Lesser Deity stats.... AGAIN [Archive] - Wizards Community

Post/Author/DateTimePost
Tebryn14

06-17-03, 04:44 PM
Because right before the boards went down I was going to post my version of Maglubiyet, I took it upon myself to restart the thread. Barring some situation like Jorda resenting this or someone else have restarted it while I type this message, I hope you will all repost the deities from the original thread, and post new ones like this:
Maglubiyet
The King of Goblinkin, Lord of Treachery, The Sneaking God
Greater Deity
Symbol: Bloody axe
Home Plane: Nishrek
Alignment: Neutral Evil
Portfolio: Goblin, Hobgoblins, War, Leadership
Worshippers: Goblinoids
Cleric Alignments: NE, CE, LE
Domains: Destruction, Evil, Planning, Trickery
Favored Weapon: Warhammer

Rogue 20/ Fighter 10/ Cleric 10
Small outsider
Divine Rank: 16
Hit Dice: 20d8+140 (outsider) and 20d6+140 (rogue) and 10d10+70 (fighter) and 10d8+70 (cleric) (880 hp)
Initiative: +19, always first (+15 dex, +4 improved initiative, Supreme Initiative)
Speed: 50 ft.
AC: 80 (+15 dex, +16 divine, +29 natural, +9 deflection, +1 size)
Attacks: +5 impact unholy throwing returning warhammer +75/+70/+65/+60 melee; or +82 ranged; or by spell +65 melee touch, or +72 ranged touch *Always receives 20 on attack rolls; roll die to check for critical hit
Damage[B]: +5 impact unholy throwing returning warhammer 1d8+19/19-20; or by spell *Always does maximum damage (warhammer 27 points)
[B]Face/ Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Sneak Attack +13d6 (78 points), crippling strike, defensive roll, improved evasion, opportunist, salient divine abilities, domain powers, rebuke undead 12/day, spell-like abilities
Special Qualities Goblin Traits, divine aura (16 miles, DC 35), divine immunities, DR 51/+4, fire resistance 36, spontaneous casting of divine spells, understand, speak, and read all languages, speak directly to all beings within 16 miles, remote communication 16 miles, godly realm (100 miles), plane shift at will, SR 48, teleport without error at will, uncanny dodge
Saves: Fort +55, Ref +65, Will +55 *Always receives 20 on saves
Abilities: Str 26, Dex 40, Con 24, Int 42, Wis 24, Cha 29

Skills: Appraise +72, Balance +71, Bluff +121, Climb +84, Concentration +63, Craft (trap making) +112, Diplomacy +101, Disable Device +72, Disguise +85, Escape Artist +71, Forgery +62, Gather Information +55, Hide +105, Handle Animal +45, Intimidate +55, Jump +74, Knowledge (Arcana, Religion) +82, Listen +65, Move Silently +75, Open Lock +71, Pick Pocket +71, Ride +75, Scry +52, Search +52, Sense Motive +64, Spellcraft +72, Spot +45, Swim +44, Tumble +71, Use Rope +51 *Always receives a 20 on checks

Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Expertise, Extend Spell, Great Cleave, Greater Skill Focus (Bluff), Greater Skill Focus (Diplomacy), Improved Disarm, Improved Initiative, Improved Trip, Leadership, Lightning Reflexes, Mobility, Mounted Combat, Power Attack, Quick Draw, Silent Spell, Skill Focus (Bluff), Skill Focus (Diplomacy), Spring Attack, Still Spell, Sunder, Weapon Focus (Warhammer), Weapon Specialization (Warhammer), Whirlwind Attack

Divine Immunities: Ability Damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment

Salient Divine Abilities: Alter Size, Alter Reality (DC 45 for duplicated spells), Annihilating Strike (DC 63), Banestrike (elves), Control Creatures (goblinoids), Divine Blast (12/day, 25d12 points), Divine Celerity (16 minutes/day), Divine Dodge (66% miss chance), Divine Glibness, Divine Rogue, Divine Shield (10/day, stops 160 points of damage), Divine Skill Focus (Bluff), Divine Skill Focus (Diplomacy), Divine Sneak Attack, Divine Weapon Focus (Warhammer), Extra Domain (Trickery), Hand of Death (DC 45), Life and Death, Mass Divine Blast, Supreme Initiative

Domain Abilities: Smite 16/day (16 points of damage), cast evil spells at +1 caster level, free Extend Spell feat, Bluff, Disguise, and Hide are class skills

Spell-like abilities: Maglubiyet uses these abilities as a 26th level caster except for evil spells, which he uses at 27th caster level. The save DCs are 35+spell level. Inflict Light Wounds, Shatter, Contagion, Inflict Critical Wounds, Circle of Doom, Harm, Disintegrate, Earthquake, Implosion, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Summon Monster IX (cast as evil spell only), Death Watch, Augury, Clairaudience/ Clairvoyance, Status, Detect Scrying, Heroes’ Feast, Greater Scrying, Discern Location, Time Stop

Cleric Spells/day: 6/6/6/5/4/3.
Base DC 19+spell level

Possessions: Maglubiyet carries Elfcrusher, a +5 impact unholy throwing returning warhammer.
Caster Level: 25th

Other Divine Powers
As a greater deity, Maglubiyet automatically receives the best possible result on any die roll he makes (includes attack, damage, checks, and saves). He is immortal

Senses: Maglubiyet can see, hear, touch, and smell at a distance of 16 miles. As a standard action, he can perceive anything within 16 miles of his worshippers, holy sites, objects, or any location where his name or one of his titles was spoken in the last hour. He can extend his sense to up to 20 locations at once. He can block the sensing power of deities of rank 16 and lower at up to two remote locations at once for up to 16 hours.

Portfolio Sense: Maglubiyet senses anything that affects the welfare of goblinoids 16 tendays before it happens and retains the sensation for 16 tendays after the events occurs. He likewise senses anytime a goblinoid takes leadership of a group.

Automatic Actions: Maglubiyet can use Hide and Craft (trap making) as a free action if the DC for the task is 30 or lower. He can use Bluff or Diplomacy as a free action if the DC for the task is 46 or lower. He can perform up to 20 such free actions each round.

Create Magic Items: Maglubiyet can create any magic item (including artifacts) that aids in lying or negotiating, or has to do with goblinoids. He can likewise make magic simple weapons.

Avatars
Maglubiyet rarely uses avatars on material worlds, preferring to have them aid in his constant battle against Gruumsh’s forces on Nishrek. His avatars always appear as an inconspicuous male goblin. When he does send them to Toril or other worlds where goblinoids exist, it is to defend cities or strongholds against the likes of dwarves, elves, and drow.
Avatar of Maglubiyet: As Maglubiyet except divine rank 8; AC 64 (touch 42; flat-footed 48); Atk +67/+62/+57/+52 melee; or +74 ranged; or by spell +57 melee touch or +64 ranged touch; SQ DR 43/+4, fire resistance 28, SR 40, divine aura (800 ft., DC 27); SV Fort +47, Ref +57, Will +47; all skill modifiers reduced by 8.
Salient Divine Abilities: Alter Size, Divine Blast, Supreme Initiative, Divine Weapon Focus, Divine Rogue, Divine Dodge, Alter Reality, Banestrike (elves), Divine Skill Focus (Bluff), Divine Skill Focus (Diplomacy).
Spell-like abilities: Caster level 18th; saving throw DC 27+ spell level; because of the loss of the Trickery domain, these avatars do not have access to spells from that domain.
Maruuk

06-17-03, 09:17 PM
I'd be interested on seeing your take on the dead god Bhaal, thx.
The Eye of the Cyclop

06-18-03, 07:58 AM
Ubtao
Creator of Chult, Founder of Mezro, Father of the Dinosaurs

Greater Faerűnian Deity
Symbol: Maze
Home Plane: House of Nature
Alignment: Neutral
Portfolio: Creation, jungles, Chult, the Chultans, dinosaurs
Worshipers: Adepts, chultans, druids, inhabitants of jungles, rangers
Cleric Alignments: CN, N, NE, NG, LN
Domains: Planning, Plant, Protection, Scalykind
Favored Weapon: Tyrannosaur head (heavy pick)

Ubtao

Druid 20/Ranger20
Medium-size Outsider
Divine Rank: 16
Hit Dice: 20d8+260 (outsider) plus 20d8+260 (Drd) plus 20d10+260 (Rgr) (1,300 hp)
Initiative: +16 (+12 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 63 (+12 Dex, +29 divine, +12 deflection)
Attacks*: +5 defending energy aura impact tyrannosaur head +87/+82/+77/+72 melee; or +81 melee touch; or +83 ranged touch *Always receive a 20 on attack rolls, roll die to check for critical hit.
Damage*: +5 defending energy aura impact tyrannosaur head 1d6+15 plus 1d6 acid, cold, electricity, fire, or sonic/17-20/x4; or by spell *Always does maximum damage (tyrannosaur head 21 points plus 6 points acid, cold, electricity, fire, or sonic).
Face/Reach: 5 ft. by 5ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities.
Special Qualities: A thousand faces, animal companion (up to 40 HD), divine aura (16 miles, DC 36), divine immunities, favored enemy (devil +5, undead +4, aberration +3, shapechanger +2, demon +1), DR 53/+4, godly realm (100 miles Outer Planes, 1,600 ft. Material Plane), nature sense, plane shift at will, remote communication 16 miles, resist nature’s lure, spontaneous casting of divine spells, timeless body, trackless step, understand, speak and read all languages and speak directly to all beings within 16 miles, venom immunity, wild shape (Fine, Diminutive, Tiny, Small, Medium-size, Large, Huge, Gargantuan, Colossal, or dire animal 5/day, elemental 3/day), woodland stride.
Saves*: Fort +65 Ref +52 Will +71 *Always receives a 20 on saves.
Abilities: Str 31 Dex 34 Con 36 Int 30 Wis 44 Cha 34
Skills*: Animal Empathy +75, Concentartion +76, Climb +60, Diplomacy +57, Handle Animal +75, Heal +72, Hide +62, Intuit Direction +85, Knowledge (arcana) +36, Knowledge (nature) +73, Listen +87, Search +23, Scry +73, Spot +87, Spellcraft +73, Swim +60, Wilderness Lore +85. *always receive a 20 on checks.
Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Craft Magic Arms and Armors, Craft Wondrous Item, Dodge, Expertise, Great Cleave, Extend Spell, Improved Initiative, Improved Critical (tyrannosaur head), Plant Control, Plant Defiance, Power Attack, Quick Draw, Spell Penetration, Superior Expertise, Track, Weapon Focus (tyrannosaur head)

Divine Imunities: Ability damage, ability drain, acid, cold, death effect, disease, disintegration, electricity, energy drain, fire, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities: Alter Form, Alter Reality (DC 48 for duplicated spells), Alter Size, Area Divine Shield (160-foot square, or sphere and hemisphere 16-foot radius), Avatar (up to 20), Call Creatures (up to 16 dinosaurs serving simultaneously, each with up to 16 HD), Command Plants 16-miles radius, Create Object (non-magical objects 800 lbs, 160 cubic feet), Divine Blessing (up to 16 creatures, +6 ehancement bonus to Wisdom for 1 day), Divine Druid (can take dinosaur form), Divine Ranger, Divine Shield (16/day, stop 160 points of damage), Divine Spellcasting, Divine Splendor (160 ft.), Extra Energy Immunity (fire), Gift of Life, Grow Creatures (16/day, dinosaurs), Mind of the Beast (16/day, DC 38, Power of Nature 16-miles, Power of Chult*, Shift Form (dinosaurs). *Unique salient divine ability (see below)
Domain Powers: Free Extend Spell Feat, 18/day rebuke or command plant creature; 18/day protective ward (touched subject gains +18 resistance bonus on next saving throw, maximum duration 1 hour); 18/day rebuke or command animals (reptilian creatures and snakes only).
Spell-Like Abilities: Ubtao uses these abilities as a 26th-level caster. The save DCs are 38 + spell level. Animal growth (affect ophidian and reptilian creatures only), animal shape (affect ophidian and reptilian creatures only), animal trance (affects ophidian and reptilian creatures only), antimagic field, augury, barkskin, changestaff, clairaudience/claivoyance, command plants, control plants, creeping doom (composed of tiny snakes), deathwatch, detect scrying, discern location, entangle, eyebite, greater magic fang, greater scrying, heroes' fiest, magic fang, mind blank, plant growth, prismatic sphere, protection from elements, repel wood, repulsion, sanctuary, shambler, shapechange, shield other, spell immunity, spell resistance, status, time stop, wall of thorns.
*Power of Chult (unique salient divine ability): Ubtao has been granted control over Chult in exchange of guarding the Peaks of Flame for the day Dendar the Night Serpent will get out and eat the sun. As such, Ubtao can change the configuration of the land of Chult as he wishes. However, he cannot augment the border of the country, only his followers can.
Druid Spells/Day (Levels 0-17): 6/10/9/9/9/9/7/7/7/7/3/3/3/3/2/2/2/2; base DC = 19 + spell level.
Ranger Spells/Day (Levels 1-4): 8/7/7/7; base DC = 19 + spell level.
Possessions: Ubtao usually fight with a Tyrannosaur head. It function just like a +5 heavy pick, with the impact, energy aura and defending special abilities.

Other Divine Powers
As a greater god, Ubtao automatically receives the best possible result on any die roll he made (these include attack rolls, damage, checks and saves). He is immortal.
Senses: Ubtao can see, hear, touch and smell at a distance of sixteen miles. As a standard action, he perceives anything within sixteen miles of his worshippers, holy sites, objects or any location where one of his titles or name is spoken in the last hour. He can extend his senses to up to twenty locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 16 hours.
Portfolio Sense: Ubtao is automatically aware of anything that happens in the country of Chult sixteen weeks before it happens. He retains this sensation sixteen weeks after it has happened. In the same scope, he is aware of the birth or the death of any Chultans.
Automatic Actions: Ubtao is able to use Animal Empathy, Handle Animal and Wilderness Lore skills, if the DC for the check is 30 or less. He can use Knowledge (nature) if the DC is 47 or less. He can perform up to twenty such actions per round.
Create Magic Items: Being the foremost, and only deity that Chultans revere, Ubtao can create any magical items that a druid or ranger can create.

Avatars
There was a time when Ubtao was himself controlling Chult but he has now pass this control to his baras. When he appear in the temple of mezro to judge a potential new bara, he appear either as a old woman, a young fighter or a female child.
Avatar of Ubtao: As Ubtao except as follow; divine rank 8; AC 55; Atk +5 defending energy aura impact tyrannosaur head +79/+74/+69/+64 melee (1d6+15 plus 1d6 acid, cold, electricity, fire, or sonic/17-20/x4); or +72 melee touch; or +74 ranged touch SQ Divine aura (800 ft., DC 28), Damage Reduction 45/+4, SV Fort +57 Ref +44 Will +63.
Salient Divine Abilities: Call Creatures (up to 8 dinosaurs serving simultaneously, each with up to 8 HD), Command Plants 8-miles radius, Divine Blessing (up to 8 creatures, +6 ehancement bonus to Wisdom for 1 day), Divine Druid (can take dinosaur form), Divine Ranger, Divine Shield (8/day, stop 80 points of damage), Divine Spellcasting, Grow Creatures (8/day, dinosaurs).
Spell-Like Abilities: Caster Level 18th; saving throw DC 30 + spell level.

I will now do Angharaadh and Sekolah... :cloud9:
Tebryn14

06-18-03, 09:48 AM
Excellent! I hope that the true masters of this trade from the original thread will stop by and give us a hand. I was going to do Sekolah, but I'll settle for Hruggek and Semuyana instead. Do you think DvR 6 is good for the god of the lizardfolk?
Elrumir

06-18-03, 10:29 AM
Who do you mean by the true masters? I've lost all the other deities from the 'old boards' :(

And you're doing a great job BTW!
Tebryn14

06-18-03, 10:33 AM
If I remember correctly, you posted quite a few deities on the last thread. But my mind may be playing tricks on me. The old boards still exist, just go back, copy and paste any you'd like handy on this thread. There are still a few deities that need statting.
Elrumir

06-18-03, 10:40 AM
It's nice to be known ;)

But yer right... I could add one that hasn't been done yet:

Angharradh
The Triune Goddess, the One and the Three, the Union of the Three, Queen of Arvandor
Greater Elven Goddess
Symbol: Three interconnecting rings on a downward pointing triangle
Home Plane: Arvandor
Alignment: Chaotic good
Portfolio: Spring, fertility, planting, birth, defense, wisdom
Worshipers: Community elders, druids, elves, farmers, fighters, midwives, mothers
Cleric Alignments: CG, CN, NG
Domains: Chaos, Elf, Good, Knowledge, Plant, Protection, Renewal
Favoured Weapon: “Duskshaft” (longspear or shortspear)

Angharradh
Ranger 20/Cleric 10/Sorcerer 10
Medium-size outsider (Chaos, Good)
Divine Rank: 16
Hit Dice: 20d8+120 (outsider) + 20d10+120 (Rgr) + 10d8+60 (Clr) + 10d4+60 (Sor) (840 hp)
Initiative: +14 (+10 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 81 (+10 Dex, +16 divine, +31 natural, +14 deflection)
Attacks*: +5 brilliant energy, defending, speed longspear +72/+72/+67/+62/+57 melee (10 ft. range); or spell +63 melee touch or +66 ranged touch. *Always receives a 20 on attack rolls, roll die to check for critical hit.
Damage*:[b] +5 brilliant energy, defending, speed longspear 1d8+12/19-20/x3; or by spell. *Always does maximum damage (longspear 20 points).
[b]Face/Reach: 5 ft. by 5 ft./5 ft. (10 ft. with longspear).
Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 17/day.
Special Qualities: Moon elf racial abilities, divine aura (16 miles, DC 40), divine immunities, DR 51/+4, familiars (owls), favoured enemies (drow +5, orcs +4, goblinoid +3, evil outsiders +2, evil giants +1), fire resistance 56, godly realm (100 miles Outer Plane, 1,600 ft. Material Plane), plane shift at will, remote communication 16 miles, spontaneous casting of divine spells, SR 48, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 16 miles
Saves*: Fort +55, Ref +58, Will +66. *Always receives a 20 on saves.
Abilities: Str 24, Dex 30, Con 22, Int 32, Wis 40, Cha 38
Skills*: Alchemy +67, Animal Empathy +70, Concentration +62, Craft (armoursmithing) +67, Craft (blacksmithing) +67, Diplomacy +70, Gather Information +70, Handle Animal +70, Heal +75, Hide +66, Intimidate +70, Intuit Direction +71, Knowledge (arcana) +67, Knowledge (nature) +67, Knowledge (religion) +67, Listen +73, Move Silently +66, Profession (herbalist) +71, Profession (sage) +71, Scry +67, Search +67, Spellcraft +67, Spot +73, Wilderness Lore +73. *Always receives a 20 on checks.
Feats: Alertness, Cleave, Combat Casting, Combat Reflexes, Dodge, Eschew Materials, Expertise, Forester, Great Cleave, Iron Will, Mobility, Point Blank Shot, Power Attack, Rune Magic, Sacred Spell, Scribe Scroll, Spring Attack, Strong Soul, Superior Expertise, Track, Weapon Focus (longspear), Whirlwind Attack.


Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Area Divine Shield, Avatar, Battlesense, Call Creatures (elves), Clearsight, Command Plants, Divine Blast, Divine Blessing (Wisdom), Divine Celerity, Divine Dodge, Divine Inspiration (hope), Divine Shield, Divine Weapon Focus (longspear), Extra Domain (Chaos), Extra Domain (Elf), Extra Domain (Knowledge), Extra Domain (Renewal), Mass Divine Blast.
Domain Powers: Cast chaos spells at +1 caster level; cast good spells at +1 caster level; cast divination spells at +1 caster level; rebuke or command plant creatures; 16/day protective ward; 16/day, when under 0 hp, gain 1d8+14 hp.
Spell-like Abilities: Angharradh uses these abilities as a 26th-level caster, except for chaos, good and divination spells, which she uses as a 27th-level caster. The save DC’s are 40 + spell level. aid, animate objects, antimagic field, antipathy, atonement, barkskin, blade barier, cat’s grace, changestaff, chaos hammer, charm person, clairaudience/clairvoyance, cloak of chaos, command plants, commune with nature, control plants, detect secret doors, detect thoughts, discern location, dispel evil, dispel law, divination, entangle, find the path, foresight, freedom, greater restoration, heroes’ feast, holy aura, holy smite, holy word, legend lore, lesser restoration, liveoak, magic circle against evil, magic circle against law, mind blank, polymorph any object, prismatic sphere, protection from elements, protection from evil, protection from law, reincarnate, remove curse, repel wood, repulsion, sanctuary, shambler, shatter, shield other, snare, spell immunity, spell resistance, summon monster IX (as chaos or good spell only), sunburst, tree stride, true seeing, true strike, wall of thorns, word of chaos.
Cleric Spells/day: 6/9/9/8/7/6; base DC 25 + spell level.
Ranger Spells/day: 3/7/7/7; base DC 25 + spell level.
Sorcerer Spells/day: 6/10/10/9/8/6; base DC 24 + spell level.
Possessions: Angharradh, as a highly protective deity of the elves and a quite martial-minded goddess, attacks and defends using her longspear, the Duskshaft. It is a +5 longspear with the brilliant energy, defending and speed enhancements.


Other Divine Powers
As a greater goddess, Angharradh automatically receives the best possible result on any die roll she made (these include attack rolls, damage, checks and saves. She is immortal.
Senses: Angharradh can see, hear, touch and smell at a distance of sixteen miles. As a standard action, she can perceive anything within sixteen mile of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to twenty locations simultaneously. She can block the sensing powers of deities of up to her rank at two such remote locations at once for 16 hours.
Portfolio Sense: Angharradh knows it instantly when anything threatens any elf community. She similarly is aware of the birth of an elf, or the planting or harvesting of crops within an elf village.
Automatic Actions: Angharradh can use Concentration, Diplomacy, Gather Information, Knowledge (nature) or Spellcraft as a free action, if the DC for the check is 30 or less. She can perform up to twenty such actions per round.
Create Magic Items: Angharradh can make any magical simple or martial weapon, any magic armour or shield or any item useable by druids or rangers.


Avatars
Angharradh, when in the Realms manifests as a female elf of unearthly beauty. Graceful and serene, she is clad in glorious gowns and bedecked with shining gems the colour of starlight. She appears thus most of the times, except when battle is imminent and expected. In that case, she wears a gleaming suit of silver elven full plate mail.
Avatar of Angharradh: As Angharradh except as follows; divine rank 8; AC 67; Atk +60/+55/+50/+45 melee (1d8+12/19-20/x3, +5 brilliant energy, defending, speed longspear); spell +60 melee touch or +58 ranged touch; SQ Divine aura (800 ft., DC 32), DR 43/+4, fire resistance 28, SR 40; SV Fort +55, Ref +58, Will +54; all skill modifiers are reduced by eight.
Salient Divine Abilities: Alter Size, Clearsight, Command Plants, Divine Blast, Divine Blessing (Wisdom), Divine Shield, Extra Domain (Chaos), Extra Domain (Elf), Extra Domain (Knowledge), Extra Domain (Renewal).
Spell-like abilities: Caster level 18th, saving throw DC 32 + spell level.


Like her?

edit: added legibility at Mirtek's request; normally I would have, but now I was short on time ;)
Tebryn14

06-18-03, 05:07 PM
Semuanya
Lord of the Lizardfolk, King of Swamps
Lesser Deity
Symbol: An image of a log floating in a swamp
Home Plane: Dragon Eyrie
Alignment: Neutral
Portfolio: Swamps, Lizardfolk
Worshippers: Lizardfolk
Cleric Alignment: N, NE, LN, CN, NG
Domains: Animal, Plant, Scalykind, Water
Favored Weapon: Lizardtail (Great club)

Dogma: Lizardfolk are the rightful heirs of Faerun’s swamps. Resist the call of civilization, for it leads to weakness. The strong are meant to rule and the weak to follow, and lizardfolk should lead themselves separately from the nations of other races. Respect the swamp and live as one with it, and it will be kind to you.

Druid 20/ Fighter 10/ Barbarian 10
Medium-Size Outsider
Divine Rank: 6
Hit Dice: 20d8+180 (outsider) and 20d8+180 (druid) and 10d10+90 (fighter) and 10d10 +90
Initiative: +9
Speed: 70 ft., swim 70 ft.
AC: 52 (+9 dex, +6 divine, +19 natural, +8 deflection)
Attacks: +5 impact energy aura wounding great club +67/+62/+57/+52 melee; or by spell +61 melee touch, or +55 ranged touch
Damage: +5 impact energy aura wounding great club 1d10+29+1d6 (acid, cold, fire, electricity, sonic)
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Rage (3/day), Salient divine abilities, wild shape (animals, beasts, magical beast, dire, Fine-Colossal, elemental 3/day, 6/day)
Special Qualities: Divine Immunities, DR 41/+5, fast healing 26, fire resistance 26, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 6 miles, plane shift at will, remote communication 6 miles, godly realm 1 mile, teleport without error at will, SR 38, divine aura (60 ft., DC 24), uncanny dodge, nature sense, woodland stride, trackless step, resist nature’s lure, a thousand faces
Saves: Fort +47, Ref +47, Will +50
Abilities: Str 40, Dex 28, Con 29, Int 22, Wis 34, Cha 26

Skills: Animal Empathy +54, Balance +39, Climb +76, Concentration +55, Handle Animal +54, Heal +43, Hide +35, Intimidate +54, Intuit Direction +68, Jump +75, Knowledge (nature) +56, Listen +60, Move Silently +35, Ride +35, Scry +32, Spellcraft +32, Spot +30, Swim +85, Wilderness Lore +78

Feats: Alertness, Blind-fight, Brew Potion, Cleave, Combat Casting, Combat Reflexes, Dodge, Enlarge Spell, Empower Spell, Expertise, Great Cleave, Greater Skill Focus, Greater Spell Penetration, Mobility, Power Attack, Skill Focus (Knowledge [nature]), Spring Attack, Maximize Spell, Quick Draw, Quicken Spell, Silent Spell, Spell Penetration, Still Spell, Track, Weapon Focus (great club), Weapon Specialization (great club), Whirlwind Attack

Divine Immunities: Ability Damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment

Salient Divine Abilities: Alter Size, Control Creatures (lizardfolk), Divine Druid, Divine Fast Healing, Divine Spellcasting, Divine Water Mastery, Extra Domain (Scalykind), Power of Nature (6 mile radius)

Domain Powers: Cast animal friendship 1/day; Command and Rebuke plants as 6th level cleric 11/day; Command and Rebuke reptilian animals as 6th level cleric 11/day, Turn or Destroy fire creature or Command or Rebuke water creatures as 6th level cleric 11/day

Spell-like abilities: Semuanya uses these abilities as a 16th level caster. The save DCs are 24+spell level Calm Animals, Hold Animal, Dominate Animal, Repel Vermin, Commune With Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange, Entangle, Barkskin, Plant Growth, Control Plants, Wall of Thorns, Repel Wood, Changestaff, Command Plants, Shambler, Magic Fang, Animal Trance, Greater magic fang, Poison, Animal Growth, Eyebite, Creeping Doom, Animal Shapes, Obscuring Mist, Fog Cloud, Water Breathing, Control Water, Ice Storm, Cone of Cold, Acid Fog, Horrid Wilting, Elemental Swarm

Rage: The following changes are in effect as long as Pan rages: AC 50; hp 1200; attack +69/+64/+59/+54 melee (1d10+32 +5 impact energy aura wounding great club); SV Fort +49, Will +52; Str 44, Con 33; Climb +78, Concentration +57, Jump +77, Swim +87. His rage lasts for 14 rounds, and he is winded for the remainder of the encounter afterwards.

Druid Spells/day: 6/8/8/8/8/7/6/6/6/5/2/2/2 (levels 0-12); save DC 24+spell level.

Possessions: Semuanya carries a +5 impact energy aura wounding great club
Caster Level: 25th

Other Divine Powers

As a lesser deity, Semuanya may take 10 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.

Senses: Semuanya can see, her, touch, and smell at a distance of 6 miles. As a standard action he can perceive anything within 6 miles of his worshippers, holy sites, objects, or any location where his name or one of his titles was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of rank 6 and lower at up to two remote locations at once for up to six hours.

Portfolio Sense: Semuanya senses anything that affects the welfare of lizardfolk, as long as the event affects at least 500 such individuals. He likewise senses any event that affects the welfare of swamps if it is of similar scope.

Automatic Actions: Semuanya can use Swim, Intimidate or Wilderness Lore as a free action if the DC for the task is 20 or lower. He can perform up to 5 such free actions each round.

Create Magic Items: Semuanya can create any simple magic weapons and any weapon that has to do with reptiles or aquatic creatures (such as a cloak of the manta ray) if the market price is 30,000 gp or lower.

Avatars
Semuanya lacks the power to create avatars. However, because he has nothing else to do, he often visits lizardfolk communities in the guise of a tall, strong lizardfolk male. He participates in battles, helping the lizardfolk thrive.
Mirtek

06-18-03, 06:13 PM
Sorry guys if i am a little harsch, but your posts are terrible to read. Please use at least Bold text to make it a little better to review

Example: Compare the following two. Which is better to read?



Originally posted by Tebryn14
Maglubiyet
The King of Goblinkin, Lord of Treachery, The Sneaking God
Greater Deity
Symbol: Bloody axe
Home Plane: Nishrek
Alignment: Neutral Evil
Portfolio: Goblin, Hobgoblins, War, Leadership
Worshippers: Goblinoids
Cleric Alignments: NE, CE, LE
Domains: Destruction, Evil, Planning, Trickery
Favored Weapon: Warhammer

Rogue 20/ Fighter 10/ Cleric 10
Small outsider
Divine Rank: 16
Hit Dice: 20d8+140 (outsider) and 20d6+140 (rogue) and 10d10+70 (fighter) and 10d8+70 (cleric) (880 hp)
Initiative: +19, always first (+15 dex, +4 improved initiative, Supreme Initiative)
Speed: 50 ft.
AC: 80 (+15 dex, +16 divine, +29 natural, +9 deflection, +1 size)
Attacks: +5 impact unholy throwing returning warhammer +75/+70/+65/+60 melee; or +82 ranged; or by spell +65 melee touch, or +72 ranged touch *Always receives 20 on attack rolls; roll die to check for critical hit
Damage: +5 impact unholy throwing returning warhammer 1d8+19/19-20; or by spell *Always does maximum damage (warhammer 27 points)
Face/ Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Sneak Attack +13d6 (78 points), crippling strike, defensive roll, improved evasion, opportunist, salient divine abilities, domain powers, rebuke undead 12/day, spell-like abilities
Special Qualities: Goblin Traits, divine aura (16 miles, DC 35), divine immunities, DR 51/+4, fire resistance 36, spontaneous casting of divine spells, understand, speak, and read all languages, speak directly to all beings within 16 miles, remote communication 16 miles, godly realm (100 miles), plane shift at will, SR 48, teleport without error at will, uncanny dodge
Saves: Fort +55, Ref +65, Will +55 *Always receives 20 on saves
Abilities: Str 26, Dex 40, Con 24, Int 42, Wis 24, Cha 29
Skills: Appraise +72, Balance +71, Bluff +121, Climb +84, Concentration +63, Craft (trap making) +112, Diplomacy +101, Disable Device +72, Disguise +85, Escape Artist +71, Forgery +62, Gather Information +55, Hide +105, Handle Animal +45, Intimidate +55, Jump +74, Knowledge (Arcana, Religion) +82, Listen +65, Move Silently +75, Open Lock +71, Pick Pocket +71, Ride +75, Scry +52, Search +52, Sense Motive +64, Spellcraft +72, Spot +45, Swim +44, Tumble +71, Use Rope +51 *Always receives a 20 on checks
Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Expertise, Extend Spell, Great Cleave, Greater Skill Focus (Bluff), Greater Skill Focus (Diplomacy), Improved Disarm, Improved Initiative, Improved Trip, Leadership, Lightning Reflexes, Mobility, Mounted Combat, Power Attack, Quick Draw, Silent Spell, Skill Focus (Bluff), Skill Focus (Diplomacy), Spring Attack, Still Spell, Sunder, Weapon Focus (Warhammer), Weapon Specialization (Warhammer), Whirlwind Attack
Divine Immunities: Ability Damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
Salient Divine Abilities: Alter Size, Alter Reality (DC 45 for duplicated spells), Annihilating Strike (DC 63), Banestrike (elves), Control Creatures (goblinoids), Divine Blast (12/day, 25d12 points), Divine Celerity (16 minutes/day), Divine Dodge (66% miss chance), Divine Glibness, Divine Rogue, Divine Shield (10/day, stops 160 points of damage), Divine Skill Focus (Bluff), Divine Skill Focus (Diplomacy), Divine Sneak Attack, Divine Weapon Focus (Warhammer), Extra Domain (Trickery), Hand of Death (DC 45), Life and Death, Mass Divine Blast, Supreme Initiative
Domain Abilities: Smite 16/day (16 points of damage), cast evil spells at +1 caster level, free Extend Spell feat, Bluff, Disguise, and Hide are class skills
Spell-like abilities: Maglubiyet uses these abilities as a 26th level caster except for evil spells, which he uses at 27th caster level. The save DCs are 35+spell level. Inflict Light Wounds, Shatter, Contagion, Inflict Critical Wounds, Circle of Doom, Harm, Disintegrate, Earthquake, Implosion, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Summon Monster IX (cast as evil spell only), Death Watch, Augury, Clairaudience/ Clairvoyance, Status, Detect Scrying, Heroes’ Feast, Greater Scrying, Discern Location, Time Stop
Cleric Spells/day: 6/6/6/5/4/3. Base DC 19+spell level
Possessions: Maglubiyet carries Elfcrusher, a +5 impact unholy throwing returning warhammer.
Caster Level: 25th

Other Divine Powers
As a greater deity, Maglubiyet automatically receives the best possible result on any die roll he makes (includes attack, damage, checks, and saves). He is immortal
Senses: Maglubiyet can see, hear, touch, and smell at a distance of 16 miles. As a standard action, he can perceive anything within 16 miles of his worshippers, holy sites, objects, or any location where his name or one of his titles was spoken in the last hour. He can extend his sense to up to 20 locations at once. He can block the sensing power of deities of rank 16 and lower at up to two remote locations at once for up to 16 hours.
Portfolio Sense: Maglubiyet senses anything that affects the welfare of goblinoids 16 tendays before it happens and retains the sensation for 16 tendays after the events occurs. He likewise senses anytime a goblinoid takes leadership of a group.
Automatic Actions: Maglubiyet can use Hide and Craft (trap making) as a free action if the DC for the task is 30 or lower. He can use Bluff or Diplomacy as a free action if the DC for the task is 46 or lower. He can perform up to 20 such free actions each round.
Create Magic Items: Maglubiyet can create any magic item (including artifacts) that aids in lying or negotiating, or has to do with goblinoids. He can likewise make magic simple weapons.






Originally posted by Tebryn14 -> edited by Mirtek
Maglubiyet
The King of Goblinkin, Lord of Treachery, The Sneaking God
Greater Deity
Symbol: Bloody axe
Home Plane: Nishrek
Alignment: Neutral Evil
Portfolio: Goblin, Hobgoblins, War, Leadership
Worshippers: Goblinoids
Cleric Alignments: NE, CE, LE
Domains: Destruction, Evil, Planning, Trickery
Favored Weapon: Warhammer

Rogue 20/ Fighter 10/ Cleric 10
Small outsider
Divine Rank: 16
Hit Dice: 20d8+140 (outsider) and 20d6+140 (rogue) and 10d10+70 (fighter) and 10d8+70 (cleric) (880 hp)
Initiative: +19, always first (+15 dex, +4 improved initiative, Supreme Initiative)
Speed: 50 ft.
AC: 80 (+15 dex, +16 divine, +29 natural, +9 deflection, +1 size)
Attacks: +5 impact unholy throwing returning warhammer +75/+70/+65/+60 melee; or +82 ranged; or by spell +65 melee touch, or +72 ranged touch *Always receives 20 on attack rolls; roll die to check for critical hit
Damage: +5 impact unholy throwing returning warhammer 1d8+19/19-20; or by spell *Always does maximum damage (warhammer 27 points)
Face/ Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Sneak Attack +13d6 (78 points), crippling strike, defensive roll, improved evasion, opportunist, salient divine abilities, domain powers, rebuke undead 12/day, spell-like abilities
Special Qualities: Goblin Traits, divine aura (16 miles, DC 35), divine immunities, DR 51/+4, fire resistance 36, spontaneous casting of divine spells, understand, speak, and read all languages, speak directly to all beings within 16 miles, remote communication 16 miles, godly realm (100 miles), plane shift at will, SR 48, teleport without error at will, uncanny dodge
Saves: Fort +55, Ref +65, Will +55 *Always receives 20 on saves
Abilities: Str 26, Dex 40, Con 24, Int 42, Wis 24, Cha 29

Skills: Appraise +72, Balance +71, Bluff +121, Climb +84, Concentration +63, Craft (trap making) +112, Diplomacy +101, Disable Device +72, Disguise +85, Escape Artist +71, Forgery +62, Gather Information +55, Hide +105, Handle Animal +45, Intimidate +55, Jump +74, Knowledge (Arcana, Religion) +82, Listen +65, Move Silently +75, Open Lock +71, Pick Pocket +71, Ride +75, Scry +52, Search +52, Sense Motive +64, Spellcraft +72, Spot +45, Swim +44, Tumble +71, Use Rope +51 *Always receives a 20 on checks

Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Expertise, Extend Spell, Great Cleave, Greater Skill Focus (Bluff), Greater Skill Focus (Diplomacy), Improved Disarm, Improved Initiative, Improved Trip, Leadership, Lightning Reflexes, Mobility, Mounted Combat, Power Attack, Quick Draw, Silent Spell, Skill Focus (Bluff), Skill Focus (Diplomacy), Spring Attack, Still Spell, Sunder, Weapon Focus (Warhammer), Weapon Specialization (Warhammer), Whirlwind Attack

Divine Immunities: Ability Damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment

Salient Divine Abilities: Alter Size, Alter Reality (DC 45 for duplicated spells), Annihilating Strike (DC 63), Banestrike (elves), Control Creatures (goblinoids), Divine Blast (12/day, 25d12 points), Divine Celerity (16 minutes/day), Divine Dodge (66% miss chance), Divine Glibness, Divine Rogue, Divine Shield (10/day, stops 160 points of damage), Divine Skill Focus (Bluff), Divine Skill Focus (Diplomacy), Divine Sneak Attack, Divine Weapon Focus (Warhammer), Extra Domain (Trickery), Hand of Death (DC 45), Life and Death, Mass Divine Blast, Supreme Initiative

Domain Abilities: Smite 16/day (16 points of damage), cast evil spells at +1 caster level, free Extend Spell feat, Bluff, Disguise, and Hide are class skills

Spell-like abilities: Maglubiyet uses these abilities as a 26th level caster except for evil spells, which he uses at 27th caster level. The save DCs are 35+spell level. Inflict Light Wounds, Shatter, Contagion, Inflict Critical Wounds, Circle of Doom, Harm, Disintegrate, Earthquake, Implosion, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Summon Monster IX (cast as evil spell only), Death Watch, Augury, Clairaudience/ Clairvoyance, Status, Detect Scrying, Heroes’ Feast, Greater Scrying, Discern Location, Time Stop

Cleric Spells/day: 6/6/6/5/4/3.
Base DC 19+spell level

Possessions: Maglubiyet carries Elfcrusher, a +5 impact unholy throwing returning warhammer.
Caster Level: 25th

Other Divine Powers
As a greater deity, Maglubiyet automatically receives the best possible result on any die roll he makes (includes attack, damage, checks, and saves). He is immortal
Senses: Maglubiyet can see, hear, touch, and smell at a distance of 16 miles. As a standard action, he can perceive anything within 16 miles of his worshippers, holy sites, objects, or any location where his name or one of his titles was spoken in the last hour. He can extend his sense to up to 20 locations at once. He can block the sensing power of deities of rank 16 and lower at up to two remote locations at once for up to 16 hours.
Portfolio Sense: Maglubiyet senses anything that affects the welfare of goblinoids 16 tendays before it happens and retains the sensation for 16 tendays after the events occurs. He likewise senses anytime a goblinoid takes leadership of a group.
Automatic Actions: Maglubiyet can use Hide and Craft (trap making) as a free action if the DC for the task is 30 or lower. He can use Bluff or Diplomacy as a free action if the DC for the task is 46 or lower. He can perform up to 20 such free actions each round.
Create Magic Items: Maglubiyet can create any magic item (including artifacts) that aids in lying or negotiating, or has to do with goblinoids. He can likewise make magic simple weapons.
Mirtek

06-18-03, 06:15 PM
Garagos
The Reaver, Master of All Weapon, Lord of War
Demigod
Symbol: A pinwheel of five snaky arms clutching swords
Home Plane: Warrior’s Rest
Alignment: Chaotic neutral
Portfolio: War, skill-at-arms, destruction, plunder
Worshipers: Barbarians, fighters, rangers, soldiers, spies, warriors
Cleric Alignments: CE, CG, CN
Domains: Chaos, Destruction, Strength, War
Favored Weapon: "The Tentacus" [a pinwheel of five snaky arms , each ending in a sword] (longsword)

----------------------------------------------------------

Garagos
Barbarian 20/Fighter 20
Large Outsider (Chaotic)
Divine Rank: 5
Hit Dice: 20d8+240 (outsider) plus 20d12+240 (Bbn) plus 20d10+240 (Ftr) (1,320 hp)
Initiative: +11, (+7 Dex, +4 Improved Initiative)
Speed: 90 ft.
AC: 49 (+10 Dex, +5 divine, +18 natural, +7 deflection, -1 size)
Attacks: +5 chaotic keen wounding longsword +67/+62+57/+52, +5 chaotic keen wounding scimitar +64/+59, +5 chaotic keen wounding great sword +64/+59, +5 chaotic keen wounding short sword +64/+59, +5 chaotic keen wounding scimitar +64/+59, +5 chaotic keen wounding dagger +64/+59; or spell +59 melee touch or +54 ranged touch
Damage: +5 chaotic keen wounding longsword 1d8+27/15–20, +5 chaotic keen wounding scimitar 1d6+14/12-20, +5 chaotic keen wounding great sword 2d6+14/15-20, +5 chaotic keen wounding falchion 2d4+14/12-20, +5 chaotic keen wounding short sword 1d6+14/15-20, +5 chaotic keen wounding dagger 1d4+14/15–20; or by spell
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: domain powers, salient divine abilities, spell-like abilities.
Special Qualities: Divine aura (50 ft., DC 24), divine immunities, DR 40/+4, fast movement, fire resistance 25, godly realm (500 ft. Outer Plane, 500 ft. Material Plane), remote communication 5 miles, SR 37, teleport without error at will, uncanny dodge (Dex bonus to AC, cannot be flanked, +4 against traps), understand, speak, and read all languages and speak directly to all beings within 5 miles.
Saves: Fort +51, Ref +49, Will +47.
Abilities: Str 40, Dex 30, Con 34, Int 26, Wis 26, Cha 29.

Skills: Climb +83, Craft (armorsmithing) +56, Craft (weaponsmithing) +89, Handle Animal +60, Intimidate +69, Intuit Direction +47, Jump +79, Knowledge (Siege) +70, Knowledge (Warfare) +70, Knowledge (Weaponry) +81, Listen +58, Ride +61, Swim +66, Wilderness Lore +36.

Feats: Alertness, Blind-Fight, Blind-Sight, Cleave, Combat Reflexes, Deflect Arrows, Dodge, Endurance, Expertise, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Disarm, Improved Initiative, Improved Multi Weapon Fighting, Improved Sunder, Improved Trip, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mobility, Multi Attack, Multidexterity, Multi Weapon Fighting, Power Attack, Quick Draw, Spring Attack, Sunder, Weapon Focus (longsword), Whirlwind Attack.

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation.

Salient Divine Abilities: Divine Battle Mastery, Divine Rage, Divine Weapon Focus (longsword), Divine Weapon Mastery, Divine Weapon Specialization (longsword), Extra Domain (Chaos).

Domain Powers: Cast chaotic spells at +1 caster level; 5/day smite (+4 on attack and +5 on damage for one weapon attack); feat of strength (+5 to strength for one action); free material weapon proficiency (longsword) and weapon focus (longsword).

Spell-Like Abilities: Garagos uses these abilities as a 15th-level caster, except for chaotic spells, which he uses as an 16th-level caster. The save DCs are 24 + spell level. Animate Objects, Bigby's Clenched Fist, Bigby's Crushing Hand, Bigby's Grasping Hand, Blade Barrier, Bull's Strength, Chaos Hammer, Circle of Doom, Cloak of Chaos, Contagion, Disintegrate, Dispel Law, Divine Power, Earthquake, Endure Elements, Flame Strike, Harm, Implosion, Inflict Critical Wounds, Inflict Light Wounds, Magic Circle against Law, Magic Vestment, Magic Weapon, Power Word Blind, Power Word Kill, Power Word Stun, Protection from Law, Righteous Might, Shatter, Spell Immunity, Spiritual Weapon, Stoneskin, Summon Monster IX (as chaos spell only) , Word of Chaos

Possessions: Garagos favored weapon is The Tentacus, a +5 longsword with the chaotic, keen, and wounding special abilities.

Other Divine Powers
As an demigod, Garagos treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.
Senses: Garagos can see, hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours.
Portfolio Sense: Garagos senses any battle that involves at least one thousand people and any outstanding achievement of stamina or physical prowess, provided it is know to at least one thousand people.
Automatic Actions: Garagos can use Craft (armorsmithing), Craft (weaponsmithing), or any Strength-based skill as a free action if the DC for the task is 15 or lower. To use a skill as a free action, Garagos must have ranks in the skill, or the skill must be usable untrained. Garagos can not do anything as a free action if the task would be a move action or part of a move action. Garagos can likewise perform anything that can be accomplished with a simple Strength check as a free action. He can perform up to five such free actions each round.
Create Magic Items: Garagos can create any magic item that deals damage of gives protection, as long as the item’s market price does not exceed 4,500 gp.
Tebryn14

06-18-03, 10:56 PM
Selvatarm
Fighter 20/ Barbarian 15/ Divine Champion 5 of Lolth
Medium-Size Outsider (Chaotic, Evil)
Divine Rank: 5
Hit Dice: 20d8+140 (outsider) and 20d10+140 (fighter) and 15d12+105 (barbarian) and 5d10+35 (divine champion) (1,010 hp)
Initiative: +21 (+13 dex, +8 supreme initiative)
Speed: 110 ft., climb 40 ft.
AC: 55 (+13 dex, +5 divine, +18 natural, +9 deflection)
Attacks: +5 impact unholy elf bane heavy mace +65/+60/+55/+50 melee, and +5 keen unholy elf bane longsword +65/+60/+55 melee, and +5 short sword +63/+58/+53 melee, and +5 light mace +63/+58/+53 melee, and +5 dagger +63/+58/+53 melee, and +5 morningstar +63/+58/+53 melee
Damage: +5 impact unholy elf bane heavy mace 1d8+25/17-20 and +5 keen unholy elf bane longsword 1d8+18/15-20 and +5 short sword 1d6+14/17-20 and +5 light mace 1d6+14/19-20 and +5 dagger 1d4
+14/17-20 and +5 morningstar 1d8+14/19-20
Face/ Reach: 5 ft. by 5 ft. 5 ft.
Special Attacks: Domain Powers, salient divine abilities, spell-like abilities, greater rage (4/day), smite infidel
Special Qualities: Divine Aura (50 ft., DC 24), divine immunities, DR 40/+4 (2/-), drow traits, fire resistance 25, godly realm (500 ft.), remote communication 5 miles, SR 37, teleport without error at will, understand, speak, and read all languages, and speak directly to all beings within 5 miles, Lay on Hands (14 points), Sacred Defense (+2)
Saves: Fort +44, Ref +52, Will +44
Abilities: Str 38, Dex 36, Con 24, Int 26, Wis 24, Cha 29

Skills: Balance +55, Climb +79, Concentration +31, Craft (weaponsmithing) +68, Craft (armorsmithing) +53, Hide +57, Intimidate +59, Intuit Direction +27, Jump +79, Knowledge (Religion) +42, Knowledge (History) +32, Listen +59, Move Silently +50, Ride (spider) +28, Search +35, Sense Motive +32, Spot +61, Swim +29, Tumble +45, Wilderness Lore +29

Feats: Blind-Fight, Blind-Sight (5 ft.), Cleave, Combat Reflexes, Dodge, Epic Weapon Focus (heavy mace), Epic Weapon Focus (longsword), Epic Weapon Specialization (heavy mace), Epic Weapon Specialization (longsword), Exotic Weapon Proficiency (Whip), Expertise, Great Cleave, Greater Multiweapon Fighting, Improved Bull Rush, Improved Disarm, Improved Initiative, Improved Multiweapon Fighting, Improved Trip, Improved Unarmed Strike, Mobility, Multidexterity, Multiweapon Fighting, Power Attack, Quick Draw, Spring Attack, Stealthy, Sunder, Superior Expertise, Superior Initiative, Survivor, Track, Whirlwind Attack

Drow Traits: +2 racial bonus on Will saves against enchantment spells or effects, darkvision, entitled to a search check when within 5 ft. of a secret or concealed door as though actively looking for it, +2 bonus on Will saves against spells and spell-like abilities; light blindness (blinded for 1 round by abrupt exposure to bright light, -1 penalty on all attack rolls, saves, and check while operating in bright light).

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation

Salient Divine Abilities: Alter Size, Battlesense, Divine Battle Mastery, Divine Weapon Mastery, Extra Domain (Spider), Extra Domain (War)

Domain Powers: Cast chaotic spells a +1 caster level; free Lightning Reflexes feat; cast evil spells at +1 caster level; rebuke or command spiders as a 5th level cleric (12/day); free Weapon Focus (heavy mace)

Spell-like Abilities: Selvatarm uses these abilities as a 15th level caster, except for chaotic and evil spells, which he uses as a 16th level caster. The save DCs are 24+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX (cast as evil or chaos spell only), Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Cloak of Dark power, Clairaudience/ Clairvoyance, Suggestion, Discern Lies, Spiderform, Greater Dispelling, Word of Chaos, Greater Planar Ally, Gate, Magic Weapon, Spiritual Weapon, Magic Vestment, Divine Power, Flame Strike, Blade Barrier, Power Word Stun, Power Word Blind, Power Word Kill
As a drow, Selvatarm also has the ability to use dancing lights, darkness, and faerie fire each 1/day, caster level 60th.

Rage: The following changes are in effect as long as Selvatarm rages: AC 53; hp 1190; +3 to all attacks; +3 to primary weapon damage; +1 to secondary weapon damages; SV Fort +47 Will +47; Str 44, Con 29; Climb +82, Concentration +34, Jump +83, Swim +32

Possessions: Selvatarm carries Venomace, a +5 impact unholy elf bane heavy mace. He also carries a +5 keen unholy elf bane longsword, a +5 short sword, a +5 light mace, a +5 dagger, and a +5 morningstar.
Caster Levels: 25th


Other Divine Powers
Selvatarm treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.

Senses: Selvatarm can see, hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshipers, holy sites, objects, or any location where one of his titles of name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for up to 5 hours.

Portfolio Sense: Selvatarm senses whenever drow make war, as long as at least 1,000 individuals are affected. He can also sense anytime a drow goes into a barbarian rage, as long as the event is of similar scope.

Automatic Actions: Selvatarm can use Balance, Craft (weaponsmithing), or any Strength based skill as a free action if the DC for the task is 15 or lower. To use a skill as a free action, Selvatarm must have ranks in the skill, or the skill must be usable untrained. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to five such free actions each round.

Create Magic Items: Selvatarm can create any magic weapons or armor, or magic items that aid in destruction (such as a wand of fireball) as long as the item’s market price does not exceed 4,500 gp.

Avatars
Selvatarm lacks the power to manifest avatars. When he appears as himself, he looks like a half-drow half-spider, with the upper body of a male drow, and the lower body of a spider. The drow half has six thickly muscled arms, each sporting a mace or sword, and a handsome drow head. He travels to planes where Lolth is worshipped, defending her temples, as well as participating in battles of drow against other races.
Elrumir

06-19-03, 09:41 AM
Just a question: are there any requests as to which deity one would like to see?

I would definitely recommend seeing the 'old thread' Lesser Diety stats, I'll make them for you (http://boards.wizards.com/rpg-bin/ultimatebb.cgi?ubb=get_topic;f=165;t=001 752;p=1) first, tho ;)
The Eye of the Cyclop

06-19-03, 12:49 PM
Sekolah
The Shark God, Leader of the Fearless Folk, Father of the Sahuagins

Lesser Deity
Symbol: White shark
Home Plane: Baator
Alignment: Lawful evil
Portfolio: Sahuagins, hunting, tyranny, plunder
Worshipers: Sahuagins
Cleric Alignments: LE, LN, NE
Domains: Evil, Law, Ocean, Strenght, Tyranny, War
Favored Weapon: “Impaler of the Deep” (trident)

Sekolah

Druid 20/Fighter 10/Ranger 10
Large Outsider
Divine Rank: 7
Hit Dice: 20d8+340 (outsider) plus 20d8+340 (Drd) plus 10d10+170 plus 10d10+170 (Rgr) (1540 hp)
Initiative: +16 (+12 Dex, +4 Improved Initiative)
Speed: 60 ft. swim 80 ft.
AC: 59 (+12 Dex, +7 divine, +10 deflection, +20 natural)
Attacks: +5 distance frost lawful returning trident +82/+77/+72/+67 melee; or +83/+78/+73/+68 ranged; or +62 melee touch; or +63 ranged touch;
Damage: +5 distance frost lawful returning trident 2d8+23 plus 1d6 cold/19-20/x2; or by spell.
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Blood frenzy, domain powers, salient divine abilities, spell-like abilities.
Special Qualities: A thousand faces, animal companion (up to 40 HD), divine aura (700 ft. DC 36), divine immunities, favored enemy (elves +3, demons +2, humans +1), DR 42/+4, godly realm (1 mile Outer Planes, 700 ft. Material Plane), fire resistance 27, nature sense, plane shift at will, remote communication 7 miles, resist nature’s lure, spontaneous casting of divine spells, SR 39, timeless body, trackless step, understand, speak and read all languages and speak directly to all beings within 7 miles, venom immunity, wild shape (Fine, Diminutive, Tiny, Small, Medium-size, Large, Huge, Gargantuan, Colossal, or dire animal 5/day, elemental 3/day), woodland stride.
Saves: Fort +62 Ref +43 Will +49
Abilities: Str 33 (+11) Dex 34 (+12) Con 44 (+17) Int 30 (+10) Wis 35 (+12) Cha 30 (+10)
Skills: Animal Empathy +73, Concentration +80, Handle Animal +73, Heal +52, Hide +62, Intimidate +40, Intuit Direction +67, Jump +74, Knowledge (arcana) +40, Knowledge (nature) +73, Knowledge (religion) +73, Knowledge (the Planes) +40, Listen +62, Ride (sharks) +74, Search +29, Spellcraft +73, Spot +62, Swim +74, Wilderness Lore +73
Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Expertise, Far Shot, Great Cleave, Great Fortitude, Improved Critical (trident), Improved Initiative, Lightning Reflexes, Mobility, Mounted Combat, Precise Shot, Point Blank Shot, Power Attack, Rapid Shot, Ride-By Attack, Spirited Charge, Spring Attack, Track, Weapon Focus (trident, Weapon Specialization (trident), Whirlwind Attack,

Blood Frenzy: Once per day, when Sekolah takes damage in combat, he can fly into a frenzy the following round, until his opponent is dead. He gains +2 Constitution, +2 Strenght, and suffers a -2 penalty to AC. Sekolah cannot end his blood frenzy until his opponent is dead.
Divine Imunities: Ability damage, ability drain, acid, cold, death effect, disease, disintegration, electricity, energy drain, fire, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities: Alter Reality (DC 48 for duplicated spells), Battlesense, Devil of the Sea*, Divine Druid, Divine Water Mastery, Divine Weapon Focus, Divine Weapon Specialization, Extra Domain (Ocean), Extra Domain (Tyranny). *Unique salient divine ability (see below).
Domain Powers: Cast evil and law spells at +1 caster level; 7/day feat of strenght (+7 strenght for 7 rounds); free Martial Weapon Profiency (trident) and Weapon Focus (trident); breath in water as water breathing spell for 70 rounds/day; +2 to the saving throw DC of any compulsion spell.
Spell-Like Abilities: Sekolah uses these abilities as a 17th-level caster, except for evil and law spell which he uses as a 28th-level caster. The save DCs are 27 + spell level. Bigby's clenched fist, Bigby's crushing hand, Bigby's grasping hand, blade barrier, blasphemy, bull's strenght, calm emotions, command, create greater undead, create undead, desecrate, dictum, discern lies, dispel chaos, dispel good, divine power, dominate monster, elemental swarm (water spell only), endure elements, enthrall, fear, flame strike, freedom of movement, geas/quest, greater command, hold monster, maelstrom, magic circle against chaos, magic circle against good, magic vestment, magic weapon, mass charm, order's wrath, Otiluke's freezing sphere, power word, blind, power word, kill, power word, stun, protection from chaos, protection from good, righteous might, shield of law, sound burst, spell immunity, spiritual weapon, stoneskin, summon monster IX (cast as a law or evil spell only), unholy aura, unholy blight, water breathing, wall of ice, water sprout.
Druid Spells/Day (Levels 0-9): 6/8/8/8/8/7/6/6/6/5; base DC = 22 + spell level.
Ranger Spells/Day (Levels 1-2): 4/4; base DC = 22 + spell level.
*Devil of the Sea (unique salient divine ability): Sekolah has the power to summon 2d4 fiendish dire sharks seven times per day. He is also able to summon them on land (when summoned like that, the fiendish dire sharks can fly as their swim speed with good maneuverability and can breath normally outside water).
Possessions: Sekolah usually fight with Impaler of the Deep. It function just like a +5 Huge trident, with the distance, frost, lawful and returning special abilities.
Caster Level: 25th

Other Divine Powers
As a lesser god, Sekolah can take 10 on any check. Sekolah treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.
Senses: Sekolah can see, hear, touch and smell at a distance of seven miles. As a standard action, he perceives anything within seven miles of his worshippers, holy sites, objects or any location where one of his titles or name is spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 7 hours.
Portfolio Sense: Sekolah is automatically aware when a sahuagin enter a blood frienzy, as long as the event in question affects at least five hundred creatures. In the same scope, he is aware of the birth or the death of any sahuagin.
Automatic Actions: Ubtao is able to use Animal Empathy, Handle Animal, Swim or Wilderness Lore skills, if the DC for the check is 20 or lower. He can perform up to five such actions per round.
Create Magic Items: Sekolah can create any objects that relate to sharks and tridents as long as the market price does not exceed 30,000 gp.

Avatars
Sekolah don't use avatar. His subjects, the sahuagins, are not a weak people (as he thinks) so they don't need helps from him. Sekolah has two forms: one is a large size sahuagin with red scales while the other is a colossal white shark. He live in the gigantic lake Sheyruushk on the sixth layer of the Abyss known as Stygia.



WHAT DO YOU THINK OF HIM, NOW?
The Eye of the Cyclop

06-19-03, 12:51 PM
Sorry little mistake here...

In my last part about Sekolah, in the Avatar section, I said that he was dwelling on the sixth plane of the abyss known as Stygia. This is in fact the sixth layer of Baator....

sorry
Tebryn14

06-19-03, 01:07 PM
It looks great. Except, how did his attack bonus get so high. I get 40 (base) +11 (str) +7 (DvR)+5 (weapon focus)+5 enhancment =+68/+63 etc.. My math may be off (or I may be forgetting something.
Mirtek

06-19-03, 01:21 PM
I've done a version of Sekolah some time ago as well:

@The Eye of the Cyclop
A god gets only three domains for free, your Sekolah needs to spend a third SDA to get his sixt extra domain


Sekolah
Colossal Magical-Beast (Aquatic)
Divine Rank: 10
Hit Dice: 60d8+780 (1,260 hp)
Initiative: +15 (+11 Dex, +4 Improved Initiative)
Speed: Swim 180 ft.
AC: 58 (-8 size, +11 Dex, +10 divine, +23 natural, +12 deflection)
Attacks: Bite +67 melee; or spell +67 melee touch or +61 ranged touch.
Damage: Bite 2d10+17/19-20; or by spell.
Face/Reach: 40 ft. by 80 ft./15 ft.
Special Attacks: Domain powers, improved grab, salient divine abilities, spell-like abilities, swallow whole
Special Qualities: Divine aura (1,000 ft., DC 32), divine immunities, DR 45/+4, fire resistance 30, godly realm (1 mile Outer Plane, 1,000 ft. Material Plane), keen scent, plane shift at will, remote communication 10 miles, SR 42, teleport without error at will, understand, speak, and read all languages and speak directly to all beings within 10 miles.
Saves: Fort +55, Ref +53, Will +48.
Abilities: Str 44, Dex 32, Con 36, Int 30, Wis 34, Cha 34.

Skills: Bluff +43, Handle Animal +43, Hide +85, Intimidate +85, Knowledge (religion) +83, Knowledge (the planes) +83, Knowlegde (Sahuagin) +83, Listen +87, Move Silently +84, Search +83, Sense Motive +43, Spot +87, Tumble +84.

Feats: Alertness, Cleave, Combat Reflexes. Doge, Expertise, Great Cleave, Improved Critical (bite), Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Focus (bite), Whirlwind Attack.

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.

Salient Divine Abilities: Alter Reality (save DC 42 for duplicated spells, temporary nonmagical objects last 10 days, temporary magic objects or creatures last 10 hours), Annihilating Bite* (DC 30 + damage dealt), Battlesense, Call Creatures (sharks), Divine Blast (15/day, up to 10 miles, 22d12 points of damage), Divine Fast Healing (30 hp/round), Divine Shield (16/day, stops 100 points of damage), Divine Water Mastery, Extra Domain (Strength), Extra Domain (Tyranny), Extra Domain (War), Wound Enemy. *Unique salient divine ability (see below).

Domain Powers: Cast evil spells at +1 caster level; cast law spells at +1 caster level; water breathing 100 rounds per level, feat of strength (+10 Str) once per day; +2 to DC of any compulsion spell; weapon focus bite.

Spell-Like Abilities: Sekolah uses these abilities as a 20th-level caster except for evil and law spells, which he uses as an 21st-level caster. The save DCs are 32 + spell level or 34 + spell level for compulsion spells. Bigby's Clenched Fist, Bigby's Crushing Hand, Bigby's Grasping Hand, Blade Barrier, Blasphemy, Bull's Strength, Calm Emotions, Command, Create Undead, Desecrate, Dictum, Discern Lies, Dispel Chaos, Dispel Good, Divine Power, Dominate Monster, Elemental Swarm (water elementals only), Endure Elements, Enthral, Fear, Flame Strike, Freedom of Movement, Geas/Quest, Greater Command, Hold Monster, Maelstrom, Magic Circle against Chaos, Magic Circle against Good, Magic Vestment, Magic Weapon, Mass Charm, Order's Wrath, Otiluke's Freezing Sphere, Power Word: Blind, Power Word: Kill, Power Word: Stun, Protection from Chaos, Protection from Good, Righteous Might, Shield of Law, Sound Burst, Spell Immunity, Spiritual Weapon, Stoneskin, Summon Monster IX (as evil or chaos spell only), Unholy Aura, Unholy Blight, Wall of Ice, Water Breathing, Waterspout.

Annihilating Bite* A bite of Sekolah acts as per the Annihilating Strike SDA with the addition that he devours the soul of any creature he kills in this way making it impossible to ressurect these unfortunte beings, except by a deity with a higher DvR than Sekolah.

Other Divine Powers
As a lesser deity, Sekolah adds a divine bonus of +10 to all attacks, saves, and checks. He may take 10 on any check. This is included in the statistics block when appropriate. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.
Senses: Sekolah can see, hear, touch, and smell at a distance of ten miles. As a standard action, he can perceive anything within ten miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 10 hours.
Portfolio Sense: Sekolah senses anything that affects at least 500 Sahuagin.
Automatic Actions: Sekolah can use any skill, even those he has no ranks in, as a free action if the DC for the task is 20 or lower. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to five such free actions each round.
Create Magic Items: Sekolah can create any magic item that is related to water, as long as the item’s market price does not exceed 30,000 gp.
The Eye of the Cyclop

06-19-03, 04:54 PM
Well, deities are MUCH tougher to do than normal character. I can make mistake, I'm only human ya know.

Sekolah has also Divine Meapon Focus, which grant him +4 to his attack roll.
Tebryn14

06-19-03, 07:22 PM
Other then the attack bonus it was very nicely done, and I included Divine Weapon Focus in my addition. Any way, here is Eadro
Eadro
The Diving Bard, King of Atlantia, Lord of Merfolk, Creator of the Locathah
Lesser Deity
Symbol: a piscine tail
Home Plane: Plane of Faerie (maintains portals to Arvandor and The House of Nature)
Alignment: Neutral
Portfolio: Merfolk, Locathahs, underwater cities
Worshippers: Merfolk, Locathahs, rogue sahuagin
Cleric Alignments: N, NG, LN, CN, NE
Domains: Animal, Ocean, Protection, Water
Favored Weapon: Swordfish (long spear)

Eadro is the creator and patron deity of both the merfolk and locathahs.
His religion is the center of both their cultures, and his main concern is their propagation.

Dogma
The ocean is your protector. The water holds safety. Take risks, and never let your view on life become too serious. Allow yourself to change like the ocean, flowing from one lifestyle to the next. Loyalty to clan and family is critical, for they hold the wisdom you and future generations need to prosper.

Bard 20/ Barbarian 10/ Druid 10
Divine Rank: 8
Hit Dice: 20d8+160 (outsider) and 20d6+160 (bard) and 10d12+80 (barbarian) and 10d8+80 (druid) (960 hp)
Initiative: +18 (+14 dex, +4 improved initiative)
Speed: 60 ft., swim 60 ft.
AC: 69 (+14 dex, +8 divine, +21 natural, +16 dex)
Attacks: +5 shocking burst keen throwing returning long spear +62/+57/+52/+47 melee; or +68 ranged; or by spell +56 melee touch or +62 ranged touch
Damage: +5 shocking burst keen throwing returning long spear 1d8+17+1d6 electricity/ 19-20 x3 +2d10 electricity
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Domain Powers, Spell-like abilities, salient divine abilities, rage (3/day),
Special Qualities: Divine Immunities, DR 43/+4, fire resistance 28, spontaneous casting of divine spells, understand, speak and read all languages and speak directly to all beings within 8 miles, remote communication, godly realm (1 mile), teleport without error at will, plane shift at will, bardic knowledge +27, bardic music 24/day (countersong, fascinate, inspire competence, inspire courage, suggestion) range 8 miles, SR 40, Divine Aura (600 ft., DC 34), Nature Sense, Woodland Stride, Trackless Step, Resist Nature’s Lure, Wild Shape (4/day, large), venom immunity
Saves: Fort +48, Ref +54, Will +48
Abilities: Str 26, Dex 38, Con 26, Int 25, Wis 28, Cha 42

Skills: Animal Empathy +44, Bluff +64, Concentration +76, Diplomacy +44, Disguise +64, Escape Artist +42, Gather Information +44, Handle Animal +84, Heal +37, Intuit Direction +57, Knowledge (arcana) +35, Knowledge (nature) +75, Knowledge (religion) +35, Listen +37, Perform +66, Scry +45, Sense Motive +37, Spellcraft +65, Spot +37, Swim +76, Wilderness Lore +67

Feats: Blind-fight, Blind-sight (5 ft.), Combat Reflexes, Craft Wondrous Items, Disguise Spell, Dodge, Expertise, Extra Music, Heighten Spell, Improved Initiative, Maximize Spell, Mobility, Quick Draw, Quicken Spell, Skill Focus (Perform), Spell Penetration, Spring Attack, Track, Weapon Focus (long spear), Whirlwind Attack

Divine Immunities: Ability Damage, ability drain, acid, cold death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment

Salient Divine Abilities: Alter Form, Alter Size, Avatar (up to five), Divine Bard, Divine Blast (19/day, 24d12 damage), Divine Spellcasting, Divine Water Mastery, Extra Domain (Ocean), Instant Counterspell, Power of Nature (8 mile radius)

Domain Powers: cast animal friendship 1/day; protective ward as 8th level cleric, 8/day; command or rebuke water elementals or turn or destroy fire elemental as 8th level cleric 19/day.

Spell-like abilities: Eadro uses these abilities as an 18th level caster. The save DCs are 34+spell level. Calm Animals, Hold Animal, Dominate Animal, Repel Vermin, Commune With Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange, Endure Elements, Sound Burst, Water Breathing, Freedom of Movement, Wall of Ice, Otiluke’s Freezing Sphere, Waterspout, Maelstrom, Elemental Swarm, Sanctuary, Shield Other, Protection From Elements, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank, Prismatic Sphere, Obscuring Mist, Fog Cloud, Water Breathing, Control Water, Ice Storm, Cone of Cold, Acid Fog, Horrid Wilting

Bard Spell Known: (4/8/8/8/8/7/7/4/3/3/3/3/3/2/2/2/2 [levels 0-16] base save DC 28+ spell level) 0-Dancing Lights, Daze, Detect Magic, Mage Hand, Prestidigitation, Read Magic 1st-Charm Person, Cure Light Wounds, Feather Fall, Mage Armor, Summon Monster I 2nd-Blindness/ Deafness, Blur, Hold Person, Sound Burst, Undetectable Alignment 3rd-Confusion, Dispel Magic, Haste, Scrying, Summon Monster III 4th-Cure Critical Wounds, Dismissal, Modify Memory, Rainbow Pattern, Shout 5th- Dream, Greater Dispelling, Healing Circle, Mind Fog, Summon Monster IV 6th- Geas/ Quest, Mass Suggestion, Permanent Image, Summon Monster VI

Druid Spells/Day: 6/7/6/5/5/4; base DC= 21+spell level.

Rage: The following changes are in effect as long as Eadro rages: AC 67; hp 1080; Atk +64/+59/+54/+49 melee (1d8+19 +5 shocking burst keen throwing returning long spear); SV Fort +50, Will +50; Str 30, Con 30; Concentration +78, Swim +78

Possessions: Eadro carries Swordfish, a +5 long spear with the shocking burst, keen, throwing, and returning special abilities
Caster Level: 25th

Other Divine Powers
As a lesser deity, Eadro may take ten on any check. Eadro treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.

Senses: Eadro can see, hear, touch and smell at a distance of eight miles. As a standard action, he can perceive anything within eight miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power or deities rank 8 and lower at up to two locations for 8 hours.

Portfolio Sense: Eadro senses anything that affects at least 500 merfolk or locathahs. He also senses anything that affects any underwater city or settlement, so long as at least 500 beings have taken residence there.

Automatic Actions: Eadro can use Animal Empathy, Swim, or Wilderness Lore as a free action as long as the DC for the task is 20 or lower. He can perform up to 5 such free actions each round.

Create Magic Items: Eadro can create any magic trident or long spear, or any item that uses, creates, or affects water as long as the market price does not exceed 30,000 gp.

Avatars
Eadro’s avatars are usually sent to defend merfolk and locathah cities against krakens and other sentient underwater monsters. They either appear as handsome mermen or a locathah male.
Avatar of Eadro: As Eadro except: Divine Rank 4; AC 61; Atk +58/+53/+48/+43 melee (1d8+17 +5 shocking burst keen throwing returning long spear) or +64 ranged; or by spell +52 melee touch or +56 ranged touch; SQ DR 39/+4, fire resistance 23, SR 36, divine aura (40 ft. DC 30); SV Fort +44, Ref +50, Will +44; all skill modifiers reduced by 4.
Salient Divine Abilities: Divine Bard, Divine Spellcasting, Divine Water Mastery, Power of Nature, Extra Domain (Ocean)
Spell-like abilities: caster level 14th, save DC 30+spell level
Elrumir

06-19-03, 08:18 PM
Emmantiensien
The World Tree, the Treant-King
Intermediate Ent Deity
Symbol: Pair of acorns
Home Plane: Arvandor or House of Nature
Alignment: Chaotic good
Portfolio: Ents, sentient plants, treants.
Worshipers: Druids, ents, rangers, treants, woodsmen
Cleric Alignments: CG, CN, NG
Domains: Chaos, Earth, Good, Plant, Water
Favoured Weapon: Gnarled limbs (quarterstaff)

[b]Emmantiensien
Druid 20/Ranger 20
Huge outsider (Chaos, Good, Plant)
Divine Rank: 12
Hit Dice: 20d8+300 (outsider) + 20d8+300 (Drd) + 20d10+300 (Rgr) (1,420 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 100 ft.
AC: 82 (+6 Dex, -3 size, +12 divine, +45 natural, +12 deflection)
Attacks: +5 construct bane, impact, sweeping gnarled limb +70/+65/+60/+55 melee and +5 construct bane, impact, sweeping gnarled limb +70/+65/+60 melee; or spell +64 melee touch or +53 ranged touch.
Damage: +5 construct bane, impact, sweeping gnarled limb 1d10+22/18-20; or by spell.
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities.
Special Qualities: A thousand faces, animal companion (up to 20 HD), divine aura (1,200 ft., DC 34), divine immunities, DR 59/+4, favoured enemies (constructs +5, fire creatures +4, shapechangers +3, goblinoids +2, evil outsiders +1), fire resistance 32, godly realm (10 miles Outer Plane, 1,200 ft. Material Plane), nature sense, plane shift at will, remote communication 12 miles, resist nature’s lure, spontaneous casting of divine spells, SR 44, teleport without error at will, trackless step, understand, speak and read all languages and speak directly to all beings within 12 miles, venom immunity, wild shape (Fine, Tiny, Small, Medium-size, Large, Huge, Gargantuan, Colossal or Dire animal, beast or magical beast 6/day, elemental 3/day), woodland stride.
Saves: Fort +57, Ref +50, Will +59
Abilities: Str 45, Dex 22, Con 40, Int 35, Wis 40, Cha 35
Skills: Alchemy +64, Animal Empathy +74, Climb +69, Concentration +67, Craft (woodworking) +64, Diplomacy +64, Gather Information +64, Handle Animal +74, Heal +81, Hide +58, Intimidate +64, Intuit Direction +67, Jump +69, Knowledge (arcana) +64, Knowledge (geography) +64, Knowledge (nature) +98, Knowledge (the planes) +64, Knowledge (religion) +64, Listen +67, Move Silently +58, Profession (herbalist) +77, Profession (woodsmen) +67, Scry +64, Search +64, Spellcraft +64, Spot +67, Swim +69, Use Rope +58, Wilderness Lore +77.
Feats: Alertness, Brew Potion, Cleave, Combat Casting, Create Infusion, Eschew Materials, Forester, Great Cleave, Greater Spell Penetration, Greater Two-Weapon Fighting, Heighten Spell, Improved Critical (gnarled limb), Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Reach Spell, Plant Control, Plant Defiance, Power Attack, Spell Penetration, Track, Weapon Focus (gnarled limb), Wild Spell.


Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities: Alter Form, Alter Size, Avatar, Command Plants, Divine Druid, Divine Earth Mastery, Divine Shield, Divine Skill Focus (Knowledge [nature]), Extra Domain (Chaos), Extra Domain (Water), Increased Damage Reduction, Mind of the Beast, Power of Nature, Shapechange, Shift Form.
Domain Powers: Cast chaos spells at +1 caster level; turn or destroy air creatures, or rebuke or command earth creatures; cast good spells at +1 caster level; 12/day rebuke or command plant creatures; 12/day protective ward; turn or destroy fire creatures, or rebuke or command water creatures.
Spell-like Abilities: Emmantiensien uses these abilities as a 22nd-level caster, except for chaos and good spells, which he uses as a 23rd-level caster. The save DC’s are 31 + spell level. acid fog, aid, animate objects, antimagic field, barkskin, blade barrier, changestaff, chaos hammer, cloak of chaos, command plants, cone of cold, control plants, control water, dispel evil, dispel law, earthquake, elemental swarm (as earth or water spell only), entangle, find the path, fog cloud, holy aura, holy smite, holy word, horrid wilting, ice storm, iron body, liveoak, magic circle against evil, magic circle against law, magic stone, mind blank, obscuring mist, plant growth, prismatic sphere, protection from elements, protection from evil, protection from law, repel wood, repulsion, sanctuary, shambler, shatter, shield other, soften earth and stone, spell immunity, spell resistance, spike stone, stone shape, stoneskin, summon monster IX (as chaos or good spell only), wall of stone, wall of thorns, water breathing, word of chaos.
Druid Spells/day: 6/9/9/9/8/8/7/7/6/6; base DC 25 + spell level.
Ranger Spells/day: 7/7/7/6; base DC 25 + spell level.
Possessions: Emmantiensien attacks with two gnarled branches as his favourite attack. They do 1d10 base damage, and function as +5 limbs with the construct bane, impact and sweeping enhancements. With them, he does triple damage to any building or construct.
Caster level: 25th; Weight: 4 lb.

