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<blockquote data-quote="Sepulchrave II" data-source="post: 1537651" data-attributes="member: 4303"><p>Deities are a problem. There are so many different notions of godhood, that its hard to know where to start with them. I didn't want to <em>exclude</em> any ideas of what it means to be a deity: conceptions in the real world vary widely from culture to culture, and all offer interesting perspectives which can inform the way that deities are in-game.</p><p></p><p>I've always been partial to the notion that some gods can simply be beefed-up outsiders that beefed-up characters can whack around. I like the idea of 'small gods' of rivers and mountains, but at the same time I like the idea of gods as fundamental archetypes. I like the fact that Thor is stupid, Ares is a coward, and Quetzalcoatl is very, very fickle. I like the idea that God (intentionally capitalized) is the ultimate truth and reality in Christian mysticism or Qabalah, but I can also dig YHWH as nothing more than a minor tribal sky-deity from the Levant. </p><p></p><p>So here is a goddess – her name is Ninit. Ninit has a Divine Rank of 1, but she has been customized somewhat. Changes were made in order to reflect her particular niche – I really felt that trying to force her too tightly into the standard mould offered in <em>Deities and Demigods</em> would be to do her a disservice: she almost fits, but not quite. Changes have made her more-or-less balanced with equivalent demipowers.</p><p></p><p>1) The <em>teleport without error</em> spell-like ability that DR1+ deities normally possess has been replaced by a supernatural ability to <em>wind walk</em> at will.</p><p>2) I had to invent three new cleric domains for Ninit – I think they're reasonably balanced: note that the Nature domain is <em>not</em> the same as the Nature domain from <em>Oriental Adventures</em>. Deities can normally use any domain spells they can grant as spell-like abilities: this is kind of ironic, as all of Ninit's worshippers are dead. I wanted her domain spells to be just right - otherwise she'd have access to silly spells that weren't in character. (Cough. Thor. Prismatic Sphere. Cough.)</p><p>3) Ninit is an itinerant goddess, and does not have a 'godly realm.' </p><p></p><p></p><p>I left out her raging statistics. </p><p></p><p>**</p><p></p><p></p><p><strong>NINIT</strong></p><p><em>The Rider. The Huntress.</em></p><p></p><p><strong>Demigoddess</strong></p><p><strong>Symbol:</strong> The Horse</p><p><strong>Home Plane:</strong> Sisperi</p><p><strong>Alignment:</strong> Chaotic Neutral</p><p><strong>Portfolio:</strong> Horses, hunting, nature, swiftness, wild beasts, wind</p><p><strong>Worshippers:</strong> Hunters, riders, barbarians</p><p><strong>Cleric Alignments:</strong> CG, CN, N, CE</p><p><strong>Domains:</strong> Hunt, Instinct, Nature (see below)</p><p><strong>Favoured Weapon:</strong> Spear</p><p></p><p><strong>Barbarian 30</strong></p><p><strong>Medium Outsider (Chaotic)</strong></p><p><strong>Divine Rank:</strong> 1 </p><p><strong>Hit Dice:</strong> 20d8+180 (outsider) plus 30d12+270 (Bbn) (970 hp)</p><p><strong>Initiative:</strong> +17</p><p><strong>Speed:</strong> 70 ft.</p><p><strong>Armour Class:</strong> 42 (+9 Dex, +8 deflection, +1 divine, +14 natural), touch 28, flat-footed 33</p><p><strong>Base Attack/Grapple:</strong> +35/+43</p><p><strong>Attack:</strong> <em>+5 ghost touch greater wounding spear</em> +49 melee (1d8+15/19-20x3)</p><p><strong>Full Attack:</strong> <em>+5 ghost touch greater wounding spear</em> +49/+44/+39/+34 melee (1d8+15/19-20x3)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Rage, spell-like abilities</p><p><strong>Special Qualities:</strong> Divine aura (10 ft., save DC 19), divine immunities, DR 15/epic and 8/-, fast movement, immortal, improved uncanny dodge, indomitable will, remote communication, resistance to fire 6, salient divine abilities, SR 53, trap sense, uncanny dodge, understand, speak and read all languages and