27 racial bonus to spot and search checks)
Feats: None
________________________________________
Challenge Rating: Your kidding, right? (Seriously though, anybody who actually kills this thing should be awarded DvR 0 (see dieties and demigods) and the xp for a CR25 monster. Of course that is just an estimate.)
Treasure: None
Alignment: Neutral

Gheee-brriyfrn is a non-eucidian 7th dimensional twisted tube coated with eyes, mouths, and feathery antennea and ending in a three-tentacled "head" with 5 main eyes.

Maddening Visage(ex): A creature looking upon the incomprehensible form of the Gheee-Brriyfrn must make a will save (dc:45) or go utterly mad (insane as per the spell) when their puny mind is crushed like a dixie cup under a chevorlet suburban. Creatures can also instead make an intelligence check dc:25 to understand and quantify the image before them into an understandable form. Those who save successfully or comprehend are immune to the visage for one day, and when they go to sleep the must make a will save dc:30 or wake up from an insane nightmare, unable to get a full nights sleep and shaken for 1 minute afterwards.

Domain Powers(sp): Gheee-Brriyfrn can use any of its domain spells (other than those from the knowledge domain) at will as a spell-like ability. Caster level 12 save dc 37 plus spell level.

Probing Shrieks(ex): Gheee-brriyfrn emits a series of high-frequency whistling noises every 1d12 rounds to identify its surroundings through an advanced echolocation. Those within 90ft take 2d6 sonic damage and must make a fortitude save dc:35 or become deafened for 1 minute.

Salient Divine Abilities: Grow Creature, Divine Inspiration, Energy Burst (electricity)

Immunities: Immune to transmutation, form altering attacks of any kind, Energy drain, ability drain, ability damage, Electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, and disintegration.

Immortal: Gheee-brriyfrn is immortal and does not need to sleep, eat, drink, or breath, and does not age.

Remote Sensing(su): As a standard action a Gheee-brriyfrn can percieve anything within 1 mile of its worshipers, holy sites, alter, or place where its name was spoken at least 1 hour ago. It can maintain focus on 3 such sites. This cannot be blocked and is not fooled by illusions.

Swallow Whole: A creature swallowed by Gheee-brriyfrn takes 3d6 fire, 3d6 electric, 3d6 acid, 3d6 sonic, 2d8 bludgeoning, and 1d12 teleportation dislocation damage each round. In addition each round they must make a will save dc:35 or go insane. A creature killed inside Gheee-brriyfrn is digested completely in mind, body, and soul, and it takes three wish spells, 2 miracle spells, 1 wish and a true ressurection, 1 miracle and a ressurection or 2 wishes and a ressurection to restore the person to life (the first wish to restore the soul, then to restore the remains, then to bring them back to life).

Divine Aura(su): Creatures within 20ft of Gheee-brriyfrn must make a will save (dc:27) or be subject to one of the following effects as Gheee-brriyfrn sees fit.
Daze: The creatures become dazed.
Fright: The creatures become frightened
Resolve: Gheee-brriyfrn's allies recieve a +4 morale bonus to attack rolls, saves, and checks while Gheee-brriyfrn's foes recieve an equal penalty.

Gheee-brriyfrn exists on 14 layers at a time while in the far realms. If (Ao forbid) it gets onto the material plane it also is on the ethereal plane, the astral plane, the plane of shadow, all 6 innner planes and 5 other neighboring planes.

Gheee-brriyfrn can understand, speak, and read any language (even nonverbal ones) although it cannot process information.


More coming soon. Must sleep now.
aspectuscape

10-29-03, 02:05 AM
Interesting.........I have god like beings in my campaign but I haven't given them any stats as of yet.

Not sure how to give stats to undefineable beings........
Pennywise

10-29-03, 03:02 AM
I just give those things CR:∞, and leave it at that.
bjorntfh

10-29-03, 10:54 AM
I give them CR: Yes. myself.
Nero's Boot

11-01-03, 01:34 PM
Just use CoC d20's Outer Gods and Great Old Ones; seriously, those are your Far Realm gods.

--presto! NB
Xaxor

11-01-03, 03:02 PM
Thats only works if you proscribe to a purely Lovecraftian Far Realm. It is anything but. There's another thread where attempts to compare them were made. Big C and the rest could be there, but they certainly aren't the only ones.
Quntom Meliamne

11-02-03, 12:14 PM
Nice idea BTW , but maybe they could be on par with the
"real" deitys in power , or they could be long gone exiled gods.

heck , even epic chars gone insane there !

or maybe an gigantic being of tremendous power and multiple minds merged together .. that would be one heck of a ... um critter

"cough"pseudonatural dragon"cough" (purr)
gradea

11-03-03, 02:39 AM
lawful god of shapless creatures? is that ment to be contradictory? secondly usualy they have 40 class levels and 20 outsider HD by definitiont hey'd be so alien theyd probably have a lot more odd abilities

lastly...good work

though the no feats or skills is kinda odd...is it an ooze type creature? you say extra planer...
R.M.G.C.L.F.

11-03-03, 06:49 AM
Creatures without intelligence scores recieve no skills or feats. There's actually an interesting little backstory for how Gheee-brriyfrn came to be like this.

Originally Gheee-brriyfrn was a twisted, lawful, all-knowing and all-seeing creature. He drifted about the myriad possibilities to enforce his incomprehensible dogmatic law upon all he encountered. This was neither evil nor good, for he was not enforcing this rule because he wanted to establish control and reap rewards, nor was he seeking to better others. For Gheee-brriyfrn enforcing his rules was as primal, instinctive, and natural as eating or sleeping is to a wild animal. However their was a force that opposed his law. The wild six-winged god of chaos, Sephalhif, sought to put an end to Gheee-brriyfrn's mad reign over those who (in Sephalhif's opinion) it had no business influencing. Many times Gheee-brriyfrn defeated him, but, with the aid of an alienist/cleric of his, Sephalhif finally succeeded in striking a final death-blow. However it did not function as Sephalhif expected. Instead of slaying the god, it merely succeeded in seperating the thinking part of his brain from those that regulated observation and interaction. Now Gheee-brriyfrn waits thoughtlessly as his clerics attempt to locate his lost lobes and merge them with their source so that his mad crusade can begin anew.
Adrez Nesnsid

11-04-03, 08:15 AM
Originally posted by Nero's Boot
Just use CoC d20's Outer Gods and Great Old Ones; seriously, those are your Far Realm gods.

--presto! NB

Only the outer gods would make good far realms gods, bvecause the great old ones and the elder gods have stable forms and are bound by at least SOME of the usual laws of physics.
R.M.G.C.L.F.

03-01-04, 07:40 PM
Gradea: Who said it was a god of shapeless creatures? Besides, the ability to change physical form does not automatically make you non-lawful.

Also, I'm statting this creature mainly not as a god, but as a creature in the far realms that happens to be a god as well. The main point is to stat one of the unbelievabley powerful far realm entities.
R.M.G.C.L.F.

03-01-04, 11:06 PM
Sephalhif (pronounced: sef-all-hiff)
The swimmer in the skies, the spectrum of liberation, los frenillos
Demigod
Symbol: A wide sharp-toothed mouth with a pair of butterfly wings, bat wings, and bird wings
Home Plane: The far realms of insanity
Alignment: Chaotic Neutral,
Domains: Liberation(from dieties and demigods, those without it use chaos), Xilgane, Death
Cleric Alignments: CN,CG,CE,NG

Xilgane Domain
Granted Power
1 Color Spray
2 Summon Pseudonatural Butterfly Swarm (as summon swarm(bats) but disctraction dc is increased by 3 when in alternate form and swarm damage is 1d2 con from blood lose due to blood drinking butterflies)
3Fly
4 Summon Monster IV (summons 1d3 Pseudonatural Dire Bats (Alignment: any))
5 Summon Monster IV (summons 1d3 pseudonatural giant eagles or giant owls only)
6 Harm
7 Word of Chaos
8 Prismatic Spray
9 Gate

Sephalhif is the great enemy of Gheee-brriynfrn and its insane dogma. Sephalhif believes in the many forms of freedom, such as flight as the freedom from gravity, and death as the freedom from a physical body. Sephalhif spends much time flying gleefully through the infinitite layers of the far realms simply enjoying the fact that it is free. Sometimes its shares freedom with others. Sometimes it gets annoyed and bites people (though it usually doesn't try to kill them).

