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WarDragon

First Post
Behold, the first of many of my planned conversions of the D&D default pantheon. Posted under Fair Use Clause, not intended for profit, property of WotC, etc., etc. Note that he's still missing a few of his Portfolio abilities.

Kurtulmak
Greater Deity (Divine Rank 16)
Age:
At least 200 millennia
Aliases: Gnomesmasher, the Horned Sorcerer, the Watcher, Steelscale, Stingtail
Alignment: Lawful Evil
Allies: Asmodeus, Dakarnok, Gaknulak, Io
Enemies: the Gnome pantheon and their allies, including the Dwarf and Elf pantheons
Home Plane: Draukari, located in Avernus, the first layer of Hell
Nemesis: Garl Glittergold
Pantheon: Kobold, dragon
Portfolios: Kobold, Revenge, Community
Relatives: Tiamat (mother)
Symbol: Gnome skull with a spike driven through it


Legend
When Tiamat had just laid her first brood of eggs from which all Chromatic Dragonkind would hatch, she was attacked by a group of heroic interlopers. Though the Dragonqueen was able to drive them off, she was sorely wounded and depleted, and knew that another such attack could be the end of her and her unborn children; thus, she spent a portion of her divine power, and caused one of the eggs to hatch early, so that she would have a protector. That egg became Kurtulmak, who used more of the eggs to create the kobolds to aid him in his task. When the dragons were hatched and Tiamat recovered, Kurtulmak and his creations were sent on their own way.
Myth
Garl Glittergold will tell you that he collapsed Kurtulmak’s cavern as a harmless prank, but HE LIES! It was spite, pure spite and envy at the grandeur of the kobolds while his gnomes had not yet mastered anything but childish, silly games!

Personality
Kurtulmak is a savage deity who is always attentive to events on the Material Plane and eager to secure any advantage for his people. He believes that fair fights are for the stupid or the unlucky, that it is better to run away than to be defeated, and that no fight is ever truly over as long as a single kobold is alive. Revenge is sweet, even if it takes years to arrange.

Goals
Kurtulmak wishes first and foremost to destroy his most hated enemy, Garl Glittergold, god of gnomes, and wipe out the gnomish race. Beyond that, he sees the entire Prime Material plane as rightfully belonging to his children, the kobolds, and exhorts them to expand and push out all other races.

Relationships
Kurtulmak hates the gnomes, dwarves, elves, fey, and their gods. He respects and fears his mother Tiamat, and is on relatively good terms with his Archdevil “landlords,” Bael and Asmodeus. He largely tries to avoid conflict with most other gods, focusing on his feud with Garl and his worshippers on the Prime.

Death of Kurtulmak
Given that the only other members of the Kobold pantheon are a pair of demigods, it is certain that Kurtulmak’s death would have a profound effect on the race. The vast majority would likely convert to the worship of Tiamat, Io, or another of the draconic deities, and possibly abandon their racial vendetta against the gnomes within a few generations.


Manifestation of Kurtulmak
Greater Deity of Kobolds, Community, and Revenge
Rogue-20/Sorcerer-30/Arcane Trickster-40


