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Custom divine abilities, portfolios, etc.

Obly99

Hero
For reference of the abilities
Karmic Defense (Su)
A lipika’s defenses shift according to the threats it faces. A lipika gains an insight bonus to its AC equal to its Wisdom modifier for 1 round after it has taken damage from a melee or ranged attack. If damaged by an attack that deals energy damage, the lipika gains immunity to that type of energy for 1 round.

Additionally, when a spellcaster successfully casts an offensive spell that penetrates the lipika’s spell resistance, the spellcaster is also affected by the spell as if it were reflected by spell turning (even if the spell would normally not be affected by spell turning, such as a spell that affects an area).
Energy Touch (Su)
A pleroma’s touch deals 20d8 points of damage from positive or negative energy, depending upon which type of energy would harm the creature touched. A pleroma’s touch never heals damage.

Sphere of Creation (Su)
Three times per day, the pleroma can manifest a 2-foot-diameter sphere of white energy that hovers above its left hand. By concentrating, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. Wherever the sphere travels, it leaves behind a 5-foot-wide path of new matter, creating either new terrain (such as swamp, tundra, desert, or forest) or a 10-foot-square wall composed of a single natural substance (such as clay, wood, or stone). Any existing matter, either living or nonliving that comes in contact with the sphere must make a DC 30 Fortitude save or be absorbed and incorporated into the new substance (only freedom, miracle, or wish can rescue creatures so trapped). Creatures that save are pushed to the nearest unoccupied location adjacent to the newly created substance. The sphere is highly unstable and only lasts 1d4 minutes before exploding with a blinding flash. All creatures within 30 feet of the flash must make a DC 30 Fortitude save or be permanently blinded. The save DCs are Constitution-based.

Sphere of Oblivion (Su)
Three times per day, the pleroma can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand. The sphere is an empty void similar to a sphere of annihilation. Any matter (living or nonliving) that touches the sphere must succeed on a DC 30 Fortitude save or be sucked into the sphere and destroyed. Larger objects (such as ships or buildings) are destroyed at a rate of one 10-foot cube per round of contact with the sphere. By concentrating, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. The sphere is highly unstable and only lasts 1d4 minutes before harmlessly imploding upon itself. Alternatively, the pleroma may hurl the sphere as a ranged touch attack (with a 10-foot range increment) against a single creature. When thrown in this manner, the sphere implodes immediately after the attack is resolved. The save DCs are Constitution-based.
 
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For reference of the abilities
Karmic Defense (Su)
A lipika’s defenses shift according to the threats it faces. A lipika gains an insight bonus to its AC equal to its Wisdom modifier for 1 round after it has taken damage from a melee or ranged attack. If damaged by an attack that deals energy damage, the lipika gains immunity to that type of energy for 1 round.

Additionally, when a spellcaster successfully casts an offensive spell that penetrates the lipika’s spell resistance, the spellcaster is also affected by the spell as if it were reflected by spell turning (even if the spell would normally not be affected by spell turning, such as a spell that affects an area).

Energy Touch (Su)
A pleroma’s touch deals 20d8 points of damage from positive or negative energy, depending upon which type of energy would harm the creature touched. A pleroma’s touch never heals damage.

Sphere of Creation (Su)
Three times per day, the pleroma can manifest a 2-foot-diameter sphere of white energy that hovers above its left hand. By concentrating, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. Wherever the sphere travels, it leaves behind a 5-foot-wide path of new matter, creating either new terrain (such as swamp, tundra, desert, or forest) or a 10-foot-square wall composed of a single natural substance (such as clay, wood, or stone). Any existing matter, either living or nonliving that comes in contact with the sphere must make a DC 30 Fortitude save or be absorbed and incorporated into the new substance (only freedom, miracle, or wish can rescue creatures so trapped). Creatures that save are pushed to the nearest unoccupied location adjacent to the newly created substance. The sphere is highly unstable and only lasts 1d4 minutes before exploding with a blinding flash. All creatures within 30 feet of the flash must make a DC 30 Fortitude save or be permanently blinded. The save DCs are Constitution-based.

