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    Ogre in the Playground
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    Default Of Deities and Demigods

    Index of Deities

    Boccob
    Corellon Larethian
    Pathfinder Corellon
    Tempus
    Maglubiyet




    “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
    Spoiler
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    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.
    Last edited by Amiel; 2009-06-06 at 08:35 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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    Ettin in the Playground
     
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    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.
    Last edited by Zeta Kai; 2009-05-12 at 11:35 AM.

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    PaladinGuy

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    Default Re: Of Deities and Demigods

    Quote Originally Posted by Zeta Kai View Post
    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."

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    SwashbucklerGuy

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    Knew it looked familiar

    @v: No snark was intended. I just wondered why you were re-inventing the wheel is all.
    Last edited by bosssmiley; 2009-05-13 at 03:19 AM.

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    Quote Originally Posted by Zeta Kai View Post


    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 .
    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.

    Quote Originally Posted by Mando Knight View Post
    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."

    Quote Originally Posted by Zeta Kai View Post
    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!

    Quote Originally Posted by bosssmiley View Post
    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.
    Last edited by Amiel; 2009-05-13 at 01:59 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

    Hey, if you're taking requests...

    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...

    In any case, great work!
    Fantastic avatar of Alrinach, God of Law, provided by Qwernt!

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    Default Re: Of Deities and Demigods

    Quote Originally Posted by Virgo View Post
    Hey, if you're taking requests...
    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...
    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!
    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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    Ogre in the Playground
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    *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?
    Last edited by Lappy9000; 2009-05-13 at 02:36 AM.

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    Quote Originally Posted by bosssmiley View Post
    @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.

    Quote Originally Posted by Lappy9000 View Post
    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 :).
    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.

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    Quote Originally Posted by Amiel View Post
    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.

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    Quote Originally Posted by Zeta Kai View Post
    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.
    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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    Quote Originally Posted by Amiel View Post
    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.
    [nitpick]
    According to Wizard's own site & 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.
    [/nitpick]

    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.
    Last edited by Zeta Kai; 2009-05-15 at 10:06 AM.

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    Quote Originally Posted by Zeta Kai View Post
    [nitpick]
    According to Wizard's own site & 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.
    [/nitpick]
    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.
    Thank you kindly.

    Quote Originally Posted by Virgo View Post
    Hey, if you're taking requests...
    Quote Originally Posted by Amiel
    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.
    Last edited by Amiel; 2009-05-15 at 11:59 AM.
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    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.
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    Quote Originally Posted by M0rt View Post
    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.
    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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    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
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    Quote Originally Posted by strawberryman View Post
    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.
    To see the world in a grain of sand
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    To hold infinity in the palm of your hand
    and eternity in an hour.

    - William Blake, Auguries of Innocence

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    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
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    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.
    Last edited by Amiel; 2009-06-06 at 08:37 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

    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
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    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.
    Last edited by Amiel; 2009-06-06 at 08:38 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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    Ettin in the Playground
     
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    Thumbs up Re: Of Deities and Demigods

    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 ), 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.


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    Default Re: Of Deities and Demigods

    Quote Originally Posted by Zeta Kai View Post
    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 ), 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.


    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?
    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

    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.
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    Default Re: Of Deities and Demigods

    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:
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    DIE VECNA, DIE!

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    Default Re: Of Deities and Demigods

    Quote Originally Posted by M0rt View Post
    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.
    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 .

    Quote Originally Posted by Zeta Kai View Post
    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:
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    DIE VECNA, DIE!
    I don't think Boccob would welcome any comparisons with Pelor
    And like my momma always says "Evil is, is as evil does."
    Well, Pelor is certainly evil, 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.
    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

    Quote Originally Posted by Amiel View Post
    I don't think Boccob would welcome any comparisons with Pelor
    I... I don't know what I was thinking when I typed that. My bad.

    My other points still stand. For now.

    Quote Originally Posted by Amiel View Post
    Vecna now'll be along the beaten track of the future as well.
    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.

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    Default Re: Of Deities and Demigods

    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.
    Last edited by Pronounceable; 2009-05-30 at 05:04 PM.
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    Default Re: Of Deities and Demigods

    Quote Originally Posted by cnsvnc View Post
    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".
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    Default Re: Of Deities and Demigods

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

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    Default Re: Of Deities and Demigods

    Boccob seems suitibly unkillable. I approve.

    And also fear. Fear greatly. It'd take an army of PC's to even stand a chance.
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    Default Re: Of Deities and Demigods

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

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