Alignment
and the Berth Gods
- The One God - Pick any 1 domain and
any granted ability - All Portfolios
- Pantheism - No God - Any 2 domains
(Restricted by allignment)
- Twillim - God of Law - Protection,
Mercy, Law, Nobility, Glory, Supreme, Justice, endurance,
wisdom, Truth
- Rahsee - Goddess of Chaos - Chaos,
Knowledge, Luck, Madness, Repose, war, gambling, Rage,
storms
- Maclewar - God of Good - Charm,
Good, Healing, Strength, Mercy, light, sun, Agriculture,
Fertility
- Gloomera - Goddess of Evil -
Darkness, Evil, Fire, Destruction, Trickery, Death, Undead,
theives, lies
- Yakmarta - Goddess of Nature -
Nature, Air, Earth, Water, Weather, Animal, Death, Plant,
Healing, wind
- Fluumay - God of Artifice -
Artifice, Creation, Travel, Fire, Crafts, Art, Bards, ,beauty,
dance, love, music, poetry
- Wabah - God of Magic - Magic,
Knowledge, Healing, secrets, Commerce, protection, vengence,
Agility
- Gotradang - Lord of War and Champion
of Death
- Doarity - The Many Faced
- The Nine Alignments
Alignment Notes
Pantheon
All Allignments
The One - Pick any 1 domain and any granted ability - All
Portfolios
Pantheism - Worships all the
gods, no specific God - Any 2 domains (Restricted by allignment)
Good Alignments
Fluumay - Goddess of
Artifice - LG - Artifice, Creation, Travel, Fire, Crafts, Art,
Bards, ,beauty, dance, love, music, poetry,
Maclewar - God of Good - NG
- Charm, Good, Healing, Strength, Mercy, light, sun, Agriculture,
Fertility
Wabah - God of Magic - CG -
Magic, Knowledge, Healing, secrets, Commerce, protection, vengence,
Agility
Neutral Alignments
Twillim - God of Law -LN -
Protection, Mercy, Law, Nobility, Glory, Supreme, Justice,
endurance, wisdom, Truth
Yakmarta - Goddess of Nature
- TN - Nature, Air, Earth, Water, Weather, Animal, Death, Plant,
Healing, wind
Rahsee - God of Chaos - CN -
Chaos, Knowledge, Luck, Madness, Repose, war, gambling, Rage,
storms
Evil Alignments
Gotradang - Lord of War and Champion of Death - LE - Evil,
Fire, Law, Strength, War
Gloomera - Goddess of Evil -
NE - Darkness, Evil, Fire, Destruction, Trickery, Death
Dority - God of Many Faces - CE - Madness, Chaos, Evil,
Trickery, War - CE
God Traits Possessed By All:
- Immortality.
- 8-sided Hit Dice.
- Base attack bonus equal to total Hit Dice (as fighter).
- Good Fortitude, Reflex, and Will saves.
- Skill points equal to (8 + Int modifier, minimum 1) per Hit
Die, with quadruple skill points for the first Hit Die.
- Darkvision out to 80 feet.
- Proficient with all simple and martial weapons and any weapons
mentioned in its entry.
- Proficient with whatever type of armor (light, medium, or
heavy) it is described as wearing, as well as all lighter types.
- Do not need to eat or sleep (although they can do so if they
wish).
- Grant Spells all can grant and use all Clerical spells and
perform Spontaneous Casting
- Communication: All can understand, speak, and read any
language directly to any beings within one mile of itself per
divine rank.
- All can send a communication to any of its own worshipers, and
to anyone within 15 miles from a spot dedicated to the deity
that only it can hear. Or, the deity’s voice can seem to issue
from a spot of the deity’s choosing. The exact nature of this
communication varies with the deity, but it usually is some
visible phenomenon.
- Travel: All can use greater
teleport as a spell-like ability at will, as a 20th-level
character with up to 1500 pounds of objects, also plane shift
as a 20th-level character and up to 1500 pounds of objects. A
familiar, mount, or can accompany the deity.
