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Amiel
2009-05-12, 10:43 AM
Index of Deities

Boccob (http://www.giantitp.com/forums/showpost.php?p=6093655&postcount=1)
Corellon Larethian (http://www.giantitp.com/forums/showpost.php?p=6170962&postcount=18)
Pathfinder Corellon (http://www.giantitp.com/forums/showpost.php?p=6176796&postcount=19)
Tempus (http://www.giantitp.com/forums/showpost.php?p=6204043&postcount=32)
Maglubiyet (http://www.giantitp.com/forums/showpost.php?p=6216386&postcount=40)




“Balance above alignment, knowledge above all”

Boccob
The Uncaring, Lord of All Magics, The Archmage of the Deities
Greater Oerthian Deity
Symbol: An eye balanced on a pedestal inside a pentagon
Home Plane: The Outlands
Alignment: Neutral
Aliases: Al’Zarad (Bakluni)
Superior: None
Allies: Cyndor, Delleb, Istus, Lendor, Wee Jas; distant
Foes: Tharizdun
Servants: Mordenkainen, the Circle of Eight, Zagyg the Mad
Servitor Creatures: Jann genies, invisible stalkers, Huge elementals (any kind)
Manifestations: None
Signs of Favor: Sudden insight involving magical research or arcane theories
Portfolio: Magic, arcane knowledge, foresight, foreknowledge, balance, neutrality
Worshippers: Arcane spellcasters, astrologers, philosophers, loremasters, oracles, sages, seers, diviners
Cleric Alignments: Any; primarily CN, LN, NE, N, NG
Specialty Priests: Arcanists/Arcanologists
Holy Days: Celestial conjunctions, Great Discovery, Last Rite of the Prophet
Domains: Balance, Knowledge, Magic, Oracle, Spell
Favored Weapon: The Staff of the Archmagus (quarterstaff)

Boccob
Arcane Oracle 10/Archmage 5/Loremaster 20/Wizard 25
Medium Outsider (Extraplanar)
Divine Rank: 17
Hit Dice: 10d6 + 5d4 + 20d4 + 25d4 + 660 + 3 (923 hp)
Initiative: +16 (+12 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 86 (+13 deflection, +12 Dex, +17 divine, +1 dodge, +32 natural), touch 53, flatfooted 86
Base Attack/Grapple: +30/+52
Attack: The Staff of the Archmagus +59 melee (1d8+29/x3); or spell +73 melee touch or +79 ranged touch
Full Attack: The Staff of the Archmagus +59/+54/+49/+44 melee (1d8+29/x3); or spell +73 melee touch or +79 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Arcane fire, domain powers, mastery of counterspelling, mastery of elements, mastery of shaping, salient divine abilities, spell-like abilities, spell power +3, spells
Special Qualities: Alter reality, alter size, arcane reach, avatar, divination enhancement, damage reduction 40/epic and mithral, divine aura (17 miles, Will DC 50), divine immunities, familiar (owls), godly realm, greater lore, greater teleport at will, immunity to acid and cold, immunity to surprise, improved uncanny dodge, lore, planeshift at will, prescient sense, remote communication, scry bonus +1, secrets (instant mastery, secret health, secrets of inner strength, secrets of true stamina, secret knowledge of avoidance, weapon trick, dodge trick, applicable knowledge, newfound arcana, more newfound arcana), spell resistance 119, resistance to sonic 37, trap sense +3, true lore, uncanny dodge, understand, speak, and read all languages and speak directly to all beings within 17 miles
Saves: Fort +76, Ref +77, Will +94 *Always receives a 20 on saves
Abilities: Str 22, Dex 34, Con 33, Int 58, Wis 54, Cha 36
Skills: Appraise +110 (+120 alchemical items, +120 books, +120 calligraphy, +120 paintings, +120 forged items), Balance +36, Bluff +96, Concentration +126, Craft (alchemy) +126, Craft (bookbinding) +126, Craft (calligraphy) +114, Craft (painting) +110, Decipher Script +136, Diplomacy +107, Disguise +82 (+88 when acting character), Escape Artist +47, Forgery +126, Gather Information +119, Heal +100, Hide +71, Intimidate +91, Knowledge (arcana) +152, Knowledge (architecture and engineering) +100, Knowledge (dungeoneering) +126, Knowledge (geography) +106, Knowledge (history) +136, Knowledge (local) +100, Knowledge (nature) +126, Knowledge (nobility and royalty) +100, Knowledge (the Planes) +136, Knowledge (religion) +136, Listen +103, Perform (oratory) +30, Search +115 (+121 to find secret doors), Sense Motive +136, Sleight of Hand +36, Spellcraft +152 (+162 for scrolls), Spot +103, Survival +40, Use Magic Device +124 (+134 for scrolls) *Always receives a 20 on checks
Feats: Brew Potion, Chain Spell, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell, Enlarge Spell, Eschew Materials, Explosive Spell, Extend Spell, Forge Ring, Fortify Spell, Greater Spell Focus (all) B, Heighten Spell, Improved Initiative, Iron Will, Persistent Spell, Reach Spell, Repeat Spell, Sacred Spell, Scribe Scroll B, Spellcasting Prodigy, Spell Focus (all) B, Spell Mastery (all) B, Twin Spell, Transdimensional Spell
Epic Feats: Enhance Spell, Epic Skill Focus (Knowledge [arcana]), Epic Skill Focus (Spellcraft), Epic Spellcasting, Epic Spell Focus (all) B, Ignore Material Components, Improved Heighten Spell, Intensify Spell, Multispell x6
Divine Immunities: Ability damage, ability drain, death effects, disease, disintegration, energy drain, mind-effecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
Salient Divine Abilities: Arcane Mastery, Archmage of the Deities*, Automagic Metamagic (quicken wizard spells), Automatic Metamagic (silent wizard spells), Automatic Metamagic (still wizard spells), Control Creatures (any creature that can cast a spell or use a spell-like ability, 17 creatures/day), Craft Artifact, Create Greater Object, Create Object, Divine Blast (16/day, 17 miles, 30d12 damage), Divine Creation, Divine Recall (magic), Divine Shield (15/day, absorbs 170 points of damage), Divine Skill Focus (Knowledge [arcana]), Divine Skill Focus (Spellcraft), Divine Spellcasting, Increased Spell Resistance (x2), Instant Counterspell, Lord of All Magic*, See Magic, Spontaneous Wizard Spells, True Knowledge; Boccob has permanently sacrificed access to one domain for an additional salient divine ability.
*Unique Salient Divine Abilities; see below for details.
Environment: The Library of Lore, The Outlands
Organization: Unique
Challenge Rating: 64
Treasure: Quintuple standard plus the Staff of the Archmagus
Alignment: Neutral
Advancement: ––
Level Adjustment: ––

Combat

Boccob neither seeks nor avoids confrontations, though he does not hesitate to disabuse others of the illogicality and foolishness of fighting him; he desires balance above morality, knowledge above all. As Lord of All Magic and the Archmage of the Deities, Boccob has virtually limitless options in dealing with those foolish enough to challenge him, or assuming he feels threatened or amused by the other party.
Boccob always has foresight and true seeing cast upon his person and so is never deceived, surprised or flat-footed. He will wrap himself in various magical protections to stymie attempts at harming him. Immediately after, he will increase his armor class (+22) with single uses of his Balance domain power and activate his Divine Shield. He will always be Seeing Magic as the salient divine ability.
He will then initiate combat by calling on his Divine Aura, setting it to daze, and calming emotions to force peace upon the battlefield. Against obvious extraplanar foes, he will imprison, or dismiss or banish them back to their own planes. Usually this will end the combat, freeing Boccob to attend to important matters and leaving the dignity of his opponents intact. If violence persists, Boccob will neither give nor ask for quarter.
He will saturate the area with antimagic fields and launch disjunctions, greater dispel magics and reaving dispels at enemy spellcasters, melee specialists and rogues in that order. He will resolve this round by speaking words of balance, killing, paralyzing, weakening or nauseating nonneutral creatures and detonating an enhanced and intensified sacred fire storm on the party, dealing half divine and sonic damage.
If foes are still standing, Boccob will cast a veritable battery of combat spells, dispelling magic all the while. His incredible intelligence allows Boccob to select the most appropriate attack form for opponents, through use of Spontaneous Wizard Spells, and determine when to convert spells to the appropriate element or energy accordingly. He will follow up his previous spell barrage by unleashing fireballs, greater shouts, incendiary clouds, polar rays, meteor swarms, spheres of ultimate destruction with modified elements or energies as appropriate and repeating throughout combat as necessary.
Against foes that seem to be particularly persistent, Boccob will first launch arcane fire on his adversaries dealing raw magical energy and is then quick to cast epic spells, preferring those that strip away magical protections and known spells, and the disc of concordant opposition.
For exceedingly heavily protected and tenacious foes, Boccob will unleash salvos of his Divine Blast.
Boccob will never allow fighting to descend into physical fisticuffs, finding it barbaric and superfluous.

Alter Reality (Su): Boccob exerts a considerable measure of control over reality itself, and his very presence can command the very essence of the world around him.
Boccob can use the wish spell and duplicate practically any spell effect as long as the effect promotes magic, arcane knowledge, foresight, foreknowledge, balance or neutrality. This ability costs him no XP and requires a standard action to implement.
He may cast any cure spell at will as a standard action. Applying metamagic feats to the spells requires him to forego using alter reality for 1 round for each level the feat would normally add to the equivalent spell.
As a swift action, Boccob can assume any size from Fine to Colossal. This ability allows Boccob to assume any proportions from the size of a grain of sand up to as much as 1,600 feet tall. Finally, Boccob may create up to twenty avatars.

Archmage of the Deities (unique salient divine ability): Boccob is without question among the greatest practitioners of arcana in the multiverse. His untold millennia of arcane mastery is virtually unmatched by any save the greatest deities or cosmic entities of magic. This mastery manifests itself in a variety of ways. First, Boccob has mastered all applicable high arcana. In addition, Boccob need never sacrifice or expend spell slots for his arcana as they are intrinsically tied to his very essence.
Arcane Fire (Su): Boccob can channel arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (700 ft.) that always deals 170 points of damage.
Arcane Reach (Su): Boccob can use spells with a range of touch on a target up to 170 feet away. Boccob must still make a ranged touch attack.
Mastery of Counterspelling: When Boccob counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. This reflection of spell energy affects even area-affecting spells which are typically not subject to spell turning; for example, if an enemy wizard casts a fireball in an area of effect that could affect Boccob, the fireball would be redirected to an area of effect centered on the enemy caster.
Mastery of Elements: Boccob can alter an arcane spell when cast so that it utilizes a different element or energy from the one it normally uses. This ability can alter spells with the acid, cold, fire, electricity, sonic, or positive or negative energy descriptors. The spell’s casting time is unaffected and Boccob may apply the appropriate element or energy to the spell as a swift action; for example, Boccob may fully transform an ice storm spell so that it deals positive energy damage before casting a delayed blast fireball that deals electricity damage. All spells modified this way always deal maximum damage.
Mastery of Shaping: Boccob can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread and may do so as an immediate action.

Domain Powers: Boccob casts divination spells at +3 caster level; Boccob uses scrolls, wands, and other devices with spell completion or spell trigger activation as a 77th level wizard; 17/day as a free action, Boccob adds his Wisdom modifier (+22) to his Armor Class for 60 rounds; Boccob gains a +2 bonus on Concentration and Spellcraft checks

Epic Spells: 10 per day. Epic spells known: animus blast, animus blizzard, disc of concordant opposition, contingent resurrection, crown of vermin, demise unseen, dire winter, dreamscape, eclipse, eidolon, enslave, epic counterspell, epic mage armor, epic repulsion, epic spell reflection, greater epic mage armor, greater ruin, hellball, kinetic control, let go of me, living lightning, lord of nightmares, mass frog, momento mori, mummy dust, nailed to the sky, peripety, rain of fire, raise island, ruin, safe time, spell worm, soul dominion, soul scry, summon behemoth, superb dispelling, verdigris. Boccob has access to additional epic spells beyond this list; the actual extent of his knowledge of epic magic is unknown.

Lord of All Magic (unique salient divine ability): Boccob is virtually unrivalled in his knowledge and application of spells and effects. Firstly, his mastery and knowledge of spells is such that he automatically casts arcane spells without need for spellbooks – in game terms, he gains a virtual Spell Mastery feat for all schools of magic. Additionally, Boccob may select spells from any spell list, whether arcane or divine (cleric and noncleric spell lists) and cast those spells as wizard spells.
In addition, his spells are extremely difficult to resist and obliterate spell resistance with ease – he gains Greater Spell Focus and Epic Spell Focus as virtual feats for all schools of magic and all spells cast by him receive a further +17 divine bonus to caster level.
Finally, for the purposes of his Lore ability, he uses the totality of his caster level to determine the bonus (typically +139).

Spell-Like Abilities: At will –– antimagic field, anyspell, augury, banishment, break enchantment, calm motions, clairaudience/clairvoyance, clarity of mind, commune, detect secret doors, detect thoughts, discern location, dismissal, divination, find the path, foresight, greater anyspell, greater dispel magic, greater scrying, imbue with spell ability, legend lore, identify, limited wish, make whole, mage armor, mass sanctuary, mordenkainen’s disjunction, nystul’s magic aura, protection from spells, rary’s mnemonic enhancer, scrying, silence, spell resistance, spell turning, true seeing, weighed in the balance, word of balance. Caster level 77th, caster level 80th for divination spells. Save DCs = 50 + spell level.

Wizard Spells per Day (Levels 0 – 25): Boccob casts spells as a 117th level wizard and as a 120th level caster for divination spells. 4/10/10/10/10/10/9/9/9/9/5/5/5/5/4/4/4/4/3/3/3/3/2/2/2/2. Save DC = 66 + spell level.

Other Divine Powers
As a greater deity, Boccob automatically receives the best possible result on any die roll he makes (including checks, saves, and wizard caster level); as a deity of magic, Boccob does not receive the best possible die roll to attack rolls or damage as martial deities may receive. He is immortal.

Automatic Actions: Boccob can use any Intelligence-based skill, any skill that deals with arcane knowledge, or any Knowledge skill, even those he has no ranks in, as an immediate action if the DC for the task is 30 or lower; he can use Knowledge (arcana) or Spellcraft as a swift action if the DC for the task is 47 or less. Boccob can also cast any arcane spell or spell-like ability as a swift action; though he can only cast seven swift action spells per round. He can use legend lore and analyze dweomer as swift actions at will. Boccob can perform up to twenty swift actions each round.

Create Magic Items: As the deity of magic, Boccob can create any kind of magic item, and need only expend half the time and resources in doing so.

Portfolio Sense: Boccob senses all magic use (spellcasting, item use, spell-like ability use, magic item effect or magic item creation) seventeen weeks before it happens and retains the sensation for seventeen weeks after the event occurs. He has a similar ability to sense the discovery, recording, or sharing of any spell or bit of arcane knowledge. He likewise senses any prophecy or prediction of the future (whether accurate or not) and any event that alters the balance of good, evil, law and chaos in the cosmology.

Senses: Boccob can see, hear, touch, and smell at 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 at once. He can block the sensing power of deities of divine rank 17 or lower at up to two remote locations at once for 17 hours.

The Staff of the Archmagus: This beautiful oaken staff is shod in adamantine and inscribed with shimmering golden runes that seemingly move across the oak. The staff is capped with platinum sigils and topped with a massive purple diamond bearing the symbol of Boccob. The Staff of the Archmagus, otherwise known as the Staff of Boccob, is a +6 defending quarterstaff save that it deals 1d8 damage and has a x3 critical multiplier.
On a critical hit, one must succeed in a Fortitude save DC 50 or permanently lose spells or spell-like abilities of an amount equal to one-half of one’s hit dice. Only a wish or miracle can restore a level’s worth of spells or spell-like abilities. A deity or cosmic entity using divine or cosmic abilities to heal may automatically restore lost spells or spell-like abilities, so long as they succeed on an opposed rank check.
Arcana lost in this manner are absorbed by the staff as charges and provide 10 charges per HD of spells lost.
Boccob can draw out the arcana within his staff. For every 10 levels worth of spells within the weapon, Boccob receives a +1 divine bonus to his Knowledge, Spellcraft, caster level checks and spell DC. By expending charges in this way, he may negate XP costs or backlash damage when casting spells or epic spells.
Spells or spell-like abilities that fail to penetrate Boccob’s spell resistance are automatically absorbed by the staff to likewise provide charges.
Boccob may cast any spell he knows through the staff without losing the spell slot for the day and may freely apply metamagic feats to the expended spell.
Boccob may, as a standard action, alter the staff to emanate properties of known magical and epic staves, for example, Boccob may modify the staff so that it otherwise functions as a staff of the cosmos, or as a staff of passage; the spells cast by the staff in this way use the spell charges stored in the weapon.
Boccob typically has 600 charges stored within his staff, these charges reset daily if expenditure does not take place.

Zeta Kai
2009-05-12, 11:27 AM
:eek:

Wow. That certainly is... suitably epic.

Well, it's clear that you spent a LOT of time statting up this god. Is there a particular reason that you chose Boccob of all gods? Usually, the purpose of statting up a being is to give players a defined challenge (IE so that they can kill it), & I can think of other deities that are more apt to engage (indulge?) players in combat.

As for the stats themselves, they seem reasonably accurate, balanced, & appropriate. I have very few qualms with the stats, & indeed, I probably would've made many of the same design decisions that you seem to have made during the creation of this. And as someone who has actually tried to envision what D&D is actually like at level 60, I can say that you did a damn good job.

I will say that the Organization entry bugs me. Unique is no longer appropriate in 3.5; even the Tarrasque is listed as Solitary. Truly unique beings (such as specific people) usually lack this entry in their stats entirely. Also, the Treasure seems a bit high to me. Yes, I know it's Boccob that we're talking about, but quintuple standard is way out there. The treasure would be based on a CR64 challenge anyway, which is probably (I'm guestimating) in the millions of GP already. With the automatic addition of the Staff of the Archmagus artifact, 5x standard is crazy-rich.

I know that I'm nitpicking, so let me just say that overall, this is a stunning example of divine homebrew. The Dieties & Demigods book was great, but their gods were just way too weak, & they never updated it for 3.5. This seems to be a far more accurate version of what those gods were really meant to be.

Mando Knight
2009-05-12, 12:54 PM
The treasure would be based on a CR64 challenge anyway, which is probably (I'm guestimating) in the millions of GP already. With the automatic addition of the Staff of the Archmagus artifact, 5x standard is crazy-rich.

Scratch that, I'd just write down "The planet made of blue diamonds and jacinth."

bosssmiley
2009-05-12, 02:59 PM
Knew it looked familiar (http://dicefreaks.forumz.cc/viewtopic.php?f=33&t=345) :smallamused:

@v: No snark was intended. I just wondered why you were re-inventing the wheel is all.

Amiel
2009-05-12, 10:43 PM
:eek:

Wow. That certainly is... suitably epic.

Thanks!
I'm of the opinion that cosmic entities a la Lords of the Nine coexist with deities within the same power echelon. To that end, Boccob was actually designed with a rather clear CR ceiling in mind; well, CRs actually. Hopefully, it's good though and suitably epic; was thinking of posting cosmic entities in addition to deities in this thread.


Well, it's clear that you spent a LOT of time statting up this god. Is there a particular reason that you chose Boccob of all gods? Usually, the purpose of statting up a being is to give players a defined challenge (IE so that they can kill it), & I can think of other deities that are more apt to engage (indulge?) players in combat.

