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Are you a god?
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<blockquote data-quote="Crothian" data-source="post: 155806" data-attributes="member: 232"><p>My first attempt to create a god using the basic guidelines in D&Dg. He is a Divine Rank 1 god. That is the lowest and still be a god. It's not as fleshed out as I want it yet, but it's a good basic start. </p><p></p><p>Jacob</p><p>Demi-God</p><p>Symbol: Fiery Bow</p><p>Alignment: Neutral Good</p><p>Portfolio: Adventure, Wilderness</p><p>Worshipers: Wilderness Guides, Rangers</p><p>Cleric Alignments: Neutral Good, Chaotic Good, Neutral</p><p>Domains: Animal, Plant, Travel</p><p>Favored Weapon: Longbow</p><p></p><p>Jacob was born in the city of Thesden. His parents where killed in the Orc invasion and he was left with his half sister, Karen. Karen was a healer and raised Jacob. Jacob grew up in the wilderness, learning all the paths and trails through the woods. He enjoyed traveling and guiding people. He guided some people to the capital city of Calador where he meet Gildain, Flynnderon, and Kinnear Holland. This group of stout adventurers took Jacob under their wing. Karen was worried at first, but the three assured her they would keep him safe. For three years they were able to keep him safe. However, when the meet the Black Dragon Dicator, Jacob died. Dicator has coated his gold with poison and Jacob fell victim to the devilish trap. </p><p></p><p>Jacob found himself in the lush fields of the afterlife. He was rewarded for his service to good when he was alive. However, Jacob was not content in the afterlife. He worried about his sister and about his friends. So, he found a way to return to the Prime Material Plane. First he visited with Flyderon and explained things. He was able to help a little with the great battle to return the evil Lich, Sistinak, back to his normal self. After that battle Jacob left them again.</p><p></p><p>Two years later Karen was picking some healing herbs in her garden when she saw Jacob wondering around. He had no memory of what had happened to him since his encounter with Dicator. From then on Jacob helped Karen. They eventually moved to the city of Montenelle and Karen started a Hospital there. Jacob spent time at Marsis’s Grove and become even more devout. He wondered the wilderness and stayed there for many years.</p><p></p><p>However, Jacob never physically aged. He watched his sister grow older, marry, have lots of kids and eventually pass. Jacob played the perfect Uncle to her kids, but they too eventually grew old and soon he looked younger then them. Jacob didn’t understand what was going on so he retreated in the wilderness and become a hermit. He lived in the wildest forest with only the wolves and other animals around. His relatives occasionally sought him out and he always made himself available to them. As time passed fewer and fewer people looked for him. </p><p></p><p>On day Jacob learned of an Archer Contest in Calador. This was a huge event in celebration of the 600th anniversary of the country. The grand price was an island in the Gulf of Selenia. The island was completely wild having just been acquired with a treaty with the Sylvan elves. The island was small and not much use for a country. So, for the first time in many decades Jacob left his wilderness. The contest was not even close. No one could match Jacob’s excellence with a bow and he won the island. With no fane fare he took the deed and traveled to his island where he lived out his life. </p><p></p><p></p><p>Jacob is the Demi God of people who travel through the woods. His favorite mortals are explores who explore the wilds with little more then a basic compass and a lot of desire. Jacob appears as a male half elf wearing basic woodsman cloths. He always has his longbow, a quiver full of arrows and a pair of Kukri at his side. His hair is brown and usually has a few bits of branches or leaves in it. </p><p></p><p>Dogma</p><p>Rangers and travelers revere him. Jacob asks that people who pass through the forests leave them as they are. That people only hunt to survive and never for sport. </p><p></p><p>Clergy And Temples</p><p>So far there are just two temples to Jacob. They are at Marsis’s grove and in the town Thesden. His clergy where normal clothes and are encouraged to travel and explore. Any place is fine, as long as it hasn’t been explored by the cleric and is in the wilderness.