- Portfolio Sense
- automatically sense any event that involves their
portfolios and knows where it occured
- Automatic Actions - Can perform 20 actions as a free action,
as long as the check DC is 20 or less
The One God - Pick
any 1 domain and any granted ability - All Portfolios
Rank: 20
Levels: Fighter: 12, Cleric: 14, Druid:
8, Ranger: 8, Rogue: 8, Sorcerer: 8
Hit Points: 440
Speed: 60' or 100' (based on
form)
Armor Class:
Attacks:
Always Maximize Roll: Yes
Saving Throws: Fortitude 70
, Reflex 66 , Will 65
Checks: 16 + Greater deities
always get a result of 20 on any check, provided they need to make a
check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability
Damage, Mind-Affecting
Effects, electricity, cold, acid, disease,
poison,
stunning,
sleep, paralysis,
death effects, disintegration and effects that imprison or banish,
Damage Reduction: 26
Spell Resistance: 48
Salient Divine Abilities:
Domain Powers: +16 Per Day
Spell-Like Abilities: Level
26, ST 35+Spell Level
Senses: Darkvision and
low-light vision - Sight 30, Hearing 30, Smell 30, Taste 30, Feel 30
Remote Sensing: 20 Miles
around 16 Locations
Block Sensing: 20 Miles for
16 hours
Divine Aura: 20 Miles, Will
Save 38 - Daze, Fright, Resolve
Abilities: Str 51,
Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Mace
Symbol:
Allignment:
Initiative:
Face/Reach:
Special Attacks:
Special Qualities:
Skills:
Feats:
Mage Spells:
Clerical Spells:
Dogma:
Clergy and Temples:
Pantheism - No God - Any 2
domains (Restricted by allignment)
Twillim - God of
Law - Protection, Mercy, Law, Nobility, Glory, Supreme, Justice,
endurance, wisdom, Truth
Rank: 20
Levels: Fighter: 20,
Cleric: 15, Bard:
15
Hit Points: 400
Speed: 60'
Armor Class: 20+13+2+15+7
Breastplate of Command, +5 Plate Armor, of the Sun, +5 Shield of
Brotherhood
+2 breastplate armor bestows a dignified and commanding aura upon
its owner. The wearer gains a +2 competence bonus on all Charisma
checks, +2 competence bonus to his Leadership, Friendly troops
within 360 feet of the user become braver than normal.
Plate Armor of the Sun glows with sunlight that penetrates all
darkness. Creatures affected by sunlight have a -4 ST.
When activated The Shield of Brotherhood becomes a copy of the gods
form with 100HP. The shiled is weilded by the double who will take
all damage until it's 100 HP are exhausted.
Attacks: 62, 62, 58, 58
Always Maximize Roll: Yes
Saving Throws: Fortitude:
46, Reflex: 40, Will: 44
Checks: 20 + Greater deities
always get a result of 20 on any check, provided they need to make a
check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability
Damage, Mind-Affecting
Effects, electricity, cold, acid, disease,
poison,
stunning,
sleep, paralysis,
death effects, disintegration and effects that imprison or banish,
Damage Reduction: 30
Spell Resistance: 52
Salient Divine Abilities:
Domain Powers: +20 Per Day
Spell-Like Abilities: Level
30, ST 40+Spell Level
Senses: Darkvision and
low-light vision - Sight 32, Hearing 32, Smell 28, Taste 28, Feel 30
Remote Sensing: 20 Miles
around 20 Locations
Block Sensing: 20 Miles for
20 hours
Divine Aura: 20 Miles, Will
Save 36 - Daze, Fright, Resolve
Familiar: Palimino Warhorse
mare with silver barding. Named Beucalia
Abilities: Str 51, Dex 30,
Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Long Sword
Symbol:
Allignment:
Initiative:
Face/Reach:
Special Attacks:
Special Qualities:
Skills:
Feats:
Mage Spells:
Clerical Spells:
Dogma:
Clergy and Temples:
Rahsee - Goddess
of Chaos - Chaos, Knowledge, Luck, Madness, Repose, war,
gambling, Rage, storms
Rank: 20
Levels: Fighter: 15, Cleric: 15,Rogue:
10, Sorcerer: 10
Hit Points: 400
Speed: 60'
Armor Class: 20+13+4+2=39
+5 Leather Blink Armor, Helmet of Greater Invisibility, +4
Shield of Displacement, Ring of Blur
Leather Blink armor acts as Improved Blink as cast by a 15th level
sorc., Helmet of Invisibility as the spells
Attacks:
Always Maximize Roll: Yes
Saving Throws: Fortitude: ,
Reflex: , Will:
Checks: 20 + Greater deities
always get a result of 20 on any check, provided they need to make a
check at all.
