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<blockquote data-quote="Obly99" data-source="post: 8681788" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Desert Portfolio</span></strong></p><p></p><p><strong>Aspects:</strong> Aridity, Heat of the day, Cold of the night</p><p></p><p><strong>Opposed Portfolio:</strong> Sea</p><p></p><p><strong>Examples: </strong>Seth (Egypt)</p><p></p><p><strong>Favored Animal: </strong>Camels, Meerkat, Jackal</p><p></p><p><strong>Favored Class:</strong> Druid</p><p></p><p><strong>Favored Place:</strong> Desert</p><p></p><p><strong>Favored Sacrifice:</strong> Water</p><p></p><p><strong>Favored Time: </strong>Summer solstice</p><p></p><p><strong>Favored Weapon:</strong> Wood stack</p><p></p><p><strong>Portfolio Trial:</strong> Survive in the desert for 1 year without help or magical means</p><p></p><p><strong>Prerequisites:</strong> -</p><p></p><p><strong>Symbol:</strong> Sun or moon over the dunes</p><p></p><p><strong>Typical Quote:</strong> "The desert can give, but it can also take."</p><p></p><p style="text-align: center">DESERT DOMAIN</p><p></p><p><strong>Granted Power:</strong> You cannot be tracked in desert, suffer no penalty to speed or on Acrobatics or Stealth checks when moving through sandy or desert terrain, are immune to the blinding and dazzling effect of the desert and to the damage of natural sandstorm, and you ignore the effects of a hot climate as if using endure elements (and cold climate, but only the night of the desert). You also have a reduced need to eat and drink, as if wearing a ring of sustenance (though normal sleep is still required). Additionally, you can see perfectly well in sandstorms, regardless of whether they are natural or supernatural (like a scouring winds spell), and do not take penalties on Perception checks when in sandstorm conditions, as well as concealment due to sand.</p><p></p><p>1 Endure Elements: Exist comfortably in hot or cold regions.</p><p></p><p>2 Soften Earth and Stone: Turns stone to clay, or dirt to sand or mud.</p><p></p><p>3 Shifting Sand: Creates difficult terrain and erases tracks, can carry along some creatures and objects.</p><p></p><p>4 Dust Form: You become an incorporeal creature of dust for a short period of time.</p><p></p><p>5 Control Weather (as a druid and in desert only): Changes weather in local area.</p><p></p><p>6 Wind Walk: You and your allies turn vaporous and travel fast.</p><p></p><p>7 Scouring Winds: Winds block vision and deal 3d6 damage per round.</p><p></p><p>8 Horrid Wilting: Deals 1d6/level damage within 30 ft.</p><p></p><p>9 Sea of Dust: Permanently drive water out of a region to create a desert.</p><p></p><p style="text-align: center">REALM</p><p>You create a desert kingdom in which only the creatures most resistant to heat and thirst can resist.</p><p></p><p><strong>Hazards:</strong> The hazards are the same as those found in a normal desert (<a href="https://www.d20pfsrd.com/gamemastering/environment/wilderness/terrain/desert-terrain" target="_blank">Desert Terrain – d20PFSRD</a>). Those venturing in these realms must make a Survival check every hour (DC 20 + divine rank of the immortal’s + 1d20) or get lost instead of the normal Survival in a desert.</p><p></p><p><strong>Inhabitants:</strong> Desert creatures, such as the Genie, Girtablilu or the Jackalwere will be attracted to these realms.</p><p></p><p style="text-align: center">Desert Template (Single Portfolio)</p><p></p><p><strong>Appearance:</strong> Part of the immortal looks like made of sand or like a desert creature.</p><p></p><p>NB. When the immortal adopts a different form (through Shapechanging or Wildshape for instance), this trait is also adopted.</p><p></p><p><strong>Demeanor:</strong> The immortal can go from calm like a warm day to aggressive like a sandstorm with few words or poorly thought out actions.</p><p></p><p style="text-align: center">Desert Template (Double Portfolio)</p><p></p><p><strong>Appearance:</strong> Same as the single portfolio except the immortal’s entire manifestation looks like made of sand or like a desert creature.