Other Divine Powers
As an intermediate god, Emmantiensien automatically receives a 20 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure and is immortal.
Senses: Emmantiensien can see, hear, touch and smell at a distance of twelve miles. As a standard action, he can perceive anything within twelve miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 12 hours.
Portfolio Sense: Emmantiensien knows it instantly when anything happens to any treant and their immediate surroundings.
Automatic Actions: Emmantiensien can use Heal, Intuit Direction, Knowledge (nature), Profession (herbalist) or Wilderness Lore as a free action, if the DC for the check is 25 or less. He can perform up to ten such actions per round.
Create Magic Items: As the god of treants, Emmantiensien can create any magical item useable by druids or rangers, or any wooden magical item, as long as the item’s price does not exceed 200,000gp.

Avatars
Appearing in the Realms in the guise of a huge walking tree, Emmantiensien has but one favoured form. The type of tree varies from occasion to occasion, but mostly it is the regal oak. When encountered, Emmantiensien does not show his divine bearing at first glance; he prefers to talk to travellers and woodsmen. He can be a fierce combatant as well, and he has been known to destroy a castle in a matter of minutes if he feels its inhabitants threaten the woods. Emmantiensien is closely allied with many of the nature deities of many pantheons, but he mostly spends his time in serious conversation with Rillifane Rallathil the Oaklord and Silvanus the Oak Father.
Avatar of Emmantiensien: As Emmantiensien except as follows; divine rank 6; AC 72; Atk +64/+59/+54/+49 and +64/+59/+54 (1d10+22/18-20, +5 construct bane, impact, sweeping gnarled limb); or +58 melee touch or +47 ranged touch (spell); SQ Divine aura (600 ft., DC 34), DR 53/+4, fire resistance 26, SR 38; SV Fort +51, Ref + 44, Will +53; all skill modifiers are reduced by six, Knowledge (nature) by 28.
Salient Divine Abilities: Alter Form, Alter Size, Command Plants, Divine Druid, Divine Earth Mastery, Extra Domain (Chaos), Extra Domain (Water), Power of Nature.
Spell-like abilities: Caster level 17th, saving throw DC 24 + spell level.


======================================== =====

This was the last god I posted on the old boards, but just as Savras was about to tell me more on the gem Emmantiensien normally carries, the old boards were no longer available. So I reposted the god here with the question: does anyone have more information on the 'fabled gem of Emmantiensien'??
Tebryn14

06-19-03, 08:54 PM
I know nothing about the gem. However, it would be helpful if someone could help me gather a list of all the deities of the seelie court, here is what I have:
Titania (I) (queen of the seelie court)
Oberon (I) (king of seelie court)
Skerrit (L) (god of centaurs)
Queen of Darkness (I) (ruler of unseelie court)
Verenestra(L) (god of dryads)
Damh (L) (god of fauns)
Eachthighern (L)(god of unicorns and pegasi)
Tapaan (L)(god of satyrs)
And there's that tree god. I'm sure there are more. Anyone please?
The Eye of the Cyclop

06-19-03, 10:02 PM
It looks great. Except, how did his attack bonus get so high. I get 40 (base) +11 (str) +7 (DvR)+5 (weapon focus)+5 enhancment =+68/+63 etc.. My math may be off (or I may be forgetting something.

I have recalculated my attack rolls for Sekolah and it is you who made an error. You forgot to calculate the base attack bonus from it's outsider hit dice which gives him another +20 bonus...

Don't take it personnal, I only stated this for your information

:)
Tebryn14

06-19-03, 10:20 PM
Once again. 20 base attack bonus (outsider hit dice)+ 20 epic attack bonus (40 epic levels) +7 DvR +11 str +1 weapon focus+4 divine weapon focus +5 enhancement= grand total (with calculator) +68/+63/+58/+53. Standard epic deity rules.
Savras

06-20-03, 03:47 AM
I completely forgot. Well, the gem:
So, here go the qutes:
( Titania is G, Oberon L), BtW.
The roots of E are curled about a magical crystal, fashioned by some unnamed and unkonwn god, and from this crystal the Treant-King can draw power which the sylvan deities could not otherwise employ, not even Titania herself.

That all there is on the gem. It does say he hears a lot (a looooooong description- the elves, the wind, things happening deep under the earth) and knows a lot.

Savras
Tebryn14

06-20-03, 10:27 AM
Thank you for the fey info. Come on people, there are more then just those fey gods.
Elrumir

06-20-03, 10:44 AM
Tebryn, if yer looking for some info on the fey gods, I found some on this site... Most of it is 2nd, but it's always helpful!

Demihuman Deities (http://prespos.crosswinds.net/DHD.htm) Hope it helps!

The Fey Deities I know of are

Oberon (I) and Titania (G)
Skerrit of the Centaurs
Verenestra of the Dryads, nymphs and sylphs
Emmantiensien of the Treants
Tapann of the Korreds
Syranita of the Aarakocra
Shekinester of the Nagas
Eshebala of the Foxwomen
Squealaiche
Eachtigern
Fionnghuala
Stillsong
Nathair Sgiatach

The Queen of Air and Darkness
Gorellik
Grankhul
Grolantor

I know, most of these are without portfolio :(


And of the Beastlords

Balador of the Wereboars
Ferrix of the Weretigers
Thrishina of the Dolphins
Surminare of the Selkies
Persana of the Tritons
Eadro of the merfolk and locathah
Tebryn14

06-20-03, 10:52 AM
PERFECT! Thank you!
Verghityax

06-25-03, 12:49 PM
So, maybe some gnomes deities now (Callarduran, Flandal, Garl and Segojan) :) I know I'm stubborn like a mule but I need these folk :) Besides I would be eager to see 3 ed. Vaprak's stats :D
Tebryn14

06-25-03, 12:53 PM
I just finished the stats for Flandal Steelskin. All I have to do is type them up and post them, they should be done by the end of the day.
The Eye of the Cyclop

06-25-03, 04:22 PM
I will do Vaprak then. If someone know his titles and nicknames and a suggested Divine Rank, I will be pleased.
Tebryn14

06-25-03, 04:35 PM
I suggest divine rank 4, nothing coming to mind as far as titles go though.
Savras

06-25-03, 04:41 PM
...how about some dwarfs? (yeah yeah, DWARVES)

Haela Brightaxe, Clangaddin...

Maybe a tree-hugger or two- Labelas Enoreth?

Savras
Tebryn14

06-25-03, 05:43 PM
I believe all of the elven and dwarven deities were done already on the old Lesser deities site.Lesser Deity Stat's, I'll make them for you (http://archivedboards.wizards.com/rpg/ultimatebb.php?ubb=get_topic;f=165;t=001 752;p=23)
That particular page has a list of all the deities that had been done to that point.
Tebryn14

06-25-03, 05:54 PM
Here's Flandal Steelskin!
Flandal Steelskin
Expert 15/ Fighter 7/ Cleric 8/ Rogue 10
Small Outsider (Good, Gnome)
Divine Rank: 13
Hit Dice: 20d8+160 (outsider) and 15d6+120 (expert) and 7d10+56 (fighter) and 8d8+64 (cleric) and 10d6+80 (rogue) (924 hp)
Initiative: +12 (+8 dex, +4 improved initiative)
Speed: 50 ft.
AC: 67 (+8 dex, +13 divine, +26 natural, +9 deflection, +1 size)
Attacks: +5 flaming burst impact ghost touch defending war hammer +75/+70/+65/+60 melee; or by spell +69 melee touch +62 ranged touch
Damage: +5 flaming burst impact ghost touch defending war hammer 1d8+29 +1d6 fire/ 17-20 +1d10 fire; or by spell
Face/ Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Turn Undead 12/day, domain powers, salient divine abilities, spell-like abilities, sneak attack +5d6
Special Qualities: Divine Immunities, DR 48/+4, fire immunity, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 13 miles, remote communication (13 miles), godly realm (10 miles), teleport without error at will, plane shift at will, SR 65, divine aura (1,300 ft, DC 31), skill mastery (Craft [armorsmithing], Craft , Craft [gem cutting], Craft [metal working], Craft [weaponsmithing], Craft [stone masonry], Profession [miner], Knowledge [architecture & engineering], Diplomacy, Appraise, Alchemy, Disable Device, Open Lock, Use Rope, Craft [bow making], Craft [Leather working]), uncanny dodge, evasion, Rock Gnome racial traits
[B]Saves: Fort +53, Ref +53, Will +53
Abilities: Str 40, Dex 26, Con 26, Int 34, Wis 27, Cha 29

Skills: Alchemy +62, Appraise +75, Climb +42, Concentration +61, Craft (armorsmithing) +85, Craft (blacksmithing) +85, Craft (book binding) +55, Craft (bow making) +55, Craft (gem cutting) +120, Craft (leather working) +65, Craft (metal working) +120, Craft (stone masonry) +120, Craft (trap making) +55, Craft (weaponsmithing) +87, Diplomacy +87, Disable Device +60, Handle Animal +36, Jump +42, Knowledge (arcana) +55, Knowledge (architecture & engineering) +60, Open Lock +56, Profession (miner) +119, Ride +35, Scry +37, Spellcraft +65, Use Rope +31. *Always receives a 20 on checks

Feats: Blind-fight, Cleave, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Items, Create Portal, Forge Ring, Great Cleave, Improved Critical (war hammer), Improved Initiative, Inscribe Rune, Jack of all Trades, Power Attack, Skill Focus (Craft [gem cutting]), Skill Focus (Craft [metal working]), Skill Focus (Craft [Stone Masonry]), Skill Focus (Craft [weaponsmithing]), Skill Focus (Profession [miner]), Sunder, Weapon Focus (war hammer), Weapon Specialization

Gnome Racial Traits: Low-light vision, +2 racial bonus on saves vs. illusions, +1 on attack rolls vs. kobolds and goblinoids, +4 dodge bonus vs. giants, +2 racial bonus on Listen and Alchemy checks,

Divine Immunities: Ability Damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment

Salient Divine Abilities: Alter Reality (DC for duplicated spells=42), Alter Size, Avatar, Create Greater Object, Create Object, Divine Blast 12/day (22d12 points), Divine Shield (stops 130 points), Divine Skill Focus (Craft [gem cutting]), Divine Skill Focus (Craft [metal working]), Divine Skill Focus (Craft [stone masonry]), Divine Skill Focus (Profession [miner]), Extra Domain (metal), Extra Energy Immunity (fire), Increased SR, Master Crafter, Sunder and Disjoin

Domain Powers: Cast creation spells at +1 caster level, cast illusion spells at +1 caster level, cast good spells at +1 caster level,

Spell-like abilities: Flandal uses these abilities as a 23rd level caster, except for good, illusion, and creation spells, which he uses as a 24th level caster. The save DCs are 32+spell level. Animate Rope, Wood Shape, Stone Shape, Minor Creation, Wall of Stone, Fantastic Machine, Major Creation, Forcecage, Greater Fantastic Machine, Silent Image, Gembomb, Minor Image, Hallucinatory Terrain, Screen, Otto’s Irresistible Dance, Summon Nature’s Ally*, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX, Magic Weapon, Heat Metal, Keen Edge, Rusting Grasp, Wall of Iron, Transmute Metal to Wood, Iron Body, Repel Metal or Stone . *Earth elementals and animals only
As a gnome, Flandal can use dancing lights, ghost sound, and prestidigitation each once per day.

Cleric Spells/day: 6/6/6/5/5/3; base DC 18+spell level.


Possessions: Flandal carries Rhondang, +5 flaming burst impact ghost touch defending war hammer. It is intelligent (Int 16, Wis 14, Cha 12), and can communicate telepathically and speak to Flandal and all fire-based creatures.
Caster Level: 25th

Other Divine Powers
As an intermediate deity, Flandal automatically receives a die roll of 20 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.
Senses: Flandal can see, hear, touch, and smell at a distance of 13 miles. As a standaed action, he can perceive anything within 13 miles of his worshippers, holy sites, objects, or any location where one of his titles or names was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of any deity rank 13 and lower at up to two remote locations for up to 13 hours.
Portfolio Sense: Flandal senses anything that affects the welfare of gnome miners the instant it happens and retains the sensation for 13 tendays. He likewise senses whenever a gnome artisan begins work.
Automatic Actions: Flandal can use any Craft skill or Knowledge (architecture & engineering) as a free action if the DC is 25 or lower. He can use Craft (gem cutting), Craft (metal working), Craft (stone masonry, or Profession (miner) as a free action is the DC for the task is 38 or lower. He can perform up to ten such free action each round.
Create Magic Items: Flandal can create any magic item that is not composed entirely of raw natural material, as long as the market price is 200,000 gp or lower.

Avatars
Flandal rarely makes use of avatars. On rare occasions, one will appear to a lost group of gnome miners, or lead a group of gnome miners to a particularly rich vein of ore or gems. They appear as he does, rock gnomes with a silvery metallic skin color.
Avatar of Flandal Steelskin: as Flandal except divine rank 6; AC 53; Attack +68/+63/+58/+53 melee (1d8+29+1d6 fire/17-20 +1d10 fire +5 flaming burst impact ghost touch defending war hammer) or spell +62 melee touch or +55 ranged touch; SQ DR 41/+4, SR 59, divine aura (600 ft., DC 24), SV Fort +46, Ref +46, Will +46; all skill modifiers reduced by 7.
Salient Divine Abilities: Alter Size, Alter Reality, Master Crafter, Create Objects, Extra Energy Immunity, Extra Domain (metal), Increased SR, Sunder and Disjoin
Spell-like abilities: Caster level 16th, saving throw DC 25+spell level
Verghityax

06-26-03, 03:29 AM
Vaprak has got only one title and that is "The Destroyer".
And about elven and dwarven deities, there are still many that haven't been stated. Here's the list:

Dwarven Deities:
Abbathor - still missing
Berronar Truesilver - still missing
Clangeddin Silverbeard - done
Deep Duerra - done
Dugmaren Brightmantle - done
Dumathoin - still missing
Gorm Gulthyn - done
Haela Brightaxe - done
Laduguer - still missing
Marthammor Duin - done
Moradin - still missing
Sharindlar - done
Thard Harr - done
Vergadain - still missing

Elven Deities:
Aerdrie Faenya - done
Angharradh - done
Corellon Larethian - still missing
Deep Sashelas - done
Erevan Ilesere - done
Fenmarel Mestarine - done
Hanali Celanil - done
Labelas Enoreth - done
Rillifane Rallathil - done
Sehanine Moonbow - done
Shevarash - done
Solonor Thelandira - done

Besides that, there's still no Yondalla of the Halfling Pantheon.
Tebryn14

06-26-03, 01:26 PM
Corellon, Moradin, Yondalla, and Garl are all done in deities and demigods, it would be a small matter to make the small changes necessary. I just did Anhur, by the way, and will be posting him today or tomorrow.
Tebryn14

06-26-03, 05:13 PM
Anhur

Fighter 20/ Ranger 10/ Druid 10
Medium-Size Outsider (Chaotic, Good)
Divine Rank: 10
Hit Dice: 20d8+160 (outsider) and 20d10+160 (fighter) and 10d10+80 (ranger) and 10d8+80 (druid) (1020 hp)
Initiative+15 (+11 dex, +4 improved initiative)
Speed0 ft.
AC: 73 (+10 armor (+5 strength [+4] chainmail), +11 dex (Divine Armor Mastery), +10 divine, +23 natural, +9 deflection)
Attacks: +5 chaotic keen shock throwing returning falchion +80/+75/+70/+65 melee; or +73 ranged; or by spell +68 melee touch or +61 ranged touch
Damage: +5 chaotic keen shock throwing returning falchion 2d4+48 +1d6 electricity/12-20; or by spell
Face/ Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Domain Powers, salient divine abilities, spell-like abilities,
Special Qualities: Divine Immunities, DR 45/+4, fire resistance 30, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 10 miles, remote communication 10 miles, godly realm (1 mile), teleport without error at will, plane shift at will, favored enemies (Red Wizards +3/ Church of Set +2/ Orcs +1), nature sense, resist nature’s lure, trackless step, venom immunity, wild shape (small, medium-size, or large, 4/day), woodland stride, SR 42, Divine Aura (1000 ft., DC 29),
Saves: Fort +50, Ref +53, Will +51
Abilities: Str 46, Dex 32, Con 26, Int 24, Wis 28, Cha 29

Skills: Animal Empathy +39, Balance +41, Climb +78, Concentration +48, Craft (weaponsmithing) +57, Diplomacy +39, Handle Animal +59, Heal +39, Hide +41, Intimidate +39, Intuit Direction +39, Jump +78, Knowledge (nature) +37, Knowledge (tactics) +47, Listen +41, Move Silently +41, Profession (commander) +39, Ride +61, Sense Motive +39, Spellcraft +37, Spot +31, Swim +78, Tumble +41, Wilderness Lore +59

Feats: Alertness, Blind-fight, Blind-sight (5 ft.), Cleave, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Deflect Arrows, Dodge, Expertise, Epic Leadership, Epic Weapon Focus (Falchion), Epic Weapon Specialization (Falchion), Great Cleave, Hold the Line, Improve Bull Rush, Improved Disarm, Improved Initiative, Improved Unarmed Strike, Knock-down, Leadership (64), Mobility, Mounted Combat, Power Attack, Power Critical (Falchion), Point-Blank Shot, Quick Draw, Spring Attack, Sunder, Superior Expertise, Whirlwind Attack

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment

Salient Divine Abilities: Alter Size, Avatar, Battle Sense, Divine Battle Mastery, Divine Blast (12/day, 19d12 points), Divine Armor Mastery, Divine Weapon Focus (Falchion), Divine Weapon Mastery, Divine Weapon Specialization (Falchion), Extra Domain (storm), Extra Domain (war), Power of Nature (10 mile radius)

Domain Powers: cast chaotic spells at +1 caster level, cast good spells at +1 caster level, Feat of Strength 10/day (+10 enhancement bonus to strength for one round)

Spell-like abilities: Anhur uses these abilities as a 20th level caster, except for good and chaotic spells, which he uses at 21st caster level. The save DCs are 29+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, Protection from Evil, Aid, Magic Circle Against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Entropic Shield, Gust of Wind, Call Lightning, Sleet Storm, Ice Storm, Summon Monster VI**, Control Weather, Whirlwind, Storm of Vengeance, Endure Elements, Bull’s Strength, Magic Vestment, Spell Immunity, Righteous Might, Stoneskin, Bigby’s Grasping Hand, Bigby’s Clenched Fist, Bigby’s Crushing Hand, Magic Weapon, Spiritual Weapon, Divine Power, Flame Strike, Power Word Stun, Power Word Blind, Power Word Kill
*As a good or chaotic spell only
** As an air spell only

Druid spells/day: 6/7/6/5/5/4; base DC=19+spell level.
Rangers spells/day: 4/3; base DC=19+spell level
Possessions: Anhur carries “Warhawk”, a +5 chaotic keen shock throwing returning falchion.
Caster Level: 25th

Other Divine Powers
As a lesser deity, Anhur may take 10 on any check. Anhur treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.

Senses: Anhur can see, hear, touch, and smell at a distance of 10 miles. As a standard action, he can perceive anything within 10 miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. She can extend her sense to up to 5 locations at once. She can block the sensing power of deities rank 10 and lower at up to two remote locations at once for 10 hours.

Portfolio Sense: Anhur senses anything that affects Mulhorandi soldiers, as long as at least 500 such beings are affected. He also senses any great physical accomplishment as long as it is witnessed or heard about by at least 500 people.

Automatic Actions: Anhur can use any Strength based skill as a free action as long as the DC for the task is 20 or lower. He can perform up to five such free actions each round.

Create Magic Items: Anhur can create magic arms and armor, or any item that gives a bonus to a physical ability score, as long as the market price does not exceed 30,000 gp.

Avatars
Historically, Anhur has himself battled in the defense of Mulhorand. But since the Time of Troubles and his pantheon’s return to the planes, his avatars have been doing the job for him.
Avatar of Anhur: As Anhur except divine rank 5; AC 63; Atk +75/+70/+65/+60 melee (2d4+43+1d6 electricity/12-20 +5 chaotic keen shock throwing returning falchion), or spell +63 melee touch or +56 ranged touch; SQ DR 40/+4, SR 37, divine aura (50 ft., DC 24); SV Fort +45, Ref +48, Will +46; all skill modifiers reduced by 5.
Salient Divine Abilities: Divine Battle Mastery, Divine Weapon Focus, Divine Weapon Specialization, Divine Weapon Mastery, Divine Armor Mastery, Power of Nature
Spell-like abilities: caster level 15th; saving throw DC 24+spell level. Without the Extra Domain salient divine abilities, Anhur’s avatar looses access to the Storm and War domains, as well as the granted powers and spell-like abilities.
SlatzG

06-26-03, 08:45 PM
Could someone post stats for Lurue?
Tebryn14

06-26-03, 09:51 PM
Jorda posted stats for Lurue on the old thread, but since, no offence to him, I didn't think he did that god justice, I will restat it, and have it done, say, next friday, unless you can't wait in which case use the link I posted above.
SlatzG

06-27-03, 06:40 AM
ill wait till friday, thank you much
The Eye of the Cyclop

06-27-03, 08:28 AM
Great job Tebryn! The last one who posted Anhur didn't even put him druid class (I think he forgot that to have druids, the deity MUST have druid class)
The Eye of the Cyclop

06-27-03, 10:55 AM
Vaprak
The Destroyer

Giant Demigod
Symbol: Taloned claw
Home Plane: Nishrek
Alignment: Chaotic evil
Portfolio: Violencem, destruction, frenzy, greed
Worshippers: Ogres, trolls
Cleric Alignments: CE, NE, CN
Domains: Chaos, Destruction, Evil, War
Favored Weapon: “Trunk of the World Tree” (Greatclub)

Vaprak
Barbarian 20/Cleric 10/Fighter 10
Huge Outsider (Chaotic, Evil)
Divine Rank: 4
Hit Dice: 20d8+300 (outsider) plus 20d12+300 (Bbn) plus 10d8+150 (Clr) plus 10d10+150 (Ftr) (1,380 hp)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 42 (+7 Dex, +4 divine, +17 natural, +6 deflection, -2 size)
Attacks: +5 chaotic impact unholy greatclub +65/+60/+55/+50 melee; or 2 claws +63 melee; or spell +63 melee touch or +53 ranged touch
Damage: +5 chaotic impact unholy greatclub 2d8+22/17-20; or claw 1d8+17; or by spell
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 10/day
Special Qualities: Divine aura (40 ft., DC 20), divine immunities, DR 43/+5, fast movement, fire resistance 24, godly realm (400 ft. Outer Plane, 400 ft. Material Plane), remote communication 4 miles, SR 36, teleport without error at will, uncanny dodge (Dex bonus to AC, cannot be flanked, +4 against traps), understand, speak, and read all languages and speak directly to all beings within 4 miles.
Saves: Fort +53, Ref +43, Will +41
Abilities: Str 44 +17, Dex 25 +7, Con 41 +15, Int 20 +5, Wis 20 +5, Cha 23 +6
Skills: Climb +60, Handle Animal +49, Intimidate +69, Intuit Direction +68, Jump +80, Knowledge (religion) +49, Knowledge (the planes) +45, Listen +68, Wilderness Lore +46.
Feats: Alertness, Cleave, Combat Casting, Combat Reflexes, Dodge, Endurance, Expertise, Great Cleave, Great Fortitude, Improved Critical (greatclub), Improved Initiative, Mobility, Power Attack, Quick Draw, Spring Attack, Sunder, Track, Weapon Focus (greatclub), Weapon Specialization (greatclub), Whirlwind Attack.

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation.
Salient Divine Abilities: Battlesense, Divine Rage (4/day), Divine Regeneration*, Extra Domain (War), Increase Damage Reduction, Irresistible Blows (DC 29). *Unique salient divine ability (see below)
Domain Powers: Cast chaos and evil spells at +1 caster level; 4/day smite (+4 on attack and +4 on damage for one weapon attack); free Martial Weapon proficiency (greatclub) and Weapon Focus (greatclub).
Spell-Like Abilities: Vaprak uses these abilities as a 14th-level caster, except for chaos and evil spells, which he uses as a 15th-level caster. The save DCs are 20 + spell level. Animate objects, blade barrier, blasphemy, chaos hammer, circle of doom, cloak of chaos, contagion, create undead, desecrate, disintegrate, dispel good, dispel law, divine power, earthquake, flame strike, harm, implosion, inflict critical wounds, inflict light wounds, magic circle against good, magic circle against law, magic vestment, magic weapon, power word blind, power word kill, power word stun, protection from good, protection from law, shatter, spiritual weapon, summon monster IX (as chaos or evil spell only), unholy aura, unholy blight, word of chaos .
Cleric Spells/day: 6/7/6/5/5/4; base DC 15 + spell level.
Divine Regeneration (unque salient divine ability): Vaprak can regenerate 48 point of damage in a round. Fire and acid deals normal damage to Vaprak. If Vaprak loses a limb or body part, the lost portions regrows automatically. If Vaprak is killed, he regenerate completly in 4d8-4 days.
Possessions: Vaprak carries the Trunk of the World Tree, a +5 chaotic impact unholy greatclub, a weapon that he crafted from the biggest tree in the realm of Rillifane Rallathil in Arvandor.
Caster level: 20th; Weight: 10 lb.

Other Divine Powers
As a demigod, Vaprak treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.
Senses: Vaprak can see, hear, touch and smell at a distance of four miles. As a standard action, he can perceive anything within four miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once.
Portfolio Sense: Vaprak is instantly aware if anything threatens the welfare of the trolls or the ogres or if they go to war if the action affects at least 1,000 people.
Automatic Actions: Vaprak can use Intimidate, Intuit Direction or Wilderness Lore as a free action, if the DC for the check is 15 or less. He can perform up to two such actions per round.
Create Magic Items: Being the god of trolls and ogres, Vaprak can create any club or magic items that protect against fire, as long as the item’s market price does not exceed 4,500 gp.
The Eye of the Cyclop

06-27-03, 11:16 AM
What do you think about this ? I will also do Yan-C-Bin, Sunnis, Ogremoch, Zaaman Rul, Imix Ben-Adar and Olhydra, don't worry.

I would like commentary however.

CHAN
Prince of Good Air Creature, Ally of Akadi

Air Entity
Symbol: -
Home Plane: Plane of Air
Alignment: Neutral good
Portfolio: -
Worshipers: Good air creatures
Cleric Alignments: NG, CG, LG
Domains: Air
Favored Weapon: -

CHAN
Gargantuan Elemental (Air)
Divine Rank: 0
Hit Dice: 36d8+216 (504 hp)
Initiative: +16 (+12 Dex, +4 Improved Initiative)
Speed: Fly 100 ft (perfect)
AC: 26 (-4 size, +12 Dex, +8 natural)
Attacks: Slam +35/+30/+25/+30 melee
Damage: Slam 2d10+12
Face/Reach: 20 ft by 20 ft/20 ft
Special Attacks: Spell-like abilities, air mastery, whirlwind, summon air creatures
Special Qualities: Elemental, fire resistance 20, grant spell, immune to air attacks, damage reduction 35/+4, SR 32, immunities
Saves: Fort +17, Ref +32, Will +16
Abilities: Str 26, Dex 35, Con 20, Int 20, Wis 18, Cha 18
Skills: Concentration +16, Intimidate +14, Knowledge (the planes) +15, Listen +29, Spot +29
Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Expertise, Great Cleave, Improved Critical (slam), Improved Initiative, Mobility, Power Attack, Sunder, Weapon Finesse (slam)

Divine Immunities: Ability damage, ability drain, energy drain, mind-affecting effects, transmutation.
Domain Powers: Cast chaotic spells at +1 caster level; 5/day smite (+4 on attack and +5 on damage for one weapon attack); feat of strength (+5 to strength for one action); free martial weapon proficiency (longsword) and weapon focus (longsword).

Chan appears as a 35-foot tall air elemental and makes his home in a large airy palace on the Plane of Air.

COMBAT
Chan attacks with his slam attack and spell-like abilities in combat. If he becomes bored with combat or combat goes against him, he uses his summoning ability to call air creatures to his aid.
Spell-Like Abilities: At will - blink, cloudkill, control weather, chain lightning, gust of wind, haste, improved invisibility, mislead, obscuring mist, socking grasp, solid fog, unseen servant, whispering wind and wind wall. 1/day - elemental swarm (air spell only)and time stop. These abilities are as the spells cast by a 20th-level sorcerer (save DC 14 + spell level).
Air Mastery (Ex): Airborne creatures suffer a -1 penalty to attack and damage rolls against an air elemental.
Whirlwind (Su): Chan can transform himself into a whirlwind once ever 10 minutes provided he is and remain in that form for up to 18 rounds. In whirlwind form, he can move through the air or along a surface at his fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and 80 feet tall. He controls the exact height, but it must be at least 10 feet.
Creatures of Huge or smaller size take damage when caught in the whirlwind and might be lifted into the air. An affected creature must succeed at a Reflex save (DC 33) when it comes in contact with the whirlwind or take 2d8 points of damage. It must also succeed at a second Reflex save (same DC) or be picked up bodily and held suspended in the powerful winds, automatically taking damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage, but can leave if the save is successful.
Chan can eject any carried creatures whenever he wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on Chan and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those further away have total concealment (see Concealment page 133 in the Player's Hanbook). Those caught in the cloud must succeed at a Concentration check to cast a spell (DC 33).
Whirlwind Attack (Ex): Because of his great dexterity, Chan can make a single attack on every enemy that is in a 10 ft. radius of him. Except where noted otherwise, this ability is similar tio the feat Whirlwind Attack
Summon Air Creatures (Sp): Once per day, Chan can automatically summon 1d3 Large or Huge air elementals, 1d4 invisible stalkers or 1d4 neutral good cloud giants.
Immune to Air Attacks (Ex): Chan is immune to any object cast into the air (thrown objects, missile weapons, etc.). This immunity does not extend to spells.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Grant Spells: Even if he is a deity of divine rank 0, Chan can grant cleric spells to his followers but they can only chooses the Air domain.
Immunities (Ex): Chan is immune to electricity effects and petrification.
Elrumir

06-27-03, 06:09 PM
Originally posted by The Eye of the Cyclop
Great job Tebryn! The last one who posted Anhur didn't even put him druid class (I think he forgot that to have druids, the deity MUST have druid class)

That would be me, I guess...

But, for the record, I did not give Anhur druid levels not because I forgot them, but for the rule that a druid must have a neutral component in his alignment. That's why I gave him a few barbarian and ranger levels. I had another reason for this, though, I wanted to keep him more like how he was portrayed in the 2nd Ed Powers and Pantheons, as his avatar was a Fighter 30/Crusader 20/Ranger 15/Mage 7 there. The reason I gave him more wizard levels was this though: the have more energy-subtyped spells than any other class, and with the feat Energy Substitution, he could make even more of these electrical just as he likes it...

Just explaining ;)
Elrumir

06-27-03, 06:44 PM
I tried my hand at redoing Corellon for the Realms though... I don't know if people will like it, as I made two major changes:

1st: I changed the class levels to include bard levels, and the Bladesinger PrC, as I thought this would be fitting for the combining of magic, music and warfare in his portfolio...
2nd: I lowered his DR to 17, as there are more deities in the pantheon than just he, and it seemed logical that he would have a few (or a lot) less worshippers...

This is MY new version...

Corellon Larethian
Creator of the Elves, the Protector, First of the Seldarine, Protector and Provider of Life, Ruler of All Elves, Coronal of Arvandor
Greater Elven God
Symbol: Crescent moon
Home Plane: Arvandor
Alignment: Chaotic good
Portfolio: Magic, music, arts, crafts, war, the elven race (especially sun elves, poetry, bards, warriors
Worshipers: Arcane archers, artisans, bards, fighters, good leaders, rangers, poets, sorcerers, warriors, wizards
Cleric Alignments: CG, CN, NG
Domains: Chaos, Elf, Good, Magic, Protection, War
Favoured Weapon: “Sahandrian” (longsword)

Fighter 10/Wizard 10/Bard 10/Cleric 9/Bladesinger 10
Medium-size outsider (Chaos, Good)
Divine Rank: 17
Hit Dice: 20d8+120 (outsider) + 10d10+70 (Ftr) + 10d4+70 (Wiz) + 10d6+70 (Brd) + 9d8+63 (Clr) + 10d8+70 (Bds) (975 hp)
Initiative: +20, always first (+16 Dex, +4 Improved Initiative, Supreme Initiative)
Speed: 60 ft.
AC: 94 (+16 Dex, +12 Int, +17 divine, +30 natural, +9 deflection)
Attacks*: +5 chaotic, keen, speed longsword +83/+83/+78/+73/68 melee; or +5 mighty chaotic, distance, speed composite longbow +79/+74/+69/+64 ranged; or spell +67 melee touch or +73 ranged touch. *Always receives a 20 on attack rolls, roll die to check for critical hit.
Damage*: +5 chaotic, keen, speed longsword 1d8+32/15-20; or +5 mighty chaotic, distance, speed composite longbow 1d8+19; or by spell. *Always does maximum damage (longsword 40 points; longbow 27 points).
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 12/day.
Special Qualities: Sun elf racial abilities, bardic knowledge (+22), bardic music, bladesong, divine aura (17 miles, DC 36), divine immunities, DR 52/+4, familiars (cats), fire resistance 57, godly realm (100 miles Outer Plane, 1,700 ft. Material Plane), greater spellsong, lesser spellsong, plane shift at will, remote communication 17 miles, song of celerity, song of fury, spontaneous casting of divine spells, SR 49, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 17 miles
Saves*: Fort +61, Ref +69, Will +63. *Always receives a 20 on saves.
Abilities: Str 30, Dex 42, Con 24, Int 35, Wis 29, Cha 29.
Skills*: Alchemy +69, Appraise +69, Balance +75, Bluff +66, Concentration +64, Craft (bowyer) +69, Craft (instrumentmaking) +69, Craft (weaponsmithing) +69, Craft (woodworking) +69, Diplomacy +66, Disguise +66, Escape Artist +53, Handle Animal +66, Heal +66, Hide +73, Intimidate +66, Jump +69, Knowledge (arcana) +69, Knowledge (history) +69, Knowledge (nature) +69, Knowledge (the planes) +69, Knowledge (religion) +69, Listen +66, Move Silently +73, Perform +66, Scry +69, Search +69, Sense Motive +66, Spellcraft +69, Spot +66, Tumble +75, Wilderness Lore +46. *Always receives a 20 on checks.
Feats: Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Eschew Materials, Expertise, Extend Spell, Far Shot, Greater Spell Focus (Transmutation), Greater Spell Penetration, Improved Critical (longbow), Improved Critical (longsword), Improved Disarm, Improved Initiative, Improved Trip, Mobility, Persistent Spell, Point Blank Shot, Precise Shot, Rapid Shot, Quick Draw, Quicken Spell, Reach Spell, Sacred Spell, Scribe Scroll, Silent Spell, Spell Focus (Transmutation), Spell Penetration, Spring Attack, Still Spell, Strong Soul, Superior Expertise, Weapon Focus (longbow), Weapon Focus (longsword), Weapon Specialization (longbow), Weapon Specialization (longsword), Whirlwind Attack.

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Arcane Mastery, Area Divine Shield, Avatar, Battlesense, Control Creatures (Elves), Divine Archery, Divine Blast, Divine Celerity, Divine Shield, Divine Spellcasting*, Divine Weapon Focus (longsword), Divine Weapon Specialization (longsword), Extra Domain (Chaos), Extra Domain (Magic), Extra Domain (Protection), Gift of Life, Longsword Finesse**, Supreme Initiative.
* Divine Spellcasting: as the elven deity of magic, Corellon has perfected the ability of elven bladesong. He adds his Bladesinger levels to his Wizard levels for determining spellcasting ability, in stead of using the normal spell progression-table. He gains one bonus spell of the bladesinger spell list at levels one to four, however (already included in the statistics below).
**Longsword Finesse (unique salient divine ability): Corellon can apply his Dexterity bonus to attacks he makes with any longsword that he can wield in one hand.
Domain Powers: Cast chaos spells at +1 caster level; cast good spells at +1 caster level; use spell completion or spell trigger device as Wiz 24; 17/day protective ward.
Spell-like Abilities: Corellon Larethian used these abilities as a 27th-level caster, except for chaos and good spells, which he uses as a 28th-level caster. The save DC’s are 40 + spell level. aid, animate objects, antimagic field, antipathy, blade barier, cat’s grace, chaos hammer, cloak of chaos, commune with nature, dispel evil, dispel law, dispel magic, divine power, find the path, flame strike, holy aura, holy smite, holy word, identify, imbue with spell ability, liveoak, magic circle against evil, magic circle against law, magic vestment, magic weapon, mind blank, Mordenkainen’s disjunction, Nystul’s undetectable alignment, power word (blind), power word (kill), power word (stun), prismatic sphere, protection from elements, protection from evil, protection from law, protection from spells, repulsion, sanctuary, shatter, shield other, snare, spell resistance, spell turning, spiritual weapon, summon monster IX (as chaos or good spell only), sunburst, tree stride, true strike, word of chaos.
Bard Spells/day: 3/6/5/4/2; base DC 21 + spell level, 25 + spell level for Transmutation spells.
Bard Spells known: 6/4/4/4/2.
Cleric Spells/day: 6/8/7/6/5/4; base DC 21 + spell level, 25 + spell level for Transmutation spells.
Wizard Spells/day: 4/8/8/8/8/6/6/6/6/5/3/3/3; base DC 23 + spell level, 27 + spell level for Transmutation spells.
Possessions: Corellon Larethian attacks with Sahandrian when in melee. This is his trusted longsword, the one he used in one of his many battles with Gruumsh to cut out the orc deity’s eye. Sahandrian is a +5 longsword with the chaotic, keen and speed abilities. At will, he can also summon Amlath’hana, a +5 longbow enhanced with the chaotic, distance and speed magical properties. Additional magical items may or may not be present, if the situation asks for such precautions.

Other Divine Powers
As a greater god, Corellon Larethian automatically receives the best possible result on any die roll he makes (these include attack rolls, damage, checks and saves. He is immortal.
Senses: Corellon can see, hear, touch and smell at a distance of seventeen miles. As a standard action, he can perceive anything within seventeen miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 17 hours.
Portfolio Sense: As the leader of the Seldarine and supreme god of the elven race, Corellon senses anything that happens to any elf and any one of their gods instantly. Anything that happens to the mortal elves he notices 17 weeks in advance and retains it for 17 weeks as well.
Automatic Actions: Corellon can use as a free action, if the DC for the check is 30 or less. He can perform up to twenty such actions per round.
Create Magic Items: Corellon Larethian can create any magical item.

Avatars
Corellon usually appears as an androgynous male elf of truly unearthly beauty. He can take the form of either sex, however, and at times does not even come to the realms in the form of an elf; he might just as easily be of a sylvan race like dryads or centaurs. He wears a sky-blue cloak and hung around his neck is a large amulet with a crescent moon motif within a large circle. His wrists are protected by a pair of dazzling, expertly crafted battle gauntlets. Despite the obvious strength Corellon exudes, his real power lies in his stunning litheness and graceful swiftness. His movements seem impossible to follow and he gestures with incredible speed and reflexes.
Avatar of Corellon Larethian: As Corellon except as follows; divine rank 8; AC 79; Atk +74/+74/+69/+64/+59 melee (1d8+32/15-20, [i]+5 chaotic, keen, speed longsword[i]); or +70/+65/+60/+55 ranged (1d8+19, +5 mighty chaotic, distance, speed composite longbow); or spell +58 melee touch or +64 ranged touch; SQ Divine aura (800 ft., DC 27), DR 43/+4, fire resistance 28, SR 40; SV Fort +52, Ref +60, Will +64; all skill modifiers are reduced by nine.
Salient Divine Abilities: Battlesense, Divine Archery, Divine Blast, Divine Spellcasting*, Divine Weapon Focus (longsword), Divine Weapon Specialization (longsword), Extra Domain (Chaos), Extra Domain (Magic), Extra Domain (Protection), Longsword Finesse**.
Spell-like abilities: Caster level 18th, saving throw DC 27 + spell level.
* & **: see above

----------
I hope I didn't overdo it tho :rolleyes:
Tebryn14

06-28-03, 12:12 AM
Excellent! I love the way you fit Bladesinger in there while maintaining the caster level. The only criticism I had was that he needs to be DvR 18. Think about it. He is the head deity of all elves, on every world. Just my thoughts. And I cannot say I saw your version of Anhur. I was trying to stick to deities that had not been statted, sorry. And as far as the druid thing goes.. He is the god of storms, it was only fitting he had some druid levels.
Saasiel

06-28-03, 01:19 AM
I still say that ES owns both your 'donkeys' (think desert donkey) in the deity creation stakes. :fight!:

ES is definitely and truly the :king:
The Eye of the Cyclop

06-28-03, 12:11 PM
But, for the record, I did not give Anhur druid levels not because I forgot them, but for the rule that a druid must have a neutral component in his alignment. That's why I gave him a few barbarian and ranger levels. I had another reason for this, though, I wanted to keep him more like how he was portrayed in the 2nd Ed Powers and Pantheons, as his avatar was a Fighter 30/Crusader 20/Ranger 15/Mage 7 there. The reason I gave him more wizard levels was this though: the have more energy-subtyped spells than any other class, and with the feat Energy Substitution, he could make even more of these electrical just as he likes it...

I'm sorry Elrumir, I didn't want to insult you. I've done for this section the sahuagin god Sekolah and since he is a nature deity I was also wondering if I should have gave him druid level. I did after seeing that in Faith & Pantheons Talos, a chaotic evil god, was also a druid.
Savras

06-28-03, 12:21 PM
Talos is not a druid.
He is Barbarian 20\Evoker 20.

Savras
Mirtek

06-28-03, 01:01 PM
@The Eye of the Cyclop

About Vaprak:

It's nice that acid deals normal damage to him, but he's immune against acid anyway (divine immunities)
As a dvr 4 demigod he should have five SDAs, you gave him six



Beside these points, nice work
MooseTracks

06-28-03, 08:21 PM
I know she is not part of this setting, but could somebody make Lesser Deity stats for the Lady of the Lake (minor deity of ambiguity). I want to incorporate her into a campaign but need help with the creation. Being the only entity in the legends who could imprison Merlin was the first thing that caught my eye.
Saasiel

06-30-03, 03:42 AM
There are a few things on this thread that I would like to address.

First, Tebryn14, Mirtek, Elrumir, and The Eye of the Cyclops, what part of 'following deity creation rules' don't you understand? It is simple!

Second, do not criticise others because of a simple mistake, I'm sure you've made one much worse.

Following are my corrections to your deities. Please do not regard this as a 'flame war,' I merely wish to help. Although, at times, my tone may sound a bit arrogant. Pay it no heed.
Saasiel

06-30-03, 04:01 AM
Tebryn
I haven't checked all of your deities as the following were the things that immediately caught my eye, but I will give you a thorough appraisal of them soon.

Concerning Maglubiyet, how does that entity of goblinkind/kin possess an Int of 42 and a Dex of 40?!?!?!?!?!?!?!. How does he possess Bluff +121, when he doesn't even possess Lies, intrigue, or a variation thereof as part of his portfolio? Sure, he does have Lord of Treachery, and the Sneaking God as part of his titles, but, if he does not possess said 'things' in his portfolio, then it doesn't count.
Maglubiyet being a DvR (divine rank) 16 deity and possessing 40 class levels should have a ability score total of 186 not 185.
His atk should be +70/+ etc. +20 (outsider) plus +10 (Rog) plus +5 (Ftr) plus +5 (Clr) plus +1 (weapon focus) plus +8 (Str) plus +5 (weapon) plus +16 (DvR).

Concerning Semuanya. Semuanya being a DvR (divine rank) 6 deity and possessing 40 class levels should have a generic ability score total of 176. Being 'Lizardfolk',' his ability score total should be less than that, not as you gave him 179.

Concerning Selvatarm.
Selvatarm being a DvR (divine rank) 16 deity, drow, and possessing 40 class levels should have a ability score total of 179, not 177.

Concerning Eadro.
Eadro being a DvR (divine rank) 8 deity, and possessing 40 class levels should have a ability score total of 178, not 185. Being merfolk, I suppose he should have a higher ability score total, but not as high as your ability score total.

Concerning Flandal Steelskin.
Flandal Steelskin being a DvR (divine rank) 13 deity, and possessing 40 class levels should have a ability score total of 183, not 182.

Concerning Anhur.
Anhur being a DvR (divine rank) 10 deity, and possessing 40 class levels should have a ability score total of 180, not 185.

This has lead me to a conclusion... do you honestly know what you are doing?
Saasiel

06-30-03, 04:09 AM
The Eye of the Cyclop
I haven't checked all of your deities as the following were the things that immediately caught my eye, but I will give you a thorough appraisal of them soon.

Concerning Ubtao.
Ubtao being a DvR (divine rank) 16 deity and possessing 40 class levels should have a ability score total of 186 not 209.
His atk should be +72/+ etc.

Concerning Sekolah.
Sekolah being a DvR (divine rank) 16 deity and possessing 40 class levels should have a ability score total of 177 not 206.
His atk should be +68/+ etc.

This has lead me to a conclusion... do you honestly know what you are doing?
Savras

06-30-03, 05:57 AM
Originally posted by Saasiel

This has lead me to a conclusion... do you honestly know what you are doing?
First, this is not a conclusion. It is a question.
Second, this is blatant flaming.

They are doing their best, and do not deserve such unkind trwatment.

Other than the finishing sentence, I am sure your corrections were appreciated.

But with it....
If you could edit your posts, I would be most grateful.
Cheers!

Savras
Mirtek

06-30-03, 06:17 AM
Originally posted by Saasiel
First, Tebryn14, Mirtek, Elrumir, and The Eye of the Cyclops, what part of 'following deity creation rules' don't you understand? It is simple!

Where are my misstakes?

I am sure there are some small misstakes, it's easy to make them.


Originally posted by Saasiel
Second, do not criticise others because of a simple mistake, I'm sure you've made one much worse.

I point out errors. I don't criticise others for making them, i simply point them out so they can be fixed.


Originally posted by Saasiel
Please do not regard this as a 'flame war,' I merely wish to help. Although, at times, my tone may sound a bit arrogant. Pay it no heed.

You tell us to don't critize and you start with yourself: what part of 'following deity creation rules' don't you understand? It is simple!

That sounds arrogant, insulting and about to indeed start a flame war.

At least you recognize how your tone sounds and don't mean to offend.


Originally posted by Savras
First, this is not a conclusion. It is a question.
Second, this is blatant flaming.

They are doing their best, and do not deserve such unkind trwatment.


I have to agree with Savras


BTW, if i sometimes sound a little rude as well, please don't mind it. English isn't my primary language thus if i am a little too direct sometimes it's not because i intend to insult someone, but because i don't know how to make the sentence any different.

German is a little more direct than english and so some germans ust sound rude while using english because we buildour sentences like we would while talking german.



@ The Eye of the Cyclop
I like your version of CHAN
Mirtek

06-30-03, 06:22 AM
Not a goddess but anyway:

ZUGGTMOY
Large Outsider (Evil, Chaotic)
Hit Dice: 34d8+408 (564 hp)
Initiative: +7 (+7 dex)
Speed: 30 ft.
AC: 39 (-1 size, +7 dex, +7 insight, +16 natural), touch 23, flat-footed 32
Attacks: 2 pseudopodial arms +42 melee and 4 legs +42 melee
Damage: 1d8+9 pseudopodial arm or 2d6+9 leg
Face/Reach: 5 ft. by 5 ft. / 10ft
Special Attacks: spell-like abilities
Special Qualities: DR 20/+5, fast healing 5, outsider traits, see invisibility, SR 37, summon fungi, summon tanar’ri, tanar’ri traits
Saves: Fort +30, Ref +25, Will+25
Abilities: Str 28, Dex 25, Con 35, Int 24, Wis 24, Cha 24
Skills: Bluff +44, Concentration +49, Diplomacy +44, Hide +44, Knowledge (arcana) +44, Knowledge (history) +44, Knowledge (religion) +44, Knowledge (the planes) +44, Listen +44, Move Silently +36, Search +44, Sense Motive +44, Spellcraft +44, Spot +44.
Feats: Dark Speech, Dodge, Expertise, Improved Trip, Multiattack, Power Attack, Quicken Spell-Like Ability Weapon Focus (pseudopodial arms and leg)

Spell-Like Abilities: At will — antiplant shell (as antilife shell but only hedges out plants), astral projection, charm plant (as charm monster but only affects plants), corrupt food and drink (spoils food and drink making it inedible), darkness, detect good, detect law, detect magic, entangle, fear, hold plant (as hold person but affects only plants), improved invisibility, levitate, locate plant (as locate creature but only affects plants), pass without trace, plant growth, polymorph self (usually takes the form of an old crone), programmed image, read magic, silence, snare, speak with plants, telekinesis (500 pounds weight), tongues, transport via plants; 2/day — ethereal jaunt; 1/day — gate and limited wish.
Caster level 20th; save DC 17 + spell level.

Outsider Traits: Zuggtmoy has darkvision (60-foot range). She can not be raised or resurrected.

See Invisibility (Su): Invisible creatures and objects are always visible to Zuggtmoy, as if she constantly had a see invisibility spell (caster level 20) active.

Summon Fungi (Sp): Once per day Zuggtmoy can automatically summon 40 HD of plant creatures.

Summon Tanar’ri (Sp): Once per day Zuggtmoy can automatically summon 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or 1 balor.

Tanar’ri Traits: Zuggtmoy can communicate telepathically with any creature within 100 feet that has a language. She is immune to electricity and poison, and she has acid resistance 20, cold resistance 20, and fire resistance 20.

Zuggtmoy, Demoness Lady of Fungi, dread and fell ruler of the 222nd ghastly plane of the Abyss, aspired to establish her rule over a portion of the world. With the aid of luz, she formed the Temple of Elemental Evil and for a time wrought death, destruction, and great suffering. Then the forces of Good fought a campaign against her, and she was surprised and bound during the intaking of the Temple. The opposing clerics and magic users confined her somewhere beneath the ground, reputedly with the aid of one or more deities.

Zuggtmoy's natural form is bulbous. She resembles a puffball mushroom with a toadstool growing on top. Four elephantine legs with suckered bottoms support the spherical body. The globular torso is flattened at the bottom and bulges at its equator, so that the legs reach to a bit over 3-foot height, the body another 30 inches higher, but with a horizontal diameter of nearly five feet. The mushroom-stem neck is two feet long, capped by a head which appears to have squashed humanoid features.

The eyes are round, black, and blank-looking. Zuggtmoy can extrude a pair of three-foot long pseudopodial arms from either hemisphere of her body, at will. These growths can extend opposing digits if desired.

The body coloration is variable, as Zuggtmoy is able to change it to suit her surroundings, though she is typically of a pale grayish-white or brownish-white color, the head slightly darker. Color can be moss green, dull brown, red-orange, mottled purple, etc., ranging the whole spectrum of colors possible to fungi growths. Body texture and odor are likewise obviously fungoid. In all, Zuggtmoy is revolting to behold and disgusting to smell; blotchy patches of mold, smut, and blight cover her body.
The Eye of the Cyclop

06-30-03, 10:54 AM
Originally posted by Saasiel
The Eye of the Cyclop
I haven't checked all of your deities as the following were the things that immediately caught my eye, but I will give you a thorough appraisal of them soon.

Concerning Ubtao.
Ubtao being a DvR (divine rank) 16 deity and possessing 40 class levels should have a ability score total of 186 not 209.
His atk should be +72/+ etc.

Concerning Sekolah.
Sekolah being a DvR (divine rank) 16 deity and possessing 40 class levels should have a ability score total of 177 not 206.
His atk should be +68/+ etc.

This has lead me to a conclusion... do you honestly know what you are doing?

Honestly, do you know what you are doing ? Sekolah is Divine Rank 7 not 16. If you are SO good at doing deities, well do them all.

Sincerly yours,
Eye of the Cyclop
The Eye of the Cyclop

06-30-03, 11:00 AM
Originally posted by Mirtek
BTW, if i sometimes sound a little rude as well, please don't mind it. English isn't my primary language thus if i am a little too direct sometimes it's not because i intend to insult someone, but because i don't know how to make the sentence any different.

German is a little more direct than english and so some germans ust sound rude while using english because we buildour sentences like we would while talking german.

@ The Eye of the Cyclop
I like your version of CHAN

Thank you very much Mirtek :). English is also not my primary language. French and English have many differences and concentring on my grammar AND on making deities is still though
for me. Maybe in a couple of years people like Saasiel will understand.
Elrumir

06-30-03, 07:58 PM
>> Saasiel: I'd like to know: where are my mistakes? I found one myself, though...

Corellon does not have any skills in his Automatic Actions section...

He can use Concentration, Diplomacy, the Knowledge skills in which he has ranks, Perform and Spellcraft as automatic actions.

But then again, you're always such a great help... :rolleyes: (especially regarding yer first posts on the old thread with this subject)...
Gibberinghorde

07-01-03, 02:00 PM
I have one thing to say: Oberon, Oberon! Well, maybe two. El what happened? I'm not on the boards for about a month and BANG! I come back and all hell has broken loose. Everything has been revamped and all the old stuff are gone.:fight!: Oh, yeah once again all the deities are great, especially for those of the lazy and less inclined nature.:D
Elrumir

07-01-03, 03:13 PM
Well... as far as I can tell, they gave the boards a facelift (gee, really :rolleyes:). The old threads are read-only now -- they still are accessible -- and this is the new Deities thread, started by the gifted Tebryn14 and Eye of the Cyclop.

As for Oberon... I'm quite busy atm, so I'll leave it to those two statters to give Oberon his form :D
SlatzG

07-01-03, 04:38 PM
Would someone do the honors of posting stats for Lurue? I would greatly appreciate it...
The Eye of the Cyclop

07-01-03, 08:59 PM
Hello SlatzG. I don't remember who posted Lurue, but it was back again on the other Lesser Deities Stats thread. If this guy is still around, well, thank you.

Lurue
The Unicorn, the Unicorn Queen, the Queen of Talking Beasts

Faerunian Demigod
Symbol: Silver-horned unicorn head before a crescent moon
Home Plane: House of Nature
Alignment: Chaotic good
Portfolio: Talking Beasts, intelligent nonhumanoids
Worshippers: Druids, entertainers, outcasts, rangers, travelers, unicorn riders
Cleric Alignments: CG, CN, NG
Domains: Animal, Chaos, Good, Healing
Favored Weapon: a unicorn horn (shortspear)

Lurue
Bard 20/Druid 20
Medium-size Outsider (Chaos, Good)
Divine Rank: 4
Hit Dice: 20d8 (Outsider) 20d6 (Brd), 20d8 (Drd)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 56 (+7 Dex, +5 divine, +18 natural, +16 deflection)
Attacks: +5 ghost touch throwing holy shortspear +57; or +52 melee touch; or +52 ranged touch
Damage: +5 ghost touch throwing holy shortspear 1d8+12; or by spell
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities
Special Qualities: Divine immunities, DR 40/+4, divine aura (50 ft. DC= 30), fire resistance +25, SR 37, godly realm, remote communication 5 miles, understand, speak and read all languages and speak directly to all beings within 5 miles, a thousand faces, nature sense, resist nature’s lure, timeless body, trackless step, venom immunity, wild shape (as 20th level druid), woodland stride, bardic knowledge +35, bardic music (as 20th level bard),
Saves: Fort. +45 Ref. +44 Will. +50
Abilities: Str.24 (+7) Dex.24 (+7) Con.26 (+8) Int.28 (+9) Wis.36 (+13) Cha.42 (+16)
Skills: Alchemy +45, Animal Empathy +45, Balance +45, Concentration +45, Craft (weaving) +45, Diplomacy +45, Escape Artist +45, Gather Information +45, Handle Animal +45, Heal +45, Intuit Direction +45, Jump +45, Knowledge (nature), Listen +45, Move Silently +45, Perform (song) +45, Profession (forester) +45, Ride (horses) +45, Scry +45, Search +45, Sense Motive +45, Spot +45, Spellcraft +45, Swim +45, Wilderness Lore +45
Feats: Alertness, Combat Casting, Dodge, Mobility, Improved Initiative, Run, Skill Focus (Knowledge, Nature), Spell Penetration, Greater Spell Penetration, Track, Weapon Focus (shortspear), Brew Potion, Craft Wondrous Item, Extend Spell, Quicken Spell, Still Spell, Silent Spell, Eschew Materials, Sacred Spell

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.
Salient Divine Abilities: Alter Size, Alter Form, Divine Druid, Extra Domain (Healing), Divine Bard
Domain Powers: Cast chaos, good and healing spells a +1 caster level, animal companions (as level 10 druid)
Spell-Like Abilities: All domain spells, caster level 15, DC= 31
Possessions: Lurue carries a +5 ghost touch throwing holy shortspear in the shape a long golden or silver unicorn horn.

Other Divine Powers

Senses: Lurue can see, hear, touch and smell at a distance of 5 miles. As a standard action she can perceive anything within 5 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities of her rank or lower at up to 2 remote locations at once for 5 hours.
Portfolio Sense: Lurue senses any act that affects unicorns or talking beasts the moment it happens as long as the event includes at least 1000 people.
Automatic Actions: Lurue can use Animal Empathy, Handle Animal, Heal, Diplomacy, Knowledge (nature), Profession (forester), or Wilderness Lore as a free action as long as the DC for the task is 15 or lower. She can take up to 2 such actions per round.
Create Magic Items: Lurue can create any magic item that involves unicorns or benefits animals as long as the items market price does not exceed 4500 gp.
SlatzG

07-02-03, 09:47 AM
Thanx for Lurue... although it doesnt make much sence for her to be Chaotic Good and be a druid... but i suppose deities can be whatever they want... thanx :)
Elrumir

07-02-03, 04:07 PM
It was Jorda_the_Knight who statted Lurue on the 'old' thread. I think he did some nice work, and I wonder, does anyone know whatever happened to him??
Tebryn14

07-02-03, 10:05 PM
I am glad to see that in my absense (I was in NYC), people kept this thread going. I am also glad that when Saasiel decided to repetedly tell me and my peers that our god-making skills paled before ES, as well as that there were math mistakes regarding the ability scores of my gods (there weren't), people stepped in to our defense.

Saasiel, do you know the deity making rules? The standard array of ability scores for gods is 35, 29, 25, 24, 24, 24+ 1 per rank, +1 per 4 levels. And if you check my math, I believe most of my gods use that standard array. As a matter of fact, when checking my stats for Selvatarm right now, I think I might have found a way to change his ability scores for the better. I will check that and post an updated version if that is the case. Thank you.
Tebryn14

07-04-03, 01:57 PM
No rebuttle? New gods? New posts?
SnazyKoolKat

07-05-03, 07:39 PM
Not sure if anyone's dealt with this before (probably have), but are there any statistics for Bhaal? He may be dead.... but not for long in my campaign.
Tebryn14

07-05-03, 09:22 PM
He was done on the old thread. I just started on Calluduran Smoothhands, and i'm considering doing Segojan.
SnazyKoolKat

07-06-03, 01:33 AM
Ech, there's a million pages in those old threads. This could take a while.
Tebryn14

07-06-03, 02:10 AM
The link I set up above links to the page that lists which deities had been done where. If Bhaal isn't listed there yet, then he was done after that page. That should make your search easier.
SnazyKoolKat

07-07-03, 02:27 AM
http://archivedboards.wizards.com/rpg/ultimatebb.php?ubb=get_topic;f=165;t=001 752;p=23
Tebryn14

07-07-03, 10:10 PM
Horus-Re!

Horus-Re
Paladin 20/ Cleric 20/ Divine Champion 5
Medium-Size Outsider (Good, Lawful)
Divine Rank: 18
Hit Dice: 20d8+180 and 20d10+180 and 20d8+180 and 5d10+45 (1155 hp)
Initiative: +13
Speed: 60 ft.
AC: 79 (+9 dex, +18 divine, +31 natural, +11 deflection)
Attacks*: +5 keen holy lawful speed khopesh +82/+82/+77/+72/+67 melee; or by spell +69 melee touch or +67 ranged touch *Always receives a 20 on attacks rolls; roll die to check for critical hit
Damage*: +5 keen holy lawful speed khopesh 1d8+21/15-20; or by spell *Always does maximum damage (khopesh 29 points)
Face/ Reach: 5 ft by 5 ft./ 5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities, smite evil (3/day, +11 on attack and +60 on damage), turn undead 18/day (as cleric 38), Smite Infidel (+11 on attacks, +5 on damage)
Special Qualities: Divine Immunities, DR 53/+4, fast healing 38, fire resistance 38, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 18 miles, remote communication 18 miles, godly realm (100 miles outer plane), teleport without error at will, plane shift at will, detect evil, divine grace, lay on hands (236 hp/day), divine health, aura of courage (+8 to morale), remove disease (6/week), paladin mount with celestial template, SR 50, divine aura (18 miles, DC 39), sacred defense +2.
Saves*: Fort +72, Ref +72, Will +79
Abilities: Str 32, Dex 29, Con 29, Int 26, Wis 42, Cha 32

Skills*: Balance +47, Climb +59, Concentration +87, Diplomacy +89, Heal +94, Intimidate +49, Jump +69, Knowledge (arcana) +66, Knowledge (History) +46, Knowledge (Mulhorand Local) +46, Knowledge (Nobility and Royalty) +56, Knowledge (The Planes) +46, Knowledge (Religion) +66, Listen +66, Profession (Judge) +104, Ride +47, Scry +46, Sense Motive +74, Spellcraft +76, Spot +66.

Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Divine Might, Divine Vengeance, Dodge, Expertise, Extra Turning, Improved Critical (khopesh), Improved Initiative, Leadership, Maximize Spell, Mobility, Mounted Combat, Power Attack, Quick Draw, Quicken Spell, Ride-by Attack, Spirited Charge, Spring Attack, Still Spell, Weapon Focus (khopesh), Whirlwind Attack,

Divine Immunities: Ability Damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment

Salient Divine Abilities: Alter Reality (save DC 49 for duplicated spells), Annihilating Strike, Automatic Metamagic (Sacred cleric spells), Avatar (up to 20), Battlesense, Divine Blast (14/day, 29d12 points of damage), Divine Blessing (Wisdom), Divine Fast Healing, Divine Paladin, Divine Radiance (180 ft. radius, 9d6 points, or 9d12 for undead), Divine Shield (12/day, stops 180 points of damage), Divine Storm, Divine Weapon Focus, Extra Domain (Nobility), Extra Domain (Retribution), Frightful Presence (DC 39), Gift of Life, Instant Counterspell, Lay Quest, Life and Death, Mass Divine Blast, Mass Life and Death, Rejuvenation

Domain Powers: Cast good spells at +1 caster level, cast lawful spells at +1 caster level, inspire allies (+2 bonus on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 11 rounds 18/day), strike of vengeance 18/day, greater turning 18/day.

Spell-like Abilities: Horus-Re uses these abilities as a 28th level caster, except for good and lawful spells, which he uses as a 29th level caster. The save DCs are 39+spell level. Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IV*, Protection from Chaos, Calm Emotions, Magic Circle against Chaos, Order’s Wrath, Dispel Chaos, Hold Monster, Dictum, Shield of Law, Divine Favor, Enthrall, Magic Vestment, Discern Lies, Greater Command, Geas/Quest, Repulsion, Demand, Storm of Vengeance, Shield of Faith, Endurance, Speak with Dead, Fire Shield, Mark of Justice, Banishment, Spell Turning, Discern Location, Endure Elements**, Heat Metal, Searing Light, Fire Shield, Flame Strike, Fire Seeds, Sunbeam, Sunburst, Prismatic Sphere
*Cast as Law or Good spell only ** Endure Fire or Cold only

Cleric Spells/Day: 6/9/9/9/9/7/7/7/7/6; base DC=26+spell level
Paladin Spells/Day: 7/7/7/7; base DC=26+spell level

Other Divine Powers
As a greater deity, Horus-Re automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal.

Senses: Horus-Re can hear, touch, smell, and see at a distance of 18 miles. As a standard action, he can perceive anything within nineteen miles of his worshippers, holy sites, object, or any location where one of his titles or name was spoken in the last hour. He can extend his sense to up to twenty locations. He can block the sensing power of deities rank 18 and lower at up to two remote locations for up to 18 hours.

Portfolio Sense: Horus-Re senses any action taken by a ruler, any act of vengeance, any sunrise, or any birth 18 tendays before it happens and retains the sensation 18 tendays after it happens.

Automatic Actions: Horus-Re can use Diplomacy, Knowledge (Nobility and Royalty), Knowledge (Religion), or Profession (Judge) as a free action as long as the DC for the task is 30 or lower. He can perform up to twenty such free actions each round.

Create Magic Items: Horus-Re can create any magic weapon or armor, or any item that uses light, positive energy, or spells from the Retribution or Sun domains.
Avatars
Horus-Re’s avatars are usually dispatched to deal with a corrupt ruler, or to oversee an important trial. If they are meant to make an impression, they appear as he does: a tall, imposing man with a hawk’s head. If they are going incognito, they appear as a normal human with golden eyes.
Avatar of Horus-Re: As Horus-Re except divine rank 9; AC 61 (touch 19, flat-footed 52); Attack +69/+64/+59/+54 (1d8+21/15-20 +5 holy keen lawful speed khopesh) or by spell +60 melee touch or +58 ranged touch; SQ 44/+4, fire resistance 29, SR 41, Divine Aura (900 ft., DC 30); SV Fort +63, Ref +63, Will +70; all skill modifiers reduced by 9.
Salient Divine Abilities: Extra Domain (Nobility), Extra Domain (Retribution), Divine Blessing, Divine Blast, Gift of Life, Life and Death, Divine Radiance, Lay Quest, Divine Paladin, Battlesense
Spell-like abilities: caster level 19th, saving throw DC 30+spell level.
Savras

07-08-03, 06:59 AM
Horus-Re!
Weee!

Good work!

Isis!
No, Thoth!
No, Osiris!
Yeah- Osiris!

Mulhorand rules!!!

Savras
Tebryn14

07-08-03, 12:13 PM
I'm actually working on 4 deities right now. Isis, Set, Calluduran, and a new deity for E.S.'s Rival the gods.
Savras

07-08-03, 12:39 PM
Ohhh... Isis! Me like!

Set? I *knew* I forgot a cool god!
Just do not forget he is also Sseth, eh?

Savras
Tebryn14

07-08-03, 01:46 PM
I'll included that in his portfolio, but I don't think that would change his stats much.
Tebryn14

07-13-03, 10:49 PM
Sorry for another absense. Isis and Set should be coming along any day now.
The Eye of the Cyclop

07-27-03, 03:38 PM
I'm back ! My computer has been finally repaired and I can do any god again. Just send suggestion !
Verghityax

07-28-03, 03:34 AM
Well, I've got a few suggestions :) We still need Callarduran Smoothhands and Segojan Earthcaller from the Gnome Pantheon. I know that some dwarven gods haven't been stated yet... probably it was Abbathor, Berronar Truesilver, Dumathoin, Laduguer and Vergadain. So it's to plenty to choose from :) I would be very grateful for any of these :)
The Eye of the Cyclop

07-28-03, 07:24 AM
Consider Laduguer done.
Tebryn14

07-28-03, 09:17 PM
I have most of Calluduran done, but do to my summer job I have been unable to finish it, and I think I also have most of Segojan done, but I can't seem to remember. I will do my best to get it done this weekend.
The Eye of the Cyclop

07-29-03, 06:00 PM
What class level and divine rank do you think I should give Laduguer ?

I've tought about a Fighter 20/Wizard 15/Loremaster 5.
Tebryn14

07-29-03, 08:14 PM
Make it Fighter 15/ Wizard 20/ Loremaster 5 and DvR 14.
Cli' San Aquanova

07-30-03, 08:51 PM
I read the Istishia statistics block on the old thread, and I've got some things to say about it.

First, why a monk?? I would think druid or cleric/fighter mainly.

Second, how come you didn't have his wave as an attack?

To let you know, I'm not meaning to be antagonizing (I mean you did make the stats), but I was just wondering on why you made those decisions.

Okay, other than that, great work guys. :)
I can't wait for Ben-Hadar. :D

:u:
The Eye of the Cyclop

07-30-03, 09:35 PM
thanks
Tebryn14

08-02-03, 05:04 PM
After a long down time, here she is:

Trishina

Queen of Dolphins, Lady of Fidelity
Lesser Elven Deity
Symbol: A dolphin’s tail
Home Plane: Arvandor
Alignment: Lawful Good
Portfolio: Love, Play, Children, Fidelity, Dolphins
Worshippers: Sea Elves, Wives, Awakened Dolphins and other sea creatures
Cleric Alignments: LG, LN, NG
Domains: Animal, Charm, Elf, Family, Good, Law, Water
Favored Weapon: Fidelities Sentinel (Trident)

Trishina
Cleric 20/ Bard 10/ Wizard 10
Medium-Size Outsider (Good, Lawful, Aquatic Elf)
Divine Rank: 9
Hit Dice: 20d8+140 (outsider) and 20d8+140 (cleric) and 10d6+70 (bard) and 10d4+70 wizard (840 hp)
Initiative: +14
Speed: 60 ft., swim 60 ft.
AC: 61 (+10 dex, +9 divine, +22 natural, +10 deflection)
Attacks: +5 keen holy defending dispelling trident +62/+57/+52/+47 melee; or by spell +56 melee touch or +59 ranged touch
Damage: +5 keen holy defending dispelling trident 1d8+15; or by spell
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Turn undead 17/day, domain powers, salient divine abilities, spell-like abilities
Special Qualities: Divine immunities, DR 44/+4, fire resistance 29, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 9 miles, remote communication 9 miles, godly realm (1 mile), teleport without error at will, plane shift at will, bardic knowledge +21, bardic music 10/day (countersong, fascinate, inspire competence, inspire courage, inspire greatness, suggestion), SR 41, divine aura (900 ft., DC 29)
Saves: Fort +48, Ref 51, Will +59
Abilities: Str 24, Dex 30, Con 24, Int 32, Wis 40, Cha 30

Skills: Alchemy +60, Animal Empathy +39, Concentration +76, Craft (weaving) +70, Diplomacy +69, Gather Info +49, Handle Animal +39, Heal +64, Innuendo +54, Intimidate +39, Knowledge (Arcana) +70, Knowledge (Nature) +70, Knowledge (Religion) +70, Listen +68, Move Silently +29, Perform +39, Ride +39, Scry +81, Sense Motive +64, Spellcraft +81, Spot +48, Swim +55, Tumble +29, Wilderness Lore +44

Feats: Alertness, Combat Casting, Empower Spell, Enlarge Spell, Expertise, Extend Spell, Extra Turning, Greater Spell Focus (Abjuration), Greater Spell Penetration, Heighten Spell, Iron Will, Improved Counterspell, Improved Initiative, Improved Disarm, Maximize Spell, Point Blank Shot, Quick Draw, Quicken Spell, Reactive Counterspell, Silent Spell, Spell Penetration, Still Spell, Weapon Focus (Trident)

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment

Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Divine Inspiration (Love & Desire), Extra Domain (Animal), Extra Domain (Charm), Extra Domain (Family), Extra Domain (Water), Know Secrets

Domain Powers: Cast animal friendship 1/day, Boost Cha by four points for 1-minute 9/day, Cast Good spells at +1 caster level, cast Law spells at +1 caster level, grant +4 dodge bonus to AC to 10 creatures at once 9/day, rebuke and command water elementals or turn and destroy fire elementals as a 20th level cleric 17/day

Spell-like abilities: Trishina uses these abilities as a 19th level caster, except for Good and Lawful spells, which he uses as a 20th level caster. The save DCs are 29 + spell level or 33+ spell level for Abjuration spells. Calm Animals, Hold Animal, Dominate Animal, Repel Vermin, Commune with Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange, Charm Person, Calm Emotions, Suggestion, Emotion, Charm Monster, Geas/Quest, Insanity, Demand, Dominate Monster, True Strike, Cat’s Grace, Snare, Tree Stride, Find the Path, Liveoak, Sunburst, Antipathy, Bless, Shield Other, Helping Hand, Imbue with spell ability, Rary’s Telepathic Bond, Heroes’ Feast, Refuge, Protection from Spells, Prismatic Sphere, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX*, Protection from Chaos, Calm Emotions, Magic Circle against Chaos, Order’s Wrath, Dispel Chaos, Hold Monster, Dictum, Shield of Law, Obscuring Mist, Fog Cloud, Water Breathing, Control Water, Ice Storm, Cone of Cold, Acid Fog, Horrid Wilting, Elemental Swarm **
*cast as a Good or Law spell only
** cast as water spell only

Bard Spells Known (3/6/6/4/2; DC=20+spell level, 24+spell level for Abjuration spells): 0- Dancing Lights, Daze, Detect Magic, Mending, Open/Close, Prestidigitation, 1- Alarm, Cure Light Wounds, Mage Armor, Sleep, 2- Blindness/Deafness, Cat’s Grace, Suggestion, Silence, 3- Charm Monster, Dispel Magic, Emotion, Remove Curse, 4- Cure Critical Wounds, Modify Memory

Cleric Spell/day: 6/9/9/9/8/8/7/7/6/6; DC=25+spell level, 29+spell level for Abjuration spells.

Possessions: Trishina carries Fidelity’s Sentinel, a +5 keen holy defending dispelling trident.
Caster Level: 25th

Other Divine Powers
As a lesser deity, Trishina may take 10 on any check. Trishina treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal.

Senses: Trishina can see, hear, touch, and smell at a distance of nine miles. As a standard action, she can perceive any location within 9 miles of her worshippers, holy sites, objects, and any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to five locations at once. She can block the sensing powers of deities her rank and lower at up to 2 remote locations.

Portfolio Sense: Trishina senses any time an elf falls in love, gets married, conceives a child, or gives birth as long as the event in question effects at least 500 people.

Automatic Actions: Trishina can use Diplomacy, Bluff, or Handle Animal as a free action as long as the DC for the task is 20 or lower. She can perform up to five such free actions each round.