Special Immunities: Transmutation, Energy
Drain, Ability Drain, Ability Damage, Mind-Affecting Effects,
electricity, cold, acid, disease,
poison,
stunning,
sleep, paralysis,
death effects, disintegration and effects that imprison or banish,
Damage Reduction: 30
Spell Resistance: 52
Salient Divine Abilities:
Domain Powers:+20 Per Day
Spell-Like Abilities: Level
30, ST 36+Spell Level
Senses: Darkvision and
low-light vision - Sight 30, Hearing 30, Smell 30, Taste 30, Feel 30
Remote Sensing: 20 Miles
around 20 Locations
Block Sensing: 20 Miles for
20 hours
Divine Aura: 20 Miles, Will
Save 32 - Daze, Fright, Resolve
Abilities: Str 51,
Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Flail
Symbol:
Allignment:
Initiative:
Face/Reach:
Special Attacks:
Special Qualities:
Skills:
Feats:
Mage Spells:
Clerical Spells:
Dogma:
Clergy and Temples:
Maclewar - God of
Good - Charm, Good, Healing, Strength, Mercy, light, sun,
Agriculture, Fertility
Rank: 20
Levels: Fighter: 10, Cleric: 20, Druid:
10, Sorcerer: 10
Hit Points: 400
Speed:60'
Armor Class: 20+13+5=38
Never wears armor, relies on it's damage resistance and regeneration
to protect him, +5 Ring of Protection
Attacks:
Always Maximize Roll: Yes
Saving Throws: Fortitude: ,
Reflex: , Will:
Checks: 20 + Greater deities
always get a result of 20 on any check, provided they need to make a
check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability
Damage, Mind-Affecting
Effects, electricity, cold, acid, disease,
poison,
stunning,
sleep, paralysis,
death effects, disintegration and effects that imprison or banish,
Damage Reduction: 30
Spell Resistance: 52
Salient Divine Abilities:
Regeneration +30 per round
Domain Powers: +20 Per Day
Spell-Like Abilities: Level
30, ST 45+Spell Level
Senses: Darkvision and
low-light vision - Sight 34, Hearing 34, Smell 22, Taste 30, Feel 30
Remote Sensing: 20 Miles
around 20 Locations
Block Sensing: 20 Miles for
20 hours
Divine Aura: 20 Miles, Will
Save 32 - Daze, Fright, Resolve
Familiar: Golden haired
Unicorn named Alcosterai
Abilities: Str 51,
Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Lance
Symbol:
Allignment:
Initiative:
Face/Reach:
Special Attacks:
Special Qualities:
Skills:
Feats:
Mage Spells:
Clerical Spells:
Dogma:
Clergy and Temples:
Gloomera - Goddess
of Evil - Darkness, Evil, Fire, Destruction, Trickery, Death,
Undead, theives, lies
Rank: 20
Levels: Fighter: 10, Cleric: 10, Rogue:
15, Sorcerer: 15
Hit Points: 400
Speed: 65'
Armor Class:
Attacks:
Always Maximize Roll: Yes
Saving Throws: Fortitude: ,
Reflex: , Will:
Checks: 20 + Greater deities
always get a result of 20 on any check, provided they need to make a
check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability
Damage, Mind-Affecting
Effects, electricity, cold, acid, disease,
poison,
stunning,
sleep, paralysis,
death effects, disintegration and effects that imprison or banish,
Damage Reduction: 30
Spell Resistance: 52
Salient Divine Abilities:
Domain Powers:+20 Per Day
Spell-Like Abilities: Level
30, ST 30+Spell Level
Senses: Darkvision and
low-light vision - Sight 30, Hearing 28, Smell 28, Taste 32, Feel 34
Remote Sensing: 20 Miles
around 20 Locations
Block Sensing: 20 Miles for
20 hours
Divine Aura: 20 Miles, Will
Save 30 - Daze, Fright, Resolve
Familiar: Ancient Black Dragon named Ruinous
Abilities: Str 51,
Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Great Ax
Symbol:
Allignment:
Initiative:
Face/Reach:
Special Attacks:
Special Qualities:
Skills:
Feats:
Mage Spells:
Clerical Spells:
Dogma:
Clergy and Temples:
Yakmarta - Goddess of Nature
- Nature, Air, Earth, Water, Weather, Animal, Death, Plant,
Healing, wind
Rank: 18
Levels: Cleric: 12, Druid: 12, Ranger:
12, Sorcerer: 10
Hit Points: 370
Speed: 100' (Quadraped)
Armor Class:
Attacks:
Always Maximize Roll: Yes
Saving Throws: Fortitude: ,
Reflex: , Will:
Checks: 18 + Greater deities
always get a result of 20 on any check, provided they need to make a