Sephalhif
Large Outsider(Extraplanar, Chaos)
Divine Rank: 1
HD:30d8+240(480hp)
Initiative:+13
Speed:130ft, fly 360ft(perfect)
AC:40 (-1size,+9dex,+14natural, +8 dodge,+1 divine, +9 deflection)
Attacks: 2 bat wings+36 melee, 2 bird wings+31 melee, 2 butterfly wings+31 melee, bite+31 melee
(doesn't automatically miss on a natural 1)
Damage: Bat wing 2d12+9, bird wing 2d12+3, buttefly wing 1d8+3, bite 3d8+3 plus transformation
Face/Reach:5ft by 5ft/10ft
Special Attacks: transformation, Breath weapon, psionics, wing bursts, alternate form, summon creature, killing blow, domain spells, salient divine abilities, sense locations, automatic actions, create magic items, divine aura, grant spells, communication, godly realm, travel
Special Qualities: Maddening Visage, DR12/-, Fire resistance 21, SR33, Transmutation, energy drain, ability drain, ability damage, mind-affecting effect, , confusion, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effect, and disintegration immunity; DR36/+4, darkvision 90ft, low-light vision, freedom of movement, amorphous, immmortality, sponaneous reanimation, fast healing 12
Saves:Fort+23,Ref+24,Will+23 (+5 resistance bonus to will saves, does not automatically fail on natural 1)
Abilities:Str27,Dex28,Con26,Int30,Wis8,C ha43
Skills: Knowledge(arcana)+45, knowledge(the planes)+45, knowledge(religion)+45, escape artist+40, disable device+43, use magic device+51, spot+34, Listen+34, search+45, appraise+43, diplomacy+49, intimidate+49, gather information+49, perform(flute)+51, perform(dancing)+51, bluff+49, sense motive+32, gyre+19, hide+16, move silently+20
(+10 bonus on escape artist due to amorphous shape)
Feats: Awareness, improved initiative, iron will, skill focus(knowlege), skill focus(perform), skill focus(use magic device), spell focus(evocation), spell focus(transmutation), greater spell focus(transmutation), improved grapple, ability focus(wing burst), ability focus(breath weapon)
_______________________
CR:
Alignment: Chaotic Neutral

Sephalhif has a constantly shifting form with maddening contortions, wrinkles, and twists. The only comprehensible and fixed features are a pair of bat wings, a pair of bird wings, a pair of butterfly wings, and a wide, toothy, mouth. Sephalhif can exist in up to 7 layers at a time or only one, as it sees fit.

Maddening Visage(ex): Creatures must make a will save dc:40 upon seeing Sephalhif's massive, non-euclidian form or go insane permanently (as per the spell). Alternately the creature can attempt an intelligence check dc:20 to comprehend the form.Those who save successfully or comprehend are immune to the visage for one day, and when they go to sleep the must make a will save dc:30 or wake up from an insane nightmare, unable to get a full nights sleep and shaken for 1 minute afterwards.

Transformation(su): A creature hit by Sephalhif's bite attack must make a will save dc:41 or be polymophed into either a grick, a pseudonatural ghast, or a japanese schoolgirl, depending on the choice of Sephalhif. The creature takes 2 intelligence damage each day spent in this form.

Breath Weapon(su): Sephalhif has 3 breath weapons, a 60ft cone of bats (2d8 negative energy damage, 1d6 strength damage, 1d4 con damage, creates a swarm of bats that lasts 3d8 rounds before dispersing, reflex save halves all damage), a 240ft line of brilliant energy that extends to any connected ethereal and or shadow planes(1d12 cold, 1d12 electric, 1d12 fire, 4d8 chaos, 1d20+5 light, blinds creatures permanently, reflex save halves damage and reduces blinding to 1 round), and a 30ft cone of undeath (living creatures take 1d8 con damage, undead heal 3d6+2hp, dead bodies animate as per animate dead, fort save negates con damage). The saving throw dcs are 34.

Psionics: At will: True telekinesis, whitefire, energy conversion, once per day: Genesis
Psionic attack/defense modes: At will: All/all

Wing Bursts(su): Sephalhif can spend a full-round action flapping its wings to release magical energy from them, to create two gust of wind effects, two prismatic rays, and two 30ft cone shaped horrid wilting effects (total 30d6 damage, reflex half). The save dc is 33, and uses the strength modifier.

Alternate Form(su): A Sephalhif can take the shape of any mortal creature of 15 hit dice or as per polymorph self, except it retains its supernatural abilities and divine traits, except for its breath weapon and wing bursts. The new form gains the pseudonatural template. Its favorite is that of a Couatl.

Summon Creature(sp): 3 times per day, a sephalhif can attempt to summon a pseudonatural Eladrin with a 45%, a pseudonatural pit fiend with 25% chance of success, 1d4+1 pseudonatural elder air elementals with a 75% chance of success or itself from an alternate timeline with a 12% chance of success.

Killing Blow(su): 8 times per day Sephalhif can make a full attack, each attack with the primary bonus and damage with a +4 morale bonus to attack and damage, all attacks getting an automatic critical (even on creature's immune to critical hits) and any mortal (living creature with no divine rank) hit must make a fortitude save dc:31 or die instantly.

Salient Divine Abilities(di): Alter reality and hand of death

Domain spells, salient divine abilities, sense locations, automatic actions, create magic items, divine aura, grant spells, communication, godly realm, travel (di): See dieities and demigods

Damage reduction(ex): This represents the shape-shifting quasi-corporeal body's resiliance to harm

Freedom of movement(sp): Constantly active, caster level 21

Spontaneous Reanimation(su): If killed in combat and not reduced to -300hp, Sephalhif will rise as a pseudonatural zombie (http://www.wizards.com/dnd/article.asp?x=dnd/mm/mm20011027a) with alignment chaotic neutral, divine rank zero, frightful presence, and mental ability scores int18,Wis6,Cha25, 1d4 rounds afterwards. This undead form usually turns on its attackers and if it manages to kill them goes of to get itself restored to life.
R.M.G.C.L.F.

04-17-04, 01:43 AM
Originally posted by gradea
lawful god of shapless creatures? is that ment to be contradictory? secondly usualy they have 40 class levels and 20 outsider HD by definitiont hey'd be so alien theyd probably have a lot more odd abilities

lastly...good work

though the no feats or skills is kinda odd...is it an ooze type creature? you say extra planer...

Oh, I forgot, the reason it has no skills or feats is because it is mindless, and mindless creatures don't gain skills or feats.
R.M.G.C.L.F.

08-31-04, 06:16 PM
Bump of the gods!
Nero's Boot

08-31-04, 09:24 PM
Great stuff! I believe I'll be stealing both these gods, and using them as contradictory aspects of Chaos in my Dragonlance campaigns.

--the Void of Chaos certainly sounds like the Far Realms NB
R.M.G.C.L.F.

02-24-05, 10:07 PM
I personally wouldn't call Gheee-brryifrn an aspect of chaos, just a form of law with no logical reason or outwardly visible pattern
Patrick Draken-Korin

02-24-05, 11:50 PM
ooooooh, these are fun.
do you object to others posting thier own twisted combinations of D&D and too-much-cheetos-and-mountain-dew-Will-Drive-You-MAD?
if you don't, i can supply a few (it'll take some time for me to translate my mad gibberings though, there's some higher level physics in here).

another fun thing would be to create additional far realm templates (the seven-dimensional-fuzzy template and the oorg-wjest'kkk template, i'll list them later if requested, but on a different thread)

------------------------------------
"So, What in the nine hell's is that?" -player
"Demogorgon, and he's from the abyss actually" -me (DM)
"Oh... let's retreat." -player
i never told them it was an illusion, since they all failed the will save. ha! (and yes they'er characters knew what he looked like, even if the players didn't off hand)
R.M.G.C.L.F.

02-25-05, 06:36 AM
Well, this thread is only for gods and/or god-like beings.
TemporalEnergon

02-25-05, 08:11 PM
Gradea: Who said it was a god of shapeless creatures? Besides, the ability to change physical form does not automatically make you non-lawful.

Portfolio: Law, informing, eyes, mindless shapeless creatures, comotose or otherwise mentally wounded, Empty Bodies, Yfrn, wordless council

I think that's what he's talking about, nice Demigod though.
Patrick Draken-Korin

02-27-05, 01:42 AM
query, does god-like require a divine rank, or is one-of-a-kind legendary good enough? (though often these creatures would have a divine rank, the tarrasque doesn't. think about a psuedonatural tarrasque with a divine rank of 9...)

anyway i wasn't planning on listing anything other than unique creatures, with or without a divine rank.

here's a sample deity (another chaos extremist), i'll give full statistic and backstory later when i'm not so tired (yawn).

Tek'Tek'Tek
A.K.A timebleeder
Greater Deity
Symbol: that multidimensional E that has it's ends warp together (commonly used as an optical illusion)
Home Plane: the far plane
Alignment: CN
Portfolio: illogic, confusion, distraction, labyrinths, interdimensional leakage, intertemporal leakage, the far plane (one of the more prominent forces that shapes the far plane :cool: ), magic, knowledge (specifically the forbidden kind)
Worshipers: philosophers and insane people (same difference ;) ), rarely a dungeon crafter or interplanar/intertemporal explorer
Cleric Alignments: CE, CG, CN
Domains: madness, puzzle, chaos, artifice, trickery (5 that's scary :eek: )
Favored Weapon: morningstar (the shape seems to constantly shift and bend among about 25 or more variations, but if touched it is solid in a single shape :confused: )
sciborg2

02-27-05, 11:33 AM
great job, it separates the Far Realm from Limbo and Cthullu, making it stand on its own.
R.M.G.C.L.F.