Create Magic Items: Trishina can create any magic item that detects lies, or uses a spell effect from the school of Abjuration.
Gnaipnur

08-02-03, 09:46 PM
I would jusy like to, as humbly as possible, nudge people's attentions towards that less thought of Hoar. Perhaps I could even gently suggest that anyone might want to write his stats some day when they aren't too busy?
Tebryn14

08-02-03, 10:07 PM
This was done by Elrumir on the Old Page
Hoar
The Doombringer, Lord of Three Thunders, the Poet of Justice, Hurler of Thunders, Assuran (in Chessenta and Mulhorand)
Faerűnian Demigod
Symbol: Black-gloved hand holding a coin with a two-faced head
Home Plane: The Barrens of Doom and Despair
Alignment: Lawful Neutral
Portfolio: Revenge, retribution, poetic justice
Worshippers: Assassins, fighters, rogues, seekers of retribution
Cleric Alignments: LE, LG, LN
Domains: Fate, Law, Retribution, Travel
Favoured Weapon: “Retribution’s Sting” [javelin of lightning] (javelin)

Hoar
Rogue 15/Fighter 10/Wizard 10/Cleric 5
Medium-Size Outsider (Lawful)
Divine Rank: 4
Hit Dice: 20d8+160 (outsider) + 15d6+105 (Rog) + 10d10+70 (Ftr) + 10d4+70 (Wiz) + 5d8+35 (870 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 51 (+9 Dex, +5 armour, +4 divine, +15 natural, +8 deflection)
Attacks: +3 lawful keen mighty cleaving broadsword +54/49/44/39 melee; or +5 lawful returning shocking burst javelin +53 ranged melee; or spell +51 melee touch or +53 ranged touch
Damage: +3 lawful keen mighty cleaving broadsword 2d4+10/15-20; or +5 lawful returning shocking burst javelin 1d6+14/19-20; or by spell
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 11/day
Special Qualities: Divine immunities, DR 39/+4, fire resistance 24, plane shift at will, spontaneous casting of divine spells, understand, speak and read all languages and speak directly to all beings within 4 miles, remote communication, godly realm, teleport without error at will, SR 36, divine aura (40 ft., DC 22)
Saves: Fort +44, Ref +45, Will +46
Abilities: Str 25, Dex 29, Con 27, Int 35, Wis 31, Cha 27
Skills: Balance +48, Bluff +47, Climb +46, Concentration +47, Diplomacy +47, Disguise +47, Forgery +51, Gather Information +47, Heal +49, Hide +48, Intimidate +47, Jump +46, Knowledge (arcana) +51, Knowledge (history) +51, Knowledge (nature) +51, Knowledge (religion) +51, Listen +51, Move Silently +48, Profession (lawyer) +51, Read Lips +51, Scry +51, Search +51, Sense Motive +49, Spellcraft +51, Spot +51, Tumble +48.
Feats: Alertness, Blind-Fight, Blindsight, Cleave, Combat Casting, Combat Reflexes, Dodge, Energy Substitution (electricity), Extend Spell, Far Shot, Great Cleave, Improved Critical (broadsword), Improved Critical (javelin), Improved Initiative, Maximize Spell, Mobility, Persistent Spell, Point Blank Shot, Power Attack, Precise Shot, Scribe Scroll, Skill Focus (Profession [lawyer]), Spring Attack, Weapon Focus (broadsword), Weapon Focus (javelin), Weapon Specialization (broadsword), Weapon Specialization (javelin).

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation.
Salient Divine Abilities: Alter Size, Divine Inspiration (despair), Divine Sneak Attack, Extra Domain (Travel), Lay Quest.
Domain Powers: Cast law spells at +1 caster level, 4/day strike of vengeance, 4/day freedom of movement for 5 rounds.
Spell-Like Abilities: Hoar uses these abilities as a 14th-level caster, except for law spells, which he uses as a 15th-level caster. The save DCs are 23 + spell level. astral projection, augury, banishment, bestow curse, calm emotions, dictum, dimension door, discern location, dispel chaos, endurance, expeditious retreat, find the path, fire shield, fly, foresight, geas/quest, hold monster, locate object, magic circle against chaos, mark of justice, mind blank, order’s wrath, phase door, protection from chaos, shield of faith, shield of law, speak with dead, spell turning, status, storm of vengeance, summon monster IX (as law spell only), teleport, teleport without error, true strike, vision.
Cleric Spells/day: 5/7/6/4; base DC = 20 + spell level.
Wizard Spells/day: 4/7/7/6/6/4; base DC = 22 + spell level.
Possessions: In melee combat, Hoar prefers to use Hand of Retribution, a +3 lawful keen mighty cleaving broadsword (treat as longsword with 2d4 base damage), even though he can also use Retribution’s Sting, a +5 lawful returning shocking burst javelin, which is also his favoured ranged weapon. Everyone hit by the javelin must make a Fortitude save (DC 23) or be affected by a call lightning spell as cast by a 14th-level caster. He also wears +5 bracers of armour.
Caster level: 20th; Weight 4 lb. and caster level: 20th; Weight: 2 lb.

Other Divine Powers
As a demigod, Hoar treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.
Senses: Hoar can see, hear, touch and smell at a distance of four miles. As a standard action, he can perceive anything within one mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once.
Portfolio Sense: Hoar is instantly of any act of vengeance or an instance of poetic justice, as long as it affects at least 1,000 people.
Automatic Actions: Hoar can use Bluff, Diplomacy, Gather Information, Intimidate, Knowledge or Profession, as a free action, if the DC for the check is 15 or less. He can perform up to two such actions per round.
Create Magic Items: As the god of retribution, Hoar can create any cursed magic item to be used to get even with someone, as long as the item’s market price does not exceed 4,500 gp.

When he appears in the Realms, Hoar is a tall, dark, gaunt man with jet black eyes. His clothing is that of a noble or wealthy merchant, typically in the style of Unther, but sometimes also Chessentan. He wears his dark long hair in ringlets and sports a pointed goatee. Usually his appearance is battered and bruised, having suffered wounds which have healed poorly in his constant battles against Ramman or later Anhur. In battle he wields his broadsword or pulls his javelin from a quiver on his back (which refils later due to the returning enhancement). He wears no armour whatsoever except for a pair of golden bracers.

I know it is cramped without the bold and italics, but I think you can space through it.
Gnaipnur

08-03-03, 01:46 AM
Thank you four taking your time. I must admit that I don't agree to 100% with this description, but each to his own imagination.
Jorda_The_Knight

08-05-03, 01:45 AM
"I come back to you now, at the turn of the tide."
Amon Hok

08-05-03, 07:31 AM
I thought he was a lesser deity not a demi-god my bad
Jorda_The_Knight

08-05-03, 06:01 PM
If anyone has a deity that they would like stats for just post it here and I'll get right on it :fight!:
Elrumir

08-05-03, 07:21 PM
JORDA!!

Yer back!! I have a request: could you do Abbathor? I haven't been able to find just the right way to stat him... And as I am busy, I cannot do so myself either...
Jorda_The_Knight

08-06-03, 03:15 PM
Sure thing Elrumir, just hope I'm not too rusty :D
kos_strahd

08-07-03, 03:48 AM
Coud you please, please have a go at any of the following:

Moander
Mellifleur (lich deity)
Ibrundul
Diirinka
Diinkarazan
Stronmaus (giant deity)
Gzemnid
Blibdoolpoolp

I think you've done a first class job at statting and any help for with the above would be very appreciated!!!
Jorda_The_Knight

08-07-03, 12:22 PM
I'd be happy to try some of those, after I'm done with Abbathor that is :cool:
Jorda_The_Knight

08-08-03, 09:50 PM
Here's the dastardly dwarf himself, Abbathor!

Abbathor

Great Master of Greed, Trove Lord, Wyrm of Avarice

Intermediate Dwarven Deity
Symbol: Jeweled Dagger
Home Plane: Dwarfhome
Alignment: Neutral Evil
Portfolio: Greed
Worshipers: Dwarves, misers, rogues, shadowdancers
Cleric Alignments: CE, CN, LE
Domains: Dwarf, Evil, Luck, Trade, Trickery
Favored Weapon: “Heart of Avarice” [diamond-bladed dagger] (dagger)

Abbathor

20 Rogue/20 Sorcerer

Medium-Size Outsider (Evil)

Divine Rank: 13

Hit Dice: 20d8, 20d6, 20d4

Initiative: +19 (+15 Dex, +4 Improved Initiative, always first)

Speed: 60 ft.

AC: 72 (10 +5 Dex, + 13 divine, +26 natural, +10 deflection, +3 armor, +5 magical)

Attacks: +5 keen, speed, vicious dagger +69 melee; or +59 melee touch; or +64 ranged

Damage: +5 keen, speed, vicious dagger 1d4/17-20/x2 +15; or by spell

Face/Reach: 5ft/ 5ft

Special Attacks: Domain powers, salient divine abilities, spell-like abilities, Crippling Strike, Opportunist

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 13 miles, Defensive Roll, Improved Evasion, Dwarf racial traits, DR 48/+4, Fire Resistance 33,SR 45, Remote Communication, Godly Realm, Divine Aura (1300 ft. DC= 33)

Saves: Fort. +48 Ref. +58 Will. +51

Abilities: Str.30 (+10) Dex.40 (+15) Con.28 (+9) Int.30 (+10) Wis.26 (+8) Cha.34 (+12)

Skills: Bluff +73, Concentration +47, Craft (Alchemy) +48, Craft (Trapmaking) +48, Spellcraft +48, Appraise +46, Balance +53, Climb +48, Decipher Script +48, Disable Device +48, Disguise +50, Escape Artist +53, Forgery +48, Gather Information +50, Hide +53, Intimidate +50, Jump +48, Listen +46, Move Silently +53, Open Lock +53, Search +48, Sense Motive +46, Sleight of Hand +53, Spot +46, Swim +48, Tumble +53, Use Magic Device +50, Use Rope +53, Craft (Trapmaking) +48, Craft (Gemcutting) +48, Knowledge (Arcana) +48, Knowledge (The Planes) +48, Profession (Moneychanger) +46

Feats: Dodge, Mobility, Weapon Focus (Dagger), Combat Casting, Combat Expertise, Combat Reflexes, Quick Draw, Extend Spell, Quicken Spell, Forge Ring, Improved Disarm, Improved Feint, Improved Initiative, Maximize Spell, Persuasive, Great Fortitude

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Alter Size, Automatic Metamagic, Control Creatures (Dwarves), Divine Blast, Divine Celerity, Divine Move, Divine Dodge, Divine Rogue, Divine Skills Focus (Bluff), Divine Sneak Attack, Divine Weapon Focus (dagger), Instant Move, Power of Luck, Supreme Initiative, Extra Domain (Trade), Extra Domain (Luck)

Domain Powers: Cast evil spells at +1 caster level, free Great Fortitude feat, add Bluff, Disguise and Hide to cleric class skill list, power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll, as a free action activate Detect Thoughts as the spell on one target for 10 rounds.

Spell-Like Abilities: All domain spells at will, caster level 23, Base save DC= 33 + spell level.

Possessions: Abbathor always carries (although it is often concealed when in the presence of other deities) an incredibly ornate jeweled dagger, with a blade made of a single carved diamond, called the “Heart of Avarice”. This dagger acts as a +5 keen, speed, vicious dagger and it’s worth in gold is nigh immeasurable. Abbathor generally wears +5 glamered, greater slick, greater shadow, greater silent moves, heavy fortification studded leather, with the metal studs replaced by shining diamonds. Much like his weapon Abbathor’s armor is incredibly valuable.

Other Divine Powers

As an intermediate deity Abbathor always receives a 20 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal.

Senses: Abbathor can see, hear, touch and smell at a distance of 13 miles. As a standard action, he can perceive anything within 13 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 13 hours.

Portfolio Sense: Abbathor senses any dwarf being tempted by greed as well as the discovery and of great treasure by a dwarf the instant it happens and retains the sensation for 13 weeks after the event occurs.

Automatic Actions: Abbathor can use Appraise, Bluff, Disguise, Forgery and Craft (Trapmaking) as a free action so long as the DC for the task is no greater than 25.

Create Magic Items: Abbathor can create any gem or dagger so long as the items market price does not exceed 200,000 gp.
Jorda_The_Knight

08-09-03, 01:14 AM
I have found most of the info I need to stat the following gods:
Moander
Mellifleur (lich deity)
Ibrundul
Diirinka
Stronmaus (giant deity)
Gzemnid
Blibdoolpoolp

Unfortunately after a great deal of searching I was unable to find much information involving Diinkarazan except for a very short story about his past with Diirinka. If anyone could provide more information on this god or any of the others above (I'll probably still have to Ad Hoc some of the stuff for them, and I'm sure someone will correct me eventually so I'd just rather they tell me now) please e-mail me with your information, thanks :D
Seraph of Babel

08-09-03, 06:01 AM
Originally posted by Jorda_The_Knight
Unfortunately after a great deal of searching I was unable to find much information involving Diinkarazan except for a very short story about his past with Diirinka.

Not sure what you have on him, but there is precious little info to begin with. IIRC, he is a demigod trapped in the Abyss and driven mad by Ilsensine, supposedly betrayed by his brother for stealing the secrets of psionics from the mind flayer god. Every 50 or 100 years, his avatar is freed to go to the prime material to wreck havoc among the dwarves.
Jorda_The_Knight

08-09-03, 06:58 PM
Thanks for the help Seraph. I think I'll be starting with Ibrundul as I recall his stats being requested at least once before. Again if I make any major mistakes (wrong domains, portfolio, favored weapon, ect. please let me know and I will change it)
Jorda_The_Knight

08-10-03, 12:59 AM
Here is the long awaited (by some) Ibrundil. If there any mistakes involving this deity please inform me via e-mail.

Ibrundul

Lord of Caverns, the Dungeon Master :D

Lesser Deity
Symbol: Four interlocking silver circles on a dark purple background
Home Plane: Unknown or Plane of Shadow (as Shar)
Alignment: CN
Portfolio: Caverns, dungeons, the Underdark, skulls
Worshipers: Subterranean creatures, dungeon dwellers
Cleric Alignments: CG, CE, CN
Domains: Cavern, Chaos, Darkness, Earth
Favored Weapon: “ The Skull-Splitter” (heavy pick)

Ibrundul

Rogue 20/ +Nightcloak 10/ Cleric 10

Medium-Size Outsider (Chaotic)

Divine Rank: 7

Hit Dice: 20d8 (Outsider), 20d6 (Rogue), 10d8 (Nightcloak), 10d8 (Cleric)

Initiative: +18 (+14 dex, +4 improved initiative, always first)

Speed: 60 ft.

AC: 59 (10 + 14 Dex, +7 divine, +20 natural, +8 deflection)

Attacks: +5 keen, anarchic, acidic burst heavy pick +57 melee; or +46 melee touch; or +53 ranged

Damage: +5 keen, anarchic, acidic burst heavy pick 1d6+12/19-20/x4; or by spell

Face/Reach: 5 ft./5 ft.

Special Attacks: Domain powers, salient divine abilities, spell-like abilities, crippling strike, opportunist

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 7 miles, Improved Evasion, Defensive Roll, DR 42/+4, fire resistance 27, SR 39, Remote Communication, Godly Realm, Divine Aura (700 ft. DC= 25)

Saves: Fort. +36 Ref. +39 Will. +42

Abilities: Str.24 (+7) Dex.38 (+14) Con.28 (+9) Int.30 (+10) Wis.36 (+13) Cha.26 (+8)

Skills: Balance +49, Bluff +43, Climb +42, Concentration +44, Decipher Script +45, Disable Device +45, Disguise +43, Escape Artist +49, Gather Information +43, Hide +49, Intimidate +43, Jump +42, Knowledge (Dungeoneering) +45, Knowledge (Religion) +45, Listen +48, Move Silently +49, Open Lock +49, Perform (dirge) +43, Profession (Spelunker) +48, Search +45, Sense Motive +43, Sleight of Hand +49, Spellcraft +45, Spot +48, Tumble +49, Use Rope +49

Feats: Iron Will, Shadow Weave Magic, Spell Focus (Necromancy), Pernicious Magic, Combat Casting, Combat Expertise, Combat Reflexes, Extend Spell, Spell Penetration, Dodge, Mobility, Greater Spell Penetration, Weapon Focus (heavy pick), Improved Trip, Quick Draw, Improved Initiative, Blind-Fight

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Alter Size, Divine Celerity, Divine Rogue, Extra Domain (Earth), Supreme Initiative, Wave of Chaos, Divine Weapon Focus (heavy pick), Free Move, * Unique Salient Divine Ability

Domain Powers: Cast chaos spells at +1 caster level, turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Ibrundul can use this ability 11 times per day. This granted power is a supernatural ability, Free Blind-Fight feat, stonecunning

Spell-Like Abilities: All domain spells at will, caster level 17, base saving throw DC= 25 + spell level.

Possessions: Ibrundul carries his power weapon, “The Skull-Splitter” which acts as a +5 keen, anarchic, acidic burst heavy pick with him whenever he travels through his dark caverns.

Other Divine Powers

Ibrundul can take 10 on any check, assuming he needs to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal.

Senses: Ibrundul can see, hear, touch and smell at a distance of 7 miles. As a standard action he can perceive anything within 7 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 7 hours.

Portfolio Sense: Ibrundul senses any incursion into a cavern, a dungeon or the Underdark the moment it happens as long as the event involves at least 500 people.

Automatic Actions: Ibrundul can use Hide, Climb, Knowledge (Dungeoneering) and Move Silent as a free action if the DC for the task is 20 or lower. He can perform up to 5 such actions a turn.

Create Magic Items: Ibrundul can create any spell that produces darkness as long as the market price does not exceed 300,000 gp.

+Depending on how and in what time line you use Ibrundul he may either be alive, dead or merely an aspect of Shar. If Shar has not yet absorbed Ibrundul or Ibrundul has been freed from Shar’s grasp (perhaps through her death or other divine intervention) in your campaign then he does not draw any of his Nightcloak class abilities from her and does not require her as a patron deity (he may still use any ability that states he gains that particular power from Shar despite this fact). If however Shar has stolen Ibrundul’s power than the abilities function as normal, since Ibrundul is really just an aspect of Shar.

* Unique Salient Divine Ability- Subterranean Spell Casting: Whenever Ibrundul is underground or in a cavern he adds +1 to his caster level for all spells.
kos_strahd

08-11-03, 03:48 AM
Fantastic job mate!
Jorda_The_Knight

08-11-03, 08:29 AM
Wow, thanks for the compliment Kos, it's always nice to hear a few words of encouragement while you're trying your best to pick skills for an almost all knowing deity :D
kos_strahd

08-11-03, 10:55 AM
I've found out some info on Diinkarazan aling with some of his 2e stats (although they're partly in french! sorry)

Hope it helps:

The 586th layer of the Abyss, this layer serves as nothing more than the prison of Diinkarazan, the mad god of the duerger. It's a swirling vortex of air and gas, with rings of whirling rocks flying about a central point. Diinkarazan is magically bound to a stone throne at the center of the storm. The plane constantly distorts space. Cursed and banished by Ilsensine, the power of the illithids, the Mad God cannot be freed by anything less than a greater power, and he is permanently insane and tormented by illusions of th things he most fears (terrible monsters, Ilsensine itself. drowning in water or lava, and the like). The chant is that the high-up stops raving once every 50 years, but he's obsessed with revenge and kills visitors even when he's sane, as like as not. The prison is always torn between slipping over into Carceri and slipping into Pandemonium; the balance of prison and madness keeps it in the Abyss.

Avatar de Diinkarazan (voleur 14)
L'avatar de Diinkarazan est un grand derro hâve, au regard fixe et fou issu de ses yeux rouges aux pupilles noires. Ses cheveux volent continuellement dans son dos, changeant de couleur, de texture et d'apparence (lisse, raides, frisés...) de maničre aléatoire. Il utilise des sorts d'Abjuration et d'invocation/Évocation.
Str 13 Dex 16 Con 16
Int 18 Wis 3 Cha 1
VD 1 2 v 36 T M ( 1 50) MR 10%
CA0 DV 10 PV 80
#AT 1 THAC0 11 Dg 1 d2 (poings)


Also I don't suppose you fancy the challenge of attemtping to stat the Dragon Overpower, Io!? I'd completely forgotten about this very cool deity!

If not, any other takes to try this one???

Once again mate, thank you for any help whatsoever.
Jorda_The_Knight

08-11-03, 02:44 PM
Thanks for the great help Kos! This has been a truely elusive deity for me and any information (french or not) is appreciated.
I may be interested in attempting Io, but right now I plan to stat more the lesser deities like the monster deities and so forth. Anyone else who feels up to it is welcome to true the Overgod, but as for me I'm pretty busy as it is. If however noone does him for a long time I might give it a shot ;)

If there are any other requests please let us know so we can get working. This thread is as much for all of you out there as it is for myself (and my fellow staters) :D
Jorda_The_Knight

08-11-03, 04:04 PM
Stronmaus

Lord of the Cloud Giants

Greater Deity
Symbol: Forked lightning bolt descending from a cloud obscuring the sun
Home Plane: Midgard
Alignment: Chaotic Good
Portfolio: Sun, sky, weather, joy, cloud giants
Worshipers: Cloud giants, storm giants
Cleric Alignments: NG, CN
Domains: Chaos, Good, Protection, Storm
Favored Weapon: Heavy Mace

Stronmaus

Cleric 20/ Fighter 20

Huge Outsider (Air, Chaos, Good)

Divine Rank: 17

Hit Dice: 20d8 (Outsider), 20d10 (Fighter), 20d8 (Cleric)

Initiative: +7 (+7 Dex)

Speed: 100 ft.

AC: 75 (10 + 7 Dex, +17 divine, +30 natural, +11 deflection)

Attacks: +5 defending, ghost touch, shocking burst, thundering mace +70 melee; or +59 melee touch; or +47 ranged

Damage: +5 defending, ghost touch, shocking burst, thundering mace 2d8+ 28/19-20/x2; or by spell

Face/Reach: 15 ft./ 15 ft.

Special Attacks: Domain powers, salient divine abilities, spell-like abilities

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 17 miles,

Saves: Fort. +53 Ref. +36 Will. +46

Abilities: Str.48 (+19) Dex.24 (+7) Con.30 (+10) Int.24 (+7) Wis.32 (+11) Cha.32 (+11)

Skills: Appraise +35, Concentration +50, Craft (Armorsmithing) +47, Craft (Toys) +47, Diplomacy +80, Heal +51, Knowledge (Religion) +47, Knowledge (The Planes) +47, Knowledge (History) +47, Knowledge (Geography) +47, Knowledge (Local) +47, Knowledge (Weather) +47, Spellcraft +47, Climb +59, Handle Animal +51, Intimidate +51, Jump +59, Ride (Horse) +47, Swim +59, Profession (Body Guard) +51, Perform (Song) +51, Sense Motive +39, Listen +39, Spot +39, Profession (armor smith) +51, Survival +39

Feats: Weapon Focus (Heavy Mace), Weapon Specialization (Heavy Mace), Greater Weapon Focus (Heavy Mace), Greater Weapon Specialization (Heavy Mace), Improved Critical (Heavy Mace), Power Attack, Cleave, Great Cleave, Combat Casting, Endurance, Quicken Spell, Extend Spell, Maximize Spell, Extra Turning, Great Fortitude, Spell Penetration, Greater Spell Penetration, Improved Bull Rush, Improved Overrun, Improved Sunder, Run, Improved Turning, Dodge, Mobility, Spring Attack, Whirlwind Attack, Skill Focus (Diplomacy), Silent Spell, Combat Reflexes, Combat Expertise

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Alter Size, Alter Form, Automatic Metamagic, Banestrike (Evil Outsiders), Call Creatures (Cloud Giants), Divine Air Mastery, Divine Blast, Mass Divine Blast, Divine Radiance, Divine Shield, Area Divine Shield, Divine Skill Focus (Diplomacy), Divine Storm, Divine Weapon Focus (Heavy Mace), Extra Domain (Storm), Energy Burst, Energy Storm, Divine Splendor, Irresistible Blows, Increased Spell Resistance, Increased Damage Reduction, *Unique Salient Divine Ability

Domain Powers: Cast Chaos and Good spells at +1 caster level, electricity resistance 5, Stronmaus can generate a protective ward as a supernatural ability. Granting someone he touches a resistance bonus equal to his cleric level (20) on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Spell-Like Abilities: All domains spells at will, caster level 27 (28 for chaos and good spells), base DC= 38 + spell level

Possessions: Stronmaus wields a powerful mace whenever he goes into battle, and this mace acts as a huge +5 defending, ghost touch, shocking burst, thundering mace.

Other Divine Powers

As a greater deity, Stronmaus automatically receives the best possible result on a die roll he makes (including attack and damage rolls, checks and saves). He is immortal

Senses: Stronmaus can see, hear, touch and smell at a distance of 17 miles. As a standard action, he can perceive anything within 17 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 17 hours.

Portfolio Sense: Stronmaus detects anything the involved cloud giants or the sky the instant it happens and retains the sensation for 17 weeks after the event occurs.

Automatic Actions: Stronmaus can use Diplomacy and any Craft or Profession skill in which he has at least 1 rank as a free action so long as the DC for the task is no greater than 30. He can perform 20 such free actions a turn.

Create Magic Items: Stronmaus can create any magic item, weapon or armor involving clouds or lightning (including artifacts).

* Unique Salient Divine Ability- Cloud Shaping: Stronmaus can mold the shapes of any amount of clouds and also solidify those clouds to the strength of stone for as long as he wishes.
Verghityax

08-12-03, 04:01 AM
==> Jorda
It's good to have You back with us again :) Oh, by the way, I don't know if You remember but I asked You once (that was on the old forum) if I can use Your stats on my site. As for now, You still didn't answer me and I don't want to use them without Your permission so I'm asking once more: may I translate and use Your stats on my site? It's url is: www.dnd.rpg.net.pl but it's a polish site, therefore it's only in polish language.
Jorda_The_Knight

08-12-03, 08:20 PM
Sorry for not answering you earlier Verghityax, I was away for quite a while :) I have no problem with you using any of the deity stats that I created as long as proper credit is given. Feel free to translate and re-post the information, just keep me informed as to your updates so I can make sure credit is given. I'm glad you like my work, and I have another god on the way soon :D
Verghityax

08-13-03, 01:47 AM
Ok :) Thank You very much :) And of course the proper credit shall be given :D
Jorda_The_Knight

08-14-03, 10:53 AM
Blibdoolpoold

The Sea Mother

Lesser Deity
Symbol: Lobster head or black pearl
Home Plane: Unknown
Alignment: Chaotic evil
Portfolio: Water, evil underwater creatures, Kuo-toa, pearls
Worshipers: Kuo-toa, evil sea going humans
Cleric Alignments:
Domains: Animal, Chaos, Evil, Water
Favored Weapon: Pincer staff

Blibdoolpoold

Druid 20/ Cleric 20

Medium-Size Outsider (Chaos, Evil)

Divine Rank: 6

Hit Dice: 20d8 (Outsider) + 20d8 (Druid) + 20d8 (Cleric)

Initiative: +9 (+9 Dex)

Speed: 60 ft., swim 60 ft.

AC: 53 (10 + 9 Dex, +6 divine, +19 natural, +9 deflection)

Attacks: +4 spell storing, anarchic, unholy pincer staff +59 melee; or +50 melee touch; or +49 ranged

Damage: +4 spell storing, anarchic, unholy pincer staff 1d6+14/x2/19-20; or by spell

Face/Reach: 5ft/ 5ft

Special Attacks: Domain powers, salient divine abilities, spell-like abilities, Turn undead 16/day

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 6 miles, DR 41/+4, fire resistance 26, SR 38, spontaneous casting of divine spells, remote communication, godly realm, teleport without error at will, plane shift at will, a thousand faces, nature sense, resist nature’s lure, low-light vision, timeless body, trackless step, venom immunity, wild shape as 20th level druid, woodland stride, divine aura (600 ft, DC 25)

Saves: Fort. +47 Ref. +33 Will. +51

Abilities: Str.30 (+10) Dex.28 (+9) Con.28 (+9) Int.27 (+8) Wis.40 (+15) Cha.28 (+9)

Skills: Knowledge (nature) +42, Concentration +43, Diplomacy +43, Heal +49, Knowledge (arcana) +42, Knowledge (religion) +42, Knowledge (the planes) +42, Spellcraft +42, Handle Animal +43, Listen +49, Ride (shark) +43, Spot +49, Survival +49, Swim *+44, Bluff +26, Intimidate +26, Craft (traps) +42, Craft (coral working) +42, Profession (sailor) +49, Profession (pearl diver) +49, Climb +27, Escape Artist +26, Move Silently +26, Sense Motive +32

Feats: Natural Spell, Extend Spell, Maximize Spell, Weapon Focus (Pincer Staff), Improved Critical (Pincer Staff), Combat Reflexes, Combat Expertise, Improved Trip, Spell Penetration, Greater Spell Penetration, Extra Turning, Skill Focus (Swim), Improved Turning, Run, Reach Spell, Divine Might, Silent Spell, Quicken Spell, Great Fortitude

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Automatic Metamagic, Call Creatures (Kuo-Toa), Command Creatures (Kuo Toa), Divine Druid, Divine Water Mastery, Divine Weapon Focus (Pincer Staff), Extra Domain (Animal), Wave of Chaos

Domain Powers: Cast Chaos and Evil spell at +1 caster level, Blibdoolpoold can use speak with animals once per day as a spell-like ability, turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Blibdoolpoold can use these abilities 12 times per day. This granted power is a supernatural ability.

Spell-Like Abilities: All domain spells, caster level 16 (17 for Chaos and Evil spells), Base DC= 25 + spell level

Possessions: Blibdoolpoold wields the bizarre weapon favored by her Kuo-Toa minions, the pincer staff (see the Monster Manual for more information on the pincer staff). Blibdoolpoold’s pincer staff acts as a +4 spell storing, anarchic, unholy pincer staff.

Other Divine Powers

Blibdoolpoold can take 10 on any check, assuming she needs to make a check at all. She treats a 1 on an attack or saving throw normally and not as an automatic failure. She is immortal.

Senses: Blibdoolpoold can see, hear, touch and smell at a distance of 6 miles. As a standard action she can perceive anything within 6 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 5 locations at once. She can block the sensing power of deities of her rank or lower at up to 2 remote locations at once for 6 hours.

Portfolio Sense: Blibdoolpoold senses any activity by kuo-toa the moment it happens as long as the event involves at least 500 people.

Automatic Actions: Blibdoolpoold can use Knowledge (nature), Knowledge (religion), Handle Animal, Ride and Survival as a free action if the DC for the task is 20 or lower. She can perform up to 5 such actions a turn.

Create Magic Items: Blibdoolpoold can create any item that involves water as long as the market price does not exceed 300,000 gp.
kos_strahd

08-14-03, 10:59 AM
Thanks Jorda, another great job!!!
Jorda_The_Knight

08-14-03, 11:16 AM
He he, it's great to have loyal fans, thanks a lot Kos :D We'll get more posts here than "Favorite Deity?" soon enough :)
Jorda_The_Knight

08-14-03, 04:58 PM
:behold: Gzemnid:behold:

The Gas Giant

Lesser Deity
Symbol: Spheres of swirling gas of many different colors
Home Plane: Unknown
Alignment: Lawful evil
Portfolio: Gases, Fogs, Deception, Beholders
Worshipers: Beholders
Cleric Alignments:
Domains: Air, Evil, Law, Trickery
Favored Weapon: Eye Ray

Gzemnid

20 Rogue/ 20 Conjurer

Gargantuan-Size Outsider (Law, evil)

Divine Rank: 6

Hit Dice: 20d8 (Outsider) + 20d6 (Rogue) + 20d4 (Wizard)

Initiative: +14 (+10 Dex, +4 improved initiative)

Speed: Fly 120 ft.

AC: 55 (10 +10 Dex, +6 divine, +19 natural, +10 deflection)

Attacks: Bite +48 melee; or +48 melee touch; or +50 ranged

Damage: Bite 3d6 + 10; or by spell; or by eye ray

Face/Reach: 20 ft./ 20 ft.

Special Attacks: Domain powers, salient divine abilities, spell-like abilities, crippling strike, opportunist

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 6 miles, Beholder traits, Improved Evasion, Slippery Mind, DR 41/+4, fire resistance 26, SR 38, Remote Communication, Godly Realm, Divine Aura (600 ft. DC= 26)

Saves: Fort. +34 Ref. +40 Will. +38

Abilities: Str.26 (+8) Dex.30 (+10) Con.28 (+10) Int.42 (+16) Wis.26 (+8) Cha.30 (+10)

Skills: Appraise +50, Balance +44, Bluff +47, Climb +42, Concentration +44, Craft (Traps) +50, Craft (Alchemy) +50, Craft (Bookbinding) +50, Decipher Script +50, Diplomacy +44, Disable Device +50, Disguise +44, Escape Artist +44, Forgery +50, Gather Information +44, Hide +44, Intimidate +44, Jump +42, Knowledge (Local) +50, Knowledge (Arcana) +50, Knowledge (Architecture and Engineering) +50, Knowledge (Dungeoneering) +50, Knowledge (Geography) +50, Knowledge (History) +50, Knowledge (Nature) +50, Knowledge (Religion) +50, Knowledge (The Planes) +50, Knowledge (Undead) +50, Knowledge (Beholders) +50, Knowledge (Magic Treasure) +50, Listen +42, Move Silent +44, Open Lock +44, Profession (Apothecary) +50, Profession (Scribe) +50, Profession (Translator) +50, Profession (Money Changer) +50, Profession (Herbalist) +50, Profession (Mediator) +50, Search +50, Sense Motive +42, Sleight Of Hand +44, Spellcraft +47, Spot +42, Swim +44, Survival +42, Tumble +44, Use Magic Device +44, Use Rope +44

Feats: Augment Summoning, Quicken Spell, Maximize Spell, Extend Spell, Spell Penetration, Greater Spell Penetration, Spell Focus (Conjuration), Great Spell Focus (Conjuration), Combat Casting, Combat Reflexes, Craft Rod, Craft Wand, Dodge, Weapon Focus (ray), Improved Initiative, Persuasive, Silent Spell, Skill Focus (Bluff), Skill Focus (Spellcraft)

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Alter Size, Alter Reality, Automatic Metamagic, Create Object, Divine Glibness, Divine Spell Focus (Conjuration), Extra Domain (Trickery), Instant Counterspell

Domain Powers: Cast Evil and Law spells at +1 caster level, turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 13. This granted power is a supernatural ability

Spell-Like Abilities: All domain spells, caster level 16 (except evil and law spells where his caster level is 17), Base save DC= 26 + spell level

Possessions: Gzemnid carries no significant items on his person, probably because it would be rather difficult to do so given the beholder physiology. However Gzemnid does have a substantial cache of magic items and ancient lore on the Plane of Concordant Opposition.

Other Divine Powers

Gzemnid can take 10 on any check, assuming he needs to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal.

Senses: Gzemnid can see, hear, touch and smell at a distance of 6 miles. As a standard action he can perceive anything within 6 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 6 hours.

Portfolio Sense: Gzemnid can detect the use of any air or concealment magic the moment it happens as long as the event involves at least 500 people.

Automatic Actions: Gzemnid can use Bluff, Concentration, Diplomacy, Hide, Intimidate and any Knowledge skill in which he has at least one rank as a free action if the DC for the task is 20 or lower. He can perform up to 5 such actions a turn.

Create Magic Items: Gzemnid can create any item that produces an air or gas effect as long as the market price does not exceed 300,000 gp.



All his life Jazren had dreamt of one thing, the power of the beholders. As a child he has witnessed their terrible might first hand. His friends, family and virtually everyone he knew had been swept away in the chaotic raid from another world as strange one eyed spheres with gaping, dagger toothed jaws floated through his town.
Though he was only 12 years old at the time Jazren felt something stir deep inside him when he witnessed these seemingly invincible titans burn and utterly destroy his town. The sheer power of them made a chill run down his spine. Their alien appearance drew his eyes whenever he dared peak through the small crack in the stone wall behind which he hid. The beams of energy that coalesced and then shot forth, turning people to ash, stone or worse made the young boy clench his fists in glee, his heart beating like never before. He had to become like these monsters, he had to know even a small part of their power if he was to make a name for himself outside of this, now more than ever, ghost town.

* * *

It was a decade and a half before Jazren ever saw one of the creatures from that fateful day again. He had paid the wizard handsomely, mostly with coin he had managed to horde from mercenary work and some other less reputable sources. Though the wizened sage was loathe to call forth a Beholder, let alone one so closely associated with their Great Mother, his research would not pay for itself, and the wealthy nobles of the nearby lands had been becoming more and more curious, and thusly, annoying.
With one last word and a wave of this hand the mage completed the spell, tearing open a hole in his fine stone floor and creating in it’s place a swirling tear of chaos and raw magic. From the insane rip in space slowly rose a single round eye, held atop a thick chitinous stalk. Soon another sprung forth, and then more and more until eventually the creatures entire form had managed to rise from the hole. With its single massive eye closed the creature opens its jaw slowly, bringing to light a fearsome arsenal of teeth. Something about the creature worried the wizard however. He has seen beholders before, even battled one in a dank castle dungeon, but never had he seen one quite so immense, and now gave off the waves of power that this abomination did. Jazren was beside himself, and it was all he could do to clench his fists at his sides and marvel at the summoned creatures might.
The single, huge eye suddenly sprung open, its shielding lid pulling back with blinding speed. A grin that threatened to consume the monsters entire lower half slowly crept across its lower hemisphere. With a shriek and the raising of his hands in a futile attempt at salvation the wizard that had brought the beast forth suddenly collapsed in on himself, creating a light popping noise that could just be heard above the din of the wailing pit before him. Jazren stepped back with one foot, unsure of what to do next. This was the moment he had waited for his whole life, he was not about to be snuffed out now like a candle burnt too long. He stepped up, chest pressed forward, hand on the sword at his side. The deadly orb turned on itself, slowly facing Jazren eye to eye. With a commanding voice and a determination that Jazren had practiced for more than half his life the man spoke out.
“I am Jazren, the one who made it possible for you to be brought to this world. I ask only that you allow me to follow you, to lend me some of your power that I might spread the name of your people across the world, nah, the planes themselves! What say you?!”
The creature smiled once again and Jazren felt his heart skip a beat. But instead of the speedy removal from this world that the wizard had received Jazren instead felt something all around him, inside him, taking hold of his mind and body. He began to float off the ground, his eyes afire and his head feel as though it would explode at even the slightest jolt. A voice suddenly came to him, speaking to his deepest inner being.
“You are indeed brave young mortal,” the voice spoke, deep and sibilant, “I will show you what power is, and with my help, you will become a warrior the likes of which has never been seen before.” Jazren focused on the creature, willing his mouth to form the words he needed to ask, “Are you the one I have read of? Are you the almighty Great Mother?!” The voice merely chuckled, the creature’s body shaking up and down.
“I am not the one you speak of, but something much more dangerous, be assured. My mother underestimates me, doubts my might could ever topple her tower. She does not realize how weak her tower has become though, and one slipping stone is all it will take to bring it crashing down around her. I am Gzemnid, I am your master.”
Verghityax

08-15-03, 03:29 AM
Oooooooh! Jorda! You rock! Every day a new deity :D
Verghityax

08-15-03, 07:32 AM
Ok, I decided to list all Forgotten Realms deities that are known to me. I hope it's going to be of any use :)


Faerunian Pantheon

Akadi = old thread, page 15, stated by Jorda the Knight
Amaunator = old thread, page 19, stated by Elrumir
Auril = old thread, page 2, stated by Elrumir
Azuth = Faiths & Pantheons
Bane = Faiths & Pantheons
Beshaba = old thread, page 4, stated by Jorda the Knight
Bhaal = old thread, page 23, stated by Elrumir
Chauntea = Faiths & Pantheons
Cyric = Faiths & Pantheons
Deneir = old thread, page 11, stated by Elrumir
Eldath = old thread, page 1, stated by Jorda the Knight
Finder Wyvernspur = old thread, page 8, revised version on page 21, stated by Elrumir
Garagos = old thread, page 5, stated by Mirtek
Gargauth = old thread, page 9, stated by Jorda the Knight
Gond = Faiths & Pantheons
Grumbar = old thread, page 14, stated by Jorda the Knight
Gwaeron Windstrom = old thread, page 10, stated by Elrumir
Helm = Faiths & Pantheons
Ibrandul = new thread, page 4, stated by Jorda the Knight
Ilmater = Faiths & Pantheons
Istishia = old thread, page 13, stated by Jorda the Knight
Iyachtu Xvim =
Jergal = old thread, page 12, stated by Jorda the Knight
Kelemvor = Faiths & Pantheons
Kossuth = Faiths & Pantheons
Lathander = Faiths & Pantheons
Leira = old thread, page 13, stated by Elrumir
Lliira = old thread, page 9, stated by Elrumir
Loviatar = old thread, page 5, stated by Elrumir
Lurue = old thread, page 5, stated by Jorda the Knight
Malar = Faiths & Pantheons
Mask = Faiths & Pantheons
Mielikki = Faiths & Pantheons
Milil = old thread, page 2, stated by Elrumir
Moander = new thread, page 9, stated by Jorda the Knight
Myrkul = new thread, page 9, stated by Jorda the Knight
Mystra = Faiths & Pantheons
Nobanion = old thread, page 8, stated by Jorda the Knight
Oghma = Faiths & Pantheons
Red Knight = old thread, page 6, stated by Elrumir
Savras = old thread, page 1, stated by Jorda the Knight
Selune = Faiths & Pantheons
Shar = Faiths & Pantheons
Sharess = old thread, page 9, stated by Jorda the Knight
Shaundakul = Faiths & Pantheons
Shiallia = old thread, page 10, stated by Jorda the Knight
Siamorphe = old thread, page 2, stated by Elrumir
Silvanus = Faiths & Pantheons
Sune = Faiths & Pantheons
Talona = old thread, page 10, stated by Jorda the Knight
Talos = Faiths & Pantheons
Tempus = Faiths & Pantheons
Torm = Faiths & Pantheons
Tymora = Faiths & Pantheons
Tyr = Faiths & Pantheons
Ulutiu = old thread, page 11, stated by Elrumir
Umberlee = Faiths & Pantheons
Uthgar = Faiths & Pantheons
Valkur = old thread, page 2, stated by Jorda the Knight
Velsharoon = old thread, page 3, stated by Elrumir
Waukeen = Faiths & Pantheons


Mulhorandi Pantheon

Anhur = old thread, page 24, stated by Elrumir; another version in new thread, page 2, stated by Tebryn14
Geb =
Hathor =
Horus-Re = new thread, page 3, stated by Tebryn14
Isis = new thread, page 5, stated by Tebryn14
Nephtys =
Osiris = old thread, page 26, stated by Elrumir
Sebek =
Set = new thread, page 10, stated by Tebryn14
Thoth =


Untheric Pantheon

Assuran/Hoar = old thread, page 8, stated by Elrumir
Gilgeam = new thread, page 9, stated by Jorda the Knight
Ramman =
Tiamat = old thread, page 5, stated by Jorda the Knight


Chultan Pantheon

Eshowdow =
Sseth =
Ubtao = new thread, page 1, stated by The Eye of the Cyclop


Maztica Pantheon

Azul =
Eha =
Kiltzi =
Kukul =
Maztica =
Nula =
Plutoq =
Qotal =
Tezca =
Watil =
Zaltec =


Dwarven Pantheon

Abbathor = new thread, page 4, stated by Jorda the Knight
Berronar Truesilver = new thread, page 8, stated by Tebryn14
Clangeddin Silverbeard = old thread, page 7, stated by Jorda the Knight
Deep Duerra = old thread, page 16, psionic version also on page 16, stated by Jorda the Knight
Dugmaren Brightmantle = old thread, page 23, stated by Elrumir
Dumathoin =
Gorm Gulthyn = old thread, page 13, stated by Jorda the Knight
Haela Brightaxe = old thread, page 20, stated by Elrumir
Laduguer =
Marthammor Duin = old thread, page 20, stated by Elrumir
Moradin = Deities & Demigods
Sharindlar = old thread, page 21, stated by Elrumir
Thard Harr = old thread, page 7, stated by Elrumir
Vergadain = new thread, page 7, stated by Tebryn14


Derro Pantheon

Diinkarazan =
Diirinka =


Elven Pantheon

Aerdrie Faenya = old thread, page 11, stated by Elrumir
Angharradh = new thread, page 1, stated by Elrumir
Corellon Larethian = Deities & Demigods
Deep Sashelas = old thread, page 20, stated by Elrumir
Erevan Ilesere = old thread, page 18, stated by Elrumir
Fenmarel Mestarine = old thread, page 21, stated by Jorda the Knight
Hanali Celanil = old thread, page 19, stated by Elrumir
Labelas Enoreth = old thread, page 3, stated by Jorda the Knight
Rillifane Rallathil = old thread, page 5, revised version on page 6, stated by Elrumir
Sehanine Moonbow = old thread, page 4, stated by E'tii'stil Shadowsil
Shevarash = old thread, page 14, stated by Jorda the Knight
Solonor Thelandira = old thread, page 18, stated by Elrumir


Drow Pantheon

Eilistraee = Faiths & Pantheons
Ghaunadaur = old thread, page 19, stated by Elrumir
Kiaransalee = City of the Spider Queen
Lloth = Faiths & Pantheons
Selvetarm = old thread, page 20, stated by Jorda the Knight
Vhaeraun = old thread, page 1, stated by E'tii'stil Shadowsil


Halfling Pantheon

Arvoreen = old thread, page 18, stated by Elrumir
Brandobaris = old thread, page 10, stated by Elrumir
Cyrrollalee = old thread, page 7, stated by Jorda the Knight
Sheela Peryroyl = old thread, page 2, stated by Jorda the Knight
Urogalan = old thread, page 8, stated by Jorda the Knight
Yondalla = Deities & Demigods


Gnome Pantheon

Baervan Wildwanderer & Chiktikka Fastpaws = old thread, page 26, stated by Elrumir
Baravar Cloakshadow = old thread, page 7, stated by Elrumir
Callarduran Smoothhands = new thread, page 5, stated by Tebryn14
Flandal Steelskin = new thread, page 2, stated by Tebryn14
Gaerdal Ironhand = old thread, page 23, stated by Elrumir
Garl Glittergold = Deities & Demigods
Segojan Earthcaller = new thread, page 6, stated by Tebryn14
Urdlen = old thread, page 10, stated by Elrumir


Sylvan Pantheon

Caolmhin (killmoulis) =
Damh (satyrs) =
Eachthighern (pegasi, unicorns) =
Emmantiensien (treants) = old thread, page 27, revised version in new thread on page 1, stated by Elrumir
Fionnghuala (swanmays) =
Nathair Sgiathach (faerie dragons, pixies, sprites) =
Oberon (faeries) = new thread, page 8, stated by Tebryn14
Skerrit (centaurs) = new thread, page 7, stated by Tebryn14
Squelaiche (leprechauns) =
The Queen of Air and Darkness (evil faeries) =
Titania (faeries) = new thread, page 7, stated by Tebryn14
Verenestra (dryads, nymphs, sylphs) = new thread, page 5, stated by Jorda the Knight


Orc Pantheon

Bahgtru = old thread, page 19, stated by Jorda the Knight
Gruumsh = Deities & Demigods
Ilneval = old thread, page 19, stated by Elrumir
Luthic = old thread, page 17, stated by Jorda the Knight
Shargaas = old thread, page 19, stated by Jorda the Knight
Yurtrus = old thread, page 19, stated by Jorda the Knight


Goblin Pantheon

Bargrivyek = new thread, page 6, stated by Jorda the Knight
Khurgorbaeyag = new thread, page 7, stated by Jorda the Knight
Maglubiyet = new thread, page 1, stated by Tebryn14
Nomog-Geaya = new thread, page 7, stated by Jorda the Knight


Troll & Ogre Pantheon

Vaprak = new thread, page 2, stated by The Eye of the Cyclop


Bugbear Pantheon

Grankhul =
Hruggek = new thread, page 7, stated by Tebryn14
Skiggaret =


Kobold Pantheon

Dakarnok =
Gaknulak =
Kuraulyek =
Kurtulmak = Deities & Demigods


Draconic Pantheon

Asgorath =
Astilabor =
Bahamut = Deities & Demigods
Garyx =
Hlal =
Kereska =
Lendys =
Null =
Tamara =
Task =
Xymor =
Zorquan =


Lizardfolk Pantheon

Semuanya = new thread, page 1, stated by Tebryn14
Sess'Innek =


Troglodyte Pantheon

Laogzed =


Yuan-Ti Pantheon

Merrshaulk =


Bullywug Pantheon

Ramenos =


Giant Pantheon

Annam = new thread, page 6, stated by Jorda the Knight
Diancastra = new thread, page 6, stated by Jorda the Knight
Grolantor = new thread, page 6, stated by Jorda the Knight
Hiatea = new thread, page 6, stated by Jorda the Knight
Iallanis = new thread, page 6, stated by Jorda the Knight
Karontor = new thread, page 6, stated by Jorda the Knight
Kostchtchie = new thread, page 6, stated by Jorda the Knight
Memnor = new thread, page 6, stated by Jorda the Knight
Skoraeus Stonebones = new thread, page 6, stated by Jorda the Knight
Stronmaus = new thread, page 4, stated by Jorda the Knight
Surtr = Deities & Demigods
Thrym = Deities & Demigods


Gnoll Pantheon

Gorellik =
Yeenoghu = The Book of Vile Darkness


Minotaur Pantheon

Baphomet = new thread, page 10, stated by Tebryn14


Illithid Pantheon

Ilsensine = old thread, page 25, stated by Elrumir
Maanzecorian =


Beholder Pantheon

Great Mother = old thread, page 27, stated by The Eye of the Cyclop
Gzemnid = new thread, page 4, stated by Jorda the Knight


Naga Pantheon

Parrafaire =
Shekinester =


Sahuagin Pantheon

Sekolah = new thread, page 1, stated by The Eye of the Cyclop and Mirtek


Locathah Pantheon

Eadro = new thread, page 1, stated by Tebryn14


Kuo-Toa Pantheon

Blibdoolpoolp = new thread, page 4, stated by Jorda the Knight


Kraken Pantheon

Panzuriel = new thread, page 7, stated by Jorda the Knight


Triton Pantheon

Persana =


Myconid Pantheon

Psilofyr =


Couatl Pantheon

Jazirian = new thread, page 9, stated by Jorda the Knight


Aarakocra Pantheon

Syranita =


Ki-Rin Pantheon

Koriel =


Kenku Pantheon

Quorlinn =


Selkie Pantheon

Surminare =


Deities of Dark Folk

Balador (werebears) =
Cegilune (hags) =
Daragor (werewolves) =
Eshebala (foxwomen) =
Ferrix (weretigresses) =
Kanchelsis (vampires) =
Mellifleur (liches) = new thread, page 9, stated by Jorda the Knight
Squerrik (wererats) =


Other Deities

Orcus =
Remnis =
Trishina = new thread, page 3, stated by Tebryn14
Uranus = new thread, page 10, stated by Jorda the Knight
Water Lion =
Zuggtmoy = new thread, page 2, stated by Mirtek


I hope I didn't miss any deity. Anyway, I'm sure that many of the listed deities are not in FR, but they may be useful :) If you need any 2nd ed. stats for the missing deities just tell me (the only 2nd ed. stats I don't have are those of the dragon deities).
Tebryn14

08-15-03, 10:48 PM
That was quite possibly the most useful post I have seen in a month. Thank you, with all of my heart, you have made my life much easier. Anyway, two things. One, I too did a version of Anhur on this thread, and I am almost done Calladuran, my summer job just ended, so I have plenty of time before school starts.
lordyuri24

08-16-03, 12:34 AM
OMG! I leave this thread alone for a month and it explodes! Elrumir, you should be in one of those lists too! Everyone here making stats has my full appreciation!

I have not responded without cause, I am making my character Half-Dryad and I need the stats for Verenestra, Queen of the Dryads. Can anyone help me out?
Jorda_The_Knight

08-17-03, 12:58 AM
I would be happy to stat Verenestra for you Lordyuri, I love dryads and I just found the information. I have to work for part of tomorrow, but after that I'll finish her up for ya :D
lordyuri24

08-17-03, 11:55 AM
Originally posted by Jorda_The_Knight
I would be happy to stat Verenestra for you Lordyuri, I love dryads and I just found the information. I have to work for part of tomorrow, but after that I'll finish her up for ya :D
Perfect! And just a quick question, which weapon does she use?
Jorda_The_Knight

08-17-03, 04:33 PM
According to the information I was able to gather I think she uses a quarter-staff.
lordyuri24

08-17-03, 05:01 PM
Originally posted by Jorda_The_Knight
According to the information I was able to gather I think she uses a quarter-staff.
It seems to be the common deity weapon.
Jorda_The_Knight

08-17-03, 08:30 PM
Yeah a lot of gods use them, especially the nature deities. I suppose when your attack bonuses are up there in the 60's using a double weapon just kinda makes sense :)
lordyuri24

08-17-03, 09:01 PM
Originally posted by Jorda_The_Knight
Yeah a lot of gods use them, especially the nature deities. I suppose when your attack bonuses are up there in the 60's using a double weapon just kinda makes sense :)
Even for deities that don't take all the TWF feats? I mean,a few FR deities have quarterstaff, but don't use TWF to it's max. I do like it though, I think it is cool for a character to wield.
Jorda_The_Knight

08-17-03, 09:10 PM
My friend was considering making a horse riding monk who attacked people with his quarterstaff from horseback :)
Green Elven Vampire

08-17-03, 09:54 PM
Originally posted by Jorda_The_Knight
If anyone has a deity that they would like stats for just post it here and I'll get right on it :fight!: May I please have the stats for Erevan Ilesere? And try to make them good.
Tebryn14

08-17-03, 10:07 PM
I believe they have already been posted on the old page. Let me check.
Tebryn14

08-17-03, 10:08 PM
Originally posted by Elrumir:

Erevan Ilesere
The Trickster, the Chameleon, the Green Changeling, the Ever-shifting Shapechanger, the Fey Jester, the Jack of the Seelie Court
Intermediate Elven Deity
Symbol: Starburst with asymmetrical rays
Home Plane: Arvandor
Alignment: Chaotic neutral
Portfolio: Mischief, change, rogues
Worshipers: Bards, elves, revelers, rogues, sorcerers, tricksters
Cleric Alignments: CE, CG, CN
Domains: Chaos, Elf, Luck, Trickery
Favoured Weapon: “Quickstrike” (short sword)

Erevan Ilesere
Rogue 20/ Sorcerer 10/Ranger 5/Divine Seeker 5
Medium-size outsider (Chaos)
Divine Rank: 12
Hit Dice: 20d8+140 (outsider) + 20d6+140 (Rog) + 10d4+70 (Sor) + 5d10+35 (Rgr) + 5d6+35 (Skr) (820 hp)
Initiative: +20, always first (+16 Dex, +4 Improved Initiative, Supreme Initiative)
Speed: 60 ft.
AC: 75 (+16 Dex, +12 divine, +25 deflection, +12 natural)
Attacks: +5 knock-back, sweeping longsword +59/+54/+49/+44 and +5 keen, speed short sword +59/+59/+54/+49; or spell +64 melee touch or +71 ranged touch.
Damage: +5 knock-back, sweeping longsword 1d8+13/17-20 and +5 keen speed short sword 1d6+13/15-20; or by spell.
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities.
Special Qualities: Moon elf racial abilities, animal companion (up to 5 HD), crippling strike, defensive roll, divine aura (1,200 ft., DC 34), divine immunities, divine perseverance, DR 47/+4, familiars (cats), favoured enemies (drow +2, evil outsiders +1), fire resistance 32, godly realm (10 miles Outer Plane, 1,200 ft. Material Plane), improved evasion, locate creature 1/day, locate object 1/day, obscure object 1/day, opportunist, plane shift at will, remote communication 12 miles, sacred defence +2, sanctuary 1/day, sneak attack +15d6, spontaneous casting of divine spells, SR 44, uncanny dodge (Dex bonus to AC, can’t be flanked, +4 against traps), teleport without error at will, thwart glyph, understand, speak and read all languages and speak directly to all beings within 12 miles.
Saves: Fort +51, Ref +60, Will +51
Abilities: Str 26, Dex 42, Con 24, Int 35, Wis 25, Cha 35
Skills: Appraise +59, Animal Empathy +49, Balance +63, Bluff +59, Climb +56, Concentration +54, Decipher Script +59, Diplomacy +59, Disable Device +59, Disguise +59, Escape Artist +63, Forgery +59, Gather Information +59, Handle Animal +51, Heal +54, Hide +63, Innuendo +54, Intimidate +59, Intuit Direction +54, Jump +58, Knowledge (arcana) +59, Knowledge (nature) +59, Listen +56, Move Silently +65, Open Lock +63, Pick Pocket +63, Search +59, Spellcraft +59, Spot +56, Tumble +65, Use Magic Device +59, Use Rope +63, Wilderness Lore +49.
Feats: Acrobatic, Alertness, Combat Casting, Dodge, Eschew Materials, Expertise, Extend Spell, Eyes in the Back of Your Head, Greater Two-Weapon Fighting, Improved Critical (longsword), Improved Critical (short sword), Improved Disarm, Improved Initiative, Improved Two-Weapon Fighting, Maximize Spell, Persistent Spell, Point Blank Shot, Quick Draw, Quicker than the Eye, Superior Expertise, Track, Weapon Focus (longsword), Weapon Focus (short sword).

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Battlesense, Divine Blast, Divine Dodge, Divine Glibness, Divine Rogue, Divine Sneak Attack, Extra Domain (Elf), Power of Luck, Shapechange, Supreme Initiative, Wave of Chaos.
Domain Powers: Cast chaos spells at +1 caster level; 12/day reroll any one roll made.
Spell-like Abilities: Erevan uses these abilities as a 24th-level caster, except for chaos spells, which he uses as a 26th-level caster. The save DC’s are 34 + spell level. aid, animate objects, antipathy, break enchantment, cat’s grace, change self, chaos hammer, cloak of chaos, commune with nature, confusion, dispel law, entropic shield, false vision, find the path, freedom of movement, holy aura, invisibility, liveoak, magic circle against law, mind blank, miracle, mislead, nondetection, polymorph any object, prismatic sphere, protection from elements, protection from law, repulsion, screen, shatter, snare, spell turning, summon monster IX (as chaos spell only), sunburst, time stop, tree stride, true strike, word of chaos.
Ranger Spells/day: 2 (level 1); base DC 17 + spell level.
Sorcerer Spells known: 9/5/4/3/2/1.
Sorcerer Spells/day: 6/6/6/6/5/3; base DC 22 + spell level.
Possessions: Erevan attacks with Mischief in his one hand and Quickstrike in his off hand. Quickstrike is a +5 short sword with the keen and speed abilities, Mischief a +5 longsword with the sweeping and knock-back abilities. If hard pressed, however, he prefers to use Quickstrike as his main weapon as it is lighter and easier to conceal.
Caster level: 25th; Weight: 4 lb. and Caster level 25th; weight 3 lb.

Other Divine Powers
As an intermediate god, Erevan Ilesere automatically receives a 20 on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure and is immortal.
Senses: Erevan can see, hear, touch and smell at a distance of twelve miles. As a standard action, he can perceive anything within one mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 10 hours.
Portfolio Sense: Erevan is automatically aware when any elf commits an act of mischief or stealth.
Automatic Actions: Erevan can use Bluff, Diplomacy, Escape Artist, Pick Pocket, and Search if the DC for the check is 25 or less. He can perform up to ten such actions per round.
Create Magic Items: As Erevan is the god of mischief and change, he can create any magic item that has a chaotic or random effect as well as any item that aids in stealth, as long as the item’s price does not exceed 200,000gp.

Avatars
Erevan appears different every time he sends an avatar to the Realms… Sometimes he’s an elf, at others he’s a brownie, pixie, sprite or other sylvan creature. He sends avatars to check up on his faithful and to aid them if necessary. Erevan is always accompanied bij Avachel, an aspect of the draconic deity Hlal, who is also known as Aasterinian, the dragon's god of trickery.
Avatar of Erevan: As Erevan except as follows; divine rank 6; AC 67; Atk +53/+48/+43/+38 (1d8+13/17-20, +5 knock-back, sweeping longsword) and +53/+53/+48/+43 (1d6+13/15-20, +5 keen, speed short sword); or +55 melee touch or +62 ranged touch; SQ Divine aura (600 ft., DC 28), DR 41/+4, fire resistance 26, SR 38; SV Fort +45, Ref +54, Will +55; all skill modifiers are reduced by six.
Salient Divine Abilities: Alter Form, Alter Size, Divine Dodge, Divine Glibness, Divine Rogue, Extra Domain (Elf), Shapechange, Supreme Initiative
Spell-like abilities: Caster level 16th, saving throw DC 28 + spell level.
----------------------------------------------------
Jorda_The_Knight

08-18-03, 08:19 AM
Great work Tebryn14, I know what a pain it can be rummaging through that old thread :D
Verenestra will be posted today, sorry about the wait but work caught up with me and wore me out something fierce.
Tebryn14

08-18-03, 10:47 PM
Finally:

Callarduran Smoothhands
Illusionist 18/ Fighter 12/ Cleric 10
Small Outsider (Gnome)
Divine Rank: 14
Hit Dice: 20d8+140 (outsider) and 18d4+126 (wizard) and 12d10+84 (fighter) and 10d8+70 (cleric)(852 hp)
Initiative: +15
Speed: 50 ft. burrow 50 ft.
AC: 76 (+11 dex, +14 divine, +17 natural, +9 deflection, +4 dodge)
Attacks: +5 keen defending holy flaming battleaxe +70/+65/+60/+55 melee; or by spell +64 melee touch, +66 ranged touch
Damage: +5 keen defending holy flaming battleaxe 1d8+20/17-20 x3; or by spell
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Domain Powers, salient divine abilities, spell-like abilities, turn undead 12/day
Special Qualities: Divine Aura (1,400 ft., DC 33), divine immunities, DR 49/+4, familiar (gophers), fire resistance 34, godly realm (10 miles), plane shift at will, remote communication 14 miles, spontaneous casting of divine spells, SR 51 (46), teleport without error at will, understand, speak, and read all languages and speak directly to all beings within 14 miles, deep gnome racial traits
Saves: Fort +55, Ref + 61, Will +63
Abilities: Str 28, Dex 32, Con 24, Int 38, Wis 32, Cha 29

Skills*: Alchemy +72, Appraise +50, Balance +45, Bluff +43, Climb +63, Concentration +71, Craft (gem cutting) +90, Craft (stone masonry) +92, Craft (weapon smithing) +90, Diplomacy +63, Handle Animal +43, Heal +45, Hide +66, Innuendo +43, Intimidate +43, Intuit Direction +45, Jump +63, Knowledge (arcana) +78, Knowledge (history) +48, Knowledge (religion) +78, Knowledge (underdark local) +48, Listen +47, Move Silently +40, Profession (miner) +77, Ride +45, Scry +78, Sense Motive +72, Spellcraft +78, Spot +41

Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Items, Dodge, Empower Spell, Enlarge Spell, Combat Expertise, Extend Spell, Forge Ring, Greater Spell Penetration, Heighten Spell, Improved Critical, Improved Initiative, Iron Will, Maximize Spell, Mobility, Power Attack, Quick Draw, Skill Focus (Profession [miner]), Spell Mastery, Spell Penetration, Spring Attack, Stealthy, Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Whirlwind Attack.

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.

Salient Divine Abilities: Alter Reality (save DC 43 for duplicated spells), Arcane Mastery, Automatic Metamagic (quickened wizard spells), Automatic Metamagic (silent wizard spells), Automatic Metamagic (still wizard spells), Avatar (up to 10), Banestrike (drow), Battle Sense, Call Creatures (up to 14 earth elementals serving simultaneously, each with up to 14 HD), Clearsight (14 ft), Divine Blast (12/day, 23d12 points of damage, up to 14 miles), Divine Earth Mastery, Divine Shield (9/day, stops 140 points of damage), Divine Spell Focus (Illusion), Extra Domain (Craft), Master Crafter

Domain Powers: Stone Cunning (+4 bonus), Cast Creation spells at +1 caster level and gain a +2 bonus in the craft skill of your choice, Turn and destroy air elementals or rebuke and control earth elementals 12/day, Cast all illusion spells as +1 caster level.

Spell-Like abilities: Callarduran uses these abilities as a 24th level caster except for creation spells and illusion spells, which he uses as a 25th, level caster. The save DCs are 33+spell level, or 47+ spell level for illusion spells. Detect Secret Doors, Darkness, Meld into Stone, Leomund’s Secure Shelter, Passwall, Find the Path, Maw of Stone, Earthquake, Imprisonment, Animate Rope, Wood Shape, Stone Shape, Minor Creation, Wall of Stone, Fantastic Machine, Major Creation, Forcecage, Greater Fantastic Machine, Magic Stone, Soften Earth and Stone, Spike Stones, Wall of Stone, Stoneskin, Iron Body, Elemental Swarm*, Silent Image, Gembomb, Minor Image, Hallucinatory Terrain, Screen, Otto’s Irresistible Dance, Summon Nature’s Ally IX**
*cast as an earth spell only
** earth elementals or animals only
As a svirfneblin, Callarduran can use Blindness, Blur, and Change Self, each once per day at 60th caster level.

Cleric Spells/day: 6/4/4/3/3/2; Base save DC=21+spell level, 35+spell level for illusion spells.
Wizard Spell/day: 4/8/8/7/7/7/7/5/5/4; base save DC 24+spell level, 38+spell level for illusion spells.
Possessions: Callarduran carries Spiderbane, a +5 keen defending holy flaming battleaxe.


Other Divine Powers
As an intermediate deity, Callarduran automatically receives a die roll of twenty on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.

Senses: Callarduran can see, hear, smell, and touch at a distance of 14 miles. As a standard action, he can perceive anything within 14 miles of his worshippers, holy sites, objects, and any location where his one of his titles of name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities his rank and lower at up to two remote locations for 14 hours.

Portfolio Sense: Callarduran senses anything that affects the welfare of deep gnomes the instant it happens and retains the sensation for 14 tendays after the event occurs. He likewise senses anytime deep gnomes engage in mining or crafts.
Automatic Actions: Callarduran can use Sense Motive, any Craft skill, or Profession (miner) as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round.

Create Magic Items: Callarduran can create Simple and Martial magic weapons, or any item that helps conceal one’s position or has to do with mining or digging.
kos_strahd

08-19-03, 07:06 AM
Very nice job on Callarduran mate!
Tebryn14

08-19-03, 10:58 AM
I wanted to let everyone know that I am saving all the gods from the old page onto my computer, so that if requested I can get them posted faster. I will be saving them with the names of those who made them, so credit can be given.
Jorda_The_Knight

08-19-03, 11:48 AM
Thanks Tebryn14, I had planned to do just that at one point, but the task seemed rather daunting, my congratultions on taking on such a lengthy proceedur for everyone's benefit. Venestra is coming soon, I promise :)
Tebryn14

08-19-03, 11:55 AM
And after I finish getting it onto my computer, I plan on making a PDF out of it, and when I finish it in a century I can post it.
Tebryn14

08-19-03, 02:12 PM
I just finished saving all the gods from both threads onto my computer and categorizing them by pantheon. Looking at the list, we need to fill up the Giant Pantheon, start the Dragon pantheon, and fill the Seelie and Unseelie courts, and the Mulhorandi pantheon. Now, I have a few of the Mulhorandi gods at least partially statted, and I not going to touch any of the other ones, mostly because I own none of the 2e source books about gods. As soon as a new god is posted, I will file it away, and when we have completed most of the HHUUUUUUGE list, I will make a PDF out of it.
lordyuri24

08-19-03, 05:25 PM
Originally posted by Tebryn14
I just finished saving all the gods from both threads onto my computer and categorizing them by pantheon. Looking at the list, we need to fill up the Giant Pantheon, start the Dragon pantheon, and fill the Seelie and Unseelie courts, and the Mulhorandi pantheon. Now, I have a few of the Mulhorandi gods at least partially statted, and I not going to touch any of the other ones, mostly because I own none of the 2e source books about gods. As soon as a new god is posted, I will file it away, and when we have completed most of the HHUUUUUUGE list, I will make a PDF out of it.
You might even consider sending it to Wizards for possible publication as a F&R errata.
Tebryn14

08-19-03, 09:17 PM
In and of itself not a bad idea, but I doubt they'd do that. To many legal uses would be involved, or at least that's the excuse they'd use to hide their laziness.
Verghityax

08-20-03, 02:05 AM
==> Tebryn14
If You need any 2nd ed. stats from other deities, just give me a sign and I shall send them to You :)
P.S. It would be very nice to finish gnome and dwarven pantheon first (in gnome pantheon only Segojan is missing and in dwarven four deities haven't been stated yet - Berronar, Dumathoin, Laduguer and Vergadain). :)
P.S.2. Yep, I love all the creatures that are up to 5' of height :)
Tebryn14

08-20-03, 12:16 PM
Since I am lacking in info, I will try to finish up the gnome and dwarven pantheons ove3r time, as well as for Mulhorand, and Jorda, Eye of the Cyclops and Elrumir, it would be helpful if you could pick up the rest.
Jorda_The_Knight

08-20-03, 12:48 PM
I'll start on some of the giants, but it would be helpful if someone could either post one up or send me a list of all of them so I know which ones to do next. Sorry about the wait, but here she is ^^

Verenestra

The Oak Princess

Demigod
Symbol: Profile of a dryad emerging from an oak tree
Home Plane: House of Nature
Alignment: Neutral Good
Portfolio: Female Faeries, Charm, Beauty, Dryads, Nymphs
Worshipers: Female Faeries, Dryads, Nymphs, Druids
Cleric Alignments: LG, N, CG
Domains: Animal, Good, Plant, Renewal
Favored Weapon: Quarterstaff

Verenestra

20 Druid/ 20 Cleric

Medium-Sized Outsider (Good)

Divine Rank: 5

Hit Dice: 20d8 (Outsider) + 20d8 Druid + 20d8 (Cleric)

Initiative: +8 ( +8 Dex)

Speed: 60 ft.

AC: 55 (10 + 8 Dex + 6 Divine + 19 Natural + 12 Delection)

Attacks: +5/+5 defending spell storing quarterstaff +54 melee; or +47 melee; or +48 ranged

Damage: +5/+5 defending spell storing quarterstaff 1d6/1d6 +13; or by spell

Face/Reach: 5ft./ 5ft.

Special Attacks: Domain powers, salient divine abilities, spell-like abilities

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 5 miles, DR 40/+4, fire resistance 25, SR 37, spontaneous casting of divine spells, remote communication, godly realm, teleport without error at will, plane shift at will, a thousand faces, nature sense, resist nature’s lure, low-light vision, timeless body, trackless step, venom immunity, wild shape as 20th level druid, woodland stride, divine aura (50 ft, DC 27)

Saves: Fort. +50 Ref. +37 Will. +55

Abilities: Str.26 (+7) Dex.26 (+8) Con.28 (+9) Int.28 (+9) Wis.38 (+14) Cha.35 (+12)

Skills: Concentration +37, Climb +23, Craft (wooden weapons) +35, Craft (basketweaving) +35, Craft (Very Simple Items) +35, Diplomacy +40, Handle Animal +40, Heal +42, Knowledge (Geography) +37, Knowledge (History) +37, Knowledge (Local) +37, Knowledge (Nature) +37, Knowledge (Religion) +37, Knowledge (The Planes) +37, Knowledge (Agriculture) +37, Listen +42, Perform (Dance) +28, Perform (Song) +28, Profession (farmer) +42, Ride (horse) +36, Sense Motive +30, Spellcraft +37, Spot +42, Survival +42, Swim +23

Feats: Brew Potion, Combat Expertise, Extend Spell, Spell Penetration, Greater Spell Penetration, Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two-Weapon Fighting, Weapon Focus (Quarterstaff), Improved Disarm, Improved Turning, Maximize Spell, Natural Spell, Quicken Spell, Silent Spell, Craft Staff, Plant Defiance, Sacred Spell, Improved Critical (Quarterstaff)

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: 6 Automatic Metamagic, Extra Domain (Renewal), Command Plants, Divine Druid, Power of Nature, Divine Inspiration (love and desire, 6 creatures at once and up to 6 per day)

Domain Powers: Cast Good spells at +1 caster level, Verenestra can use speak with animals once per day as a spell-like ability, rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 15 times per day (this granted power is a supernatural ability), if Verenestra falls below 0 HP she gains 1d8+12 hitpoints 1/day. If she is brought to –10 or less hitpoints by a single attack this power does not take affect.

Spell-Like Abilities: All domains spells at will, caster level 15 (16 for good spells), base DC= 27+spell level

Possessions: Verenestra defends dryads and other good hearted fey with her enchanted quarterstaff which functions as a +5/+5 defending spell storing quarterstaff.

Other Divine Powers

As a demigod Verenestra treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal.

Senses: Verenestra can see, hear, touch and smell at a distance of 5 miles. As a standard action she can perceive anything within 5 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities of her rank or lower at up to 2 remote locations at once for 5 hours.

Portfolio Sense: Verenestra senses anything that happens to any female fey the moment it happens as long as the event includes at least 1000 people.

Automatic Actions: Verenestra can use Climb, Heal and Survival as a free action as long as the DC for the task is 15 or lower. She can take up to 2 such actions per round.

Create Magic Items: Verenestra can create any magic item, weapon or armor made of wood as long as the items market price does not exceed 4500 gp.
lordyuri24

08-20-03, 12:54 PM
Originally posted by Jorda_The_Knight
I'll start on some of the giants, but it would be helpful if someone could either post one up or send me a list of all of them so I know which ones to do next. Sorry about the wait, but here she is ^^

Verenestra

The Oak Princess

Demigod
Symbol: Profile of a dryad emerging from an oak tree
Home Plane: House of Nature
Alignment: Neutral Good
Portfolio: Female Faeries, Charm, Beauty, Dryads, Nymphs
Worshipers: Female Faeries, Dryads, Nymphs, Druids
Cleric Alignments: LG, N, CG
Domains: Animal, Good, Plant, Renewal
Favored Weapon: Quarterstaff

Verenestra

20 Druid/ 20 Cleric

Medium-Sized Outsider (Good)

Divine Rank: 5

Hit Dice: 20d8 (Outsider) + 20d8 Druid + 20d8 (Cleric)

Initiative: +8 ( +8 Dex)

Speed: 60 ft.

AC: 55 (10 + 8 Dex + 6 Divine + 19 Natural + 12 Delection)

Attacks: +5/+5 defending spell storing quarterstaff +54 melee; or +47 melee; or +48 ranged

Damage: +5/+5 defending spell storing quarterstaff 1d6/1d6 +13; or by spell

Face/Reach: 5ft./ 5ft.

Special Attacks: Domain powers, salient divine abilities, spell-like abilities

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 5 miles, DR 40/+4, fire resistance 25, SR 37, spontaneous casting of divine spells, remote communication, godly realm, teleport without error at will, plane shift at will, a thousand faces, nature sense, resist nature’s lure, low-light vision, timeless body, trackless step, venom immunity, wild shape as 20th level druid, woodland stride, divine aura (50 ft, DC 27)

Saves: Fort. +50 Ref. +37 Will. +55

Abilities: Str.26 (+7) Dex.26 (+8) Con.28 (+9) Int.28 (+9) Wis.38 (+14) Cha.35 (+12)

Skills: Concentration +37, Climb +23, Craft (wooden weapons) +35, Craft (basketweaving) +35, Craft (Very Simple Items) +35, Diplomacy +40, Handle Animal +40, Heal +42, Knowledge (Geography) +37, Knowledge (History) +37, Knowledge (Local) +37, Knowledge (Nature) +37, Knowledge (Religion) +37, Knowledge (The Planes) +37, Knowledge (Agriculture) +37, Listen +42, Perform (Dance) +28, Perform (Song) +28, Profession (farmer) +42, Ride (horse) +36, Sense Motive +30, Spellcraft +37, Spot +42, Survival +42, Swim +23

Feats: Brew Potion, Combat Expertise, Extend Spell, Spell Penetration, Greater Spell Penetration, Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two-Weapon Fighting, Weapon Focus (Quarterstaff), Improved Disarm, Improved Turning, Maximize Spell, Natural Spell, Quicken Spell, Silent Spell, Craft Staff, Plant Defiance, Sacred Spell, Improved Critical (Quarterstaff)

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: 6 Automatic Metamagic, Extra Domain (Renewal), Command Plants, Divine Druid, Power of Nature, Divine Inspiration (love and desire, 6 creatures at once and up to 6 per day)

Domain Powers: Cast Good spells at +1 caster level, Verenestra can use speak with animals once per day as a spell-like ability, rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 15 times per day (this granted power is a supernatural ability), if Verenestra falls below 0 HP she gains 1d8+12 hitpoints 1/day. If she is brought to –10 or less hitpoints by a single attack this power does not take affect.

Spell-Like Abilities: All domains spells at will, caster level 15 (16 for good spells), base DC= 27+spell level

Possessions: Verenestra defends dryads and other good hearted fey with her enchanted quarterstaff which functions as a +5/+5 defending spell storing quarterstaff.

Other Divine Powers

As a demigod Verenestra treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal.

Senses: Verenestra can see, hear, touch and smell at a distance of 5 miles. As a standard action she can perceive anything within 5 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities of her rank or lower at up to 2 remote locations at once for 5 hours.

Portfolio Sense: Verenestra senses anything that happens to any female fey the moment it happens as long as the event includes at least 1000 people.

Automatic Actions: Verenestra can use Climb, Heal and Survival as a free action as long as the DC for the task is 15 or lower. She can take up to 2 such actions per round.

