3E Dragonlance Deity Statistics

Post/Author/DateTimePost
#1

zombiegleemax

Oct 23, 2004 23:56:03
I have set myself the task of writing up the gods of Krynn according to the rules outlined in Deities & Demigods, with additional material from the Epic Level Handbook. As a note, I still play 3E, so these statistics are not compliant with 3.5. Comments and constructive criticism are welcome.
I intend to start with the evil deities, since as adversaries their stats and powers are likely more relevant, and will be moving through them alphabetically. Thus, I present the Lord of Death himself, Chemosh.

CHEMOSH
Cleric 20/Necromancer 20
Medium-Size Outsider (Evil)
Divine Rank: 15
Hit Dice: 20d8+200 (outsider) plus 20d8+200 (Clr) plus 20d4+200 (Nec) (1,000 hp)
Initiative: +6 (Dex)
Speed: 60 ft.
AC: 68 (+6 Dex, +15 divine, +28 natural, +9 deflection)
Attacks: +5 keen unholy sickle +68/+63/+58/+53 melee; or spell +63 melee touch or +61 ranged touch
Damage: +5 keen unholy sickle 1d6+13/18-20; or by spell
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, rebuke undead 20/day, salient divine abilities, spell-like abilities
Special Qualities: Divine immunities, DR 50/+4, fire resistance 35, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 47, divine aura (1,500 ft., DC 34)
Saves: Fort +57, Ref +53, Will +60
Abilities: Str 27, Dex 24, Con 30, Int 33, Wis 36, Cha 29
Skills: Alchemy +69, Bluff +75, Concentration +88, Diplomacy +71, Disguise +69, Heal +71, Hide +72, Intimidate +61, Knowledge (arcana) +89, Knowledge (history) +69, Knowledge (the Planes) +69, Knowledge (religion) +89, Listen +63, Move Silently +56, Scry +89, Sense Motive +63, Spellcraft +89, Spot +63
Feats: Cleave, Combat Casting, Combat Reflexes, Corrupt Spell, Craft Staff, Craft Wand, Divine Might, Extra Turning, Great Cleave, Heighten Spell, Heighten Turning, Improved Critical (sickle), Maximize Spell, Power Attack, Quicken Spell, Quicken Turning, Reach Spell, Scribe Scroll
Epic Feats: Epic Spellcasting, Improved Alignment-Based Casting (evil), Improved Heighten Spell, Spectral Strike, Spell Opportunity, Undead Mastery, Zone of Animation

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
Salient Divine Abilities: Annihilating Strike, Alter Form, Alter Reality, Alter Size, Automatic Metamagic (cleric; corrupt spell), Automatic Metamagic (necromancer; corrupt spell), Avatar, Clearsight, Control Creatures (undead), Divine Spellcasting, Divine Spell Focus (necromancy), Frightful Presence, Hand of Death, Know Death, Life and Death, Life Drain, Shapechange, Undead Qualities
Domain Powers: 15/day death touch (roll 20d6; if subject touched does not have at least that many hp, it dies); cast evil spells at +1 caster level
Spell-Like Abilities: Chemosh uses these abilities as a 25th-level caster, except for evil spells, which he uses as a 28th-level caster. The save DCs are 34 + spell level. Animate dead, blasphemy, cause fear, change self, confusion, create greater undead, create undead, death knell, death ward, desecrate, destruction, dispel good, false vision, invisibility, magic circle against good, mislead, nondetection, polymorph any object, protection from good, screen, slay living, summon monster IX (as evil spell only), time stop, unholy aura, unholy blight, wail of the banshee
Cleric Spells/Day: (Levels 0-13): 6/10/9/9/9/9/7/7/7/7/2/2/2/2; base DC = 25 + spell level, 38 + spell level for necromancy spells
Necromancer Spells/Day: (Levels 0-11): 5/8/8/8/7/7/7/7/6/6/3/3; base DC = 23 + spell level, 36 + spell level for necromancy spells. Prohibited school: Abjuration
Possessions: Chemosh carries Harvester of Souls, a +5 keen unholy sickle.

Other Divine Powers
As an intermediate deity, Chemosh automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.
Senses: Chemosh can see, hear, touch, and smell at a distance of fifteen miles. As a standard action, he can perceive anything within fifteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 15 hours.
Portfolio Sense: Chemosh can sense any death or the creation of any undead the instant it happens and retains the sensation for fifteen weeks after the event occurs.
Automatic Actions: Chemosh can use Knowledge (arcana), Knowledge (history), Knowledge (the Planes), or Knowledge (religion) as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions per round.
Create Magic Items: Chemosh can create any magic item that utilizes death magic or effects the undead, as long as its market price does not exceed 200,000 gp.

Avatars
Avatar of Chemosh: As Chemosh except divine rank 7; AC 52 (touch 32, flat-footed 46); Atk +60/+55/+50/+45 melee (1d6+13/18-20, +5 keen unholy sickle), or spell +55 melee touch or +53 ranged touch; SQ DR 42/+4, fire resistance 27, SR 39, divine aura (700 ft., DC 26); SV Fort +49, Ref +45, Will +52; all skill modifiers reduced by 8.
Salient Divine Abilities: Alter Form, Alter Size, Automatic Metamagic (necromancer; corrupt spell), Control Creatures (undead), Divine Spellcasting, Divine Spell Focus (necromancy), Frightful Presence, Life Drain, Undead Qualities
Spell-Like Abilities: Caster level 17th; saving throw DC 26 + spell level
#2

zombiegleemax

Oct 24, 2004 21:41:11
Next up, Hiddukel:

HIDDUKEL
Rogue 20/Sorcerer 20
Medium-Size Outsider (Chaotic, Evil)
Divine Rank: 14
Hit Dice: 20d8+160 (outsider) plus 20d6+160 (rogue) plus 20d4+160 (sorcerer) (840 hp)
Initiative: +17 (+13 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 77 (+13 Dex, +14 divine, +27 natural, +13 deflection)
Attacks: +5 flaming burst keen wounding dagger +72/+67/+62/+57 melee; or spell +63 melee touch or +67 ranged touch
Damage: +5 flaming burst keen wounding dagger 1d4+14 plus 1d6 fire/19-20; or by spell
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, sneak attack +13d6, spell-like abilities
Special Qualities: Divine immunities, DR 49/+4, fire resistance 34, understand, speak, and read all languages and speak directly to all beings within 14 miles, remote communication, godly realm, teleport without error at will, plane shift at will, improved evasion, opportunist, slippery mind, uncanny dodge (cannot be flanked, +4 against traps), SR 46, divine aura (1,400 ft., DC 37)
Saves: Fort +54, Ref +63, Will +52
Abilities: Str 29, Dex 36, Con 27, Int 30, Wis 24, Cha 37
Skills: Appraise +48, Bluff +108, Concentration +72, Diplomacy +74, Disable Device +67, Disguise +72, Escape Artist +51, Gather Information +60, Hide +85, Intimidate +72, Knowledge (arcana) +67, Knowledge (geography) +48, Knowledge (history) +48, Knowledge (local) +48, Listen +70, Move Silently +78, Open Lock +67, Pick Pocket +73, Search +74, Sense Motive +63, Spellcraft +67, Spot +70, Tumble +52, Use Magic Device +70
Feats: Agile Riposte, Complex Reflexes, Dodge, Eschew Materials, Expertise, Expert Tactician, Flick of the Wrist, Heighten Spell, Quick Draw, Quicken Spell, Silent Spell, Still Spell, Weapon Finesse (dagger)
Epic Feats: Epic Reflexes, Epic Spellcasting, Ignore Material Components, Improved Combat Reflexes, Improved Heighten Spell, Self-Concealment, Spellcasting Harrier

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Automatic Metamagic (silent spell), Avatar, Divine Celerity, Divine Dodge, Divine Glibness, Divine Rogue, Divine Skill Focus (bluff), Divine Sneak Attack, Divine Spellcasting, Free Move, Hand of Death, Know Secrets, Shapechange, Supreme Initiative
Domain Powers: Cast evil spells at +1 caster level; 14/day treacherous strike (10d6 additional damage to a flat-footed opponent)
Spell-Like Abilities: Hiddukel uses these abilities as a 24th-level caster, except for evil spells, which he uses as a 25th-level caster. The save DCs are 37 + spell level. Bestow curse, blasphemy, change self, confusion, create undead, desecrate, dispel good, eagle’s splendor, eyebite, false vision, glibness, imprisonment, invisibility, magic circle against good, magic jar, mislead, nondetection, polymorph any object, protection from good, screen, summon monster IX (as evil spell only), symbol of persuasion, time stop, trap the soul, undetectable alignment, unholy aura, unholy blight
Sorcerer Spells Known: (6/10/9/9/9/9/8/8/8/8/2/2/2/2; base save DC = 25 + spell level); 0- arcane mark, dancing lights, daze, detect magic, detect poison, ghost sound, mage hand, mending, read magic; 1st- enlarge, magic missile, reduce, shield, ventriloquism; 2nd- arcane lock, blindness/deafness, cat’s grace, levitate, mirror image; 3rd- fireball, fly, stinking cloud, vampiric touch; 4th- contagion, Evard’s black tentacles, improved invisibility, shout; 5th- cone of cold, hold monster, persistent image, telekinesis; 6th- disintegrate, greater dispelling, true seeing; 7th- insanity, prismatic spray, reverse gravity; 8th- horrid wilting, maze, Otto’s irresistible dance; 9th- dominate monster, Mordenkainen’s disjunction, wail of the banshee
Possessions: Hiddukel wields Vengeance Sting, a +5 flaming burst keen wounding dagger.

