A Monster for Every Season: Summer 2
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  1. - Top - End - #31
    Ogre in the Playground
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    Default Re: Of Deities and Demigods

    Quote Originally Posted by Zeta Kai View Post
    I... I don't know what I was thinking when I typed that. My bad.
    Haha. No worries, it happens to the best of us.

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

    Quote Originally Posted by cnsvnc View Post
    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!

    Quote Originally Posted by Kyrthain View Post
    When you find the time, Kossuth from forgotten realms would be sweet
    (I like fire!)
    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.

    Quote Originally Posted by V'icternus View Post
    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.
    Last edited by Amiel; 2009-06-02 at 11:14 AM.
    To see the world in a grain of sand
    and Heaven in a wild flower
    To hold infinity in the palm of your hand
    and eternity in an hour.

    - William Blake, Auguries of Innocence

  2. - Top - End - #32
    Ogre in the Playground
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    Default Re: Of Deities and Demigods

    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
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    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.
    Last edited by Amiel; 2009-06-06 at 08:40 AM.
    To see the world in a grain of sand
    and Heaven in a wild flower
    To hold infinity in the palm of your hand
    and eternity in an hour.

    - William Blake, Auguries of Innocence

  3. - Top - End - #33
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    Default Re: Of Deities and Demigods

    These are amazingly awesome. Is it too late to submit a request?
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

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    Quote Originally Posted by Amiel View Post
    Tempus has 98 chromosomes and they're all poisonous.
    Now, why does this look like an O-Chul fact?
    ...
    Looks awesome.
    Founder of the Fanclub of the (Late) Chief of Cliffport Police Department (He shall live forever in our hearts)
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    Quote Originally Posted by Archpaladin Zousha View Post
    These are amazingly awesome. Is it too late to submit a request?
    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.

    Quote Originally Posted by cnsvnc View Post
    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.
    Last edited by Amiel; 2009-06-04 at 04:54 AM.
    To see the world in a grain of sand
    and Heaven in a wild flower
    To hold infinity in the palm of your hand
    and eternity in an hour.

    - William Blake, Auguries of Innocence

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    Good work as always, but why is Tempus listed as Neutral? I though he was Chaotic Neutral. Did they change it during the 3.0/3.5 transition(I play 3.5 but have 3.0 FR rulebook... go figure)?
    Last edited by Morty; 2009-06-03 at 08:41 AM.
    My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
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    Quote Originally Posted by Amiel View Post
    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!
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

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    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?
    Last edited by unosarta; 2009-06-03 at 10:36 PM.
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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    Quote Originally Posted by M0rt View Post
    Good work as always, but why is Tempus listed as Neutral? I though he was Chaotic Neutral. 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.

    Quote Originally Posted by Archpaladin Zousha View Post
    I would like to request my absolute favorite god, the Archpaladin to end all Archpaladins, HEIRONEOUS!
    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!

    Quote Originally Posted by unosarta View Post
    what happens to all those poor monks who attempt to hit his AC?
    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.
    To see the world in a grain of sand
    and Heaven in a wild flower
    To hold infinity in the palm of your hand
    and eternity in an hour.

    - William Blake, Auguries of Innocence

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    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
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    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.
    Last edited by Amiel; 2009-06-06 at 08:40 AM.
    To see the world in a grain of sand
    and Heaven in a wild flower
    To hold infinity in the palm of your hand
    and eternity in an hour.

    - William Blake, Auguries of Innocence

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    Default Re: Of Deities and Demigods

    "Mağlubiyet FTW!" would be an oxymoron, I think. However, it applies here.
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    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.

    Also, Vecna must die!

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    Quote Originally Posted by Amiel View Post
    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.
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    Quote Originally Posted by Amiel View Post
    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?
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

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    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?
    ...
    Quote Originally Posted by Archpaladin Zousha View Post
    Ah, but can Torm or Tyr claim invulnerable meersalm skin?
    Also, Heironeus has the biggest stick.
    ...
    And technically, this is the Dark One Redcloak worships. Who can blame him after seeing this?
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    Quote Originally Posted by cnsvnc View Post
    "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!

    Quote Originally Posted by Zeta Kai View Post
    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.

    Also, Vecna must die!
    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 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

    Quote Originally Posted by M0rt View Post
    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.

    Quote Originally Posted by Archpaladin Zousha View Post
    Ah, but can Torm or Tyr claim invulnerable meersalm skin?
    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.

    Quote Originally Posted by cnsvnc View Post
    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.
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    Quote Originally Posted by Amiel View Post
    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.
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    Quote Originally Posted by M0rt View Post
    If you can speak Polish, I can dig it up.
    Heh. Hmm....does Babelfish count? :p
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    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].
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    Quote Originally Posted by unosarta View Post
    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.
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

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    Quote Originally Posted by Archpaladin Zousha View Post
    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.
    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 that is what had me laughing.

    Oh, and by the way, what in the nine hells is meersalm?
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    Quote Originally Posted by unosarta View Post
    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 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.
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

  23. - Top - End - #53
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    Default Re: Of Deities and Demigods

    Quote Originally Posted by Archpaladin Zousha View Post
    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 When Amiel stats him up, he had better make some bad ass ability made of off that.
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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    Default Re: Of Deities and Demigods

    Quote Originally Posted by unosarta View Post
    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.

    Quote Originally Posted by Archpaladin Zousha View Post
    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.
    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.

    Quote Originally Posted by unosarta View Post
    The fact that you know all of that is... AWESOME 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?
    To see the world in a grain of sand
    and Heaven in a wild flower
    To hold infinity in the palm of your hand
    and eternity in an hour.

    - William Blake, Auguries of Innocence

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    Default Re: Of Deities and Demigods

    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!
    Now if you don't mind, I am somewhat preoccupied telling the laws of physics to shut up and sit down.
    I cast irresistable phantasmal killer as a 4th level spell. No save, just die.

  26. - Top - End - #56
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    BlackDragon

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    Default Re: Of Deities and Demigods

    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.

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    Default Re: Of Deities and Demigods

    Quote Originally Posted by RelentlessImp View Post
    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."
    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.

    Quote Originally Posted by readsaboutd&d View Post
    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?
    To see the world in a grain of sand
    and Heaven in a wild flower
    To hold infinity in the palm of your hand
    and eternity in an hour.

    - William Blake, Auguries of Innocence

  28. - Top - End - #58
    Halfling in the Playground
     
    BlackDragon

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    Default Re: Of Deities and Demigods

    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. These look appropriately strong.

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    Default Re: Of Deities and Demigods

    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.
    Last edited by Amiel; 2009-06-10 at 09:16 AM.
    To see the world in a grain of sand
    and Heaven in a wild flower
    To hold infinity in the palm of your hand
    and eternity in an hour.

    - William Blake, Auguries of Innocence

  30. - Top - End - #60
    Halfling in the Playground
     
    BlackDragon

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    Default Re: Of Deities and Demigods

    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.

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