</p><p></p><p><strong>Demeanor:</strong> Same as the single portfolio except it takes little or nothing to make him aggressive.</p><p></p><p><strong>(Single) Desert Portfolio</strong></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Divine Status</strong></p> </td><td><p style="text-align: center"><strong>Ability/<em>Weakness</em> Gained</strong></p> </td><td><p style="text-align: center"><strong>Benefit/<em>Penalty</em></strong></p> </td><td><p style="text-align: center"><strong>Action</strong></p> </td></tr><tr><td><p style="text-align: left">Disciple</p> </td><td><p style="text-align: left">Spell-like Abilities<br /> <em>Hostile Environment (Sea)(Ex)<br /> Sterility (Ex)</em></p> </td><td><p style="text-align: left">Use any desert domain spell as spell-like ability<br /> <em>Competence penalty (equal to your divine rank) on all die rolls while underwater<br /> <br /> You cannot produce offspring, even magically</em></p> </td><td><p style="text-align: center">Standard<br /> <br /> <br /> <em>Always Active</em></p> </td></tr><tr><td><p style="text-align: left">Prophet</p> </td><td><p style="text-align: left">Desert Ward (Su)</p> </td><td><p style="text-align: left">You gain cold and fire resistance equal to ¼ your HD</p> </td><td><p style="text-align: center">Always Active</p> </td></tr><tr><td><p style="text-align: left">Hero-deity</p> </td><td><p style="text-align: left">Desert Born (Ex)</p> </td><td><p style="text-align: left">Competence bonus (equal to divine rank) on attack rolls, saves, and armor class while in a sandy or desert terrain</p> </td><td><p style="text-align: center">Always Active</p> </td></tr><tr><td><p style="text-align: left">Quasi-deity</p> </td><td><p style="text-align: left">Desert Brethren (Ex)</p> </td><td><p style="text-align: left">Desert creatures you summon have 50% more HD</p> </td><td><p style="text-align: center">Always Active</p> </td></tr><tr><td><p style="text-align: left">Demi-deity</p> </td><td><p style="text-align: left">Instrument of the Desert (Su)</p> </td><td><p style="text-align: left">Your cold or fire* damage is treated as 50% divine damage</p> </td><td><p style="text-align: center">Always Active</p> </td></tr><tr><td><p style="text-align: left">Lesser Deity</p> </td><td><p style="text-align: left">Superior Flaywind [Effect] (Su)**</p> </td><td><p style="text-align: left">Assault your enemies with flaywind attacks</p> </td><td><p style="text-align: center">Variable</p> </td></tr><tr><td><p style="text-align: left">Intermediate Deity</p> </td><td><p style="text-align: left">Uncanny Flaywind Mastery [Effect] (Su)</p> </td><td><p style="text-align: left">Assault your enemies with flaywind attacks</p> </td><td><p style="text-align: center">Variable</p> </td></tr><tr><td><p style="text-align: left">Greater Deity</p> </td><td><p style="text-align: left">Heart of the Desert (Ex)</p> </td><td><p style="text-align: left">You gain regeneration equal to half your HD while in a sandy or desert terrain</p> </td><td><p style="text-align: center">Always Active</p> </td></tr><tr><td><p style="text-align: left">Elder One</p> </td><td><p style="text-align: left">Messiah of Desert (Su)<br /> <em>Cosmic Imperfection (Sea)</em></p> </td><td><p style="text-align: left">You cannot be harmed, either willingly or unwillingly, by desert creatures of a lower divine status<br /> <em>One artifact in the universe can defeat your cosmic string ability</em></p> </td><td><p style="text-align: center">n/a<br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <em>Always Active</em></p> </td></tr><tr><td><p style="text-align: left">Old One</p> </td><td><p style="text-align: left">Symbol of the Desert (Su)</p> </td><td><p style="text-align: left">Water based spells/effects (except of the Desert Portfolio) cease to function in your divine realm</p> </td><td><p style="text-align: center">Always Active</p> </td></tr></table><p>*pick cold (night) or fire (day) when first you gain this template. This cannot be changed later except with the help of a higher ranking Deity with the Desert Portfolio that has the element you want to get.