Other Divine Powers
As an intermediate deity, Hiddukel automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.
Senses: Hiddukel can see, hear, touch, and smell at a distance of fourteen miles. As a standard action, he can perceive anything within fourteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 14 hours.
Portfolio Sense: Hiddukel can sense any act of theft or betrayal the instant it happens and retains the sensation for fourteen weeks after the event occurs.
Automatic Actions: Hiddukel can use Disable Device, Escape Artist, Open Lock, or Pick Pocket as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions per round.
Create Magic Items: Hiddukel can create any magical weapon with which rogues gain proficiency or any item that relates to stealth or thievery, such as a robe of blending, as long as the item’s marker price does not exceed 200,000 gp.

Avatars
Avatar of Hiddukel: As Hiddukel except divine rank 7; AC 63 (touch 43, flat-footed 63); Atk +65/+60/+55/+50 melee (1d4+14/19-20, +5 flaming burst keen wounding dagger), or spell +56 melee touch or +60 ranged touch; SQ DR 42/+4, fire resistance 27, SR 39, divine aura (700 ft., DC 30); SV Fort +47, Ref +56, Will +45; all skill modifiers reduced by 7.
Salient Divine Abilities: Alter Form, Alter Size, Divine Celerity, Divine Dodge, Divine Glibness, Divine Rogue, Divine Sneak Attack, Divine Spellcasting, Supreme Initiative
Spell-Like Abilities: Caster level 17th; saving throw DC 30 + spell level
#3

zombiegleemax

Oct 25, 2004 15:29:30
MORGION
Cleric 20/Rogue 20
Medium-Size Outsider (Evil)
Divine Rank: 14
Hit Dice: 20d8+280 (outsider) plus 20d8+280 (Clr) plus 20d6+280 (Rog) (1280 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 70 (+8 Dex, +14 divine, +27 natural, +9 deflection)
Attacks: +5 speed unholy heavy flail +66/+61/+56/+51 melee; or spell +61 touch or +62 ranged touch
Damage: +5 speed unholy heavy flail 1d10+15/19-20; or by spell
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, rebuke undead 12/day, salient divine abilities, sneak attack +13d6, spell-like abilities
Special Qualities: Divine immunities, DR 49/+4, fire resistance 34, fast healing 34, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, teleport without error at will, plane shift at will, defensive roll, improved evasion, opportunist, uncanny dodge (cannot be flanked, +4 against traps), SR 46, divine aura (1,400 ft., DC 33)
Saves: Fort +64, Ref +54, Will +57
Abilities: Str 25, Dex 27, Con 38, Int 28, Wis 33, Cha 29
Skills: Alchemy +45, Bluff +73, Concentration +88, Disguise +73, Heal +69, Hide +72, Intimidate +75, Knowledge (arcana) +72, Knowledge (nature) +45, Knowledge (religion) +72, Listen +75, Move Silently +72, Scry +45, Search +72, Sense Motive +75, Spellcraft +66, Spot +75, Use Magic Device +47, Wilderness Lore +48
Feats: Combat Casting, Combat Reflexes, Corrupt Spell, Empower Spell, Expertise, Heighten Spell, Improved Critical (heavy flail), Improved Disarm, Improved Initiative, Improved Trip, Maximize Spell, Quicken Spell, Reach Spell
Epic Feats: Epic Fortitude, Epic Spellcasting, Intensify Spell, Negative Energy Burst, Permanent Emanation (deathwatch), Spell Opportunity, Spell Stowaway (heal)

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Annihilating Strike, Automatic Metamagic (corrupt spell), Automatic Metamagic (intensify spell), Avatar, Call Creatures (vermin), Control Creatures (vermin), Divine Fast Healing, Divine Sneak Attack, Divine Spellcasting, Frightful Presence, Hand of Death, Life and Death, Shapechange, Wound Enemy
Domain Powers: 14/day smite (+4 to attack, +20 to damage for one weapon attack), cast evil spells at + caster level.
Spell-Like Abilities: Morgion uses these abilities as a 24th-level caster, except for evil spells, which he uses as a 25th-level caster. The save DCs are 33 + spell level. Blasphemy, circle of doom, contagion, create greater undead, create undead, desecrate, disintegrate, dispel good, doom, earthquake, eyebite, harm, implosion, inflict critical wounds, inflict light wounds, magic circle against good, otyugh swarm, plague of rats, poison, protection from good, scourge, shatter, summon monster II (fiendish dire rats only), summon monster IX (as evil spell only), unholy aura, unholy blight
Cleric Spells/Day: (Levels 0-11): 6/9/9/9/8/8/7/7/6/6/2/2; base DC = 23 + spell level
Possessions: Morgion carries Disease Cloud, a +5 speed unholy heavy flail.

Other Divine Powers
As an intermediate deity, Morgion automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.
Senses: Morgion can see, hear, touch, and smell at a distance of fourteen miles. As a standard action, he can perceive anything within fourteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 14 hours.
Portfolio Sense: Morgion can sense any death by disease or poison the instant it happens and retains the sensation for fourteen weeks after the event occurs.
Automatic Actions: Morgion can use Heal, Knowledge (arcana), or Knowledge (religion) as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions per round.
Create Magic Items: Morgion can create any magic item that inflicts ability damage or ability drain on a target or that involves disease, poison, or vermin, as long as the item’s marker price does not exceed 200,000 gp

Avatars
Avatar of Morgion: As Morgion except divine rank 7; AC 54 (touch 34, flat-footed 54); Atk +59/+54/+49/+44 (1d10+15/19-20, +5 speed unholy heavy flail) or spell +54 melee touch or +55 ranged touch; SQ DR 42/+4, fire resistance 27, SR 39, divine aura (700 ft., DC 26); SV Fort +57, Ref +47, Will +50; all skill modifiers reduced by 7.
Salient Divine Abilities: Alter Form, Alter Size, Automatic Metamagic (intensify spell), Call Creatures (vermin), Divine Fast Healing, Divine Sneak Attack, Divine Spellcasting, Frightful Presence, Wound Enemy
Spell-Like Abilities: Caster level 17th; saving throw DC 26 + spell level
#4

zombiegleemax

Oct 26, 2004 0:02:41
Every time I think I've got one of these entries completed, it seems I find a mistake and have to come back and correct it. Sorry if my frequent edits have been irritating. I *think* I've got Chemosh, Hiddukel, and Morgion where I want them now, and I'm trying to be more careful with the other entries as I go.
Next up is Nuitari, whose stats forced me to deal with two questions. Should I use epic levels? And should I use prestige classes? In the end, I said yes to both as I felt they allowed the most precise representation of the gods of magic. I deliberately avoided the use of the Wizard of High Sorcery prestige class however, as it seemed very limiting for a deity, even the deity who inspired it.
If I'm not just talking to myself here, I'd appreciate any comments or insights folks might have. Thanks very much for your indulgence. Enjoy!

NUITARI
Wizard 35/Archmage 5
Medium-Size Outsider (Evil, Lawful)
Divine Rank: 13
Hit Dice: 20d8+120 (outsider) plus 35d4+210 (Wiz) plus 5d4+30 (Arm) (680 hp)
Initiative: +8 (Dex)
Speed: 60 ft.
AC: 69 (+8 Dex, +13 divine, +26 natural, +12 deflection)
Attacks: Spell +60 melee touch or +61 ranged touch
Damage: By spell
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities
Special Qualities: Divine immunities, DR 48/+4, fire resistance 33, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, teleport without error at will, plane shift at will, high arcana (mastery of counterspelling, mastery of elements, master of shaping, spell power +1, spell power +2), SR 65, divine aura (1,500 ft., DC 36)
Saves: Fort +51, Ref +53, Will +58
Abilities: Str 24, Dex 27, Con 22, Int 41, Wis 36, Cha 34
Skills: Alchemy +91, Appraise +69, Bluff +83, Concentration +82, Craft (bookbinding) +87, Diplomacy +66, Disguise +83, Hide +79, Intimidate +66, Knowledge (arcana) +91, Knowledge (history) +91, Knowledge (the Planes) +91, Knowledge (religion) +91, Listen +67, Move Silently +62, Scry +91, Search +69, Sense Motive +67, Spellcraft +93, Spot +67
Feats: Chain Spell, Combat Casting, Craft Staff, Craft Wondrous Item, Empower Spell, Extend Spell, Forge Ring, Heighten Spell, Maximize Spell, Persistent Spell, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (spellcraft), Spell Focus (enchantment), Spell Focus (necromancy), Spell Mastery, Still Spell
Epic Feats: Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Epic Spellcasting, Forge Epic Ring, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Master Staff, Multispell, Scribe Epic Scroll