Well, one does what one can :smallredface: :smallbiggrin:.
To tell you the truth, no reason other than the fact that Boccob was the first selectable deity in the Player's Handbook listed for veneration (if you discount Bahamut). Also, I wanted to see how different deity and portfolio thematics - ie magic, martial, rogue et al - interfaced with deity creation rules. A martial (additional divine rank bonus to attacks and damage) or rogue (additional divine rank bonus to Ref saves or sneak attack) deity may be statted up next, though I am taking requests :).
Boccob's simultaneous aloofness and engagability also intrigued me. He is just as likely to denounce combat as he is to whup ass and take names while being out of bubblegum.
A play by post playtest would be awesome though, and we can fudge the reason why he may be interested in the....ah, wellbeing of the players.


As for the stats themselves, they seem reasonably accurate, balanced, & appropriate. I have very few qualms with the stats, & indeed, I probably would've made many of the same design decisions that you seem to have made during the creation of this. And as someone who has actually tried to envision what D&D is actually like at level 60, I can say that you did a damn good job.

Thank you, sir. I was aiming for a consistent cosmology, so Boccob's power would be reflected in a deity of similar standing, though not necessarily of arcana. However, the most important aim was for his flavor from previous editions to match his current crunch, so there'd be nods to his 1e incarnation.
Also, may I say that your Final Fantasy works are very awesome.
Regarding stats, do the unique salient abilities and the (obscene) caster level in particular seem okay? They were designed with official SDAs in mind, which differ vastly in power themselves.


I will say that the Organization entry bugs me. Unique is no longer appropriate in 3.5; even the Tarrasque is listed as Solitary. Truly unique beings (such as specific people) usually lack this entry in their stats entirely. Also, the Treasure seems a bit high to me. Yes, I know it's Boccob that we're talking about, but quintuple standard is way out there. The treasure would be based on a CR64 challenge anyway, which is probably (I'm guestimating) in the millions of GP already. With the automatic addition of the Staff of the Archmagus artifact, 5x standard is crazy-rich.

Oops, that seems like a relic of 3.0. What about an organization entry of Unique (solitary)? Since this also enables the entry to be edited were Boccob inclined to accompany Zagyg, or let Zagyg (or other servants) accompany him rather.

Well, for the treasure, I was actually envisioning NPC wealth. And yes, you're right, it'd be a crazy-rich million amount.
His quintuple standard wealth was meant to simulate his access to every magic item, not necessarily epic though may include epic items and artifacts, devised and conceived by every magic user in the multiverse. While Boccob may have access to the items, he'll probably never need to wear or use the items, preferring to store and catalogue them (in his Library of Lore) for research purposes.
I'm of the opinion that deities really shouldn't have use of magic items save named weapons or armor.


Scratch that, I'd just write down "The planet made of blue diamonds and jacinth."
"You know what, scratch that, you get an entire planet's worth of wealth. Try fitting that in your bag of holding."


I know that I'm nitpicking, so let me just say that overall, this is a stunning example of divine homebrew. The Dieties & Demigods book was great, but their gods were just way too weak, & they never updated it for 3.5. This seems to be a far more accurate version of what those gods were really meant to be.

No you're not. It's very constructive criticism and feedback, thank you.
The deities in Deities and Demigods were okay but weren't designed with epic rules, which is understandable considering that the statistics therein were very powerful even without epic; this became somewhat of a problem when the deities couldn't reasonably match up with epic monsters and lacked access to epic spellcasting and epic feats.

Thank you!


Knew it looked familiar (http://dicefreaks.forumz.cc/viewtopic.php?f=33&t=345) :smallamused:

I...I don't understand what you're trying to get at here. If you're referring to the name, then yes, it is familiar because Boccob is a part of the core default pantheon. In other words, he is one of the official deities of the official setting.

If you're referring to the stats, our interpretations differ considerably.

Virgo
2009-05-12, 11:12 PM
Hey, if you're taking requests... :smallbiggrin:

I'd love to see your interpretation of those aforementioned Lords of the Nine; Fiendish Codex II offered rather disappointing stats for their avatars, but it would be great to see them (or, realistically, at least Asmodeus) fleshed out so epically. So what if I'm a diabolophile... :smallredface:

In any case, great work!

Amiel
2009-05-13, 02:31 AM
Hey, if you're taking requests... :smallbiggrin:
Yeah, that I am :)


I'd love to see your interpretation of those aforementioned Lords of the Nine; Fiendish Codex II offered rather disappointing stats for their avatars, but it would be great to see them (or, realistically, at least Asmodeus) fleshed out so epically. So what if I'm a diabolophile... :smallredface:

I'm wondering if you've heard of the Gates of Hell? It's an (free) online pdf that deals with the powers of the Nine Hells (of Perdition rather than Baator since that's intellectual property), and specifically in the later chapters, the Lords of the Nine; I helped with the accessory.
Asmodeus is, according to the Gates of Hell, a CR 81 monstrosity...which may be a bit out there.

Is there a particular Lord of the Nine you wish to see the most? This way I can get a handle on the portfolio and ideal that Lord represents.
Cosmic entities will tend to have more HD than deities though deities will usually make up the balance through divine ranks; cosmic entities have cosmic rank which functions similarly to divine rank save that it does not grant bonuses to scores, checks etc.


In any case, great work!
Thank you!

Lappy9000
2009-05-13, 02:35 AM
http://medicblog999.files.wordpress.com/2009/04/shock.jpg
*Puts monocle back into place*
Well, my good sir, you have indeed created a rather epic monstrosity there. Kudos, good work, and congratulations all around. I'll see if I can find anything out of place within the next day or so. Jolly good show, what what?

Amiel
2009-05-15, 03:22 AM
@v: No snark was intended. I just wondered why you were re-inventing the wheel is all.

Well, going by your argument, the linked Boccob is also a re-invention of the wheel, since it is a marked departure from the one found in Deities and Demigods.

Deities should, IMHO, reflect a power consistent with their divinity. In this case, the application of epic feats, associated unique salient divine abilities that reflect their portfolio and ability scores that reflect their position (both within pantheon and within the cosmology) and indicative of their divine rank. I also wanted the deity/deities to adhere closely and hark back to their write-ups from previous editions.
I liked Deities and Demigods but was disappointed that they didn't use epic rules to build their deities.


Well, my good sir, you have indeed created a rather epic monstrosity there. Kudos, good work, and congratulations all around. I'll see if I can find anything out of place within the next day or so. Jolly good show, what what?

Thank you kindly, sir. Hopefully a good epic monstrosity ;).

That'd be great.
There're probably some mistakes floating around the write-up.
The feats I actually derived from a higher HD total (HD + divine rank, 77 rather) than 60 to accentuate his divinity, so there'll be additional feats than what his HD would normally accommodate.


I'm currently working on Corellon Larethian, so I guess he'll be next :).

Zeta Kai
2009-05-15, 05:27 AM
I liked Deities and Demigods but was disappointed that they didn't use epic rules to build their deities.

Well, to be fair, D&D was first published in April of 2002, whereas ELH was first printed in July of 2002. Yes, they were probably in concurrent development, but they were also probably written & playtested by 2 completely separate teams of people. I'm sure in hindsight it would've made more sense to integrate the two of them together, but the wacky world of product development doesn't always make that feasible. These books are made as products, to be sold & profited from, so there isn't always time or opportunity to implement said integration. Sometimes sad, but always true.

Amiel
2009-05-15, 08:21 AM
Well, to be fair, D&D was first published in April of 2002, whereas ELH was first printed in July of 2002. Yes, they were probably in concurrent development, but they were also probably written & playtested by 2 completely separate teams of people. I'm sure in hindsight it would've made more sense to integrate the two of them together, but the wacky world of product development doesn't always make that feasible. These books are made as products, to be sold & profited from, so there isn't always time or opportunity to implement said integration. Sometimes sad, but always true.

Um...the ELH quite clearly has a listed printing date of July 2001 whereas Deities and Demigods lists its printing date as April 2002; thus we can reasonably infer that a full publication year was there where the epic rules could be used. Deities and Demigods even has snippets of and allusions to the included epic rules.

I understand market and product enterprise.
However, I believe the exclusion of full epic rules has to do with cementing Deities and Demigods' position within Core rules - DMG, MM, PLH - than product driven economics and epic, which is far beyond 20th level.

Zeta Kai
2009-05-15, 10:05 AM
Um...the ELH quite clearly has a listed printing date of July 2001 whereas Deities and Demigods lists its printing date as April 2002; thus we can reasonably infer that a full publication year was there where the epic rules could be used. Deities and Demigods even has snippets of and allusions to the included epic rules.


According to Wizard's own site (http://www.wizards.com/default.asp?x=products/dndacc/881690000) & the inside of my copy of the book, it was released in July of 2002, as I originally said. If you got your book in 2001, please use the time machine that sent it to you to go back & tell my 21-year-old self not to invest in real estate; I'd appreciate it. :smallamused:


Both books seem to be semi-core, as they are part of the SRD. As for why they weren't better integrated, I can only guess that simultaneous development precluded their inclusion of more than a few off-hand mentions of material that was probably in beta testing, & not fully revised for game balance (albeit that "game balance in 3E" deserves a snicker, especially 3.0).

Regardless of all this, you've done a bang-up job on Boccob, & I can't wait until you unleash Correlon Larethian upon us. Are you taking any requests for what to do next? As a DM who often treads boldly (& blindly) in Epic territory, I'd love to vote on gods that I want to see given a proper treatment. :smallcool:

Amiel
2009-05-15, 11:25 AM
According to Wizard's own site (http://www.wizards.com/default.asp?x=products/dndacc/881690000) & the inside of my copy of the book, it was released in July of 2002, as I originally said. If you got your book in 2001, please use the time machine that sent it to you to go back & tell my 21-year-old self not to invest in real estate; I'd appreciate it. :smallamused:


You may be confusing print date with release date; it is entirely possible for something to be printed but yet to be released. It could be conceivable that I've obtained an earlier printing of the book. I know that the Fiendish Codex was released in countries other than the States months or days before it's "official" unveiling; this is especially the case in some European countries.
Also, the release on Wizard's own website would most likely refer to its official release in the US; which may not be exactly adhered to in other countries.
I am not arguing that the ELH was not released in America in July 2002 and I never said that I got my book in 2001.
Or it could be my book has a really weird way of printing '2's.

Also, as I've said, the rules for epic would have been on the backburner and available and accessible for use by the Deities and Demigods design team, else why would they include snippets of and allusions to epic rules. Interestingly, we can find proto-epic rules in the Forgotten Realms Campaign Setting.

Incidently, I was speaking in hypotheticals, considering that both supplements are already published and released, there's no use crying over spilt milk, and hence, not really that much reason for this argument ;).


Both books seem to be semi-core, as they are part of the SRD. As for why they weren't better integrated, I can only guess that simultaneous development precluded their inclusion of more than a few off-hand mentions of material that was probably in beta testing, & not fully revised for game balance (albeit that "game balance in 3E" deserves a snicker, especially 3.0).

Being part of the SRD doesn't automatically confer core status. Rather, the SRD exists as part of the OGL; this means that the epic and divine rules are open gaming content.

Deities and Demigods seems to be the supplement more in common with core rules, since the stats and mechanics therein do not reflect epic progression at all; ie titan base build, max 20 level character builds, "reasonable" ability scores.
Assuming core progression and play with development stopping at level 20, the deities presented therein are certainly unapproachable and divine by PCs and NPCs, which I feel is what the designers intended. The inclusion of epic monsters and feats puts a spanner in the works, as it were.


Regardless of all this, you've done a bang-up job on Boccob, & I can't wait until you unleash Correlon Larethian upon us. Are you taking any requests for what to do next? As a DM who often treads boldly (& blindly) in Epic territory, I'd love to vote on gods that I want to see given a proper treatment. :smallcool:

Thank you kindly.


Hey, if you're taking requests... :smallbiggrin:

Yeah, that I am :)

Well, I've already a request to represent the Lords of the Nine as on par with deities, Asmodeus is one though I'm willing to do others. However, there's Gates of Hell for the time being ;).

Who would you like to see, I'll like to start with deities from Deities and Demigods and Faiths and Pantheons before tackling others :). Though I'm willing to diverge, always looking at the same usual suspects gets tired after a while.

Morty
2009-05-15, 11:36 AM
Whoa. That's an epic amount of work. Congratulations for simply being able to handle this much number-crunching. For all the faults of 3.5 D&D above 20th epic stat blocks are fun to read.
If I were to request something, I'd like to see Maglubyiet(no big surprise here) statted out.

Amiel
2009-05-15, 11:58 AM
Whoa. That's an epic amount of work. Congratulations for simply being able to handle this much number-crunching. For all the faults of 3.5 D&D above 20th epic stat blocks are fun to read.
If I were to request something, I'd like to see Maglubyiet(no big surprise here) statted out.

Thank you kindly, sir.
Well, I admit I don't overly enjoy number crunching (which is why I deliberately didn't include Boccob's prepared spells, that would've been insane), but it's enjoyable writing the fluff to match the crunch; and crunching epic numbers does mean that it gets easier, which is good, else the alternative is horrible to contemplate. Hope everything is in order.

No worries; I think I have Monster Mythology, so I'll know where to start from.

strawberryman
2009-05-15, 12:03 PM
This is great. Kind of re-sparks my inspiration to stat up the gods of Japanese mythology. Well, that and finishing Persona 4 recently. :P

Amiel
2009-05-28, 09:21 AM
This is great. Kind of re-sparks my inspiration to stat up the gods of Japanese mythology. Well, that and finishing Persona 4 recently. :P

Thank you kindly, sir. Hopefully everything is in order :).
Well, it would be nice to see those gods of Japanese mythology somewhere :p.


Well, as promised, next up is Corellon. Apologies for the extended wait. Something called exams caught up to me.

Amiel
2009-05-28, 10:12 AM
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 Elven Deity
Symbol: A silver crescent moon
Home Plane: Arvandor, 1st layer of Arborea
Alignment: Chaotic Good
Aliases: None
Superior: None; Ao in Abeir-Toril
Allies: The Seldarine, Anhur, Chauntea, Ehlonna, Eilistraee, Garl Glittergold, Horus-Re, Kord, Lathander, Lurue, Mielikki, Milil, Moradin, Mystra, Obad-Hai, Olidammara, Pelor, Selune, the Seelie Court, Shiallia, Silvanus, Sune, Tyr, Ubtao, Yondalla
Foes: Cyric, Erythnul, Hextor, Set, Talos, Malar, Moander, Nerull, the Dark Seldarine (except Eilistraee), the Lords of the Nine, the Queen of Air and Darkness, the orc and goblinkin pantheons
Servitor Creatures: Aasimar, ancient treants, astral devas, asuras, baelnorn, centaurs, dryads, elven cats, hollyphants, hybsils, ki-rin, lillendi, lythari, metallic dragons, moon dogs, nymphs, oreads, phoenixes, planetars, solars, seelie fey, sharn, sylphs, tuen rin, unicorns
Portfolio: Elves, magic, elven High Magic, music, arts, crafts, war, poets, poetry, bards, warriors
Worshippers: Elves, half-elves, bards, warriors, wizards, high mages
Cleric Alignments: CG, CN, LG, NG, LN, N
Specialty Priests: Feywardens
Holy Days: The Forest Communion of the Crescent Moon
Domains: Chaos, Elf, Good, Magic, Protection, War
Favored Weapon: Sahandrian (longsword) or Amaith’hana (longbow)

Corellon Larethian
Archmage 5/Bard 24/Duelist 10/Eldritch Knight 20/Wizard 10
Medium Outsider (Chaotic, Elf, Extraplanar, Good)
Divine Rank: 19
Hit Dice: 5d4 + 24d6 + 10d10 + 20d6 + 10d4 + 690 (1114 hp)
Initiative: +28, always first (+20 Dex, +4 Improved Reaction, +4 Improved Initiative, Supreme Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 112 (+19 deflection, +20 Dex, +19 divine, +10 insight, +34 natural), touch 78, flat-footed 112
Base Attack/Grapple: +42/+73
Attack: Sahandrian +115/+115 melee (3d6+65 + 3d6 chaotic + 1 negative + 3d6 holy + 1 negative + 2d6 + 2 Dex/15–20/x2 + 6d6 chaotic + 2 negative + 6d6 holy + 2 negative + 2d6 + 2 Dex) or Amaith’hana +115/+115 melee (2d10+65 + 2d6 holy + 3d6 sonic/x3 + 2d6 holy + 9d6 sonic) or spell +93 melee touch or +101 ranged touch *Always deals full damage
Full Attack: Sahandrian +115/+115/+115/+115/+110/+105/+100 melee (3d6+65 + 3d6 chaotic + 1 negative + 3d6 holy + 1 negative + 2d6 + 2 Dex/15–20/x2 + 6d6 chaotic + 2 negative + 6d6 holy + 2 negative + 2d6 + 2 Dex) or Amaith’hana +115/+115/+115/+115/+110/+105/+100 melee (2d10+65 + 2d6 holy + 3d6 sonic/x3 + 2d6 holy + 9d6 sonic) or spell +93 melee touch or +101 ranged touch *Always deals full damage
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Acrobatic charge, domain powers, precise strike +2d6, salient divine abilities, spell-like abilities, spells
Special Qualities: Alter form, alter reality, alter size, ambidexterity, avatar, bardic knowledge, bardic music 24/day (countersong, fascinate, inspire competence, inspire courage +4, inspire greatness, inspire heroics, mass suggestion, song of freedom, suggestion), canny defense, damage reduction 40/epic and cold iron, divine aura (19 miles, Will DC 58), divine immunities, elaborate parry, elf traits, enhanced mobility, familiar (cats), godly realm, grace, greater teleport at will, high arcana (arcane reach, mastery of counterspelling, mastery of elements, mastery of shaping), improved reaction +4, planeshift at will, remote communication, spell resistance 86, understand, speak, and read all languages and speak directly to all beings within 19 miles
Saves: Fort +82, Ref +98, Will +88 *Always receives a +20 on saves
Abilities: Str 35, Dex 50, Con 30, Int 46, Wis 39, Cha 48
Skills: Appraise +74 (+74 for alchemical items, +84 for bowmaking, +84 for weapons, +84 for worked wood), Balance +104, Bluff +86, Climb +77 (+87 with ropes), Concentration +97, Craft (alchemy) +77, Craft (bowmaking) +104, Craft (painting) +58, Craft (sculpting) +58, Craft (weaponsmithing) +104, Craft (woodworking) +104, Decipher Script +49, Diplomacy +115, Disguise +45 (+55 when acting in character), Escape Artist +102 (+108 with ropes), Gather Information +75, Handle Animal +79, Hide +97, Intimidate +91, Jump +98, Knowledge (arcana) +104, Knowledge (history) +62, Knowledge (nature) +102, Knowledge (nobility and royalty) +54, Knowledge (the Planes) +104, Knowledge (religion) +104, Listen +98, Move Silently +102, Perform (dance) +98, Perform (sing) +98, Search +101, Sense Motive +80, Spellcraft +125, Spot +104, Survival +99 (+103 when following tracks, +107 in aboveground environments and on other planes), Tumble +108, Use Rope +71 (+77 with bindings) *Always receives a 20 on checks
Feats: Arcane Strike, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Deflect Arrows B, Dodge, Empower Spell, Eschew Materials, Far Shot, Forge Ring, Greater Weapon Focus (martial) B, Heighten Spell, Improved Combat Expertise, Improved Critical (martial) B, Improved Critical (simple) B, Improved Initiative, Mobility, Point Blank Shot B, Power Attack, Ranged Disarm, Sacred Spell, Scribe Scroll B, Silent Spell, Spell Focus (all) B, Spell Mastery (all) B, Spring Attack, Still Spell, Track, Twin Spell, Weapon Focus (martial) B, Weapon Focus (simple) B, Weapon Specialization (martial) B, Weapon Specialization (simple) B, Whirlwind Attack
Epic Feats: Dire Charge, Skill Focus (Spellcraft), Epic Spellcasting, Epic Weapon Focus (martial) B, Improved Heighten Spell, Improved Spell Capacity (7th), Improved Spell Capacity (8th), Improved Spell Capacity (9th), Intensify Spell, Multispell x3
Salient Divine Abilities: Annihilating Strike (Fort DC 50, or destroy up to 19,000 cubic feet of nonliving matter), Arcane Mastery, Automatic Metamagic (quicken wizard spells), Battlesense, Control Creatures (elves), Coronal of Magic*, Coronal of War*, Craft Artifact, Create Greater Object, Create Object, Divine Archery, Divine Blast (22/day, 19 miles, 38d12 damage), Divine Creation, Divine Dodge (69%), Divine Shield (13/day, absorbs 190 points of damage), Divine Spellcasting, Divine Weapon Focus (longsword), Divine Weapon Mastery, Divine Weapon Specialization (longsword), Gift of Life, Govern the Children (elves)*, Overlord (elves)*, Spontaneous Wizard Spells, Supreme Initiative
*Unique Salient Divine Abilities; see below for details
Environment: Arvandor, Arborea
Organization: Unique (solitary)
Challenge Rating: 68
Treasure: Quintuple standard plus Sahandrian and Amaith’hana
Alignment: Chaotic Good
Advancement: ––
Level Adjustment: ––

Combat

Though a deity of warriors and martial endeavor, Corellon does not find war as his primary concern. Rather, it is the proliferation of peace and freedom that drives him. It is through honor and mercy that one may find true courage and prowess in even greater degree than in war. It is for this reason that Corellon is primarily a defensive combatant and will usually accept any offers of surrender or reconciliation on part of enemies.
Corellon usually begins combat wrapped in his Divine Aura and protective ward. Thereafter, he usually casts spells or uses bardic abilities designed to enfeeble opponents or induce slumber, rather than to cripple or harm. These enemies he then shunts to other planes or returns to their own plane via his magic. This usually ends the combat.
To those who would spit upon diplomacy, who would rend peace, Corellon is a terrifying opponent of virtually unsurpassed skill.
In this event, Corellon will unleash the terrible might of the Coronal of Arvandor and First of the Seldarine.
Corellon’s Supreme Initiative always allows him to act first within a combat round. He usually opens with a Dire Charge, wielding Sahandrian with consummate skill, the dizzying array of cuts and slashes too fast for the eye to follow. This full attack usually causes the targeted opponent to evaporate in a mist of blood, evoking terror in any remaining combatants and causing them to flee. This display of supreme swordsmanship also usually ends the combat.
For particularly resistant or tenacious enemies, Corellon will cast spells selected for area of affect and damage dealt, peppering the combat with disjunctions and greater dispel magics and mixing his arcana with attacks from Sahandrian. Corellon will also usually cast spells to complement or enhance his martial might, a particularly terrifying prospect for would-be enemies; for example antimagic field, blade barrier or cat’s grace and the like and liberally making use of Arcane Strike.
If Corellon wishes to engage the opponent at range, he will usually surround himself in his Divine Shield and open combat with his artifact longbow or unleash Divine Blasts at his foes. He will follow this up by surrounding himself in greater epic mage armor and casting epic spells.