</p><p></p><p>**As Wind [Effect] except the Wind itself is lesser powerful but transport sand that inflict damage: you use ½ HD for calculate the strength of the Wind [Effect] but inflict 1d6/HD (you do not use ½ HD like for the Wind for this damage) half cold/fire and half slashing (based on what you chose with Instrument of the Desert)</p><p></p><p><strong>(Double) Desert Portfolio</strong></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Divine Status</strong></p> </td><td><p style="text-align: center"><strong>Ability/<em>Weakness</em> Gained</strong></p> </td><td><p style="text-align: center"><strong>Benefit/<em>Penalty</em></strong></p> </td><td><p style="text-align: center"><strong>Action</strong></p> </td></tr><tr><td><p style="text-align: left">Disciple</p> </td><td><p style="text-align: left">Spell-like Abilities<br /> <em>Hostile Environment (Sea)(Ex)<br /> Sterility (Ex)</em></p> </td><td><p style="text-align: left">Use two desert domain spell as spell-like ability<br /> <em>Competence penalty (equal to double your divine rank) on all die rolls while underwater<br /> <br /> You cannot produce offspring, even magically</em></p> </td><td><p style="text-align: center">Standard+Swift<br /> <br /> <br /> <em>Always Active</em></p> </td></tr><tr><td><p style="text-align: left">Prophet</p> </td><td><p style="text-align: left">Desert Shield (Su)</p> </td><td><p style="text-align: left">You gain cold and fire resistance equal to ½ your HD</p> </td><td><p style="text-align: center">Always Active</p> </td></tr><tr><td><p style="text-align: left">Hero-deity</p> </td><td><p style="text-align: left">Champion of the Desert (Ex)</p> </td><td><p style="text-align: left">Competence bonus (equal to double your divine rank) on attack rolls, saves, and armor class while in a sandy or desert terrain</p> </td><td><p style="text-align: center">Always Active</p> </td></tr><tr><td><p style="text-align: left">Quasi-deity</p> </td><td><p style="text-align: left">Child of the Desert (Ex)</p> </td><td><p style="text-align: left">Desert creatures you summon have 200% more HD</p> </td><td><p style="text-align: center">Always Active</p> </td></tr><tr><td><p style="text-align: left">Demi-deity</p> </td><td><p style="text-align: left">Embodiment of the Desert (Su)</p> </td><td><p style="text-align: left">Your cold or fire damage is treated as 100% divine damage</p> </td><td><p style="text-align: center">Always Active</p> </td></tr><tr><td><p style="text-align: left">Lesser Deity</p> </td><td><p style="text-align: left">Superior Flaywind [Effect] (x2 HD) (Su)</p> </td><td><p style="text-align: left">Assault your enemies with flaywind attacks</p> </td><td><p style="text-align: center">Variable</p> </td></tr><tr><td><p style="text-align: left">Intermediate Deity</p> </td><td><p style="text-align: left">Uncanny Flaywind Mastery [Effect] (x2 HD) (Su)</p> </td><td><p style="text-align: left">Assault your enemies with flaywind attacks</p> </td><td><p style="text-align: center">Variable</p> </td></tr><tr><td><p style="text-align: left">Greater Deity</p> </td><td><p style="text-align: left">Desert Soul (Ex)</p> </td><td><p style="text-align: left">You gain regeneration equal to your HD while in a sandy or desert terrain</p> </td><td><p style="text-align: center">Always Active</p> </td></tr><tr><td><p style="text-align: left">Elder One</p> </td><td><p style="text-align: left">Lord of Desert (Su)<br /> <em>Cosmic Imperfection (Sea)</em></p> </td><td><p style="text-align: left">Dominate any desert creatures of a lower divine rank within your divine aura/realm<br /> <em>Two artifacts in the universe can defeat your cosmic string ability</em></p> </td><td><p style="text-align: center">Always Active<br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <em>Always Active</em></p> </td></tr><tr><td><p style="text-align: left">Old One</p> </td><td><p style="text-align: left">Architect of the Desert (Su)</p> </td><td><p style="text-align: left">Your