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Arcane Mastery, Automatic Metamagic (intensify spell), Automatic Metamagic (quicken spell), Avatar, Divine Spellcasting, Divine Spell Focus (enchantment), Divine Spell Focus (necromancy), Hand of Death, Increased Spell Resistance, Instant Counterspell, See Magic, Shapechange, Spontaneous Wizard Spells
Domain Powers: Cast evil spells at +1 caster level.
Spell-Like Abilities: Nuitari uses these abilities as a 23rd-level caster, except for evil spells, which he uses as a 24th-level caster. The save DCs are 35 + spell level. Antimagic field, blasphemy, change self, confusion, create undead, desecrate, dispel good, dispel magic, flase vision, identify, invisibility, imbue with spell ability, magic circle against good, mislead, Mordenkainen’s disjunction, nondetection, Nystul’s undetectable aura, polymorph any object, protection from good, protection from spells, screen, spell resistance, spell turning, summon monster IX (as evil spell only), time stop, unholy aura, unholy blight
Wizard Spells/Day: 4/8/8/8/7/6/6/5/5/6/3/3/2/2/2/2; base DC = 27 + spell level, 40 + spell level for enchantment and necromancy spells.
Possessions: Nuitari usually carries a staff of domination.

Other Divine Powers
As an intermediate deity, Nuitari automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.
Senses: Nuitari can see, hear, touch, and smell at a distance of thirteen miles. As a standard action, he can perceive anything within thirteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 13 hours.
Portfolio Sense: Nuitari can sense the casting of any arcane spell the instant it happens and retains the sensation for thirteen weeks after the event occurs.
Automatic Actions: Nuitari can use Alchemy, Craft (bookbinding), Knowledge (arcana), Knowledge (the Planes), or Spellcraft as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions per round.
Create Magic Items: Nuitari can create any magic item except a weapon or suit of armour as long as the item’s marker price does not exceed 200,000 gp

Avatars
Avatar of Nuitari: As Nuitari except divine rank 6; AC 55 (touch 36, flat-footed 47); Atk Spell +53 melee touch or +54 ranged touch; SQ DR 41/+4, fire resistance 26, SR 58, divine aura (600 ft., DC 28); SV Fort +42, Ref +44, Will +51; all skill modifiers reduced by 7.
Salient Divine Abilities: Alter Form, Alter Size, Automatic Metamagic (intensify spell), Automatic Metamagic (quicken spell), Divine Spellcasting, Divine Spell Focus (enchantment), Divine Spell Focus (necromancy), Increased Spell Resistance
Spell-Like Abilities: Caster level 16th; saving throw DC 28 + spell level


I'll be posting Sargonnas tomorrow, and soon after, Takhisis, the Queen of Darkness.
#5

zombiegleemax

Oct 26, 2004 3:16:29
Absolutely love your work, Ravenshadow, very well done!!
#6

zombiegleemax

Oct 26, 2004 14:19:32
Thanks Mouth of Moander You're too kind. I'm just happy to know someone's actually reading this. Although I'm not just fishing for compliments. If anyone spots any errors in my work, or has their own dissenting insights I'd be interested to hear that too.
Anyway, as promised, I present Sargonnas. And tomorrow, Takhisis.

SARGONNAS
Fighter 20/Noble 10/Blackguard 10
Medium-Size Outsider (Evil, Lawful)
Divine Rank: 17
Hit Dice: 20d8+220 (outsider) plus 20d10+220 (Ftr) plus 10d8+110 (Nbl) plus 10d10+110 (Blg) (1200 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 86 (+9 Dex, +17 divine, +30 natural, +10 armour [+5 breastplate], +10 deflection)
Attacks*: +5 flaming burst lawful unholy greataxe +87/+82/+77/+72 melee; or spell +75 melee touch or +67 ranged touch *Always receives a 20 on attack rolls; roll die to check for critical hit.
Damage*: +5 flaming burst lawful unholy greataxe 1d12+53 plus 1d6 fire/18-20/x3; or by spell *Always does maximum damage.
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, rebuke undead 17/day, salient divine abilities, smite good 3/day, sneak attack +3d6, spell-like abilities
Special Qualities: Divine immunities, fire immunity, DR 52/+4, fast healing 37, spontaneous casting of divine spells, understand, speak and read all languages and speak directly to all beings within 17 miles, remote communication, godly realm, teleport without error at will, plane shift at will, aura of despair, coordinate +2, detect good at will, favour +3, inspire confidence 3/day, SR 49, divine aura (17 miles, DC 37)
Saves*: Fort +70, Ref +68, Will +67 *Always receives a 20 on saves.
Abilities: Str 44, Dex 28, Con 33, Int 29, Wis 26, Cha 31
Skills*: Bluff +78, Climb +54, Concentration +51, Diplomacy +82, Disguise +52, Gather Information +78, Handle Animal +50, Hide +46, Intimidate +92, Jump +54, Knowledge (arcana) +49, Knowledge (geography) +49, Knowledge (history) +49, Knowledge (nobility and royalty) +77, Knowledge (religion) +77, Listen +76, Move Silently +46, Ride +51, Search +49, Sense Motive +77, Spot +77, Wilderness Lore +48 *Always receives a 20 on skill checks.
Feats: Cleave, Combat Reflexes, Death Blow, Divine Might, Divine Vigor, Dodge, Expertise, Extra Smiting x2, Extra Turning, Great Cleave, Hold the Line, Improved Critical (greataxe), Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Improved Unarmed Strike, Mobility, Mounted Combat, Power Attack, Power Lunge, Quick Draw, Spring Attack, Sunder, Track, Weapon Focus (greataxe), Weapon Specialization (greataxe), Whirlwind Attack
Epic Feats: Devastating Critical, Epic Prowess, Epic Weapon Focus (greataxe), Epic Weapon Specialization (greataxe), Great Smiting, Overwhelming Critical, Unholy Strike
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Battlesense, Divine Armour Mastery, Divine Battle Mastery, Divine Blast, Divine Celerity, Divine Fast Healing, Divine Fire Mastery, Divine Weapon Focus, Divine Weapon Mastery, Divine Weapon Specialization, Extra Domain (Law), Free Move, Hand of Death, Irresistible Blows, Life and Death, Mass Divine Blast, Shapechange, Supreme Initiative
Domain Powers: Cast evil spells at +1 caster level; 17/day turn or destroy water creatures, or rebuke or command fire creatures; cast law spells at +1 caster level
Spell-Like Abilities: Sardonnas uses these abilities as a 27th-level caster, except for evil and law spells, which he uses as a 28th-level caster. The save DCs are 37 + spell level. Blade barrier, blasphemy, burning hands, calm emotions, create undead, desecrate, dictum, dispel chaos, dispel good, divine power, elemental swarm (as fire spell only), fire seeds, fire storm, fire shield, flame strike, hold monster, incendiary cloud, magic circle against chaos, magic circle against evil, magic vestment, magic weapon, order’s wrath, power word blind, power word kill, power word stun, produce flame, protection from chaos, protection from good, resist elements (cold or fire only), shield of law, spiritual weapon, summon monster IX (as evil or law spell only), unholy aura, unholy blight, wall of fire
Blackguard Spells/Day: 4/4/4/3; base DC = 18 + spell level
Possessions: Sargonnas wields Horns of Fury, a +5 flaming burst lawful unholy greataxe.

Other Divine Powers
As a greater deity, Sargonnas automatically receives the best possible result on any die roll he makes (including attack roles, damage, checks, and saves). He is immortal.
Senses: Sargonnas 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 worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses up to twenty locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 17 hours.
Portfolio Sense: Sargonnas can perceive any act of cruelty, tyranny, violence or injustice and hears any vow of vengeance. He senses these occurrences seventeen weeks before they happen and retains the sensation for seventeen weeks after the event transpires.
Automatic Actions: Sargonnas can use Diplomacy, Handle Animal, Intimidate, Knowledge (nobility and royalty), Ride, Sense Motive, or Wilderness Lore as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions per round.
Create Magic Items: Sargonnas can create any magical weapon or suit of armour, as well as any magical item that generates or controls flame, or any item capable of inflicting damage such as a circlet of blasting or a ring of shooting stars.