Bard Spells per Day: Corellon casts spells as an 88th level caster and as an 89th level caster for chaotic and good spells. 4/9/9/9/8/8/8/8/7/7. Save DC = 58 + spell level.

Coronal of Magic (unique salient divine ability): Corellon is the Coronal of Magic; few approach his arcane puissance or his command over elven high magic.
Corellon is naturally attuned to spells and epic spells that are of elven origin. He instantly understands the intricacies of elven magic and is able to channel the power of the spells for himself; this mastery extends even to epic spells, especially mythals, of which he is intimately familiar. This ability functions similarly to the Spell Stowaway epic feat, save the spell in question need not be one that Corellon himself can cast.
Corellon may, as an immediate action, co-opt a protective mythal, harness any powers of existing mythals, whether intact or flayed, or repair corrupt mythals.
Furthermore, Corellon may apply the totality of his hit dice when calculating his arcane spellcasting level. Finally, for the purposes of his bardic lore ability, he utilizes the totality of his hit dice to calculate the bonus (typically +106).

Coronal of War (unique salient divine ability): Corellon is the embodiment of the graceful elven fighter, harmoniously combining elegance and skill into virtually unsurpassed prowess. This is expressed in several ways.
Firstly, Corellon can apply his Dexterity bonus to attacks he makes with any longsword that he can wield in one hand. Further, all damage made by his weapons apply his Dexterity bonus rather than his Strength bonus. Finally, Corellon receives Greater Weapon Focus and Epic Weapon Focus for all martial weapons as bonus feats. Corellon always draws weapons as free actions.

Domain Powers: Corellon casts chaotic and good spells at +1 caster level; Corellon uses scrolls, wands, and other devices with spell completion or spell trigger activation as an 88th level wizard; 19/day as an immediate action, Corellon can generate a protective ward that confers a +69 resistance bonus to his next saving throw for 69 rounds; Corellon gains Point Blank Shot as a bonus a feat; Corellon gains Weapon Focus (composite longbow) and Weapon Focus (longsword) as bonus feats.

Epic Spells: 8 per day. Epic spells known: contingent resurrection, demise unseen, dreamscape, eclipse, epic counterspell, epic mage armor, epic repulsion, epic spell reflection, eternal freedom, greater epic mage armor, greater ruin, hellball, kinetic control, let go of me, nailed to the sky, origin of species: elves, peripety, rain of fire, spell worm, summon behemoth, superb dispelling, verdigris.

Spell-Like Abilities: At will –– aid, animate objects, antimagic field, antipathy, blade barrier, cat’s grace, chaos hammer, cloak of chaos, commune with nature, dispel evil, dispel law, divine power, find the path, flame strike, greater dispel magic, holy aura, holy smite, holy word, imbue with spell ability, identify, liveoak, magic circle against evil, magic circle against law, magic weapon, magic vestment, mind blank, mordenkainen’s disjunction, nystul’s magic aura, power word blind, power word kill, power word stun, prismatic sphere, protection from energy, 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. Caster level 88th, caster level 89th for chaotic and good spells. Save DCs = 58 + spell level.

Wizard Spells per Day (Levels 0 – 18): Corellon casts spells as an 88th level caster and as an 89th level caster for chaotic and good spells. 4/9/9/8/8/8/8/7/7/7/4/3/3/3/3/2/2/2/2. Save DC = 57 + spell level.

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

Automatic Actions: Corellon can use any Intelligence-based skill or any Dexterity-based skill, even those he has no ranks in, as an immediate action if the DC for the task is 30 or lower. Corellon can also cast any arcane spell as swift action; though he can only cast four swift action spells per round. Corellon can perform up to twenty swift actions each round.

Create Magic Items: Corellon can create any item dedicated to martial or arcane pursuits or any item related to woodcraft or stealth. He need only expend half the time and resources in doing so.

Portfolio Sense: Corellon senses anything that affects elven welfare nineteen weeks before it happens and retains the sensation for nineteen weeks after the event occurs. He is similarly aware whenever elves engage in arts or crafts, engage in magic use or make war.

Senses: Corellon can see (using normal vision or low-light vision), hear, touch, and smell at a distance of nineteen miles. As a standard action, he can perceive anything within nineteen 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 at once. He can block the sensing power of deities of divine rank 19 or lower at up to two remote locations at once for 19 hours.

Sahandrian: This perfectly balanced longsword appears as a simple shaft of blue gray metal with a plain unadorned cross-guard and hilt, a fitting weapon for the unpretentious Creator of the Elves. Forged from the heart of a star, this powerful artifact deals 10d10 points of divine damage per round to anyone with no save – aside from the Seldarine – that dares hold or wield it; this damage is doubled with respect to goblinoids or orcs.
Sahandrian is a +6 speed chaotic power holy power longsword save that it deals damage as a huge longsword with an initial critical multipler of 18–20, and strikes with such overwhelming speed that whomsoever wields it may make an additional two attacks within the same full round at the full attack bonus.
Sahandrian also strikes with such precision that it deals an additional 2 points of Dexterity damage per hit.

Amaith’hana: This plain but otherwise beautifully crafted longbow always has a pull equal to Corellon’s strength or dexterity bonus. Rumored to be forged from the same metal as Sahandrian, Amaith’hana is a +6 speed holy sonic blast mighty composite longbow whose arrows always deal double damage and ignore armor or natural bonuses to armor class; it may either ignore armor or natural bonuses to AC, it cannot ignore both. Amaith’hana always fires arrows from an extradimensional source of infinite supply. Amaith’hana launches arrows with such devastating speed that it may launch an additional two arrows within the same full round at the full attack bonus.

Amiel
2009-05-29, 05:20 AM
Also as promised is a Pathfinder(ized) version of a divine entity; to see how it interfaces with divine rules.
Please note, I'm still a little green when it comes to Pathfinder rules so there may be slight or "overwhelming" errors in the statblock.

Next up will be Tempus, as I see how well divine rules stack up against a deity of pure war. After that will be a god of thieves; I'm leaning towards Vhaerun for the time being.

I'm still searching and perusing information on Magyluibet (sp?), so he'll probably be somewhere down the beaten track of the future.

In the meantime, hope you enjoy Pathfinder Corellon! :)


Corellon Larethian
Archmage 5/Bard 24/Duelist 10/Eldritch Knight 20/Wizard 10
Medium Outsider (Chaotic, Elf, Extraplanar, Good)
Divine Rank: 19
Hit Dice: 5d4 + 24d8 + 10d10 + 20d10 + 10d4 + 690 (1242 hp)
Initiative: +28, always first (+20 Dex, +4 Improved Reaction, +4 Improved Initiative, Supreme Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 112 (+19 deflection, +20 Dex, +19 divine, +10 insight, +34 natural), touch 78, flat-footed 112
Base Attack: +42
Combat Maneuver Bonus: 82
Attack: Sahandrian +115/+115 melee (3d6+65 + 3d6 chaotic + 1 negative + 3d6 holy + 1 negative + 2 Dex/18–20/x2 + 6d6 chaotic + 2 negative + 6d6 holy + 2 negative + 2 Dex) or Amaith’hana +115/+115 melee (2d10+65 + 2d6 holy + 3d6 sonic/x3 + 2d6 holy + 9d6 sonic) or spell +93 melee touch or +101 ranged touch *Always deals maximum damage
Full Attack: Sahandrian +115/+115/+115/+115/+110/+105/+100 melee (3d6+65 + 3d6 chaotic + 1 negative + 3d6 holy + 1 negative + 2 Dex/18–20/x2 + 6d6 chaotic + 2 negative + 6d6 holy + 2 negative + 2 Dex) or Amaith’hana +115/+115/+115/+115/+110/+105/+100 melee (2d10+65 + 2d6 holy + 3d6 sonic/x3 + 2d6 holy + 9d6 sonic) or spell +93 melee touch or +101 ranged touch *Always deals maximum damage
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Acrobatic charge, cantrips, crippling critical, domain powers, precise strike, parry, riposte, salient divine abilities, spell-like abilities, spell critical, spells
Special Qualities: Arcane bond (cats), alter form, alter reality, alter size, ambidexterity, avatar, bardic knowledge, bardic performance 19/day (countersong, deadly performance, dirge of doom, discordant performance, distraction, fascinate, frightening tune, inspire competence, inspire courage +4, inspire greatness, inspire heroics, mass suggestion, paralyzing show, song of freedom, soothing performance, suggestion), canny defense, damage reduction 40/epic and cold iron, diverse training, divine aura (19 miles, Will DC 58), divine immunities, elaborate defense, elf traits, enhanced mobility, familiar (cats), godly realm, grace, greater teleport at will, high arcana (arcane reach, mastery of counterspelling, mastery of elements, mastery of shaping), improved reaction +4, jack of all trades, lore master 3/day, no retreat, planeshift at will, remote communication, spell resistance 86, understand, speak, and read all languages and speak directly to all beings within 19 miles, well-versed
Saves: Fort +82, Ref +98, Will +88 *Always receives a 20 on saves
Abilities: Str 35, Dex 50, Con 30, Int 46, Wis 39, Cha 48
Skills: Acrobatics +122, Appraise +74 (+74 for alchemical items, +84 for bowmaking, +84 for weapons, +84 for worked wood), Bluff +97, Climb +97 (+107 with ropes), Craft (alchemy) +77, Craft (bowmaking) +104, Craft (painting) +77, Craft (sculpting) +77, Craft (weaponsmithing) +104, Craft (woodworking) +104, Diplomacy +122, Disguise +45 (+55 when acting in character), Escape Artist +104 (+110 with ropes), Fly +97, Handle Animal +102, Intimidate +91, Linguistics +79, Knowledge (arcana) +104, Knowledge (geography) +78, Knowledge (history) +62, Knowledge (nature) +104, Knowledge (nobility and royalty) +54, Knowledge (the Planes) +104, Knowledge (religion) +104, Perception +104, Perform (dance) +97 Perform (sing) +97, Perform (string) +97, Sense Motive +87, Sleight of Hand +97, Spellcraft +125, Stealth +104, Survival +99 (+103 when following tracks, +107 in aboveground environments and on other planes), Use Rope +71 (+77 with bindings), Use Magic Device +57 *Always receives a 20 on checks
Feats: Arcane Strike, Agile Maneuvers, Combat Expertise, Combat Reflexes B, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Deflect Arrows B, Dodge, Empower Spell, Eschew Materials, Far Shot, Forge Ring, Greater Weapon Focus (martial) B, Heighten Spell, Improved Combat Expertise, Improved Critical (martial) B, Improved Critical (simple) B, Improved Initiative, Mobility, Point Blank Shot B, Power Attack, Ranged Disarm, Sacred Spell, Scribe Scroll B, Silent Spell, Spell Focus (all) B, Spell Mastery (all) B, Spring Attack, Still Spell, Twin Spell, Weapon Focus (martial) B, Weapon Focus (simple) B, Weapon Specialization (martial) B, Weapon Specialization (simple) B, Widen Spell, Whirlwind Attack
Epic Feats: Dire Charge, Enhance Spell, Epic Skill Focus (Spellcraft), Epic Spellcasting, Epic Weapon Focus (martial) B, Improved Heighten Spell, Ignore Material Components, Improved Spell Capacity (7th), Improved Spell Capacity (8th), Improved Spell Capacity (9th), Intensify Spell, Multispell x3
Salient Divine Abilities: Annihilating Strike (Fort DC 50, or destroy up to 19,000 cubic feet of nonliving matter), Arcane Mastery, Automatic Metamagic (quicken wizard spells), Battlesense, Control Creatures (elves), Coronal of Magic*, Coronal of War*, Craft Artifact, Create Greater Object, Create Object, Divine Archery, Divine Blast (22/day, 19 miles, 38d12 damage), Divine Creation, Divine Dodge (69%), Divine Shield (13/day, absorbs 190 points of damage), Divine Spellcasting, Divine Weapon Focus (longsword), Divine Weapon Mastery, Divine Weapon Specialization (longsword), Gift of Life, Govern the Children (elves)*, Overlord (elves)*, Spontaneous Wizard Spells, Supreme Initiative
*Unique Salient Divine Abilities; see below for details
Environment: Arvandor, Arborea
Organization: Unique (solitary)
Challenge Rating: 69
Treasure: Quintuple standard plus Sahandrian
Alignment: Chaotic Good
Advancement: ––
Level Adjustment: ––

Combat

Bard Spells per Day: Corellon casts spells as a 90th level caster. 10/10/10/9/9/9/8/7/7. Save DC = 58 + spell level.

Crippling Critical (Ex): Whenever Corellon successfully confirms a critical hit with Sahandrian, he may apply one of the following penalties in addition to the damage dealt; reduce all of the target’s speeds by 10 feet, 1d4 points of Strength or Dexterity damage, –4 penalty on all saving throws, –4 penalty to AC, or 2d6 points of bleeding damage. These penalties persist for 19 rounds.

Deadly Performance (Su): Corellon can use his bardic performance to cause an enemy to die from joy or sorrow. Enemies who fail a Will save DC 53 die. An enemy who successfully saves is stunned for 1d4 rounds and cannot be affected by Corellon’s deadly performance for 24 hours.

Dirge of Doom (Su): Corellon can use his bardic performance to foster a sense of growing dread in his enemies, causing them to take a number of penalties. The effect affects enemies able to hear Corellon perform and persists for 3 rounds after he has stopped playing. Affected enemies are shaken and take a –2 penalty on ability checks, attack rolls, saving throws, and skill checks.

Discordant Performance (Su): Corellon can use his bardic performance to confuse his enemies. To be affected, an enemy must be able to see Corellon perform. Each enemy within range must make a Will save DC 53 or become confused as long as Corellon keeps performing (up to a maximum of 69 rounds). Success means the enemy is immune to Corellon’s discordant performance for 24 hours.

Elf Traits: Corellon can see twice as far as humans in conditions of poor illumination. Corellon receives a +2 bonus on sight and sound-based Perception checks.
Corellon is immune to magic sleep effects and gets a +2 racial saving throw bonus against enchantment spells or effects. This immunity is irrespective of his divinity and thus cannot be suppressed or overcome by rank checks to penetrate immunity.
Corellon receives a +2 racial bonus on caster level checks to overcome spell resistance. In addition, he receives a +2 racial bonus on Appraise skill checks made to identify the properties of magic items.

Epic Spells: 8 per day. Epic spells known: contingent resurrection, demise unseen, dreamscape, eclipse, epic counterspell, epic mage armor, epic repulsion, epic spell reflection, eternal freedom, greater epic mage armor, greater ruin, hellball, kinetic control, let go of me, nailed to the sky, origin of species: elves, peripety, rain of fire, spell worm, summon behemoth, superb dispelling, verdigris.

Frightening Tune (Sp): Corellon can use his bardic performance to induce fear in his enemies. Enemies who fail a Will save DC 53 become frightened for 69 rounds. Success means Corellon cannot affect the creature again for 24 hours.

Jack of All Trades (Ex): Corellon is a jack of all trades and can use any skill, even if he is untrained in that skill. All skills are considered class skills for him.

No Retreat (Ex): Any enemies adjacent to Corellon who take an action to withdraw provoke an attack of opportunity from Corellon.

Parry (Ex): Corellon is superlatively nimble and prenaturally quick on his feet. Corellon seems to possess a sixth sense when it comes to avoiding attacks and any attack he does not wish upon his person always misses. Whenever he takes a full attack action with Sahandrian, Corellon can elect not to take one of his attacks. At any time before his next turn he can attempt to parry any attack as an immediate action. To parry the attack, Corellon rolls to attack, using the same bonuses as the attack he chose to forego during the previous action. If the attack roll is greater than the roll of the attacking creature, the attack automatically misses.

Paralyzing Show (Sp): Corellon can use his bardic performance to paralyze his enemies. Enemies who fail a Will save DC 53 become paralyzed for 69 rounds. Enemies who successfully save cannot be affected by Corellon’s paralyzing show for 24 hours.

Precise Strike (Ex): Corellon is so in tune with his weapon that he may strike precisely, dealing potent damage. He adds his duelist level to his damage roll. Precise strike only works against living creatures with discernable anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from Corellon’s precise strike.

Riposte (Ex): Corellon can make an attack of opportunity against any creature whose attack he successfully parries, so long as the creature is within reach.

Soothing Performance (Sp): Corellon can use his bardic performance to create an effect equivalent to the mass cure light wounds spell (caster level 24th). In addition, Corellon’s soothing performance removes the fatigued, sickened, and shakened conditions from all those affected.