hit points are doubled while standing upon sandy or desert terrain</p> </td><td><p style="text-align: center">Free</p> </td></tr><tr><td><p style="text-align: left">First One</p> </td><td><p style="text-align: left">At One with the Desert (Su)</p> </td><td><p style="text-align: left">You can create/delete deserts throughout the universe</p> </td><td><p style="text-align: center">Free</p> </td></tr></table><p></p><p>FLAYWIND</p><p>The terrible flaywind is feared throughout the planes. It propels sand with such velocity that it reduces a living creature to bare bones within hours, and exposed bone to fine powder in a matter of days. Minethys, the third layer of Carceri, is constantly scoured by flaywinds. A flaywind might exist on its own or as the sinister core of a larger sandstorm. The storm typically lasts 1d4×10 hours, but some flaywinds of legend have lasted for days. The strength of flaywinds can vary. However, one is always of at least sandstorm grade. A creature caught in a flaywind, or any object with hardness less than 5, takes 1d4 points of lethal slashing damage per round instead of the nonlethal damage dealt by a Material Plane sandstorm. Wearing heavy clothing (or any form of armor) reduces the damage to 1d3 points per round, but it cannot protect entirely from the abrasion. A barricade or enclosed space is the only sure protection. Inhabitants of regions scourged by flaywinds have developed a special garment to block the stinging grit, but it is a hazard of its own in the stifling heat of most waste environments, imposing a –6 penalty on Fortitude saves to avoid succumbing to heat instead of the normal –4 for heavy clothing. This garment cost 1.200 gp and weight 55 pounds.</p><p></p><p>Necrotic Flaywinds: When a flaywind arises in an area of black sand (see below), the storm is known as a necrotic flay wind. A creature killed by such a storm is reduced to bone, which the negative energy of the black sand then animates into a skeleton (use the skeleton template). When a necrotic flaywind passes on, it might leave behind armies of skeletal beings.</p><p></p><p>Avoiding Flaywinds: In general, creatures in an area about to be struck by a flaywind are entitled to DC 20 Survival checks to detect the approaching danger 1 minute before it strikes. This might not be enough time to get out of the storm’s path, but it could provide an opportunity to seek shelter or make other preparations.</p><p></p><p>BLACK SAND</p><p>Mundane volcanic lands sometimes feature black sand composed of ground-up cinders. Other than its striking color, such sand is no different from any other. However, magical black sand is a vile peril, whether on the scoured surface of Geb or in other lands cursed by necromantic magic. Black sand is infused with negative energy. A region of black sand literally swallows light; magical darkness rises to a height of 20 feet over the surface. Nothing short of a sunburst spell can disperse this darkness, and even then only for a period of 1 hour per caster level. In addition, creatures that come in direct contact with the sand without heavy garment for protection take 1d4 points of damage per round from negative energy. Upon reaching 0 hit points, they crumble and join the black sand.</p><p></p><p>Inspired by this old post <a href="https://www.enworld.org/threads/custom-divine-abilities-portfolios-etc.197014/post-4529976" target="_blank">Custom divine abilities, portfolios, etc.</a></p></blockquote><p></p>