</p><p></p><p>Jacob</p><p>Ranger 20/ King of the Forest 10/ Wolf Lord 10</p><p>Medium Size Half Elf</p><p>Divine Rank: 1</p><p>Hit Dice: 20d10 + 180 (Rngr), plus 10d12 + 90 (KotF), plus 10d8 + 90 (WL) (750 hp)</p><p>Initiative: +15 (+15 Dex)</p><p>Speed: 60ft</p><p>AC: 51 (10 +1 Divine, +1 Natural, +15 Dex, + 14 Deflection +10 Armor)</p><p>Attacks: Long bow +5 of Distance, Speed, and Flaming Burst (+56/+56/+51/+46/+41); 2 Kukri +5 Defender, Keen, Speed (+49/+49/+49/+49/+44/+44/+39/+39/+34)</p><p>Damage: Long Bow: 1d8+10 +1d6 fire; Kurkri 1d4+10 and 1d4 +7 (off hand)</p><p>Face/Reach: 5ft. by 5ft./ 5ft</p><p>Special Attacks: Domain Powers, Salient Abilities, Spell Like Abilities, Spells, Whild shape forms</p><p>Special Qualities: Favored Enemies: Orc +5, Giants +4, Shadow Elves +3, Aberrations +2, Magical Beasts +1, Wolf Bond, Wolf Sense, Speak with Wolves, Wild Shape (Wolf, Dire Wolf, Legendary Wolf), Wolf far speech, Summon Wolves or Dire Wolves 2/day, +4 circumstance bonus for Tracking, Share Wolf or Dire Wolf form, Wolf Perception, +2 Wilderness Lore and Climb in the Forest, Move Through Forests as if they were Plains, Attack creatures of Forest +4, Forest Camouflage, 3/day Detect Animals and Plants, Adaptation 30 minutes a day, Freedom of Movement 30 minutes a day.</p><p>Saves: Fort +32 (+22 class, +1 Divine, + 9 Con), Ref +38 (+22 Class, +1 Divine, + 15 Dex), Will + 36(+22 Class, +1 Divine, + 13 Wis)</p><p>Abilities: Str 20 (+5), Dex 41 (+15), Con 28 (+9), Int 21 (+5), Wis 36 (+13), Cha 39 (+14)</p><p></p><p>Skills: Animal Empathy +47, Balance +30, Climb +25, Concentration +22, Handle Animal +61, Heal +33, Hide +45, Intuit Direction +33, Jump +35, Knowledge Nature +25, Listen +34, Move Silently, +45, Search +34, Sense Motive +23, Spot +34, Swim +25, Wilderness Lore +67</p><p></p><p>Feats: Ambidexterity, Animal Control, Animal Defiance, Combat Reflexes, Endurance, Exotic Weapon Proficiency Kukri, Expertise, Far Shot, Greater Two Weapon Fighting, Improved Critical Kukri, Improved Unarmed Strike, Improved Two Weapon Fighting, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Run, Scent, Superior Expertise, Track, Two Weapon Fighting, Weapon Finesse Kukri</p><p></p><p>Divine Immunities: DR 36/+4, Immune (Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind Affecting Effects, Electricity, Cold, Acid, Disease, Poison, Stunning, Sleep, Paralysis, Death Effects, Disintegration, and Massive Damage), Fire Resistance: 41, Spell Resistance: 33</p><p></p><p>Salient Divine Abilities: Divine Ranger, Divine Skill Focus Wilderness Lore</p><p></p><p>Domain Abilities: Animal Friendship 1/day, 3+Cha/day Command or Rebuke Plants, 1 round a day may use Freedom of Movement</p><p>Spell Like Abilities: Jacob can use these abilities as a 11th level caster. The save DCs are 11+ Cha +Spell Level. Antilife Shell, Animal Shapes, Astral Projection, Barkskin, Calm Animals, Changestaff, Command Plants, Commune with Nature, Control Plants, Creeping Doom, Dimension Door, Dominate Animal, Entangle, Expeditious Retreat, Find the Path, Fly, Hold Animal, Locate Object, Phase Door, Plant Growth, Repel Vermin, Shambler, Shapechange, Teleport without Error, Wall of Thorns</p><p></p><p>Possessions: Celestial Cloth: This cloth is a very light form of armor. It is the equivilent of +5 Chainmail but it has no max dex or armor check penalty. It also has Heavy Fortification</p><p>Long bow +5 of Distance, Speed, and Flaming Burst</p><p>2 Kukri +5 Defender, Keen, Speed</p><p>Arrows +5, Returning</p><p></p><p>Ranger Spells: 7/6/6/6 Base Save DC 23 + Spell Level</p><p>Wolf Lord Spells: 6/5/5/4 Base Save DC 23 + Spell Level</p></blockquote><p></p>
