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<blockquote data-quote="cbwjm" data-source="post: 8108328" data-attributes="member: 6788732"><p>Something I've been playing around with is the creation of quick avatars for the gods, one of those things that I may never use but I have the idea so I'll write it down in case I decide I want to use it later on. In my homebrew game, while I could create avatars similar to Tiamat or the Ice queen from Rime of the frostmaiden whose name escapes me at the moment, I've decided that if I want to create an avatar, that the following rules will apply.</p><p></p><p>I should note that I don't have incredibly powerful godly avatars. The gods themselves are powerful but their avatars are a mere sliver of their power.</p><p></p><p>When the gods send an avatar into the world, they have the following statistics.</p><ul> <li data-xf-list-type="ul">They have two classes at 20th level, hit points are based on the class with the highest hit die size with maximum hit points.</li> <li data-xf-list-type="ul">Their ability scores use the following array: 18, 18, 20, 24, 24, 30.</li> <li data-xf-list-type="ul">Their proficiency bonus is equal to a 20th level character, i.e. they have a +6 proficiency bonus.</li> <li data-xf-list-type="ul">Saving throws are equal to those of all their classes. If they have less than 4 proficient saves due to class crossover, add additional saves until they have 4.</li> <li data-xf-list-type="ul">Their avatars will exemplify only a single domain at a time. They can cast their domain granted spells at will. They gain all special abilities of one of their domains.</li> <li data-xf-list-type="ul">They can cast plane shift at will.</li> <li data-xf-list-type="ul">They have resistance to nonmagical bludgeoning, piercing, and slashing damage and to all other damage types.</li> <li data-xf-list-type="ul">They are immune to poison and disease. </li> <li data-xf-list-type="ul">They are immune to the charmed, frightened, and poisoned conditions. Add other conditions on a case by case basis.</li> <li data-xf-list-type="ul">They have more spell slots than standard if their two classes both grant spell slots and one is a full caster. In this case total the number of spell slots for each level. E.g., a sorcerer/paladin will add their spell slots together. A paladin/ranger will count as a full caster and have up to 9th level spell slots. Just think of it as from level 21, go back to the start of the spell table and start adding additional spell slots.</li> <li data-xf-list-type="ul">If they have two separate spellcasting classes, all spells use the more favourable spellcasting modifier. E.g., the mage is a wizard/sorcerer with intelligence 30 and charisma 24, his spellcasting ability modifier is +10 for all spells for both the wizard and sorcerer.</li> <li data-xf-list-type="ul">If a class grants cantrips, they can use any cantrip of that class.</li> </ul><p>How this speeds up creation for me is that for starters, I'm not considering what their stats are, I have a default array and their hit dice are set at 20 dice of their best class so I don't worry about considering how many hit points to give them, I just quickly calculate it from their best class and whatever score I chose for their Constitution. I don't worry about considering special abilities since I can just use the base classes for their powers (with a couple of extras as noted above), even then, I don't need to use all of them. For the god The Destroyer (Barbarian 20/Fighter 20) I might just use rage, reckless attack, and a couple fighting styles and action surge. </p><p></p><p>This is the Mage, the god of arcane magic. A quick write up, I haven't added in spells but this would give me enough to get going. The longest part of this write-up was getting all of the domain spells, especially since I went and looked up the 6th-9th level spells that an arcana cleric gets.</p><p></p><p><strong>The Mage</strong></p><p><strong>Wizard 20/Sorcerer 20</strong></p><p>Str 18, Dex 20, Con 18, Int 30, Wis 24, Cha 24</p><p><strong>Hit Points</strong>. 200 (20d6+80)</p><p><strong>Proficient Saves</strong>. Constitution, Intelligence, Wisdom, Charisma</p><p><strong>Innate Spellcasting</strong>. Spell Save DC 24, spell attack +16.</p><p>At Will - <em>detect magic, magic missile, magic weapon, Nystul's magic aura, dispel magic, magic circle, arcane eye, Leomund's secret chest, planar binding, teleportation circle, disintegrate, power word pain, power word stun, wish</em></p><p>Spell Slots 8/6/6/6/6/4/4/2/2</p><p></p><p>Like I said at the start, I may never use this in a game, but I find it fun to come up with ideas like this in my free time. </p><p></p><p>If you were to create an avatar for a god, perhaps for a final battle, how would you go about it? Would you follow the stat blocks of Auril (that's the name of the frosty goddess, right?) and Tiamat or do you have another method? I could definitely see a mythic trait being added to them to change the way they play and make the fight more epic in scope.</p></blockquote><p></p>