Create Magic Items: Verenestra can create any magic item, weapon or armor made of wood as long as the items market price does not exceed 4500 gp.
EXCELLENT! This is what I was waiting for, and now that it is here I am ready to go! Thanks Jorda!
Verghityax

08-20-03, 02:08 PM
==> Jorda :)
I'm posting stats of all the other giant deities. If You need anything else just tell me :)


Annam
(The All-Father, the Creator of Worlds, The Prime Mover, the Great
Creator)
Greater Power of Ysgard and the Outlands, N

Portfolio: Giants, magic, knowledge, fertility, philosophy
Aliases: None
Domain Name: Ysgard/Gudheim (abandoned) and Outlands/Hidden Realm
Superior: None
Allies: Stromnaus, Hiatea
Foes: Ulutiu (slumbering), Vaprak
Symbol: Two hands, wrists together, with fingers facing downwards
Wor. Align: Any

Annam's Avatar (Fighter 40, Priest 35, Wizard 35)

Annam appears as an incredibly tall giant. He possesses a huge flowing white beard and usually has a wise and contemplative look on his face. He wears robes of the deepest midnight blue. He carries a staff, but rarely wields it in combat, preferring instead to trust to his fists and terrifying strength. He casts spells from all schools and spheres.

AC -6; MV 21 fl 36, sw 18; HP 260; THAC0 -10; #ATT 2
Dmg 7d8 +14/ 7d8 +14 (fists, +14 STR)
MR 80%, SZ G (100 or more feet tall)
STR 25, DEX 18, CON 24, INT 22, WIS 23, CHA 23
Spells: P 15/14/13/13/12/11/9, W 8/8/8/8/8/8/8/7/7
Saves: PPDM: 2, RSW: 3, PP: 4, BW: 4, Sp: 4

Special Att./Def.: The All-Father rarely uses weapons in combat; he instead trusts to his massive fists and incredible strength. If he so wishes, he can with a simple wave of the hand produce three times per day each of the following spell-like effects: earthquake, telekinesis (up to 1000 pounds), or a wall of force of twice the normal size. He can moreover twice per day cast his choice of any of the Bigby's fist and hand spells. He rarely carries magic items, other than a staff of power which contains 1d4 wishes beyond the normal powers of such an item.
Annam is immune to all energy-draining, mind-controlling,
petrification, paralysis, or death magic effects, as well as any weapon of +3 enchantment or less. He does, however, have one particular weakness: any blow successfully landed upon the top of his head stuns the avatar for one round plus an additional round for every two points of the striker's strength damage bonus.
The All-Father almost never sends his avatar to anywhere on the Prime Material Plane, let alone Toril. He only does so to observe events of great significance, such as the Fall of Netheril, or when forced to, as during the Time of Troubles (rumor has it that a great figure was seen sitting on the peak of the Great Mount of Ghaethluntar, silently observing all that took place in that troubled time). The only event that might possibly cause him to send and avatar to Toril would be the waking of Ulutiu or the resurrection of Othea, neither of which are highly likely to occur in the foreseeable future.


Diancastra
(Annam's Witty Daughter, The Maid of Adventure)
Demipower of Arborea, CG

Portfolio: Trickery, wit, impudence, pleasure, giant rogues
Aliases: None
Domain Name: Olympus/Florallium
Superior: Annam
Allies: Annam, Stronmaus, Hiatea, Iallanis, Sune, Tymora, Lliira, Melil, Lathander, Finder Wyvernspur, Brandobaris, Dugmaren Brightmantle, Heala Brightaxe, Marthammor Duin, Quorlinn, Avachel, the gnome pantheon, the elven pantheon (especially Erevan Ilesere and Deep Sashelas), the Seelie Court
Foes: Mask, Blibdoolpoolp
Symbol: A sea-green streak
Wor. Align.: NG, CG, N, CN

Diancastra's Avatar (Ranger 25, Illusionist 25, Bard 20)

Diancastra, being the trickster she is, has appeared in many forms over the millennia, often choosing those which will give her an advantage in a particularly daring heist. She has been known to disguise herself in forms as different as a slim elf-maiden, a slimy kuo-toa, and a burly human barbarian. She most commonly appears as a willowy 25-foot tall female giant with auburn hair who carries a slim sword and wears a variety of outfits designed to catch the eye of any male who happens to look her way. All her forms, however, have two features in common; her green- flecked amber eyes and a sea-green mark on her left shoulder blade. She almost always has a wry grin on her face and her eyes sparkle mischievously. Her laugh is loud and hearty.
In combat, Diancastra wields her sword with relish while taunting her enemies. She particularly enjoys casting spells from the schools of illusion/phantasm, enchantment/charm, and elemental water.

AC - 3, MV 15 sw 15, HP 181, THAC0 -4, #ATT 2/1
Dmg 2d8 + 13 (huge long sword +2, +11 STR)
MR 25%, SZ varies (usually H, 25 feet tall)
STR 23, DEX 19, CON 18, INT 22, WIS 16, CHA 23
Spells: W 6/6/6/6/6/6/6/6/5 *
Saves: PPDM: 3, RSW: 3, PP: 4, BW: 4, Sp: 4
*includes one extra illusion/phantasm spell per level

Special Att./Def: In combat, the Maid of Adventure usually wields
Merriment, her huge long sword +2, which not only deals out incredible damage, but also affects anyone successfully struck with both Tasha's uncontrollable hideous laughter and Otto's irresistible dance unless separate saving throws versus spells are made. She is able, moreover, to cast charm person or giant six times per day by her simple gaze at a range of 240 feet (males save at -6). Furthermore, anyone looking into
her eyes is affected as by a rainbow pattern, allowing her to
telepathically implant a suggestion in the mind of the fascinated
creature. She can freely breathe and possesses free action while
underwater. She is usually accompanied by her companion Brighteyes, her serpentine owl.
Diancastra is immune to all confusion and fear effects. She can, moreover, only be struck by weapons of +1 or less enchantment.
The Maid of Adventure can often be found on Toril, looking for excitement, adventure, and outright fun. She has been known to disguise herself in many forms; joining adventuring parties, engaging duels of strength, wit, or bardic ability, or just mingling with the patrons of taverns. She enjoys both discovering long-lost lore and learning new and imaginative illusions. She has had many flings and one night stands with a myriad love-struck males of many races, most of whom would be shocked to discover the real identity of their lady friend. Any wild party, exciting escapade, heroic adventure, or handsome male may draw the attention of Annam's Witty Daughter, so be forewarned...


Grolantor
(The Lord of the Steading)
Intermediate Power of Carceri, CE

Portfolio: Hill giants, battle, fighting, gluttony
Aliases: None
Domain Name: Cathrys/The Steading
Superior: Annam
Allies: Memnor
Foes: Mielikki, Solonor Thelandira, the Morndinsamman, the orc pantheon, the goblin pantheon, the bugbear pantheon, Baphomet, Vaprak, Yeenoghu
Symbol: Wooden club with spikes projecting from the head
Wor. Align.: CN, NE, CE

Grolantor's Avatar (Fighter 30)

Grolantor's avatar appears as a giant, hulking hill giant (or, more rarely, an ettin or frost giant), clad in furs and dragon skin. He has a low, sloping forehead covered with stringy, greasy tufts of hair. His has beady eyes, a bulbous, wart-covered nose, and a mouth full of broken and rotting teeth. When engaged in his favorite pastime, combat, he gleefully swings a huge club that appears to be crudely fashioned from a tree trunk. He casts no spells.

AC -2, MV 15, HP 198, THAC0 -9, #ATT 5/2
Dmg 2d10 +15 (huge club +2, +11 STR, +2 specialization)
MR 30%, SZ H (20 feet tall)
STR 23, DEX 17, CON 20, INT 12, WIS 8, CHR 19
Spells: None
Saves: PPDM: 3, RSW: 5, PP: 4, BW: 4, Sp: 6

Special Att./Def.: In combat, Grolantor wields Grolantor's Big Stick,
his huge club +2 which does double damage against dwarves. It
furthermore feebleminds any target successfully struck if the victim
fails a savings throw versus spell. He can hurl rocks up to 400 feet (2d10 points of damage) and can add his strength bonus if the target is less than 100 feet away. He can at a touch grant strength (as per the wizard spell) to a target for 2d4 turns three times a day. He has been known to carry a chime of hunger.
Grolantor gains a +3 on all surprise rolls. He is immune to all
mind-affecting spells and to all weapons of +2 or less enchantment.
The Lord of the Steading sends avatars to Toril on fairly often; he enjoys leading hill giant followers on raids and skirmishes, especially savoring entrapping enemies in cunning ambushes. Unfortunately, Grolantor is easily bored, and has been known to abandon his followers even at the most critical of moments. (Even though they may have been left behind at the hour of their greatest need, Grolantor's faithful do not begrudge their god, seeing the situation as an opportunity to prove themselves in battle). If taunted or challenged, however, Grolantor's immense pride ensures that the avatar will stay and fight to the death.


Hiatea
(Nature's Lady, The Protector, the Avenger, Annam's Fiery Daughter)
Greater Power of Elysium, NG

Portfolio: Nature, agriculture, hunting, fire, females, children,
firbolgs, voadkyn
Aliases: None
Domain Name: Eronia/Woodhaven
Superior: Annam
Allies: Annam's Brood, Chauntea, Silvanus, Meilikki, Gwaeron Windstrom, the Seldarine, the gnome pantheon, Yondalla, Sheela Peryroyl
Foes: Memnor, Malar
Symbol: A spear with a flaming tip
Wor. Align.: LG, NG, CG, LN, N, CN

Hiatea's Avatar (Ranger 35, Druid 25, Bard 25)

Hiatea appears as a very tall, lithe, tanned, and long-legged
giantess. She wears leather armor and always carries a spear,
giant-sized composite longbow, and quiver full of arrows. She possesses flame-red hair tied back from her face and large hazel-brown eyes. She casts spells from the druidic spheres and from all wizard schools.

AC -6, MV 18, HP 231, THAC0 -10, #ATT 2/1
Dmg: 3d8 +15 (giant spear +3, +12 STR) or 2d8 + 20 (composite longbow +5, arrows +3, +12 STR)
MR 80%, SZ G (70 feet tall)
STR 24, DEX 23, CON 23, INT 21, WIS 19, CHA 22
Spells: P: 12/11/11/10/9/8/4, W: 5/5/5/5/4/4/1
Saves: PPDM: 2, RSW: 3, PP: 4, BW: 4, Sp: 4

Special Att./Def.: When she engages in hand-to-hand combat, Nature's Lady uses Flamepoint, her giant-sized spear +3, which becomes a flametongue weapon when she wills it. Almost as often, however, she will remain at range and instead use Trueshot, her incredibly huge, strength adjusted composite longbow +5 which possesses three times the range of its normal counterparts. She possesses an always-full quiver of arrows +3, three of which per day can burst spontaneously into flame
during flight and inflict a further 2d4 points of damage upon their
target (double for creatures particularly susceptible to fire damage) if she so wishes. The avatar also possesses several enchanted nets which she can throw up to 120 feet; the victim must make a saving throw versus spell at -4 or be affected by the nets' enchantments (she most often carries nets of feeblemind, weakness, and petrification). She can cast entangle, plant growth, and plant door at will, as well as always passing without trace.
Hiatea is immune to any spell which inhibits movement and takes only half damage from fire spells and effects. She is furthermore immune to all damage from weapons of +3 or less enchantment.
Hiatea rarely sends her avatars to the Prime Material Plane,
including Toril. She may on rare occasions do so to aid a beleaguered worshiper, but more often does so if a firbolg or voadkyn settlement is threatened with utter destruction. She may also send an avatar to hunt a particularly tough, ferocious, cunning, and/or challenging creature, especially one that threatens a giant community.


Iallanis
(Annam's Peaceful Daughter, the Forge Mother)
Lesser Power of Arborea, NG

Portfolio: Love, mercy, beauty, marriage, learning, the arts, peace
Aliases: None
Domain Name: Olympus/Florallium
Superior: Annam
Allies: Annam's Brood, Sune, Lliira, Melil, Oghma, Deneir, Gond, Eldath, the Seldarine (especially Hanali Celanil), Berronar Truesilver, Cyrollalee, Meriadar, Fionnghuala
Foes: Memnor, Talos, Bane (dead), Iayachtu Xvim,
Symbol: A garland of flowers
Wor. Align.: LG, NG, CG, LN, N, CN

Iallanis' Avatar (Druid 30)

Iallanis appears a matronly and graceful giantess wearing a dress seemingly made of living flowers. Like many goddesses of love, she goes barelegged and barefoot. She almost always wears a warm smile, and her dark brown eyes are almost always filled with understanding and compassion. Her hair is an earthy brown and flows in great ringlets down her back. She almost never engages in combat, preferring to find a peaceful solution to any conflict, but when forced or when innocent lives are in danger, she will defend herself and others, although she
will never take a life if she can help it. She never carries a weapon, preferring to use her fists when combat becomes necessary (and thereby inflicting non-fatal damage), and casts spells from the spheres allowed to druids, as well as guardian, protection, sun, and time.

AC -2, MV 21, HP 132, THAC0 2, # ATT 2/1
Dmg 1d12 +9/1d12 +9 (fist + 9 STR/fist +9 STR)
MR 40%, SZ G (25 feet tall)
STR 21, DEX 22, CON 20, INT 18, WIS 24, CHA 24
Spells: P 13/12/12/12/12/11/8
Saves: PPDM: 2, RSW: 6, PP: 5, BW: 8, Sp: 7

Special Att./Def.: Iallanis' avatar has very few offensive powers
compared to those of other gods; she can cast entangle or slow, each three times a day. She can charm person or giant at will, with a -4 penalty to save, except for giants who have a -8 penalty. Her defensive capabilities, however, are much more extensive. She is immune to energy drains, diseases, poisons, blindness, cause wounds, and harm spells, as well as weapons of +2 or less enchantment. Once per hour, she can cast a shield spell lasting one turn. Finally, she can remove any curse cast
by a mortal spellcaster or any that is the effect of an item of less
than artifact status.
Iallanis sends her avatars to Toril on a fairly common basis. She does so to celebrate alongside her worshipers at a time of great joy or achievement, such as the wedding of a chief, the completion of a temple or other such large building, the signing of an important peace treaty, or as a work of art receives its final touches.


Karontor
(The Twisted One, The Father of the Fomorians, The Lord of the Verbeeg, The Master of the Fomorians and Verbeeg)
Lesser Power of Carceri, NE

Portfolio: Fomorians, verbeeg, deformity, hatred, envy, beasts
Aliases: Karantor (among the verbeeg)
Domain Name: Minethys/The Rack of Injustice
Superior: Annam
Allies: Shar
Foes: Annam's Brood, Malar, Sune, Hanali Celanil, Berronar Truesilver, Sheela Peryroyl, and to a lesser extent all deities
Symbol: A winter wolf's head
Wor. Align.: LE, NE, CE

Karontor's Avatar (Fighter 25, Thief 15)

The Twisted One appears as a huge fomorian giant, hideously
deformed for even a member of that race, clad in rotting, stinking
skins, and wielding a massive club. The deformities are different each time the avatar manifests, and, though they are always twisted and unsightly in the extreme, they in no way detract from the overall dexterity, movement, or combat abilities of the avatar. Alternatively, the avatar may appear as a huge winter wolf with, for the most part, equivalent ability scores, THAC0, AC, and other statistics as the fomorian avatar. In neither form does Karontor cast spells, either wizard or priest, as that ability, so painstakingly learned and so dearly bought, was stripped from him by Annam at the time of his banishment.

AC -2, MV 12 (36 in wolf form), HP 201, THAC0 -4, #ATT 5/2 (club) or 2/1 (bite)
Dmg 3d8+12 (club +2, +10 STR, +2 specialization) or 3d6+10 (bite)
MR 45%, SZ H (19 feet tall)
STR 22, DEX 18, CON 21, INT 16, WIS 18, CHA 1
Spells: None
Saves: PPDM: 3, RSW: 5, PP: 4, BW: 4, Sp: 6

Special Att./Def.: Although he rarely bestirs himself from his
introspective brooding on his own initiative, Karontor will willingly
fight when one of his violent rages strikes him (a common occurrence when someone disturbs him) or when he is in one of his coldly spiteful phases. Although he cannot cast spells, he possesses a small armory of magic items and does not hesitate to utilize them when angered. The most commonly used of these is the Deformer, his club +2, which not only stuns an opponent upon a successful blow and if a save versus paralyzation is failed, but also lowers the victims charisma by 1 (by deforming whatever area it hits) if second save versus paralyzation is failed. He also typically carries a rings of invisibility and mammal control, a brooch of shielding, and an efreeti bottle, although this by no means exhausts the possible magic items he may carry. Indeed, he receives a perverse pleasure in periodically disguising himself and leaving flasks of curses with the unfortunates he happens to encounter or warping their physical forms with a wand of polymorphing. In wolf form, besides the terrible damage which his bite inflicts, he is able to breathe a cone of cold for 10d6 points of damage once per day. In either form the avatar is immune to all charm and cold spells, as well as damage from all weapons of +2 or less enchantment.
Although he spends most of his time sitting in his lonely palace in Carceri, Karontor does from time to time send an avatar to the Prime Material Plane. Since he rarely moves from his throne unless angered, his avatar usually appears on Toril in one of his legendary rages, much to the misfortune of those whose paths he crosses. However, it is those visits during the rare occasions in which he acts with cold, calculating malice instead of mindless rages that are most noteworthy. He then visits his followers, giving them orders to further his plans of vengeance, as well as spitefully harming those who have the misfortune of encountering him.


Kostchtchie
(The Frost Master, The Frost Demon)
Demipower of the Abyss, CE

Portfolio: Strength, violence, rebels, frost giant wizards
Aliases: None
Domain Name: 23rd layer/Iron Wastes
Superior: None
Allies: None
Foes: Annam's Brood (especially Thrym), Auril, Kosssuth
Symbol: A giant-sized war-hammer
Wor. Align: CN, NE, CE

Kostchtchie's Avatar (Fighter 20, Wizard 10)

Kostchtchie's avatar appears as a huge, hunched frost giant who possesses ice-blue skin, pale blue eyes, and a very slight amount of stringy pale blonde hair. He is heavily muscled and wears fine clothing as well as a set of fine steel chain mail when necessary. He carries a huge war hammer and relishes wielding it in combat. He rarely casts spells; when he does they are most often from the school of invocation/evocation, especially those which deal out cold damage.

AC -2, MV 15, HP 174, THAC0 1, #ATT 5/2
Dmg: 2d8 + 14 (hammer +3, +9 STR, +2 specialization)
MR 35%, SZ G (30 feet tall)
STR 21, DEX 17, CON 19, INT 18, WIS 19, CHA 19
Spells: W: 4/4/3/2/2
Saves: PPDM: 3, RSW: 5, PP: 4, BW: 4, Sp: 6

Special Att./Def.: Kostchtchie has no compunction about engaging in combat; indeed, he relishes the chance to swing Winter's Hammer, his war hammer +3, which not only possesses all the abilities of a frost brand, but also allows him to cast cone of cold and Otiluke's freezing sphere three times per day. Even without this powerful weapon, the avatar is able to cast darkness 15' radius, poison, and protection from good 10' radius at will three times a day each. He casts all cold-based spells as if he were a 20th-level wizard, and each such spell does an extra +1 damage for each die.
The Frost Demon is immune to cold-based and gaseous attacks, poison, and weapons of +1 or less enchantment. He also suffers only half damage from electrical attacks. He wears an amulet of the planes, but is loath to use it frivolously, as it is currently his only method of interplanar travel (a lingering legacy of his demonic past); Kostchtchie waits with impatience for the time he is powerful enough to travel the planes under his own power.
Because of this restriction, Kostchtchie very rarely sends avatars to Toril. He was more likely to do so in the past, when he was actively recruiting followers, but now that Thrym has taken notice of his activities, he tends to manifest in more subtle ways. Kostchtchie may send an avatar to help recruit a particularly high-ranking frost-giant, train or fetch a particularly bright frost wizard student, or to help his followers if they face annihilation by angry followers of Thrym or other giant gods. He also desires the acquisition of other planar travel devices, and will rapidly dispatch an avatar if the capture of one is a definite possibility.


Memnor
(The Sly One, Annam's Shadowed Child, Annam's Fair Son, The Subtle)
Intermediate Power of Gehenna, NE

Portfolio: Pride, mental prowess and control, subtlety, subterfuge, evil cloud giants
Aliases: None
Domain Name: Chamada/Thraotor
Superior: Annam
Allies: Annam's Brood (at least publicly)
Foes: None (at least publicly)
Symbol: A thin black obelisk
Wor. Align.: LE, NE, CE

Memnor's Avatar (Priest 30, Thief 10)

The avatar of Annam's Fair Son appears as a tall, golden-skinned cloud giant with long, silvery-white hair. He always wears a flowing sky-blue robe held in place by a golden belt. His deep blue eyes are piercing and often sparkle merrily and mischievously. He always wears a kindly and jovial smile. His voice is deep and musical, usually concerned and caring, while his oft- heard laughter is jolly and contagious. To those who do not know his secret, he is friendly and gentle, but those of his followers who fail him will find him wrathful and malicious. He carries his morningstar at all times, for self-defense he says to those who believe him reformed, but those who discover his secret and those of his followers who anger him know different. Finally, Memnor can use spells from all spheres when he so desires.

AC -2; MV 18, fl 36; HP 138; THAC0 2; #ATT 1
Dmg 4d8 + 12 (morningstar +3, +9 STR)
MR 50%; SZ G (24 feet tall)
STR 21, DEX 19, CON 19, INT 23, WIS 23, CHA 24
Spells P: 13/12/12/11/11/10/9/8
Saves: PPDM: 2, RSW: 6, PP: 5, BW: 8, Sp: 7

Special Att./Def.: Memnor's avatar always carries Redeemer, his huge morningstar +3, which feebleminds upon a successful hit (and a failed save) and can cast charm monster three times per day. The avatar himself can cast mass suggestion, symbol of persuasion, and weather summoning once per day each. Three times per day he can influence the reactions of audiences in a manner identical to a 20th level bard.
Memnor has hidden his secret agenda so well that any spell which is used to discover it, if cast by a giant, will fail utterly. For
example, know alignment or ESP will merely reveal that he is neutral good and only has the best interests of giants and their gods at heart, while detect lie and detect evil will fail to reveal anything is amiss. These immunities are only for spells cast by giants only; those cast by others will register normally, but it will be all but impossible to persuade giants the truth and they will in all likelihood think the caster mistaken or, if persistent, mad. The avatar is also immune to all spells of the illusion/phantasm school, mind affecting spells, and weapons of +2 or less enchantment.
The Sly One sends avatars to Toril more often than most powers; he does so mainly to check up and inspire his followers and to seek out and discover likely converts. As his followers are as secretive (forced to do so through their oaths) as he is, he almost never has to dispatch an avatar to save his worshipers from destruction. To outsiders, his avatar is rarely seen as anything but a kindly and peaceful being, a model for all giants (thus this ruse furthers his plans by enhancing the prestige of his followers); only by assaulting his pride and his envy of Stronmaus can his violent side can be revealed.


Skoraeus Stonebones
(The Lord of the Stone Giants, The King of the Rock, The Sculptor,
Stonehead, Ol' Stoney)
Intermediate Power of the Elemental Plane of Earth, N

Portfolio: Stone giants, the arts, sculpture, craftsmanship
Aliases: None
Domain Name: Elemental Plane of Earth/The Sculptorium
Superior: Annam
Allies: Annam's Brood, the Mordinsamman, the gnome pantheon, Oghma, Melil, Geb, Grumbar
Foes: Talos
Symbol: A stalactite
Wor. Align.: NG, LN, N, CN, NE

Skoraeus Stonebones' Avatar (Priest 30, Earth Elementalist 15)

The King of the Rock appears as a large stone giant seemingly made of solid granite. Gold veins cover the massive and corded muscles of his shoulders and arms. His head is smooth and bald, and his face is usually cold and expressionless, although he has been known to furrow his brows in deep concentration when busily carving a new masterpiece. He most often wears a loose gray tunic and carries the tools of his art such as a hammer and chisel; conversely, he never wears armor or carries a weapon, depending on his stony skin and massive fists to defend himself. He most usually casts spells the same spheres as his priests,
and prefers to cast spells from both the school and sphere of elemental earth.

AC -4; MV 9 br 9; HP 136; THAC0: 2; #ATT 2
Dmg 3d10 + 11 (fists, + 11 STR)
MR 55%; SZ H 24 (feet tall)
STR 22; DEX 15; CON 22, INT 19; WIS 21: CHA 15
Spells P: 12/12/12/11/10/9/9/8; W 6/6/6/6/6/3/2*
Saves: PPDM: 2, RSW, PP: 5, BW: 8, Sp: 7
*Numbers assume one extra earth elemental spell per level

Special Att./Def.: Although the avatar of the Sculptor never uses
weapons in combat, the incredible damage he can dish out with his muscular arms and fists more than makes up for this lack. Skoraeus can summon 1d4 24 HD earth elementals three times per day; these will faithfully serve him for 12 turns. He can cast stone shape, wall of stone, and crystalbrittle three times a day each, and can cast earthquake once per day. All earth-based spells he casts are at maximum duration and extent, and offensive spells do one extra point of damage per die. He carries a wand of earth or stone which is fully and automatically recharged each day.
The avatar is immune to all spells from the school and sphere of elemental earth, acid and petrification attacks, and damage from weapons of +2 or less enchantment. He regenerates 3 hit points in any round that he maintains contact with any type of stone and 5 hit points per round when he is underground.
Skoraeus often sends avatars to the Prime Material Plane,
wandering from one stone giant community to another, although outsiders almost never see these visitations. He most often deploys an avatar in order to protect his stone giants or some important statue from destruction. He has also been known to appear in order to lead his followers to new homes, to long-buried magical caverns, to particularly rich veins of ore, or to fine stone particularly suitable for carving.


Surtr
(The Lord of the Fire Giants, the Forger, the Flamelord, Annam's Fiery Son)
Lesser Power of Ysgard, LE

Portfolio: Fire giants, fire, forging, metallurgy, weaponsmithing
Aliases: None
Domain Name: Ysgard/Jotunheim and Muspelheim/Muspelheim
Superior: Annam
Allies: Annam's Brood (strained in some cases), Kossuth
Foes: Auril, Tyr, Istishia, the Morndinsamman
Symbol: Giant-sized flaming sword
Wor. Align.: LN, LE, NE, CE

Surtr's Avatar
(3e: Fighter 20, Cleric 20, Sorcerer 15)
(2e: Fighter 25, Cleric 20, Fire Elementalist 10)

The Flamelord appears a huge, 22-foot tall fire giant, with skin
the color, hardness, and texture of basalt, and with flames for hair and eyebrows. His eyes glow the bright white of molten metal, and his huge arms ripple with muscles strengthened by endless hours at the forge. He often wears a smoke- and fire-damaged leather apron, and usually carries many of the implements and tools of the forge. If he knows he is to
engage in combat, he wears an intricate set of iron armor which glows a dull red from its own internal heat. He always carries Fire Reaver, his giant-sized flaming greatsword, and will wield it without hesitation if any are so foolish to stand in his way or interfere with his plans. He will enter battle with little regard to danger as he considers himself superior to all beings (other than a very few members of his family) and will not for a moment believe that it is possible for his inferior creatures to bring him low (this arrogance has been his downfall in the past and savvy opponents will use it against him). He considers his magic to be another weapon to be used when necessary; he especially
enjoys using fire-based spells to incinerate particularly pesky
opponents (usually other practitioners of the magic arts).

Special Att./Def.: When Surtr must teach a lesson to those inferior beings foolish enough to attack him, he gleefully attacks with Fire Reaver, his giant-sized flaming greatsword +3, which automatically catches its target on fire on a critical hit. The Flamelord furthermore can cast burning hands, fireball, and heat metal each three times a day. His glowing iron armor automatically causes 1d10 points of damage to any unprotected foe who is unlucky enough to touch it and can cause weapons to melt and shatter (5% chance per hit, less 1% for each level
of enhancement).
Surtr is not surprisingly immune to all fire-based attacks,
although he takes double damage from cold and ice-based sources. Water and water-based attacks cause him to act as if he were affected by a slow spell for 1d6 rounds (and produce massive super-heated steam clouds which scald everyone in a 10 foot radius for 2d6 points of damage), while he takes only half damage from all earth-based and petrification type spells. Finally, he is immune to damage from weapons of +1 or less enhancement.
It is extremely rare that Surtr dispatches an avatar to Toril; his
time and attention are too taken up with scheming with and against members of his own pantheon as well as pantheons unknown to the inhabitants of Faerun. He has been known to appear for the forging or completion of a particularly fine or holy weapon or artifact, and to help defend fire giant settlements under heavy attack (although this is rare, as he feels that his people should be powerful enough to defend themselves from all "lesser" beings). Finally, he has been known to send an avatar to frustrate particularly dangerous plans of the church of Tyr as well as to battle the Even-Handed's avatar should one appear
on Toril. Indeed, it is rumored that Surtr and Thrym spent much of the Time of Troubles attempting to hunt down and destroy their old rival, although they were ultimately unsuccessful in this quest.


Thrym
(The Great Jarl, The Jarl of the Frost Giants, Annam's Icy Son)
Lesser Power of Ysgard, CE

Portfolio: Frost giants, cold, ice
Aliases: None
Domain Name: Ysgard/Jotunheim
Superior: Annam
Allies: Annam's Brood (sometimes strained)
Foes: Auril, Kostchtchie, Talos, Tyr, Ulutiu
Symbol: White double-headed battleaxe
Wor. Align.: CN, NE, CE

Thrym's Avatar
(3e: Barbarian 20, Wizard 18, Fighter 10)
(2e: Fighter 30, Wizard 20)

Thrym appears as a massive, 25-foot tall frost giant, with long
snow-white hair and hugely muscled arms. His pale blue-white skin almost looks as if it had been expertly sculpted from pure ice, and his eyes are of the palest blue, resembling twinkling ice crystals. He dresses in armor made from the skin of a great white wyrm and a helmet of blue steel and mithral. When he engages in combat, he will first unleash a devastating combination of cold- and ice-based spells, then merrily wade in wielding his huge two-headed greataxe, Ice Reaver (in contrast to Surtr's Fire Reaver; the two weapons were forged by Surtr as a set).

Special Att./Def.: Ice Reaver, Thrym's greataxe +3, is not only a weapon capable of dealing huge damage on its own during garden-variety combat, but also freezes its target in place (the equivalent of a hold person spell) on a critical hit; the unfortunate victim's armor and clothing has a 25% chance of shattering from the cold and falling into useless pieces (less 5% for each level of magical enhancement). The Great Jarl himself is capable of casting ice storm, cone of cold, and Otiluke's freezing sphere three times a day, and any cold- or ice-based spell he casts (including the aforementioned innate powers) deals an extra 2
points of damage per die. The cold aura surrounding him is so intense that anyone within a 10 foot radius suffers 1d6 points of damage per round unless extreme protective measures have been taken.
Thrym is completely immune to all cold- and ice-based attack,
although he suffers double damage from all fire-based attacks.
Water-based attacks only do half damage, and gaze attacks have a 25% chance of rebounding on their origin due to the Great Jarl's icily reflective skin. Finally, the avatar is immune to all weapons of +1 or less enhancement.
For millennia, the Great Jarl almost never sent an avatar to
Toril, being too caught up in godly affairs to pay much attention to
what was happening in the lands of his mortal worshipers. With the recent defection of many of his worshipers to the faiths of Kostchtchie and Auril, Thrym has begun to dispatch avatars on a more regular basis, albeit still much less frequently than some of the more meddlesome deities. He usually does so in order to frustrate the plans of his two rival powers to convert further populations of frost giants, or in conjunction with his brother Surtr in some plot against Tyr or his faithful.



I'm sorry but I couldn't find more detailed stats of Surtr and Thrym. If anyone has them, please, post them here.
Elrumir

08-20-03, 02:40 PM
:eek:

WOW!! I need to get back more often! However, summer job is time-consuming...

I'll be glad to do Berronar Truesilver...

Hmmm... Yes, that Mother of a Dwarf ;)

I will be back asap!!
Tebryn14

08-20-03, 03:03 PM
This is what I pulled out of Faiths and Pantheons, I suggest that all the giants have Midgard for their home plane, this pantheon needs it's own place. Also, for Orcus, Yeenoghu, Pazrael, and Baphomet, as well as that "giant" deity that begin with a K (Koscthkie?), I suggest that we use the stats from the BoVD, and add Divine Rank, that simple. They were all demon lords before they were gods. Pazrael is listed in the BoVD web enhancement, and the other two can be based on Orcus and Pazrael as far as power level go's. That is how I suggest we deal the god/demon lords.




Annam (G), Neutral, Halfspear, Domains: Knowledge, Magic, Rune, Plant, Sun, Symbol: Two hands with wrists together and fingers pointing down. Portfolio: Giants, creation, learning, philosophy, fertility.

Grolantor (I), Chaotic Evil, Javelin, Domains: Chaos, Death, Earth, Evil, Hatred, Symbol: Spiked Club, Portfolio: Hunting, Combat, hill Giants

Hiatea (G), Neutral Good, Spear, Domains: Animal, Good, Family, Moon, Plant, Sun, Symbol: Flaming Spear, Portfolio: Nature, agriculture, hunting, childbirth

Iallanis (I), Neutral Good, Battleaxe, Domains: Good, Healing, Strength, Sun, Symbol: Garland of flowers, Portfolio: Love, Forgiveness, beauty, mercy

Memnor (I) Neutral Evil, Morningstar, Domains: Death, Evil, Knowledge, Mentalism, Rune, Trickery, Symbol: thin black obelisk, Portfolio: Pride, Mental Prowess, Control

Skoraeus Stonebones (I), Neutral, Warhammer, Domains: Cavern, Earth, Healing, Knowledge, Protection, Symbol: Stalactite, Portfolio: Stone giants, buried things

Surtr (L), Lawful Evil, Javelin, Domains: Evil, Fire, Trickery, War, Symbol: Flaming Sword, Portfolio: Fire Giants, Fire, destruction

Thrym (L), Chaotic Evil, Greataxe, Domains: Destruction, Evil, Magic, War, Symbol: White double bladed greataxe, Portfolio: Cold, Ice, Magic, Frost Giants.
Saasiel

08-21-03, 04:55 AM
Originally posted by Verghityax
==> Jorda :)
I'm posting stats of all the other giant deities. If You need anything else just tell me :)


Annam
(The All-Father, the Creator of Worlds, The Prime Mover, the Great
Creator)
Greater Power of Ysgard and the Outlands, N

Portfolio: Giants, magic, knowledge, fertility, philosophy
Aliases: None
Domain Name: Ysgard/Gudheim (abandoned) and Outlands/Hidden Realm
Superior: None
Allies: Stromnaus, Hiatea
Foes: Ulutiu (slumbering), Vaprak
Symbol: Two hands, wrists together, with fingers facing downwards
Wor. Align: Any

Annam's Avatar (Fighter 40, Priest 35, Wizard 35)

Annam appears as an incredibly tall giant. He possesses a huge flowing white beard and usually has a wise and contemplative look on his face. He wears robes of the deepest midnight blue. He carries a staff, but rarely wields it in combat, preferring instead to trust to his fists and terrifying strength. He casts spells from all schools and spheres.

AC -6; MV 21 fl 36, sw 18; HP 260; THAC0 -10; #ATT 2
Dmg 7d8 +14/ 7d8 +14 (fists, +14 STR)
MR 80%, SZ G (100 or more feet tall)
STR 25, DEX 18, CON 24, INT 22, WIS 23, CHA 23
Spells: P 15/14/13/13/12/11/9, W 8/8/8/8/8/8/8/7/7
Saves: PPDM: 2, RSW: 3, PP: 4, BW: 4, Sp: 4

Special Att./Def.: The All-Father rarely uses weapons in combat; he instead trusts to his massive fists and incredible strength. If he so wishes, he can with a simple wave of the hand produce three times per day each of the following spell-like effects: earthquake, telekinesis (up to 1000 pounds), or a wall of force of twice the normal size. He can moreover twice per day cast his choice of any of the Bigby's fist and hand spells. He rarely carries magic items, other than a staff of power which contains 1d4 wishes beyond the normal powers of such an item.
Annam is immune to all energy-draining, mind-controlling,
petrification, paralysis, or death magic effects, as well as any weapon of +3 enchantment or less. He does, however, have one particular weakness: any blow successfully landed upon the top of his head stuns the avatar for one round plus an additional round for every two points of the striker's strength damage bonus.
The All-Father almost never sends his avatar to anywhere on the Prime Material Plane, let alone Toril. He only does so to observe events of great significance, such as the Fall of Netheril, or when forced to, as during the Time of Troubles (rumor has it that a great figure was seen sitting on the peak of the Great Mount of Ghaethluntar, silently observing all that took place in that troubled time). The only event that might possibly cause him to send and avatar to Toril would be the waking of Ulutiu or the resurrection of Othea, neither of which are highly likely to occur in the foreseeable future.


Diancastra
(Annam's Witty Daughter, The Maid of Adventure)
Demipower of Arborea, CG

Portfolio: Trickery, wit, impudence, pleasure, giant rogues
Aliases: None
Domain Name: Olympus/Florallium
Superior: Annam
Allies: Annam, Stronmaus, Hiatea, Iallanis, Sune, Tymora, Lliira, Melil, Lathander, Finder Wyvernspur, Brandobaris, Dugmaren Brightmantle, Heala Brightaxe, Marthammor Duin, Quorlinn, Avachel, the gnome pantheon, the elven pantheon (especially Erevan Ilesere and Deep Sashelas), the Seelie Court
Foes: Mask, Blibdoolpoolp
Symbol: A sea-green streak
Wor. Align.: NG, CG, N, CN

Diancastra's Avatar (Ranger 25, Illusionist 25, Bard 20)

Diancastra, being the trickster she is, has appeared in many forms over the millennia, often choosing those which will give her an advantage in a particularly daring heist. She has been known to disguise herself in forms as different as a slim elf-maiden, a slimy kuo-toa, and a burly human barbarian. She most commonly appears as a willowy 25-foot tall female giant with auburn hair who carries a slim sword and wears a variety of outfits designed to catch the eye of any male who happens to look her way. All her forms, however, have two features in common; her green- flecked amber eyes and a sea-green mark on her left shoulder blade. She almost always has a wry grin on her face and her eyes sparkle mischievously. Her laugh is loud and hearty.
In combat, Diancastra wields her sword with relish while taunting her enemies. She particularly enjoys casting spells from the schools of illusion/phantasm, enchantment/charm, and elemental water.

AC - 3, MV 15 sw 15, HP 181, THAC0 -4, #ATT 2/1
Dmg 2d8 + 13 (huge long sword +2, +11 STR)
MR 25%, SZ varies (usually H, 25 feet tall)
STR 23, DEX 19, CON 18, INT 22, WIS 16, CHA 23
Spells: W 6/6/6/6/6/6/6/6/5 *
Saves: PPDM: 3, RSW: 3, PP: 4, BW: 4, Sp: 4
*includes one extra illusion/phantasm spell per level

Special Att./Def: In combat, the Maid of Adventure usually wields
Merriment, her huge long sword +2, which not only deals out incredible damage, but also affects anyone successfully struck with both Tasha's uncontrollable hideous laughter and Otto's irresistible dance unless separate saving throws versus spells are made. She is able, moreover, to cast charm person or giant six times per day by her simple gaze at a range of 240 feet (males save at -6). Furthermore, anyone looking into
her eyes is affected as by a rainbow pattern, allowing her to
telepathically implant a suggestion in the mind of the fascinated
creature. She can freely breathe and possesses free action while
underwater. She is usually accompanied by her companion Brighteyes, her serpentine owl.
Diancastra is immune to all confusion and fear effects. She can, moreover, only be struck by weapons of +1 or less enchantment.
The Maid of Adventure can often be found on Toril, looking for excitement, adventure, and outright fun. She has been known to disguise herself in many forms; joining adventuring parties, engaging duels of strength, wit, or bardic ability, or just mingling with the patrons of taverns. She enjoys both discovering long-lost lore and learning new and imaginative illusions. She has had many flings and one night stands with a myriad love-struck males of many races, most of whom would be shocked to discover the real identity of their lady friend. Any wild party, exciting escapade, heroic adventure, or handsome male may draw the attention of Annam's Witty Daughter, so be forewarned...


Grolantor
(The Lord of the Steading)
Intermediate Power of Carceri, CE

Portfolio: Hill giants, battle, fighting, gluttony
Aliases: None
Domain Name: Cathrys/The Steading
Superior: Annam
Allies: Memnor
Foes: Mielikki, Solonor Thelandira, the Morndinsamman, the orc pantheon, the goblin pantheon, the bugbear pantheon, Baphomet, Vaprak, Yeenoghu
Symbol: Wooden club with spikes projecting from the head
Wor. Align.: CN, NE, CE

Grolantor's Avatar (Fighter 30)

Grolantor's avatar appears as a giant, hulking hill giant (or, more rarely, an ettin or frost giant), clad in furs and dragon skin. He has a low, sloping forehead covered with stringy, greasy tufts of hair. His has beady eyes, a bulbous, wart-covered nose, and a mouth full of broken and rotting teeth. When engaged in his favorite pastime, combat, he gleefully swings a huge club that appears to be crudely fashioned from a tree trunk. He casts no spells.

AC -2, MV 15, HP 198, THAC0 -9, #ATT 5/2
Dmg 2d10 +15 (huge club +2, +11 STR, +2 specialization)
MR 30%, SZ H (20 feet tall)
STR 23, DEX 17, CON 20, INT 12, WIS 8, CHR 19
Spells: None
Saves: PPDM: 3, RSW: 5, PP: 4, BW: 4, Sp: 6

Special Att./Def.: In combat, Grolantor wields Grolantor's Big Stick,
his huge club +2 which does double damage against dwarves. It
furthermore feebleminds any target successfully struck if the victim
fails a savings throw versus spell. He can hurl rocks up to 400 feet (2d10 points of damage) and can add his strength bonus if the target is less than 100 feet away. He can at a touch grant strength (as per the wizard spell) to a target for 2d4 turns three times a day. He has been known to carry a chime of hunger.
Grolantor gains a +3 on all surprise rolls. He is immune to all
mind-affecting spells and to all weapons of +2 or less enchantment.
The Lord of the Steading sends avatars to Toril on fairly often; he enjoys leading hill giant followers on raids and skirmishes, especially savoring entrapping enemies in cunning ambushes. Unfortunately, Grolantor is easily bored, and has been known to abandon his followers even at the most critical of moments. (Even though they may have been left behind at the hour of their greatest need, Grolantor's faithful do not begrudge their god, seeing the situation as an opportunity to prove themselves in battle). If taunted or challenged, however, Grolantor's immense pride ensures that the avatar will stay and fight to the death.


Hiatea
(Nature's Lady, The Protector, the Avenger, Annam's Fiery Daughter)
Greater Power of Elysium, NG

Portfolio: Nature, agriculture, hunting, fire, females, children,
firbolgs, voadkyn
Aliases: None
Domain Name: Eronia/Woodhaven
Superior: Annam
Allies: Annam's Brood, Chauntea, Silvanus, Meilikki, Gwaeron Windstrom, the Seldarine, the gnome pantheon, Yondalla, Sheela Peryroyl
Foes: Memnor, Malar
Symbol: A spear with a flaming tip
Wor. Align.: LG, NG, CG, LN, N, CN

Hiatea's Avatar (Ranger 35, Druid 25, Bard 25)

Hiatea appears as a very tall, lithe, tanned, and long-legged
giantess. She wears leather armor and always carries a spear,
giant-sized composite longbow, and quiver full of arrows. She possesses flame-red hair tied back from her face and large hazel-brown eyes. She casts spells from the druidic spheres and from all wizard schools.

AC -6, MV 18, HP 231, THAC0 -10, #ATT 2/1
Dmg: 3d8 +15 (giant spear +3, +12 STR) or 2d8 + 20 (composite longbow +5, arrows +3, +12 STR)
MR 80%, SZ G (70 feet tall)
STR 24, DEX 23, CON 23, INT 21, WIS 19, CHA 22
Spells: P: 12/11/11/10/9/8/4, W: 5/5/5/5/4/4/1
Saves: PPDM: 2, RSW: 3, PP: 4, BW: 4, Sp: 4

Special Att./Def.: When she engages in hand-to-hand combat, Nature's Lady uses Flamepoint, her giant-sized spear +3, which becomes a flametongue weapon when she wills it. Almost as often, however, she will remain at range and instead use Trueshot, her incredibly huge, strength adjusted composite longbow +5 which possesses three times the range of its normal counterparts. She possesses an always-full quiver of arrows +3, three of which per day can burst spontaneously into flame
during flight and inflict a further 2d4 points of damage upon their
target (double for creatures particularly susceptible to fire damage) if she so wishes. The avatar also possesses several enchanted nets which she can throw up to 120 feet; the victim must make a saving throw versus spell at -4 or be affected by the nets' enchantments (she most often carries nets of feeblemind, weakness, and petrification). She can cast entangle, plant growth, and plant door at will, as well as always passing without trace.
Hiatea is immune to any spell which inhibits movement and takes only half damage from fire spells and effects. She is furthermore immune to all damage from weapons of +3 or less enchantment.
Hiatea rarely sends her avatars to the Prime Material Plane,
including Toril. She may on rare occasions do so to aid a beleaguered worshiper, but more often does so if a firbolg or voadkyn settlement is threatened with utter destruction. She may also send an avatar to hunt a particularly tough, ferocious, cunning, and/or challenging creature, especially one that threatens a giant community.


Iallanis
(Annam's Peaceful Daughter, the Forge Mother)
Lesser Power of Arborea, NG

Portfolio: Love, mercy, beauty, marriage, learning, the arts, peace
Aliases: None
Domain Name: Olympus/Florallium
Superior: Annam
Allies: Annam's Brood, Sune, Lliira, Melil, Oghma, Deneir, Gond, Eldath, the Seldarine (especially Hanali Celanil), Berronar Truesilver, Cyrollalee, Meriadar, Fionnghuala
Foes: Memnor, Talos, Bane (dead), Iayachtu Xvim,
Symbol: A garland of flowers
Wor. Align.: LG, NG, CG, LN, N, CN

Iallanis' Avatar (Druid 30)

Iallanis appears a matronly and graceful giantess wearing a dress seemingly made of living flowers. Like many goddesses of love, she goes barelegged and barefoot. She almost always wears a warm smile, and her dark brown eyes are almost always filled with understanding and compassion. Her hair is an earthy brown and flows in great ringlets down her back. She almost never engages in combat, preferring to find a peaceful solution to any conflict, but when forced or when innocent lives are in danger, she will defend herself and others, although she
will never take a life if she can help it. She never carries a weapon, preferring to use her fists when combat becomes necessary (and thereby inflicting non-fatal damage), and casts spells from the spheres allowed to druids, as well as guardian, protection, sun, and time.

AC -2, MV 21, HP 132, THAC0 2, # ATT 2/1
Dmg 1d12 +9/1d12 +9 (fist + 9 STR/fist +9 STR)
MR 40%, SZ G (25 feet tall)
STR 21, DEX 22, CON 20, INT 18, WIS 24, CHA 24
Spells: P 13/12/12/12/12/11/8
Saves: PPDM: 2, RSW: 6, PP: 5, BW: 8, Sp: 7

Special Att./Def.: Iallanis' avatar has very few offensive powers
compared to those of other gods; she can cast entangle or slow, each three times a day. She can charm person or giant at will, with a -4 penalty to save, except for giants who have a -8 penalty. Her defensive capabilities, however, are much more extensive. She is immune to energy drains, diseases, poisons, blindness, cause wounds, and harm spells, as well as weapons of +2 or less enchantment. Once per hour, she can cast a shield spell lasting one turn. Finally, she can remove any curse cast
by a mortal spellcaster or any that is the effect of an item of less
than artifact status.
Iallanis sends her avatars to Toril on a fairly common basis. She does so to celebrate alongside her worshipers at a time of great joy or achievement, such as the wedding of a chief, the completion of a temple or other such large building, the signing of an important peace treaty, or as a work of art receives its final touches.


Karontor
(The Twisted One, The Father of the Fomorians, The Lord of the Verbeeg, The Master of the Fomorians and Verbeeg)
Lesser Power of Carceri, NE

Portfolio: Fomorians, verbeeg, deformity, hatred, envy, beasts
Aliases: Karantor (among the verbeeg)
Domain Name: Minethys/The Rack of Injustice
Superior: Annam
Allies: Shar
Foes: Annam's Brood, Malar, Sune, Hanali Celanil, Berronar Truesilver, Sheela Peryroyl, and to a lesser extent all deities
Symbol: A winter wolf's head
Wor. Align.: LE, NE, CE

Karontor's Avatar (Fighter 25, Thief 15)

The Twisted One appears as a huge fomorian giant, hideously
deformed for even a member of that race, clad in rotting, stinking
skins, and wielding a massive club. The deformities are different each time the avatar manifests, and, though they are always twisted and unsightly in the extreme, they in no way detract from the overall dexterity, movement, or combat abilities of the avatar. Alternatively, the avatar may appear as a huge winter wolf with, for the most part, equivalent ability scores, THAC0, AC, and other statistics as the fomorian avatar. In neither form does Karontor cast spells, either wizard or priest, as that ability, so painstakingly learned and so dearly bought, was stripped from him by Annam at the time of his banishment.

AC -2, MV 12 (36 in wolf form), HP 201, THAC0 -4, #ATT 5/2 (club) or 2/1 (bite)
Dmg 3d8+12 (club +2, +10 STR, +2 specialization) or 3d6+10 (bite)
MR 45%, SZ H (19 feet tall)
STR 22, DEX 18, CON 21, INT 16, WIS 18, CHA 1
Spells: None
Saves: PPDM: 3, RSW: 5, PP: 4, BW: 4, Sp: 6

Special Att./Def.: Although he rarely bestirs himself from his
introspective brooding on his own initiative, Karontor will willingly
fight when one of his violent rages strikes him (a common occurrence when someone disturbs him) or when he is in one of his coldly spiteful phases. Although he cannot cast spells, he possesses a small armory of magic items and does not hesitate to utilize them when angered. The most commonly used of these is the Deformer, his club +2, which not only stuns an opponent upon a successful blow and if a save versus paralyzation is failed, but also lowers the victims charisma by 1 (by deforming whatever area it hits) if second save versus paralyzation is failed. He also typically carries a rings of invisibility and mammal control, a brooch of shielding, and an efreeti bottle, although this by no means exhausts the possible magic items he may carry. Indeed, he receives a perverse pleasure in periodically disguising himself and leaving flasks of curses with the unfortunates he happens to encounter or warping their physical forms with a wand of polymorphing. In wolf form, besides the terrible damage which his bite inflicts, he is able to breathe a cone of cold for 10d6 points of damage once per day. In either form the avatar is immune to all charm and cold spells, as well as damage from all weapons of +2 or less enchantment.
Although he spends most of his time sitting in his lonely palace in Carceri, Karontor does from time to time send an avatar to the Prime Material Plane. Since he rarely moves from his throne unless angered, his avatar usually appears on Toril in one of his legendary rages, much to the misfortune of those whose paths he crosses. However, it is those visits during the rare occasions in which he acts with cold, calculating malice instead of mindless rages that are most noteworthy. He then visits his followers, giving them orders to further his plans of vengeance, as well as spitefully harming those who have the misfortune of encountering him.


Kostchtchie
(The Frost Master, The Frost Demon)
Demipower of the Abyss, CE

Portfolio: Strength, violence, rebels, frost giant wizards
Aliases: None
Domain Name: 23rd layer/Iron Wastes
Superior: None
Allies: None
Foes: Annam's Brood (especially Thrym), Auril, Kosssuth
Symbol: A giant-sized war-hammer
Wor. Align: CN, NE, CE

Kostchtchie's Avatar (Fighter 20, Wizard 10)

Kostchtchie's avatar appears as a huge, hunched frost giant who possesses ice-blue skin, pale blue eyes, and a very slight amount of stringy pale blonde hair. He is heavily muscled and wears fine clothing as well as a set of fine steel chain mail when necessary. He carries a huge war hammer and relishes wielding it in combat. He rarely casts spells; when he does they are most often from the school of invocation/evocation, especially those which deal out cold damage.

AC -2, MV 15, HP 174, THAC0 1, #ATT 5/2
Dmg: 2d8 + 14 (hammer +3, +9 STR, +2 specialization)
MR 35%, SZ G (30 feet tall)
STR 21, DEX 17, CON 19, INT 18, WIS 19, CHA 19
Spells: W: 4/4/3/2/2
Saves: PPDM: 3, RSW: 5, PP: 4, BW: 4, Sp: 6

Special Att./Def.: Kostchtchie has no compunction about engaging in combat; indeed, he relishes the chance to swing Winter's Hammer, his war hammer +3, which not only possesses all the abilities of a frost brand, but also allows him to cast cone of cold and Otiluke's freezing sphere three times per day. Even without this powerful weapon, the avatar is able to cast darkness 15' radius, poison, and protection from good 10' radius at will three times a day each. He casts all cold-based spells as if he were a 20th-level wizard, and each such spell does an extra +1 damage for each die.
The Frost Demon is immune to cold-based and gaseous attacks, poison, and weapons of +1 or less enchantment. He also suffers only half damage from electrical attacks. He wears an amulet of the planes, but is loath to use it frivolously, as it is currently his only method of interplanar travel (a lingering legacy of his demonic past); Kostchtchie waits with impatience for the time he is powerful enough to travel the planes under his own power.
Because of this restriction, Kostchtchie very rarely sends avatars to Toril. He was more likely to do so in the past, when he was actively recruiting followers, but now that Thrym has taken notice of his activities, he tends to manifest in more subtle ways. Kostchtchie may send an avatar to help recruit a particularly high-ranking frost-giant, train or fetch a particularly bright frost wizard student, or to help his followers if they face annihilation by angry followers of Thrym or other giant gods. He also desires the acquisition of other planar travel devices, and will rapidly dispatch an avatar if the capture of one is a definite possibility.


Memnor
(The Sly One, Annam's Shadowed Child, Annam's Fair Son, The Subtle)
Intermediate Power of Gehenna, NE

Portfolio: Pride, mental prowess and control, subtlety, subterfuge, evil cloud giants
Aliases: None
Domain Name: Chamada/Thraotor
Superior: Annam
Allies: Annam's Brood (at least publicly)
Foes: None (at least publicly)
Symbol: A thin black obelisk
Wor. Align.: LE, NE, CE

Memnor's Avatar (Priest 30, Thief 10)

The avatar of Annam's Fair Son appears as a tall, golden-skinned cloud giant with long, silvery-white hair. He always wears a flowing sky-blue robe held in place by a golden belt. His deep blue eyes are piercing and often sparkle merrily and mischievously. He always wears a kindly and jovial smile. His voice is deep and musical, usually concerned and caring, while his oft- heard laughter is jolly and contagious. To those who do not know his secret, he is friendly and gentle, but those of his followers who fail him will find him wrathful and malicious. He carries his morningstar at all times, for self-defense he says to those who believe him reformed, but those who discover his secret and those of his followers who anger him know different. Finally, Memnor can use spells from all spheres when he so desires.

AC -2; MV 18, fl 36; HP 138; THAC0 2; #ATT 1
Dmg 4d8 + 12 (morningstar +3, +9 STR)
MR 50%; SZ G (24 feet tall)
STR 21, DEX 19, CON 19, INT 23, WIS 23, CHA 24
Spells P: 13/12/12/11/11/10/9/8
Saves: PPDM: 2, RSW: 6, PP: 5, BW: 8, Sp: 7

Special Att./Def.: Memnor's avatar always carries Redeemer, his huge morningstar +3, which feebleminds upon a successful hit (and a failed save) and can cast charm monster three times per day. The avatar himself can cast mass suggestion, symbol of persuasion, and weather summoning once per day each. Three times per day he can influence the reactions of audiences in a manner identical to a 20th level bard.
Memnor has hidden his secret agenda so well that any spell which is used to discover it, if cast by a giant, will fail utterly. For
example, know alignment or ESP will merely reveal that he is neutral good and only has the best interests of giants and their gods at heart, while detect lie and detect evil will fail to reveal anything is amiss. These immunities are only for spells cast by giants only; those cast by others will register normally, but it will be all but impossible to persuade giants the truth and they will in all likelihood think the caster mistaken or, if persistent, mad. The avatar is also immune to all spells of the illusion/phantasm school, mind affecting spells, and weapons of +2 or less enchantment.
The Sly One sends avatars to Toril more often than most powers; he does so mainly to check up and inspire his followers and to seek out and discover likely converts. As his followers are as secretive (forced to do so through their oaths) as he is, he almost never has to dispatch an avatar to save his worshipers from destruction. To outsiders, his avatar is rarely seen as anything but a kindly and peaceful being, a model for all giants (thus this ruse furthers his plans by enhancing the prestige of his followers); only by assaulting his pride and his envy of Stronmaus can his violent side can be revealed.


Skoraeus Stonebones
(The Lord of the Stone Giants, The King of the Rock, The Sculptor,
Stonehead, Ol' Stoney)
Intermediate Power of the Elemental Plane of Earth, N

Portfolio: Stone giants, the arts, sculpture, craftsmanship
Aliases: None
Domain Name: Elemental Plane of Earth/The Sculptorium
Superior: Annam
Allies: Annam's Brood, the Mordinsamman, the gnome pantheon, Oghma, Melil, Geb, Grumbar
Foes: Talos
Symbol: A stalactite
Wor. Align.: NG, LN, N, CN, NE

Skoraeus Stonebones' Avatar (Priest 30, Earth Elementalist 15)

The King of the Rock appears as a large stone giant seemingly made of solid granite. Gold veins cover the massive and corded muscles of his shoulders and arms. His head is smooth and bald, and his face is usually cold and expressionless, although he has been known to furrow his brows in deep concentration when busily carving a new masterpiece. He most often wears a loose gray tunic and carries the tools of his art such as a hammer and chisel; conversely, he never wears armor or carries a weapon, depending on his stony skin and massive fists to defend himself. He most usually casts spells the same spheres as his priests,
and prefers to cast spells from both the school and sphere of elemental earth.

AC -4; MV 9 br 9; HP 136; THAC0: 2; #ATT 2
Dmg 3d10 + 11 (fists, + 11 STR)
MR 55%; SZ H 24 (feet tall)
STR 22; DEX 15; CON 22, INT 19; WIS 21: CHA 15
Spells P: 12/12/12/11/10/9/9/8; W 6/6/6/6/6/3/2*
Saves: PPDM: 2, RSW, PP: 5, BW: 8, Sp: 7
*Numbers assume one extra earth elemental spell per level

Special Att./Def.: Although the avatar of the Sculptor never uses
weapons in combat, the incredible damage he can dish out with his muscular arms and fists more than makes up for this lack. Skoraeus can summon 1d4 24 HD earth elementals three times per day; these will faithfully serve him for 12 turns. He can cast stone shape, wall of stone, and crystalbrittle three times a day each, and can cast earthquake once per day. All earth-based spells he casts are at maximum duration and extent, and offensive spells do one extra point of damage per die. He carries a wand of earth or stone which is fully and automatically recharged each day.
The avatar is immune to all spells from the school and sphere of elemental earth, acid and petrification attacks, and damage from weapons of +2 or less enchantment. He regenerates 3 hit points in any round that he maintains contact with any type of stone and 5 hit points per round when he is underground.
Skoraeus often sends avatars to the Prime Material Plane,
wandering from one stone giant community to another, although outsiders almost never see these visitations. He most often deploys an avatar in order to protect his stone giants or some important statue from destruction. He has also been known to appear in order to lead his followers to new homes, to long-buried magical caverns, to particularly rich veins of ore, or to fine stone particularly suitable for carving.


Surtr
(The Lord of the Fire Giants, the Forger, the Flamelord, Annam's Fiery Son)
Lesser Power of Ysgard, LE

Portfolio: Fire giants, fire, forging, metallurgy, weaponsmithing
Aliases: None
Domain Name: Ysgard/Jotunheim and Muspelheim/Muspelheim
Superior: Annam
Allies: Annam's Brood (strained in some cases), Kossuth
Foes: Auril, Tyr, Istishia, the Morndinsamman
Symbol: Giant-sized flaming sword
Wor. Align.: LN, LE, NE, CE

Surtr's Avatar
(3e: Fighter 20, Cleric 20, Sorcerer 15)
(2e: Fighter 25, Cleric 20, Fire Elementalist 10)

The Flamelord appears a huge, 22-foot tall fire giant, with skin
the color, hardness, and texture of basalt, and with flames for hair and eyebrows. His eyes glow the bright white of molten metal, and his huge arms ripple with muscles strengthened by endless hours at the forge. He often wears a smoke- and fire-damaged leather apron, and usually carries many of the implements and tools of the forge. If he knows he is to
engage in combat, he wears an intricate set of iron armor which glows a dull red from its own internal heat. He always carries Fire Reaver, his giant-sized flaming greatsword, and will wield it without hesitation if any are so foolish to stand in his way or interfere with his plans. He will enter battle with little regard to danger as he considers himself superior to all beings (other than a very few members of his family) and will not for a moment believe that it is possible for his inferior creatures to bring him low (this arrogance has been his downfall in the past and savvy opponents will use it against him). He considers his magic to be another weapon to be used when necessary; he especially
enjoys using fire-based spells to incinerate particularly pesky
opponents (usually other practitioners of the magic arts).

Special Att./Def.: When Surtr must teach a lesson to those inferior beings foolish enough to attack him, he gleefully attacks with Fire Reaver, his giant-sized flaming greatsword +3, which automatically catches its target on fire on a critical hit. The Flamelord furthermore can cast burning hands, fireball, and heat metal each three times a day. His glowing iron armor automatically causes 1d10 points of damage to any unprotected foe who is unlucky enough to touch it and can cause weapons to melt and shatter (5% chance per hit, less 1% for each level
of enhancement).
Surtr is not surprisingly immune to all fire-based attacks,
although he takes double damage from cold and ice-based sources. Water and water-based attacks cause him to act as if he were affected by a slow spell for 1d6 rounds (and produce massive super-heated steam clouds which scald everyone in a 10 foot radius for 2d6 points of damage), while he takes only half damage from all earth-based and petrification type spells. Finally, he is immune to damage from weapons of +1 or less enhancement.
It is extremely rare that Surtr dispatches an avatar to Toril; his
time and attention are too taken up with scheming with and against members of his own pantheon as well as pantheons unknown to the inhabitants of Faerun. He has been known to appear for the forging or completion of a particularly fine or holy weapon or artifact, and to help defend fire giant settlements under heavy attack (although this is rare, as he feels that his people should be powerful enough to defend themselves from all "lesser" beings). Finally, he has been known to send an avatar to frustrate particularly dangerous plans of the church of Tyr as well as to battle the Even-Handed's avatar should one appear
on Toril. Indeed, it is rumored that Surtr and Thrym spent much of the Time of Troubles attempting to hunt down and destroy their old rival, although they were ultimately unsuccessful in this quest.


Thrym
(The Great Jarl, The Jarl of the Frost Giants, Annam's Icy Son)
Lesser Power of Ysgard, CE

Portfolio: Frost giants, cold, ice
Aliases: None
Domain Name: Ysgard/Jotunheim
Superior: Annam
Allies: Annam's Brood (sometimes strained)
Foes: Auril, Kostchtchie, Talos, Tyr, Ulutiu
Symbol: White double-headed battleaxe
Wor. Align.: CN, NE, CE

Thrym's Avatar
(3e: Barbarian 20, Wizard 18, Fighter 10)
(2e: Fighter 30, Wizard 20)

Thrym appears as a massive, 25-foot tall frost giant, with long
snow-white hair and hugely muscled arms. His pale blue-white skin almost looks as if it had been expertly sculpted from pure ice, and his eyes are of the palest blue, resembling twinkling ice crystals. He dresses in armor made from the skin of a great white wyrm and a helmet of blue steel and mithral. When he engages in combat, he will first unleash a devastating combination of cold- and ice-based spells, then merrily wade in wielding his huge two-headed greataxe, Ice Reaver (in contrast to Surtr's Fire Reaver; the two weapons were forged by Surtr as a set).

Special Att./Def.: Ice Reaver, Thrym's greataxe +3, is not only a weapon capable of dealing huge damage on its own during garden-variety combat, but also freezes its target in place (the equivalent of a hold person spell) on a critical hit; the unfortunate victim's armor and clothing has a 25% chance of shattering from the cold and falling into useless pieces (less 5% for each level of magical enhancement). The Great Jarl himself is capable of casting ice storm, cone of cold, and Otiluke's freezing sphere three times a day, and any cold- or ice-based spell he casts (including the aforementioned innate powers) deals an extra 2
points of damage per die. The cold aura surrounding him is so intense that anyone within a 10 foot radius suffers 1d6 points of damage per round unless extreme protective measures have been taken.
Thrym is completely immune to all cold- and ice-based attack,
although he suffers double damage from all fire-based attacks.
Water-based attacks only do half damage, and gaze attacks have a 25% chance of rebounding on their origin due to the Great Jarl's icily reflective skin. Finally, the avatar is immune to all weapons of +1 or less enhancement.
For millennia, the Great Jarl almost never sent an avatar to
Toril, being too caught up in godly affairs to pay much attention to
what was happening in the lands of his mortal worshipers. With the recent defection of many of his worshipers to the faiths of Kostchtchie and Auril, Thrym has begun to dispatch avatars on a more regular basis, albeit still much less frequently than some of the more meddlesome deities. He usually does so in order to frustrate the plans of his two rival powers to convert further populations of frost giants, or in conjunction with his brother Surtr in some plot against Tyr or his faithful.



I'm sorry but I couldn't find more detailed stats of Surtr and Thrym. If anyone has them, please, post them here.

Do you realise that you have just committed a form of plagiarization?
Verghityax

08-21-03, 07:50 AM
==> Saasiel
Are You sure about that? I don't think this info comes from a sourcebook. I've found it on the internet some time ago. I can even give You a link if you don't believe me: http://www.prespos.crosswinds.net/FOR6.htm
It's under the Jotun Pantheon. If my previous post is illegal I shall remove it at once.
Jorda_The_Knight

08-21-03, 09:29 AM
Thanks for the info Verghityax, it will mist certainly come in handy. I plan that over the next few days I will have all the giant deities stats (though unless specifically requested I think I'll leave Surtur and Thyrm the way they were in DD).
As for the whole plagerism thing, technically yes I think it would be plagerism, but no more than any of us would be considered plagerist for using the information provided in Faiths and Pantheons in order to create the deities statistics that we have all done. Since it's not a legal issue, and since Verghityax really made no claim to having come up with the information himself when it was from another sourse I don't think it's really fair to brand him as a "plagerist" but we get the idea none the less. :D

I also think that the giants should be in Midgard, but also is Ysgard, since they're pretty much together (I think, could be wrong, correct if I am)

Now, back to doing what we all came to this board to do, get to work on some deities who have long deserved real statistics! :)
kos_strahd

08-21-03, 09:32 AM
I'm with Jorda, statting is the real thing that matters.
Tebryn14

08-21-03, 11:49 AM
I may be wrong, but I believe that all source books fall under the oped gaming liscence. Please report the post the moderater. The information needs to be put across, and if it is banned, then we will use e-mail. Simple as that. And BTW Saasiel, thank you so much for being such a positive person.
Tebryn14

08-21-03, 09:55 PM
Finally, Isis!

Isis
Wizard 20/ Cleric 12/ Druid 11
Medium Size Outsider (Good)
Divine Rank: 15
Hit Dice: 20d8+160 (outsider) plus 20d4+160 (wizard) plus 12d8+96 (cleric) plus 11d8+88 (Druid) (928 hp)
Initiative: +13
Speed: 60 ft.
AC: 72 (+9 dex, +15 divine, +28 natural, +10 deflection)
Attacks: +5 keen holy ghost touch spell storing ankh and star +69/+64/+59/+54 melee; or by spell +63 melee touch, or +64 ranged touch.
Damage: +5 keen holy ghost touch spell storing ankh and star 1d4+13; or by spell.
Face/ Reach: 5 ft. by 5-ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 17/day.
Special Qualities: Animal companion, divine aura (1500 ft., DC 35), divine immunities, DR 25/epic, fire resistance 20, godly realms (10 miles), nature sense, plane shift at will, remote communication 15 miles, resist nature’s lure, spontaneous casting of divine spells, SR 67, greater teleport at will, trackless step, understand, speak, and read all languages and speak directly to all being within 15 miles, venom immunity, wild shape (large, tiny 4/day), wild empathy (+21), woodland stride
Saves: Fort +56, Ref +57, Will +60
Abilities: Str 26, Dex 28, Con 26, Int 42, Wis 34, Cha 30

Skills*: Appraise +51, Craft (Alchemy) +77, Concentration +86, Diplomacy +76, Gather Information +45, Handle Animal +67, Heal +80, Knowledge (Arcana) +88, Knowledge (Dungeoneering) +51, Knowledge (Geography) +56, Knowledge (History) +82, Knowledge (Mulhorandi Local) +82, Knowledge (Nature) +88, Knowledge (Nobility and Royalty) +76, Knowledge (The Planes) +82, Knowledge (Religion) +90, Listen +68, Profession (Matchmaker) +90, Profession (Midwife) +90, Search +57, Sense Motive +68, Spellcraft +96, Spot +74, Survival +81, Swim +64. *Always receives a 20 on checks

Feats: Brew Potion, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Extra Turning, Forge Ring, Heighten Spell, Improved Disarm, Improved Initiative, Maximize Spell, Persistent Spell, Quick Draw, Reach Spell, Repeat Spell, Sacred Spell, Silent Spell, Spell Mastery, Still Spell, Weapon Focus (ankh and star), Widen Spell.

Divine Immunities: Ability damage, ability drain. Acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment

Salient Divine Abilities: Alter Reality (DC 45 for duplicated spells), Arcane Mastery Area Divine Shield, Automatic Metamagic (quickened wizard spells), Avatar (up to 10), Divine Blast (13/days, 15 miles, 25d12 points), Divine Shield (11/day stops 150 points of damage), Divine Spellcasting, Extra Domain (Water), Extra Domain (Storm), Gift of Life, Increased SR, Instant Counterspell, Mass Divine Blast, Power of Nature (15 miles), See Magic, Spontaneous Wizard Spell.

Domain Powers: Protect up to ten people with a +4 dodge bonus to AC for 15 rounds, 15/day. Cast good spells at +1 caster level. Use spell completion or spell trigger devices as a Wiz26. Turn or destroy fire creatures and rebuke and command water elementals 13/day.

Spell-like Abilities: Isis uses these abilities as a 25th level caster, except for good spells, which she uses as a 26th level caster. The save DCs are 35+spell level. Bless, Shield Other, Helping Hand, Imbue with Spell Ability, Rary’s Telepathic Bond, Hero’s Feast, Refuge, Protection from Spells, Prismatic Sphere, Protection from Evil, Aid, Magic Circle Against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX*, Magic Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Mage’s Disjunction, Entropic Shield, Gust of Wind, Call Lightning, Sleet Storm, Ice Storm, Summon Monster VI**, Control Weather, Whirlwind, Storm of Vengeance, Obscuring Mist, Fog Cloud, Water Breathing, Control Water, Ice Storm, Cone of Cold, Acid Fog, Horrid Wilting, Elemental Swarm ***
*cast a good spell only
**cast as an air spell only
***cast as a water spell only

Cleric Spells/day: 6/8/7/7/6/5/4; base DC=22+spell level.
Druid Spells/day: 6/8/7/7/6/4/3; base DC=22+spell level.
Wizard Spells/day (Levels 0-16): 4/8/8/8/8/7/7/7/7/6/3/3/3/2/2/2/2; base DC=26+spell level.
Possessions: Isis carries a ankh and star that functions as a +5 punching dagger with the keen, holy, ghost touch, and spell storing special qualities.
Caster Level: 25th

Other Divine Powers
As an intermediate deity, Isis automatically receives a die roll of twenty on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.

Senses: Isis can see, hear, touch, and smell at a distance of fifteen miles. As a standard action she can perceive anything within fifteen miles of her worshippers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations at once. She can block the sensing power of deities of her rank and lower at up to two remote locations at once for up to twelve hours.

Portfolio Sense: Isis senses any change in the weather the instant it happens and retains the sensation for 15 tendays. She is likewise aware of anytime a river floods or changes it’s course, a crop is planted or harvested, someone fall in love or is married, or uses magic for good purposes.
Automatic Actions: Isis can use Profession (midwife), Profession (matchmaker), Knowledge (Nature), Knowledge (Arcana), Knowledge (Religion), or Survival as a free action if the DC for the task is 25 or lower. She can perform up to ten such free actions each round.

Create Magic Items: Isis can create any magic item, as long as the item’s markets price does not exceed 200,000 gp.
Green Elven Vampire

08-21-03, 10:04 PM
All very good
Jorda_The_Knight

08-21-03, 10:05 PM
Uhh, thanks G E V :D
Jorda_The_Knight

08-21-03, 10:50 PM
Here's Amman folks, one more giant down! Jack, eat your heart out! :D

Annam

The All-Father, the Creator of Worlds, The Prime Mover, the Great
Creator

Greater Deity
Symbol: Two hands, wrists together, with fingers facing downwards
Home Plane: Ysgard
Alignment: Neutral
Portfolio: Giants, magic, knowledge, fertility, philosophy
Worshipers: All giants, knowledge seekers
Cleric Alignments:
Domains: Knowledge, Magic, Strength, Spell
Favored Weapon: Fists (Unarmed Strike)

Annam

Fighter 20/ Cleric 15/ Wizard 15

Gargantuan Outsider

Divine Rank: 17

Hit Dice: 20d8 (Outsider) + 20d10 (Fighter) + 15d8 (Cleric) + 15d4 (Wizard)

Initiative: +11 (+7 Dex, +4 improved initiative)

Speed: 120 ft.

AC: 68 (10 - 4 Size + 7 Dex, +17 Divine + 30 natural + 8 deflection)

Attacks: +5 mighty cleaving, speed unarmed strike +68 melee; or +60 melee; or 50 ranged

Damage: +5 mighty cleaving, speed unarmed strike 2d6 + 22; or by spell

Face/Reach: 20 ft./ 20 ft.

Special Attacks: Domain powers, salient divine abilities, spell-like abilities

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 17 miles, DR 48/+4, fire resistance 37, SR 49, spontaneous casting of divine spells, remote communication, godly realm, teleport without error at will, plane shift at will, divine aura (17 miles, DC= 35)

Saves: Fort. +57 Ref. +47 Will. +53

Abilities: Str.44 (+17) Dex.24 (+7) Con.28 (+9) Int.38 (+12) Wis.33 (+12) Cha.26 (+8)

Skills: Concentration +45, Climb +45, Craft (Alchemy) +45, Craft (Armorsmithing) +45, Craft (Weaponsmithing) +45, Craft (Bowmaking) +45, Craft (Trapmaking) +45, Decipher Script +45, Diplomacy +45, Handle Animal +45, Heal +45, Intimidate +45, Jump +45, Knowledge (Arcana) +45, Knowledge (Architecture and engineering) +45, Knowledge (Dungeoneering) +45, Knowledge (Geography) +45, Knowledge (History) +45, Knowledge (Local) +45, Knowledge (Nature) +45, Knowledge (Nobility) +45, Knowledge (Nobility and royalty) +45, Knowledge (Religion) +45, Knowledge (The Planes) +45, Ride (Horse) +45, Professional (Philosopher) +45, Spellcraft +45, Swim +45

Feats: Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magical Arms and Armor, Craft Staff, Craft Wand, Craft Wondrous Item, Diligent, Dodge, Empower Spell, Endurance, Enlarge Spell, Extend Spell, Improved Turning, Great Cleave, Great Fortitude, Lightning Reflexes, Iron Will, Spell Penetration, Greater Spell Penetration, Weapon Focus (Unarmed Strike), Greater Weapon Focus (Unarmed Strike), Weapon Specialization (Unarmed Strike), Greater Weapon Specialization (Unarmed Strike), Improved Bull Rush, Improved Critical (Unarmed Strike), Improved Grapple, Improved Initiative, Improved Sunder, Maximize Spell, Power Attack, Quicken Spell, Silent Spell, Still Spell, Mobility, Spring Attack, Whirlwind Attack

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Alter Size, Alter Form, Shift Form, Alter Reality, Annihilating Strike, Automatic Metamagic, Avatar, Call Creatures (Giants), Control Creatures (Giants), Create Object, Gift of Life, Life and Death, Mass Life and Death, Divine Fast Healing, Rejuvenation, Divine Shield, Extra Domain (Craft), Grow Creature (Giant), Indomitable Strength, Irresistible Blows, Know Secrets, See Magic, Sunder and Disjoin

Domain Powers: All Knowledge skills are added to Amman’s list of cleric class skills and he cast divination spells at +1 caster level, Amman uses scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half his cleric level (at least 1st level). For the purpose of using a scroll or other magic device, since Amman is also a wizard, actual wizard levels and these effective wizard levels stack, Amman can perform a feat of strength as a supernatural ability. He gains an enhancement bonus to Strength equal to his cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day, +2 bonus on Concentration and Spellcraft checks.