check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability
Damage, Mind-Affecting
Effects, electricity, cold, acid, disease,
poison,
stunning,
sleep, paralysis,
death effects, disintegration and effects that imprison or banish,
Damage Reduction: 28
Spell Resistance: 50
Salient Divine Abilities:
Domain Powers: +18 Per Day
Spell-Like Abilities: Level
28, ST 38+Spell Level
Senses:Darkvision and
low-light vision - Sight 36, Hearing 36, Smell 36, Taste 24, Feel 18
Remote Sensing: 18 Miles
around 18 Locations
Block Sensing: 18 Miles for
18 hours
Divine Aura: 18 Miles, Will
Save 30 - Daze, Fright, Resolve
Familiar: Legendary Lion named Goldenmain
Abilities: Str 51,
Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Quarterstaff
Symbol:
Allignment:
Initiative:
Face/Reach:
Special Attacks:
Special Qualities:
Skills:
Feats:
Mage Spells:
Clerical Spells:
Dogma:
Clergy and Temples:
Fluumay - God of
Artifice - Artifice, Creation, Travel, Fire, Crafts, Art, Bards,
,beauty, dance, love, music, poetry
Rank: 18
Levels: Fighter: 12, Cleric: 15, Rogue: 10, Sorcerer:
8
Hit Points: 360
Speed: 50'
Armor Class:
Attacks:
Always Maximize Roll: Yes
Saving Throws: Fortitude: ,
Reflex: , Will:
Checks: 18 + Greater deities
always get a result of 20 on any check, provided they need to make a
check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability
Damage, Mind-Affecting
Effects, electricity, cold, acid, disease,
poison,
stunning,
sleep, paralysis,
death effects, disintegration and effects that imprison or banish,
Damage Reduction: 28
Spell Resistance: 50
Salient Divine Abilities:
Domain Powers: +18 Per Day
Spell-Like Abilities: Level
28, ST 32+Spell Level
Senses: Darkvision and
low-light vision - Sight 38, Hearing 28, Smell 30, Taste 28, Feel 24
Remote Sensing: 18 Miles
around 18 Locations
Block Sensing: 18 Miles for
18 hours
Divine Aura: 18 Miles, Will
Save 30 - Daze, Fright, Resolve
Abilities: Str 51,
Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Rapier
Symbol:
Allignment:
Initiative:
Face/Reach:
Special Attacks:
Special Qualities:
Skills:
Feats:
Mage Spells:
Clerical Spells:
Dogma:
Clergy and Temples:
Wabah - God of Magic - Magic,
Knowledge, Healing, secrets, Commerce, protection, vengence,
Agility
Rank: 16
Levels: Cleric15, Rogue: 5, Sorcerer: 22
Hit Points: 340
Speed: 50'
Armor Class: 36
Attacks: +25 With
Staff of Destruction
Always Maximize Roll: Yes
Saving Throws: Fortitude: ,
Reflex: , Will:
Checks: 16 + Greater deities
always get a result of 20 on any check, provided they need to make a
check at all.
Special Immunities: Transmutation, Energy Drain, Ability Drain, Ability
Damage, Mind-Affecting
Effects, electricity, cold, acid, disease,
poison,
stunning,
sleep, paralysis,
death effects, disintegration and effects that imprison or banish,
Damage Reduction: 26
Spell Resistance: 48
Salient Divine Abilities:
Domain Powers: +16 Per Day
Spell-Like Abilities: Level
26, ST 40+Spell Level
Senses: Darkvision and
low-light vision - Sight 36, Hearing 38, Smell 20, Taste 28, Feel 28
Remote Sensing: 16 Miles
around 16 Locations
Block Sensing: 16 Miles for
16 hours
Divine Aura: 26 Miles, Will
Save 26 - Daze, Fright, Resolve
Familiar: Giant Owl named
Flewsburry
Abilities: Str 51,
Dex 30, Con 34, Int 28, Wis 28, Cha 28.
Favored Weapon: Crossbow
Symbol: Owl or a Gold
Mobius Strip circle
Allignment: Neutral
Good
Initiative: +10
Face/Reach: 5'
Special Attacks:
Special Qualities:
Skills:
Feats:
Mage Spells:
Clerical Spells:
Dogma:
Clergy and Temples:
Gotradang - Lord
of War and Champion of Death
Intermediate Deity
Symbol: Flaming sword
Home Plane: Muspelheim
Alignment: Lawful evil
Portfolio: Fire, war
Worshipers: Tyrants, Evil Warriors, Arsonists
Cleric Alignments: LE, LN, NE
Domains: Evil, Fire, Law, Strength, War
Favored Weapon: Longsword
Ranger 20/Fighter 20
Divine Rank: 14
Hit Dice: 20d8+200 (outsider) plus 20d10+200 (Rgr) plus 20d10+200
(Ftr) (1,160 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 120 ft.