Medium Outsider (Augmented Dragon, Extraplanar, Evil, Lawful, Reptilian)
Hit Dice: 90d20 + 1,620 (3,420 hit points, or 6,840 in Draukari)
Initiative: +47 (+23 Dex, +16 divine, +8 superior initiative)
Speed: 120 ft., fly 120 ft. (good), burrow 60 ft.
Armor Class: 139 (+44 armor, +24 deflection, +23 Dex, +16 divine, +22 natural), touch 73, flat-footed 139; 50% miss chance, Reflex save to avoid attacks
Base Attack/Grapple: +46/+85
Attack: Foestinger +115 melee (2d8+64+3d6 electric+3d6 unholy+1 Con +1 negative level to good/18-20/x7), or Foestinger +115 ranged or claw +115 melee (1d8+53/x2)
Full Attack: Foestinger +115/+110/+105 melee and bite +115 (2d6+53/18-20/x4) and tail sting +115 melee (1d8+53/18-20/x4 and poison), or Foestinger +112/+112/+112 ranged
Space/Reach: 5 ft./5 ft.
Special Attacks: Crippling strike, divine aura (1,050 ft., DC 50), impromptu sneak attack 11/day, opportunist, ranged legerdemain 12/day, poison (injury, 2d4 Con/2d4 Con, Fort DC 59), sneak attack +30d6, spell-like abilities, spells
Special Qualities: Acid resistance 20, cold resistance 20, damage reduction 40/epic and chaotic, darkvision 600 ft., divine senses (10x kobold), electricity resistance 20, evasion, fire resistance 20, godly realm, grant spells (any level), immortality, immunities, improved evasion, improved uncanny dodge, light sensitivity, maven, skill mastery (Appraise, Balance, Bluff, Climb, Concentration, Craft (traps), Disable Device, Disguise, Escape Artist, Gather Information, Intimidate, Hide, Jump, Move Silently, Open Lock, Search, Sleight of Hand, Spellcraft, Swim, Tumble, Use Magic Device) spell resistance 121, trap sense +6, uncanny dodge
Saves: Fort +75, Ref +87, Will +78 (Improved Evasion)
Abilities: Str 34, Dex 56, Con 46, Int 47, Wis 38, Cha 66
Skills: All skills +114+ability modifier+synergy
Feats: Arcane Strike, Bounding Assault, Empower Spell, Heighten Spell, Improved Multiattack, Maximize Spell, Quicken Spell, Rapid Blitz, Spring Attack, Weapon Finesse (7/7)
Epic Feats: (24/24, 3/3 Sorc, 7/7 ArT) Automatic Metamagic Capacity x9, Combat Mastery, Epic Multiattack, Epic Spellcasting*, Greater Critical (spear), Greater Critical Multiplier (spear), Ignore Material Components*, Improved Combat Expertise, Improved Finesse, Improved Power Attack, Lingering Damage*, Light Eradication, Metamagic Freedom*, Self Concealment x5*, Sky Walker, Sneak Attack of Opportunity*, Spell Stealer, Spell Stowaway (time stop), Underwalker, Weapon Mastery (piercing)
Divine Abilities: (16/16)
Anyfeat (Ex): Kurtulmak gains a single extra feat, which he can change once per round as a free action. He cannot change this feat while still gaining the benefit of the previous one. This feat is not included in the statistics above.
Blindsight (Ex): Kurtulmak has the blindsight special ability, extending to a radius of 250 ft.
Celerity (Ex): Kurtulmak’s speeds are tripled.
Divine Immensity (Su): Kurtulmak may change his size between Medium and Tiny as a free action.
Divine Sneak Attack (Su): Half of Kurtulmak’s sneak attack damage is purely divine damage, affecting creatures normally immune to sneak attacks.
Dracomagic (Ex): Kurtulmak gains one additional spell known of each spell level zero through ninth. These extra spells are selected from the cleric list.
Eternal Freedom (Su): Kurtulmak is immune to any effect that would hamper his movement.
Nescient (Ex): Kurtulmak ignores the prerequisites of all feats.
Omnicompetent (Ex): Kurtulmak considers all skills to be class skills.
Superior Finesse (Ex): Kurtulmak can use his Dexterity in place of Strength for attack and damage rolls with any weapon, regardless of size. This includes gaining 1.5x his Dex mod to damage with a two-handed weapon.
Cosmic Abilities:
Extra Portfolio: Kurtulmak gains the Community portfolio, in addition to his normal two.
Challenge Rating: 110-ish
Alignment: Lawful Evil
Level Adjustment: +83
Treasure (artifacts): Foestinger, Kurtulmak’s Armor, Tiathariejir Amulet, Ring of Eldritch Mastery.

The kobold in front of you is extremely large for its kind, standing as high as a small human. It is wearing leather armor, made from some creature you cannot identify, a spear is clutched in its hands, its scales appear to be made of rusted steel, and its tail is tipped with a wyvern-like stinger. It glares at you, and the sheer hatred in its gaze nearly stops your heart.