Spell-Like Abilities: All domain spells at will, caster level 27, base DC= 35 + spell level.

Possessions: While Amman does carry a mighty staff with him (which acts as a Thundering, Impact Club he usually prefers to attack with his mighty fist, each one acting as if it were a +5 mighty cleaving, speed weapon.

Other Divine Powers

As a greater deity, Amman automatically receives the best possible result on a die roll he makes (including attack and damage rolls, checks and saves). He is immortal

Senses: Amman can see, hear, touch and smell at a distance of 17 miles. As a standard action, he can perceive anything within 17 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 17 hours.

Portfolio Sense: Amman can sense anything that happens to any giant the instant it happens and retains the sensation for 17 weeks after the event occurs.

Automatic Actions: Amman can use Diplomacy and any Craft or Knowledge skill in which he has at least 1 rank as a free action so long as the DC for the task is no greater than 30. He can perform 20 such free actions a turn.

Create Magic Items: Amman can create any magic item, weapon or armor (including artifacts).
Green Elven Vampire

08-21-03, 10:58 PM
You're welcome :)
Tebryn14

08-21-03, 11:24 PM
Two in one day, not bad. I will try to finish Set tomorrow.
Verghityax

08-22-03, 02:59 AM
Tebryn, Jorda, great work mates! :D
P.S. I've updated the Huge List, as usual :)
kos_strahd

08-22-03, 03:49 AM
Top job on Annam Jorda! Same to you on Isis Tebryn!
Jorda_The_Knight

08-22-03, 02:33 PM
Here's the first of Amman's daughters, as well as a long list of other giant gods, Diancastra! :D

Diancastra

Annam's Witty Daughter, The Maid of Adventure

Demigod
Symbol: A sea-green streak
Home Plane: Asgard
Alignment: Chaotic Good
Portfolio: Trickery, wit, impudence, pleasure, giant rogues
Worshipers: Giant rogues, tricksters
Cleric Alignments: CN, NG
Domains: Chaos, Charm, Trickery
Favored Weapon: “Merriment” (Longsword)

Diancastra

20 Illusionist/ 20 Rogue

Huge Outsider (Chaos, Good)

Divine Rank: 5

Hit Dice: 20d8 (Outsider) + 20d6 (Rogue) + 20d4 (Illusionist)

Initiative: +16 (+12 Dex, +4 improved initiative)

Speed: 100 ft.

AC: 57 (10 + 12 Dex + 5 divine + 18 natural + 14 deflection – 2 size)

Attacks: +5 keen, ghost touch, speed huge longsword +53 melee; or +47 melee; or +50 ranged

Damage: +5 keen, ghost touch, speed huge longsword 2d8+14 /17-20/ x2; or by spell

Face/Reach: 20 ft./ 20 ft.

Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack+10d6, crippling strike

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 5 miles, dodge, improved evasion, defensive roll, DR 40/+4, fire resistance 25, SR 37, spontaneous casting of divine spells, remote communication, godly realm, teleport without error at will, plane shift at will, divine aura (50 ft. DC= 29)

Saves: Fort.+29 Ref.+37 Will.+35

Abilities: Str.28 (+9) Dex.34 (+12) Con.26 (+8) Int.26 (+8) Wis.25 (+7) Cha.38 (+14)

Skills: Appraise +36, Balance +42, Bluff +47, Climb +37, Concentration +36, Craft (Traps) +36, Craft (Weaponsmithing) +36, Decipher Script +36, Diplomacy +42, Disable Device +36, Disguise +42, Escape Artist +42, Forgery +36, Gather Information +42, Hide +40, Intimidate +44, Jump +37, Knowledge (local) +36, Knowledge (Arcana) +36, Knowledge (Dungeoneering) +36, Knowledge (Nature) +36, Knowledge (Religion) +36, Knowledge (The Planes) +36, Listen +35, Move Silently +40, Open Lock +40, Perform (Dance) +45, Search +36, Sense Motive +35, Sleight of Hand +40, Spellcraft +36, Spot +35, Swim +37, Tumble +40, Use Magic Device +42, Use Rope +40

Feats: Agile, Combat Casting, Combat Reflexes, Dodge, Extend Spell, Lightning Reflexes, Spell Penetration, Greater Spell Penetration, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Mobility, Persuasive, Quick Draw, Quicken Spell, Run, Silent Spell, Skill Focus (Bluff), Skill Focus (Perform, Dance), Still Spell, Weapon Focus (Longsword)

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Alter Size, Alter Reality, Automatic Metamagic, Divine Glibness, Divine Rogue, *Unique Salient Divine Ability

Domain Powers: Cast Chaos spells at +1 caster level, Diancastra can boost her Charisma by 4 points once per day for up to one minute (using this ability is a free action).

Spell-Like Abilities: All domain spells at will, caster level 15, base DC= 29 + spell level.

Possessions: The Lady of Adventure wades into combat with her massive sword “Merriment” which acts as a +5 keen, ghost touch, speed huge longsword.

Other Divine Powers

As a demigod Diancastra treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal.

Senses: Diancastra can see, hear, touch and smell at a distance of 5 miles. As a standard action she can perceive anything within 5 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities of her rank or lower at up to 2 remote locations at once for 5 hours.

Portfolio Sense: Diancastra senses any form of trickery and any action taken by a giant with any levels in rogue or illusionist the moment it happens as long as the event includes at least 1000 people.

Automatic Actions: Diancastra can use Bluff, Diplomacy, Hide, Move Silent and Perform (dance) as a free action as long as the DC for the task is 15 or lower. She can take up to 2 such actions per round.

Create Magic Items: Diancastra can create any form of weapon with which a rogue would be proficient as well as any item that produces an Illusion effect as long as the items market price does not exceed 4500 gp.

Familiar: “Brighteyes” Serpentine Owl (as Owl with reptilian template, if you do not have the reptilian template then as Owl). Diancastra can use any owl within 5 miles as her familiar.

* Unique Salient Divine Ability- Diancastra’s Overwhelming Joy: Any creature struck by any attack made by Diancastra must make a Will save (DC 29) or be affected by Tasha’s Hideous Laughter for 1d4 rounds. SR does not count but this ability has no affect on deities of Diancastra’s rank or higher or any creature immune to critical hits. Multiple hits are not culmunitive for time, but Diancastra

Annam's Witty Daughter, The Maid of Adventure

Demigod
Symbol: A sea-green streak
Home Plane: Asgard
Alignment: Chaotic Good
Portfolio: Trickery, wit, impudence, pleasure, giant rogues
Worshipers: Giant rogues, tricksters
Cleric Alignments:
Domains: Chaos, Charm, Trickery
Favored Weapon: “Merriment” (Longsword)

Diancastra

20 Illusionist/ 20 Rogue

Huge Outsider (Chaos, Good)

Divine Rank: 5

Hit Dice: 20d8 (Outsider) + 20d6 (Rogue) + 20d4 (Illusionist)

Initiative: +16 (+12 Dex, +4 improved initiative)

Speed: 100 ft.

AC: 57 (10 + 12 Dex + 5 divine + 18 natural + 14 deflection – 2 size)

Attacks: +5 keen, ghost touch, speed huge longsword +53 melee; or +47 melee; or +50 ranged

Damage: +5 keen, ghost touch, speed huge longsword 2d8+14 /17-20/ x2; or by spell

Face/Reach: 20 ft./ 20 ft.

Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack+10d6, crippling strike

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 5 miles, dodge, improved evasion, defensive roll, DR 40/+4, fire resistance 25, SR 37, spontaneous casting of divine spells, remote communication, godly realm, teleport without error at will, plane shift at will, divine aura (50 ft. DC= 29)

Saves: Fort.+29 Ref.+37 Will.+35

Abilities: Str.28 (+9) Dex.34 (+12) Con.26 (+8) Int.26 (+8) Wis.25 (+7) Cha.38 (+14)

Skills: Appraise +36, Balance +42, Bluff +47, Climb +37, Concentration +36, Craft (Traps) +36, Craft (Weaponsmithing) +36, Decipher Script +36, Diplomacy +42, Disable Device +36, Disguise +42, Escape Artist +42, Forgery +36, Gather Information +42, Hide +40, Intimidate +44, Jump +37, Knowledge (local) +36, Knowledge (Arcana) +36, Knowledge (Dungeoneering) +36, Knowledge (Nature) +36, Knowledge (Religion) +36, Knowledge (The Planes) +36, Listen +35, Move Silently +40, Open Lock +40, Perform (Dance) +45, Search +36, Sense Motive +35, Sleight of Hand +40, Spellcraft +36, Spot +35, Swim +37, Tumble +40, Use Magic Device +42, Use Rope +40

Feats: Agile, Combat Casting, Combat Reflexes, Dodge, Extend Spell, Lightning Reflexes, Spell Penetration, Greater Spell Penetration, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Mobility, Persuasive, Quick Draw, Quicken Spell, Run, Silent Spell, Skill Focus (Bluff), Skill Focus (Perform, Dance), Still Spell, Weapon Focus (Longsword)

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Alter Size, Alter Reality, Automatic Metamagic, Divine Glibness, Divine Rogue, *Unique Salient Divine Ability

Domain Powers: Cast Chaos spells at +1 caster level, Diancastra can boost her Charisma by 4 points once per day for up to one minute (using this ability is a free action).

Spell-Like Abilities: All domain spells at will, caster level 15, base DC= 29 + spell level.

Possessions: The Lady of Adventure wades into combat with her massive sword “Merriment” which acts as a +5 keen, ghost touch, speed huge longsword.

Other Divine Powers

As a demigod Diancastra treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal.

Senses: Diancastra can see, hear, touch and smell at a distance of 5 miles. As a standard action she can perceive anything within 5 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 2 locations at once. She can block the sensing power of deities of her rank or lower at up to 2 remote locations at once for 5 hours.

Portfolio Sense: Diancastra senses any form of trickery and any action taken by a giant with any levels in rogue or illusionist the moment it happens as long as the event includes at least 1000 people.

Automatic Actions: Diancastra can use Bluff, Diplomacy, Hide, Move Silent and Perform (dance) as a free action as long as the DC for the task is 15 or lower. She can take up to 2 such actions per round.

Create Magic Items: Diancastra can create any form of weapon with which a rogue would be proficient as well as any item that produces an Illusion effect as long as the items market price does not exceed 4500 gp.

Familiar: “Brighteyes” Serpentine Owl (as Owl with reptilian template, if you do not have the reptilian template then as Owl). Diancastra can use any owl within 5 miles as her familiar.

* Unique Salient Divine Ability- Diancastra’s Overwhelming Joy: Any creature struck by any attack made by Diancastra must make a Will save (DC 29) or be affected by Tasha’s Hideous Laughter for 1d4 rounds. SR does not count but this ability has no affect on deities of Diancastra’s rank or higher or any creature immune to critical hits. Multiple hits are not culmunitive for time, however Diancastra can choose to reroll the 1d4 which sets the number of rounds if she successfully lands another hit against a creature already effected by this ability. (Thus if with her first attack Diancastra's opponent failed their save and Diancastra rolled a 1 on her 1d4 to determine how many rounds the ability would last she could reroll that die if within the same round she managed to score a second hit and her opponent once again failed it's save).
Jorda_The_Knight

08-22-03, 10:20 PM
Phew, hard at work folks, but when work is this much fun, why not work hard at it :D

Grolantor

The Lord of the Steading

Intermediate Deity
Symbol: Wooden club with spikes projecting from the head
Home Plane: Asgard
Alignment: Chaotic evil
Portfolio: Hill giants, battle, fighting, gluttony
Worshipers: Hill giants, giant barbarians
Cleric Alignments:
Domains: Chaos, Evil, Strength, War
Favored Weapon: “Grolantor's Big Stick” (Greatclub)

Grolantor

Barbarian 20/ Fighter 20

Huge Outsider (Chaos, Evil)

Divine Rank: 15

Hit Dice: 20d8 (Outsider) + 20d12 (Barbarian) + 20d10 (Fighter)

Initiative: +16 (+12 Dex, +4 Improved Initiative)

Speed: 100 ft.

AC: 68 (10 + 12 Dex + 15 Divine + 28 natural + 7 deflection – 2 size)

Attacks: +5 anarchic, wounding, mighty cleaving, bane (dwarf) huge greatclub +67; or +50 melee; or +50 ranged

Damage: +5 anarchic, wounding, mighty cleaving, bane (dwarf) huge greatclub 2d8 + 42/ 19-20/ x2; or 4d6 +12 (when within 100 ft.) huge boulder; or by spell

Face/Reach: 20 ft./ 20 ft.

Special Attacks: Domain powers, salient divine abilities, spell-like abilities, mighty rage, rage 6/day

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 15 miles, improved uncanny dodge, trap sense +6, indomitable will, tireless rage, DR 5/-, DR 50/+6, fire resistance 35, SR 47, spontaneous casting of divine spells, remote communication, godly realm, teleport without error at will, plane shift at will, divine aura (1500 ft., DC 32)

Saves: Fort. +53 Ref. +39 Will. +41

Abilities: Str.46 (+18) Dex.34 (+12) Con.40 (+15) Int.20 (+5) Wis.26 (+8) Cha.24 (+7)

Skills: Climb +58, Craft (Crude Weapons) +43, Craft (Crude Armor) +43, Craft (Trapmaking) +43, Craft (Carving) +43, Handle Animal +45, Intimidate +45, Jump +56, Listen +46, Ride (Horse) +50, Survival +46, Swim +58, Bluff +33, Disguise +33, Hide +38, Knowledge (Nature) +31, Knowledge (The Planes) +31, Move Silently +38, Spot +34, Tumble +38, Use Rope +38, Profession (Hunter) +34, Profession (Raider) +34

Feats: Athletic, Blind-Fight, Power Attack, Cleave, Great Cleave, Combat Expertise, Combat Reflexes, Diehard, Dodge, Mobility, Endurance, Far Shot, Great Fortitude, Weapon Focus (greatclub), Greater Weapon Focus (greatclub), Weapon Specialization (greatclub), Greater Weapon Specialization (greatclub), Hold The Line, Improved Bull Rush, Improved Critical (greatclub), Improved Grapple, Improved Initiative, Improved Sunder, Iron Will, Quick Draw, Rapid Shot, Run, Spring Attack, Power Critical (greatclub)

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Alter Size, Alter Form, Shift Form (giants), Annihilating Strike, Banestrike (Dwarves), Battlesense, Divine Rage, Divine Weapon Focus (Greatclub), Divine Weapon Specialization (Greatclub), Divine Weapon Mastery, Extra Domain (War), Frightful Presence, Grow Creature (Giants), Increased Damage Reduction (2), Indomitable Strength, Irresistible Blows, Sunder And Disjoin

Domain Powers: Cast Chaos and Evil spells at +1 caster level, Grolantor can perform a feat of strength as a supernatural ability. He gains an enhancement bonus to Strength equal to his cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day, free Weapon Focus feat with greatclub.

Spell-Like Abilities: All domain spells at will, caster level 25, Base DC= 32 + spell level. (While Grolantor is quite capable of using spells in this way, he almost always chooses not to, greatly preferring the feeling of crushing his foes under his mighty club, though if things are going against him or if Grolantor is fighting an obviously dangerous enemy he will make use of his spells, generally to augment is fighting abilities).

Possessions: Grolantor carries “Grolantor's Big Stick” with him wherever he goes, the massive club looking like a massive tree fleshly ripped from the ground which acts as a +5 anarchic, wounding, mighty cleaving, bane (dwarf) huge greatclub. Grolantor also carries a massive pouch filled with choice boulders. He is able to throw these boulders at a range of 400 feet, and can add his strength modifier to the damage these boulders inflict if his target is within 100 ft.

Other Divine Powers

As an intermediate deity Grolantor always receives a 20 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal.

Senses: Grolantor can see, hear, touch and smell at a distance of 13 miles. As a standard action, he can perceive anything within 13 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 13 hours.

Portfolio Sense: Grolantor senses any battle involving giants the instant it happens and retains the sensation for 13 weeks after the event occurs.

Automatic Actions: Grolantor can use Climb, Intimidate, Jump, Survival and Swim as a free action so long as the DC for the task is no greater than 25.

Create Magic Items: Grolantor can create any simple weapon or club, as long the items market price does not exceed 200,000 gp.
Verghityax

08-23-03, 03:36 AM
:invasion: That's awesome! :D
Jorda_The_Knight

08-23-03, 11:14 AM
He he, what is Verghityax? :confused: :)
Verghityax

08-24-03, 03:02 AM
The stats, of course :)
Amaunator

08-24-03, 04:50 AM
Jorda and or Elrumir or anyone else either of you or both can do the Zahkaran pantheon? (Al-Qadim)

Like Hajama, Selan, Najm, and etc.


Thank you,
Chosen of Amaunator
Jorda_The_Knight

08-24-03, 09:48 AM
I would, but currently I'm pretty busy working on the Giant pantheon, plus I have very little info on the Zahkaran pantheon. If noone else takes it by the time I'm done however I'll be happy to work on it :)
Jorda_The_Knight

08-24-03, 10:23 AM
Here's Amman's second daughter, the fiery one :)

Hiatea

Nature's Lady, The Protector, the Avenger, Annam's Fiery Daughter

Greater Deity
Symbol: A spear with a flaming tip
Home Plane: Asgard
Alignment: Neutral Good
Portfolio: Nature, agriculture, hunting, fire, females, children,
firbolgs
Worshipers: Female giants, mothers, druid giants, ranger giants
Cleric Alignments: LG, N, NG, CG
Domains: Earth, Fire, Plant, Protection
Favored Weapon: “Flamepoint” (longspear)

Hiatea

Cleric 20/ Ranger 20

Huge Outsider (Good)

Divine Rank: 16

Hit Dice: 20d8 (Outsider) + 20d8 (Druid) + 20d8 (Ranger)

Initiative: +18 (+14 Dex, +4 Improved Initiative)

Speed: 100 ft.

AC: 74 (10 + 14 Dex + 16 divine + 29 natural + 9 deflection –2 size)

Attacks: +5 flaming burst, defending, holy longspear +75 melee; or +5 distance, flaming, seeking, speed longbow +79 ranged; or +65 melee; or +68 ranged

Damage: +5 flaming burst, defending, holy longspear 2d8+16/x3; or +5 distance, flaming, seeking, speed longbow 2d8+5/x3; or by spell

Face/Reach: 20 ft./ 20 ft.

Special Attacks: Turn undead 12/day, domain powers, salient divine abilities, spell-like abilities

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 16 miles, damage reduction 49/+4, fire resistance 36, SR 48, remote communication, godly realm, divine aura (16 miles, DC=35), spontaneous casting of divine spells, godly realm, remote communication, favored enemy (outsiders, water) +10, Track, Wild Empathy, Woodland Stride, Swift Tracker, Evasion, Camouflage, Hide in Plain Sight

Saves: Fort.+62 Ref.+58 Will.+59

Abilities: Str.32 (+11) Dex.38 (+14) Con.30 (+10) Int.26 (+8) Wis.36 (+13) Cha.29 (+9)

Skills: Balance +41, Concentration +49, Climb +50, Craft (bowmaking) +46, Craft (traps) +46, Craft (armorsmithing) +46, Craft (weaponsmithing) +46, Diplomacy +46, Escape Artist +41, Handle Animal +46, Heal +42, Hide +53, Intimidate +36, Jump +40, Knowledge (arcana) +47, Knowledge (dungeoneering) +47, Knowledge (history) +47, Knowledge (local) +47, Knowledge (geography) +47, Knowledge (nature) +47, Knowledge (religion) +47, Knowledge (the planes) +47,Move Silently +53, Ride (horse) +53, Search +52, Sense Motive +40, Spot +52, Survival +70, Profession (guard) +52, Profession (hunter) +52, Profession (trapper) +52, Profession (farmer) +52, Spellcraft +47, Swim +38, Tumble +41

Feats: Agile, Alertness, Combat Casting, Combat Reflexes, Dodge, Extend Spell, Far Shot, Spell Penetration, Greater Spell Penetration, Improved Critical (longbow), Mounted Archery, Point Blank Shot, Quick Draw, Shot on the Run, Weapon Focus (longspear), Weapon Focus (longbow), Endurance

Hiatea gains the use of all of the following feats so long as she wears light or no armor: Rapid Shot, Manyshot, Improved Precise Shot

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Alter Size, Alter Form, Divine Archery, Divine Celerity, Divine Dodge, Divine Blast, Divine Ranger, Divine Shield, Area Divine Shield, Divine Splendor, Divine Weapon Focus (longspear), Divine Weapon Focus (longbow), Extra Domain (Plant), Mind of The Beast, Power of Nature, Instant Move, Command Plants, Divine Skill Focus (Survival), Divine Inspiration (Hope), Gift of Life, * Unique Salient Divine Ability

Domain Powers: Hiatea can turn or destroy air creatures as a good cleric turns undead. She rebukes, commands, or bolsters earth creatures as an evil cleric rebukes undead. She can use these abilities 12 times per day. This granted power is a supernatural ability, Hiatea can turn or destroy water creatures as a good cleric turns undead. She rebukes, commands, or bolsters fire creatures as an evil cleric rebukes undead. She can these abilities 12 times/day. This granted power is a supernatural ability, Hiatea can rebuke or command plant creatures as an evil cleric rebukes or commands undead. She can use this ability12 times per day. This granted power is a supernatural ability, Hiatea can generate a protective ward as a supernatural ability. She can grant someone she touches a resistance bonus equal to her cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Spell-Like Abilities: All domain spells at will, caster level 26, base DC= 35 + spell level

Possessions: Hiatea carries two very powerful magical weapons with her at all times, ever ready to defend and avenge. When in melee combat Hiatea wields “Flamepoint” a huge sized +5 flaming burst, defending, holy longspear. If given the chance however Hiatea prefers to fire from afar with her huge sized composite longbow “Trueshot” which acts as a +5 distance, flaming, seeking, speed longbow. Hiatea’s quiver never runs out of arrows and 3 times/day she is able to enchant up to 10 of her arrows to add the Flaming Burst weapon quality to them for the rest of the day as a free action.

Other Divine Powers

As a greater deity, Hiatea automatically receives the best possible result on a die roll she makes (including attack and damage rolls, checks and saves). She is immortal

Senses: Hiatea can see, hear, touch and smell at a distance of 16 miles. As a standard action, she can perceive anything within 16 mile of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 20 locations at once. She can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 16 hours.

Portfolio Sense: Hiatea senses any form of giant agriculture or hunting, any attack made against giant children and any activity made by firbolgs the instant it happens and retains the sensation for 16 weeks after the event occurs.

Automatic Actions: Hiatea can use Climb, Knowledge (nature), any Craft skill in which she has at least 1 rank, Survival and Swim as a free action so long as the DC for the task is no greater than 30. She can perform 20 such free actions a turn.

Create Magic Items: Hiatea can create any magic item, weapon or armor (including artifacts) that pertain to protection, abjuration or fire.

* Unique Salient Divine Ability: Hiatea’s Defensive Position- As a free action up to 10 times per day Hiatea can place herself in a defensive position, in some ways similar to the Dwarven Defenders ability Defensive Stance. However, in this combat position Hiatea can choose to forfeit any amount of her dexterity modifier (up to her max) in order to add that same number to her attack roll. In addition she gains a +5 insight bonus to AC and is considered to have the Improved Evasion class feature. She can remain in her Defensive Position for up to 16 rounds, after which she is able to resume the defensive position (assuming, of course, that she still had uses left)
Jorda_The_Knight

08-24-03, 01:47 PM
Amman's last daughter and his second last child, the peaceful Iallanis.

Iallanis

Annam's Peaceful Daughter, the Forge Mother

Lesser Deity
Symbol: A garland of flowers
Home Plane: Asgard
Alignment: Neutral Good
Portfolio: Love, mercy, beauty, marriage, learning, the arts, peace
Worshipers: Pacifist giants, druid giants, artists
Cleric Alignments: LG, NG, N, CG
Domains: Charm, Family, Good, Protection
Favored Weapon: An open hand (unarmed strike)

Iallanis

Bard 20/ Cleric 20

Huge Outsider (Good)

Divine Rank: 14

Hit Dice: 20d8 (outsider) + 20d8 (cleric) + 20d6 (bard)

Initiative: +9 (+9 Dex)

Speed: 100 ft.

AC: 74 (10 + 9 Dex + 14 divine + 27 natural + 16 deflection –2 size)

Attacks: Unarmed strike +59; or +61 ranged

Damage: Unarmed strike 1d8 (subdual) + 7/x2; or by spell

Face/Reach: 20 ft./ 20 ft.

Special Attacks: Turn undead 15 times/day, domain powers, salient divine abilities, spell-like abilities

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 14 miles, DR 49/+4, fire resistance 34, spontaneous casting of divine spells, remote communication, godly realm, teleport without error at will, plane shift at will, divine aura (1400 ft., DC 40), bardic knowledge +30, bardic music 24/day (as level 20 bard)

Saves: Fort.+52 Ref.+53 Will.+63

Abilities: Str.24 (+7) Dex.28 (+9) Con.27 (+8) Int.30 (+10) Wis.36 (+13) Cha. 42 (+16)

Skills: Concentration +45, Craft (weaving) +47, Craft (treaties) +47, Diplomacy +80, Heal +50, Knowledge (arcana) +47, Knowledge (history) +47, Knowledge (local) +47, Knowledge (geography) +47, Knowledge (nature) +47, Knowledge (nobility and royalty) +47, Knowledge (religion) +47, Knowledge (the planes) +47, Profession (matchmaker) +50, Profession (gardener) +50, Spellcraft +47, Appraise +50, Balance +46, Bluff +53, Climb +44, Decipher Script +47, Disguise +53, Escape Artist +46, Gather Information +53, Hide +46, Jump +44, Listen +50, Move Silently +46, Perform (dance) +53, Perform (sing) +53, Perform (act) +53, Perform (keyboard instrument) +53, Perform (orator) +53, Perform (string instrument) +53, Perform (wind instrument) +53, Sense Motive +50, Sleight of Hand +46, Swim +44, Tumble +46, Use Magic Device +53, Survival +38

Feats: Brew Potion, Combat Expertise, Craft Staff, Dodge, Mobility, Run, Extend Spell, Extra Turning, Improved Turning, Spell Penetration, Greater Spell Penetration, Extra Music, Reach Spell, Subdual Substitution, Superior Expertise, Improved Counterspell, Improved Disarm, Improved Unarmed Strike, Skill Focus (Diplomacy)

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Alter Size, Alter Form, Alter Reality, Divine Bard, Divine Blessing (charisma), Divine Dodge, Divine Inspiration (hope), Divine Inspiration (love and desire), Divine Shield, Area Divine Shield, Divine Skill Focus (diplomacy), Divine Splendor, Extra Domain (Family), Gift of Life, Instant Counterspell, Irresistible Performance, * Unique Salient Divine Ability

Domain Powers: Cast Good spells at +1 caster level, Iallanis can generate a protective ward as a supernatural ability. She grants someone she touches a resistance bonus equal to her cleric level (+20) on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day, as a free action Iallanis can protect up to 16 creatures (can be self) with a +4 dodge bonus to AC for 20 rounds/day (creatures that move more than 10 feet away lose this bonus), Iallanis can boost her Charisma by 4 points once per day for up to one minute (using this ability is a free action).

Spell-Like Abilities: All domain spells at will, caster level 24, base DC= 40 + spell level.

Possessions: Iallanis possesses no weapons or armor, but she can sometimes be found with items that provide greater protection (such as Bracers of Armor +8, ect.). She will also wear an Amulet of Mighty Fists if she knows combat cannot be avoided.

Other Divine Powers

As an intermediate deity Iallanis always receives a 20 on any check, assuming she has to make a check at all. She treats a 1 on an attack or saving throw normally and not as an automatic failure. She is immortal.

Senses: Iallanis can see, hear, touch and smell at a distance of 14 miles. As a standard action, she can perceive anything within 14 mile of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 10 locations at once. She can block the sensing powers of deities of her rank or lower at up to 2 remote locations for up to 14 hours.

Portfolio Sense: Iallanis senses any pacifist act made by a giant or any creation of beauty by a giant the instant it happens and retains the sensation for 14 weeks after the event occurs.

Automatic Actions: Iallanis can use Diplomacy, and any Craft or Perform skill in which she has at least 1 rank as a free action so long as the DC for the task is no greater than 25.

Create Magic Items: Iallanis can create any magic item that cannot be used to cause direct harm (such as weapons or magic items that create damaging spells, such as a Wand of Fireballs) so long as the items market price does not exceed 200,000 gp.

*Unique Salient Divine Ability: Calming Eyes: Anyone who comes within 140 feet of Iallanis must avoid her gaze (as per a gaze attack) or make a will save (DC 40). Anyone failing their save falls under the effects of a calm emotions spell and cannot attack Iallanis for the remainder of the encounter (unless she, unlikely, attacks them after they fail the save). Spell resistance still applies though for this ability Iallanis is considered a level 35 caster.
Jorda_The_Knight

08-24-03, 09:37 PM
Here's the nastiest (smell wise and attitude wise) giant of them all, Karontor!

Karontor

The Twisted One, The Father of the Fomorians, The Lord of the Verbeeg, The Master of the Fomorians and Verbeeg

Lesser Deity
Symbol: A winter wolf's head
Home Plane: Asgard (as well as Carceri)
Alignment: Neutral Evil
Portfolio: Fomorians, verbeeg, deformity, hatred, envy, beasts
Worshipers: Fomorians, verbeeg, deformed giants, evil giants
Cleric Alignments:
Domains: Evil, Hatred, Suffering
Favored Weapon: “Deformer” (club)

Karontor

Barbarian 20/ Fighter 10/ Rogue 10

Huge Outsider (Evil)

Divine Rank: 8

Hit Dice: 20d8 (outsider) + 20d12 (barbarian) + 10d10 (fighter) + 10d6 (rogue)

Initiative: +14 (+10 Dex, +4 Improved Initiative)

Speed: 110 ft.

AC: 50 (10 + 10 Dex + 8 divine + 21 natural + 3 deflection –2 size)

Attacks: +5 mighty cleaving, unholy, wounding huge club +72 melee; or +60 melee; or +56 ranged; or +61 bite

Damage: +5 mighty cleaving, unholy, wounding huge club 2d6 + 29/19-20/x2; or bite 2d6 + 22/x2

Face/Reach: 20 ft./ 20 ft.

Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack +5d6, crippling strike

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 8 miles, trapfinding, evasion, uncanny dodge, trap sense +3, DR 43/+4, fire resistance 23, SR 41, Remote Communication, Godly Realm, Divine Aura (800 ft. DC= 21)

Saves: Fort.+57 Ref.+46 Will.+40

Abilities: Str.38 (+14) Dex.30 (+10) Con.36 (+13) Int.28 (+9) Wis.27 (+8) Cha.16 (+3)

Skills: Climb +31, Craft (crude weaponsmithing) +31, Craft (crude armorsmithing) +31, Craft (leatherworking) +31, Handle Animal +31, Intimidate +31, Jump +31, Listen +31, Ride +31, Survival +31, Swim +31, Appraise +21, Balance +21, Bluff +21, Decipher Script +21, Diplomacy +21, Disable Device +21, Disguise +21, Escape Artist +21, Forgery +21, Gather Information +21, Hide +21, Knowledge (local) +21, Listen +21, Move Silently +21, Open Lock +21, Perform (percussion instruments) +21, Profession (assassin) +21, Search +21, Sense Motive +21, Sleight of Hand +21, Spot +21, Tumble +21, Use Magic Device +21, Use Rope +21

Feats: Blind Fight, Power Attack, Cleave, Great Cleave, Combat Reflexes, Dodge, Endurance, Great Fortitude, Weapon Focus (club), Greater Weapon Focus (club), Weapon Specialization (club), Improved Bull Rush, Improved Critical (club), Improved Initiative, Improved Feint, Improved Sunder, Blind-Sight 5 ft., Eyes in the Back of Your Head, Improved Grapple, Knock-Down, Power Critical (club), Weapon Focus (bite), Weapon Specialization (bite), Combat Expertise, Superior Combat Expertise

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Alter Size, Alter Form, Shift Form (Wolf form), Call Creatures (Fomorians), Divine Inspiration (Frenzy), Divine Rage, Divine Weapon Focus (club), Irresistible Blows, Increased Damage Reduction, *Unique Salient Divine Ability

Domain Powers: Cast evil spells at +1 caster level, once per day, as a free action, Karontor can select one opponent against which he gains a +2 profane bonus to attacks, saving throws and AC. This supernatural ability lasts for 1 minute, Karontor may use a pain touch once per day. If he makes a successful melee touch attack against a living creature that creature receives a –2 enhancement penalty to Strength and Dexterity for 1 minute. This spell-like ability does not affect creatures immune to critical hits.

:confused: Spell-Like Abilities: All domain spells at will, caster level 18, base DC= 21

Possessions: Karontor carries his massive club “Deformer” with him which acts as a +5 mighty cleaving, unholy, wounding huge club. Anyone hit by Karontor’s club must also make a fortitude save (DC 20) or lose 2 points of Charisma for 1 day. Any creature brought to 0 Charisma by such attacks instantly transforms into a fomorian under Karontor’s control. Karontor also favors items such as Ring of Invisibility and Efreeti Bottle as well as any others he can find, since he is able to use such items with no hindrance.

Other Divine Powers

Karontor can take 10 on any check, assuming he needs to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal.

Senses: Karontor can see, hear, touch and smell at a distance of 8 miles. As a standard action he can perceive anything within 6 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 8 hours.

Portfolio Sense: Karontor can sense anything that affects the lives of fomorians or verbeegs as well as any giant becoming deformed in any way the moment it happens as long as the event involves at least 500 people.

Automatic Actions: Karontor can use Climb, Intimidate and Hide as a free action if the DC for the task is 20 or lower. He can perform up to 5 such actions a turn.

Create Magic Items: Karontor can create any magical weapon or armor as long as the market price does not exceed 300,000 gp.

Wolf Form: When Karontor shifts to his wolf form his statistics remain unchanged except for the following changes: Speed: 150 ft., bite attack, Cone of Cold as the spell cast by a 20th level sorcerer 2/day.

*Unique Salient Divine Ability- Grotesque Form: Karontor’s body fluctuates and pulses with all manner of deformities. Anyone looking directly at Karontor or standing within 10 feet of him must make a fortitude save (DC 21) or become sickened for 2d4 rounds. Creatures with Blindsight and do not smell can ignore this ability.

:confused: It is worth noting that while Karontor can use these abilities upon his home plane of Asgard (from which he is now banished), he cannot use any kind of magic outside of that plane since Amman stripped him of his ability to cast spells and cast him out. This also includes magic items that use charges (such as wands and staves), and his ability to use plane shift at will.

9For conversions of both fomorians, for those who do not own MM2, and verbeeg look to EN World http://66.34.111.89/Eric/3econversions_monsters.htm)
Jorda_The_Knight

08-25-03, 11:41 AM
Here's the next one folks, it's the other ice giant god, Kostchtchie!

Kostchtchie

The Frost Master, The Frost Demon

Demigod
Symbol: A giant-sized war-hammer
Home Plane: Asgard (currently in The Abyss)
Alignment: Chaotic Evil
Portfolio: Strength, violence, rebels, frost giant wizards
Worshipers: Frost giant wizards, rebellious and violent giants
Cleric Alignments: CE, CN, NE
Domains: Evil, Strength, Water
Favored Weapon: “Winter's Hammer” (warhammer)

Kostchtchie

Fighter 20/ Wizard 20

Huge Outsider (Chaos, Evil, Cold)

Divine Rank: 4

Hit Dice: 20d8 (Outsider) + 20d10 (Fighter) + 20d4 (Wizard)

Initiative: +12 (+8 Dex + 4 Improved Initiative)

Speed: 100 ft.

AC: 44 (10 + 8 Dex + 4 divine + 17 natural + 7 deflection - 2 size)

Attacks: +5 icy burst, mighty cleaving huge warhammer +68 melee; or +56 melee; or +50 ranged

Damage: +5 icy burst, mighty cleaving huge warhammer 2d8+22/19-20/x3 ;or by spell

Face/Reach: 20 ft./ 20 ft.

Special Attacks: Domain powers, salient divine abilities, spell-like abilities

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 4 miles, DR 39/+4, fire resistance 24, godly realm, SR 36, divine aura (40 ft. DC= 23), spontaneous casting of divine spells, familiar

Saves: Fort.+44 Ref.+36 Will.+42

Abilities: Str.40 (+14) Dex.26 (+8) Con.30 (+10) Int.32 (+11) Wis.26 (+8) Cha.25 (+7)

Skills: Climb +41, Craft (Weaponsmithing) +38, Craft (Armorsmithing) +38, Craft (Bowmaking) +38, Craft (Alchemy) +38, Craft (Ice Sculpture) +38, Handle Animal +34, Intimidate +34, Jump +41, Ride (horse) +35, Swim +41, Concentration +37, Decipher Script +38, Knowledge (The Planes) +38, Knowledge (Arcana) +38, Knowledge (Local) +38, Knowledge (Architecture and engineering) +38, Knowledge (Dungeoneering) +38, Knowledge (Geography) +38, Knowledge (History) +38, Knowledge (Nature) +38, Knowledge (Nobility and Royalty) +38, Knowledge (Religion) +38, Profession ( Profession (strong arm) +35, Spellcraft +38, Hide +23, Listen +23, Move Silently +23, Search +26, Sense Motive +23, Spot +23, Survival +23, Tumble +23, Balance +23, Bluff +22, Disguise +22, Gather Information +22

Feats: Augment Summoning, Blind-Fight, Power Attack, Cleave, Great Cleave, Weapon Focus (warhammer), Greater Weapon Focus (warhammer), Weapon Specialization (warhammer), Greater Weapon Specialization (warhammer), Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Empower Spell, Spell Penetration, Greater Spell Penetration, Improved Bull Rush, Improved Critical, Improved Familiar (Ice Mephit), Improved Initiative, Improved Sunder, Iron Will, Maximize Spell, Mobility, Quick Draw, Run, Spring Attack

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Alter Size, Annihilating Strike, Divine Weapon Focus (warhammer), Divine Weapon Specialization (warhammer), Energy Burst

Domain Powers: Cast Evil spells at +1 caster level, Kostchtchie can perform a feat of strength as a supernatural ability. He gains an enhancement bonus to his Strength equal to his cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day, Kostchtchie can turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. He can use these abilities 10 times/day. This granted power is a supernatural ability.

Spell-Like Abilities: All domain spells, caster level 14, Base DC= 21 + spell level

Possessions: Kostchtchie relishes in melee combat, bringing to the fore his powerful warhammer “Winter's Hammer” which acts as a +5 icy burst, mighty cleaving huge warhammer. In addition to these powers Kostchtchie can use “Winter’s Hammer” to cast a maximized Freezing Sphere spell 3 times a day as a free action. Kostchtchie also has a prized Amulet of the Planes, his only means of interplanar travel, which he covets from all others.

Other Divine Powers

As a demigod Kostchtchie treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal.

Senses: Kostchtchie can see, hear, touch and smell at a distance of 4 miles. As a standard action he can perceive anything within 4 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 4 hours.

Portfolio Sense: Kostchtchie senses any form of giant rebellion as well as the use of any arcane magic by a frost giant the moment it happens as long as the event includes at least 1000 people.

Automatic Actions: Kostchtchie can use Climb, Intimidate, Bluff and Jump as a free action as long as the DC for the task is 15 or lower. He can take up to 2 such actions per round.

Create Magic Items: Kostchtchie can create any weapon with the Frost or Icy Burst special qualities or any magic item that produces a cold effect (such as a wand of Ray of Frost) as long as the items market price does not exceed 4500 gp.

Familiar: Kostchtchie has a regular ice mephit as his farmiliar as well as being able to use any ice mephit within 4 miles as his farmiliar. Kostchtchie oftens sends his familiar to other planes to spy for him.

* Demonic Blood- For all purposes Kostchtchie is considered to be a devil as well as a giant.
Jorda_The_Knight

08-26-03, 02:44 PM
Here's the ultimate two-timing giant liar, Memnor!

Memnor

The Sly One, Annam's Shadowed Child, Annam's Fair Son, The Subtle

Intermediate Deity
Symbol: A thin black obelisk
Home Plane: Asgard
Alignment: Neutral Evil
Portfolio: Pride, mental prowess and control, subtlety, subterfuge, evil cloud giants
Worshipers: Evil cloud giants, deceitful giants
Cleric Alignments: *1 N, NE, LE, CE
Domains: Evil, Glory, Mentalism, Trickery
Favored Weapon: “Redeemer” (morningstar)

Memnor

Rogue 20/ Evoker 20

Huge Outsider (Evil)

Divine Rank: 15

Hit Dice: 20d8 (outsider) + 20d6 (rogue) + 20d4 (Evoker)

Initiative: +14 (+10 Dex + 4 Improved Initiative, Always First)

Speed: 100 ft.

AC: 76 (10 + 10 Dex + 15 divine + 28 natural + 15 deflection – 2 size

Attacks: +5 wounding, spell storing, ghost touch huge morningstar +72 melee; or +62 melee touch; or +63 ranged

Damage: +5 wounding, spell storing, ghost touch huge morningstar 2d8 + 14/19-20/x2; or by spell

Face/Reach: 20 ft./ 20 ft.

Special Attacks: Domain powers, salient divine abilities, spell-like abilities Crippling Strike, Sneak Attack +13d6

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 15 miles, Improved Evasion, Defensive Roll, DR 50/+4, Fire Resistance 35, SR 45, Remote Communication, Godly Realm, Divine Aura (1300 ft. DC= 33)


Saves: Fort.+58 Ref.+59 Will.+58

Abilities: Str.28 (+9) Dex.30 (+10) Con.28 (+9) Int.34 (+12) Wis.32 (+11) Cha.40 (+15)

Skills: Appraise +49, Balance +48, Bluff +55, Climb +47, Concentration +47, Craft (Alchemy) +50, Craft (armorsmithing) +50, Craft (book bindings) +50, Craft (weaponsmithing) +50, Craft (trapmaking) +50, Decipher Script +50, Diplomacy +55, Disable Device +48, Disguise +53, Escape Artist +48, Forgery +53, Gather Information +53, Heal +37, Hide +48, Intimidate +53, Jump +47, Knowledge (arcana) +50, Knowledge (Architecture and engineering) +50, Knowledge (dungeoneering) +50, Knowledge (geography) +50, Knowledge (history) +50, Knowledge (local) +50, Knowledge (nature) +50, Knowledge (nobility and royalty) +50, Knowledge (religion) +50, Knowledge (the planes) +50, Listen +49, Move Silently +48, Open Lock +48, Perform (orator) +53, Profession (herbalist) +49, Profession (bookbinder) +49, Profession (orator) +49, Search +49, Sense Motive +49, Sleight of Hand +50, Spellcraft +50, Spot +49, Swim +47, Tumble +48, Use Magic Device +53, Use Rope +50

Feats: Combat Casting, Combat Expertise, Combat Reflexes, Deft Hands, Dodge, Mobility, Empower Spell, Extend Spell, Power Attack, Cleave, Great Cleave, Spell Penetration, Greater Spell Penetration, Weapon Focus (morningstar), Improved Counterspell, Improved Critical (morningstar), Improved Feint, Improved Initiative, Great Fortitude, Persuasive, Quick Draw, Quicken Spell

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Alter Size, Alter Form, Alter Reality, Automatic Metamagic (Quicken Spell), Divine Blast, Mass Divine Blast, Divine Celerity, Free Move, Divine Dodge, Divine Glibness, Divine Rogue, Divine Shield, Divine Sneak Attack, Divine Weapon Focus (morningstar), Extra Domain (Glory), Hand of Death, Increased Spell Resistance, Instant Counterspell, Instant Move, Irresistible Blows (morningstar), Supreme Initiative, *2 Unique Salient Divine Ability (see below)

Domain Powers: Cast Evil spells at +1 caster level, +2 bonus to turning checks and + 1d6 turning damage, 1/day Memnor can create a mental ward on any creature he touches. That creature receives a +12 bonus to his next Will saving throw. Using this power is a standard action and is an abjuration effect with a duration 1 hour

Spell-Like Abilities: All domain spells, caster level 25, Base DC= 40 + spell level

Possessions: Memnor always carries his mighty morningstar “Redeemer” (though he claims this is merely for self defense those worshippers of Memnor who go against him or those who rile his anger by assaulting his envy of Stronmaus soon find out otherwise) which acts as a +5 wounding, spell storing, ghost touch huge morningstar.

Other Divine Powers

As an intermediate deity Memnor always receives a 20 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal.

Senses: Memnor can see, hear, touch and smell at a distance of 15 miles. As a standard action, he can perceive anything within 15 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 15 hours.

Portfolio Sense: Memnor senses any act of subtlety or subterfuge the instant it happens and retains the sensation for 15 weeks after the event occurs.

Automatic Actions: Memnor can use Bluff, Diplomacy, Disguise and Forgery as a free action so long as the DC for the task is no greater than 25.

Create Magic Items: Memnor can create any magic item that reproduces the effects of an evocation spell so long as the items market price does not exceed 200,000 gp.

*1Those who know of Memnor’s true alignment are generally of these alignments, but since Memnor presents himself as a good and benevolent deity some people of other alignments may worship him, though he only grants them spells so long as they serve his purpose.

*2Unique Salient Divine Ability-Memnor’s Grand Deception: This ability effectively masks Memnor’s alignment whenever a giant uses any spell to detect his alignment. Whenever any giant tries to detect Memnor’s alignment it will always appear as neutral good. Other races may detect Memnor’s true alignment, but any attempt to persuade a giant that Memnor is anything but neutral good requires a successful Diplomacy check (DC 30). In addition Memnor can use the bardic music abilities Fascinate and Mass Suggestion as if he were a level 20 Bard when using his Perform (orator) skill up to three times a day each.
Jorda_The_Knight

08-26-03, 04:59 PM
Well I've been very hard at work on these giant diety stats, just wish some other people would post here too :D But anyways here's the last of the giant gods I was asked to stat, does anyone else have a request for me?

Skoraeus Stonebones

The Lord of the Stone Giants, The King of the Rock, The Sculptor,
Stonehead

Intermediate Deity
Symbol: A stalactite
Home Plane: Asgard
Alignment: Neutral
Portfolio: Stone giants, the arts, sculpture, craftsmanship
Worshipers: Stone giants, giant artist and sculptures
Cleric Alignments: N, LN, NG, CN, NE
Domains: Artifice, Cavern, Craft, Earth
Favored Weapon: A Stone Fist (unarmed strike)

Skoraeus Stonebones

Cleric 20/ Transmuter 20

Huge Outsider (Earth)

Divine Rank: 15

Hit Dice: 20d8 (outsider) + 20d8 (Cleric) + 20d4 (Transmuter)

Initiative: +8 (+8 Dex)

Speed: 100 ft.

AC: 67 (10 + 8 Dex + 15 divine + 28 natural + 8 deflection – 2 size)

Attacks: Unarmed strike +68 1d8 +18/19-20/x2; or +66 melee touch; or +63 ranged touch

Damage: Unarmed strike 1d8 +18/19-20/x2; or by spell

Face/Reach: 20 ft./ 20ft.

Special Attacks: Turn undead 16/day, domain powers, salient divine abilities, spell-like abilities

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 15 miles, DR 80/+6, Fire Resistance 35,SR 47, Remote Communication, Godly Realm, Divine Aura (1500 ft. DC= 33)

Saves: Fort.+61 Ref.+56 Will.+56

Abilities: Str.36 (+13) Dex.27 (+8) Con.34 (+12) Int.38 (+14) Wis.29 (+9) Cha.26 (+8)

Skills: Appraise +35, Balance +34, Climb +39, Concentration +50, Craft (armorsmithing) +56, Craft (alchemy) +56, Craft (trapmaking) +56, Craft (sculpture) +74, Craft (masonry) +59, Craft (weaponsmithing) +56, Decipher Script +52, Diplomacy +46, Forgery +34, Gather Information +34, Heal +47, Hide +34, Intimidate +34, Jump +39, Knowledge (arcana) +52, Knowledge (architecture and engineering) +52, Knowledge (dungeoneering) +52, Knowledge (geography) +52, Knowledge (history) +52, Knowledge (nature) +52, Knowledge (nobility and royalty) +52, Knowledge (geology) +52, Knowledge (religion) +52, Knowledge (the planes) +52, Listen +35, Open Lock +34, Perform (percussion instruments) +34, Ride (horse) +34, Search +40, Profession (geologist) +47, Profession (sculptor) +47, Profession (mason) +47, Profession (miner) +47, Sense Motive +35, Spot +35, Spellcraft +52, Survival +35, Use Rope +34

Feats: Augment Summoning, Improved Unarmed Strike, Combat Casting, Combat Expertise, Craft Arms and Armor, Craft Wondrous Item, Deflect Arrows, Die Hard, Enlarge Spell, Extend Spell, Extra Turning, Forge Ring, Skill Focus (Craft [Sculpture]), Great Fortitude, Improved Bull Rush, Improved Disarm, Improved Sunder, Improved Familiar (small earth elemental), Power Attack, Cleave, Weapon Focus (unarmed strike), Stunning Fist, Skill Focus (masonry)

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Alter Size, Alter Form, Automatic Metamagic (Extend Spell), Call Creatures (stone giants), Call Creatures (earth elementals), Control Creatures (stone giants), Control Creatures (earth elementals), Create Object, Create Greater Object, Divine Earth Mastery, Divine Skill Focus (Craft [sculpture]), Divine Weapon Focus (unarmed strike), Extra Domain (Cavern), Extra Sense Enhancement (can see through rock and ore but not worked metals), Grow Creature (stone giants), Increased Damage Reduction (x2), Master Crafter

Domain Powers: +4 bonus on all Craft checks, cast conjuration spells at +1 caster level, gain stone cunning as a Dwarf, creation spells at +1 caster level, Skill Focus (Craft [masonry]), turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities 15 times per day. This granted power is a supernatural ability.

Spell-Like Abilities: All domain spells at will, caster level 25, Base DC= 33

Possessions: Skoraeus Stonebones does not wear armor and does not carry any weapons, relying instead on his rocky skin and massive fists to deal with any threats, his fists acting as +5 weapons with the defending and impact special qualities. He has a huge array of statues, many inlaid with gems and all of near perfect quality and likeness. Along with these statues Skoraeus owns a set of Masterwork Artisan’s Tools, created by dwarven masters, which confer a +4 bonus to any Craft skill that Skoraeus uses them with.

Other Divine Powers

As an intermediate deity Skoraeus always receives a 20 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal.

Senses: Skoraeus can see, hear, touch and smell at a distance of 15 miles. As a standard action, he can perceive anything within 15 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 15 hours.

Portfolio Sense: Skoraeus senses any creation by stone giants as well as any sculpting by anyone the instant it happens and retains the sensation for 15 weeks after the event occurs.

Automatic Actions: Skoraeus can use any Craft skill in which he has at least 1 rank as a free action so long as the DC for the task is no greater than 25.

Create Magic Items: Skoraeus can create any item made of stone as well as any item that reproduces a spell effect with the Earth descriptor so long as the items market price does not exceed 200,000 gp.

Familiars: Skoraeus Stonebones has an average small earth elemental as a familiar and can use any small earth elemental within 15 miles as his familiar if he so chooses.
Tebryn14

08-26-03, 06:04 PM
I just finished the stats for Segojan and Skerrit, and eventually I will type them up. I also have the stats for Set done, and I will type him up too.
Jorda_The_Knight

08-27-03, 12:00 AM
Nice work Tebryn :) While there are no current requests I have a deity or two I'll be working on, the main one right now being Fenrir, the wolf son of Loki.
Jorda_The_Knight

08-27-03, 12:00 AM
Nice work Tebryn :) While there are no current requests I have a deity or two I'll be working on, the main one right now being Fenrir, the wolf son of Loki.
Jorda_The_Knight

08-27-03, 12:00 AM
Nice work Tebryn :) While there are no current requests I have a deity or two I'll be working on, the main one right now being Fenrir, the wolf son of Loki.
Verghityax

08-27-03, 03:43 AM
==> Jorda :)
Great work on Memnor and Skoraeus :)
Oh! And I've got a request :D Please, take care of the rest of the goblin deities - I mean Bargrivyek, Khurgorbaeyag and Nomog-Geaya :) If You need their 2nd ed. stats, here they are:
http://www.masterao.com/articles/get_article.asp?id=44
Gnaipnur

08-27-03, 07:31 AM
I would really like to see The Great Mother, Maglubiyet and Sharindlar (if they have not yet been posted).
Verghityax

08-27-03, 09:12 AM
In fact, they've been posted. Check page 4 of this thread. There's a list of FR deities including numbers of pages they've been posted on.
Jorda_The_Knight

08-27-03, 09:57 AM
I'd be happy to help you with the rest of the goblin pantheon Verghityax, and thanks again for the very useful link to the 2nd Edition info :)
Jorda_The_Knight

08-27-03, 11:15 AM
Here's the first goblin god I'll be doing!

Bargrivyek

The Great Truce Maker, He-Who-Brings-Together

Lesser Deity
Symbol: A flail with three white, spiked balls
Home Plane: Baator
Alignment: Lawful Evil
Portfolio: Co-operation, territory, domestic affairs, goblin law
Worshipers: Lawful goblins, goblin judges
Cleric Alignments: LE, NE, LN
Domains: Evil, Law, Planning
Favored Weapon: “Whitetip” (light flail)

Bargrivyek

Cleric 20/ Rogue 20

Large Size Outsider (Lawful, Evil)

Divine Rank: 7

Hit Dice: 20d8 (outsider) + 20d8 (cleric) + 20d6 (rogue)

Initiative: +16 (+12 Dex + 4 improved initiative)

Speed: 80 ft.

AC: 58 (10 + 12 Dex + 7 divine + 20 natural + 10 deflection –1 size)

Attacks: +5 impact, unholy light flail +68 melee; or +54 melee touch; or +58 ranged

Damage: +5 impact, unholy light flail 1d8 + 13/19-20/x2; or by spell

Face/Reach: 10 ft./ 10 ft.

Special Attacks: Rebuke undead 12/day, domain powers, salient divine abilities, spell-like abilities, +10d6 sneak attack, Crippling Strike

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 7 miles, Opportunist, Improved Evasion, Defensive Roll, DR 42/+4, fire resistance 27, SR 39, Remote Communication, Godly Realm, Divine Aura (700 ft. DC= 27)

Saves: Fort.+46 Ref.+51 Will.+53

Abilities: Str.27 (+8) Dex.34 (+12) Con.26 (+7) Int.30 (+10) Wis.38 (+14) Cha.30 (+10)

Skills: Concentration +37, Craft (weaponsmithing) +40, Craft (treaties) +40, Craft (trapmaking) +40, Diplomacy +42, Heal +44, Knowledge (arcana) +40, Knowledge (history) +40, Knowledge (religion) +40, Knowledge (the planes) +40, Profession (commander) +44, Profession (negotiator) +44, Profession (mediator) +44, Spellcraft (Int) +40, Appraise +40, Balance +42, Bluff +42, Climb +38, Decipher Script +40, Disable Device +42, Disguise +40, Escape Artist +42, Forgery +40, Gather Information +42, Hide +42, Intimidate +44, Jump +38, Knowledge (local) +40, Listen +44, Move Silently +42, Open Lock +42, Perform (orator) +40, Search +46, Sense Motive +46, Sleight of Hand +42, Spot +44, Swim +38, Tumble +42, Use Magic Device +40, Use Rope +42, Ride (wolves) +30

Feats: Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Mobility, Empower Spell, Quicken Spell, Weapon Focus (light flail), Improved Trip, Improved Disarm, Improved Counterspell, Improved Feint, Improved Initiative, Investigator, Negotiator, Persuasive, Quick Draw, Weapon Finesse (light flail), Extend Spell

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Alter Size, Alter Reality, Automatic Metamagic (Empower Spell), Call Creatures (goblinoids), Control Creatures (goblinoids), Divine Dodge, Divine Inspiration (courage), Divine Weapon Focus (flail), Possess Mortal

Domain Powers: Cast Evil and Law spells at +1 caster level

Spell-Like Abilities: All domain spells at will, caster level 17 (except Evil and Law spells in which case Bargrivyek’s caster level is 18), Base DC= 27

Possessions: Bargrivyek wields a three balled light flail with each of the flails balls being pure white. This weapon acts as a +5 impact, unholy light flail. In addition to these abilities anyone hit by Bargrivyek’s flail must make a Fortitude save (DC 15) or be stunned for 1d4 rounds.

Other Divine Powers

As a lesser deity Bargrivyek can take 10 on any check, assuming he needs to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal.

Senses: Bargrivyek can see, hear, touch and smell at a distance of 7 miles. As a standard action he can perceive anything within 7 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 7 hours.

Portfolio Sense: Bargrivyek senses the gathering or co-operation of all goblinoids the moment it happens as long as the event involves at least 500 people.

Automatic Actions: Bargrivyek can use Bluff, Diplomacy, Gather Information, Sense Motive and Listen as a free action if the DC for the task is 20 or lower. He can perform up to 5 such actions a turn.

Create Magic Items: Bargrivyek can create any magic item that confers a bonus on an ally or confers a morale bonus as long as the market price does not exceed 300,000 gp.

Bargrivyek has an additional special power. He cannot be silenced or have his speech impeded in anyway except by those of his divine rank or higher.
Tebryn14

08-27-03, 04:07 PM
Segojan Earthcaller
Druid 20/ Illusionist 15/ Fighter 5
Small Outsider (Good, Gnome)
Divine Rank: 15
Hit Dice: 20d8+180 (outsider) plus 20d8+180 (druid) plus 15d4+135 (wizard) plus 5d10+45 (fighter) (970 hp)
Initiative: +12
Speed: 50 ft., burrow 50 ft.
AC: 71 (+8 dex, +15 divine, +28 natural, +9 deflection, +1 size)
Attacks: +5 impact, ghost touch energy aura crystalline rod +68/+63/+58/+53 melee; or by spell +62 melee touch, or +63 ranged touch
Damage: +5 impact, ghost touch energy aura crystalline rod 1d8+12+1d6 acid, cold, fire, or sonic; or by spell.
Face/ Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities
Special Qualities: A thousand faces, divine aura (1,500 ft., DC 34), divine immunities, DR 25/epic, fire resistance 20, godly realm (10 miles), nature sense, plane shift at will, remote communication 15 miles, resist nature’s lure, spontaneous casting of divine spells, SR 47, teleport without error at will, trackless step, understand, speak, and read all languages and speak directly to all beings within 15 miles, venom immunity, wild shape (fine, diminutive, tiny, small, medium-size, large, huge, gargantuan, colossal, or dire animal and magical beasts 5/day, elemental 3/day), woodland stride, wild sense (+38)
Saves: Fort +56, Ref +55, Will+ +63
Abilities: Str 24, Dex 27, Con 28, Int 26, Wis 42, Cha 29

Skills: Appraise +48, Balance +43, Bluff +34, Climb +56, Concentration +79, Craft (Alchemy) +75, Diplomacy +73, Handle Animal +74, Heal +73, Hide +66, Intimidate +36, Jump +49, Knowledge (Arcana) +73, Knowledge (Dungeoneering) +38. Knowledge (Nature) +85, Knowledge (Religion) +63, Listen +81, Move Silently +50, Profession (Miner) +86, Ride +80, Sense Motive +51, Spellcraft +84, Spot +80, Survival +80, Swim +72.

Feats: Alertness, Brew Potion, Combat Expertise, Craft Magic Arms and Armor, Craft Staff, Craft Wondrous Items, Dodge, Empower Spell, Enlarge Spell, Epic Spell Penetration, Extend Spell, Greater Spell Penetration, Heighten Spell, Improved Initiative, Legendary Tracker, Maximize Spell, Mobility, Multispell, Quicken Spell, Silent Spell, Spell Penetration, Spring Attack, Still Spell, Track, Weapon Focus, Weapon Specialization, Whirlwind Attack.

Divine Immunities: Ability damage, ability drain, acid, cold death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.

Salient Divine Abilities: Alter Form Alter Size, Alter Reality (save DC 44 for duplicated spells), Arcane Mastery, Avatar (up to 10), Call Creatures (up to 15 earth elementals, each with 15 HD serving simultaneously), Divine Blast (12/day, 24d12 points of damage), Divine Druid, Divine Earth Mastery, Divine Shield (12/day, stops 150 points of damage), Divine Spellcasting, Extra Domain (Good), Gift of Life, Instant Counterspell, Life and Death, Power of Nature (15 miles), Shapechange, Spontaneous Wizard Spells.

Domain Powers: Dwarven Stonecunning, Turn or Destroy air elementals, Rebuke or Command earth elementals, 12/day), cast all illusion spells as +1 caster level, cast good spells at +1 caster level.

Spell-Like Abilities: Segojan uses these abilities as a 25th level caster, except for good and illusion spells, which he uses as a 26th level caster. The save DCs are 34+spell level. Detect Secret Doors, Darkness, Meld into Stone, Leomund’s Secure Shelter, Passwall, Find the Path, Maw of Stone, Earthquake, Imprisonment, Magic Stone, Soften Earth and Stone, Stone Shape, Spike Stones, Wall of Stone, Stoneskin, Iron Body, Elemental Swarm, Silent Image, Gembomb, Minor Image, Minor Creation, Hallucinatory Terrain, Fantastic Machine, Screen, Otto’s Irresistible Dance, Summon Nature’s Ally, Protection From Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX.

Druid Spells/day (Levels 0-17): 6/9/9/9/9/8/7/7/7/6/3/3/3/3/2/2/2/2; base DC=28+spell level.
Wizard Spells/day: 4/8/7/7/7/7/5/4/3; base DC=25+spell level.
Possessions: Segojan carries a crystal rod as a weapon. Treat this as a +5 impact, ghost touch, energy aura heavy mace.
Caster Level: 25th

Other Divine Powers
As an intermediate deity, Segojan automatically receives a die roll of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.

Senses: Segojan can see, hear, touch, and smell, at a distance of fifteen miles. As a standard action, he can perceive anything within fifteen miles of his worshippers, holy sites, objects, or any location one of his titles of name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities his rank and lower at up to two remote locations at once for up to fifteen hours.

Portfolio Sense: Segojan senses anything that affects the welfare of rock gnomes the instant it happens and retains the sensation for 15 tendays after the event occurs. He is similarly aware of anything that affects the welfare of gnome miners, the death of any gnome, and any action of Urdlen against gnomes or the other members of his pantheon.

Automatic Actions: Segojan can use Knowledge (Nature) or Survival as a free actions if the DC for the task is 25 or lower. He can perform up to ten free actions each round.

Create Magic Items: Segojan can create simple and martial magic weapons, any tool that helps with mining, or any item that affects nature, as long as the market price does not exceed 200,000 gp.
Verghityax

08-28-03, 01:44 AM
At last! The gnome pantheon is complete! Great work Tebryn! :)
Jorda_The_Knight

08-28-03, 01:03 PM
Sweet, now we just need to finish up the dwarves and we'll have all the standard pantheons set. I'm currently working on goblin deity #2, and he should be done later today.
Tebryn14

08-28-03, 04:49 PM
Skerrit
King of the Centaurs, The Lord of Noble Fairies
Lesser Deity
Symbol: A horsetail
Home Plane: The Plane of Faerie
Alignment: Neutral Good
Portfolio: Centaurs, equines
Worshippers: Centaurs, awakened equines, good fairies
Cleric Alignments: NG, CG, LG
Domains: Animal, Good, Nobility, Plant
Favored Weapon: A horse’s tail (great club)

Ranger 20/ Druid 10/ Bard 10
Large Outsider (good)
Divine Rank: 9
Hit Dice: 20d8+180 (outsider) plus 20d8+180 (ranger) plus 10d8+90 (druid) plus 10d6+90 (1,000 hp)
Initiative: +18
Speed: 120 ft.
AC: 63 (+14 dex, +9 divine, +22 natural, +9 deflection, -1 size)
Attacks: huge +5 impact holy defending ghost touch horse tail +67/+62/+57/+52 melee and 2 +5 hooves +62 melee; or +5 might composite longbow (+8 Str) with +5 arrows +72/+67/+62/+57 ranged, or by spell +61 melee touch, or +62 ranged touch.
Damage: huge +5 impact holy defending ghost touch horse tail 2d6+24/17-20, and 2+5 hooves 1d6+11; or +5 mighty composite longbow 1d8+18; or by spell.
Face/ Reach: 5 ft. by 10 ft./ 5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities.
Special Qualities: Bardic Knowledge (+16), Bardic Music (10/day, countersong, fascinate, inspire courage +2, inspire competence, suggestion, inspire greatness), divine aura (900 ft., DC 28), divine immunities, DR 20/epic, favored enemies (orcs +5, goblins +4, kobolds +3, Church of Malar +2, aberrations +1), fire resistance 14, godly realm (1 mile), darkvision 60 ft., nature sense, plane shift at will, remote communication 9 miles, resist natures’ lure, spontaneous casting of divine spells, SR 41, teleport without error at will, trackless step, understand, speak, and read all languages and speak directly to all beings within 9 miles, venom immunity, wild empathy (+28) wild shape (4/day, large), woodland stride, evasion, combat style (archery), improved combat style (archery), combat style mastery (archery), camouflage, hide in plain sight, swift tracker.
Saves: Fort +50, Ref +55, Will + 56
Abilities: Str 36, Dex 38, Con 28, Int 22, Wis 40, Cha 29

Skills: Balance +43, Climb +56, Concentration +78, Craft (bow making) +50, Diplomacy +38, Handle Animal +68, Heal +74, Hide +69, Jump +61, Knowledge (Geography) +35, Knowledge (Nature) +77, Listen +86, Move Silently +73, Perform +58, Spellcraft +55, Spot +55, Survival +84, Swim+42.

Feats: Alertness, Cleave, Combat Expertise, Combat Reflexes, Dodge, Endurance, Far Shot, Improved Critical (horse tail), Improved Initiative, Improved Precise Shot, Manyshot, Mobility, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Quicken Spell, Rapid Shot, Shot on the Run, Silent Spell, Spirited Charge, Spring Attack, Track, Trample, Weapon Focus, Whirlwind Attack.

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.

Salient Divine Abilities: Alter Form, Alter Size, Alter Reality (save DC 38 for duplicated spells), Battlesense, Divine Archery, Divine Dodge, Divine Ranger, Divine Shield (12/day, stops 90 points of damage), Extra Domain (Nobility), Mind of the Beast, Power of Nature (9 miles).

Domain Powers: 9/day use animal friendship, cast good spells at +1 caster level, rebuke or command plants 12/day, inspire allies (+2 morale bonus of saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls) for 9 round 9/day.

Spell-Like Abilities: Skerrit uses these abilities as a 19th level caster, except for good spells, which she uses as a 20th, level caster. The save DCs are 28+spell level. Calm Animals, Hold Animal, Dominate Animal, Repel Vermin, Commune with Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX, Entangle, Barkskin, Plant Growth, Control Plants, Wall of Thorns, Repel Wood, Changestaff, Command Plants, Shambler, Divine Favor, Enthrall, Magic Vestment, Discern Lies, Greater Command, Geas/Quest, Repulsion, Demand, Storm of Vengeance.

Bard Spells Known (3/6/5/4/2; base DC=19+spell level): 0-Dancing Lights, Detect Magic, Flare, Mending, Mage Hand, Read Magic; 1st-Alarm, Cure Light Wounds, Feather Fall, Sleep; 2nd-Blur, Delay Poison, Sound Burst, Suggestion; 3rd-Charm Monster, Dispel Magic, Haste, Scrying; 4th-Cure Critical Wounds, Dismissal.
Druid Spells/day: 6/8/8/7/6/5; base DC=25+spell level.
Ranger Spells/day: 7/7/7/6; base DC-25+spell level.

Possessions: Skerrit carries a horsetail. Treat this as a huge impact holy defending ghost touch great club.
Caster Level: 25th

Other Divine Powers:
As a lesser deity, Skerrit treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.

Senses: Skerrit can see, hear, touch, and smell at a distance of nine miles. As a standard action, he can perceive anything within nine miles of his worshippers, holy sites, objects, or any location where one of his titles of name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities his rank and lower at up to two remote locations at once for 9 hours.

Portfolio Sense: Skerrit can sense anything that affects the welfare of centaurs as long the event effects at least 500 such beings.

Automatic Actions: Skerrit can use Survival, Knowledge (Nature), or Perform as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions each round.

Create Magic Items: Skerrit can create any item meant for a mount, such as horseshoes of the zephyr, or any item that relates to nature as long the market price does not exceed 30,000 gp.
Tebryn14

08-28-03, 05:06 PM
Double post
Jorda_The_Knight

08-29-03, 12:00 AM
Good stuff Tebryn, but I believe you have a typo. Skerrit's ranger levels are put in twice, and I'm pretty sure one should be bard levels correct? Just thought I'd point it out.
Jorda_The_Knight

08-29-03, 01:24 AM
Here's the second goblin deity, almost there, but I may be busy tomorrow. I should find some free time to do the last one though, I'd hate to keep you guys waiting :)

Khurgorbaeyag

Lord of the Goblins

Lesser Deity
Symbol: A red and yellow striped whip
Home Plane: Acheron
Alignment: Lawful Evil
Portfolio: Goblins, slavery, oppression, social order, thieves
Worshipers: Goblins, task masters, thieves
Cleric Alignments: LE, LN, NE
Domains: Law, Suffering, Tyranny
Favored Weapon: “Slavedriver” (*barbed whip)

Khurgorbaeyag

Rogue 20/ Fighter 10/ Cleric 10

Large Size Outsider (Law, Evil)

Divine Rank: 7

Hit Dice: 20d8 (outsider) + 20d6 (rogue) + 10d10 (fighter) + 10d8 (cleric)

Initiative: +19 (+15 Dex, +4 Improved Initiative, always first)

Speed: 80 ft.

AC: 58 (10 + 15 Dex + 7 divine + 20 natural + 7 deflection –1 size)

Attacks: +5 dancing, wounding barbed whip +73 ranged; or +57 melee; or +61 ranged

Damage: +5 dancing, wounding barbed whip 1d3 + 16/19-20/x2

Face/Reach: 10 ft./ 10 ft.

Special Attacks: Turn undead 6/day, domain powers, salient divine abilities, spell-like abilities, sneak attack +13d6, crippling strike

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 7 miles, improved dodge, opportunist, DR 42/+4, fire resistance 27, SR 39, Remote Communication, Godly Realm, Divine Aura (700 ft. DC= 24)

Saves: Fort.+48 Ref.+54 Will.+49

Abilities: Str.32 (+11) Dex.40 (+15) Con.28 (+9) Int.26 (+8) Wis.30 (+10) Cha.25 (+7)

Skills: Appraise +40, Balance +45, Bluff +37, Concentration +29, Climb +41, Craft (weaponsmithing) +38, Craft (traps) +38, Decipher Script +38, Diplomacy +40, Disable Device +45, Disguise +37, Escape Artist +45, Forgery +37, Gather Information +37, Handle Animal +27, Hide +45, Intimidate +37, Jump +41, Knowledge (arcana) +28, Knowledge (local) +38, Knowledge (religion) +28, Knowledge (the planes) +28, Listen +40, Move Silently +45, Open Lock +45, Perform (chant) +37, Profession (taskmaster) +40, Ride (wolves) +35, Search +38, Sense Motive +40, Sleight of Hand +45, Spellcraft +28, Spot +40, Swim +41, Tumble +45, Use Magic Device +37, Use Rope (Dex) +45

Feats: Weapon Focus (whip), Greater Weapon Focus (whip), Weapon Specialization (whip), Improved Critical (whip), Blind Fight, Combat Casting, Combat Expertise, Combat Reflexes, Improved Trip, Improved Disarm, Dodge, Mobility, Spell Penetration, Greater Spell Penetration, Improved Feint, Improved Initiative, Precise Shot, Improved Precise Shot, Point Blank Shot, Mounted Combat, Quick Draw, Rapid Shot, Run, Spring Attack, Whirlwind Attack

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Alter Size, Battle Sense, Divine Dodge, Divine Weapon Focus (whip), Divine Sneak Attack, Divine Weapon Specialization, Instant Move, Irresistible Blows, Supreme Initiative

Domain Powers: Cast Law spells at +1 caster level, Khurgorbaeyag may use a pain touch once per day. If he makes a successful melee touch attack against a living creature that creature receives a –2 enhancement penalty to Strength and Dexterity for 1 minute. This spell-like ability does not affect creatures immune to critical hits, Khurgorbaeyag adds +2 to the saving throw DC of all compulsion spells he casts.

Spell-Like Abilities: All domain spells at will, caster level 17, base DC= 24

Possessions: Khurgorbaeyag carries a deadly barbed whip he calls “Slavedriver”, this whip acts as a +5 dancing, wounding barbed whip.

Other Divine Powers

As a lesser deity Khurgorbaeyag can take 10 on any check, assuming he needs to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal.

Senses: Khurgorbaeyag can see, hear, touch and smell at a distance of 7 miles. As a standard action he can perceive anything within 7 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 7 hours.

Portfolio Sense: Khurgorbaeyag senses any act of slavery, domination or thievery by any goblinoids the moment it happens as long as the event involves at least 500 people.

Automatic Actions: Khurgorbaeyag can use Bluff, Intimidate and Gather Information as a free action if the DC for the task is 20 or lower. He can perform up to 5 such actions a turn.

Create Magic Items: Khurgorbaeyag can create any whip and any item that enslaves creatures as long as the market price does not exceed 300,000 gp.

*barbed whips are like whips in all ways except they deal lethal damage.
Verghityax

08-29-03, 02:33 AM
==> Jorda
There are still some deities from standard pantheons that haven't been stated yet. From Faerunian Pantheon we need Moander and Myrkul. And there's still no Kiaransalee from the Drow Pantheon :)
Tebryn14

08-29-03, 10:29 AM
Originally posted by Jorda_The_Knight
Good stuff Tebryn, but I believe you have a typo. Skerrit's ranger levels are put in twice, and I'm pretty sure one should be bard levels correct? Just thought I'd point it out.

Good point. What would Skerrit do without his bard levels?
Oh, BTW, Kiaransalee is statted in the City of the Spider Queen Web enhancement. I thought we were leaving the dead gods in their graves?
Jorda_The_Knight

08-29-03, 10:51 AM
If some people want to re-do the stats for some gods that's fine by me, and as for dead gods I think they deserve a revamping just like the others, since some people might be interested in playing a campaign back in the days when these gods were around. Perhaps they feel that the deity in question was done poorly or needed some new stuff to really round them out. Personally I usually don't like to do "FR flavored" gods from other books or re-do deities who have already been created, since it really takes very little time to change the actual game stats.

Ah yes, I do still have to do Moander don't I. Well once I finish the last goblin god I'll get to work on em, but I may be starting my university year around then, and the first week will no doubt be hectic.
Tebryn14

08-29-03, 11:13 AM
Well, I'm mostly done with Vergadain. I would do Dumathoin, but I can't bring myself to do another single god of crafts. I'll do Berronar (spelling) Truesilver, and maybe Laduguer (spelling).
Jorda_The_Knight

08-29-03, 12:24 PM
That's cool with me, if noone else picks him up I'll do Dumathoin for ya Tebryn.:D
Jorda_The_Knight

08-30-03, 12:15 AM
Here's the last goblin deity, the hobgoblin war machine!

Nomog-Geaya

Lord of the Hobgoblins, the Unsmiling One, the Grim Master

Lesser Deity
Symbol: Crossed Broadsword and Axe
Home Plane: Acheron
Alignment: Lawful Evil
Portfolio: Hobgoblins, battle prowess, authority
Worshipers: Hobgoblins, lawful goblinoids
Cleric Alignments: LN, LE, NE
Domains: Law, Planning, War
Favored Weapon: “Bloodflow” and “Painbringer” (greatsword or battle axe)

Nomog-Geaya

Cleric 20/Fighter 20

Large Outsider

Divine Rank: 7

Hit Dice: 20d8 (outsider) + 20d8 (cleric) + 20d10 (fighter)

Initiative: +15 (+11 Dex + 4 Improved Initiative)

Speed: 80 ft.

