Well, here s/he finally is, a deity I've been working on for a couple of months now.
First a small warning: Much of the information below is campaign specific. Don't be to alarmed though, since the Dismal Void and the new spells and domains can easily be adapted to most campaign worlds.
Second, a note on Areh (My campaign world): The draconic deities are the true masters of Areh, despite what the other deities of the realm claims. Their power is not limited to the number of worshippers they have, but rather augmented by it. No matter how few worshippers one of the draconic deities of Areh have, they never fall below Divine Rank 10. This is the blessing of being a child of Io. There are some odd two and a half dozen draconic deities known and worshipped in Areh, all these, with the exception of Io grant spells to their devoted clerics.
Third, a myth of the creation of the draconic deities: In the begining Io was alone and one with all. Realising that Areh needed guardians that never died from old age, Io birthed his first spawn. One draconic entity for each alignment, ranging from Bahamuth the platinum dragon, to Tiamat and Falazure the Night Dragon. Nine the first spawn where, and nine they will forever be. But Io was not finished, As his children bred among themselves, creating the first true dragons, who became the parents of the draconic races, Io saw, that the immense reptiles these neodragons where, was not enough to protect Areh from the alien forces who wished Areh for themselves. Io birthed for her second spawn, five they where, one for each of the five basic elements of creation: Air, Earth, Fire, Water, and Void. These draconic elemental lords bred with the neodragons, creating the draconic races seen today. But Io had one last trick up his sleeve, but that's another story...
I will post the domains first, followed by three new spells, and finally the Lady of the Void him/herself
Granted Power: Wilting Touch. Once per day, by making a successfull touch attack, you may inflict 1d3 points of temporary Con damage to a living target. A Fort save (DC: 10 plus your caster level) negates. This is a supernatural ability
Granted Power: You gain a +2 divine bonus on all saves and checks when dealing with dragons and dragon-kin.
1. Endure Elements
2. Eagle's Splendor*
3. Protective Scales (You get +4 natural armor bonus and ignore 5 points of damage/round from an energy type of your choice.)
4. Air Walk
5. True Seeing
6. Charm Dragon (Makes one dragon belive it is your ally.)
7. Call Dragon (Calls a dragon of similar alignment to the cleric.)
8. Energy Immunity*
9. Dragon Form (Grow one size and take on aspects of dragons.)
This spell covers the target in protective dragon scales, increasing the targets natural armor by 4, and granting energy resistance 5 against an energy type of the casters choice (acid, cold, electricity, fire or sonic) for the duration of the spell, the target can dismiss the spell as a free action.
Charm Dragon
Enchantment (charm) [mind affecting] Level: Dragon 6 Components: V, S, DF Casting Time: 1 action Range: Close (25' + 5'/2 levels) Target: One dragon Duration: 1 hour/Level Saving Throw: Will negates (+ special, see below) Spell Resistance: Yes
As Charm Person, except it only affects dragons. The spell cannot affect a dragon with more than twice the HD than the cleric casting the spell, in addition the targeted dragon gets a +4 bonus to the save if it's alignment is diagonally opposed to the clerics.
Call Dragon
Transmutation Level: Dragon 7 Components: V, DF Casting Time: 1 action Range: 1 mile/Level Target: The nearest dragon Duration: Instantaneous Saving Throw: None (see below) Spell Resistance: No
This spell sends a short message to the nearest dragon with a request for help in exchange for wealth or magic items. The spel works similarly to Whispering Wind and the dragon chooses wheter or not to respond to the call. At the casters option he may choose to send a Suggestion along with the message, compelling the dragon to answer it. The dragon gets a will save against the Suggestion, and might get very angry against such tactics. If the dragon chooses to answer the call, it takes between 10 minutes and one hour for the dragon to show up. If the spell is used to attempt to lure a dragon into an ambush it automatically fails. The cleric and his companions are expected to fully compensate the dragon who assists them.
