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#1green_giant_02Oct 05, 2004 19:14:00 | Someone requested this dark deity of Oerth. Enjoy. Incabulos The Black Rider, Lord of Pestilence, Master of the Bitter Cup, Lord of Evils Greater Diety Symbol: Eye of Possession (green eye in a red diamond) Home Plane: Gray Waste of Hades/Oinos/Charnelhouse Portfolio: Plagues, famine, disasters, drought, nightmares Worshipers: Druids, healers, assassins, those suffering from disease and illness, those who fear the destructive power of nature Cleric Alignments: NE, LE, CE Domains: Death, Destruction, Evil, Pestilence Favored Weapon: the Ashstaff (quarterstaff) Incabulos (in-CAB-u-loss) is the power of evil sendings, feared by good and evil folk alike. The black-cloaked rider of the nightmares delights in woe and wickedness, and enjoys being feared as much as being revered. Incabulos has few worshipers in the Flanaess, but many seek to propitiate him with offerings. This is especially true in lands ravaged by famine, where disease has spread from unburied bodies on battlefields, and where fear grips the common people. Despicable folk of all sorts venerate Incabulos, respecting his power and malignancy. Religious depictions of Incabulos only begin to approach the true hideousness of his horrible visage, deformed body, and skeletal hands. Incabulos despises Rao and Pelor, and maintains a loose alliance with Nerull for the purposes of opposing these two Greater Powers. The other deities he considers foes are of little consequence to him. It should be noted that Incabulos is known to the Bakluni as Sevelkhar the Waster, Master of Famine and Drought, the Poisoner of Wells. In the Bakluni culture, Sevelkhar is the eternal opponent of Geshtai, and both are viewed as subservient to Istus, Our Lady of Fate. This is contrary to the common belief of the Flanaess, where Incabulos is one of the few Greater Powers, an equal of Istus, and vastly more powerful than Geshtai, a Lesser Power. Dogma Clergy and Temples INCABULOS Druid 10/Blighter 10/Rogue 10/Necromancer 10 Medium-Size Outsider (Evil) Divine Rank: 16 Hit Dice: 20d8+220 (outsider) plus 10d8+110 (Druid) plus 10d8+110 (Blighter) plus 10d6+110 (Rogue) plus 10d4+110 (Necromancer) (1,080 hp) Initiative: +13 (+9 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 74 (+9 Dex, +16 divine, +29 natural, +10 deflection) touch 45, flat-footed 65 Base Attack/Grapple: +40/+65 Attack: the Ashstaff +71 melee; or Evil Edge +70 melee; or spell +65 melee touch or +65 ranged touch Full Attack: the Ashstaff +71/+66/+61/+56 melee; or Evil Edge +70/+65/+60/+55 melee; or spell +65 melee touch or +65 ranged touch Damage*: the Ashstaff 1d6+14; or Evil Edge 1d10+18/19-20; or by spell *Always does maximum damage (quarterstaff 20, bastard sword 28) Face/Reach: 5 ft./5 ft. Special Attacks: Deforestation, blightfire, sneak attack +5d6, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (evil). Special Qualities: Divine immunities, DR 30/epic, fire resistance 21, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 16 miles, remote communication, godly realm, greater teleport at will, plane shift at will, sustenance, undead wild shape (any) 5/day, speak with dead animal, contagious touch 3/day, animate dead animal, unbond, plague, trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge, rogue special ability (crippling strike), SR 68, divine aura (16 miles, DC 36). Saves: Fort +59, Ref +57, Will +63 Abilities: Str 28, Dex 28, Con 33, Int 28, Wis 40, Cha 30 Skills*: Bluff +51, Climb +42, Concentration +72 (+76 when casting defensively), Craft (alchemy) +55, Craft (poisonmaking) +55, Decipher Script +45, Diplomacy +64, Disable Device +45, Disguise +46 (+50 acting), Escape Artist +45, Gather Information +48, Handle Animal +46, Heal +61, Hide +50, Intimidate +55, Jump +44, Knowledge (arcana) +50, Knowledge (architecture and engineering) +45, Knowledge (dungeoneering) +45, Knowledge (geography) +45, Knowledge (history) +45, Knowledge (local) +45, Knowledge (nature) +74, Knowledge (nobility and royalty) +45, Knowledge (religion) +50, Knowledge (the planes) +45, Listen +51, Move Silently +50, Open Lock +45, Profession (herbalist) +61, Ride (horse) +47, Search +45 (+47 with hidden or secret doors), Sense Motive +51, Sleight of Hand +49, Spellcraft +74, Spot +51, Survival +56 (+58 underground, avoid getting lost, other planes, and follow tracks, +62 aboveground), Swim +42, Tumble +47. *Always receives a 20 on checks. Feats: Blind-Fight, Brew Potion, Combat Casting, Corrupt Spell, Craft Rod, Craft Staff, Dodge, Eschew Materials, Exotic Weapon Proficiency (bastard sword), Improved Iniative, Mobility, Mounted Combat, Natural Spell, Quicken Spell, Ride-By Attack, Scribe Scroll, Silent Spell, Spell Focus (necromancy), Spell Penetration, Spring Attack, Spirited Charge, Still Spell, Trample, Weapon Focus (quarterstaff) Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar, Divine Blast, Divine Blighter†, Divine Fast Healing, Divine Shield, Divine Storm, Energy Storm (negative energy), Extra Domain (Death), Frightful Presence, Hand of Death, Know Death, Lay Curse, Life and Death, Life Drain, Mass Divine Blast, Mass Life and Death, Power of Nature, Wound Enemy Domain Powers: 16/day death touch (if subject touched does not have at least 96 hp, it dies); 16/day smite (+4 on attack and +16 on damage for one weapon attack); cast evil spells at +1 caster levels. Spell-like Abilities: Incabulos uses these abilities as a 26th-level caster, except for evil spells which he uses as a 27th-level caster. The save DCs are 36 + spell level. Animate dead, blasphemy, cause fear, contagion, create greater undead (mummies only), create undead, curse of lycanthropy, death knell, death ward, desecrate, destruction, disintegrate, dispel good, doom, earthquake, harm, implosion, inflict critical wounds, inflict light wounds, magic circle against good, mass inflict light wounds, otyugh swarm, plague of rats, poison, protection from good, scourge, shatter, slay living, summon monster IX (as evil spell only), summon swarm, unholy aura, unholy blight, wail of the banshee. Blighter Spells/Day: 6/9/9/8/7/7/7/6/4/3; base DC = 25 + spell level; DC 26 + spell level with necromancy spells. Wizard Spells/Day: 5/8/7/6/6/5; base DC = 19 + spell level; DC 20 + spell level with necromancy spells. Prohibited school: enchantment and illusion. †Divine Blighter (unique salient divine ability): Similar to Divine Druid, a Divine Blighter has several benefits: * While in undead wild shape, the deity gains all the extraordinary and supernatural abilities of the creature whose form it adopts. * In addition to undead animal forms, the deity can take the form of any other undead. * The deity can assume the form of any size of undead. Possessions: Incabulos carries the Ashstaff made from a petrified piece of the infinite tree Yggdrasil and covered with the screaming faces of tortured souls. The Ashstaff combines the features of a rod of withering, a reverse staff of healing (ie ray of enfeeblement instead of lesser restoration, inflict serious wounds instead of cure serious wounds, blindness/deafness instead of remove blindness/deafness, contagion instead of remove disease), and a +5 unholy quarterstaff. Incabulos also carries Evil Edge, a +5 wounding bastard sword crafted from flint found in the Gray Wastes of Hades. The blade is naturally contagious and infects its disease (Gray Wasting, fort DC 20, incubation 1 day, dmg 1d4 Cha drain) with each successful attack. Other Divine Powers As a greater deity, Incabulos automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks and saves). He is immortal. Senses: Incabulos can see, hear, touch, and smell at a distance of sixteen miles. As a standard action, he can perceive anything within sixteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 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 16 hours. Portfolio sense: Incabulos senses any natural destructive force, plague, or nightmare sixteen weeks before it happens and retains the sensation for sixteen weeks after the event occurs. Automatic actions: Incabulos can use Heal, Intimidate, Knowledge (nature), and Spellcraft as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round. Create Magic Items: Incabulos can create any kind of magic item that creates disease or causes destruction. Avatars Incabulos appears as a horrible looking man of indeterminate age, with skin tinged a sickly blue. He has a twisted, nightmarish visage, deformed body , and skeletal appendages. His pupilless eyes of dull yellow cast a harrowing gaze upon all he views, and the smell of death and decay linger in the air wherever he goes. Clad in filthy, ragged robes of dead black lined with cloth of sickly orange and trimmed in nauseating moss green, he roams the Astral, Ethereal, and Prime Material Plane, the last during darkness only. He rides a huge nightmare when it pleases him to do so, and he is accompanied by six of the strongest night hags likewise mounted. Avatar of Incabulos: As Incabulos except divine rank 8; Spd 60 ft.; AC 58 (touch 37, flat-footed 49); Base Atk +40; Grp +57; Atk +63 melee (1d6+14, the Ashstaff) or +62 melee (1d10+18/19-20, Evil Edge) or spell +57 melee touch or +57 ranged touch; Full Atk +63/+58/+53/+48 melee (1d6+14, the Ashstaff) or +62/+57/+52/+47 melee (1d10+18/19-20, Evil Edge) or spell +57 melee touch or +57 ranged touch; SQ DR 20/epic, fire resistance 13, SR 40, divine aura (800 ft., DC 28); SV Fort +51, Ref +49, Will +55; all skill modifiers reduced by 8. Salient Divine Abilities: Alter Reality, Alter Size, Divine Blast, Divine Blighter†, Divine Shield, Extra Domain (Death), Frightful Presence, Hand of Death, Know Death, Power of Nature Spell-like Abilities: Caster level 18th; saving throw DC 28 + spell level. Sources: From the Ashes (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Complete Divine (3.5E), and Manual of the Planes (3E). |
#2despotrixOct 05, 2004 19:45:32 | Dogma Did these get truncated, or is this a work in progress? Nice work tho, nice to see one of the often overlookd gods get some attention. |
#3green_giant_02Oct 05, 2004 23:46:57 | Actually, I have no idea of Incabulos' dogma, how his cleric worship him, or where his center of faith seems to be located. That is why I left them blank. If anybody knows and is willing to tell me, I'd be happy to fill in the blanks. For now it is as complete as it is going to get. |
#4green_giant_02Oct 09, 2004 17:48:36 | Here is another deity request, the Hopping Prophet. Enjoy. Wastri The Hopping Prophet, Hammer of Demihumans Demigod Symbol: Gray Toad Home Plane: Prime Material Plane/Oerth/Sacred Polystery Portfolio: Bigotry, amphibians Worshipers: Bullywugs, grippli, grung, sivs, human bigots Cleric Alignments: LN, LE, LG Domains: Animal, Law, Purification, War Favored Weapon: Glaive Wastri can often be found roaming the Vast Swamp in and around the Sacred Polystery, hunting down any demi-humans unfortunate enough to cross his path. Wastri's primary form is known as the Hopping Prophet. He appears as a well built, if not oddly proportioned, bald male that has somehow mutated to become both less and more than human. He has a hunched gait, bulging eyes, and splotched skin, in addition to a plethora of warts. Wastri dresses in parti-colored clothing of gray and dull yellow, wearing no armor, relying on his speed and evasive agility instead. He is unmistakable due to his batrachian features and odd gait, a repulsive being with an odd croaking voice to match. Still, he can move quickly enough and hop for considerable distance with ease and accuracy. The other form of Wastri is that of a massive gray toad, well over 10' in length. This form has been referred to as the Gray Maw, by a fortunate soul who was lucky enough to escape after seeing it. In either form, Wastri can cast spells, though he is highly unlikely to cast any spells while rampaging as the Gray Maw. Dogma Clergy and Temples WASTRI Monk 20/Cleric 10/Rogue 10 Medium Outsider (Law, Native) Divine Rank: 4 Hit Dice: 20d8+200 (outsider) plus 20d8+200 (Monk) plus 10d8+100 (Cleric) plus 10d6+100 (Rogue) (1,060 hp) Initiative: +14, always first (+10 Dex, +4 Improved Iniative, Supreme Iniative) Speed: 