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| Monsco05-24-07, 08:12 PM | Because the make your own cool dieites dosnt do that anymore, AND under the advise of some other people that are cool, I decided to Post my homeade gods stats. This leads me to a question that I would like answered. Why do people post origonal Ideas on the threads? I do it and I love it when others do, I just havent figured out why. here are my ideas: 1) we like having our ideas seen. Probibly most likely suggestion. 2) We need acnowledgement of our skillz. Only for losers like myself. 3) gradification of our effors. (this might be the same as 2...) Anyway, Im just the weird kinda guy who asks himself a lot of wired questions and likes to delve into the human illithid food. SO, for those who care, here (in Dieties and Demigods format) is my god. By the way, I know that Obid-Hai or whatever has beasts under his porfolio. However, the fact that in the 3.0 setting, these are somehow seperate beings from animals (if you could explain that, that would be cool too.), I decided to make a god for exclusively animals. Like who animals worship... yeah. Here I go. Im posting now. Here is silrins stats. Right here. Silrin Lover of animals, Defender of the animals Lesser Deity Symbol: A wolf curled up peacefully on a giant green leaf Home Plane: Beastlands Alignment: Neutral Good Portfolio: Animals, Beasts, Plants Worshipers: Druids, Rangers, Anyone who loves animals, awakened animals, Cleric Alignment: NG, CG, LG, N Domains: Animal, Protection, Good Favored Weapon: Claws and Teeth The Deity of all animals and beasts, you couldn’t tell Silrin is a god by looking at him. He looks like a young male with deep brown long hair and the same color eyes. He wears a brown bear skin on his head, which goes down to his torso. He also only wears loose brown paints and no shoes. The only other piece of clothing he wares is wooden armbands on his wrist. He has teeth that are sharper than they look and long nails that radiate a brilliant yellow glow when he wants them to. His arch nemesis is Sobek, who Silrin thinks gives animals a bad name. Silrin blocks his senses and otherwise annoys and impedes Sobek in any way he can think. He encourages his worshipers to harass and destroy (preferably convert) any cult of Sobek or worshiper they can find. (Note: Silrin isn’t an Egyptian god, but in our campaign all the gods coexist, so it’s alright for a D&D god to harass an Egyptian god.) Unlike Obad-Hai, Silrin deals with animals, and Obad-Hai deals with hunting and BEASTS. Apparently, beasts and animals are different portfolios, according to Deiteis and Demigods. Dogma Silrin is gentle and understanding. He often appears on the material plane to talk with his worshipers or clerics. He never starts fights and almost never kills anyone, unless they are evil or hurt nature. Although his main concern is with animals, he cares considerably for plants, as they are animal’s food and homes. He himself is also curious and cheerful, and it is often said that he has the personality of a child. However, he can be frightening when he is angry, and he also can act serious if the circumstances are right. He believes all animals should be respected and loved, and that they all have souls that are worth just as much as any human soul. Although he loves all animals and appreciates all worshipers, he only allows virgin maidens to become one of his clerics* (this is because it is often viewed that virgin women get along the best with nature and animals, as shown with unicorns). He dose not actively combat evil, but he will defend any area of wildlife (and good humanoid settlements that are respectful towards animals) from evil should it be threatened. If a Good settlement is threatening nature, or is being disrespectful towards animals in an extreme, unintentionally or not, Silrin may send a gentle warning at first, but if they keep being ignored, then the warnings get worse and worse until Silrin has no choice but to attack. If human and animal interests are in confliction, Silrin will always take the animals side. Likewise, any evil settlement that is threatening animals will be attacked immediately. Clergy and Temples Silrin’s clerics all wear the same design of cloths that are given to them on the day they become clerics. They can don other cloths, but not when performing any rituals or otherwise priestly services. His temples are few and out of the way, but many times they are visited by small town leaders who ask the clerics (or druids) for animal help. They kind of act like the Humane Society for towns who ask. Anyplace deeply infused with nature or has an abundance of animals could be considered holy ground for Silrin. Those holy grounds often attract druids, rangers, fey, and hunters who are looking for good animals to eat. Silrin doesn’t punish for hunting animals, but only if you hunt like a carnivore, so only kill for food when you or your family are hungry. His actual Temples, however, are usually deep in forests or planes, built with wood and without doors or windows, which are replaced with holes in the wall and curtains. Visitors are usually welcomed warmly and given a place to stay. However, they are asked to spend some time with the animals to prove they are animal lovers. Silrin Druid 20/ Ranger 10 Medium sized Outsider (Neutral, good) Divine Rank: 7 Hit Dice: 20d8+202 (outsider) 30d8+304(druid and Ranger) HP 906 Intuitive: +9 Speed: (when normal) 60 ft, when wild shaped, speed is always