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| RAGNAROKISCOMING200701-29-08, 04:49 PM | Gods, Goddesses, and Entities I've looked through Tebryn14's thread "Deity Stats - Avatars and all levels of Deities". While the number of statted deities were plentiful, at least 95% of them were serverly lacking in the uniqueness and epicness departments. They didn't really have unique abilities to call their own, and their weapons were non-epic and simple. Thus I came up with the idea to do this thread. Of course I'll need all of your minds for this thread. This thread is designed to help people who are looking for the statistics of their favorite deities with a little something extra added to them. By something I mean Unique Salient Divine Abilities, Artifacts, etc. these things will help to further differentiate the deities we have grown accustomed to in the Deities and Demigods book. Read the following note before proceeding! 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 make an index of deities covered so far and what page of this topic to find the information as an index list here in the first post. * If you want to stat a deity that’s already been posted here, go ahead, BUT notify me first so that we don’t have to many repeats of the same deities. *You do not have to stat a deity that’s in the Deities and Demigods book. You can create an entirely different deity of your own creation. *You can give your deity class levels if you want, but I prefer that you use my guidelines. Personally I think my guidelines make things easier than having to deal with multiple classes. 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 African Aztec Pantheon Beholder Pantheon Bugbear Pantheon Celtic Pantheon Celestial Bureaucracy Dead Gods Draconic Pantheon Drow Pantheon Dwarven Pantheon Egyptian Elven Pantheon Faerunian Pantheon Fey Giant Pantheon Gnome Pantheon Goblin Pantheon Greek Pantheon Halfling Pantheon Illithid Pantheon Japanese Pantheon Kobold Pantheon Native American Pantheon Norse Pantheon Orc Pantheon Other Humanoid Deities Skerrit, The Centaur Lord (http://forums.gleemax.com/showpost.php?p=15144548&postcount=3)by me :tiphat: Scalyfolk Pantheon Sumerian Pantheon Undead Deities Vedic Pantheon Agni, Vedic God of Fire (http://forums.gleemax.com/showpost.php?p=15360368&postcount=11) by me :tiphat: Cosmic Entities Abyssal Lords Celestial Hebdomad Court of Stars Dukes of Hell Elementals Cryonax, Evil Paramental Prince of Ice (http://forums.gleemax.com/showpost.php?p=15484905&postcount=36) :tiphat: Imix, Evil Elemental Lord of Fire (http://forums.gleemax.com/showpost.php?p=15484869&postcount=34) :tiphat: Ogremoch, Evil Elemental Lord of Earth (http://forums.gleemax.com/showpost.php?p=15484955&postcount=38) :tiphat: Olhydra, Evil Elemental Princess of Water (http://forums.gleemax.com/showpost.php?p=15484923&postcount=37) :tiphat: Yan-C-Bin, Evil Elemental Lord of Air (http://forums.gleemax.com/showpost.php?p=15484888&postcount=35) :tiphat: Five Companions Lords of the Nine Netherfiends Sarim Slaad Lords Guidelines for creating deities on this thread I must first thank the denizens of Dicefreaks (http://projectdf.phpbbnow.com/viewtopic.php?t=1059), since they created most of what I'm posting below. So be sure to thank them when you get the chance. HD-All deities have class levels and no outsider HD, though they are still outsiders. HD range- Deities have limits on the amount of class levels they can have. Quasi – 40-50 Demigods – 40-60 Lesser – 45-65 HD Intermediate – 55-75 Greater – 60+ Domains: Demigods receive three domains, lesser deities receive four, intermediate five, and greater six. A deity of any rank may take the Extra Domain salient divine ability (see Salient Divine Abilities, below). A deity with fewer domains then his rank would entitle him to may make up the difference with bonus salient divine abilities. Divine Rank- Rank 0: quasi-deity Rank 1-5: demigods Rank 6-10: lesser deities Rank 11-15: intermediate deities Rank 16-20: greater deities Rank 21+: overdeities AC- All deities gain a divine bonus to AC equal to their divine ranks. They also gain a deflection bonus equal to their Cha bonus. Attacks - All deities gain a divine bonus to attack rolls equal to their divine rank. DvR 1 or higher deities do not automatically fail on a natural roll of 1. Saves- All deities have good saves and gain a divine bonus to all saves equal to their divine rank. Check bonuses - All deities gain a divine bonus to ability, caster level, skill, and turning checks equal to their divine ranks. Divine Immunities – All deities are immune to ability damage, ability drain, energy drain, 2 energy types, mind-affecting effects, and transmutation. Dvr 6 or higher deities are immune to banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, turning and rebuking *Note- deities can make rank checks against other deities to overcome these immunities. Damage Reduction – Deities have damage reduction, which is determined by their rank. Quasi: DR 20/epic Demigods: DR 25/epic and material Lesser: DR 30/epic and material Intermediate: DR 35/ epic, alignment, and material Greater: DR 40/ epic, alignment, and material Alignment Choices: good, evil, chaos, law (pick one only). Material Choices: adamantine, cold iron, mithral, silver, steel, or wood (pick one only). Resistances- 1 energy type resistance 20 + divine rank, A deity has spell resistance equal to 32 + 1/2 HD + her divine rank. Salient Divine Abilities- deities gain 1 SDA per divine rank. Demigods get 1 bonus SDA, lesser deities 2, intermediate deities 3, greater deities 5. Also, SDAs remain the same as presented in the Deities and Demigods book except as follows: When a salient divine ability allows a saving throw, the kind of save is noted in the descriptive text. Most saving throws have DCs of 10 + 1/3 deity’s’ level (round down) + the deity’s relevant ability modifier + the deity’s divine rank. The actual DC is listed in the deity’s description. DC’s may vary. Using Salient Divine Abilities: Using a salient divine ability is a standard action unless otherwise noted in the ability description. Using a salient divine ability does not provoke an attack of opportunity. Salient Divine Abilities and Antimagic: A salient divine ability functions normally within an antimagic field, and is never subject to spell resistance. New or improved Salient Divine Abilities ANNIHILATING STRIKE Prerequisites: Divine rank 11, base attack bonus +20, Str 25+ Benefit: When the deity strikes with a weapon or natural weapon, the opponent struck may be obliterated. Creatures, attended objects, and magic items must make Fort saves (DC 20+ Str modifier + divine rank) or be reduced to -10 hit points and killed outright. Unattended, non-magical objects are obliterated. The deity can destroy up to 1,000 cubic feet (a 10-foot cube) of nonliving matter per rank, so the ability destroys only part of any very large object or structure targeted. Notes: Deities and cosmic entities are not subject to this ability except on a successful opposed rank check. This ability has no effects on objects or effects that are not subject to physical attacks, such as walls of force. Suggested Portfolio Elements: Death, justice, vengeance, war. DIVINE BLAST The deity can channel part of her personal energy into a ray. . . Prerequisite: Cha 29. . . Benefit: The deity can use this ability a number of times per day equal to 3 + her Charisma bonus. The ray created can extend up to one mile per rank (the deity chooses the length). Targets the ray strikes take 1d12 points of damage per rank of the deity, plus 1d12 points of damage per point of Charisma bonus the deity has. There is no saving throw, but the deity must make a ranged touch attack to hit a target. She can make the ray look, sound, smell, and feel like anything she desires. Despite the appearance of the ray, the damage it deals results directly from divine power and is therefore not subject to being reduced by protection from elements and similar magic. Fortitude save DC (20+ 1/3 of deity’s level+ deity’s DvR+ Cha bonus) halves damage. . . Notes: The ray destroys a wall of force, prismatic wall, or prismatic sphere it hits (all layers in a prismatic effect are destroyed). The ray itself is unaffected and can strike a target behind the wall of force or prismatic effect. A divine shield can stop the ray. . . Suggested Portfolio Elements: Death, destruction, war. -DIVINE SPLENDOR The deity's mere proximity is fatal to mortals. Prerequisites: Divine rank 16, Cha 26. Benefit: Any mortal who approaches within 10 feet per divine rank of the deity in her natural form dies immediately. The mortal is allowed a Fortitude saving throw with a DC of 20 + 1/3 deity’s level (round down) + the deity’s Charisma bonus + the deity’s divine rank. Even if the save succeeds, the subject takes 1d8 damage per rank of the deity, which may kill it anyway. Suggested Portfolio Elements: Supreme. ELDRITCH KNOWLEDGE The deity learns additional spells. Prerequisites: Spellcaster level 1st, Cha 29, Extra Spell. Benefit: The deity knows double the number of spells of each level normally granted by her class and level. Notes: A deity may gain this salient divine ability more than once; the effects stack. Suggested Portfolio Elements: Knowledge, magic. GOVERN THE CHILDREN The deity can dominate and control the actions of a specific kind of creature. . . Prerequisites: Divine Rank 6, Control Creatures. . . Benefits: The deity can control an infinite number of one type of creatures that she can control through her Control Creatures ability. This places no great strain upon her being, provided that they are on the same plane as she is. . . Additionally, the deity may telepathically call any of these creatures that are within one mile per divine rank, regardless of their ability to understand language. Called creatures begin at once to travel as swiftly as they can to her location in order to serve her. . . Suggested Portfolio Elements: Domination, race, supreme. INCREASED DAMAGE REDUCTION The deity is remarkably resistant to physical attacks. . . Prerequisites: Con 29. . . Benefit: The deity’s damage reduction increases 5 and adds an additional requirement to bypass the damage reduction. This requirement can be an alignment opposed to that of the deity or a specific damage type (bludgeoning, piercing, or slashing). Alternately, the deity can waive the additional requirement and instead change her special material requirement to something more unique (such as jade, bone, starmetal, or any material as long as it can be fashioned into a weapon). . . Suggested Portfolio Elements: Any. INCREASED ENERGY RESISTANCE The deity has resistance to energy beyond the divine norm. . . Benefit: The deity gains resistance equal to her divine rank to acid, cold, electricity, fire, or sonic energy. . . Notes: A deity can have this ability multiple times, choosing a different form of energy each time. The deity also can have this ability more than once for a single type of energy. When applied to an energy type that the deity already resists, this ability increases the resistance by 10. . . Suggested Portfolio Elements: Any. INCREASED SPELL RESISTANCE The deity has spell resistance beyond the divine norm. . . Benefit: The deity’s spell resistance increases by 20. . . Notes: A deity can have this ability multiple times, and its effects stack. A deity with two applications of this ability improves her spell resistance by 40. . . Suggested Portfolio Elements: Magic -LIFE AND DEATH The deity can kill a mortal creature almost anywhere. Likewise, the deity can bestow life upon any dead mortal being almost anywhere. . . Prerequisites: Divine rank 6, Gift of Life or Hand of Death. . . Benefit: The deity designates any mortal and snuffs out its life. The mortal is allowed a Fortitude saving throw to resist. Even if the save succeeds, the subject takes 1d8 damage per rank of the deity, which may kill it anyway. . . Alternately, the deity can designate any dead mortal and restore it to life. Unwilling mortals may attempt a Will save against the same DC to resist resurrection. . . The save DCs are Charisma-based. . . Notes: This ability works across planar boundaries and penetrates any barrier except a divine shield. However, the subject must be in a location the deity can sense, either within the deity’s sense range or in a location the deity can perceive through its remote sensing ability. If the deity cannot see the subject, the deity must unambiguously identify the subject in some fashion. If the deity chooses to kill a mortal, the ability works like the destruction spell, except that there is no material component. The mortal cannot be raised or resurrected afterward, except by a deity using the Gift of Life or Life and Death ability, who must succeed on a rank check against the deity that slew the mortal. . . If the deity restores life to a mortal, this ability works like the true resurrection spell, except that there is no material component and the amount of time the subject has been dead is irrelevant. . . This ability cannot restore a creature to life against its will, but it can resurrect an elemental or outsider. It can resurrect a creature whose soul is trapped - if the soul is held by another deity or a cosmic entity, the deity must suceed on an opposed rank check to free it. . . This ability can only restore life to a creature that has been slain by the Hand of Death, Life and Death, or Mass Life and Death ability if the deity succeeds on an opposed rank check against the deity that slew the creature. . . Rest: After using either version of this ability, the deity must rest for 1 minute per level or Hit Die of the creature affected. Deities whose portfolio includes life or death do not have to rest after using this ability. . . Suggested Portfolio Elements: Death, life, supreme. MASS LIFE AND DEATH The deity can kill large numbers of mortal creatures almost anywhere. Likewise, the deity can bestow life upon large numbers of dead mortals almost anywhere. . . Prerequisites: Divine rank 16, Gift of Life or Hand of Death, Life and Death. . . Benefit: The deity can designate any number of mortals and snuff out their lives. Or she can designate any number of dead mortals and restore them to life. The targets are allowed saving throws just as with Life and Death. . . Notes: No two mortals affected by a single use of this ability can be more than one mile apart per rank of the deity. The ability is otherwise identical to the Life and Death salient divine ability. . . Rest: After using either version of this ability, the deity must rest for 1 minute per level or Hit Die of the creatures affected. . . Suggested Portfolio Elements: Death, supreme. OVERLORD . . Prerequisites: Divine rank 16, Control Creatures, Govern the Children. . . Benefits: The deity can control an infinite number of one type of creatures that she can control through her Control Creatures ability. This places no great strain upon her being, provided that they are on the same plane as she is. . . Additionally, the deity may telepathically call any of these within the same plane, regardless of their ability to understand language. Called creatures begin at once to travel as swiftly as they can to her location in order to serve her. . . Suggested Portfolio Elements: Domination, race, supreme SUPREME DAMAGE REDUCTION . . Prerequisite: Divine rank 6, Increased Damage Reduction. . . Benefit: This ability adds a creation process requirement for the weapon needed to bypass the deity's damage reduction. A deity can't choose this ability more than once. This requirement can be as unique as desired, such as requiring a weapon to be forged from tarrasque bones and cooled in the blood of a willing angel. SUPREME INTIATIVE The deity always goes first in the initiative order. This is an extraordinary ability. . . Prerequisites: Dex 29, Improved Initiative. . . Benefit: The deity goes first in the initiative order, no matter what her initiative result is or what initiative result anyone else in an encounter or battle has. . . Notes: Determine initiative normally among any beings who don’t have this ability, placing them in order after the deity. The deity can choose to delay or ready an action, just any other being can, and doing so changes her initiative as normal. The deity also can refocus, thereby resuming her position at the beginning of the initiative order. . . If two or more deities who have this ability are in the same battle, the deity with the highest divine rank gets the first position in the initiative order, the deity with the second highest rank gets the second position, and so on. Other beings then go in order after the last deity with the Supreme Initiative ability. . . If two deities with this ability and the same divine rank are in a battle, make an initiative check for each deity, and the deity with the higher result goes first. . . Suggested Portfolio Elements: Agility, thieves, war. Unique Salient Divine Abilities- Deities also have unique abilities, which represent their portfolios or interests. Demigods can have anywhere from 1-2 USDAs, lesser deities 1-3, intermediate deities 1-4, greater deities 1-5. DCs (if applicable) are 20 + ½ deities level + chosen modifier + deity’s divine rank. Spell-like Abilities- A deity can use any domain spell she can grant as a spell-like ability at will. Her effective caster level for such abilities is equal to her total HD + her divine rank. The saving throw DC for such abilities is 20 + the spell’s level + her Charisma modifier + her divine rank. A deity can have more spell-like abilities that are not domain spells. If so, they can cast all 6th level spells at will, and cast 7th level to 9th level spells 9 times a day. If the spell is higher than level 9 it can be cast 6 times per day. Spells - A deity with levels in the spell casting classes uses the following to determine the power of her spells. Her effective caster level for such abilities is equal to her spell casting class levels + her divine rank. The saving throw DC for such abilities is 20 + the spell’s level + her mental ability (depends on class) + her divine rank. Travel: A deity of rank 1 or higher can use greater teleport as a spell-like ability at will, as the spell cast by a 20th-level character, except that she can transport only herself and up to 100 pounds of objects per divine rank. A deity of rank 6 or higher also can use greater planeshift as a spell-like ability at will, as the spell cast by a 20th-level character, except that she can only transport herself and up to 100 pounds of objects. If the deity has a familiar, personal mount, or personal intelligent weapon, the creature can accompany her in any mode of travel if she touches it. The creature’s weight counts against the total weight limit. Avatars: Demigods can have 5, Lesser Deities can have up to 10 avatars, Intermediate Gods 15, and