This spell transforms the caster into a draconic creature for the duration. The spell is similar to the Polymorph Self spell, but unlike Polymorph Self the spell does not affect carried equipment. The spell changes the caster, who in effect gains the halfdragon template of a dragon of similar alignment as the cleric. When the spell is cast, the cleric chooses a dragon who has an alignment within one step of the cleric and the clerics deity from the list below (i.e. a LE cleric of a LN god, must choose either a LE or LN dragon, similary a neutral cleric of a neutral god can choose any dragon that has neutral as part of it's alignment) If no dragon can be found of compatible alignment, choose the one which is closest. The cleric gains the abilities listed in the table below, and the following:
· The cleric grows one size category, which affects BAB, AC, natural weapons damage, and ability scores normally. · The cleric grows scales that cover it's entire body, increasing it's natural armor bonus by +4, · The cleric gains the dragon type and gains lowlight vision, darkvision to a range of 60', and immunity to Sleep and paralysis effects. · The clerics ability scores increase by the following amount: Str +8, Con +2, Int +2, and Cha +2. · If the choosen dragon type has wings, the cleric grows wing and can fly at a speed of 100' with average manouverability. · The cleric gains a breathweapon useable once every 1d4 rounds.
The cleric gains additional abilities and immunities as presented below.
LG - Bronze - Line of Lightning (6d6, DC 18) - - Electricity - - Waterbreathing
LG - Gold - Cone of Fire (6d10, DC 20) - - - - - Fire Subtype - - Waterbreathing
LG - Silver - Cone of Cold (6d8, DC 18) - - - - Cold and Acid
CG - Brass - Line of Fire (3d6, DC 17) - - - - - Fire Subtype
CG - Copper - Line of Acid (6d4, DC 17) - - - - Acid Immunity - - Spider Climb
LN - Emerald - Cone of Sound (6d6, 18) - - - - - Sonic
LN - Sapphire - Cone of Sound (6d4, DC 17) - - - Electricity - - - Spider Climb
N - Amethyst - Line of Force (6d8, DC 18) - - - Poison - - - - - - +4 on saves against force effects
CN - Crystal - Cone of Light (6d6, DC 17) - - - Cold
CN - Topaz - Cone of Dehydr. (6d8, DC 17) - - - Cold - - - - - - - Water Breathing
LE - Blue - Line of Lightning (6d8 DC 18) - - - Electricity
LE - Green - Cone of Acid Gas (6d6, DC 17) - - Acid - - - - - - - - Water Breathing
NE - Brown - Line of Acid (6d6, DC 19) - - - - Acid - - - - - - - - Tremorsense 90'
CE - Black - Line of Acid (6d4, DC 17) - - - - Acid - - - - - - - - Water Breathing
CE - Red - Cone of Fire (6d10, DC 19) - - - - - Fire Subtype
CE - White - Cone of Cold (3d6, DC 16) - - - - Cold Subtype - - - - Icewalking††
† A line is always 5' wide, 5' high and 60' long. A cone is always 30' long.
†† Works just like spider climb, but only on frozen surfaces, also cannot lose balance on icy surfaces.
DM's may at their option allow other dragon types than these.
Well, here's what you all been waiting for (I hope)...
Apparantly the size of the doc is to big, so this will have to do...
Comments Appreciated, Flames ignored, Constructive critizism absorbed for later use, munchkins mercilessly beaten to death
Authanthar
Lady of Magic, Dismal Void
Lesser Deity
Symbol: A serpentine dragon flying though nothingness Home Plane: Dragon Arie Alignment: Neutral Portfolio: Dragon magic, void, nothingness, Worshippers: Dragons Cleric Alignments: N, LN, NE, CN, NG Domains: Dragon, Magic, Spell, Void Favored Weapon: Claw
The draconic god of magic and one of the five draconic elemental lords appears as a large, wingless, and serpentine dragon with green eyes. It's scales so black that they appear to absorb light. Of all the draconic deities she is the one with the smallest number of clergy (after Io of course.) Not that it concerns her much.