02-27-05, 12:32 PM
Well, generally it would be preferable to give them at least divine rank zero. I wouldn't consider the tarresque god-like, just really hard to kill and powerful in combat. God like beings can manipulate life and death, time and space, create things through will, etc.
R.M.G.C.L.F.

02-27-05, 12:33 PM
Patrick Draken-Korin: It's not really a demigod if its a greater diety. Also you should give them divine rank if you make them as dieties.
Patrick Draken-Korin

02-27-05, 04:34 PM
Oops! I was sort of making it up as I went along, and changed the idea while working it out… I’ll edit it above and list the rest here.

--------------------------------------------------------------------------
Tek'Tek'Tek
Wizard 20/Cleric 20
Medium Outsider (Chaotic, Extraplanar)
Divine Rank: 19
Hit Dice: 20d8+220 (outsider) plus 20d4+220 (wiz) plus 20d8+220 (clr) (1060 hp)
Initiative: +21 (dex)
Speed: 80ft, fly 120ft (perfect), swim 80ft
AC: 102 (+21 dex, +19 divine, +40 natural, +14 insight, -2 luck)
Base Attack/Grapple: +45/+58
Attack: slam +77 melee (5d6+22 plus Multiphasing); or Dimensional Reach +85 ranged touch (1d6+22 plus Multiphasing)
Full Attack: 6 slams +85 melee (5d6+22 plus Multiphasing); or 6 Dimensional Reach +85 melee touch (1d6+22 plus Multiphasing)
Space Reach: 5ft/5ft
Special Attacks: Multiphasing, Dimensional Reach, Turn Undead, Cleric Spells, Wizard Spells, Domain Powers, Salient Divine Abilities, Puzzling Shape
Special Qualities: Divine Immunities, DR 54/epic, SR 91, Fast Healing 39, Familiar, Immortality, Senses, Portfolio, Create Magic items, Divine Aura, Grant Spells, Spontaneous Casting (of cleric spells), Godly Realm, Automatic actions, understand/speak/read all languages, speak directly to all creatures within 19 miles, Remote Communication, greater teleport at will, plane shift at will, interplanar/intetemporal existence
Saves: fort +60, ref +84, will +62
Abilities: str 36, dex 52, con 32, int 60, wis 38, cha 34
Skills: appraise+73 (+77 for checks relating to any craft check), concentration +74, craft (armorsmithing) +72, craft (blacksmithing) +72, craft (book binding) +72, craft (bowmaking) +72, craft (calligraphy) +72, craft (carpentry) +72, craft (cobbling) +72, craft (gem cutting) +72, craft (leather working) +72, craft (locksmithing) +72, craft (painting) +72, craft (pottery) +72, craft (sculpting) +72, craft (ship making) +72, craft (stonemasonry) +72, craft (trap making) +72, craft (weaponsmithing) +72, craft (weaving) +72, decipher script+88, gather information+74, knowledge (arcana) +88, knowledge (history) +88, knowledge (local, every local area) +88, knowledge (religion) +88, knowledge (the planes) +88, listen +62, search +73, sense motive +77, spellcraft +94 (+100 when deciphering scrolls), spot+62, use magic device +88 (+100 when involving scrolls)
Feats: Dodge, Mobility, Spring Attack, Combat Expertise, Improved Trip, Whirlwind Attack, Superior Expertise, Eschew Materials, Combat Reflexes, Combat Casting, Endurance, Diehard, Power Attack, Cleave, Great Cleave, Improved Sunder, Weapon Finesse, Flyby Attack, Empower Spell, Enlarge Spell, Scribe Scroll, Widen Spell, Heighten Spell, Improved Heighten Spell, Maximize Spell, Spell Mastery, Craft Wondrous Item, Craft Staff, Craft Magic Arms and Armor, Craft Rod, Craft Wand, Brew Potion, Forge Ring, Craft Construct
________________________________________
Challenge Rating: ? Hah, hah, hah, ha ,ha, you got to be joking, I’d run if I were you, no better yet, use plane shift, what are you still reading this? ESCAPE WHILE YOU CAN!!!!
Treasure: More than you can carry (4d6 x 1,000,000 Gp in gold coins. It uses a demiplane for a wallet)
Alignment: Chaotic Neutral

Tek’Tek’Tek appears to be a multi-dimensional geometric shape (depending on the angle, lighting and mood, it could be anywhere from 3 dimensions to 34. reminds most mortals of a stick with only one end).

Divine Immunities: polymorphing, petrification, disintegration, energy drain, ability damage, ability drain, all mind affecting effects, acid, electricity, cold, fire, stunning, sleep, paralysis, death effects, any spell that either imprisons or banishes (banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul), turning checks, rebuking checks

Salient Divine Abilities: Alter Size, Alter Reality, Arcane Mastery, Spontaneous Wizard Spells, Automatic Metamagic (maximize spell for clr and wiz spells), Call Creatures (iron golem), Clearsight (190ft), Craft Artifact, Create Object, Create Greater Object, Divine Creation, Divine Dodge (69%), Divine Fast Healing (39), Divine Spellcasting, Extra Domain (trickery), Increased Spell Resistance, Master Crafter, Wave of Chaos (DC 41, as a level 29 sorcerer, affects all within a 190ft radius), Instant Counterspell

Multiphasing: Tek’Tek’Tek doesn’t exist solely on a single plane, but on all planes within a region (an entire cosmology counts as a region- all transitive/inner/outer planes have some manifestation as well as the material plane. In the far realm, Tek’Tek’Tek can choose to exist on a single layer or expand it’s presence to exist and as many as 200 layers at a time). In addition to this Tek’Tek’Tek exists outside the flow of time- past present and future are simple wayposts for it’s travels (and on Tuesdays it plays poker with 5 to 14 other versions of itself form different time-streams and section of the far realm). What all of this actually means is that Tek’Tek’Tek can use it’s intertemporal and interplanar nature to shred an object across the planes and time-stream. This deals damage according to the wishes of Tek'Tek'Tek (and d6 value between 1d6 and 19d6 damage), this damage is automatic and ignores DR. After damaging a creature with this ability, Tek'Tek'Tek can concentrate (a free action every round until a check fails or Tek'Tek'Tek is distracted) to prevent the damage from healing (Tek'Tek'Tek can prevent healing for up to 19 creatures at a time).

Dimensional Reach: Tek'Tek'Tek can use it’s multiphasic nature to extend itself through the spaces between dimensions and make a melee touch attack through a dimensional door effect (maximum range of 1 mile), as these attacks are melee and not ranged, this can be combined with a whirlwind attack to strike every creature within 1 mile (but when making such a widespread whirlwind attack Tek'Tek'Tek can’t apply it’s multiphasing damage to any of the attacks made, due to the strain on both itself and interdimensional boundaries).

Turn Undead: as a level 20 cleric (used up to 15 times per day)

Puzzling Shape: upon first seeing Tek'Tek'Tek any creature with an intelligence score must make a will save or become fascinated for 2d6 minutes. The DC for the will save is 41 + the intelligence modifier of the creature viewing Tek'Tek'Tek (more intelligent creatures are affected easier because of their stronger grasp on logic) and creature that fails it’s will save must make another save as soon as the fascination ends or else become fatigued. Tek'Tek'Tek can’t suppress this ability, but it can grant any creature fascinated by it a bonus or penalty for their second will save equal to +/-19. this effect will affect all creatures with an intelligence score (including those immune to mind affecting effects). A creature can’t be affected by this ability more than once per encounter (if the creature leaves the presence of Tek'Tek'Tek for more than 1d4+1 minutes, then it will be affected once again the next time it meets the deity).

Domain Powers: cast chaos spells at +1 CL, add bluff/disguise/hide to list of cleric class skills, cast creation spells at +1 CL and gain a +4 competence bonus on craft checks, take a -1 panalty to all wisdom based skill checks and Will saves (noted above now) and can 1/day add +10 to any wisdom based skill check or will save (chosen before use), UNFINISHED

Familiar: none. (Tek'Tek'Tek can't find a creature that is interesting enough, though there was this one that was a 9 dimensional figure but it was to powerful for a level 20 wizard and Tek'Tek'Tek wasn't that interested anyway, so didn't change the fabric of reality to suit itself)

Domain spells, salient divine abilities, sense locations, automatic actions, create magic items, divine aura, grant spells, communication, godly realm, travel
See the Deities and Demigods book

interplanar/intetemporal existence (basiclly another facet of the multiphasing ability, but defensive): Tek'Tek'Tek exixts in the past present and future, and as a result is hard to supprise (confuse yes, however- that's why it can play poker with itself) and gains an insight bonus equal to it's wis mod to AC and reflex saves. Tek'Tek'Tek also gain a +5 morale bonus to will saves because it doesn't remember visiting it's funeral (which it would do, and the grave afterwards- intertemporal leakage is fun) and believes it won't die for many... (what is the term for the lifetime of an entire cosmology?) anyway, it doesn't think it can die. finally Tek'Tek'Tek takes a -2 luck penalty to AC and all saves because Lady Luck hates it (it knows how the story ends, even if it can't remember the exact words).