AC: 63 (–4 size, +8 Dex, +14 divine, +27 natural, +8 deflection)
Attacks: Gargantuan +5 brilliant energy flaming burst longsword
+77/+72/+67/+62 melee; or spell +71 melee touch or +62 ranged
touch
Damage: Gargantuan +5 brilliant energy flaming burst longsword
4d6+34/17–20 or by spell Face/Reach: 20 ft. by 20 ft./20 ft.
Gotradang will be responsible for setting the world on fire,
burning it down to make room for the new one. His clerocs teach
that fire is a cleansing agent, and point to the new growth after
a forest fire as proof of their contention.
Clergy and Temples
The clerics tend to conceal their devotion to the god destined to
burn down the world. Their temples are hidden affairs, or they are
enormous fortresses . Visitors to Surtur’s temples have only a few
seconds to prove their devotion to Surtur before the members
of the cult attack.
Special Attacks: Domain powers, salient divine abilities,
spelllike abilities.
Special Qualities: Divine immunities, DR 49/+4, fast healing 34,
spontaneous casting of divine spells, 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, fire subtype, favored enemies (CG deities +5,
fey +4, humans +3, beasts
+2, animals +1), SR 46, divine aura (1,400 ft., DC 32).
Fire Subtype: Immune to fire damage.
Saves: Fort +56, Ref +56, Will +57.
Abilities: Str 44, Dex 27, Con 31,
Int 27, Wis 28, Cha 27.
Skills*: Bluff +49, Climb, +69, Craft (metalworking), +60,
Diplomacy +59, Disguise, +49, Handle Animal, +60, Hide +37,
Intimidate, +59, Jump +69,, Knowledge (history), +49, Knowledge
(the planes) +49, Knowledge (religion) +49, Listen +58, Profession
(metalworker) +50, Ride (horse) +64, Search +49, Sense Motive +50,
Spellcraft +49, Spot +52,
Wilderness Lore +53. *Always receives a 20 on checks.
Feats: Alertness, Blind-Fight, Blindsight 5-ft. Radius, Cleave,
Combat Reflexes, Dodge, Endurance, Expertise, Eyes in the Back of
Your Head, Great Cleave, Hold the Line, Improved Bull Rush,
Improved Critical (longsword), Improved Disarm, Improved Grapple,
Improved Initiative, Improved Sunder, Improved Trip, Improved
Unarmed Strike, Knock-Down, Iron Will, Lightning Reflexes,
Mobility, Power Attack, Power Critical (longsword), Quick Draw,
Spring Attack, Stunning Fist, Sunder, Track, Weapon Focus
longsword), Weapon Specialization (longsword), Whirlwind Attack.
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 Size, Banestrike (good outsiders), Call
Creatures (fire elementals), Divine Battle Mastery, Divine Fast
Healing, Divine Fire Mastery, Divine Storm, Energy Burst (fire),
Energy Storm (fire), Extra Domain (Strength), Extra Domain (War),
Extra Energy Immunity (cold), Indomitable Strength, Irresistible
Blows, Shapechange, Sunder and Disjoin.
Domain Powers: Cast evil spells at +1 caster level; 14/day turn or
destroy water creatures, or rebuke or command fire creatures; cast
law spells at +1 caster level; 14/day feat of strength (+14
enhancement bonus to Str for 1 round).
Spell-Like Abilities: Gotradang uses these abilities as a
24th-level caster, except for evil spells and law spells, which he
uses as a 25thlevel caster. Save DCs are 32 + spell level. Bigby’s
clenched fist, Bigby’s crushing hand, Bigby’s grasping hand, blade
barrier, blasphemy, bull’s strength, burning hands, calm emotions,
create undead, desecrate, dictum, dispel chaos, dispel good,
divine power, elemental swarm (as fire spell only), endure
elements, fire seeds, fire shield, fire storm, flame strike, hold
monster, incendiary cloud, magic circle against chaos, magic
circle against good, 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 (as
cold or fire spell only), righteous might, shield of law, spell
immunity, spiritual weapon, stoneskin, summon monster IX (as evil
or law spell only), unholy aura, unholy blight, wall of fire.
Ranger Spells/Day: 6/5/5/5; base DC = 19 + spell level.