Greater Gods 20. Creating AVATARS Deities of rank 6 or higher may create avatars. An avatar serves as a deity’s alter ego, effectively allowing her to be in two or more places at the same time. An avatar is an extension of a deity: she senses and knows everything the avatar senses and knows and vice versa. Each avatar counts as a remote location where the deity is sensing and communicating. A lesser deity can have up to five avatars at once, an intermediate deity can have up to ten, and a greater deity can have up to twenty avatars. It takes a deity one year to create an avatar or replace a destroyed avatar. The process does not require any special effort on the deity’s part. An avatar must be created in the deity’s own realm. If the deity has the Divine Creation salient divine ability, she can use it to create a new avatar anywhere. However, the deity must rest afterward as noted in the Divine Creation ability description. . . An avatar is a less powerful version of a deity, created by modifying the deity’s statistics, which has the following characteristics. It is typically a divine rank 0 entity of the same type and subtypes as its deity, possessing half of the deity’s class levels (the deity chooses which levels to grant) and all of her racial Hit Dice. An avatar uses all of this base creature’s statistics and special abilities except as noted here. . . Special Abilities: An avatar gains all of the following special abilities. . . Domain Powers: An avatar can use any domain power its deity grants three times per day (if the power normally can be used more often than that, it gets the greater number of uses). If a domain power is based on cleric level (or one-half cleric level), an avatar with no cleric levels has an effective cleric level equal to her deity’s divine rank for this purpose. . . Salient Divine Abilities: An avatar has salient divine abilities according to its divine tier (2 for lesser deities, 3 for intermediate, and 5 for greater). The deity chooses which of her abilities the avatar has when creating the avatar, but can only grant abilities that she could qualify for if she had five fewer ranks. The avatar uses its own divine rank (0) to determine all effects based upon rank. An avatar cannot have the Possess Mortal salient divine ability. . . Spontaneous Casting: An avatar who has levels in a divine spellcasting class can spontaneously cast any spell its deity can grant. . . Spell-like Abilities: At will—greater teleport and planeshift. In addition, an avatar can use any domain spell its deity can grant as a spell-like ability three times per day. The avatar’s effective caster level for such abilities is equal to its HD. The saving throw DC for such abilities is 10 + the spell level + the avatar’s Charisma modifier. Special Qualities: An avatar gains all of the following special qualities: —Divine Aura: An avatar possesses a divine aura, but its radius is always 10 feet per rank of its deity. . . Abilities: An avatar has the same base ability scores as its deity, but suffers a total reduction in ability scores equal to 20 + the deity’s rank. This reduction is divided evenly among its ability scores (except in cases where doing so would reduce an ability score below 10). Its ability scores after the reduction typically have the same relative values as before. . . Feats: By character class and/or HD, but the avatar cannot possess feats that its deity does not. . . Challenge Rating: As quasi-deity + 3. . . Alignment: As deity. . . Advancement: — Creating Proxies PROXIES Deities of rank 1 or higher may empower mortal worshippers to act as proxies. A divine proxy speaks and acts on behalf of her deity, and is invested with a mote of the deity’s vast divine power. The minion to so be empowered must physically be present before the deity (or one of her avatars). Most often the minion is a powerful servant in her own right, such as a trusted cleric or paladin. . . A deity may possess a number of proxies equal to her divine rank with no ill-effects. If the deity exceeds this number, she receives one negative virtual divine rank. The negative rank remains as long as the deity exceeds her normal limit and disappears when the excess proxies are eliminated. This negative rank never results in actual loss of divine rank, but it cannot be overcome in any way while the deity possesses excess proxies. This penalty increases to two negative ranks if the deity has more proxies than double her divine rank, to three negative ranks if she has more than three times her divine rank, etc. A deity with negative virtual divine ranks does not lose any abilities or powers, but functions as a deity of her new (lower) rank for the purpose of resolving all abilities and checks. . . A Proxy may be any Aberration, Animal, Construct, Dragon, Elemental, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider (only those with the "Native" subtype), Plant, or Undead with an Intelligence score of at least 3 and the deity as a patron (referred to hereafter as the character). A proxy uses all the character’s statistics and special abilities except as noted here. . . Armor Class: A proxy gains a deflection bonus to her AC equal to her Charisma modifier (if positive). . . Special Attacks: A proxy retains all the special attacks of the character and gains the following special attacks. . . Divine Mandate (Su): A proxy can use any domain power her deity grants. If a domain power is based on cleric level (or one-half cleric level), a deity with no cleric levels has an effective cleric level equal to one half of her HD. If the proxy is a cleric already, she may use her total HD to calculate the effects. . . Salient Divine Ability (Su): A proxy is granted a Salient Divine Ability that she qualifies for (ignoring any divine rank prerequisites), of the deity’s choosing. The deity must have the same ability she grants her proxy. If any effect of the salient divine ability is calculated using divine rank, the proxy uses her deity’s divine rank to determine the power of the effect. . . Spell-Like Abilities (Sp): A proxy gains the ability to use greater teleport and planeshift at will, but may only planeshift between her home plane and the realm of her patron. In addition, the proxy gains the ability to use all of the spells granted by her deity’s domains as spell-like abilities once per day. If a spell forms part of more than one of a deity’s domains, the proxy may still only use it once per day. The proxy casts these spells as a cleric of her level or HD (DC 10 + the spell’s level + the Proxy’s Charisma modifier). . . Special Qualities: A proxy has all the special qualities of the base creature, plus the following special qualities. —Immunity to four attacks or conditions chosen by the deity, typically pertaining to the deity’s portfolio. Common choices are aging, ability damage, death effects, and energy drain. A deity whose divine rank exceeds the divine rank of the proxy’s deity ignores these immunities. —Damage reduction 10/epic. If the proxy already possesses damage reduction, use whichever is better. —A proxy’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction. —Spell resistance equal to 10 + the proxy’s HD. If the proxy already possesses spell resistance, use whichever is higher. . . Saves: A proxy gains her charisma modifier (if positive) as a Divine bonus to her saving throws. This stacks with any similar bonus the proxy may have (such as from a paladin’s divine grace or a blackguard’s dark blessing). . . Abilities: A proxy gains a number of bonus ability points equal to twice the deity’s divine rank, which are assigned by the deity (not the proxy). . . Challenge Rating: As base creature + 4. Rank Checks: When making a rank check against another deity or a cosmic entity, a deity (or cosmic entity) adds her divine rank as well as a +4 strata bonus for every divine strata which she is higher than her opponent. The different strata are quasideity, demigod, lesser deity, intermediate deity, greater deity, and overdeity. For example, if a rank 9 lesser deity and a rank 12 intermediate deity were to make opposed rank checks, the lesser deity would roll 1d20+9 (base 9) and the intermediate deity would roll 1d20+16 (base 12 + 4 strata bonus). If a rank 18 greater deity were to make a check against a rank 5 demigod, the greater deity would roll 1d20+30 (base 18 + 12 strata bonus) and the demigod would roll 1d20+5 (base 5). Intermediate and greater deities do not maximize rank check rolls. Within their Realms (Su): Deities gain a +3 bonus Divine Rank bonus. This increase applies to the following areas: SR, AC bonuses, attack bonuses, divine abilities save DCs, ability DCs, skill modifiers, rank checks, CL, spell-like abilities DC CR increases – Deities’ CR increases depending on the following: DvR 0: +3 DvR 1-5: 4 + ¼ DvR + 1/6 SDAs DvR 6-10: 4 + ¼ DvR + 1/3 SDAs DvR 11-15: 4 + ¼ DvR + ½ SDAs DvR 16-20: 4 + ¼ DvR + 2/3 SDAs Regarding USDAs: CR +1 or 2 depending on how powerful to USDA is and if it affects combat. Regarding Artifacts: CR +1 for minor artifacts, CR +2 for major artifacts. *Copy and paste these stat blocks in a Microsoft Word program (or similar program) and saved them. That way when you post your stats, it'll already be formatted. Deity Stat Block Name: Titles: Divine Rank: Symbol: Home Plane: Alignment: Portfolio: Worshippers: Cleric Alignments: Domains: Favored Weapon: Divine Rank: HD: Initiative: + Speed: ft. AC: (+armor, +deflection, + Dex, +divine rank bonus, + natural, size) touch, flat-footed BAB/ Grapple: +/+ Attack: Full attack: Space/reach: ft./ ft. Special attacks: Special qualities: Saves: Fort +, Ref +, Will + Abilities: Str , Dex, Con, Int, Wis, Cha Skills: Appraise +, Balance +, Bluff +, Climb +, Concentration +, Craft () +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Info +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge() +, Listen +, Move Silently +, Open Lock +, Perform +, Profession +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft +, Spot +, Survival +, Swim +, Tumble +, Use Magic Device +, Use Rope + Feats: Greater Weapon Focus (), Greater Weapon Specialization (),Weapon Focus (), Weapon Specialization (), Epic Feats: Epic Weapon Focus (), Epic Weapon Specialization () Environment: Organization: CR: Treasure: Alignment: Combat: Divine Immunities: Domain Powers: Spell-like abilities: Salient Divine Abilities: Unique Salient Divine Abilities: Other Divine Powers Senses: Portfolio Sense: Automatic Actions: Create Magic Items: Possessions: Avatar Cosmic Entity Stat Block Cosmic Rank: HD: Initiative: + Speed: ft. AC: (+armor, +cosmic rank bonus, +deflection, + Dex, + natural, size) touch, flat-footed BAB/ Grapple: +/+ Attack: Full attack: Space/reach: ft./ ft. Special attacks: Special qualities: Saves: Fort +, Ref +, Will + Abilities: Str , Dex, Con, Int, Wis, Cha Skills: Appraise +, Balance +, Bluff +, Climb +, Concentration +, Craft () +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Info +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge() +, Listen +, Move Silently +, Open Lock +, Perform +, Profession +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft +, Spot +, Survival +, Swim +, Tumble +, Use Magic Device +, Use Rope + Feats: Greater Weapon Focus (), Greater Weapon Specialization (),Weapon Focus (), Weapon Specialization (), Epic Feats: Epic Weapon Focus (), Epic Weapon Specialization () Environment: Organization: CR: Treasure: Alignment: |
| RAGNAROKISCOMING200701-29-08, 04:52 PM | Reserved for Doresain. |
| RAGNAROKISCOMING200702-20-08, 08:45 PM | I'm still working on this one. Also I changed the rules a bit. Name: Skerrit Titles: Centaur Lord Divine Rank: 8 Symbol: A silhouette of Skerrit standing on his hind legs. Home Plane: Krigala Alignment: Neutral Good Portfolio: animals, beasts, centaurs, hunting, wilderness Worshippers: centaurs, druids, rangers Cleric Alignments: CG, LG, NG Domains: Animal, Courage, Earth, Good Favored Weapon: longsword or longbow Skerrit Large Outsider (extraplanar, good) Druid 20/Fighter 10/ Ranger 20 Divine Rank: 8 HD: 40d8 + 10d10 + 700 (1,120 hp) Initiative: +18 Speed: 80 ft. AC: 67 (+12 armor, +10 deflection, +10 Dex, +8 divine rank bonus, +18 natural, -1 size) touch 37, flat-footed 57 BAB/ Grapple: +41/+61 Attack: +8 Large silver keen longsword of holy power and speed +72 melee (2d6+20 plus 3d6 holy/17-20/x2), or +7 Large silver keen longsword of holy power and speed +71 melee (2d6+19 plus 3d6 holy/17-20/x2), or +8 Large lightning blasting, composite longbow of holy power, speed, and unerring accuracy, Shocker (+12 Str bonus) +66 ranged (2d6+20 plus 3d6 holy plus 3d6 electricity/19-20/x3), or hoof +63 melee (2d6+12) Full attack: +8 Large silver keen longsword of holy power and speed +72/+72/+67/+62/+57 melee (2d6+20 plus 3d6 holy/17-20/x2), and 2 hooves +67 melee (2d6+12), OR +7 Large silver keen longsword of holy power and speed +71/+71/+66/+61/+56 melee (2d6+19 plus 3d6 holy/17-20/x2), and 2 hooves +66 melee (2d6+12), OR +8 Large silver keen longsword of holy power and speed +70/+70/+65/+60/+55 melee (2d6+20 plus 3d6 holy/17-20/x2), and +7 Large silver keen longsword of holy power and speed +69/+69/+64/+59/+54 melee (2d6+19 plus 3d6 holy/17-20/x2), and 2 hooves +65 melee (2d6+12), OR +8 Large lightning blasting, composite longbow of holy power, speed, and unerring accuracy, Shocker (+12 Str bonus) +66/+66/+61/+56/+51 ranged (2d6+20 plus 3d6 holy plus 3d6 electricity/19-20/x3) Space/reach: 10 ft./ 5 ft. (10 ft. with longswords) Special attacks: Domain powers, salient divine abilities, spells, spell-like abilities Special qualities: A thousand faces, camouflage, combat style mastery (two-weapon combat), divine aura (800 ft.; DC 38), divine immunities, DR 30/epic, good, and silver, energy resistance to fire 28, evasion, favored enemy (aberrations +10, magical beasts +8, outsider +6, animals +4, beast+2), godly realm, hide in plain sight, nature sense, resist nature’s lure, SR 65, swift tracker, timeless body, track, trackless step, venom immunity, wild empathy, wild shape (Fine to Colossal, 6/day; Huge elemental 3/day), woodland stride, Saves: Fort +59, Ref +48, Will +52 Abilities: Str 35, Dex 31, Con 38, Int 27, Wis 39, Cha 30 Skills: Balance +54, Bluff +54, Climb +56, Concentration +58, Diplomacy +54, Handle Animal +59, Hide +50, Intimidate +62, Jump +76, Knowledge (geography) +52, Knowledge (nature) +52, Knowledge (religion) +52, Knowledge (the planes) +52, Listen 58 Move Silently +54, Search +52, Spot +58, Survival +58, Swim +56, Use Rope +54 Feats: Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Bull Rush, Improved Critical (composite longbow, hoof), Improved Disarm, Improved Initiative, Improved Sunder, Improved Two-Weapon Fighting (b), Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Spring Attack, Two-Weapon Fighting (b), Weapon Focus (longsword), Weapon Specialization (longsword),Whirlwind Attack Epic Feats: Blinding Speed (x2), Dire Charge, Epic Fortitude, Epic Reflexes, Epic Weapon Focus (longsword), Epic Weapon Specialization (longsword), Epic Willpower, Improved Whirlwind Attack, Perfect Two-Weapon Fighting, Superior Initiative Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Control Creatures (centaurs, beasts; Will save DC 44), Divine Celerity (8 minutes/day), Divine Blast (13/day, 18d12), Energy Burst (8d8 electricity; 80 ft. radius; Reflex DC 48 halves damage), Divine Druid Environment: Krigala Organization: Solitary (unique) or group (Skerrit, 10 centaurs (ranger 15), and 2 celestial chargers (cleric 10)) CR: 46 Treasure: Alignment: Neutral Good A centaur stands before. He wears a breastplate crafted to look like a collection of shiny green leaves. His eyes glow golden, while his well-groomed, white hair hands from his neck. This being wields 2 shiny, silver longswords and has a longbow strapped to his back. He is none other than Skerrit, The Centaur God. Combat:Skerrit’s natural weapons are considered epic and good for purposes of overcoming damage reduction. Divine Immunities: Skerrit is immune to ability damage, ability drain, energy drain, cold, electricity, mind-affecting effects, and transmutation. She is also immune to banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, turning and rebuking. Domain Powers: 1/day speak with animals; aura of courage (80 ft.); CL + 1 for good spells; 13/day, turn/destroy air creatures, rebuke/command/bolster earth creatures Spells: Skerrit can cast spells as a 28th level druid and can prepare 6/9/9/8/8/8/7/6/6/6 druid spells per day. DC 42 + spell level. Skerrit can cast spells as a 28th level ranger and can prepare 7/7/6/6 ranger spells per day. DC 32 + spell level. Spell-like abilities: CL 58; DC 38 + spell level At will – all domain spells. Unique Salient Divine Abilities: Protrection of Nature: While in the forest, all creatures take a -12 penalty to their attack rolls, as the branches from the trees move to block blows, leaves fly in the attacker's face, etc. Other Divine Powers Senses: Skerrit can see, hear, touch, and smell at a distance of 30 miles. As a standard action he can perceive anything within 8 miles of his worshipers, holy sites, objects, or any other location where one of his titles or names was spoken in the last hour. He can extend his senses up to 5 locations at once. He can block the sensing power of deities at his rank or lower at up to 5 remote locations at once for 8 hours. Portfolio Sense: Skerrit can sense any event involving his portfolios that affects 500 or more creatures. Automatic Actions: Skerrit can use Balance, Jump, Knowledge (nature, religion, or the planes) as a free action if the DC of the task is 30 or lower. He can perform up to 20 such actions each round. Create Magic Items: Skerrit can create any magic item as long as the market price does not succeed 30,000 gp. Possessions: Skerrit possesses 2 +8 Large silver keen longswords of holy power and speed. and a +7 breastplate, named Skerrit’s Armor. Skerrit’s Armor gives the wearer a +6 bonus to attack rolls while in the forest. Skerrit also possesses Shocker, which is a +8 Large lightning blasting, composite longbow of holy power, speed, and unerring accuracy. On a successful critical hit, creatures must succeed a Fortitude save DC 57 (Str-based) or be paralyzed for 2d6 rounds. Regardless if the save is successful or not, the creature takes 5d6 electric damage each round for 5 rounds. Fortitude save DC 55 (Cha-based) halves damage. Avatar Coming sooner or later. |
| The Ubbergeek02-26-08, 03:22 PM | (By AFrican deities, you means the gods in the D20 Nyambe setting, an historical pantheon, a large, Faerun-style pan-african set of deity, the pantheon of a Voodoo-style religion like the afro-brazilian Candomblé (which I like personaly, btw)? Sorry for the spam.) I'd like the Vedic God Agni specialy myself, and perhaps the god of the Mongrelman and the non-evil humanoids also, which the name escape me. |