[QUOTE="Crothian, post: 155806, member: 232"] My first attempt to create a god using the basic guidelines in D&Dg. He is a Divine Rank 1 god. That is the lowest and still be a god. It's not as fleshed out as I want it yet, but it's a good basic start. Jacob Demi-God Symbol: Fiery Bow Alignment: Neutral Good Portfolio: Adventure, Wilderness Worshipers: Wilderness Guides, Rangers Cleric Alignments: Neutral Good, Chaotic Good, Neutral Domains: Animal, Plant, Travel Favored Weapon: Longbow Jacob was born in the city of Thesden. His parents where killed in the Orc invasion and he was left with his half sister, Karen. Karen was a healer and raised Jacob. Jacob grew up in the wilderness, learning all the paths and trails through the woods. He enjoyed traveling and guiding people. He guided some people to the capital city of Calador where he meet Gildain, Flynnderon, and Kinnear Holland. This group of stout adventurers took Jacob under their wing. Karen was worried at first, but the three assured her they would keep him safe. For three years they were able to keep him safe. However, when the meet the Black Dragon Dicator, Jacob died. Dicator has coated his gold with poison and Jacob fell victim to the devilish trap. Jacob found himself in the lush fields of the afterlife. He was rewarded for his service to good when he was alive. However, Jacob was not content in the afterlife. He worried about his sister and about his friends. So, he found a way to return to the Prime Material Plane. First he visited with Flyderon and explained things. He was able to help a little with the great battle to return the evil Lich, Sistinak, back to his normal self. After that battle Jacob left them again. Two years later Karen was picking some healing herbs in her garden when she saw Jacob wondering around. He had no memory of what had happened to him since his encounter with Dicator. From then on Jacob helped Karen. They eventually moved to the city of Montenelle and Karen started a Hospital there. Jacob spent time at Marsis’s Grove and become even more devout. He wondered the wilderness and stayed there for many years. However, Jacob never physically aged. He watched his sister grow older, marry, have lots of kids and eventually pass. Jacob played the perfect Uncle to her kids, but they too eventually grew old and soon he looked younger then them. Jacob didn’t understand what was going on so he retreated in the wilderness and become a hermit. He lived in the wildest forest with only the wolves and other animals around. His relatives occasionally sought him out and he always made himself available to them. As time passed fewer and fewer people looked for him. On day Jacob learned of an Archer Contest in Calador. This was a huge event in celebration of the 600th anniversary of the country. The grand price was an island in the Gulf of Selenia. The island was completely wild having just been acquired with a treaty with the Sylvan elves. The island was small and not much use for a country. So, for the first time in many decades Jacob left his wilderness. The contest was not even close. No one could match Jacob’s excellence with a bow and he won the island. With no fane fare he took the deed and traveled to his island where he lived out his life. Jacob is the Demi God of people who travel through the woods. His favorite mortals are explores who explore the wilds with little more then a basic compass and a lot of desire. Jacob appears as a male half elf wearing basic woodsman cloths. He always has his longbow, a quiver full of arrows and a pair of Kukri at his side. His hair is brown and usually has a few bits of branches or leaves in it. Dogma