120 ft., swim 60 ft. AC: 66 (+10 Dex, +4 divine, +16 monk, +17 natural, +9 deflection) touch 49, flat-footed 56 Base Attack/Grapple: +40/+52 Attack: +5 defending, ki focus, speed glaive +58 melee; or +5 axiomatic, keen, vorpal unarmed strike +60 melee; or spell +52 melee touch or +54 ranged touch Full Attack: +5 defending, ki focus, speed glaive +58/+58/+53/+48/+43 melee; or +5 axiomatic, keen, vorpal unarmed strike +60/+60/+60/+55/+50/+45 melee; or spell +52 melee touch or +54 ranged touch Damage: +5 defending, ki focus, speed glaive 1d10+17/x3; or +5 axiomatic, keen, vorpal unarmed strike 2d12+13/19-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Improved unarmed strike, greater flurry of blows, ki strike (magic, lawful, adamantine), quivering palm, rebuke undead (+4 to rebuke checks) 12/day, sneak attack +5d6, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (law). Special Qualities: Divine immunities, DR 15/epic, fire resistance 9, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 4 miles, remote communication, godly realm, greater teleport at will, amphibious, evasion, fast movement, still mind, slow fall any distance, purity of body, wholeness of body (40 hp), improved evasion, diamond body, abundant step, diamond soul, timeless body, tongue of the sun and moon, empty body, perfect self, trapfinding, trap sense +3, uncanny dodge, improved uncanny dodge, rogue special ability (defensive roll), SR 36, divine aura (40 ft., DC 23). Saves: Fort +46, Ref +46, Will +48 Abilities: Str 27, Dex 30, Con 30, Int 24, Wis 35, Cha 29 Skills: Balance +52, Bluff +33, Climb +44 (+46 with rope), Concentration +44 (+48 when casting defensively), Craft (alchemy) +21, Craft (poisonmaking) +31, Craft (trapmaking) +31, Diplomacy +39, Disable Device +21, Disguise +23 (+25 acting), Escape Artist +46 (+48 to escape ropes), Gather Information +25, Heal +26, Hide +44, Intimidate +40, Jump +65, Knowledge (arcana) +31, Knowledge (geography) +21, Knowledge (history) +21, Knowledge (local) +21, Knowledge (nature) +36, Knowledge (religion) +36, Knowledge (the planes) +21, Listen +46, Move Silently +44, Open Lock +24, Perform (sing) +33, Search +21, Sense Motive +41, Sleight of Hand +26, Spellcraft +33 (+35 to decipher scrolls), Spot +46, Survival +56 (+58 avoid getting lost, other planes, and follow tracks; +60 aboveground), Swim +69, Tumble +67, Use Magic Device +23 (+25 with scrolls), Use Rope +24 (+28 to bind someone). Feats: Acrobatic, Agile, Athletic, Axiomatic Strike, Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Defensive Strike, Deflect Arrows, Dodge, Eyes in the Back of Your Head, Flying Kick, Improved Grapple, Improve Iniative, Improved Trip, Mobility, Power Attack, Spring Attack, Stunning Fist, Track, Weakening Touch, Weapon Finesse, Weapon Focus (glaive), Weapon Focus (unarmed strike) Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation. Salient Divine Abilities: Alter Reality, Divine Monk, Extra Domain (War), Supreme Iniative Domain Powers: 4/day speak with animals; cast law spells at +1 caster level, cast abjuration spells at +1 caster level. Spell-like Abilities: Wastri uses these abilities as a 14th-level caster, except for abjuration and law spells, which he uses as a 15th-level caster. The save DCs are 23 + spell level. Animal shapes, antilife shell, blade barrier, calm animals, calm emotions, castigate, commune with nature, dance of the unicorn, deific vengeance, dictum, dispel chaos, divine power, dominate animal, fires of purity, flame strike, greater visage of the deity, hold animal, hold monster, magic circle against chaos, magic vestment, magic weapon, nimbus of light, order’s wrath, power word blind, power word kill, power word stun, protection from chaos, recitation, righteous wrath of the faithful, shapechange, shield of law, spiritual weapon, summon monster IX (as law spell only), summon nature’s ally IV (animal only), summon nature’s ally VIII (animal only), sunburst. Cleric Spells/Day: 6/8/8/7/7/5; base DC = 22 + spell level. Possessions: Wastri uses a +5 glaive with the defending, ki focus, and