| Post/Author/DateTime | Post |
|---|---|
| ArchmageOmega10-01-07, 10:34 PM | In the same vein as Build Your Fortress (I and II) I present "Be the Deity!" This is set in the cosmology I'm working on. (Read about it over here (http://forums.gleemax.com/showthread.php?t=929330).) Anyway, the goal is to gain worshippers. You begin as an epic character who has just managed to gain divine rank 0. Your first task is to breifly describe your character and how they gained their divinity. Second, as a new deity, you immediatly gain a divine realm. It may not be infinite, but it grows quickly and can get very big, so breifly describe this as well. Assume you ascended by either ancient lore or by stealing your divinity. (Ascending through worship would skip to divine rank 1.) Finally, describe the first steps you take towards acquiring more worshippers. One thing to take note of; it's possible that I may need to make some fundamental changes to how the cosmos works during the game. I'll try not to do it much though. Also, I don't know how many characters I can really keep up with, so I'll probably cut it off around 5 or 6. Well, have fun and let the games begin. :D |
| ArchmageOmega10-03-07, 12:32 AM | Is no one interesting in this? Does anyone have any suggestions on why that might be? I'd like to get some people in on this for several reasons. Yes, it's partly here to help me work out a usable system for my new setting, but it's also here just for fun. |
| Lokiyn10-03-07, 01:34 AM | I might be interested, if I have time tomorrow I’ll toss something up, vaguely use the rules in Deities and Demigods? I'd probably go with an Air deity of some sort. The Basics Djinni of Ice and Sky Half Chiang-Lung Genie, Qorrashi (HD 07 / La 09) (Psion 05/ Slayer 09/ Thrallherd 10) (ECL 40) Important Traits Total Bab +19 Total Fort +15 Total Ref +15 Total Will +17The Base Saves and Bab + Epic Bonus Manifester Level 21 Spell-Like (see monster Entry, Frost{131} Mental immunities (Slayer) Dual Cohorts (Thrall herd) Wild Companion (Roc {12 Levels}) Unique Home (Skyberg Wind x 20 Size (Minimum) 100 x 100 feet Cargo 1000 Tons These are the minimums for a skyberg (Frostburn) Followers Thrallherd’s Devoted Servants. Base Stats (No items/Buffs) Strength 27 Dexterity 21 Constitution 26 Intelligence 32 Wisdom. 21 Charisma 21 The Believers are mostly for flavor, while I could go insane and get hundreds of thousands of followers with leadership nonsense, I’m just going to stick with the idea that the Qorrashi's Core Servants are the incorruptible Thralls and Believers Hit Points 188 + 434 = 622 Base Speed 60 Ft, Fly 60 ft ECL Class Feat 10 Gen 01 Hidden Talent (Mindlink) 12 Gen 03 Inquisitor 15 Gen 06 Track 17 Psion 01 Psicrystal Affinity 18 Psion 02 Bind Vestige 21 Slayer 01 Improved Bind Vestige 24 Slayer 04 Practiced Binder 27 Slayer 07 Draconic Cohort 30 Thrall 01 Craft Psionic Arms and Armor 33 Thrall 04 Craft Universal Item. 36 Thrall 07 Craft Psionic Construct 39 Thrall 10 Epic Expanded Knowledge (Dream Travel) 40 Psion 05 Psicrystal Power (Dream Travel) Minor Creation, Psionic; Astral Construct; Matter Agitation; Control Flames; Inertial Armor; [I]Mindlink Psionic Repair Damage; Serenity; Elemental Steward; Damp Power Concealing Amphora, Greater; Ectoplasmic Cocoon; Time Hop; Dimension Twister Fabricate, Psionic; Quintessence; Divination, Psionic; Death Urge Hail of Crystal; Ethereal Agent; Adapt Body; Cranial Deluge Crystallize; Fabricate, Greater Psionic; Soul Crystal {MoI} Ectoplasmic Cocoon, Mass; Planar Champion; Control Weather, Psionic; Dream Travel Astral Seed; Teleport, Psionic Greater; Matter Manipulation Genesis; True Creation; Reality Revision; Stygian Conflagration; Microcosm; Urge Extermination Important Items Mirror of mental prowess 175,000 gp Robe of eyes 120,000 gp Elemental command (air) 200,000 gp Ice Heart, Major 140,000 gp 6 ea. Tome 137,500 gp Ring of the Blazing Sun 135,000 gp Amulet of the planes 120,000 gp Excellent magic 650,000 gp Excellent magic 650,000 gp Headband of epic intellect +12 1,440,000 gp Belt of epic strength +12 1,440,000 gp Bracers of epic health +12 1,440,000 gp Gate key 378,000 gp Cabinet of feasting 288,000 gp Wyrm (Emerald) 1,670,600 gp Wyrm (Sapphire) 1,562,600 gp Watery Hachimaki of the Typhoon Dragon 24,000 gp (Draconomicon lists Emerald as equivalent to Bronze and Sapphire as Equivalent to Copper) Stats (With Items) Strength 39 Dexterity 21 Constitution 38 Intelligence 44 Wisdom. 21 Charisma 21 Gold on Hand 2,365,800 The Qorrashi's needs are simple, The Qorrashi tends to sit in his floating skyberg home and drift with the winds watching the world below, content in his stronghold to watch. The Qorrashi is a simple quasi deity whose power derives entirely from his half dragon status. Born with the ability to breathe forth rain The Qorrashi worked as a sort of hedge deity offering rain for crops in exchange for crystal baubles worked silver. Being already ageless The Qorrashi’s “believers” spread slowly eventually reaching critical mass and pushing The Qorrashi from venerated native outsider into the position of quasi deity. This has had little effect on the Qorrashi’s life. The Qorrashi requests that any offerings be in the form of crystal or silver. The kind or rarity is relatively unimportant but the detail and clarity of the stone is. While one wealthy village might ask for rain with the offering of a valuable but murky emerald, The Qorrashi is more likely to accept the offerings of cheaper but flawless quartz from a poorer village. Much like the clouds he creates The Qorrashi coalesced a demiplane of his own long before gaining divinity. In a sense in addition to the clouds of the material plane, the Djinni of Ice and Sky has the power to create cloud of the astral sky. With the Mirror of mental Prowess The Qorrashi is easily capable of checking the various dedicated sites of offerings, And sending his Avian Spy (Maphas’s Birds Eye Effect) out to scour the lands. The Qorrashi has been known to rescue species on the brink of extinction, taking breeding pairs and establishing them in their own demiplane linked with his own through his gate key. The Qorrashi’s Personal Demiplane is home to many portals linking the other demiplanes created with his arts. At present there are 51 Portal pairings connecting the Central Demiplane to The Skyberg on the material, and to 50 other demiplanes, most of which are empty. The Qorrashi’s Central Demiplane is a work of art, with both the time and skill available The Qorrashi Spends much time shaping the silver and crystals into works of art. The Greatest work of art is the Ever-changing pool of clouds forged from purest silver and countless Sapphires and Quartz crystals. An enchanted item the Pool is ever changing through the medium of Greater Fabricate with silver and quartz clouds drifting through a bed of sapphires. This pool has also been enchanted to provide the effects of Divination once per day, as the clouds shift and change through the nonexistent wind. (all these are powers the character possesses, just crafted into an art piece as well) The Qorrashi unlike most deities is unable to move freely about without the aid of items. Instead The Qorrashi lord mimics the ability of clouds to fade away to nothing and traverse the dreams of sleepers to emerge where he wills. Otherwise The Qorrashi uses the mirror of mental prowess to go to locations in hurry or the Amulet of the planes to move from one realm to another. Other than provide rain for crops The Qorrashi is prone to casting Soul crystals through the gates created by the Mirror to those that deserve or need it. The most common Soul crystals being planar champion crystals (summoning a Sibyllic guardian if the user is good, or a Cerebrilith if the user is evil) whose summons last for 21 rounds. The Qorrashi has two Cohorts, (Either at level 17 or 32, Depending on if you extend the cohort table or not) Generally its assumed that the one cohort spends its time in the central demiplane while the other roams the material plane as a simple wanderer while seeking information that might be useful for The Qorrashi. The Believers granted through the thrallherd Prc are called the curators and are tasked with the care and maintenance of the home of The Qorrashi. They generally are skilled in an artistic craft and the profession Gardening. One of The Qorrashi’s less endearing habits is the tendency to kidnap heroes and villains right before the final blow is struck. His closer companions among the curators tend to believe it’s a matter of boredom and the collector’s spirit in him. When The Qorrashi kidnaps a villain or hero, saving them from the brink of death he usually sees to it that they are healed up, receive fresh clothes and grooming and are then promptly coated in quintessence and placed on a pedestal. For heroes the The Qorrashi tends to wine and dine them for a while and offer them a sort of immortality. In Exchange for an oath of service The Qorrashi will equip them with the wealth to buy armor and gear and hold them in stasis until their particular brand of heroism is needed. Many a local folk hero’s ability to live for ages is a result of this skipping through time. Similarly The Qorrashi Offers Sanctuary to certain villains who, in exchange for an oath of loyalty are allowed to skip through time frozen in stasis before being released once more in another location. Mostly it appears that villains tend to be released into areas that are predominantly good while the heroes are released into areas that are saturated with evil. So while it’s safe to say that The Qorrashi doesn’t have paladins or clerics per se, he does have access to hero’s and villains to carry out his wishes, such as they may be. Oh and every once in a while i'll flatten a city for no apparent reason. A Little Clarification, This god was loosely based on the main character of Lord Demon (http://books.google.com/books?id=RQpT-nQwFNEC&dq=roger+zelazny+demon+lord&pg=PP1&ots=QTlL482Wok&sig=l-hApXrn_tKO67i7QqBmqsTnh9Y&prev=http://www.google.com/search%3Fhl%3Den%26q%3DRoger%2BZelazny%2 BDemon%2BLord&sa=X&oi=print&ct=title&cad=one-book-with-thumbnail#PPA167,M1) While more active and meddlesome than the books character the idea remains the same. The Characters primary love in life is art, more specifically in the creation of entire domains carefully crafted to work in harmony, entire pocket worlds carefully crafted like a bonsai or a delicate garden. at some point in the characters history he was called to arms, maybe an incursion of giants or other foe threatened the loosely affiliated villages he served as a sort of nature/rain spirit