AC: 64 (10 + 7 divine + 11 Dex + 3 magic + 8 armor + 1 shield + 20 natural + 5 deflection – 1 size)

Attacks: +5 unholy, wounding greatsword and +5 axiomatic battleaxe +73 melee; or +61 melee; or +58 ranged

Damage: +5 unholy, wounding greatsword 2d6 + 31/17-20/x2; or +5 axiomatic battleaxe 1d8 +31/19-20/x3; or by spell

Face/Reach: 10 ft./ 10 ft.

Special Attacks: Turn undead 12/day, domain powers, salient divine abilities, spell-like abilities

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 7 miles, DR 49/+5, fire resistance 27, SR 39, Remote Communication, Godly Realm, Divine Aura (700 ft. DC= 22)


Saves: Fort.+48 Ref.+50 Will.+50

Abilities: Str.40 (+15) Dex.32 (+11) Con.28 (+9) Int.30 (+10) Wis.32 (+11) Cha.20 (+5)

Skills: Balance +29, Concentration +39, Climb +45, Craft (weaponsmithing) +40, Craft (alchemy) +40, Craft (armorsmithing) +40, Craft (traps) +40, Craft (mapmaking) +40, Diplomacy +35, Gather Information +23, Handle Animal +35, Heal +41, Intimidate +35, Jump +45, Knowledge (geography) +28, Knowledge (architecture and engineering) +28, Knowledge (arcana) +40, Knowledge (history) +40, Knowledge (religion) +40, Knowledge (the planes) +40, Listen +29, Profession (general) +41, Ride (horse) +41, Ride (wolf) +41, Search +29, Sense Motive +29, Spellcraft +40, Spot +29, Swim +45, Survival +29, Tumble +29, Use Rope +29

Feats: Alertness, Weapon Focus (greatsword), Weapon Focus (battleaxe), Greater Weapon Focus (greatsword), Greater Weapon Focus (battleaxe), Weapon Specialization (greatsword), Weapon Specialization (battleaxe), Greater Weapon Specialization (greatsword), Greater Weapon Specialization (battleaxe), Improved Critical (greatsword), Improved Critical (battleaxe), Power Attack, Cleave, Great Cleave, Blind Fight, Combat Casting, Combat Expertise, Combat Reflexes, Spell Penetration, Greater Spell Penetration, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Improved Trip, Improved Disarm, Improved Sunder, Improved Initiative, Extend Spell, Quicken Spell, Improved Turning, Quick Draw, Two-Weapon Defense

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Alter Size, Call Creatures (hobgoblins), Command Creatures (hobgoblins), Divine Armor Mastery, Divine Battle Mastery, Divine Weapon Focus (greatsword), Divine Weapon Focus (battleaxe), Increased Damage Reduction, Unique Salient Divine Ability

Domain Powers: Cast Law spells at +1 caster level

Spell-Like Abilities: All domain spells at will, caster level 17, Base DC= 22

Possessions: Nomog-Geaya wields two deadly weapons in combat, his greatsword “Bloodflow” in his right hand, which acts as a +5 unholy, wounding greatsword and his battleaxe “Painbringer” in his left hand which acts as a +5 axiomatic battleaxe. In addition to it’s other abilities anyone hit by Painbringer must make a successful Fortitude save (DC 20) or be stunned for 2d4 rounds.
Nomog-Geaya often appears wearing black +3 full plate armor.

Other Divine Powers

As a lesser deity Nomog-Geaya can take 10 on any check, assuming he needs to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal.

Senses: Nomog-Geaya can see, hear, touch and smell at a distance of 7 miles. As a standard action he can perceive anything within 7 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 7 hours.

Portfolio Sense: Nomog-Geaya senses any militant action by any goblinoids the moment it happens as long as the event involves at least 500 people.

Automatic Actions: Nomog-Geaya can use Intimidate, Jump and Ride as a free action if the DC for the task is 20 or lower. He can perform up to 5 such actions a turn.

Create Magic Items: Nomog-Geaya can create any magical sword or axe as long as the market price does not exceed 300,000 gp.

Unique Salient Divine Ability:Perfect Balance: This ability allows Nomog-Geaya to make an additional set of attacks at his regular attack bonus with his off hand weapon. This ability replaced any Two-Weapon Fighting feat benefits Nomog-Geaya receives and is similar to the epic feat Perfect Two-Weapon Fighting.
Gnaipnur

08-30-03, 03:19 PM
I don't think Eshebala has been posted.

By the way: You mention Acheron, The Plane Faerie, Carceri and Asgard, but neither of these exist in the Faerűnian cosmology; at least not as far as I can tell (I'm reading in the Faerűn Campaign Setting). Those names come from The Great Wheel cosmology, which I believe is more linked to Hextor, Pelor and all those other gods.
Have I missed something?
Jorda_The_Knight

08-30-03, 03:27 PM
Probably not, however the information on the FR cosmology is kind of limited as fair as I've read. It's easier to find a place for these gods in the great wheel cosmology and it also puts them in more appropriate planes. It's really up to the DM to place these guys in the FR cosmology as they see fit, either as gods that have always been there or as interloper deities who are carving out a new place for themselves. For some of the gods I've been able to find perfect niches for them, while for others I just couldn't think of a place in the FR cosmology where they fit, so I stuck em in the more farmiliar great wheel cosmology, sorry for the confusion Gnaipnur.
Gnaipnur

08-30-03, 03:59 PM
No problem, just keep up the good work.
Tebryn14

08-30-03, 05:12 PM
In my version of the FR cosmology, I simply add a Plane of Faerie for the Seelie and UnSeelie courts, as well as a plane for the giants.
Tebryn14

09-06-03, 11:20 PM
Just so everyone knows, I have not given up on this thread. I have just started school again, so I'll try to get a god done every weekend. Here's one:

Vergadain
Rogue 20/ Cleric 20
Medium-Size Outsider (Dwarf)
Divine Rank: 15
Hit Dice: 20d8+160 (outsider) plus 20d6+160 (rogue) plus 20d8+160 (cleric) (920 hp)
Initiative: +17, always first
AC: 78 (+13 dex, +15 divine, +28 natural, +12 deflection)
Attacks: +5 keen dancing long sword +68/+63/+58/+53 melee; or by spell +62 melee touch or +68 ranged touch
Damage: +5 keen dancing long sword 1d8+15/17-20; or by spell.
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Domain powers, salient divine abilities, sneak attack +13d6, spell-like abilities, turn undead 15/day
Special Qualities: Crippling strike, defensive roll, divine aura (1,500 ft., DC 37), divine immunities, DR 25/epic, evasion, fire resistance 20, godly realm (10 miles), improved evasion, plane shift at will, remote communication 15 miles, slippery mind, SR 47, greater teleport at will, traps, uncanny dodge, improved uncanny dodge, understand, speak, and read all languages, and speak directly to all beings within 15 miles, spontaneous casting of divine spells,
Saves: Fort +57, Ref +65, Will +55
Abilities: Str 24, Dex 36, Con 26, Int 40, Wis 26, Cha 34

Skills*: Appraise +80, Balance +48, Bluff +87, Climb +42, Concentration +73, Diplomacy +87, Disable Device +58, Disguise +89, Escape Artist +48, Forgery +72, Gather Information +67, Heal +43, Hide +88, Intimidate +67, Knowledge (Arcana) +80, Knowledge (architecture and engineering) +50, Knowledge (the planes) +50, Knowledge (Religion) +80, Listen +73, Move Silently +68, Open Lock +78, Profession +83, Search +70, Sense Motive +73, Sleight of Hand +80, Spellcraft +80, Spot +53, Tumble +48, Use Magic Device +47. *Always receives a 20 on checks.

Feats: Blind-fight, Combat Casting, Combat Expertise, Combat Reflexes, Deceitful, Deft Hands, Deflect Arrows, Dodge, Empower Spell, Improved Feint, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Maximize Spell, Mobility, Quick Draw, Snatch Arrows, Spring Attack, Still Spell, Weapon Focus (long sword), Whirlwind Attack.

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.

Salient Divine Abilities: Alter Form, Alter Reality (DC 47 for duplicated spells), Alter Size, Automatic Metamagic (quickened cleric spells), Automatic Metamagic
(silent cleric spells), Avatar (up to ten), Battlesense, Divine Blast (15/day, 27d12 points of damage, up to 15 miles), Divine Celerity (15 minutes/day), Divine Dodge (miss chance 65%), Divine Glibness, Divine Recall (well negotiated deals), Divine Rogue, Divine Sneak Attack, Extra Domain (trickery), Instant Move (450 ft.), Know Secrets (DC 37), Supreme Initiative,

Domain Powers: 15/day reroll a die roll after it is made; 12-minutes/day use detect thoughts.

Spell-Like Abilities: Vergadain uses these abilities as a 25th level caster. The save DCs are 37+spell level. Magic Weapon, Endurance, Glyph of Warding, Greater Magic Weapon, Fabricate, Stone Tell, Dictum, Protection From Spells, Elemental Swarm, Entropic Shield, Aid, Protection from Energy, Freedom of Movement, Break Enchantment, Mislead, Spell Turning, Moment of Prescience, Miracle, Message, Gembomb, Eagle’s Splendor, Sending, Fabricate, True Seeing, Mordenkainen’s Magnificent Mansion, Mind Blank, Discern Location, Disguise Self, Invisibility, Nondetection, Confusion, False Vision, Screen, Polymorph any Object, Time Stop.

Cleric Spells/Day: 6/7/7/7/7/6/5/5/5/4; save DCs=18+spell level.
Possession: Vergadain carries “Goldseeker”, a +5 keen dancing long sword.
Caster Level: 25th

Other Divine Powers
As an intermediate deity, Vergadain automatically receives a die roll of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.

Senses: Vergadain can see, hear, smell, and touch at a distance of 15 miles. As a standard action, he can perceive anything within 15 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his sense to up to ten remote locations at once. He can block the sensing power of deities his rank and lower at up to two remote locations at once for 15 hours.

Portfolio Sense: Vergadain automatically senses whenever a deal is made involving dwarfs or between dwarfs, a dwarf commits nonmalicious thievery, or experiences extraordinary luck the instant it happens and retains the sensation for 15 tendays.

Automatic Actions: Vergadain can use Bluff, Diplomacy, or Profession (merchant), as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round.

Create Magic Items: Vergadain can create any magic item that aids in or aids in detecting lying, aids in stealth, or grants a bonus to a saving throw as long as the marker price does not exceed 200,000 gp.
Verghityax

09-07-03, 02:26 AM
Tebryn, You rock :D
Tebryn14

09-07-03, 11:35 AM
I try.
Bahgtru

09-07-03, 01:51 PM
Tebryn,

Any chance of trying your hand at Bahgtru Bonesnapper of the Orcish pantheon? Thanks in advance.
Tebryn14

09-07-03, 04:06 PM
Bahgtru
By Jorda the Knight

The Strong, the Leg Breaker, the Son of Gruumsh

Lesser Orc Deity
Symbol: Broken thighbone
Home Plane: Nishrek
Alignment: Chaotic evil
Portfolio: Loyalty, stupidity, brute strength
Worshipers: Barbarians, followers, orcs, physically strong beings, warriors, wrestlers
Cleric Alignments: CE, CN, NE
Domains: Chaos, Evil, Orc, Strength
Favored Weapon: “Crunch” (spiked gauntlet)

Bahgtru

Fighter 20/Barbarian 20

Medium-Size Outsider (Chaos, evil)

Divine Rank: 10

Hit Dice: 20d8+240 (Outsider), 20d12+240 (Brb), 20d10+240 (Ftr) (1320 hp)

Initiative: +13 (+9 Dex, +4 improved initiative)

Speed: 70 ft.

AC: 55 (+9 Dex, +10 divine, +23 natural, +3 deflection)

Attacks: +5 mighty cleaving, keen, chaotic unarmed strike +74; or +64 melee touch; or +49 ranged touch

Damage: +5 mighty cleaving, keen, chaotic unarmed strike 1d8 +44/19-20/x2

Face/Reach: 5 ft. by 5 ft./ 5 ft.

Special Attacks: Domain powers, salient divine abilities, spell-like abilities

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 10 miles, DR 45/+6 (4/-), fire resistance 30, fast healing 30, remote communication, fast movement, SR 42, divine aura (1000 ft. DC 23)

Saves: Fort. +57 Ref. +51 Will. +47

Abilities: Str.58 (+24) Dex.28 (+9) Con.34 (+12) Int.4 (-3) Wis.20 (+5) Cha.16 (+3)

Skills: Climb +54, Intimidate +32, Intuit Direction +35, Jump +54, Spot +25, Swim +54

Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Mobility, Spring Attack, Endurance, Expertise, Improved Disarm, Improved Trip, Whirlwind Attack, Great Fortitude, Improved Critical (unarmed strike), Improved Initiative, Improved Unarmed Strike, Stunning Fist, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Sunder, Run, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike), Bullheaded, Hold The Line, Improved Grapple, Improved Sunder, Knock-Down, Power Critical (unarmed strike)

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Extra Domain (evil), Alter Size, Divine Rage, Divine Weapon Focus (unarmed strike), Divine Weapon Specialization (unarmed strike), Divine Fast Healing, Increased Damage Reduction (2), Indomitable Strength, Irresistible Blows (unarmed strike), Wave of Chaos, * Unique Salient Divine Ability

Domain Powers: Cast chaos and evil spells at +1 caster level, smite 1/day (+10 to damage if you hit with a single melee attack. If used against an elf or dwarf add +4 to your attack roll for the smite attack), add +10 enhancement bonus to strength 1/day for 1 round as a free action.

Spell-Like Abilities: All domain spells, caster level 20, base DC= 23

Divine Rage: While in his divine rage (activated only after Bahgtru has suffered damage from a weapon 10/day for up to 1 hour) Bahgtru gains +10 Strength and Constitution, a +5 moral bonus on Will saves, his SR becomes 52 and his fire resistance increases to 40. While raging he also suffers a –5 penalty to AC and cannot perform acts the require patience or concentration (this includes salient divine abilities)

*Thick Skull: Bahgtru is without a doubt the stupidest god in existence. While this hinders him in many ways his lack of powerful brain activity make certain spells and abilities less effective against him. Any mind affecting or compulsion spells (as well as any form of psionics) used directly on Bahgtru have a 75% chance to fail outright upon casting since the spell simply does not register with Bahgtru’s mind. Deities of Bahgtru’s rank or greater have only a 25% chance of failure with the noted exceptions of Gruumsh and Luthic, both of whom are immune to their son’s Thick Skull ability.

Possessions: Bahgtru carries no possession at all, feeling that any form of weapon or armor is a sign of weakness. Each of his huge, clawed fists however functions as +5 mighty cleaving, keen, chaotic unarmed strike.

Other Divine Powers

Senses: Bahgtru can see, hear, touch and smell at a distance of 10 miles. As a standard action he can perceive anything within 10 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 10 hours.

Portfolio Sense: Bahgtru senses any orc rage and anger, any feat of strength as well as any act of stupidity the moment it happens as long as the event involves at least 500 people.

Automatic Actions: Bahgtru can use Climb, Intimidate and Jump as a free action if the DC for the task is 20 or lower. She can perform up to 5 such actions a turn.

Create Magic Items: Bahgtru can create magic items that allow someone to enter a rage or that grant a strength bonus as long as the market price does not exceed 300,000 gp.
Tebryn14

09-07-03, 06:44 PM
For the record, I have most of Hruggrek done, and I will try to type it up tonight, but if not tonight then thursday.
Tebryn14

09-11-03, 05:30 PM
Hruggrek
The King of Bugbears, The Lord of Ambushes, The Master of Violence
Intermediate Deity
Symbol: Morningstar
Home Plane: Nishrek
Alignment: Chaotic Evil
Portfolio: Violence, combat, ambushes
Worshippers: Bugbears, violent goblinoids
Cleric Alignments: CE, NE, CN
Domains: Chaos, Evil, Trickery, War
Favored Weapon: Morningstar

Barbarian 20/ Rogue 10/ Fighter 10
Medium-Size Outsider (Chaotic, Evil, Goblinoid)
Divine Rank: 13
Hit Dice: 20d8+240 (outsider) plus 20d12+240 (barbarian) plus 10d6+120 (rogue) plus 10d10+120 (fighter) (1280 hp)
Initiative: +17, always first
Speed: 60 ft.
AC: 83 (+10 armor [+5 breastplate], +14 dex, +13 divine, +26 natural, +10 deflection)
Attacks: +5 impact chaotic unholy morningstar +77/+72/+67/+62 melee; or by spell +69 melee touch, or +66 ranged touch.
Damage: +5 impact chaotic unholy morningstar 1d8+34/17-20; or by spell
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities.
Special Qualities: Divine aura (1,300 ft., DC 32), divine immunities, DR 30/epic and lawful (5/-), fast movement, fire resistance 18, godly realm (10 miles), plane shift at will, SR 45, greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 13 miles, sneak attack +5d6, trap sense +9, trapfinding, crippling strike, evasion, fast healing 33.
Saves: Fort +57, Ref +59, Will +52
Abilities: Str 44, Dex 38, Con 34, Int 24, Wis 24, Cha 30

Skills *: Balance +57, Bluff +53, Climb +91, Disguise +53, Handle Animal +53, Hide +62, Intimidate +81, Jump +91, Listen +71, Move Silently +76, Ride +82, Spot +51, Swim +91, Tumble +59, Survival +71

Feats: Blind-fight, Blind-Sight (5 ft.), Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Greater Weapon Focus (morningstar), Greater Weapon Specialization (morningstar), Hold the Line, Improved Bull Rush, Improved Critical (morningstar), Improved Initiative, Improved Sunder, Improved Trip, Knock-Down, Legendary Leaper, Mobility, Power Attack, Quick Draw, Quicken Spell-like Ability, Ruinous Rage, Spring Attack, Track, Weapon Focus, Weapon Specialization, Whirlwind Attack

Divine Immunities: Ability, damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment

Salient Divine Abilities: Alter Size, Annihilating Strike, Battlesense, Divine Armor Mastery, Divine Blast (13/day, 23d12 points of damage, 13 miles), Divine Dodge (miss chance 63%), Divine Fast Healing, Divine Rage, Extra Domain (trickery), Frightful Presence (Will DC 33), Increased DR, Supreme Initiative, Wave of Chaos, Wound Enemy, Avatar (up to ten), Divine Celerity (13 minutes per day).

Domain Powers: Cast chaotic spells at +1 caster level; cast evil spells at +1 caster level

Spell-Like Abilities: Hruggrek uses these abilities as a 23rd level caster, except for chaotic and evil spells, which he uses as a 24th level caster. The save DCs are 33+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Disguise Self, Invisibility, Nondetection, Confusion, False Vision, Mislead, Screen, Polymorph any Object, Time Stop, Magic Weapon, Spiritual Weapon, Magic Vestment, Divine Power, Flame Strike, Blade Barrier, Power Word, Stun, Power Word, Blind, Power Word, Kill
*Cast as a chaotic or evil spell only.

Divine Rage: The following changes are in effect as long as Hruggrek rages: AC 78; hp 1580; Atk +82/+77/+72/+67 melee (1d8+42); +10 to fire and spell resistance; SV Fort +61, Will +57; Str 54, Con 44. His rage can be used 16/day, it lasts for one hour (or until ended), and he is not winded afterward.

Possessions: Hruggrek carries a +5 chaotic unholy impact morningstar.
Caster Level: 25th

Other Divine Powers
As an intermediate deity, Hruggrek automatically receives a die roll of 20 on any check. He treats a one on a saving throw normally and not as an automatic failure. He is immortal.

Senses: Hruggrek can see, hear, touch and smell at a distance of 13 miles. As a standard action, he can perceive anything within 13 miles of his worshippers, holy site, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities his rank and lower at up to two remote locations at once for up to 16 hours.

Portfolio Sense: Hruggrek senses any act of violence committed by or against goblinoids the instant it happens and retains the sensation for 13 tendays. He likewise is aware of any ambush planned by goblinoids.

Automatic Actions: Hruggrek can use Climb, Jump and Hide as a free action if the DC for the task is 25 or lower. He can perform up to 10 such free actions each round.

Create Magic Items: Hruggrek can create simple and martial magic weapons, and all types of magic armor, as long as the item’s market price does not exceed 200,000 gp.
Verghityax

09-12-03, 01:49 AM
Good job, Tebryn. Oh, one more thing, it's Hruggek, not Hruggrek.
P.S. If I can have a request I would like to see stats of Grankhul and Skiggaret from the Bugbear Pantheon as well :)
kos

09-12-03, 04:00 AM
Great job Tebryn!!!

One more humble request too (pretty please!), the Kraken deity, Panzuriel.
Verghityax

09-12-03, 07:09 AM
Oh yes! :) Panzuriel rocks too :) I would be very pleased to see him :)
Tebryn14

09-12-03, 03:17 PM
Unfortunately, Panzuriel is not a Faerunian deity. I would be happy to give him my best, but he will have to wait until a more substantial amount of the other gods are finished.
Tebryn14

09-14-03, 10:29 PM
Titania
The Faerie Queen, The Queen of Light, The Queen of the Seelie Court
Greater Deity
Symbol: White diamond with a blue star
Home Plane: The Plane of Faerie
Alignment: Chaotic Good
Portfolio: Faerie folk and realms, friendship, magic
Worshippers: Good and neutral fey, elves
Cleric Alignments: CG, NG, CN
Domains: Chaos, Good, Magic, Plant
Favored Weapon: Dagger

Illusionist 26/ Druid 20
Medium-Size Outsider (Chaotic, Good, Fey)
Divine Rank: 18
Hit Dice: 20d8+120 plus 26d4+156 plus 20d8+120 (820 hp)
Initiative: +15
Speed: 60 ft.
AC: 85 (+11 dex, +18 divine, +31 natural, +15 deflection)
Attacks*: +5 chaotic holy keen dagger +77/+72/+67/+62; or by spell +67 melee touch, or +72 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit.
Damage*: +5 chaotic holy keen dagger 1d4+11/17-20; or by spell. *Always does maximum damage (dagger 15 points).
Face/ Reach: 5 ft. by 5 ft./ 5ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities,
Special Qualities: A thousand faces, nature sense, wild empathy (+35), woodland stride, trackless step, resist natures lure, Wild Shape (5/day, Fine, Diminutive, Tiny, Small, Medium-Size, Large, Huge, Gargantuan, Colossal, magical beasts, or dire animals, 3/day elemental), venom immunity, familiar (cats), divine aura (18 miles, DC 43), DR 30/epic, fire resistance 23, godly realm (100 miles), plane shift at will, greater teleport at will, remote communication 18 miles, spontaneous casting of divine spells, SR 70, understand, speak, and read all languages and speak directly to all beings within 18 miles,
Saves*: Fort +59, Ref +64, Will +66. *Always receives a 20 on saves.
Abilities: Str 22, Dex 32, Con 22, Int 40, Wis 32, Cha 40

Skills*: Balance +69, Bluff +73, Climb +44, Concentration +87, Craft (Alchemy) +73, Diplomacy +83, Gather Information +73, Handle Animal +83, Heal +79, Intimidate +53, Knowledge (Arcana) +83, Knowledge (Nature) +85, Knowledge (The Planes) +68, Knowledge (Religion) +83, Listen +81, Move Silently +54, Perform +68, Ride +64, Search +53, Sense Motive +79, Spellcraft +96, Spot +81, Survival +83, Swim +64, Tumble +69. *Always receives a 20 on checks.

Feats: Alertness, Blind-Fight, Brew Potion, Combat Expertise, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Items, Dodge, Empower Spell, Enlarge Spell, Epic Spellcasting (5 Arcane, 5 Divine/day), Extend Spell, Forge Ring, Heighten Spell, Improved Disarm, Improved Initiative, Iron Will, Mobility, Multispell (x4), Quick Draw, Seelie Court Kelir, Silent Spells, Still Spells, Track, Weapon Finesse (dagger).

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.

Salient Divine Abilities: Alter Form, Alter Reality (save DC 53 for duplicated spells) Alter Size, Arcane Mastery, Automatic Metamagic (quickened wizard spells), Automatic Metamagic (Quickened druid spells), Avatar (up to 20), Call Creatures (up to 18 fey serving simultaneously, each with up to 19 HD), Command Plants, Control Creatures (up to 18 fey per day, Will DC 43), Divine Blast (18/day, 33d12 points of damage), Divine Druid, Divine Shield (9/day, stops 180 points of damage), Divine Spellcasting, Extra Domain (Plant), Gift of Life, Instant Counterspell, Increased SR, Power of Nature (18 miles), See Magic, Shapechange, Spontaneous Wizard Spells, True Shapechange.

Domain Powers: Cast chaos spells at +1 caster level; cast good spells at +1 caster level; use spell completion and spell trigger items as Wiz 29; rebuke or command plant creatures 18/day.

Spell-Like Ability: Titania uses these abilities as a 28th level caster, except for chaotic and good spells, which he uses as a 29th level caster. The saves DCs are 43+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IV*, Protection from Evil, Aid, Magic Circle Against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Nystul’s Undetectable Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen’s Disjunction, Entangle, Barkskin, Plant Growth, Control Plants, Wall of Thorns, Repel Wood, Changestaff, Command Plants, Shambler.
*Cast as a chaotic or good spell only

Druid Spells/Day (Levels 0-11): 6/8/8/8/7/7/6/6/5/5/2/2; base DC=23+spell level.
Wizard Spells/Day (Levels 0-15): 4/8/8/8/7/7/7/7/6/6/3/3/2/2/2/2; base DC=27+spell level.
Possessions: Titania carries a +5 dagger with the holy, chaotic, and keen special properties.
Caster Level: 25th

Other Divine Powers
As a greater deity, Titania automatically receives the best possible result on any die roll she makes (including attack rolls, damage rolls, and saves). She is immortal.

Senses: Titania can see, hear, touch, and smell at a distance of nineteen miles. As a standard action, she can perceive anything within 19 miles of her worshippers, holy sites, objects, or any location where on of her titles or name was spoken within the last hour. She can extend her senses to up to 20 locations at once. She can block the sensing power of deities her rank and lower at up to two remote locations at once for up to 18 hours.

Portfolio: Titania senses anything that affects the welfare of fey or fey lands (including any forest, desert, sea, or other major geographical feature which is inhabited by at least 100 fey) 18 tendays before it happens and retains the sensation for 18 tendays after the event occurs. She likewise senses anytime fey makes alliances or friendships with others, fey or non-fey, and anytime a fey uses magic.

Automatic Actions: Titania can use Knowledge (Arcana), Knowledge (Nature), Spellcraft, or Survival as a free action as long as the DC for the task is 30 or lower. She can perform up to twenty such free actions each round.

Create Magic Items: Titania can create any magic item.
evilsunz

09-18-03, 06:13 AM
hi there !
Tebryn14, di you have logs from the old thread ?
i lost it in a HDD crash and i really want to get it back :)
it would be really nice if you could help me in this !
Tebryn14

09-18-03, 02:57 PM
Logs? What are logs? If you mean the deity stats from the old page, then yes I have all of them, available on request.
evilsunz

09-18-03, 04:55 PM
well my request is simple : i want it all :))
Tebryn14

09-18-03, 05:05 PM
That really isn't possible. There only way possible is request basis. Just name who you want.
E'tii'stil Shadowsil

09-22-03, 05:10 AM
This is the Dicefreaks (my) version of Corellon Larethian. Please forgive me if there is another build of the Coronal of Arvandor on this thread as I haven't read this thread in its entirety.

* This build makes use of the variant deity rules on www.dicefreaks.com.

CORELLON LARETHIAN
Creator of the Elves, the Protector, First of the Seldarine, Protector and Preserver of Life, Ruler of All Elves, Coronal of Arvandor
Greater Deity
Symbol: A silver crescent moon
Home Plane: Arvandor, the Olympian Glades of Arborea
Alignment: Chaotic Good
Portfolio: Elves, magic, arts and crafts, music, war, poets, poetry, bards, warriors
Worshipers: Elves, half-elves, bards
Cleric Alignments: Any good
Domains: Chaos, Elf, Good, Magic, Protection, War
Favored Weapon: ˇ°Sahandrianˇ± (longsword)

Archmage 5/Bard 15/Bladesinger 10/Duelist 10/Fighter 20/Wizard 20
Medium Outsider (Chaotic, Extraplanar, Good)
Divine rank: 19

Hit Dice: 5d4 (Archmage) + 15d6 (Bard) + 10d8 (Bladesinger) + 10d10 (Duelist) +20d10 (Fighter) + 20d4 (Wizard) + 1040 (1610 hp)
Initiative: +32, always first (+20 Dexterity, +8 Superior Initiative, +4 Improved Reaction, Supreme Initiative)
Speed: 60 ft.
AC: 1271 (+20 Dexterity, +19 divine, +44 natural, +18 deflection, +16 canny defense), touch 83, flat-footed 107
Base Attack/Grapple: +45/+64
Attack: Sahandrian (+20 anarchic power holy power keen speed longsword) +112/+112 melee (1d8+66 plus +3d6 anarchic and 1 negative level [Fort DC 42] plus +3d6 holy and 1 negative level [Fort DC 42] plus +2d6 precise strike plus [Fort DC 88] or death 15-20/x2 plus +6d6 anarchic and 2 negative levels [Fort DC 42] plus +6d6 holy and 2 negative levels [Fort DC 42] plus [Fort DC 88] or death plus +1d6), or Kalwynrian (+20 anarchic power distant shot holy speed unerring accuracy mighty composite longbow) +106/+106 ranged (1d8+39 plus +3d6 anarchic and 1 negative level [Fort DC 42] plus +2d6 holy/x3 plus +9d6 and 3 negative levels [Fort DC 42]), or spell +83 melee touch or +84 ranged touch *Always does maximum damage (longsword 74 points; longbow 47 points)
Full Attack: Sahandrian (+20 anarchic power holy power keen speed longsword) +112/+112/+107/+102/+97 melee (1d8+66 plus +3d6 anarchic and 1 negative level [Fort DC 42] plus +3d6 holy and 1 negative level [Fort DC 42] plus +2d6 precise strike plus [Fort DC 88] or death 15-20/x2 plus +6d6 anarchic and 2 negative levels [Fort DC 42] plus +6d6 holy and 2 negative levels [Fort DC 42] plus [Fort DC 88] or death plus +1d6), or Kalwynrian (+20 anarchic power distant shot holy speed unerring accuracy mighty composite longbow) +106/+106/+101/+96/+91 ranged (1d8+39 plus +3d6 anarchic and 1 negative level [Fort DC 42] plus +2d6 holy/x3 plus +9d6 and 3 negative levels [Fort DC 42]), or spell +83 melee touch or +84 ranged touch *Always does maximum damage (longsword 74 points; longbow 47 points)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acrobatic charge, deflect arrows, domain powers, elaborate parry, precise strike +2d6, salient divine abilities, spell-like abilities
Special Qualities: Elf traits, arcane reach, bardic knowledge +31, bardic music, bladesong, canny defense, countersong, damage reduction 30/epic and unholy and adamantine, divine aura (19 miles, DC 62), divine immunities, enhanced mobility, familiar (cats), fascinate, godly realm, grace, greater spellsong, greater teleport at will, improved reaction +4, inspire competence, inspire courage +3, inspire greatness, inspire heroics, lesser spellsong, mastery of counterspelling, mastery of elements, mastery of shaping, plane shift at will, remote communication 19 miles, song of celerity, song of freedom, song of fury, spell mastery, spell power +1, SR 81, suggestion, understand, speak, and read all languages and speak directly to all being within 19 miles
Saves: Fort +68, Ref +81, Will +74
Abilities: Str 48, Dex 50, Con 36, Int 42, Wis 36, Cha 46
Skills: Appraise +65 (+69 for alchemy, +73 for bows, +73 for weapons, +73 for woodworking), Balance +89, Bluff +79, Climb +51, Concentration +119, Craft (alchemy) +70, Craft (bowmaking) +95, Craft (weaponsmithing) +95, Craft (woodworking) +95, Diplomacy +84, Disguise +84, Escape Artist +84, Hide +97, Intimidate +46, Jump +71, Knowledge (arcana) +115, Knowledge (religion) +106, Listen +106, Move Silently +102, Perform +89, Search +106, Sense Motive +106, Spellcraft +118, Spot +106, Survival +57, Swim +51, Tumble +104, Use Rope +66
Feats: Acrobatic (B), Agile (B), Alertness (B), Ambidexterity, Blind-Fight (B), Cleave, Combat Expertise (B), Combat Reflexes (B), Craft Wand, Craft Wondrous Item, Deflect Arrows (B), Dodge (B), Empower Spell, Enlarge Spell, Eschew Materials, Forge Ring, Great Cleave (B), Greater Spell Penetration (B), Greater Weapon Focus (longsword) (B), Greater Weapon Specialization (longsword), Heighten Spell, Improved Feint, Improved Initiative, Magical Aptitude (B), Maximize Spell, Mobility, Point Blank Shot (B), Power Attack, Quick Draw (B), Scribe Scroll (B), Spell Penetration, Spellcasting Prodigy (B), Spring Attack, Still Spell
Epic Feats: Armed Deflection (B), Automatic Still Spell, Devastating Critical (longsword), Dire Charge, Enhance Spell, Epic Reflexes, Epic Weapon Focus (longsword) (B), Epic Weapon Specialization (longsword), Ignore Material Components, Improved Combat Reflexes (B), Improved Metamagic, Improved Whirlwind Attack (B), Intensify Spell (B), Multispell (B), Overwhelming Critical (longsword), Spellcasting Harrier, Tenacious Magic

Combat

Salient Divine Abilities: Annihilating Strike (Fort DC 39 + damage dealt), Arcane Mastery, Area Divine Shield, Automatic Metamagic (quicken wizard spells), Battlesense, Control Creatures (up to 19 elves/day, Will DC 47), Craft Artifact, Create Greater Object, Create Object, Divine Blast (21/day, up to 19 miles, 37d12 points of damage), Divine Celerity, Divine Creation, Divine Shield (16/day, stops 190 points of damage), Divine Spellcasting, Divine Weapon Focus (longsword), Divine Weapon Mastery, Divine Weapon Specialization (longsword), Extra Domain (Chaos), Extra Energy Immunity (fire), Gift of Life, Longsword Finesse, Spontaneous Wizard Spells, Supreme Initiative, Wave of Chaos (170 ft. radius, Will DC 47)

Domain Powers: Cast chaotic spells at +1 caster level; cast good spells at +1 cast level; 19/day protective ward (touched subject gains +20 resistance bonus on next saving throw, maximum duration 1 hour)

Spell-Like Abilities: Corellon uses these abilities as a 57th-level caster, expect for chaos spells and good spells, which he uses as a 58th-level caster. The save DCs are 65 + spell level. Aid, animate objects, antimagic field, antipathy, blade barrier, catˇŻs grace, chaos hammer, cloak of chaos, commune with nature, dispel evil, dispel law, dispel magic, divine power, find the path, flame strike, holy aura, holy smite, holy word, identify, imbue with spell ability, liveoak, mageˇŻs disjunction, magic aura, magic circle against evil, magic circle against law, magic vestment, magic weapon, mind blank, power word blind, power word kill, power word stun, prismatic sphere, protection from elements, protection from evil, protection from law, protection from spells, repulsion, sanctuary, shatter, shield other, snare, spell immunity, spell resistance, spell turning, spiritual weapon, summon monster IX (as chaos or good spell only), sunburst, tree stride, true strike, word of chaos.

Bard Spells per Day: 4/9/8/7/7/6; base DC = 48 + spell level.

Bladesinger Spells per Day: 0/9/8/7/7; base DC = 44 + spell level.

Wizards Spells per Day (Levels 0-16): 4/9/8/8/8/8/7/7/7/7/4/4/4/3/3/2/2; base DC = 44 + spell level.
Saasiel

09-22-03, 05:14 AM
:mymy: :mymy: :mymy: :mymy: :mymy:

HOLY ****!
Tebryn14

09-25-03, 04:50 PM
My power was out for a week! I hate Isabel. But now I am back, and this weekend I will be posting Titania, Berronar, and maybe Oberon.
Damador

09-26-03, 07:25 AM
http://www.candlekeep.co.uk/content/runningtherealms/deitiesoffaerun/index.htm

how about stats from here
Cymric_Steiner

09-26-03, 10:06 AM
could you please post the red knights stats
Tebryn14

09-26-03, 11:21 AM
Originally posted by Damador
http://www.candlekeep.co.uk/content/runningtherealms/deitiesoffaerun/index.htm

how about stats from here

Looking at these, two thoughts occur to me. One, we have way more deities done. Two, many of our deities are, in my opinions much better.
Tebryn14

09-27-03, 08:13 PM
Berronar Truesilver
Cleric 20/Fighter 10/ Dwarven Defender 10
Medium-Size Outsider (Dwarf, Good, Lawful)
Divine Rank: 15
Hit Dice: 20d8+200 (outsider) plus 20d8+200 (cleric) plus 10d10+100 (fighter) plus 10d12+100 (dwarven defender) (1143 hp)
Initiative: +7
Speed: 60 ft.
AC: 83 (+1 dex, +15 divine, +4 dwarven defender, +28 natural, +13, +5 full plate, +12 deflection)
Attacks: +5 impact holy lawful heavy mace +70/+65/+60/+55 melee; or by spell +64 melee touch, or +62 ranged touch.
Damage: +5 impact holy lawful heavy mace 1d8+20/19-20; or by spell.
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Turn undead 15/day, domain powers, salient divine abilities, spell-like abilities.
Special Qualities: Dwarf traits, divine immunities, DR 25/epic (6), fast healing 35, fire resistance 20, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication 15 miles, godly realm (10 miles), greater teleport at will, plane shift at will, SR 67, divine aura (1,500 ft, DC 37), defensive stance 5/day, improved uncanny dodge, uncanny dodge, trap sense +2, mobile defense.
Saves: Fort +59, Ref +54, Will +65
Abilities: Str 28, Dex 24, Con 30, Int 28, Wis 42, Cha 34

Skills *: Concentration +75, Diplomacy +77, Gather Information +47, Handle Animal +47, Heal +81, Knowledge (Arcana)+74, Knowledge (Geography) +44, Knowledge (History) +54, Knowledge (Religion) +74, Knowledge (The Planes) +69, Listen +71, Profession (scribe) +76, Profession (midwife) +76, Search +44, Sense Motive +76, Spellcraft +74, Spot +71. *Always receives a 20 on checks.

Feats: Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Dodge, Empower Spell, Endurance, Enlarge Spell, Extend Spell, Forge Ring, Great Cleave, Great Fortitude, Improved Disarm, Improved Trip, Iron Will, Maximize Spell, Mobility, Power Attack, Quick Draw, Scribe Scroll, Silent Spell, Spring Attack, Still Spell, Toughness, Weapon Focus (Heavy Mace), Weapon Specialization (Heavy Mace), Whirlwind Attack.

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment

Salient Divine Abilities: Alter Reality (save DC 47 for duplicated spells), Area Divine Shield, Automatic Metamagic (quickened cleric spells), Avatar (up to 10), Banestrike (orcs), Battlsense, Clearsight (15 ft.), Divine Blast (15/day, 27d12 points, 15 miles), Divine Fast Healing, Divine Shield (13/day, 150 points), Divine Spellcasting, Extra Domain (Healing), Extra Domain (Law), Extra Domain (Protection), Life and Death, Increased SR, Instant Counterspell, Power of Truth

Domain Powers: Protect a 12 creatures with +4 dodge bonus to AC for 20 rounds 15/day; Cast good spells at +1 caster level; Cast healing spells at +1 caster level; Cast lawful spells at +1 caster level; Grant one creature a +20 bonus on next saving throw 15/day.

Domain Spells: Berronar casts uses these abilities as a 25th level caster, with the exception of good, healing, and lawful spells, which she uses at 26th caster level. The save DCs are 37+spell level. Magic Weapon, Endurance, Glyph of Warding, Greater Magic Weapon, Fabricate, Stone Tell, Dictum, Protection from Spells, Elemental Swarm*, Bless, Shield Other, Helping Hand, Imbue with Spell Ability, Rary’s Telepathic Bond, Heroe’s Feast, Refuge, Protection from Spells, Prismatic Sphere, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX**, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Cure Light Wounds, Heal, Regenerate, Mass Heal, Mass Cure Critical Wounds, Protection from Chaos, Calm Emotions, Magic Circle against Chaos, Order’s Wrath, Dispel Chaos, Hold Monster, Dictum, Shield of Law, Sanctuary, Shield Other, Protection from Energy, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank, Prismatic Sphere.
*Cast as an earth spell only
** Cast as a good or lawful spell only

Cleric Spells/Day (levels 0-16): 6/9/9/9/9/8/7/7/7/6/3/3/3/2/2/2/2; base DC=28+spell level.

Other Divine Powers
As an intermediate deity, Berronar automatically receives a die result of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal.

Senses: Berronar can see, hear, touch, and smell at a distance of 15 miles. As a standard action, she can perceive anything within 15 miles of her worshippers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 10 locations at once. She can block the sensing power of deities her rank and lower at up to two remote locations at once for up to 15 hours.

Portfolio Sense: Berronar senses anytime a dwarf commits any sort of falsehood the instant it happens and retains the sensation for 15 tendays after the event occurs. She likewise is aware of anything that affects the welfare of a dwarven community or large clan.

Automatic Actions: Berronar can use Diplomacy, Healing, Profession (midwife), or Profession (scribe) as a free action as long as the DC for the task is 25 or lower. She can perform up to ten such free actions each round.

Create Magic Items: Berronar can create any kind of magic armor or shield, or any item that confers any bonus to AC or saving throws, or any item that detects falsehoods, as long as the market price does not exceed 200,000 gp.
Bahgtru

09-28-03, 08:29 PM
Any chance of doing stats for a Titan like Atlas? :-)
Tebryn14

09-28-03, 08:58 PM
Maybe, but not for a while. We still have a rather startling number of forgotten realms deities left, so when we finish those, other requests can come into consideration.
E'tii'stil Shadowsil

09-28-03, 10:33 PM
* This build makes use of the variant deity rules on www.dicefreaks.com.

EREVAN ILESERE
The Trickster, the Chameleon, the Green Changeling, the Evershifting Shapechanger, the Fey Jester, the Jack of the Seelie Court
Intermediate Deity
Symbol: A nova star with asymmetrical rays
Home Plane: Arvandor, the Olympian Glades of Arborea
Alignment: Chaotic Neutral
Portfolio: Mischief, Change, Rogues
Worshipers: Bards, elves, revelers, rogues, sorcerers, tricksters
Cleric Alignments: CE, CG, CN, N, NE, NG
Domains: Chaos, Elf, Luck, Trickery
Favored Weapon: “Mischief” (scimitar)

Arcane Trickster 10/Rogue 25/Shadowdancer 10/Void Incarnate 10/Wizard 5
Medium Outsider (Chaotic, Extraplanar)
Divine rank: 15
Hit Dice: 10d4 (Arcane Trickster) + 25d6 (Rogue) +10d8 (Shadowdancer) + 10d6 (Void Incarnate) + 5d4 (Wizard) + 660 (1010 hp)
Initiative: +32, always first (+24 Dexterity, +8 Superior Initiative, Supreme Initiative)
Speed: 60 ft.
AC: 102 (+24 Dexterity, +15 divine, +39 natural, +14 deflection), touch 63, flat-footed 102
Base Attack/Grapple: +36/+46
Attack: Mischief (+18 anarchic power icy blast luck blade wounding scimitar) +93 melee (1d6+30 plus +3d6 anarchic and 1 negative level [Fort DC 38] plus +3d6 cold plus 1 Con 18-20/x2 plus +6d6 anarchic and 2 negative levels [Fort DC 38] plus +6d6 cold plus 1 Con) and Quickstrike (+18 anarchic power lightning blast speed luck blade scimitar) +93/+93 melee (1d6+30 plus +3d6 anarchic and 1 negative level [Fort DC 38] plus +3d6 electricity 18-20/x2 plus +6d6 anarchic and 2 negative levels [Fort DC 38] plus +6d6 electricity), or spell +61 melee touch or +75 ranged touch
Full Attack: Mischief (+18 anarchic power icy blast luck blade wounding scimitar) +93/+88/+83/+78 melee (1d6+30 plus +3d6 anarchic and 1 negative level [Fort DC 38] plus +3d6 cold plus 1 Con 18-20/x2 plus +6d6 anarchic and 2 negative levels [Fort DC 38] plus +6d6 cold plus 1 Con) and Quickstrike (+18 anarchic power lightning blast speed luck blade scimitar) +93/+93/+88/+83/+78 melee (1d6+30 plus +3d6 anarchic and 1 negative level [Fort DC 38] plus +3d6 electricity 18-20/x2 plus +6d6 anarchic and 2 negative levels [Fort DC 38] plus +6d6 electricity), or spell +61 melee touch or +75 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Crippling strike, domain powers, impromptu sneak attack 2/day, null strike, salient divine abilities, sneak attack +21d6, spell-like abilities
Special Qualities: Elf traits, blank aura, blank mind, damage reduction 30/epic and axiomatic and cold iron, darkvision, defensive roll, divine aura (14 miles, DC 49), divine immunities, familiar (cats), fire resistance 20, empty form, evasion, godly realm, greater teleport at will, hide in plain sight, improved evasion, improved mettle of fortitude, improved mettle of will, mettle of fortitude, mettle of will, opportunist, plane shift at will, ranged legerdemain 3/day, remote communication 14 miles, shadow illusion, shadow jump 160 ft., skill mastery, slippery mind, SR 76, summon shadow, trapfinding, trap sense +6, understand, speak, and read all languages and speak directly to all beings within 14 miles, void presence
Saves: Fort +52, Ref +79, Will +53
Abilities: Str 31, Dex 59, Con 33, Int 42, Wis 26, Cha 38
Skills: Appraise +49, Balance +102, Bluff +89, Climb +57, Concentration +88, Decipher Script +76, Diplomacy +65, Disable Device +106, Disguise +118, Escape Artist +106, Forgery +86, Gather Information +68, Hide +115, Jump +57, Knowledge (arcana) +87, Knowledge (religion) +87, Listen +106, Move Silently +115, Open Lock +88, Perform +57, Search +106, Sense Motive +56, Sleight of Hand +124, Spot +106, Tumble +124, Use Magic Device +88, Use Rope +96
Feats: Acrobatic (B), Alertness (B), Ambidexterity, Blind-Fight, Deceitful, Deft Hands (B), Eschew Materials, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Lightning Reflexes, Point Blank Shot, Quick Draw, Scribe Scroll (B), Two-Weapon Fighting, Weapon Finesse (scimitar)
Epic Feats: Armor Skin, Dextrous Will, Epic Reflexes (B), Ignore Material Components, Perfect Two-Weapon Fighting, Self Concealment x4, Sneak Attack of Opportunity, Superior Initiative, Two-Weapon Rend

Combat

Salient Divine Abilities: Alter Form, Area Divine Shield, Battlesense, Divine Blast (17/day, up to 15 miles, 29d12 points of damage), Divine Celerity 15 minutes, Divine Dodge (miss chance 105%), Divine Glibness (as mass suggestion cast by a 25th-level sorcerer, up to 25 creatures, Will DC 39), Divine Rogue, Divine Shield (14/day, stops 150 points of damage), Divine Sneak Attack, Footsore (Fort DC 39), Free Move, Increased Damage Reduction, Instant Move, Power of Luck (up to 15 creatures/day, +15 luck bonus or –15 luck penalty), Shapechange, Supreme Initiative, True Shapechange

Domain Powers: Cast chaotic spells at +1 caster level; 15/day reroll a die roll once after it is made

Spell-Like Abilities: Erevan uses these abilities as a 25th-level caster, expect for chaos spells, which he uses as a 26th-level caster. The save DCs are 39 + spell level. Aid, animate objects, antipathy, break enchantment, cat’s grace, chaos hammer, cloak of chaos, commune with nature, confusion, disguise self, dispel law, entropic shield, false vision, find the path, freedom of movement, invisibility, liveoak, magic circle against law, miracle, mislead, moment of prescience, nondetection, polymorph any object, protection from energy, protection from law, screen, shatter, snare, spell turning, summon monster IX (as chaos spell only), sunburst, time stop, tree stride, true strike, word of chaos.

Wizards Spells per Day: 4/8/8/8/8/7/6/5/4; base DC = 26 + spell level.

Alter Reality: Erevan exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. Erevan can use wish with regard to any action or inaction that promotes Chaotic Neutral in general, or matters associated with Mischief, Change, and Rogues in particular; he cannot replicate spells in this fashion. Erevan suffers no experience loss and requires a standard action to alter reality in this fashion.

Furthermore, Erevan acquires the following benefits, the total of which he may use in total up to 15 per day and lasts for one round per divine rank:

• Erevan may add +24 to all revelant Rogue type saving throws (Evasion, Mettle, etc).
Skyrocket

09-29-03, 12:35 AM
I`ve been looking for stats for Istishia for ages. :drool: Though I`m not sure if I like the old thread version on the Candlekeep version better.

Opinions?
Tebryn14

09-29-03, 05:02 PM
Well I am not personally a fan of the was Jorda did Istishia, no offense. Do as you please is all I can say.
Skyrocket

09-30-03, 02:38 AM
Looked over the two versions of Istishia last night and I think the Candlekeep version is the better one. Druid 20/Fighter 20 is a good match for Kossuth`s Wizard 20/Fighter 20.

Though considering how oftern clerics of Istishia multiclass as bards I`m surprised Istishia himself doesn`t have a few levels of that. Then again, he`s hardly a social deitiy.
Tebryn14

09-30-03, 04:15 PM
That is probably how I would have done him.
Elrumir

09-30-03, 07:14 PM
Originally posted by Tebryn14
Looking at these, two thoughts occur to me. One, we have way more deities done. Two, many of our deities are, in my opinions much better.

Having done more, or having uploaded more IS a difference :P Besides, I really wanted the Faerűnian and Elven pantheons first, and after that decided to do the Drow, since it fits good with the Drow content of the site.

Originally posted by Skyrocket
Looked over the two versions of Istishia last night and I think the Candlekeep version is the better one. Druid 20/Fighter 20 is a good match for Kossuth`s Wizard 20/Fighter 20.

Thanks! :D I never really understood why Istishia had to be a monk, considering he is more of a nature deity than a real skilled 'strange power fighter'...

Though considering how oftern clerics of Istishia multiclass as bards I`m surprised Istishia himself doesn`t have a few levels of that. Then again, he`s hardly a social deitiy.

I never saw Istishia as a social deity either, and I tried to keep them more in line with the older 2nd ed stats, where they were more or less gargantuan elementals with class levels.

Originally posted by Tebryn14
That is probably how I would have done him.

:D:D:D Coming from you, that is a compliment! :ayyyy!: :tiphat:
Tebryn14

10-14-03, 10:04 PM
Oberon
The Faerie King
Lesser Deity
Symbol: White stag
Home Plane: The Plane of Faerie
Alignment: Neutral Good
Portfolio: Animals, nature, wild places
Worshippers: Rangers, good and neutral fey, hunters, sentient animals, elves, druids
Cleric Alignments: NG, LG, CG
Domains: Animal, Good, Protection, Strength
Favored Weapon: Long sword

Ranger 20/ Druid 10/ Bard 10
Medium-Size Outsider (Good, Fey)
Divine Rank: 10
Hit Dice: 20d8+140 (outsider) plus 20d8+140 (ranger) plus 10d8+70 (druid) plus 10d6+70 (bard) (880 hp)
Initiative: +14
Speed: 60 ft.
AC: 72 (+10 dex, +10 divine, +23 natural, +10 armor [+5 elven chain], +9 deflection
Attacks: +5 holy keen ghost touch defending long sword +71/+66/+61/+56 melee; or +5 mighty composite long bow [+10 str bonus] +66/+61/+56/+55 ranged; or by spell +65 melee touch, or +60 ranged touch.
Damage: +5 holy keen ghost touch defending long sword 1d8+27/15-20; or +5 mighty composite long bow [+10 str bonus] 1d8+15; or by spell.
Face/ Reach: 5 ft by 5 ft./ 5 ft.
Special Attacks: Domain Powers, salient divine abilities, spell-like abilities
Special Qualities: Bardic knowledge +16, bardic music (countersong, fascinate, inspire courage +2, inspire competence, suggestion, inspire greatness) 10/day, nature sense, wild empathy +39, woodland stride, trackless step, resist nature’s lure, wild shape (Large, 4/day), venom immunity, combat style (archery), improved combat style, swift tracker, evasion, combat style mastery, camouflage, hide in plain sight, favored enemies (+5 orcs, + 4 demons, +3 devils, + 2 animals, +1 construct), divine aura (1000 ft., DC 29), divine immunities, DR 20/epic, fire resistance 15, godly realm (1 mile), plane shift at will, remote communication 10 miles, spontaneous casting of divine spells, SR 42, greater teleport at will, understand, speak, and read all languages, and speak directly to all beings within 10 miles.
Saves: Fort +49, Ref +52, Will +55
Abilities: Str 40, Dex 30, Con 24, Int 22, Wis 36, Cha 29

Skills: Balance +50, Climb +75, Concentration +47, Craft (Bowmaking) +36, Diplomacy +29, Handle Animal +69, Heal +63, Hide +65, Jump +75, Knowledge (nature) +78, Listen +78, Move Silently +70, Perform +39, Ride +60, Spellcraft +36, Spot +78, Survival +80, Swim +40, Tumble +40

Feats: Blind-fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Far Shot, Great Cleave, Improved Critical (long sword), Improved Initiative, Improved Precise Shot, Legendary Leaper, Manyshot, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Quick Draw, Rapid Shot, Shot on the Run, Spring Attack, Track, Weapon Focus (Long sword), Weapon Focus (Long Bow), Whirlwind Attack.

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.

Salient Divine Abilities: Alter Size, Avatar, Battlesense, Call Creatures (up to 10 animals serving simultaneously, each with up to 10 HD), Divine Archery, Divine Armor Mastery, Divine Dodge, Divine Ranger, Divine Shield (10/day, stops 100 points of damage), Extra Domain (Protection), Mind of the Beast (Fort save DC 29), Power of Nature (10 miles).

Domain Powers: 10/day use animal friendship; Cast good spells at +1 caster level; Grant +10 resistance bonus on next saving throw 10/day; 10/day, gain a +10 enhancement bonus to strength.

Spell-Like Abilities: Oberon uses these abilities as a 20th level caster, except for good spells, which he uses as a 21st level caster. The save DCs are 29+spell level. Calm Animals, Hold Animal, Dominate Animal, Repel Vermin, Commune with Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange, Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX*, Sanctuary, Shield Other, Protection from Energy, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank, Prismatic Sphere, Endure Elements, Bull’s Strength, Magic Vestment, Spell Immunity, Righteous Might, Stoneskin, Bigby’s Grasping Hand, Bigby’s Clenched Fist, Bigby’s Crushing Hand.

Bard Spells Known (3/6/5/4/2; base DC=19+spell level): 0-Daze, Detect Magic, Ghost Sound, Mending, Prestidigitation, Resistance; 1st-Alarm, Charm Person, Silent Image, Sleep; 2nd-Blur, Cure Moderate Wounds, Delay Poison, Summon Swarm; 3rd-Cure Serious Wounds, Gust of Wind, Keen Edge, Phantom Steed; 4th-Cure Critical Wounds, Shout.

Druid Spells/Day: 6/8/7/6/6/5; base DC=23+spell level.
Ranger Spells/Day: 7/6/6/6; base DC=spell level.
Possessions: Oberon carries a +5 long sword with the holy, keen, ghost touch, and defending properties.
Caster Level: 25th; Weight: 6 lbs

Other Divine Powers
As a lesser deity, Oberon may take 10 on any check. Oberon treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.

Senses: Oberon can see, hear, touch, and smell at a distance of 10 miles. As a standard action, he can perceive anything within 10 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoke within the last hour. He can extend his senses to up to five locations at once. He can block the sensing powers of deity’s his rank and lower at up to two remote locations at once for up to 10 hours.

Portfolio Sense: Oberon senses anything that affects animal life the instant it happens as long as it affects at least 500 such beings. He likewise senses anything that affects any area of undomesticated forest, desert, or other natural environment at least 500 square feet in area.

Automatic Actions: Oberon can use Handle Animal or Wilderness Lore as a free action as long as the DC for the task is 20 or lower. He can perform up to 5 such free actions each round.

Create Magic Items: Oberon can create simple or martial magic weapons, light or medium armor, any item that controls or summons animals, or any item that provides a natural armor bonus to AC.
Kossie

10-15-03, 04:00 AM
Great thread guys but I'm shocked that nobody's thought of statting Myrkul or Moander, two of the more 'classic' Faerunian deities?!?

Anyone tempted as I'd really love to see them converted???
Tebryn14

10-15-03, 07:55 AM
I vaguely remember someone statting them in the mists of the past, but if they did I do not have them in my files. Your only bet is to plea for those people to post them again, or find someone to redo the stats.
The Spellcasting Sorcerer

10-15-03, 04:23 PM
Originally posted by Tebryn14
Abilities: Str 40, Dex 30, Con 24, Int 22, Wis 36, Cha 29
[/B]

Minor nitpick: Shouldn't Oberon have Intelligence of at least 24? At least, he should if you're giving deities the standard divine array of ability scores (35, 28, 25, 24, 24, 24).
Tebryn14

10-15-03, 04:35 PM
I took the 2 points from intelligence and put it in another ability. I consider ok, and I've seen it used by other god builders. If you don't like that way, just adjust the stats. Put two point in intelligence and take two from str or something.
Bahgtru

11-16-03, 11:44 PM
Hi Tebryn14,

I was wondering if anyone has done an FR Bahamut, and Tiamat. If you could direct me or if you get the chance to work your magic, thanks in advance. :)
Jorda_The_Knight

11-17-03, 10:26 AM
Actually Bahgtru I once upon a time did the stats for a FR Tiamat, I believe if you search the old boards you'll find er.
Kossie

11-17-03, 10:32 AM
I'm gonna sound like a right thickie, but can anyone tell me how I can gain access to the Old Boards please?!?
Tebryn14

11-17-03, 09:21 PM
Sorry I have been sort of absent. High school, ech, enough said. I can start working again though during my winter break in a few weeks. I will check if anyone did post Tiamat (vaguely remember it) but no one has done Bahamut, and I most certainly won't be. Oh yeah, the old boards are dead and inaccessible.
Tebryn14

11-17-03, 09:21 PM
Sorry I have been sort of absent. High school, ech, enough said. I can start working again though during my winter break in a few weeks. I will check if anyone did post Tiamat (vaguely remember it) but no one has done Bahamut, and I most certainly won't be.
Jorda_The_Knight

11-17-03, 09:26 PM
I've also been busy lately, with university crap like term papers and essays. I will also have time to start posting again after Christmas and I hope to start doing the stats for the dragon gods listed in the Dragonomicon.
Zat

11-19-03, 08:48 AM
maby it's just my computer, but I can't seem to get to the origonal page through the link on page 1. I really want to get there, and was wondering if someone could post another link or something. Thanks.
Duskey

11-20-03, 02:51 AM
Um...maybe it's just me, but I can't seem to find Velsharoon anywhere. You said you posted it in old thread, but I think it's been pruned.
Jorda_The_Knight

11-29-03, 02:11 AM
Heya everyone, sorry I've been gone for a while, really busy working out school stuff. Anyways just wanted everyone to know I'm still alive, and so is this thread! :D
Actually if someone could e-mail me or post a list of the completed gods that would be great. I can't wait to start working on the dragon deities as soon as I'm done school! I'll be checking here more often too, promise :)
Oh and on another note: I made Istisha a Monk because I thought it would be an interesting change of pace. The only other monk god is Ilmater and he's not for everyone. In retrospect it wasn't worth the hassel, but I hope someone liked it as much as me :)
Jorda_The_Knight

12-02-03, 02:46 PM
Hey everyone, I've started to do the stats for Moander, but I need some help. I can't find all his info anywhere, so if anyone has it please e-mail it to me or post it here. I mostly need his Homeplane, worshippers and favored weapons, thanks.
Tebryn14

12-02-03, 07:13 PM
Originally posted by Duskey
Um...maybe it's just me, but I can't seem to find Velsharoon anywhere. You said you posted it in old thread, but I think it's been pruned.

I have all (or almost all) of the stats from the old page, available upon request. Let me see, here it is:

Velsharoon
By Elrumir

Symbol: A crowned laughing lich skull on a solid black hexagon
Home Plane: Dweomerheart
Alignment: Neutral evil
Portfolio: Necromancy, necromancers, evil liches, undeath
Worshipers: Divine disciples, liches, necromancers, seekers of immortality through undeath, Cult of the Dragon
Cleric Alignments: CN, LN, NE
Domains: Death, Evil, Magic, Undeath
Favoured Weapon: "Skull Staff of the Necromancer" (quarterstaff)

Velsharoon
The Vaunted, Archmage of Necromancy, Lord of the Forsaken Crypt, the Necromancer, Lord of the Forgotten Crypt, the Lich-Lord, Patron of Evil Liches
Necromancer 20/Cleric 10/Archmage 5/True Necromancer 10
Medium-size Undead (Evil)
Divine Rank: 5
Hit Dice: 20d12 (Nec) + 10d12 (Clr) + 5d12 (Acm) + 10d12 (TNc) (540 hp)
Initiative: +14 (+10 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 49 (+10 Dex, +5 divine, +15 natural, +9 deflection)
Attacks: +3 unholy ghost touch spell storing quarterstaff +40/+35/+30/+25; or lich touch +36 melee; or spell +36 melee touch or +39 ranged touch
Damage: +3 unholy ghost touch spell storing quarterstaff 1d6+10; or 1d8+5 melee touch (DC 41 for half damage); or by spell
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, fear aura (DC 42), paralyzing touch (DC 42), salient divine abilities, spell-like abilities, rebuke undead 16/day.
Special Qualities: Undead traits, arcane fire, arcane reach, create greater undead 1/day, create undead 1/day, divine aura (50 ft., DC 22), divine immunities, DR 40/+4, energy drain 1/day, familiars (owls), fire resistance 25, godly realm (500 ft. Outer Plane, 500 ft. Material Plane), mastery of counterspelling, mastery of shaping, necromancer (cast Necromancy or Death domain spells as 45th level caster), plane shift at will, rebuke (rebuke undead as 20th level cleric), remote communication 5 miles, spell power +3, spontaneous casting of divine spells, SR 37, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 5 miles, major zone of desecration (450 ft.).
Saves: Fort +17, Ref +22, Will +43
Abilities: Str 24, Dex 30, Con –, Int 40, Wis 35, Cha 28
Skills: Alchemy +43, Appraise +34, Bluff +28, Craft (bookbinding) +36, Concentration +35, Heal +24, Intimidate +33, Knowledge (arcana) +45, Knowledge (history) +45, Knowledge (nature) +43, Knowledge (the planes) +45, Knowledge (religion) +43, Knowledge (undeath) +45, Listen +29, Profession (herbalist) +31, Profession (scribe) +31, Scry +42, Search +38, Spellcraft +47, Spot +29.
Feats: Combat Casting, Craft Wondrous Item, Discipline, Empower Spell, Extra Turning, Greater Spell Focus (Necromancy), Heighten Spell, Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Shadow Weave Magic, Silent Spell, Skill Focus (Spellcraft), Spell Focus (Transmutation), Spell Focus (Necromancy), Spell Mastery, Spell Penetration, Still Spell, Weapon Focus (quarterstaff).

Undead Traits: Darkvision, not subject to critical hits or subdual damage.
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation.
Salient Divine Abilities: Arcane Mastery, Divine Spell Focus (Necromancy), Divine Spellcasting, Extra Domain (Death), Hand of Death, Life Drain.
Domain Powers: 5/day death touch (roll 10d6; if subject touched does not have at least that many hp, it dies); cast evil spells at +1 caster level.
Spell-like Abilities: Velsharoon casts these spells as a 15th- level caster, except for evil spells, which he uses as a 16th-level caster. The save DC’s are 24 + spell level. animate dead, antimagic field, blasphemy, cause fear, circle of doom, control undead, create greater undead, create undead, death knell, death ward, desecrate, destruction, detect undead, dispel good, dispel magic, energy drain, identify, imbue with spell ability, magic circle against good, Mordenkainen’s disjunction, Nystul’s undetectable aura, protection from good, protection from spells, slay living, spell resistance, spell turning, summon monster IX (as evil spell only), unholy aura, unholy blight, wail of the banshee.
Cleric Spells/day: 6/9/9/9/8/8/7/6/6/5/3/3/3; base DC 24 + spell level, 25 + spell level for Enchantment and Illusion spells, 28 + spell level for Necromancy spells.
Wizard Spells/day: 4/8/8/8/7/7/6/5/6/4/4/4/3/3/3/3; base DC 27 + spell level, 28 + spell level for Enchantment and Illusion spells, 31 + spell level for Necromancy spells.
Possessions: Velsharoon carries the Skull Staff of the Necromancer, a +3 Staff of Skulls (see Magic of Faerun) with the additional properties unholy, ghost touch and spell storing.
Caster level:25th; Weight:4 lb.

Other Divine Powers
As a demigod, Velsharoon treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.
Senses: Velsharoon can see, hear, touch and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 5 hours.
Portfolio Sense: Velsharoon is instantly aware of the creation of any undead, whether intentionally (like when becoming a lich) or involuntarily (like after being bitten by a vampire) or the casting of any Necromantic spell.
Automatic Actions: Velsharoon can use Alchemy, Concentration, Knowledge (arcana), Knowledge (religion), Knowledge (undead) or Spellcraft as a free action, if the DC for the check is 15 or less. He can perform up to two such actions per round.
Create Magic Items: Being the god of necromancers, Velsharoon can create any magic item that uses a necromantic spell or creates undead, as long as the item’s price is 4,500 gp or less.
Zat

12-03-03, 08:47 AM
Thank you so very much!!!

And now a question: Would consuming the last reminants of Myrkul from the Crown of Horns give someone divine ranks, and if so, how many?
Jorda_The_Knight

12-03-03, 01:13 PM
I'm not sure if it would or not. It seems that in general only killed a deity and stealing his divine spark or by the direct action of another powerful god (like Talos or even Ao) can raise someone to divine status. Since Myrkul's portfolio was basically stolen from him and not neccesary his entire divine spark on could reason that if they found a way to take the last remnants of his divine spark from the crown of horns they may be raised to deity status, however they would probably need to assume an untaken portfolio as well as get permission from Ao.
I would say it gives them at most demi-god status and more likely Divine Rank 0.
On a side note I'm working on the stats for the once mighty Myrkul and should have them and Moanders (assuming I get his information) soon.
Zat

12-03-03, 04:21 PM
I was thinking more along the lines of another god comsuming the power of the Crown. But thanks.
Tebryn14

12-03-03, 04:21 PM
The only way that any being can become a deity, at least while on Toril is to have Ao grant them that status. Usually it is after they slay another god or are sponsored by a powerful deity like Talos.
Jorda_The_Knight

12-03-03, 04:40 PM
Here he is, the oldest and bestest :D god of the dead!

Myrkul
Lord of the Dead, Lord of Bones, the Reaper, Old Lord Skull
Greater Deity

Symbol: White human skull face-on against a black field or a reaching white skeletol hand on a black field
Home Plane: Oinos/ Bone Castle
Alignment: NE
Portfolio: The dead, wasting, decay, corruption, parasites, old age, exhaustion, dusk autumn
Worshipers: Intelligent undead, mourners, loners, gravediggers, power hungry (particularly young) humans
Cleric Alignments: LE, NE, CE
Domains: Death, Evil, Law, Suffering, Travel
Favored Weapon: “Doombringer” (Scythe)

Myrkul

Cleric 20/ Wizard 20/ Archmage 10

Medium Size Outsider (Extraplanar, Evil)

Divine Rank: 18

Hit Dice: 20d8 (Cleric), 20d4 (Wizard), 20d8, 20d4 (Archmage)

Initiative: +14 (+10 Dex, +4 improved initiative)

Speed: 60 ft.

AC: 44

Attacks*: “DoomBringer” +49/+44/+39/+34; or spell +43 melee touch or +45 ranged touch *Always receives a 20 on attack rolls; roll to check for critical hits.

Damage*: “DoomBringer” 2d4+13; or by spell *Always does maximum damage (scythe 21 points)

Space/Reach: 5ft/ 5ft

Special Attacks: Rebuke undead 15/day, domain powers, salient divine powers, spell-like abilities

Special Qualities: Divine immunities, DR 53/+4, fire resistance 38, spontaneous casting of divine spells, understand, speak and read all languages and speak directly to all beings within 18 miles, remote communication, godly realm, teleport without error at will, planeshift at will, familiar (undead), SR 70, divine aura (18 miles, DC 36, Arcane Reach (30 ft.), Mastery of Counterspelling, Mastery of Shaping, Spell Power (+2 caster level)

Saves: Fort. +45 Ref. +41 Will. +59

Abilities: Str. 26 (+8) Dex. 30 (+10) Con. 26 (+8) Int. 40 (+15) Wis. 36 (+13) Cha. 26 (+8)

Skills: Appraise +59, Concentration +79, Craft (alchemy) +86, Decipher Script +56, Diplomacy +54, Gather Information +61, Heal +52, Intimidate +44, Knowledge (arcana) +86, Knowledge (dungeoneering) +86, Knowledge (nature) +86, Knowledge (nobility and royalty) +86, Knowledge (history) +86, Knowledge (religion) +86, Knowledge (the planes) +86, Knowledge (undead) +86, Listen +59, Move Silently +56, Profession (undertaker) +81, Sense Motive +59, Spellcraft +97, Spot +54

Feats: Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Necromancy), Spell Focus (Evocation), Combat Casting, Craft Staff, Forge Ring, Empower Spell, Enlarge Spell, Extend Spell, Greater Spell Focus (Necromancy), Spell Penetration, Greater Spell Penetration, Heighten Spell, Improved Farmiliar (Homunculus), Improved Initiative, Improved Turning, Extra Turning, Maximize Spell, Quicken Spell, Spell Mastery, Silent Spell, Still Spell, Weapon Focus (Scythe)

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment, banishment

Salient Divine Abilities: Extra Domain (Suffering), Extra Domain (Travel), Arcane Mastery, Spontaneous Wizard Spells, Automatic Metamagic (still wizard spells), Avatar, Divine Blessing (Int.), Divine Recall (deaths), Divine Skill Focus (Spellcraft), Divine Spellcasting, Frightful Presence, Hand of Death, Life and Death, Mass Life and Death, Increased Spell Resistance, Instant Counterspell, Know Death, Lay Curse, Life Drain, Stride (18 creatures/day), Undead Mastery (18 undead at once), Undead Qualities, *Unique ability (described below)

Domain Powers: Myrkul may use a death touch once per day. His death touch is a supernatural ability that produces a death effect. He must succeed on a melee touch attack against a living creature (using the rules for touch spells). When he touches, he rolls 20d6. If the total at least equals the creature’s current hit points, it dies (no save); cast evil and law spells at +1 caster level; 18/day pain touch (subject touched suffers a –2 enhancement penalty on Strength and Dexterity for 1 minute); 20 rounds/level, Myrkul can act normally regardless of magical effects that impede movement as if he were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
This granted power is a supernatural ability.

Spell-Like Abilities: Myrkul usues all these abilities as a 30th level caster except necromancy and evocation spells, which he uses as a 31th level caster. All domains spells, base DC = 36 + spell level.

Cleric Spells/ Day: 6/10/9/9/9/9/7/7/7/7; base DC = 23 + spell level.

Wizard Spells/ Day: (Levels 0-15): 4/8/8/8/7/5/6/4/6/6/3/3/2/2/2/2; base DC = 25 + spell level.

*The End is Neigh (unique salient divine ability): Myrkul’s mere presence reminds mortals of their eventual demise. Any mortal that looks at Myrkul (including scrying) or is within range of his divine aura (18 miles) must succeed at a will save (DC = 42) or instantly become frightened, fleeing as fast as possible in the direction fartherst from Myrkul. The merest glance or action by Myrkul causes those who failed their save to cower for 1d4 rounds. This ability is in all others ways similar to Myrkul’s regular divine aura.

Possessions: Myrkul carries a deadly scythe with him at all times which acts as a +5 ghost touch, keen, spell storing, unholy scythe.

Other Divine Powers

As an greater deity Myrkul always receives the best possible result on any die roll he makes, assuming he has to roll at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal.

Senses: Myrkul can see, hear, touch and smell at a distance of 18 miles. As a standard action, he can perceive anything within 18 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 18 hours.

Portfolio Sense: Myrkul senses the death of any mortal 18 weeks before it happens, and retains the sensation for 18 weeks after the event occurs.

Automatic Actions: Myrkul can use any of his skills as a free action if the DC for the task is 30 or lower. He can also use and death-producing spell or domain power (but not a salient divine ability) as a free action. He can perform 20 such free actions a round.

Create Magic Items: Myrkul can create magic weapons that he is personally proficient with as well as items that can produce death effects, such as maks of the skull.
Jorda_The_Knight

12-03-03, 08:11 PM
Tiamat may have knocked him down, but he's not out! It's the former god-king, Gilgeam! :D Oh and make sure to read the bottom of this post everyone :)

Gilgeam
the Great, Father of Victory, the Supreme Ruler of Unther
Intermediate Deity

Symbol: A clenched red fist backed by a golden sun on a black lozenge
Home Plane: Avalas/Zugurraxus
Alignment: Lawful evil
Portfolio: Strength, the sky, battle, cities, athletic prowess, the land of Unther
Worshipers: Untheric nobility and warriors
Cleric Alignments: LE, LN, NE
Domains: Evil, Law, Strength, Tyranny, War
Favored Weapon: “Rod of Victory” (heavy mace)

Gilgeam

Fighter 20/ Cleric 10/ Blackguard 10

Medium Outsider (Extraplanar, Lawful, Evil)

Divine Rank: 12

Hit Dice: 20d10 (fighter), 10d8 (cleric), 10d10 (blackguard)

Initiative: +12 (+8 Dex, + 4 Improved Initiative)

Speed: 60 ft.

AC: 42 (10 + 12 + 8 + 12)

Attacks: Base +49/+42/+37/+32; or Rod of Victory +74/+69/+64/+59; or +63/+58/+53/+48 melee; or +57/+51/+46/+41 ranged

Damage: Rod of Victory 1d8 + 30; or by spell

Space/Reach: 5 ft./ 5ft.

Special Attacks: Rebuke undead 13/day (effective cleric level 18th), domain powers, salient divine abilities, spell-like abilities, smite good (3/day, +10 to attack and +10 to damage against good creatures), sneak attack +3d6

Special Qualities: Divine immunities, DR 47/+4, fire resistance 32, spontaneous casting of divine spells, understand speak and read all languages and speak directly to all beings within 12 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 44, divine aura, detect good, aura of evil, poison use, dark blessing, aura of dispair, fiendish servant (fiendish horse)

Saves: Fort. +53 Ref. +32 Will. +48

Abilities: Str. 38 (+14) Dex. 26 (+8) Con. 30 (+10) Int. 26 (+8) Wis. 28 (+9) Cha. 30 (+10)

Skills: Craft (weaponsmithing) +63, Craft (armorsmithing) +63, Concentration +55, Diplomacy +55, Handle Animal +55, Heal +55, Intimidate +55, Knowledge (religion) +53, Ride (horse) +53, Hide +33, Climb +51, Jump +49, Swim +51, Knowledge (arcana) +41, Knowledge (history) +41, Knowledge (the planes) +41, Spellcraft +43, Knowledge (nobility and royalty) +35

Feats: Athletic, Blind-Fight, Combat Casting, Combat Reflexes, Cleave, Divine Might, Great Cleave, Improved Sunder, Weapon Focus (heavy mace), Greater Weapon Focus (heavy mace), Weapon Specialization (heavy mace), Greater Weapon Specialization (heavy mace), Power Attack, Improved Bull Rush, Improved Critical (heavy mace), Improved Disarm, Improved Initiative, Iron Will, Mounted Combat, Quick Draw, Improved Overrun, Dodge, Mobility, Spring Attack, Whirlwind Attack

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment, banishment

Salient Divine Abilities: Alter Size, Alter Reality, Annihilating Strike (Fort DC = 32 + damage dealt), Battlesense, Divine Battle Mastery, Divine Shield, Divine Weapon Focus (heavy mace), Divine Weapon Specialization, Divine Weapon Mastery, Extra Domain (Strength), Extra Domain (Tyranny), Irresisitble Blows (heavy mace), Sunder and Disjoin, Supreme Initiative, Wound Enemy

Domain Powers: Cast evil and law spells at +1 caster level; Gilgeam can perform a feat of strength as a supernatural ability. He gains a +10 enhancement bonus to Strength. Activating the power is a free action, the power lasts 1 round, and it is usable once per day; free Weapon Focus feat; Gilgeam adds +2 to the saving throw DC of any compulsion spell he casts.