Dogma:
Not even void is completely empty, since magical energies suffuse even such a desolate place. Magic is plentyful in all things, and dragons should use magic to their advantage over the lesser races.
Clergy and Temples:
Authanthar has next to no clergy and only one known temple. Her clergy among the lesser races can be counted on one hand, and even among dragons they're few and far between. Her mortal clergy favor dark colors and spend most of their time studying magic and it's applications. Her only known temple resides within the mountain fortress that is the home of the jeweled dragon, her younger sibling. It is neither large nor impressive, at least from draconic perspective. Although the lesser races tend to find it overwhelming, it is nothing more than a large room filled with scrolls, books and minor magic trinkets such as wands. The temples only priest is a great bronze wyrm called 'Mornelder'
Authanthar
Colossal Dragon (Void)
Divine Rank: 10 Hit Dice: 55d12+660 (1320 hp) Initiative: +4 (Improved Initiative) Speed: 60', Fly 300' (poor) AC: 79 (-8 size, +10 divine, +54 natural, +13 deflection) Attacks: Bite +76 melee, 2 claws +71 melee, tail slap +71 melee; or spell +71 melee touch or +57 ranged touch, Damage: Bite 4d8+19/19-20, claw 2d8+9, tail slap 4d6+28, or by spell Face/Reach: 20' by 80'/15' Special Attacks: Breath weapons, crush, tail sweep, spells, spell-like abilities, domain powers, salient divine abilities, Special Qualities: Divine Immunities, fire immunity, DR 55/+5, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 10 miles, remote communication, godly realm, teleport without error at will, plane shift at will, blindsight 1600', scent, darkvision, SR 62, divine aura (1000', DC 33) Saves: Fort +49, Ref +37, Will +50 Abilities: Str 49, Dex 10, Con 35, Int 36, Wis 37, Cha 36, Skills: Concentration +72, Knowledge (Arcana) +73, Knowledge (the Planes) +73, Knowledge (Religion) +73, Spellcraft +73, (Fill with whatever you need) Feats: Alertness, Augment Summoning, Cleave, Combat Casting, Flyby Attack, Great Cleave, Greater Spell Penetration, Hover, Improved Initiative, Improved Critical (Bite), Power Attack, Snatch, Spell Penetration, Wingover,
Breathweapons (Su): Authanthar has three different breathweapons: Energy Drain: A cone of shifting shadows 80' long that inflicts 8 negative levels. A Fortitude save (DC: 59) reduces the ammount of negative levels inflicted by half. Plane Shift: A cone of swirling mist 80' long, those caught in the cone must succeed a Will save (DC: 59) or be plane shifted to a random outer or inner plane. Disintegration: A beam of blue light that fills an area 5' high, 5' wide, and 160' long. Creatures are obliterade if they fail a Fortitude save (DC 59). Creatures who make successful saving throws still take 18d10 points of damage. The beam blows a 5' by 5' by 160' hole in objects if they fail their savingthrows.
Once Authanthar uses a breathweapon, she must wait 1d4 rounds before she can breathe again, no matter which breathweapon she used. Crush (Ex): Authanthar can land on foes as a standard action, using his whole body to crush them. Crush attacks are effective only against opponents that are large or smaller. A crush attack affects as many creatures as there can fit under Authanthar's body. Creatures in the affected area must succeed at reflex saves (DC 59) or be pinned automatically, taking 4d8+28 damage each round until Authanthar moves. Authanthar can maintain the pin as a normal grapple check. Tail Sweep (Ex): As a standard action, Authanthar can sweep her tail in a half-circle with a 40' diameter. Medium-Sized or smaller creatures within the tail sweep area automatically take 2d8+28 points of damage, and must succeed at Reflex saves (DC 59) to avoid being knocked down.