Spell-Like Abilities: At will –– aid, animate objects, antimagic field, antipathy, aura of protection, battle smite, blade barrier, cat’s grace, chaos hammer, cloak of chaos, commune with nature, detect magic, disjunction, dispel evil, dispel law, dispelling touch, divine power, find the path, flame strike, greater dispel magic, hand of the acolyte, holy aura, holy smite, holy word, imbue with spell ability, identify, liveoak, magic circle against evil, magic circle against law, magic mouth, magic weapon, magic vestment, mind blank, nystul’s magic aura, power word blind, power word kill, power word stun, prismatic sphere, protection from energy, protection from evil, protection from law, protection from spells, resistant touch, repulsion, sanctuary, shatter, shield other, snare, spell immunity, spell resistance, spell turning, spiritual weapon, summon monster IX (as chaos or good spell only), sunburst, touch of chaos, touch of good, tree stride, true strike, weapon master, word of chaos. Caster level 90th. Save DC = 58 + spell level.

Spell Critical (Su): Whenever Corellon successfully confirms a critical hit, he can cast a spell as a swift action. The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity.

Well-Versed (Ex): Corellon is resistant to the bardic performances of others. He gains a +4 bonus on saving throws against bardic performances, sonic and language dependent effects.

Wizard Spells per Day (Levels 0 – 18): Corellon casts spells as an 90th level caster. 4/9/9/8/8/8/8/7/7/7/4/3/3/3/3/2/2/2/2. Save DC = 57 + spell level.

Coronal of Magic (unique salient divine ability): Corellon is the Coronal of Magic; few approach his arcane puissance or his command over elven high magic.
Corellon is naturally attuned to spells and epic spells that are of elven origin. He instantly understands the intricacies of elven magic and is able to channel the power of the spells for himself; this mastery extends even to epic spells, especially mythals, of which he is intimately familiar. This ability functions similarly to the Spell Stowaway epic feat, save the spell in question need not be one that Corellon himself can cast.
Corellon may, as an immediate action, co-opt a protective mythal, harness any powers of existing mythals, whether intact or flayed, or repair corrupt mythals.
Furthermore, Corellon may apply the totality of his hit dice when calculating his arcane spellcasting level.

Coronal of War (unique salient divine ability): Corellon is the embodiment of the graceful elven fighter, harmoniously combining elegance and skill into virtually unsurpassed prowess. This is expressed in several ways.
Firstly, Corellon can apply his Dexterity bonus to attacks he makes with any longsword that he can wield in one hand. Further, all damage made by his weapons apply his Dexterity bonus rather than his Strength bonus. Finally, Corellon receives Greater Weapon Focus and Epic Weapon Focus for all martial weapons as bonus feats. Corellon always draws weapons as free actions.

Zeta Kai
2009-05-29, 06:17 AM
These are looking fantastic so far. I love the attention to detail & the imaginative application of the crazy-epic stat rules. If my old post-epic campaign hadn't ended (abruptly & violently :smalleek:), I'd be using these for sure. As it is, I'm yoinking these for a rainy day. Much kudos unto thee, & keep up the great work.


:cool:

Amiel
2009-05-29, 08:37 AM
These are looking fantastic so far. I love the attention to detail & the imaginative application of the crazy-epic stat rules. If my old post-epic campaign hadn't ended (abruptly & violently :smalleek:), I'd be using these for sure. As it is, I'm yoinking these for a rainy day. Much kudos unto thee, & keep up the great work.


:cool:

:smallredface:
Wow, you honor me with your words of praise, sir.
Thank you kindly :).

Sorry to hear that your campaign has ended; I would've loved to be part of your gaming group.

Heh, what can I say, I'm a fan of epic level play and I'm a little obsessive-compulsive to detail when it comes to builds haha; and heartily believe that builds should be more or less perfected within the first few takes.
And these builds are meant to be yoinked :).


Also, I believe you wished to request some deities? :) What'd it be, mate?

Morty
2009-05-29, 09:13 AM
As before, great work. Both fluff and crunch fit the official WoTC material and show good detail.
Also, it's Maglubiyet. This name is indeed a nightmare to spell right. I can never remember if it's i or y that's supposed to go first.:smallwink:

Zeta Kai
2009-05-29, 09:18 AM
Well, we've had Pelor & Corellon, so how about something EVIL? As wonderful as these are, I don't think many parties are going to be expressly opposed to the good gods. However, I can think of several gods (Erythnul, Hextor, Nerull, Tiamat) that would make for great opponents.

So, if I have to narrow it down to one request, then I have only three words:

DIE VECNA, DIE!
:biggrin:

Amiel
2009-05-30, 06:46 AM
As before, great work. Both fluff and crunch fit the official WoTC material and show good detail.
Also, it's Maglubiyet. This name is indeed a nightmare to spell right. I can never remember if it's i or y that's supposed to go first.:smallwink:

Thank you kindly, sir :).

Well, hopefully it's just the right mix of fluff and crunch (with neither side being too heavily favored; although more fluff is better than too much crunch) and hopefully the mechanics aren't too obscenely powerful.

Heh, that too...now this is probably the reason why I couldn't find any information on him :smalltongue:.


Well, we've had Pelor & Corellon, so how about something EVIL? As wonderful as these are, I don't think many parties are going to be expressly opposed to the good gods. However, I can think of several gods (Erythnul, Hextor, Nerull, Tiamat) that would make for great opponents.

So, if I have to narrow it down to one request, then I have only three words:

DIE VECNA, DIE!
:biggrin:

I don't think Boccob would welcome any comparisons with Pelor :smalltongue:
And like my momma always says "Evil is, is as evil does."
Well, Pelor is certainly evil (http://forums.gleemax.com/showthread.php?t=846926), so more than likely he has pulled wool over the eyes of all those who thought he was a deity of light and goodness.

Actually, there may be many parties out there, primarily of an evil bent, who'd wish to take on Corellon, for any number of reasons - for being a prancing tree hugger to being an elf. Of course, whether they actually stood a chance against him is an entirely different matter.

Tempus, as a god of pure war would also likely interest parties, who may wish to wipe the scourge of war from the land or institute an eternal peace free from martial predation.


Vecna now'll be along the beaten track of the future as well.

Zeta Kai
2009-05-30, 10:45 AM
I don't think Boccob would welcome any comparisons with Pelor :smalltongue:

I... I don't know what I was thinking when I typed that. My bad. :smallredface:

My other points still stand. For now.


Vecna now'll be along the beaten track of the future as well.

This pleases me to no end. :smallcool: My last epic campaign killed an aspect of him (updated from Deities & Demigods), but never got their hands on the real deal. :smallannoyed:

Pronounceable
2009-05-30, 02:25 PM
I didn't read much of your work. I find the concept of statting up big guys by the books to be ridiculous, plus time consuming as well. Alas, seeing this sort of thing also drives my geeky soul to nerdgasms so I can't condemn it. I'm usually torn between beating the guys who do these things with a heavy stick over the head to knock some sense into them, or praising them to Celestia and above.

I'll go with praise here, because the nerdy awesomeness is overpowering. And for the love of goblins, you are planning to do Mağlubiyet (g isn't pronounced, maaaa-loo-bee-yet). And yes, this is actually how it's actually written and would be if it wasn't for English's lack of a proper letter. And for those who, for some reason don't know, it means Defeat. Just how FAR can TSR/WotC oppress the goblins?[/rant]

Awesome job!

EDIT: Seems I blew my Knowledge(gamer) check.

Morty
2009-05-30, 02:29 PM
I'll go with praise here, because the nerdy awesomeness is overpowering. And for the love of Kobolds, you are planning to do Mağlubiyet (g isn't pronounced, maaaa-loo-bee-yet). And yes, this is actually how it's actually written and would be if it wasn't for English's lack of a proper letter. And for those who, for some reason don't know, it means Defeat. Just how FAR can TSR/WotC oppress the kobolds?[/rant]


Actually, Maglubiyet is the god of the goblins. Not that kobolds get much getter treatment, as Kurtulmak means "to survive" or "to escape".

Kyrthain
2009-05-30, 07:39 PM
When you find the time, Kossuth from forgotten realms would be sweet
(I like fire!:smallbiggrin:)

V'icternus
2009-05-31, 06:59 PM
Boccob seems suitibly unkillable. I approve.

And also fear. Fear greatly. It'd take an army of PC's to even stand a chance.

Zeta Kai
2009-05-31, 07:36 PM
Boccob seems suitibly unkillable. I approve.

And also fear. Fear greatly. It'd take an army of PC's to even stand a chance.

Considering that Boccob probably wrote Contingency & Time Stop into the fabric of the very multiverse Himself, that'd better be one helluvan army. :smallamused:

Amiel
2009-06-02, 08:03 AM
I... I don't know what I was thinking when I typed that. My bad. :smallredface:

Haha. No worries, it happens to the best of us.


This pleases me to no end. :smallcool: My last epic campaign killed an aspect of him (updated from Deities & Demigods), but never got their hands on the real deal. :smallannoyed:

Oh, how did that go? The Vecna as per Deities and Demigods is no push over himself. Was his allocated CR really adequate or was it slightly higher or lower or significantly higher or lower for that encounter?
And did the members of that party possess divine ranks, since Vecna can still function within antimagic fields and within areas of dead magic.


I didn't read much of your work. I find the concept of statting up big guys by the books to be ridiculous, plus time consuming as well. Alas, seeing this sort of thing also drives my geeky soul to nerdgasms so I can't condemn it. I'm usually torn between beating the guys who do these things with a heavy stick over the head to knock some sense into them, or praising them to Celestia and above.

I'll go with praise here, because the nerdy awesomeness is overpowering.

I'll humbly accept your praise then. Thank you kindly, sir. :)
Well, I've always liked epic level play, and liked building epic level beings both for the creative aspect and for the mental exercise. As the aim is for a consistent cosmology, these deities should fit in nicely with the established Great Wheel setting.

Divine and cosmic entities IMHO, "function at a rule level" where they don't exactly adhere to statting by the books, as it were. As they breach the mortal-divinity power divide, there are certain rules leeways and inherent "fudges of the mechanics/rules" within and in their design.


And for the love of goblins, you are planning to do Mağlubiyet (g isn't pronounced, maaaa-loo-bee-yet). And yes, this is actually how it's actually written and would be if it wasn't for English's lack of a proper letter. And for those who, for some reason don't know, it means Defeat. Just how FAR can TSR/WotC oppress the goblins?[/rant]

Well, there is an actual Turkish word which means defeat and is represented by that spelling.
TSR/WotC may have borrowed that spelling, though they probably didn't intend to port the inherent meaning. So, the Maglubiyet of the goblinoids may not be the Turkish word for defeat.


Awesome job!

Thank you, sir!


When you find the time, Kossuth from forgotten realms would be sweet
(I like fire!:smallbiggrin:)

No worries, he'll probably be for the beaten track of the future.
Kossuth, when I get around to building him will almost certainly have an advanced primal elemental as the base creature, advanced within reason, so none of the 288 HD nonsense. He'll also likely lack class levels and be purely elemental.


Boccob seems suitibly unkillable. I approve.

And also fear. Fear greatly. It'd take an army of PC's to even stand a chance.

A fellow Aussie! G'day. Thank you :) and haha.

Yes, although even a considerable army composed primarily of PCs will likely stand no chance against him. And especially an army that lacks divine ranks or its equivalence will likely suffer horrendous defeat.
As a deity, Boccob, like all other deities, can invoke Occam's Razor. Since he is a deity, he functions perfectly fine within an antimagic field or areas of dead magic. He is immune to mortal magic and his salient divine abilities work regardless of where he is.
He can go for the simplest course, apply overlapping antimagic fields and launch his Divine Blasts. What'd be left may very well be smoking craters if he feels like it or a fine trace dust that is all that remains of his opponents.


And Tempus is well on his way. All I can say is that he is a total beast. :smallcool:

Amiel
2009-06-02, 11:17 AM
Okay, here's Tempus, and he is an absolute beast! :) Observant readers may notice that despite his melee attacks being somewhat within the vicinity of Corellon's, they are melee touch attacks rather than being mere melee attacks.
Up next is hopefully Maglubiyet.



Tempus
Lord of Battles, The Foehammer
Greater Faerunian Deity
Symbol: A blazing silver sword on a blood red field
Home Plane: Limbo
Alignment: Neutral (strong chaotic tendencies)
Aliases: Tempos (among the Icewind Dale barbarians)
Superior: None; Ao
Allies: The Red Knight, Uthgar, Valkur, Nobanion, Gond
Foes: Garagos, Talos, the Gods of Fury
Servants: Veiros, Deiros, the Red Knight, Uthgar, Valkur
Servitor Creatures: Neutral creatures of all types; aasimar, neutral solars, neutral demons, neutral devils, neutral centaurs, neutral chromatic dragons, neutral metallic dragons, neutral hippogriffs, tieflings, neutral unicorns
Portfolio: War, battle, conflict, honor in war, valor, warriors
Worshippers: Barbarians, fighters, mercenaries, rangers, soldiers, strategists, warriors
Cleric Alignments: Any; primarily CE, CG, CN, N, NE, NG
Speciality Priests: Battleguards
Holy Days: The Feast of the Moon, the Song of the Sword, the Feast of Heroes, the Song for the Fallen
Domains: Courage, Destruction, Protection, Strength, War
Favored Weapon: Battle Prowess (any weapon)

Tempus
Fighter 30/Legendary Dreadnought 20/Warpriest 10
Medium Outsider (Extraplanar)
Divine Rank: 17
Hit Dice: 30d10 + 20d12 + 10d10 + 1140 + 48 (1828 hp)
Initiative: +20, always first (+12 Dex, +8 Superior Initiative, Supreme Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 98 (+14 armor, +13 deflection, +12 Dex, +17 divine, +32 natural), touch 66, flat-footed 98
Base Attack/Grapple: +50/+87
Attack: Battle Prowess +132/+132 melee touch (3d10+62 + 1 Con/15–20/x3 + 1 Con); or spell +107 melee touch or +99 ranged touch *Always deals maximum damage
Full Attack: Battle Prowess +132/+132/+127/+122/+117 melee touch (3d10+61 + 1 Con/15–20/x3 + 1 Con); or spell +107 melee touch or +99 ranged touch *Always deals maximum damage
Space/Reach: 5 ft./5 ft.
Special Attacks: Domain powers, fear aura, salient divine abilities, spell-like abilities, turn undead
Special Qualities: Alter reality, alter size, avatar, damage reduction 70/–, divine aura (Will DC 50), divine immunities, godly realm, greater teleport at will, haste, heroes’ feast, immunity to acid and sonic, implacable foe, inflame +8, mass cure light wounds, mass heal, planeshift at will, remote communication, shrug off punishment, spell resistance 99, rally, resistance to cold, thick skinned, understand, speak, and read all languages and speak directly to all beings within 17 miles, unmovable 4/day, unstoppable 4/day
Saves: Fort +90, Ref +76, Will +77 *Always receives a 20 on saves
Abilities: Str 50, Dex 34, Con 49, Int 34, Wis 34, Cha 36
Skills: Appraise +20 (+30 with armor, +30 with weapons), Balance +20, Bluff +50, Climb +105, Concentration +90, Craft (armorsmithing) +100, Craft (weaponsmithing) +100, Diplomacy +74, Handle Animal +70, Heal +60, Intimidate +122, Jump +105, Knowledge (arcana) +50, Knowledge (nature) +50, Knowledge (the Planes) +66, Knowledge (religion) +66, Listen +65, Ride +77, Search +67, Sense Motive +75, Spellcraft +57, Spot +65, Survival +85, Tumble +60 *Always receives a 20 on checks
Feats: Awesome Blow, Cleave, Combat Brute, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Deflect Arrows, Dodge, Great Cleave, Greater Weapon Focus (all) B, Greater Weapon Specialization (all) B, Improved Bull Rush, Improved Combat Expertise, Improved Critical (all) B, Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Improved Unarmed Strike, Iron Will, Mobility, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Spring Attack, Sunder, Trample, Weapon Focus (all) B, Weapon Specialization (all) B, Whirlwind Attack
Epic Feats: Armed Deflection, Craft Epic Magic Arms and Armor, Devastating Critical (all), Dire Charge, Epic Prowess, Epic Sunder, Epic Weapon Focus (all) B, Epic Weapon Specialization (all) B, Infinite Deflection, Legendary Rider, Legendary Wrestler, Mighty Sunder, Overwhelming Critical (all), Reflect Arrows, Spellcasting Harrier, Superior Initiative
Divine Immunities: Ability damage, ability drain, death effects, disease, disintegration, energy drain, mind-effecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
Salient Divine Abilities: Annihilating Strike (Fort DC 57, or destroy up to 17,000 cubic feet of nonliving matter), Area Divine Shield (up to 17 10-foot squares, or a sphere or hemisphere with a radius of up to 17 feet), Battlesense, Clearsight 17 ft., Divine Battle Mastery, Divine Blast (16/day, 17 miles, 30d12 damage), Divine Shield (22/day, absorbs 170 points of damage), Divine Storm (170 ft. radius, Fort DC 50), Divine Weapon Focus (all), Divine Weapon Mastery, Divine Weapon Specialization (all), Impervious*, Increased Damage Reduction, Increased Spell Resistance, Indomitable Strength, Irresistible Blows (Fort DC 56), Lord of Battle*, Know Death, Mass Divine Blast (1,7000 ft. long cone, or burst or spread with a radius of up to 850 ft., and a height of up to 170 ft.), Supreme Initiative, Sunder and Disjoin (DC 40), The Foehammer*, Unconquerable*; Tempus has permanently sacrificed access to one domain for an additional salient divine ability
*Unique Salient Divine Abilities; see below for details
Environment: Warrior’s Rest, Limbo
Organization: Unique
Challenge Rating: 65
Treasure: Quintuple standard plus Battle Prowess, +6 full plate of moderate fortification
Alignment: Neutral (strong chaotic tendencies)
Advancement: ––
Level Adjustment: ––

Combat

Tempus is a deity of contrasts, on the one hand, his chaotic aspect, his representation of conflict and the true nature of war ensures that he favors all armies equally and without bias. His powerful exuberance and strong vitality ensures his veneration by all warriors, regardless of alignment. Yet Tempus has never been known to speak, even his telepathic messages convey a deep, hollow sonorous quality.
Although Tempus is virtually the absolute personification of war, he is profoundly honorable and punishes those who conduct themselves dishonorably, those who show the cowards spine by slinking away quietly in the midst of battle with tails tucked firmly between their legs, or those who abuse the innocent or noncombatants as valor blazes in all regardless of gender, age or race. He also severely punishes those who abuse the deity of peace’s priests, temples or shrines, ultimately aware that war has little meaning without peace to define and highlight it.
Tempus intrinsically understands that war is not a purely destructive or malicious force but one that is necessary, one that is vital for the continuation of the world and the cosmology. As such, Tempus will always fight to the best of his ability and with utmost honor and valor. Although powerful, he is neither stupid nor naïve and will spend at least three rounds observing enemies to pinpoint weaknesses or highlight tactical deficits.
Against reasonably weak enemies, Tempus does not usually bother with his spell-like abilities, finding their use in such a scenario to be dishonorable and discourteous. He wades into battle wrapped in his protective ward and Divine Aura set to resolve.
Tempus will begin his offensive by disarming or sundering the weapons of his opponents, and those whose weapons he has sundered and shattered who show exceptional bravery and courage or honor, he will usually allow to go. Foolish are those who refuse this rare kindness.
Against opponents whom he deems antagonists or enemies, Tempus is truly a terrible foe.
Against these opponents, he will warp reality to change his size to at least Huge, benefiting from an increased Strength bonus of +16. He will further enhance this bonus through his Strength domain power, adding an additional +60 to his Strength. Further, he will then become Unstoppable and smite foes. Finally, he will activate his Annihilating Strike salient divine ability. Although he still rarely bothers with his spell-like abilities, as he believes (accurately) that few can withstand his physical power in melee combat.
Against such an infinitely unstoppable attack, opponents usually become a red smear upon the bedrock, their original forms unrecognizable if they are particularly lucky as most are obliterated by his sheer power.
Against persistent or extremely resistant and well warded foes, Tempus launches the same offensive preceded by a Dire Charge. More often than not, this offensive usually ends the combat rather quickly, freeing Tempus to attend to more important matters.
If opponents, through a twist of fate remain standing, Tempus fires salvos of his Divine Blast.
Tempus is not purely an offensive combatant. As the embodiment of war, Tempus, while valorous and courageous, enjoys war for the sake of war. He also fights defensively, especially where deities or cosmic entities of similar rank or footing are concerned. Tempus makes extensive use of his combat feats within melee, shifting through options presented by Improved Combat Expertise and Power Attack. He then becomes Unmovable and makes extensive use of the Improved Trip feat, and when surrounded by more than three opponents will usually become Large to deliver Awesome Blows upon them.
For foes that are neither falling to his Awesome Blow or conventional melee attacks, Tempus will usually surround himself in a blade barrier, cast divine power, and deliver Annihilating Strikes. He will then wrap himself in his Divine Shield, and Mass Divine Blast.