x2 the creatures Armor Class: 65 (+9 charisma, +7 divine rank, +20 Deflection, +10 natural armor, +9 Dexterity) Attacks: +5 Wounding speed brilliant energy Claws, +64/+64/+59/+54 (3d6+16 19-20 x2) and +5 Keen wounding Bite +62/57/52 (3d6+16 18-20 x2). These are the attacks for when he is not in wild shape. When he changes, he keeps the bonus on the attacks, the enchantments, and his bonus from Improved Natural attack, but everything else changes. Touch attack +58, Ranged touch attack +58 Space/Reach: 5ft/5ft Special Attacks: Domain powers, salient divine abilities, spell-like abilities Special Qualities: Divine immunities, DR 42/+4, spontaneous casting of Divine spells, Fire resistance 27, Spell resistance 39, Immortality, Senses (7 miles out), Remote seeing 5, block sensing, create magic items, Divine aura (700 feet), teleport without error at will, plane shift at will, grant spells, Can understand, read, and speak any language, godly realm (see below), Travel, Animal companion (black bear), nature sense, wild empathy, woodland stride, trackless step, resist natures lure, Wild shape 10/day (Animal, plant, beast, dragon, vermin, elemental, all of any size), Venom immunity, a thousand faces, timeless body, Favored enemies (+6 Aberrations, +4 Undead, +2 construct), track, combat style (2 weapon), Endurance, Improved combat style, Swift tracker, Evasion, fast healing 6, Scent Saves: Fort +48, Reflex +41, Will +50 Ability Scores: Str 33, Dex 28, Con 32, Int 24, Wisdom 43, Cha 30 Skills: Knowledge (Nature) +49, Handle animal +68, Animal Empathy +58 Survival +59, Craft (woodwork) +40, Spellcraft +40, Concentration +41, Listen +50, Spot +54, heal +52, Knowledge (geography) +40, Diplomacy +43, Intimidate +43, Ride +46, Wild Empathy +51 Feats: Improved natural attack x6, Animal affinity, track, self sufficient, Skill focus (handle animal), Skill focus (Knowledge (nature)), Animal Friend, Fast wild shape, wolverines rage, extra wild shape, natural spell Epic Feats: Armor Skin x2, Blinding speed, Epic skill focus (Handle animal) Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy damage, mind-effecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Divine druid, control creatures (animals), Call creatures (animals), Gift of Life, Grow creatures (animals), mind of the beast, speak with creatures (animals), Animal Creations (!), extra sense enchantment (Smell, can separate/combine smells, ignores smell-hiding effects.) Domain powers: Can cast speak with animals 7/day, casts good spells +7 caster levels, Protective ward thingy 7/day. Spell-like abilities: Silrin can use these abilities as a 17 level caster, except good spells, when he can cast it at 24th level. The saves are 26+ spell level At will: calm animals, hold animal, dominate animal, summon nature’s ally 4, commune with nature, antilife shell, animal shapes, summon natures ally 9, shapechange, protection from evil, aid, magic circle against evil, holy smite, dispel evil, blade barrier, holy word, holy aura, summon monster 9 (cast as a good spell only), sanctuary, Shield other, Protection from energy, spell immunity, spell resistance, antimagic field, repulsion, mind blank, prismatic Sphere. Druid spells per day: 6/9/9/8/8/8/7/6/6/6 Ranger spells per day: 5/5 (!) Animal Creation (custom Salient Divine ability), Silrin can create up to 27 HD of animals per day. Each animal is made as an instant action. Other divine powers As a lesser deity, a die roll of one is never an automatic failure, and has a divine aura that radiates 700 ft around him that affects the mood of creatures around him. Senses: Silrin can see, hear, touch and smell at a distance of seven miles. As a standard action, he can perceive anything within seven miles of his worshipers, holy sites, objects, or any one of his titles or names has been spoken in the last hour. He can extend his senses out to seven places at ounce; he can block the sensing power of deities of his rank or lower at up to two remote senses at once for seven hours. Additionally, he can separate different smells of an object (example, he could smell the baking cheese, sauce, bread, mushrooms, and pepperoni on a baking pizza instead of just smelling pizza,) and can also put together different stenches, and he can ignore anything that masks smells (like deodorant or perfume). Automatic Actions: Silrin can use Survival, Handle animal, Knowledge (nature), Animal Empathy, or Heal as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions a round. Create magic items: Silrin can create any magic item that involves animals as long as the market price dose not exceed 30,000 GP Portfolio powers: Silrin senses anything that affects a large amount (about 700) of animals instantly and retains that sensation for seven weeks. He notices also when a large amount of plant life has been destroyed in a central area (About 7 miles) in a week or less. Animal Companion Silrin’s animal companion, a black bear, is constantly around him. It has a Divine rank of one that silrin invested in him. HP: 15d8 +50 (170) Intuitive: +8 Speed: 100 ft AC: 30 (+4 Dex, +15 natural armor, +1 divine) Base attack/grapple: 11/6/1, grapple +22 Attack: Claw +18 melee (1d4+7) Full attack: 2 Claw +18/13/8 melee (1d4+7) and bite +16/11/6 (1d6+7 19-20 x2) Space Reach: 5ft/5ft Special attack: - Special qualities: low light vision, scent, link, share spells, devotion, multiattack, improved evasion, immune to transmutation, energy drain, energy damage, ability damage, mind effecting effects, immune to