Other Divine Powers
Automatically receives a die result of 20 on any check. Gotradang
treats a 1 on an attack roll or saving throw normally and not as
an automatic failure. He is immortal.
Senses: Can hear, see, 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 to up 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: Gotradang automatically senses events related to
giants or to fires greater than 10 feet across regardless of the
number of people involved, both in the present and up to fourteen
weeks in the past.
Automatic Actions: Gotradang can use Craft (metalworking),
Disguise, or Profession (metalworker) as a free action if the DC
for the task is 25 or lower. He can perform up to ten such free
actions in a round.
Create Magic Items: Gotradang can create any magic weapon or
armor, any wondrous item related to metalworking, or any item that
produces or uses fire, as long as the item’s market price does not
exceed 200,000 gp.
Doarity - The Many
Faced
Intermediate Deity
Symbol: A half-demon, halfboar mask
Home Plane: Pandemonium
Alignment: Chaotic evil
Portfolio: Hate, envy, malice, panic, ugliness, slaughter
Worshipers: Barbarians, fighters, rogues, looters, outlaws
Cleric Alignments: CE, CN, NE
Domains: Chaos, Evil, Madness, Trickery, War
Favored Weapon:Morningstar
The deity of slaughter, Dority, is a terrible sight to behold. He
usually appears as a human with knotted muscles and a blocky
frame. His skin is mottled and ruddy, almost as though blood oozes
from his pores. In battle, his features change between human,
gnoll, bugbear, ogre, and troll. This mutable form is reflected in
his title, The Many. He wields a two-handed morningstar in battle.
This weapon has a perforated stone head that makes frightening
sounds whenever Erythnul swings it.
Dogma
Doarity is a brutal deity who delights in panic and slaughter. In
civilized lands, his followers (including evil fighters,
barbarians, and rogues) form small, criminal cults. In savage
lands, evil barbarians, gnolls, bugbears, ogres, and trolls
commonly worship him. He admonishes his followers to shed blood
for its own sake, to covet what is not theirs, and to destroy
anyone who would deny them anything. He further urges them to
bring ugliness and strife to pleasant locales. He encourages human
sacrifice and glories in ritual deathj of all kinds. To take
something away from someone else—especially from a rival—is an
exalted act in Erythnul’s eyes. Foes who cannot be killed should
be maimed, and that which cannot be stolen should be destroyed.
Clergy and Temples
Doarity’s clerics favor rust red or bloodstained garments. They
are cruel, sadistic, and hateful. They maintain a low
profile in most civilized lands. In savage areas, members of the
priesthood are known as bullies and murderous tyrants. They love
to deface beautiful things and to disfigure attractive people.
Anyplace where great bloodshed or a spectacular act of cruelty has
occurred is considered a holy site and an excellent place for a
temple dedicated to Erythnul. In the countryside, Erythnul’s
followers build squat, unsightly fortresses in places where
battles, ambushes or massacres have occurred. In urban areas,
Doarity’s temples are usually hidden in seedy sections of cities,
preferably on sites where horrible crimes have happened.
Doarity
Barbarian 10/Fighter 10/Rogue 10/Sorcerer 10
Medium-Size Outsider (Chaotic, Evil)
Divine Rank: 15
Hit Dice: 20d8+220 (outsider) plus 10d12+110 (Bbn) plus 10d10+110
(Ftr) plus 10d6+110 (Rog) plus 10d4+110 (Sor) (1,250 hp)
Initiative: +15, always first (+11 Dex, +4 Improved Initiative,
Supreme Initiative)
Speed: 70 ft.
AC: 73 (+11 Dex, +15 divine, +28 natural, +9 deflection)
Attacks: Large +5 unholy chaotic frightful morningstar
+81/+76/+71/+66 melee; or spell +71 melee touch or +66 ranged
touch
Damage: Large +5 unholy chaotic frightful morningstar
2d6+46/19–20; or by spell
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities,
spell-like abilities, sneak attack +5d6, crippling strike.
Special Qualities: Divine immunities, DR 50/+4, fire resistance
35, 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, familiar
(boars), traps, uncanny dodge (cannot be flanked, +1 against
traps), SR 47, divine aura (1,500 ft., DC 33).
Saves: Fort +58, Ref +58, Will +54.
Abilities: Str 42, Dex 33, Con 33, Int 24, Wis 24, Cha 29.