Rangers and travelers revere him. Jacob asks that people who pass through the forests leave them as they are. That people only hunt to survive and never for sport. Clergy And Temples So far there are just two temples to Jacob. They are at Marsis’s grove and in the town Thesden. His clergy where normal clothes and are encouraged to travel and explore. Any place is fine, as long as it hasn’t been explored by the cleric and is in the wilderness. Jacob Ranger 20/ King of the Forest 10/ Wolf Lord 10 Medium Size Half Elf Divine Rank: 1 Hit Dice: 20d10 + 180 (Rngr), plus 10d12 + 90 (KotF), plus 10d8 + 90 (WL) (750 hp) Initiative: +15 (+15 Dex) Speed: 60ft AC: 51 (10 +1 Divine, +1 Natural, +15 Dex, + 14 Deflection +10 Armor) Attacks: Long bow +5 of Distance, Speed, and Flaming Burst (+56/+56/+51/+46/+41); 2 Kukri +5 Defender, Keen, Speed (+49/+49/+49/+49/+44/+44/+39/+39/+34) Damage: Long Bow: 1d8+10 +1d6 fire; Kurkri 1d4+10 and 1d4 +7 (off hand) Face/Reach: 5ft. by 5ft./ 5ft Special Attacks: Domain Powers, Salient Abilities, Spell Like Abilities, Spells, Whild shape forms Special Qualities: Favored Enemies: Orc +5, Giants +4, Shadow Elves +3, Aberrations +2, Magical Beasts +1, Wolf Bond, Wolf Sense, Speak with Wolves, Wild Shape (Wolf, Dire Wolf, Legendary Wolf), Wolf far speech, Summon Wolves or Dire Wolves 2/day, +4 circumstance bonus for Tracking, Share Wolf or Dire Wolf form, Wolf Perception, +2 Wilderness Lore and Climb in the Forest, Move Through Forests as if they were Plains, Attack creatures of Forest +4, Forest Camouflage, 3/day Detect Animals and Plants, Adaptation 30 minutes a day, Freedom of Movement 30 minutes a day. Saves: Fort +32 (+22 class, +1 Divine, + 9 Con), Ref +38 (+22 Class, +1 Divine, + 15 Dex), Will + 36(+22 Class, +1 Divine, + 13 Wis) Abilities: Str 20 (+5), Dex 41 (+15), Con 28 (+9), Int 21 (+5), Wis 36 (+13), Cha 39 (+14) Skills: Animal Empathy +47, Balance +30, Climb +25, Concentration +22, Handle Animal +61, Heal +33, Hide +45, Intuit Direction +33, Jump +35, Knowledge Nature +25, Listen +34, Move Silently, +45, Search +34, Sense Motive +23, Spot +34, Swim +25, Wilderness Lore +67 Feats: Ambidexterity, Animal Control, Animal Defiance, Combat Reflexes, Endurance, Exotic Weapon Proficiency Kukri, Expertise, Far Shot, Greater Two Weapon Fighting, Improved Critical Kukri, Improved Unarmed Strike, Improved Two Weapon Fighting, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Run, Scent, Superior Expertise, Track, Two Weapon Fighting, Weapon Finesse Kukri Divine Immunities: DR 36/+4, Immune (Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind Affecting Effects, Electricity, Cold, Acid, Disease, Poison, Stunning, Sleep, Paralysis, Death Effects, Disintegration, and Massive Damage), Fire Resistance: 41, Spell Resistance: 33 Salient Divine Abilities: Divine Ranger, Divine Skill Focus Wilderness Lore Domain Abilities: Animal Friendship 1/day, 3+Cha/day Command or Rebuke Plants, 1 round a day may use Freedom of Movement Spell Like Abilities: Jacob can use these abilities as a 11th level caster. The save DCs are 11+ Cha +Spell Level. Antilife Shell, Animal Shapes, Astral Projection, Barkskin, Calm Animals, Changestaff, Command Plants, Commune with Nature, Control Plants, Creeping Doom, Dimension Door, Dominate Animal, Entangle, Expeditious Retreat, Find the Path, Fly, Hold Animal, Locate Object, Phase Door, Plant Growth, Repel Vermin, Shambler, Shapechange, Teleport without Error, Wall of Thorns Possessions: Celestial Cloth: This cloth is a very light form of armor. It is the equivilent of +5 Chainmail but it has no max dex or armor check penalty. It also has Heavy Fortification Long bow +5 of Distance, Speed, and Flaming Burst 2 Kukri +5 Defender, Keen, Speed Arrows +5, Returning Ranger Spells: 7/6/6/6 Base Save DC 23 + Spell Level Wolf Lord Spells: 6/5/5/4 Base Save DC 23 + Spell Level [/QUOTE]
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