Alter Reality (Su): Tempus exerts a considerable measure of control over reality itself, and his very presence can command the very essence of the world around him.
Tempus can use the wish spell and duplicate practically any spell effect as long as the effect promotes battle, conflict, valor or war. This ability costs him no XP and requires a standard action to implement.
He may cast any cure spell at will as a standard action. Applying metamagic feats to the spells requires him to forego using alter reality for 1 round for each level the feat would normally add to the equivalent spell.
As a swift action, Tempus can assume any size from Fine to Colossal. This ability allows Tempus to assume any proportions from the size of a grain of sand up to as much as 1,600 feet tall. Finally, Tempus may create up to twenty avatars.

Domain Powers: Tempus radiates an aura of courage that grants all allies within 170 feet (including himself) a +17 morale bonus on saving throws against fear effects. This ability functions only while Tempus is conscious; Tempus may smite as the supernatural ability 17/day, Tempus benefits from a +17 bonus to attacks and increases his damage output by 60 points; 17/day as an immediate action, Tempus can generate a protective ward that confers a +60 resistance bonus to his next saving throw for 60 rounds; 17/day as a free action, Tempus can perform a feat of strength that adds a +60 enhancement bonus to his Strength for 60 rounds; Tempus gains Weapon Focus (all) as bonus feats

Impervious (unique salient divine ability): An intangible and unyielding aura wraps around Tempus of such potency that most weapons cannot harm him at all. Indeed, many have wondered how Tempus’ armor came to be pitted and scarred or how his bare arms came to be crisscrossed with bleeding wounds, as few have managed to strike even a glancing blow against him.
Tempus benefits from an enhanced damage reduction variable of 25, resulting in a modified damage reduction of 70/epic and mithral.
Even against weapons capable of penetrating his increased damage reduction, Tempus retains considerable defensive measures. For weapons that manage to overcome this salient divine ability, Tempus still benefits from a damage reduction of 29/–.

Lord of Battle (unique salient divine ability): Tempus is the absolute master of all forms of combat. His innate familiarity with every and all weapons is to a degree of such potent exclusivity that he receives the Epic Weapon Focus, Greater Weapon Focus and Weapon Focus feats for all weapon groups and weapon types as virtual feats.
Any in combat with Tempus who manage to wound the god suffer the effects of his smoking, burning blood. When wounded by a piercing or slashing attack, Tempus’ blood sprays outward in a 17 foot radius, dealing 10d6 points of damage; half of which is acid damage and half resulting directly from divine power and therefore unable to be resisted, there is no saving throw to avoid the effect. Any who manage to ingest even a drop of the blood benefits from a +4 Strength bonus for 2d10 rounds.
Tempus has 98 chromosomes and they're all poisonous.

The Foehammer (unique salient divine ability): Tempus represents the unforgiving and indiscriminative nature of war. War oppresses and aids all equally, such that an exceptional mortal warrior may be slain in conflict or a lowly peasant becoming a great leader among his or her companions. Tempus is the Foehammer, the great leveler of rank and station. War does not care whether the soldier is a peasant or a member of royalty and so Tempus does not discriminate. All weapons wielded by Tempus function with the bane special weapon enchantment. Unlike conventional bane enhancements, this property works against all beings and has been factored into the mechanics above.

Unconquerable (unique salient divine ability): Tempus stands as a bastion of the invincibility and inviolability of war and is untouchable in his perfection. He is the unstoppable force and he is the immovable object. Tempus’ damage reduction has been further modified such that weapons shatter when striking him or fail to harm him at all.
His damage reduction changes to 70/– and any weapon that successfully overcomes his armor class must also make a Fort save DC 57 or be shattered into pieces; artifacts and the personal weapons of cosmic entities and deities are immune to the shattering effect. In effect, no weapon can ever overcome Tempus’ damage reduction whatsoever.

Spell-Like Abilities: At will –– aid, antimagic field, blade barrier, bull’s strength, clenched fist, cloak of bravery, crushing hand, disintegrate, earthquake, enlarge person, divine power, flame strike, greater cloak of bravery, grasping hand, greater heroism, harm, heroes’ feast, heroism, implosion, inflict critical wounds, inflict light wounds, lion’s roar, magic vestment, magic weapon, mass inflict light wounds, mind blank, power word blind, power word kill, power word stun, protection from energy, prismatic sphere, remove fear, repulsion, righteous might, sanctuary, shatter, shield other, spell immunity, spell resistance, spiritual weapon, stoneskin, valiant fury. Caster level 80th. Save DCs = 50 + spell level.

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

Automatic Actions: Tempus can use any Strength-based skill, any Constitution-based skill, any skill that deals with war, valor or the conflict of battle, even those he has no ranks in, as an immediate action if the DC for the task is 30 or lower; he can use Craft (armorsmithing), Craft (weaponsmithing), or Intimidate as a swift action if the DC for the task is DC 47 or less. Tempus can perform up to twenty swift actions each round.

Create Magic Items: Tempus can create any kind of magic item that deals damage or provides protection, incites conflict in pursuit of war, or promotes battles.

Portfolio Sense: Tempus senses any battle and war seventeen weeks before it happens and retains the sensation for seventeen weeks after the event occurs. He has a similar ability to become aware of any act of violence in pursuit of war and the death of any warrior, whether such passings occur in combat or not. He likewise senses any valor in war or any act of bravery in battle.

Senses: Tempus 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 at once. He can block the sensing power of deities of divine rank 17 or lower at up to two remote locations at once for 17 hours.

Battle Prowess: Rumored to be forged from all weapons taken from all battlefields out of adamantine, darkwood, mithral, silver and cold iron, Battle Prowess penetrates damage reduction as if it were any of those types of material. Battle Prowess is a +6 weapon with an initial critical multiplier of 18–20/x3 and the ability to morph into any desired weapon as a swift action, although it usually takes the form of a greatsword. Battle Prowess always appears blackened and battle worn in Tempus’ hands and strikes as a colossal variant of the chosen weapon, always dealing triple base damage. It is able to be wielded one-handed and still deal 1-1/2 Strength damage. It also possesses the ability to strike spectral and incorporeal beings as if they were solid and possesses the speed, returning and wounding special abilities.
When not in use, Battle Prowess automatically shifts to an invisible, extradimensional storage space and is always quick drawn in combat as a free action.

Tempus also wears +6 full plate of moderate fortification that imposes no maximum Dex bonus, no arcane spell failure chance and no armor check penalty.

Archpaladin Zousha
2009-06-02, 11:26 AM
These are amazingly awesome. Is it too late to submit a request? :smallredface:

Pronounceable
2009-06-02, 01:54 PM
Tempus has 98 chromosomes and they're all poisonous.

Now, why does this look like an O-Chul fact?
...
Looks awesome.

Amiel
2009-06-03, 08:05 AM
These are amazingly awesome. Is it too late to submit a request? :smallredface:
Thank you kindly, sir! :) I've had and am having fun building them.
Not at all! Who would you like to see, mate?
Essentially, requests are open forever (as it were), all requests are welcome whenever.


Now, why does this look like an O-Chul fact?
...
Looks awesome.
Yes, yes it does look like an O-Chul fact; although that thingiemabob under the umbrella should help out its friend.

Thank you!




Edit: created an index for easy viewing, access and perusal :).
I also wish to go and edit Corellon's entry, as it seems a little threadbare compared to the others.

Morty
2009-06-03, 08:40 AM
Good work as always, but why is Tempus listed as Neutral? I though he was Chaotic Neutral. :smallconfused: Did they change it during the 3.0/3.5 transition(I play 3.5 but have 3.0 FR rulebook... go figure)?

Archpaladin Zousha
2009-06-03, 01:42 PM
Thank you kindly, sir! :D I've had and am having fun building them.
Not at all! Who would you like to see, mate?
Essentially, requests are open forever (as it were), all requests are welcome whenever.

I would like to request my absolute favorite god, the Archpaladin to end all Archpaladins, HEIRONEOUS! :smallamused:

unosarta
2009-06-03, 10:36 PM
Unconquerable (unique salient divine ability): Tempus stands as a bastion of the invincibility and inviolability of war and is untouchable in his perfection. He is the unstoppable force and he is the immovable object. Tempus’ damage reduction has been further modified such that weapons shatter when striking him or fail to harm him at all.
His damage reduction changes to 70/– and any weapon that successfully overcomes his armor class must also make a Fort save DC 57 or be shattered into pieces; artifacts and the personal weapons of cosmic entities and deities are immune to the shattering effect. In effect, no weapon can ever overcome Tempus’ damage reduction whatsoever.


what happens to all those poor monks who attempt to hit his AC? :smalleek:

Amiel
2009-06-04, 05:41 AM
Good work as always, but why is Tempus listed as Neutral? I though he was Chaotic Neutral. :smallconfused: Did they change it during the 3.0/3.5 transition(I play 3.5 but have 3.0 FR rulebook... go figure)?

Thanks!
No, you're reading it correctly. The deity stats and mechanics are built to what I interpret as making sense, so the builds may differ markedly from their original rendition and the 3e Forgotten Realms deities do not share that closed cosmology; Tempus represents the broader encompassing portfolio of war, so he is Neutral with strong chaotic tendencies, while Garagos, representing rage and bloodlust, is the true CN ideal. You'll also note that Tempus retains his original home plane of Limbo.

It also makes vastly more sense for Tempus, who has a LN protege/"daughter" to represent an alignment that is more accommodating of that fact rather idealising its direct diametric opposite.

You'll also note that the deities in this thread have access to Domains that they did not have access to before.


I would like to request my absolute favorite god, the Archpaladin to end all Archpaladins, HEIRONEOUS! :smallamused:

Well, that figures.
And, we all know that Heironeous pales before Tyr or Torm the True.

I guess Heironeous is on the request list for the beaten track for the future. Expect him sometime in the future!


what happens to all those poor monks who attempt to hit his AC? :smalleek:

Heh, if it's a wise monk with divine rank, most likely nothing maliciously untoward will happen. However, Tempus may deem said monk a nuisance and proceed to beat the monk senseless :p.

Otherwise the monk's arms or legs may also likely end up broken at best or shatter at the moment of impact on striking Tempus.

Amiel
2009-06-04, 06:19 AM
Okay, so....I couldn't exactly find much on Maglubiyet...but that didn't deter me from building him. Hope you like my interpretation of Maglubiyet!
Up next is hopefully Vecna.

Maglubiyet
Fiery-Eyes, The Mighty One, The High Chieftain, The Lord of Depths and Darkness, The Battle Lord, The Iron One
Greater Goblinoid Deity
Symbol: An ebony-skinned goblinoid face with glowing red eyes of sputtering flame
Home Plane: Acheron
Alignment: Lawful Evil (strong Neutral Evil tendencies)
Aliases: None
Superior: None; Ao in Abeir-Toril
Allies: The goblinoid pantheon
Foes: The dwarven pantheon, the gnome pantheon, the orc pantheon, The Seldarine, Meriadar, the Stalker
Servants: Bargrivyek, Khurgorbaeyag, Kuraulyek, Nomog-Geaya
Servitor Creatures: Barghests, daemon mercenaries, hobgoblins, goblins, winter wolves, worgs
Portfolio: Hobgoblins, goblins, war, rulership, conflict, carnage, strife
Worshippers: Hobgoblins, goblins
Cleric Alignments: LE, NE
Speciality Priests: Yes
Holy Days: Yes
Domains: Cavern, Darkness, Destruction, Domination, Evil, Trickery, War
Favored Weapon: Maglubiyet (battleaxe)

Maglubiyet
Paladin of Tyranny 25/Rogue 25/Sorcerer 15
Medium Outsider (Evil, Extraplanar, Goblinoid)
Divine Rank: 16
Hit Dice: 25d10 + 25d6 + 15d4 + 845 (1305 hp)
Initiative: +24 (+16 Dex, +8 Superior Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 84 (+11 deflection, +16 Dex, +16 divine, +31 natural), touch 53, flat-footed 68
Base Attack/Grapple: +43/+75
Attack: Maglubiyet +108 melee (3d6+58 + 3d6 unholy + 1 negative + poison + 1 Con/x3 + 9d6 unholy + 3 negative + poison); or spell +96 melee touch or +95 ranged tough *Always deals maximum damage
Full Attack: Maglubiyet +108/+103/+98/+93 melee (3d6+58 + 3d6 unholy + 1 negative + poison + 1 Con/x3 + 9d6 unholy + 3 negative + poison); or spell +96 melee touch or +95 ranged touch *Always deals maximum damage
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of despair, aura of evil, cause disease 6/week, deadly touch, domain powers, salient divine abilities, sneak attack +16d6, rebuke undead, smite good 6/day, spell-like abilities
Special Qualities: Alter reality, alter size, avatar, damage reduction 45/epic and silver, darkvision 120 ft., divine aura (Will DC 47), divine grace, divine health, divine immunities, evasion, godly realm, greater teleport at will, immunity to acid and fire, improved stonecunning, improved uncanny dodge, planeshift at will, remote communication, rogue special ability (improved evasion, opportunist, slippery mind), spell resistance 100, resistance to cold, trapfinding, trap sense +6, uncanny dodge, understand, speak, and read all languages and speak directly to all beings within 16 miles
Saves: Fort +83, Ref +80, Will +77 *Always receives a 20 on saves
Abilities: Str 44, Dex 42, Con 37, Int 35, Wis 32, Cha 32
Skills: Appraise +30 (+40 with armor, +40 with leatherwork, +40 with metalwork, +40 with weapons), Balance +72, Bluff +72, Climb +77, Concentration +80, Craft (armorsmithing) +45, Craft (blacksmithing) +34, Craft (leatherworking) +45, Craft (weaponsmithing) +45, Diplomacy +64, Disguise +51 (+57 when acting in character), Escape Artist +71, Gather Information +54, Handle Animal +47, Heal +37, Hide +81, Intimidate +94, Jump +67, Knowledge (arcana) +50, Knowledge (dungeoneering) +60, Knowledge (history) +48, Knowledge (the Planes) +60, Knowledge (religion) +60, Listen +74, Perform (oratory) +14, Move Silently +81, Ride +49, Search +74, Sense Motive +68, Spellcraft +60, Spot +71, Survival +54, Tumble +70, Use Rope +71 *Always receives a 20 on checks
Feats: Arcane Strike, Awesome Blow, Cleave, Combat Brute, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Items, Dodge, Empower Spell, Eschew Materials B, Extend Spell, Great Cleave, Improved Bull Rush, Improved Combat Expertise, Improved Critical (martial) B, Improved Critical (simple) B, Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Iron Will, Mobility, Power Attack, Quicken Spell, Spell Focus (enchantment) B, Spring Attack, Silent Spell, Still Spell, Sunder, Weapon Focus (martial) B, Weapon Focus (simple) B, Weapon Specialization (martial) B, Weapon Specialization (simple) B, Whirlwind Attack
Epic Feats: Craft Epic Magic Arms and Armor, Devastating Critical (battleaxe), Dire Charge, Epic Weapon Focus (battleaxe), Epic Weapon Specialization (battleaxe), Improved Sneak Attack, Lingering Damage, Overwhelming Critical (battleaxe), Penetrate Damage Reduction (adamantine), Penetrate Damage Reduction (cold iron), Spellcasting Harrier, Superior Initiative
Divine Immunities: Ability damage, ability drain, death effects, disease, disintegration, energy drain, mind-effecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
Salient Divine Abilities: Banestrike (dwarves), Banestrike (gnomes), Banestrike (orcs), Battlesense, Call Creatures (goblinoids), Control Creatures (goblinoids), Extra Domain (Domination), Divine Battle Mastery, Divine Blast (14/day, 16 miles, 27d12 damage), Divine Dodge (66%), Divine Shield (16/day, absorbs 160 points of damage), Divine Weapon Focus (battleaxe), Divine Weapon Mastery, Divine Weapon Specialization (battleaxe), Hand of Death, Increased Damage Reduction, Increased Spell Resistance, Lord of Depths and Darkness*, Overlord (goblinoids), The High Chieftain*, Wound Enemy
*Unique Salient Divine Abilities; see below for details
Environment: Clangor, Acheron
Organization: Unique
Challenge Rating: 64
Treasure: Quintuple standard plus Maglubiyet
Alignment: Lawful Evil (strong Neutral Evil tendencies)
Advancement: ––
Level Adjustment: ––

Combat

Maglubiyet is a conniving and domineering deity. He is treacherous and oppressive, and eternally urges goblinkin on to conflict and strife, and the glory of war; he wishes to see his people destroy surface races, but for reasons of carnage and exultation in war rather than for territory. He is also paranoid, vigorously and eternally watching the rest of his pantheon for any signs of treachery or hints of betrayal.
As befits his personality, Maglubiyet, while a powerful warrior, is deceitful and perfidious in combat while remaining extremely dangerous.
He usually opens a combat surrounded by his Divine Aura set to fright and wrapped in his Divine Shield, followed by immediate castings of blacklight and darkness. He then Calls goblinoids to harass and surround his foes, all the while benefiting from the flanking options presented by these servants. If he is interested in more slaves, he will usually call on his divinity as the High Chieftain and make thralls out of his opponents. This will usually end the combat.
If members of races of opposing pantheons and foes are present, he will opt to take advantage of flanking tactics and make sneak attacks and Wound the Enemy. In this scenario, Maglubiyet will be committed to offense and so will not think twice about using his spells or spell-like abilities. He will then proceed to detonate fireballs upon his enemies followed by castings of spell-like abilities from the Cavern and Darkness domains, wrapped up with harm and implosions.
If opponents are still standing, he will then enter a time stop, and make combat attacks against his foes by triggering his Power Attack preceded by a bull’s strength. In the same time stop, he will also cast darkness or blacklight again followed by mass inflict light wounds.
He will then make another full attack coming out of the time stop with sneak attacks where able and smite foes. Maglubiyet will also attempt to selectively Hide within combat so as to further ensure that his sneak attacks are successful.
For particularly powerful opponents, Maglubiyet will more often than not begin combat with a Dire Charge, after which he will fill the area with what would otherwise amount to as distractions, goblinoids. Opponents usually expire after this initial powerful Dire Charge, but if they remain standing they become hampered and bogged down by his called servants, freeing Maglubiyet to commit further pernicious acts against his enemies. Maglubiyet will then warp reality to become Huge, invoke bull’s strength and wait the combat out with his Improved Combat Expertise and opportunistically make sneak attacks. He will then turn invisible while inducing confusion on his enemies and invoking an obscuring mist. He will then cast more of his preferred spells preceded by another smiting full attack delivering Awesome Blows. Afterwards, he will then unleash salvos of his Divine Blast.

Alter Reality (Su): Maglubiyet exerts a considerable measure of control over reality itself, and his very presence can command the very essence of the world around him.
Maglubiyet can use the wish spell and duplicate practically any spell effect as long as the effect promotes war, rulership, conflict, carnage, strife or hobgoblins or goblins. This ability costs him no XP and requires a standard action to implement.
He may cast any cure spell at will as a standard action. Applying metamagic feats to the spells requires him to forego using alter reality for 1 round for each level the feat would normally add to the equivalent spell.
As a swift action, Maglubiyet can assume any size from Fine to Colossal. This ability allows Maglubiyet to assume any proportions from the size of a grain of sand up to as much as 1,600 feet tall. Finally, Maglubiyet may create up to twenty avatars.