Avatars
Avatar of Sargonnas: As Sargonnas except divine rank 8; AC 68 (touch 37, flat-footed 68); Atk +78/+73/+68/+63 melee (1d12+44 plus 1d6 fire/18-20/x3, +5 flaming burst lawful unholy greataxe) or spell +66 melee or +58 ranged touch; SQ DR 43/+4, SR 40, divine aura (800 ft., DC 28); SV Fort +61, Ref +59, Will +58; all skill modifiers reduced by 9.
Salient Divine Abilities: Alter Form, Alter Size, Battlesense, Battle Mastery, Divine Armour Mastery, Divine Fast Healing, Divine Fire Mastery, Divine Weapon Focus (greataxe), Divine Weapon Mastery, Divine Weapon Specialization (greataxe). Without the Extra Domain (Law) salient ability, Sargonnas’ avatar loses access to the Law domain and the spell-like abilities calm emotions, dictum, dispel chaos, hold monster, magic circle against chaos, order’s wrath, protection from chaos, shield of law, and summon monster IX (as law spell only).
Spell-Like Abilities: Caster level 18th; saving throw DC 28 + spell level
#7

darthsylver

Oct 26, 2004 19:38:35
PLease, keep them coming man. I love the fact that you started with the evil deities.
#8

zombiegleemax

Oct 26, 2004 23:07:16
I only skimmed these, but, as far as I can tell...

Chemosh: Looks great! Just like how I've always pictured him!

Hiddukel: Sorry, but the Sorcerer levels just don't fit. I don't see levels of Sorcerer, Mystic, or Bard fit for the gods, although either my Bard of Faith or Bard of High Sorcery variant classes would fit just fine. Speaking of which, since he *IS* one of the Bardic gods, Bard(of Faith) levels would fit.

Morgion: He looks fine.

Nuitari: I *HATE* epic class progressions(level 21 Wizards and such) with an unholy passion. If you want to be a super wizard, take levels of WoHS, Archmage, War Mage, etc. Speaking of which, I think Black Robe would be just fine for Nuitari, as would War Mage and maybe Loremaster.

Sargonnas: He looks alright, but the Paladin of Tyranny(from Unearthed Arcana) would be *PERFECT* for him.

Taky next? What about Zeboim?

Also, abou Divine Ranking. I think that since Krynn has such a small number of deities compared to, say, Faeron, go for the gold, Rank-wise. Give Paladine, Taky, and Gilean 20. Mishakal, Reorx, and Sargonnas 18. Everyone else, 15?
#9

zombiegleemax

Oct 27, 2004 10:45:40
Thanks for the replies darthsylver and Jacen. With regards to Jacen's concerns, I'll try and explain the choices I've made.
Regarding Hiddukel, I agonized over what levels to give him other than the obvious rogue. Bard seemed like the front-runner, but ultimately, despite his place as a patron of evil bards, Hiddukel seems neither artistic nor inspiring, so the class didn't seem appropriate to me. Likewise the martial classes and divine spellcasting classes didn't work for me either. That left me with the arcane classes, and sorcerer seemed the most natural choice. It gives Hiddukel a few more dirty tricks at his disposal without the discipline usually associated with wizardry. I know it's not a perfect fit, but nothing else would have been.
When it comes to the spontaneous spellcasting classes in general, while they won't get a lot of play among the deities as I've written them up, they do have their uses and bard at least fills a niche. As such, I make no excuses for the use of bard levels. I'll be using sorcerer levels only sparingly, in the rare cases where it seems more apporpriate than wizard (that said, Takhisis has sorcerer levels, due to the draconic associations with spontaneous arcane magic). Likewise, I intend to use mystic largely as a supplement to deities primarily focused around divine classes for whom a class outside the divine disciplines isn't necessarily appropriate.
As I said in an earlier post, the decision to use epic levels for Nuitari wasn't reached easily. But ultimately, with the exception of the archmage, none of the presige classes have class features that I feel can compete with the five bonus epic feats Nuitari receives for his epic wizard levels. I'm sorry epic levels offend you, but I stand by my choice.
For Sargonnas, I've never read Unearthed Arcana, so I'm simply not familiar with the Paladin of Tyranny. Although just from the sound of the name, blackguard levels don't sound like they were too far off.
In Deities and Demigods, the only god afforded divine rank 20 is their sample monotheistic deity. Even Zues, Odin, and Re are only divine rank 19 despite sitting at the head of their respective pantheons. Using this as a guide, I will be making Gilean, bearer of the Tobril and chosen of the High God, divine rank 19. Paladine and Takhisis will be divine rank 18, and the other greater deities divine rank 17. The most popular and active of the intermediate gods will be divine rank 15. The more passive or esoteric deities will be divine rank 14. And the gods of magic, being the youngest of the gods and the most focused on a single facet of existence, will be divine rank 13.
This ended up being much longer than I expected. Sorry for running on, but I hope this gives you some insight into my reasoning.
Now, I present Takhisis. Zeboim will follow tomorrow.
#10

zombiegleemax

Oct 27, 2004 10:47:35
TAKHISIS
Cleric 20/Fighter 5/Sorcerer 20
Medium-Size Outsider (Evil, Lawful)
Divine Rank: 18
Hit Dice: 20d8+200 (outsider) plus 20d8+200 (Clr) plus 5d10+50 (Ftr) plus 20d4+200 (Sor) (1100 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 83 (+9 Dex, +18 divine, +31 natural, +15 deflection)
Attacks*: +5 dragonbane unholy heavy mace +79/+74/+69/+64 melee; or spell +74 melee touch or +70 ranged touch *Always receives a 20 on attack rolls; roll die to check for critical hit.
Damage*: +5 dragonbane unholy heavy mace 1d8+18/x2; or by spell *Always does maximum damage.
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, rebuke undead 22/day, salient divine abilities, spell-like abilities
Special Qualities: Divine immunities, fire immunity, DR 71/+5, spontaneous casting of divine spells, understand, speak and read all languages and speak directly to all beings within 18 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 50, divine aura (18 miles, DC 43)
Saves*: Fort +62, Ref +61, Will +64 *Always receives a 20 on saves.
Abilities: Str 37, Dex 29, Con 31, Int 32, Wis 34, Cha 41
Skills*: Appraise +52, Bluff +85, Climb +54, Concentration +91, Diplomacy +89, Disguise +87, Gather Information +74, Hide +79, Intimidate +76, Jump +54, Knowledge (arcana) +92, Knowledge (history) +52, Knowledge (nature) +52, Knowledge (nobility and royalty) +70, Knowledge (the Planes) +70, Knowledge (religion) +81, Listen +71, Move Silently +68, Scry +92, Search +70, Sense Motive +71, Spellcraft +92, Spot +71 *Always receives a 20 on skill checks.
Feats: Arcane Preparation, Cleave, Combat Reflexes, Divine Might, Empower Spell, Empower Turning, Eschew Materials, Extra Turning, Great Cleave, Heighten Turning, Improved Initiative, Maximize Spell, Power Attack, Quicken Spell, Silent Spell, Still Spell
Epic Feats: Enhance Spell, Epic Spellcasting, Ignore Material Components, Improved Combat Reflexes, Intensify Spell, Negative Energy Burst, Planar Turning