| AlanBruce02-27-08, 03:17 PM | I'm still working on this one. Also I changed the rules a bit. Skerrit Large Outsider (extraplanar, good) Druid 20/Fighter 10/ Ranger 20 Divine Rank: 8 HD: 40d8 + 10d10 + 700 (1,120 hp) Shouldn't Skerrit get an additional 20 HD from being an outsider? I thought that's how it went for gods. You consider their outsider HD, then proceed to add any class levels to them. So far, though, he looks good. |
| RAGNAROKISCOMING200702-27-08, 03:24 PM | Well I was going by the dicefreaks rules. They said.............. The original deities presented within Deities and Demigods assumed that almost all deities possessed 20 Outsider Hit Dice, with class levels added to make total Hit Dice of about 60. Such an approach was problematic in many ways. For example, magic-oriented gods had excellent martial skills, almost on par with the martial gods. To prevent this blanket approach to building a god, deities should generally not be created with any Outsider Hit Dice. Instead, follow the guidelines laid out below. . . Before assigning Hit Dice to a deity, determine the race that will be used as the base creature. Most deities that aren’t part of a racial pantheon are built as humans. If the base creature is of a type that normally possesses racial Hit Dice, round the normal total up to the nearest five, and then you may begin adding class levels. Otherwise, the deity should be built entirely from class levels. . . When converting a previously published deity, her total Hit Dice should remain the same unless they conflict with the range listed on the Table (see below). Newly created deities should almost always follow these guidelines. The primary exception is a deity that has lost divine ranks in the past. In this case, she will generally not drop in Hit Dice, and so her total HD may be higher than the norm for her new tier. More info can be found here Project DF. (http://projectdf.phpbbnow.com/viewtopic.php?t=1059) |
| AlanBruce02-27-08, 03:35 PM | Well I was going by the dicefreaks rules. They said.............. More info can be found here Project DF. (http://projectdf.phpbbnow.com/viewtopic.php?t=1059) I wasn't aware of those rules, but it works just as fine. Good job! |
| The Ubbergeek02-28-08, 03:26 PM | My bad, remembered it - Meriadar, deity of patience, tolerance, meditation, and arts and crafts. That's the mongrelfolk one. |
| RAGNAROKISCOMING200702-28-08, 04:04 PM | Anyone got ideas for a unique salient divine ability I should give Skerrit, the god of centaurs? |
| RAGNAROKISCOMING200703-06-08, 05:05 PM | I finally gave Skerrit a unique salient ability I found in the ADND Deities and Demigods book. I don't know how I missed it before. |
| RAGNAROKISCOMING200703-17-08, 01:01 PM | This took a while, but it's finished. Name: Agni Titles: Vedic God of Fire Divine Rank: 17 Symbol: A down-pointing spear with a flaming spearhead. Home Plane: Swarga (Limbo) Alignment: Chaotic Good Portfolio: Courage, fire, rage Worshippers: Barbarians, fighters, fire elementals, gold dragons Cleric Alignments: CG, CN Domains: Chaos, Fire, Good, Storm Favored Weapon: Longspear or greataxe Agni, Vedic god of Fire Cleric 30/Fighter 27/ Sorcerer 20 Large Outsider (chaotic, extraplanar, good) Divine Rank: 17 (20 in Swarga) HD: 27d10 plus 30d8 plus 20d4 +1,463 +100 (2,153 hp) Initiative: +22 Speed: 80 ft. Armor Class: 93 (+16 deflection, +14 Dex, +17 divine, +37 natural, -1 size) touch 56, flat-footed 79 Base Attack/Grapple: +53/+78 Attack: Agnimantha +103 melee (2d6+48 plus 3d6 fire plus 3d6 holy/19-20/x3), or Agni’s Cleaver +102 melee (3d6+47 plus 3d6 fire/19-20/x3), or touch +90 melee, or ranged touch +85 melee, or unarmed strike +90 melee (2d10+21 plus 5d6 fire/18-20/x2) Full Attack: Agnimantha +103/+98/+93/+88 melee (2d6+48 plus 3d6 fire plus 3d6 holy/19-20/x3), or Agni’s Cleaver +102/+97/+92/+87 melee (3d6+47 plus 3d6 fire/19-20/x3), or Agnimantha +103/+98/+93/+88 melee (2d6+48 plus 3d6 fire plus 3d6 holy/19-20/x3), and Agni’s Cleaver +102/+97/+92/+87 melee (3d6+47 plus 3d6 fire/19-20/x3), and 2 unarmed strikes +90 melee (2d10+21 plus 5d6 fire/18-20/x2), or touch +90 melee, or ranged touch +85 melee, or 4 unarmed strikes +90 melee (2d10+21 plus 5d6 fire/18-20/x2) Space/Reach: 10 ft./10 ft. Special Attacks: Breath weapon, domain powers, salient divine abilities, smite evil (17/day), spells, spell-like abilities, turn undead (17/day) Special Qualities: Divine aura (17 miles; DC 53), divine immunities, damage reduction 40/epic, good, and cold iron, energy resistance 37 to cold, fast healing 37, godly realm (outer planes: 1,700 miles; material plane: 1,700 ft.), spell resistance 87, spontaneous casting (as a good cleric), remote communication, understand, speak, and read all languages, and speak directly to all beings within 17 miles Saves: Fort +80, Ref +63, Will +73 Abilities: Str 52, Dex 39, Con 49, Int 33, Wis 46, Cha 42 Skills: Bluff +102, Climb +107, Concentration +112, Diplomacy +102, Intimidate +109, Jump +124, Knowledge (arcana) +97, Knowledge (religion) +97, Knowledge (the planes) +97, Listen +104, Ride +100, Search +97, Sense Motive +104, Spellcraft +97, Spot +104, Survival +104 Feats: Cleave, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, Divine Might, Dodge, Energy Substitution (fire), Great Cleave, Great Fortitude, Greater Spell Penetration, Greater Weapon Focus (greataxe), Greater Weapon Focus (longspear), Greater Weapon Specialization (greataxe), Greater Weapon Specialization (longspear), Hold the Line, Improved Disarm, Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Knockdown, Lightning Reflexes, Mobility, Mounted Combat, Power Attack, Ride-By Attack, Spell Penetration, Spirited Charge, Spring Attack, Trample, Weapon Focus (greataxe), Weapon Focus (longspear), Weapon Specialization (greataxe), Weapon Specialization (longspear), Whirlwind Attack Epic Feats: Craft Epic Magic Arms and Armor, Craft Epic Wondrous Item, Epic Fortitude, Epic Reflexes, Epic Spellcasting (9 epic spells/day), Epic Toughness (x5), Epic Weapon Focus (greataxe), Epic Weapon Specialization (greataxe), Epic Weapon Focus (longspear), Epic Weapon Specialization (longspear), Epic Will, Improved Whirlwind Attack, Intensify Spell-Like Ability (fireball), Superior Initiative Environment: Swarga (Limbo) Organization: Solitary (unique) or group (Agni, 10 elder fire elementals, and 2 great wyrm gold dragons) CR: 71 Treasure: Quadruple Standard plus Agnimantha and Agni’s Cleaver Alignment: Chaotic Good Agni appears as a 12 ft. tall muscular man with four arms, each wearing a golden bracelet. His skin is red and he radiates fire. He wears whites pants and is topless. Adorning his head is a fancy headdress encrusted with rubies. In his hands, he wields a longspear, while a flaming golden axe circles around him as if it’s waiting to attack. Combat: Breath Weapon (Su): Agni can spew forth a 120 ft. cone of fire once every 1d6 rounds. It deals 47d10 points of fire damage to all within range. Reflex save DC 77 halves damage. Those slain by this ability are disintegrated. DC is Con-based. Divine Immunities: Agni is immune to ability damage, ability drain, electricity, energy drain, fire, mind-affecting effects, and transmutation. He is also immune to banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, turning and rebuking. Domain Powers: CL +1 for chaotic spells; turn/destroy water creatures, rebuke/command/bolster fire creatures 36/day; CL +1 for good spells; energy resistance 5 to electricity. Spells: Agni casts spells as a 51st level cleric. He casts chaotic and good spells as a 52nd level cleric. DC 55 + spell level. His domains are Chaos, Fire, Good, and Storm. He can prepare 6/10+1/+10+1/9+1/9+1/9+1/7+1/7+1/7+1/7+1 cleric spells per day. Agni casts spells as a 41st level sorcerer. He casts chaotic and good spells as a 42nt level sorcerer DC 53; 58 for fire spells + spell level. He can prepare 6/10/10/10/10/9/9/9/9/8 sorcerer spells per day. Agni can prepare 9 epic spells per day. Spell-Like Abilities: CL 81, CL 82 for chaotic and good spells; DC 53; 58 for fire spells + spell level At will – aid, animate objects, blade barrier, burning hands, call lightning, chaos hammer, cloak of chaos, control weather, detect evil, detect law, dispel evil, dispel law, elemental swarm (fire elementals only), entropic shield, fireball, fire seeds, fire shield, fire storm, greater teleport (self plus 1,700 pounds), gust of wind, holy aura, holy smite, holy word, ice storm, incendiary cloud, plane shift (self plus 1,700 pounds), magic circle against evil, magic circle against law, produce flame, protection from evil, protection from law, resist energy, shatter, sleet storm, storm of vengeance, summon monster VI, summon monster IX (chaotic and good creatures only), wall of fire, whirlwind, word of chaos 9/day – intensified fireball Salient Divine Abilities:Alter Form, Alter Reality, Alter Size, Annihilating Strike (Fortitude save DC 58), Area Divine Shield (170 square ft.; stops 170 points of damage; 22/day), Avatar, Call Creatures (fire elementals), Create Object, Create Greater Object, Divine Blast (19/day; up to 17 miles; 33d12 damage; Fortitude save DC 78 halves damage), Divine Creation, Divine Fast Healing (fast healing 37), Divine Fire Master, Divine Shield (stops 170 points of damage; 22/day), Energy Burst (electricity; 170 ft. radius; 17d8 electricity damage; Ref save DC 56 halves damage), Energy Burst (fire; 170 ft. radius; 17d8 fire damage; Ref save DC 56 halves damage), Energy Vortex (fire; 170 ft. radius;17 fire damage and 17 holy damage), Extra Domain (Storm), Fiery Rage*, Flaming Body*, Illuminating Aura*, Summon Chariot*. *Unique salient divine abilities described below. Unique Salient Divine Abilities: Agni possesses 4 unique salient divine abilities. Fiery Rage (U.S.D.A.): This ability is identical to the divine rage salient divine ability, except as stated below: -Agni’s body is covered in furious flames, causing those that attack him to take 10d6 fire damage as the flames leap off of him and onto the target. Even creatures that use projectiles to attack him are subject to this effect if they are within 170 ft. of him while he his raging. Reflex save DC 74 halves damage. The following changes are in effect while Agni rages: AC 88; hp 2,538, Attack Agnimantha +108/+103/+98/+93 melee (2d6+53 plus 3d6 fire plus 3d6 holy/19-20/x3), or Agni’s Cleaver +107/+102/+97/+92 melee (3d6+52 plus 3d6 fire/19-20/x3), or 4 unarmed strikes +95 melee (2d10+26 plus 5d6 fire/18-20/x2); Special Qualities: energy resistance 47 to cold and spell resistance 97; Saves: Fort +85, Will +78; Abilities: Str 62, Con 59; Skills: Concentration +117, Jump +129. His rage can be used up to 17 times a day, it lasts for 1 hour (or until ended), and he is not winded afterward. Flaming Body (U.S.D.A.): Agni’s body constantly exudes fire from his body. He deals an extra 5d6 fire damage with his unarmed strikes. On a successful critical hit with his fists, the creature must succeed a Fortitude save DC 74 or be disintegrated. If successful, they still take damage from the critical hit. DC is Cha-based. Those grappling with him take 10d8 fire damage each round they are grappling Agni. Agni can make a touch attack against on creature as a free action. If successful, the creature is covered in flames for 3 rounds, taking 8d6 fire damage each round. They are allowed a Reflex save DC 74 each round to put out the flames. DCs are Cha-based. Illuminating Aura (U.S.D.A.): As a free action, Agni can activate or deactivate this aura. While activated, the air within a 100 ft. radius centered on Agni is extremely hot. It deals 8d8 points of fire damage each round to all creatures within range that are not protected by Agni. Creatures, within 30 ft. of Agni, take 8d12 points of fire damage each round. A Fortitude save DC 74 halves damage. DC is Cha-based.The aura automatically negates any illusionary effects and spells, such as invisibility and so on. Deities can make a rank check to ignore this effect. All non-epic weapons melt instantly upon entering the radius (wooden weapons burn) (no save). Epic weapons are allowed a Fortitude save DC 35 each round to resist this effect. Summon Chariot (U.S.D.A.): As a standard action, Agni can summon his chariot. This one-wheeled chariot is made of red-gold and is pulled by 2 immortal giant horses that immune to fire (see below). The chariot can carry up to 1 Huge, 4 Large, 8 Medium, or 16 Small creatures. On the ground, the chariot travels 150 ft. per round, and in the air it travels 300 ft. per round with perfect maneuverability. As a standard action, Agni can overrun Huge or smaller creatures with his chariot, dealing 15d8+40 points of damage plus 15d8 points of fire damage. The chariot can be destroyed after taking 350 points of damage (AC 50, hardness 25). It is also immune to fire. If the chariot is destroyed, the chariot and the horses disappear and cannot be summoned for 1 hour. If both horses are destroyed, they disappear while the chariot remains. At this point, the chariot can travel 75 ft. per round on the ground, and 150 ft. (good maneuverability) in the air. Agni can still overrun, but only deals half the normal damage (7d8+20 points of damage plus 7d8 points of fire damage). The horses cannot be summoned again for 1 whole hour. ---------------------------------------------------------------------------------------------------------------- Agni’s Horses Large Magical Beasts (chaotic, extraplanar, good) HD: 36d10 + 396 (756 hp) Initiative: +21 Speed: 75 ft., fly 150 ft. (perfect) AC: 51 (+13 Dex, +29 natural, -1 size) touch 22, flat-footed 38 BAB/ Grapple: +36/+55 Attack: Hoof +50 melee (2d6+15 plus 3d6 fire/19-20/x2) Full attack: 2 Hooves +50 melee (2d6+15 plus 3d6 fire/19-20/x2), and bite +45 melee (1d8+7 plus 3d6 fire) Space/reach: 10ft./ 10ft. (15 ft. with bite) Special attacks: spell-like abilities, trample Special qualities: Damage reduction 25/epic, evil, and cold iron, darkvision 60 ft., energy resistance 30 to acid, cold, and electricity, fast healing 25, immunity to disease, fire, and poison, scent, SR 34 Saves: Fort +33, Ref +35, Will +23 Abilities: Str 41, Dex 36, Con 33, Int 11, Wis 17, Cha 20 Skills: Balance +34, Escape Artist +34, Jump +75, Spot +24 Feats: Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Bull Rush, Improved Critical (hoof), Improved Initiative, Improved Overrun, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-like Ability (greater teleport), Run, Spring Attack, Whirlwind Attack Epic Feats: Blinding Speed (x4), Superior Initiative Environment: Swarga (Agni’s Realm) Organization: Duo or trio (Agni and Agni’s horses) CR: 24 Treasure: Nothing Alignment: Chaotic Good Two large white horses stand before you. Their hooves are surrounded in flames, while their manes are made entirely of flames. Their mouths radiate flames as well. These two horses carry Agni’s chariot wherever he needs to go. They both stand 6 ft. tall at the shoulder and are 12 ft long. They each weigh close to 1,500 pounds. They do not speak, but understand all languages, having traveled throughout the planes for centuries. Combat: Spell-like Abilities: CL 36; DC 15 + spell level At will – greater teleport (Both plus Agni and 1000 pounds), haste, plane shift (Both plus Agni and 1000 pounds) 3/day – quickened greater teleport Trample (Ex): Agni’s horses deal 2d6 + 22 points of damage plus 6d6 fire damage when trampling foes with their hooves. Reflex save DC 43 halves damage. DC is Str-based. ---------------------------------------------------------------------------------------------------------------- Other Divine Powers Senses: Agni 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 other location where one of his titles or names was spoken in the last hour. He can extend his senses up to 20 locations at once. He can block the sensing power of deities at his rank or lower at up to 20 remote locations at once for 17 hours. Portfolio Sense: Agni can sense any event involving his portfolios that affects any creature 17 weeks before it happens, and retains the sensation for 17 weeks after the event occurs. Automatic Actions: Agni can use Intimidate, Jump, Knowledge (arcane, religion, or the planes) as a free action if the DC of the task is 30 or lower. He can perform up to 20 such actions each round. Create Magic Items: Agni can create any magic item with no maximum gp limit. Possessions: Agni is never without Agnimantha and Agni’s Cleaver. Agnimantha: Agnimantha, or the Flame Drill, appears as a longspear. The shaft is golden while the spearhead is red, long, and twisted into a spiral. It functions as a +9 Large distant shot, fiery blasting, keen longspear of holy power, returning, and seeking. As a standard action, Agni can throw the spear once producing a 10ft. wide, 1,700 ft. long line of fire that deals 30d8 points of fire damage to all within range. Reflex save DC 72 halves damage. DC is Dex-based. Also those slain by the spear are disintegrated. Agni’s Cleaver: Agni’s Cleaver appears as a flaming, golden greataxe with a golden handle. It functions as a +8 Large everdancing, keen, vorpal greataxe of evil outsider dread and fiery blasting. Agni usually keeps the axe in a perpetual everdancing mode, though he can wield it in two hands. He never two-weapon fights with his spear and axe. The greataxe has the following special abilities - If the blade successfully strikes an evil outsider with 35 HD or lower, it is instantly disintegrated (no save). - On a successful critical hit, the creature is covered in flames for 5 rounds, taking 8d6 fire damage each round. They are allowed a Reflex save DC 74 each round to put out the flames. DC is Cha-based. - Those slain by the greataxe are disintegrated. Avatars Agni can have up to 20 avatars. Avatar of Agni: As Agni except as stated below: Agni, Vedic god of Fire Cleric 30/Fighter 27/ Sorcerer 20 Large Outsider (chaotic, extraplanar, good) Divine Rank: 8 (11 in Swarga) HD: 27d10 plus 30d8 plus 20d4 +1,463 +100 (2,153 hp) Initiative: +22 Speed: 80 ft. Armor Class: 65 (+16 deflection, +14 Dex, +8 divine, +18 natural, -1 size) touch 47, flat-footed 51 Base Attack/Grapple: +53/+78 Attack: Agnimantha +94 melee (2d6+39 plus 3d6 fire plus 3d6 holy/19-20/x3), or Agni’s Cleaver +93 melee (3d6+38 plus 3d6 fire/19-20/x3), or touch +81 melee, or ranged touch +76 melee, or unarmed strike +81 melee (2d10+21 plus 5d6 fire/18-20/x2) Full Attack: Agnimantha +94/+89/+84/+79 melee (2d6+39 plus 3d6 fire plus 3d6 holy/19-20/x3), or Agni’s Cleaver +93/+88/+83/+78 melee (3d6+38 plus 3d6 fire/19-20/x3), or Agnimantha +94/+89/+84/+79 melee (2d6+39 plus 3d6 fire plus 3d6 holy/19-20/x3), and Agni’s Cleaver +93/+88/+83/+78 melee (3d6+38 plus 3d6 fire/19-20/x3), and 2 unarmed strikes +81 melee (2d10+12 plus 5d6 fire/18-20/x2), or touch +81 melee, or ranged touch +76 melee, or 4 unarmed strikes +81 melee (2d10+12 plus 5d6 fire/18-20/x2) Space/Reach: 10 ft./10 ft. Special