Kurtulmak’s manifestation stands five feet tall and weighs nearly 500 pounds due to muscular density.

COMBAT

Kurtulmak prefers to keep his enemies at a distance, striking and retreating to wear them down gradually. However, this is more a matter of preference than of necessity, for he is quite proficient at melee when forced into it, inflicting grievous wounds with his sneak attack and poison. Regardless of range, he attempts to render his opponents flanked or flat-footed t by any means necessary, in order to make full use of his deadly sneak attacks.

Community Portfolio traits (Greater Deity):
Guards and Wards (Su): Kurtulmak, and all allies within his divine aura, are immune to any spell or other effect that would move them against their will.
Strength in Numbers (Ex): Kurtulmak gains a competence bonus on saving throws equal to the number of allies within his divine Aura (max +16).
Band of Brothers (Su): When Kurtulmak summons creatures to his aid, he summons twice as many as the spell normally permits.
Meeting of Minds (Su): Kurtulmak’s summoned allies gain a +16 bonus on saves against banishment and similar effects.
Greater Gift of Fellowship (Su): Kurtulmak gains the Uncanny Iatric Mastery ability, allowing him to do one of the following once per round (if he uses a standard action and free action effect in the same round, the damage for each is halved). Save DCs are Constitution-based, and he can shape area effects to only affect allies (and undead enemies). Each type of effect can also be used to damage undead foes.
• Beam (Ray): standard action, ranged touch attack, heal 900 hp, range 4000 ft.
• Blast: standard action, heal 450 hit points (undead make DC 89 Reflex for half damage), range 4000 ft., 200 ft. radius burst
• Blood: any undead foe who strikes Kurtulmak in melee suffers 225 damage (DC 89 Reflex negates).
• Breath: Once every 1d4 rounds Kurtulmak can breathe either a 250 ft.-long cone or a 1000 ft.-long line that heals 900 damage (undead make DC 89 Reflex for half damage).
• Hand: As a standard action Kurtulmak can make a touch attack that heals 900 damage.
• Immolation: When slain all allies within a 1050 ft. radius of Kurtulmak heal 900 damage (DC 89 Reflex negates for undead).
• Storm: All allies within a 1050 ft. radius of Kurtulmak heal 225 damage (DC 89 Reflex negates for undead)
• Strike: Any undead creature struck by Kurtulmak in melee suffers an additional 225 damage.
• Wrath (Gaze): heals 450 damage (DC 89 Reflex negates for undead), 250 ft.​
Group Soul (Su): Magical boons cast on Kurtulmak also affect up to 16 allies of his choosing within his divine aura.
Lament of Loneliness (Ex): Kurtulmak takes a -16 divine penalty to all rolls when he has no allies within his divine aura.
Travel Sickness (Ex): Kurtulmak suffers a -16 divine penalty to Constitution for one month after using any sort of magical travel.

Divine Traits (Greater deity) (Ex): As a greater deity, Kurtulmak gains a +16 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.

Kobold Portfolio traits (Greater Deity):
Abjuration (Ex): Kurtulmak is completely immune to poison of all types.
Strength of the Tribe (Ex): Kurtulmak gains a +16 competence bonus on attack rolls, damage rolls, and armor class as long as kobolds make up the largest portion of all creatures within his divine aura.
Wyrmbrother (Ex): Any dragons or dragonblood creatures summoned by Kurtulmak have 50% more hit dice than normal.
Illusion (Ex): Immunities and resistances are only 50% effective against Kurtulmak’s poison-based attacks; if such an attack offers a save, creatures with immunity gain a +10 circumstance bonus.
Greater Gnome Bane (Su): Kurtulmak gains the Uncanny Bane (Gnomes) Mastery ability, allowing him to do each of the following once per round (if he uses a standard action and free action effect in the same round, the damage for each is halved). (Power doubled due to redundancy with Revenge Portfolio.)
• Beam (Ray): standard action, ranged touch attack, 180d12 damage, range 7600 ft.
• Blast: standard action, deals 90d12 damage (DC 89 Reflex for half), range 7600 ft., 400 ft. radius burst
• Blood: any gnome who strikes Kurtulmak in melee suffers 45d12 damage (DC 89 Reflex negates).
• Breath: Once every 1d4 rounds Kurtulmak can breathe either a 4750 ft.-long cone or a 1900 ft.-long line that deals 180d12 damage (DC 89 Reflex for half) as a standard action.
• Hand: As a standard action Kurtulmak can make a touch attack that deals 180d12 damage.
• Immolation: When slain, all gnomes within a 1050 ft. radius of Kurtulmak take 180d12 damage (DC 89 Reflex negates).
• Storm: All gnomes within a 1050 ft. radius of Kurtulmak take 45d12 damage (DC 89 Reflex negates).
• Strike: Any gnome struck by Kurtulmak in melee suffers an additional 45d12 damage.
• Wrath (Gaze): deals 90d12 damage (DC 89 Reflex negates for undead), 475 ft.​
Embrace of the Mines (Ex): Kurtulmak gains regeneration 45 while underground.
Sheep’s Strength (Ex): Kurtulmak suffers a -16 divine penalty to Strength.