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Automatic Metamagic (cleric; quicken spell), Avatar, Battlesense, Clearsight, Control Creatures (evil dragons), Divine Blast, Divine Spellcasting, Divine Spell Focus (evocation), Extra Domain (Law), Extra Energy Immunity (fire), Frightful Presence, Hand of Death, Increased Damage Reduction, Life and Death, Mass Divine Blast, Mass Life and Death, Shapechange, Sunder and Disjoin, Supreme Initiative, True Shapechange
Takhisis’ true shapechange power allows her to alternate between her humanoid form and that of a colossal dragon with a wyvern’s tail and five heads, one of each colour of chromatic dragon. In this form, Takhisis retains her deific powers and her spellcasting abilities, but her combat capabilities differ greatly, as described below.
The Dragon of All Colours and of None: As Takhisis except Spd 40 ft., fly 150 ft. (clumsy), swim 40 ft.; AC 73 (touch 35, flat-footed 73); Atk +72 melee (4d6+19; 5 bites), +67 melee (2d8+9; 2 wings), +67 melee (3d6+9 plus poison; sting) or spell +72 melee touch or +53 ranged touch; SA Breath weapons, crush, poison, tail sweep; SQ multiple heads, sound imitation, water breathing; SV Fort +64, Ref +52, Will +64
Breath weapons (Su): Each of Takhisis’ heads produces a different breath weapon.
Black: A line of acid 5 feet high, 5 feet wide, and 140 feet long; creatures within the area of effect take 24d4 points of acid damage.
Blue: A line of lightning 5 feet high, 5 feet wide, and 140 feet long; creatures within the area of effect take 24d8 points of electricity damage.
Green: A cone of corrosive gas 70 feet long; creatures within the cone take 24d6 points of acid damage.
Red: A cone of fire 70 feet long; creatures within the cone take 24d10 points of fire damage.
White: A cone of cold 70 feet long; creatures within the cone take 12d6 points of cold damage.
Each of Takhisis’ breath weapons allows a Reflex saving throw (DC 56) for half damage.
Once one of Takhisis’ heads breathes, the head must wait 1d4 rounds before it can breathe again.
Crush (Ex): Takhisis can land on foes as a standard action, using her whole body to crush them. Crush attacks are effective only against Large opponents or smaller. A crush attack affects as many creatures as can fit under Takhisis’ body. Creatures in the affected area must succeed at a Reflex save (DC 56) or be pinned automatically, taking 4d8+28 damage each round until Takhisis moves. Takhisis can maintain the pin as a normal grapple attack.
Poison (Ex): Creatures Takhisis stings with her tail take 3d6 points of temporary Constitution damage unless they make Fortitude saves (DC 56). After 1 minute, creatures must make additional Fortitude saves (DC 56) or take an additional 3d6 points of temporary Constitution damage.
Tail Sweep (Ex): As a standard action, Takhisis can sweep her tail in a half-circle with a 40-foot diameter. Medium-size or smaller creatures within the tail’s sweep area automatically take 2d8+28 points of damage and must succeed at Reflex saves (DC 56) to avoid being knocked down.
Multiple Heads: Takhisis can bite with all her heads, even if she moves or charges during a round. Instead of biting, each head can use a breath weapon or spell-like ability as a standard action. Tiamat can cast one spell per round (barring quickened spells), with counts as a standard action from one of her heads.
If a strike from a slashing weapon deals at least 220 points of damage in a single blow, one of Takhisis’ heads is severed, just as a hydra’s head would be.
Sound Imitation (Ex): Takhisis can freely mimic any sound or voice she has heard. Listeners can detect the ruse with a Will save (DC 43).
Water Breathing (Ex): Takhisis can breathe underwater indefinitely (though as a deity, she has no real need to breathe). She can freely use her breath weapons, spells, and other abilities while submerged.
Domain Powers: 18/day smite (+4 to attack, +20 to damage for one weapon attack); cast evil spells at +1 caster level; cast law spells at +1 caster level
Spell-Like Abilities: Takhisis uses these abilities as a 28th-level caster, except for evil and law spells, which she uses as a 29th-level caster. The save DCs are 43 + spell level. Blasphemy, calm emotions, change self, circle of doom, confusion, contagion, create undead, desecrate, dictum, disintegrate, dispel chaos, dispel good, earthquake, false vision, harm, hold monster, implosion, inflict critical wounds, inflict light wounds, invisibility, magic circle against chaos, magic circle against good, mislead, nondetection, order’s wrath, polymorph any object, protection from chaos, protection from good, screen, shatter, shield of law, summon monster IX (as evil or law spell only), time stop, unholy aura, unholy blight
Cleric Spells/Day: 6/9/9/9/9/8/7/7/7/6/2/2/2; base DC = 24 + spell level, 40 + spell level for evocation
Sorcerer Spells Known: (6/10/10/10/9/9/9/9/8/8/3/3/2/2/2/2; base DC = 27 + spell level, 43 for evocation): 0- arcane mark, dancing lights, flare, ghost sound, mage hand, mending, ray of frost, read magic; 1- feather fall, mage armour, magic missile, ray of enfeeblement, shield; 2- eagle’s splendor, flaming sphere, ghoul touch, hypnotic pattern, web; 3- displacement, fireball, haste, major image; 4- dimensional anchor, fire shield, hallucinatory terrain, improved invisibility; 5- cone of cold, feeblemind, nightmare, telekinesis/ 6- analyze dwoemer, chain lightning, eyebite; 7- force cage, simulacrum, spell turning; 8- binding, horrid wilting, mass charm; 9- dominate monster, meteor swarm, prismatic sphere
Possessions: Takhisis carries Crusher of Hope, a +5 dragonbane unholy heavy mace.

Other Divine Powers
As a greater deity, Takhisis automatically receives the best possible result on any die roll she makes (including attack roles, damage, checks, and saves). She is immortal.
Senses: Takhisis can see, hear, touch, and smell at a distance of eighteen miles. As a standard action, she can perceive anything within eighteen miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses up to twenty locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 18 hours.
Portfolio Sense: Takhisis can perceive any act of tyranny or violence as well as any act performed or witnessed by an evil dragon. She senses these events eighteen weeks before they happen and retains the sensation for eighteen weeks after the event occurs .
Automatic Actions: Takhisis can use Appraise, Bluff, Disguise, Knowledge (arcana), Knowledge (the Planes), Knowledge (religion), or Spellcraft as a free action if the DC for the task is 30 or lower. She can perform up to twenty such free actions per round.
Create Magic Items: Takhisis can create any magical weapon or suit of armour, as well as any magical item with an elemental effect, such as a ring of elemental resistance or a rod of thunder and lightning, or any item that affects or influences dragons.

Avatars
Avatar of Takhisis: As Takhisis except divine rank 9; AC 65 (touch 43, flat-footed 65); Atk +70/+65+60+55 melee (1d8+18; +5 dragonbane unholy heavy mace) or spell +65 melee touch or +61 ranged touch; SQ DR 53/+5, SR 41, divine aura (900 ft., DC 34); SV Fort +53, Ref +52, Will +55; all skill modifiers reduced by 9
Salient Divine Abilities: Alter Form, Alter Size, Automatic Metamagic (cleric; quicken spell), Clearsight, Control Creatures (evil dragons), Divine Spellcasting, Divine Spell Focus (evocation), Extra Domain (Law), Extra Energy Immunity (fire), Frightful Presence, Increased Damage Reduction
Spell-Like Abilities: Caster level 19th; saving throw DC 34 + spell level
#11

zombiegleemax

Oct 28, 2004 12:51:39
Last, but not least, of the evil deities is Zeboim. I may be taking a break for a few days, but by Monday (if not before) I will start posting the gods of good, starting with Branchala.

ZEBOIM
Barbarian 15/Cleric 10/Mariner 15
Medium-Size Outsider (Chaotic, Evil)
Divine Rank: 15
Hit Dice: 20d8+200 (outsider) plus 15d12+150 (Bbn) plus 10d8+100 (Clr) plus 15d8+150 (Mrn)
Initiative: +15 (+11 Dex, +4 Improved Initiative)
Speed: 70 ft., swim 70 ft.
AC: 74 (+11 Dex, +15 divine, +28 natural, +10 deflection)
Attacks: +5 shocking burst thundering trident +78/+73/+68/+63 melee; or spell +67 melee touch or +66 ranged touch
Damage: +5 shocking burst thundering trident 1d8+38 plus 1d6 electricity/19-20; or by spell
Face/Reach: 5 ft. by 5 ft/5 ft.
Special Attacks: Dirty strike +4d4, domain powers, rebuke undead 14/day, salient divine abilities, spell-like abilities
Special Qualities: Divine immunities, DR 50/+4 (2/-), fire resistance 35, fast healing 35, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, teleport without error at will, plane shift at will, greater rage 6/day, sailor lore +23, uncanny dodge (Dex bonus to AC, cannot be flanked, +2 against traps), SR 47, divine aura (1,500 ft., DC 35)
Saves: Fort +57, Ref +60, Will +58
Abilities: Str 34, Dex 32, Con 31, Int 26, Wis 33, Cha 31
Skills: Appraise +46, Balance +74, Bluff +48, Climb +73, Concentration +58, Diplomacy +62, Disguise +50, Escape Artist +49, Gather Information +67, Hide +49, Intimidate +69, Jump +71, Knowledge (arcana) +46, Knowledge (nature) +54, Knowledge (religion) +65, Listen +68, Move Silently +49, Profession (sailor) +93, Search +46, Sense Motive +49, Spot +68, Tumble +70, Use Rope +68, Wilderness Lore +89
Feats: Cleave, Combat Reflexes, Divine Might, Expertise, Expert Tactician, Extend Spell, Extra Rage, Great Cleave, Improved Bull Rush, Improved Critical (trident), Improved Disarm, Improved Initiative, Improved Trip, Instantaneous Rage, Lightning Reflexes, Power Attack, Quicken Spell, Weapon Focus (trident)
Epic Feats: Chaotic Rage, Devastating Critical, Epic Weapon Focus, Incite Rage, Mighty Rage, Overwhelming Critical, Terrifying Rage

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Control Creatures (aquatic animals), Divine Blast, Divine Celerity, Divine Fast Healing, Divine Water Mastery, Divine Weapon Focus (trident), Divine Weapon Specialization (trident), Energy Storm (electricity), Extra Domain (Evil), Free Move, Hand of Death, Mass Divine Blast, Power of Nature, Shapechange
Domain Powers: Cast chaos spells at +1 caster level; cast evil spells at +1 caster level; 14/day turn or destroy fire creatures, or rebuke or command water creatures
Spell-Like Abilities: Zeboim uses these abilities as a 25th-level caster, except for chaos spells and evil spells, which she uses as a 26th-level caster. The save DCs are 35 + spell level. Acid fog, animate objects, blasphemy, call lightning, call lightning storm, chaos hammer, cloak of chaos, cone of cold, control water, control weather, create undead, desecrate, dispel good, dispel law, entropic shield, elemental swarm (as water spell only), fog cloud, gust of wind, horrid wilting, ice storm, magic circle against good, magic circle against law, obscuring mist, protection from good, protection from law, shatter, sleet storm, storm of vengeance, summon monster IX (as chaos or evil spell only), unholy aura, unholy blight, water breathing, whirlwind, word of chaos
Greater Rage: The following changes are in effect as long as Zeboim rages: AC 72 (touch 44, flat-footed 72); hp 1300; Atk +82/+77/+72/+67 melee (1d8+44 plus 1d6 electricity/19-20, +5 shocking burst thundering trident); SV Fort +61, Ref +60, Will +62; Str 42, Con 39; Climb +77, Concentration +62, Jump +75. Zeboim’s rage can be used six times per day and it lasts for 17 rounds (or until ended), after which she is fatigued for the duration of the encounter.
Possessions: Zeboim carries Triad, a +5 shocking burst thundering trident, which she usually wields two-handed.