[QUOTE="cbwjm, post: 8108328, member: 6788732"] Something I've been playing around with is the creation of quick avatars for the gods, one of those things that I may never use but I have the idea so I'll write it down in case I decide I want to use it later on. In my homebrew game, while I could create avatars similar to Tiamat or the Ice queen from Rime of the frostmaiden whose name escapes me at the moment, I've decided that if I want to create an avatar, that the following rules will apply. I should note that I don't have incredibly powerful godly avatars. The gods themselves are powerful but their avatars are a mere sliver of their power. When the gods send an avatar into the world, they have the following statistics. [LIST] [*]They have two classes at 20th level, hit points are based on the class with the highest hit die size with maximum hit points. [*]Their ability scores use the following array: 18, 18, 20, 24, 24, 30. [*]Their proficiency bonus is equal to a 20th level character, i.e. they have a +6 proficiency bonus. [*]Saving throws are equal to those of all their classes. If they have less than 4 proficient saves due to class crossover, add additional saves until they have 4. [*]Their avatars will exemplify only a single domain at a time. They can cast their domain granted spells at will. They gain all special abilities of one of their domains. [*]They can cast plane shift at will. [*]They have resistance to nonmagical bludgeoning, piercing, and slashing damage and to all other damage types. [*]They are immune to poison and disease. [*]They are immune to the charmed, frightened, and poisoned conditions. Add other conditions on a case by case basis. [*]They have more spell slots than standard if their two classes both grant spell slots and one is a full caster. In this case total the number of spell slots for each level. E.g., a sorcerer/paladin will add their spell slots together. A paladin/ranger will count as a full caster and have up to 9th level spell slots. Just think of it as from level 21, go back to the start of the spell table and start adding additional spell slots. [*]If they have two separate spellcasting classes, all spells use the more favourable spellcasting modifier. E.g., the mage is a wizard/sorcerer with intelligence 30 and charisma 24, his spellcasting ability modifier is +10 for all spells for both the wizard and sorcerer. [*]If a class grants cantrips, they can use any cantrip of that class. [/LIST] How this speeds up creation for me is that for starters, I'm not considering what their stats are, I have a default array and their hit dice are set at 20 dice of their best class so I don't worry about considering how many hit points to give them, I just quickly calculate it from their best class and whatever score I chose for their Constitution. I don't worry about considering special abilities since I can just use the base classes for their powers (with a couple of extras as noted above), even then, I don't need to use all of them. For the god The Destroyer (Barbarian 20/Fighter 20) I might just use rage, reckless attack, and a couple fighting styles and action surge. This is the Mage, the god of arcane magic. A quick write up, I haven't added in spells but this would give me enough to get going. The longest part of this write-up was getting all of the domain spells, especially since I went and looked up the 6th-9th level spells that an arcana cleric gets. [B]The Mage Wizard 20/Sorcerer 20[/B] Str 18, Dex 20, Con 18, Int 30, Wis 24, Cha 24 [B]Hit Points[/B]. 200 (20d6+80) [B]Proficient Saves[/B]. Constitution, Intelligence, Wisdom, Charisma [B]Innate Spellcasting[/B]. Spell Save DC 24, spell attack +16. At Will - [I]detect magic, magic missile, magic weapon, Nystul's magic aura, dispel magic, magic circle, arcane eye, Leomund's secret chest, planar binding, teleportation circle, disintegrate, power word pain, power word stun, wish[/I] Spell Slots 8/6/6/6/6/4/4/2/2 Like I said at the start, I may never use this in a game, but I find it fun to come up with ideas like this in my free time. If you were to create an avatar for a god, perhaps for a final battle, how would you go about it? Would you follow the stat blocks of Auril (that's the name of the frosty goddess, right?) and Tiamat or do you have another method? I could definitely see a mythic trait being added to them to change the way they play and make the fight more epic in scope. [/QUOTE]
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