speak directly to all beings within 1 mile, wind-walk. </p><p><strong>Saves:</strong> Fort +37, Ref +37, Will +41</p><p><strong>Abilities:</strong> Str 25, Dex 28, Con 28, Int 24, Wis 37, Cha 26</p><p><strong>Skills:</strong> Balance +42, Climb +38, Escape Artist +40, Handle Animal +64, Heal +43, Hide +40, Intimidate +62, Jump +42, Knowledge (geography) +38, Knowledge (nature) +67, Listen +66, Move Silently +61, Ride +92, Sense Motive +66, Spot +66, Survival +68 (+74 above ground), Swim +38, Tumble +44 </p><p><strong>Feats:</strong> Animal Affinity, Combat Reflexes, Dodge, Epic Skill Focus (Ride), Improved Critical (spear), Improved Initiative, Incite Rage, Legendary Tracker, Mighty Rage, Mobility, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Superior Initiative, Track, Weapon Focus (spear).</p><p></p><p><strong>Divine Immunities:</strong> Ability damage, ability drain, acid, cold, death-effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, <em>sleep</em>, stunning, transmutation.</p><p><strong>Salient Divine Abilities:</strong> Divine Skill Focus (Ride), Increased Spell Resistance</p><p><strong>Domain Powers:</strong> 11/day rebuke or command normal animals or plant creatures; augury 1/day as a free action.</p><p><strong>Spell-Like Abilities:</strong> Ninit uses these abilities as an 11th level caster. The save DCs are 19+ spell level. <em>Animal growth, animal messenger, bear's endurance, commune with nature, control weather, detect animals or plants, discern lies, discern location, divination, dominate animal, earthquake, expeditious retreat, find the path, foresight, greater scrying, locate creature, moment of prescience, owl's wisdom, snare, stone tell, summon nature's ally IX, sympathy, true strike, vision, whirlwind.</em></p><p></p><p></p><p><strong>Other Divine Powers</strong></p><p></p><p>As a demigod, Ninit treats a 1 on an attack roll or a saving throw normally and not as an automatic failure. She is immortal.</p><p><strong>Senses:</strong> Ninit can see, hear, touch and smell at a distance of one mile. As a standard action she can perceive anything within one mile of her worshippers, holy sites, objects or any location where her name was spoken in the last hour. She can extend her senses to up to two locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 1 hour.</p><p><strong>Portfolio Sense:</strong> Ninit instantly detects any event which involves one thousand or more people and is related to her portfolio.</p><p><strong>Automatic Actions:</strong> Ninit can use any skill related to her portfolio – even those she has no ranks in – as a free action, provided that the DC is 15 or less. She can perform up to two such free actions in a round.</p><p><strong>Create Magic Items:</strong> Ninit can create magic items related to her portfolio without the requisite item creation feat provided she meets all other prerequisites for the item, and the item's market price does not exceed 4,500gp.</p><p></p><p></p><p></p><p></p><p></p><p><strong>INSTINCT DOMAIN</strong></p><p></p><p>Granted Power: You may invoke a flash of insight regarding a particular course of action as a supernatural ability. Once per day, you may use an <em>augury</em> (as the second level cleric spell). Activating this power is a free action: add your cleric level to the base 70% chance of receiving a meaningful result as though you had cast the spell.</p><p></p><p><strong>Instinct Domain Spells</strong></p><p></p><p>1. True Strike</p><p>2. Owl's Wisdom</p><p>3. Discern Lies</p><p>4. Divination</p><p>5. True Seeing</p><p>6. Find the Path</p><p>7. Vision</p><p>8. Moment of Prescience</p><p>9. Foresight</p><p></p><p></p><p><strong>HUNT DOMAIN</strong></p><p></p><p>Granted Power: Add Ride, Search and Spot to your list of cleric class skills.