Attacks: Breath weapon, domain powers, salient divine abilities, smite evil (9/day), spells, spell-like abilities, turn undead (8/day) Special Qualities: Divine aura (8 miles; DC 44), divine immunities, damage reduction 40/epic, good, and cold iron, energy resistance 28 to cold, fast healing 28, godly realm (outer planes: 800 miles; material plane: 800 ft.), spell resistance 78, spontaneous casting (as a good cleric), remote communication, understand, speak, and read all languages, and speak directly to all beings within 8 miles Saves: Fort +71, Ref +52, Will +64 Abilities: Str 52, Dex 39, Con 49, Int 33, Wis 46, Cha 42 Skills: Bluff +93, Climb +98, Concentration +103, Diplomacy +93, Intimidate +100, Jump +115, Knowledge (arcana) +88, Knowledge (religion) +88, Knowledge (the planes) +88, Listen +95, Ride +91, Search +88, Sense Motive +95, Spellcraft +88, Spot +95, Survival +95 Feats: Cleave, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, Divine Might, Dodge, Energy Substitution (fire), Great Cleave, Great Fortitude, Greater Spell Penetration, Greater Weapon Focus (greataxe), Greater Weapon Focus (longspear), Greater Weapon Specialization (greataxe), Greater Weapon Specialization (longspear), Hold the Line, Improved Disarm, Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Knockdown, Lightning Reflexes, Mobility, Mounted Combat, Power Attack, Ride-By Attack, Spell Penetration, Spirited Charge, Spring Attack, Trample, Weapon Focus (greataxe), Weapon Focus (longspear), Weapon Specialization (greataxe), Weapon Specialization (longspear), Whirlwind Attack Epic Feats: Craft Epic Magic Arms and Armor, Craft Epic Wondrous Item, Epic Fortitude, Epic Reflexes, Epic Spellcasting (8 epic spells/day), Epic Toughness (x5), Epic Weapon Focus (greataxe), Epic Weapon Specialization (greataxe), Epic Weapon Focus (longspear), Epic Weapon Specialization (longspear), Epic Will, Improved Whirlwind Attack, Intensify Spell-Like Ability (fireball), Superior Initiative Environment: Swarga (Limbo) Organization: Solitary (unique) or group (Agni, 10 elder fire elementals, and 2 great wyrm gold dragons) CR: 52 Treasure: Quadruple Standard plus Agnimantha and Agni’s Cleaver Alignment: Chaotic Good Spells: Agni’s avatar casts spells as a 42nd level cleric.He casts chaotic and good spells as a 43rd level cleric DC 46 + spell level. His domains are Chaos, Fire, and GoodHe can prepare 6/10+1/+10+1/9+1/9+1/9+1/7+1/7+1/7+1/7+1 cleric spells per day. Agni’s avatar casts spells as a 32nd level sorcerer. He casts chaotic and good spells as a 33rd level sorcerer. DC 44; 49 for fire spells + spell level. He can prepare 6/10/10/10/10/9/9/9/9/8 sorcerer spells per day. Agni’s avatar can prepare 8 epic spells per day. Spell-Like Abilities: CL 72, CL 73 for chaotic and good spells; DC 44; 49 for fire spells + spell level At will – aid, animate objects, blade barrier, burning hands, chaos hammer, cloak of chaos, detect evil, detect law, dispel evil, dispel law, elemental swarm (fire elementals only), fireball, fire seeds, fire shield, fire storm, greater teleport (self plus 800 pounds), gust of wind, holy aura, holy smite, holy word, incendiary cloud, plane shift (self plus 800 pounds), magic circle against evil, magic circle against law, produce flame, protection from evil, protection from law, resist energy, shatter, summon monster VI, summon monster IX (chaotic and good creatures only), wall of fire, word of chaos 9/day – intensified fireball Salient Divine Abilities:Alter Form, Alter Reality, Alter Size, Call Creatures (fire elementals), Divine Blast (19/day; up to 8 miles; 24d12 damage; Fortitude save DC 69 halves damage), Divine Fast Healing (fast healing 28), Divine Fire Mastery, Divine Shield (stops 80 points of damage; 22/day), Energy Burst (fire; 80 ft. radius; 8d8 fire damage; Ref save DC 47 halves damage), Energy Vortex (fire; 80ft. radius;8 fire damage and 8 holy damage) |
| Zebppir03-21-08, 04:41 PM | hey can someone help me stat my goddess Please? Qullis-empress of a dozen Material worlds and Queen of Seduction and Demon Queen of Espionage Background:She was once a lilitu paragon who stumbled onto a dozen material worlds and became the empress of them.She then trancended her nature and caught the attention of the territorial pantheon in the sector and survived.She grew in power and one by one by her hand or by her machinations they fell.The panthenon fought each other in "The War Of The Gates"which would allow the owner to go to other multiverses.Unforunately,The God Of Foresight(highly wounded) thought he could take over Qullis's material worlds and lost.Unfortunatley,(for the gods) he had his last vision as the fatal blow struck did forsee the victor in this god war. Upon the field of of paradise was the final battle fought and the gods Spent they couldn't slay each other And then Qullis came forth with all the legions of hell And all the abyssal court,as the sky rained blood and the sun was slain and the moon took its place Victory was hers and the overgoddess took her own life so she would not see the slaughter of her beloved children And the gates were hers forever more-the last vision of the god of forsight |
| RAGNAROKISCOMING200703-21-08, 05:09 PM | hey can someone help me stat my goddess Please? give the exact details and someone (probably me) will do it. |
| sciborg303-21-08, 06:07 PM | Can you Stat the archangels and Jesus? |
| RAGNAROKISCOMING200703-21-08, 08:38 PM | Can you Stat the archangels and Jesus? I'm not doing jesus, because i really can't put a CR on him. Kain Darkwind did two archangels (Gabriel and Micheal) here. (http://projectdf.phpbbnow.com/viewtopic.php?t=276) Look under A. |
| sciborg303-22-08, 05:04 AM | Why can't you put a CR on Jesus? You gave Agni one, and Wizards gave Zeus a CR - Zeus, who rebirthed creation and swallowed an elder titan...I'd say that would be equal to Yaweh since his power was challenged by other gods in the OT iirc. |
| RAGNAROKISCOMING200703-22-08, 04:18 PM | Why can't you put a CR on Jesus? You gave Agni one, and Wizards gave Zeus a CR - Zeus, who rebirthed creation and swallowed an elder titan...I'd say that would be equal to Yaweh since his power was challenged by other gods in the OT iirc. Agni was easy to do, but Jesus is difficult because I don't know what he can really do besides perform miracles. Therefore, I do not know how to accurately portray him. |
| zeratulcraft03-22-08, 08:19 PM | Agni was easy to do, but Jesus is difficult because I don't know what he can really do besides perform miracles. Therefore, I do not know how to accurately portray him. He can fail his check on escape artist pretty regularly. |
| sciborg303-23-08, 01:25 AM | Hmmm, I suppose it does get confusing with any attempt to differentiate aspects of the Trinity from one another. But each does seem to have a role - Father is Creator, Holy Spirit is Communication, and Son is salvation. Now are their roles part of their portfolio or are they actually their roles personified? For example, could Agni ever be burned or prevented from burning something? Similarly, could trapping the soul in a gemstone prevent it from reaching it's eternal reward through the Son? Something to ponder... |
| Kain_Darkwind03-24-08, 09:48 AM | Why can't you put a CR on Jesus? You gave Agni one, and Wizards gave Zeus a CR - Zeus, who rebirthed creation and swallowed an elder titan...I'd say that would be equal to Yaweh since his power was challenged by other gods in the OT iirc. 1. Zeus did not have a CR. No god did. 2. Asking Ragnarok to stat Jesus (and talking about him on his thread) is rather mean, since if he did, his thread could be locked for violating the Forbidden Topics (http://forums.gleemax.com/showthread.php?p=13609710#post13609710). |
| sciborg303-24-08, 11:25 AM | 1. Didn't Zeus have a CR in DDG? 2. I don't see how statting Jesus is a forbidden topic. Giving Hades a NE alignment is likely insulting to the worshippers of the Olympians (some pagans continue to worship these gods), same for Odin, Thor, etc. Not to mention the laughably ignorant portrayals of a major goddess like Kali, based on the ever ignorant Temple of Doom than any real scripture. Having traveled through India I can say that it is more insulting than anything D&D has put out about likely any other religion. Even in 3.0 iirc she was placed in the Abyss by FCI along with several Taoist (or at least Chinese -forgive my ignorance as to the distinction) RL gods. Either all of it is forbidden or none of it is. Wizards wants to have its cake and eat it too I suspect, picking at the religions that won't fight back or don't have large buying potential for their material. |
| sciborg303-24-08, 11:31 AM | Mind you I know Ragnarok doesn't have to stat anything he doesn't want to, my complaint is against a poorly applied rule of the boards and not against him or Kain. So as not to derail this thread, I've made another here (http://forums.gleemax.com/showthread.php?p=15419527#post15419527). |
| RAGNAROKISCOMING200703-24-08, 03:16 PM | Even though I plan on statting Satan, Space Dragon's page just got locked for doing it, so I think, Jesus, Satan, and God are off limits for now. Lookhere. (http://forums.gleemax.com/showthread.php?t=1007678) |
| Space_Dragon03-24-08, 04:37 PM | I'm working on a writup for Anubis right now. Before I go any further, though, I have a few questions. How do I determine the ability scores for a diety? Is it a point buy system of some sort? Do gods get bonus hit points on account of being gods, or is it just average hit die rollxcon bonusxlevel like everyone else? Also, on a more opinion-related note; my current build for Anubis is divine rank 10, fighter 20/ranger 10/cleric 30. I'm really not too sure about this blueprint. Anyone like or dislike it? If the later, any suggestions? |
| turalisj03-25-08, 01:24 AM | Why can't you put a CR on Jesus? You gave Agni one, and Wizards gave Zeus a CR - Zeus, who rebirthed creation and swallowed an elder titan...I'd say that would be equal to Yaweh since his power was challenged by other gods in the OT iirc. Because it's against the CoC. I'll work on my pantheon and put it up here for critique... |
| RAGNAROKISCOMING200703-25-08, 02:12 PM | I'm working on a writup for Anubis right now. Before I go any further, though, I have a few questions. How do I determine the ability scores for a diety? Is it a point buy system of some sort? Do gods get bonus hit points on account of being gods, or is it just average hit die rollxcon bonusxlevel like everyone else? Also, on a more opinion-related note; my current build for Anubis is divine rank 10, fighter 20/ranger 10/cleric 30. I'm really not too sure about this blueprint. Anyone like or dislike it? If the later, any suggestions? 1) I determine the ability scores from my head, but if you want you could take a look at the link I provided at the top. It takes you to Project Dicefreaks and they explain the point buy system. 2) Well Kain Darkwind created a SDA which lets them use their DvR to determine extra hp. Look here. (http://projectdf.phpbbnow.com/viewtopic.php?p=27501#27501) 3)I could understand giving Anubis cleric levels, but why fighter and ranger? Explain please. I consider Anubis a wizard and cleric, but whatever you come up with is fine. |
| Kain_Darkwind03-25-08, 04:32 PM | Note that gods get maximum hit points per HD, not average. Regardless of whether or not you use my SDA. |
| Space_Dragon03-25-08, 06:28 PM | Thanks, Kain. As for my Anubis build; since guides and pathfinders are often rangers, I figured ranger levels might reflect Anubis' role as the guide of the newly dead. Fighter was...well...I dunno, it just seemed right. Now that you mention it, wizard levels would be much more appropriate, considering all the runes and spellbooks the Egyptians left in their tombs. Burial involved a lot of what DnD would call "arcane" magic for the ancient Egyptians. I'll replace fighter with wizard, but I'll keep the ranger levels for now unless someone has a better idea. Also, on second thoughts, he should be Intermediate rather than Lesser. DVR 12 sounds right. |
| Kain_Darkwind03-25-08, 10:43 PM | but I'll keep the ranger levels for now unless someone has a better idea. As a pathfinder, scout might be more appropriate than ranger. |
| Thanael03-26-08, 04:42 AM | Well let's take a look at Anubis 2E stats for inspiration: http://www.corebreach.de/dnd/source/dnd-source-priests-mulhorandi.htm (Also has great fluff) http://oracle.wizards.com/scripts/wa.exe?A2=ind0204c&L=realms-l&D=1&F=&S=&P=8322 (Tom Costa's excellent version) Both have him as a Cleric/Wizard/Paladin. The 3E DDG (http://www.scribd.com/doc/915891/Deities-and-Demigods) has him as a Wizard/Cleric/Loremaster with a DvR of 6 and the portfolios judgement & death and an alignment of LN. In Dragon #310 there are paladin variants of all alignments including LN maybe that fits him. He's the Guardian of the Dead. He also was patron of embalment and it was him who weighed the deceased's heart against a feather to judge them. Ranger and Scout are both more hunters than guides imho, which Anubis is not. |
| Space_Dragon03-26-08, 04:53 AM | Well let's take a look at Anubis 2E stats for inspiration: http://www.corebreach.de/dnd/source/dnd-source-priests-mulhorandi.htm (Also has great fluff) http://oracle.wizards.com/scripts/wa.exe?A2=ind0204c&L=realms-l&D=1&F=&S=&P=8322 (Tom Costa's excellent version) Both have him as a Cleric/Wizard/Paladin. He's the Guardian of the Dead. He also was patron of embalmnent and it was him who weighed the deceased's heart against a feather to judge them. Ranger and Scout are both more hunters than guides imho. Paladin? I always saw him as pretty Lawful Neutral. If gods can ignore alignment restrictions, then he can have paladin levels. :twitch: Wait, what the hell am I talking about? Of course they can ignore alignment restrictions. They're gods. They can do whatever the hell they want. Paladin it is. |
| Thanael03-26-08, 04:58 AM | See the edits to my post above... |
| RAGNAROKISCOMING200703-31-08, 01:20 PM | Name: Karttikeya, Vedic Demigod of War Titles:The Asura Killer, Fiend Hunter Divine Rank: 5 (8 in Peacock Palace) Symbol: Peacock Home Plane: Peacock Palace (Ysgard) Alignment: Chaotic Good Portfolio: Chaos, dueling, good, war Worshippers: Fighters, good asura, rangers Cleric Alignments: NG, CG, CN Domains: Chaos, Good, War Favored Weapon: longsword Karttikeya Huge Outsider (chaotic, extraplanar, good) Fighter 20/Ranger 25 Divine Rank: 5 (8 in Peacock Palace) Hit Dice: 20d10+25d8+540 (940 hp) Initiative: +18 Speed: 80 ft. Armor Class: 64 (+7 deflection, +10 Dex, +5 divine, +34 natural, -2 size) touch, flat-footed Base Attack/Grapple: +42/+65 Attack: +6 Huge keen longsword+65 melee (3d6+39/17-20/x2), or holy ray +55 ranged touch (10d10 holy/19-20/x2) Full Attack: +6 Huge keen longsword (primary) +65/+60/+55/+50 melee (3d6+39/17-20/x2), and 9 +6 Huge keen longswords (secondary) +65/+60/+55 melee (3d6+39/17-20/x2), or 2 holy rays +55 ranged touch (10d10 holy/19-20/x2) Space/Reach: 15 ft./15 ft. Special Attacks: Animal companion (peacocks), camouflage, domain powers, spells, spell-like abilities, summon peacock Special Qualities: Damage reduction 25/epic, good, and cold iron, divine aura (50 ft., Will DC 32), divine immunities, endurance, energy resistance 25 to cold, evasion, fast healing 25, favored enemies (asuras+10, raksashas+8, evil outsiders+6, giants+4, aberration+2), godly realm (Outer Plane: 5 miles), hide in plain sight, remote communication, spell resistance 59, swift tracker, track, understand, speak, and read all languages, and speak directly to all beings within 5 miles, wild empathy, woodland stride Saves: Fort +49, Ref +47, Will +27 Abilities: Str 40, Dex 31, Con 34, Int 23, Wis 26, Cha 25 Skills: Balance +52, Bluff +49, Climb +57, Concentration +54, Escape Artist +52, Handle Animal +27, Intimidate +51, Jump +73, Knowledge (nature) +48, Knowledge (the planes) +48, Listen +50, Sense Motive +50, Spot +50, Survival +50, Tumble +32 Feats: Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Great Multi-Weapon Fighting, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Critical (holy ray), Improved Disarm, Improved Feint, Improved Initiative, Improved Multi-Weapon Fighting, Improved Sunder, Improved Trip, Lightning Reflexes, Mobility, Mounted Combat, Multi-Weapon Fighting, Power Attack, Ride-By Attack, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack Epic Feats: Dire Charge, Epic Fortitude, Epic Reflexes, Epic Weapon Focus (longsword), Epic Weapon Specialization (longsword), Improved Combat Reflexes, Improved Whirlwind Attack, Superior Initiative Environment: Peacock Palace (Ysgard) Organization: Solitary (Unique), or pair (Karttikeya and Kartikkeya’s Peacock) Challenge Rating: 40 Treasure: Double Standard plus 10 +6 Huge keen longswords Alignment: Chaotic Good Standing 16 ft. tall in front of you is a man. He has 12 arms, 10 of which hold a longsword. He wears a fancy robe and headdress of Indian origin. This deity is none other than Karttikeya, Vedic Demigod of War Karttikeya was created when Shiva’s consort, Sati, immolated herself at a sacred temple before she could give birth to their son. This immolation resulted in six fiery seeds, which Shiva kept to himself. Shiva withdrew himself from the universe to mediate and cope with the situation. Meanwhile, an evil asura, Surapadman, ravaged the land. The gods all congregated and agreed that Shiva should revive his son to combat this as they were too busy to do so themselves. Shiva returned to the Mortal Coil, to revive his son. Surpadman had plotted with Kama, the Vedic god of love, to shoot an arrow at Shiva to make him fall in love with his revived consort who now went under the guise of Parvati. This plan would have worked had Shiva not unleash the power of is third eye, which disintegrated Kama instantly. Shiva then planted the fiery seeds he obtained long ago into the ground and departed from the Mortal Coil to meditate once again. No more then a few seconds had passed, when the seeds began to grow. Surapadman waited anxiously with legions of demons ready to go. Just then, six babies sprouted out from the earth. Surapadman laughed, turned to the heavens and said, “ Is this the best you can do against my wrath? If so then, this world will be mine in no time! All your worshippers will bow at my feet!” He continued to laugh, until the crying of the six babies interrupted him. He raised his sword to slay them, when the impossible happened. The babies began floating in mid-air and immediately fused themselves together as if an unseen force had willed it so. Surapadman’s laughter was now silenced by his gasp. The babies had formed a man that towered over the evil asura. He had 12 arms; 10 of which held longswords. With a flurry of blades coming his way, Surapadman was sliced into ribbons. His demonic army retreated back into the depths of the Abyss