Cleric Spell slots 6/9/9/8/8/8/7/6/6/6/3/2/2/2/2 plus domain spells: any spell can be prepared due to the spontaneous casting ability- any and every slot can be spontaneously exchanged for any cleric spell. Spells above level 9 are always enhanced by the Improved Heighten Spell feat.

Wizard Spells Prepared 4/11/10/10/10/10/9/9/9/9/5/5/5/5/4/4/4/4/3/3/3/3/2/2/2/2: any spell can be prepared due to the spontaneous casting ability- any and every slot can be spontaneously exchanged for any cleric spell. Spells above level 9 are always enhanced by the Improved Heighten Spell feat.

Possessions: whatever he wants. Tek'Tek'Tek can create any magical item eventually (using an item creation feat, alter reality, a use magic device application, or it's divine item creation ability), and using it's temporal inconsistensies it constently find that it has created exaclty what it needs about half an hour ago (relative time) this means that A) Tek'Tek'Tek has possesion of or instant access to 3d12 of every item ever mentioned that a cleric or wizard could create or that could be created using the wish or miracle spell to copy another spell, and B) Tek'Tek'Tek trails used (but maybe still useful) magic items wherever it travels.

still not done, but closer. all i've go to do is the puzzle domain. why did i have to suggest the idea?
Starmage21

02-27-05, 05:08 PM
Yfrn Domain
Granted Powers:
First the cleric must choose either 1 major phobia (http://frost.bbboy.net/fluidfantasy-viewthread?forum=7&thread=86) of one of the following things, a minor phobia (http://frost.bbboy.net/fluidfantasy-viewthread?forum=7&thread=86) of one of them and a moderate phobia (http://frost.bbboy.net/fluidfantasy-viewthread?forum=7&thread=86) of another or a minor phobia of each: Bats, birds, butterflies.
If the cleric also has the madness domain his/her insanity score is increased by 3. The cleric does not suffer any morale penalties when attack pseudonatural creatures and has a +3 bonus to savign throws against all confusion effects. The cleric is immune to the insanity spell.
1 Command
2 summon Monster II (pseudonatural Lemure only)
3 Summon Swarm (eyeballs with spider legs [treat as spiders])
4 Order's Wrath
5 True Seeing
6 Antilife Shell
7 Dominate Varlerse (As dominate person but can only affect oozes, vermin, and aberrations, even if those creatures are immune to mind control due to having no intelligence score.)
8 Symbol of Insanity
9 Etherealness



Question: Do you mean the "little" psudonatural template and not the epic one?
R.M.G.C.L.F.

02-27-05, 05:44 PM
I mean the little pseudonatural template, preferably my pseudonatural template.
bjorntfh

02-27-05, 05:52 PM
Harold the Unfazing
Rogue 10/Wizard 6/Lorediver 10/Alienist 10
Medium Outsider (Extraplanar)
Divine Rank:
Hit Dice: 6d4+30 (wiz) plus 10d6+50 (Rogue) plus 10d6+50 (Lorediver) plus 10d4+50 (290 hp)
Initiative: +13 (dex, improved initiative)
Speed: 40ft (phasing, see text)
AC: 23 (+9 dex, +4 Mage Armor)
Base Attack/Grapple: +18/+21
Attack: Slam +18, 1d6+3 (Touch attack)
Full Attack: 2 Slams, 1d6+3 each (Touch attack)
Space Reach: 5ft/5ft
Special Attacks: Wizard Spells, Maddening Presence
Special Qualities: Immunities, Indifference, Phasing, Awareness, Pouch of Stuff
Saves: fort +12, ref +19, will +37
Abilities: str 16, dex 28, con 20, int 50, wis 50, cha 30
Skills: Knowledge +60 (all) more when I've done the numbers
Feats: Improved Iniative, Breadth of Knowledge, Eschew Materials, Scribe Scroll, Quicken Spell, Automatic Quicken Spell (x3),

________________________________________
Challenge Rating: No.
Treasure: None, plus anything he's pulled from his pouches.
Alignment: Neutral

Special Rules:
Immunities: If Harold would be subject to any negative or positive condition, he isn't. No one is sure why, but he usually just blinks at anyone who tries to attack him, then shrugs and wanders off. This effect is similar to the Psionic power Timeless Body, except that it is always active and cannot be suppressed.
Phasing: Harold doesn't follow the laws of reality as anyone knows them, even other Pseudonatural entities. He simply moves his movement in whatever direction he wants to at a rate of up to 40' per move action. Gravity and solid barriers have no effect on him, he simply phases through them.
Awareness: Somehow Harold is aware of everything. He cannot be surprised and always makes all Spot, Sense Motive and Listen checks, as well as all Search checks.
Indifference: Harold has become jaded by omniscience, and as a result tends to ignore anything that isn't extreemly new or novel. Should he be attacked
he will react as he sees fit at the moment, often times simply calling something else in to smite the interlopers while he wanders away.
Pouch of Stuff: Harold has many pouches from which he will often pull random objects. Treat it as a portable Gate to any location that he can pull anything he wants from.
Maddening Presence: Harold's bored response to everything tends to drive everyone around him into wither depression or Madness. The effect is subtle though, each round spent with him requires a DC 1+1 per round spent Will save. Failure results in 1 point of Charisma and 1 point of Wisdom drain as his apathy rubs off on those around him.

Description: No one is quite sure how Harold became a greater power, but many theories have been put forth. While exploring the Far Realms this ex-Illumin managed to find what he refered to as "the answer." As a result he figured out everything. This drove him utterly mad, at least for a while. According to him "I got better" and now he wanders wherever his travels take him.

Harold looks like a tall thin man with pale features and a look of deathly boredom on his face. He's bald and has the disheveled look of someone who knows where he keeps everything, thus he has no need to bother trying to appear neat. He wears what looks like standard adventurer's gear, with dozens of pouches hanging off of a climber's rig.
Psychotic Loner

03-01-05, 03:21 PM
I can't stat worth a copper piece, but I had an idea the other day. How about a 2-dimensional god/bieng that is Fine or collosal, depending on your viewpoint?
R.M.G.C.L.F.

03-01-05, 03:54 PM
You forgot to list Divine Rank or lack thereof for harold. Also harold simply seems still to be just a person with a lot of knowledge and defensive powers, rather than a god or god-like being. Nothing can affect him, but he doesn't have any powers to alter or interact with his surroundings out of the ordinary.
Barloch

03-01-05, 04:49 PM
I think its likely that the proto-dieties may have retreated to the far-realms after they created the multiverse so maybe use them as well as having simply "ideas" be god-like beings in the far realms I think is likely. Like having a god-like being of pure magic or pure fire or earth or air or water or negative energy or posative energy or anything like that.
sooperspook

03-01-05, 07:19 PM
Blue. a god-being made of a shade of blue.
R.M.G.C.L.F.

03-01-05, 07:34 PM
Blue. a god-being made of a shade of blue.
Thank you for putting absolutely no thought, effort, or creativity into your post. -_-
Aramar the Black

03-01-05, 08:10 PM
Quick question about Gheee: Is he a seven dimensional creature, or does he exist in a seventh dimension, apart from our own, or what?
R.M.G.C.L.F.

03-01-05, 08:21 PM
Seven-dimensional creature.
RiotGearEpsilon

03-01-05, 09:47 PM
Just to spite R.M.G.C.L.F. ^_^

The Blue
A.K.A Cerulean
Demi Deity
Symbol: Take a can of blue paint and hurl it against anything. The result is the symbol of the Blue.
Home Plane: the far plane
Alignment: N
Portfolio: All things blue.
Worshipers: Artists, avians, aquatic life, wystes
Cleric Alignments: Any
Domains: Blue, Destruction-Of-The-Un-Blue
Favored Weapon: Acid.

The Blue is a very strange entity with only a minute cult on the prime plane. The Blue itself is unknown, never having been contacted by any sane individual, but it claims an absolute power over the blueness of things, and has apparently evinced a certain degree of influence over things that are blue - which, since it can transform things to blue at it's whim, can include virtually anything.

It's cultists wear deep indigo robes, and wield canisters of blue-tinted acid, hurling them with great vigor and enthusiasm. They are especially hateful towards things orange, burning them if possible and painting them some other color if not. They recruit from the underclass and brainwash them to their way of thought, and then prey upon travelers during their 'holy days' - any day with an exceptionally clear, blue sky. They are also known to ravage the oceans, riding horrid blue jellies summoned from far worlds, that float upon the seas like ships.
R.M.G.C.L.F.