Revenge Portfolio traits (Greater Deity):
Abjuration (Ex): Kurtulmak is immune to mind-affecting effects
Divination (Ex): Kurtulmak gains a +16 competence bonus to attacks, damage, and AC against individuals that have damaged him in the last 24 hours.
Conjuration (Ex): Any creatures Kurtulmak summons
Illusion (): Kurtulmak
Greater Vengeance (Su): Kurtulmak gains the Uncanny Bane Mastery ability, allowing him to do any of the following once per round (if he uses a standard action and free action effect in the same round, the damage for each is halved). These affect individuals who have attacked him in the past 24 hours.
• Beam (Ray): standard action, ranged touch attack, 90d12 damage, range 4000 ft.
• Blast: standard action, heal 45d12 damage (DC 89 Reflex for half), range 4000 ft., 200 ft. radius burst
• Blood: any foe who strikes Kurtulmak in melee suffers 22d12 damage (DC 89 Reflex negates).
• Breath: Once every 1d4 rounds Kurtulmak can breathe either a 250 ft.-long cone or a 1000 ft.-long line that deals 90d12 damage (DC 89 Reflex for half) as a standard action.
• Hand: As a standard action Kurtulmak can make a touch attack that deals 90d12 damage.
• Immolation: When slain, all appropriate creatures within a 1050 ft. radius of Kurtulmak take 90d12 damage (DC 89 Reflex negates).
• Storm: All enemies within a 1050 ft. radius of Kurtulmak take 22d12 damage (DC 89 Reflex negates).
• Strike: Any creature struck by Kurtulmak in melee suffers an additional 22d12 damage.
• Wrath (Gaze): deals 45d12 damage (DC 89 Reflex negates for undead), 250 ft.​
Healing (Ex): .
Pig’s Splendor (Ex): Kurtulmak suffers a -16 divine penalty to Charisma.

Spell-like Abilities: Caster level 106. At will – banishment, bear’s endurance, bless, create trap, commune, contingency, discern location, dream, etherealness, fire shield, fire trap, geas/quest, gnome blight (DC 52), greater dispel magic, greater teleport, heroes’ feast, imbue with spell ability, ironguard, magnificent mansion, mark of justice, maze, prayer (DC 53), prismatic sphere (DC 59), sending, shield of faith, speak with dead (DC 53), status, stone sphere (DC 54), storm of vengeance (DC 59), spell turning, sympathy (DC 58), telepathic bond, tongues, transmute rock to lava (DC 59), transmute rock to mud (DC 55). 16/day – wish (DC 59).