for,Actually the chracter would be better represented by the title Sennin, who in mythology was a wise near immortal hermit with mysterious powers, midway between mortals and gods Sennin were supposed to be active protectors of the lands they watched over. Presumably after a time the character ceased to be needed in a combat role and resumed functions as a nature protector, bringing rains and watching over his towns and villages. With the Spoils of battle and natural artisan skills the character built tools to help in watching the world around him and to aid in his arts. Because of the Cerebral Blind (http://www.d20srd.org/srd/psionic/prestigeClasses/slayer.htm#cerebralBlind) ability of the Slayer Class, the character is immune to detection in all forms, he may not be scryed or affected by any clairsentience effect or similar spell effect except for the power metafaculty. As well as being immune to nearly any effect to perusuade from the Cerebral immunity (http://www.d20srd.org/srd/psionic/prestigeClasses/slayer.htm#cerebralImmunity) feature.Because of his dragon parentage the character did not posess the normal features of an outside, rather he gained the features of a dragon type, which did not include imortality, however even given the lesser lifespan of a dragon, the character had a lifespan of thousands of years. Even if it took a couple hundred years for the villages to forget the origins of the Senin and start worshiping him as a minor god over all the character probably had not even reached middle age (still being young) before finally being pushed into a quasi divine state.His Home demiplane is large indeed and is ever expanding. Aside from his heroes and villians rescude from death, the character accepts unwanted children from his villages at pre designated spots, These children are brought to the central plane and raised by the curators and taught by heros and villians who have retired, each according to thier natural inclinations. Children thus raised are given the choice to stay as lesser curators or to be given equipment and placed in the world at large.These Children, Heroes, and Villians, replace the gods clerics and paladins, lacking the ability to grant divine spells to his followers, he instead equips seeds of heroism and villiany. The Evil Scions are to bear a n emblem of an onyx stormcloud, the Heroic Scions are to bear an opal stormcloud, while the Neutral Curators bear a quartz cloud, all bearing a silver engraving. All of these individuals before they leave are given instructions on how to reach one of the small shrines maintained for the chracter. They are instructed to make the pilgrimage to the shrines once every year, During this time they are instructed to maintain a strict neutrality for the pilgrimage. At this time They are given SoulCrystals of Astral Seed and Are allowed to manifest the contained power. The Seeds are collected and stored in the demiplanes. This event is known as the festival of storms and is a neutral event for all the scions, no matter how much they may hate each other, traveling too and from and at the gathering is a neutral territory, where the rules of the Learning home are expected to be followed, violators are cast from membership once thier guilt has been determined and are considered fair game for all other membersThe effect of these Festivals is a sort of Insurance Policy, As long as the Scions swear Fealty to the Storm Sennin when they die, thier souls are preserved and they return to life in thier gods demiplane in a span of time (see the Text for Astral Seed in the SRD for Details) They are never informed of what the actual mechanism for this is but are warned not to take it lightly and that if thier deaths are meaningless that the may lose the favor of the Sennin.The Skyberg is a Naturally occuring Terrain type, preserved with the Iceheart, a frost crystal carved into the throne on its peak (See Frostburn), From the material home in the sky the Sennin oversees his domain, or simply drifts to the winds. More details on this Home laterWorship of the Storm Sennin is relativly simple, tributes of silver and crystal in exchange for weather alteration. Neutral Lesser Curators are generally assigned to small one man shrines, little more than a small Home attached to a small shrine and a store room. The Curators are given Soul Crystals preserved in Quintessence with the power Control Weather, Psionic (Secrets of Sarlona). To enact these minor miracles. Its Generally up to the Locals to police and protect these shrines, Desecrated or robbed shrines are generally responded to with the leveling of everything within a miles radius, or the largest town nearby. (control weather to whip up a thunderstorm, plus the Watery Hachimaki of the Typhoon Dragon's conrol winds result in winds "Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder or A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees." Which under the control of an angry "god" is enough to flatten most cities.The Shrines also serve as local schoolhouses, in exchange for basic supplies the Curators teach crafts and gardening skills to any who attend the lessons. |
| ArchmageOmega10-03-07, 02:08 AM | Yeah. Unfortunately, I'm stuck with the stuff in the SRD, which, most significantly, means I'll have to trust you with whatever you say your SDAs are. :D Please ask questions though, since answering questions seems to be the best way for me to sort out my ideas. |
| Lokiyn10-03-07, 02:18 AM | Srd has the divine stuff http://wizards.com/d20/files/v35/Divine.zip |
| ArchmageOmega10-03-07, 04:43 AM | Thanks. I wonder why the online version doesn't have all the same information? :confused: |
| vegetalss410-03-07, 05:54 AM | Thanks. I wonder why the online version doesn't have all the same information? :confused: it got here http://http://www.d20srd.org/indexes/divineRanksPowers.htm here http://www.d20srd.org/indexes/divineAbilitiesFeats.htm and here http://www.d20srd.org/indexes/divineMinionsDomainsSpells.htm |
| ArchmageOmega10-03-07, 11:05 AM | Alright. Thanks. I see it now. I just managed to keep overlooking it. :P |
| ArchmageOmega10-07-07, 01:16 PM | Was no one interested in this then? |
| Kamin_Majere10-07-07, 01:38 PM | What about ground rules to work with? Just saying make an epic character that (insert story of how) gains DvR 0 can have alot of leeway. Do i make a 40HD mortal or do i make a 500HD mortal? What are you saying defines the mortal vs immortal worlds? What do i have to work with book wise? That will play a large role about what kind of diety can be made. Do i make a lord of shadow magic or a Champion of Justice. Each will be diffrent according to whats allowed and how your cosmology defines mortals and immortals. I'm glad to help just let me know what roles/rules that you want the diety defined by |
| camthalion10-07-07, 09:10 PM | Was no one interested in this then? I'm interested but I think it is more interesting to cooperatively develop a pantheon and see them interact. Not sure how to play but I'll start. Here's a goddess from my pantheon. Name: Thebi Alignment: N Domain: Fire, Healing, Death Symbol: An expressionless face / half in orange flames, half in green Traditional Allies: TBA Traditional Foes: TBA Divine Artifact: Brazier of Commanding Fire Elementals Favored Weapon: Rapier Favored Class: Cleric, Bard Favored Race: Human Benefits: Devotees of Thebi get +2 to Heal Checks; Clerics gain the feat ‘toughness’ (+3 hp) Thebi was born healthy but her twin was stillborn. The stillborn twin's persona has intermingled with hers making her both the goddess of healing and death. Some humans worship her as two goddesses others as one. |
| ArchmageOmega10-07-07, 11:09 PM | What about ground rules to work with? Just saying make an epic character that (insert story of how) gains DvR 0 can have alot of leeway. Do i make a 40HD mortal or do i make a 500HD mortal? What are you saying defines the mortal vs immortal worlds? What do i have to work with book wise? That will play a large role about what kind of diety can be made. Do i make a lord of shadow magic or a Champion of Justice. Each will be diffrent according to whats allowed and how your cosmology defines mortals and immortals. I'm glad to help just let me know what roles/rules that you want the diety defined by I suppose that's true. Let's say start at 40HD. I'd prefer to stick to SRD stuff, since that's what I have ready access. If you want to use something else though, go ahead. Mortals are from the material plane, so that covers every sentient race in the SRD, at the least. The most important points are working out how you gained DvR 0 and how you go about gaining more worshipers. |
| lulzapalooza10-08-07, 12:05 AM | I would be the King of Refuse and Lord of the Unwanted. I'd gain that portfolio because no one else wants it. I'd take what no one else wants, including the ugly and the wrong, the broken and the orphaned, and I'd provide a place for those who can't provide for themselves. I'd teach my followers to be angry at the world for not wanting them, I'd teach them to be angry at themselves, because it's their own fault, I'd tell them to lie, because you can only take so much truth, and to be honest, because only by finding flaws for yourself can you change what's wrong. I'd have a realm of junk, ping pong paddles and dog-eared books, piles of stapler boxes, ugly pictures, broken pens, and irregular shirts. I would gain followers among orphans without a home, stray dogs, monsters considered less than worthy of society, the mentally retarded or disturbed, those convicted of crimes, and the homeless, I'd offer nothing but everything that I have, which is more than anyone else would give. I would gather my followers like flotsome skimmed from the top of the water, rescued from the sea that works against them. I'd teach it is best to treat everyone with kindness, including those percieved as 'better,' because without kindness the downtrodden really would have nothing, and my symbol would be the dice, because it's only by chance are you born flawed and unacceptable. I would teach my followers to be good, even if being good makes you unhappy, because in times of sorrow, ever having been happy means less than nothing, but having been good is a tremendous comfort. But at the same time, I would not reject the evil from my fold, because rejection is everything my deity-hood isn't. Violence, even against monsters, would be foul act before my eyes, because it would be just another form of rejection. |