Skills*: Balance +28, Bluff +47, Climb +47, Concentration +79,
Diplomacy +28, Disable Device +37, Disguise +62, Gather
Information +39, Hide +64, Intimidate +81, Jump +49, Knowledge
(arcana) +52, Listen +80, Move Silently +64, Open Lock +64, Pick
Pocket +66, Scry +35, Search +60, Sense Motive +38, Spellcraft
+62, Spot +75, Swim +47, Tumble +51, Use Magic Device +47. *Always
receives a 20 on checks.
Feats: Blind-Fight, Cleave, Combat Reflexes, Craft Magic Arms and
Armor, Craft Wand, Dodge, Empower Spell, Enlarge Spell, Expertise,
Great Cleave, Improved Critical (morningstar), Improved Disarm,
Improved Initiative, Improved Trip, Improved Unarmed Strike,
Maximize Spell, Mobility, Power Attack, Quick Draw, Scribe Scroll,
Spring Attack, Stunning Fist, Sunder, Weapon Focus (morningstar),
Weapon Specialization (morningstar), Whirlwind Attack.
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, Avatar, Battlesense, Divine
Blast, Divine Celerity, Divine Inspiration (rage), Divine Shield,
Divine Weapon Focus (morningstar), Divine Weapon Specialization
(morningstar), Extra Domain (Trickery), Frightful Presence, Hand
of Death, Manifold Rage†, Mass Divine Blast, Supreme Initiative,
Wave of Chaos, Wound Enemy.
†Unique ability, described below.
Domain Powers: Cast chaos spells at +1 caster level; cast evil
spells at +1 caster level.
Spell-Like Abilities: Doarity uses these abilities as a 25th level
caster, except for chaos spells and evil spells, which he uses as
a 26th-level caster. The save DCs are 34 + spell level. Animate
objects, blade barrier, blasphemy, change self, chaos hammer,
cloak of chaos, confusion, create undead, desecrate, dispel good,
dispel law, divine power, false vision, flame strike,
invisibility, magic circle against good, magic circle against law,
magic vestment, magic weapon, mislead, nondetection, polymorph any
object, power word blind, power word kill, power word stun,
protection from good, protection from law, screen, shatter,
spiritual weapon, summon monster IX (as chaos or evil spell only),
time stop, unholy aura, unholy blight, word of chaos.
Sorcerer Spells Known (6/9/8/8/7/5; base DC = 19 + spell level):
0—arcane mark, dancing lights, detect magic, ghost sound, light,
mage hand, open/close, prestidigitation, read magic;
1st—chill touch, expeditious retreat, true strike, unseen servant,
ventriloquism;
2nd—blindness/deafness, minor image, mirror image, see
invisibility;
3rd—dispel magic, fly, haste; 4th—emotion, phantasmal killer;
5th—telekinesis. Manifold Rage (unique salient divine ability): Up
to fifteen times per day, Erythnul can work himself into a
frenzied rage similar to the Divine Rage salient divine ability
(this power replaces the barbarian rage ability for Erythnul).
Once used, the power lasts 1 hour. While raging, Erythnul gains a
+5 bonus on attack rolls, weapon damage, and Will saves, and a +10
bonus to Strength and Constitution. He also receives 100 temporary
hit points. While raging, Erythnul suffers a –5 penalty to Armor
Class and cannot use skills or abilities that require patience and
concentration.
|
Lawful |
Neutral |
Chaotic |
Good |
Lawful Good. |
Neutral Good. |
Chaotic Good. |
Neutral |
Lawful Neutral, |
Neutral. |
Chaotic Neutral. |
Evil |
Lawful Evil. |
Neutral Evil. |
Chaotic Evil. |
The Nine Alignments
Nine distinct alignments define the possible combinations of the
lawful-chaotic axis with the good-evil axis. Each description below
depicts a typical character of that alignment. Remember that
individuals vary from this norm, and that a given character may act
more or less in accord with his alignment from day to day. Use these
descriptions as guidelines, not as scripts.
The first six alignments, lawful good through chaotic neutral, are
standard alignments for player characters. The three evil alignments
are usually for monsters and villains. With the GM's permission, a
player may assign an evil alignment to his PC, but such characters
are often a source of disruption and conflict with good and neutral
party members. GMs are encouraged to carefully consider how evil PCs
might affect the campaign before allowing them.
Lawful Good: A lawful good character acts as a good person is
expected or required to act. She combines a commitment to oppose
evil with the discipline to fight relentlessly. She tells the truth,
keeps her word, helps those in need, and speaks out against
injustice. A lawful good character hates to see the guilty go
unpunished.