Spellcasting: Kurtulmak casts spells as a 70th level Sorcerer (caster level 106). Save DC 54 + spell level. Spells per day: 18/25/25/25/25/24/24/24/24/23

Spells known: 0 – arcane mark, ghost sound, mage hand, mending, message, prestidigitation, purify food and drink, ray of frost, read magic, touch of fatigue. 1st – divine favor, grease, magic missile, ray of clumsiness, shocking grasp, true strike. 2nd – darkness, detect thoughts, scorching ray, shatter, silence, wracking touch. 3rd – fireball, haste, meld into stone, suggestion, vampiric touch. 4th – black tentacles, charm monster, divine power, dragon breath, orb of acid. 5th – cloudkill, hold monster, true seeing, wall of stone, wrack. 6th – acid fog, disintegrate, heal, project image. 7th – bestow greater curse, forcecage, limited wish, screen. 8th – earthquake, flensing, mind blank, superior invisibility. 9th – gate, mage’s disjunction, miracle, time stop.

Epic Spellcasting: Kurtulmak can cast up to nine Epic spells per day, with a save DC of 60, and a maximum Spellcraft DC of 152. Epic spells known: Animus Blizzard, Contingent True Resurrection, Eclipse, Hellish Endurance (+16 profane bonus to Constitution, DC 113, cast only to negate Travel Sickness), Epic Shield (+40 shield bonus to AC), Hellball, (no xp cost or backlash), Living Lightning, Momento Mori, Origin of Species: Kobold.

Artifacts
Foestinger:
The head and haft of this +30 distance, returning, lightning blast, triple throw, gnome dread, unholy power, wounding spear are inlayed with orichalcum runes, increasing its base damage by fifty percent, and octupling its weight.

Kurtulmak’s Armor: This leather armor is made from the skin of a Maskim that was slain by one of Kurtulmak’s first traps. It acts as +43 leather armor with no maximum dexterity bonus or spell failure, and allows Kurtulmak to make a reflex save to avoid any attack that would normally strike him (DC = attack roll). Finally, it adds the chaotic requirement to his damage reduction.

Tiathariejir Amulet: This potent talisman appears to be a red gemstone the size of a human fist on a mithral chain. The gem is actually a congealed drop of Tiamat’s blood and venom, spilled during the battle over her first brood. It gives all of Kurtulmak’s natural attacks a +30 enhancement bonus, and increases the save DC of his tail sting’s poison by 15.

Ring of Eldritch Mastery: This ring was a gift to Kurtulmak from Io, the Ninefold Dragon, in honor of his ascension to the status of a Greater Power. It triples his non-Epic base spells per day (+12), gives him a +24 enhancement bonus to Charisma, and allows him to apply the Silent Spell and Still Spell feats to any spell he casts without increasing their spell level or casting time (+8). The ring renders Kurtulmak immune to all spells of 9th level or lower (+30), and reflects such spells (or those of higher level that fail to penetrate his spell resistance) back upon the caster; area spells are not reflected (+6). Finally, he is constantly under the effects of greater arcane sight. (+6)

Tactics Round-by-round:
Prior to combat: Cast Contingent True Resurrection, divine power, Epic Shield, gate, haste, mind blank, true seeing, superior invisibility and vampiric touch (empowered x7).
Round 1: Cast Time Duplicate, and set up a flank with duplicate or called creature, and use Anyfeat to Dire Charge a spellcaster, delivering vampiric touch with a natural attack.
Round 2: Vanish into the time stream.
Round 3: Throw Foestinger or full attack, cast two quickened spells depending on situation (empowered x3 scorching ray at a distance, empowered x2 vampiric touch in melee, or heal if injured).
Subsequent rounds: Repeat round 3 or flee.

_____________________________________________________________________________
Notes

Yes, I know Wizards of the Coast only has him as an Intermediate deity, but that doesn’t really make sense, for a couple of reasons. First, he’s the sworn enemy of an entire pantheon, and on unfriendly terms with several others, with only a pair of little-known demigods to help him; being a Greater deity seems almost necessary to survive in those conditions. Second, there are probably more kobolds than there are elves, dwarves, and gnomes put together, all worshipping him, and with the Worship points system in place, that translates to a lot of Glory. Finally, kobolds rule.

The origin story presented above is taken from Dragon Magazine. Being the son of Tiamat, I gave him the half-dragon template, replacing the breath weapon with a poison tail sting like mom’s, and the immunity with resistance 20 to all energy types.