Sphere of Oblivion (Su)
Three times per day, the pleroma can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand. The sphere is an empty void similar to a sphere of annihilation. Any matter (living or nonliving) that touches the sphere must succeed on a DC 30 Fortitude save or be sucked into the sphere and destroyed. Larger objects (such as ships or buildings) are destroyed at a rate of one 10-foot cube per round of contact with the sphere. By concentrating, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. The sphere is highly unstable and only lasts 1d4 minutes before harmlessly imploding upon itself. Alternatively, the pleroma may hurl the sphere as a ranged touch attack (with a 10-foot range increment) against a single creature. When thrown in this manner, the sphere implodes immediately after the attack is resolved. The save DCs are Constitution-based.
Make sure you specify that you're using Pathfinder Lipika and such, that system, as much as I like it, "borrowed" a lot of ideas from Immortals Handbook without any kind of permissions, just specify so we know which Lipika you're talking about.
 




Obly99

Hero
Rot Portfolio

Aspects: Decay, Marcescence

Opposed Portfolio: Crafts

Examples: Malenia (Elden Ring)

Favored Animal: Otyugh (unnatural)

Favored Class: Druid (Rot Warden archetype) or Witch (Putrefactor archetype)

Favored Place: Areas of Decay

Favored Sacrifice: Living Creature or Plant

Favored Time: Warm months

Favored Weapon: Syringe spear

Portfolio Trial: Contaminate and make an area of 100 square miles unlivable for at least 100 years (unless outside intervention)

Prerequisites: Any non-good

Symbol: Animal with scabs or dripping liquid

Typical Quote: "All life rots and all putridness becomes nourishment for new life."

ROT DOMAIN​

Granted Power: You cast necromancy spells at +1 caster level.

1 Decompose Corpse: Turn a corpse into a clean skeleton.

2 Pox Pustules: Subject is sickened and has –4 Dex.

3 Fungal Infestation: Target takes bleed damage from attacks.

4 Explosion of Rot: Call forth a burst of decay that damages and can stagger targets.

5 Swarm Skin: Turns your body into a swarm that can attack.

6 Creeping Doom: Swarms of centipedes attack at your command.

7 Blood Mist: Mist causes Wisdom damage and rage.

8 Horrid Wilting: Deals 1d6/level damage within 30 ft.

9 Storm of Vengeance: Storm rains acid, lightning, and hail.

REALM​
You create a decayed kingdom in which rot is the master. The sky is not visible because it is covered by disgusting clouds, the rivers are contaminated and unlivable and the earth exudes disease.

Hazards: For each hour spent in this realm, creatures must make a Fortitude saving throw with DC equal to 20 + divine rank of the Immortal or take 1d4 points of damage to a random ability score. This is a poison effect.

Inhabitants: Creatures that live in decaying places, such as the Fungus Queen or Mu Spore will be attracted to these realms.

Rot Template (Single Portfolio)​
Appearance: The immortal’s manifestation appears partly corrupt or rotting. Usually however, it is dependant on the second portfolio.

e.g. An immortal with the Rot and Sky portfolios may have wings made of scabs and seething liquid.

NB. When the immortal adopts a different form (through Shapechanging or Wildshape for instance), this trait is also adopted.

Demeanor: The immortal is calm and peaceful, as if he were part of the natural order of the universe.

Rot Template (Double Portfolio)​
Appearance: Same as the single portfolio except the immortal’s entire manifestation seems composed of corrupt substances.

Demeanor: The immortal is extremely calm, as if he has already won.