| camthalion10-09-07, 09:35 PM | Briefly describe your character I am Atnas, the red-robed. Atnas is the God of Gifts, Opportunity, and Fortune. He asks his worshippers to pay tribute to him on the longest night of the year. In return, he may bless his followers with good gifts and opportunities in the year to come. For tribute, Atnas asks for a gift of animal milk and bread (representing a willingness to sacrifice) and gold for the poor. This tribute is usually left before an open window or in front of the hearth. For followers who have proven themselves worthy, or who leave a generous enough tribute, Atnas will leave a small of gift wrapped in red silk in their home. These he often leaves in their boots or socks to be found the next day. How he gained his divinity Atnas was, for many years, a small time thief who went by the name of Kin the Scarlet. As he gained in ability and experience, he became less interested in personal gain and more interested in helping others with his abilities. He began to perpetrate enormous frauds that would trick nobles into donating huge sums of money to the poor, building bridges where needed, releasing slaves, etc. His final scam before he gained divinity was to invent the God 'Atlas the Red-Robed'. His intention was to trick each noble into trying to leave a gift more extravagant than all the others. In return, he was going to leave a gift worth a fraction of the overall haul to the noble who left the most. He chose to set the date of tribute on 'the longest night of the year' because that would give him enough time to rob the entire nobility blind under the cover of darkness. But then something happened. The people, poor and rich, began to worship him in earnest. The stories about Atnas the Red-Robed began to grow more and more incredible. The good deeds done by the rouge rogue became attributed to Atnas and attracted sincere followers. With so many worshippers Atnas accidently pulled off the heist of the century. He had stolen Godhood. Describe Atnas's realm Atnas's realm is a simple house far from civilization. It resembles the hideout he had maintained for many years in the snow covered hills of his homeland. From the outside, it looks like a well-kept but quaint dwelling. Stepping inside one finds it full of treasure. He gives generously to all visitors but never seems to run out of gold and jewels and magical knick-knacks. To Acquire Worshippers Atnas continues to collect tribute on the longest night of the year. His spies, mostly elven rogues, tell him who has worshipped him most sincerely throughout the year. These devout worshippers receive generous gifts in exchange for their tribute. Those who only pay lip service to Atnas are often given a lump of coal wrapped in red silk as a gift. It represents the superficiality of outward appearances of worship but inward faithlessness. As word of Atnas's generosity spreads, so will his religion. |
| ArchmageOmega10-10-07, 12:08 AM | http://starwarsloser.info/smile/characters/character0194.gif :rofl: :clap: Phew. Anyway. What are Atnas' clerics and paladins like? I assume you're chaotic good? So you're not making any active efforts to gain worshippers beyond the presents? In that case, you gain worshippers among the poor who appreciate the gifts the most. Among many of the well off, they assume the gifts are from some friend (or enemy in the case of the coal). There are a number of middle class people that revere you, but few worship you. All in all, you're currently DvR 1, so you get your first DSA. You also manage to collect your first few petitioners. You might describe what the petitioners do in your realm while they await reincarnation. (You're realm, beyond your cottage, is just a vast winter plain?) You currently have no real enemies to worry about. Thebi and the King of Refuse and the Lord of the Unwanted need more information as characters before I can say how they're doing. |
| camthalion10-10-07, 07:41 AM | http://starwarsloser.info/smile/characters/character0194.gif :rofl: :clap: Phew. Anyway. What are Atnas' clerics and paladins like? I assume you're chaotic good? So you're not making any active efforts to gain worshippers beyond the presents? In that case, you gain worshippers among the poor who appreciate the gifts the most. Among many of the well off, they assume the gifts are from some friend (or enemy in the case of the coal). There are a number of middle class people that revere you, but few worship you. All in all, you're currently DvR 1, so you get your first DSA. You also manage to collect your first few petitioners. You might describe what the petitioners do in your realm while they await reincarnation. (You're realm, beyond your cottage, is just a vast winter plain?) You currently have no real enemies to worry about. Thebi and the King of Refuse and the Lord of the Unwanted need more information as characters before I can say how they're doing. -- I collect tribute from noble families promising them good fortune for the year to come. A third of the money I collect is returned in gifts to the most generous of these noble families. (This encourages them all to try and be more generous than their competitors). The other noble families are promised opportunities in the year to come and are told to 'thank Atnas' for each instance of good luck or good fortune. |
| metalmayhem8011010-10-07, 04:41 PM | If I get some time I'll build him up, but I've always enjoyed a god I've got in my game. He isn't statted out, but he is a CE warlock/assasin. His whole thing is that he can lie to anybody, and get away with it. Currently he is bluffing over everyone (including dieties) into believing he is a "Heroic, Noble, Holy crusader for good." Really he is just planning to assasinate a bunch of important people, and get the other dietys blamed. Slowly he will turn them all against each other, and while they are at war with each other, rise to power! Than he will allow any diety left to serve him, or die. I think he is really cool. Besides, a warlock rogue is kinda scary when I think about it. |
| ArchmageOmega10-10-07, 08:15 PM | camthalion: You collect some tribute from some nobles, but little in the way of worship. Also, many nobles don't buy into the 'superstitions' despite the tales of rewards. Your religion isn't spreading very far from the planet of its origin either. Most of your worshipers are people that don't (or can't) travel much. metalmayhem80110: That sounds interesting. Don't forget to describe how he attained his divinity. |
| metalmayhem8011010-11-07, 12:17 AM | Well it's easy to figure out how he obtained his divinity... He rolled a 20 on a slight of hand check, he's a rogue remember :P Ok, but seriously he probably had some dark ritual. Whenever I see this character, I see the mayor from Buffy's 3rd season. He is really nice, and acts REALLY nice, but is incredibly evil. And going with the ritual like the mayor did, it seems work. |
| ArchmageOmega10-11-07, 10:40 AM | metalmayhem80110: Ok, so having completed the dark ritual, you've attained DvR 0. How do you go about gaining worshipers? |
| camthalion10-12-07, 12:55 PM | Cut Thebi, she was one of mine but I like Atnas better. While we are waiting for more deities, should I be statting out this guy? Do we need stats on him? You said HD 40. Is that on top of character levels? I'm not sure how to stat a diety. |
| ArchmageOmega10-12-07, 06:03 PM | Well, his stats probably aren't that important, but he'd be a level 40 character plus DvR 1. DvR 1 would give him some DR and some SR, but most importantly it'd give him one divine salient ability. You can check all this out in the SRD. |
| Zicka10-12-07, 11:14 PM | I want to be... Divine Rank 2 Florian, Demi-god of Gardens Domains: Water, Plant A man dressed casually sits in a garden, weeding his flowers... Florian is the Demi-god of Gardeners, and those that work in other places with nature under the control of a sentinent being. Classes: Druid/ expert |
| camthalion10-13-07, 11:02 AM | I assume you're chaotic good? Atnas is chaotic good. He's a 20th level rogue/20th level wizard (specializing in illusions). As a rogue he took craft (toy) and as a wizard craft (jewellery). (Why did a rogue take craft (toy)? Perhaps it is just due to his boyish character.) What are Atnas' clerics and paladins like? Atnas does not discriminate from race to race. He gathers clerics from all races. He favours worshippers who can craft beautiful objects. All his clerics gain Craft (toy) as a bonus class skill. He actively recruits clerics amongst chaotic good rogues. His clerics are encouraged to do 'random acts of kindness'. This may involve stealth and secrecy. Random acts of kindness should be done with no hope of reward. Some RAK may be targetted at those who need it (having a wagonload of food delivered to starving villagers). Others may be completely random (hanging gold chains from the branches of trees on little used paths). All in all, you're currently DvR 1, so you get your first DSA. His first DSA is MASTER CRAFTER which he uses to make masterwork toys of amazing quality. These are left as gifts for any noble children who worship him. You're realm, beyond your cottage, is just a vast winter plain? My domain appears as a snow plain on a clear, moonlit night. Snow may occassionally fall. Should danger present itself, a blizzard may appear. At the limits of my domain is a thick dark wood. Creatures arriving on the plain generally arrive in the woods and must wander into the plain. You might describe what the petitioners do in your realm while they await reincarnation. Depends on the petitioner's skills. Petitioners with craft skills are kept busy making beautiful objects including toys. Petitioners without these skills may be asked to hang chains of gold studded with gems from the trees in the dark woods. Some gems are enchanted with a permanent light spell. Others are designed to glow when good-aligned creatures are near, guiding them towards the open plain and the warm cottage. |