from whence they came. At that moment, Karttikeya became known and feared as a slayer of demons. Karttikeya now serves the Vedic deities as a general of celestials, devas, and other good beings that he leads into battle against the forces of evil. Karttikeya has many allies across the multiverse, who share his passion to slay evil. His most notable allies include the Archangel Michael, who gave Karttikeya the control of 7,000 angels. Raziel of the Celestial Hebdomad has also given him control over legions of celestials. His most trusted ally and friend is a great peacock, which was given to him by Indra, for his many accomplishments against the forces of evil. Karttikeya does not have a consort, but has slept with many beautiful women all over the universe. This earns him the title of Kumaraswami, or the Bachelor God. Someday, Karttikeya wishes to slay Asmodeus, Demogorgon, Orcus, and even Kali, the Black Mother,. However, even the mighty Karttikeya knows he is outmatched and would be destroyed in no time. This fact, however, does not stop him from destroying their minons any chance he gets. Karttikeya lives on Ysgard in the Peacock Palace. This realm is a beautiful site to behold, with buildings of gold encrusted with emerald gems of untold value. Celestial peacocks flock here and consider it a haven for them. Angels, archons, good asura, and even the barbaric worshippers of Thor come here to enjoy the company of beautiful woman of whom Karttikeya has recsued throughout the multivrese. Karttikeya stands 16 ft. tall and weighs over 5,000 pounds. As a deity Karttikeya knows all languages. Combat: Divine Immunities: Karttikeya is immune to ability damage, ability drain, electricity, energy drain, fire, mind-affecting effects, and transmutation. Domain Powers: CL +1 for chaotic spells; CL +1 for good spells; free martial weapon proficiency and weapon focus with deity’s favored weapon. Spells: Karttikeya casts spells as a 30th level ranger. DC 33 + spell level. He can prepare 5/5/5/5 ranger spells per day. Spell-Like Abilities: CL 50, 51 for chaotic and good spells; DC 32 + spell level At will – aid, animate objects, blade barrier, chaos hammer, cloak of chaos, dispel evil, dispel law, divine power, flame strike, holy aura, holy smite, holy word, magic circle against evil, magic circle against law, magic vestment, magic weapon, power word blind, power word kill, power word stun, protection from evil, protection from law, spiritual weapon, word of chaos, summon monster IX (chaotic and good creatures only) Salient Divine Abilities: Alter Form, Alter Size, Divine Celerity, Divine Fast Healing ( 25), Energy Burst (50 ft. radius; 5d8 fire damage; Reflex save DC 37 halves damage), Holy Ray* *Holy Ray (Unique Salient Divine Ability): As a ranged touch attack, Karttikeya can send out rays of holy energy from his two free hands. These rays deal 10d10 points of holy damage to evil creatures, while asura and raksashas take 10d12 points of holy damage. Those slain by these rays are disintegrated. Karttikeya can use the holy rays to also heal a good creature up to 10d6 points of hit points with each ray. Other Divine Powers Senses: Karttikeya can see, hear, touch, and smell at a distance of 5 miles. As a standard action he can perceive anything within 5 miles of his worshipers, holy sites, objects, or any other location where one of his titles or names was spoken in the last hour. He can extend his senses up to 2 locations at once. He can block the sensing power of deities at his rank or lower at up to 2 remote locations at once for 5 hours. Portfolio Sense: Karttikeya can sense any event involving his portfolios that affects 1000 or more creatures. Automatic Actions: Karttikeya can use Intimidate, Jump, Knowledge (nature or the planes) as a free action if the DC of the task is 15 or lower. He can perform up to 2 such actions each round. Create Magic Items: Karttikeya can create any magic item as long as the market price doesn’t exceed 4,500 gp. Possessions: Karttikeya possesses 10 +6 Huge keen longswords. If he successfully strikes an evil outsider with any of them, he deals an extra 5d6 divine damage. Asuras and raksashas instead take 5d8 divine damage. ------------------------------------------------------------------------------------ Karttikeya’ Peacock Huge Magical Beast (extraplanar, good) Hit Dice: 30d10+240 (540 hp) Initiative: +21 Speed: 80 ft., 160 ft. (perfect) Armor Class: 46 (+7deflection, +13 Dex, +18 natural, -2 size) touch 28, flat-footed 33 {20% miss chance} Base Attack/Grapple: +30/+52 Attack: Beak +42 melee (4d6+14/19-20/x2), or wing +42 melee (3d6+7 plus emerald shimmer/19-20/x2) Full Attack: Beak +42/+37/+32/+27 melee (4d6+14/19-20/x2), and 2 wings +40 melee (3d6+7 plus emerald shimmer/19-20/x2), and 2 talons +42 melee (2d6+7) Space/Reach: 15 ft./15 ft. Special Attacks: Peck, screech, spell-like abilities Special Qualities: Damage reduction 20/epic, good, and cold iron, darkvision 60 ft. emerald shimmer, energy resistance 25 to acid, cold, electricity, fire, and sonic, fast healing 20, favored enemies (asuras+10, raksashas+8, evil outsiders+6, giants+4, aberration+2), low-light vision, spell resistance 33 Saves: Fort +25, Ref +30, Will +15 Abilities: Str 38, Dex 36, Con 27, Int 12, Wis 18, Cha 25 Skills: Balance +32, Intimidate +30, Jump +49, Listen +23, Spot +23 Feats: Cleave, Dodge, Great Cleave, Improved Critical (beak, wing), Improved Initiative, Multi-Attack, Power Attack, Run, Spring Attack, Snatch Epic Feats: Superior Initiative Environment: Peacock Palace (Ysgard) Organization: Solitary (unique), or pair (Karttikeya and Kartikkeya’s Peacock) Challenge Rating: 23 Treasure: None Alignment: Neutral Good You see standing before you, a massive peacock shrouded in shimmering emerald lights. Combat: Emerald Shimmer (Su): Karttikeya’s Peacock is constantly surrounded in a shimmer of emerald lights. This shimmer makes it hard for foes to attack it and its rider granting them both concealment. Additionally, evil creatures looking at the shimmer must succeed a Will save DC 32 or become dazed for 1 minute. Finally, since the emerald shimmers originates from Karttikeya’s Peacock’s wings, they can be used to severely weaken an evil creatures. Evil creatures struck by the wings must succeed a Fortitude save DC 32 or contract the disease known only as the Emerald Shimmer. If unsuccessful, the creature takes the effect of the disease immediately. Initial damage 2d6 Str drain, secondary damage 2d6 Con drain. DCs are Cha-based. Peck (Ex):Karttikeya’s Peacock attacks with lightning speed. It can attack 4 times with its beak as a full-attack option with the normal –5 penalty. Screech (Ex): Once every minute, Karttikeya’s Peacock can let out a loud screech, which terrifies evil creatures as well as damaging them. All evil creatures within 60 ft. of Karttikeya’s Peacock when it screeches takes 20d8 points of sonic damage. Reflex save DC 33 halves damage. They must also succeed a Will save DC 33 or become frightened for 2d6 rounds. DCs are Con-based. Spell-Like Abilities: CL 30; DC17 + spell level At will – bear’s endurance, bull’s strength, cat’s grace, dispel evil, greater teleport (self, rider, plus 1000 pounds), magic circle against evil, see invisibility |
| RAGNAROKISCOMING200703-31-08, 04:26 PM | I finished some of the Archomentals. Imix, Evil Elemental Lord of Fire Large Elemental (Evil, Extraplanar, Fire) Cosmic Rank: 9 (12 in Imix’s Pyre) Hit Dice: 55d8+935+40 (1,415 hp) Initiative: +22 Speed: 90 ft., fly 90 ft. (perfect) Armor Class: 68 (+5 armor, +15 deflection, +14 Dex, +25 natural, -1 size) touch 38, flat-footed 54 Base Attack/Grapple: +41/+62 Attack: Flaming Sunder +70 melee (3d6+41 plus 6d6 fire plus 3d6 unholy/17-20/x2), or Black Gauntlets +63 melee (1d4+23 plus 3d6 fire/19-20/x2), or Firebolt +56 melee (20d6 fire), or Firebolt +54 ranged (20d6 fire) Full Attack: Flaming Sunder +70/+70/+65/+60/+55 melee (6d6+41 plus 3d6 fire plus 3d6 unholy/17-20/x2), or Black Gauntlets +63/+58/+53/+48 melee (1d4+23 plus 3d6 fire/19-20/x2), or Firebolt +56 melee (20d6 fire), or Firebolt +54 ranged (20d6fire) Space/Reach: 10 ft./10 ft. Special Attacks: Elemental prime (fire), elemental splendor (fire), firebolt, spell-like abilities, stunning, summon elementals (fire), summon fire creatures, turn/destroy water creatures (15/day), rebuke/command/bolster fire creatures (15/day), wrath of the inner planes (fire) Special Qualities: Absorb energy (acid), damage reduction 15/-, damage reduction 25/epic, good, and silver, darkvision 60 ft., elemental leap (fire), energy resistance 30 to acid and electricity, fast healing 20, immunity to critical hits, fire, flanking, mind-affecting effects, petrification, poison, polymorphing, sleep, and stunning, regeneration 20 (see below), spell resistance 57, vulnerability to cold Saves: Fort +46, Ref +49, Will +40 Abilities: Str 45, Dex 38, Con 44, Int 33, Wis 33, Cha 40 Skills: Balance +64, Bluff +65, Concentration +67, Diplomacy +65, Hide +60 (70 in fire), Intimidate +69, Knowledge (arcana) +51, Knowledge (the planes) +51, Listen +51, Search +51, Sense Motive +51, Spot +51, Survival +51, Tumble +64 Feats: Awesome Blow, Cleave, Combat Expertise, Dodge, Great Cleave, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Bull Rush, Improved Initiative, Improved Sunder, Iron Will, Multi-Attack, Power Attack, Quicken Spell-Like Ability (fireball), Quicken Spell-Like Ability (wall of fire), Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack Epic Feats: Epic Fortitude, Epic Reflexes, Epic Toughness (x2), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Will, Improved Whirlwind Attack, Superior Initiative Environment: Imix’s Pyre (Elemental Plane of Fire) Organization: Solitary (unique) or group (Imix, 7 efreeti, 4 elder fire elementals, and 2 holocaust disciples) CR: 44 Treasure: Triple Standard plus Black Gauntlets and Flaming Sunder Alignment: Neutral Evil Appearing before you is an 11 ft. tall man. His body is muscular and his skin is fiery orange and covered in magma plates creating an exoskeleton. He has long black hair and his eyes and mouth burst with flames. Flowing from his back is a cape made entirely of flames. In his hands he wields a unique flaming greatsword. This elemental is none other the Imix, Evil Elemental Lord of Fire. Combat: Absorb Energy (Ex): Whenever Imix takes fire damage, he instead heals the damage he would otherwise take. Elemental Leap (Su): Whenever Imix is fully immersed in fire, he can teleport as a free action any other place within 900 ft. as long as it is in fire. Except for that limitation, this ability works exactly like greater teleport. Elemental Prime (Fire) (Ex): As a standard action, Imix can strip away any creature’s abilities that deal with fire for 10 rounds. Fortitude save DC 54 negates. For example: He can prevent a creature from breathing fire, using the fireball spell, etc. DC is Con-based. Elemental Splendor (Fire) (Su): Imix is surrounded in an 80 ft. aura, which is suffused with the essence of fire. The area is so hot that all flammable objects are set aflame. All creatures within it take 6d6 fire damage each round. DC is Con-based. Firebolt (Su): Imix can shoot a bolt of fire at one target as a melee or ranged touch attack (+54 attack bonus). The ranged touch attack has a maximum range of 300 ft. with no range increments. Melt Weapon (Ex): Metal weapons striking Imix, must succeed a Fortitude save DC 45 or melt instantly. They still do damage before they melt. Regeneration (Ex): While in contact with fire, Imix gains regeneration and epic, good, silver weapons deal normal damage to him. If he is not in contact with fire, he loses his regenerative abilities. However, he regains his regeneration as soon as he touches fire. Spell-Like Abilities: CL 55; DC 35 + spell level At will – burning hands, detect good, dispel good, eagle’s splendor, fireball, fire shield, fire trap, greater dispel magic, greater teleport (self plus 1000 pounds), heat metal, plane shift (Elemental Plane of Fire only), protection against good, scorching ray, see invisibility, suggestion, unholy aura, wall of fire(double area and damage) 7/day – incendiary cloud, elemental swarm (fire elementals only), fire storm, meteor storm, quickened fireball, quickened wall of fire Summon Elementals (Sp): 3/day, Imix can summon 4d6 + 6 elder fire elementals, 2d6 holocaust disciples, or 3 primal fire elementals. Summon Fire Creatures (Sp): 2/day, Imix can summon 3d6 efreeti. Wrath of the Inner Planes (Fire) (Su): 12/day, Imix can bring forth a 100 ft. cone of fire, as a full-round action. It deals 30d12 points of fire damage. Reflex save DC 54 halves damage. DC is Con-based. Skills: Imix gains a +10 circumstance bonus to Hide checks while he is immersed if fire. Possessions: Black Gauntlets: These gauntlets are black and have numerous studs. A large ruby is placed upon the backs of the palms. They function as +6 Large gauntlets of fiery blasting and impact. Imix can attack 4 times as a full round action, albeit a –5 penalty.On a successful critical hit, the targeted creature is set on fire fore 5 rounds. The creature takes 5d6 fire damage each round and is allowed a Reflex save DC 52 each round to put out the flames. DC is Cha-based. As a standard action, Imix can shoot 2 empowered and violated fireballs (1 from each hand) as the spell (CL 20th). Also when wearing the gloves, while wielding the Flaming Sunder, Imix deals double the normal fire damage. This is shown in the statistics above. Flaming Sunder: This sword appears to be made of magma encased in hardened magma plates. The blade gives off a jagged appearance and is lined with rubies. It functions as a +9 Large keen greatsword of fiery blasting, speed, and unholy power. Whenever it strikes a creature with regenerative powers, it deals lethal damage and only the creature regenerates half the normal amount of hp. Also, regenerative creatures who have their limbs severed by this sword cannot regenerate their limbs unless a Heal check DC 45 is made or a greater restoration spell is cast upon them. When used to attack creatures touching fire, Imix gains a +10 bonus to attack and damage rolls against them. This sword also allows Imix to deal an extra 5d6 points of damage to creatures with the aquatic subtype. |
| RAGNAROKISCOMING200703-31-08, 04:27 PM | Yan-C-Bin Huge Elemental (air, evil, extraplanar) Cosmic Rank: 7 (10 in Yan-C-Bin’s Palace) Hit Dice: 51d8+714 (1,122 hp) Initiative: +26 Speed: 90 ft., fly 200 ft. (perfect) Armor Class: 60 (+6armor, +13 deflection, +18 Dex, +15 natural, -2 size) touch 45, flat-footed 42 {50% miss chance} Base Attack/Grapple: +38/+59 Attack: Slam +59 melee (4d6+33 plus 5d6 electricity plus 5d6 sonic/18-20/x2) Full Attack: 2 slams +59 melee (4d6+33 plus 5d6 electricity plus 5d6 sonic/18-20/x2) Space/Reach: 15 ft./15 ft. Special Attacks: Elemental prime (air), elemental splendor (air), spell-like abilities, summon elementals (air), summon air creatures, turn/destroy earth creatures (15/day), rebuke/command/bolster air creatures (15/day), whirlwind, wrath of the inner planes (air) Special Qualities: Absorb energy (electricity), damage reduction 25/epic, good, and silver, darkvision 60 ft., elemental leap (air), energy resistance 30 to cold and fire, fast healing 20, immunity to critical hits, electricity, flanking, mind-affecting effects, petrification, poison, polymorphing, sleep, sonic, and stunning, regeneration 20 (see below), spell resistance 53, vulnerability to acid, wandering storm Saves: Fort +41, Ref +51, Will +37 Abilities: Str 36, Dex 46, Con 39, Int 30, Wis 31, Cha 36 Skills: Bluff +53, Concentration +68, Diplomacy +52, Escape Artist +52, Hide +64 (74 in storm cloud), Intimidate +57, Knowledge (the planes) +44, Listen +54, Move Silently +72, Search +44, Sense Motive +54, Spot +64, Survival +44, Tumble +58, Use Rope +62 Feats: Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (slam), Greater Weapon Specialization (slam), Improved Bull Rush, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Weapon Focus (slam), Weapon Specialization (slam), Whirlwind Attack Epic Feats: Epic Fortitude, Epic Reflexes, Epic Weapon Focus (slam), Epic Weapon Specialization (slam), Epic Will, Improved Combat Reflexes, Improved Whirlwind Attack, Superior Initiative Environment: Yan-C-Bin’s Palace (Elemental Plane of Air) Organization: Solitary (unique), or group (Yan-C-Bin, 4 elder air elementals, and 4 cyclonic ravagers) CR: 41 Treasure: Triple Standard plus Bracers of Yan-C-Bin Alignment: Neutral Evil Dirt and debris funnels upwards, creating a rough outline of a whirlwind with humanoid features. It extends its “arms” and begins to spin in place while lightning bolts burst from its dark body. On its “arms” it wears sliver gauntlets, each encrusted with sapphire and bursting with electrical energy. It eyes glow a baleful red. Combat: Absorb Energy (Ex): Whenever Yan-C-Bin takes electricity damage, he instead heals the damage he would otherwise take. Augmented Critical (Ex): Yan-C-Bin’s slam attack threatens a critical hit on a natural attack roll of 18-20, dealing double damage. Elemental Leap (Air) (Su): Whenever Yan-C-Bin is in contact with the air, he can teleport as a free action any other place within 700 ft. as long as it is in the air. Except for that limitation, this ability works exactly like greater teleport. Note: Since Yan-C-Bin is always “in contact” with air, bringing him in contact with the earth, fire, or water is considered to prevent him from teleporting. Elemental Prime (Air) (Ex):As a standard action, Yan-C-Bin can strip away any creature’s abilities that deal with air for 10 rounds. Fortitude save DC 49 negates. For example: He can prevent a creature from flying, using the control winds spell, etc. DC is Con-based. Elemental Splendor (Air) (Su): Yan-C-Bin is surrounded in an 80 ft. aura, which is suffused with the essence of air. The area is fill with a raging gale. The area is treated as if a hurricane was within its boundaries (pg. 95 of Dungeon Master’s Guide). The gale’s DC is based on Yan-C-Bin’s Constitution, thus the DC is 49. Spellcasting within the aura requires a Concentration check DC equal to 49 + spell level. If unsuccessful, the spell is lost. DC is Con-based. Regeneration (Ex): While in contact with air, Yan-C-Bin gains regeneration and epic, good, silver weapons deal normal damage to him. If he is not in contact with the air, he loses his regenerative abilities. However, he regains his regeneration as soon as he touches air. Note: Since Yan-C-Bin is always “in contact” with air, bringing him in contact with the earth, fire, or water is considered to remove his rengeneration. Spell-Like Abilities: CL 51; DC 33 + spell level At will – chain lightning, control winds, detect good, dispel good, greater dispel magic, gaseous form, greater teleport (self plus 1000 pounds), gust of wind (triple range thrown back or