(Single) Rot Portfolio
Divine Status
Ability/Weakness Gained
Benefit/Penalty
Action
Disciple​
Spell-like Abilities

Hostile Environment
(Unrotted) (Ex)

Pure Vulnerability (Weakness) (Ex)

At Home in the Rot (Ex)
Use any rot domain spell as spell-like ability

Competence penalty (equal to your divine rank) on all die rolls when in an unrotted environment

Suffer 50% extra damage from weapon made of noble metal

You are immune to disease, poison, rot and corruption effects (GM’s discretion)
Standard


Always Active
Prophet​
Vampiric Effect (Su)​
The effect draws life from the target into the deity​
Always Active​
Hero-deity​
Scion of Rot (Ex)​
Competence bonus to attack rolls damage rolls and armor class equal to your divine rank when in a rotted environment​
Always Active​
Quasi-deity​
Improved Summoning (rot) (Ex)​
Vermin and fungus summoned have 50% more HD​
Always Active​
Demi-deity​
Crimson Butterflies (Ex)Immunities against your disease, poison, rot and corruption effects only 50%
Always Active​
Lesser Deity​
Superior Rot [Effect] (Su)*​
Assault your enemies with constant hit point damage.​
Variable​
Intermediate Deity​
Uncanny Rot Mastery (Su)​
Assault your enemies with constant hit point damage​
Variable​
Greater Deity​
Heart of the Rot (Ex)​
You gain regeneration equal to ½ your HD while in a rot environment​
Always Active​
Elder One​
Messiah of Rot (Su)
Cosmic Imperfection (Crafts)
You cannot be harmed, either willingly or unwillingly, by creatures of rot (Fungus, Vermin, etc.) of a lower divine status

One artifact in the universe can defeat your cosmic string ability
Always Active



Always Active
Old One​
Symbol of the Rot (Su)​
Creation based spells/effects (with the except that create more rot, GM’s discretion) cease to function in your divine realm​
Always Active​

(Double) Rot Portfolio
Divine Status
Ability/Weakness Gained
Benefit/Penalty
Action
Disciple​
Spell-like Abilities
Hostile Environment
(Unrotted) (Ex)

Pure Vulnerability (Weakness) (Ex)

At Home in the Rot (Ex)
Use any rot domain spell as spell-like ability

Competence penalty (equal to double your divine rank) on all die rolls when in an unrotted environment

Suffer 100% extra damage from weapon made of
noble metal

You are immune to disease, poison, rot and corruption effects (GM’s discretion)
Standard+Swift


Always Active
Prophet​
Ward of Rot (Ex)​
Allies within your aura are immune to disease, poison, rot and corruption effects (GM’s discretion)​
Always Active​
Hero-deity​
Greater Scion of Rot (Ex)​
Competence bonus to attack rolls damage rolls and armor class equal to double your divine rank when in a rotted environment​
Always Active​
Quasi-deity​
Perfect Summoning (rot) (Ex)​
Vermin and fungus summoned have 200% more HD​
Always Active​
Demi-deity​
Crimson Butterflies (Ex)​
Immunities against your disease, poison, rot and corruption effects totally ineffective​
Always Active​
Lesser Deity​
Superior Rot [Effect] (x2 HD) (Su)​
Assault your enemies with constant hit point damage​
Variable​
Intermediate Deity​
Uncanny Rot Mastery (x2 HD) (Su)​
Assault your enemies with constant hit point damage​
Variable​
Greater Deity​
Rot Soul (Ex)​
You gain regeneration equal to your HD while in a rot environment​
Always Active​
Elder One​
Lord of Rot (Su)
Cosmic Imperfection (Crafts)
Dominate any creatures of rot (Fungus, Vermin, etc.) of a lower divine rank within your divine aura/realm

Two artifacts in the universe can defeat your cosmic string ability
Always Active



Always Active
Old One​
Degeneration (Su)​
Those within your aura have their fast healing/regeneration work in reverse​
Always Active​
First One​
Digestio (Su)​
Gain all the abilities of any victims you slay​
Always Active​

ROT [EFFECT] (SU)

Cause your foes to writhe in agony.

Prerequisites: Nature Portfolio, Rot Portfolio, or any non-Good Alignment.

Benefit: The effect causes 1d6 damage per 3 hit dice of the deity, the damage repeating for a number of rounds equal to the immortal’s divine rank. This is a disease effect.

e.g. A greater deity (Divine Rank 16, 100 hit die) taking Rot Breath would deal 8d6 damage (save for half) to all caught in the area of effect. This damage would be repeated for an additional 16 rounds.