| Lokiyn10-13-07, 03:16 PM | Would it be possibly to substitute the Grant spells: that gods recieve with a lesser version of divine proxies For example this is the normal proxie abilities A divine proxy speaks and acts on behalf of the divine being. When the demand for a deity’s presence is too high, the deity may use proxies. Proxies are divine minions invested with a small portion of the deity’s power. A deity may invest 1 rank of its power (reducing its divine rank accordingly) in a single servant for as long as the deity chooses. The minion must be physically present for the deity to perform the investiture. While so invested, the proxy gains any salient divine abilities held by the patron deity as well as the powers and abilities of a rank 1 demigod. Without the requisite ability scores or divine ranks, the proxy may not be able to use all those powers and abilities. A deity may have more than one proxy, but it must lose 1 divine rank for each proxy it invests. A deity can retrieve a single divine rank as a standard action, and doing so it does not require the physical presence of the proxy. Replace the ability to grant spells with Lesser Proxies are divine minions invested with a small portion of the deity’s power. Certain deities are unable to grant spells to their worshipers, these deities usually are deities without any innate spell casting ability such a deity may invest some of its power in a single servant for as long as the deity chooses. The minion must be physically present for the deity to perform the investiture. While so invested, the proxy gains a single Salient Divine ability that it both is qualified for and that is held by the patron deity as well as the powers and abilities of a rank 0 quasi deity. A Lesser proxie may use this singl ability even though thier divine rank is not 1, a lesser proxy may not improve in divine rankings, any worship directed toward a proxie counts toward the Main Dieties worship. A deity may have more than one lesser proxy, but no more than one per divine rank. A deity can retrieve this blessing as a standard action, and doing so it does not require the physical presence of the proxy. i dislike the idea of (my diety at least) granting spells with no spell casting abilities of thier own. Like the Belgariad series it would fit the character better to empower a limited circle of allies rather than acting as a universal power source for spells. (So while the Lesser Proxies may recieve a better power individually, they are few, while clerics and paladins are many.) although i guess i should mention that the god has been up for a while and i've just been adding new parts to it over the last two or three days. |
| SirLaggalot10-13-07, 04:15 PM | Polit, God of the Common The Whistling Traveler Demigod Symbol: Single grain of wheat with a plain string tied around it. Home Plane: Material Plane Alignment: Neutral Portfolio: Travel, roads, fields, crops, manual labor, home, luck, kindness, community Worshipers: Travelers, farmers, and any one else who works for their living. Domains: Travel, Community, Luck Favored Weapon: Unarmed Polit (Pole it), the deity of the common man, appears as a young slim man in travel worn leathers. Green eyed with dark black hair he roams the roads and off beaten paths of the world joining travelers for camp and talk. As he travels the world he whistles beautiful tunes to keep up his and any of his companions spirits. As Polit traveles from village to village and farm to farm, he offers his help for a bit of food and a place to sleep. He will never admit to being a god or any thing other then a normal traveler unless directly asked, because he refuses to tell any lies. He will stay around for a day or two working hard before leaving again. Before he leaves he places a twine tied piece of grain on their doorstep. If they where kind they are blessed with luck. Dogma: Polit is the patron of all who live off the land and travel its roadways. Polit believes hard work and kindness lead to a good life. To Polit theft is an unacceptable crime and he will not permit any theives or bandits he finds in his travels to continue to steal. He will lay a Quest on them to be kind and help any travelers they encounter until some one thanks them for their kindness then they are released. Any traveler in need will soon find the help they need in Polit. Any time you pray to Polit you faintly hear a whistling tune from far off. Polit Monk 20/Bard 2/Druid 2/Fochlucan Lyrist 16 (Fochlucan Lyrist will let him be bardy and cast nature magic so ++) Divine Rank: 1 (not dealing with stats yet) Special Feats: Sacred Vow, Vow of Poverty, Jack of all Trades, Chant of the Long Road, and Epic of the Lost King Salient Divine Abilities: Power of Luck, Lay Quest Polit travels the world without leaving much impact other then his kindness and willingness to work. The bandits turned good by the satisfaction they gained from helping people usually become his clerics spreading his name and following his example of helping any one who needs it. Any money that Polit gains from people he helps who are well enough off to be able to give it, he gives to the poor and needy he finds in larger towns as he passes them. He usually travels to lands in need of help and will summon rain for areas in drought as they are needed. Polit usually keeps to himself but will some times speak more freely with traveling bards trading songs and stories. Divine Realm: Polit's divine realm is much like the material realm except there is no magic and no sickness or plague. It is shaped like a bowl made of mountains with a dense forest nestled against it. In the middle of this vale is a fresh water lake fed by the mountains. Around the lake is hilled grassland perfect for farming. As the realm extends the grass lands and lake get larger but the general setup stays the same. Polit invites any one who wishes to work hard and live in peace, into his domain. Divine Ascension: Polit gained his Divine rank from an elder god. The elder god was traveling when he came upon Polit helping a poor farming couple. The elder god saw Polit's hard work and kindness as virtues and left him a shard of his own divinity as he passed on to the higher realm (Divine Rank 20+). Polit finding his godhood by surprise felt it was his calling to not just be kind and hard working but to spread this concept through out the world. (if you need any thing else let me know) |
| camthalion10-13-07, 04:56 PM | To Polit theft is an unacceptable crime and he will not permit any theives or bandits he finds in his travels to continue to steal. He will lay a Quest on them to be kind and help any travelers they encounter until some on thanks them for their kindness then they are released. Any traveler in need will soon find the help they need in Polit. Any time you pray to Polit you faintly hear a whistle from far off. Nice. I like Polit. Of course the bit about thieves might put him and Atnas at odds. :-) |
| Lokiyn10-13-07, 05:56 PM | I'll post a Deities and Demigods blank template and a formated version of Nuages (Quorrashi Storm Sennin) Here. Deity Template Link (http://lokiyn.pbwiki.com/f/Diety%20Template.doc) Nuages Black wind, Lord of Heroes, Sennin of Storms, Artisan of Reality, Curator of Curios Quasi-Deit or Demigod Symbol: A silver guilder with a gemstone cloud Home Plane:A Self crafted Cluster of Demiplanes, A Floating Citadel of Ice and cloud Alignment: Lawful Neutral Portfolio: Weather, Heroes, Villains, Psionics Worshipers: Farmers, Psychics, Artisans Cleric Alignments: None Domains: None, or Knowledge, Creation, Mind Favored Weapons: Steel Flute (Secrets of Sarlona) DogmaNuages has no dogma, as such. Nuages instead simply makes it clear that those who swear loyal to him are protected, or at the least avenged. In exchange for loyalty and the occasional gift of Silver and Crystal/gems Nuages provides the people with good weather for harvests and the promise that his people (not individuals) will never truly pass from the world. Clergy and TemplesWith no real Clergy Nuages’s Temples are more Simple Shrines. Each shrine consist of a single Trained Lesser Curator and a small shrine for offerings as well as a largish covered common area for schooling Creator’s Name: Lokiyn Character Name:Nuages Character Size:Large Character Type:Dragon Class Levels: Half Chiang-Lung Genie, Qorrashi 16 / Psion 05 / Slayer 09 / Thrallherd 10/ Agent Retriever 01 Divine Rank:1 Hit Dice:Dragon 7d10, Psion 5d4, Thrallherd 10d4, Slayer 9d8Dragon {70}, Psion {20}, Thrallherd {40}, Slayer {72}, Agent Retriever {6} Constitution {384}Total Hit points: {592} Initiative:+5 (+5 Dex) Speed (Ground):80 ft (16 Squares) Speed (Air):120 ft (Average) 60 Ft (Perfect) Armor Class:34 (+5 Dex, +6 Deflection, +11 Natural, +12 Armor{Inertial Armor} Base Attack/Grapple: +20 (+10 Base, +10 Epic) / +42 Single Attack:+44 Steel Flute (1d6+14) Or +41 Claw (1d6+14) Full Attack:+44/+39/+34/+29 Steel Flute (1d6+14) OR +41 2 ea. Claws (1d6+18) and +36 Bite (1d8+9) Face/Reach:10 Ft. / 10 Ft. Special Attacks: Chill, frostbite, spell-like Abilities, cause rain (see text) Special Qualities:Automatic Actions (2, max DC 15), Base Power Points (343), Bonus Power Points (209), Brain Nausea (Will Save DC:24)(Su), Breech Power Resistance (Su), Can manifest 3 epic powers per day, Cerebral Blind (Su) (Protection from location detection as long as psionically focused), Cerebral Immunity (Su) (Immune to mind influencing effects as long as psionically focused), Chill (Ex), Communication (Ex), Create Magic Items (Ex) 4,500 gp, Favored Enemy (Specific Psionic Creature)(+6) (Ex), Frostbite (Ex), Greater Dominate (Ex), Half-Dragon Wings, Icewalking (Ex), Immunity to Death Effects (Ex), Immunity to Disease (Ex), Immunity to Disintegration (Ex), Immunity to Paralysis (Ex), Immunity to Poison (Ex), Immunity to Sleep (Ex), Immunity to Stunning (Ex), Lucid Buffer (+4 Save vs. Compulsions, Mind-affecting effects)(Ex), Outsider Traits, Plane Shift (Sp), Portfolio Sense (Ex), Psionic Charm (Ex), Psionic Dominate (Ex), Remote Sensing (2 Locations), Sense Favored Enemy (60')(Su), Superior Dominate (Ex), Telepathy (Su), Thrallherd (Ex) (Leadership score: 48), Total Power Points (552), Tracking Bonus +10, Travel (Sp), Twofold Master (Ex), Uncanny Location (Sp) Saves:Fortitude: +25, Reflex: +18, Will: +27 Base Abilities:Strength 35, Dexterity 21, Constitution 23 Intelligence 36, Wisdom 21, Charisma 23 Abilities (Equip): Strength 47, Dexterity 21, Constitution 35 Intelligence 48, Wisdom 21, Charisma 23 Skills:Appraise 29; Bluff 36; Concentration 42; Craft (Gemcutting) 53; Craft (Metalworking) 53; Diplomacy 42; Gather Information 36; Knowledge (Architecture and Engineering) 34; Knowledge (Dungeoneering) 23; Knowledge (Geography) 29; Knowledge (History) 30; Knowledge (Nature) 53; Knowledge (Psionics) 49; Knowledge (The Planes) 39; Listen 25; Psicraft 57; Sense Motive 25 Feats(including class and Bonus):Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Craft Psicrown, Craft Psionic Arms and Armor, Craft Psionic Construct, Craft Universal Item, Draconic Cohort, Epic Manifestation, Expanded Knowledge, Expanded Knowledge (Mindlink), Imprint Stone, Wild Cohort, Inquisitor, Martial Weapon Proficiency, Psicrystal Affinity, Simple Weapon Proficiency, Skill Knowledge (Gather Information), Track Divine Immunities: immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself, not subject to