Domain Powers: Maglubiyet gains the stonecunning ability; Maglubiyet gains Blind-Fight and Spell Focus (enchantment) as bonus feats; Maglubiyet may smite as the supernatural ability 16/day, Maglubiyet benefits from a +16 bonus to attacks and increases his damage output by 65 points; Maglubiyet casts evil spells at +1 caster level; Maglubiyet adds Bluff, Disguise and Hide to his list of class skills; Maglubiyet gains Weapon Focus (battleaxe) as a bonus feat.

Lord of Depths and Darkness (unique salient divine ability): Maglubiyet personifies the goblinoid affinity with underground environments. He is the overlord of the snaking cavern corridors and he is the sovereign of the twisting underground caves. This mastery grants him great strength.
Firstly, Maglubiyet benefits from an improved stonecunning ability; his stonecunning is increased from a bonus of +2 to a +4 bonus on checks to notice unusual stonework. His darkvision is likewise enhanced, extending out to 120 feet, and he functions with a +8 racial bonus to Move Silently checks. All sneak attacks made by him inflict an additional +2d6 points of sneak attack damage; this has been factored into the statblock above.
His powers are further boosted by his affinity with depths and darkness. Maglubiyet may select any spell from either the Cavern or Darkness domains and cast them as quickened spontaneous domain spell-like abilities as per the Quicken Spell-Like Ability feat; for example, Maglubiyet may either elect to spontaneously cast a quickened darkness 3/day or change it into an inflict spell. Maglubiyet may also spontaneously alter the spell-like ability he casts, for example, he may spontaneously change a casting of obscuring mist into a passwall spell-like ability.
Repeated castings of spell-like abilities from the same Domain may stack, although this is at the DM’s discretion; for example, blacklight stacking with darkness.
Finally, Maglubiyet is able to see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Sorcerer Spells per Day: Maglubiyet casts spells as a 31st level caster and as a 32nd level caster for evil spells. 6/9/9/9/8/8/8/6. 0 – acid splash, daze, flare, no light, resistance, touch of fatigue; 1st – alarm, burning hands (x3), ray of enfeeblement, shield, true strike (x3); 2nd – bear’s endurance, bull’s strength (x2), fox’s cunning, sap strength, spectral hand, touch of idiocy, wall of gloom, wither limb; 3rd – dispel magic, fireball (x3), haste (x3), ray of exhaustion, slow; 4th – crushing despair, damning darkness, dimensional anchor, enervation, grim revenge, psychic poison, stoneskin, wrack; 5th – dismissal, feeblemind, freezing fog, greater fireburst, quickened true strike, resonating resistance, stop heart, telekinesis; 6th – antimagic field, chain lightning, fiendish quickening, greater dispel magic (x3), repulsion, true seeing; 7th – banishment, delayed blast fireball, greater shadow conjuration (x2), reverse gravity, waves of exhaustion. Save DC = 37 + spell level.

Spell-Like Abilities: At will –– armor of darkness, blacklight, blade barrier, blasphemy, blindness/deafness, darkbolt, darkness, desecrate, detect secret doors, disguise self, disintegrate, dispel good, divine power, dominate person, command, confusion, contagion, create undead, earthquake, enthrall, false vision, find the path, flame strike, geas/quest, greater command, harm, implosion, imprisonment, inflict critical wounds, inflict light wounds, invisibility, magic circle against good, magic vestment, magic weapon, mass inflict light wounds, mass suggestion, maw of stone, meld into stone, mislead, monstrous thrall, nightmare, nondetection, obscuring mist, polymorph any object, power word blind, power word kill, power word stun, protection from good, prying eyes, screen, secure shelter, shatter, spiritual weapon, suggestion, summon monster IX (as evil spell only), passwall, time stop, true domination, unholy aura, unholy blight. Caster level 81st, caster level 82nd for evil spells. Save DCs = 47 + spell level.

The High Chieftain (unique salient divine ability): Maglubiyet is the High Chieftain of the goblinkin. He is their king and he is their oppressor. This supreme authority resolves in several ways.
First, Maglubiyet may channel his authority and supreme clout into an ability similar to the powers of a rod of epic rulership, save that it affects creature totaling 1,600 Hit Dice and only creatures with an Intelligence score of 20 or higher are entitled to a Will saving throw DC 47 to negate the effect. The ability has no limit on how long it can be used, although creatures with divine (even divine rank 0) or cosmic rank are immune; beings who successfully save against the Will DC cannot be affected by this ability for 24 hours.
Beings struck while this ability is active must save against a Will save DC 47 or be affected as though by dominate monster.
As the supreme head of the goblinkin pantheon, Maglubiyet also possesses epic combat prowess. In addition to feats granted by his divinity and Hit Dice, Maglubiyet gains a selection of bonus fighter feats equivalent to his martial class; in this case, he gains an additional eleven feats as virtual feats.

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

Automatic Actions: Maglubiyet can use any Strength-based skill, any Dexterity-based skill, any Charisma-based skill, or any skill that deals with war, rulership, carnage, strife or conflict, even those he has no ranks in, as an immediate action if the DC for the task is 30 or lower. Maglubiyet can perform up to twenty swift actions each round.

Create Magic Items: Maglubiyet can create any kind of magic item that is intended for use of rulership, deals damage, incites carnage and strife, or promotes war or conflict.

Portfolio Sense: Maglubiyet senses anything that affects hobgoblin or goblin welfare sixteen weeks before it happens and retains the sensation for sixteen weeks after the event occurs. He has a similar ability to become aware of any act of war, conflict, strife or carnage where hobgoblins or goblins are represented. He is similarly aware of any act of authoritarian or dictatorial rulership by hobgoblins or goblins.

Senses: Maglubiyet can see, hear, touch, and smell at a distance of sixteen miles. As a standard action, he can perceive anything within sixteen 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 at once. He can block the sensing power of deities of divine rank 16 or lower at up to two remote locations at once for 16 hours.

Maglubiyet: Maglubiyet is an extremely narcissistic being; this is no better exemplified than by his naming of his deific weapon after himself. He is likewise possessive and paranoid, such that this weapon is always present in Maglubiyet’s hands and is never stowed away. This ensilvered +6 poisonous returning unholy power wounding battleaxe appears as a huge, bloodied black axe constantly dripping a virulent poison, and always strikes as a Huge weapon.
Any struck by the weapon in combat must make a Fort save DC 49 or become cursed with permanent blindness. Even success means that the target is blinded for 2d4 rounds; deities and cosmic entities are immune to the blindness effect.
Maglubiyet bestows upon the wielder the ability to carry out melee attacks while casting spells. Any who are not Maglubiyet who dares wield the weapon is the subject of an enhanced crushing despair effect and is wounded as if the weapon made a full attack upon itself.

Pronounceable
2009-06-04, 07:42 AM
"Mağlubiyet FTW!" would be an oxymoron, I think. However, it applies here.

Zeta Kai
2009-06-04, 07:50 AM
Wow, another great job, Amiel. Epic goblins are epic, indeed. This is some of the most epic homebrew that I've seen in a while. :smallcool:

Also, Vecna must die! :smallfurious:

Morty
2009-06-04, 10:02 AM
Thanks!
No, you're reading it correctly. The deity stats and mechanics are built to what I interpret as making sense, so the builds may differ markedly from their original rendition and the 3e Forgotten Realms deities do not share that closed cosmology; Tempus represents the broader encompassing portfolio of war, so he is Neutral with strong chaotic tendencies, while Garagos, representing rage and bloodlust, is the true CN ideal. You'll also note that Tempus retains his original home plane of Limbo.

It also makes vastly more sense for Tempus, who has a LN protege/"daughter" to represent an alignment that is more accommodating of that fact rather idealising its direct diametric opposite.

You'll also note that the deities in this thread have access to Domains that they did not have access to before.


Well, I suppose it makes sense.
As for Maglubiyet - as said, epic. There's indeed not much about him in any WoTC material - I've once seen a well-written article on him, but I don't think it was official - but what you came up with fits the general image, I think.

Archpaladin Zousha
2009-06-04, 06:29 PM
Well, that figures.
And, we all know that Heironeous pales before Tyr or Torm the True.

I guess Heironeous is on the request list for the beaten track for the future. Expect him sometime in the future!

Ah, but can Torm or Tyr claim invulnerable meersalm skin? :smallcool:

Pronounceable
2009-06-05, 05:07 AM
Did I mention I've actually read Mağlubiyet fully instead of skimming over? There's something irresistable about underdogs. Speaking of underdogs, would now be a good time to request Kurtulmak?
...

Ah, but can Torm or Tyr claim invulnerable meersalm skin? :smallcool:

Also, Heironeus has the biggest stick.
...
And technically, this is the Dark One Redcloak worships. Who can blame him after seeing this?

Amiel
2009-06-05, 08:46 AM
"Mağlubiyet FTW!" would be an oxymoron, I think. However, it applies here.

His priests and shamans may approve...but I don't think Maglubiyet would consider anything worth noting coming from us mere mortals.

Thanks!


Wow, another great job, Amiel. Epic goblins are epic, indeed. This is some of the most epic homebrew that I've seen in a while. :smallcool:

Also, Vecna must die! :smallfurious:

Thanks! :) Damn straight! Epic goblins are epic because they are Epic Inside!
And doubly thanks! Although is that epic as in impressive or epic as in epic?
Well, one does what one can :smallredface: building the mechanics for and writing the flavor for these monstrosities has been fun...hopefully I didn't make too many errors mechanically or flavorwise.

And another damn straight!...although with this build of Vecna, killing him may not be as easy or...permanent as it may have been previously steeples fingers like Mr. Burns


Well, I suppose it makes sense.
As for Maglubiyet - as said, epic. There's indeed not much about him in any WoTC material - I've once seen a well-written article on him, but I don't think it was official - but what you came up with fits the general image, I think.

Thanks!
Could you please give hit me up with the URL? I don't know whether Maglubiyet fits with the general image, when building him the only information that I had access to was his Wiki entry and Monster Mythology; which while somewhat helpful was only used sparingly in this build.
All of the flavor was created whole-cloth in an effort to de-chumpify him and give the goblinoids some racial pride...and whence they had lots, they now have it overflowingly.


Ah, but can Torm or Tyr claim invulnerable meersalm skin? :smallcool:

Well...they claim to be a lot of things...but sadly, that ain't one of them.
I think I'll actually like to build Heironeous as a straight 60 Paladin to see what single classed deities look like.
Fear ye doers-of-evil for The Paladin will smite you into oblivion.


Did I mention I've actually read Mağlubiyet fully instead of skimming over? There's something irresistable about underdogs. Speaking of underdogs, would now be a good time to request Kurtulmak?

That's great! Thanks!
Yes, yes there is, there definitely is; underdogs shall always triumph and underdog undergods shall triumph doubly so; I see what you did thar.
Definitely yes! :) No request is ever late, or will be misplaced for that matter. All requests in this thread I will make a commitment to...the only question is when they will be produced....although my sources, and they are very good sources, tell me sooner rather than later.


Also, Heironeus has the biggest stick.

Definitely.


And technically, this is the Dark One Redcloak worships. Who can blame him after seeing this?

Thanks!
Well, Redcloak may be evil but he's smart like that...although don't go mentioning either orcs, dwarves or gnomes in his presence, he's then liable to do some...naughty things.


Please note, a lot of the responses were written humorously tongue in cheek, however I didn't want to include too many emoticons as too many is bad.

Also, I'll like to edit Maglubiyet's entry to include in his Combat description his proclivity for using His Hand of Death salient divine ability; and He is now in the index.

Incidently, what aspects of these builds do folks see that I can improve on, do more, do less of et al? Thanks in advance.

Morty
2009-06-06, 07:37 AM
Thanks!
Could you please give hit me up with the URL? I don't know whether Maglubiyet fits with the general image, when building him the only information that I had access to was his Wiki entry and Monster Mythology; which while somewhat helpful was only used sparingly in this build.
All of the flavor was created whole-cloth in an effort to de-chumpify him and give the goblinoids some racial pride...and whence they had lots, they now have it overflowingly.


If you can speak Polish, I can dig it up.:smallwink:

Amiel
2009-06-06, 07:55 AM
If you can speak Polish, I can dig it up.:smallwink:

Heh. Hmm....does Babelfish count? :p

unosarta
2009-06-06, 02:10 PM
ha ha, I am just imagining Deities taking levels in divine classes made for worshipers of themselves, such as Heironeus taking levels in Shining Blade of Heironeus.

Or Pelor taking levels in Radiant Servant of Pelor [if he weren't an evil super demon].

Archpaladin Zousha
2009-06-06, 03:22 PM
ha ha, I am just imagining Deities taking levels in divine classes made for worshipers of themselves, such as Heironeus taking levels in Shining Blade of Heironeus.

Or Pelor taking levels in Radiant Servant of Pelor [if he weren't an evil super demon].

Shining Blade is actually pretty weak. Annointed Knight though, that'd fit him perfectly. In fact, the Core Beliefs article on him mentions that members of his church that get meersalm embalming often take Annointed Knight levels to better understand their connection with the substance. And Heironeous was the first to ever be embalmed in meersalm.:smallcool:

unosarta
2009-06-06, 06:13 PM
Shining Blade is actually pretty weak. Annointed Knight though, that'd fit him perfectly. In fact, the Core Beliefs article on him mentions that members of his church that get meersalm embalming often take Annointed Knight levels to better understand their connection with the substance. And Heironeous was the first to ever be embalmed in meersalm.:smallcool:

It was more for the fact that you need to worship Heironeous in order to get into the class, and so, Heironeous would worship himself :smallbiggrin: that is what had me laughing.

Oh, and by the way, what in the nine hells is meersalm?

Archpaladin Zousha
2009-06-07, 07:13 AM
It was more for the fact that you need to worship Heironeous in order to get into the class, and so, Heironeous would worship himself :smallbiggrin: that is what had me laughing.

Oh, and by the way, what in the nine hells is meersalm?

Meersalm is a mystical liquid. Heironeous's mother, the goddess known as Stern Alia, bathed him in meersalm when he was a child, which gave him coppery skin, amber eyes, auburn hair and invulnerability to all but the most powerful of weapons. The church of Heironeous alone knows the secrets of making meersalm, which they use tiny ammounts of in their holy ceremonies and larger quantities to bathe powerful champions of the faith in a manner similar to their god. A mortal who recieves this treatment gains damage reduction 10/adamantine and evil for a period of time as long as they remain true to the tenets of Heironeous. For a person to lose this protection by breaking the Code is a capital sin and a deep betrayal.

unosarta
2009-06-08, 02:36 PM
Meersalm is a mystical liquid. Heironeous's mother, the goddess known as Stern Alia, bathed him in meersalm when he was a child, which gave him coppery skin, amber eyes, auburn hair and invulnerability to all but the most powerful of weapons. The church of Heironeous alone knows the secrets of making meersalm, which they use tiny ammounts of in their holy ceremonies and larger quantities to bathe powerful champions of the faith in a manner similar to their god. A mortal who recieves this treatment gains damage reduction 10/adamantine and evil for a period of time as long as they remain true to the tenets of Heironeous. For a person to lose this protection by breaking the Code is a capital sin and a deep betrayal.

The fact that you know all of that is... AWESOME :smallbiggrin: When Amiel stats him up, he had better make some bad ass ability made of off that.

Amiel
2009-06-09, 08:13 AM
ha ha, I am just imagining Deities taking levels in divine classes made for worshipers of themselves, such as Heironeus taking levels in Shining Blade of Heironeus.

Or Pelor taking levels in Radiant Servant of Pelor [if he weren't an evil super demon].

Funny you should mention that. I was thinking of building Torm as a Fist of Tyr, Defender of Illmater et al. Essentially, the divine Torm retains the class make-up of Torm the worshipper of Tyr and Illmater; which while not exactly being true to his taking his own specific divine class, and thus being a worshipper of himself (ego or no), comes rather close.


I'll also get around to building the true and real Pelor, not the doppelganger in the supplements.


Shining Blade is actually pretty weak. Annointed Knight though, that'd fit him perfectly. In fact, the Core Beliefs article on him mentions that members of his church that get meersalm embalming often take Annointed Knight levels to better understand their connection with the substance. And Heironeous was the first to ever be embalmed in meersalm.:smallcool:

I was actually thinking of tying all of this into an unique salient divine ability (or more than one) somehow...oops, I've said too much, I don't want to distract from the final reveal and the build up of suspense and ruin the surprise.


The fact that you know all of that is... AWESOME :smallbiggrin: When Amiel stats him up, he had better make some bad ass ability made of off that.

Friends, fellows, countrymen, Romans, lend me your ears! I ask you, when have my deities not being bad ass?

RelentlessImp
2009-06-09, 09:17 AM
First; this is awesome. Words fail me as I look upon these truly, truly epic deities and think - "These are deities that make me believe people would willfully worship."

As such, I have a request to see a deity printed up. Someone who has little, or no, love from WotC, whose only existance seems to be to give people a reason to be non-evil Necromancers.

I'm talking about Her Greatness, The Ruby Sorceress herself, ladies and gentlemen, the Witch Goddess: Wee Jas!

readsaboutd&d
2009-06-09, 10:09 AM
Could somebody please post a link to the gates of hell thing you mentionned earlier? I am interested but it is impossible to find on google.

Amiel
2009-06-09, 11:30 PM
First; this is awesome. Words fail me as I look upon these truly, truly epic deities and think - "These are deities that make me believe people would willfully worship."

:smallredface: Thank you kindly, sir! :D
Hopefully by truly, truly epic you mean impressively impressive in addition to epic ;)
I couldn't agree with you more; these deities are the deities that people willfully worship in adoration, veneration and adulation. Or fear, fear greatly, or envy and wish to kill.


As such, I have a request to see a deity printed up. Someone who has little, or no, love from WotC, whose only existance seems to be to give people a reason to be non-evil Necromancers.

I'm talking about Her Greatness, The Ruby Sorceress herself, ladies and gentlemen, the Witch Goddess: Wee Jas!

No worries, requests are always accepted!
I was actually thinking of building her further along the track (once I get some RL stuffs out of the way first); she's someone that I have always been interested in building.

Incidently, I was also thinking of modifying her to re-instate her previous greater divinity (she was apparently a greater goddess within 1e or thereabouts); although her portfolio will not be edited.


Could somebody please post a link to the gates of hell thing you mentionned earlier? I am interested but it is impossible to find on google.

No problem; I'll try to find you the URL...although it seems that the previous database used to store the files has disappeared...
Incidently, may I suggest that you search for Gates of Hell Dicefreaks in the meantime?

readsaboutd&d
2009-06-10, 08:17 AM
Thanks, ive found it now (appears in google tips when you type dicefreaks). Great job, usually super-beings all look like they could be killed easily by a level 20 batman:smalltongue:. These look appropriately strong.

Amiel
2009-06-10, 08:28 AM
No worries; although some entities therein are slightly skewed towards epic munchkin silliness, especially the Lords of the Nine with their epic spells set to x/day.
And thanks!
Yes, I never quite understood the decision to build the archfiends of the lower planes and the high celestials of the upper realms (which, as written, according to flavor, are at least on par with lesser gods) as beings that even an appropriately advanced kobold could kill.
Although I believe the designers wanted the books to contain the stats only for the aspects as opposed to the real deal; which FCII elaborated on and the FC implied.

readsaboutd&d
2009-06-10, 10:12 AM
A powergaming dm with boccob could probably find a way to get 30 actions straight with each one capable of destroying a 30th level powergaming caster.