Special: This effect can be taken multiple times and its effects stack. Each time it is taken it either applies to a different effect (see pages 116-117), or it applies to the same effect as follows:

Taken twice = Greater Rot [Effect], original effect doubled.

Taken three times = Superior Rot [Effect], original effect tripled.

Taken four times = Perfect Rot [Effect], original effect quadrupled.

Taken five times = Rot Mastery, use any type of writhing effect.

Taken six times = Uncanny Rot Mastery, shape area effects to only target enemies. You can swop the Uncanny Rot Mastery ability for Writhing [Effect].
 

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Rot Portfolio

Aspects: Decay, Marcescence

Opposed Portfolio: Crafts

Examples: Malenia (Elden Ring)

Favored Animal: Otyugh (unnatural)

Favored Class: Druid (Rot Warden archetype) or Witch (Putrefactor archetype)

Favored Place: Areas of Decay

Favored Sacrifice: Living Creature or Plant

Favored Time: Warm months

Favored Weapon: Syringe spear

Portfolio Trial: Contaminate and make an area of 100 square miles unlivable for at least 100 years (unless outside intervention)

Prerequisites: Any non-good

Symbol: Animal with scabs or dripping liquid

Typical Quote: "All life rots and all putridness becomes nourishment for new life."

ROT DOMAIN​

Granted Power: You cast necromancy spells at +1 caster level.

1 Decompose Corpse: Turn a corpse into a clean skeleton.

2 Pox Pustules: Subject is sickened and has –4 Dex.

3 Fungal Infestation: Target takes bleed damage from attacks.

4 Explosion of Rot: Call forth a burst of decay that damages and can stagger targets.

5 Swarm Skin: Turns your body into a swarm that can attack.

6 Creeping Doom: Swarms of centipedes attack at your command.

7 Blood Mist: Mist causes Wisdom damage and rage.

8 Horrid Wilting: Deals 1d6/level damage within 30 ft.

9 Storm of Vengeance: Storm rains acid, lightning, and hail.

REALM​
You create a decayed kingdom in which rot is the master. The sky is not visible because it is covered by disgusting clouds, the rivers are contaminated and unlivable and the earth exudes disease.

Hazards: For each hour spent in this realm, creatures must make a Fortitude saving throw with DC equal to 20 + divine rank of the Immortal or take 1d4 points of damage to a random ability score. This is a poison effect.

Inhabitants: Creatures that live in decaying places, such as the Fungus Queen or Mu Spore will be attracted to these realms.

Rot Template (Single Portfolio)​
Appearance: The immortal’s manifestation appears partly corrupt or rotting. Usually however, it is dependant on the second portfolio.

e.g. An immortal with the Rot and Sky portfolios may have wings made of scabs and seething liquid.

NB. When the immortal adopts a different form (through Shapechanging or Wildshape for instance), this trait is also adopted.

Demeanor: The immortal is calm and peaceful, as if he were part of the natural order of the universe.

Rot Template (Double Portfolio)​
Appearance: Same as the single portfolio except the immortal’s entire manifestation seems composed of corrupt substances.

Demeanor: The immortal is extremely calm, as if he has already won.

(Single) Rot Portfolio
Divine Status
Ability/Weakness Gained
Benefit/Penalty
Action
Disciple​
Spell-like Abilities
Hostile Environment
(Unrotted) (Ex)

Pure Vulnerability (Weakness)
Use any rot domain spell as spell-like ability

Competence penalty (equal to your divine rank) on all die rolls when in an unrotted environment