energy drain, ability drain, or ability damage, immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) immune to electricity, cold, and acid immune to disease and poison, stunning, sleep, paralysis, and death effects, and disintegration. Salient Divine Abilities: Psionic Mastery: Nuages can manifest any psionic power provided he has the appropriate ability score. Nuages also has the ability to create new psionic powers as desired. Power Of Nature Benefit The deity can perform any of the following in a radius of one mile per divine rank around the deity, at will, as a full-round action. Create or quell winds to produce anything from still air to tornado force winds. Set the temperature anywhere from -50°F to 120°F. Shake the earth, as the earthquake spell. Create rain, sleet, hail, snow, or thunderstorms.These effects last as long as the deity concentrates and for up to 1 minute per divine rank afterward. The deity can end an effect as a free action. Domain Powers:None, Or Mind Domain: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks. Gain a +2 bonus on Will saves against enchantment spells and effects. Creation Domain: Granted Power: You cast conjuration (creation) spells at +1 caster level. Knowledge Domain: Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level. Spell-Like Abilities: At will— endure elements invisibility (self only) 3/day— cone of cold (DC 17) ice storm 1/day— create food and water gaseous form (up to 1 hour) major creation (created vegetable matter is permanent) persistent image (DC 17) wind walk Caster level 14th. Class Powers: Minor Creation, Psionic; Astral Construct; Matter Agitation; Control Flames; Inertial Armor; Mindlink Psionic Repair Damage; Serenity; Elemental Steward; Damp Power Secret Voice (Sarlona); Ectoplasmic Cocoon; Time Hop; Dimension Twister Fabricate, Psionic; Quintessence; Divination, Psionic; Death Urge Hail of Crystal; Ethereal Agent; Adapt Body; Cranial Deluge Crystallize; Fabricate, Greater Psionic; Soul Crystal {MoI} Ectoplasmic Cocoon, Mass; Planar Champion; Control Weather, Psionic; Dream Travel Astral Seed; Teleport, Psionic Greater; Matter Manipulation Genesis; True Creation; Reality Revision; Stygian Conflagration; Microcosm; Urge Extermination Plus all Psionic powers from the Psionic Mastery Salient Divine ability Unique Salient Divine abilities: Psionic Mastery: This Salient Divine Ability is Sardior’s ability. Other Divine powers Senses Nuages can see, hear, touch, and smell at a range of a mile this extends to any form of vision he may have such as darkvision Portfolio Senses Nuages is aware of any act of villainy or heroism as long as that act of heroism or Villaiany would affect the lives of one thousand or more people, as well as being aware of any weather or psionic related effect that would effect one thousand or more people. Automatic Actions Nuages can perform up to two actions in a round as a free action as long as they are within his portfolio Create Magic items Nuages can create any magic item related to his portfolio without needing the required feat of up to 4,500 gp in value. Avatars, Proxies, Cohorts, Companions, Familiars, Special mounts, Etc Psicrytsal(Artisan)Artisan Psicrystal (21 HD) Roc Companion Roc Size/Type: Gargantuan Animal Hit Dice: 26d8+182 (299 hp) Initiative: +2 Speed: 20 ft. (4 squares), fly 80 ft. (average) Armor Class: 25 (-4 size, +2 Dex, +17 natural), touch 8, flat-footed 23 Base Attack/Grapple: +19/+45 Attack: Talon +29 melee (2d6+14) Full Attack: 2 talons +29 melee (2d6+14) and bite +27 melee (2d8+7) Space/Reach: 20 ft./15 ft. Special Attacks: — Special Qualities: Low-light vision Saves: Fort +21, Ref +18, Will +11 Abilities: Str 38, Dex 19, Con 24, Int 2, Wis 13, Cha 11 Skills: Hide -3, Listen +10, Spot +14 Feats: Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover, Hover, Armor Proficiency (Light) Challenge Rating: 9 Treasure: None Alignment: Always neutral A roc’s plumage is either dark brown or golden from head to tail. These enormous creatures are 30 feet long from the beak to the base of the tail, with wingspans as wide as 80 feet. A roc weighs about 8,000 pounds. Skills Rocs have a +4 racial bonus on Spot checks. Link (Ex)Nuages can handle her animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. Nuages gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex) At the Nuages’s option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his animal companion. The animal companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to Nuages before the duration expires. Additionally, Nuages may cast a spell with a target of "You" on his animal companion (as a touch range spell) instead of on himself. A Nuages and his animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal). Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects. Draconic CohortABYSSAL DRAKE Huge Outsider Shadowdancer 05 (Chaotic, Evil, Extraplanar, Fire) Hit Dice: 15d8+75 (142 hp) Initiative: +1 Speed: 40 ft. (8 squares), fly 150 ft. (poor) Armor Class: 21 (–2 size, +1 Dex, +12 natural), touch 9, Flat-footed 20 Base Attack/Grapple: +10/+18 Attack: Sting +22 melee (1d6+9 plus poison) Full Attack: Sting +22 melee (1d6+9 plus poison) and bite +17 melee (2d6+4); or 2 claws +22 melee (2d4+9) Space/Reach: 15 ft./10 ft. Special Attacks: Breath weapon, frightful presence, poison, rend Special Qualities: Darkvision 60 ft., immunity to fire, magic sleep effects, and paralysis, low-light vision, outsider traits, scent, resistance to acid 20, cold 20, and electricity 20, vulnerability to cold Saves: Fort +13, Ref +12, Will +10 Abilities: Str 29, Dex 12, Con 20, Int 6, Wis 15, Cha 15 Skills: Bluff +20, Diplomacy +5, Hide +14, Preforrm (Dance) +18, Listen +17, Move Silently +14, Search +11, Spot +17 Feats: Alertness, Flyby Attack, Power Attack, Power Dive, Cloak Dance Challenge Rating: 9 Alignment: Neutral (Need Dispensation to change from Chaotic Evil) Level Adjustment: +5 Breath Weapon (Su): 60- ft. cone, every 1d4 rounds, 10d6 special, Reflex DC 20 half. Much like a flame strike spell, half of this damage is fire damage and the remainder is unholy damage (and thus not subject to resistance to fire and similar defenses). The save DC is Constitution-based. Frightful Presence (Ex):When an abyssal drake charges, attacks, or flies overhead, it inspires terror in all creatures within 120 feet that have fewer Hit Dice or levels than it has. Each potential victim must attempt a DC 17 Will save. On a failure, a creature with 4 or fewer HD becomes panicked for 4d6 rounds, and one with 5 or more HD becomes shaken for 4d6 rounds. A successful save leaves that opponent immune to that abyssal drake’s frightful presence for 24 hours. Dragons ignore the frightful presence of an abyssal drake, as do other abyssal drakes. Poison (Ex): Sting, Fortitude DC 20; initial and secondary damage 2d6 Con. Rend (Ex): If an abyssal drake hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This rending attack automatically deals an extra 4d4+13 points of damage. Outsider Traits: An abyssal drake cannot be raised, reincarnated, or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). Hide in Plain Sight (Su) A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow. Evasion (Ex) At 2nd level and higher, a shadowdancer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the shadowdancer is wearing light armor or no armor. A helpless shadowdancer does not gain the benefit of evasion. Darkvision (Su) At 2nd level, a shadowdancer can see in the dark as though she were permanently under the effect of a darkvision spell. Uncanny Dodge (Ex) Starting at 2nd level, a shadowdancer retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.).If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below). Shadow Illusion (Sp) When a shadowdancer reaches 3rd level, she can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day. Summon Shadow (Su) At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion. If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer’s XP total can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days. Shadow Jump (Su) At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. Defensive Roll (Ex) Starting at 5th level, once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can’t attempt a defensive roll. Improved Uncanny Dodge (Ex)At 5th level, a shadowdancer can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least four levels higher than the shadowdancer can flank her (and thus sneak attack her). If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character. Thrall 01Undecided, Ecl 17 Thrall 02Undecided, Ecl 17 Goals Nuages's Personal goals are relatively simple, Nuages wants the total contol of the world's weather, in addition to collecting the worlds art in all its forms, even its most despicable villians and is greatest hero's Course of Actions Nuages for the most part leaves the religion to his curators to handle as well as the raising of lesser curators for work outside the demiplanes. These Central demiplane contains a large acadamy for training the lesser curators. Assuming small classes of roughly 10 to 20 individuals each, the Level one Believers can handle 1,350- 2,700 students at any given time, although recruiting that many students is excessive. Students are given Holidays on a material plane city every so often (once every 4 months or so) Nuages has the ability to spontaneously generate thier stipend for the trip (4 gold each) with a differenct city choosen randomly, Citys are warned up to a month in advance and it is advised that the cities continued existance is largely dependent on the condition of the majority of the students (if individuals get into scrapes thats fine). Other than that Nuages spends much of his time searching for three main things Artifacts Dragon Eggs Hero's and VilliansUsually through the use of Gather information, Knowledge History, and occasionally the Uncanny location ability of the Agent Retriever, Nuages hunts these down for storage and preservation in a Subordinate demiplane designated as a museum demiplane, Usually Heros and Villians are offered a "Second Chance" in that if they agree to serve Nuages after thier first death Nuages will offer them a second life. This offer is made to any Lawful character regardless of moral alignment as long as they are reasonably powerful. With Access to such effects as Hypercognition and Metafaculty through Psionic Mastery SDA its rare that Nuages can't ususall find the general location of one of the above when he's searching for them. Nuages Usually returns to the Central Demiplane Once a month, or at after recovering an artifact to give a lecture (on the