Other Divine Powers
As an intermediate deity, Zeboim automatically receives a die result of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal.
Senses: Zeboim can see, hear, touch, and smell at a distance of fifteen miles. As a standard action, she can perceive anything within fifteen miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend hier senses up to ten locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 15 hours.
Portfolio Sense: Zeboim can sense the beginning or completion of any journey over water, any act of violence that takes place at sea, or any atmospheric phenomenon the instant it happens and retains the sensation for fifteen weeks after the event occurs.
Automatic Actions: Zeboim can use Balance, Intimidate, Profession (sailor), Tumble, Use Rope, or Wilderness Lore as a free action if the DC for the task is 25 or lower. She can perform up to ten such free actions per round.
Create Magic Items: Zeboim can create any magic item with a cold or electricity effect, or any item the deals with weather or water, such as a pearl of the sirines, as long as its market price does not exceed 200,000 gp.

Avatars
Avatar of Zeboim: As Zeboim except divine rank 7; AC 58 (touch 38, flat-footed 58); Atk +66/+61/+56/+51 melee (1d8+23 plus 1d6 electricity/19-20, +5 shocking burst thundering trident) or spell +59 melee touch or +58 ranged touch; SQ DR 42/+4, fire resistance 27, SR 39, divine aura (700 ft., DC 27); SV Fort +49, Ref +52, Will +50; all skill modifiers reduced by 8
Salient Divine Abilities: Alter Form, Alter Size, Control Creatures (aquatic animals), Divine Blast, Divine Fast Healing, Divine Water Mastery, Extra Domain (Evil), Power of Nature
Greater Rage: The following changes are in effect as long as Zeboim rages: AC 56 (touch 36, flat-footed 56); hp 1300; Atk +70/+65/+60/+55 melee (1d8+29 plus 1d6 electricity/19-20, +5 shocking burst thundering trident); SV Fort +53, Ref +52, Will +54; Str 42, Con 39; Climb +69, Concentration +54, Jump +67. Zeboim’s rage can be used six times per day and it lasts for 17 rounds (or until ended), after which she is fatigued for the duration of the encounter.
Spell-Like Abilities: Caster level 17th; saving throw DC 27 + spell level
#12

daedavias_dup

Oct 28, 2004 12:59:19
Wouldn't Zeboim have levels in druid rather than cleric, seeing as she is one of the druidic gods.
#13

zombiegleemax

Oct 28, 2004 13:01:32
Thanks for the reply Daedavias.
I thought about that, but despite Zeboim being a patroness of evil druids, she is chaotic evil. As such, she's not particularly representative of the druid class.
#14

zombiegleemax

Oct 29, 2004 14:38:10
Okay, I lied. I had some free time and got Branchala finished, so here he is. The Fisher King will likely follow tomorrow.

BRANCHALA
Bard 20/Ranger 20
Medium-Size Outsider (Chaotic, Good)
Divine Rank: 14
Hit Dice: 20d8+160 (outsider) plus 20d6+160 (Brd) plus 20d10+160 (Rgr) (960 hp)
Initiative: +16 (+12 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 77 (+12 Dex, +14 divine, +27 natural, +14 deflection)
Attacks: +5 dancing holy rapier +76/+71/+66/+61 melee; or spell +63 melee touch or +66 ranged touch
Damage: +5 dancing holy rapier 1d6+14/15-20; or by spell
Face/Reach: 5 ft. by 5 ft/5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities
Special Qualites: Divine immunities, DR 49/+4, fire resistance 34, understand, speak, and read all languages and speak directly to all beings within 14 miles, remote communication, godly realm, teleport without error at will, plane shift at will, bardic knowledge +32, bardic music 20/day (countersong, fascinate, inspire confidence, inspire courage, inspire greatness, suggestion), favoured enemies (dragons +5, devils +4, giants +3, magical beasts +2, shapechangers +1), SR 46, divine aura (1,400 ft., DC 38)
Saves: Fort +54, Ref +58, Will +55
Abilities: Str 28, Dex 34, Con 27, Int 34, Wis 29, Cha 39
Skills: Appraise +49, Balance +51, Bluff +81, Concentration +65, Craft (musical instrument) +49, Diplomacy +85, Disguise +73, Gather Information +81, Hide +69, Jump +48, Knowledge (arcana) +69, Knowledge (geography) +69, Knowledge (history) +69, Knowledge (local) +69, Knowledge (nature) +49, Knowledge (religion) +49, Listen +86, Move Silently +69, Perform +95, Pick Pocket +51, Search +49, Sense Motive +76, Spellcraft +69, Spot +66, Tumble +71, Use Magic Device +51, Wilderness Lore +66
Feats: Ambidexterity, Chain Spell, Combat Reflexes, Eschew Materials, Expertise, Heighten Spell, Improved Critical (rapier), Improved Disarm, Improved Initiative, Improved Trip, Maximize Spell, Still Spell, Track, Two-Weapon Fighting, Weapon Finesse (rapier), Weapon Focus (rapier)
Epic Feats: Deafening Song, Hindering Song, Inspire Excellence, Ignore Material Components, Improved Combat Reflexes, Improved Heighten Spell, Spellcasting Harrier

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Divine Bard, Divine Glibness, Divine Skill Focus (Perform), Divine Recall (music), Divine Spellcasting, Divine Spell Focus (enchantment), Divine Weapon Focus (rapier), Extra Domain (Chaos), Irresistible Performance, Power of Luck, Supreme Initiative
Domain Powers: Cast chaos spells at +1 caster level; cast good spells at +1 caster level; 14/day reroll a die roll once after it is made
Spell-Like Abilities: Branchala uses these abilities as a 24th-level caster, except for chaos spells and good spells, which he uses as a 25th-level caster. The save DCs are 38 + spell level. Aid, animate objects, blade barrier, break enchantment, change self, chaos hammer, cloak of chaos, confusion, dispel evil, dispel law, entropic shield, false vision, freedom of movement, holy aura, holy smite, holy word, invisibility, magic circle against evil, magic circle against law, miracle, mislead, nondetection, polymorph any object, protection from elements, protection from evil, protection from law, screen, shatter, spell turning, summon monster IX (as chaos or good spell only), time stop, word of chaos
Bard Spells Known: (4/8/8/7/7/7/7/3/3/3/3/2/2/2/2; base DC 26 + spell level, 38 + spell level for enchantment): 0- daze, detect magic, flare, mending, prestidigitation, read magic; 1- expeditious retreat, grease, mage armour, sleep, ventriloquism; 2- daylight, mirror image, silence, sound burst, Tasha’s hideous laughter; 3- charm monster, major image, remove curse, sculpt sound, slow; 4- cure critical wounds, hold monster, improved invisibility, modify memory, shout; 5- dream, healing circle, greater dispelling, mind fog, persistent image; 6- eyebite, geas/quest, mass haste, veil
Ranger Spells/Day: 6/5/5/5/3/2/2/2/2; base DC 21 + spell level, 33 + spell level for enchantment
Possessions: Branchala wields Leaf Blade, a +5 dancing holy rapier.

Other Divine Powers
As an intermediate deity, Branchala automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.
Senses: Branchala can see, hear, touch, and smell at a distance of fourteen miles. As a standard action, he can perceive anything within fourteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 14 hours.
Portfolio Sense: Branchala can sense the performance or composition of any musical or artistic work, or the beginning of any heroic quest the instant it happens and retains the sensation for fourteen weeks after the event occurs.
Automatic Actions: Branchala can use Craft (musical instrument), Diplomacy, Knowledge (arcana), Knowledge (geography), Knowledge (history), Knowledge (local) or Perform as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions per round.
Create Magic Items: Branchala can create any magical musical instrument, article of jewelry such as a ring or amulet, or artistic work, such as a figurine of wonderous power as long as the market price does not exceed 200,000 gp.