Suffer 50% extra damage from weapon made of noble metal
Standard


Always Active
Prophet​
Shield of Rot (Su)​
You are immune to disease, poison, rot and corruption effects (GM’s discretion)​
Always Active​
Hero-deity​
Scion of Rot (Ex)​
Competence bonus to attack rolls damage rolls and armor class equal to your divine rank when in a rotted environment​
Always Active​
Quasi-deity​
Improved Summoning (rot) (Ex)​
Vermin and fungus summoned have 50% more HD​
Always Active​
Demi-deity​
Vampiric Effect (Su)​
The effect draws life from the target into the deity​
Always Active​
Lesser Deity​
Superior Rot [Effect] (Su)*​
Assault your enemies with constant hit point damage​
Variable​
Intermediate Deity​
Uncanny Rot Mastery (Su)​
Assault your enemies with constant hit point damage​
Variable​
Greater Deity​
Heart of the Rot (Ex)​
You gain regeneration equal to ½ your HD while in a rot environment​
Always Active​
Elder One​
Messiah of Rot (Su)
Cosmic Imperfection (Crafts)
You cannot be harmed, either willingly or unwillingly, by creatures of rot (Fungus, Vermin, etc.) of a lower divine status

One artifact in the universe can defeat your cosmic string ability
Always Active



Always Active
Old One​
Symbol of the Rot (Su)​
Creation based spells/effects (with the except that create more rot, GM’s discretion) cease to function in your divine realm​
Always Active​

(Double) Rot Portfolio
Divine Status
Ability/Weakness Gained
Benefit/Penalty
Action
Disciple​
Spell-like Abilities
Hostile Environment
(Unrotted) (Ex)

Pure Vulnerability (Weakness)
Use any rot domain spell as spell-like ability

Competence penalty (equal to double your divine rank) on all die rolls when in an unrotted environment

Suffer 100% extra damage from weapon made of noble metal
Standard+Swift


Always Active
Prophet​
Ward of Rot (Ex)​
Allies within your aura are immune to disease, poison, rot and corruption effects (GM’s discretion)​
Always Active​
Hero-deity​
Greater Scion of Rot (Ex)​
Competence bonus to attack rolls damage rolls and armor class equal to double your divine rank when in a rotted environment​
Always Active​
Quasi-deity​
Perfect Summoning (rot) (Ex)​
Vermin and fungus summoned have 200% more HD​
Always Active​
Demi-deity​
Crimson Butterflies (Ex)​
Immunities against your rot and corruption effects totally ineffective​
Always Active​
Lesser Deity​
Superior Rot [Effect] (x2 HD) (Su)​
Assault your enemies with constant hit point damage​
Variable​
Intermediate Deity​
Uncanny Rot Mastery (x2 HD) (Su)​
Assault your enemies with constant hit point damage​
Variable​
Greater Deity​
Rot Soul (Ex)​
You gain regeneration equal to your HD while in a rot environment​
Always Active​
Elder One​
Lord of Rot (Su)
Cosmic Imperfection (Crafts)
Dominate any creatures of rot (Fungus, Vermin, etc.) of a lower divine rank within your divine aura/realm

Two artifacts in the universe can defeat your cosmic string ability
Always Active



Always Active
Old One​
Degeneration (Su)​
Those within your aura have their fast healing/regeneration work in reverse​
Always Active​
First One​
Digestio (Su)​
Gain all the abilities of any victims you slay​
Always Active​

ROT [EFFECT] (SU)

Cause your foes to writhe in agony.

Prerequisites: Nature Portfolio, Rot Portfolio, or any non-Good Alignment.

Benefit: The effect causes 1d6 damage per 3 hit dice of the deity, the damage repeating for a number of rounds equal to the immortal’s divine rank.

e.g. A greater deity (Divine Rank 16, 100 hit die) taking Rot Breath would deal 12d6 damage (save for half) to all caught in the area of effect. This damage would be repeated for an additional 16 rounds.

Special: This effect can be taken multiple times and its effects stack. Each time it is taken it either applies to a different effect (see pages 116-117), or it applies to the same effect as follows:

Taken twice = Greater Rot [Effect], original effect doubled.

Taken three times = Superior Rot [Effect], original effect tripled.

Taken four times = Perfect Rot [Effect], original effect quadrupled.

Taken five times = Rot Mastery, use any type of writhing effect.

Taken six times = Uncanny Rot Mastery, shape area effects to only target enemies. You can swop the Uncanny Rot Mastery ability for Writhing [Effect].
Ah dude, this is awesome.
 



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