rolled), lightning bolt, plane shift (Elemental Plane of Air only), protection against good, see invisibility, suggestion, unholy aura, wind wall (up to 600 ft. long and 300 ft. high) 7/day – elemental swarm (air elementals only) Summon Elementals (Air) (Sp): 3/day, Yan-C-Bin can summon 4d6 + 6 elder air elementals, 2d6 cyclonic ravagers, 1d8 invisible stalkers, or 1 primal air elemental. Summon Air Creatures (Sp): 2/day, Yan-C-Bin can summon 2d6 cloud giants, or 4d6 air mephits. Wandering Storm (Ex): Yan-C-Bin’s very body is a mass of swirling winds and lightning bolts. All creatures within 30 ft. of Yan-C-Bin are subject to a lightning bolt as the spell cast by a 20th level caster each round. Reflex save DC 49 halves damage. DC is Con-based. Whirlwind (Ex): Yan-C-Bin can transform hisself into a whirlwind once every 10 minutes and remain in that form for up to 10 rounds. In this form, he can move through the air or along a surface at its fly speed. The whirlwind is 10 feet wide at the base, up to 60 feet wide at the top and up to 80 feet tall. Yan-C-Bin controls the exact height, but it must be at least 10 feet. Yan-C-Bin’s movement while in whirlwind form does not provoke attacks of opportunity, even if he enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if Yan-C-Bin moves into or through the creature’s space. Creatures Large or smaller than Yan-C-Bin might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a Reflex save DC 48 when it comes into contact with the whirlwind or take 5d6 points of damage plus 3d6 electricity damage plus 3d6 sonic damage. It must also succeed on a second Reflex save DC 48 or be picked up bodily and held suspended in the powerful winds, automatically taking 5d6 points of damage plus 3d6 electric damage plus 3d6 sonic damage each round. A creature with a fly speed is allowed a Reflex save DC 48 save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. DC is Str-based. Creatures trapped in the whirlwind cannot move except to go where Yan-C-Bin carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check DC 48 + spell level to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a –4 penalty on attack rolls. Yan-C-Bin can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume. The djinni can eject any carried creatures whenever it 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 Yan-C-Bin 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 concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check DC 48 + spell level to cast a spell. DC is Str-based. While in whirlwind form, Yan-C-Bin cannot make melee attacks and does not threaten the area around it. Wrath of the Inner Planes (Air) (Su): 10/day, Yan-C-Bin can bring forth a 100 ft. cone of stormy energy, as a full-round action. It deals 13d12 points of electricity damage and 13d12 points of sonic damage. Reflex save DC 49 halves damage. DC is Con-based. Skills: Yan-C-Bin gains a +10 circumstance bonus to Hide checks while he is amongst storm clouds. Possessions: Bracers of Yan-C-Bin: These bracers are silver with 3 sapphires along their backsides. Lightning bolts and a thunderous roar accompany them. These bracers grant Yan-C-Bin a bonus to AC, attack rolls, and damage rolls. They also deal an extra 5d6 electricity damage and 5d6 sonic damage with each hit. On a successful critical hit, Large or smaller creatures are knocked back 30 ft., taking 3d6 falling damage when they land. When they hit the ground, they must succeed either a Reflex save DC 48 or a Tumble check DC 48 to land on their feet taking no falling damage. If unsuccessful, they take damage and are knocked prone for 1d6 rounds. DCs are Str-based. When used to attack creatures touching the air, Yan-C-Bin gains a +10 bonus to attack and damage rolls against them. These bracers also allows Imix to deal an extra 5d6 points of damage to creatures with the earth subtype subtype. |
| RAGNAROKISCOMING200703-31-08, 04:29 PM | Cryonax, Evil Paramental Prince of Ice. Huge Elemental (cold, evil, extraplanar) Cosmic Rank: 8 (11 in Cryo Citadel) Hit Dice: 52d8+936 (1,352 hp) Initiative: +20 Speed: 80 ft. Armor Class: 65 (+12 deflection, +12 Dex, +33 natural, -2 size) touch 32, flat-footed 53 Base Attack/Grapple: +39/+66 Attack: Cryoclub +68 melee (3d8+44 plus 3d6 cold plus 3d6 unholy plus 1d4 Dex/19-20/x2 plus 2d4 Dex), or tentacle +56 melee (3d6+19 plus 3d6 cold/19-20/x2) Full Attack: Cryoclub +68/+63/+58/+53 melee (3d8+44 plus 3d6 cold plus 3d6 unholy plus 1d4 Dex/19-20/x2 plus 2d4 Dex), and tentacle +66 melee (3d6+19 plus 3d6 cold/19-20/x2), and tail slap +66 melee (3d6+9 plus 3d6 cold/19-20), or 2 tentacles +56 melee (3d6+19 plus 3d6 cold/19-20/x2), and tail slap +54 melee (3d6+9 plus 3d6 cold/19-20) Space/Reach: 15 ft./15 ft. Special Attacks: Breath weapon, constrict, elemental prime (ice), elemental splendor (ice), improved grab, spell-like abilities, summon cold creatures, summon paramentals (ice), turn/destroy fire creatures (15/day), rebuke/command/bolster water creatures (15/day), wrath of the inner planes (ice) Special Qualities: Absorb energy (cold), damage reduction 25/epic, good, and silver, damage reduction 15/-, darkvision 60 ft., elemental leap (ice), energy resistance 30 to acid and electricity, fast healing 20, immunity to cold, critical hits, flanking, mind-affecting effects, petrification, poison, polymorphing, sleep, sonic, and stunning, regeneration 20 (see below), spell resistance 55, vulnerability to fire Saves: Fort +46, Ref +46, Will +40 Abilities: Str 48, Dex 34, Con 47, Int 32, Wis 35, Cha 35 Skills: Balance +54, Bluff +59, Climb +66, Concentration +65, Diplomacy +59, Gather Info +59, Hide +51 (61 in snow), Intimidate +59, Jump +82, Knowledge (arcana) +63, Knowledge (the planes) +63, Listen +59, Sense Motive +59, Spot +59, Survival +59 Feats: Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (greatclub), Greater Weapon Specialization (greatclub), Improved Bull Rush, Improved Critical (tail slap, tentacle), Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Multi-Attack, Power Attack, Spring Attack, Weapon Focus (greatclub), Weapon Specialization (greatclub), Whirlwind Attack Epic Feats: Epic Fortitude, Epic Reflexes, Epic Weapon Focus (greatclub), Epic Weapon Specialization (greatclub), Epic Will, Improved Whirlwind Attack, Superior Initiative Environment: Cryo Citadel (Paramental Plane of Ice) Organization: Solitary (unique), or group (Cryonax, 6 elder ice paramentals, 2 cryohydras) CR: 43 Treasure: Triple Standard plus Cryoclub Alignment: Neutral Evil This monstrous being stands over 16 ft. tall. It appears as a giant yeti-like creature with purple skin covered in shaggy white fur. Two massive purple tentacles replace its arms. In its tentacle, it holds a giant club of ice. This creature is Cryonax, Evil Paramental Prince of Ice. Combat: Absorb Energy (Cold) (Ex): Whenever Cryonax takes cold damage, he instead heals the damage he would otherwise take. Breath Weapon (Su): Once every 1d6 rounds, Cryonax can spew forth an 80 ft. cone of snow from his mouth. It deals 25d8 points of cold damage plus 1d4 Dex drain. Reflex save DC 54 halves damage. If a creature’s Dexterity is reduced to 0 by this ability, they are frozen. Cyronax can then strike them causing them to shatter, killing them instantly. DC is Con-based. Constrict (Ex): While constrict, Cryonax deals 6d6+28 points of constriction damage plus 6d6 cold damage. Elemental Leap (Ice) (Su): Whenever Cryonax is in contact with ice, he can teleport as a free action to any other place within 800 ft. as long as it is on an icy surface. Except for that limitation, this ability works exactly like greater teleport. Elemental Prime (Ice) (Ex): As a standard action, Cryonax can strip away any creature’s abilities that deal with ice for 10 rounds. Fortitude save DC 54 negates. For example: He can prevent a creature from swimming using the cone of cold spell, etc. DC is Con-based. Elemental Splendor (Ice) (Su): Cryonax is surrounded in an 80 ft. aura, which is suffused with the essence of ice. The area is extremely cold. All non-magical fires are extinguished and all magical fire effects are impeded. The controller of the magical fire must succeed a Spellcraft DC 54 + spell level or the spell is lost. Finally, creatures within the aura take 6d6 cold damage each round. A Fortitude save DC 54 halves damage. DCs are Con-based. Improved Grab (Ex): If Cryonax strikes a Large or smaller creature with both of his tentacles or his tail, he can attempt a grapple check. If successful, he can constrict. Regeneration (Ex): While in contact with ice, Cryonax gains regeneration and epic, good, silver weapons deal normal damage to him. If he is not in contact with ice, he loses his regenerative abilities. However, he regains his regeneration as soon as he comes into contact with ice. He also gains his regeneration in snow as well. Spell-Like Abilities: CL 52; DC 32 + spell level At will – chill touch, cone of cold, detect good, dispel good, fog cloud, greater dispel magic, greater teleport (self plus 1000 pounds), ice storm, obscuring mist, plane shift (Elemental Plane of Water only), protection against good, see invisibility, sleet storm, suggestion, unholy aura, wall of ice(up to 600 ft. long and 300 ft. high), 7/day – control weather, obedient avalanche Summon Cold Creatures (Sp): 1/day, Cryonax can summon 2d6+2 cryohydras, or 1d3 great wyrm white dragons. Summon Paramentals (Ice) (Sp): 3/day, Cryonax can summon 3d4 elder ice paramentals. Wrath of the Inner Planes (Ice) (Su): 11/day, Cryonax can bring forth a 100 ft. cone of freezing snow, as a full-round action. It deals 31d12 points of cold damage. Reflex save DC 54 halves damage. DC is Con-based. Skills: Cryonax gains a +10 circumstance bonus to Hide checks while he is in snow. Possessions: Cryoclub This club appears as a starburst of ice mounted on top of an elaborately designed 10 ft. long steel shaft. If functions as a +8 Huge icy blasting greatclub of impact and unholy power. It deals an extra 1d4 Dex drain to creatures with each successful strike. Fortitude save DC 55 halves damage. On a successful critical hit, the damage is doubled but can be halved by a successful Fortitude save DC 55. DCs are Str-based. The club also allows Cryonax to cast the following spells as a 35th level caster. The DCs for all of them is 40. The spells that can be cast are as follows: intensified ice storm (1 charge), quickened cone of cold (5charges), quickened polar ray (2 charges). When used to attack creatures touching ice or snow, Cryonax gains a +10 bonus to attack and damage rolls against them. This club also allows Cryonax to deal an extra 5d6 points of damage each to creatures with the fire subtype. |
| RAGNAROKISCOMING200703-31-08, 04:31 PM | Olhydra, Evil Elemental Princess of Water Huge Elemental (aquatic, evil, extraplanar) Cosmic Rank: 8 (11 in Dark Coral Castle) Hit Dice: 53d8+954 (1,378 hp) Initiative: +20 Speed: 80 ft., swim 169 ft. Armor Class: 66 (+14deflection, +12 Dex, +32 natural, -2 size) touch 34, flat-footed 54 {50% miss chance} Base Attack/Grapple: +39/+65 Attack: Icickle +67 melee (2d6+34 plus 3d6 cold/19-20/x2), or Icickle +67 melee (2d6+34 plus 3d6 cold/19-20/x2), or slam +55 melee (4d6+18/19-20/x2) Full Attack: Icickle +67/+62/+57/+52 melee (2d6+34 plus 3d6 cold/19-20/x2), or Icickle +67/+62/+57/+52 melee (2d6+34 plus 3d6 cold/19-20/x2), or Icickle +65/+60/+55/+50 melee (2d6+34 plus 3d6 cold/19-20/x2), and Icickle +65/+60/+55/+50 melee (2d6+34 plus 3d6 cold/19-20/x2), or 2 slams +55 melee (4d6+18/19-20/x2) Space/Reach: 15 ft./15 ft. Special Attacks: Elemental prime (water), elemental splendor (water), engulf, spell-like abilities, summon elementals (water), summon aquatic creatures, turn/destroy fire creatures (15/day), rebuke/command/bolster water creatures (15/day), vortex, wrath of the inner planes (water) Special Qualities: Absorb energy (cold), damage reduction 25/epic, good, and silver, darkvision 60 ft., elemental leap (water), energy resistance 30 to acid and electricity, fast healing 20, immunity to cold, critical hits, flanking, mind-affecting effects, petrification, poison, polymorphing, sleep, sonic, and stunning, regeneration 20 (see below), spell resistance 55, vulnerability to fire Saves: Fort +52, Ref +40, Will +43 Abilities: Str 46, Dex 35, Con 47, Int 34, Wis 34, Cha 39 Skills: Bluff +66, Concentration +70, Diplomacy +66, Escape Artist +64, Hide +56 (66 in dark water), Intimidate +66, Jump +60, Knowledge (arcana) +64, Knowledge (the planes) +64, Listen +62, Move Silently +64, Search +38, Sense Motive +62, Spot +62, Survival +62, Swim +74 Feats: Cleave, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Two-Weapon Fighting, Greater Weapon Focus (sickle), Greater Weapon Specialization (sickle), Improved Critical (slam), Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Focus (sickle), Weapon Specialization (sickle), Improved Two-Weapon Fighting, Two-Weapon Fighting, Whirlwind Attack Epic Feats: Epic Fortitude, Epic Reflexes, Epic Weapon Focus (sickle), Epic Weapon Specialization (sickle), Epic Will, Improved Whirlwind Attack, Perfect Two-Weapon Fighting, Superior Initiative Environment: Dark Coral Castle (Elemental Plane of Water) Organization: Solitary (unique), or group (Olhydra, 6 elder water elementals and 2 water veiled assassins) CR: 43 Treasure: Triple Standard plus Icickles Alignment: Neutral Evil A humanoid creature made entirely of dark green water rushes towards you. Its body gives tell tale signs of it being a female. She has glowing green eyes that are on top of a malevolent smile. In both of her hands, she wields 2 massive sickles made entirely of ice. This creature of the depths is Olhydra, Evil Elemental Princess of Water. Combat: Absorb Energy (Ex): Whenever Olhydra takes cold damage, she instead heals the damage she would otherwise take. Elemental Leap (Water) (Su): Whenever Olhydra is fully immersed in water, she can teleport as a free action to any other place within 800 ft. as long as it is in water. Except for that limitation, this ability works exactly like greater teleport. Elemental Prime (Water) (Ex): As a standard action, Olhydra can strip away any creature’s abilities that deal with water for 10 rounds. Fortitude save DC 54 negates. For example: She can prevent a creature from swimming (which may lead to drowning), using the cone of cold spell, etc. DC is Con-based. Elemental Splendor (Water) (Su): Olhydra is surrounded in an 80 ft. aura, which is suffused with the essence of water. The area is damp and humid. All non-magical fires are extinguished and all magical fire effects are impeded. The controller of the magical fire must succeed a Spellcraft DC 54 + spell level or the spell is lost. Creatures entering the aura must succeed a Fortitude save DC 54 or begin drowning. If successful, they are immune to the drowning effect of the aura for as long as they are within the aura. If they happen to leave the aura, then they must succeed another Fortitude save DC 54 to resist the drowning effect. Regeneration (Ex): While fully immersed in water, Olhydra gains regeneration and epic, good, silver weapons deal normal damage to her. If she is not fully immersed in water, she loses her regenerative abilities. However, she regains her regeneration as soon as she is fully immersed in water. Spell-Like Abilities: CL 53; DC 34 + spell level At will – acid fog, cone of cold, control water, create water, detect good, dispel good, fog cloud, greater dispel magic, greater teleport (self plus 1000 pounds), ice storm, obscuring mist, plane shift (Elemental Plane of Water only), protection against good, see invisibility, suggestion, unholy aura, wall of water (up to 600 ft. long and 300 ft. high), water breathing (Olhydra can set the duration anywhere from 1 round to permanent) 7/day – elemental swarm (water elementals only), horrid wilting Summon Elementals (Water) (Sp): 3/day, Olhydra can summon 2d6 elder water elementals, 2d4 water veiled assassins, or 1 primal water elementals. Summon Aquatic Creatures (Sp): 1/day, Olhydra can summon 1d6 marids. Vortex (Ex): Olhydra can transform herself into a whirlpool once every 10 minutes, provided she is underwater, and remains in that form for up to 26 rounds. In vortex form, Olhydra can move through the water or along the bottom at its swim speed. The vortex is 10 feet wide at the base, up to 60 feet wide at the top, and 10 feet to 80 feet tall. Olhydra controls the exact height, but it must be at least 10 feet. Olhydra’s movement while in vortex form does not provoke attacks of opportunity, even if she enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or Olhydra moves into or through the creature’s space. Creatures of Large or smaller size take damage when caught in the vortex and may be swept up by it. An affected creature must succeed on a Reflex save DC 54 when it comes into contact with the vortex or take the 5d6 bludgeoning damage plus 3d6 acid damage. It must also succeed on a second Reflex save DC 54 or be picked up bodily and held suspended in the powerful currents, automatically taking 5d6 bludgeoning damage plus 3d6 acid damage each round. An affected creature is allowed a Reflex save DC 54 each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based. Creatures trapped in the vortex cannot move except to go where Olhydra carries them or to escape the vortex. Creatures caught in the vortex can otherwise act normally, but must make a Concentration check DC 54 + spell level to cast a spell. Creatures caught in the vortex take a -4 penalty to Dexterity and a -4 penalty on attack rolls. Olhydra can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume. Olhydra can eject any carried creatures whenever she wishes, depositing them wherever the vortex happens to be. If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on Olhydra and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check DC 54 + spell level to cast a spell. Olhydra in vortex form cannot make slam attacks and does not threaten the area around her. Wrath of the Inner Planes (Water) (Su): 11/day, Olhydra can bring forth a 100 ft. cone of raging water, as a full-round action. It deals 31d12 points of bludgeoning damage. Reflex save DC 54 halves damage. DC is Con-based. Skills: Olhydra gains a +10 circumstance bonus to Hide checks while she is fully immersed in dark water. Possessions: Icickles Olhydra carries these pair of sickles which both are made entirely of ice. They function as +8 Huge keen sickles of icy blasting. When used to attack creatures touching water, Olhydra gains a +10 bonus to attack and damage rolls against them. These sickles also allow Olhydra to deal an extra 3d6 points of damage each to creatures with the fire subtype. |