Lawful good combines honor with compassion.
Neutral Good: A neutral good character does the best that a
good person can do. He is devoted to helping others. He works with
kings and magistrates but does not feel beholden to them.
Neutral good means doing what is good and right without bias for or
against order.
Chaotic Good: A chaotic good character acts as his conscience
directs him with little regard for what others expect of him. He
makes his own way, but he's kind and benevolent. He believes in
goodness and right but has little use for laws and regulations. He
hates it when people try to intimidate others and tell them what to
do. He follows his own moral compass, which, although good, may not
agree with that of society.
Chaotic good combines a good heart with a free spirit.
Lawful Neutral: A lawful neutral character acts as law,
tradition, or a personal code directs her. Order and organization
are paramount. She may believe in personal order and live by a code
or standard, or she may believe in order for all and favor a strong,
organized government.
Lawful neutral means you are reliable and honorable without being a
zealot.
Neutral: A neutral character does what seems to be a good
idea. She doesn't feel strongly one way or the other when it comes
to good vs. evil or law vs. chaos (and thus neutral is sometimes
called “true neutral”). Most neutral characters exhibit a lack of
conviction or bias rather than a commitment to neutrality. Such a
character probably thinks of good as better than evil—after all, she
would rather have good neighbors and rulers than evil ones. Still,
she's not personally committed to upholding good in any abstract or
universal way.
Some neutral characters, on the other hand, commit themselves
philosophically to neutrality. They see good, evil, law, and chaos
as prejudices and dangerous extremes. They advocate the middle way
of neutrality as the best, most balanced road in the long run.
Neutral means you act naturally in any situation, without prejudice
or compulsion.
Chaotic Neutral: A chaotic neutral character follows his
whims. He is an individualist first and last. He values his own
liberty but doesn't strive to protect others' freedom. He avoids
authority, resents restrictions, and challenges traditions. A
chaotic neutral character does not intentionally disrupt
organizations as part of a campaign of anarchy. To do so, he would
have to be motivated either by good (and a desire to liberate
others) or evil (and a desire to make those others suffer). A
chaotic neutral character may be unpredictable, but his behavior is
not totally random. He is not as likely to jump off a bridge as he
is to cross it.
Chaotic neutral represents freedom from both society's restrictions
and a do-gooder's zeal.
Lawful Evil: A lawful evil villain methodically takes what he
wants within the limits of his code of conduct without regard for
whom it hurts. He cares about tradition, loyalty, and order, but not
about freedom, dignity, or life. He plays by the rules but without
mercy or compassion. He is comfortable in a hierarchy and would like
to rule, but is willing to serve. He condemns others not according
to their actions but according to race, religion, homeland, or
social rank. He is loath to break laws or promises.
This reluctance comes partly from his nature and partly because he
depends on order to protect himself from those who oppose him on
moral grounds. Some lawful evil villains have particular taboos,
such as not killing in cold blood (but having underlings do it) or
not letting children come to harm (if it can be helped). They
imagine that these compunctions put them above unprincipled
villains.
Some lawful evil people and creatures commit themselves to evil with
a zeal like that of a crusader committed to good. Beyond being
willing to hurt others for their own ends, they take pleasure in
spreading evil as an end unto itself. They may also see doing evil
as part of a duty to an evil deity or master.
Lawful evil represents methodical, intentional, and organized evil.
Neutral Evil: A neutral evil villain does whatever she can
get away with. She is out for herself, pure and simple. She sheds no
tears for those she kills, whether for profit, sport, or
convenience. She has no love of order and holds no illusions that
following laws, traditions, or codes would make her any better or
more noble. On the other hand, she doesn't have the restless nature
or love of conflict that a chaotic evil villain has.
Some neutral evil villains hold up evil as an ideal, committing evil
for its own sake. Most often, such villains are devoted to evil
deities or secret societies.
Neutral evil represents pure evil without honor and without
variation.
Chaotic Evil: A chaotic evil character does what his greed,
hatred, and lust for destruction drive him to do. He is vicious,
arbitrarily violent, and unpredictable. If he is simply out for
whatever he can get, he is ruthless and brutal. If he is committed
to the spread of evil and chaos, he is even worse. Thankfully, his
plans are haphazard, and any groups he joins or forms are likely to
be poorly organized. Typically, chaotic evil people can be made to
work together only by force, and their leader lasts only as long as
he can thwart attempts to topple or assassinate him.
Chaotic evil represents the destruction not only of beauty and life,
but also of the order on which beauty and life depend.