Domain Powers: gets a +2 divine bonus on all saves and checks when dealing with dragons and dragon-kin, may use scrolls, wands, and other devices with the spell trigger activation as a 30th level sorcerer, gets a +2 bonus on concentration and spellcraft checks, once per day, by making a successfull touch attack, Authanthar may inflict 1d3 points of temporary Con damage to a living target. A Fort save (DC: 40) negates. Spell-Like Abilties: Authanthar uses these abilities as a 20th-level caster. The save DCs are 33 plus the spells level. At will - Air Walk, Antimagic Field, Anyspell, Banishment, Break Enchantment, Call Dragon, Charm Dragon, Disintegrate, Dispel Magic, Dragon Form, Eagle's Splendor, Endure Elements, Energy Immunity, Entropic Shield, Ethereal Jaunt, Greater Anyspell, Identify, Imbue with Spell Ability, Implosion, Limited Wish, Mage Armor, Mordenkainens Disjunction, Nondetection, Nystrul's Undetectable Aura, Protection from Spells, Protective Scales, Rary's Mnemonic Enhancer, Silence, Spell Resistance, Spell Turning, and True Seeing. Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, fire, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. Salient Divine Abilities: Alter Reality, Automatic Metamagic (Empower Sorcerer Spells), Automatic Metamagic (Sacred Cleric Spells), Call Creatures (Elementals), Call Creatures (Energons), Control Creatures (Dragons), Extra Domain (Void), Extra Energy Immunity (Fire), Increased Damage Reduction, Increased Spell Resistance, See Magic, Spell Immunity (As bahamut and tiamat) Cleric Spells/Day: 6/10/9/9/9/9/7/7/7/7, Base DC = 23 + spell level Sorcerer Spells Known (6/6/6/6/6/6/6/6/6/6, Base DC = 23 + spell level): 0 - Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Light, Prestidigitation, Ray of Frost, Read Magic, Resistance; 1st - Burning Hands, Magic Missile, Shield, Summon Monster I, Unseen Servant; 2nd - Aganazzar's Scorcher, Darkness, Daylight, Spectral Hand, Summon Monster II; 3rd - Haste, Lightning Bolt, Slow, Vampiric Touch; 4th - Ice Storm, Polymorph Other, Polymorph Self, Summon Monster IV; 5th - Cloudkill, Summon Monster V, Telekinesis, Wall of Force; 6th - Circle of Death, Eyebite, Summon Monster VI; 7th - Forcecage, Greater Scrying, Prismatic Spray; 8th - Horrid Wilting, Summon Monster VIII, Trap the Soul; 9th - Gate, Meteor Storm, Time Stop;
Other Divine Powers:
As a lesser deity, Authanthar may take 10 on any check. Authanthar treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses: Authanthar can see (using normal vision or darkvision), hear, touch, and smell at a distance of ten miles. In addition he can see invisible and ethereal creatures within 1600 feet (as a See Invisibility spell that is constantly active). As a standard action she can percieve anything within 10 miles of his worshippers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. He can extend his senses to up to 5 locations at once. She can block the sensing power of dieties of his rank or lower at up to two remote locations at once. Portfolio Sense: Authanthar can sense anything that affects the wellfare of spellcasting dragons, so long as the event in question affects at least five hundred dragons. Automatic Actions: Authanthar can use her Spellcraft, Knowledge (Arcana), Knowledge (The Planes), or Knowledge (Religion) as a free action if the DC for the task is 20 or lower. He can perform up to five such actions each round. Create Magic Items: Authanthar can create any Wand, Staff, Ring or Wonderous Item as long as the item's market price does not exceed 30.000 gp.
Ferret: AS long as you don't publish them, it's fine with me
Frog Slime: Thank you. Dragons play a BIG part of my campaign, so I thought that having roughly 30 odd draconic deities (Three spawns consisting of 9,5, and 4 dragons plus a number of risen dragons.) would be a good idea. It's just hard to come up with names to them all...