artifact) and check to see that the school is running smoothly. Other Character Notes or Comments http://lokiyn.pbwiki.com/f/NuagesShrine.jpg Each shrine is built by the Curators, usually near smaller population centers. Usually the Shrines are constructed in a clearing a small ways away from any claimed land. The Shrines have a single lesser caretaker who takes care of the facility. Lesser Curators are trained in the basic fundamentals and offer free schooling in exchange for basic supplies, if not though their needs can be met in other ways. No shrine is ever built closer than a days walk from another (About 27 miles). If a shrine is accepted and there is enough of a worship base and offerings each shrine has an Orb of Pleasant Breezes {SbG, Drc} (preventing extreme weather in a two mile radius) installed. So overall each Shrine runs about 11,250gp for the structure and furnishings, with an additional cost of 33,000gp for an orb of pleasant breezes once the shrine has been established for a time. The Shrines serve as a place of rest for travelers and a place of schooling for the locals, and an impartial judge for disputes. The Shrines maintain neutrality with regard to local affairs, with the Ability of Uncanny Link from the Agent Retriever class Nuages can track anything, anywhere, anytime, insuring that transgressors are punished without fail. http://lokiyn.pbwiki.com/f/NuagesTemple.jpg The Skyberg is a natural terrain found in the frostfell areas, and is sustained with the aid of a Major ice heart(Frostburn) embedded in the throne in the throne room. The Temple facility is made up of two stories, each story being 20 feet in height. The bottom floor contains a gateway 20 feet wide and 20 feet tall that leads into a central area, this area contains three long tables (36 people) or many small tables (90 people) Depending on the event. Flanking the entrance are two massive stables devoted entirely to the care of Nuages’s Dragon Ally and his Wild Companion, these 20x40x20 Sections while still stables are luxuriously appointed with all the luxuries needed for the comfort of their occupants. Aside from that the only features of note are the massive kitchen area, the Large Office space, and the 60 foot x 60 foot glass domed courtyard that comprises the second floor glittering like an emerald set within a pale blue mountain of ice. The Demiplanes have a simple design. There are 12 Subordinate Demiplanes and 1 main central demiplane. Using a Gate Key each Subordinate plane is linked to the main demiplane at a central point, each of these portals is a Solid Grey stone construction of two 5 foot x 5 foot thick posts 20 feet tall with a 20 foot lintel piece (so 20x20 opening). The Central main demiplane has the portal nexus arranged in a dodecagon about a deep well shaft, Inside this well shaft are a series of spiral stairs leading into a dark silvery pool, when someone walks down the steps into the pool at some point they then begin walking up another well carved in the ice of Nuages’s Skyberg. The Subordinate Demiplanes are not expanded further and are allowed to expand naturally, Their acreage is equivalent to their age in years Divided by 3.5 + 1. Or 7.1”((Years/3.5)+1)^2 The central Demiplane is artificially expanded at a much faster rate and expands at roughly the rate of 7.1”((Years*2)+1)^2. The Central Demiplane contains Most of the Art, Offerings, Schooling Facilities, Training grounds and cold sleep facilities. Here is where Children are raised to be lesser curators, Heroes and Villains are trained and stored, and cultivation of plants with unusual properties exists, The Subordinate demiplanes are used as holding facilities and test beds for various purposes, and as an emergency home for peoples or species nearing extinction. Unformed, Nuages has one, but considers it and unsightly realm, The Plane mainly serves as a Holding point for petitioners, Petitioners take the form of clouds Darkening according to their alignment and formed according to their alignment. (White to Black), or Formed Solid clouds to shapeless mist (Law to Chaos), Before rebirth, if there is to be rebirth the petitioners memories coalese and rain down into a sea of memories. |
| Crimsondagger10-13-07, 09:08 PM | Ok here is my diety Vere Bjorn Lord of Bears LVL20 Barbarian Lvl 10 Bearlord Symbol The head of a dire bear Home Plane Blessed Fields of Elysium Alignment Neutral good Portfolio Ursine, Werebears, Hunting, battle, Domains; Nature, Streangth, Healing,War Worshipers Druids, Barbarians Rangers, Favored weapons Claw and Bite or GreatClub. As the true lord of all bears The great Bear spends most of his time watching his charges. However when prayed upon for streangth in war he will act only if they fight with honor and fight for a good reason. He is a protector of all that enter the forest and a hunter of those things that would despoil it. those who call for his aid are said to hear a bear roar as loud as thunder and a bear seemingly made of mists apear in front of them. He spends what time he has checking up on those that he traveled with during his days as a mortal half orc as well as time with the spirits of his parents and his mate The great Bear Bharrai who was first his protecter but now is his eternal mate. |
| Crimsondagger10-13-07, 09:17 PM | Ok here is my diety Vere Bjorn Lord of Bears LVL20 Barbarian Lvl 10 Bearlord Symbol The head of a dire bear Home Plane Blessed Fields of Elysium Alignment Neutral good Portfolio Ursine, Werebears, Hunting, battle, Domains; Nature, Streangth, Healing,War Worshipers Druids, Barbarians Rangers, Favored weapons Claw and Bite or GreatClub. As the true lord of all bears The great Bear spends most of his time watching his charges. However when prayed upon for streangth in war he will act only if they fight with honor and fight for a good reason. He is a protector of all that enter the forest and a hunter of those things that would despoil it. those who call for his aid are said to hear a bear roar as loud as thunder and a bear seemingly made of mists apear in front of them. He spends what time he has checking up on those that he traveled with during his days as a mortal half orc as well as time with the spirits of his parents and his mate The great Bear Bharrai who was first his protecter but now is his eternal mate. |
| ArchmageOmega10-14-07, 04:10 AM | Phew. It looks like it's been busy here since I last checked. Let me see if I can catch up... Crimsondagger: First your home plane. This doesn't take place on the Great Wheel. Check the first post for a description of the setting. Basically, the fact that you're a deity means you get your own plane for free. Also, you need to decribe how you became a deity, and how you go about gathering worshippers. Lokiyn: I didn't notice that you had been editing an earlier post. Sorry about that. Anyway. Nuages is well respected in his region, but doesn't have all that many true worshippers. Additionally, his religion is somewhat stunted as people fear to build shrines to him. On one hand, doing so may grant better weather, but on the other hand, should one be destroyed for some reason (such as bandits or evil clerics of another religion) their town may be destroyed. Also, since you don't grant spells, you have no clerics or paladins who would do the most to spread your religion. From your description, it seems like he's mostly content with the state of things, so would he bother trying to expand beyond this? Oh yeah, as for the proxies vs. granting spells, sure, why not. I suppose it doesn't make too much sense to have a deity grant spells they don't know, but I don't really have an answer for that at the moment. :P SirLaggalot: Hmm... That's an interesting story of Polit's ascension. Let's see, most of the theives given a Quest by Polit simply return to their old ways soon after the Quest ends. The few that convert are widely spread and the growth of Polit's religion is fairly slow. Some farms and roads have a simple shrine to Polit, but they're not very common. Many farmers hang a grain of wheat over the door in hopes that it will bring them good luck. You have no real problems, but at this rate, you're religion isn't likely to grow much bigger. camthalion: Oh yeah, I overlooked where it said that quasi-deities get an extra DSA, so Atnas would have one more. Anyway, the special toys certainly make an impression on the noble children. Not too many continue to believe into adulthood, but they pass on the idea to their children anyway. Still a few do so your religion grows a little. They tend to donate to the poor and perform other charitable works. A few of your worshippers have been having some trouble after having bumped into Polit during some of their more 'Robin Hood' RAKs. :D Very few convert to Polit, but the Quest placed upon them limits what kind of good they can do (at least in their minds). Everyone: Well, I'm fairly busy tonight, so I haven't had much of a chance to think through everything. I'll try and give a few more details when I have some more time. Let me know if I missed anything though. |
| Lokiyn10-14-07, 04:37 AM | At lot of information is in the first post above, i'll put it in a more clear format in the Formated version above. Basically Nuages personality shared some traits with the clouds, in addition to their unpredictable shifts, Nuages wants to evelop everything into an ordered seemless layer of clouds, metaphorically. Rather Nuages believes that people will be able to achieve thier best when thier environment is completely controled removing the need to struggle against external forces. This belief in personal excellence is part of his portfolio of Hero's and Villian, more appropriatly its not heroism or villiany that the god puts emphasis on, but the advanced state of personal achievment that the act of being a hero or villian brings to people. Thus he actively watches and recruits such people by saving them from death, when a hero is about recieve a deathblow from his foe, or the other way around, there is chance that the character might pull the defeated through the portal of his mirror into his realm and offer him a position in his ranks. Villian or Hero only that someone has strived to reach the level of personal enlightenment to be titled is worth rescuing in such a manner, as detailed in the first post these individuals are trained and preserved to be released as balancing elements to ensure that neither good nor evil dominate a people only the firm balance of equality. As Such the majority of religion spreading is through the hero's and villians of the people themselves. After all If you knew that there was a god who would send the local equivalent of robin hood to balance out a great evil in the area wouldn't you want him to? (of course Evil people would pray for a champion of ruin to aid them but balance being what it is) Shrines are not built by worshipers, Shrines are built by Lesser Currators and act as sort of free academies for the locals. While there is no worship services like other gods, the shrines serve as a location where you can exchange offerings for benefits. Unlike most gods Nuages doesn't offer promises for worship, rather Nuages offers real tangible benefits for real tangible offerings, the worship is nice but lip service is just that. I'll detail more about his allies (still four more to go, and write ups for all six) Nuages doesn't offer a utopia to his believers, all he offers the right improve oneself on and equal footing with everyone else. Rather lets put it another way. Nuages could feed, clothe, and shelter all who worship him in perfect bliss with some small effort, but in doing so would reduce the people who worship him to little more than cattle. Instead Nuages offers his worshipers the resources to improve themselves. Need rain for crops? he can do that, Nuages will not however, plant the crops and harvest them for you. Its a religion based on personal responsibility, the god will help you out, but he won't do your work for you. |