Avatars
Avatar of Branchala: As Branchala except divine rank 7; AC 63 (touch 43, flat-footed 51); Atk +65/+60/+55/+50 melee (1d6+14/15-20, +5 dancing holy rapier) or spell +56 melee touch or +59 ranged touch; SQ DR 42/+4, fire resistance 27, SR 39, divine aura (700 ft., DC 31); all skill modifiers reduced by 7.
Salient Divine Abilities: Alter Form, Alter Size, Divine Bard, Divine Glibness, Divine Skill Focus (Perform), Divine Spellcasting, Divine Spell Focus (enchantment), Irresistible Performance, Power of Luck. Without the Extra Domain (Chaos) salient ability, Branchala’s avatar loses access to the Chaos domain and the spell-like abilities animate objects, chaos hammer, cloak of chaos, dispel law, magic circle against law, protection from law, shatter, summon monster IX (as chaos spell only), and word of chaos.
Spell-Like Abilities: Caster level 17th; saving throw DC 31 + spell level
#15

zombiegleemax

Nov 18, 2004 5:26:24
Hey folks. I'm afraid I've been caught up in a couple of other projects lately, and so I haven't been paying much attention to these write-ups. If folks are still curious, I will likely resume posting, beginning with the much-delayed Habbukuk, as of December. Thanks for your interest and your patience.
#16

zombiegleemax

Nov 18, 2004 10:32:41
Chemosh should have 10 levels in True Necromancer(Tome & Blood, i think Defenders of the Faith). Might i advise Cleric 15/Necromancer 15/True Necromancer 10, as that is the divine & arcane central Necromancer and i think really fits. Oh and i also believe that takhi should have 5 blackguard levels in addition to what you have given her. And in response to your earlier post, i think that all the greatest gods should have divine rank 19 or 20, as i don't like gilean being the most powerfull god.
#17

zombiegleemax

Nov 20, 2004 7:36:37
Chemosh should have True Necromancer levels, while Morgion should be a Cancer Mage.

Why would Nuitari carry a Staff of Domination ?
#18

zombiegleemax

Nov 20, 2004 11:56:07
Thanks for the comments Thrune and Mortanius. I considered True Necromancer for Chemosh, but ultimately it doesn't offer him much that isn't already duplicated by his epic feats, salient divine abilities, or spell-like abilities and I wanted to use prestige classes as little as possible, so I frankly didn't bothe. That said, I considered Cancer Mage for Morgion as well, but the prerequisites demand that the character pursuing the prestige class has to have suffered from disease and poison, and as a deity he never has. I'll concede to Thrune that Blackguard may have been more appropriate for Takhisis than her fighter levels, but once again, I stand by my assessment that Gilean is as closest to the High God, and so he will be the only one with divine rank 19 and the only one with 50 levels. And as for Nuitari, I gave him the staff of domination as a parallel to the trademark weapons of other deities. It's useful and not inappropriate, and there's no reason he wouldn't have one.
#19

zombiegleemax

Nov 20, 2004 12:11:22
I might have given Morgion levels in Assassin perhaps, but overall, well done.
#20

zombiegleemax

Nov 25, 2004 2:43:25
Thanks for the comments Thrune and Mortanius. I considered True Necromancer for Chemosh, but ultimately it doesn't offer him much that isn't already duplicated by his epic feats, salient divine abilities, or spell-like abilities and I wanted to use prestige classes as little as possible, so I frankly didn't bothe. That said, I considered Cancer Mage for Morgion as well, but the prerequisites demand that the character pursuing the prestige class has to have suffered from disease and poison, and as a deity he never has. I'll concede to Thrune that Blackguard may have been more appropriate for Takhisis than her fighter levels, but once again, I stand by my assessment that Gilean is as closest to the High God, and so he will be the only one with divine rank 19 and the only one with 50 levels. And as for Nuitari, I gave him the staff of domination as a parallel to the trademark weapons of other deities. It's useful and not inappropriate, and there's no reason he wouldn't have one.

Morgion is essentially a walking disease.
No offense, but Nuit doesn't seem to be the type to use a staff of domination. Something that combines the two schools he is associated with(necro and ench) would suit him better.
As for Chemosh, the True.Nec is useful be cause it allows his levels to stack for Necromancy spells, or perharps it would serve him better as a unique SDA.
#21

zombiegleemax

Mar 16, 2005 22:58:01
More please? Paladine, Majere, Gilean and the rest? Good job on those statted...
#22

Dragonhelm

Mar 16, 2005 23:44:02
Amazing, man.

Would you be interested in submitting those to the Nexus? We'd love to host them.
#23

daedavias_dup

Mar 17, 2005 0:06:29
Thanks for the reply Daedavias.
I thought about that, but despite Zeboim being a patroness of evil druids, she is chaotic evil. As such, she's not particularly representative of the druid class.

Well I'll be darned, I never even realized that. :P Good choice then. Personally, I think you could get away with switching ten of Nuitari's levels with Wizard of High Sorcery levels. I would also consider switching ten of Hiddukel's levels with Assassin, perhaps.
#24

mula

Mar 18, 2005 11:45:03
EDIT: Nothing, misread. :D
#25

zombiegleemax

Mar 19, 2005 14:40:49
you must of done a lot of work!!!!!!!!
keep it up
#26

corellon

Mar 19, 2005 18:17:34
thanks ravenshadow...

but i couldnt understand sargonnas`s noble level ? maybe he have to be barbarian rather than noble ?
#27

zombiegleemax

Mar 19, 2005 20:07:13
TAKHISIS
Cleric 20/Fighter 5/Sorcerer 20
Medium-Size Outsider (Evil, Lawful)
Divine Rank: 18
Hit Dice: 20d8+200 (outsider) plus 20d8+200 (Clr) plus 5d10+50 (Ftr) plus 20d4+200 (Sor) (1100 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 83 (+9 Dex, +18 divine, +31 natural, +15 deflection)
Attacks*: +5 dragonbane unholy heavy mace +79/+74/+69/+64 melee; or spell +74 melee touch or +70 ranged touch *Always receives a 20 on attack rolls; roll die to check for critical hit.
Damage*: +5 dragonbane unholy heavy mace 1d8+18/x2; or by spell *Always does maximum damage.
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, rebuke undead 22/day, salient divine abilities, spell-like abilities
Special Qualities: Divine immunities, fire immunity, DR 71/+5, spontaneous casting of divine spells, understand, speak and read all languages and speak directly to all beings within 18 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 50, divine aura (18 miles, DC 43)
Saves*: Fort +62, Ref +61, Will +64 *Always receives a 20 on saves.
Abilities: Str 37, Dex 29, Con 31, Int 32, Wis 34, Cha 41
Skills*: Appraise +52, Bluff +85, Climb +54, Concentration +91, Diplomacy +89, Disguise +87, Gather Information +74, Hide +79, Intimidate +76, Jump +54, Knowledge (arcana) +92, Knowledge (history) +52, Knowledge (nature) +52, Knowledge (nobility and royalty) +70, Knowledge (the Planes) +70, Knowledge (religion) +81, Listen +71, Move Silently +68, Scry +92, Search +70, Sense Motive +71, Spellcraft +92, Spot +71 *Always receives a 20 on skill checks.
Feats: Arcane Preparation, Cleave, Combat Reflexes, Divine Might, Empower Spell, Empower Turning, Eschew Materials, Extra Turning, Great Cleave, Heighten Turning, Improved Initiative, Maximize Spell, Power Attack, Quicken Spell, Silent Spell, Still Spell
Epic Feats: Enhance Spell, Epic Spellcasting, Ignore Material Components, Improved Combat Reflexes, Intensify Spell, Negative Energy Burst, Planar Turning