speed special abilities. Other Divine Powers As a demigod, Wastri treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. Senses: Wastri can see, hear, touch, and smell at a distance of four miles. As a standard action, he can perceive anything within four miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 4 hours. Portfolio sense: Wastri is aware of any act of bigotry if it affects at least 1,000 people. He is also aware of any act that endangers any amphibious life if it affects at least 1,000 of them. Automatic actions: Wastri can use Escape Artist, Intimidate, Jump, Knowledge (nature), Knowledge (religion), Swim, and Tumble as a free action if the DC for the task is 15 or lower. He cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to two such free actions each round. Create Magic Items: Wastri can create any kind of magic item that changes an individual’s mood or can be used by amphibians, as long as the item’s market price does not exceed 4,500 gp. Sources: PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Complete Divine (3.5E), and Complete Warrior (3.5E). Note: Although he is not of sufficient rank to gain the Extra Domain salient divine ability, he is listed with those number of domains in Complete Divine and, as such, I had to break that particular rule. Also, Wastri is amphibious and can breathe air and water at will. |
#5green_giant_02Oct 09, 2004 17:58:41 | Here is the Lord of Xvarts. Enjoy. Raxivort Lord of Xvartkind, Packmaster of Rats, Night Flutterer Lesser Diety Symbol: A xvart hand enshrouded in blue flames Home Plane: Windswept Depths of Pandemonium/Pandesmos/The Black Sewers Portfolio: Rats, wererats, xvarts Worshipers: Xvarts, wererats Cleric Alignments: CE, CN, NE Domains: Animal, Evil, Trickery Favored Weapon: “Azure Razor” (falchion) Raxivort appears as a taller-than-normal and uglier-than-normal xvart, possessing bright blue skin and glowing orange eyes. He wears a silk tabard (which displays his holy symbol) over blue chain mail, both of which shimmer as if covered in blue flames. His right hand is often enshrouded in blue flame. In melee combat he wields a highly-enchanted falchion (stolen from Graz'zt's treasury), while he throws daggers with uncanny accuracy should he decide to make ranged attacks. When he casts spells, he enjoys and tends to use fire- and acid-related spells more than any other type. Clerics of Raxivort tend to multiclass as fighters or rogues. Dogma Xvarts are the inheritors of the world. They and their rat, wererat, and bat allies will destroy their enemies, particularly the goblins and kobolds. With cunning, numbers, and small allies, the xvarts will overwhelm all opposition. Like Raxivort himself, fire and knives are the tools of the xvarts against their hated foes. Those that can take the shape of rat or bat are doubly blessed. Clergy and Temples Most clerics of Raxivort are xvarts, although some rat and bat creatures worship him as well. The less militaristic clerics search out old ruins to find stores of magic and weapons that can be brought back for their tribe. His clerics are more open-minded about and less fearful of humans than other xvarts, and take the role of negotiator or diplomat when humans are encountered. The god was once worshipped in the southern Hold of the Sea Princes in the Duchy of Berghof by the xvarts that were prevalent in that area. It is also suspected that xvarts living in Iuz’s lands secretly worship the Packmaster of Rats. There are likely temples to the god in the Pomarj and the Bone March. Temples to Raxivort are crude and almost always underground. A statue of the god painted in bright, garish colors stands somewhere in the temple. Bat guano is burned during ceremonies to the Night Flutterer, so the temple often has a rank smell. A large temple to Raxivort is rumored to lie in the Drachensgrab Mountains in the Pomarj. Only the xvarts know its exact whereabouts. RAXIVORT Fighter 20/Rogue 10/Cleric 10 Medium Outsider (Chaos, Evil) Divine Rank: 7 Hit Dice: 20d8+200 (outsider) plus 20d10+200 (Fighter) plus 10d6+100 (Rogue) plus 