[QUOTE="Obly99, post: 8681788, member: 7035194"] [CENTER][B][SIZE=7]Desert Portfolio[/SIZE][/B][/CENTER] [B]Aspects:[/B] Aridity, Heat of the day, Cold of the night [B]Opposed Portfolio:[/B] Sea [B]Examples: [/B]Seth (Egypt) [B]Favored Animal: [/B]Camels, Meerkat, Jackal [B]Favored Class:[/B] Druid [B]Favored Place:[/B] Desert [B]Favored Sacrifice:[/B] Water [B]Favored Time: [/B]Summer solstice [B]Favored Weapon:[/B] Wood stack [B]Portfolio Trial:[/B] Survive in the desert for 1 year without help or magical means [B]Prerequisites:[/B] - [B]Symbol:[/B] Sun or moon over the dunes [B]Typical Quote:[/B] "The desert can give, but it can also take." [CENTER]DESERT DOMAIN[/CENTER] [B]Granted Power:[/B] You cannot be tracked in desert, suffer no penalty to speed or on Acrobatics or Stealth checks when moving through sandy or desert terrain, are immune to the blinding and dazzling effect of the desert and to the damage of natural sandstorm, and you ignore the effects of a hot climate as if using endure elements (and cold climate, but only the night of the desert). You also have a reduced need to eat and drink, as if wearing a ring of sustenance (though normal sleep is still required). Additionally, you can see perfectly well in sandstorms, regardless of whether they are natural or supernatural (like a scouring winds spell), and do not take penalties on Perception checks when in sandstorm conditions, as well as concealment due to sand. 1 Endure Elements: Exist comfortably in hot or cold regions. 2 Soften Earth and Stone: Turns stone to clay, or dirt to sand or mud. 3 Shifting Sand: Creates difficult terrain and erases tracks, can carry along some creatures and objects. 4 Dust Form: You become an incorporeal creature of dust for a short period of time. 5 Control Weather (as a druid and in desert only): Changes weather in local area. 6 Wind Walk: You and your allies turn vaporous and travel fast. 7 Scouring Winds: Winds block vision and deal 3d6 damage per round. 8 Horrid Wilting: Deals 1d6/level damage within 30 ft. 9 Sea of Dust: Permanently drive water out of a region to create a desert. [CENTER]REALM[/CENTER] You create a desert kingdom in which only the creatures most resistant to heat and thirst can resist. [B]Hazards:[/B] The hazards are the same as those found in a normal desert ([URL='https://www.d20pfsrd.com/gamemastering/environment/wilderness/terrain/desert-terrain']Desert Terrain – d20PFSRD[/URL]). Those venturing in these realms must make a Survival check every hour (DC 20 + divine rank of the immortal’s + 1d20) or get lost instead of the normal Survival in a desert. [B]Inhabitants:[/B] Desert creatures, such as the Genie, Girtablilu or the Jackalwere will be attracted to these realms. [CENTER]Desert Template (Single Portfolio)[/CENTER] [B]Appearance:[/B] Part of the immortal looks like made of sand or like a desert creature. NB. When the immortal adopts a different form (through Shapechanging or Wildshape for instance), this trait is also adopted. [B]Demeanor:[/B] The immortal can go from calm like a warm day to aggressive like a sandstorm with few words or poorly thought out actions. [CENTER]Desert Template (Double Portfolio)[/CENTER] [B]Appearance:[/B] Same as the single portfolio except the immortal’s entire manifestation looks like made of sand or like a desert creature. [B]Demeanor:[/B] Same as the single portfolio except it takes little or nothing to make him aggressive. [B](Single) Desert Portfolio[/B] [TABLE] [TR] [TD][CENTER][B]Divine Status[/B][/CENTER][/TD] [TD][CENTER][B]Ability/[I]Weakness[/I] Gained[/B][/CENTER][/TD] [TD][CENTER][B]Benefit/[I]Penalty[/I][/B][/CENTER][/TD] [TD][CENTER][B]Action[/B][/CENTER][/TD] [/TR] [TR] [TD][LEFT]Disciple[/LEFT][/TD] [TD][LEFT]Spell-like Abilities [I]Hostile Environment (Sea)(Ex) Sterility (Ex)[/I][/LEFT][/TD] [TD][LEFT]Use any desert domain spell as spell-like ability [I]Competence penalty (equal to your divine rank) on all die rolls while underwater You cannot produce offspring, even magically[/I][/LEFT][/TD] [TD][CENTER]Standard [I]Always Active[/I][/CENTER][/TD] [/TR] [TR] [TD][LEFT]Prophet[/LEFT][/TD] [TD][LEFT]Desert Ward (Su)[/LEFT][/TD] [TD][LEFT]You gain cold and fire resistance equal to ¼ your HD[/LEFT][/TD] [TD][CENTER]Always Active[/CENTER][/TD] [/TR] [TR] [TD][LEFT]Hero-deity[/LEFT][/TD] [TD][LEFT]Desert Born (Ex)[/LEFT][/TD] [TD][LEFT]Competence bonus (equal to divine rank) on attack rolls, saves, and armor class while in a sandy or desert terrain[/LEFT][/TD] [TD][CENTER]Always Active[/CENTER][/TD] [/TR] [TR] [TD][LEFT]Quasi-deity[/LEFT][/TD] [TD][LEFT]Desert Brethren (Ex)[/LEFT][/TD] [TD][LEFT]Desert