03-01-05, 10:19 PM
there is no "demidiety", maybe you mean demigod

no divine rank given, no listed blue or destruction of unblue domain

Also, this is not a god of the far realms. Blue is very much common and basic to the material multiverse
ripvanwormer

03-01-05, 11:09 PM
Nalthagg'tur

One Who Lies Dreaming in the Crystal Prison Beyond the Edge of Nothingness

Greater God
Symbol: Irregular crystal
Home Plane: Far Realm/University of the Prison of Nalthagg'tur
Alignment: Neutral
Portfolio: Transformation, Subjugation, Creation, Destruction, Dreams
Worshippers: The insane
Cleric Alignments: any
Domains: Mentalism, Destruction, Magic
Favored Weapon: greataxe

Incarcerated in a cage of organic crystal formed from the very substance of space-time, Nalthagg'tur has had little to do but dream for the past eternity.

Once there was, and is, and will be a time when Nalthagg'tur was a great demiurge of the Far Plane, creating and destroying entire layers, playing with them as if they were mere passing fancies in a dream. It did this without malice; it had to do what it did, for this was its function.

A swarm of lesser entities eventually overtook it. It was their function to do so, as they had done before for countless others. From the liquid stuff of space they created a prison, a crystal mass hanging motionless forever in the skein of layers, an unmoved mover. Within its prison, Nalthagg'tur continued to create, to destroy, to confound on a purely mental realm. And who is to say that the dreams of a greater god are not as real as anything else?

Dogma

It is the fate of the Far Realm to be manipulated by great alien forces, and Nalthagg'tur is such a force. It is as pitiless as gravity, if the Far Realm knew gravity. Revering it will do as much good as starting a cult dedicated to a small rock, or to the number 1700976, which is to say none.

Clergy and Temples

Mortals are drawn to the worship of Nalthagg'tur when the entity somehow penetrates their dreams. When they can dream of nothing else, caught on as flotsom and foam on Nalthagg'tur's great mental tides, they often create cults in the honor of this uncaring entity who is too imprisoned to act on anything directly. Commonly they attempt to mimic it by reshaping the flesh of themselves and their loved ones as Nalthagg'tur once reshaped the Far Realm.

Prayers to Nalthagg'tur are carved in crystal, or shaped from living bone.

Because Nalthagg'tur is imprisoned, no statistics are provided.
ripvanwormer

03-01-05, 11:24 PM
The Knower-Breeder

Great Ancestral Devourer of the Proto-Aboleths

Greater God
Symbol: Tentacles and maw
Home Plane: Far Realm/Tentacled Lore (http://boards1.wizards.com/showpost.php?p=5563425&postcount=86)
Alignment: Lawful Neutral
Portfolio: Acquisition of knowledge for its own sake
Worshippers: Proto-aboleths
Cleric Alignments: Lawful or Neutral
Domains: Mentalism, Law, Magic
Favored Weapon: Tentacle

The things that might, in another multiverse, be aboleths swim in an endless mucous sea. They scour the Far Realm to learn whatever they can of whatever they can. They always return, eagerly, to be devoured by that which spawned them.

The Knower-Breeder is enormous. It is worlds, galaxies. Its physical form is quite beyond game statistics.

Dogma

The only quality that exists is hunger. The only hunger is hunger for knowledge. The only hunger that matters is that of the Knower-Breeder. The only knowledge that matters is everything.

Clergy and Temples

The Knower-Breeder is its own temple. Its spawn are its clergy. They do not pray, and their lives are an endless quest.
R.M.G.C.L.F.

03-02-05, 03:41 PM
I think you might want to give known breeder the knowledge domain in lue of the magic domain.
bjorntfh

03-02-05, 04:42 PM
Personally I didn't give Harold a DR because I don't have the books with me to stat that out.

As a divine entity I'd stat him as a god of apathy and disintrest. (Have fun worshiping that!)
R.M.G.C.L.F.

03-02-05, 05:40 PM
Then don't. Harold is not god-like anyway, just resiliant and apathetic.
Sigurd van Norhusen

03-13-05, 11:50 AM
Faryl

The Blood Moon, That which never existed, Eye in the sky

Greater God
Symbol: A splash of blood with an eye in the middle.
Home Plane: The Far Realms. Faryl is a drifting entity, never staying in one place for long.
Alignment: True Neutral
Portfolio: Fated battles, Blood of the fallen, Travels into the Far Realms
Domains: Destruction, Death, Madness, War
Cleric Alignments: Any

Drifting through the layers of the Far Realms, Faryl most often appears as a giant blob or amoeba of blood. It is said that it is in fact made of the blood of those that it devoured in its travels through the myriad Far Realm layers, and the souls of those that worshipped it in their lifetimes.

It is known to sent an avatar forth into other planes (Far Realm or not), which manifests as a spectral change into the respective plane's or world's moon - it turns blood red. It only does so when it senses the impending destruction of a large part of the populace - or the complete annihilation. On many occassions it has watched larger expeditions into the Far Realm by unsuspecting scholars, savoring their slow descend into madness and death.
Faryl does never directly interfer, it only observes - although it is said that its presence alone ensures that every peaceful solution is impossible, both by the madness its avatar radiates and the dreams it unconsciously sends forth. It does lurk in places where no moon exists, sending forth two avatars (one is the moon) instead of one.

Dogma
Everybody dies. Time dies, gods die, even death will die one day. Nothing truly lasts but conflict. Peace, happiness are just temporary. Knowledge will be forgotten. But there will always be someone who fights, who lives. Promote the battles that fate brings, for it is all that will last.

Clergy and Temples
Mortals may begin to worship Faryl if it appears in their realm and their dreams, praying for either peace or victory, unaware that it does nothing but doom them even further to an existance as nothing but a drop of blood inside of the Blood Moon when they inevitably die in the conflict.
It does not have temples, as it is never worshipped for long enough to build a stable clergy. Some mad prophets of it will create smaller shrines, though. Those, too, do not last long enough for any permanent effect or the establishment of a true cult.
In the Far Realms, it is worshipped by a few intelligent, multilayered, sluglike predators. Why they do so, nobody knows.
Dex

11-24-05, 05:15 AM
Cool godling thingos!
For the Puzzle domain, you may want:

Granted Power: You are immune the the Maze spell, and gain

1. Identify
2. Hypnotic Pattern
3. Illusory Script
4. Divination
5. Polymorph
6. Find the path
7. Maze
8. Discern location
9. Prismatic Sphere

Just my thoughts
ripvanwormer

12-03-05, 12:10 AM
Much bumpage.
beckyg

02-16-06, 01:00 PM
Just use CoC d20's Outer Gods and Great Old Ones; seriously, those are your Far Realm gods.

Before I found these threads on the Far Realm, that's what I've been doing myself.
R.M.G.C.L.F.

02-16-06, 04:39 PM
Of all the outer gods, I would deem Yog-sothoth and Hastur the only truly appropriate ones.
Im_Hiding_In_Your_Closet

10-22-06, 05:29 AM
This is an awesome thread premise - I hope it isn't irretrievably dead yet.

Now, I take a rather serious risk meddling in real-world religions here, but here goes...

The Flying Spaghetti Monster

His Noodlyness

Greatest God
Symbol: a skeletal fish with an eyepatch
Home Plane: Possibly the Far Realms, but has allegedly been known to spend time in the company of the Faerunian demigod Valkur - even stranger rumors place him on increasingly frequent visits to a strange, out-of-the-way realm of one of the Material Plane's largest dead magic zones....
Alignment: Neutral Good
Portfolio: Pasta, Pirates, Midgets, String Theory, All Manner of Good Things
Favored Weapon: Trident (referrred to by the faithful as the "spaghetti fork")
Domains: Good, Force, Creation, Pasta, Pirate
Cleric Alignments: Any Good

Pasta Domain
Granted Power: Use Rope and Craft (Cooking) are class skills. You gain Exotic Weapon Proficiency (Whip) as a bonus feat.
1 - animate rope
2 - entangle
3 - create food and water
4 - Evard's black tentacles
5 - heroes' feast
6 - chain lightning
7 - reverse gravity
8 - maze
9 - astral projection

Pirate Domain
Granted Power: Any armor check penalties you may have to Climb and Tumble checks are both reduced by 4 , and you suffer no armor check penalty at all to Swim checks.
1 - endure elements
2 - heroism
3 - water breathing
4 - bestow curse
5 - control winds
6 - control water
7 - Mordenkainen's sword
8 - Otto's irresistible dance
9 - shapechange
Bob the Efreet

10-23-06, 03:39 PM
Of all the outer gods, I would deem Yog-sothoth and Hastur the only truly appropriate ones.

Not Azathoth? Hm. Maybe not. He seems to fit better as an Abyssal Prince, doesn't he?
R.M.G.C.L.F.