Spell-Like Abilities: Any domain spell at will, caster level 22, base save DC = 32 + spell level.

Possessions: Gilgeam wields the powerful “Rod of Victory” which acts as a +5 thundering, unholy, mighty cleaving heavy mace.

Other Divine Powers

As an intermediate deity Gilgeam always receives a 20 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal.

Senses: Gilgeam can see, hear, touch and smell at a distance of 12 miles. As a standard action, he can perceive anything within 12 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 12 hours.

Portfolio Sense: Gilgeam senses and feat of great strength or athletics and any act of tyranny or war the instant it happens and retains the sensation for 13 weeks after the event occurs.

Automatic Actions: Gilgeam can use Intimidate, Ride (horse) and Diplomacy as a free action so long as the DC for the task is no greater than 25.

Create Magic Items: Gilgeam can create any mace or any item involving tyranny and leadership (such as a wand of command) so long as the items market price does not exceed 200,000 gp.


Along with the gods stats from now on I’ll also be adding an artifact that was either created by or left behind by the god.

Minor Artifact

The Crown of Unther: Though Gilgeam was killed by the jealous Tiamat his crown remains behind, an artifact once thought to have been lost in the chaos that followed Gilgeams fall. The crown lies in wait in the ruins of what was once northern Unther, buried under rubble and time.
The crown appears as an exquisite (and very expensive) gold crown with a single red gem at it center. Anyone who dones the crown instantly becomes stronger and more persuasive as well as gaining some of the former God King of Unthers evil. The crown gives its wearer a +6 enchancement bonus to both strength and charisma. Once per day the wearer can call upon the power of the gem to cause fear in one opponent as per the spell cast by a 10th level caster.
The darker side of the crown comes to the fore when the gem is used. The target of the fear spell immediate becomes the focal point of the wearers wrath and the user of the crown must make a Will save (DC 20) in order to not attack the target of the fear effect. The drive to attack the wearers enemy lasts until the opponent is dead, the fear effect wears off or the wearer makes a successful save at which point they need only make another save if the crown is used again. Though the crown in not curst and can be removed at any time the use of the gem is rather addictive, giving the user a sense of power and domination that is hard for all but the purest of souls to resist.
Strong transmutation, necromancy; CL 20th
Jorda_The_Knight

12-04-03, 01:01 AM
Here's the mad sea god, Panzuriel! I decided to make him similar to Bahamut.

Panzuriel
The Deep Old One, The Banished One, The Many-Tentacled One, The Enslaver
Intermediate Deity

Symbol: Left footprint
Home Plane: Elemental Plane of Water
Alignment: NE
Portfolio: Evil Aquatic Creatures, Murder, Confusion, Subversion
Worshipers: Evil aquatic creatures
Cleric Alignments: NE, LE, CE
Domains: Destruction, Evil, War, Water, Madness
Favored Weapon: Quarterstaff

Panzuriel

Colossal Outsider (Extraplanar, Evil, Aquatic)

Divine Rank: 14

Hit Dice: 50d8 (outsider)

Initiative: +4 (+4 improved initiative)

Speed: Swim 180 ft.

AC: 58 (10 – 8 size + 12 divine + 32 natural + 12 deflection)

Attacks: 2 tentacles +88 melee (3d8+29/19–20) and 6 arms +82 melee (1d8+27) and bite +81 melee (6d6+27)

Damage: 2 tentacles 3d8+29/19–20 and 6 arms 1d8+27 and bite 6d6+27

Space/Reach: 30 ft./ 25 ft. (70 ft. with tentacle, 45 ft. with arm)

Special Attacks: Improved Grab, constrict, spell-like abilities, domain powers, salient divine abilities, contrict 3d8+29 or 1d8+27

Special Qualities: Divine immunities, DR 63/+5, fire resistance 34, spontaneous casting of divine spells, understand speak and read all languages and speak directly to all beings within 14 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 46, divine aura (140 ft., DC 32), ink cloud, jet, amphibious

Saves: Fort. +65 Ref. +29 Will. +43

Abilities: Str. 64 (+27) Dex. 10 (+0) Con. 51 (+20) Int. 35 (+12) Wis. 34 (+12) Cha. 34 (+12)

Skills: Concentration +87, Diplomacy +79, Hide +51, Intimidate +79, Knowledge (geography) +79, Knowledge (nature) +79, Listen +79, Search +79, Sense Motive +79, Spot +79, Survival +79 (+81 following tracks), Swim +126, Use Magic Device +79, Bluff +79, Knowledge (the planes) +79, Sense Motive +79, Spot +79

Feats: Blind-Fight, Multiattack, Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, Power Attack, Cleave, Great Cleave, Weapon Focus (tentacle), Weapon Focus (arm), Improved Bull Rush, Improved Disarm, Improved Overrun, Skill Focus (swim), Knock-Down, Power Critical (tentacle)

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment, banishment

Salient Divine Abilities: Alter Size, Annihilating Strike, Call Creatures (krakens), Control Creatures (krakens), Divine Shield, Divine Skill Focus (swim), Divine Water Mastery, Divine Weapon Focus (tentacle), Energy Burst (sonic), Energy Storm (sonic), Extra Domain (madness), Extra Domain (war), Increased Damage Reduction, Irresistable Blows (tentacle), Speak with Creatures (krakens), Sunder and Disjoin, Frightenful Presence

Domain Powers: Panzuriel can make a single melee attack with a +4 bonus on his attack roll and deals an additional +12 damage (assuming he hits). He must declare the smite before making the attack. This ability is usable once per day; cast evil spells at +1 caster level, free Weapon Focus feat, Panzuriel cam turn or destroy fire creatures as a good cleric turns undead. He can rebuke, command, or bolster water creatures as an evil cleric rebukes undead. He can use these abilities 15 times/day. This granted power is a supernatural ability; Madness score = 14, add to wisdom score for spell casting and save DCs, subtract from skills and saves involving wisdom. 1/day add madness score instead of subtracting from a roll involving wisdom.

Spell-Like Abilities: All domain spells, caster level 24, base save DC = 36 + spell level.

Improved Grab (Ex): To use this ability, Panzuriel must hit with an arm or tentacle attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict.

Constrict (Ex): Panzuriel deals automatic arm or tentacle damage with a successful grapple check.

Jet (Ex): Panzuriel can jet backward once per round as a full-round action, at a speed of 380 feet. He must move in a straight line, but does not provoke attacks of opportunity while jetting.

Ink Cloud (Ex): Panzuriel can emit a cloud of jet-black ink in an 180-foot spread once per minute as a free action. The cloud provides total concealment, which Panzuriel normally uses to escape a fight that is going badly (very rare indeed). Creatures within the cloud are considered to be in darkness.

Additional Spell-Like Abilities: 1/day—control weather, control winds, dominate animal (DC 25), resist energy. Caster level 24th.

Possessions: Panzuriel keeps no personal belongings, but his belly is surely filled with untold riches from across the ages. He has been known however to create quarter staves with the thundering, shocking and/or shocking burst qualities to those who prove themselves loyal to him.

Other Divine Powers

As an intermediate deity Panzuriel always receives a 20 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal.

Senses: Panzuriel can see, hear, touch and smell at a distance of 14 miles. As a standard action, he can perceive anything within 14 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 14 hours.

Portfolio Sense: Panzuriel senses any act of destruction, evil or war that happens in or on an ocean the instant it happens and retains the sensation for 14 weeks after the event occurs.

Automatic Actions: Panzuriel can use Intimidate, Swim, Hide and Bluff as a free action so long as the DC for the task is no greater than 25.

Create Magic Items: Panzuriel can create any magic item involving water (such as a ring of water walking) or any weapon with the thundering, shocking and/or shocking burst special qualities so long as the items market price does not exceed 200,000 gp.

Minor Artifact

The Tentacle of Fury and Destruction: Rumored to be a severed arm that Panzuriel later regrew, the Tentacle of Fury and Destruction is a powerful artifact to those who know its secrets, but it comes at a price.
When first viewed the tentacle looks like nothing more than a dried and stuffed kraken tentacle, though it is longer than any found on a material kraken. When the stump is held to a willing, living creatures bare chest (no armor may be worn) and the name of Panzuriel is spoken the tentacle begins the gruesome process of sliding into the victims chest, shorting to the appropriate length based on their size (5 ft. for small, +5 feet for each size category larger up to 30 ft. for a gargantuan creature). When the process is complete the speaker can then breath underwater, gains an additional natural attack (tentacle 1d4 + 1d4 per size category of creature above small). Three times per day the bearer of the tentacle may use it to attack an object and ignore its hardness.
The bearer however cannot don regular armor and must have even masterwork or magical armor reworked in order to fit his body (a process costing roughly 200 gold pieces). The tentacle can only be removed by a kraken or Panzuriel himself, though it does fall off should the victim die (there is also a 5% chance per strike with a vorpal weapon that the tentacle is severed). Any attacks made against the tentacle deal damage to the bearer.
Should the bearer possess the barbarian Rage class ability he may not stop his rage prematurely so long as he bears the Tentacle of Fury and Destruction
Strong Transmutation; CL 20th
Jorda_The_Knight

12-04-03, 01:19 AM
Phew, it's even harder to find info on Mellifleur than it is to find info on Moander. If anyone has any information about either deity please let me know.
I'm also looking for info on Jazirian, it seems all I can get are snippets from some ancient d&d text.
Verghityax

12-04-03, 02:32 AM
Hi there! :) I'm back at last. Thanks for new gods Jorda, they're superb! And now it's my turn to help a bit. Jorda, check Your private message box later. I will send You some info on Moander and Mellifleur :)
Kossie

12-04-03, 06:12 AM
Thanks very much Jorda, first rate job mate!!

This is what I've managed to gather on Melifleur and Jazirian:


Mellifleur, Deity of lichdom and magic, NE,
Evil, Knowledge, Magic Gehenna

Mellifleur
(Universe: D&D (All)) Lesser power of liches, who received his divinity by accident when his transformation into a lich intercepted a transfer of divine might from a god of evil. (That god has sought to get it back ever since; the name of the god seems to vary from world to world.) Mellifleur dwells in the realm of Death's Embrace on the level of Gehenna known as Mungoth. He also deals with the Night Hags of the Gray Waste. (Material from the Forgotten Realms campaign indicates that the demigod Velsharoon is supposed to be identical with Mellifleur. However, there are differences between their origins and situations that suggest otherwise.)

Jazirian Community, Peace, Learning, Parenthood

Jazirian (G; couatl god)
JAZIRIAN, MOTHER OF COUATL

Jazirian is one of the mightiest of Law's Champions (Asmodius was the other one). Jazirian is winged and feathered and is devoted to the good side of Law (whereas Asmodius, scaled and forked of tongue, was devoted to the darker path). Together, these two entities created the outer planes, according to those that believe in them., as well as the various Laws of the Cosmos (the Law of Threes, et. al.)Jazirian and Asmodius fought, and her blood created the couatl. Weakened, she landed on Mount Celestia, and soon other gods usurped her, and people have all but forgotten her.She prefers now to stay quietly in the background and gather information. Her children, the couatl, are powerful creatures imbued with Jazirian's magic.Followers of Jazirian (usually couatl) value beauty, law, unwavering virtue, and magical (or psionic) powers. Followers of Jazirian often try to undermine the actions of devils.She seldom attacks without provocation, but always attacks evil-doers caught in the act.
Kossie

12-04-03, 06:12 AM
Thanks very much Jorda, first rate job mate!!

This is what I've managed to gather on Melifleur and Jazirian:


Mellifleur, Deity of lichdom and magic, NE,
Evil, Knowledge, Magic Gehenna

Mellifleur
(Universe: D&D (All)) Lesser power of liches, who received his divinity by accident when his transformation into a lich intercepted a transfer of divine might from a god of evil. (That god has sought to get it back ever since; the name of the god seems to vary from world to world.) Mellifleur dwells in the realm of Death's Embrace on the level of Gehenna known as Mungoth. He also deals with the Night Hags of the Gray Waste. (Material from the Forgotten Realms campaign indicates that the demigod Velsharoon is supposed to be identical with Mellifleur. However, there are differences between their origins and situations that suggest otherwise.)

Jazirian Community, Peace, Learning, Parenthood

Jazirian (G; couatl god)
JAZIRIAN, MOTHER OF COUATL

Jazirian is one of the mightiest of Law's Champions (Asmodius was the other one). Jazirian is winged and feathered and is devoted to the good side of Law (whereas Asmodius, scaled and forked of tongue, was devoted to the darker path). Together, these two entities created the outer planes, according to those that believe in them., as well as the various Laws of the Cosmos (the Law of Threes, et. al.)Jazirian and Asmodius fought, and her blood created the couatl. Weakened, she landed on Mount Celestia, and soon other gods usurped her, and people have all but forgotten her.She prefers now to stay quietly in the background and gather information. Her children, the couatl, are powerful creatures imbued with Jazirian's magic.Followers of Jazirian (usually couatl) value beauty, law, unwavering virtue, and magical (or psionic) powers. Followers of Jazirian often try to undermine the actions of devils.She seldom attacks without provocation, but always attacks evil-doers caught in the act.
Tebryn14

12-04-03, 06:50 PM
Together, these two entities created the outer planes, according to those that believe in them., as well as the various Laws of the Cosmos (the Law of Threes, et. al.)Jazirian and Asmodius fought, and her blood created the couatl. Weakened, she landed on Mount Celestia, and soon other gods usurped her, and people have all but forgotten her.

Ok, on this subject, I have been torn as too what my policy involving the outer planes and cosmology and such. What I have come to is that we have the Circle of out planes, with sigil as their crux. Then we have our material plane, and a whole collection of other material planes lined up and connected through the Astral plane to the Great Circle but not to each other.
Tebryn14

12-04-03, 06:50 PM
Together, these two entities created the outer planes, according to those that believe in them., as well as the various Laws of the Cosmos (the Law of Threes, et. al.)Jazirian and Asmodius fought, and her blood created the couatl. Weakened, she landed on Mount Celestia, and soon other gods usurped her, and people have all but forgotten her.

Ok, on this subject, I have been torn as too what my policy involving the outer planes and cosmology and such. What I have come to is that we have the Circle of out planes, with sigil as their crux. Then we have our material plane, and a whole collection of other material planes (crystal spheres) lined up and connected through the Astral plane to the Great Circle but not to each other.
Tebryn14

12-04-03, 06:53 PM
Together, these two entities created the outer planes, according to those that believe in them., as well as the various Laws of the Cosmos (the Law of Threes, et. al.)Jazirian and Asmodius fought, and her blood created the couatl. Weakened, she landed on Mount Celestia, and soon other gods usurped her, and people have all but forgotten her.

Ok, on this subject, I have been torn as too what my policy involving the outer planes and cosmology and such. What I have come to is that we have the Circle of out planes, with sigil as their crux. Then we have our material plane, and a whole collection of other material planes (crystal spheres) lined up and connected through the Astral plane to the Great Wheel but not to each other.

On the subject of where gods can be worshipped, I've decided the gods of humans can only be worshipped in one crystal sphere, but racial deities can be worshipped in more than one. Oh, and beings can be worshipped by other creatures on their home plane always. And I am getting rid of the idea that if something kills a god, that god is dead, period, not just dead in one world.
Jorda_The_Knight

12-04-03, 07:55 PM
Here's Moander everyone. I wasn't too sure on how to work this guy out, but I think I did an ok job given the limited (even with Tebryn's much needed aid) information on him.

Moander
The Darkbringer, the Jawed God, the Rotting God, the Great Dread God
Lesser Deity

Symbol: An upright male human right hand, fingers outstretched, with an open human female fanged mouth, lips parted as though speaking, set in its palm
Home Plane: Rarandreth/ Offalmound
Alignment: Chaotic Evil
Portfolio: Rotting death, decay, corruption
Worshipers: Corrupt druids, corrupt rangers, deranged cultists
Cleric Alignments: CE, LE, NE
Domains: Chaos, Death, Evil, Slime
Favored Weapon: “ The Gauntlets of Moander” (Spiked Gauntlets)

Moander

Druid 20/ Transmuter 20

Large Outsider (Chaos, Evil, Extraplanar)

Divine Rank: 10

Hit Dice: 20d8 (Outsider) + 20d4 (Wizard) + 20d8 (Druid)

Initiative: +8 (+8 dex)

Speed: 80 ft.

AC: 48 (10 + 10 divine + 23 natural + 5 deflection)

Attacks: Gauntlets of Moander +64/+59/+54/+49; or +64 melee; or +63 ranged

Damage: Gauntlets of Moander 1d4+9; or by spell

Space/Reach: 10 ft./ 10 ft.

Special Attacks: Domain powers, salient divine abilities, spell-like abilities

Special Qualities: Divine immunities, DR 45/+4, fire resistance 30, spontaneous casting of divine spells, understand speak and read all languages and speak directly to all beings within 10 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 42, divine aura

Saves: Fort. +52 Ref. +42 Will. +59

Abilities: Str. 28 (+9) Dex. 26 (+8) Con. 28 (+9) Int. 34 (+12) Wis. 36 (+13) Cha. 20 (+5)

Skills: Concentration +62, Knowledge (nature) +65, Spellcraft +65, Diplomacy +38, Dicipher Script +45, Handle Animal +48, Heal +46, Listen +46, Ride (slimes) +41, Spot +46, Survival +46, Swim +41, Knowledge (arcana) +45, Knowledge (architecture and engineering) +45, Knowledge (dungeoneering) +45, Knowledge (geography) +45, Knowledge (history) +45, Knowledge (local) +45, Knowledge (nobility and royalty) +45, Knowledge (religion) +45, Knowledge (the planes) +45, Appraise +35, Balance +31, Bluff +28, Climb +32, Craft (alchemy) +35, Disguise +28, Escape Artist +31, Forgery +28, Gather Information +28, Hide +27, Intimidate +28, Jump +32, Move Silently +31, Search +35, Sense Motive +36, Sleight of Hand +31, Spot +36

Feats: Scribe Scroll, Augment Summoning, Spell Focus (trasmutation), Spell Focus (conjuration), Blind-Fight, Brew Potion, Combat Casting, Diehard, Empower Spell, Eschew Materials, Extend Spell, Greater Spell Focus (trasmutation), Spell Penetration, Greater Spell Penetration, Heighten Spell, Improved Farmiliar (fiendish rat), Quicken Spell, Still Spell, Silent Spell, Maximize Spell

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment, banishment

Salient Divine Abilities: Alter Size, Alter Form, Shift Form, Automatic Metamagic (Quicken Spell), Divine Druid (oozes and undead), Divine Fast Healing, Energy Burst (acid), Extra Domain (slime), Lay Curse, Life Drain, Undead Qualities, *Unique Salient Divine Ability (described below)

Shift Form: This power allows Moander to change from his humanoid form (as above) to a shambling mound form made entirely of rotting natural materials. In his shambling mound form use all statistics above except that Moander losses his normal attacks in favor of up to 8 tenticle attacks (range 20 ft., 1d4 +9 damage). No more than 3 tenticles can attack anyone creature unless they are larger than Moander.

Domain Powers: Cast chaos and evil spells at +1 caster level; Moander may use a death touch once per day. His death touch is a supernatural ability that produces a death effect. He must succeed on a melee touch attack against a living creature (using the rules for touch spells). When he touches, roll 10d6. If the total at least equals the creature’s current hit points, it dies (no save); rebuke or command slimes as an evil cleric rebukes and commands undead (as a 10th level cleric). Moander can use this ability 8 times per day.

Spell-Like Abilities: All domain spells, caster level 20th (except chaos, evil spells which Moander casts at caster level 21), base save DC = 25 + spell level

Druid Spells/day: 6/9/8/8/8/8/6/6/6/6, base save DC = 23 + spell level

Wizard Spells/day: 4/ 7+1 /7+1 /7+1/ 7+1/ 6+1/ 6+1/ 6+1/ 6+1/ 5+1, base save DC = 22 + spell level

*Touch of Decay (unique salient divine ability): In either his humanoid form or his shambling mound form, any physical damage dealt by Moander has the chance to start to cause rot and decay in the subject hit. Anyone mortal that Moander strikes must make a fortitude (DC = 25) for each hit or contract a random disease. The disease has no incubation period and the disease need not be a contact disease for the victim of Moanders attack to infect them.

Possessions: Moander wears The Gauntlets Of Moander when in his humanoid form which act as +5 spell storing (usually contagion), unholy spiked gauntlets.

Other Divine Powers

As a lesser deity Moander may take 10 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal.

Senses: Moander can see, hear, touch and smell at a distance of 10 miles. As a standard action, he can perceive anything within 10 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 10 hours.

Portfolio Sense: Moander senses any rot or decay that affects at least five hundred people (such the spread of a massive rotting disease).

Automatic Actions: Moander can use Bluff, Intimidate and Hide as a free action so long as the DC for the task is 20 or lower. He can perform up to five such free actions each round.

Create Magic Items: Moander can create any magic item related to death and decay (such as a Wand of Contagion) so long as the items market price does not exceed 30,000 gp.

Minor Artifact

The Cape of Rot: This magical cape looks like little more than a blanket of rotting vegetable matter. When worn as a cape the cape begins to crawl and move slowly of it’s own volition. The wearer of the cape can inflict others with the magical disease Mummy Rot as a touch attack with no incubation period three times per day.
In addition the wearer of the cape smells of death and decaying matter, fooling undead and creating a cloud of stinking gas around themselves. This cloud is like that produced by the spell stinking cloud as cast by a 5th level caster but without the concealing features of fog cloud spell.
Should the cloud be blown away by strong winds it reforms in 5 minutes.
The wearer also fools undead while the cloak is worn, acting as if under the effects a permanent hide From undead spell cast by a 5th level cleric. The wearer is however vulnerable to the detect undead spell as an undead with HD equal to its class levels and racial hit dice.
Should the cape be worn for more than a day the wearer starts to look as if they are wasting away from a terrible disease and after a week of constant wear the wearer starts to look like an undead (such as a zombie or lich).
Jorda_The_Knight

12-05-03, 03:45 AM
In the case of Mellifleur I wanted to show his difference from the other undead gods by showing his obsession with undead experiments, resulting in the minor artifacts requiring a second post due to length, I hope everyone thinks the idea for them is as cool as I do :D

Mellifleur
The Lichlord, The First Lich
Lesser Deity

Symbol: Crystal vial in a skeletal hand with ring on fourth finger
Home Plane: Gehenna/ Death's Embrace
Alignment: NE
Portfolio: Lichdom, magic
Worshipers: Liches, intelligent undead, necromancers, prospective liches
Cleric Alignments: CE, NE, LE
Domains: Evil, Knowledge, Magic
Favored Weapon: “Lich Ring” (unarmed strike)

Mellifleur

Necromaner 20/ Cleric 15/ Archmage 5

Medium-Size Undead (Evil)

Divine Rank: 8

Hit Dice: 20d12 (Necro) + 15d12 (Clr) + 5d12 (Arch)

Initiative: +9 (+9 dex)

Speed: 60 ft.

AC: 40 (10 + 8 divine + 5 natural + 17 deflection)

Attacks: Lich Ring +30/+25/+20/+15; or +30 melee; or +32 ranged

Damage: Lich Ring 1d6+7 damage; or by spell

Space/Reach: 5ft/ 5 ft.

Special Attacks: Turn undead (15/day), domain powers, salient divine abilities, spell-like abilities, fear aura (DC 42), paralyzing touch (DC 42), Arcane Fire

Special Qualities: Divine immunities, DR 43/+4, fire resistance 28, spontaneous casting of divine spells, understand speak and read all languages and speak directly to all beings within 8 miles, remote communication, godly realm, teleport without error at will, plane shift at will, turn resistance +4, familiar (ravens), SR 40, divine aura (1000 ft., DC = 32), Arcane Reach, Mastery of Elements, Spell Power, Mastery of Shaping

Saves: Fort. +29 Ref. +25 Will. +38

Abilities: Str. 25 (+7) Dex. 28 (+9) Con. ľ Int. 42 (+16) Wis. 34 (+12) Cha. 34 (+12)

Skills: Concentration +51, Craft (alchemy) +67, Craft (bookbinding) +67 Decipher Script +67, Diplomacy +33, Heal +33, Knowledge (arcana) +67, Knowledge (the planes) +67, Knowledge (nature) +67, Knowledge (architecture and engineering) +67, Knowledge (dungeoneering) +67, Knowledge (geography) +67, Knowledge (history) +67, Knowledge (local) +67, Knowledge (religion) +67, Knowledge (nobility and royalty) +67, Spellcraft +70, Listen +38, Appraise +37, Hide +38, Move Silently +38, Bluff +33, Intimidate +33, Search +41, Sense Motive +41, Spot +33

Feats: Scribe Scroll, Spell Focus (necromancy), Spell Focus (transmutation), Spell Penetration, Greater Spell Penetration, Skill Focus (Spellcraft), Brew Potion, Combat Casting, Forge Ring, Silent Spell, Still Spell, Quicken Spell, Maximize Spell, Extend Spell, Craft Wonderous Item, Eschew Materials, Spell Mastery

Undead Traits: Darkvision, not subject to critical hits

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment, banishment

Salient Divine Abilities: Alter Reality, Arcane Mastery, Automatic Metamagic (extend spell), Spontaneous Wizard Spells, Divine Blast, Divine Shield, Divine Spell Focus (necromancy), Divine Spellcasting, Increased Spell Resistance, Possess Mortal

Domain Powers: Cast Evil spells at +1 caster level.

Spell-Like Abilities: Any domain spell at will, caster level 18th (except for necromancy spells which Mellifleur casts at caster level 19th, base save DC = 30 + spell level (except for necromancy where the spell DC = 38 + spell level and trasmutation spells where the spell DC = 31)

Cleric Spells/Day: 6/ 5+1/ 5+1/ 5+1/ 4+1/ 4+1/ 3+1/ 2+1/ 1+1, base save DC = 22 + spell level

Wizard Spells/Day (Mellifleur cannot cast spells from the schools of Illusion and or Enchantment) (Levels 0-16): 4/ 4+1/ 4+1/ 4+1/ 4+1/ 3+1/ 3+1/ 4+1/ 3+1/ 3+1/ 3+1/ 3+1/ 2+1/ 2+1/ 2+1/ 2+1/ 2+1, base save DC = 26 + spell level (except necromancy spells wich have a save DC of 32 + spell level and trasmutation which have a save DC of 27 + spell level)

Possessions: Mellifleur wears a the Lich Ring which grants him a +5 deflection bonus to AC as well as a +5 resistance bonus on all saves. The rings allows Mellifleurs unarmed attacks to be considered armed attacks and act as +5 magical weapons for the purposes of overcoming damage reduction, as well as increasing his unarmed damage (see above). Mellifleur has a vast number of phylacteries as well as many magical tomes and a great supply of magical potions, some unique to his holdings.

Other Divine Powers

As a lesser deity Mellifleur may take 10 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal.

Senses: Mellifleur can see, hear, touch and smell at a distance of 8 miles. As a standard action, he can perceive anything within 8 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 8 hours.

Portfolio Sense: Mellifleur detects the creation of any lich or undead that affects at least five hundred people (such as the creating of a powerful king into a lich or other undead).

Automatic Actions: Mellifleur can use any knowledge skill he has at least 1 rank in as well as Spellcraft as a free action so long as the DC for the task is 20 or lower. He can perform up to five such free actions each round.

Create Magic Items: Mellifleur can create any magical ring or potion (such as a potion of firebreathing) so long as the items market price does not exceed 30,000 gp.
Jorda_The_Knight

12-05-03, 03:56 AM
Minor Artifacts

:b:The Undead Potions of Mellifleur:b:
Millifleur prized these magical potions greatly and boasted about their properties even to the other gods. Rumor has it that this boasting drew the attention of a great deity of theives, who stole the potions and cast them into a swirling portal that led to a random world with each passing second. Millifleur was furious when he realized what had happened, but was not powerful enough to search all the worlds for his lost potions. There are 9 potions (or oils) in all, each one very powerful and some deadly. Many wizards and especially necromancers have attempted to recreate these potions, but all attempts so far have ended fatally. The potions are all different in their effects, but have some similar properties:
All the potions radiate a strong aura of necromantic magic.
The bottle containing the potion, once drunk, will refill itself after one week of being constantly “corked”.
If a bottle is destroyed (same statistics as a regular potion bottle) it will reform after a month, full and perfectly fixed (though many assume the potion is gone forever and will simply throw it out).
The drinker gains all the normal traits of undead (immunity to critical hits and dark vision 60 ft.) and are considered undead for the drinks duration for all spells and special abilities involving undead. For the purposes of turning the drinker is considered an undead with HD equal to its class levels + racial HD. When the potion is first used the drinker automatically knows how long it will last after that drink.
When the potion is drunk the drinkers hip points and hit dice change. All current hit dice become d12s and the drinker losses it’s bonus hit points from constitution (this never reduces the drinkers hitpoints below 0). This loss of constition also effects fortitude saves, restricts barbarians from raging and any other in game effect that requires constitution (such as some skills and special abilities). Some potions turn the drinker into an incoporeal undead as well, removing their strength scores (which affects a number of different statistics and rolls.)
With all the potions the drinker always retains their own base attack bonus and saves (with appropriate changes for ability score change). Unless otherwise stated in the monster description the drinker also retains all special attack, special qualities, racial qualities, skill ranks and feats, and spellcasting ability.
:teach:Remember that an undead uses its charisma modifier in place of its constitution modifier for a number of in-game effects.

Potion of the Vampire: This potion comes in a small crystal vial and appears to be full of dark red blood. When the potion is drunk by a living creature at night the drinking temporarily becomes a vampire. Add the vampire template to the drinker, with all penalties and strengths, (except for the create spawn special attack) for 1d4 hours, after which the potion wears off and the drinker returns to normal. However, should the drinker kill a living creature with its newly acquired blood drain special attack he remains a vampire for an additional hour. Should he kill another victim with his blood drain attack before the extra hour is up he may remain a vampire for one hour after that, but killing multiple victims within the time limit (either 1d4 hours or 1 hour) with the blood drain do not stack (so if a person drinks the potion and rolls a 3 and then kills 2 people with his blood drain special attack he would still only remain a vampire for 1 additional hour.
The drinkers appearance changes while the potion is in effect. Their skin changes to an almost pure white, their eyes glow a deep red or sickly green and their nails and canine teeth extend and sharpen. Many people claim that the potion also aids a feral, cunning look to the drinkers face.

Ghost Drink: The ghost drink appears as a non-descript bottle, filled with slow swirling mist that seems to be heavier than air. When the bottle is uncorked the air temporarily fills with loud moans of pain and torment. Any living creature who drinks the potion temporarily changes into a ghost. Add the ghost template to the drinker, with all penalties and strengths (except for the rejuvenation special quality, if you are killed in ghost form, you are dead) for 1d4 hours.
The drinkers appearance changes as if they had actually become a ghost. They become semi-transparent and float just off the ground.

Mummy Oil: While technically not a potion this oil falls under all the same rules as the other potions except that it must be applied to bare skin. The oil has a grainy texture to it and is light brown. When applied to the bare skin of a living creature that creature takes on some of the characteristics of a mummy for 1d4 hours. Along with all the standard changes that are associated with all the potions (see above) the drinker also gains a mummies despair and mummy rot special attacks (both with a save DC of 10 + the drinkers charisma modifier) as well as damage reduction 5/-, +10 natural armor, vulnerability to fire, their speed drops by 10 ft., and a slam attack which deals 1d6 + strength modifier and (potentially) mummy rot.
The drinkers body first appears to become incredibly dry and pulled tight. They are then quickly wrapped from the feet up to the top of their heads with dirty white bandages that seems to come from the ground. This cloth in no way restricts movement (except for the loss of movement mentioned above) or sight since the bandages leave room for the mouth, eyes, nose and wraps around each of the drinkers limbs individually. It also avoids magical or mundane items and weapons, allowing the drinker to access amulets and weapons or other items that need to be held or touched.
This potion also runs a risk for the drinker. When the potion wears off the drinker must make a Fortitude save with a DC of 16 or contract Mummy Rot.

Bodak Brew: This brew appears in a bottle which looks to be cracked and ready to shatter (though this is purely cosmetic) and the liquid is a dark purple color, appearing very thick and viscous.
Any living creature that drinks the potion takes on many of the characteristics of a bodak for 1d4 hours. Along with all the standard changes that are associated with all the potions (see above) the drinker also gains damage reduction 10/cold iron, immunity to electricity, resistance to acid 10 and fire 10, +8 natural armor, vulnerability to sunlight, their speed drops by 10 ft., and the bodaks death gaze special attack (death, range 30 feet, fortitude DC = 10 + charisma modifier negates). Anyone slain by the death gaze still turns into a bodak after 24 hours. The drinker retains all its memories, unlike a real bodak.
The drinker appears much as they did before they drank the potion, though they often have a much paler complextion and any wounds suffered before drinking the potion that have not been properly healed seem all the more gruesome.
This potion is dangerous for the drinker as well. After the potions effects wear off the drinker must make a fortitude save (DC 15) or suffer 2 points of intelligence drain for each hour that they were under the effects of the potion.

Ghoul Broth: This foul smelling drink is revolting to even the most iron of stomachs. Found in a dirty (inside and out) looking bottle Ghoul Brew appears to be made up of the remains or a small mammal or bird floating in blood. Just drinking it requires a fortitude save (DC 10), a successful save means that the drinker has forced the liquid down, otherwise they must spit it up and the potion is wasted until it refills itself. Once downed however the potion offers a number of benefits similar to that of a ghoul for 1d4 hours.
The drinker instantly gains +2 natural armor and a bite attack (1d6 + strength modifier). The bite also carries with it two maladies; the disease Ghoul Fever (DC 10 + charisma modifier) and paralysis (DC 10 + charisma modifier).
Another variety of this potion is said to exsist, the Lacedon Liquid. This potion functions just like the Ghoul Broth except that it also grants the drinker a swim speed of 30 ft. and the ability to breath under water while the contents of the bottle appear to be made from the smashed body of a fish rather than a small mammal or bird.

Potion of the Lich: Considered by scholars to be the most powerful (and dangerous) of Millifleurs nine potions, the Potion of the Lich grants all the powers of a lich to the drinker, but as with all quick fixes there are risks. The drinker first of all must be a living cleric, wizard or sorcerer who knows at least 3 necromancy spells (in the case of clerics this usually attained by taking the Death domain), otherwise the potion has no effect (save for the negative after effect). The drinker doubles over in pain upon drinking the liquid, causing them to be nauseated for 1 round after drinking as evil magic alters their body from the inside out. The drinker must also prepare a phylactery similar to that used by a normal lich (the material cost is the same, but the phylactery does not take up any experience points when being made). Once this process is complete the drinker may then embib the potion, thusly adding the lich template for 2d4 hours. If the phylactery is destroyed while the drinker is a lich or while their body is forming again the drinker dies.
Should the drinker be killed during his time as a lich his soul is taken back into the phylactery. The body is then reformed in a number of days equal to the number of hours the drinker was a lich. After this time is up the phylactery is destroyed and a new one must be constructed before the bottle can be used again properly.
Though using the potion is a faster, safer and less expensive proccess than actually becoming a lich it can come at a terrible cost. After the potion has worn off the drinker must make a fortitude save (DC 20) or collapse into a coma (as if their intelligence had dropped to 0) for a number of days equal to the number of hours spent as a lich, as well as suffering 2 points of wisdom drain. Only a wish, miracle or greater restoration spell can awake the drinker.
When this potion is taken in the drinker doubles over in pain as their body changes. Their skin and muscles pull tight over their now nearly visible bones as they are formed into a nearly skeletol, gaunt version of themselves. The drinkers eyes sink into their skull and are replaced by burning points of red light.

Shadow Stuff: This drink appears in a pure black jar made of jet, which hides the pure darkness held inside. The shadow stuff has a consistancy like that of molasses or thick honey but it reflects no light and looks (as well as tastes) more like oil. Said to be made from pure shadow this thick liquid allows the drinker to gain some of the powers of a shadow for 1d4 hours.
The drinker becomes an incoporeal undead (gaining all the incoporeal traits), a fly speed of 40 ft., an incorporeal touch attack that deals strength damage (1d6 str.), +2 turn resistance, a +2 racial bonus to Listen and Spot checks, and a +4 racial bonus on Hide checks in areas of shadowy illumination (in brightly lit areas, the drinker takes a –4 penalty on Hide checks). The drinker does not, however, gain a shadows ability to create spawn.
When the potion is downed the drinkers colors (clothing, skin tone, ect.) begin to fade to a darker and darker shade until their whole body is pure black, making them look like a silhouette of their former selves.
There is no inherent danger in drinking this potion but the drinker must be wary of how long they have been under the effect of the potion. Should the potion wear off while the drinker is within a solid object he must make a reflex save (DC = 10 + 1 for every foot of solid matter from the nearest open space that the drinker is) or be instantly slain or maimed (possibly losing a leg or arm for example, DM’s descretion).

Bottle of Marrow: The most graphic and gruesome of Mellifleurs potions is the Bottle of Marrow. A clear glass bottle holds what appears to be pure bone marrow within it. Anyone daring enough to drink this potion gains the skeleton template for 1d4 hours. Unlike a normal skeleton however the drinker retains his intelligence score and his wisdom and charisma scores are unchanged.
The danger in taking the Bottle of Marrow (or having it forced upon ones self) is that the process of becoming a skeleton is a terrifying and often mentally scarring one. The drinkers flesh and skin begin to rip and tear from its body, seeming to disappear into smoke. Their body literally falls apart until only the skeleton is left (which thankfully only takes one round) at which point they acquire the skeleton template. During the round that the Bottle of Marrow was taken however the drinker must make a will save (DC 15) or suffer 2 points of intelligence, wisdom and charisma drain.

Zombie Paste: This thick, stinky paste is similar to Mummy Oil except that it does not have a grainy texture. Once applied to bare skin the paste transforms the user into a horrifing mockery of their former self. Unlike many of the other potions this particular one does not allow the user to retain their intelligence, it transforms them, mind and body into a zombie, adding that template to the user for 1d4 hours. Zombie Paste is generally used on enemies or prisoners, but some deranged cultists believe that the oil allows them to become closer to the undead gods they revere.
The user of Zombie Paste instantly starts to look as if where the paste touches them their flesh is rotting away. Once even a small part of the oil is applied (still taking up the entire use of the oil) the decay spreads all over the users body and even inside their bodies and brains. As the potion begins to wear of the users flesh slowly regrows until it looks healthy once again (minus any attacks suffered before or while in zombie form).
Kossie

12-05-03, 04:47 AM
Top class again Jorda, well impressed mate!
Jorda_The_Knight

12-05-03, 07:07 AM
Thanks Kossie, always good to hear from my #1 fan :D
Kossie

12-05-03, 07:10 AM
Please tell me when you're open for more requests mate!
Jorda_The_Knight

12-05-03, 09:50 AM
As soon as I get the coutial god done I'll be ready to go for more requests. Just e-mail them or PM them to me Kossie :)
Tebryn14

12-05-03, 02:11 PM
Originally posted by Tebryn14
Ok, on this subject, I have been torn as too what my policy involving the outer planes and cosmology and such. What I have come to is that we have the Circle of out planes, with sigil as their crux. Then we have our material plane, and a whole collection of other material planes (crystal spheres) lined up and connected through the Astral plane to the Great Wheel but not to each other.

On the subject of where gods can be worshipped, I've decided the gods of humans can only be worshipped in one crystal sphere, but racial deities can be worshipped in more than one. Oh, and beings can be worshipped by other creatures on their home plane always. And I am getting rid of the idea that if something kills a god, that god is dead, period, not just dead in one world.

Now I have a problem with the end of the world issue. We have Dendar who will escape onto Toril. But will that bring the end of Toril, or of the Great Wheel and all Material planes connected to it? Please aid your troubled friend me.
Jorda_The_Knight

12-06-03, 04:27 AM
Busy, busy, but here she is Jazirian!
Jazirian
Mother of Couatl
Greater Deity

Symbol: A multicolored, feathered wing
Home Plane: Celestia
Alignment: LG
Portfolio: Community, peace, learning, parenthood
Worshipers: Couatl, paladins, lawmakers
Cleric Alignments: LG, LN, NG
Domains: Community, Law, Good, Knowledge
Favored Weapon: Tail attack (whip)

Jazirian

Sorcerer 20/ Paladin 20

Huge Outsider (Law, Good, Extraplanar)

Divine Rank: 18

Hit Dice: 20d8 (Outsider) + 20d4 (Sorc) + 20d10 (Pal)

Initiative*: (+13 Dex, +4 improved initiative *Always goes first)

Speed: 100 ft., fly 280 ft.

AC: 75 (10 –2 size + 18 divine + 31 natural + 18 deflection)

Attacks*: Bite +63/+58/+53/+48; or +62 melee touch; or +61 ranged touch *Always recieves a 20 on attacks; roll die to check for critical hit

Damage*: Bite 1d4 + 14 (plus poison); or by spell *Always does maximum damage (Bite 18, constrict 38)

Space/Reach: 15 ft./ 15 ft.

Special Attacks: Constrict 3d8+14, improved grab, poison (injury, DC 22, initial and secondary 4d4 strength), psionics (DCs 28), domain powers, spell-like abilities, salient divine abilities, smite evil (8/day, +18 to attack and +60 damage), turn undead 21/day (paladin, as cleric 18),

Special Qualities: Divine immunities, DR 71/+5, fire resistance 38, spontaneous casting of divine spells, understand speak and read all languages and speak directly to all beings within 18 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 70, divine aura (18 miles, DC = 46), ethereal jaunt (caster level 28th), telepathy, detect evil, divine grace, lay on hands (360 hp/day), divine health, aura of courage (+8 to morale), remove disease 5/week, aura of good (20)

Saves*: Fort. +66 Ref. +61 Will. +70 *Always recieves a 20 on saves.

Abilities: Str. 40 (+14) Dex. 36 (+13) Con. 36 (+12) Int. 32 (+11) Wis. 42 (+16) Cha. 46 (+18)

Skills: Appraise +42, Bluff +59, Concentration +74, Craft (weaponsmithing) +72, Craft (armorsmithing) +72, Craft (alchemy) +72, Diplomacy +59, Handle Animal +59, Heal +57, Knowledge (arcana) +72, Knowledge (architecture and engineering) +72, Knowledge (dungeoneering) +72, Knowledge (geography) +72, Knowledge (histrory) +72, Knowledge (local) +72, Knowledge (nature) +72, Knowledge (the planes) +72, Knowledge (nobility and royalty) +72, Knowledge (religion) +72, Listen +47, Move Silently +44, Spot +47, Hide +36, Profession (judge) +77, Sense Motive +57, Spellcraft +52, Survival +47

Feats: Augment Summoning, Combat Casting, Combat Expertise, Superior Combat Expertise, Combat Reflexes, Eschew Materials, Extra Turning, Spell Penetration, Greater Spell Penetration, Weapon Focus (bite), Improved Familiar (celestial hawk), Improved Initiative, Improved Trip, Maximize Spell, Silent Spell, Still Spell, Power Attack, Divine Vengeance, Divine Might

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment, banishment

Salient Divine Abilities: Alter Size, Alter Reality, Automatic Metamagic (sorcerer still spells), Avatar, Call Creatures (couatl), Divine Blast, Mass Divine Blast, Divine Inspiration (courage, hope), Divine Paladin, Divine Shield, Area Divine Shield, Divine Splendor, Extra Domain (community), Gift of Life, Speak with Creatures (couatl), Increased Spell Resistance, Increased Damage Reduction, Grow Creature (couatl), Divine Blessing (wisdom), Banestrike (outsiders, chaotic), Supreme Initiative, Divine Dodge, *Unique Salient Divine Ability (described below)

Domain Powers: Cast good and law spells at +1 caster level; all Knowledge skills are considered class skills; use calm emotions once per day.

Spell-Like Abilities: Any domain spell at will, caster level 28th, base save
DC = 46 + spell level.

Paladin spells/day (levels 1-4): 8/8/8/8, base DC = 26 + spell level

Sorcerer Spells/day: 6/11/10/10/10/10/10/9/9/9, base DC = 28 + spell level

Sorcerer Spell/known: 9/5/5/4/4/4/3/3/3: 0- Resistance, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Mending, Message, Arcane Mark; 1st- Protection from Chaos, Protection from Evil, Charm Person, Sleep, Color Spray; 2nd- Acid Arrow, Fog Cloud, Summon Swarm, Invisibility, Eagles Splendor; 3rd- Dispel Magic, Magic Circle Against Chaos, Magic Circle Against Evil, Haste; 4th- Charm Monster, Shout, Rainbow Pattern, Polymorph; 5th- Dismissal, Hold Monster, Cone of Cold, Wall of Force; 6th- Greater Dispel Magic, Legend Lore, Mass Eagles Splendor; 7th- Banishment, Prismatic Spray, Waves of Exhaustion; 8th- Prismatic Wall, Polymorph Any Object, Screen; 9th- Summon Monster IX, Prismatic Sphere, Crushing Hand

Couatl Blood (unique salient divine ability): Whenever Jazirian suffers 58 hit points of damage from a single her blood transforms into an adult couatl which appears in an adjacent square to her. If in the air the coualt simply begins flying but in a fight under the water or in a plane with no gravity Jazirians blood does not transform.

Possessions: Jazirian carries no material possession, though all her natural attacks act as +5 weapons for the purposes of overcoming damage reduction.

Other Divine Powers

As an greater deity Jazirian always receives the best possible result on any die roll she makes, assuming she has to roll at all. She treats a 1 on an attack or saving throw normally and not as an automatic failure. She is immortal.

Senses: Jazirian can see, hear, touch and smell at a distance of 18 miles. As a standard action, she can perceive anything within 18 mile of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 20 locations at once. She can block the sensing powers of deities of her rank or lower at up to 2 remote locations for up to 18 hours.

Portfolio Sense: Jazirian can sense any action by any couatl and any strong lawful act (such as the arresting of a corrupt ruler or the destruction of a powerful choatic demon by a lawful paladin) 18 weeks before it happens, and retains the sensation for 18 weeks after the event occurs.

Automatic Actions: Jazirian can use Diplomacy, Handle Animal and any Knowledge skill in which she at least 1 rank as a free action if the DC for the task is 30 or lower. She can perform 20 such free actions a round.

Create Magic Items: Myrkul can create magic item.

Minor Artifacts

Wing Feathers of Jazirian: Some scholars believe that the multiverse was created when a great battle raged between Jazirian and her lawful evil counterpart Asmodeus. In the end Jazirian was forced to land on Mount Celestia, but when she did many of her divine, multi-colored feathers scattered about the plane and eventually some found their way into material realms.
At present there are four known Wing Feathers of Jazirian throughout the material planes, though many more may exist.
Each feather has a number of magical properties but only in the hands of a lawful good being. Anyone else who tries to hold the feather gains no benefit and those of evil or chaotic alignment suffer 1d4 negative levels while the feather is held. Chaotic evil creatures that grasp the feather must make a fortitude save (DC 25) each time they do so or die immediately.
When held in hand by a lawful good mortal the bearer gains a +4 enhancement bonus to strength and charisma. In addtion the holder of the feather produces an aura of courage like that of a paladin equal to their class levels. Once per day the holder of the feather can raise it overhead and then drop it, envoking Jazirians name as they do. When the feather touches the ground (which takes one round unless heeded by an outside force, though winds have no effect on the feather) a full grown couatl appears (as per the summon monster IX spell).
Strong Conjuration, Caster level 20th
Seraph of Babel

12-06-03, 06:02 AM
Originally posted by Jorda_The_Knight
Couatl Blood (unique salient divine ability): Whenever Jazirian suffers 58 hit points of damage from a single her blood transforms into an adult couatl which appears in an adjacent square to her. If in the air the coualt simply begins flying but in a fight under the water or in a plane with no gravity Jazirians blood does not transform.[/B] Why not just use Zeus' creative blood SDA (D&DG p.102)? Limit it to only coualts (advance to appropriate dungeon level).
Jorda_The_Knight

12-06-03, 04:42 PM
I thought about doing that, but I didn't want to copy it exactically. I think that the way it is now works out quite well, since Jazirian has to take enough damage as a full grown couatl had hit points. Coualt are pretty strong as it is, so I didn't really see the need to complicate the ability with tables and charts.
Tebryn14

12-06-03, 04:48 PM
Jorda, just curious, are you giving the gods skill points for their outsider hit dice? because their skills look awfully measley.
Jorda_The_Knight

12-06-03, 06:35 PM
I have been Tebryn, except for with Jizirian where I forgot to add her divine rank bonus and her ability modifier bonuses, which I will fix in one second. The skill points probably seem kinda low because 3 of the gods (Myrkul, Gilgeam and Mellifluer) where all once human and thus do not have outsider hit dice, while Panzuriel only has outsider hit dice, is not particularyly intelligent as far as gods go and was also very limited in his skills which he could take at max rank (which was 53, which also ate up tons of skill points with each class skill) and so was forced to take a number of skills at double cost.
Thanks for your concern though, with something as compl;icated as the statistics for gods it's easy to make mistakes (like the one I did with Jazrian) that would otherwise be picked up on a character sheet right away. Sorry for any confusion I've caused. If anyone sees that I have in fact made an error with one of these gods skills then please inform me so I can fix it ASAP.
Tebryn14

12-07-03, 12:35 AM
Not the the Dark Three, just a bunch of assorted gods, but now that I am looking back there is a trend, low INT, etc. So my bad.
Jorda_The_Knight

12-07-03, 01:43 AM
No problem man, it's good to have us keep each other on our toes :D
Jorda_The_Knight

12-07-03, 03:26 AM
Wow, this guy was one of the hardest I've ever had to create! Uranus, the first supreme olympian god and father of Cronos (who I will post next) was a true challenge and test of my god statting skills, I just hope I did him justice :)
This entry does not contain an artifact, since I was having trouble coming up with a good enough one and Uranus really only left 2 thing behind (and I don't think ANY character would wants those!)


Uranus
Ouranos, Caelum, Son of Akmon, The Sky God
Greater Deity

Symbol: Male symbol
Home Plane: Olympus
Alignment: Chaotic Neutral
Portfolio: Sky, heaven
Worshipers: Everyone
Cleric Alignments: CN, CG, CE
Domains: Air, Chaos, Strength, Creation, Glory
Favored Weapon: Fist (unarmed strike)

Uranus

Barbarian 20/ Fighter 20/ Cleric 20

Gargantuan Outsider (Chaos, Extraplanar)

Divine Rank: 20

Hit Dice: 20d8 (Outsider) + 20d12 (Brb) + 20d10 (Ftr) + 20d8 (Clr)

Initiative: +15 (+11 Dex, +4 Improved Intiative)

Speed: 120 ft.

AC: 86 (10 – 4 size + 20 divine + 43 natural + 17 deflection)

Attacks*: Fists +145/+140/+135/+130 melee; or +129 melee touch; or +106 ranged touch *always receives 20 on attack rolls; roll die to check for critical hit

Damage*: Fists 1d10 + 64 *Always does maximum damage (Fists 74)

Space/Reach: 20ft./ 15 ft.

Special Attacks: Turn undead 20/day, salient divine abilities, spell-like abilities

Special Qualities: Divine immunities, DR 75/+5, fire immunity, spontaneous casting of divine spells, understand speak and read all languages and speak directly to all beings within 20 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 72, divine aura (200 miles, DC = 47)

Saves*: Fort. +81 Ref. +49 Will. +63 *Always recieves a 20 on any roll

Abilities: Str. 78 (+34) Dex. 32 (+11) Con. 60 (+25) Int. 38 (+14) Wis. 48 (+19) Cha. 44 (+17)

Skills: Balance +54, Bluff +60, Disguise +60, Concentration +88, Climb +107, Craft (armorsmithing) +97, Craft (weaponsmithing) +97, Diplomacy +88, Handle Animal +80, Heal +79, Knowledge (arcana) +57, Knowledge (history) +57, Knowledge (religion) +77, Knowledge (geography) +47, Knowledge (nobility and royalty) +47, Knowledge (nature) +47, Knowledge (the planes) +60, Initimidate +103, Jump +107, Ride (horse) +74, Swim +107, Spellcraft +77, Listen +82, Survival +82, Perform (orator) +60, Sense Motive +62, Search +62, Gather Information +50, Spot +52, Hide +32, Move Silently +44, Search +52

Feats: Power Attack, Improved Bull Rush, Awesome Blow, Blind-Fight, Cleave, Great Cleave, Improved Sunder, Combat Casting, Combat Expertise, Superior Combat Expertise, Combat Reflexes, Craft Wonderous Item, Improved Unarmed Strike, Deflect Arrows, Dodge, Maximize Spell, Still Spell, Silent Spell, Spell Penetration, Greater Spell Penetration, Improved Critical (unarmed strike), Improved Disarm, Improved Grapple, Improved Trip, Improved Initiative, Improved Overrun, Heighten Spell, Skill Focus (Intimidate), Mobility, Spring Attack, Whirlwind Attack, Stunning Fist (DC 59), Weapon Focus (unarmed strike), Greater Weapon Focus (unarmed strike), Weapon Specialization (unarmed attack), Greater Weapon Specialization (unarmed attack)

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment, banishment

Salient Divine Abilities: Alter Size, Alter Reality, Annihilating Strike, Automatic Metamagic (silent cleric spells), Improved Spell Resistance, Divine Battle Mastery, Divine Blast, Mass Divine Blast, Increased Damage Reduction, Divine Rage, Divine Shield, Area Divine Shield, Divine Spellcasting, Divine Storm, Divine Weapon Focus (unarmed strike), Divine Weapon Specialization (unarmed strike), Energy Burst (sonic), Extra Domain (Creation), Extra Domain (Glory), Extra Energy Immunity (fire), Frightful Presense, Indomitable Strength, Irresistable Blows (unarmed strike), Sunder and Disjoin, * Unique Ability (described below)

Domain Powers: Cast chaos spells at +1 caster level; Uranus can turn or destroy earth creatures as a good cleric turns undead. He can rebuke, command, or bolster air creatures as an evil cleric rebukes undead. He can use these abilities 20 times/day. This granted power is a supernatural ability; Uranus can perform a feat of strength as a supernatural ability. He gains a +20 enchancement bonus to strength. Activating the power is a free action, the power lasts 1 round, and it is usable once per day; Uranus can cast conjuration spells at +2 caster level; Uranus gets a +2 bonus to turning checks and adds 1d6 to turning damage.

Spell-Like Abilities: Any domain spell at will, caster level 30th, base DC = 47 + spell level.

Cleric Spells/Day (Levels 0-19): 6/ 10+1/ 9+1/ 9+1/ 9+1/ 9+1/ 8+1/ 8+1/ 7+1/ 7+1/ 4+1/ 4+1/ 3+1/ 3+1/ 3+1/ 3+1/ 2+1/ 2+1/ 2+1/ 2+1

Divine Creative Blood: This salient divine ability is just like that of Zeus’ Creative Blood salient divine ability except that each monster created has some small divine spark depending on how much damage was dealt with any single attack:
40 points- Add 1d4 divine ranks
60 points- Add 1d6 divine ranks
80 points- Add 1d8 divine ranks
Should any one attack (somehow) kill Uranus the resulting blow releases enough cosmic energy to create a brand new deity of at least divine rank 14 with 40 class levels.
(It should be noted that these divine creatures are not under any control by Uranus or feel any need to serve him save for out of respect for his power. Uranus, in fact, hates these “offspring” and unless his current enemies stand a very good chance of killing him he turns and crushes the offending creatures that came from him, unless his enemies start to take advantage of this situation, Uranus is arrogant, not a fool.)

Possessions: Uranus carries no possesions, his own divine might more than makes up for this fact. His fists count as +5 mighty cleaving, thundering, shocking burst, speed weapons and his skin is even tougher than that of most gods (+10 natural armor).

Other Divine Powers

As an greater deity Uranus always receives the best possible result on any die roll he makes, assuming he has to roll at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal.

Senses: Uranus can see, hear, touch and smell at a distance of 20 miles. As a standard action, he can perceive anything within 20 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 20 hours.

Portfolio Sense: Uranus senses anything under the open sky 18 weeks before it happens, and retains the sensation for 18 weeks after the event occurs.

Automatic Actions: Uranus can use any skill in which he has at least 1 rank as a free action if the DC for the task is 30 or lower. He can perform 20 such free actions a round.

Create Magic Items: Uranus can create any magic item.
Verghityax

12-07-03, 04:31 AM
Ok, I have few requests:
1) Dumathoin
2) Laduguer
3) Eshowdow
4) Baphomet
5) Maanzecorian
Tebryn14

12-07-03, 11:09 AM
I'm not touching th dwarves, because Iam sick of craft gods. I would try Baphomet, butI am not sure how to do him. O don't think he should be statted as a regular deity, \ but rather as a demon lord with a bunch of unique abilities, and what the hell, the spellcasting abilities of a 20th level something. So basically no SDA. Since I have next to none 2e stuff, it would be vastly hekpful if someone could give me some baackground on him so I can decide what special abilities to give him. also, PLEASE ANSWWER MY PLEA FOR PLANAR OPINIONS!
Jorda_The_Knight

12-07-03, 11:57 AM
Unfortunately I have very little 2E information myself so I'm really not of any help there. I can do some of the dwarf gods, but I have one or two other gods I need to stat out first.
Verghityax

12-07-03, 12:49 PM
Well :) I've got all the 2nd ed. info (or almost all). If You need info on any deity just let me know :)
Tebryn14

12-07-03, 01:04 PM
Let's see, anything and everything on Baphomet, Eschadow, and the Derro gods, if you will.
Tebryn14

12-07-03, 04:34 PM
I was almost finished with this one before my last break. Here he is:

Set
Wizard 20/ Rogue 10/ Assassin 10
Medium-Size Outsider (Evil, Lawful, Extraplanar)
Divine Rank: 14
Hit Dice: 20d8+140 (outsider) and 20d4+140 (wizard) and 10d6+70 (rogue) and 10d6+70 (assassin) (780 hp)
Initiative: +10
Speed: 60 ft.
AC: 73 (+10 dex, +14 divine, +27 natural, +12 deflection)
Attacks: +5 keen unholy shocking burst short spear +69/+64/+59/+54 melee; or by spell +63 melee, or +64 ranged.
Damage: +5 keen unholy icy burst short spear 1d8+18/17-20+1d10 cold; or by spell
Face Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities, poison use, sneak attack +10d6, death attack (DC 35)
Special Qualities: Divine immunities, DR 25/epic, fire resistance 19, understand, speak, and read all languages and speak with all creatures with 14 miles, remote communication 14 miles, godly realm (10 miles) greater teleport at will, plane shift at will, SR 46, divine aura (1,400 ft, DC 36), trapfinding, evasion, trap sense +3, improved uncanny dodge, uncanny dodge, crippling strike, +5 save vs. poison
Saves: Fort +53, Ref +56, Will +55
Abilities: Str 29, Dex 30, Con 24, Int 40, Wis 28, Cha 34

Skills: Balance +64, Bluff +76, Climb +53, Concentration +61, Craft (Alchemy) +69, Diplomacy +66, Disguise +66, Forgery +49, Handle Animal +46, Hide +74, Intimidate +76, Jump +53, Knowledge (Arcana) +71, Knowledge (history) +69, Knowledge (Mulhorandi, local) +69, Knowledge (Nobility & Royalty) +69, Listen +75, Move Silently +74, Open Lock +64, Pick Pocket +54, Sense Motive +63, Spellcraft +84, Spot +75, Survival +63, Swim +53, Tumble +64.

Feats: Alertness, Blind-fight, Blind-sight (5 ft. radius), Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Items, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Forge Ring, Greater Spell Penetration, Heighten Spell, Improved Critical (short spear), Maximize Spell, Mobility, Power Attack, Quick Draw, Quicken Spell, Skill Focus (Knowledge [Arcana]), Spell Mastery, Spell Penetration, Spring Attack, Weapon Focus (short spear), Whirlwind Attack.

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.

Salient Divine Abilities: Alter Size, Alter Reality (DC 46 for duplicated spells), Annihilating Strike, Arcane Mastery, Avatar (up to ten), Battlesense, Divine Blast (15/day, 26d12 points of damage), Divine Shield (10/day, stops 140 points of damage), Divine Spellcasting, Extra Domain (Hatred), Extra Domain (Law), Extra Domain (Magic), Extra Domain (Scalykind), Hand of Death (DC 46), Instant Counterspell, Spontaneous Wizard Spells, Wound Enemy.

Domain Powers: 15/day turn or destroy earth elementals, or rebuke or command air elementals; cast evil spells at +1 caster level; 14/day gain +2 profane bonus on AC, saves, and attack rolls against one opponent for 1 minute; cast law spells at +1 caster level; use spell completion and spell trigger items as wiz27; rebuke or command reptilian animals 15/day.

Spell-like abilities: Set uses these abilities as a 24th level caster, except for evil and law spells, which he uses as a 25th level caster. The save DCs are 36+spell level. Obscuring Mist, Wind Wall, Gaseous Form, Air Walk, Control Winds, Chain Lightning, Control Weather, Whirlwind, Elemental Swarm, Blindness/Deafness, Blacklight, Armor of Darkness, Darkbolt, Prying Eyes, Nightmare, Power Word, Blind, Power Word, Kill, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Summon Monster XI*, Doom, Scare, Bestow Curse, Emotion, Righteous Might, Forbiddance, Antipathy, Wail of the Banshee, Protection from Chaos, Calm Emotions, Magic Circle against Chaos, Order’s Wrath, Dispel Chaos, Hold Monster, Dictum, Shield of Law, Nystul’s Undetectable Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Mordenkainen’s Disjunction, Magic Fang, Animal Trance, Greater Magic Fang, Poison, Animal Growth, Eyebite, Creeping Doom, Animal Shapes, Shapechange.
*Cast as an evil of law spell only.

Assassin spells/day: 6/6/6/4; base DC=25+spell level.
Wizard spells/day: 4/8/8/7/7/7/7/6/6/3/3/2/2/2/2; base=25+spell level.

Other Divine Powers
As an intermediate deity, Set automatically receives a die roll of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.
Senses: Set can touch, smell, see, and hear at a distance of fourteen miles. As a standard action, he can perceive anything within 15 miles of his worshippers, holy sites, objects, or any location where one of his titles or names was spoken in the last hour. He can extend his sense to up to ten locations at once. He can block the sensing power of deities his rank or lower at up to two remote locations at once for 15 hours.
Portfolio Sense: Set is aware of anything that occurs under the cover of darkness the instant it happens and retains the sensation for up to 14 hours. He is likewise aware of any act of ambition, or any evil impulse such as murder, hate, or betrayal, and any casting of evil magic within Mulhorand.
Automatic Actions: Set can use Hide, Intimidate or Spellcraft as a free action if the DC for the task is 25 or lower. He can perform up to 10 such free actions each round.
Create Magic Items: Set can create any evil magic item (such as an unholy long sword) as long as the item’s market price does not exceed 200,000 gp.
Jorda_The_Knight

12-08-03, 04:34 PM
Nice work Teb, I always thought that Set needed an FR revamp :)
Tebryn14

12-09-03, 09:03 PM
Baphomet:

Baphomet
Master of Mazes, The Minotaur Lord
Lesser Deity
Symbol: Stylized Mace
Home Plane: Abyss (600th layer; The Endless Maze)
Alignment: Chaotic Evil
Portfolio: Minotaurs, vengeance, mazes, bulls
Worshippers: Minotaurs, ogres, ghour demons, cultists
Cleric Alignments: CE, NE, CN
Domains: Animal, Chaos, Evil, Hatred, Retribution
Favored Weapon: Lost Soul (club)

Having now attained near full divinity, Baphomet is slowly gaining more influence in Toril as a god instead of a powerful demon lord. He is now sending more and more ghours into the world as diplomats, with the goal of rekindling his worship among the various minotaur and ogre tribes, often with promise of rebuilding ancient empires.

Baphomet
Large Outsider (Chaotic, Evil, Extraplanar)
Divine Rank: 6
Hit Dice: 44d8+616 (outsider) (968 hp)
Initiative: +12
Speed: 80 ft.
AC: 59 (+8 dex, +6 divine, +5 insight, +24 natural, +6 deflection)
Attacks: +5 huge unholy club +73/+68/+63/+58 melee and headbutt +72 melee; or by spell +67 melee touch, or +60 ranged touch.
Damage: +5 huge unholy club 2d6+32+1 vile+2d6 unholy plus confusion/19-20; headbutt 2d6+27; or by spell.
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Domain Powers, spell-like abilities, summon minotaurs, summon ghours, maze.
Special Qualities: Divine immunities, DR 20/epic, fire resistance 21, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 6 miles, remote communication 6 miles, godly realm (1 mile), greater teleport at will, plane shift at will, SR 38, divine aura (600 ft., DC 22), maze immunity.
Saves: Fort +44, Ref +40, Will +37
Abilities: Str 46, Dex 30, Con 38, Int 22, Wis 24, Cha 23

Skills: Balance +46, Bluff +42, Climb +64, Concentration +60, Handle Animal +47, Hide +38, Intimidate +59, Jump +64, Knowledge (Arcana) +42, Knowledge (The Planes) +42, Knowledge (Religion) +42, Listen +43, Move Silently +46, Search +32, Sense Motive +33, Spellcraft +46, Spot +43, Survival +43, Tumble +46.

Feats: Cleave, Combat Reflexes, Craft Magic Arms and Armor, Dark Speech, Dodge, Empower Spell, Great Cleave, Improved Critical (club), Improved Initiative, Power Attack, Quicken Spell, Sunder, Track, Vile Martial Strike (club), Weapon Focus (Club).

Divine Immunities: Ability damage, ability drain, acid, cold , death effects, disease, disintegration, electricity, energy drain, mind affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.

Domain Powers: 6/day use animal friendship; cast chaotic spells at +1 caster level; cast evil spells at +1 caster level; 6/day gain +2 profane bonus on attack rolls, saving throws, and AC for one minute against one opponent; 6/day, against one opponent who has harmed you in combat, make a strike of vengeance on you next turn, dealing maximum damage.

Spell-like abilities: Baphomet uses these abilities as a 16th level caster, except for evil and chaos spells, which he uses as a 17th level caster. The save DCs are 22+spell level. Calm Animals, Hold Animal, Dominate Animal, Repel Vermin, Commune with Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange, Protection from Law, Shatter, Magic Circle against Evil, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, Protection from Good, Desecrate, Magic Circle Against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Doom, Scare, Bestow Curse, Emotion, Righteous Might, Forbiddance, Antipathy, Wail of the Banshee, Shield of Faith, Endurance, Speak with Dead, Fire Shield, Mark of Justice, Banishment, Spell Turning, Discern Location, Storm of Vengeance.
*cast as an chaos or evil spell only

Spell-like abilities: In addition to his divine abilities, Baphomet can also use these abilities as a 30th level caster. The save DCs are 22+spell level. Detect Magic, Detect Good, Detect Invisibility, Dispel Magic, Wall of Stone.

Maze (Su): At will as a standard action, Baphomet can duplicate the effects of a Maze spell, as cast by a 20th level caster. The save DC is 22. Once a target has been affected by this ability, he cannot be affected by Baphomet’s Maze ability for one day. Every this ability is used on a creature, it has a 1% chance of being sent bodily to The Endless Maze on Baphomet’s layer of the Abyss.

Maze Immunity (Su): Baphomet is completely immune to any Maze spell or ability that duplicates the spell. In fact, any Maze spell cast at him rebounds upon the caster sending him or her into a double strength Maze (no save) (treat the creature’s intelligence as 3, and then double the length). The creature has a 1% chance of being sent bodily to the Endless Maze on Baphomet’s layer of the Abyss.

Summon Minotaur (Sp): 5/day, Baphomet can magically summon 1d4+2 5th level minotaur fighters with maximum hit points.

Summon Ghours (Sp): 5/day, Baphomet can magically summon 1d4+2 ghours.

Spells: Baphomet casts spells as an 18th level cleric, with access to all the domains he grants. Spells per day: 6/7/7/6/6/5/5/3/3/2; save DC=17+spell level)

Possessions: Baphomet carries Lost Soul, a +5 huge unholy club. In addition, any creature that touches the weapon without Baphomet’s consent suffers the effect of a confusion spell unless they succeed at a Will save (DC 30). Any creature that Baphomet strikes in combat must also succeed at a will save or be affected.
Caster Level: 25th

Other Divine Powers
As a lesser deity, Baphomet may take ten on any check. He treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.

Senses: Baphomet can see, hear, touch, and smell at a distance of 6 miles. As a standard action, he can perceive anything within 6 miles of his worshippers, holy site, objects, or any location where one of his titles or name was spoke in the last hour, or any site on the 600th layer of the Abyss.

Portfolio Sense: Baphomet senses anything that affects the welfare of minotaurs, as long as it affects at least 500 such beings. He likewise senses anything that occurs on his layer of the Abyss.

Automatic Actions: Baphomet can use Intimidate as a free action as long as the task’s DC is 20 or lower. He can perform up to 5 such free actions each round.

Create Magic Items: Baphomet can create any magic item that causes creatures to get lost, or grants magical strength as long as the item’s market price is 30,000 gp or lower.
Jorda_The_Knight

12-09-03, 10:52 PM
I don't see Baphomet's salient divine abilities anywhere Teb. Did you forget them or is he not supposed to be a lesser deity?
Tebryn14

12-10-03, 05:42 PM
Oh, I didn't mention that? I intentionally left them out. Because he is first and foremost a demon lord and not a god, I gave him other abilities, to reflect his unique nature. I thought it would be excessively lazy, and would indeed not do him justice if I gave him SDAs instead of tayloring abilities specifically to him. Sorry, but that is what I thought was best for such an awesome god.
Tebryn14

12-14-03, 11:29 PM
Diirinka
Intermediate Deity
Symbol: Spiral of gray, black, and white
Home Plane: The Abyss
Alignment: Chaotic Evil
Portfolio: Magic, savants, knowledge, cruelty
Worshippers: Derro, savants, depraved dwarves
Cleric Alignments: CE, NE, CN
Domain: Chaos, Destruction, Dwarf, Evil, Suffering, Trickery
Favored Weapon: Dagger

One of the original gods of Shanatar, worship of Diirinka was later abandoned by dwarves in favor of younger gods. He is extremely cruel, and cares little for anyone, including himself. He is the most magical of the dwarven gods, having both wizardly and priestly powers.

Wizard 20/Archmage 5/ Cleric 15
Medium-Size Outsider (Chaotic, Evil, Extraplanar, Dwarf)
Divine Rank: 13
Hit Dice: 20d8+200 (outsider) plus 20d4+200 (wizard) plus 5d4+50 (archmage) plus 15d8+150 (cleric) (980 hp)
Initiative: +11
Speed: 50 ft.
AC: 73 (+11 dex, +13 divine, +26 natural, +13 deflection)
Attacks: +5 chaotic unholy wounding dagger +69/+64/+59/+54 melee; or by spell +63 melee touch, or +64 ranged touch.
Damage: +5 chaotic unholy wounding dagger 1d4+15 plus wounding; or by spell
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Arcane Fire (600 ft., 5d6+1d6/spell level), domain powers, salient divine powers, spell-like abilities, rebuke undead 16/day, spell power +1, spell power +2
Special Qualities: Derro traits, divine aura (1,300 ft., DC 36), divine immunities, DR 25/epic, familiar (rats), fire resistance 18, godly realm (10 miles), mastery of counterspelling, mastery of elements, plane shift at will, remote communication 13 miles, spontaneous casting of divine spells, SR 45, greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 13 miles.
Saves: Fort +57, Ref +56, Will +50
Abilities: Str 30, Dex 32, Con 30, Int 42, Wis 20, Cha 36

Skills*: Balance +53, Bluff +74, Concentration +84, Craft (alchemy) +90, Craft (poisonmaking) +90, Diplomacy +62, Disguise +74, Gather Information +46, Heal +54, Hide +72, Intimidate +65, Knowledge (Arcana) +90, Knowledge (History) +75, Knowledge (Nature) +69, Knowledge (Nobility and Royalty) +69, Knowledge (The Planes) +90, Knowledge (Religion) +90, Listen +57, Move Silently +63, Search +55, Sense Motive +57, Spellcraft +91, Spot +57, Tumble +44. *Always receives a 20 on checks.

Feats: Blind-fight, Brew Potion, Craft Magic Arms and Armor, Craft Portal, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Items, Dodge, Empower Spell, Enlarge Spell, Epic Spellcasting (6/day), Extend Spell, Forge Ring, Greater Spell Penetration, Heighten Spell, Inscribe Rune, Maximize Spell, Multispell, Persistent Spell, Quicken Spell, Reach Spell, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell, Weapon Focus (dagger)

Divine Immunities: Ability damage, ability drain, acid, cold, death, effect, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, banishment, imprisonment.

Salient Divine Abilities: Alter Reality (DC 46 for duplicated spells), Arcane Mastery, Automatic Metamagic (Quickened wizard spells), Avatar (10), Craft Artifact, Divine Blast, Divine Glibness, Divine Spellcasting, Extra Domain (Evil), Extra Domain (Suffering), Extra Domain (Trickery), Instant Counterspell, Lay Curse, Spontaneous Wizard Spells, Undead Qualities, Wave of Chaos.

Domain Powers: Cast chaotic spells at +1 caster level; 13/day, make one attack with a +4 bonus to hit and +15 to damage; Cast evil spells at +1 caster level; 13/day bestow a –2 penalty to strength and dexterity for 1 minute with a successful melee touch attack; Bluff, Hide and Disguise are class skills.

Spell-like Abilities: Diirinka uses these abilities as a 23rd level caster except for chaotic and evil spells, which he uses as a 24th, level caster. The save DCs are 36+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX, Inflict Light Wounds, Contagion, Inflict Critical Wounds, Circle of Doom, Harm, Disintegrate, Earthquake, Implosion, Magic Weapon, Endurance, Glyph of Warding, Greater Magic Weapon, Fabricate, Stone Tell, Dictum, Protection from Spells, Elemental Swarm, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Bane, Bestow Curse, Enervation Feeblemind, Eyebite, Symbol, Horrid Wilting, Change Self, Invisibility, Nondetection, Confusion, False Vision, Mislead, Screen, Polymorph any Object, Time Stop.

Wizard Spells/day (Levels 0-16): 4/8/8/8/8/6/7/5/6/5/3/3/3/2/2/2/2; base DC=8+spell level.
Cleric Spell/day: 5/7/6/5/5/4/2/1; base DC=15+spell level.
Possessions: Diirinka carries a +5 chaotic unholy wounding dagger of venom.
Caster Level: 25th

Other Divine Powers

Senses: Diirinka can see, hear, touch and smell at a distance of 13 miles. As a standard action, he can perceive anything within 13 miles of his worshippers, holy site, objects, or any location where one of his titles or name was spoken within the last hours. He can extend his senses to up to ten locations at once. He can block the sensing power of deities his rank and lower at up to two locations at once for up to 13 hours.

Portfolio Sense: Diirinka automatically senses whenever a dwarf commits an act of depravity the instant it happens and maintains the sensation for 13 tendays. He likewise senses anything the affects the welfare of a savant, or the derro race in general.

Automatic Actions: Diirinka can use Spellcraft, Concentration, Intimidate, Bluff, or Disguise as a free action as long as the DC for the task is 25 or lower. He can perform up to 10 such free actions each round.