creatures you summon have 50% more HD[/LEFT][/TD] [TD][CENTER]Always Active[/CENTER][/TD] [/TR] [TR] [TD][LEFT]Demi-deity[/LEFT][/TD] [TD][LEFT]Instrument of the Desert (Su)[/LEFT][/TD] [TD][LEFT]Your cold or fire* damage is treated as 50% divine damage[/LEFT][/TD] [TD][CENTER]Always Active[/CENTER][/TD] [/TR] [TR] [TD][LEFT]Lesser Deity[/LEFT][/TD] [TD][LEFT]Superior Flaywind [Effect] (Su)**[/LEFT][/TD] [TD][LEFT]Assault your enemies with flaywind attacks[/LEFT][/TD] [TD][CENTER]Variable[/CENTER][/TD] [/TR] [TR] [TD][LEFT]Intermediate Deity[/LEFT][/TD] [TD][LEFT]Uncanny Flaywind Mastery [Effect] (Su)[/LEFT][/TD] [TD][LEFT]Assault your enemies with flaywind attacks[/LEFT][/TD] [TD][CENTER]Variable[/CENTER][/TD] [/TR] [TR] [TD][LEFT]Greater Deity[/LEFT][/TD] [TD][LEFT]Heart of the Desert (Ex)[/LEFT][/TD] [TD][LEFT]You gain regeneration equal to half your HD while in a sandy or desert terrain[/LEFT][/TD] [TD][CENTER]Always Active[/CENTER][/TD] [/TR] [TR] [TD][LEFT]Elder One[/LEFT][/TD] [TD][LEFT]Messiah of Desert (Su) [I]Cosmic Imperfection (Sea)[/I][/LEFT][/TD] [TD][LEFT]You cannot be harmed, either willingly or unwillingly, by desert creatures of a lower divine status [I]One artifact in the universe can defeat your cosmic string ability[/I][/LEFT][/TD] [TD][CENTER]n/a [I]Always Active[/I][/CENTER][/TD] [/TR] [TR] [TD][LEFT]Old One[/LEFT][/TD] [TD][LEFT]Symbol of the Desert (Su)[/LEFT][/TD] [TD][LEFT]Water based spells/effects (except of the Desert Portfolio) cease to function in your divine realm[/LEFT][/TD] [TD][CENTER]Always Active[/CENTER][/TD] [/TR] [/TABLE] *pick cold (night) or fire (day) when first you gain this template. This cannot be changed later except with the help of a higher ranking Deity with the Desert Portfolio that has the element you want to get. **As Wind [Effect] except the Wind itself is lesser powerful but transport sand that inflict damage: you use ½ HD for calculate the strength of the Wind [Effect] but inflict 1d6/HD (you do not use ½ HD like for the Wind for this damage) half cold/fire and half slashing (based on what you chose with Instrument of the Desert) [B](Double) Desert Portfolio[/B] [TABLE] [TR] [TD][CENTER][B]Divine Status[/B][/CENTER][/TD] [TD][CENTER][B]Ability/[I]Weakness[/I] Gained[/B][/CENTER][/TD] [TD][CENTER][B]Benefit/[I]Penalty[/I][/B][/CENTER][/TD] [TD][CENTER][B]Action[/B][/CENTER][/TD] [/TR] [TR] [TD][LEFT]Disciple[/LEFT][/TD] [TD][LEFT]Spell-like Abilities [I]Hostile Environment (Sea)(Ex) Sterility (Ex)[/I][/LEFT][/TD] [TD][LEFT]Use two desert domain spell as spell-like ability [I]Competence penalty (equal to double your divine rank) on all die rolls while underwater You cannot produce offspring, even magically[/I][/LEFT][/TD] [TD][CENTER]Standard+Swift [I]Always Active[/I][/CENTER][/TD] [/TR] [TR] [TD][LEFT]Prophet[/LEFT][/TD] [TD][LEFT]Desert Shield (Su)[/LEFT][/TD] [TD][LEFT]You gain cold and fire resistance equal to ½ your HD[/LEFT][/TD] [TD][CENTER]Always Active[/CENTER][/TD] [/TR] [TR] [TD][LEFT]Hero-deity[/LEFT][/TD] [TD][LEFT]Champion of the Desert (Ex)[/LEFT][/TD] [TD][LEFT]Competence bonus (equal to double your divine rank) on attack rolls, saves, and armor class while in a sandy or desert terrain[/LEFT][/TD] [TD][CENTER]Always Active[/CENTER][/TD] [/TR] [TR] [TD][LEFT]Quasi-deity[/LEFT][/TD] [TD][LEFT]Child of the Desert (Ex)[/LEFT][/TD] [TD][LEFT]Desert creatures you summon have 200% more HD[/LEFT][/TD] [TD][CENTER]Always Active[/CENTER][/TD] [/TR] [TR] [TD][LEFT]Demi-deity[/LEFT][/TD] [TD][LEFT]Embodiment of the Desert (Su)[/LEFT][/TD] [TD][LEFT]Your cold or fire damage is treated as 100% divine damage[/LEFT][/TD] [TD][CENTER]Always Active[/CENTER][/TD] [/TR] [TR] [TD][LEFT]Lesser Deity[/LEFT][/TD] [TD][LEFT]Superior Flaywind [Effect] (x2 HD) (Su)[/LEFT][/TD] [TD][LEFT]Assault your enemies with flaywind attacks[/LEFT][/TD] [TD][CENTER]Variable[/CENTER][/TD] [/TR] [TR] [TD][LEFT]Intermediate Deity[/LEFT][/TD] [TD][LEFT]Uncanny Flaywind Mastery [Effect] (x2 HD) (Su)[/LEFT][/TD] [TD][LEFT]Assault your enemies with flaywind