10-24-06, 08:36 PM
I don't think he works as a demon prince either. He's a lord of entropy, but he's a simpleton, a blind idiot god. He's also too out-there for the demons, or for that matter princeness. Frankly, I think he's a neutral, largely benign cosmic force just being manipulated by that obnoxious hand-and-a-half Nylarthotep.
Bob the Efreet

10-26-06, 01:31 AM
I don't think he works as a demon prince either. He's a lord of entropy, but he's a simpleton, a blind idiot god. He's also too out-there for the demons, or for that matter princeness. Frankly, I think he's a neutral, largely benign cosmic force just being manipulated by that obnoxious hand-and-a-half Nylarthotep.

Funny that the most powerful being in existance is mindless.
R.M.G.C.L.F.

10-26-06, 07:24 AM
Not mindless, just highly demented.
Draconian_Cloud

10-27-06, 06:46 PM
Dalnirkirica

Death, The Reaper, The Life Feeder

Greater God
Symbol: A pitch black disk.
Home Plane: The Far Realms and the Negitive Energy Plane
Alignment: True Evil
Portfolio: Death, Destruction, Apathy, Maddnes, Truth
Worshipers: Demi-liches, Lava Wights, Frost Wights, Gods of Death.
Domains: Destruction, Death, Undeath, Knowledge, Maddness
Cleric Alignments: Any

Born before time Dalnirkirica is composed of pure negitive energy and is in fact the negitive energy plane

I don't have much time so this is just the concept of my god ill update the rest when I get back.
R.M.G.C.L.F.

10-29-06, 12:24 AM
I'm sorry, but that god has no purpose in the far realms.

The far realms are not about evil or negative energy, and evil and negative energy are not about each other.
Anything that has true gods as worshippers is not merely a "Greater Diety".
Patrick Draken-Korin

10-29-06, 09:38 PM
That has got to be one of the least thought out deities I've seen. Aside from the lack of flavor (which is really acceptable, seeing as you can fill that out later, or allow others to help flesh out the idea), this deity jumps head first into the pit of foolishness surrounding undead and negative energy in relation to alignment:rolleyes: , while simultaneously completely avoiding the subject of the thread. :confused:

Perhaps you've posted on the wrong thread, but even if this were not the case, Dalnirkirica is at best a cliche, a worst an example of how bad people misunderstand the ideas of negative energy and the far realm. As entropy is and can only be neutral*, an evil negative energy deity couldn't be the negative energy plane. On the other hand, with a proper backstory, a pretensious evil negative energy deity** would have no objection to claiming to be the consiousness of the negative energy plane.

[*=note 1]at least according to the basic principles of D&D. changing this for a homebrew is, of course an option, but the farther you move from the basic principles, the stranger the game usually gets[/*]
[**=note 2]say that five times fast![/**]

Now a deity that claimed to be (even if it wasn't) the true essence of negative energy would, of course, have most of the details suggested. But. It would still not be a far realm deity, or likely have any relation to madness or truth. A relation to madness is reasonable (the eventual deterioration of all things does include sanity, though that is a leap many wouldn't think of), but truth would oppose such a deity in every way that I can think of (as one of those things worn down by entropy).

And finally, as Read My Glowing Claw-Like Finger has stated, something that is worshiped by true deities (and probably anything epic as well) is more than a greater deity, probably either a cosmic deity (such as AO and the krynnish High God) or even beyond that. you may want to check out the dicefreaks boards as they have some information about such powerful entities; dicefreaks (http://community.dicefreaks.com/viewforum.php?f=9&sid=93e61e5ba18bacea8b301c8562dfa60a).
R.M.G.C.L.F.

10-29-06, 10:40 PM
Sadly, no.
THIS:
Blue. a god-being made of a shade of blue.

is the least thought out diety you've seen.

For some reason, people think that "random/lack of thought or effort"=Good for far realms.
Rotfl_and_Lol

11-01-06, 07:41 AM
Krybltz'agr (Usually)

Greater Deity
Symbol: 2D stick with 2 ends (A and B). A touches B, but B doesnt touch A.
Home Plane: Far Realm
Alignment: CN
Portfolio: Time, Space, Randomness
Domains: Random (every cleric gets different spells)
Cleric alignment: Any

Fine outsider (chaos, extraplanar)
HD 20d8 + 2d% + (roll d3, on 1 add 20 outsider hd, on 2 add 20 sorcerer and on 3 add 20 cleric)*2
Initiative: d20 - 10 + dex modifier (roll 3 times, he acts on each)
Speed: Fly: d20 * 20 ft. ,(roll d3, on 1 add burrow speed equal to fly speed, on 2 swim equal to fly, on 3 teleport speed [use dimmension door, at will, as move action] with range 2*fly speed)
AC: 33 + 2d10 + d20 +dex modifier +3d6 (+2d10 natural, +d20 deflection +5 divine, +3d6 time +dex +8 size)
Attack: d3 claw (+40 +d20) (d6 + Time and space warp), d3 tentacle (+40 +d20) (d6 + Time and space warp), d6 eye ray (+40 +d20ranged touch) (Time and space warp)
Full Attack: Same as above.
Special Attacks:
Special Abilities: Regeneration 2d20, fast healing 2d20 DR 2d20/epic + silver + lawful, immunities, all-around vision, SR 3d20, blindsight 2d%, 3 rounds
Saves: +3d20 all
Abilities: str 40, dex 2d20, con 2d20, int -, wis 2d20, cha 2d20
Skills: -
Feats: -
CR: random
Treasure: like for cr 2d20
Alignment: CN

Time and space warp (Su):
Any creature affected by this ability gets a saving throw (will, dc 40 + wis modifier of Krybltz'agr), failed means its size changes to fine (it gets additional 9 dimensions), is stopped in time (can take damage only from Krybltz'agr and creatures under effect of time stop spell) and swallowed whole. Only way to cure this is casting 2 wishes or 2 miracles (or 1 wish and miracle).
Swallow whole (Ex):
Creature affected by Time and space warp ability (failing save) is teleported into Krybltz'agr body and takes d20 damage (body parts just stop existing) and d12 drain of random ability (roll d6, 1 str, 2 dex, 3 con, 4 int, 5 wis, 6 cha) on each of Krybltz'agr initiatives. Theres no limit of creatures swallowed.
Creature that dies because of this has never existed, and will never do (cant be raised in any way). Only way to bring out his victims is casting curing them from time and space warp (2 wishes or miracles). They automatically get out when they have only 3 dimensions.
3 rounds (Su): Krybltz'agr has 3 initiatives and acts on each.
Immunities: Krybltz'agr is immune to acid, disintegration, anything that slows (stunning, slow spell etc.), sonic, gaze, confusion and d4 (1 fire, 2 cold, 3 electricity, 4 all), poison, disease, energy drain, ability drain, ability damage, polymorphing, death effects.
Immortal: Krybltz'agr does not age, need to eat, sleep or breathe.

Roll dices on every encounter. Use same throws for all things (throw only 1 d20 and use it on every d20, 1 d6 etc.) except for things that affect other (damage, drain etc.)

The Krybltz'agr exists on 12 layers (if the world he visits hasn't got layers, he temporary creates them), in 3 different times (current, past minute, and future minute). Sometimes he doesn't exist (depends of his mood, or lack of it). He does look like his symbol, but in 12 dimensions (stick still has 2 ends).

Sorry for my English, layout of this post.
Im_Hiding_In_Your_Closet

11-02-06, 08:58 PM
AAAAOOOOOOOOOOGAAHHHHHH

Boinky, Squeaky, Mel, The Guy From Police Academy Who Made All Those Crazy Sound Effects

Lesser Deity

Symbol: Anything that makes a loud, obnoxious noise can be deemed a symbol of AAAAOOOOOOOOOOGAAHHHHHH.
Home Plane: The Far Realm
Alignment: Chaotic Neutral
Portfolio: sound effects, onomatopoeia, silly noises
Favored Weapon: Squeaky-toy warhammer
Domains: Sound, Chaos, Gilbertgottfried, Yacketysax
Cleric Alignments: Any Non-Lawful

NEW EXOTIC WEAPON: Squeaky-toy warhammer
Size: Medium
Damage: 1d6-1 subdual
Critical: x4, +1 sonic damage
Weight: 4 lbs.
Type: Bludgeoning

Gilbertgottfried Domain
Granted Power: As a standard action, you may make a DC 5 Diplomacy check - if you fail, your target is nauseated for a number of rounds equal to half your character level (round down). You get a -1 penalty to this check at 1st level, then another -1 every three levels (so -2 at level 3). Treat this as a supernatural ability, useable three times per day.
1 - sound burst
2 - shatter
3 - crushing despair
4 - fear
5 - repulsion
6 - song of discord
7 - sympathetic vibration
8 - antipathy
9 - power word, kill

Yacketysax Domain
Granted Power: You move at quadruple your normal movement speed whenever you are attempting to pursue a fleeing target within sight.
1 - expeditious retreat
2 - scare
3 - confusion
4 - good hope
5 - wind walk
6 - animate objects
7 - Otto's irresistable dance
8 - whirlwind
9 - time stop
Bob the Efreet

11-03-06, 05:14 PM
AAAAOOOOOOOOOOGAAHHHHHH

Boinky, Squeaky, Mel, The Guy From Police Academy Who Made All Those Crazy Sound Effects

While this is funny, you, like most everyone else, seem to have no conception of the Outside.
Vestigial_Thumb

11-03-06, 06:02 PM
While this is funny, you, like most everyone else, seem to have no conception of the Outside.
Do you?