Zeta Kai
2009-06-10, 10:24 AM
A powergaming dm with boccob could probably find a way to get 30 actions straight with each one capable of destroying a 30th level powergaming caster.

Remember, DM's can already do whatever they want. A DM with cheese is just a DM with a shinier hammer: you're still gonna get smacked, but now you're getting smacked with sparkles.

Amiel
2009-06-10, 11:54 PM
A powergaming dm with boccob could probably find a way to get 30 actions straight with each one capable of destroying a 30th level powergaming caster.

Well, greater deities get 20 automatic actions per round off the bat (as per the SRD); this is irrespective of Boccob's capacity at casting quickened spells, of which he has access to at least 7, so this amounts to at least 27 swift actions discounting time stops.
With time stop taken into consideration and depending on the roll he makes, which as a greater deity is nearly always at or at the maximum numerical value, he's going to have another ~20 actions per round. And all of this is well within the rules...although time stop within time stop cheese may be frowned upon.

Even Pun-pun is liable to be thoroughly pwned; Boccob, as a greater deity is immune to mortal magic and whose own powers - spells, spell-like abilities and salient divine abilities - function within areas of dead magic or antimagic fields; of which he can cast as at will abilities. And there is the fact that he can cast spells as a 117th level arcanist; essentially, his spells totally obliterate spell resistance.

Unless the entity facing the deity is another deity whose ranks are within a numerical margin or who is a cosmic entity of equivalence or who possesses items capable of deflecting divine powers (ie, possession of shards from the Spire), then the opponent is more or less screwed :p; so a DM playing a deity may not even need to powergame in the first place.


Remember, DM's can already do whatever they want. A DM with cheese is just a DM with a shinier hammer: you're still gonna get smacked, but now you're getting smacked with sparkles.

This is very true.
And a deity with access to the Divine Blast SDA can even change his or her blast to appear as whatever s/he wants. So the opponent may just be bludgeoned to death with sparkles, literal sparkles; SDAs cannot be resisted by any means and one cannot be made immune against them, it even ignores walls of force, prismatic walls or prismatic spheres; essentially the only shield capable of protecting against them is a Divine Shield or equivalent power.

readsaboutd&d
2009-06-11, 09:09 AM
originally posted by zeta kai
Remember, DM's can already do whatever they want. A DM with cheese is just a DM with a shinier hammer: you're still gonna get smacked, but now you're getting smacked with sparkles."
You misunderstood my intention. When I said powergaming, I meant a dm that uses the same sort of cheese as players. And I was trying to back my previous statement.


originally posted by amiel
At least 27 swift actions... With time stop taken into consideration... he's going to have another ~20 actions per round.
For slightly cheesy stuff, there is always celerity. And knowing Boccob he probably has some sort of epic timestop. Otherwise superb job. Although in an all out battle using him, keeping track of abilities, best combinations, etc:smalleek:

RelentlessImp
2009-06-11, 11:20 AM
Even Pun-pun is liable to be thoroughly pwned;

Except Pun-Pun has an infinite divine rank in comparison to Boccob's static divine rank and could one-shot Ao if he chose.

Celebrochan
2009-06-11, 03:13 PM
I hope it isn't too late for requests! I know it isn't a D&D diety per say but I was wondering if you would stat up Daoloth? It is a Cthuhlu diety. Information follows.

Daoloth
[Daoloth was not] shapeless, but so complex that the eye could recognize no describable shape. There were hemispheres and shining metal, coupled by long plastic rods. The rods were of a flat gray color, so that he could not make out which were nearer; they merged into a flat mass from which protruded individual cylinders. As he looked at it, he had a curious feeling that eyes gleamed from between these rods; but wherever he glanced at the construction, he saw only the spaces between them.
—Ramsey Campbell, "The Render of the Veils"

Daoloth (The Render of Veils or The Parter of Veils) dwells in dimensions beyond the three we know. His astrologer-priests are said to be able to see the past and the future and even how objects extend into and travel between different dimensions.

Daoloth's indescribable shape causes viewers to go mad at the sight of him; thus, he must be summoned in pitch-black darkness. If not held within some kind of magical containment, he continues to expand and expand—perhaps even at an infinite rate. Those enveloped by the god are transported to utterly bizarre and remote worlds, usually perishing as a result. Daoloth's worship is rare on earth.

Amiel
2009-06-12, 07:05 AM
For slightly cheesy stuff, there is always celerity. And knowing Boccob he probably has some sort of epic timestop. Otherwise superb job. Although in an all out battle using him, keeping track of abilities, best combinations, etc:smalleek:

I, uh, don't have the PHB2 on me, can you remind what celerity does again? Thanks.

Yes, since the extent of Boccob's epic spell repertoire is unknown, he very likely has access to spells that can both duplicate time stop and be rendered permanent; permanent epic time stops!
Or epic contingencies that automatically cast at least his divine ranks' worth of spells when the stipulated criteria is enacted; the stipulation can be made to react to anything.
He can also alter reality with the same intent, duplicating spells at will while not expending his own.
As a deity, he's going to possess virtually limitless and inexhaustive options to and when dealing with foes; the only limit is the sky (and even that's not true where deities or cosmic entities are concerned) and one's imagination :). And thanks!

Well, you could always go for the easiest option, that is to lay down antimagic fields, wrap yourself with a Divine Shield and launch those salvos of Divine Blast; which as a greater deity should always deal maximum damage. Essentially, he's wrapped in impenetrable armor (unless you're another deity or cosmic entity with a numeral approaching his divine rank) dealing out attacks that cannot be resisted or be made immune to in any way (unless refer to the above). In no time, the opponent or opponents standing before you will be reduced to ash and dust.


Except Pun-Pun has an infinite divine rank in comparison to Boccob's static divine rank and could one-shot Ao if he chose.

Well, Pun-pun has abilities and a divine rank derived from a mortal source; his divinity is more or less semi-permanent with respect to the spell as opposed to a permanent fixed divinity (arising) from a non-mutable fount; also, his divinity is with provisions, he only becomes divine as long as the clone god willingly grants him proxy status (which let's say it does) or as long as the spell is working.

While it is an at-will ability, the spell is mortal in origin. As before, Boccob can easily suffuse the area with antimagic fields, which'll render the spell inactive and unable to be used, then proceed to cast his own spells, whether they are mundane or epic; his own spells are unaffected by the antimagic fields due to his divinity. Or he can warp reality to achieve this.
Or if he feels that Pun-pun could pose a legitimate threat, he can fire his Divine Blasts at Pun-pun, who cannot resist them in any way.

A combat involving Pun-pun and Ao is liable to end even more quickly. Ao can take away divinity with what amounts to a snap of his fingers; which is exactly what he did in the Avatar Crisis. If he can cause even the divine powers to fail or become mortal, it's only logical that he take away the powers and abilities of mortals, he created Realmspace after all.
Although whether or not he wants to involve himself is another matter entirely, he is notorious for not really caring.


I hope it isn't too late for requests! I know it isn't a D&D diety per say but I was wondering if you would stat up Daoloth? It is a Cthuhlu diety. Information follows.

No, you're not late at all! Requests are always welcomed whenever they are requested :) Although I may be somewhat late in getting them out/producing them...currently studying for mid-year exams

Sounds like something you don't exactly want to meet in a dark alley or anywhere (else) for that matter. I'll see what I can do! Although my mythos knowledge is a little rusty and I always despair that I didn't get the d20 CoC when I had the chance :(; Wikipedia to the rescue!

Do you perchance have any idea, for example, of what its DR or CR (in this case?) would be? Also, where would its HD sit at do you suppose in relation to the other entities of the mythos?
I have a rank and HD table that I refer to when creating deities so I can refer to that when creating it if you're unsure or can't exactly put a finger on it.
Is he stronger or weaker than Cthulhu, Nylarhotep (sounds like it could be way stronger than those two) et al? If you can give me some ideas as to those it would be muchly appreciated. Thanks!

RelentlessImp
2009-06-12, 07:10 AM
I, uh, don't have the PHB2 on me, can you remind what celerity does again? Thanks.


Celerity is an immediate action spell chain that grants you immediate actions. Lesser gives you an immediate move action, regular gives you a standard action and Greater gives you a full round (or a standard and a move, or two moves), at the cost of being dazed until the end of your next turn.

Amiel
2009-06-12, 07:17 AM
Ah, I see. Thank you!
Can they be cast within time stops? although that may be supremely cheesy. Or do they overlap with the spell? Also, do they stack with haste or overlap?

RelentlessImp
2009-06-12, 07:23 AM
Neither. As a DM, I would rule that it doesn't work in Time Stop (whose actions are you interrupting with an immediate spell, anyway?).

Since Haste doesn't grant you extra actions (after the 3.5 update), all it's good for is for, say, interrupting a spellcaster with a Celerity->Disintegrate spell. Of course, it can be cheesed out to gain unlimited actions (by virtue of becoming immune to daze) and thus basically dominating a combat even more than you would normally by being a spellcaster.

EDIT: Though it's a useful spell if you don't mind burning an appropriate level spell slot in order to get what amounts to a free Quickened Spell and a regular spell in the same round at the cost of 4th level spell slots.

Celebrochan
2009-06-14, 03:18 PM
Call of Cthulhu comparison

Daoloth hp 100 int 50 pow 70 str -
Cthulhu hp 160 int 42 pow 42 Str 140
Azathoth hp 300 int 0 pow 100 str na

Amiel
2009-08-05, 08:20 AM
Neither. As a DM, I would rule that it doesn't work in Time Stop (whose actions are you interrupting with an immediate spell, anyway?).

Since Haste doesn't grant you extra actions (after the 3.5 update), all it's good for is for, say, interrupting a spellcaster with a Celerity->Disintegrate spell. Of course, it can be cheesed out to gain unlimited actions (by virtue of becoming immune to daze) and thus basically dominating a combat even more than you would normally by being a spellcaster.

EDIT: Though it's a useful spell if you don't mind burning an appropriate level spell slot in order to get what amounts to a free Quickened Spell and a regular spell in the same round at the cost of 4th level spell slots.

Per RAW, would it stack or overlap with time stop or other spells that temporally accelerate or decelerate an object or thing? As many of the game-breaking characters are the result of finding loopholes within rules as written rather than RAI.

Hmm, for celerity, you could theoretically grant yourself unlimited actions within the timestop; this becomes even worse if you are a deity with the portfolio of time and/or travel or any associated ideals. You could actually have infinite celerities, hastes and timestops.


Call of Cthulhu comparison

Daoloth hp 100 int 50 pow 70 str -
Cthulhu hp 160 int 42 pow 42 Str 140
Azathoth hp 300 int 0 pow 100 str na

Hmm, are they really that powerful?
And Cthulhu with a Str 140? That's...rather absurd, considering that a deity of Strength, Kord, has a 55 Str as an immediate deity no less.

Would you mean by pow, mate?


Also, my sincere and profuse apologies to anyone waiting for a deity...my other computer decided to act like a clown and go crazy, I've reclaimed some of Vecna, but the computer has actually eaten some of the content...or jumbled and corrupted other sections. I dunno if you wish me to post what I have now, ZetaKai or would you rather wait for the completed product? Vecna is somewhat tricky due to the need to develop the archlich and design liches, as the WotC one is somewhat lacking.

arguskos
2009-08-05, 09:23 AM
I actually have a list of requests, if you'd like them. None are pressing, and most simply make me smile to type, but if you're willing, I'll toss a few out there.

Kossuth, Akadi, Istasha, and Grumbar, the gods of the elementals
Any/all of the Archomentals (Imix, Yan-C-Bin, Olhydra, Ogremoch)
The Triad (Torm, Tyr, Illmater)

Lastly, here's a crazy one: Ao. I am curious what this being would look like in stats. Assume it's the avatar that he used to communicate with the gods during the Time of Troubles, and not his true form (which is akin to the Christian God in its scope and scale).

Failing Ao, I wouldn't mind seeing more cosmic beings rather than more gods. Stuff that is never really dealt with, such as Ulshurgek and the draedens. Muan Yu would be amusing too. :smallcool:


Also, I'd like to say that these gods are AMAZING beyond words. I read Boccob when you posted him originally, and he's as amazing now as he was then. Great job, I've never seen anything like it before!

Zeta Kai
2009-08-05, 09:41 AM
Also, my sincere and profuse apologies to anyone waiting for a deity...my other computer decided to act like a clown and go crazy, I've reclaimed some of Vecna, but the computer has actually eaten some of the content...or jumbled and corrupted other sections. I dunno if you wish me to post what I have now, ZetaKai or would you rather wait for the completed product? Vecna is somewhat tricky due to the need to develop the archlich and design liches, as the WotC one is somewhat lacking.

I'm sorry to hear of your computer woes, but I'm glad that you are still here on the forums. I can wait to see Vecna in all his vile glory; I'm just happy to know that you're still working on him. The core gods are what interest me the most, since they are the ones that you'll see in most campaigns; perhaps renamed or refluffed, but they show up more often than any other pantheon.

Pronounceable
2009-08-05, 02:08 PM
If we're talking about generally useful (cliche) deities, an overlord type like Bane or Hextor would see a lot of traffic. And a god with monotheistic motifs, like Heironeous or Helm.

readsaboutd&d
2009-08-07, 10:14 AM
Originally Posted by Amiel(how do you put the green arrow)
Hmm, are they really that powerful?
And Cthulhu with a Str 140? That's...rather absurd, considering that a deity of Strength, Kord, has a 55 Str as an immediate deity no less.

Would you mean by pow, mate?
I would assume from the hp that he is using different stats from d&d. And this is Cthuhlu.


Originally Posted by Amiel
Boccob can easily suffuse the area with antimagic fields, which'll render the spell inactive and unable to be used
Except for the fact that Pun-Pun already punched for 5000 damage from 15 miles away.

Amiel
2009-08-23, 07:59 AM
I actually have a list of requests, if you'd like them. None are pressing, and most simply make me smile to type, but if you're willing, I'll toss a few out there.

Kossuth, Akadi, Istasha, and Grumbar, the gods of the elementals
Any/all of the Archomentals (Imix, Yan-C-Bin, Olhydra, Ogremoch)
The Triad (Torm, Tyr, Illmater)

Thanks, mate!
That'd likely keep me busy until the next millennia or so :p.
Seriously though, I'll see what I can do. Unfortunately, I may be busy for a while and may not get the chance to design them or may not get the chance to design to the degree that I would like, which is full of detail. If next you find deities that are presented with only the essential features, blame the limitations of time :smallbiggrin:

Cosmic entities, like the elementals gods, and archomentals may differ somewhat in build, HD, class levels to deities since their power may not be derived from veneration.


Lastly, here's a crazy one: Ao. I am curious what this being would look like in stats. Assume it's the avatar that he used to communicate with the gods during the Time of Troubles, and not his true form (which is akin to the Christian God in its scope and scale).

Funny you should mention that. Ao, like other overgods is definitely something that I've considered.
What would you say to the following modifications to the deity rules?
Overgods are designed with at least double the HD and ability scores of the strongest deities; they are as beyond deities as deities are beyond mortals.
For example, Ao may have up to 120 HD; possibly more.

Nothing short of another overgod can scratch let alone hurt or harm the overgod. It simply ignores the attacking creature as a giant ignores an ant.

In addition to the standard SDAs, it possesses specific overgod SDAs, for example, Ao would possess Lower the Divine and Mortal Apotheosis.
Lower the Divine would cause a deity to revert to the status of a mortal; the deity does get a save DC but one that is arbitrarily high. Mortal Apotheosis is the reward a mortal gets from having slain a deity and subsuming its portfolio.
I'll see what something concrete I can whip up for you.


Failing Ao, I wouldn't mind seeing more cosmic beings rather than more gods. Stuff that is never really dealt with, such as Ulshurgek and the draedens. Muan Yu would be amusing too. :smallcool:

Being not too terribly familiar with these entities, may I ask what they are?
What is an Ulshurgek and the draedens and what's a Muan Yu?
Is Muan Yu a godkiller?


Also, I'd like to say that these gods are AMAZING beyond words. I read Boccob when you posted him originally, and he's as amazing now as he was then. Great job, I've never seen anything like it before!

Thank you kindly for your kind words, sir! :D
It makes me extremely happy to hear this.


I'm sorry to hear of your computer woes, but I'm glad that you are still here on the forums. I can wait to see Vecna in all his vile glory; I'm just happy to know that you're still working on him. The core gods are what interest me the most, since they are the ones that you'll see in most campaigns; perhaps renamed or refluffed, but they show up more often than any other pantheon.

Thanks, mate, for the nice words :).
If you wouldn't mind, I can post a sorta-completed preliminary Vecna on these boards for you. By doing so, this also makes me find the time to edit and try to complete him; the archlich though is a slight spanner in the works because Vecna needs to be something much more than what the current lich template can provide. However, unfortunately, designing the archlich requires designing the lich from the ground up.

I'll see what I can do about the core gods. What would you say to Pelor as a NE deity of sun burns with the Burning Hate as one of his titles?


If we're talking about generally useful (cliche) deities, an overlord type like Bane or Hextor would see a lot of traffic. And a god with monotheistic motifs, like Heironeous or Helm.

Yeah, mate, people do like them overlord types. But that's how they derive worship I guess.
Heironeous seems to be popular, with a vote already cast for him. Hextor would be a good opponent and mirror opposite. And people do seem to like Helm.


I would assume from the hp that he is using different stats from d&d. And this is Cthuhlu.

That's probably not really going to help overly so considering this thread uses the D&D system; and dunno what he means by pow. Those stats may need to be modified somewhat.
Also, Cthuhlu got taken out by a speedboat.


Except for the fact that Pun-Pun already punched for 5000 damage from 15 miles away.

And by enveloping Pun-pun in an antimagic field, Boccob already denied Pun-pun from ever becoming a god.

Thrax
2009-08-23, 08:48 AM
I was wondering if you wouldn't mind gods from beyond DnD, like the gods of real world Mesopotamia? Marduk, Tiamat (real one, not the five-headed mockery), Enlil, Ishtar, Shamash etc.

Amiel
2009-08-23, 09:29 AM
I was wondering if you wouldn't mind gods from beyond DnD, like the gods of real world Mesopotamia? Marduk, Tiamat (real one, not the five-headed mockery), Enlil, Ishtar, Shamash etc.

Not at all; I wouldn't mind.
Given the nature and complexity of alignment in real life, however, they may end up with alignments of a certain extraction with the tendencies of others; so, something like Neutral Evil (lawful evil tendencies) to toss out an example.
Of course, real world deities would require also real world resources; what are some resources you would suggest?

Although, the final product may not rigorously cling to its 'parent.'

hamishspence
2009-08-23, 10:10 AM
Dragon magazine 329 provided deity rules for clerics wanting to use the Babylonian mythos, so it is not without precedent.

names, power, alignment, domains, from the issue:

Adad: Intermediate God, CN, Air, Chaos, Strength, Water
Anu: Greater God, LN, Law, Magic, Protection, Travel
Belet-ili: Greater Goddess, NG, Animal, Earth, Good, Healing, Plant
Ea: Intermediate God, LG, Good, Knowledge, Law, Water
Enlil: Intermediate God, LN, Air Animal, Law, Protection
Ereshkigal: Intermediate Goddess, LE, Death, Evil, Knowledge, Law
Ishtar: Intermediate Goddess, CN, Animal, Chaos, Trickery, War
Marduk: Lesser God, LG, Fire, Law, Luck, War
Nergal: Lesser God, CE, Chaos, Death, Destruction, Evil
Ninurta: Lesser God, NG, God, Plant, Strength, Travel
Shamash: Intermediate God, LG, Good, Knowledge, Law, Sun, Travel
Sin: Intermediate God, N, Animal, Knowledge, Plant, Protection

Thrax
2009-08-23, 01:32 PM
Marduk as a lesser god strikes me as odd. During the Babylonian period, as a patron god of Babylon itself, he was the head of the pantheon.
I can only suggest Wikipedia as a source. It's hard to find something interesting about them in the internet.