The Arcane Trickster’s requirement of a Chaotic alignment made no sense, so I ignored it. I assumed his pre-Epic build was Rogue4/Sorc6/Trickster10, for purposes of BAB and saves (base of BAB +11, Fort +6, Ref +13, Will +13).

Epic Multiattack is a custom feat of mine; it lets your secondary natural weapons get full damage bonus from Strength and Power Attack rather than half. Yes, I know there’s no Blindsight divine ability in Ascension; I made one. Same for Dracomagic.

Ability scores
Str 10, Dex 18, Con 12, Int 12, Wis 11, Cha 17 (Base, 80 total)
Str 18, Dex 18, Con 14, Int 14, Wis 11, Cha 19 (Half-dragon)
Str 18, Dex 18, Con 14, Int 14, Wis 11, Cha 19 (Kobold and Size increase cancel out)
Str 45, Dex 51, Con 43, Int 43, Wis 38, Cha 53 (Greater Deity)
Str 50, Dex 56, Con 46, Int 47, Wis 38, Cha 58 (Level increases, +22 total)
Str 34, Dex 56, Con 46, Int 47, Wis 38, Cha 42 (Portfolios)
Str 34, Dex 56, Con 46, Int 47, Wis 38, Cha 66 (Artifact)
 
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Fieari

Explorer
I would prefer the god of kobolds to be weaker than the other greater gods, and instead of being physically powerful in himself, take inspiration from Tucker's kobolds and simply be a tactical genius, enabling him to make tactical strikes. I'd have him be more paranoid... he's the enemy of a pantheon, so he needs to be able to hide darn well. That sort of thing. Kobolds aren't about power, they're about tactics. Sun Tsu and all that. I think that should be reflected in the god.
 

mercucio

First Post
Of course th Gnomish pantheon thinks he's a joke, and isn't that concerned about, so Intermediate definitely sounds right. Hmm, maybe he should be Sardior's child while we're at it ;)
 

Hi WarDragon mate! :)

Love the Kurtulmak entry. Very cool.

I'm sort of torn between the idea of having him as a Greater Power or an Intermediate Power.

Looking over a few others:

Corellon: Wizard 26, Bard 25, Druid 25, Ranger 25

Garl Glittergold: Rogue 34, Illusionist 34, Fighter 16, Cleric 17

Gruumsh: Fighter 30, Cleric 30, Rogue 5, Assassin 25

There are probably Prestige Classes which better fit some of the above (Arcane Trickster for Garl, etc), so treat those as my first impressions. ;)
 

WarDragon

First Post
Why the cleric and rogue for Gruumsh? He's really more the Barbarian type, in my eyes. Orcs aren't really known for their stealth. Why no Fighter levels for Correllon?
 

WarDragon

First Post
Fieari said:
I would prefer the god of kobolds to be weaker than the other greater gods, and instead of being physically powerful in himself, take inspiration from Tucker's kobolds and simply be a tactical genius, enabling him to make tactical strikes. I'd have him be more paranoid... he's the enemy of a pantheon, so he needs to be able to hide darn well. That sort of thing. Kobolds aren't about power, they're about tactics. Sun Tsu and all that. I think that should be reflected in the god.

He has 47 Int, and a lot of highly tactical feat and spell choices, the Kobold portfolio gives him -16 Strength, and he's lower HD than most pantheon heads. He can Hide extremely well, due to Superior Invisibility, Maven, obscene Dex, and the ability to become Tiny. However, I feel that a god, any god, should be able to hold his own against a bunch of punks that think they can take him down. The natural attacks are backed up by his appearance described in CD.

mercucio said:
Of course th Gnomish pantheon thinks he's a joke, and isn't that concerned about, so Intermediate definitely sounds right. Hmm, maybe he should be Sardior's child while we're at it
That's partly because he's practically all alone against them, and is weaker than Garl on a pure HD basis. Besides, kobolds want to be underestimated. :]
 



Kalitharus

First Post
Thats a big load of Kobold dung from what I can see. Kurtulmak was originally written up as a Lesser Deity in 1980. He has *never* been listed as a Greater Power, and to make him so is really bad judgement. :\
 

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