</p><p></p><p><strong>Hunt Domain Spells</strong></p><p></p><p>1. Expeditious Retreat</p><p>2. Bear's Endurance</p><p>3. Snare</p><p>4. Locate Creature</p><p>5. Stone Tell</p><p>6. Find the Path</p><p>7. Greater Scrying</p><p>8. Discern Location</p><p>9. Sympathy</p><p></p><p></p><p><strong>NATURE DOMAIN</strong></p><p></p><p>Granted Power: Rebuke or command normal animals or plant creatures as an evil cleric rebukes or commands undead. Use this ability a number of times per day equal to 3+ your Charisma modifier. </p><p></p><p><strong>Nature Domain Spells</strong></p><p></p><p>1. Detect Animals or Plants</p><p>2. Animal Messenger</p><p>3. Dominate Animal</p><p>4. Animal Growth</p><p>5. Commune with Nature</p><p>6. Control Weather</p><p>7. Whirlwind</p><p>8. Earthquake</p><p>9. Summon Nature's Ally IX</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 1537651, member: 4303"] Deities are a problem. There are so many different notions of godhood, that its hard to know where to start with them. I didn't want to [I]exclude[/I] any ideas of what it means to be a deity: conceptions in the real world vary widely from culture to culture, and all offer interesting perspectives which can inform the way that deities are in-game. I've always been partial to the notion that some gods can simply be beefed-up outsiders that beefed-up characters can whack around. I like the idea of 'small gods' of rivers and mountains, but at the same time I like the idea of gods as fundamental archetypes. I like the fact that Thor is stupid, Ares is a coward, and Quetzalcoatl is very, very fickle. I like the idea that God (intentionally capitalized) is the ultimate truth and reality in Christian mysticism or Qabalah, but I can also dig YHWH as nothing more than a minor tribal sky-deity from the Levant. So here is a goddess – her name is Ninit. Ninit has a Divine Rank of 1, but she has been customized somewhat. Changes were made in order to reflect her particular niche – I really felt that trying to force her too tightly into the standard mould offered in [I]Deities and Demigods[/I] would be to do her a disservice: she almost fits, but not quite. Changes have made her more-or-less balanced with equivalent demipowers. 1) The [I]teleport without error[/I] spell-like ability that DR1+ deities normally possess has been replaced by a supernatural ability to [I]wind walk[/I] at will. 2) I had to invent three new cleric domains for Ninit – I think they're reasonably balanced: note that the Nature domain is [I]not[/I] the same as the Nature domain from [I]Oriental Adventures[/I]. Deities can normally use any domain spells they can grant as spell-like abilities: this is kind of ironic, as all of Ninit's worshippers are dead. I wanted her domain spells to be just right - otherwise she'd have access to silly spells that weren't in character. (Cough. Thor. Prismatic Sphere. Cough.) 3) Ninit is an itinerant goddess, and does not have a 'godly realm.' I left out her raging statistics. ** [B]NINIT[/B] [I]The Rider. The Huntress.[/I] [B]Demigoddess[/B] [B]Symbol:[/B] The Horse [B]Home Plane:[/B] Sisperi [B]Alignment:[/B] Chaotic Neutral [B]Portfolio:[/B] Horses, hunting, nature, swiftness, wild beasts, wind [B]Worshippers:[/B] Hunters, riders, barbarians [B]Cleric Alignments:[/B] CG, CN, N, CE [B]Domains:[/B] Hunt, Instinct, Nature (see below) [B]Favoured Weapon:[/B] Spear [B]Barbarian 30[/B] [B]Medium Outsider (Chaotic)[/B] [B]Divine Rank:[/B] 1 [B]Hit Dice:[/B] 20d8+180 (outsider) plus 30d12+270 (Bbn) (970 hp) [B]Initiative:[/B] +17 [B]Speed:[/B] 70 ft. [B]Armour Class:[/B] 42 (+9 Dex, +8 deflection, +1 divine, +14 natural), touch 28, flat-footed 33 [B]Base Attack/Grapple:[/B] +35/+43 [B]Attack:[/B] [I]+5 ghost touch greater wounding spear[/I] +49 melee (1d8+15/19-20x3) [B]Full Attack:[/B] [I]+5 ghost touch greater wounding spear[/I] +49/+44/+39/+34 melee (1d8+15/19-20x3) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Rage, spell-like abilities [B]Special Qualities:[/B] Divine aura (10 ft., save DC 19), divine immunities, DR 15/epic and 8/-, fast movement, immortal, improved uncanny dodge, indomitable will, remote communication, resistance to fire 6, salient divine abilities, SR 53, trap sense, uncanny dodge, understand, speak and