I'll make one. Later. Or maybe I won't.

If I decide, I'll let someone know.
Bob the Efreet

11-05-06, 02:46 AM
Do you?

Probably not entirely. But I understand it enough to realise that it's not just randomness and silly things, which seems to be beyond the grasp of a lot of people.
Vestigial_Thumb

11-05-06, 07:52 AM
Probably not entirely. But I understand it enough to realise that it's not just randomness and silly things, which seems to be beyond the grasp of a lot of people.
Emphasis mine.

There. If there are silly random things there, the people here did a fine job at doing them.
R.M.G.C.L.F.

11-05-06, 10:23 AM
I'm going to have to start posting a disclaimer on every single far realm thread I make. "Notice: The far realms is not randomness and stupidity. Do not bog down this thread with monty python references, w2u3t092ujt09u2t8, or similar gibberish. You're not being funny, inventive, or imaginative. It's called spam. "
Vestigial_Thumb

11-05-06, 11:42 AM
Notice: The far realms is not randomness and stupidity.
That's not entirely true. Like some insane people may behave randomly, random things can spawn in the Far Realm. The Blue thingy was poorly thought out I admit, but if the author had actually statted it out, made some domains, just something, it would have been a lot better.
Patrick Draken-Korin

11-08-06, 06:51 PM
You're right, that blue thing was even worse. I didn't think the check the previous page before making that statement, but at least I said "one of the least...etc" (there's always something worse than what you remembered). The spite induced suggestion was obviously not intended as a real effort, and as such doesn't match the potential behind such an idea (though a half-attempt is better than none, such as you pointed out).

Now, Greell'uk the true essense of blue, the unimaginable color of which blue is only a poor shadow (which can only be seen as blue and yet drives sane creatures mad with it's depth) could be a far realm entity, though I'm not sure it should be a deity. Sorta reminicent of the color out of space, though this is a more-existenstial shade rather than a extra-real pigment.

But, I've got to admit a disclaimer sounds like a good idea. The far realm is more than just thinking outside the box, but reaching beyond our sense of time and space; thinking outside of reality if you will.

------
And feeling the need to add another contribution, here's an example.

Methik Riel (yes, that's pronunced mith-ick ree-al)
It Which Moves, What Doth Stand, The Centerpiece.
Greater Deity.
Symbol: a band of metal folded around and within iself to meet it's begining.
Home Plane: the Far Realm.
Alighment: Neutral Good.
Portfolio: Non-euclidean Travel, Indomination
Worshipers: any who might seek mastery of non-euclidean movement, any who would admire non-compliance to outside forces.
Clerical Alignments: Any.
Domians: Endurance, Liberation, Travel, and Trickery.
Favored Weapon: Light or Heavy Mace (pattern is a single length of steel twisted and knotted to meet end to ten).

Methik Riel was once a mortal mage in a mortal realm, but long ago sacrificed itself to save those who were it's people. A great force invade Riel's homeland, one that could not be stood against. Reil escaped by enacting a forbidden ritual and was sent to the Rar Realm, but the nation left behind was ravaged by the forces of the far realm and the invading armies were destroyed along with the native populus.

Once in the far realm, Reil was subjected to it's unreal and unkowable nature but managed to survive and retain sanity, though it's body was warped to a degree beyond the ken of mortal minds. In order to avoid the more powerful entites Reil, a weak quasi-mortal reature discovered ways of moving that were non-spacial, slipping between shreds of reality and masses of non-matter to escape any threats that arose.

Eventually the path-ways between the regions of what was and what was not became familiar until Reil reached a level of understanding that allowed access to places that had never been visited by itself or others. This exploration allowed Reil to attain powers it could never have dreamed of, and led it to study the timeless nature of the far realm. The project was, of course, time travel in relation to it's home material plane.

As each bite of Reil's home nation was swallowed by the far realm, Reil took it and sent it into a demiplane that allowed it's people to avoid all further invasions (though trade was limited until it's people developed a network of portals). Reil never explained it's origin in that world, with it's now unrecognizable form, and those few who know it's past are either great sages or it's desciples.

---
I'll make the endurance domain, and maybe a prestige class based around side-stepping reality later, gotta go.
R.M.G.C.L.F.

11-08-06, 08:47 PM
I think protection seems more appropriate than liberation.

Cool godling.
Inajira

11-09-06, 03:11 AM
d20 CoC states that it's gods have the outsider or great old one type. What is the great old one type?
Im_Hiding_In_Your_Closet

11-09-06, 04:24 PM
While this is funny, you, like most everyone else, seem to have no conception of the Outside.

Don't be too quick to draw conclusions sir. I understand the matter quite well, thankyouverymuch - the Far Realm grabbed me ever since I first saw it in the Manual of the Planes index, and I've followed it quite closely ever since. I even went back to read some actual Lovecraft, just to see what all the fuss and tentacle-themed merchandise was about - and if I may ask: How many people do you know out there whose FIRST reaction after reading Lovecraft is in fact,
"Wow - now HERE'S someone I can empathize with!"?:coolcthul

I'm happy you thought it was funny - fact was, it was something that had come to mind, and looking at the thread I figured that other posters had the overall Far-Realmy material well in hand, so rather than risk piling on an excess I figured I'd go for accentuating it for the time being with some of the wacky ****. Far realm is where everything that isn't welcome anywhere else is, and EVERYTHING is somewhere (well, except vestiges). I actually thought the "Blue" idea was clever - obviously, the content of the original post was minimal, but I thought the kernel was quite innovative indeed; those of you who would be so critical so soon, are we quite SURE we are indeed thinking outside the box? And how many boxes are there anyway? Are they all the same size? How many dimensions to this particular box? Is the box bigger or smaller than a breadbox? What's it made of - bauxite? Can you be inside and outside the box at the same time? Can you stand inside the box and think outside/vice versa? Is the box more or less secure than Fort Knox? The party Rogue should check the locks. If I remove the Fox from the Box, would you be willing to eat Green Eggs and Ham then, sir? I could replace the Fox with Bill Clinton's cat Socks...or would Sir Prefir a good old-fashioned Box of New York's finest Kosher Lox? :rimshot:

I dunno - I've been known to "try too hard" and trip myself up in the process.

PROSCHT-MELENDE C C C

The Black Third, The Welcome Guest, Ten-From-Eighty

Intermediate Diety

Symbol: a crocodile with 3 circular holes along its back and a mummified human head
Home Plane: The Far Realm
Alignment: Chaotic Lawful
Portfolio: Teeth, That-Which-Is-Not-Teeth, Robes of Useful Items
Favored Weapon: Tomahawk
Domains: Teeth, Spell, Salt, Creation, Schpode (pronounced "shPO-day.")
Cleric Alignments: Proscht-Melende C C C's clerics start out either LN, LG, CE, or CN, but are encouraged to change alignment from time to time, so long as they are never NN

New Martial Weapon: Tomahawk
Size: Medium
Grade: Light
Damage: 1d4
Critical: 18-20/x3
Weight: 2 lbs.
Type: Slashing
Range: 10 ft.


Teeth and Salt Domains forthcoming.

Schpode Domain
Granted Power: You may cast bane at will.
1 - create wine (as Djinn special ability, but Schpode vintage wine is much darker and heavier)
2 - grease (looks like fresh water with the consistency of cake icing)
3 - N/A
4 - N/A
5 - dispel Chaos/Evil/Good/Law
6 - antilife shell
7 - resurrection
8 - Schpode burst (as sunburst, but does 5d8 damage instead of 6d6, deals extra damage to Elementals and the subtype instead of Undead, has no effect whatsoever on corporeal Undead, and appears as a burst of bubbly, dusky liquid/steam/light)
9 - [I]shades

anyway, :bump: this is an awesome thread idea, and hey - it's Far Realm, people. There's room for Everything....:88E:
Im_Hiding_In_Your_Closet

11-09-06, 04:41 PM
query, does god-like require a divine rank, or is one-of-a-kind legendary good enough? (though often these creatures would have a divine rank, the tarrasque doesn't. think about a psuedonatural tarrasque with a divine rank of 9...)

anyway i wasn't planning on listing anything other than unique creatures, with or without a divine rank.

here's a sample deity (another chaos extremist), i'll give full statistic and backstory later when i'm not so tired (yawn).