10d8+100 (Cleric) (1,100 hp) Initiative: +16 (+12 Dex, +4 Improved Iniative) Speed: 60 ft. AC: 68 (+12 Dex, +7 divine, +20 natural, +10 armor [+5 chainmail], +9 deflection) touch 38, flat-footed 56 Base Attack/Grapple: +40/+56 Attack: +5 mighty cleaving, paralytic burst, unholy falchion +63 melee; or +5 acidic burst, flaming burst, keen claw +65 melee; or spell +56 melee touch or +59 ranged touch Full Attack: +5 mighty cleaving, paralytic burst, unholy falchion +63/+58/+53/+48 melee; or +5 acidic burst, flaming burst, keen claw +65/+60/+55/+50 melee; or spell +56 melee touch or +59 ranged touch Damage: +5 mighty cleaving, paralytic burst, unholy falchion 2d4+21/15-20; or +5 acidic burst, flaming burst, keen claw 1d4+13/19-20; or by spell. Face/Reach: 5 ft./5 ft. Special Attacks: Rebuke undead (+4 to turn checks) 12/day, sneak attack +5d6, domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (chaos, evil). Special Qualities: Divine immunities, DR 20/epic, immunity to fire, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 7 miles, remote communication, godly realm, greater teleport at will, plane shift at will, trapfinding, trap sense +3, uncanny dodge, improved uncanny dodge, rogue special ability (improved evasion), SR 39, divine aura (700 ft., DC 26). Saves: Fort +49, Ref +51, Will +48 Abilities: Str 28, Dex 35, Con 30, Int 28, Wis 28, Cha 29 Skills: Appraise +36, Balance +45, Bluff +38, Climb +36 (+38 with rope), Craft (trapmaking) +36, Concentration +37, Decipher Script +36, Diplomacy +40, Disable Device +36, Disguise +36 (+38 acting), Escape Artist +39 (+41 to escape ropes), Forgery +36, Gather Information +40, Handle Animal +36, Heal +36, Hide +61, Intimidate +51, Jump +52, Knowledge (arcana) +41, Knowledge (dungeoneering) +61, Knowledge (history) +36, Knowledge (local) +41, Knowledge (religion) +41, Knowledge (the planes) +36, Listen +38, Move Silently +63, Open Lock +39, Ride (bat) +41, Search +36, Sense Motive +36, Sleight of Hand +41, Spellcraft +45 (+47 to decipher scrolls), Spot +38, Survival +36 (+38 other planes and follow tracks; +42 underground), Swim +36, Tumble +68, Use Magic Device +36 (+42 with scrolls), Use Rope +39 (+41 to bind with ropes). Feats: Alertness, Arterial Strike, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Craft Wondrous Item, Divine Cleansing, Divine Vigor, Dodge, Flick of the Wrist, Greater Weapon Focus (falchion), Greater Weapon Specialization (falchion), Improved Critical (falchion), Improved Feint, Improved Iniative, Improved Unarmed Strike, Mobility, Persuasive, Power Attack, Quick Draw, Silent Spell, Spell Penetration, Spring Attack, Stealthy, Still Spell, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (claw), Weapon Focus (falchion), Weapon Specialization (falchion), Whirlwind Strike Xvart traits: Darkvision; +2 racial bonus on Move Silently. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Alter Size, Divine Armor Mastery, Divine Blast, Divine Dodge, Divine Shield, Extra Energy Immunity (fire), Hand of Death, Life and Death Domain Powers: 7/day speak with animals; cast evil spells at +1 caster level. Spell-like Abilities: Raxivort uses these abilities as an 17th-level caster, except for evil spells, which he casts as an 18th-level caster. The save DCs are 26 + spell level. Animal shapes, antilife shell, blasphemy, calm animals, commune with nature, confusion, create undead, desecrate, dispel good, disguise self, dominate animal, false vision, hold animal, invisibility, magic circle against good, mislead, nondetection, polymorph any object, protection from good, screen, shapechange, summon monster IX (as evil spell only), summon nature’s ally IV (animal only), summon nature’s ally VIII (animal only), time stop, unholy aura, unholy blight. As a xvart, Raxivort has the ability to use speak with animals (with rats or bats only) 1/day; caster level 60th. Cleric Spells/Day: 6/8/7/6/6/5; base DC = 19 + spell level. Possessions: Raxivort uses Azure Razor, a +5 falchion with the mighty cleaving, paralytic burst, and unholy special abilities as well as claws with a +5 enhancement and the acidic burst, flaming burst, and keen special ability. Other Divine Powers As a lesser deity, Raxivort may take 10 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: Raxivort can see, hear, touch, and smell at a distance of seven miles. As a standard action, he can perceive anything within seven miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 7 hours. Portfolio sense: Raxivort senses anything that affects at least 500 xvarts. Automatic actions: Raxivort can use Hide, Intimidate, Knowledge (dungeoneering), Listen, Move Silently, Spot, and Tumble as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions each round. Create Magic Items: Raxivort can create any kind of magic item that provides deception or can be used by xvarts, as long as the item’s market price does not exceed 30,000 gp. Sources: Dragon Magazine #264 (2E), PHB 3.5, DMG 3.5, MM 3.5, Deities and Demigods (3E), Complete Warrior (3.5E), Magic of Faerun (3E), Miniature’s Handbook (3.5E), and RPGA module River of Blood (3E). |
#6ArgonOct 10, 2004 0:20:42 | Nice little write up you got going here. I'm sure their's a small article you dould put together for these less visited deities. |
#7zombiegleemaxOct 10, 2004 12:05:02 | yes, very nice and useful work, so much underexploited deities in greyhawk. I would also like to hace the 3.5rd stats of quasi like kelanen keogthom or murlynd, wich the players are more likely to see. |
#8cebrionOct 12, 2004 5:31:52 | Incabulos has always been a favorite of mine. I eluded to him in "The Shared Story of Will Mitford" thread, but somebody took it blatantly in another direction. Oh well, so much for the mystery. Incabulos features in an adventure I have been writing for a while now. I'd like to update it to 3.5 from 1st ed. though. Nice write-ups! ---Cebrion |
#9thanaelNov 20, 2004 13:54:55 | Actually, I have no idea of Incabulos' dogma, how his cleric worship him, or where his center of faith seems to be located. That is why I left them blank. If anybody knows and is willing to tell me, I'd be happy to fill in the blanks. For now it is as complete as it is going to get. Great work there, Green Giant. As for his worship in the original Dragon 71 article Gygax and in the 1E Greyhawk adventures HC it is mentioned his clercis worship him in secret fearing the wrath of those (even others of evil ilk) who detest what incabulos stands for. Yet many call upon this evil deity and hidden temples exits in subterranean places and forsaken lands. Services have weird humming and droning chants as background. Multiple evils are celbrated by th faithful while flickering black candles dimly light the altar areas. All vessels are of old bronze, carnelian or bloodstone. They have a special Plague spell in the GH Adventure HC. The 3E Living Greyhawk Gazetteer gives his dogma: (LGG is a great source for this kind of info on all GH deities!) The suffering of the world is meat and bread to Incabulos. Sickness, famine, and other curses bring him power. Some feel the Black Rider can be warded off or appeased by prayers; but this only delays the inevitable. The world of dreams is his battleground, and he wages war against minds just as he rots bodies. ... Clerics of I. are scretive and paranoid. ... ...they rarely reveal themselves for what they are except in times of great dispair when they can fan the emotions of the suffering. Greater clerics use threats and this state of fear to encourage junior members to maintain secrecy. They enjoy torturing others, inflicting disease and spreading blight. They travel to find new locations or people to infect,escape those who would destroy them or find strange lands where exotic diseases can be found. [This all reminds me very much of the Plague priests kit from complete Necromancer Guide, a perfect fit for priests of I.] and other details: [..] Incabulos hates all other gods, although he is indifferent to Nerull who completes what the work Incabulos starts. Finally a question: Did you make up the details of his weapon and the name or is this in the sources you listed somewhere. |