| RAGNAROKISCOMING200703-31-08, 04:34 PM | Ogremoch, Evil Elemental Lord of Earth Large Elemental (Earth, Evil, Extraplanar) Cosmic Rank: 8 (11 in Stonemire) Symbol: An equilateral triangle with short hash marks through each leg. Hit Dice: 51d8+969+20 (1,397 hp) Initiative: +17 Speed: 60 ft., Burrow 90 ft. Armor Class: 65 (+12 deflection, +9 Dex, +35 natural, -1 size) touch 30, flat-footed 56 Base Attack/Grapple: +38/+63 Attack: Earth Crusher +71 melee (3d8+48 plus 3d6 unholy plus stunning/19-20/x3), or slam +58 melee (1d8+21 plus stunning) Full Attack: Earth Crusher +71/+66/+61/+56 melee (3d8+48 plus 3d6 unholy plus stunning/19-20/x3), and gore +69 melee (2d6 + 9), or 2 slams +58 melee (1d8 +21 plus stunning), and gore +56 melee (2d6+10) Space/Reach: 10 ft./10 ft. Special Attacks: Elemental prime (earth), earth splendor (earth), push, resounding quake of Ogremoch, shard rain, spell-like abilities, stunning, summon elementals (earth), turn elementals (earth), wrath of the inner planes (earth) Special Qualities: Absorb energy (acid), damage reduction 15/-, damage reduction 25/epic, good, and adamantine, darkvision 60 ft., elemental leap (earth), energy resistance 30 to cold and fire, fast healing 20, immunity to acid, critical hits, flanking, mind-affecting effects, petrification, poison, polymorphing, sleep, and stunning, regeneration 20, Stability (+8 against bull rush or trip), spell resistance 55, turn/destroy air creatures (15/day), rebuke/command/bolster earth creatures (15/day), vulnerability to electricity Saves: Fort +52, Ref +36, Will +37 Abilities: Str 52, Dex 29, Con 48, Int 28, Wis 31, Cha 34 Skills: Balance +48, Bluff +51, Climb +60, Concentration +58, Hide +52 (62 in rocks), Intimidate +56, Jump +72, Knowledge (the planes) +48, Listen +49, Move Silently +48, Search +48, Sense Motive +49, Spot +49, Survival +49, Tumble +48 Feats: Awesome Blow, Cleave, Combat Expertise, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (maul), Greater Weapon Specialization (maul), Improved Bull Rush, Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Multi-Attack, Power Attack, Spring Attack, Weapon Focus (maul), Weapon Specialization (maul), Whirlwind Attack Epic Feats: Epic Fortitude, Epic Reflexes, Epic Toughness (x1), Epic Weapon Focus (maul), Epic Weapon Specialization (maul), Epic Will, Superior Initiative Environment: Stonemire (Elemental Plane of Earth) Organization: Solitary or Group (Ogremoch, 10 elder earth elementals, and 2 primal earth elementals) CR: 43 Treasure: Triple Standard plusEarth Crusher Alignment:Neutral Evil Appearing before is a 12 ft. tall man. Only it’s not a man at all. This creature looks like a muscular man sculpted from obsidian rock. Two crystals jut out of his head like horns. A rock formation forms what appears to be a crown and his eyes glow red. On his shoulders, knees, and back is a collection of pointy crystal clear diamonds, which glow with an inner, baleful red light. Red lights run through the cracks of his skin like veins. The only article of clothing he wears is a brown, ragged loincloth. In his hands, he grips a massive maul made of black crystal. This “man” is Ogremoch, the Evil Elemental Lord of Earth. Combat: Absorb Energy (Ex): Whenever Ogremoch takes acid damage, he instead heals the damage he would otherwise take. Elemental Leap (Su): Whenever Ogremoch is in contact with the earth, he can teleport as a free action any other place within 800 ft. as long as it is on a piece of earth. Except for that limitation, this ability works exactly like greater teleport. Elemental Prime (Earth) (Ex): As a standard action, Ogremoch can strip away any creature’s abilities that deal with earth for 10 rounds. Fortitude save DC 54 negates. For example: He can prevent a creature from burrowing, using the earthquake spell, etc. DC is Con-based. Earth Splendor (Earth) (Su): Ogremoch is surrounded in an 80 ft. aura, which is suffused with the essence of earth. The area is so oppressing that all creatures within it must succeed a Fortitude save DC 54. If they fail, their speeds are reduced by 20 ft., and they begin to suffocate. If successful, the effects are negated. DC is Con-based. Push (Ex): Ogremoch can start a bull rush without provoking attacks of opportunities. Regeneration (Ex): While in contact with the earth, he gains regeneration and epic, good, and adamantine weapons deal normal damage to him. If he is not in contact with the earth, he loses his regenerative abilities. However, he regains his regeneration as soon as he touches the earth. Resounding Quake of Ogremoch (Su): As a full-round action, Orgemoch can slam his maul on the ground causing a devastating earthquake. Everything within 2680 ft. of Ogremoch is subject to an earthquake[/] spell. Each round after the initial earthquake, an additional earthquake happens. However, the range is half of the previous one. For example: On the second round, all creatures within 1,340 ft. of Ogremoch are affected by the earthquake and so on. The earthquakes affect all (except Ogremoch) and ends after their range equals 20 ft. on the 7th round. The saves for all the effects of the earthquake’s effect are DC 45. Shard Rain (Su): As a standard action, Ogremoch can cause diamonds and other crystals to launch forth from his body in a 120 ft. radius of himself. Any creature within range takes 20d8 points of piercing damage. Reflex save DC 54 halves damage. Failure indicates that the creature has been impaled by the shards, thus, it takes an extra 3d6 Con drain. These shards are also infused with energy and can damage incorporeal creatures as well. DC is Con-based. Spell-like Abilities: CL 51; DC 32 + spell level At will – [I]bear’s endurance, bigby’s grasping hand, bull’s strength, detect good, dispel good, flesh to stone, greater dispel magic, greater teleport (self plus 1000 pounds), hold monster, iron body, magic stone, plane shift (Elemental Plane of Earth only), see invisibility, suggestion , soften earth and stone, spiked stones, stone to flesh, stoneskin, unholy aura, wall of iron (double area and thickness), wall of stone (double area and thickness) 7/day – bigby’s clenched fist, bigby’s crushing hand, earthquake, elemental swarm (earth elementals only) Stunning (Ex): Whenever Ogremoch successfully attacks a creature with his maul or slam, that creature must succeed a Fortitude save DC 56 or be stunned for 1 round. DC is Str-based. Summon Elementals (Sp): 3/day, Ogremoch can summon 4d6 + 6 elder earth elementals, or 2d6 black rock triskelions, or 3 primal earth elementals. Wrath of the Inner Planes (Earth) (Su): 11/day, Ogremoch can bring forth a 100 ft. cone of jagged rocks and earth to fly at his foes, as a full-round action. It deals 31d12 points of bludgeoning and piercing damage. Reflex save DC 54 halves damage. DC is Con-based. Skills: Ogremoch gains a +10 circumstance bonus to Hide checks while he is amongst rocks. Possessions: Earth Crusher:This maul is massive and appears to be made crudely out of black diamond. It glows with an inner red light. This weapon functions as a +9 Large maul of defending, impact, and unholy power. When used to attack creatures touching the earth, Ogremoch gains a +10 bonus to attack and damage rolls against them. This maul also allows Ogremoch to deal an extra 5d6 points of damage to creatures with the air subtype. |
| RAGNAROKISCOMING200703-31-08, 04:34 PM | ignore. |
| The_Black_Hand03-31-08, 07:39 PM | He can fail his check on escape artist pretty regularly. You can't fail something you DON'T try. It's also considered a touchy subject by WoTC, so it isn't goign to happen on thier boards. |
| RAGNAROKISCOMING200704-14-08, 03:53 PM | Name: Bahamut Titles: The Platinum Dragon, Platinum Paladin, Master of the North Wind Divine Rank: 15 Symbol: Star above a milky nebula or a silver silhouette of Bahamut surrounded in a circle of stars Home Plane: Bahamut’s Platinum Haven, Lunia; Celestia Alignment: Lawful Good Portfolio: Cold, courage, good dragons, lightning, wind Worshippers: Anyone seeking protection from evil dragons, good dragons, paladins Cleric Alignments: LG, NG, LN Domains: Air, Cold, Dragon, Good Favored Weapon:Bite or greatsword Bahamut (dragon form) Colossal Dragon (extraplanar, good, lawful) Divine Rank: 15 (18 in Bahamut’s Platinum Haven) Hit Dice: 66d12+1,320 (2,112 hp) Initiative: +14 Speed: 80 ft., fly 300 ft., swim 100 ft. Armor Class: 92 (+15 deflection, +6 Dex, +15 divine, +54 natural, -8 size) touch 38, flat-footed 86 Base Attack/Grapple: +66/+111 Attack: Bite +102 melee (16d6+29 plus 3d6 cold/19-20/x2), or spell +102 melee touch, or spell +79 ranged touch Full Attack: Bite +102 melee (16d6+29 plus 3d6 cold/19-20/x2), and 2 claws +100 melee (8d8+14 plus 3d6 cold), and 2 wings +100 melee (8d6+14 plus 3d6 cold), and tail slap +100 melee (8d6+14 plus 3d6 cold), or spell +102 melee touch, or spell +79 ranged touch Space/Reach: 30 ft./30 ft. (40 ft. with bite and tail slap) Special Attacks: Breath weapons, crush, domain powers, spells, spell-like abilities, summon dragons, tail sweep Special Qualities: Alternate form, blindsight 15 miles, damage reduction 35/epic, good, and adamantine, darkvision 120 ft., divine aura (1,500 ft., Will DC 50), divine immunities, energy resistance 35 to acid and fire, fast healing 35, favored enemies (evil dragons+10, demons+8, devils+6, undead+4, evil outsiders+2), godly realm (Outer Plane: 150 miles), remote communication, spell resistance 80, understand, speak, and read all languages, and speak directly to all beings within 15 miles, water breathing Saves: Fort +76, Ref +62, Will +67 Abilities: Str 69, Dex 22, Con 50, Int 33, Wis 43, Cha 40 Skills: Balance +72, Bluff +81, Climb +95, Concentration +86, Diplomacy +81, Escape Artist +72, Heal +82, Intimidate +81, Jump +111, Knowledge (arcana) +77, Knowledge (history) +77, Knowledge (local) +77, Knowledge (religion) +77, Knowledge (the planes) +77, Listen +82, Move Silently +72, Search +77, Sense Motive +82, Spellcraft +77, Spot +82, Survival +82, Swim +95, Tumble +72 Feats: Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Fly-By Attack, Great Cleave, Great Fortitude, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Critical (bite), Improved Disarm, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Maximize Spell-like Ability (polar ray), Mobility, Multi-Attack, Power Attack, Quicken Spell-Like Ability (chain lightning), Quicken Spell-Like Ability (cone of cold), Quicken Spell-Like Ability (lightning bolt), Run, Snatch, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack Epic Feats: Blinding Speed, Epic Fortitude, Epic Reflexes, Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Will, Improved Combat Reflexes, Improved Whirlwind Attack, Superior Initiative Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Aura of the Platinum Paladin*, Avatar, Control Creatures (non-evil dragons; Will DC 50), Divine Air Mastery, Divine Blast (18/day; up to 15 miles; 30d12 divine damage), Divine Shield (stops 150 points of damage; 23/day), Divine Fast Healing (35), Energy Burst (cold; 150 ft. radius; 15d8 cold damage; Reflex save DC 77 halves), Energy Burst (electricity; 150 ft. radius; 15d8 electricity damage; Reflex save DC 77 halves), Energy Storm (cold; 150 ft. radius; 15 cold damage and 15 holy damage), Increased Energy Resistance (acid), Nebula Aura*, North Wind*, Platinum Bolt*, Spell Immunity*. * Unique salient divine abilities described below. Environment: Bahamut’s Platinum Haven, Lunia; Celestia Organization: Solitary (unique), or group (Bahamut, 3 great wyrm silver dragons, and 6 half-silver dragon humans (paladin 20) Challenge Rating: 69 Treasure: Quintuple Standard Alignment: Lawful Good Combat: Alternate Form (Su): As a free action, Bahamut can assume his human form. He stands 10 ft. tall, is handsome, and has long, flowing, silver hair. Bahamut wears shiny platinum armor and wields a shiny platinum sword. Flowing freely from the back of his armor is a blue cape with his symbol emblazoned onto the back. He stares at you with bright blue eyes. The following changes are made while Bahamut maintains this form: Speed 160 ft., fly 150 ft. (perfect); initiative +24; Abilities – Str 45, Dex 42; Armor Class – 100 (+18 armor, +15 deflection, +16 Dex, +15 DvR, +27 natural, - 1 size) touch 55, flat-footed 84; Attacks - Bahamut’s Nebula Fang +109/+109/+104/+99/+94 melee (3d6+41 plus 3d6 cold plus 3d6 electricity plus 3d6 holy plus 3d6 lawful/17-20/x2); Special Attacks – loses breath weapons, crush, and tail sweep; Special Qualities – Improved Evasion; Skills – Balance +102, Climb +103, Escape Artist +82, Jump +151, Move Silently +82, Swim +83; Saves – Ref +72. Bahamut can use Bahamut’s Nebula Fang, Nebula Cape, Platinum Armor of Bahamut, and Platinum Boots while in this form. They are detailed in the possessions section. Breath Weapons (Su): Bahamut can use one of the following breaths weapons at one time. Afterwards, he must wait 1d6 rounds before using another. The DCs are Con-based. Cold – 160 ft. cone; 40d10 cold damage; Reflex save DC 73 halves damage. Disintegration – A beam of blue light that fills an area 10 ft. high, 10 ft. wide, and 300 ft. long. Creatures are disintegrated if they fail a Fortitude save DC 73. If successful, the creatures still take 20d10 points of damage. The beam blows a 10 ft. by 10 ft. by 300 ft. hole in objects if they fail their saving throws and deals 20d10 points of damage if they make their saving throws. Lightning – 200 ft line; 45d10 electric damage; Reflex save DC 73 halves damage. Crush (Ex): As a standard action, Bahamut can land on foes and crush them with his whole body. Crush attacks are only effective against Huge and smaller creatures. A crush attack affects as many creatures that can fit under Bahamut’s body. Creatures in the area must succeed a Reflex save DC 73 or be pinned automatically, taking 10d6+58 each round until Bahamut moves. Bahamut can maintain the pin as a normal grapple attack. Divine Immunities: Bahamut is immune to ability damage, ability drain, cold, electricity, energy drain, death effects, disease, disintegration, mind-affecting effects, paralysis, poison, sleep, stunning, and transmutation. He is also immune to banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, turning and rebuking. Domain Powers: 18/day, can turn/destroy earth creatures or bolster/rebuke/command air creatures; 18/day, can turn/destroy fire creatures or bolster/rebuke/command cold creatures; Bluff and Intimidate are now class skills; CL +1 for good spells. Spells: Bahamut casts spells as a 30th level cleric. DC 51 + spell level. He can prepare 6/9+1/9+1/9/9+1/8+1/7+1/7+1/7+1/6+1 cleric spells per day. Bahamut casts spells as a 30th level paladin. DC 51 + spell level. He can prepare 7/7/7/7 paladin spells per day. Bahamut casts spells as a 30th level sorcerer. DC 50 + spell level. He can prepare 6/10/10/10/9/9/9/9/8/8 sorcerer spells per day. Spell-Like Abilities: CL 82, 83 for good spells; DC 50+ spell level At will – aid, air walk, blade barrier, chain lightning, chill metal, chill touch, cone of cold, control weather, control winds, dispel evil, dominate monster, dragon ally, elemental swarm (air elementals only), gaseous form, greater magic fang, holy aura, holy smite, holy word, ice storm, magic circle against evil, magic fang, mass suggestion, obedient avalanche, obscuring mist, polar ray, resist energy, sleet storm, stoneskin, summon monster IX (good creatures only), true seeing, voice of the dragon, wall of ice, whirlwind, wind wall 6/day – maximized polar ray, quickened chain lightning, quickened cone of cold, quickened lightning bolt Summon Dragons (Sp): 3/day, Bahamut can summon 1d4+2 great wyrm silver dragons, 1d4+1 great wyrm gold dragons, 1d4+1 great wyrm copper dragons, 1d4+1 great wyrm brass dragons, 1d4+1 great wyrm bronze dragons, or 2d6 half-silver dragon humans (paladin 20). Tail Sweep (Ex): As a standard action, Bahamut can sweep his tail in a half-circle with a 40 ft. diameter. Large or smaller creatures automatically take 8d6+29 points of damage and must succeed a Reflex save DC 73 to avoid being knocked down for 1d6 rounds. Unique Salient Divine Abilities: Bahamut has 5 unique salient divine abilities. He can use all of them regardless of which form he takes. Aura of the Platinum Paladin: As a free action, Bahamut can activate a 1,500 ft. radius aura of courage. All good creatures within range gain a immunity to fear against evil dragons, while they also gain a +15 morale bonus on saving throws against fear effects. Nebula Aura: 15/day, Bahamut can surround himself in a 60 ft. aura of shimmering stars as a free action. This aura lasts for 30 rounds and grants him the following bonuses: - Creatures have a 40% miss chance against Bahamut and all his allies that are within the aura. - Evil creatures take a –15 penalty to attack and damage rolls made against Bahamut himself. - Good creatures gain a +15 bonus to attack and damage rolls as long as they remain in the aura. - Evil dragons in the aura must succeed Will save DC 68 or be dazed for 2d6 + 5 rounds. If successful, they are immune to this effect of the aura for the next 24 hours or until Bahamut creates a new Nebula Aura. DC is Cha-based. North Wind: 10/day, Bahamut can send forth a gust of freezing winds as a standard action. The North Wind itself is 50 ft. wide, 30 ft. high, and 150 ft. long. Any non-allies within range take 25d8 points of cold damage plus 2d4 Dexterity damage. Fortitude save DC 73 halves damage. As a full-round action, Bahamut can send forth a more powerful gust of freezing winds that is 100 ft. wide, 60 ft. high, and 300 ft. long. It deals 30d10 points of cold damage plus 3d6+3 Dexterity damage. Fortitude save DC 73 halves damage. If the victims Dexterity score reaches 0, they are frozen. Bahamut can then attack the frozen creatures and shatter them, killing them instantly. Platinum Bolt: 15/day, Bahamut can launch forth a bolt of platinum lightning that is 15 ft. in diameter and 300 ft. long. It deals 45d12 points of electricity damage to all within range. Reflex save DC 73 halves damage, while a Fortitude save DC 73 prevents from being stunned for 2d6 rounds. This bolt also produces smaller bolts, which shoot out and strikes all non-allies within 30 ft. of the main bolt. These bolts deal 15d6 points of electricity damage. Reflex save DC 73 halves damage, while a Fortitude save DC 73 prevents from being stunned for 1d4 rounds. DCs are Con-based. Spell Immunity: Bahamut is immune to the effect of any spell or spell-like ability of 5th level or lower. Water Breathing (Ex): As a deity, Bahamut has no real need to breathe, but this ability allows him to use his breath weapons, spells, and other abilities while submerged. Other Divine Powers Senses: Bahamut 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 other location where one of his titles or names was spoken in the last hour. He can extend his senses up to 10 locations at once. He can block the sensing power of deities at his rank or lower at up to 10 remote locations at once for 15 hours. Portfolio Sense: Bahamut can sense any event involving his portfolios that affects any creature 15 weeks before it happens. Automatic Actions: Bahamut can use Diplomacy, Escape Artist, Heal, Intimidate, Jump, Knowledge (arcane, religion, or the planes) as a free action if the DC of the task is 25 or lower. He can perform up to 10 such actions each round. Create Magic Items: Bahamut can create any magic item with a maximum gp limit of 200, 000gp. Possessions: While in his dragon form, Bahamut carries no items. However, when he assumes his human form, he gains access to the following items: Bahamut’s Nebula Fang: This massive sword is shiny and the groove of the blade is black like space and filled with white stars. Twinkling silver lights circle the blade. It functions as a +8 Large keen icy blasting lightning blasting greatsword of holy power and lawful power. Bahamut gains the following abilities with the sword: - With each successful strike, 15 bolts of lightning jump from the target and strike all creatures within 15 ft of the initial burst. Each bolt deals 3d6 points of electricity damage. Bahamut can direct these bolts to target one creature or multiple creatures. However, only 5 bolts can target 1 creature. On a successful critical hit, the same effect takes place except the bolts deal 6d6 points of electricity damage and the range is a 30 ft. radius. Reflex save DC 68 halves damage. DC is Cha-based. - The sword deals an extra 5d6 points of divine damage to evil dragons. On a critical hit, the must succeed a Fortitude save DC 68 or die. - Bahamut can smite evil 15 times per day. Nebula Cape: This cape is attached to the back of Bahamut’s armor. It is light-blue and has his symbol on the back. This cape gives Bahamut the ability to fly 150 ft. with perfect maneuverability. Platinum Armor of Bahamut: This beautifully crafted armor shines brighter than a star. It functions as a +10 fullplate, which has no penalties. It gives Bahamut the following abilities: - Melee attackers who hit Bahamut take 5d6 electricity damage as lightning bolts shoot forth form his armor. Reflex save DC 68 halves damage. DC is Cha-based. - At as free action, Bahamut can make the armor produce a daylight effect as the spell cast by a 66th level caster. Platinum Boots: These armor plated platinum boots have fins on them reminiscent of a silver dragon’s fins. They provide Bahamut with the following bonuses: - +20 bonus to dexterity. - Improved Evasion. - +20 bonus to Balance, Climb, Jump, and Tumble skill checks. - Land speed is doubled. - Bahamut’s jumping distance is not limited by his height. - 15/day, as a free action, Bahamut can utter a command to activate their haste power (as the haste spell, lasts 3 minutes). |