Tek'Tek'Tek
A.K.A timebleeder
Greater Deity
Symbol: that multidimensional E that has it's ends warp together (commonly used as an optical illusion)
Home Plane: the far plane
Alignment: CN
Portfolio: illogic, confusion, distraction, labyrinths, interdimensional leakage, intertemporal leakage, the far plane (one of the more prominent forces that shapes the far plane :cool: ), magic, knowledge (specifically the forbidden kind)
Worshipers: philosophers and insane people (same difference ;) ), rarely a dungeon crafter or interplanar/intertemporal explorer
Cleric Alignments: CE, CG, CN
Domains: madness, puzzle, chaos, artifice, trickery (5 that's scary :eek: )
Favored Weapon: morningstar (the shape seems to constantly shift and bend among about 25 or more variations, but if touched it is solid in a single shape :confused: )

FYI, I'm working on crafting an adventure to DM, and I've prefabricated the PCs - I've decided that one of them (the insane Wizard) has this guy as his Deity! :tie:
Bob the Efreet

11-10-06, 05:19 PM
Don't be too quick to draw conclusions sir. I understand the matter quite well, thankyouverymuch - the Far Realm grabbed me ever since I first saw it in the Manual of the Planes index, and I've followed it quite closely ever since.

Perhaps you do have a decent understanding of the matter. All I had to go off of was the post you made, though, hence my conclusion. If it was, indeed, incorrect, then I'm sorry for being so hasty.
Im_Hiding_In_Your_Closet

11-10-06, 06:55 PM
Perhaps you do have a decent understanding of the matter. All I had to go off of was the post you made, though, hence my conclusion. If it was, indeed, incorrect, then I'm sorry for being so hasty.

Understood, no harm, no foul. Our perceptions are all we have to work with, don't we? If our they fail to direct us to the Truth, there's not much we can do about it - and how can we EVER be sure that that isn't the case?

:OMG! We can't. :OMG!

Such is the Solipsist Ultimatum - and such is the nature of the Far Realm. :88E:
Im_Hiding_In_Your_Closet

11-10-06, 08:25 PM
Teeth Domain
Granted Power: You gain a bite attack.
1 - blade of pain and fear
2 - fangs of the vampire king
3 - spirit jaws
4 - vortex of teeth
5 - dire hunger
6 - blade barrier (teeth instead of blades)
7 - arrow of bone
8 - flensing
9 - black blade of disaster (appears as massive, gaping black jaws instead of a sword)

Salt Domain
Granted Power: You are immune to normal dehydration effects, and take half damage from dehydration-based spells in addition to whatever damage may be mitigated by successful saving throws.
1 - saltray
2 - gentle repose
3 - dessicating bubble
4 - neutralize poison
5 - blight
6 - pillar of salt (as flesh to stone, but turns to pillar of salt instead of stone statue)
7 - resurrection
8 - Abi-Dhalzim's horrid wilting
9 - temporal stasis
ChaoticGood

11-10-06, 10:06 PM
R.M.G.C.L.F - You know, I understand that the over-abundance of "silly" deities is not what you were looking for, but you haven't had a single nice thing to say about anything that anyone has posted. I can't say I blame people for having fun with the idea despite your increasingly angry objections. :P


I'll make the endurance domain, and maybe a prestige class based around side-stepping reality later, gotta go.

No need to do so, as it was already published ... albeit, in the Book of Exalted Deeds.
Im_Hiding_In_Your_Closet

11-11-06, 04:35 AM
FYI for those wondering, a few of the spells mentioned in some of the domains I've made I drew from the Spell Compendium - just in case anyone's looking them over and going :blink:.
R.M.G.C.L.F.

11-11-06, 12:00 PM
R.M.G.C.L.F - You know, I understand that the over-abundance of "silly" deities is not what you were looking for, but you haven't had a single nice thing to say about anything that anyone has posted. I can't say I blame people for having fun with the idea despite your increasingly angry objections. :P


>>; Point taken. I suppose I am being a bit of a premature bitter old man.
Patrick Draken-Korin

11-11-06, 11:31 PM
Protection maybe, but I was thinking that the rescue was more incedental; fixing one's mistake. The liberation domain's based of the idea of indomination; not allowing others to dominate. Unfortunately the way that I work is very spontaneous, so I probably won't develope much more for that idea due to the interrruption.

However;

Rikor'La
Tangent, The Offshoot.
Lesser Deity.
Symbol: a short piece of metal or wood that curves abruptly near one end.
Home Plane: the Far Realm.
Alighment: Chaotic Neutral.
Portfolio: Non-euclidean ideas, mad genius, ADD.
Worshipers: mad inventors/researchers, people who suffer ADD.
Clerical Alignments: Chaotic Evil, Chaotic Good, Chaotic Neutral.
Domians: Trickery, Chaos, Knowledge, Magic.
Favored Weapon: Any (spur of the moment choice*).

*for spiritual weapon, the weapon is randomly chosen (the damage is static, so this doesn't matter).

Rikor'La was originally the idea of an oddball wizard that travelled to the far realm in order to attempt a foolish experiment. The guy left before completing the experiment because he (or ws it a she?) was distracted by another idea and had to go test it. The idea was left behind, and eventually grew to become a deity.

-----
Generally I've found something; the more effort put into a kernal of an idea, the better it will be recieved (even a bad idea will usually only get a weak response, possibly other than complaining about the lack of development for the idea).

I try to give a bit of history or some other blurb, much like those given to moster descriptions, to give a feel for the deity. You don't have to, of course, but better to spend two lines on fluff than encourage misinterpretation. Especially when dealing with things that are Out There.

I'm happy you thought it was funny - {space deleted to shorten post, though yeah I still read it} of New York's finest Kosher Lox?
1) You can't overdose on far-realmy things. It's simply impossible.
2) I also read the H.P. Lovecrafting works to see what the fuss was about. Sadly I must admit my reaction was "That's all?". It was good (creepy, inovative, and Out There), but I've seen more interesting things in my daydreams.
3) To merely wonder about the nature of the box... Well, have you gone beyond it? Can we? Is there another box? Defining the box and it's contents is indeed interesting, but this thread (at least as I thought it) is for ignoring the box and going Out There.

I don't have a problem with silliness: sometimes I think it might be my guiding principle. But there are different types of silliness; humorous, Out There/creepy, odd (such as adding "snorkle" to a conversation at random), and just plain stupid. There are probably others. I'm afraid that Read My Glowing Claw-Like Finger only wants out-there/creepiness in this thread. I'm just happy as long as it's not stupid and doesn't make stupid assumptions (such as the circular logic of undead and necromancy or the fallacious relation assumed to exist between negative energy and evil).
R.M.G.C.L.F.

11-12-06, 11:51 AM
Yeah, well, I was disappointed by my first HPL story to. There's Lovecraft, and then there's Lovecraft. The Dream Quest of Unknown Kadath is in my opinion the pinacle of his work and his wonder, although he himself held it in low regard.


Rikor'la seems okay, if a bit short. I didn't know I worshiped it though.
Bob the Efreet

11-12-06, 03:54 PM
The Dream Quest of Unknown Kadath is in my opinion the pinacle of his work and his wonder, although he himself held it in low regard.

I concur. That story was excellent.
Patrick Draken-Korin

11-12-06, 11:20 PM
Haven't read it. Dang that mean's I gotta. Oh Darn. Thanks!
Im_Hiding_In_Your_Closet

02-23-07, 10:27 PM
This thread appears long-dead, and probably will remain that way, but heck...
that is not dead which can eternal lie....:coolcthul

Durzbaum

Maat-lobe, Hints, The Man Who's Not From Detroit

Lesser Deity

Symbol: a piece of hardtack covered in foamy bubbles
Home Plane: a demiplane within the Far Realm called Mesquitii Circus
Alignment:Lawful Evil - except when in the visual presence of any being capable of procreation, during which time It is Chaotic Good
Portfolio: Exactly 7,631,004,995 specific individuals scattered all across Space-Time; none of them are necessarily aware that Durzbaum watches over them, or even exists
Favored Weapon: Chijiriki
Domains: Fate, Luck, Chosen*, Conspiracy*
Cleric Alignments: Any, but only members of his portfolio

Chosen Domain
Granted Power: You do not suffer level loss due to death and resurrection.
1 - shield of faith
2 - eagle's splendor
3 - heroism
4 - commune
5 - righteous might
6 - indomitability
7 - vision
8 - moment of prescience
9 - miracle

Conspiracy Domain
Granted Power: Add Forgery, Decipher Script, Gather Information, Sleight of Hand, and Bluff to your list of Cleric class skills.
1 - ventriloquism
2 - illusory script
3 - zone of silence
4 - translocation trick
5 - true seeing
6 - planar ally
7 - sequester
8 - mind blank
9 - weird