| SirLaggalot10-14-07, 08:43 AM | (Wow, i was sitting here waiting for an update checking it every few minutes and i just noticed that we are on page 2 now, lol) Apparently being a good god without showing off doesnt work so lets try somthing a little different... I was also hoping that the fact that the thieves would get a nice feeling from helping would help convert them along with the fact that they learn that they can live without stealing. hmm... Forgoing the bit of food and a place to sleep Polit now travels working for a small wage, and taking any stolen items he finds on bandits and thieves. If he can't return the stolen items to their rightful owners he uses them to help the poor and needy even more then he did before. Polit also will call up good weather for the region he is in to help crops and travelers. Also wanted to point out... at level 40 i should have gathered around 13,600,000 (according to the DMG) All of this would be going to the poor and needy as i don't allow myself costly possessions. (this does not mean i dont accept money, it just means that i will take the money and items and without using them myself give them to those who need them. (example: I find a +4 greatsword, I find some one to buy the greatsword, (some one good) and give all the money i make from the sale to the poor)). (this is harder then i thought, keeping with the character while also gaining followers without huge miracles, my other god Malfieo would be so much easier.) |
| Crimsondagger10-14-07, 12:49 PM | Ok here is the fix. The Lord of bears was once a mortal warrior A half orc that had been raised by a mother bear when his parents were slaughtered. His mother a druid. Left the child with the bear in order to save his life. He grew up amongst them and spent many years thinking he was a bear. It was only after his entrapment by a group of orcs and rescue by adventurers and his subsiquent travels with them that he learned about his other family. He gained his divinity during the war of the gate. A portal had been opened in an ancient strech of forest its heart unchanged since time began. A place of dire animals and strong natural magic. that was untill a demented group of druids known as blighters decided to show there strength by destroying this forest and there by they thought striking a blow against the powers of life. The nature spirits. had saught a powerhouse a being to go against the dark and twisted druids strongest evil. They had heard tales about a barbarian who could summon the bears of the forests to his aid. and could change his form into theres. and saught him out. When they told him of there plight he gathered up warriors that he had met on his travel and several were bears who had become his clossest companions one a female even becomeing his love. They led the asault on the powers of the curropters The lord of bears charging head on in the form of the Bear of Legend against there greatest beast a half black dragon Greathorn minotaur. who was a worshiper of a deity of slaughter and death. There clash lasted for what seemed like eternity neither giving quarter nor asking for it. After a while it seemed as though the Minotaur was going to win however As The horned beast was about to sneak a poisoned blade into the Lord of bears his beloved jumped in front of it taking the blade and poison into herself. her death and screams of pain were enough to ignite a great furry in The bear lord and with pure rage he slammed into the great horned beast As the Minotaur sprayed the bear with acid he was hit with a terrible claw strike that laid him low. But so great was the Lord of bears rage and his will to protect those around him that as he died he suddenly awoke his body filled with renewed streangth and new power. His first act was to pray to return his beloved to life and he realized that he had performed that act himself. After the battle he decided to stay in this forest as its eternal guardian. and inside a cave at the forests center he made a demiplane much like the forest outside but where he built his lodge his home. Many barbarian tribes who now live in the forest worship the bear lord as a diety of streangth and war and protector of his kind. It is to them that there proudest warriors become bear warriors and berserkers believeing to be blessed by the Lord of Bears himself. "Those who have packed far up into grizzly country know that the presence of even one grizzly on the land elevates the mountains, deepens the canyons, chills the winds, brightens the stars, darkens the forest, and quickens the pulse of all who enter it. They know that when a bear dies, something sacred in every living thing interconnected with that realm... also dies." :dragon: |
| Tessanya10-14-07, 01:12 PM | I'll admit that I'm not quite done my god yet, because holy heck is that a lot of work... I'd like to jump in and save myself the spot, if that's at all possible. Maines Elilern (May-nez) was born as a gray elf, and schooled as a wizard. She showed great potential, and was known to be kindhearted to others. She joined an adventuring group, where she met her grisly end. The very vampires they were hunting surprised her and transformed her into a practically mindless servant of a vampire lord. Fortunately for her, her adventuring companions slew the vampire lord, and Maines managed to escape. After she hunted down her companions for their failure in preventing her transformation, Maines retired to the underworld, where she was able to study magical effects decades. Emerging with newfound powers, and not content with merely being immortal, she sought out the powerful pit fiend Nalshanexx the Thrice-Condemned and bartered the souls of nine hundred and sixty children in exchange for a ritual used by the archdevils to increase their power. Upon completion of the ritual, and the souls sacrificed to that end, Maines spontaneously ascended to quasi-goddom. She now works to increase the number of her followers, so to spread the influence of her kind throughout the material plane, and purge the weakness that currently dominates it. Most of the people she is interested in are warriors or wizards (or both!). Those possessed of an evil bent are rewarded for their favours by favours of her own (such as eliminating their primary rivals). Those of good she encounters are given a single opportunity to try something new, else they be forcibly converted (vampire spawn!) Any spawn she creates, she relocates to her demiplane. The exception to this is clerics of a god with the sun domain. At any time Maines ecounters one of these blights, she immediately engages in combat to annihiliate the cleric. If encountered with a group, Maines concentrates on the cleric first, then retreats upon his or her destruction. Gaining Followers In order to gain followers, Maines will commence the construction of a grand fortress, somewhere in a good kingdom. To those who ask, she offers freedom from the oppression of the kingdom's requirements, provided that they follow some rules of her devising, and swear allegience to her new country. Even other religions may be worshipped within the confines of the fortress, so long as that worship does not involve a good diety. Daily, Maines will cause a solar eclipse, so that the sun doesn't bother her, and use wall of stone spells to construct the outer wall. The outer curtain wall will be 750 in diameter and 30 feet high. Once her castings for the day have elapsed, she will dig a large moat around the curtain wall with the lyre of building. This undertaking will take roughly 6 months to complete, counting for interruptions by do-gooders, who will be invariably eliminated. Maines Elilern The Dark Queen Quasi-Deity Symbol: A drop of blood, with a black halo above it Home Plane: Self made plane, appears as an enormous graveyard under eternal twilight Alignment: Lawful Evil Portfolio: Darkness, Undead, Hatred, Secrets, Magic Worshipers: Undead, Rogues, Necromancers Cleric Alignments: Lawful Evil, Neutral Evil, Lawful Neutral Domains: Darkness, Magic, Evil, Law, Domination(from SpC) Favored Weapons: Glaive AppearanceThrough illusion magic, Maines has the ability to resemble any creature she wishes. However, in her normal form she is a pale, slender elf with a tight black braid extending down her back. Clothed in a form fitting suit of black leather, she rarely leaves her weapon, Gloom Razor, out of her grasp. The only time her vampire nature becomes obviously apparent is when she laughs, for her fangs are not tremendously pronounced, and her elven features, already angular. DogmaMaines tells her followers never to give up an advantage to a potential enemy. Information, tactical considerations and allies are all important parts of winning any battle, whether social or military. The things you do are what resounds in history. Victory and power are the only goals worth working toward. To her most devout followers, she offers the chance of immortality among mortals. Clergy and TemplesTemples to the Dark Queen are almost always hidden shrines, either in remote locations or held in secret. Many of her followers maintain double lives, serving her in secret, while maintaining an outwardly placid demeanor. Character Name: Character Name:Maines Character Size:Medium Character Type:Undead (Vampire) Class Levels:Elf Paragon 3/Wizard 5/Fighter 1/Archmage 3/Swiftblade (http://www.wizards.com/default.asp?x=dnd/prc/20070327) 10/Eldritch Knight 8/Shadowdancer 2 Divine Rank:0 Hit Dice:32d12 (384hp) Initiative:+26 (+4 Improved Initiative, +15 int, +7 dex) Speed (Ground):160ft land 60 fly (good) Armor Class: 101 (10 Base + 7 dex + 2 dodge + 11 natural + 9 deflection + 47 armour + 5 insight + 5 luck + 5 profane) Base Attack/Grapple:+22 (16 BAB + 6 Epic) / +37 Single Attack:Gloom Razor + 34 (d10+2d6+19+1con) or, Slam + 34 (d6+12) Full Attack:Gloom Razor +34/+34/+29/+24/+19 (d10+2d6+19+1con) or, Slam + 34/+29/+24/+19 (d6+12) Face/Reach:5ft / 10ft Special Attacks:Blood Drain Children of the Night Dominating Gaze Create Spawn Energy Drain Skirmish +2d6 Special Qualities:Undead Subtype (http://www.d20srd.org/srd/typesSubtypes.htm#undeadType) Alternate Form Damage Reduction 10/epic or 10/silver and magic Fast Healing 5 Gaseous Form at will Resist Cold and Electricity 10 Resist Fire 5 Spell Resistance 32 Spider Climb at will Turn Resist +4 Hide in Plain Sight - Requires Shadow within 10ft Evasion (Increases to Improved Evasion with Boots of Swiftness) Blurred Alacrity - 50% miss chance when hasted Sudden Casting - Cast Haste, quickened 1/round Evasive Celerity - Spells targetting only Maines suffer 50% failure rate when hasted Fortified Hustle - Haste becomes (Ex) Diligent Rapidity - Freedom of Movement when hasted Perpetual Options - Trade extra haste attack for standard or move action, run on water Innervated Speed - Subsume Haste for time stop effect Uncanny Dodge Arcane Reach Mastery of Shaping Spell-Like Ability - Haste Saves:Fort: 35 Reflex: 39 Will: 38 Base Abilities:Str 19 Dex 18 Con - Int 35 Wis 16 Cha 29 Abilities (Equip):Str 25 Dex 24 Con - Int 47 Wis 22 Cha 35 Skills:Concentration +40 Spellcraft +94 Know Arcana +51 Know Religion +28 Know Planes +28 Tumble +48 Balance +48 Hide +68 Move Silently +60 UMD +15 Perform Dance +17 Climb +27 Jump +79 Feats:Flaw: Vulnerable Flaw: Feeble Eschew Materials Skill Focus (Spellcraft) Item Familiar Weapon Focus (Longsword) Alertness Combat Reflexes Dodge Improved Intitiative Lightning Reflexes Spell Focus (Enchantment) Spell Focus (Necromancy) Quicken Spell Mobility Spring Attack Power Attack Leadership Undead Leadership Bounding Assault (Attack Twice with Spring attack) Spell Mastery (Greater Teleport, Greater Dispel Magic, Sending, Greater Invis, Finger of Death, Disintegrate, Repulsion) Epic Leadership Ignore Material Component Improved Combat Reflexes Epic Spellcasting Automatic Quicken Spell 1 Multispell Blind-Fight Noteable Equipment:Item Familiar - Gloom Razor+5 Ghost Touch, Vicious, Wounding, Keen, Spellstoring, Unholy, Shock Adamandium Glaive Invest Life Essence Invest Skill Ranks Invest Spell Slot Int 16 Wis 14 Cha 12 Speak Common, Infernal, Abyssal, Telepathy with Maines 120ft Spell Use Greater Senses Boots of Swiftness Bracers of Relentless Might Mantle of Great Stealth 3 Rods of Excellent Magic Ring of Sequestering Tattoo of Universal Energy Immunity Tattoo of Spellcraft (+40 competance bonus on Spellcraft) Wings Tattoo (Continuous Fly) Amulet of Defence (5 insight, luck, profane, natural ac) Ring of Invulnerability (5 resistance, luck, insight, profane bonus) 4 Blessed books (2 in sanctum, 2 on person. Contains all PHB spells) Lyre of Building Greater Metamagic Rod (Maximize) 1277200gp Divine Immunities:Immunity to Transmutation, Energy Drain, Mind Affecting, Cold, Acid, Electricity Salient Divine Abilities:None at this time Domain Powers:None at this time Spell-Like Abilities:Obscuring Mist Blindness Blacklight Armour of Darkness Summon Monster V Prying Eyes Nightmare PW Blind PW Kill Protection from Good Desecrate Magic Circle Against Good Unholy Blight Dispel Good Create Undead Blasphemy Unholy Aura Summon Monster IX Protection from Chaos Calm Emotions Magic Circle against Chaos Order's Wrath Dispel Chaos Hold Monster Dictum Shield of Law Summon Monster IX Command Enthrall Suggestion Dominate Person Command, Greater Geas Suggestion, Mass True Domination Monstrous Thrall Haste 6x per day Class Spells/Powers/Invocations/Etc Known:Usually Memorized0 Detect Magicx3 Read Magic 1 Comprehend Languages x2 True Strike X4 Ray of Enfeeblement x2 2 Darkness x2 Shatter x2 See Invisibility x2 Rope Trick Alter Self 3 Phantom Steed x2 Slow x2 Vampiric Touch x2 Fireball x2 4 Dimension Door x2 Animate Dead Enervation x4 5 Break Enchantment Feeblemind x2 Cloudkill x2 6 Antimagic Field x2 Dispel Magic, Greater x2 Contingency Control Water 7 Teleport, Greater x2 Finger of Death x2 Waves of Exhaustion x2 Hold Person, Mass 8 Moment of Precience x2 Polymorph Any Object x2 Maze Horrid Wilting (Invested) Mind Blank 9 Wail of the Banshee (Invested) Haste x3 Meteor Swarm PermananciedArcane Sight Comprehend Languages Read Magic See Invisibility Tongues Magic Fang, Greater Epic Spells (3 per day) Eclipse (http://www.d20srd.org/srd/epic/spells/eclipse.htm) Except: DC 62 Spellcraft 2000exp burn Epic Mage Armour (http://www.d20srd.org/srd/epic/spells/epicMageArmor.htm) Except: DC 100 Spellcraft +47AC Momento Mori (http://www.d20srd.org/srd/epic/spells/momentoMori.htm) (Fort Save is DC 49) Goals Increase personal power, expand religion.Cohort 1To follow, probably a caster of some kind Cohort 2To follow, likely a rogue/blackguard type Home PlaneWelcome to Cruciatus! Cruciatus is a dark place, under a clear, starry sky. The moon is present, if dimmer than on the material plane, and undergoes the same phase changes. The ground is almost always covered with a thin layer of wispy fog. Upon your arrival here, you are an insubstantial mote, much like a will-o'-wisp but without any of the aformentioned's abilities. These beings, of varied colours, flit among the gravestones and tombs, providing the only colour in an otherwise black and grey environment. Vampire spawn with specially crafted nets capture these wisps, and bring them to the Citadel of Crystal Shadow. Inside the basements of the Citadel lie specially created rooms. Inside these rooms are circles of power, used to harvest the soul energy from the motes. Apparently, this process is incredibly painful, though that does not seem to bother any of the residents. Once a mote has been completely drained of energy, it becomes a round, clear crystal, much like pure quartz. This crystal is collected and thrown into a deep pit, called the Fugue. Crystals left in the Fugue merge, the tiny spark of life left in them merging over time. When enough crystals have merged over a long period of time, creating a (something I need to talk to the DM about!). |
| metalmayhem8011010-15-07, 04:22 AM | Sorry I strayed from posting. Just once my weekends hit, I'm gaming almost the entire time... Anyway my Rogue/Warlock would proably gain worshippers by going around adn doing things that appear heroic, or at least some things that he can say there was no way he could've known they could have turned out badly. He will do this, leading in apparently holy crusades for awhile until he has a lot of knights willing to follow him. He will play a much more direct roll than Pelor or any of the other dets in the material plane. That should give him many more worshippers. Than, he will flood his plane with worshippers. Letting the strong/charismatic ones stay to convert more. The way he will do this easily is he will establish portals in his main churches that can only be activated by a certain head priest of that temple, will send people to his plane. Doing this for a few years should give him many worshippers. He will be performing godly acts, so this should give him a surge of followers for the first couple of years. Well, since he is in control of his plane, he will start to get some undead to "unfortunetly sneak into his plane". These will be elite vampires, powerful lich's, and zombies galore. (These undead will be aware of what he is doing, they'll be informed of his true nature, and will be converted to his cause (whether they're willing or not. Go arcane abuse :D) He will have them ravage his plane, but will act like nothing is really happening. He will still be sending people to that plane, without informing anybody that anything is wrong. He will keep funneling people into the plane as long as he can, until the truth gets out. But by this time, he will have many undead followers. Than, unlike the other gods, he will wage war on the material plane itself. Hopefully with other evil gods help, he'll turn it into a diabolical, vile, wasteland of chaos :D By that time, he should have many undead working for him. |
| ArchmageOmega10-16-07, 02:04 PM | Ow my poor schedule. Sorry, it'll be atleast another day or so before I can read through all this and work out what happens next. I've been swamped with RL stuff lately. Just thought I'd let yall know. |
| Lokiyn10-18-07, 07:23 PM | I'm Basically done, a few minor changes in feats and skills with a quick nip and tuck on items but the core is there. Epic Spells are we getting them free or are we developing them as normal?, I ask only because they are a significant drain on resources, enought to drop ECL down from Exp expenditure in most cases Slight but important tweak, Changing Portfolios to, Weather, Natural Disasters, Extinction. Overall Theme, "trial by fire" Additional Character note, Nuages isn't above destroying entire cities and civilizations to maintain a relative moral neutrality in the overall world. I'll post a link to a filled out character sheet pdf file that might be easier to read than a thread post, later. |
| ArchmageOmega10-19-07, 05:36 PM | Unfortunately, it doesn't look like my schedule will let up anytime soon. :( Is there anyone that'd like to take this over to keep it from dying? If not, I'm not sure what'll happen to this. The idea was to, basically, play a deities game set in my new campaign world to see that it wasn't horribly broken or something. (That is, give the deities challenges while they try to gain worshippers.) If someone else does take over, it's highly likely they won't pay as much attention to the setting (or know enough about it to do so, really), but I suppose it'd be better than letting the thread die, right? In either case, I'll probably either try this again, or ressurect this thread, when I do have more time, so hang on to your ideas. |
| SirLaggalot10-27-07, 10:39 AM | I would but I am already running a deity game, which is a crap load of work... I have to write up what happens in each turn of the game. If anyone is interested in seeing how its run, in case they want to try something like it in the future its, *Here* (http://www.shadowedday.com/game.shtml) |