attacks[/LEFT][/TD] [TD][CENTER]Variable[/CENTER][/TD] [/TR] [TR] [TD][LEFT]Greater Deity[/LEFT][/TD] [TD][LEFT]Desert Soul (Ex)[/LEFT][/TD] [TD][LEFT]You gain regeneration equal to your HD while in a sandy or desert terrain[/LEFT][/TD] [TD][CENTER]Always Active[/CENTER][/TD] [/TR] [TR] [TD][LEFT]Elder One[/LEFT][/TD] [TD][LEFT]Lord of Desert (Su) [I]Cosmic Imperfection (Sea)[/I][/LEFT][/TD] [TD][LEFT]Dominate any desert creatures of a lower divine rank within your divine aura/realm [I]Two artifacts in the universe can defeat your cosmic string ability[/I][/LEFT][/TD] [TD][CENTER]Always Active [I]Always Active[/I][/CENTER][/TD] [/TR] [TR] [TD][LEFT]Old One[/LEFT][/TD] [TD][LEFT]Architect of the Desert (Su)[/LEFT][/TD] [TD][LEFT]Your hit points are doubled while standing upon sandy or desert terrain[/LEFT][/TD] [TD][CENTER]Free[/CENTER][/TD] [/TR] [TR] [TD][LEFT]First One[/LEFT][/TD] [TD][LEFT]At One with the Desert (Su)[/LEFT][/TD] [TD][LEFT]You can create/delete deserts throughout the universe[/LEFT][/TD] [TD][CENTER]Free[/CENTER][/TD] [/TR] [/TABLE] FLAYWIND The terrible flaywind is feared throughout the planes. It propels sand with such velocity that it reduces a living creature to bare bones within hours, and exposed bone to fine powder in a matter of days. Minethys, the third layer of Carceri, is constantly scoured by flaywinds. A flaywind might exist on its own or as the sinister core of a larger sandstorm. The storm typically lasts 1d4×10 hours, but some flaywinds of legend have lasted for days. The strength of flaywinds can vary. However, one is always of at least sandstorm grade. A creature caught in a flaywind, or any object with hardness less than 5, takes 1d4 points of lethal slashing damage per round instead of the nonlethal damage dealt by a Material Plane sandstorm. Wearing heavy clothing (or any form of armor) reduces the damage to 1d3 points per round, but it cannot protect entirely from the abrasion. A barricade or enclosed space is the only sure protection. Inhabitants of regions scourged by flaywinds have developed a special garment to block the stinging grit, but it is a hazard of its own in the stifling heat of most waste environments, imposing a –6 penalty on Fortitude saves to avoid succumbing to heat instead of the normal –4 for heavy clothing. This garment cost 1.200 gp and weight 55 pounds. Necrotic Flaywinds: When a flaywind arises in an area of black sand (see below), the storm is known as a necrotic flay wind. A creature killed by such a storm is reduced to bone, which the negative energy of the black sand then animates into a skeleton (use the skeleton template). When a necrotic flaywind passes on, it might leave behind armies of skeletal beings. Avoiding Flaywinds: In general, creatures in an area about to be struck by a flaywind are entitled to DC 20 Survival checks to detect the approaching danger 1 minute before it strikes. This might not be enough time to get out of the storm’s path, but it could provide an opportunity to seek shelter or make other preparations. BLACK SAND Mundane volcanic lands sometimes feature black sand composed of ground-up cinders. Other than its striking color, such sand is no different from any other. However, magical black sand is a vile peril, whether on the scoured surface of Geb or in other lands cursed by necromantic magic. Black sand is infused with negative energy. A region of black sand literally swallows light; magical darkness rises to a height of 20 feet over the surface. Nothing short of a sunburst spell can disperse this darkness, and even then only for a period of 1 hour per caster level. In addition, creatures that come in direct contact with the sand without heavy garment for protection take 1d4 points of damage per round from negative energy. Upon reaching 0 hit points, they crumble and join the black sand. Inspired by this old post [URL='https://www.enworld.org/threads/custom-divine-abilities-portfolios-etc.197014/post-4529976']Custom divine abilities, portfolios, etc.[/URL] [/QUOTE]
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