Create Magic Items: Diirinka can create any magic items as long as the market price does not exceed 200,000 gp.
Zat

12-16-03, 11:46 AM
Has anyone done Jergal? I've spontaniously become lazy, and therefore have not searched the thread for him. If he's here, throw me a page and I'll be good. If he's not, you could just throw him on a back burner. Thanks.
Tebryn14

12-16-03, 05:43 PM
Jergal
By Jorda the Knight

Lord of the End of Everything, Scribe of the Doomed, the Pitiless One

Faerunian Demigod
Symbol: Jawless skull and writing quill on scroll
Home Plane: The Fugue Plane
Alignment: Lawful neutral
Portfolio: Fatalism, proper burial, guardian of tombs
Worshipers: Monks, necromancers, paladins
Cleric Alignments: LE, LG, LN
Domains: Fate, Law, Repose, Rune, Suffering
Favored Weapon: A white glove (scythe)

Jergal

Necromancer 20/Cleric 20/Expert 10

Medium-Size Outsider (Law)

Divine Rank: 5

Hit Dice: 20d4 (Nec), 20d8 (Clr), 10d6 (Exp)

Initiative: +13 (+9 Dex, +4 Improved Initiative)

Speed: 60 ft.

AC: 50 (+ 9 Dex, +5 divine, +18 natural, +8 deflection)

Attacks: +5 keen ghost touch lawful scythe +63 melee; or +57 melee touch; or +61 ranged touch

Damage: +5 keen ghost touch lawful scythe 2d4+12/18-20; or by spell

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Domain powers, salient divine abilities, spell-like abilities

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 5 miles,

Saves: Fort. +44 Ref. +46 Will. +52

Abilities: Str.24 (+7) Dex.28 (+9) Con.24 (+7) Int.40 (+15) Wis.40 (+15) Cha.26 (+8)

Skills: (32 at +48) Alchemy +62, Concentration +55, Craft (bookbinding) +62, Craft (calligraphy) +62, Craft (stonemasonry) +62, Craft (coffins) +62, Diplomacy +56, Heal +62, Knowledge (arcana) +62, Knowledge (religion) +62, Knowledge (the planes) +62, Knowledge (History) +62, Scry +62, Spell Craft +62, Bluff +56, Appraise +62, Gather Information +56, Intimidate +56, Listen +62, Move Silently +57, Read Lips +62, Sense Motive +62, Spot +62, Jump +55, Search +62, Profession (apothecary) +62, Profession (bookkeeper) +62, Profession (guide) +62, Profession (herbalist) +62, Profession (scribe) +62, Profession (gravedigger) +62, Profession (undertaker) +62

Feats: Alertness, Combat Casting, Combat Reflexes, Expertise, Improved Critical (Scythe), Improved Initiative, Spell Focus (Necromancy), Spell Penetration, Greater Spell Penetration, Greater Spell Focus (Necromancy), Weapon Focus (Scythe), Empower Spell, Maximize Spell, Extend Spell, Quicken Spell, Silent Spell, Still Spell, Eschew Materials, Power Critical (Scythe), Persistent Spell, Reach Spell, Widen Spell, Sacred Spell, Repeat Spell, Scribe Scroll

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Extra Domain (Rune), Extra Domain (Suffering), Know Death, Hand of Death, Divine Recall (deaths), Divine Spell Focus (Necromancy)

Domain Powers: Cast law spells at +1 caster level, uncanny dodge as 3rd level rogue, Pain Touch 1/day (touched living creature suffers –2 enhancement penalty to Strength and Dexterity for 1 minute. Does not affect creatures immune to critical hits), if Jergal falls below 0 HP he gains 1d8+8 hitpoints 1/day. If he is brought to –10 or less hitpoints by a single attack this power does not take affect.

Spell-Like Abilities: All domain spells, caster level 15, base DC= 23 + spell level

Cleric spells/day: 6/9/9/9/8/8/7/7/6/6 + domain spells

Wizard spells/day: 4/8/8/8/7/7/7/7/6/6 + 1 per caster level (must be necromancy spell)

Possessions: Jergal carries his +5 keen ghost touch lawful scythe, but is more likely to be using it as a walking stick than to be fighting with it.

Other Divine Powers

Senses: Jergal can see, hear, touch and smell at a distance of 5 miles. As a standard action he can perceive anything within 5 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 5 hours.

Portfolio Sense: Jergal senses any death (via his Divine Recall salient divine ability) and any funeral proceedings so long as it involves at least 1000 or more people.

Automatic Actions: Jergal may use any Craft, Knowledge or Profession skill in which he has at least 1 rank as a free action if the DC for the task is 15 or lower. He can perform up to 5 such free actions each round.

Create Magic Items: Jergal can create any magic item that involved death or memory so long as the item’s market price does not exceed 4500 gp.
Master Sylvius

12-16-03, 08:14 PM
Excellent work you guys! Especially for the Mulhorandi pantheon! Do any of you have data on the Red Knight?
Master Sylvius

12-16-03, 08:14 PM
Excellent work you guys! Especially for the Mulhorandi pantheon! Do any of you have data on the Red Knight?
Tebryn14

12-16-03, 08:20 PM
The Red Knight
By Elrumir
An ascended mortal elevated by Tempus, I've fashioned her a bit after Nike from the Olympian Pantheon of D&Dg. She turned out to very different, however!

Red Knight
Lady of Strategy, Grandmaster of the Lanceboard
Cleric 20/Fighter 10/Warmaster 10 (from Sword and Fist)
Medium-size Outsider (Lawful)
Divine Rank: 5
Hit Dice: 20d8+200 (Clr) + 10d10+100 (Ftr) + 10d10+100 (Wrm) (760 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 47 (+1 Dex, +5 divine, +12 natural, +11 armour [+3 light fortification full plate of strength+2], +7 deflection)
Attacks: +5 lawful mighty cleaving keen longsword +59/+54/+49/+44 melee; or spell +53 melee touch or +49 ranged touch.
Damage: +5 lawful mighty cleaving keen longsword 1d8+20/15-20; or by spell.
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 10/day
Special Qualities: Battle cry, battle standard, brotherhood, die for your country, divine immunities, DR 40/+4, direct troops, fire resistance 25, hard march, huge castle, Leadership bonus +5, plane shift at will, spontaneous casting of divine spells, understand, speak and read all languages and speak directly to all beings within 5 miles, remote communication, godly realm, teleport without error at will, SR 37, divine aura (50 ft., DC 22)
Saves: Fort +33, Ref +22, Will +27
Abilities: Str 37, Dex 29, Con 31, Int 27, Wis 29, Cha 24
Skills: Animal Empathy +42, Climb +57, Concentration +48, Craft (weaponsmithing) +43, Diplomacy +42, Gather Information +42, Handle Animal +42, Intimidate +39, Jump +57, Knowledge (arcana) +43, Knowledge (geography) +43, Knowledge (history) +48, Knowledge (nobility and royalty) +48, Knowledge (religion) +43, Profession (tactician) +48, Listen +44, Ride +44, Spot +44.
Feats: Cleave, Combat Casting, Combat Reflexes, Delay Spell, Divine Might, Expert Tactician, Expertise, Extend Spell, Eyes in the Back of Your Head, Great Cleave, Hold the Line, Improved Critical (longsword), Improved Disarm, Improved Initiative, Improved Trip, Leadership, Power Attack, Persistent Spell, Power Critical (longsword), Reach Spell, Spell Penetration, Weapon Focus (longsword), Weapon Specialization (longsword).

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation.
Salient Divine Abilities: Battlesense, Divine Weapon Focus (longsword), Extra Domain (Law), Faithful Animals*, Irresistible Blows (longsword), Sunder and Disjoin (DC 27).
* Faithful Animals (unique salient divine ability): wherever the Red Knight goes, she is always accompanied by her steed Farra (Fortitude), an awakened legendary heavy warhorse of maximum hit points, and her war hound Paysar (Perseverance), an awakened legendary riding dog, also of double hit points. (legendary animals are described in Masters of the Wild)
Domain Powers: Cast lawful spells at +1 caster level, 4/day inspire allies (+2 morale bonus on saves, attacks, ability checks, skill checks, and weapon damage for 7 rounds).
Spell-like Abilities: The Red Knight uses these abilities as a 14th-level caster, except for lawful spells, which she uses as a 15th-level caster. Save DC’s are 21 + spell level. augury, blade barrier, calm emotions, clairaudience/clairvoyance, deathwatch, demand, detect scrying, dictum, discern lies, discern location, dispel chaos, divine favor, divine power, enthrall, flamestrike, geas/quest, greater command, greater scrying, heroes’ feast, hold monster, magic circle against chaos, magic vestment, magic weapon, order’s wrath, power word (blind), power word (kill), power word (stun), protection from chaos, repulsion, shield of law, spiritual weapon, storm of vengeance, status, summon monster (as law spell only), time stop.
Cleric Spells/day: 6/9/8/8/8/8/6/6/6/6; base DC 19 + spell level.
Possessions: The Red Knight wades into battle swinging Checkmate, a +5 lawful mighty cleaving speed longsword. She also carries blood-red +3 light fortification full plate of strength +2.

Other Divine Powers
As a demigod, The Red Knight treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal.
Senses: The Red Knight can see, hear, touch and smell at a distance of five miles. As a standard action, she can perceive anything within five miles of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to two locations simultaneously. She can block the sensing powers of deities of up to her rank at two such remote locations at once for 5 hours
Portfolio Sense: The Red Knight is instantly aware of any battle won by strategy as opposed to brute strength, as long as the event involves thousand people or more.
Automatic Actions: The Red Knight can use Diplomacy, Craft (weaponsmithing), Knowledge, Profession or Ride, as a free action, if the DC for the check is 15 or less. She can perform up to two such actions per round.
Create Magic Items: Being the goddess of strategy, the Red Knight can create any magic item whose primary function is to enhance the bearer's Strength, Intelligence or Wisdom or any kind of simple or martial weapon, as long as the item’s market price does not exceed 4,500 gp.
Zat

12-17-03, 04:16 PM
Thank you so very very much.
Tebryn14

12-24-03, 05:02 PM
Diinkarazan
Dwarven Demigod
Symbol: none
Home Plane: The Abyss (586th layer)
Alignment: Chaotic Evil
Portfolio: Vengeance
Worshippers: Scattered cultists, vengeful dwarves
Cleric Alignments: None (CE, NE, and CN, theoretically)
Domains: Chaos, Dwarf, Evil, Retribution
Favored Weapon: Unarmed strike

The 586th layer of the Abyss serves as nothing more than the prison of Diinkarazan, the mad god of the derro. The plane constantly distorts space. The prison is always torn between slipping over into Carceri and slipping into Pandemonium; the balance of prison and madness keeps it in the Abyss. Cursed and banished by Ilsensine, the illithid god, he cannot be freed by anything less than a greater god, and he is permanently insane and tormented by illusions of the things he most fears (terrible monsters, Ilsensine itself, drowning in water or lava, and the like).
Ilsensine's curse is a complex thing, and once every 50 years or so (with random variation of 1-10 years) the god experiences one day of lucidity. On this day, he can travel to the Prime Material plane to stalk derro communities and destroy all he can. His hunger for revenge is so great that his behavior often degenerates into a frenzy of slaying anything it comes across until he is forced to flee by some power or another.

Wizard 18/ Rogue 10/ Fighter 7
Medium-Size Outsider (Chaotic, Dwarf, Evil)
Divine Rank: 3
Hit Dice: 20d8+200 (outsider) plus 18d4+180 (wizard) plus 10d6+100 (rogue) plus 7d10+70 (fighter) (912 hp)
Initiative: +20
Speed: 50 ft.
AC: 45 (+16 dex, +3 divine, +16 natural)
Attacks: unarmed strike +57/+52/+47/+42 melee; or by spell +49 melee touch, or +57 ranged touch.
Damage: unarmed strike 1d3+15; or by spell.
Face/ Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack +5d6.
Special Qualities: Divine Aura (30 ft., DC 13), divine immunities, DR 15/epic, familiar (vultures), fire resistance 8, godly realm (suppressed by Ilsensine’s curse), remote communication 3 miles, SR 35, greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 3 miles, trapfinding, evasion, uncanny dodge, improved uncanny dodge, trap sense +3, Ilsensine’s curse.
Saves: Fort +44, Ref +48, Will +28
Abilities: Str 28, Dex 42, Con 30, Int 32, Wis 3(while free)/0(while imprisoned), Cha 3

Skills: Climb +56, Concentration +56, Hide +61, Intimidate +42, Jump +68, Knowledge (Arcana) +57, Knowledge (History) +57, Knowledge (lower underdark Local) +57, Knowledge (The Planes) +57, Knowledge (Religion) +57, Listen +39, Move Silently +61, Open Lock +49, Search +44, Sleight of Hand +49, Spellcraft +57, Spot +13, Swim +56, Tumble +61.

Feats: Blind-fight, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Empower Spell, Enlarge Spell, Great Cleave, Hammer Fist, Improved Bull Rush, Improved Initiative, Improved Unarmed Strike, Maximize Spell, Mobility, Power Attack, Quicken Spell, Reckless Offensive, Spell Mastery, Spell Penetration, Spring Attack, Stunning Fist, Weapon Finesse (unarmed strike), Weapon Focus (unarmed strike), Weapon specialization (unarmed strike), Whirlwind Attack.

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation.

Salient Divine Abilities: Arcane Mastery, Extra Domain (Retribution), Wave of Chaos (DC 10), Winds of Chaos*.
*Unique SDA.

Domain Powers: Cast chaos spells at +1 caster level; cast evil spells at +1 caster level; 3/day, make an maximum damage attack after being struck in combat.

Spell-Like Abilities: Diinkarazan uses these abilities as a 13th level caster, except for chaos and evil spells, which he uses as a 14th level caster. The save DCs are 10+spell level. Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Summon Monster IV, Magic Weapon, Endurance, Glyph of Warding, Greater Magic Weapon, Fabricate, Stone Tell, Dictum, Protection from Spells, Elemental Swarm, Shield of Faith, Speak with Dead, Fire Shield, Mark of Justice, Banishment, Spell Turning, Discern Location, Storm of Vengeance.

Wizard Spell/day: 4/7/7/7/6/6/6/5/4/3; base DC=21+spell level.

*Winds of Chaos, unique SDA:
Diinkarazan is constantly surrounded by swirling winds to a radius of 20 ft. Any ranged attack made from within or aimed at a target within this area automatically fail unless made by a deity of higher rank than Diinkarazan. Every round, the winds duplicate one of the following effects in a random direction (roll 1d3 to determine which effect): Gust of Wind, Stinking Cloud, or a targeted wind-blast dealing 5d6 points of damage to a random target within the radius. The winds also have a 25% of reflecting any spell targeted on Diinkarazan back on the caster (if it bypasses his SR). As a SDA, none of these effects are subject to SR.

Ilsensine’s Curse: Banished and imprisoned by the illithid deity, Diinkarazan cannot leave his layer of the Abyss, or indeed the stone throne in the center of the plane on which he sits. Except for one day out of every 50 years, he is withdrawn in a nightmare filled sleep (Wis 0, Cha 3). On that other day, he is free to leave, stalking derro communities and wreaking havoc. Even then, his Wisdom is 3, and his Charisma is as well. Any being that attempts mental contact with Diinkarazan suffers an insanity spell (no save, SR does not apply). This curse cannot be broken by anything less than a greater power, and indeed no such being has seen fit to free the lost, mad demigod in the several millennia of his imprisonment.

Other Divine Powers
As a demigod, Diinkarazan treats a 1 on a saving throw normally and not as an automatic failure. He is immortal.

Senses: Diinkarazan can see, hear, smell, and touch at a distance of 3 miles. As a standard action, he can perceive anything within 3 miles of his worshippers, holy sites, objects, or any location where one of this titles or name was spoken in the last hour. He can extend his sense to up to 2 locations at once. He can block the sensing power of deities his rank or lower at up to two remote locations at once of 3 hours.

Portfolio Sense: None

Automatic Actions: None

Create Magic Items: None
Kaladin

01-05-04, 12:12 AM
Labelas Enoreth
The lifegiver, Lord of the Continuum, the Sage at Sunset
Intermediate Elven Deity

Symbol: Setting sun
Home Plane: Arvandor
Alignment: Chaotic Good
(Page: 128 Faith & Pantheon)

I asked this on the general boards and I kinda got directed here, well as in I picked this thread because it seemed like a good place. I know people near the beggining of this thread point his stats out in links, however most don't work or they no longer point to the right places.

My question is can someone help me find/create poor Labelas Enoreth's stats and full description?

Thanks!
Karthios

01-05-04, 03:43 PM
Here is some info on Vaprak for you. I am getting this directly from the old 2e "Giantcraft" campaign accessory.

Vaprak (Lesser God)
Title: The Destroyer
AL: CE, WAL: CE (ogres)
Portfolio: Combat, Greed
Symbol: Taloned claw
Vaprak's avatar (Fighter 14) STR: 19, DEX: 14, CON: 17, INT: 14, WIS: 9, CHA: 18

As for the stats. They are likely to change due to 3e rules and such. But I only offer this in hopes that it may assist you. I am also interested in seeing the stats of the other "giantish" deities if possible.

Thanks

Karthios
Karthios

01-05-04, 03:43 PM
Here is some info on Vaprak for you. I am getting this directly from the old 2e "Giantcraft" campaign accessory.

Vaprak (Lesser God)
Title: The Destroyer
AL: CE, WAL: CE (ogres)
Portfolio: Combat, Greed
Symbol: Taloned claw
Vaprak's avatar (Fighter 14) STR: 19, DEX: 14, CON: 17, INT: 14, WIS: 9, CHA: 18

As for the stats. They are likely to change due to 3e rules and such. But I only offer this in hopes that it may assist you. I am also interested in seeing the stats of the other "giantish" deities if possible.

Thanks

Karthios
Karthios

01-05-04, 03:44 PM
Here is some info on Vaprak for you. I am getting this directly from the old 2e "Giantcraft" campaign accessory.

Vaprak (Lesser God)
Title: The Destroyer
AL: CE, WAL: CE (ogres)
Portfolio: Combat, Greed
Symbol: Taloned claw
Vaprak's avatar (Fighter 14) STR: 19, DEX: 14, CON: 17, INT: 14, WIS: 9, CHA: 18

As for the stats. They are likely to change due to 3e rules and such. But I only offer this in hopes that it may assist you. I am also interested in seeing the stats of the other "giantish" deities if possible.

Thanks

Karthios
Karthios

01-05-04, 03:45 PM
D'OH! I accidentally sent that reply twice. That's what I get for using MSN messenger at the same time.

Karthios
Tebryn14

01-05-04, 04:23 PM
Labelas Enoreth
By Jorda the Knight

The Lifegiver, Lord of the Continuum, the Sage of Sunset

Intermediate Elven Deity
Symbol: Setting Sun
Home Plane: Arvandor
Alignment: Chaotic Good
Portfolio: Time, longevity, the moment of choice, history
Worshipers: Bards, divine disciples, elves, loremasters, scholars, teachers
Cleric Alignments: CG, CN, NG
Domains: Chaos, Elf, Good, Knowledge, Time
Favored Weapon: “The Timestave” (quarterstaff)

Labelas Enoreth

Bard 20/Loremaster 10/Diviner 10

Medium Sized Outsider (Chaos, Good)

Divine Rank: 15

Hit Dice: 20d8 (Outsider), 20d6 (Brd), 10d4 (Lrm), 10d4 (Div)

Initiative: +14 (+10 Dex, +4 Improved Initiative)

Speed: 60 ft.

AC: 73(+10 Dex, +15 Divine, +28 natural, +10 deflection)

Attacks: +5/+5 speed quarterstaff +59 melee; or +53 melee touch; or +56 ranged touch

Damage: +5/+5 speed quarterstaff 1d6+5/1d6+5/x2

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Domain powers, salient divine Abilities, spell-like abilities

Special Qualities: Divine Immunities, DR 50/+4, fire resistance 35, SR 47, understand, speak and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, bardic knowledge +34, bardic music (as 20th level bard) range 15 miles, familiar (cats), divine aura 1500 ft. DC= 35, Secrets (Inner Strength, True Stamina, Avoidance, Weapon Trick, Dodge Trick), Lore, Greater Lore, True Lore

Saves: Fort. +56 Ref. +58 Will. +62

Abilities: Str.24 (+7) Dex.30 (+10) Con.26 (+8) Int.38 (+14) Wis.44 (+17) Cha.30 (+10)

Skills: Alchemy +52, Appraise +52, Balance +48, Concentration +46, Craft (bookbinding) +52, Decipher Script +52, Diplomacy +48, Escape Artist +48, Gather Information +48, Hide +48, Intuit Direction +55, Knowledge (arcana) +52 Knowledge (religion) +52, Knowledge (nature) +52, Knowledge (architecture and engineering) +52, Knowledge (geography) +52, Knowledge (history) +74, Knowledge (local) +52, Knowledge (nobility and royalty) +52, Knowledge (The Planes) +52, Listen +55, Move Silently +48, Perform (epic poem) +48, Profession (bookkeeper) +55, Profession (scribe) +55, Profession (historian) +55, Scry +52, Spellcraft +52, Spot +55

Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Spell Focus (Divination), Greater Spell Focus (Divination), Spell Penetration, Greater Spell Penetration, Weapon Finesse (quarter staff), Weapon Focus (quarterstaff), Brew Potion, Skill Focus (Knowledge, history), Craft Rod, Craft Staff, Scribe Scroll, Enlarge Spell, Extend Spell, Persist Spell, Maximize Spell, Quicken Spell, Silent Spell, Still Spell, Eschew Materials, Repeat Spell, Point Blank Shot

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abiltities: Extra Domain (Knowledge), Extra Domain (Time), Automatic Metamagic, Clear Sight, Divine Bard, Divine Skill Focus (Knowledge, history), Instant Counterspell, Instant Move, Know Death, Know Secrets, Power of Truth, See Magic, Supreme Initiative, True Knowledge, Divine Spell Focus (Divinations), Irresistible Performance, Divine Recall (Elves)

Domain Powers: Cast chaos, divinations and good spells at +1 caster level, free Improved Initiative feat, free Point Blank Shot feat,

Spell-Like Abilities: All domain spells, caster level=25, base DC= 35+ spell level

Bard spells/day: 4/7/7/6/6/6/6

Wizard spells/day: 4/9/9/8/8/8/8/7/7/7

Possessions: Labelas is almost never found without his trusty quarterstaff “The Timestave”, a +5/+5 speed quarterstaff

Other Divine Powers

As an intermediate deity Labelas always receives a 20 on any check, assuming he has to make a check at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal.

Senses: Labelas can see, hear, touch and smell at a distance of 15 miles. As a standard action, he can perceive anything within six miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 10 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations at once for 15 hours.

Portfolio Sense: Labelas senses anything that effects elves, any time an important choice is made, any time magic is used to alter time (such as with a Time Stop spell and any discovery of knowledge or secrets the instant it happens and retains the sensation for 15 weeks after the event occurs.

Automatic Actions: Labelas can use any Knowledge skill, Craft (bookbinding), Perform (epic poem), Profession (bookkeeper), Profession (scribe), Profession (historian) or Scry as a free action if the DC for the task is 25 (30 for Knowledge, history) or lower. He can perform up to 10 such free actions per round.

Create Magic Items: Labelas can create any magic item that functions specifically for elves or involves time or knowledge so long as the market price does not exceed 200,000 gp.


Oh, and Vaprak and all of the other giant deities were posted already, earlier on this thread. Check page three and I think you will find a list of where they are. Oh, I don't think Jorda ever got to Thrym or Surtr.
dark loner

01-23-04, 04:53 AM
Amazing job you have done here!!!!! Has anyone made Velsharoon yet? I would need him for a little...experiment
Tebryn14

01-23-04, 10:27 PM
Velsharoon
By Elrumir

Symbol: A crowned laughing lich skull on a solid black hexagon
Home Plane: Dweomerheart
Alignment: Neutral evil
Portfolio: Necromancy, necromancers, evil liches, undeath
Worshipers: Divine disciples, liches, necromancers, seekers of immortality through undeath, Cult of the Dragon
Cleric Alignments: CN, LN, NE
Domains: Death, Evil, Magic, Undeath
Favoured Weapon: "Skull Staff of the Necromancer" (quarterstaff)

Velsharoon
The Vaunted, Archmage of Necromancy, Lord of the Forsaken Crypt, the Necromancer, Lord of the Forgotten Crypt, the Lich-Lord, Patron of Evil Liches
Necromancer 20/Cleric 10/Archmage 5/True Necromancer 10
Medium-size Undead (Evil)
Divine Rank: 5
Hit Dice: 20d12 (Nec) + 10d12 (Clr) + 5d12 (Acm) + 10d12 (TNc) (540 hp)
Initiative: +14 (+10 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 49 (+10 Dex, +5 divine, +15 natural, +9 deflection)
Attacks: +3 unholy ghost touch spell storing quarterstaff +40/+35/+30/+25; or lich touch +36 melee; or spell +36 melee touch or +39 ranged touch
Damage: +3 unholy ghost touch spell storing quarterstaff 1d6+10; or 1d8+5 melee touch (DC 41 for half damage); or by spell
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, fear aura (DC 42), paralyzing touch (DC 42), salient divine abilities, spell-like abilities, rebuke undead 16/day.
Special Qualities: Undead traits, arcane fire, arcane reach, create greater undead 1/day, create undead 1/day, divine aura (50 ft., DC 22), divine immunities, DR 40/+4, energy drain 1/day, familiars (owls), fire resistance 25, godly realm (500 ft. Outer Plane, 500 ft. Material Plane), mastery of counterspelling, mastery of shaping, necromancer (cast Necromancy or Death domain spells as 45th level caster), plane shift at will, rebuke (rebuke undead as 20th level cleric), remote communication 5 miles, spell power +3, spontaneous casting of divine spells, SR 37, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 5 miles, major zone of desecration (450 ft.).
Saves: Fort +17, Ref +22, Will +43
Abilities: Str 24, Dex 30, Con –, Int 40, Wis 35, Cha 28
Skills: Alchemy +43, Appraise +34, Bluff +28, Craft (bookbinding) +36, Concentration +35, Heal +24, Intimidate +33, Knowledge (arcana) +45, Knowledge (history) +45, Knowledge (nature) +43, Knowledge (the planes) +45, Knowledge (religion) +43, Knowledge (undeath) +45, Listen +29, Profession (herbalist) +31, Profession (scribe) +31, Scry +42, Search +38, Spellcraft +47, Spot +29.
Feats: Combat Casting, Craft Wondrous Item, Discipline, Empower Spell, Extra Turning, Greater Spell Focus (Necromancy), Heighten Spell, Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Shadow Weave Magic, Silent Spell, Skill Focus (Spellcraft), Spell Focus (Transmutation), Spell Focus (Necromancy), Spell Mastery, Spell Penetration, Still Spell, Weapon Focus (quarterstaff).

Undead Traits: Darkvision, not subject to critical hits or subdual damage.
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation.
Salient Divine Abilities: Arcane Mastery, Divine Spell Focus (Necromancy), Divine Spellcasting, Extra Domain (Death), Hand of Death, Life Drain.
Domain Powers: 5/day death touch (roll 10d6; if subject touched does not have at least that many hp, it dies); cast evil spells at +1 caster level.
Spell-like Abilities: Velsharoon casts these spells as a 15th- level caster, except for evil spells, which he uses as a 16th-level caster. The save DC’s are 24 + spell level. animate dead, antimagic field, blasphemy, cause fear, circle of doom, control undead, create greater undead, create undead, death knell, death ward, desecrate, destruction, detect undead, dispel good, dispel magic, energy drain, identify, imbue with spell ability, magic circle against good, Mordenkainen’s disjunction, Nystul’s undetectable aura, protection from good, protection from spells, slay living, spell resistance, spell turning, summon monster IX (as evil spell only), unholy aura, unholy blight, wail of the banshee.
Cleric Spells/day: 6/9/9/9/8/8/7/6/6/5/3/3/3; base DC 24 + spell level, 25 + spell level for Enchantment and Illusion spells, 28 + spell level for Necromancy spells.
Wizard Spells/day: 4/8/8/8/7/7/6/5/6/4/4/4/3/3/3/3; base DC 27 + spell level, 28 + spell level for Enchantment and Illusion spells, 31 + spell level for Necromancy spells.
Possessions: Velsharoon carries the Skull Staff of the Necromancer, a +3 Staff of Skulls (see Magic of Faerun) with the additional properties unholy, ghost touch and spell storing.
Caster level:25th; Weight:4 lb.

Other Divine Powers
As a demigod, Velsharoon treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.
Senses: Velsharoon can see, hear, touch and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations simultaneously. He can block the sensing powers of deities of up to his rank at two such remote locations at once for 5 hours.
Portfolio Sense: Velsharoon is instantly aware of the creation of any undead, whether intentionally (like when becoming a lich) or involuntarily (like after being bitten by a vampire) or the casting of any Necromantic spell.
Automatic Actions: Velsharoon can use Alchemy, Concentration, Knowledge (arcana), Knowledge (religion), Knowledge (undead) or Spellcraft as a free action, if the DC for the check is 15 or less. He can perform up to two such actions per round.
Create Magic Items: Being the god of necromancers, Velsharoon can create any magic item that uses a necromantic spell or creates undead, as long as the item’s price is 4,500 gp or less.
Jorda_The_Knight

01-24-04, 01:36 PM
Uhg, school and being sick are not fun, especially not together! :mad: in any case I'll be posting again soon, I know I say that often enough but this time it's true! :D
Tebryn14

01-28-04, 04:14 PM
All following statements should have the word "please" interjected at appropriate intervals. These are my wishes, and not commands. I am asking, not telling (as if I could ;) ). Just trying to get my thread back on track, and this should happen over the next few months, if at all. Thank you.


I had been doing stats for the Queen of Air and Darkness, but I was recently informed that she was only a intermediate goddess, so that needs some reworking. I would like to start the statting of archfiend gods, like Baphomet (Already done) and Demogorgon, and semi-divinities, like Grazzt. Maybe even some slaad lords.

The way I would like to handle this is as such. Instead of giving these beings SDAs, I think they all deserve unique powers, as per those described in their 2e stat blocks. So no class levels, but feel free to give spellcasting ability, again as per 2e stats. As far as outsider HD (the only HD they should have), think 25-50, commensurate with their rank, as well as their status on their planes.

For the semi divinities, they should be given the benefits commensurate to their VDvR (1-5), immunities, DR, SR, but nothing relating to domains (as they haven't worshippers, or at least not in the traditional sense). Their abilities should also be done as such, but with thought given to their 2e stats as always.

For the Archfiend gods, they get ALL of the benefits of their divine rank, EXCEPT SDAs, which, once again should be replaced with unique abilities with their 2e stats taken in mind. They do, however get two sets of Spell-like abilities, one for their domain spells, and another along the lines of their 2e selves.

For those of you who aren't statters, but have access to 2e info, please volunteer anything you have, using private messages upon request. This is going to be a group effort among all of this thread's audience member, else it shall fail.


Ok team, LETS GO!!!!!!!!!!!!!!
Tebryn14

01-29-04, 07:59 PM
Not hearing the entusiasm.
Vampric

01-30-04, 12:17 AM
Hey did u guys do a stat for Baal? or how about Myrkul? i know they're dead, but they reak of coolness. If u guys already did them, just tell me the page, i looked through it real quick, but my time was limited

:b:
WizO_BigSister

01-31-04, 10:34 AM
As this thread has been active for so long, and contains such a huge amount of information I am moving it over to the new "Magic & Deities" forum :)
Tebryn14

02-01-04, 03:08 PM
What I consider to possibly be my greatest piece so far, GRAZ'ZT!

Graz’zt
Prince of Darkness, Lord of Shadow, Lord of the Triple Realm
Demon Prince
Symbol: 6 fingered hand
Home Plane: Abyss
Alignment: Chaotic evil
Portfolio: -
Worshippers: Cultists, female monsters
Cleric Alignments: CE, NE.
Domains: -
Favored Weapon: Great sword.

The ruler of the Abyssal Realm of Azzagrat, Graz’zt is one of the most powerful Tanar’ri lords, having three layers of that Plane under his control. He exercises a great deal of influence in the mortal realms, through spies, as well as through his several offspring, including the Oerth demigod Iuz. Graz’zt is a very sexual being, and he appears as an 8 ft. tall humanoid possessed of a bestial handsomeness. Though not a true deity, Graz’zt does have worshippers, and could certainly challenge the might of many demigods.

Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Virtual Divine Rank: 3
Hit Dice: 41d8+328 (outsider) (656 hp)
Initiative: +13
Speed: 80 ft.
AC: 57 (+9 dex, +3 divine, +16 natural, +15 deflection, +5 insight, -1 size)
Attacks: +5 corrosive great sword +59/+54/+49/+44 melee; or unarmed strike +53/+48/+43/+38 melee; or by spell +53 melee touch, or +53 ranged touch.
Damage: +5 corrosive great sword 2d6+13+1d6 acid/17-20; or unarmed strike 1d6+9; or by spell.
Face/Reach: 5 ft. by 5 ft./ 10 ft.
Special Attacks: Spell-like abilities
Special Qualities: DR 15/epic, fast healing 5, item master, SR 36, summon tanar’ri¸ tanar’ri traits, divine immunities, divine aura (30 ft., DC 28), greater teleport at will, godly realm (300 ft., Zelantar), fire resistance 8, understand, speak, and read all languages and speak directly to all beings within 3 miles.
Saves: Fort +33, Ref +34, Will +32
Abilities: Str 28, Dex 29, Con 26, Int 32, Wis 24, Cha 40

Skills: Balance +52, Bluff +63, Climb +32, Concentration +46, Diplomacy +63, Disguise +53, Gather Information +53, Hide +42, Intimidate +63, Jump +33, Knowledge (Arcana) +49, Knowledge (History) +49, Knowledge (Local, Azzagrat) +49, Knowledge (Planes) +49, Knowledge (Religion) +49, Listen +46, Move Silently +48, Search +50, Sense Motive +46, Spellcraft +50, Spot +46, Tumble +58.

Feats: Cleave, Combat Expertise, Dark Speech, Dodge, Empower Spell-like ability, Improved Critical (Great sword), Improved Initiative, Improved Unarmed Strike, Power Attack, Quick Draw, Quicken Spell-like ability, Spring Attack, Weapon Focus (Great sword), Whirlwind Attack.

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation.

Spell-like abilities: Graz’zt uses these abilities as a 20th level caster. The save DCs are 25+spell level. At will- Blasphemy, Charm Monster, Darkness, Deeper Darkness, Demand, Desecrate, detect good, detect law, discern location, insanity, greater dispelling, mass charm, magic missile, mirror image, suggestion, telekinesis, greater teleport, vanish, unhallow, unholy aura. 3/day- Disintegrate, Polymorph any Object, Polymorph Self. 1/day- Gate, Shapechange, Veil.

Item Master (Ex): Graz’zt can use any magical item, even spell trigger and spell completion items, even though he in not an actual spellcaster.

Summon Tanar’ri (Sp): At will, Graz’zt can attempt to summon 1d2 balors (60% chance), 1d4 mariliths (80% chance), or he can automatically summon 1d6+2 babau.

Possessions: Graz’zt carries a curved, +5 corrosive great sword,

Other Divine Powers
As a Demon Prince with the power of a demigod, Graz’zt treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.

Senses: Graz’zt can see, hear, smell, and touch at a distance of 3 miles. As a standard action, he can perceive anything within six miles of his worshippers, or any location where one of his titles or name was spoken in the last hour. He can extend his sense to up to 5 locations at once. He can block the sensing power of deities rank 3 and lower at up to two remote locations at once for up to 3 hours.

Virtual Divine Rank: Though not an actual deity, by virtue of his age, might, and influence over his layers of the Abyss, Graz’zt is essentially a Rank 3 demigod. However, he does not gain power from those who worship him, nor does he have domain powers or spells. He cannot create avatars, and he does not have the immunity to destruction by mortals that most deity level beings enjoy. For all intents and purposes, excluding the above-mentioned attributes, as well as the SDAs he would otherwise have, he is treated as having a Divine Rank of 3. He can, however, grant spell of up to 3rd level to his would be clerics, or up to 4th level if he deigns to appear to them is person. His clerics do not gain access to domain powers of spells.
Tebryn14

02-01-04, 03:14 PM
Myrkul
By Jorda_The_Knight
Lord of the Dead, Lord of Bones, the Reaper, Old Lord Skull
Greater Deity

Symbol: White human skull face-on against a black field or a reaching white skeletol hand on a black field
Home Plane: Oinos/ Bone Castle
Alignment: NE
Portfolio: The dead, wasting, decay, corruption, parasites, old age, exhaustion, dusk autumn
Worshipers: Intelligent undead, mourners, loners, gravediggers, power hungry (particularly young) humans
Cleric Alignments: LE, NE, CE
Domains: Death, Evil, Law, Suffering, Travel
Favored Weapon: “Doombringer” (Scythe)

Myrkul

Cleric 20/ Wizard 20/ Archmage 10

Medium Size Outsider (Extraplanar, Evil)

Divine Rank: 18

Hit Dice: 20d8 (Cleric), 20d4 (Wizard), 20d8, 20d4 (Archmage)

Initiative: +14 (+10 Dex, +4 improved initiative)

Speed: 60 ft.

AC: 44

Attacks*: “DoomBringer” +49/+44/+39/+34; or spell +43 melee touch or +45 ranged touch *Always receives a 20 on attack rolls; roll to check for critical hits.

Damage*: “DoomBringer” 2d4+13; or by spell *Always does maximum damage (scythe 21 points)

Space/Reach: 5ft/ 5ft

Special Attacks: Rebuke undead 15/day, domain powers, salient divine powers, spell-like abilities

Special Qualities: Divine immunities, DR 53/+4, fire resistance 38, spontaneous casting of divine spells, understand, speak and read all languages and speak directly to all beings within 18 miles, remote communication, godly realm, teleport without error at will, planeshift at will, familiar (undead), SR 70, divine aura (18 miles, DC 36, Arcane Reach (30 ft.), Mastery of Counterspelling, Mastery of Shaping, Spell Power (+2 caster level)

Saves: Fort. +45 Ref. +41 Will. +59

Abilities: Str. 26 (+8) Dex. 30 (+10) Con. 26 (+8) Int. 40 (+15) Wis. 36 (+13) Cha. 26 (+8)

Skills: Appraise +59, Concentration +79, Craft (alchemy) +86, Decipher Script +56, Diplomacy +54, Gather Information +61, Heal +52, Intimidate +44, Knowledge (arcana) +86, Knowledge (dungeoneering) +86, Knowledge (nature) +86, Knowledge (nobility and royalty) +86, Knowledge (history) +86, Knowledge (religion) +86, Knowledge (the planes) +86, Knowledge (undead) +86, Listen +59, Move Silently +56, Profession (undertaker) +81, Sense Motive +59, Spellcraft +97, Spot +54

Feats: Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Necromancy), Spell Focus (Evocation), Combat Casting, Craft Staff, Forge Ring, Empower Spell, Enlarge Spell, Extend Spell, Greater Spell Focus (Necromancy), Spell Penetration, Greater Spell Penetration, Heighten Spell, Improved Farmiliar (Homunculus), Improved Initiative, Improved Turning, Extra Turning, Maximize Spell, Quicken Spell, Spell Mastery, Silent Spell, Still Spell, Weapon Focus (Scythe)

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment, banishment

Salient Divine Abilities: Extra Domain (Suffering), Extra Domain (Travel), Arcane Mastery, Spontaneous Wizard Spells, Automatic Metamagic (still wizard spells), Avatar, Divine Blessing (Int.), Divine Recall (deaths), Divine Skill Focus (Spellcraft), Divine Spellcasting, Frightful Presence, Hand of Death, Life and Death, Mass Life and Death, Increased Spell Resistance, Instant Counterspell, Know Death, Lay Curse, Life Drain, Stride (18 creatures/day), Undead Mastery (18 undead at once), Undead Qualities, *Unique ability (described below)

Domain Powers: Myrkul may use a death touch once per day. His death touch is a supernatural ability that produces a death effect. He must succeed on a melee touch attack against a living creature (using the rules for touch spells). When he touches, he rolls 20d6. If the total at least equals the creature’s current hit points, it dies (no save); cast evil and law spells at +1 caster level; 18/day pain touch (subject touched suffers a –2 enhancement penalty on Strength and Dexterity for 1 minute); 20 rounds/level, Myrkul can act normally regardless of magical effects that impede movement as if he were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
This granted power is a supernatural ability.

Spell-Like Abilities: Myrkul usues all these abilities as a 30th level caster except necromancy and evocation spells, which he uses as a 31th level caster. All domains spells, base DC = 36 + spell level.

Cleric Spells/ Day: 6/10/9/9/9/9/7/7/7/7; base DC = 23 + spell level.

Wizard Spells/ Day: (Levels 0-15): 4/8/8/8/7/5/6/4/6/6/3/3/2/2/2/2; base DC = 25 + spell level.

*The End is Neigh (unique salient divine ability): Myrkul’s mere presence reminds mortals of their eventual demise. Any mortal that looks at Myrkul (including scrying) or is within range of his divine aura (18 miles) must succeed at a will save (DC = 42) or instantly become frightened, fleeing as fast as possible in the direction fartherst from Myrkul. The merest glance or action by Myrkul causes those who failed their save to cower for 1d4 rounds. This ability is in all others ways similar to Myrkul’s regular divine aura.

Possessions: Myrkul carries a deadly scythe with him at all times which acts as a +5 ghost touch, keen, spell storing, unholy scythe.

Other Divine Powers

As an greater deity Myrkul always receives the best possible result on any die roll he makes, assuming he has to roll at all. He treats a 1 on an attack or saving throw normally and not as an automatic failure. He is immortal.

Senses: Myrkul can see, hear, touch and smell at a distance of 18 miles. As a standard action, he can perceive anything within 18 mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing powers of deities of his rank or lower at up to 2 remote locations for up to 18 hours.

Portfolio Sense: Myrkul senses the death of any mortal 18 weeks before it happens, and retains the sensation for 18 weeks after the event occurs.

Automatic Actions: Myrkul can use any of his skills as a free action if the DC for the task is 30 or lower. He can also use and death-producing spell or domain power (but not a salient divine ability) as a free action. He can perform 20 such free actions a round.

Create Magic Items: Myrkul can create magic weapons that he is personally proficient with as well as items that can produce death effects, such as maks of the skull.
Tebryn14

02-01-04, 03:15 PM
Bhaal
By Elrumir

Lord of Murder
Intermediate Faerűnian Deity (dead)
Symbol: A white, face-on human skull surrounded by a counter-clockwise orbit of many streaming teardrops
Home Plane: formerly The Barrens of Doom and Despair, currently adrift on the Astral Plane.
Alignment: Lawful evil
Portfolio: Death, especially violent or ritual death
Worshipers: Assassins, cultists, monks, necromancers, sadists
Cleric Alignments: LE, LN, NE
Domains: Death, Evil, Fate, Law, Suffering
Favoured Weapon: Bone dagger (dagger)

Bhaal
Thief 20/Fighter 10/Assassin 10
Medium-size outsider (Evil, Law)
Divine Rank: 13
Hit Dice: 20d8+180 (outsider) + 20d6+180 (Rog) + 10d10+90 (Ftr) + 10d6+90 (Ass) (980 hp)
Initiative: +19, always first (+11 Dex, +4 Improved Initiative, Supreme Initiative)
Speed: 60 ft.
AC: 75 (+15 Dex, +13 divine, +26 natural, +11 deflection)
Attacks: +5 keen, wounding, unholy, ghost touch dagger +74/+69/+64/+59 melee or +72/+67/+62/+57 and +72/+67/+62 melee or +74 ranged; or spell +65 melee touch or +68 ranged touch.
Damage: +5 keen, wounding, unholy, ghost touch dagger 1d4+19/19-20/x2; or by spell.
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities.
Special Qualities: Crippling strike, death attack, defensive roll, divine aura (1,300 ft., DC 34), divine immunities, DR 48/+5, evasion, fire resistance 33, godly realm (1 mile Outer Plane, 1,300 ft. Material Plane), improved evasion, opportunist, plane shift at will, poison save +5, poison use, remote communication 13 miles, sneak attack +18d6; spontaneous casting of divine spells, SR 45, teleport without error at will, uncanny dodge (Dex bonus to AC, can’t be flanked, +4 against traps), understand, speak and read all languages and speak directly to all beings within 13 miles.
Saves: Fort +56, Ref +60, Will +55
Abilities: Str 35, Dex 40, Con 28, Int 31, Wis 27, Cha 33
Skills: Alchemy +63, Appraise +63, Balance +70, Bluff +64, Climb +65, Craft (blacksmithing) +63, Craft (poisonmaking) +63, Craft (trapmaking) +63, Diplomacy +64, Disguise +64, Escape Artist +68, Forgery +63, Gather Information +64, Hide +68, Innuendo +61, Intimidate +64, Jump +67, Knowledge (arcana) +63, Knowledge (the planes) +63, Knowledge (religion) +63, Listen +63, Move Silently +68, Profession (herbalist) +61, Read Lips +63, Search +63, Spellcraft +63, Spot +63, Tumble +72.
Feats: Alertness, Ambidexterity, Arterial Strike, Blind Fight, Blindsight, Combat Reflexes, Dodge, Dirty Fighting, Expertise, Flick of the Wrist, Greater Two-Weapon Fighting, Improved Critical (dagger), Improved Disarm, Improved Initiative, Improved Trip, Improved Two Weapon Fighting, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quicker then the Eye, Spring Attack, Superior Expertise, Twin Sword Style, Two Weapon Fighting, Weapon Finesse (dagger), Weapon Focus (dagger), Weapon Specialization (dagger).

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Battlesense, Divine Blast, Divine Rogue, Divine Sneak Attack, Extra Domain (Fate), Extra Domain (Law), Frightful Presence, Hand of Death, Irresistible Blows, Mass Divine Blast, Supreme Initiative, Wound Enemy.
Domain Powers: 13/day death touch; cast evil spells at +1 caster level; cast law spells at +1 caster level; 13/day pain touch.
Spell-like Abilities: Bhaal used these abilities as a 23th-level caster, except for evil and law spells, which he used as a 24th-level caster. The save DC’s are 34 + spell level. animate dead, augury, bane, bestow curse, blasphemy, calm emotions, cause fear, create greater undead, create undead, death knell, death ward, desecrate, destruction, dictum, dispel chaos, dispel good, endurance, enervation, eyebite (sicken effect only), feeblemind, foresight, geas/quest, harm, hold monster, horrid wilting, magic circle against chaos, magic circle against good, mark of justice, mind blank, order’s wrath, protection from good, shield of law, slay living, status, summon monster IX (as evil or law spell only), symbol (pain effect only), true strike, unholy aura, unholy blight, vision, wail of the banshee.
Assassin Spells/day: 5/5/4/3 (levels 1-4); base DC 20 + spell level.
Possessions: Bhaal conjured many bone daggers when he was drawn into a fight. These functioned each as [/i]+5 keen, wounding, unholy ghost touch daggers which he threw as easily as he thrusted with them.
Caster level: 25th; Weight: 1 lb.

Other Divine Powers
As an intermediate god, Bhaal automatically received a 20 on any check. He treated a 1 on an attack roll or saving throw normally and not as an automatic failure and was immortal before he died during the aftermath of the Time of Troubles. His corpse now lies in the astral plane.
Senses: Bhaal was able to see, hear, touch and smell at a distance of fourteen miles. As a standard action, he could perceive anything within fourteen mile of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. He could extend his senses to up to ten locations simultaneously. He was able to block the sensing powers of deities of up to his rank at two such remote locations at once for 10 hours.
Portfolio Sense: Bhaal was automatically aware when anyone is murdered, dies of unnatural causes (this includes magic) or is ritually killed.
Automatic Actions: Bhaal could use Bluff, Craft, Diplomacy, Hide, Intimidate and Move Silently as a free action, if the DC for the check was 25 or less. He could perform up to ten such actions per round.
Create Magic Items: As Bhaal was the god of murder, he could create any unholy item, or any item that can be used to kill someone as its primary function, as long as the item’s price did not exceed 200,000gp.

Avatars
Bane did not come to the Realms often, but when he did, he always appeared in a form named the Slayer in urban environments. The Slayer looked like a male corpse, with a ferocious visage, bone-white skin and deep lacerations from which black ichor endlessly came forth. The Slayer was able to conjure an infinite number of daggers.
In more remote settings, such as the Moonshaes, he appeared as a huge man, the Ravager. This gigantic form had tough sinews, a flowing beard and a mane of hair, eyes with a fire of hatred burning in them, supernatural hatred that also shows on his grimacing face. From his forehead two 7-foot-long horns jutted, curving backwards. The Ravager was a weapon of mass destruction, and he favoured attacking with his massive fists.
Avatar of Bhaal: As Bhaal except as follows; divine rank 6; Init +19; AC 58; Atk +67/+62/+57/+52, or +65/+60/+55/+50 and +65/+60/+55 melee; or +67 ranged (1d4+19/19-20, +5 keen, wounding, unholy, ghost touch dagger); spell +58 melee touch or +61 ranged touch; SQ Divine aura (600 ft., DC 27), DR 41/+4, fire resistance 26, SR 38; SV Fort +49, Ref + 53, Will +48; all skill modifiers are reduced by seven.
Salient Divine Abilities: Alter Form, Alter Size, Divine Blast, Divine Rogue, Divine Sneak Attack, Extra Domain (Law), Hand of Death, Wound Enemy
Spell-like abilities: Caster level 17th, saving throw DC 24 + spell level. Without the Extra Domain salient ability, Bhaal loses access to the Fate domain and the spell-like abilities augury, bestow curse, foresight, geas/quest, mark of justice, mind blank, status, true strike, vision.
Tebryn14

02-09-04, 09:55 PM
*bump*
Zat

02-10-04, 04:21 PM
Are there an Goblinoid gods up at the time?
Tebryn14

02-10-04, 06:29 PM
I believe most if not all of them are lurking about. Maglubiyet is the first deity posted, and I did Hruggrek myself, but I don't know where the rest are. Check the list on p3 or 4 (I think).
Tebryn14

02-15-04, 03:23 PM
Bump
aravilar_holistacia

02-15-04, 04:31 PM
Hiya. :)

I checked over the thread and I was wondering if you guys had the stats for Hanali Celanil stashed away somewhere; I tried the link to the old thread, and it seems the archived boards aren't working (or maybe it's just me).

Thanks in advance,
Tebryn14

02-16-04, 12:04 AM
I do, as a matter of fact.

Hanali Celanil
By Elrumir

The Heart of Gold, Winsome Rose, Archer of Love, Kiss of Romance, Lady Goldheart
Intermediate Elven Deity
Symbol: Gold heart
Home Plane: Arvandor
Alignment: Chaotic good
Portfolio: Love, beauty, enchantments, magic item artistry, fine arts, artists
Worshipers: Aesthetes, artists, enchanters, lovers, sorcerers, Arilyn Moonblade
Cleric Alignments: CG, CN, NG
Domains: Chaos, Charm, Elf, Good, Magic, Protection
Favoured Weapon: A shining heart (dagger)

Hanali Celanil
Enchanter 20/Cleric 20
Medium-size outsider (Chaos, Good)
Divine Rank: 15
Hit Dice: 20d8+120 (outsider) + 20d4+120 (Enc) + 20d8+120 (Clr) (760 hp)
Initiative: +15 (+11 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 79 (+11 Dex, +15 divine, +28 deflection, +15 natural)
Attacks: +5 keen, defending, dispelling, spell storing shining heart +72/+67/+62/+57 melee or +72 ranged; or spell +62 melee touch or +66 ranged touch.
Damage: +5 keen, defending, dispelling, spell storing shining heart 1d4+12/15-20; or by spell.
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 22/day.
Special Qualities: Gold elf racial abilities, divine aura (1,500 ft., DC 40), divine immunities, DR 50/+4, familiars (cats), fire resistance 35, godly realm (10 miles Outer Plane, 1,500 ft. Material Plane), plane shift at will, remote communication 15 miles, spontaneous casting of divine spells, SR 47, teleport without error at will, understand, speak and read all languages and speak directly to all beings within 15 miles.
Saves: Fort +53, Ref +58, Will +57
Abilities: Str 24, Dex 33, Con 22, Int 35, Wis 31, Cha 40
Skills: Alchemy +67, Appraise +67, Bluff +74, Concentration +61, Craft (calligraphy) +67, Craft (painting) +67, Craft (pottery) +67, Craft (weaving) +67, Decipher Script +67, Diplomacy +74, Forgery +67, Gather Information +72, Heal +67, Innuendo +65, Intimidate +74, Knowledge (arcana) +67, Knowledge (history) +67, Knowledge (nobility and royalty) +67, Knowledge (religion) +67, Listen +65, Perform +70, Profession (herbalist) +65, Profession (jeweller) +67, Scry +67, Search +67, Sense Motive +65, Spellcraft +67, Spot +65.
Feats: Alluring, Brew Potion, Combat Casting, Craft Magic Arms and Armour, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Dodge, Eschew Materials, Expertise, Extra Turning, Forge Ring, Greater Spell Focus (Enchantment), Improved Critical (shining heart), Improved Initiative, Persuasive, Point Blank Shot, Reach Spell, Sacred Spell, Scribe Scroll, Spell Focus (Enchantment), Subdual Substitution, Superior Expertise, Trustworthy, Weapon Finesse (shining heart), Weapon Focus (shining heart).

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Area Divine Shield, Avatar, Craft Artefact, Create Greater Object, Create Object, Divine Blessing (Charisma), Divine Inspiration (love and desire), Divine Shield, Divine Spell Focus (Enchantment), Divine Splendour, Extra Domain (Chaos), Extra Domain (Good), Extra Domain (Protection), Master Crafter, Possess Mortal.
*Even though normally only allowed to deities of rank 16 or higher, Hanali has access to this salient divine ability due to the fact she competes with Sune, from whom she has ‘mimicked’ this power.
Domain Powers: Cast chaos spells at +1 caster level; 15/day increase Charisma by four; cast good spells at +1 caster level; use spell completion or spell trigger devices as Enc30; 15/day protective ward.
Spell-like Abilities: Hanali uses these abilities as a 25th-level caster, except for chaos spells, which she uses as a 26th-level caster. The save DC’s are 40 + spell level. aid, animate objects, antimagic field, antipathy, blade barrier, calm emotions, cat’s grace, chaos hammer, charm monster, charm person, cloak of chaos, commune with nature, demand, dispel evil, dispel law, dispel magic, dominate monster, emotion, find the path, geas/quest holy aura, holy smite, holy word, identify, imbue with spell ability, insanity, liveoak, magic circle against evil, magic circle against law, mind blank, Mordenkainen’s disjunction, Nystul’s undetectable aura, prismatic sphere, protection from elements, protection from evil, protection from law, protection from spells, repulsion, sanctuary, shatter, shield other,, snare, spell immunity, spell resistance, spell turning, suggestion, summon monster IX (as chaos or good spell only), sunburst, tree stride, true strike, word of chaos.
Cleric Spells/day: 6/9/9/8/8/8/7/6/6/6; base DC 20 + spell level, 35 + spell level for Enchantment spells, +2 if mind-affecting, language dependent spell.
Enchanter Spells/day: 4/7/7/7/7/6/6/6/6/5; base DC 22 + spell level, 37 + spell level if Enchantment spells, +2 if mind-affecting, language dependent spell.
Possessions: Hanali prefers not to attack; she is essentially a non-violent goddess. If she must, she’d rather use subdually substituted spells or her perfect beauty to incapacitate or, if necessary, kill, her foes. If very sorely pressed, she conjures shining hearts of pure gold out of thin air, which function as +5 keen, defending, dispelling, spell storing daggers each. She attacks with them as easily as she hurls them.
Caster level 25th; Weight 1 lb.

Other Divine Powers
As an intermediate goddess, Hanali Celanil automatically receives a 20 on any check. She treats a 1 on an attack roll or saving throw normally and not as an automatic failure and is immortal.
Senses: Hanali can see, hear, touch and smell at a distance of fifteen miles. As a standard action, she can perceive anything within fifteen miles of her worshippers, holy sites, objects or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations simultaneously. She can block the sensing powers of deities of up to her rank at two such remote locations at once for 15 hours.
Portfolio Sense: Hanali is automatically aware when an elf is in love or creates something beautiful, especially if magical.
Automatic Actions: Hanali can use Craft, Diplomacy, Heal, Knowledge, or Spellcraft if the DC for the check is 25 or less. She can perform up to ten such actions per round.
Create Magic Items: Being the elven goddess of love, magic and artistry, be it magical or not, Hanali can create any magic item – but prefers magical items that are aesthetically pleasing, work with Charisma (such as a circlet of persuasion) or with love (such as a potion of love) – as long as the item’s price does not exceed 200,000gp.

Avatars
When encountered, Hanali appears as a beautiful gold elven maiden scantily clad in a short, white and golden dress or gown. Always barefooted, she wears gold anklets and toe rings.
Avatar of Hanali: As Hanali except as follows; divine rank 7; AC 63; Atk +65/+60/+55/+50 melee or +65 ranged (1d4+12/15-20, +5 keen, defending, dispelling, spell storing shining heart); or spell +55 melee touch or +59 ranged touch; SQ Divine aura (700 ft., DC 32), DR 42/+4, fire resistance 27, SR 39; SV Fort +46, Ref +51, Will +50; all skill modifiers are reduced by seven.
Salient Divine Abilities: Alter Size, Craft Artefact, Divine Inspiration (love and desire), Divine Shield, Divine Spell Focus (Enchantment), Extra Domain (Chaos), Extra Domain (Good), Extra Domain (Protection), Master Crafter.
Spell-like abilities: Caster level 17th, saving throw DC 32 + spell level.
aravilar_holistacia

02-16-04, 01:28 AM
Thanks a ton!

This thread is excellent by the way :D
Naeryndam Alastrarra

02-18-04, 12:05 PM
could anybody make stats for karsus as a diety?
Tebryn14

02-20-04, 11:26 PM
Karsus, hm. I couldn't. Not until the Arcanist class is revealed in Player's Guide to Faerun. But here is Yeenoghu as a consolation prize!

Yeenoghu
The Destroyer, Demon Prince of Gnolls
Lesser Deity
Symbol: Triple headed flail
Home Plane: Abyss (422nd layer, Seeping Woods)
Alignment: Chaotic Evil
Portfolio: Ghouls, gnolls, paralysis
Cleric Alignments: CE, CN, NE
Domains: Chaos, Evil, Undeath
Favored Weapon: triple headed flail

A perfect example of an Abyssal lord turned god, Yeenoghu is a terrifying power. He usually appears as a 12-foot tall gnoll with glowing red eyes and a bestial appearance. By subverting worship of the now dwindling gnoll power Gorellik, Yeenoghu has ascended to true godhood, and now eclipses his peer in both Abyssal and divine power. Yeenoghu hates all other powers, and wants nothing to do with any of them. From his throne of severed limbs of those who have angered him, he rules his layer. The Seeping Wood is a wide plain of savannahs, though the whole layer is poisonous.

Large Outsider (Chaotic, Evil, Tanar’ri)
Divine Rank: 6
Hit Dice: 40d8+360 (680 hp)
Initiative: +16
Speed: 80 ft.
AC: 59(+12 Dex, +6 divine, +20 natural, +9 deflection, +3 insight, -1 size)
Attacks: +5 triple headed flail +66/+61/+56/+51 melee; or by spell +61 melee touch, or +58 ranged touch.
Damage: +5 triple headed flail 1d12+20 (1d3 heads per hit); or by spell.
Face/Reach: 5 ft. by 5 ft./ 10 ft.
Special Attacks: Domain powers, spell-like abilities (domain), spell-like abilities (demon), summon Tanar’ri, summon ghouls, summon gnolls, spells, turn undead 16/day.
Special Qualities: Divine aura (600 ft., DC 25), divine immunities, DR 20/epic, fire resistance 11, godly realm (Seeping Woods, 1 mile), plane shift at will, greater teleport at will, understand, speak, and read all languages and speak directly to all beings within 6 miles, tanar’ri traits, scent, fast healing 2, SR 38, remote communication 6 miles.
Saves: Fort +37, Ref +40, Will +36
Abilities: Str 40, Dex 34, Con 29, Int 26, Wis 27, Cha 28

Skills: Balance +48, Climb +56, Concentration +50, Diplomacy +35, Escape Artist +38, Handle Animal +45, Hide +44, Intimidate +55, Jump +56, Knowledge (Arcana) +34, Knowledge (Nature) +49, Knowledge (Religion) +49, Listen +49, Move Silently +48, Search +39, Sense Motive +35, Spot +49, Tumble +53, Survival +54, Spellcraft +39.

Feats: Blinding Speed, Cleave, Combat Expertise, Dark Speech, Dodge, Extra Turning, Great Cleave, Improved Critical (triple flail), Improved Initiative, Power Attack, Quicken Spell-like Ability, Spring Attack, Track, Weapon Focus (triple flail), Whirlwind.

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.

Domain Powers: Cast chaotic spells at +1 caster level; cast evil spells at +1 caster level; free Extra Turning feat.

Spell-like Abilities (Divine): Yeenoghu uses these abilities as a 16th level caster, except for chaotic and evil spells, which he uses at 17th caster level. The save DCs are 25+spell level. Protection from Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX*, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Detect Undead, Animate Dead, Death Ward, Circle of Doom, Control Undead, Create Greater Undead, Energy Drain.
*Cast as a chaos or evil spell only

Spell-like Abilities (Tanar’ri): Yeenoghu uses these abilities as a 20th level caster, except for chaotic and evil spells, which he uses as a 21st level caster. The save DCs are 25+spell level. At will- Bull’s Strength, Deeper Darkness, Greater Dispelling, Greater Magic Fang, Telekinesis, Greater Teleport, Unhallow. 1/day-Shapechange.

Cleric Spell/day: Yeenoghu cast spells as a 10th level cleric. He can rebuke or control undead. 6/6/6/5/5/3. Base save DC=18+spell level.

Summon Ghouls (Sp): 3/day, Yeenoghu can summon 2d6+3 ghouls, with maximum hit points and a +6 profane bonus on turn resistance and AC.

Summon Gnolls (Sp): 5/day, Yeenoghu can summon 7d6 gnolls or 3d6 5th level gnoll fighters.

Summon Tanar’ri (Sp): 5/day, Yeenoghu can automatically summon 1d6 vrocks, or alternatively he could attempt to summon 1 balor (60%).

Possessions: Yeenoghu carries a Huge +5 triple headed flail, a unique, exotic weapon. Each time a hit is scored, 1d3 of the head hit for listed damage. If more than one head hits, the victim must make a Fortitude save (DC 27) or by paralyzed for 2d6 rounds. If all three hit, the target must also make a Will save (DC 27) or be confused for 10 rounds.

Other Divine Powers
As a lesser deity, Yeenoghu may take 10 on any check. Yeenoghu treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.

Senses: Yeenoghu can see, hear, touch, and smell at a distance of 6 miles. As a standard action, he can perceive anything within 6 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken within the last hour. He can extend his sense at up to 5 locations at once. He can block the sensing power of deities his rank and lower at up to two remote locations at once for up to 6 hours.

Portfolio Senses: Yeenoghu automatically senses anything that affects the welfare of gnolls as long as the event affects at least 500 such beings. He likewise senses the movements of any large (500 or more) group of ghouls.

Automatic Actions: Yeenoghu can use Handle Animal, Intimidate, or Survival as a free action, as long as the DC for the task is 20 or lower. He can perform up to 5 such free actions each round.

Create Magic Items: Yeenoghu can create any magic item that cause paralysis, restricts movement, or creates ghouls, as long as the item’s market price does not exceed 30,000 gp.
Gnarsh

02-21-04, 01:58 PM
Has anyone done stats for Shevarash?
Tebryn14

02-21-04, 02:20 PM
Shevarash
By Jorda the Knight

The Black Archer, the Night Hunter

Elven Demigod
Symbol: Broken arrow above a teardrop
Home Plane: Arvandor
Alignment: Chaotic Neutral
Portfolio: Hatred of the drow, vengeance, crusades, loss,
Worshipers: Arcane archers, archers, elves, fighters, hunters, sorcerers, soldiers, rangers
Cleric Alignments: CE, CG, CN
Domains: Chaos, Elf, Retribution, War
Favored Weapon: “The Black Bow” (longbow)

Shevarash

Ranger 20/Sorcerer 10/Arcane Archer 10

Medium Size Outsider (Chaos)

Divine Rank: 5

Hit Dice: 20d10+180 (Rng), 10d4+90 (Sor), 10d8+90 (Arc) (680 hp)

Initiative: +20 (+16 dex, +4 Improved Initiative)

Speed: 60 ft.

AC: 56 (+16 Dex, +5 divine, +7deflection, +18 natural)

Attacks: +5 distance bane (drow) shocking burst long bow +56 ranged; or +5 keen bane (drow) flaming burst short sword and +5 keen bane (drow) icy burst short sword +50 melee; or +45 melee touch; or +51 ranged touch

Damage: +5 distance bane (drow) shocking burst long bow 1d8+5/19-20/x3; or +5 keen bane (drow) flaming burst short sword and +5 keen bane (drow) icy burst short sword 1d6+5/17-20/x2 (2); or by spell

Face/Reach: 5 ft. by 5 ft./ 5 ft.

Special Attacks: Domain powers, salient divine abilities, spell-like abilities, hail of arrows, arrow of death, imbue arrow, seeker arrow, phase arrow

Special Qualities: Divine immunities, understand, speak and read all languages and speak directly to all beings within 5 miles, enchant arrow (+5), favored enemies (drow +5, vermin +4, mind flayers +3, goblinoids +2, undead +1), animal companions (up to 10 HD), DR 40/+4, fire resistance 25, godly realm, remote communication 5 miles, spontaneous casting of divine spells, SR 37

Saves: Fort. +46 Ref. +53 Will. +45

Abilities: Str.30 (+10) Dex.42 (+16) Con.28 (+9) Int.28 (+9) Wis.27 (+8) Cha.24 (+7)

Skills: Animal Empathy +35, Climb +38, Concentration +37, Craft (bowmaking) +37, Handle Animal +35, Heal +36, Hide +44, Intuit Direction +35, Jump +38, Knowledge (arcana) +37, Knowledge (nature) +37, Listen +36, Move Silently +44, Ride (horse) +44, Search +36, Spot +36, Swim +38, Use Rope +44, Wilderness Lore +36, Scry +37, Spellcraft +37

Feats: Ambidexterity (light or no armor), Track, Two-Weapon Fighting (light or no armor), Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Mobility, Spring Attack, Weapon Finesse (short sword), Whirlwind Attack, Improved Critical (longbow), Improved Initiative, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Shot on the Run, Quick Draw, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Weapon Focus (longbow), Weapon Focus (short sword)

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Banestrike (Drow), Divine Archery, Extra Domain (War), Divine Celerity, Divine Weapon Focus (longbow), Free Move

Domain Powers: Cast chaos spells at +1 caster level, free weapon focus feat (longbow), if harmed by someone in combat you may make a strike of vengeance against that person with a melee or ranged weapon on your next turn (maximum damage if you hit), free Point Blank Shot feat.

Spell-Like Abilities: All domain spells, caster level 15, base DC=22

Ranger spells/day: 3/5/5/5 caster level 10, DC= 18 + spell level

Sorcerer spells/day: 6/8/8/8/6/4 caster level 10, DC= 17 + spell level

Sorcerer spells known:
0- Resistance, Ray of Frost, Detect Poison, Dancing Lights, Light, Ghost Sound, Disrupt Undead, Mending, Detect Magic
1- Protection from Evil, Shield, Mage Armor, Magic Missle, Spider Climb
2- Daylight, Invisibility, Mirror Image, Darkvision
3- Dispel Magic, Flame Arrow, Fireball
4- Wall of Fire, Improved Invisibility
5- Wall of Force

Shevarash uses his wall spells to trap and break up drow forces in narrow tunnels. He almost always has a number of Daylight and at least one [/I]Darkvision spell prepared.

Possessions: Shevarash carries an array of weapons and always puts them to their best use for the particular situation. He usually begins taking down enemies from afar with his “Black Bow” a +5 distance bane (drow) shocking burst long bow. If he enters melee or is forced into small quarters he will put away his bow and draw out his two deadly swords which act as +5 keen bane (drow) flaming burst short sword and a +5 keen bane (drow) icy burst short sword respectively. Shevarash is the bane of all drow, and just the sight of him can cause some drow armies to turn tail, or at least think twice about their current plan of attack, for all of Shevarash’s weapons share his hatred for the dark elves.

Other Divine Powers

Shevarash is immortal.

Senses: Shevarash can see, hear, touch and smell at a distance of 5 miles. As a standard action he can perceive anything within 5 miles of any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 5 hours.

Portfolio Sense: Shevarash senses any drow or Underdark attack on an elven community the moment it happens so long as it involves at least 1000 or more people.

Automatic Actions: Shevarash can use Craft (bowmaking), Hide, any Knowledge skill in which he has ranks and Wilderness Lore as a free action if the DC for the task is 15 or lower. He can perform up to 5 such free actions each round.

Create Magic Items: Shevarash can create any kind of bow or bane (drow) weapon as long as the item’s market price does not exceed 4500 gp.
Maskanodel

02-22-04, 11:32 AM
Tebryn, do you happen to have the stats for Talona, Shar, and Malar??? If you could post them it'd be a great help to me.

Thanks,
Maskanodel
Tebryn14

02-22-04, 11:50 AM
Shar and Malar are statted in Faiths and Pantheons, but I certainly have Talona.
Talona
By Jorda the Knight

Lady of Poison, Mistress of Disease, Mother of All Plagues

Lesser Faerunian Deity
Symbol: Three amber teardrops on a purple triangle
Home Plane: The Barrens of Doom and Despair
Alignment: Chaotic Evil
Portfolio: Disease, Poison
Worshipers: Assassins, druids, healers, rogues, those suffering from disease and illness
Cleric Alignments: CE, CN, NE
Domains: Chaos, Destruction, Evil, Suffering
Favored Weapon: A scabrous hand (unarmed strike)

Talona

20Druid/10 Assassin/10Rogue

Medium-Size Outsider (Chaos, Evil)

Divine Rank: 10

Hit Dice: 20d8 (Drd), 20d6 (Asn), 20d6 (Rog)

Initiative: +14 (+10 Dex, +4 improved initiative)

Speed: 60 ft.

AC: 60 (+10 Dex, +10 divine, +23 natural, +7 deflection)

Attacks: +5 ghost touch spell-storing unholy touch (unarmed strike) +63 melee; or +58 melee touch; or +60 ranged touch

Damage: 1d4+10; or by spell

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Domain powers, salient divine abilities, spell-like abilities, sneak attack +5d6, death attack (DC=30)

Special Qualities: Divine immunities, DR 45/+5, fire resistance 30, opportunist, divine aura (1000 ft., DC=27), evasion, godly realm, remote communication 10 miles, SR 42, uncanny dodge, understand, speak and read all languages and speak directly to all beings within 10 miles, a thousand faces, animal companion (up to 20 HD, usually poisonous creatures), nature sense, resist nature’s lure, spontaneous casting of divine spells, timeless body, trackless step, wild shape, woodland stride

Saves: Fort. +54 Ref. +52 Will. +57

Abilities: Str.26 (+8) Dex.30 (+10) Con.35 (+12) Int.30 (+10) Wis.40 (+15) Cha.24 (+7)

Skills: Alchemy +36, Animal Empathy +49, Balance +52, Bluff +49, Concentration +54, Disguise +49, Escape Artist +52, Forgery +52, Gather Information +49, Heal +57, Intimidate +49, Jump +50, Knowledge (nature) +52, Listen +57, Move Silently +52, Open Lock +52, Pick Pocket +52, Scry +52, Search +52, Spot +57, Spellcraft +52, Swim +50, Tumble +
+52, Wilderness Lore +57

Feats: Combat Casting, Combat Reflexes, Dodge, Mobility, Improved Initiative, Improved Unarmed Strike, Stunning Fist, Lightning Reflexes, Run, Spell Penetration, Greater Spell Penetration, Enlarge Spell, Reach Spell, Extend Spell, Quicken Spell, Silent Spell, Still Spell, Eschew Materials

Divine Immunities: Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects, Energy Immunity (electricity, cold, acid), disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment.

Salient Divine Abilities: Alter Reality, Divine Druid, Extra Domain (Suffering), Extra Domain (Evil), Frightful Presence, Gift of Life, Hand of Death, Increased Damage Reduction, Lay Curse, Life Drain, Wound Enemy, *Unique Salient Divine Ability

Domain Powers: Cast chaos and evil spells at +1 caster level, smite 1/day (+4 attack, +10 damage), pain touch 1/day (touch creature receives –2 enhancement penalty to strength and dex for 1 minute. Does not effect creatures immune to critical hits)

Spell-Like Abilities: All domain spells, caster level 20, base DC= 27 +spell level

* Plague: This ability is similar to the plague ability of the Blighter prestige class (Master of the Wild) but is much more powerful. This ability acts as the Contagion spell except that no touch attack roll is required and it affects all mortals Talona designates within a 100 ft. radius. Talona may use this ability as a standard action up to 10 times per day.

Possessions: While Talona carries no material goods her very touch is deadly. Her spell-storing ability has a permanent Contagion spell stored within it (DC= 30). Talona may change which type of disease is stored each round as a free action.

Other Divine Powers

Senses: Talona can see, hear, touch and smell at a distance of 10 miles. As a standard action she can perceive anything within 10 miles of any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to 5 locations at once. She can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for 10 hours.

Portfolio Sense: Talona senses the contraction and/or curing of any disease, any form of poisoning or blight as well as the removal of poison (such as by a heal spell) the moment it happens as long as the event involves at least 500 people.

Automatic Actions: Talona may use Alchemy, Disguise, Heal or Scry as a free action if the DC for the task is 20 or lower. She can perform up to 5 such actions a turn.

Create Magic Items: Talona can create any magic item involving poison or disease as long as the market price does not exceed 30,000 gp
Maskanodel

02-22-04, 05:51 PM
Thanks a lot...exactly what I was looking. And thanks for the heads up about F&P
Laszlo Koller

02-23-04, 06:11 PM
Hi Folks! Two things...

1) The stats for the various "lesser" deities is great. However, finding the data easily for a specific deity can be a chore at times. Has anyone posted these stats on a website somewhere where it would be easier to view them all (including knowing which deities haven't been covered yet)?

2) What are virtual divine ranks? And where can I learn more?

Thanks and keep up the great work.
Tebryn14

02-23-04, 09:18 PM
Well, you may or may not remember, but his thread is a reincarnation of a thread that was on the old boards last year. They had a huge number of gods of all ranks done. After the board switch, when they announced that the old boards would be viewable for several more months, I realized that all that work would likely be lost. So I copied the stats of all several hundred gods onto Word documents and saved them on my computer. They are categorized by pantheon for easy access. If you ever need a god, just ask, and I can post it for you. On page four or five of this thread, a very helpful member posted a list of nearly all deities if the Torillian sphere, plus most of the planar deities, as well as which ones had been done by whom and where. Another good source is the 2e planescape book, On Hallowed Ground, which lists virtually all deities of all planar pantheons, and a good chunk of the single sphere pantheons.

Virtual divine rank is a concept that has been thrown about on the boards for some time. It was developed to reflect the powers of being not quite deities, as they don't gain power from worship, but with a deity level amount of power. As far as I know, I am the only one who has a defined system for statting creatures with Virtual Divine Rank (VDvR).
My system goes that creatures with VDvR gain all the powers of godhood, except for those connected with worship. For example, a standard VDvR being would have divine immunities, divine senses, SDA's, DR, SR, and all the others, except for domain powers and spells, as well as portfolio sense, because they don't have portfolios. However, I feel that unique creatures like archdevils deserve to have abilties specially crafted to them, so I avoid using SDAs. For a perfect example of an archfiend with DvR, see Baphomet or Yeenoghu, either on this page or the one before it. For an archfiend with VDvR, see Graz'zt, somewhere between the first two.
And example of a creature that would have VDvR but actual SDAs might be the Lady of Pain. However, I would not reccomend trying to stat her, because in theory no mortal should be powerful enough to do her harm, and no god can get anywhere near her, and besides it would ruin her air of mystery. Now that I think of it, VDvR creatures are almost all unique enough to merit unique abilities, but...
Tebryn14

03-07-04, 10:53 AM
This thread has fallen into sad disuse, which is a shame considering that several moths ago, we had this awesome quest, to finish the great list. And then we had my little idea a few weeks ago, that went ignored. Come on guys, let's get back on track.
Maskanodel

03-07-04, 12:03 PM
Maybe you should petition BigSis into get stickied. It'd make it more visible to people and it wouldn't get knocked back every other day.
Tebryn14

03-07-04, 08:17 PM
She actually asked me if I wanted her to do it, but I think we fell out of communication. I should PM her again. Thanks for reminding me.