| RAGNAROKISCOMING200704-29-08, 05:06 PM | Name: Apollo Titles: The Golden One, The Farshooter, The Healer, God of Truth, Musician of Mount Olympus Divine Rank: 15 Symbol: Golden lyre Home Plane: Sunshine, Mount Olympus; Arborea Alignment: Chaotic good Portfolio: Archery, disease, good, healing, light, music, prophecy, sun, truth Worshippers: Bards, elves, healers, oracles, sages, sorcerers, and wizards Cleric Alignments: CG, CN, NG Domains: Good, Healing, Knowledge, Oracle, Sun Favored Weapon: Composite longbow Apollo, The Golden One Divine Rank: 15 (18 in Sunshine) Hit Dice: 20d6+20d8+15d4+15d10+1,260 (1,750 hp) Initiative: +28 Speed: 80 ft. Armor Class: 89 (+20 deflection, +17 Dex, +15 divine, +28 natural, -1 size) touch 61, flat-footed 72 Base Attack/Grapple: +52/+70 Attack: Apollo’s Bow +106 ranged (1d10+20 plus Apollo’s Plague/19-20/x3), or Apollo’s Golden Lyre +97 ranged touch (see below), or unarmed strike +94 melee (2d10+14 plus 3d6 light/19-20/x2), or spell +94 melee touch Full Attack: Apollo’s Bow +106/+106/+101/+96/+91 ranged (1d10+20 plus Apollo’s Plague/19-20/x3), or Apollo’s Golden Lyre +97 ranged touch (see below), or unarmed strike +94/+89/+84/+79 melee (2d10+14 plus 3d6 light/19-20/x2), or spell +94 melee touch Space/Reach: 10 ft./10 ft. Special Attacks: Apollo’s plague, domain powers, salient divine abilities, spells, spell-like abilities, summon chariot, summon eladrin, summon elementals, turn undead 15/day, unique salient divine abilities Special Qualities: Bardic knowledge +53, bardic music 45/day (countersong, fascinate, inspire competence, inspire courage, inspire greatness, inspire heroics, mass suggestion, song of freedom, suggestion, range: 15 miles), damage reduction 35/epic, evil, and mithral, divine aura (1,500 ft., Will DC 55), divine immunities, energy resistance 35 to cold, familiar (hawk), fast healing 35, godly realm (Sunshine; 150 mile radius), remote communication, spell resistance 82, spontaneous casting of divine spells, understand, speak, and read all languages, and speak directly to all beings within 15 miles Saves: Fort +65, Ref +62, Will +72 Abilities: Str 39, Dex 44, Con 47, Int 42, Wis 48, Cha 50 Skills: Balance +82, Bluff +85, Climb +79, Concentration +83, Craft (musical instruments) +81, Diplomacy +85 Gather Info +85, Handle Animal +85, Heal +93, Intimidate +85, Jump +99, Knowledge (arcana) +81, Knowledge (geography) +81, Knowledge (nature) +81, Knowledge (nobility and royalty) +81, Knowledge (religion) +81, Knowledge (the planes) +81, Listen +84, Perform +85, Profession (herbalist) +84, Ride (horse) +82, Scry +84, Search +81, Sense Motive +84, Spellcraft +90, Spot +84, Swim +79, Tumble +82, Use Magic Device +85 Feats: Brew Potion, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, Deflect Arrows, Dodge, Empower Spell, Enlarge Spell, Far Shot, Forge Ring, Improved Critical (unarmed strike), Improved Disarm, Improved Initiative, Improved Precise Shot, Improved Trip, Maximize Spell, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Quicken Spell, Rapid Shot, Sharp Shooting, Shot on the Run, Spell Focus (enchantment), Spell Focus (illusion), Spring Attack, Stunning Fist, Weapon Focus (composite longbow), Whirlwind Attack, Widen Spell Epic Feats: Combat Archery, Craft Epic Magic Arms and Armor, Craft Epic Wondrous Item, Epic Spellcasting (8), Exceptional Deflection, Forge Epic Ring, Improved Combat Casting, Improved Spell Capacity, Lasting Inspiration, Ranged Inspiration, Reflect Arrows, Superior Initiative, Swarm of Arrows Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Apollo’s Radiance*, Arcane Mastery, Area Divine Shield (150 square ft.; stops 150 points of damage; 21/day), Avatar, Bestow Great Skill*, Divine Archery, Divine Bard, Divine Celerity (hasted up to 15 minutes), Divine Fast Healing (35), Divine Inspiration (up to 15 creatures; 15/day), Divine Shield (stops 150 points of damage; 21/day), Energy Burst ( 150 ft. radius; 15d8 fire damage; Reflex save DC 76 halves damage), Gift of Life, Irresistible Performance (Will save DC 55/ Fortitude save DC 53), Power of Truth (Will save DC 55), Spontaneous Wizard Spells Environment: Sunshine, Mount Olympus; Arborea Organization: Solitary (unique) or group (Apollo, Apollo’s horses, and 5 ghaele eladrin) Challenge Rating: 66 Treasure: Quadruple Standard plus Apollo’s Bow and Apollo’s Golden Lyre Alignment: Chaotic Good Combat: Apollo’s Plague (Ex): This disease takes effect immediately after injury. Fortitude save DC 66 negates. Initial damage3d4 Con and 3d4 Dex drain. The disease is highly contagious and can be spread through touch or by being within 30 ft. of the infected. Those touched or near the infected must succeed on a Fortitude save DC 66 or contact Apollo’s Plague themselves. Apollo’s Plague can be cure only by a miracle or wish spell. Apollo himself can also cure the disease. Divine Immunities: Apollo is immune to ability damage, ability drain, death effects, disease, disintegration, electricity, energy drain, fire, mind-affecting effects, paralysis, poison, sleep, stunning, and transmutation. He is also immune to banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, turning and rebuking. Domain Powers: CL +1 for good spells; CL +1 for healing spells; CL +1 for divination spells; CL +2 for divination spells; greater turning 15/day. Spells: Apollo casts spells as a 35th level bard. DC 55, 56 for enchantment and illusion spells + spell level. He can prepare 6/12/10/10/9/9/7/3/3/3/2/2/2/2/1/1/1/1 bard spells per day. Apollo casts spells as a 35th level cleric. CL 36 for good and healing spells, 38 for divination spells. DC 54 + spell level. He can prepare 6/11+1/10+1/8+1/8+1/8+1/7+1/7+1/7+1/7+1/3/3/2/2/2/2/1/1/1/1 cleric spells per day. Apollo has access to the Good, Healing, Knowledge, Oracle, and Sun domains. Apollo casts spells as a 30th level wizard. DC 51, 52 for enchantment and illusion spells + spell level. He can prepare 4/8/8/8/8/7/7/7/7/6/2/2/2/2/1/1/1 wizard spells per day. Apollo can also prepare up to 8 times per day. Spell-Like Abilities: CL 85, 86 for good and healing spells, 88 for divination spells; DC 55, 56 for enchantment and illusion spells + spell level. At will –aid, augury, blade barrier, clairaudience/clairvoyance, commune, cure critical wounds, cure critical wounds (mass), cure light wounds, cure light wounds (mass), cure moderate wounds, cure serious wounds, detect secret doors, detect thoughts, discern location, dispel evil, divination, endure elements, find the path, fire seeds, fire shield, flame strike, foresight, greater scrying, heal, heal (mass), heat metal, holy aura, holy smite, holy word, identify, legend lore, magic circle against evil, prismatic sphere, regenerate, scrying, searing light, summon monster IX (celestials only), sunbeam, sunburst, true seeing Summon Chariot (Su): 10/day, as a standard action, Apollo can summon his chariot that is carried by 2 immortal white horses. The chariot is white with golden designs and 4 golden wheels. It can carry up to 1 Huge, 4 Large, 8 Medium, or 16 Small creatures. On the ground, the chariot travels 150 ft. per round, and in the air it travels 300 ft. per round with perfect maneuverability. As a standard action, Apollo can overrun Huge or smaller creatures with his chariot, dealing 12d8+40 points of damage plus 15d8 points of light damage. The chariot can be destroyed after taking 350 points of damage (AC 50, hardness 25), though it is immune to fire. If the chariot is destroyed, the chariot and the horses disappear and cannot be summoned for 1 hour. If both horses are destroyed, they disappear while the chariot remains. At this point, the chariot can travel 75 ft. per round on the ground, and 150 ft. (good maneuverability) in the air. Apollo can still overrun, but only deals half the normal damage (6d8+20 points of damage plus 7d8 points of light damage). The horses cannot be summoned again for 1 whole hour. ------------------------------------------------------------------------------------------------------------------------------------------------------------------ Apollo’s Horses Large Magical Beasts (chaotic, extraplanar, good) Hit Dice: 36d10 + 396 (756 hp) Initiative: +21 Speed: 75 ft., fly 150 ft. (perfect) Armor Class: 51 (+13 Dex, +29 natural, -1 size) touch 22, flat-footed 38 Base Attack/Grapple: +36/+55 Attack: Hoof +50 melee (2d6+15 plus 3d6 light/19-20/x2) Full Attack: 2 Hooves +50 melee (2d6+15 plus 3d6 light/19-20/x2), and bite +45 melee (1d8+7 plus 3d6 light) Space/Reach: 10ft./ 10ft. (15 ft. with bite) Special Attacks: spell-like abilities, trample Special Qualities: Damage reduction 25/epic, evil, and cold iron, darkvision 60 ft., energy resistance 30 to acid, cold, and electricity, fast healing 25, horses of sunlight, immunity to disease, fire, and poison, scent, spell resistance 34 Saves: Fort +33, Ref +35, Will +23 Abilities: Str 41, Dex 36, Con 33, Int 11, Wis 17, Cha 20 Skills: Balance +34, Escape Artist +34, Jump +75, Spot +24 Feats: Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Bull Rush, Improved Critical (hoof), Improved Initiative, Improved Overrun, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-like Ability (greater teleport), Run, Spring Attack, Whirlwind Attack Epic Feats: Blinding Speed (x4), Superior Initiative Environment: Sunshine, Mount Olympus; Arborea Organization: Duo or trio (Apollo and Apollo’s horses) CR: 26 Treasure: Nothing Alignment: Chaotic Good Two large white horses stand before you. Their hooves are seemingly made of sunlight, while their manes are golden. Their mouths radiate with intense light. These two horses carry Apollo’s chariot wherever he needs to go. They both stand 6 ft. tall at the shoulder and are 12 ft long. They each weigh close to 1,500 pounds. They do not speak, but understand all languages, having traveled throughout the planes for centuries. Combat: Horses of Sunlight (Ex): Apollo’s horses are composed of sunlight and celestial goodness. They deal an extra 3d6 points of light damage with their natural attacks. Undead creatures, and creatures vulnerable to sunlight, take double damage. If they are killed by the horses’ natural attacks, they are instantly disintegrated. Spell-like Abilities: CL 36; DC 15 + spell level At will – daylight, greater teleport (Both plus Agni and 1000 pounds), haste, plane shift (Both plus Apollo and 1000 pounds), searing light 3/day – quickened greater teleport, sunburst Trample (Ex): Apollo’s horses deal 2d6 + 22 points of damage plus 6d6 light damage when trampling foes with their hooves. Reflex save DC 43 halves damage. DC is Str-based. ----------------------------------------------------------------------------------------------------------------------------------------------------------------- Summon Eladrin (Sp): 3/day, Apollo can summon 2d6 ghaele eladrin, 3d6 bralani eladrin, or 1d8 shiradi. Summon Elementals (Sp): 3/day, Apollo can summon 4d6 elder fire elementals. 1/day, Apollo can summon a primal fire elemental. Turn Undead (Su): Apollo can turn undead as a 70th level cleric 15 times per day. Unique Salient Divine Abilities: Apollo has 2 unique salient divine abilities. Apollo’s Radiance: As a standard action, Apollo can shed intense sunlight from his body in a 150 ft. radius. This light counters and dispels all darkness effects (unless created by a deity or cosmic entity in which he failed a rank check against) and causes pain to all within range at Apollo’s discretion. It deals 5d8 points of light damage to all creatures in range and 5d12 points of light damage to undead creatures and creatures vulnerable to sunlight within range (no save). As a full-round action, Apollo can generate up to 5 rays of scorching sunlight that strike one creature per ray up to 15 miles away. Each ray deals 15d8 points of light damage. Undead creatures, and creatures vulnerable to sunlight, take 15d12 points of light damage. Reflex save DC 75 halves damage. Creatures within range must also succeed a Fortitude save DC 75 or become blinded for as long as they stay within the aura. DCs are Cha-based. Bestow Great Skill: Apollo is known throughout the cosmos as The Farshooter. His skill with the bow is unmatched and he can grant creatures of his choosing great skill with the bow as well as other ranged attacks. As a free action, Apollo can bestow great skill on a creature granting them a +15 bonus on all ranged attacks for the next 24 hours. He can also take the bonus away as a free action, if the creature fails to use a ranged attack within 10 rounds or if they use it to harm the innocent. Other Divine Powers Senses: Apollo 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 other location where one of his titles or names was spoken in the last hour. He can extend his senses up to 10 locations at once. He can block the sensing power of deities at his rank or lower at up to 10 remote locations at once for 15 hours. Portfolio Sense: Apollo can sense any event involving his portfolios that affects any creature 15 weeks before it happens. Automatic Actions: Apollo can use Concentration, Craft (musical instruments), Diplomacy, Heal, Jump, Knowledge (arcane, religion, or the planes), Perform, and Profession (herbalist) as a free action if the DC of the task is 25 or lower. He can perform up to 10 such actions each round. Create Magic Items: Apollo can create any magic item with a maximum gp limit of 200, 000gp. Possessions: Apollo’s carries Apollo’s Bow and Apollo’s Golden Lyre with him at all times. Apollo’s Bow (Major Artifact): Apollo’s Bow is a beautifully crafted longbow made of silver and gold. It functions as a +8 Huge distant shot, keen composite longbow of disruption, holy power, speed, and unerring accuracy with a +14 Strength bonus. It fires +6 adamantine arrows. Living creatures hit by these arrows must succeed a Fortitude save DC 66 or contract Apollo’s Plague. Apollo’s quiver holds an infinite amount of arrows. Apollo’s Bow also grants the following abilities: - Apollo can shoot arrows that don’t deal damage, but instead it cures the targeted creature of any disease. - 30/day, once per round, Apollo can shoot searing beams of sunlight similar to the searing light spell. The beams replace the arrows, but function as if they were arrows. Each beam deals 8d6 points of light damage plus 20 points of damage (Apollo’s Charisma modifier). Undead creatures, and creatures vulnerable to sunlight, take 15d12 points of light damage plus 20 points of damage (Apollo’s Charisma modifier). A successful Reflex save DC 75 halves damage and prevents blindness for 10 rounds. On a successful critical hit, the damage is not multiplied. Instead the beams produce a sunburst effect as the spell of the same name cast by a 20th level caster. Reflex save DC 75 halves damage and prevents blindness. DCs are Cha-based. Apollo’s Golden Lyre (Major Artifact): It is said that when Apollo was born, he held in his hands a golden lyre. However, some believe that Hephaestus crafted it for Apollo once he had grown to full size. Whatever the case, Apollo’s Golden Lyre remains a powerful tool. Apollo gains the following bonuses and abilities while using this item: - Apollo can perform his bardic music 15 times more than usual. - His bardic music effects are doubled. - As a full-round action, Apollo can raise all of his companions’ ability scores by 6 points as long as they are within 1,500 ft of hearing him play. This bonus lasts for 15 minutes. He can use this ability multiple times but creatures already under the effects do not benefit from it. - As a ranged touch attack, Apollo can bestow greater curse as the spell cast by a 70th level caster. Will save DC 75 negates. DC is Cha-based. - As a ranged touch attack, Apollo can produce a note so divine and powerful it can disintegrate any creature who hears it. A successful Fortitude save DC 75 prevents the creature from disintegrating, however they still take 15d8 points of sonic damage. Avatar Coming sooner or later. |
| vegetalss405-03-08, 08:17 AM | may i create my own cosmic entity, or should they already exist in dnd? |
| Aqua05-06-08, 12:28 AM | Beautiful I quite like Olhydra, Evil Elemental Princess of Water, She is very interesting and goes very well with one of the gods from my pantheon. Keep up the good work Ragnarok. |