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Automatic Metamagic (cleric; quicken spell), Avatar, Battlesense, Clearsight, Control Creatures (evil dragons), Divine Blast, Divine Spellcasting, Divine Spell Focus (evocation), Extra Domain (Law), Extra Energy Immunity (fire), Frightful Presence, Hand of Death, Increased Damage Reduction, Life and Death, Mass Divine Blast, Mass Life and Death, Shapechange, Sunder and Disjoin, Supreme Initiative, True Shapechange
Takhisis’ true shapechange power allows her to alternate between her humanoid form and that of a colossal dragon with a wyvern’s tail and five heads, one of each colour of chromatic dragon. In this form, Takhisis retains her deific powers and her spellcasting abilities, but her combat capabilities differ greatly, as described below.
The Dragon of All Colours and of None: As Takhisis except Spd 40 ft., fly 150 ft. (clumsy), swim 40 ft.; AC 73 (touch 35, flat-footed 73); Atk +72 melee (4d6+19; 5 bites), +67 melee (2d8+9; 2 wings), +67 melee (3d6+9 plus poison; sting) or spell +72 melee touch or +53 ranged touch; SA Breath weapons, crush, poison, tail sweep; SQ multiple heads, sound imitation, water breathing; SV Fort +64, Ref +52, Will +64
Breath weapons (Su): Each of Takhisis’ heads produces a different breath weapon.
Black: A line of acid 5 feet high, 5 feet wide, and 140 feet long; creatures within the area of effect take 24d4 points of acid damage.
Blue: A line of lightning 5 feet high, 5 feet wide, and 140 feet long; creatures within the area of effect take 24d8 points of electricity damage.
Green: A cone of corrosive gas 70 feet long; creatures within the cone take 24d6 points of acid damage.
Red: A cone of fire 70 feet long; creatures within the cone take 24d10 points of fire damage.
White: A cone of cold 70 feet long; creatures within the cone take 12d6 points of cold damage.
Each of Takhisis’ breath weapons allows a Reflex saving throw (DC 56) for half damage.
Once one of Takhisis’ heads breathes, the head must wait 1d4 rounds before it can breathe again.
Crush (Ex): Takhisis can land on foes as a standard action, using her whole body to crush them. Crush attacks are effective only against Large opponents or smaller. A crush attack affects as many creatures as can fit under Takhisis’ body. Creatures in the affected area must succeed at a Reflex save (DC 56) or be pinned automatically, taking 4d8+28 damage each round until Takhisis moves. Takhisis can maintain the pin as a normal grapple attack.
Poison (Ex): Creatures Takhisis stings with her tail take 3d6 points of temporary Constitution damage unless they make Fortitude saves (DC 56). After 1 minute, creatures must make additional Fortitude saves (DC 56) or take an additional 3d6 points of temporary Constitution damage.
Tail Sweep (Ex): As a standard action, Takhisis can sweep her tail in a half-circle with a 40-foot diameter. Medium-size or smaller creatures within the tail’s sweep area automatically take 2d8+28 points of damage and must succeed at Reflex saves (DC 56) to avoid being knocked down.
Multiple Heads: Takhisis can bite with all her heads, even if she moves or charges during a round. Instead of biting, each head can use a breath weapon or spell-like ability as a standard action. Tiamat can cast one spell per round (barring quickened spells), with counts as a standard action from one of her heads.
If a strike from a slashing weapon deals at least 220 points of damage in a single blow, one of Takhisis’ heads is severed, just as a hydra’s head would be.
Sound Imitation (Ex): Takhisis can freely mimic any sound or voice she has heard. Listeners can detect the ruse with a Will save (DC 43).
Water Breathing (Ex): Takhisis can breathe underwater indefinitely (though as a deity, she has no real need to breathe). She can freely use her breath weapons, spells, and other abilities while submerged.
Domain Powers: 18/day smite (+4 to attack, +20 to damage for one weapon attack); cast evil spells at +1 caster level; cast law spells at +1 caster level
Spell-Like Abilities: Takhisis uses these abilities as a 28th-level caster, except for evil and law spells, which she uses as a 29th-level caster. The save DCs are 43 + spell level. Blasphemy, calm emotions, change self, circle of doom, confusion, contagion, create undead, desecrate, dictum, disintegrate, dispel chaos, dispel good, earthquake, false vision, harm, hold monster, implosion, inflict critical wounds, inflict light wounds, invisibility, magic circle against chaos, magic circle against good, mislead, nondetection, order’s wrath, polymorph any object, protection from chaos, protection from good, screen, shatter, shield of law, summon monster IX (as evil or law spell only), time stop, unholy aura, unholy blight
Cleric Spells/Day: 6/9/9/9/9/8/7/7/7/6/2/2/2; base DC = 24 + spell level, 40 + spell level for evocation
Sorcerer Spells Known: (6/10/10/10/9/9/9/9/8/8/3/3/2/2/2/2; base DC = 27 + spell level, 43 for evocation): 0- arcane mark, dancing lights, flare, ghost sound, mage hand, mending, ray of frost, read magic; 1- feather fall, mage armour, magic missile, ray of enfeeblement, shield; 2- eagle’s splendor, flaming sphere, ghoul touch, hypnotic pattern, web; 3- displacement, fireball, haste, major image; 4- dimensional anchor, fire shield, hallucinatory terrain, improved invisibility; 5- cone of cold, feeblemind, nightmare, telekinesis/ 6- analyze dwoemer, chain lightning, eyebite; 7- force cage, simulacrum, spell turning; 8- binding, horrid wilting, mass charm; 9- dominate monster, meteor swarm, prismatic sphere
Possessions: Takhisis carries Crusher of Hope, a +5 dragonbane unholy heavy mace.

Other Divine Powers
As a greater deity, Takhisis automatically receives the best possible result on any die roll she makes (including attack roles, damage, checks, and saves). She is immortal.
Senses: Takhisis can see, hear, touch, and smell at a distance of eighteen miles. As a standard action, she can perceive anything within eighteen miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses up to twenty locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 18 hours.
Portfolio Sense: Takhisis can perceive any act of tyranny or violence as well as any act performed or witnessed by an evil dragon. She senses these events eighteen weeks before they happen and retains the sensation for eighteen weeks after the event occurs .
Automatic Actions: Takhisis can use Appraise, Bluff, Disguise, Knowledge (arcana), Knowledge (the Planes), Knowledge (religion), or Spellcraft as a free action if the DC for the task is 30 or lower. She can perform up to twenty such free actions per round.
Create Magic Items: Takhisis can create any magical weapon or suit of armour, as well as any magical item with an elemental effect, such as a ring of elemental resistance or a rod of thunder and lightning, or any item that affects or influences dragons.

Avatars
Avatar of Takhisis: As Takhisis except divine rank 9; AC 65 (touch 43, flat-footed 65); Atk +70/+65+60+55 melee (1d8+18; +5 dragonbane unholy heavy mace) or spell +65 melee touch or +61 ranged touch; SQ DR 53/+5, SR 41, divine aura (900 ft., DC 34); SV Fort +53, Ref +52, Will +55; all skill modifiers reduced by 9
Salient Divine Abilities: Alter Form, Alter Size, Automatic Metamagic (cleric; quicken spell), Clearsight, Control Creatures (evil dragons), Divine Spellcasting, Divine Spell Focus (evocation), Extra Domain (Law), Extra Energy Immunity (fire), Frightful Presence, Increased Damage Reduction
Spell-Like Abilities: Caster level 19th; saving throw DC 34 + spell level

As far as I know Takhisis is dead
#28

zombiegleemax

Mar 20, 2005 12:34:19
There's probably an incredibly obvious reason for this, but why don't the Gods have more than 20 levels in any class?
#29

zombiegleemax

Mar 20, 2005 13:03:25
There's probably an incredibly obvious reason for this, but why don't the Gods have more than 20 levels in any class?

None of the gods in Deities and Demigods have more than 20 levels in any class. Not obvious, if you don't have the book.
#30

zombiegleemax

Mar 20, 2005 15:19:32
I do have the book, I was just curious as to what the reasoning behind it was. Are the gods restricted to a maximum of 20 levels in each class? Certain of the FR epic NPCs manage more than 20 levels in a single class so why not the DL gods?
#31

cam_banks

Mar 20, 2005 16:19:52
It's usually a function of rules convenience. Levels beyond 20th are epic levels in those classes and as the gods are already epic characters they gain nothing particularly useful by advancing in those classes. Instead, most gain additional power and ability by having a higher divine rank or by adding levels in additional classes.

There's no reason why a god couldn't be a 30th level fighter or a 50th level rogue, in other words, it just ends up being more trouble than it's worth to write it up.

Cheers,
Cam
#32

zombiegleemax

Mar 20, 2005 18:14:49
I do have the book, I was just curious as to what the reasoning behind it was. Are the gods restricted to a maximum of 20 levels in each class? Certain of the FR epic NPCs manage more than 20 levels in a single class so why not the DL gods?

I think the answer was that they didn't want to make Deities and Demigods also require the Epic Level Handbook for play.
#33

cam_banks

Mar 20, 2005 18:17:48
I think the answer was that they didn't want to make Deities and Demigods also require the Epic Level Handbook for play.

Correct, although they did include rules for characters of 21st level and greater. Capsule epic level rules, in essence.

Cheers,
Cam
#34

zombiegleemax

Mar 22, 2005 1:50:07
Seems kind of strange that levels just hit 20 like that and simply... stop. Do deities have an inbuilt sense of when they've achieved level 20 and then think "ho hum, no need to advance further in this class because there aren't any benefits to be gained so instead of wasting valuable experience points, I'll switch to another class and advance in that one instead".
#35

daedavias_dup

Mar 22, 2005 7:41:04
Seems kind of strange that levels just hit 20 like that and simply... stop. Do deities have an inbuilt sense of when they've achieved level 20 and then think "ho hum, no need to advance further in this class because there aren't any benefits to be gained so instead of wasting valuable experience points, I'll switch to another class and advance in that one instead".

No, the rules for 21st level of a specific class did not exist yet. The rules for a 21st level character did, just not classes. Look at epic level characters in the Forgotten Realms Campaign Setting, none of them have more than twenty levels in a class. That is because the Epic Level Class rules were not created yet. Some of the characters even have the "Epic" levels filled in instead.
#36

zombiegleemax

Mar 22, 2005 8:59:55
But the epic level rules exist now so there's no real reason that the DL gods couldn't have epic levels.
#37

daedavias_dup

Mar 22, 2005 9:10:33
But the epic level rules exist now so there's no real reason that the DL gods couldn't have epic levels.

Green Giant is trying to keep with the entire scheme of the Deities and Demigods handbook. Adding epic class levels would muck that up.