Eldan
2009-08-23, 01:44 PM
The Babylonians are also in "On Hallowed Ground". Marduk is a LN Greater Power. His portfolio there is Cities, Wind, THunder, Storms and Rain.

Amiel
2009-09-13, 03:42 AM
Dragon magazine 329 provided deity rules for clerics wanting to use the Babylonian mythos, so it is not without precedent.

Thanks!

Though I'm thinking one should take the deities as provided by WotC with a grain of salt; take a look at their take on the Olympian, Egyptian, Asgardian pantheons.


Marduk as a lesser god strikes me as odd. During the Babylonian period, as a patron god of Babylon itself, he was the head of the pantheon.
I can only suggest Wikipedia as a source. It's hard to find something interesting about them in the internet.

Yes, inexplicably odd things do seem to infiltrate these descriptions; the D&DG Hades as evil anyone?

Wikipedia is a good starting resource; for simplicity, it's good. If one were to aim for realistic depictions, probably more 'culturally representative' resources may be appropriate.


The Babylonians are also in "On Hallowed Ground". Marduk is a LN Greater Power. His portfolio there is Cities, Wind, THunder, Storms and Rain.

On Hallowed Ground is a good resource for deities and pantheons. No statistics, but relatively informative; it's a good deal more informative for fantasy pantheons than real-world equivalents.

arguskos
2009-09-13, 04:38 AM
Cosmic entities, like the elementals gods, and archomentals may differ somewhat in build, HD, class levels to deities since their power may not be derived from veneration.
Seems fair, I just wanted to see what you come up with for them really, not expecting them to look the same or even all that similar.


Funny you should mention that. Ao, like other overgods is definitely something that I've considered.
What would you say to the following modifications to the deity rules?
Overgods are designed with at least double the HD and ability scores of the strongest deities; they are as beyond deities as deities are beyond mortals.
For example, Ao may have up to 120 HD; possibly more.

Nothing short of another overgod can scratch let alone hurt or harm the overgod. It simply ignores the attacking creature as a giant ignores an ant.

In addition to the standard SDAs, it possesses specific overgod SDAs, for example, Ao would possess Lower the Divine and Mortal Apotheosis.
Lower the Divine would cause a deity to revert to the status of a mortal; the deity does get a save DC but one that is arbitrarily high. Mortal Apotheosis is the reward a mortal gets from having slain a deity and subsuming its portfolio.
I'll see what something concrete I can whip up for you.
Honestly, it's better than I can come up with. I tend towards the "lol you all die horribly" school of thought when it comes to elder gods.


Being not too terribly familiar with these entities, may I ask what they are?
What is an Ulshurgek and the draedens and what's a Muan Yu?
Is Muan Yu a godkiller?
Ulshurgek and the draedens are beings that existed before the planes took form, in the "Big Bang" period of the multiverse's existence.

Muan Yu is a godkilling abomination that you can find out more about (along with Ulshurgek and his ancient siblings) in the Fiendish Codex 1. Great book, btw. Basically, Muan Yu has a small golden triangle that can turn into any weapon he desires and let's him, along with his other, insanely powerful abilities (all unstated, but implied) hunt and kill gods.

Zaydos
2009-09-13, 12:39 PM
I'd actually like to see Odin because the 3.0 Deities and Demigods totally failed when it came to the Norse pantheon and your god stats so far have been epic. If you need a list of books dealing with him the easiest to mention is the Prose Edda, and even the 1st and 2nd edition deity books did better than 3e for fluff. Wikipedia is also usually great.

I'd also like to see some type of druidic god of nature, or Nyarlathotep from the Cthulhu Mythos.

All in all a great thread and some epic stats.

readsaboutd&d
2009-09-23, 10:55 AM
The lady of pain would be cool:smallsmile:.

Antariuk
2009-09-24, 06:12 AM
Amiel, that is some great work you are showing here. I was never very much into gods in D&D, because I'm quite new to RPGs (so I never played a years long campaign ending in celestial realms) and I prefer a more gritty game style, but your entries are an entertaining read.
They make me in fact consider to use a god in my campaign, perhaps as a cosmic battle the players watch or something like that (to use at least a handful of these crazy stats).

I second the vote for some mesopotamian deities, no matter if sumerian or babylonian origin. Admitted, this is not without ulteriour motives, as there is a mesopotamian campaign setting laying idle on this board (click (http://www.giantitp.com/forums/showthread.php?t=102561)), for which some stated gods would be very nice.

If you need sources, Wikipedia is very useful like said before.
Other links I have at hand:

http://www.pantheon.org/
http://www.godchecker.com/
http://www.gods-heros-myth.com/

For mesopotamian gods the following two links may prove useful:

http://www.gatewaystobabylon.com/
http://i-cias.com/e.o/





The lady of pain would be cool:smallsmile:.

You are of course not referring to the latest cartoon from WotC? :smalltongue:
I am not so sure if anyone should stat the lady of pain. She is not meant to be ascertainable in any way, because nobody can interact with her on his own terms. There has to be some mystery thats never going to be solved.

Sudduth
2009-09-24, 02:59 PM
http://home.flash.net/~brenfrow/3e/ddg.jpg
FTW

Amiel
2009-11-03, 08:21 AM
Honestly, it's better than I can come up with. I tend towards the "lol you all die horribly" school of thought when it comes to elder gods.

Haha; funny, that's also the school that I subscribe to as well; although, I prefer building statblocks to 'marvel' at them, it's an interesting theoretical exercise to put stats and flavor to print when you're designing deities. And of course, the end result is rewarding :).



Ulshurgek and the draedens are beings that existed before the planes took form, in the "Big Bang" period of the multiverse's existence.

Muan Yu is a godkilling abomination that you can find out more about (along with Ulshurgek and his ancient siblings) in the Fiendish Codex 1. Great book, btw. Basically, Muan Yu has a small golden triangle that can turn into any weapon he desires and let's him, along with his other, insanely powerful abilities (all unstated, but implied) hunt and kill gods.

Ah, I'll need to go have a look at them; is Ulshurgek and the draedens also in the Fiendish Codex 1? And yeah, I agree, Fiendish Codex was a nice read, although I kinda only skimmed through it...

Muan Yu definitely sounds like a character.


Apologies to the esteemed folks who have replied in this thread; I've stuff to do and not much time to reply to each post individually at the moment, I'll get to it first thing when I get back from work tomorrow. Is that okay?
I'll like to thank all of you for the wonderful words and the words of praise! :) It's much appreciated.
And I'll also take the suggestions into consideration as well; I promised that I would stat them out, although this may take a considerable while, my plate is kinda full at the moment.

Amiel
2009-11-03, 08:26 AM
Incidently, I was thinking of deity and epic rules in the same breath. I've got this idea of having the stats of the deity as if it were the avatar rather than the 'real thing,' akin to the direction 2e went with Faiths and Avatars.

Essentially, they're probably be more or less the same, but will make use of virtual levels and/or gestalt, which is probably ideal for deities anyway; this'll mean they can be used at a (considerably or much) lower level (while remaining at the same power). This way, plot hooks and direct divine intervention would mean a more 'personable' deity in a way. If you wished a more omniscient deity, you could explain that the entity you are interacting with is merely an avatar, and the real thing is vastly more powerful.

What do people think of this? Like this? Loathe this? Get the frak cracking on making more deities, Amiel? :smallbiggrin:

fafnir300
2009-11-03, 01:14 PM
I have a few demon lords and lords of the nine statted out here. (http://dicefreaks.forumz.cc/viewtopic.php?f=29&t=199) Just look at the index. Maybe you'll get some ideas.

Zeta Kai
2009-11-03, 08:31 PM
As long as you make more gods of this caliber (ahem*Vecna*ahem), you can/should do anything that you want.

Cracklord
2009-11-04, 12:58 AM
Hey, if you're taking requests... :smallbiggrin:

I'd love to see your interpretation of those aforementioned Lords of the Nine; Fiendish Codex II offered rather disappointing stats for their avatars, but it would be great to see them (or, realistically, at least Asmodeus) fleshed out so epically. So what if I'm a diabolophile... :smallredface:

In any case, great work!

Dicefreaks (http://dicefreaks.forumz.cc/viewtopic.php?f=11&t=8) has them far better done then this.

readsaboutd&d
2009-12-10, 05:36 AM
Thank the heavens (pun totally intended), this thread is not dead. Also, I think the idea behind Elder Evils is that they are meant to be ultimate-fight-of-godlike-adventurers-who-only-narrowly-win-because-of-artefact-of-kill-elder-evil-and-help-of-super-god. Or you can make it absolutely hopeless to fight :Cthulhu: 1d6 investigators per round style.

Dante & Vergil
2009-12-14, 02:02 PM
I like having Deities having competency against players. Nice work!!

Amiel
2010-04-23, 11:16 PM
With the kind permission of the good Roland St. Jude, I am allowed to necromantise this thread and revive it; and you say that necromancers aren't allowed to have fun :smalltongue:

I must say, thank you all for the kind comments (especially Zeta).
As an (sorta) update, my other computer is well and truly dead, there was hope that we might have been able to salvage what was in there, but alas it cannot be. Ah well, I've just have to make do without.

Hopefully, some more deities will be posted in the foreseeable future!

In the meantime, enjoy Amarantine

Amarantine

Whether it is through stripping away the detritus of misinformation surrounding a topic of contention, shifting through parchments with deliberation or separating fact from fiction, myth from reality, scholars have ever been dedicated to Truth. To the chagrin of these seekers of lore and knowledge, the origins of Amarantine, while not exactly hidden, are nonetheless obfuscate.

True to their dedication, this has not stopped those of scholastic leaning from endeavoring to uncover the shrouds of mystery, manifesting not as an outlet of frustration, but instead presenting itself as a challenge meant to be overcome.
Scholars such as Scrivener Agon of the Scholastic Towers of Rindel have put forward the averment that Amarantine began existence as a mortal, of at least minor noble stock and that his apotheosis was given as a reward for services to a deity of strategic warfare. Scrivener Agon insists that any recounting of Amarantine's origins was made deliberately nebulous not only because Amarantine's time as a mortal went mostly undocumented, but also because of the deliberate orchestration to apply ink blotting to passages devoted to Amarantine's beginnings.

This argument has elicited scoffs of distaste from other more fastidious philomaths. Savant Nivren of the Illuminst Order and others have done away with the primary opinion that Amarantine was born a mortal, instead citing the similarities between his name and that of that deity of strategic warfare. Savant Nivren contends that Amarantine was not in fact mortal at all but, given his predilection with war, was the son of a deity of warfare, perhaps even the deity herself. Of course, this position has it's share of opponents, not the least of which is Scrivener Agon who holds to the philosophy of divinity arising from mortal self perfection.

Minority scholars as Holycoin Goldenquill Brassim have adopted an altogether different argument, that Amarantine was not his birth name at all but a bestowed appellation. Goldenquill Brassim, a worshipper of the deity of wealth and business [x], gives references to an Ahmaquessin Serpentil, a minor baron and talented strategist. Other than indirectly supporting Scrivener Agon's position, it is unclear if Goldenquill Brassim presented this is a joke given Brassim's unusual humor.

The deity himself remains notoriously close lipped, a disarming smile always present on his handsome face. It is almost as if Amarantine is deriving great amusement from the debate.

Amarantine is a relatively minor deity within the broader scheme of things, his worshipper base small and niche. Amarantine's dedication is to martial combat, intelligent warriors, luck, half-truths, mystery, intrigue, and while his connection with war and warfare is obvious and pronounced he is also a committed explorer; as he does not maintain a planar residence, Amarantine favors the Mortal Coil, though as an itinerant explorer he has traveled the length and breadth of the planes, always in a disguise.

An itinerant being of many and clever disguises, Amarantine has yet to make any enemies, though the inverse is also true, he has no real allies. This notwithstanding, his charm at least ensures he has many associates and acquaintances. In any disguise, Amarantine is known as a warrior of exceeding skill with an almost supernatural foresight enabling him to dodge attacks even before they occur. Secondary to this, Amarantine's other goals seem to revolve around the acquisition of magical items, of knowledge, and the exploration of the Mortal Coil and the multiverse, and of course the proliferation of intrigue, secrecy and mystery.

Amarantine appears as a very handsome humanoid of tall height, his long black hair threaded with gold and purple. His skin is a polished alabaster while twin clear and flawless orbs of piercing green stare from a face of high cheekbones. Courtier's silks, that complement his many rings, seem tailored perfectly to a frame both slender and athletic, while a longsword and dagger rest comfortably on his hips.

Amarantine
Demipower
Symbol An amaranth flower and red rose intertwined around a grey longsword on a disc of black
Home Plane The Outlands, The Mortal Coil
Alignment Neutral
Aliases Amanranth, Anaroc, Brother Luck, Duplict Prince, Horizon Walker, Prince Agency, Son of Amarra
Superior None
Allies
Foes
Servants Devoted defenders, explorers, mindspies, psychic warriors, telepaths
Servitor Creatures
Manifestations
Signs of Favor
Worshipers Devoted defenders, explorers, mindspies, psychic warriors, strategists, telepaths, liars, intriguists
Specialty Priests None
Holy Days None
Portfolio Intrigue, secrecy, mystery, unorthodoxy, exploration, intelligent warriors, psionic warriors, mindspies, luck, war
Domains Luck, Protection, Trickery, War
Favored Weapon "Aymrran" (longsword)

Medium Outsider (Divine)
Divine Rank: 3
Hit Dice: 5d10 (Fighter) + 10d6 (Mindspy) + 10d6 (Rogue) + 20d4 (Telepath) + 360 (610 hp)
Initiative: +26, Supreme Initiative
Speed: 60 ft.
Armor Class: 69 (+14 armor, +12 deflection, +12 Dex, +3 divine, +5 luck, +13 natural), touch 55, flat-footed 56 (53% miss chance)
Base Attack/Grapple: +43/+55
Attack: Aymrran +66 melee (3d6 + 26 + 2 Con/15-20/x2) or +58 ranged touch
Full Attack: Aymrran +66/+61/+56/+51 melee (3d6 + 26 + 2 Con/15-20/x2) and +2 dagger +60/+55/+50/+45 melee (1d4+14) or +58 ranged touch
Space/Reach: 5 ft. /5 ft.
Special Attacks: Anticipate, divine blast (15d12) 15/day, domain spells, psionics, sneak attack +5d6, spell-like abilities
Special Qualities: Block sensing, combat telepathy, damage reduction 25/epic, divine aura (Will DC 36), divine immunities, divine shield 12/day (stops 20 points of damage), fast healing 25, immune to acid, electricity, cold, fire and sonic, improved evasion, improved uncanny dodge, instant mindscan, multiple surface thoughts, portfolio sense, remote communication, remote sensing, salient abilities, spherical read thoughts, spell resistance 57, trap sense +3
Saves: Fort +40, Ref +44, Will +44
Abilities: Str 34, Dex 34, Con 26, Int 44, Wis 30, Cha 34
Skills: Appraise +46, Autohypnosis +70, Balance +66, Bluff +64, Concentration +68, Diplomacy +58, Disguise +70 (+76 acting), Gather Information +63, Intimidate +54, Hide +64, Jump +46, Knowledge (arcana) +36, Knowledge (history) +36, Knowledge (local) +36, Knowledge (psionics) +60, Listen +54 Move Silently +68, Perform (oratory) +23, Psicraft +60, Search +54, Sense Motive +63, Spellcraft +40, Spot +56, Survival +40, Tumble +68
Feats: Cloak Dance, Combat Expertise, Craft Magic Arms and Armor, Craft Wondrous Items, Deceitful, Enlarge Power, Extend Power, Greater Two-Weapon Fighting, Improved Critical (longsword) Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Maximise Power, Negotiator, Overchannel, Power Attack, Psionic Endowment (telepathy), Psionic Meditation, Quick Reconnoiter, Two Weapon Fighting, Unavoidable Strike, Weapon Focus (longsword) B, Widen Power
Epic Feats: Additional Magic Item Space (ring), Additional Magic Item Space (ring), Binding Speed, Craft Epic Magic Arms and Armor, Craft Wondrous Items, Epic Reputation, Superior Initiative
Salient Abilities: Anyfeat, Divine Blast, Divine Dodge, Divine Shield, Extra Domain (Trickery), Supreme Initiative
Climate/Terrain: Any
Organization: Solitary (unique) or with companion
Challenge Rating:
Treasure: Unique
Alignment: Neutral

Domain Spells: At will - aid, antimagic field, blade barrier, break enchantment, disguise self, divine power, confusion, entropic shield, false vision, flame strike, freedom of movement, invisibility, magic vestment, magic weapon, mindblank, miracle, mislead, moment of prescience, nondetection, polymorphy any object, power word blind, power word kill, power word stun, prismatic sphere, protection from energy, repulsion, sanctuary, screen, shield other, spell immunity, spell resistance, spell turning, spiritual weapon, time stop. Caster level 32nd. Save DC = 44 + spell level.

Power Points/Day: 613. Powers Known: 36; 1st - conceal thoughts, defensive precognition, distract, mindlink, mind thrust, offensive precognition, offensive prescience, precognition, psionic charm; 2nd - aversion, brain lock, cloud mind, id insinuation, psionic suggestion; 3rd - crisis of breath, false sensory output, hostile empathic transfer, psionic blast; 4th - emapathic feedback, mindwipe, psionic dominate, psionic modify memory, psychic reformation, schism, thieving mindlink; 5th - metaconcert, mind probe, psychic crush, shatter mind blank, tower of iron will; 6th - greater precognition, mass cloud mind, mind switch, remote view trap, temporal acceleration; 7th - crisis of life, insanity, ultrablast; 8th - mind seed, psionic mindblank; 9th - apopsi, microcosm, psychic chirurgery, true mind switch. Caster level 20th. Save DC = 47 + psionic level.

Spell-Like Abilities: At will – detect magic, greater dispel magic, greater teleport, greater plane shift, read thoughts. Caster level 32nd. Save DC = 47 + spell level.

Possessions

Aymrran (minor artifact) appears as an unadorned and unremarkable longsword. Austere in make, the dull blueish blade lacks any ostentation or inlay while its hilt is black wrapped in leather. Aymrran is a +6 keen longsword of collision and greater wounding and possesses the following properties:
—Aymrran strikes as a large greatsword with the threat critical of a rapier.
—Aymrran always ignores 10 points of AC.
—Aymrran confers all the benefits of a luck blade, save the luck bonus bestowed upon the possessor is +5.
-Aymrran grants its wielder the power of good fortune 6/day. The sword enables its possessor to choose which result to take, depending on the result of reroll.
—Aymrran bestows cumulative (to a maximum of 10) negative levels upon all those who are non-neutral in alignment.

Anaim (minor artifact). Weaved from exquisite silks and threaded with strips of gold and platinum, Anaim appears as a beautiful courtier's outfit. It is also a magic item of rare potency.
—Anaim confers the benefits of a suit of +6 full plate armor with no Dex or armor check penalty.
—Anaim bestows a +5 luck bonus to AC.
—The wearer of Anaim gains phenomenal fast healing, the armor granting fast healing 25.
—The wearer of Anaim acts as if under a continuous freedom of movement effect.

Kion (minor artifact). Anchored to Amarantine's spine, the powerful artifact Kion grants the following benefits:
—An additional 100 power points per day; not factored into the pp/day above. These power points renew themselves each day.
—Kion enables its wearer to manifest psionics as a swift action per 1d4 rounds if it previously took a standard action or as a standard action if the psionic power required a full round action to manifest.
—Kion allows its possessor to learn additional psionic powers from other disciplines and grants 10 additional powers known.

Ring of weaponbreaking, ring of energy immunity (acid), ring of energy immunity (electricity), ring of energy immunity (sonic), +2 dagger

Up next will be Vecna.