read all languages and speak directly to all beings within 1 mile, wind-walk. [B]Saves:[/B] Fort +37, Ref +37, Will +41 [B]Abilities:[/B] Str 25, Dex 28, Con 28, Int 24, Wis 37, Cha 26 [B]Skills:[/B] Balance +42, Climb +38, Escape Artist +40, Handle Animal +64, Heal +43, Hide +40, Intimidate +62, Jump +42, Knowledge (geography) +38, Knowledge (nature) +67, Listen +66, Move Silently +61, Ride +92, Sense Motive +66, Spot +66, Survival +68 (+74 above ground), Swim +38, Tumble +44 [B]Feats:[/B] Animal Affinity, Combat Reflexes, Dodge, Epic Skill Focus (Ride), Improved Critical (spear), Improved Initiative, Incite Rage, Legendary Tracker, Mighty Rage, Mobility, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Superior Initiative, Track, Weapon Focus (spear). [B]Divine Immunities:[/B] Ability damage, ability drain, acid, cold, death-effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, [I]sleep[/I], stunning, transmutation. [B]Salient Divine Abilities:[/B] Divine Skill Focus (Ride), Increased Spell Resistance [B]Domain Powers:[/B] 11/day rebuke or command normal animals or plant creatures; augury 1/day as a free action. [B]Spell-Like Abilities:[/B] Ninit uses these abilities as an 11th level caster. The save DCs are 19+ spell level. [I]Animal growth, animal messenger, bear's endurance, commune with nature, control weather, detect animals or plants, discern lies, discern location, divination, dominate animal, earthquake, expeditious retreat, find the path, foresight, greater scrying, locate creature, moment of prescience, owl's wisdom, snare, stone tell, summon nature's ally IX, sympathy, true strike, vision, whirlwind.[/I] [B]Other Divine Powers[/B] As a demigod, Ninit treats a 1 on an attack roll or a saving throw normally and not as an automatic failure. She is immortal. [B]Senses:[/B] Ninit can see, hear, touch and smell at a distance of one mile. As a standard action she can perceive anything within one mile of her worshippers, holy sites, objects or any location where her name was spoken in the last hour. She can extend her senses to up to two locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 1 hour. [B]Portfolio Sense:[/B] Ninit instantly detects any event which involves one thousand or more people and is related to her portfolio. [B]Automatic Actions:[/B] Ninit can use any skill related to her portfolio – even those she has no ranks in – as a free action, provided that the DC is 15 or less. She can perform up to two such free actions in a round. [B]Create Magic Items:[/B] Ninit can create magic items related to her portfolio without the requisite item creation feat provided she meets all other prerequisites for the item, and the item's market price does not exceed 4,500gp. [B]INSTINCT DOMAIN[/B] Granted Power: You may invoke a flash of insight regarding a particular course of action as a supernatural ability. Once per day, you may use an [I]augury[/I] (as the second level cleric spell). Activating this power is a free action: add your cleric level to the base 70% chance of receiving a meaningful result as though you had cast the spell. [B]Instinct Domain Spells[/B] 1. True Strike 2. Owl's Wisdom 3. Discern Lies 4. Divination 5. True Seeing 6. Find the Path 7. Vision 8. Moment of Prescience 9. Foresight [B]HUNT DOMAIN[/B] Granted Power: Add Ride, Search and Spot to your list of cleric class skills. [B]Hunt Domain Spells[/B] 1. Expeditious Retreat 2. Bear's Endurance 3. Snare 4. Locate Creature 5. Stone Tell 6. Find the Path 7. Greater Scrying 8. Discern Location 9. Sympathy [B]NATURE DOMAIN[/B] Granted Power: Rebuke or command normal animals or plant creatures as an evil cleric rebukes or commands undead. Use this ability a number of times per day equal to 3+ your Charisma modifier. [B]Nature Domain Spells[/B] 1. Detect Animals or Plants 2. Animal Messenger 3. Dominate Animal 4. Animal Growth 5. Commune with Nature 6. Control Weather 7. Whirlwind 8. Earthquake 9. Summon Nature's Ally IX [/QUOTE]
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