electricity, acid, and cold, immune to disease, stunning, sleep, paralysis, death effects, and disintegration, DR 36/+4, energy resistance 21, SR 33, immortal Saves: Fort +16, Ref +14, Will +11 Ability Scores: Str 25, Dex 19, Con 18, Int 2, Wis 12, Cha 6 Skills: Climb +13, Listen +10, Spot +4, Swim +11 Feats: Endurance, run, improved intuitive, great fortitude, Improved Natural armor, improved grapple. Other divine powers Unlike other deities, Silrin’s animal companion dose not has senses, portfolios, automatic actions, a realm, or the ability to create magic items. He cannot give spells as all prayers that go to the bear go to Silrin. Salient Divine Abilities:control creatures (animals), Call creatures (animals). Silrin’s Realm Silrin’s realm is in the upper beastlands, hidden in a mountain range. It’s easy to get to, but several birds keep an eye on the road leading to it just in case. At the end is a paradise for all animals, in the center is a large pool and a waterfall, to the right of that is a great forest, and to the left is a meadow of flowers and grasses. The only building is a two story inn (of sorts), where travelers can stay. The whole place is a square mile nestled deep in the mountain ranges. The place attracts fays, animals, and other figures of nature as it is a potent area for nature itself. About 50% of animals who die get sent to Silrins realm, where they can ether stay or wander the beastlands. Silrin wanders the realm when he’s there, enjoying life, relaxing, playing with animals, and chatting with guests. Silrin has control of the following features in his Realm. Temperature Smells Noise (even talking) Land features and such Building Portal locations or if the place is accessible at all. lighting Changing anything in the realm takes ten minutes of concentration. Usually Silrin has the temperature at a pleasant 65 degrees, has the smell of wildflowers drifting gently in the air, just so one could notice it slightly. He doesn’t usually make any noise, but he makes everything silent if he has something he wants to say, and a large trumpet goes of if an animal dies in his realm. Silrin has one portal to the astral plane in a cave in the side of a rock wall behind the waterfall. Wolves, bears, and boars patrol entrance, to make sure nothing evil gets in. Otherwise, the cave is well lit and cool. It is also where he keeps any treasure or such he finds, but it’s hidden in an air pocket, so he has to physically change the cave itself to get access to it. *Silrin still grants spells to male druids, rangers, and the like Special: Silrin has a lot of rules, but a few have exceptions: 1) a male who is granted sainthood by Silrin can start taking class levels in cleric. 2) In addition, clerics of Silrin my wed, but ONLY to saints of Silrin. Boy, this is a long thread so far. Sorry. Anyway, Opinions, answers, and the like are all okay. And hay, if you want to post a god or whatever, go ahead. Anyway, on a final note, Silrin has a few things (like magic claws and a divine specal ability) that seem... unfair, thats the best word for it, i guess. Anyway, thats because Silrin has been in my head long before I played D&D, so I wanted him to be as close to the origonal Idea as possible. Plus, I think that Dieties have some leway on their powers, that arnt just limited to their savent abilites. Thanks. |
| Khael05-25-07, 03:14 PM | I'm not a good critiquer of gods (I tend to dislike messing with canon and all that, unless its me doing it. Go hypocrisy!), so I'll stick to the rest: We put things up on the boards for two reasons, in my opinion: 1) To get a critique (Is it balanced, is it good, is is a nice idea, and so forth). 2) In the hope that just one other person, who you don't know outside of here, anywhere in the world, will use that thing you made, be it god, class, item, spells, race or anything. Because that is the ultimate proof someone else cares about it. Also my take on the animals/beast thing is this (bear in mind though, I don't have deities and demigods, so I'm working off my head), is that animals are animals, while beasts... are the things who plough up trees, rip apart prey and are genrally feared by everythnig about them with sense. The alternaive view of mine is also that beasts are the weird, extraordinary things that inhabit D&D. So here Silrin gets foxes, rabbits and the like, Obad-hai gets trolls, and so forth. |
| Monsco05-25-07, 04:09 PM | 1) To get a critique (Is it balanced, is it good, is is a nice idea, and so forth). 2) In the hope that just one other person, who you don't know outside of here, anywhere in the world, will use that thing you made, be it god, class, item, spells, race or anything. Because that is the ultimate proof someone else cares about it. Also my take on the animals/beast thing is this (bear in mind though, I don't have deities and demigods, so I'm working off my head), is that animals are animals, while beasts... are the things who plough up trees, rip apart prey and are genrally feared by everythnig about them with sense. The alternaive view of mine is also that beasts are the weird, extraordinary things that inhabit D&D. So here Silrin gets foxes, rabbits and the like, Obad-hai gets trolls, and so forth. I never thought of 2. That might be it. And your idea on the animal-beast thing, I like it and it makes sense. Any other opinons and answers or gods or whatever welcomed! (it is a thread of many things, after all.) |
| queenfange05-27-07, 02:46 PM | Nice work; good deity. :bump: |